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[[File:Jump Jet view.jpg|right|thumb|Jump Jet of the FLE-14 ''Flea'' Internal Arrangment]]
 
[[File:Jump Jet view.jpg|right|thumb|Jump Jet of the FLE-14 ''Flea'' Internal Arrangment]]
  
Developed by Dr. [[Soren Iishi]] of the [[Terran Hegemony]] in [[2464]] <ref name=IO>''Interstellar Operations: Alternate Eras'', p. 29: "Advanced ’Mech/ProtoMech/Vehicular Motive Systems"</ref>, thirty years after the introduction of the first [[BattleMech]], the ''[[Mackie]]'', and first appearing on the ''[[Wasp]]'', '''Jump jets''' allow 'Mechs to navigate difficult terrain by rocketing over obstacles.  Since their invention, jump jets have been adapted for use on other units. They entered full production in the Hegemony in [[2471]], becoming commonplace in 2500.<ref name=IO/>
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Developed by the [[Terran Hegemony]] in [[2471]] <ref name="TechManual225">''[[TechManual]]'', pp. 225-226</ref>, thirty years after the introduction of the first [[BattleMech]], the ''[[Mackie]]'', and first appearing on the ''[[Wasp]]'', '''Jump jets''' allow 'Mechs to navigate difficult terrain by rocketing over obstacles.  Since their invention, jump jets have been adapted for use on other units.
 
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== 'Mech Jump Jets ==
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=='Mech Jump Jets==
 
By harnessing the power of a 'Mech's fusion engine to superheat air or another suitable fluid, '''Jump Jets''' allow a BattleMech to briefly overcome gravity and rocket short distances over the battlefield.
 
By harnessing the power of a 'Mech's fusion engine to superheat air or another suitable fluid, '''Jump Jets''' allow a BattleMech to briefly overcome gravity and rocket short distances over the battlefield.
  
=== Operational Details ===
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===Operational Details===
Jump jets work in a similar, albeit more limited, fashion to the fusion rockets installed on [[aerospace fighter]]s.  Inside a magnetically shielded reaction chamber buried deep inside the 'Mech, an electron beam superheats a reaction mass and expels the expanding gases through nozzles located on the back of the 'Mech or in its legs.  Reaction mass is commonly provided in the form of air forced into the reaction chamber by a system of turbo-compressors, but most 'Mechs have a small amount of alternate reaction mass, usually in the form of hydrogen, water or mercury, in order to facilitate operation in a vacuum and to reduce the wear on the jets from superheated oxygen when in an atmosphere that contains it<ref name="TM38+">''TechManual'', pp. 38-39, "Jump Jets"</ref>.  The reaction mass provided by an atmosphere is effectively infinite, but the onboard supplementary reaction mass carried is limited by the number of thruster assemblies installed unless additional tankage is added to the 'Mech<ref name="SOp24">''Strategic Operations'', p. 24, "Conversion Of Ground Units To Fighters Table"</ref>.
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Jump jets work in a similar, albeit more limited, fashion to the fusion rockets installed on [[Aerospace Fighter|Aerospace Fighters]].  Inside a magnetically shielded reaction chamber buried deep inside the 'Mech, an electron beam superheats a reaction mass and expels the expanding gases through nozzles located on the back of the 'Mech or in its legs.  Reaction mass is commonly provided in the form of air forced into the reaction chamber by a system of turbo-compressors, but most 'Mechs have a small amount of alternate reaction mass, usually in the form of hydrogen, water or mercury, in order to facilitate operation in a vacuum and to reduce the wear on the jets from superheated oxygen when in an atmosphere that contains it<ref name="TechManual39">''[[TechManual]]'', pp. 38-39</ref>.  The reaction mass provided by an atmosphere is effectively infinite, but the supplementary reaction mass carried on-board is limited by the number of thruster assemblies installed unless additional tankage is added to the 'Mech<ref>''[[Strategic Operations]]'', p. 24</ref>.
  
