Hey all.
To the point, one of my PCs has a jetpack and it is throwing off my entire game, and I'm wondering if I'm doing something wrong as far as ruling.
Per the CRB, a jetpack allows an individual to behave as a Sil 1 vehicle with a Speed of 1. My player discovered that "Speed 1" means planetary scale, since personal scale doesn't have speed values, and that traveling one range band in planetary scale is equivalent to traveling extreme range in personal scale. Thus my player and I have determined that, as a Sil 1 vehicle, he logically can use the fly/drive maneuver to move from extreme to engaged as a maneuver.
This is obviously problematic. Last night, they were on Mustafar and a sniper (a Nemesis that I had worked hard to make an interesting, scary villain) had them pinned down from Extreme range. My jetpack player used a maneuver to engage the sniper, used an action to toss a thermal detonator at him, and then took two strain to use another maneuver and fly back from extreme range to the rest of my PCs. I made him make Pilot checks for the maneuvers, but he has four ranks in the skill and four ranks of the Skilled Jockey talent so he ignored all setback dice, Needless to say the sniper was toast.
This didn't sit well with me at all. He flew a mile, threw a detonator, and then flew a mile back. In, like, the soan of a minute. There is literally no where that I can place a villain that is out of range of my players. And now my 10-soak melee juggernaut is talking about getting a jetpack...
The player argues that per RAW, the jetpack is totally being used as it should, but this just feels wrong and incredibly overpowered. I can't think of any instances in the films where a character uses a jetpack to travel so far so fast. Am I ruling jetpacks wrong? How do I fix this?