Jet Pack

A **Jetpack** consists of a backpack and fuel cells capable of producing powered flight. The Operate Craft: **"Jetpack"** is needed to pilot the pack without taking a -4 penalty and having poor maneuverability at half move speed. See the Jetpack use rules under the Pilot skill use.

## Jetpack Types

### Consumer

These move at 10 meters with good maneuverability.
access level 3

### Sport

These move at 20 meters with great maneuverability.
Can pilot with legs with good maneuverability
access level 5

### Industrial

These move at 10 meters with good maneuverability
Can pilot with legs with poor maneuverability
can lift an extra 20 bulk
access level 6

### Military

These move at 30 meters with perfect maneuverability.
Can pilot with legs with great maneuverability
access level 10

## Piloting

Though using a jetpack would normally count as a simple addition of flying movement to a character, a character making use of a jetpack may attempt to use the Pilot skill to perform certain maneuvers peculiar to jetpacks. The character makes the Pilot check as a free action during his movement using the jetpack (or during another time specified by the maneuver) and his success or failure depends on the result of the check. If the character fails the required Pilot check, his movement is stopped at the midpoint of his move action, and he must land (or hover) in that position until next round. If a Pilot check made while using a jetpack fails by more than 5 points, the jetpack user must succeed at a second Pilot check (at the same DC as the original maneuver) or crash. A crashing character suffers 4d12 points of damage (the same amount of damage suffered in a Medium-sized vehicle collision with the ground) and is considered prone for the remainder of the round. The following maneuvers are a few examples of what a character using a jetpack may do with a Pilot Check:

### Blast Off

The blast off maneuver entails building up a fiery charge within the thrusters on a jetpack and then releasing it in one quick, forceful blast, bathing adjacent characters in searing flames. As an attack action, the character may prime the jetpack in order to use the blast off maneuver. The character then makes a Pilot check (DC 20) to release the primed energy and take a flying move action as normal. If successful, all individuals adjacent to the square from which the character blasted off must make a Reflex save (DC 15) or suffer 2d6 points of fire damage. Additionally, the operator of the jetpack does not provoke an attack of opportunity from any individual that fails this save.

### Bull Rush

Though similar to the standard bull rush action, this maneuver allows the character to use the force of his jetpack in order to greatly increase the distance a target is moved. During a standard bull rush attempt (mechanically the same as a bull rush on foot, though using the jetpack’s flight movement instead of ground speed), the jetpack operator may make a Pilot check (DC 20) to triple his Strength bonus for the purposes of determining the success of the bull rush.

### Loop

The operator of a jetpack can use the loop maneuver in order to get behind an adjacent opponent without exposing himself to attacks of opportunity. As a move action, the jetpack user may make a Pilot check (DC 25) in order to move one space behind an adjacent character; this movement must place the jetpack operator in a square that would normally flank an adjacent character from the operator’s original position. Moving in this manner does not provoke an attack of opportunity from the targeted adjacent character, though if this maneuver places the jetpack operator in another character’s threatened space, he provokes an attack of opportunity from that character.

### Zig-Zag

As a full-round action, the jetpack operator may dash around in a zig-zag pattern in order to deter any incoming attacks. By making a Pilot check (DC 25), the character may move his normal flight movement rate for a single move action, gaining a +4 dodge bonus to his Defense this round. The character may take no other actions this round, except free actions and any extra actions granted by feats, class abilities, or action points.

## Notes

* while wearing the pack, the character maintains a -3 check penalty.
* A character equipped with a Jetpack has a Fly Speed of 60 feet with "Good maneuverability".
* The weight of a pack does not incur the weight encumbrance on the user unless she is on the ground.

## Equipment Augments and Gadgets

### Fuel Cell

Flight on a single fuel cell may last up to 1 hour on a standard cell. Replacement fuel cells have a purchase DC of 10 at 10 lbs for standard.
Flight on a single fuel cell may last up to 3 hours on an extended cell. Replacement fuel cells have a purchase DC 12 at 25 lbs for extended.

### Thrust Vectoring

A vectoring thrust nozzle and controller can be added for an additional +2 PDC to give the pack an increase maneuverability rating up to great. This will require the user to have one hand on the control at all times and adds 35 lbs.

### Afterburner

This gadget is not a true afterburner, but does allow the jet pack to move in a strait line up to 100 meters in a single action. the burn will lock the controls for a strait flight to avoid injuring the pilot as the forces may be greater than the pilot can handle. This gadget can only be used once, adds 25 lbs and costs X.