Personnely I hope they make jump jet experiance more real in that, the mechs shaking so much from being lifted into the air, air buffeting such that Its impossible to target or shoot anything. Pilots trying to steer the mech and land it on its feet, they should not have any spar time to search for his target, bring his weapons to bear, aim the weapons, fire them. How did the table top game consider jump jets, was it a move and that was it, or was it some combo move? If a combo," I jumpjet and while my 70 ton mechs in the air I aim at the warhammer and fire my 2 ppcs and guass rifle." I bet there was such a penalty roll, or the odds of hiting targets was so high wasnt worth doing. Imagin what firing a guass rifle would do to your in air tragetory, problably spin you like a top. oh well off subject .
If you run AND jump I wanna say it was a +4. +2 was just for jumping and it was +2 for running.