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Made in us
Ancient Venerable Dark Angels Dreadnought





 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in us
Pulsating Possessed Chaos Marine





Vero Beach, Florida

 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.

"Glory to the Iron father!"


 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.


Just talking about space marine in general. It's a third party product where a captain cuts through an entire WHAAGH!, kills a Warboss, kills numerous Nobs, kills tens of Chaos Space Marines, over a hundred Chaos Daemons, and kills a Daemon Prince on top of it all.

“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in gb
Sinister Chaos Marine





 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.


OT here, but asking why havocs don't have PC is like asking why CSM's don't have Land Speeders or why regular marines don't have autocannons. They're different armies.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 Toastaster wrote:
 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.


OT here, but asking why havocs don't have PC is like asking why CSM's don't have Land Speeders or why regular marines don't have autocannons. They're different armies.


Yet they had plasma cannons during the Horus Heresy. Chaos Space Marine should get everything Loyalists had as of M31.

This message was edited 1 time. Last update was at 2014/07/19 21:13:31


“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in gb
Lit By the Flames of Prospero





Bearing Words in Rugby

 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.

I'd be looking more along the lines of cheap and cheerful Elysian grav-chute insertion packs with a bit more power, just short jumps to allow increased movement and reduce the pull of gravity to allow the marine to move more quickly.

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
Made in us
Pulsating Possessed Chaos Marine





Vero Beach, Florida

 BrotherOfBone wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.

I'd be looking more along the lines of cheap and cheerful Elysian grav-chute insertion packs with a bit more power, just short jumps to allow increased movement and reduce the pull of gravity to allow the marine to move more quickly.

That sounds great, unfortunately not so to GW.


Automatically Appended Next Post:
 Toastaster wrote:
 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.


OT here, but asking why havocs don't have PC is like asking why CSM's don't have Land Speeders or why regular marines don't have autocannons. They're different armies.

Haha, is that so? Then why do SM's and CSM's both have bolters as their main weapon? What does being different armies have to do with that? Chaos Marines should have PC's. They had all the cool toys the SM's had. SM's don't use autocannons with their Chapters anymore and to use one would be heresy.


Automatically Appended Next Post:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.


Just talking about space marine in general. It's a third party product where a captain cuts through an entire WHAAGH!, kills a Warboss, kills numerous Nobs, kills tens of Chaos Space Marines, over a hundred Chaos Daemons, and kills a Daemon Prince on top of it all.

I agree. In reality, Titus would have been dead half way through the game if not sooner. It was the biggest example of plot armour to ever exist. But it was a video game and I will cut it some slack, it just shouldn't be taken seriously.

This message was edited 2 times. Last update was at 2014/07/19 21:37:18


"Glory to the Iron father!"


 
   
Made in gb
Sinister Chaos Marine





Automatically Appended Next Post:
 Toastaster wrote:
 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.

OT here, but asking why havocs don't have PC is like asking why CSM's don't have Land Speeders or why regular marines don't have autocannons. They're different armies.

Haha, is that so? Then why do SM's and CSM's both have bolters as their main weapon? What does being different armies have to do with that? Chaos Marines should have PC's. They had all the cool toys the SM's had. SM's don't use autocannons with their Chapters anymore and to use one would be heresy.


I talking tabletop wise, not fluff wise. It's hard to represent a fluff-accurate force with the current CSM codex. Also, I meant that whilst they're similar armies in all other aspects, gaming wise they're different armies. I would like to see Plasma cannons for havocs, as well as the other things that chaos should have access to but doesn't, but those are the cool toys only for Loyalist marines.
   
Made in us
Pulsating Possessed Chaos Marine





Vero Beach, Florida

 Toastaster wrote:
Automatically Appended Next Post:
 Toastaster wrote:
 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.

OT here, but asking why havocs don't have PC is like asking why CSM's don't have Land Speeders or why regular marines don't have autocannons. They're different armies.

Haha, is that so? Then why do SM's and CSM's both have bolters as their main weapon? What does being different armies have to do with that? Chaos Marines should have PC's. They had all the cool toys the SM's had. SM's don't use autocannons with their Chapters anymore and to use one would be heresy.


I talking tabletop wise, not fluff wise. It's hard to represent a fluff-accurate force with the current CSM codex. Also, I meant that whilst they're similar armies in all other aspects, gaming wise they're different armies. I would like to see Plasma cannons for havocs, as well as the other things that chaos should have access to but doesn't, but those are the cool toys only for Loyalist marines.

I suppose you're right. Maybe the thought of chaos marines being able to take all these cool marks and boons and such is good enough. I just crave the thought of searing marines with great purple balls of plasma.

"Glory to the Iron father!"


 
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

OT, but, when it comes to War-gear, there should be absolutely nothing a Loyalist Chapter possesses that is not in the possession of a Chaos Space Marine force, outside of unique artifacts, of course.

Not all CSM are Veterans of the Long War. Squads and Companies of Loyalist Marines turn every other week, it seems, and take their toys with them.

