Mechanical Jump Boosters

BattleMech Mechanical Jump Boosters are intended to provide a simple, heat free jumping ability, even in water. Unlike Jump Jets, these Mechanical Jump Boosters are essentially giant hydraulic rams and myomer bundles that act as giant springs. The Federated Commonwealth began experimenting with them in 3055, but they weren't ready for use until 3060.

Though considerably less flexible than typical Jump Jet systems, the experimental Mechanical Jump Boosters do provide a warrior with a unique surprise attack. In addition, the Mechanical Booster can provide higher jumping rates than a standard Jump Jet. The Mechanical Jump Boosters can be used in water, but the pilot cannot adjust the 'Mech's facing in mid-air. The 'Mech is also unable to execute a Death from Above attack, which Technicians appreciate.

This system inspired the Battle Armor Mechanical Jump Booster introduced by the Lyran Alliance.

Rules
BattleMech Mechanical Jump Boosters can only be mounted in the legs, where they take up two critical slots. Every leg must mount the Mechanical Jump Boosters. For every Jump MP desired, the Mechanical Jump Booster system weighs 5% of the BattleMech's mass (rounded up to the nearest half-ton). Jump MP's provided by the Mechanical Jump Booster system are not limited by the unit's walking MP.

A 'Mech mounting the Mechanical Jump Booster system cannot adjust facing as it jumps. If any of the Mechanical Jump Boosters are destroyed by a critical hit, the entire system is rendered useless.

These systems can be mounted in 'Mechs that use standard Jump Jets, but only one system can be used per turn.

Fanmade Rules
The rules of construction are punishing to 'Mechs with extra legs, even though these would actually be better at jumping mechanically. You need to dedicate more tonnage and more slots for the same result, while in actuality performance would be improved in having four jumping legs vs two. They also become useless much easier, as damaging a single one makes all unable to work. Thus an adjustment is in order: 'Mechs with more than two functional legs mounting Mechanical Jump Boosters add a +1 hex range to the maximum jump MP for each working leg exceeding two. So, a Tripod 'Mech will have a +1 jump range and a Quad 'Mech will have a +2 jump range.

Mechs with three or four Jump Boosters will be able to keep jumping as long as at least two boosters remain functional, but they take a -2 penalty to the maximum lenght of the jump for each damaged booster. Jumps of zero range are jumps inside the same hex.

This also acts in compensation to the fact that the systems normally takes up the entire free space in their legs.