One place is an old book called "Dropships and Jumpships". It's mainly background, not rules, but covers just about everything involved in BattleTech space travel. May be available through RPGNow as an ebook, or second hand if you're vigilant.
Second place is
www.sarna.net, the fan wiki. Darn good way to lose some hours, start here:
http://www.sarna.net/wiki/JumpShipQuickly:
1) Jumps are instantaneous - no "hyperspace", no zoom effects. You're here - then you're there.
2) A jump can go up to 30 light years. So going long distances means many jumps
3) Players are likely to work with small, commercial, lightly armed transport jumpships. Warships are pretty much unknown for long periods, and when available, belong to big governments
3a) Some merc units have arrangements or agreements with commercial JumpShips for transport. This also involves protecting the JumpShip, which (as mentioned) uses alfoil for armour, and carries a few popguns.
Hope that helps!
W.