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==History==
 
==History==
Based on theories of professors [[Thomas Kearny]] and [[Takayoshi Fuchida]] dating back to the twenty-first century, functional FTL drives were developed in the [[Deimos Project]] which was authorized by the [[Terran Alliance]] Parliament in [[2103]]. At 12:00 GMT on September 3, [[2107]], the Deimos test ship made its maiden voyage, jumping from Sol's zenith jump point to the nadir jump point in less than a minute. In February [[2108]] [[Raymond Bache]] was the first human to travel faster than light between Sol's jump points, and in December of the same year the [[Pathfinder (Vessel)|TAS ''Pathfinder'']] under the command of [[Norm McKenna]] made its historic jump to the [[New Earth|Tau Ceti]] system, becoming the first manned faster-than-light interstellar spacecraft.
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Based on theories of professors [[Thomas Kearny]] and [[Takayoshi Fuchida]] dating back to the 21st century, functional FTL drives were developed in the [[Deimos Project]] which was authorized by the [[Terran Alliance]] Parliament in [[2103]]. At 12:00 GMT on September 3, [[2107]], the Deimos test ship made its maiden voyage, jumping from Sol's zenith jump point to the nadir jump point in less than a minute. In February [[2108]] [[Raymond Bache]] was the first human to travel faster than light between Sol's jump points, and in December of the same year the [[Pathfinder (Vessel)|TAS ''Pathfinder'']] under the command of [[Norm McKenna]] made its historic jump to the [[New Earth|Tau Ceti]] system, becoming the first manned faster-than-light interstellar spacecraft.
  
 
The first JumpShips usually featured large transit drives that allowed them to combine the functions that would later be separated between JumpShips and DropShips. Those so-called '''Primitive JumpShips''' carried [[DropShuttle]]s (of up to 5,000 tons) in pressurized internal bays known as [[DropShuttle Bays]], until Hardpoints with [[K-F Boom]]s became available around 2460 that allowed for the K-F field to be extended around one [[DropShip]] of up to 100,000 tons per Hardpoint on the JumpShip.
 
The first JumpShips usually featured large transit drives that allowed them to combine the functions that would later be separated between JumpShips and DropShips. Those so-called '''Primitive JumpShips''' carried [[DropShuttle]]s (of up to 5,000 tons) in pressurized internal bays known as [[DropShuttle Bays]], until Hardpoints with [[K-F Boom]]s became available around 2460 that allowed for the K-F field to be extended around one [[DropShip]] of up to 100,000 tons per Hardpoint on the JumpShip.
  
This revolutionary technology led to primitive JumpShips becoming "essentially extinct" within only four decades.<ref>''Experimental Technical Readout: Primitives, Volume III'', p. 17: Prototype JumpShip Docking Hardpoint</ref> There has been no significant change to the basic form and function of JumpShips since then.
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This revolutionary technology led to primitive JumpShips becoming "essentially extinct" within only four decades.<ref>''XTRO: Primitives III''', p. 17 (Prototype JumpShip Docking Hardpoint)</ref> There has been no significant change to the basic form and function of JumpShips since then.
  
 
==Design==
 
==Design==
[[Image:Invader cutaway color SO.png| An [[Invader| Invader class]] cutaway|thumb|right|300px]]
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[[Image:Invader cutaway color SO.png| An [[Invader| Invader class]] cut-away|thumb|right|300px]]
 
Designed exclusively to provide FTL jump capacity, JumpShips typically feature only the essential components required for jumping. The delicate [[Kearny-Fuchida Drive|Kearny-Fuchida (K-F) drive]] dictates the typical needle-like appearance of a JumpShip's fuselage together with the trademark [[Jump Sail]] that is required to safely recharge the K-F drive with solar energy, and accounts for 95% of its mass. Most, but not all, have Hardpoints with [[K-F Boom|Kearny-Fuchida Field Conducting (KFFC) Booms]] that extend the jump field to include docked DropShips. JumpShips are not meant to move away from jump points and have no transit drives, only a weak station-keeping drive and maneuvering thrusters to adjust their position. Other than that, they provide crew quarters and a bridge; other common features include [[Grav Deck]]s, hydroponic gardens, extra cargo space or hangars for [[Small Craft]].
 
