Jump Packs

Data sheet modifier Unit ability

These units are equipped with jet-powered devices or other technology, wings, or even powerful long legs that allow them to make long jumps across the battlefield. The resultant speed and mobility usually makes for good assault troops.


Where your unit has the Jump Packs ability, apply this change relative to its base unit:

  • Make its first Speed value two times (2x) the first Speed value of the base unit.

  • Make its second Speed value three times (3x) the first Speed value of the base unit.

Example 1. Jump Packs data sheet modifiers

The Eldar Swooping Hawks unit is an Aspect Warrior unit with added Jump Packs ability.

  • While the base unit has a Speed value of 15/30 cm, that of the Swooping Hawks is 30/45 cm — that is, (15 x 2)/(15 x 3) cm.

Split Speed values and charge moves

We added split Speed values to make special increases to Speed values easier to understand. We changed the explanation of charge moves to clarify the details and to integrate the Split speed values.


Where your unit has the Jump Packs ability, apply these rules during the game:

  • While you move the unit, you can ignore the effects of terrain as long as you don’t end any individual move in the terrain. Of course you can never end a move in impassable terrain; but if you end a move in dangerous terrain then you must make a dangerous terrain test for the unit.

    [TODO: This appears to be slightly different to other units, who must test if they start or end their move in dangerous terrain. Is this difference clear enough?]

  • When you make a charge move with the unit, you can move it over enemy units that are already in base contact with your other units.

    Move over contacted enemy units

    We created this rule as part of efforts to rationalise and improve the rules for Assault moves, after discussion with other players.