Rocket boots are a pair of sturdy boots fitted with rocket thrusters, allowing the wearer to hover and fly short distances. They can provide enough thrust to overcome gravity and lift upward, but quickly run out of fuel, which recharges over the course of rounds.

At higher rank, the boots' endurance rises, eventually allowing for sustained flight at high speeds.

Rocket Jump

Recharge 33%, move; you leap up to twice your base movement speed, up to half that vertically.

If currently airborne, you can use this ability to gain a burst of speed, flying up to twice your base movement speed in any direction.

This ability burns the rockets for about a second, with a brief subsecond burn just before landing to slow your descent to a safe speed.

Hover (rank 2)

You can throttle down your rocket boots to just enough thrust to counter gravity, without running out of fuel.

You can hover off the ground to a maximum height equal to your base movement rate. While hovering, you can take move actions to move horizontally, vertically, or diagonally, at the same speed as your base movement.

As a reaction, you can activate your hover jets to cancel falling damage and land safely.

Rocket Flight (rank 3)

You gain a fly speed equal to your base movement rate.

Cruising Speed (rank 4)

Each round of flight in a straight line, you increase your movement rate by 100%, until it caps at 200 miles per hour. You can decelerate 20 mph per turn. Careful not to slam into something at high speed; such a collision inflicts 1d6 falling damage per 10 mph.

Helpful distance chart (with deceleration, arriving at rest):

Distance Rounds Total Time Notes
1 mile ~19 rounds 1 min 51 sec Peak velocity: ~65 mph
3 miles ~32 rounds 3 min 12 sec Peak velocity: ~112 mph
10 miles ~59 rounds 5 min 54 sec Peak velocity: 200 mph (capped)
50 miles ~179 rounds 17 min 54 sec Peak velocity: 200 mph (capped)
100 miles ~329 rounds 32 min 54 sec Peak velocity: 200 mph (capped)

Without deceleration, arriving at peak velocity:

Distance Rounds Total Time Notes
1 mile ~13 rounds 1 min 18 sec Arrival velocity: ~92 mph
3 miles ~23 rounds 2 min 16 sec Arrival velocity: ~159 mph
10 miles ~44 rounds 4 min 24 sec Arrival velocity: 200 mph (capped)
50 miles ~164 rounds 16 min 26 sec Arrival velocity: 200 mph (capped)
100 miles ~314 rounds 31 min 26 sec Arrival velocity: 200 mph (capped)

To the Stars (rank 5)

Your cruising speed accelerates much faster and caps out much higher. Each round, your speed doubles. Maximum speed is given by altitude:

You can decelerate at the same rate, cutting your speed in half each round. If you descend into a lower atmospheric band than your current speed allows, you decelerate at twice this rate automatically until you reach the maximum speed for that band. You can add your rocket deceleration to this automatic deceleration if desired.

Impact at speed inflicts 1d6 falling damage per 10 mph, with no cap (as you are not subject to terminal velocity).

Handy speed chart (for a base move of 6 squares):

Round Speed
1 6 mph
2 12 mph
3 24 mph
4 48 mph
5 96 mph
6 192 mph
7 384 mph
8 768 mph
9 1,536 mph
10 3,072 mph
11 6,144 mph
12 12,288 mph
13 24,576 mph (max speed: 25,000 mph)
Distance Elapsed Time Max Altitude Peak Velocity
100 miles ~7 min ~30 miles ~2,800 mph (Mach 3.7)
1,000 miles ~18 min ~200 miles ~8,500 mph (Mach 11)
10,000 miles ~40 min ~1,400 miles ~16,500 mph (Mach 21)
12,400 miles ~45 min ~2,000 miles ~17,200 mph (Mach 22)