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
Market Value
645 Silver.png
Mass
3 kg
HP
100

Apparel

Coverage
Waist
Layer
Belt

Creation

Crafted At
MachiningTable.png
Required Research
Jump packs
Skill Required
Crafting 4
Work To Make
14,000 ticks (3.89 mins)
Resources to make
Plasteel.png 30 + Component.png 3 + Chemfuel.png 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

As a complicated piece of technology, jump packs can only be made at the Machining table and requires Jump Packs to be researched in order to be constructed. The research requires a techprint. Crafting the armor requires a Crafting skill of at least 4 as well as Plasteel 30 plasteel, Chemfuel 100 chemfuel and Component 3 components.

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

Summary

The jump pack allows the user to jump anywhere within a radius determined by its quality, limited by 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.

Pawns cannot be hurt mid-jump, even by explosions right 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 widget available while the colonist is drafted and selected. Colonists will never independently use the jump pack, and NPCs will never use it at all.

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.

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 485 Silver 645 Silver 805 Silver 965 Silver 1610 Silver 3225
  • Version history

    • 1.2.2719 - Added
    • 1.2.2753 - Now require enough chemfuel to provide their initial fuel and one more component.

    See Also

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