Jump Pack Movement

Source: Core Rulebook 3E, p. 92

Jump pack troops move up to 12" and charge the normal 6", ignoring terrain unless they land in it, where a roll of 1 destroys the model with no armour save.

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 6" of the enemy. In other words they 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.