Jump points or Jump nodes are theoretical points in space found at the precise intersection of the Olivarez equilibrium boundary. A jump points is connected with other jump points of other stars forming jump lines. If the antigraviton potential is right a jump ship can move along that intersection.[1]

Big stars, which "dip deeper" into the antigraviton "well" have more jump points (and lines). That doesn't mean that all points are useful, since most jump lines run between super-heavy stars, far too massive to support any sort of planetary system. These stars are often used as "way stations" between systems.[1]

Pulsars and quasars are known to produce thousands of jump points thanks to their agitated movement, however these were chaotic, unpredictable and dangerous to jump.[1]

The jump points usually move on the "surface" of the boundary, as the jump lines connecting it with another jump point, might be affected by other bodies. The movement patterns (except in the case of quasars) are usually predictable.[1]

Locating jump pointsEdit

Shari Akwende was the first to discover that jump points attract antigravitons. The Akwende Drive produces a slow trickle of antigravitons and determines where they are leading. Military or exploration vessels can plot jump points across many millions of kilometers; most civilian craft however can home in on jump points only when already within a few hundred thousand kilometers. In settled systems, jump points are carefully charted and tracked for ships to know what section of space they must search.[1]

The attraction of the antigravitons becomes stronger as the ship gets closer to jump point, and when it is close enough (a distance around 500m, where the antigravitons can reach the point before decaying) the jump drive starts to produce a very small thrust. After stopping at the edge of the jump area to get the precise bearing and drift rate, the jump drive is activated at full power to drag the ship is dragged to the exact jump point. Once the source of the antigravitons coincides with the jump point, an antigraviton field is created and the ship is "teleported" to its destination.[1]

The ship's speed affects the amount of antigravitons required for the jump. To reduce the jump's energy needs (which is safest for ships close to the maximum size), they maneuver carefully to the exact location of the jump point and match vectors with the graviton drift, although this method can take longer to achieve.[1]

All jump points that have been used have an accurate Tonal Field record of its precise location, drift or abnormalities. As previous navigators engaged in intense mental concentration prior a successful jump, the information remained "highlighted" on the Field. Similarly the phenomenon is even more striking in cases of unsuccessful jumps. The NAVCOM makes use of such Fields scripted around jump points.[2]

Jump PointsEdit


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Chris McCubbin, Official Authorized Wing Commander Confederation Handbook, Every Citizen's Guide to Practical Science
  2. Chris McCubbin, Official Authorized Wing Commander Confederation Handbook, NAVCOM A.I.
Community content is available under CC-BY-SA unless otherwise noted.