Designed exclusively to provide FTL jump capacity, JumpShips typically feature only the essential components required for jumping. The delicate [[Kearny-Fuchida Drive|Kearny-Fuchida (K-F) drive]] dictates the typical needle-like appearance of a JumpShip's fuselage together with the trademark [[Jump Sail]] that is required to safely recharge the K-F drive with solar energy, and accounts for 95% of its mass. Most, but not all, have Hardpoints with [[K-F Boom|Kearny-Fuchida Field Conducting (KFFC) Booms]] that extend the jump field to include docked DropShips. JumpShips are not meant to move away from jump points and have no transit drives, only a weak station-keeping drive and maneuvering thrusters to adjust their position. Other than that, they provide crew quarters and a bridge; other common features include [[Grav Deck]]s, hydroponic gardens, extra cargo space or hangars for [[Small Craft]].
  
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The origin and destination of a jump can only be a jump point, although the destination may be any jump point within range, even very close. It is a well-known (but rarely executed) maneuver, for example, to jump from one of a star system's standard jump points to the other. The maximum jump range for K-F drives is held to be roughly 30 light-years, although there are examples of single jumps covering slightly larger distances;<ref>e.g. the (single) jump of the ''[[Götterdämmerung (Individual Star Lord-class JumpShip)|Götterdämmerung]]'' from [[Skye]] to [[Glengarry]] (across more than 32.35 light years, according to the standard 2d BattleTech jump map) in the novel ''Blood of Heroes''</ref> accidental misjumps have been known to move ships across hundreds of light-years, and possibly much more, in a single jump in rare instances (see "Misjump" below). Experimental drives exist that may jump distances longer than 30 light-years, but none is technically mature enough to be entirely safe to use.<ref>Such as the system installed on the SLS ''[[Manassas (Individual Aegis-class WarShip)|Manassas]]'', or the [[Super-Jump Drive]] technology</ref>
 
The origin and destination of a jump can only be a jump point, although the destination may be any jump point within range, even very close. It is a well-known (but rarely executed) maneuver, for example, to jump from one of a star system's standard jump points to the other. The maximum jump range for K-F drives is held to be roughly 30 light-years, although there are examples of single jumps covering slightly larger distances;<ref>e.g. the (single) jump of the ''[[Götterdämmerung (Individual Star Lord-class JumpShip)|Götterdämmerung]]'' from [[Skye]] to [[Glengarry]] (across more than 32.35 light years, according to the standard 2d BattleTech jump map) in the novel ''Blood of Heroes''</ref> accidental misjumps have been known to move ships across hundreds of light-years, and possibly much more, in a single jump in rare instances (see "Misjump" below). Experimental drives exist that may jump distances longer than 30 light-years, but none is technically mature enough to be entirely safe to use.<ref>Such as the system installed on the SLS ''[[Manassas (Individual Aegis-class WarShip)|Manassas]]'', or the [[Super-Jump Drive]] technology</ref>
  
Navigators usually target the standard jump points on the proximity limit above and below the poles of the star as defined by the system's plane of the ecliptic, called the Zenith and Nadir jump point, respectively. These jump points minimize the influence of planetary gravity on jump calculations,<ref>''Strategic Operations'', pp. 134–135</ref> making them relatively safe and easy to use. While other, nonstandard, jump points exist within star systems, these are often of a transitory nature and risky to use.
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Navigators usually target the standard jump points on the proximity limit above and below the poles of the star as defined by the system's plane of the ecliptic, called the Zenith and Nadir jump point, respectively. These jump points minimize the influence of planetary gravity on jump calculations,<ref>''Strategic Operations'', pp. 134-135</ref> making them relatively safe and easy to use. While other, non-standard, jump points exist within star systems, these are often of a transitory nature and risky to use.
  
