How much weight Astartes jetpack can lift ?

By boruta666, in Deathwatch Rules Questions

On one of our missions we were facing unusual situation, two our kill-team members fell from clif, our Assault marine turned jetpack to flight mode and tryed to catch them both while they were falling down.

Basing jetpack lifting capabilities on marine strenght is rather silly, so is there any guidiance for how much weight it can carry, normally and in stress short situations ?

I would say that by carrying another space marine- the Flyer (12) trait becomes Flyer (6) for 1 minute, or Flyer (12) for 30 seconds. Of course- this would have to be accompanied by a Pilot (Personal) check for reacting to the extra weight.

For carrying two marines, it would become Flyer (4) for 1 minute, or Flyer (12) for 20 seconds. Hopefully this gives him enough time to travel up the distance they fell.

A Jumppack is designed to lift a Space Marine, his Power Armor and reasonable gear with a bit of margin for safety. It is not designed to lift two Space Marines!

However, when we consider rule of cool then by all means, saving his fellow should work in a way. He can't fly with the extra load, but a survivable crash? Sure by all means. Let him make a hellish Fly check, each degree of failure resulting in a bit of damage (say the same as 10' falling damage). A success meaning that he has managed to land safely.

I'd guess, at minimum, 1,000 kg since this is what the book gives as the upper threshold of an unarmed Space Marine in power armour. It'd probably have to be more than that, since it'd be fairly useless to put a jump pack on a marine that precludes him from going into battle armed. With standard kit, the difficulty of carrying another marine probably depends more on the circumstances of the scenario rather than any special difficulty of carrying another battle-brother. If you had all the time you cared to take, it's probably not an issue - but if you were under enemy fire then it's probably time for pilot checks with some kind of penalty.

If you had a higher quality jump pack, and the marines in question were wearing higher quality (and thus, significantly lighter) armour, I'd say it's not even a question.

I would guess that Jump packs are designed more for the average than the extreme, so the 1k kg marines are probably out of luck as assault specialists (1000 kg is quite a lot of weight. Any jump pack that would work for him would propel a smaller marine at ridiculous speeds).

I think the restrictions to flight time and maneuverability penalties previous posted make sense.

The thing is, only 180kg of that weight's coming from the armour, so there's a lot of it's that's all marine.

I'd imagine, to be effective at conveying marines at the speeds they get conveyed at, and to slow their falls as effectively as they do, the jump packs can lift a lot more than the minimum I suggested. But then, I don't know jack about physics (and it's not like 40K cares a lot about physics, either).

Mainly, though, what I'm saying is that carrying a second marine isn't something you need to invoke rule of cool to make happen - I think it makes sense if you just think about it for a little bit, and those halving rules suggested earlier work fine.

The Marines, his gear and anything which is cinimatically appropriate at that time

Santiago said:

The Marines, his gear and anything which is cinimatically appropriate at that time

Hehe, good answer. Fluff-wise the jetpack cannot lift a marine in terminator armour. In a couple of novels marines are able to grab their fellows and jetpack them to safety, however, I'd think that it would probably half the effective range of the jetpack, half the Flyer trait to Flyer (6) and possibly impose -10 or -20 penalty on Pilot (Personal) checks.

As for our gaming purpose marines weight around 280kg withouth armour, add armour weapons and such.

And jetpack can be pushed to lift 2 SM but at risk of destroying it, zero mobility, and not even third part of normal performance.

full sized statue of muscular humanoid made whole of iron will not weight 1t. Rather pointles thing: ask profesional body bulider how would look human 2.10cm tall weighting around half ton... or compare one of "strongmen" weight and size to such numbers.

boruta666 said:

full sized statue of muscular humanoid made whole of iron will not weight 1t. Rather pointles thing: ask profesional body bulider how would look human 2.10cm tall weighting around half ton... or compare one of "strongmen" weight and size to such numbers.

Ceramite, adamantium, and all of the other future elements employed in 40K, obviously, aren't iron, so that's pointless to bring up. Professional bodybuilders also don't, generally, run 2.1m tall (I don't know that there's ever been a mature human that's been 2.1 cm tall, and I don't really know why you'd bring that up) and don't, so far as I know, have skeletons that are enlarged and massively reinforced with artifical ceramic materials. They also don't have the biscopea organ stimulating muscle growth or the metabolic control of a space marine. I don't know what, if any, affect on mass the black carapace would have, but I imagine it's not insignificant.

Bringing in real life is fairly pointless - a comparison between it and 40k is ridiculous and if we were both out to be honest we could come up with a long list of ways that the real world and that of 40k are, in fact, incompatible.

Most basketball players in the NBA are 2m plus, 2.10m is about 7'
The tallest man ever was 2.72m or 8'11"

Santiago said:

Most basketball players in the NBA are 2m plus, 2.10m is about 7'
The tallest man ever was 2.72m or 8'11"

2.1336m is 7'

2.1m is 6' 8" almost 6' 9"

2m = the tall side of 6' 5"

thats for comparison sake only...

and it was..

"Rather pointles thing: ask profesional body bulider how would look human 2.10cm tall weighting around half ton" witch part of pointless thing u dont get ?

And don't worry, i know one universal law of physics that rule in WH40k universe: Cool beats Real.