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Jump Point

(Redirected from Pirate Point)

Jump Points refer to any point at which a JumpShip may initiate or resolve a "jump" through interstellar space. Traditionally, there are two jump points in a system - the zenith and the nadir of a star's gravity well (normally above and below the star's planetary system elliptic). There exist other points, called "pirate points", that a JumpShip can use. However, they are difficult to locate and can be dangerous to use, but in desperate situations or covert missions, the advantages of a speedy insertion can outweigh the inherent risk of a Misjump.

Because JumpShips are equipped only with weak station-keeping drives (capable of .1G of acceleration at most), travel between a jump point and a destination within a star system is left to other craft, primarily DropShips, which have the engines and fuel needed to make the multiday journey. The exception are combat JumpShips or WarShips which are capable of traveling under their own power.

Standard Jump Points[edit]

A JumpShip must operate in a zone where gravity levels are below a certain minimum. These zones are generally referred to as "jump points". The typical jump point is found at a minimum distance from the local star known as the "proximity limit", which is where gravity drops below the critical level for the hyperspace field of the Kearny-Fuchida drive to form properly. This zone is determined almost exclusively by the star of a system, which is far and away the largest gravity well in a star system (often by a factor of hundreds or thousands).[1][2][3]

The proximity limit is a sphere (but for small planetary distortions) typically several astronomical units (AU) in radius around the star, though stars larger than Sol may have proximity limits many hundreds of AU in radius. Sol's proximity limit is about 10.2 AU. (For comparison, the proximity limits of planets outside their star's proximity limit is typically a few million kilometers, or a few percent of an AU.) That distance is determined by the type of star and can range anywhere from 75 million kilometers (for a low-energy M9 star) to over 347 billion kilometers (for a high-energy B0 star).[1][2][3]

Beyond a proximity limit, all of space is a valid jump "point". It is quite possible for a JumpShip to jump into deep space light-years from any star system. Indeed, when imagining jump points, it might be best to consider most of space one giant, valid jump point but for tiny bubbles near stars and even more microscopic bubbles near planets.[4]

The closest proximity point to a planet would be on a direct line drawn between the star, the destination planet, and reaching to the proximity limit. However, such points are deep in the planetary plane of the system, the "plane of the ecliptic", where most planets, asteroids, and debris are found. Besides the damage risk, the multitude of small gravitational effects make navigation to such points difficult to calculate. As a result, they are little used but for military ships looking to shave a few hours off the transit to the planets (which typically requires days of travel at 1G, about 9 days in the case of Terra.)

There are, however, proximity points that avoid all the mess of the ecliptic by being directly above and below the north and south poles of the star. These points are only slightly further from the inhabitable planet and are the furthest possible points on the proximity limit from the interference of the ecliptic. These two locations simplify navigation so much that they were used in the early 2100s by the Deimos Project for test jumps before mankind made interstellar jumps, and have remained the standard jump points for travel by Kearny-Fuchida drive ever since - hence, they are called the "Standard Jump Points". They are also often referred to as "zenith" and "nadir" jump points because of their locations above (zenith) and below (nadir) the star, with respect to the layout of the star system.[1][2][3]

These jump points minimize the influence of planetary gravity on jump calculations[4]. Indeed, jump calculations made from a zenith or nadir point are usually satisfactory for up to six months before planetary movement necessitates their recalculation.

Standard jump points are where most civilian interstellar traffic takes place, and for inhabited systems installations will be constructed at the zenith and nadir points to facilitate this: transfer facilities, repair yards, and recharge stations. They are also frequently where customs inspectors and defensive units are located, and as such travelers wishing to avoid such entanglements will attempt other points instead. A skillful navigator with knowledge of a star system can calculate a jump point closer to the intended destination, thereby cutting down on transit time and fuel costs.[1][2][3]

Proximity Point Table (in billions of km)[3]
Star Subtype
Star Type 0 1 2 3 4 5 6 7 8 9
B 347.84 282.07 229.40 187.12 153.06 125.56 103.29 85.20 70.47 58.44
A 48.59 40.51 33.85 28.36 23.82 20.06 19.63 14.32 12.15 10.32
F 8.80 7.51 6.43 5.51 4.74 4.08 3.52 3.04 2.64 2.29
G 1.99 1.74 1.52 1.33 1.16 1.02 .90 .79 .70 .62
K .55 .49 .43 .39 .34 .31 .28 .25 .22 .20
M .18 .16 .15 .13 .12 .11 .10 .09 .08 .07

Pirate Jump Points[edit]

There are some nonstandard jump points that will allow a JumpShip to enter a system inside the proximity limit. As these points are much closer to the habitable planets of a star system, they are prime choices for raiders and pirates, leading to their designation as "pirate points". These jump points exist where the gravitational attraction of all planetary objects cancels each other out and overall gravitation is reduced below the critical limit for hyperspace field formation.[1][2][3]

While "pirate point" locations can be estimated by secondary school physics (generally, pirate points inside the proximity limit are congruent with the Lagrange Points, which exists due to the cancellation of gravity between two bodies), such jump points are difficult for JumpShips to utilize because they are much smaller than the standard jump points and have much more complicated motions. Rather than only following the star like the zenith and nadir points, the pirate points are subject to gravity of other moving objects in the star system.[2]

This makes a navigator's job nightmarish when attempting to use a pirate point. Plotting the jump is impossible without computer aid, and can take hours with one. Missing the jump point is entirely possible, resulting in the JumpShip attempting to arrive in a region of space that is not a valid jump point (a fate discussed under Misjump).[1][2][3]

While the majority of pirate points are stable in the sense they exist continuously despite their mobility, a particular subclass of pirate points known as "transient points" will periodically appear and disappear due to the influence of other bodies in the star system. Transient points are even more difficult to utilize.[1][2][3]

Game Rules[edit]

  • Hyperspace Navigation Table: Strategic Operations, p. 88 (PDF p. 90)
  • Jump Calculation Table: Strategic Operations, p. 88 (PDF p. 90)


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 BattleSpace, p. 42, 44
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 DropShips and JumpShips - Operations Manual, p. 28-30
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 AeroTech 2, p. 56-57
  4. 4.0 4.1 Strategic Operations, pp. 134-135, "Jump Points"