The ship's navigator must feed the navigational calculations (jump solution) into the drive controller. Those calculations may take anywhere from ten minutes to twelve hours depending on the circumstances; they usually only take a few minutes when jumps are performed between standard jump points and are made using the JumpShip's navigational computer. Jumps between standard jump points can be calculated by hand if necessary, though doing so takes hours and increases the chance of a misjump. Jumps to nonstandard points can take hours and are much more likely to cause a misjump.<ref>''Strategic Operations'', pp. 88–89</ref>
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The ship's navigator must feed the navigational calculations (jump solution) into the drive controller. Those calculations may take anywhere from ten minutes to twelve hours depending on the circumstances; they usually only take a few minutes when jumps are performed between standard jump points and are made using the JumpShip's navigational computer. Jumps between standard jump points can be calculated by hand if necessary, though doing so takes hours and increases the chance of a misjump. Jumps to non-standard points can take hours and are much more likely to cause a misjump.<ref>''Strategic Operations'', pp. 88-89</ref>
  
Because the exact data is subject to change (especially for nonstandard jump points that depend on the alignment of planetary bodies), ships standing by for jumping have to update their jump solutions regularly.<ref>''Binding Force'', p. 139</ref> Jump solutions for pirate points may be valid for as little as 20 minutes, while solutions at the Zenith and Nadir points can be valid for months depending on circumstances. Having an up-to-date ephemeris may be a requirement to use pirate jump points.<ref>Cf. the jump of the JumpShip ''[[Caliban (Individual Merchant-class JumpShip)|Caliban]]'' to a pirate jump point in the Glengarry system in the novel ''[[Operation Excalibur]]''</ref>
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Because the exact data is subject to change (especially for non-standard jump points that depend on the alignment of planetary bodies), ships standing by for jumping have to update their jump solutions regularly.<ref>''Binding Force'', p. 139</ref> Jump solutions for pirate points may be valid for as little as 20 minutes, while solutions at the Zenith and Nadir points can be valid for months depending on circumstances. Having an up-to-date ephemeris may be a requirement to use pirate jump points.<ref>Cf. the jump of the JumpShip ''[[Caliban (Individual Merchant-class JumpShip)|Caliban]]'' to a pirate jump point in the Glengarry system in the novel ''[[Operation Excalibur]]''</ref>
  
 
Any DropShips accompanying the JumpShip must be docked and properly secured with KFFC Booms, otherwise the K-F field might not properly envelop them and thereby mangle them. If a proper connection cannot be confirmed, the K-F drive controller normally prevents or aborts a jump attempt.
 
Any DropShips accompanying the JumpShip must be docked and properly secured with KFFC Booms, otherwise the K-F field might not properly envelop them and thereby mangle them. If a proper connection cannot be confirmed, the K-F drive controller normally prevents or aborts a jump attempt.
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====Emergence====
 
====Emergence====
When materializing at their destination point (whether or not it was the intended destination of the jump), the JumpShip causes tidal stresses similar to those caused when jumping out. It advertises its presence with an electromagnetic pulse that can be detected up to 15 astronomical units (2.25 billion kilometers)<ref>''Explorer Corps'', p. 43</ref> away, and an infrared signature that can be detected from a relatively close range of up to 50,000 km. Together, these are called the '''Emergence signature''', and are determined by the total mass of the JumpShip and all attached DropShips. It is even possible to assess the mass or size of an arriving JumpShip from its emergence signature.
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When materializing at their destination point (whether or not it was the intended destination of the jump), the JumpShip causes tidal stresses similar to those caused when jumping out. It advertises its presence with an electromagnetic pulse that can be detected billions of kilometers away, and an infrared signature that can be detected from a relatively close range of up to 50,000 km. Together, these are called the '''Emergence signature''', and are determined by the total mass of the JumpShip and all attached DropShips. It is even possible to assess the mass or size of an arriving JumpShip from its emergence signature.
  
