
Dress them in finery fit for a monarch, or the prestige armor of a great warrior. Build grand throne rooms for your noble as they rise through the royal ranks. Honor brings Imperial titles like acolyte, knight, and baron.

Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens. Their refugee fleet settles the rimworld, and seeks allies. The distance the user can jump is dependent on the quality of the jump pack. Nevertheless, the invulnerability granted while flying will often make any loss of time irrelevant. It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as archotech legs. 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. 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. Consider using the locust armor if you wish to have both jump capability and another utility item. However, keep in mind it occupies the utility slot, and thus cannot be worn with a shield belt or other utility item. 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. 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. 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. To refuel it, select its user and right-click a pile of chemfuel. The pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of 20 chemfuel per charge. Colonists will never independently use the jump pack, and NPCs will never use it at all. Jumps must be manually initiated by the player through use of a widget available while the colonist is drafted and selected. Pawns cannot be hurt mid-jump, even by explosions right under them, but can still get hit during a short warm-up before jumping. There is a short 30 ticks ( 0.5 secs) warm-up before jumping.

Therefore, a user can jump over rock chunks and fences, but not walls. The jump pack allows the user to jump anywhere within a radius determined by its quality, limited by line of sight.

Crafting the armor requires a Crafting skill of at least 4 as well as 30 plasteel, 100 chemfuel and 3 components.Īlternatively, this item can be received as a quest reward. 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.
