Micro Jump Drives
Intro
The micro jump drive (MJD) is a module for battleships (including faction battleships) and their T2 variants (Black Ops & Marauders). It allows the ship to instantly travel 100km in the direction the ship is facing. Upon activation, there's a "warm up" delay of 20 seconds and after activation, a 10 minute "cool down" before you can reactivate it.
Specifics
The ship's velocity and direction is maintained after a jump, so if you were moving at 200m/s toward the sun just before the jump is executed, you'll be 100km closer toward the sun and still moving at 200m/s. Note that the velocity and direction is maintained before the jump, not when the module was activated. You can moving away from the front of a station and turn around just before the 20 second delay. You might then end up on the other side of the station. Any objects in the path of the jump have no effect and are unaffected.
Warp Scram
The module is affected by warp scramblers and warp disruption fields. So if you end up in a bubble, you can't MJD to get out (unless you have sufficient warp core strength). The MJD is only affected by scrams at the moment of execution. The MJD ship can be scrammed for the 20 second "warm up" delay but if at the very last second, he is unscrammed, the MJD will succeed.
Strategies?
'Vertisce Soritenshi said the MJD can help battleships stay in range of targets without having to have a frigate to provide a warp-to point. https://forums.eveonline.com/default.aspx?g=posts&m=2145442#post2145442 'MJD can be used to make strategic bookmarks around gates or stations (but a MWD fast frigate would be better) 'A group of battleships that have warped together can spread out from each other relatively quickly upon arrival, if each points in a different direction before all MJDs execute (the battleships don't have to warp together at all either)
Limitations
The MJD requires a substantial amount of cap to be used (946 J) and a 10 minute cycle is a long time in the midst of a battle.
Skill
The MJD requires