 
While a JumpShip may be in motion relative to the origin jump point, it always arrives "stationary" relative to the jump point. A somewhat inaccurate description is that being pulled through a jump takes the momentum out of any mass.<ref>''Binding Force'', p. 31</ref> To be exact, the ship matches the motion (vector and velocity, or even orbital path) of the destination jump point upon emergence.<ref>''Strategic Operations'', p. 131</ref>
 
While a JumpShip may be in motion relative to the origin jump point, it always arrives "stationary" relative to the jump point. A somewhat inaccurate description is that being pulled through a jump takes the momentum out of any mass.<ref>''Binding Force'', p. 31</ref> To be exact, the ship matches the motion (vector and velocity, or even orbital path) of the destination jump point upon emergence.<ref>''Strategic Operations'', p. 131</ref>
  
The ship's alignment does not change during the jump, but it is possible for the navigator to make the ship turn while jumping, altering its alignment as desired.<ref>''AeroTech 2 Revised Edition'', pp. 116–117</ref>
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The ship's alignment does not change during the jump, but it is possible for the navigator to make the ship turn while jumping, altering its alignment as desired.<ref>''AeroTech 2 Revised'', pp. 116-117</ref>
  
 
====Drive recharging====
 
====Drive recharging====
After a jump, the K-F drive must be recharged, which is a slow and delicate process. The most common way is for the JumpShip to turn its stern towards the sun and deploy its Jump Sail, essentially a huge solar collector resembling a parachute about one kilometer in diameter.
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After a jump, the K-F drive must be recharged, which is a slow and delicate process. The most common way is for the JumpShip to turn its stern towards the sun and deploy its Jump Sail, essentially a huge solar collector resembling a parachute about one kilometer in diameter.  
  
Station keeping thrusters allow the ship to maintain its position at the jump point and counter the downward drift toward the local star produced by the faint solar gravity at the standard (zenith and nadir) jump points which are stationary locations, not stable orbits.
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Station keeping thrusters allow the ship to maintain its position at the jump point and counter the downward drift toward the local star induced from the faint solar gravity at the standard (zenith and nadir) jump points which are stationary locations, not stable orbits.
  
:''Some older publications suggested that a JumpShip would point its nose towards the sun and deploy the sail behind it, and then use the thrusters to counter the gentle drift induced on the sail by light pressure and/or solar wind. After consideration of the conflicting examples and evaluation of the relevant forces involved, the conflicting orientations were standardized in ''Aerotech 2nd edition, Revised'', to have the JumpShip's stern point toward the star. This was because the gravity of the star at zenith and nadir jump points is vastly stronger than the pressure of light (and solar wind, which is about 1% as strong as light pressure) – so much so that even the lightweight foil material of the sail itself is heavier than the light and solar wind impinging on it. For example, at Sol's zenith and nadir jump points, the inward pull of gravity on the jump sail alone is 60 times stronger than the outward push of light pressure, while the JumpShip as a whole is more than one hundred thousand times heavier than the push of light pressure.''{{cn}} <!-- not in previously cited source -->
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:''Some older publications suggested that a JumpShip would point its nose towards the sun and deploy the sail behind it, and then use the thrusters to counter the gentle drift induced on the sail by light pressure and/or solar wind. After consideration of the conflicting examples and evaluation of the relevant forces involved, the conflicting orientations were standardized in ''Aerotech 2nd edition, Revised'', to have the JumpShip's stern point toward the star. This was because the gravity of the star at zenith and nadir jump points is vastly stronger than the pressure of light (and solar wind, which is about 1% as strong as light pressure) – so much so that even the lightweight foil material of the sail itself is heavier than the light and solar wind impinging on it. For example, at Sol's zenith and nadir jump points, the inward pull of gravity on the jump sail alone is 60 times stronger than the outward push of light pressure, while the JumpShip as a whole is more than one hundred thousand times heavier than the push of light pressure.<ref>''Strategic Operations'', p. 124</ref>''
  
 
In this way, the jump drive can be recharged in six to nine days depending on the spectral class of the star. An alternative to the Jump Sail is to recharge the drive with the ship's power plant, but the delicate machinery of the K-F drive does not tolerate such treatment well.
 
