Sarna News: Bad 'Mechs - Icestorm

Editing JumpShip

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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.
 
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.
  
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 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 (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.
 
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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