Boot Clamps and Maneuvering Jets


Rules Questions


These two things are mentioned in the Zero Gravity section but nowhere else. My table just had our first zero g encounter and the only thing we remembered was the Off Kilter condition.

Needless to say, we did a lot wrong. We'll be diving back into zero g areas next week, but to do things right we need to understand these things.

Armor has boot clamps but how does that work? Can they walk across tge ground half speed?

One of us has Jump Jets, does that mean they've got maneuvering jets? And if do, how much power do they use?


Just get magnetic boots....i think they are in one of the books. If not talk to your gm to see if you can get a pair via the Clause at the end the technological Goods section. That says (paraphrasing here) we couldn't put everything in the book but everything you can buy at a local store you can buy for five bucks.

where are the clamp boots from?

Jump jets you need to jump and land. That aside i dont see a problem jumping into zero-g mind you. you will keep drifting till you get out of it but you could use your gun to redirect your jump syfy style and then jump jet back into gravity landing after. As for jumping about in zero-g you will have to hash it out with your gm. I think its just a booster for your jumps to get you to go higher and jump further. No fine maneuvering with the jump jets just straight lines.

the CRB wrote:
Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for Vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk.

Even though you did a lot of wrong did you have fun?


ghostunderasheet wrote:

Just get magnetic boots....i think they are in one of the books. If not talk to your gm to see if you can get a pair via the Clause at the end the technological Goods section. That says (paraphrasing here) we couldn't put everything in the book but everything you can buy at a local store you can buy for five bucks.

where are the clamp boots from?

Jump jets you need to jump and land. That aside i dont see a problem jumping into zero-g mind you. you will keep drifting till you get out of it but you could use your gun to redirect your jump syfy style and then jump jet back into gravity landing after. As for jumping about in zero-g you will have to hash it out with your gm. I think its just a booster for your jumps to get you to go higher and jump further. No fine maneuvering with the jump jets just straight lines.

the CRB wrote:
Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for Vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk.
Even though you did a lot of wrong did you have fun?

Boot Clamps are part of all armor. They basically piton you in place and provide a +4 bonus to your acrobatic roll to steady yourself after a move in zero G.

Magnetic boots are very limited in their usefulness because almost all ships are a polycarbonite compound that is not magnetic, hence why magnetic boots are not the norm and boot clamps are.


Oh yeah, we had tons of fun. As for clamps and maneuvering jets, pg 402 under zero gravity.

Zero Gravity wrote:
Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition (see page 276). If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zero-gravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the off-kilter condition.If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.

And yeah, looked into mag boots, but we can't afford 750 credits a pair in our current circumstance. We don't have the credits and currently aren't anywhere we can purchase gear so we'd have to make it, and we're down to like 375 UPBs.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've heard others say that the clamps anchor you in place and don't allow movement, whereas the magboots do.


What ravingdork said


Makes sense for the boots. Since they anchor.

But where does one get maneuvering jets?


These are probably the same:

Page 402
"A creature anchored to a solid object (such as
by the boot clamps available with most armor) receives
a +4 bonus to this check [off-kilter].
"

Page 196
"Unless otherwise
specified, the boots include a functionality that can anchor your
feet to a solid surface in a zero-gravity environment, allowing you
to orient yourself or return to normal footing when needed.
"

The "jets" that make most sense:

Page 206
"You can activate jump jets as part of a move action in order to
fly during your movement. You can fly up to 30 feet (average
maneuverability) with a maximum height of 10 feet, or you can
fly up to 20 feet straight up. You must land at the end of your
move action. Jump jets can’t lift you if you’re encumbered.
"

There are two easy possibilities: the Zero Gravity part didn't get an once over after the equipment chapter was done and has incorrect information; those two pieces of gear had to be moved to the Starfinder Armory to make room for more mundane stuff.


Starfinder Charter Superscriber
Ravingdork wrote:
I've heard others say that the clamps anchor you in place and don't allow movement, whereas the magboots do.

