So I want to make a Rocketeer style Rebel Ace character for our new campaign. Obviously my signature vehicle would be a jetpack. I'd also like to add Gadgeteer for Tinkerer so I could add a hard points and maybe a vehicle weapon so I can mix it up with a speeder or a weak starfighter because that's what the Rocketeer does occasionally. My GM is balking at the idea because of how that would translate to personal scale encounters, I'd be a walking talking vehicle. Am I asking too much for my build idea or do I have a case?
Edited by FiendFolioJet Packs and Rigger/Gageteer
Oh my God, what have I done?
Seriously though, you can't add hardpoints to a jetpack with Tinkerer - it's defined as a vehicle when you're using it. Also, it's much too small to stick a weapon on it (although I wouldn't be surprised if the Bounty Hunter career book has a jetpack with a built-in, one-shot rocket launcher). Any vehicle weapons out there need a minimum Silhouette 2 vehicle, and a guy with a jetpack is clearly stated in the rules to be Sil 1.
The awesome thing about Rigger+jetpack is the passive stat boost talents - provided your GM lets you apply them to a jetpack, which is entirely up to him. Mixing a Hotshot+jetpack is great for the talent that lets you absorb the system strain as personal strain, plus some of the other cool "stunt" talents in that tree.
Thanks Krieger for the idea about Hotshot and totally forgot about vehicle weapon's silhouette requirement. There's enough personal scale weapons that could give me a shot against vehicles. I want this guy to be more Rocketeer and less Iron Man anyways.
Edited by FiendFolioI'm not going to lie, the thought of "Corellian Sendoff" in a jetpack fills me with glee. As for the weapons on the jetpack, you don't need to put weapons on it, you just need to be able to carry a big enough blaster. Perhaps something in the "light repeating blaster" range, or a nice rifle, perhaps? Something you can get close to or over the 10 damage threshold for being able to bypass vehicle armor? Alternately, you take a little mechanics, you fly up to a vehicle and either you plant an explosive, or execute what I like to call the "well HERE'S your problem..." attack, where that nice, shiny do-hickey in your hand is some integral part of a weapon or flight control system. Hydrospanners are dangerous, kids.
Besides, as I said in the other thread, you need them hard points for the speakers for your theme song power up music. *nodsnodsnods*
Love the explosives idea! Hmm, an Interior Broadcast Suite could work as speakers and would help recover strain.
Improved Corellian Sendoff in a capital ship. That's just broken, because it doesn't have a limit on Silhouette, other than of equal or smaller size. BOOM! Instant major collision that can just mop up lesser ships and even smaller capital ships
Edit: 200 posts!
Edited by SirSprinklesEverything about this is excellent. Maybe a Flechette launcher for a weapon? Let's you deal with troops and vehicles on decently even footing.
Short answer, yes, way too much.
However, to be fair, a jetpack is never defined as a vehicle. Its use allows the USER to function as a silhouette 1 vehicle. So yes, you can add a hardpoint to a Jet Pack no problem. The problem comes into play with...there's nothing you can add to it. It's like using tinkerer to add a hard point to your stimpack. It's not a weapon, it's not armor, and it's not a vehicle. As far as I know, there's no attachments that are applicable to just gear.
However as a GM I could work with my players to allow such attachments. Perhaps an attachment that allows the jetpack to function underwater, an attachment to lock-out anyone with the wrong biometric data to use it, a one shot rocket, etc. Possibilities are endless with a GM who works with players, creative players, and the tinkerer talent. As far as adding vehicle scale weapons? No GM will ever allow that outside of just for fun silly games (which are a blast btw).
Maybe the Bounty Hunter book or a Mandalorian book would have those missile launcher jetpacks that the Deathwatch used in the Clone Wars cartoons
Short answer, yes, way too much.
However, to be fair, a jetpack is never defined as a vehicle. Its use allows the USER to function as a silhouette 1 vehicle. So yes, you can add a hardpoint to a Jet Pack no problem. The problem comes into play with...there's nothing you can add to it. It's like using tinkerer to add a hard point to your stimpack. It's not a weapon, it's not armor, and it's not a vehicle. As far as I know, there's no attachments that are applicable to just gear.
However as a GM I could work with my players to allow such attachments. Perhaps an attachment that allows the jetpack to function underwater, an attachment to lock-out anyone with the wrong biometric data to use it, a one shot rocket, etc. Possibilities are endless with a GM who works with players, creative players, and the tinkerer talent. As far as adding vehicle scale weapons? No GM will ever allow that outside of just for fun silly games (which are a blast btw).
All perfectly sound advice, gawd I love the underwater jetpack idea! I thought I had fair argument about having to use the hazards and difficult maneuver rules to zip around in enclosed places, that collision and falling damage where serious risks I'd have to consider, not to mention taking vehicle scale damage. However I lost the debate with my GM. He isn't a fan of the jetpack to begin with and a jetback specialist was too much for him.
If someone really wanted to modify a jetpack and the GM was okay with having Tinkerer add hard points, I'd just run with the vehicle attachments from the various books. Upgraded speed, handling, system strain, and so on.
If you are thinking about zipping around in style underwater, Q branch has whipped up something interesting to make you a one man (or woman) submerged vehicle replete with mounted spear gun and jet propulsion (see below). If water is not your thing, how about adding a jet pack to power armor with hands free blaster mods installed. Or better yet, how about also adding a harness to that power armor and mounting the slick new VX "Sidewinder" Repeating Blaster. Nothing says you can keep your cool while flying like 8 revolving blaster barrels lighting up the night sky. Just ask Mr. Bond, James Bond.
If someone really wanted to modify a jetpack and the GM was okay with having Tinkerer add hard points, I'd just run with the vehicle attachments from the various books. Upgraded speed, handling, system strain, and so on.
There are also armor attachments that would work:
Comlink 0HP - no reason that can't be added
GP Scanner 1HP - Have the data projected in front of you via hologram or linked to a HUD in your helmet - makes sense as a vehicle to see where you're going.
Threat Monitor 1HP - ditto
Range finder - 1HP ditto
Vacuum Sealed 1HP - well, the jetpack is sealed & usable in space, hope you brought a suit.
If you can get to 2 HP you could add in:
Hands Free Weapon
Things that wouldn't work:
Heating/cooling systems
Cortosis weave
Superior Armor
The 2 medical ones (Smartmed system & Biofeedback system) might be doable, but I wouldn't allow it without a good explanation and only if you aren't wearing a layer of armor between you & the jetpack.