Talk:BattleMech Jump Pack

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Tactical Operations

The Tactical Operations version of the BattleMech Jump Pack (or just 'Mech Jump Pack for short) does not reduce a unit's movement speed, and is far more practical overall than its original incarnation.

A 'Mech Jump Pack, as described in Tactical Operations, can weigh anywhere from 0.5 to 20 tons (in half-ton increments), and is not mounted in the mech's critical slots, but as a form of external Cargo (it can only be destroyed if the rear torso is hit). For each ton of the pack's weight, it provides the following Jump MP (to a maximum of the unit's Walk MP) based on the unit's weight: 1 to 5 Tons: 10 Jump MP, w/ 20 MP worth of fuel 6 to 19 Tons: 5 Jump MP, w/ 16 MP worth of fuel 20 to 59 Tons: 2 Jump MP (equal to Jump Jets), w/ 12 MP worth of fuel 60 to 89 Tons: 1 Jump MP, w/ 8 MP worth of fuel 90 to 100 Tons: 0.5 Jump MP, w/ 6 MP worth of fuel.

The 'Mech Jump Pack can be carried by ProtoMechs, IndustrialMechs, BattleMechs and OmniMechs (Land Air 'Mechs are forbidden), and unlike conventional Jump Jets, does not produce heat when used, due to running on isolated chemical thrust instead of the mech's Fusion Engine; even if regular Jump Jets are an option for your mech, this makes the one-use Jump Pack practical for units that do not have many Heat Sinks (such as anything running on a Fuel Cell) or units that are cursed with the heat of an XXL Engine. The 'Mech Jump Pack can also be used for Combat Drops, but it gets completely used up in this fashion.

To my knowledge, it cannot be combined with other Jumping systems (including Partial Wings, which is a shame). A single unit can also only carry a single 'Mech Jump Pack.

For reference, see Pages 292—293 of Tactical Operations. I would post a screenshot, but 1) I am not sure how to share external images on this wiki, and 2) it would probably qualify as plagiarism... Which is also why I have not filled in the relevant information on the page myself yet.~Amaroq Starwind~ (talk) 09:21, 9 April 2018 (EDT)