Because of the heat produced by jump jet activation and limited onboard fuel, jump jets can only maintain thrust for a few seconds. A far cry from flight, jump jets nevertheless allow a 'Mech to make short leaps sufficient enough to outmaneuver 'Mechs not similarly equipped or bypass obstacles and unfavorable terrain<ref name="TM38+"/><ref name="TMp225+">''TechManual]]'', pp. 225-226, "Jump Jets"</ref>. Care must be taken when jumping, however, as jumping causes heat buildup with even the shortest jump generating more heat than running, and damage to a 'Mech's gyro or leg actuators and joints can cause a 'Mech to fumble upon landing. Owing to the inability of liquids to be compressed, submerged jump jets cannot be used lest the extreme pressure rupture the jet's casing<ref name="TM38+"/><ref name="TWp53+">''Total Warfare'', pp. 53-54, "Movement Modes - Jumping"</ref>.
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Because of the heat produced by jump jet activation and limited on-board fuel, jump jets can only maintain thrust for a few seconds. A far cry from flight, jump jets nevertheless allow a 'Mech to make short leaps sufficient enough to outmaneuver 'Mechs not similarly equipped or bypass obstacles and unfavorable terrain<ref name="TechManual39" /><ref name="TechManual225" />. Care must be taken when jumping, however, as jumping causes heat buildup with even the shortest jump generating more heat than running, and damage to a 'Mech's gyro or leg actuators and joints can cause a 'Mech to fumble upon landing<ref name="TotalWarfare53" />. Owing to the inability of liquids to be compressed, submerged jump jets cannot be used lest the extreme pressure rupture the jet's casing<ref name="TechManual39" /><ref name="TotalWarfare53">''[[Total Warfare]]'', pp. 53-54</ref>.
  
=== Attacks by a Jumping 'Mech ===
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===Attacks by a Jumping 'Mech===
Jumping makes a 'Mech harder to hit, but the accuracy of weapons fitted to the jumping 'Mech is also adversely affected<ref name="TWp53+"/>. In addition to standard weapons fire, a 'Mech with jump jets can perform a combat maneuver known as [[Death from Above]], which involves it  jumping into the air and attempting to land on an opponent. A successful DFA has the potential to crush an opposing 'Mech's head, but the maneuver risks damage to one's own 'Mech even if the attack is successful<ref name="TWp149+">''Total Warfare'', pp.149-150, "Death From Above Attacks ('Mechs Only)"</ref>.  Another attack that has been known to be performed using jump jets nicknamed the "I Am Jade Falcon" maneuver uses the jets in a 'Mech's legs to torch an adjacent hostile<ref name="TOp90+">''Tactical Operations'', pp. 90-91, "Jump Jet Attacks"</ref>.
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Jumping makes a 'Mech harder to hit, but the accuracy of weapons fitted to the jumping 'Mech is also adversely affected<ref name="TotalWarfare53" />. In addition to standard weapons fire, a 'Mech with jump jets can perform a combat maneuver known as [[Death from Above]], which involves it  jumping into the air and attempting to land on an opponent. A successful DFA has the potential to crush an opposing 'Mech's head, but the maneuver risks damage to one's own 'Mech even if the attack is successful<ref name="TotalWarfare149">''[[Total Warfare]]'', pp.149-150</ref>.  Another attack that has been known to be performed using jump jets nicknamed the "I Am Jade Falcon" maneuver uses the jets in a 'Mech's legs to torch an adjacent hostile<ref>''[[Tactical Operations]]'', pp. 90-91</ref>.
  
