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3030MUX Training Home
Glossary

Introduction
Introduction, Part 2

In the beginning...
- Telnet and connecting
- Creating a character
- Setting up your character

Basic MUX
- Help and News
- Say, Pose, and Page
- @Mail
- Enter and Leave

BMI Introduction
- Starting Up
- Heading and Navigate
- Speed
- Turning while Moving
- Dropping Prone
- Jumping
- Status

Contacts
- Sensors and Weather
- Lock
- Scan
- Tactical
- Long Range Scan
- Arc of Fire
- Rotating Torsos

Sighting and Firing
- Weapons
- Melee Attacks
- Weapon Tics
- Gunnery Modifiers
- Hit Locations
- Heat
- The End

Fun With Macros
- Adding Sets
- Commands

Repair Corps Handbook
- !commands
- Damage, Repair, Fix
- Guns, Ammo, Other
- Scrapping
- 'Mech Information

3030 Scenario Information
Combat Unit Commands
What is 3030MUX?
Live, Eat, Breathe 3030MUX
"I Can Do It Better!"


6. JUMPING

Jumping costs heat, to the tune of 10 * JumpRange. Thus a mech that has a has a JumpRange of 5 generates 50 heat in jumping (even if you decide not to jump full range). In addition, jumping interferes with your aim. A jumping mech has a +3 on its BTH rolls when firing. A target that is jumping is +1 harder to hit, in addition to speed/distance movement penalty.

Jumping is useful for getting to hard to reach places, picking out hiding mechs, and for quick escapes. But if not used carefully while in combat, can potentially be dangerous since when you finish a jump you are speed zero upon landing.

Mechs jump in parabolic arcs, you should note this before trying to jump on a 3 high building that is directly in front of you. The more jump jets you have the higher you jump.

You can abort a jump early, with land. A skill roll is needed to land safely and avoid taking damage.

The command to execute a jump is jump <heading> <distance>, where heading ranges from 0 to 359, and distance is a number less than or equal to the mechs JumpRange.

Note that you are capable of making very percise jumps if you wish. Jumping to specific hexes is a prime example.

Suppose you are somewhere in hex 26,23 and you want to jump directly to the center of hex 23,30. Using the bearing <x> <y> and range <x> <y> commands, we can easily get the jump parameters.

For example:

Graphic 3G




> bearing 23 20
Bearing to 23,20 is: 321 degrees.

> range 23 20
Range to  23,20 is: 4.5 hexes.   4.5 ground hexes.

> jump 321 4.5
You engage your jump jets




Upon landing, a mech must stabilize before being able to jump again. This stabilization time is currently 6 game ticks, during which your aim improves from the +3 you had while jumping to a +1 BTH penalty to fire. This penalty disapears once you are done stablizing.

Move on to the next section...