Jump Packs, How do they work?

By Santiago, in Rogue Trader

Okay,

The Jump Packs stated in IH and RT are very cool but how do they actually work.

They can grant the Flyer 12 trait for up to a minute at a time, so when flying, what type of action is that, Free, Half or Full
Those jumps, how far (12 meters?) or the characters movement, what type of action is this?

Please, I need answers, quickly

Darn, to late to edit:

Jump Pack:
Flyer 12
Pilot Skill Use: 1/2 Action (See RT Core, under skills)

As a Half Action the wearer could fly 12 meters and still attack one or fire once (No auto fire or multiple action)

Jumping, also a Half Action using the Fly movement rate as strength so Strenght Bonus 12, all jumps count as running jumps but do not add a bonus for extra running.

Ending movement in melee combat counts as a Charge Attack

This is what I would guestimate...

Extrapolating from flyer (12) I'd say that you get 12m half action move, 24m full action move, 36m charge and 72m run. Either landing at the end of each round to make an "unlimited jump" or continuing upward for actual flying which puts more stress on the machine as well as using more fuel.

And I'd give a bonus of one or two to damage for charge due to rocket propelled and awesome.

Based on what I see in the Free RPG day demo adventure for Deathwatch (being held next Saturday), I think Graspar is pretty close.