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TheWorldSmith

Jump Pack?

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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! ^.^

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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.

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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

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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.

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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.....

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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?

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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.

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