Well, I have experimental rules for Jump-Packs if anyone's interested:
Assault Jetpack (jump pack)-- ?cp
The assault pack has incredibly powerful engines, however, they're not good enough to maintain sustained flight. Instead, it flings the wearer an additional 10". This, like a vehicle, requires an action to use, unless the wearer is a pilot. If an inexperienced (non-pilot) minifig is using the assault pack, he must also make a UR:3 skill roll. If he fails it, the assault pack explodes 1D6 inches out, with 1D10 explosion damage. Also, since the assault pack is not a full-fledged jetpack and cannot have sustained flight, the minifig needs to land somewhere where he logically could. (I.E. flat surfaces, on top of buildings and creations, etc). If he hits something that he could not logically stick the landing on, (I.E. moving vehicles, fire, the enemy commander's sword) the wearer takes 1D8+1 damage, and whatever he hits takes the same, if it is a unit of some sort. If it is an object, he just takes the damage.
Also, if the wearer is a pilot and does not need to use his action to launch himself, if he has a CC weapon, he can attack when he lands, so long as he lands on an enemy unit. When he lands and does the CC attack, it does the weapon's damage + 1D8 damage.
So, what do you guys think? (Note they're experimental rules)