In this way, the jump drive can be recharged in six to nine days depending on the spectral class of the star. An alternative to the Jump Sail is to recharge the drive with the ship's power plant, but the delicate machinery of the K-F drive does not tolerate such treatment well.
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===Misjump===
 
===Misjump===
A '''misjump''' can occur because of miscalculations, technical problems, or spatial anomalies, causing the JumpShip to deviate from its intended destination and emerge off course and often also causing damage to the K-F drive in the process and sometimes to the crew and cargo the JumpShip is carrying.<ref name=EA/> Errors are typically in terms of kilometers or astronomical units, but misjumps of light-years have occurred.<ref>''Strategic Operations'', p. 131</ref> Sometimes ships end up in a different star system than the one that they intended to jump to, or stranded in deep space. Misjumps have even been known to move ships far beyond the threshold of 30 light-years in rare instances: The accidental discovery of [[Alfirk]] occurred due to a misjump that carried the ship across at least 600 light-years in a single jump; similarly, the wreckage of the ''[[Liberator (Individual JumpShip)|Liberator]]'' was found over 350 light-years from its last known position.
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A '''misjump''' can occur because of miscalculations, technical problems, or spatial anomalies, causing the JumpShip to deviate from its intended destination and emerge off course and often also causing damage to the K-F drive in the process and sometimes to the crew and cargo the JumpShip is carrying<ref name=EA/>. Errors are typically in terms of kilometers or astronomical units, but misjumps of light-years have occurred.<ref>''Strategic Operations'', p. 131</ref> Sometimes ships end up in a different star system than the one that they intended to jump to, or stranded in deep space. Misjumps have even been known to move ships far beyond the threshold of 30 light-years in rare instances: The accidental discovery of [[Alfirk]] occurred due to a misjump that carried the ship across at least 600 light-years in a single jump; similarly, the wreckage of the ''[[Liberator (JumpShip)|Liberator]]'' was found over 350 light-years from its last known position.
  
One of the early misjumps of note was the TASS ''[[W. Buffett]]'', which attempted to jump to a nonstandard point in the [[Mizar]] binary system in [[2167]].<ref name=TSMp5>''Touring the Stars: Mizar'', p. 5</ref>
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One of the early misjumps of note was the TASS ''[[W. Buffett]]'', which attempted to jump to a non-standard point in the [[Mizar]] binary system in [[2167]].<ref name=TSMp5>''Touring the Stars: Mizar'', p. 5</ref>
  
In another notable misjump, the WarShip SLS ''[[Manassas Heavy Cruiser|Manassas]]'' was suspended in hyperspace for 250 years during a misjump before appearing at the destination jump point, effectively moving the ship and its crew 250 years into the future. The possibility of this sort of "hyperspace suspended animation" is understood by hyperspace physicists but the "common" thinking (which does not include knowledge of the SLS ''Manassas'') is that it has not been replicated outside of the laboratory.<ref>''Strategic Operations'', p. 134</ref>
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In another notable misjump, the WarShip SLS ''[[Manassas (Vessel)|Manassas]]'' was suspended in hyperspace for 250 years during a misjump before appearing at the destination jump point, effectively moving the ship and its crew 250 years into the future. The possibility of this sort of "hyperspace suspended animation" is understood by hyperspace physicists but the "common" thinking (which does not include knowledge of the SLS ''Manassas'') is that it has not been replicated outside of the laboratory.<ref>''Strategic Operations'', p. 134</ref>
  
Navigational errors are the most common cause for a misjump;<ref>Strategic Operations, pp. 88–89</ref> other common causes are poor maintenance (typical during the [[Lostech|technological decline]] of the [[Succession Wars (History)|Succession Wars]]) and rapid charging.
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Navigational errors are the most common cause for a misjump;<ref>Strategic Operations, p. 88-89</ref> other common causes are poor maintenance (typical during the [[Lostech|technological decline]] of the [[Succession Wars (History)|Succession Wars]]) and rapid charging.
  
