Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Vehicular Jump Jet
Type (Category):  Jump Jet (Other)
Reference:  Tactical Operations: Advanced Units & Equipment (p. 160)

Description:
During the heyday of the first Star League, Mitchell Vehicles of Graham IV introduced the first jump-capable hovertank—the KGA-2B Kanga—to the SLDF. Built to compete with the mobility of BattleMechs, the Kanga’s unique vehicular jump jet system was a stunning success, but one that few could replicate thanks to the elaborate computer and guidance systems needed to stabilize the hovertank in flight. As a result, few jump-capable vehicles beyond the Kanga were ever created, especially after the destruction of the vehicle line on Graham in 2780. Even the Clans (Hell’s Horses notwithstanding), who retained the technology through the Succession Wars, viewed it as prohibitively expensive and complex, all but sidelining the technology in the centuries since the Star League’s collapse.

Game Rules:
A vehicle equipped with Vehicular Jump Jets (and a functioning engine) can use Jumping MP in the same manner as suitably equipped BattleMech, with these exceptions:
  • Every time the vehicle jumps, the controlling player must roll on the Motive System Damage Table to see what—if any—motive damage occurs upon landing. This roll disregards the standard modifiers for attack direction, however, and replaces the vehicle type modifiers with the following: +2 for Tracked vehicles, +1 for Wheeled vehicles, –1 for hovercraft, and –2 for WiGE vehicles. An additional +1 is applied if the vehicle jumps into Rough, Woods, or Jungle terrain of any kind. If using the Vehicle Effectiveness rules, ignore the requirement to reduce all Vehicle Type Modifiers by 1.
  • Jump-capable vehicles may not jump into any terrain restricted by their motive type, nor may such vehicles execute a Death from Above attack.
  • Jump-capable vehicles designated as tractors or trailers may not use Jump MPs while attached to other vehicles.
  • Jump-capable WiGEs may only fire their jump jets while airborne, and not on a turn when taking off or landing. When jumping, a WiGE may rise in elevations like any other jumping unit, but will always return to a WiGE’s standard one elevation above the underlying terrain at the end of the Movement Phase.

Unit Type Availability
Combat Vehicles
Inner Sphere Data (Combat Vehicles)
Prototype Date:  2650
Production Date:  ~3083
Extinction Date:  2840
Recovery Date:  ~3083

Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 May only be mounted in the Body

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
E
E-X-F-E
200xTTx(Jump MPxJump MP)
*
1
* See rules for this equipment
TT = Total Unit Tonnage

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2650
2839
Experimental
~3083
Advanced

MegaMek Output → Critical Slot:  VehicleJumpJet
Clan Data (Combat Vehicles)
Prototype Date:  2650
Production Date:  ~3083
Extinction Date:  2840
Recovery Date:  ~3083

Combat Vehicle Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
 May only be mounted in the Body

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
E
E-X-F-E
200xTTx(Jump MPxJump MP)
*
1
* See rules for this equipment
TT = Total Unit Tonnage

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2650
2839
Experimental
~3083
Advanced

MegaMek Output → Critical Slot:  VehicleJumpJet