Sky Jockey and Jump Jets


Rules Questions


Jump Jets- ...You can fly up to 30 feet... or you can fly up to 20 feet straight up...

Sky Jockey- When you are using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet.

How do these interact? Does the specifics of the feat (increase by 10 feet) override the limits of the Jump Jets, or do the specifics of the Jump Jets (up to 30 and 20 feet) override the feat?

If the feat does supersede the item, do both speeds increased by 10, giving you 40 and 30?


I would assume Sky Jockey still adds the 10 feet to Jump Jets in either direction, the same as it adds to any other piece of equipment that gives you flight.

Sky Jockey does not suddenly make the technology you are using better. A hovercar with speed 60 still has the same max speed as before technically. A Sky Jokey knows how to get more out of that equipment than a normal user. Think of it as a normal user not getting the physical max performance, and a Sky Jokey gets closer to that theoretical limit.

It could be that they simply are more efficient in their movements, so they have less wasted time and energy getting from point to point. Or it could be that they are more comfortable keeping that gear running right on the redline while a normal user would back off.


I agree with 40/30.

Grand Lodge

I would say yes as well

The Exchange

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Sky Jockey and the Jump Jets would make a great name for a band! Probably one where an icon came from.

"Yeah, I played base in the band"

The Exchange

Jump jets do not give a fly speed so no interaction. Buy a jet pack instead


GeneticDrift wrote:
Jump jets do not give a fly speed so no interaction. Buy a jet pack instead

Good catch. Thanks.


So this is a necro. but as a little thing that makes me curious about this combination now.
Jet charge and Jockey could be a funny feat combo in a few specific builds.

There is a feat that came out since then that labels jumpjets as giving a fly speed... though nothing else does. Not sure if that is anything meaningful given that its the only place that mentions fly speed and jumpjets I think.

I still read them as giving the boost to total but thats neither here nor there.

Jet Charge (Combat)
Source Character Operations Manual pg. 116
You can boost your charge attacks with jets to move farther.

Prerequisites: Piloting 3 ranks.

Benefit: You can activate a jetpack or jump jets armor upgrade (or similar equipment) as part of a charge action. If you do, you can move up to three times the fly speed normally granted by that equipment.


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.This upgrade can be installed only in light or heavy armor.

I disagree with GeneticDrift.
That is the description for Jump jets. the language of it does say fly a few times and the You can fly up to 30 feet (average maneuverability) tells me its a fly speed since Fly is the only thing I can remember having a maneuverability.
Granted, this could be an addition in a later version of the core.


Flying up to 30 feet isn't a speed, its a distance limitation. If your movement is 50 you can walk 20 then jump a 30 foot pit.


Its the Maneuverability bit that mostly sticks out to me, and the fact that it is littered with fly up to x.
No other mode of movement registered has Maneuverability attached


It's a fly speed. Take for example Defy Gravity. It even uses the exact same language. If you are attuned or fully attuned The "fly speed" provided by the revelation is increased by 10. As mentioned prior, Jump Jets even has the maneuverability tacked on to give even more credence.


Darg727 wrote:
It's a fly speed. Take for example Defy Gravity. It even uses the exact same language. If you are attuned or fully attuned The "fly speed" provided by the revelation is increased by 10. As mentioned prior, Jump Jets even has the maneuverability tacked on to give even more credence.

The wordings are VERY different.

Defy Gravity As a move action, you can fly up to your speed.

You can activate jump jets as part of a move action in order to fly during your movement.

With defy gravity my flying is my movement. With Jump jets I have 30 feet of flying as part of my movement. So speedy G the Ysoki Operative with a 60 foot movement can move 20 feet jump a 30 foot pit with the jump jets and keep going for another 10 feet.

Outside of this specific combination not working, this usually makes the jump jets better.

The Exchange

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I'm really hesitant to wade in here because until recently the Starfinder community has been MUCH better than the PF1 community about debating rules interactions in a more casual way and looking for reasonable compromises instead of twisting words and rules around trying to make the grammar perfectly fit.

With that said, I'd go with:

Jump Jets let you fly as part of your movement (but don't increase how far you can move in total). So if you have Sky Jockey, add 10 feet to the distance you can fly with your Jump Jets. But it still won't increase how far you can move in total.


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Yeah, sounds about right for how I would rule.

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