I think that the boot clamps are simply put, spikes on the bottom of your boots for walking/climbing and getting a good grip on rough, tough, rocky, icy surfaces on asteroids and such in zero-gravity. So as long as you are standing on a surface, you are anchored and that is what gives you the +4 bonus against being off-kilter. I do not think that it is supposed to make you immobile, but just help keep you in place. So you do not have to spend an action to anchor yourself.

You can activate the boot spikes/boot clamps (technological item) as a standard action as the rules on Page 244 CRB. You can just keep the function left on until you want to use a standard to turn them off for walking and not scratching up Mamma Fats nice hardwood floors.


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Starfinder Charter Superscriber

Trying to make a cheat list for Zero-Gravity by gathering all of the relevant information in one place. Please point out obvious mistakes and let me know if something is missing like the grappler.

Movement in Zero Gravity: You cannot move your land speed or take a guarded step, but you can climb, push off so you are floating in space and fly if you have the means.

Climbing in general and arms: You need at least two hands to climb. You cannot run. You can cling to a wall with one hand while you cast a spell, shoot a small arm, or take some other action that takes only one hand. Keep in mind it is a move action to draw a weapon, but if you only have two arms, you cannot draw a weapon at the same time as climbing. Unless you have the quick draw feat so you can do it as a swift action or you have more limbs. You seriously need to have a 1H weapon when climbing, or anchor yourself to the surface with the boot clamps so you can use 2H weapons.

Climbing In Zero-G
As a move action move half your land speed with athletics check.
You are flat-footed when climbing.

Climb Speed in Zero-G:
You move your full speed without an athletics check or double your speed with a -5 penalty check.
You are not flat-footed when climbing.
You get a +8 bonus to athletic checks to climb and can take 10 even when threatened or distracted.

DC 5 A rope with a wall to brace against, or a knotted rope without a wall to brace against.
DC 10 A rough surface like a cavern wall with adequate handholds or artificial wall with cabling.
DC 15 An uneven surface with narrow handholds, like a stone or brick wall
DC 20 A relatively smooth surface with occasional handholds, like a space station wall or ice wall.
DC -10 if you can brace yourself against two opposite walls.
DC +2 / +5 for wet or very slippery conditions. (space grease, slime/void ooze)

Failures: by 4 or less, no progress, Failure by 5 or more, you lose your grip and you are off-kilter

Fly Speed: Natural flight does not work. Magical and technological flight with self propulsion work as long as they are not dependant of atmospheres.

Push Off: (Move action) If adjacent to a surface or creature within two size categories, you can push off to move at half speed. If what you are pushing off from is moveable, it moves in the opposite direction at the same speed.

At the beginning of your turn, without taking any actions, your movement continues at the same speed and direction. If you can make thrust by grabbing on and pushing off something it is a move action.

Collisions: solid objects, make an athletics/Acrobatics check DC 20 to safely stop movement,
or gain the off kilter condition.

Collisions: creatures, you both make an athletics/Acrobatics check DC 20 to safely stop movement, or gain the off kilter condition.

Conditions:

Off-Kilter: You are floating in space: You are flat-footed and take a –2 penalty to attack rolls. You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. Or you can throw something heavy.

Flat Footed: You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity.

Items:

Boot clamps: Most armors have boot clamps, so as long as you are standing/anchored on a surface, gain a +4 bonus against becoming off-kilter. Activating the clamps is a move action. Then you can use both of your arms wo use 2H weapons.

Magboots: +5 circumstance bonus to Athletics made to climb metal surfaces, +2 circumstance bonus to KAC against bull rush and trip combat maneuvers when standing on metal surface.
In Zero-G, you can move your landspeed across metal surfaces without checks.

Circumstance

Weapons: Thrown weapons have their range increments multiplied by 10 in zero-g. All ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.


Nimor Starseeker wrote:

Trying to make a cheat list for Zero-Gravity by gathering all of the relevant information in one place. Please point out obvious mistakes and let me know if something is missing like the grappler.

...

Great idea. One thing I feel is worth adding somewhere about the off-kilter condition is that Ysoki are basically immune to it as long as they are happy hanging out where they are. They will still need to make the successful Acrobatics/Athletics check to end the condition before they can move, but if they don't plan on moving, off-kilter is not giving them the flat-footed effect or penalties to attack.

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