Primitive Booster Jets



Primitive Booster Jets are a low technology mobility 'mech-scale component from before the Age of War. They were the predecessors to Jump Jets.

Function
They provided combat units with extra mobility, yet mounting them was risky because they use exploding fuel. They were obsoleted by actual Jump Jets, since they allowed to get rid of the extra fuel.

Daredevil vehicle pilots also tended to use the system for stunts and illegal racing. This eventually resulted in the deaths of quite a few of them and destruction of their vehicles, which often they didn't even personally own. Such events quickened the phasing out of the system and its eventual extinction.

Timeline
Prototype: ~2230 Production: ~2255 Common: ~2290 Extinct: ~2875 ''Notes: This unit may be custom produced at any time in low tech industrial settings (pre-Age of War level) since it's a primitive component. Due to this it continues to be sometimes mounted, long after its official discontinuation. Often this is jury-rigged by mercenaries and pirates, as well as in the Deep Periphery. This isn't a mere matter of taste, but about availability of components and industry.''

Rules: Boost-Jumping
 Primitive Booster Jets are similar to Jump Jets and count as them, yet like Improved Jump Jets they can be added up to the 'mech or vehicle Running speed. The base equipment takes only half tonnage compared to regular Jump Jets. However, the main disadvantage is that they require a Booster Fuel Set. This weights 1 ton and takes 1 critical slot (on any weight class). Each Booster Fuel Set contains 6 jumping charges. Each Primitive Booster Jet consumes charges individually; if less than required for all the Jets to be activated is present, only for those that it is enough will activate. It will not activate if there is less charge remaning than what is required by a single jet. The number of Booster Jets engaged are no more than the number of hexes the unit Jumps. For example, if the unit jumps two hexes and has four Primitive Booster Jets, only two will be engaged - thus helping conserve fuel. As they are derived from spaceship boosters, this technology can be mounted into Superheavy units.

Light units and below: Medium units: Heavy units: Assault units: Superheavy units:
 * Each Jet set weights 125 kilograms.
 * Each Primitive Booster Jet consumes 1 Booster Fuel Set charge each use.
 * Each Jet set weights 0.25 tons.
 * Each Primitive Booster Jet consumes 2 Booster Fuel Set charges each use.
 * Each Jet set weights 0.5 tons.
 * Each Primitive Booster Jet consumes 3 Booster Fuel Set charges each use.
 * Each Jet set weights 1 ton.
 * Each Primitive Booster Jet consumes 4 Booster Fuel Set charges each use.
 * Each Jet set weights 2 tons.
 * Each Primitive Booster Jet consumes 6 Booster Fuel Set charges each use.

Booster Fuel Sets explode if critted, dealing 2 damage to the section and 1 heat to the unit per remaining charge (heat is translated to extra damage for non-heat tracking units). Primitive Booster Jets, using their own fuel, do not require a Fusion Engine and can be utilized in units with ICE or Fuel Cell Engines (even without Power Amplifiers). Similarly to Prototype Improved Jump Jets, Primitive Booster Jets generate double the normal Jump Jet heat per hex. For non-heat tracking units, this must be compensated statically with heatsinks.

Advanced: Boost-engage
 As advanced rules, wheeled and hover units (including 'mechs if applicable) may use the Primitive Booster Jet to boost themselves when moving in a completely straight line. It gives +1 hexes of movement (over the normal walking or running value) for each Primitive Booster Jet engaged. This consumes charges same as jumping, and generates the same heat if applicable. If they try this, they must pass a piloting check equal to a fall (including its modifiers, such as -1 for a Tripod mech, for example) with a +1 penalty for each Primitive Booster Jet engaged beyond the first (so three Boosters used would be +3 hexes of movement and piloting with +2 penalty). When failing, they will crash. This means they will advance, but receive damage equivalent to a 'mech fall - for a 'mech, in any legs and arms; for a vehicle, in all sections except the Body. 'Mechs will go prone, and vehicles will have their motive system become Immobilized. Crew must make a roll to avoid damage (as in a fall) with a +1 penalty.

Boost-engaging isn't available when using other movement types, such as legged walking/running movement or with tracks.