Jump Pack Movement

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 47

Jump pack troops can move up to 12” during their movement phase. A unit of jump pack troops can charge 6" in the assault phase if it is within move at twice the speed of troops on foot but assault the normal distance.

As jump packers fly through the air, they ignore the effects of terrain unless they move in it. Jump pack troops are affected by terrain differently to infantry because they won't be delayed by it - they will either land safely or not. If jump pack troops enter difficult terrain roll a D6 for each model in the unit. On a 2-6 the model lands without incident, on a 1 the model crashes into the trees, rocks or whatever and is removed as a casualty. No armour saves are allowed.

Troops with jump packs may not move over enemy troops. Also, any jump pack equipped troops that have legs may instead choose to 'walk' in the movement phase and are therefore treated as normal infantry.