Jump pack

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Jump pack

Jump pack

A single-person burst rocket for short-ranged flight. With its integrated harness and guidance assistant, the jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
Some spacer tech militaries have melee combat specialists who use jump packs to bypass obstacles and rapidly close with the enemy.

Base Stats

Type
GearUtility
Tech Level
Industrial
Market Value
645 Silver
Mass
3 kg
HP
100

Apparel

Coverage
Waist
Layer
Belt

Creation

Crafted At
Machining table
Required Research
Jump packsTechprint
Skill Required
Crafting 4
Work To Make
14,000 ticks (3.89 mins)
Resources to make
Plasteel 30 + Component 3 + Chemfuel 100
Technical
defName
Apparel_PackJump
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardMidFreq, RewardStandardQualitySuper
tags
PackJump
tradeTags
ExoticMisc


The jump pack is an utility item added by Royalty DLC that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight.

Acquisition

Jump packs can be crafted at a Machining table once the Jump packs research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require Plasteel 30 Plasteel, Component 3 Components, Chemfuel 100 Chemfuel, 14,000 ticks (3.89 mins) of work, and a Crafting skill of 4.

Alternatively, this item can be received as a quest reward.

Summary

When equipped, a jump pack is worn in the waist utility slot. Once the wearer is drafted, it can be manually activated by the player to target any tile within a quality-dependent range and within line of sight. Therefore, a user can jump over rock chunks and fences, but not walls. There is a short 30 ticks (0.5 secs) warm-up before jumping. The warmup time before jumping is affected by the Aiming Time stat of the wearer.

Pawns cannot be hurt mid-jump, even by explosions directly under them, but can still get hit during a short warm-up before jumping. Jumps must be manually initiated by the player through use of a gizmo available while the colonist is drafted and selected. Colonists will never independently use the jump pack, and NPCs will never use it at all.

Downed allies can be carried during a jump.

The pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of Chemfuel 20 chemfuel per charge. To refuel it, select its user and right-click a pile of chemfuel. The number of remaining charges is displayed on the gizmo.

Like all utility items, a jump pack is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.

Analysis

Jump packs can allow melee fighters to quickly engage enemy gunners and force them into close combat, where the latter are generally at a great disadvantage. They can also be used to dodge explosives like mortar shells or grenades, jump over water, or to quickly escape / get into position, making them a useful utility both for brawlers and shooters. It can also be equipped on workers that frequent the edges of the map, as a manhunter pack or raid may catch them off guard.

However, keep in mind it occupies the utility slot, and thus cannot be worn with a shield belt or other utility item. Consider using the locust armor if you wish to have both jump capability and another utility item. The downside of locust armor is its comparatively low sharp armor, standing at only 87% at normal quality, beaten by the flak vest at 100% and significantly outclassed by other power armors. The ability to use a shield belt may mitigate this disadvantage, and some utility items may be worth the lower armor to be able to properly deploy however.

It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as archotech legs. Nevertheless, the invulnerability granted while flying will often make any loss of time irrelevant.

Quality Table

The distance the user can jump is dependent on the quality of the jump pack.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Range 17.9 21.5 23.9 25.3 27 28.4 29.9
    Value Silver  320 Silver  240 Silver  240 Silver  300 Silver  455 Silver  1135 Silver  4135
  • Gallery

    Version history

    • 1.2.2719 - Added
    • 1.2.2753 - Now require enough chemfuel to provide their initial fuel and one more component.
    • 1.3.3287 - Fix: Jumping resets "Fire at will" toggle.

    See Also

    • Locust armor - a set of armor that integrates a jump pack instead of taking the utility slot.