Spatial anomalies are far rarer, but are suspected to have caused the loss of several JumpShips over the millennium of their use. It has been explained that, because of the JumpShip's limited meteor shielding, occasionally "something in the doorway could cause an accident" during jumping.<ref name=FCp16>''Far Country'', p. 16</ref> Evidently, spatial anomalies, while astronomically rare, are not entirely random. The novel [[Far Country]] describes (from an omniscient perspective) that the human theories about hyperspace are inaccurate and that "the universe was, in fact, a fractured element, and the rifts and joints between the moving plates drifted across what humans called "empty" space".<ref name=FCp16>''Far Country'', p. 16</ref> On 9 November [[2510]], the JumpShip ''[[Raiden (Individual Leviathan-class JumpShip)|Raiden]]'' tried to jump from [[Salford]] to [[Brailsford]], but misjumped to [[Kaetetôã]] instead because of a cosmic rift drifting through the jump point at the time. The ''Raiden'' was wrecked in the process. Almost exactly 546 years later, on 7 November [[3056]], the JumpShip ''[[Telendine]]'' suffered the same fate in an attempt to jump from Salford to a classified destination, also misjumping to Kaetetôã. Since neither ship nor crew ever made contact with the rest of humanity again, however, this fact remains unknown within the BattleTech universe.
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Spatial anomalies are far rarer, but are suspected to have caused the loss of several JumpShips over the millennium of their use. It has been explained that, because of the JumpShip's limited meteoric shielding, occasionally "something in the doorway could cause an accident" during jumping.<ref>''Far Country'', p. 16</ref> Evidently, spatial anomalies, while astronomically rare, are not entirely random. The novel [[Far Country]] describes (from an omniscient perspective) that the human theories about hyperspace are inaccurate and that "the universe was, in fact, a fractured element, and the rifts and joints between the moving plates drifted across what humans called 'empty' space"<ref>''Far Country'', p. 16</ref>. On 9 November [[2510]], the JumpShip ''[[Raiden (Leviathan)|Raiden]]'' tried to jump from [[Salford]] to [[Brailsford]], but misjumped to [[Kaetetôã]] instead because of a cosmic rift drifting through the jump point at the time. The ''Raiden'' was wrecked in the process. Almost exactly 546 years later, on 7 November [[3056]], the JumpShip ''[[Telendine]]'' suffered the same fate in an attempt to jump from Salford to a classified destination, also misjumping to Kaetetôã. Since neither ship nor crew ever made contact with the rest of humanity again, however, this fact remains unknown within the BattleTech universe.
  
Inherent mechanics ensure that JumpShips rarely jump deep into the gravity well of a star or planet. This usually only occurs when a JumpShip is attempting to target a small pirate point inside the proximity limit of a star system and ends some kilometers off-course. During wild misjumps, the reluctance of the hyperspace field to form in gravity levels above the safe limit generally prevents this catastrophic event. However, if a JumpShip attempts to depart from or arrive at an invalid jump point, the ship as a whole will receive massive damage as the hyperspace field forms improperly, causing the ship and crew to arrive in a warped and mangled state. Any survivors are likely to suffer permanent injuries.
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Inherent mechanics ensure that JumpShips rarely jump deep into the gravity well of a star or planet. This usually only occurs when a JumpShip is attempting to target a small pirate point inside the proximity limit of a star system and ends some kilometers off-course. During wild misjumps, the reluctance of the hyperspace field to form in gravity levels above the safe limit generally prevents this catastrophic event. However, if a JumpShip attempts to depart from or arrive at a non-valid jump point, the ship as a whole will receive massive damage as the hyperspace field forms improperly, causing the ship and crew to arrive in a warped and mangled state. Any survivors are likely to suffer permanent injuries.
  
Still other misjumps remain a complete mystery, as such vessels have simply vanished entirely from the universe, for all intents and purposes. Where these vessels have gone, and what becomes of their crew cannot be answered.<ref name=EA>''Empires Aflame'', p. 5: "Bad Jumps and Misjumps"</ref>
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Still other misjumps remain a complete mystery, as such vessels have simply vanished entirely from the universe, for all intents and purposes. Where these vessels have gone, and what becomes of their crew cannot be answered.<ref name=EA>''Empires Aflame'', p. 5 "BAD JUMPS AND MISJUMPS"</ref>
  
 
==Manufacturing==
 
==Manufacturing==
{{further|Essay:JumpShip Manufacturing|Essay:JumpShip distribution}}
 
 
The most common and best known JumpShip types are the ''Invader'' and the slightly less common ''Merchant''. The ''Monolith'' has the best DropShip capacity (9) of all civilian JumpShips and also of most WarShips; only the huge ''Potemkin'' class troop cruiser can carry more DropShips (an unmatched 25).
 