Sure, maybe it should be like it was in Codex: Witch-Hunters and Codex: Daemon-Hunters, where you cannot have "modern" SM wargear if you give VotLW to your CSM, to represent the fact that your CSM are a recently-turned force, but that would be much better than what it is now.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in gb
Sinister Chaos Marine





Lord Tarkin wrote:
 Toastaster wrote:
Automatically Appended Next Post:
 Toastaster wrote:
 Lord Tarkin wrote:
 Wyzilla wrote:
 Lord Tarkin wrote:
 Psienesis wrote:
I honestly do not understand why they aren't standard issue to all non-Dev marines. A Tactical Squad would be far more tactical if it could jump to/from cover/elevations/etc to more-easily establish tactical control of the battlefield.

I believe the resources required to get that many jump packs would be far to inconvenient. I agree with you, but it would be to much of a hazard.


Automatically Appended Next Post:
For anyone who has played Spacemarine should know how jump packs work. They really are a "jump" pack.


And again, a terrible representation of the fluff that blows space marines waaaaay out of the water, probably isn't even canon (IIRC confirmed by the devs), and multiple examples in the fluff and RPG's against it.

Also, I remember reading somewhere that Chaos Raptors have better jump packs that allow for longer flight time, possibly infinite due to being HH tech.

In what aspect are Space Marines "blown out of the water" here? The production of jump packs for tac marines and such or the propulsion of jump packs?

And yes, I would imagine Chaos Raptors have much better flight time than a normal assault marine would.

Speaking of better technology, I am still furious that Chaos Havocs don't have plasma cannons for tabletop. I mean, wouldnt they have loads of it? I guess thats a discussion for another thread but still pisses me off.

OT here, but asking why havocs don't have PC is like asking why CSM's don't have Land Speeders or why regular marines don't have autocannons. They're different armies.

Haha, is that so? Then why do SM's and CSM's both have bolters as their main weapon? What does being different armies have to do with that? Chaos Marines should have PC's. They had all the cool toys the SM's had. SM's don't use autocannons with their Chapters anymore and to use one would be heresy.


I talking tabletop wise, not fluff wise. It's hard to represent a fluff-accurate force with the current CSM codex. Also, I meant that whilst they're similar armies in all other aspects, gaming wise they're different armies. I would like to see Plasma cannons for havocs, as well as the other things that chaos should have access to but doesn't, but those are the cool toys only for Loyalist marines.

I suppose you're right. Maybe the thought of chaos marines being able to take all these cool marks and boons and such is good enough. I just crave the thought of searing marines with great purple balls of plasma.


I know exactly how you feel man, I guess we'll have to make do with the ecto-plasma forgefiend. It's just not the same.

Psienesis wrote:OT, but, when it comes to War-gear, there should be absolutely nothing a Loyalist Chapter possesses that is not in the possession of a Chaos Space Marine force, outside of unique artifacts, of course.

Not all CSM are Veterans of the Long War. Squads and Companies of Loyalist Marines turn every other week, it seems, and take their toys with them.

Sure, maybe it should be like it was in Codex: Witch-Hunters and Codex: Daemon-Hunters, where you cannot have "modern" SM wargear if you give VotLW to your CSM, to represent the fact that your CSM are a recently-turned force, but that would be much better than what it is now.


The current chaos codex tries to cram all of chaos into one book, and it just doesn't work IMO. The idea's been brought up before, but multiple chaos codex's would be a dream come true for me, representing chaos legions, renegade space marines/warbands(this is where I feel the codex leans most towards at the moment), lost and the damned and daemons. Of course, that's just me wishlisting and would never happen, but I can dream right?


Sorry for going so off topic BTW...
   
Made in gb
Lit By the Flames of Prospero





Bearing Words in Rugby

If you want recently turned marines use C:SM. If C:CSM had all the things C:SM had there would be no point in playing C:SM other than the characters, which, with a couple of exceptions, are frankly lackluster.

And, my idea is the best! Yay!

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
Made in us
Hurr! Ogryn Bone 'Ead!




over there

 Furyou Miko wrote:
Jump Packs are... hm, the best analogy I can think of is they're like the Roc's Feather in Legend of Zelda. It provides enough thrust to get you off the ground and hurtling through the air, but it can't provide the sort of sustained thrust required for true flight. Unless you're C.S. Goto, anyway. Then it lets you win aerial duels with flying bio-titans.

DONT FORGET THE MULTILASERS!!!!!!

The west is on its death spiral.

It was a good run. 
   
Made in gb
Lit By the Flames of Prospero





Bearing Words in Rugby

 The Home Nuggeteer wrote:
 Furyou Miko wrote:
Jump Packs are... hm, the best analogy I can think of is they're like the Roc's Feather in Legend of Zelda. It provides enough thrust to get you off the ground and hurtling through the air, but it can't provide the sort of sustained thrust required for true flight. Unless you're C.S. Goto, anyway. Then it lets you win aerial duels with flying bio-titans.

DONT FORGET THE MULTILASERS!!!!!!

