Winston leaps in whichever direction he is aiming. This ability can be used in midair. Upon landing, enemies within five meters take damage. During Primal Rage, cooldown is reduced to two seconds.
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| - Winston leaps in whichever direction he is aiming. This ability can be used in midair. Upon landing, enemies within five meters take damage. During Primal Rage, cooldown is reduced to two seconds.
- The Jump pack was a type of Jetpack that would boost the user upwards in one big burst instead of in a more controllable, shorter, burst. It is often quite hard to control although it can be helpful when getting out of tight places.
- [Source] Jump Packs were back mounted devices that allowed their user to rapidly jump large distances with burst thrusters. Although it did not allow its wearer sustained flight as a jetpack would, it nevertheless saw wide use during the Galactic Civil War for its combat capabilities. Imperial Jumptroopers used specially modified jump packs that would allow them to hover in the air for a short amount of time.
- The jump pack is affixed to a warrior in Power Armour, drawing energy from the suit's own power pack to augment its high speed motors. Intake vents on the top of the pack greedily suck in air to feed the jets, while the turbine blades expel a long plume of vapour. Even with the aid of the power armour's energy coils the jump pack has its own fuel supply, such is the power required to send a fully armed and armoured seven-foot tall warrior into the sky. A jump pack is usually good for a dozen or so "jumps" before it must be refuelled or discarded. This is usually enough to get a Space Marine into the fray, or allow him to descend from the sky, striking deep behind enemy lines. An empty jump pack can be a liability, and even with his prodigious strength a Space Marine can find it impedes his
- The Jump Pack allows for accurate and precise jumps from location to location, giving the Jiralhanae the mobility and tactical flexibility that they often lack. Unlike the Antigravity Packs used by Sangheili Rangers, these do not provide them with a permanent airborne presence or the ability to accurately fight and hover.
- A jump pack was an aerial transportation device that rocketed the user into the air for about 2 seconds before slowly descending back onto the ground. Unlike jetpacks, jump packs did not allow for maximum mobility or control in the air, although the user could control where they landed in a certain area as they fell. They were utilized mostly for quick escapes, surprise attacks, or to travel great distances in a short amount of time. When used for long jumps, these jump packs soared the wearer in an angle before descending back towards the ground at a usually congruent angle. Doing so allowed the user to cover distances about up to 20 meters at the peak of its jump. Moreover, the jump packs could also be used to gain the higher ground, thus giving the jumper an advantageous position. The j
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Description
| - Assisted by his energy pack, Winston lunges through the air, dealing significant damage and staggering nearby enemies when he lands.
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Purpose
| - *Traversing obstructions
*Evading danger
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Damage
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abstract
| - Winston leaps in whichever direction he is aiming. This ability can be used in midair. Upon landing, enemies within five meters take damage. During Primal Rage, cooldown is reduced to two seconds.
- The Jump pack was a type of Jetpack that would boost the user upwards in one big burst instead of in a more controllable, shorter, burst. It is often quite hard to control although it can be helpful when getting out of tight places.
- The Jump Pack allows for accurate and precise jumps from location to location, giving the Jiralhanae the mobility and tactical flexibility that they often lack. Unlike the Antigravity Packs used by Sangheili Rangers, these do not provide them with a permanent airborne presence or the ability to accurately fight and hover. The equipment is designed for use on a terrestrial environment where after the initial jump they can rely on gravity to bring them back to ground, whereas in Zero-Gravity environments they would simply be blown out into space. It seems that the Jump Pack needs a few seconds to recharge or cool down after a jump, since its users wait a while before making another.
- The jump pack is affixed to a warrior in Power Armour, drawing energy from the suit's own power pack to augment its high speed motors. Intake vents on the top of the pack greedily suck in air to feed the jets, while the turbine blades expel a long plume of vapour. Even with the aid of the power armour's energy coils the jump pack has its own fuel supply, such is the power required to send a fully armed and armoured seven-foot tall warrior into the sky. A jump pack is usually good for a dozen or so "jumps" before it must be refuelled or discarded. This is usually enough to get a Space Marine into the fray, or allow him to descend from the sky, striking deep behind enemy lines. An empty jump pack can be a liability, and even with his prodigious strength a Space Marine can find it impedes his ability in combat. For this reason, the jump pack commonly incorporates a quick-release mechanism on the battle-brother's chest plate. Keyed to his specific power armour gauntlet, it is a lock that can be opened with a touch, allowing him to shrug free of the pack in moments. Though jump packs are an ancient technology that has served the Adeptus Astartes for millennia, the Space Marine Chapters limit their use to specialist formations within each company. In battle, these Assault Marines are ideal for striking at the flanks of the enemy or hitting behind their lines. Many heretics and foul xenos have met their end at the hands of jump pack equipped Space Marines, their final moments watching transfixed as armoured warriors descend from the sky on shimmering vapour trails. Jump packs are also used to make high altitude battlefield insertions, where Assault Marines will leap from Stormraven Gunships or other Space Marine aircraft, their packs slowing their fall at the last moment. Space Marines can also use their packs to leave battle in the same way, leaping up straight into the air and into hovering transports or even grabbing onto the side of a Land Speeder or Stormraven as it screams across the battlefield. In this way, a Space Marine with a jump pack can throw himself out into space in the upper atmosphere of a world, guide himself down through swirling clouds and enemy fire to come crashing to ground near a high priority target. Then, once he has destroyed his target with either a well-placed melta-charge or several blows of his chainsword, he can leap once more into the sky, vanishing into the fog of war before the enemy has even reacted to his arrival. Many Space Marine commanders personally favour the use of a jump pack, especially those that seek out personal combat with the foe. A jump pack allows such a hero to leap across the battlefield far faster than he could run, ensuring he is always in the thick of battle. Nowhere is safe from the Space Marine hero, and he can use his pack to leap up onto battlements, over massed enemy formations and past formidable trench-works with equal ease. If the hero can see his foe then he can reach them, and with a roared challenge can charge upon wings of smoke and fire. Jump packs are a symbol of the might of the Adeptus Astartes, and many are ornately crafted with intricate gilt-work or even unfurled wings. The sight of scores of power armoured giants arcing over a battle is an awe inspiring sight, enhanced by the image of glowing wings and billowing clouds of fire upon which the warriors seem to walk. An enemy witnessing such a grand and terrible vision can be left with no doubt he faces the Angels of Death.
- A jump pack was an aerial transportation device that rocketed the user into the air for about 2 seconds before slowly descending back onto the ground. Unlike jetpacks, jump packs did not allow for maximum mobility or control in the air, although the user could control where they landed in a certain area as they fell. They were utilized mostly for quick escapes, surprise attacks, or to travel great distances in a short amount of time. When used for long jumps, these jump packs soared the wearer in an angle before descending back towards the ground at a usually congruent angle. Doing so allowed the user to cover distances about up to 20 meters at the peak of its jump. Moreover, the jump packs could also be used to gain the higher ground, thus giving the jumper an advantageous position. The jump packs were a form of jet packs utilized by Phase Zero dark troopers of the Galactic Empire. A normal being's legs would be broken by the landing. Some were also in use by Renegade Squadron members.
- [Source] Jump Packs were back mounted devices that allowed their user to rapidly jump large distances with burst thrusters. Although it did not allow its wearer sustained flight as a jetpack would, it nevertheless saw wide use during the Galactic Civil War for its combat capabilities. Imperial Jumptroopers used specially modified jump packs that would allow them to hover in the air for a short amount of time.
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