The most common and best known JumpShip types are the ''Invader'' and the slightly less common ''Merchant''. The ''Monolith'' has the best DropShip capacity (9) of all civilian JumpShips and also of most WarShips; only the huge ''Potemkin'' class troop cruiser can carry more DropShips (an unmatched 25).
  
As of 3055, approximately 3,000 JumpShips were said to operate in the Inner Sphere<ref>''Mercenary's Handbook 3055'', p. 23</ref> (up from some 2,000 in [[3025]]).<ref>''DropShips and JumpShips: ComStar Intelligence Summary'', p. 15</ref> However, this has been dismissed in recent publications<ref>''Strategic Operations'', p. 251</ref> as being inadequate to meet the observed shipping of bulk goods in the Inner Sphere, and off by one or two orders of magnitude.
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As of 3055, approximately 3,000 JumpShips were said to operate in the Inner Sphere<ref>''Mercenary's Handbook 3055'', p. 23</ref> (up from some 2,000 in [[3025]]<ref>''DropShips and JumpShips: ComStar Intelligence Summary'', p. 15</ref>). However, this has been dismissed in recent publications<ref>''Strategic Operations'', p. 251</ref> as being inadequate to meet the observed shipping of bulk goods in the Inner Sphere, and off by one or two orders of magnitude.
  
JumpShips nearly became LosTech after the First Succession War, which was a large driver for the move away from total warfare, as the loss of the ability to produce and repair these ships would end interstellar civilization. However as a result of the large scale loss of facilities and the prioritization of military projects, production capability is minuscule compared to during the Star League era, and there were almost no new designs introduced from the beginning of the Succession Wars until after the discovery of the [[Helm Memory Core]]. The supposed total number of JumpShips produced per year in all of the Inner Sphere combined as of [[3025]] was given as "about twelve"<ref>''The Price of Glory'', p. 37 (PDF edition)</ref> but this may have been in error.
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JumpShips nearly became LosTech after the First Succession War, which was a large driver for the move away from total warfare, as the loss of the ability to produce and repair these ships would end interstellar civilization. However as a result of the large scale loss of facilities and the prioritization of military projects, production capability is minuscule compared to during the Star League era, and there were almost no new designs introduced from the beginning of the Succession Wars until after the discovery of the [[Helm Memory Core]]. The supposed total number of JumpShips produced per year in all of the Inner Sphere combined as of [[3025]] was given as "about twelve"<ref>''The Price of Glory'' (PDF edition), p. 37</ref> but this may have been in error.  
  
 
==See Also==
 
==See Also==
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==Bibliography==
 
==Bibliography==
* ''[[AeroTech 2 Revised Edition]]''
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*''[[AeroTech 2 Revised Edition]]''
* ''[[Binding Force]]''
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*''[[Binding Force]]''
* ''[[Blood of Heroes]]''
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*''[[Blood of Heroes]]''
* ''[[DropShips and JumpShips]]''
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*''[[DropShips and JumpShips]]''
* ''[[Far Country]]''
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*''[[Far Country]]''
* ''[[Handbook: House Davion]]''
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*''[[Handbook: House Davion]]''
* ''[[Mercenaries Supplemental II]]''
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*''[[Mercenaries Supplemental II]]''
* ''[[Mercenary's Handbook 3055]]''
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*''[[Mercenary's Handbook 3055]]''
* ''[[Operation Excalibur]]''
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*''[[Operation Excalibur]]''
* ''[[Strategic Operations]]''
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*''[[Strategic Operations]]''
 
 
  
 
[[Category:Technology]]
 
[[Category:Technology]]
 
[[Category:Spacecraft classes]]
 
[[Category:Spacecraft classes]]

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