And the backflipping Terminators.

As for the Multilasers, they were Mantis Warriors Devestators who were known to scavenge stuff from anywhere (IIRC, this is what I've heard)
So it's not too far fetched for Goto.

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 BrotherOfBone wrote:
 The Home Nuggeteer wrote:
 Furyou Miko wrote:
Jump Packs are... hm, the best analogy I can think of is they're like the Roc's Feather in Legend of Zelda. It provides enough thrust to get you off the ground and hurtling through the air, but it can't provide the sort of sustained thrust required for true flight. Unless you're C.S. Goto, anyway. Then it lets you win aerial duels with flying bio-titans.

DONT FORGET THE MULTILASERS!!!!!!

And the backflipping Terminators.

As for the Multilasers, they were Mantis Warriors Devestators who were known to scavenge stuff from anywhere (IIRC, this is what I've heard)
So it's not too far fetched for Goto.


Plus multilasers aren't that bad of an idea at all. In fact, they should be standard issue for the devastators, as by feeding off the power supply of the armor (in most cases is a fusion reactor), they'd have infinite ammo. Compared to the 800 or so bolts Devs carry for heavy bolters.

“There is only one good, knowledge, and one evil, ignorance.”
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Exergy wrote:There is a bonus you get when you are near the ground as the air being pushed down hits the large flat ground and bounces back at you. It's called ground effect in aerodynamics and it makes it much easier for helicopters and aircraft to fly when they are very close to the ground.

Sure, but ground effect doesn't produce the same results on all flying objects. It does a lot to keep ultra-light aircraft with huge wings up, but what about a half-ton lump of power armor?

Probably much, much less so.

Wyzilla wrote:Yet they had plasma cannons during the Horus Heresy. Chaos Space Marine should get everything Loyalists had as of M31.

Both the British and American armies used the Brown Bess musket during the American Revolution, yet they don't use them now. Just because you used something once doesn't mean you're going to continue to use it for the next 10,000 years.

They've been able to keep a lot of their equipment up, but not all of it. Perhaps the warpsmiths just don't like plasma cannons and so focus on fixing other weapons instead. Maybe they've lost the ability to maintain or replicate them entirely. There's no limit to the number of reasonable explanations there could be for why they don't have everything they once had in the heresy.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

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False equivalence. The brown bess musket is outdated, the PC is not.

Currently ongoing projects:
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Tyranids  
   
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Hallowed Canoness





Between

 The Home Nuggeteer wrote:
 Furyou Miko wrote:
Jump Packs are... hm, the best analogy I can think of is they're like the Roc's Feather in Legend of Zelda. It provides enough thrust to get you off the ground and hurtling through the air, but it can't provide the sort of sustained thrust required for true flight. Unless you're C.S. Goto, anyway. Then it lets you win aerial duels with flying bio-titans.

DONT FORGET THE MULTILASERS!!!!!!


That's... really not funny any more. I brought up Goto because he was relevant. Screaming about multilasers... was funny, five years ago, I guess, but I think it needs retiring.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Lit By the Flames of Prospero





Bearing Words in Rugby

 Furyou Miko wrote:
 The Home Nuggeteer wrote:
 Furyou Miko wrote:
Jump Packs are... hm, the best analogy I can think of is they're like the Roc's Feather in Legend of Zelda. It provides enough thrust to get you off the ground and hurtling through the air, but it can't provide the sort of sustained thrust required for true flight. Unless you're C.S. Goto, anyway. Then it lets you win aerial duels with flying bio-titans.

DONT FORGET THE MULTILASERS!!!!!!


That's... really not funny any more. I brought up Goto because he was relevant. Screaming about multilasers... was funny, five years ago, I guess, but I think it needs retiring.

All Goto teaches us is that Black Library fluff can vary immensely, and most people will pick and choose as it suits them.

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
Made in gb
Drakhun









DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
 
   
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Sword-Bearing Inquisitorial Crusader





Near London, UK

 Ailaros wrote:
They will slow you down a bit as you fall, and even let you jump a little bit higher than normal (though not by very much - easing the force of gravity doesn't make your legs any stronger), but that's about it. It wouldn't even help your speed very much as it produces less than 9.8 m/s worth of thrust which is only 20 miles per hour, at absolute best.
I have to correct a mistake here - gravity* is not 9.8 m/s, but 9.8 m/s/s. That is to say, it's not a speed, it's an acceleration.
*On Earth, anyway. And it's an immediate mistake to assume any given planet has the same gravity as Earth

This is a very significant difference, as while easing the force of gravity doesn't make your legs any stronger, it does mean that your ascent takes a lot longer to slow down.
The relevant equation is v^2 = u^2 + 2as, which is simple enough to rearrange to show that your apogee (your highest point in the jump, when your velocity is zero) is inversely proportional to your acceleration. Disregarding aerodynamic drag, of course, but that's negligible at these velocities.

If I had a magic switch that cancelled 90% of my weight, I could hurdle my house without too much difficulty.



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