Jump Pack?

By TheWorldSmith, in Dark Heresy Rules Questions

I'm wondering if anybody has found the Jump Pack item listed anywhere? I'm pretty sure it isn't for sale, as I can't find it in any of the armouries, but perhaps an NPC or Adversary has one that we can use for reference?

If not, I reckon I'll follow the rules as presented in the newest applicable system in 1st edition, which I believe gives the user Flyer (12) with a few drawbacks?

Thanks in advance! ^.^

My guess is that DH2E doesn't explicitly mention it because it usually doesn't fit the tone. A jump pack is more a military tool than a policing tool, even if you're trying to scare people into submission. As for prior instances of jump packs...

  • Only War's Shield of Humanity had the Alatus-Pattern Jump Pack, with the below effects. In addition, you had to have Mechanicus Implants and might gain Fatigue after extended flight, but in return you gained Fear (1) and +10 to Parry. But for whatever reason there never was a basic sort of jump pack printed in OW.
  • Black Crusade had a jump pack in its core text. That allowed you to double your ground movement, ignore ground obstacles or falling damage, and even gain Flyer (12) for a minute at a time. In return you needed to have Operate (Aeronautica) +0.

These are all mentions on jump packs in previous games. Don't know if they exist in DH2, haven't gotten the chance to look.

Dark Heresy: Blood of Martyrs (RPG), pp. 86, 121

Deathwatch: Core Rulebook (RPG), pp. 72-74

Only War: Shield of Humanity (RPG), pg. 131

Rogue Trader: Core Rulebook (RPG), pp. 144-145

I house rule jump packs simply to keep them easy and clean. For the most part, I ignore the flyer trait or manipulate it to fit my house rule.

Jump packs come with an Agility Bonus (often I use the flyer trait number), this allows the use to move forward, be it a direct charge/run, a leap/bound or straight up, that many metres. No real true sense of flight. I also give it fuel which acts as its number of uses before needed a recharge. The bookwork is simple, easy to keep track of, and mostly just enhances current abilities.

I and my players like it because its direct, easy to understand and still practical.

The Attalus or Alatus Pattern Jump Pack is also in the Lathe Worlds book in the gear section IIRC.

~ alemander

Alatus was updated in Only War, I think that's why it wasn't included in the original list that I got from Lexiconium

I make Jump Packs break the legs of acolytes who use them LOL (consider that a consumable item - in that they won't want to use that anymore)

Edited by MorbidDon

Interesting, I never realised they didn't have jump packs in the DH2 line.

Admittedly they are more of military pursuasion but then again someone wanting to play a Seraphim would find jump packs useful.....

I make Jump Packs break the legs of acolytes who use them LOL (consider that a consumable item - in that they won't want to use that anymore)

Why? Humans in 40K can use jump packs safety with a skill.

What about wanting to use one is funny? Not only that they aren't consumable either unless they explicitly say they have a fuel source. Most just say they need to cool or recharge on the potentia coil of a Mechanicus member.

Do grav chutes break your legs in your games too? Can they not be repacked and redeployed?

Interesting, I never realised they didn't have jump packs in the DH2 line.

Admittedly they are more of military pursuasion but then again someone wanting to play a Seraphim would find jump packs useful.....

They removed shotgun slugs as well again, which I don't understand.

I suspect they may have kept certain tools/equipment back so that they've got material for more supplements, which now may not see print. :/

Sorry Doctor - I was joking; actually Jump Packs havent come up in my game yet - if they do I'll just have them perform the appropriate skill LOL