Jump Packs
A Jump Pack can only be used by a character wearing carapace or powered armor on the chest and abdomen, as the stresses of a jump would injure someone in lesser armor. If someone in less armor tries to use one, they need to take a toughness test for every ACTION spent in the air (takeoff and landing actions are considered airborne) or take d6 damage for every 10% the test was failed by.
TAKEOFF:
To use a pack, the character must declare an action as a takeoff action. This is a Risky action. If successful, the character is now in flight and immediately moves 5 yards using one of the first 3 flight modes below. If this is failed, see the charts below. This may not be combined with other actions.
FLIGHT:
Once airborne, the character has the following options:
1. Speed flight. The character does not gain much altitude but zips forward very rapidly. The model may pass over any obstacle up to 5 yards in height as he zips forward 15 yards. While moving, the character may turn up to face any direction in his 45-degree arc of vision. This action MAY be combined with other actions with the standard modifiers (character counts as walking to do an action, 'other' movement type to be shot at)
2. Climbing. The character zooms straight up into the air. He moves 15 yards straight up but may not move more than 5 yards in any other direction. While moving, the character may turn up to face any direction in his 45-degree arc of vision. He may perform actions as described above.
3. Up, Up, and Away! The character moves 15 yards diagonally into the air. This is the most tricky to represent on the tabletop, basically you should measure 15 yards into the air and mark the spot directly below that on the table, then measure the distance into the air the character is (for reference for the next action). While moving, the character may turn up to face any direction in his 45-degree arc of vision. This type of move may also be combined as above.
4. Turn. Turning in a jump pack is a Risky action. If successful, the character may turn up to 90 degrees to either side. A turn action may NOT be combined with other actions.
5. Hover. By throttling the packs power levels, the character hovers stationary in the air. While hovering, the character may rotate up to 45% to either side. This action may be combined. The character counts as being stationary for both shooting and being shot at.
6. Evasive maneuvers. This movement type is just like options 1-3 above, but the total distance moved is reduced to 10 yards. The character counts as evading for firing, and counts as moving 20 yards using the 'other' movement type for being shot at. This is a Risky action.
LANDING
Landing is a Risky action. If successful, the character moves 5 yards forward and is then back on the ground. If failed, see below. This action may not be combined with other actions.
PERCEPTION
Aye, jump packs are noisy machines, go figure. The hearing range for a jump pack (spelt small turbine engine) is the same as a heavy weapon firing... 200 yards, but only when in use.
Vision. Using the standard vision rules, apply +4% for every yard moved instead of the +2%. For night fighting, instead of taking 1/10 of the looking characters initiative, take 1/2 when trying to spot a jump pack in use (but only if in use)
HEAVY
A jump pack reduced the characters non-flight movement rates by 1 unless they are wearing full power armor.
BULK
If shot from the back (rear 45%, opposite of the arc of vision) any shots that hit the chest or abdomen will hit the pack instead. The pack has the following profile:
Armor:
8
Damage: Superficial
No effect
Heavy
Immediate: If currently in flight, loses 5 yards of altitude.
Persistent: Movement rate for flight reduced by 2 for all modes.
Serious
Immediate: If currently in flight, loses 10 yards of altitude.
Persistent: Movement rate for flight reduced by 5 for all modes.
Crippled
DESTROYED, I hope you weren't in the air...
STUNNING
If the character is stunned while in flight, they need to make a Toughness test to remain in control of the pack. Even if they pass, they lose d6 yards in altitude. If they fail, they lose d6 yards for every 10% they fail by. A roll of 96-100 means a total loss of control, the character plunges to the ground.
DROPPING THE PACK
At any time, the character can spend 2 actions to drop the pack. Mark the spot where it is dropped, as then ANYONE can pick it up and try to put it on at a cost of 4 actions.
TAKEOFF RISKY ACTION FAILED
D6
1-2
Misfire. The engine does not fire. Try again next action.
3-4
Out of Fuel. Enough said, it's dead weight now.
5-6
ZOOM! You over-gun the throttle, zipping forward 5 meters and up 5 meters before coming crashing back down. Take falling damage.
TURNING RISKY ACTION
D6
1-2
You lose 5 yards in altitude, but manage to make the turn.
3-4
You change your facing, lose 5 yards in altitude, slide 5 yards more in the direction you WERE going, but make the turn.
5-6
You turn your body, but not the direction of travel. You also drop 5 yards. Your next action is changed to a turn action to try and recover.
EVASIVE MANEUVERS RISKY ACTION
D6
1-2
OOPS, lose 5 yards in altitude, but you are evading.
3-4
Lose the 5 yards in altitude, and the evasion modifier is cut in half.
5-6
Lose the same 5 yards in altitude, and get no modifier for evasion (but movement still counts)
LANDING RISKY ACTION
D6
1-2
Over-throttle. You don't quite land. Move 5 yards forward and try again.
3-4
Out of Fuel. Enough said, it's dead weight now, but you are on the ground.
5-6
TOO FAST! Take damage to both legs as if falling a distance equal to the distance moved in the last action.