=== Fitting Jump Jets ===
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===Fitting Jump Jets===
A 'Mech may have one or more jump jets installed; each thruster increases the 'Mech's maximum jump distance by 30 meters<ref name="TWp53+"/> but takes up space and weight on the 'Mech's frame.  The mass of the jump jets is proportionate to the mass of the 'Mech they are installed on, owing to the increased power needed to move a more massive object and the maximum number of jump jets that a 'Mech can carry, and thus its maximum jump distance, is limited by the motive power provided by the 'Mech's engine<ref name="TMp51">''TechManual'', p. 51, "Determine Jump Capability"</ref>. [[Improved Jump Jets]] are also available, which take up twice the mass and space of standard jump jets, but produce less heat and allow for more nozzles to be fitted for a given engine allowing for a longer maximum jump distance<ref name="TMp225+"/><ref name="TMp51"/>. Due to the power requirements, jump jets cannot function on a unit that lacks a nuclear engine, be it [[fusion engine|fusion]] or [[fission engine|fission]] based<ref name="TMp225+"/>, and a single chassis cannot mount both types of jump jets simultaneously. Jump jets can be pod mounted to grant an [[OmniMech|OmniMech]] the ability to jump and are found in numerous variants. Like all fixed equipment, any jump jets hard-mounted to an OmniMech's base configuration cannot be removed, though they can be supplemented by pod mounted jump jets<ref name="TMp51" />.
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A 'Mech may have one or more jump jets installed; each thruster increases the 'Mech's maximum jump distance by 30 meters<ref name="TotalWarfare53" /> but takes up space and weight on the 'Mech's frame.  The mass of the jump jets is proportionate to the mass of the 'Mech they are installed on, owing to the increased power needed to move a more massive object and the maximum number of jump jets that a 'Mech can carry, and thus its maximum jump distance, is limited by the motive power provided by the 'Mech's engine<ref name=TechManual51>''[[TechManual]]'', p.51</ref>. [[Improved Jump Jets]] are also available, which take up twice the mass and space of standard jump jets, but produce less heat and allow for more nozzles to be fitted for a given engine allowing for a longer maximum jump distance<ref name="TechManual225" /><ref name="TechManual51" />. Due to the power requirements, jump jets cannot function on a unit that lacks a nuclear engine, be it [[Fusion Engine|fusion]] or [[Fission Engine|fission]] based<ref name="TechManual225" />, and a single chassis cannot mount both types of jump jets simultaneously. Jump jets can be pod mounted to grant an [[OmniMech|OmniMech]] the ability to jump and are found in numerous variants. Like all fixed equipment, any jump jets hard-mounted to an OmniMech's base configuration cannot be removed, though they can be supplemented by pod mounted jump jets<ref name="TechManual51" />.
  
 
For 'Mechs that do not fit jump jets, a [['Mech Jump Pack|'Mech jump pack]] may be mounted externally to the rear of a 'Mech to provide limited jump capability or braking thrust to allow a 'Mech to be [[Drop Pod|dropped]].
 
For 'Mechs that do not fit jump jets, a [['Mech Jump Pack|'Mech jump pack]] may be mounted externally to the rear of a 'Mech to provide limited jump capability or braking thrust to allow a 'Mech to be [[Drop Pod|dropped]].
  
== Protomech Jump Jets ==
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==Protomech Jump Jets==
[[Protomech|Protomechs]] can also be fitted with jump jets.  Owing to the lighter frames and differing construction of protomechs, new jump jets had to be designed for protomechs.  Though they are operationally equivalent to the jump jets mounted to 'Mechs and are installed to provide propulsion in the same 30 meter increments, functionally, protomech jump jets are more similar to [[battle armor]] jump packs.
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[[Protomech|Protomechs]] can also be fitted with jump jets.  Owing to the lighter frames and differing construction of protomechs, new jump jets had to be designed for protomechs.  Though they are operationally equivalent to the jump jets mounted to 'Mechs and are installed to provide propulsion in the same 30 meter increments, functionally, protomech jump jets are more similar to [[Battle Armor|battle armor]] jump packs.
  
== Battle Armor Jump Jets ==
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==Battle Armor Jump Jets==
Introduced by the [[Western Alliance]] on [[Terra]] in [[2050]],  Jump packs use simpler, chemical based rockets to propel [[Conventional Infantry|infantrymen]] nearly 100 meters through the air<ref name="TMp272">''TechManual'', p. 272, "Conventional Infantry Equipment"</ref><ref name="TMp257">''TechManual'', p. 257, "Jump Jets/Jump Pack"</ref>.  Later, these jump packs were adapted for use on [[battle armor]] allowing suits up to one ton to rocket up to 90 meters in one bound, while suits up to 2 tons are limited to 60 meter jumps.  A [[Jump Booster|jump booster]] can be added to a jump-capable suit to supercharge the jets and add 30 meters to the suit's maximum jump range<ref name="TMp257"/><ref name="TMp165">''TechManual'', p. 165, "Jump Booster"</ref>.
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Introduced by the [[Western Alliance]] on [[Terra]] in [[2050]],  Jump packs use simpler, chemical based rockets to propel [[Conventional Infantry|infantrymen]] nearly 100 meters through the air<ref>''[[TechManual]]'', p. 272</ref><ref name="TechManual257">''[[TechManual]]'', p. 257</ref>.  Later, these jump packs were adapted for use on [[Battle Armor|battle armor]] allowing suits up to one ton to rocket up to 90 meters in one bound, while suits up to 2 tons are limited to 60 meter jumps.  A [[Jump Booster|jump booster]] can be added to a jump-capable suit to supercharge the jets and add 30 meters to the suit's maximum jump range<ref name="TechManual257" /><ref>''[[TechManual]]'', p. 165</ref>.
  
== Vehicular Jump Jets ==
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==Vehicular Jump Jets==
Adapting jump jets to vehicles is more complex than simply attaching thrusters to the bottom of a tank.  Though the jump jets themselves are functionally similar to the standard jump jets fitted to 'Mechs, successful operation of vehicular jump jets hinges on an advanced AI computer and guidance system first seen on the [[SLDF]]'s [[Kanga|Kanga Jump Tank]] in [[2650]] that is able to precisely track the vehicle's trajectory and vector the thrust of the jump jets to stabilize the vehicle.  Because of the prohibitive complexity and expense of the system, few jump-capable vehicles were produced beyond the Kanga, and even the vehicle heavy forces of Clan Hell's Horses who retained but have sidelined the technology.<ref name="TOp348+">''Tactical Operations'', pp. 348-349, "Vehicular Jump Jets"</ref><ref name="TRO:3050Up166">''Technical Readout: 3050 Upgrade'', p. 166, "Kanga"</ref>
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Adapting jump jets to vehicles is more complex than simply attaching thrusters to the bottom of a tank.  Though the jump jets themselves are functionally similar to the standard jump jets fitted to 'Mechs, successful operation of vehicular jump jets hinges on an advanced AI computer and guidance system first seen on the [[SLDF]]'s [[Kanga|Kanga Jump Tank]] in [[2650]] that is able to precisely track the vehicle's trajectory and vector the thrust of the jump jets to stabilize the vehicle.  Because of the prohibitive complexity and expense of the system, few jump-capable vehicles were produced beyond the Kanga, and even the vehicle heavy forces of Clan Hell's Horses who retained the technology have sidelined the technology<ref>''[[Tactical Operations]]'', pp. .
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348-349</ref><ref>''[[Technical Readout: 3050 Upgrade]]'', p. 168</ref>
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==Brands==
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Jump Jets are produced under the following brand names:
  
== Brands ==
 
Jump Jets are produced under the following brand names:
 
<div class="desktop-3-col">
 
 
* [[Anderson Propulsion (Jump Jets)|Anderson Propulsion]]
 
* [[Anderson Propulsion (Jump Jets)|Anderson Propulsion]]
 
* [[BMP  (Jump Jets)|BMP]]
 
* [[BMP  (Jump Jets)|BMP]]
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* [[Pitban (Jump Jets)|Pitban]]
 
* [[Pitban (Jump Jets)|Pitban]]
 
* [[Rawlings (Jump Jets)|Rawlings]]
 
* [[Rawlings (Jump Jets)|Rawlings]]
</div>
 
  
== Manufacturing==
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==Manufacturing==
 
Jump Jets are manufactured on the following planets:
 
Jump Jets are manufactured on the following planets:
{| class=wikitable
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{| width='700'
 
! Brand
 
! Brand
 
! Planet
 
! Planet
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|}
 
|}
  
== See Also ==
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==See Also==
 
* [[Improved Jump Jet]]
 
* [[Improved Jump Jet]]
 
* [[BattleMech Jump Pack]]
 
* [[BattleMech Jump Pack]]
  
== References ==
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==References==
 
<references />
 
<references />
 
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==Bibliography==
== Bibliography ==
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*''[[Total Warfare]]''
* ''[[Strategic Operations]]''
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*''[[TechManual]]''
* ''[[Tactical Operations]]''
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*''[[Tactical Operations]]''
* ''[[TechManual]]''
 
* ''[[Technical Readout: 3055 Upgrade]]''
 
* ''[[Total Warfare]]''
 
  
  
 
[[Category:Technology]]
 
[[Category:Technology]]

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