Difference between revisions of "K-F Boom"

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It has been noted that Dropships or Semi-Space Stations which exceed 100,000 ton limit, might well be equipped with its own K-F Drive. This is due to the cost of the K-F Boom for larger vehicles would make not make it economically feasible.<ref>''TechManual'' - DropShips - p. 175 - Cost of K-F Boom for ships more than 100k tons would be better off as JumpShips.</ref><ref>''Strategic Operations'' pp. 123, 130 - Jump History - K-F Boom mentioned about the evolution of the JumpShip and the Dropship & K-F Boom function.</ref>
 
It has been noted that Dropships or Semi-Space Stations which exceed 100,000 ton limit, might well be equipped with its own K-F Drive. This is due to the cost of the K-F Boom for larger vehicles would make not make it economically feasible.<ref>''TechManual'' - DropShips - p. 175 - Cost of K-F Boom for ships more than 100k tons would be better off as JumpShips.</ref><ref>''Strategic Operations'' pp. 123, 130 - Jump History - K-F Boom mentioned about the evolution of the JumpShip and the Dropship & K-F Boom function.</ref>
  
==Game Rules==
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===Advanced Rules===
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===Game Rules===
 
Critical Hits on K-F Boom. Any portion of the K-F Boom is damaged, it will not allow the unit/element which possess the Boom to travel through hyperspace until the K-F Boom is repaired.<ref>''Strategic Operations'' p. 279, 285 - Aerospace Movement Phase (Outbound Jumps) & Expanded Critical Hit Tables - effects of a K-F Boom being hit.</ref>
 
Critical Hits on K-F Boom. Any portion of the K-F Boom is damaged, it will not allow the unit/element which possess the Boom to travel through hyperspace until the K-F Boom is repaired.<ref>''Strategic Operations'' p. 279, 285 - Aerospace Movement Phase (Outbound Jumps) & Expanded Critical Hit Tables - effects of a K-F Boom being hit.</ref>
  
 
Generally, a K-F Boom takes 60 minutes to 6 hours to repair takes damage depending on equipment being used to repair them.<ref>''Strategic Operations'' pp. 185,186 - Master Repair Table (Continued) - Repair time listed with no effects or skill modifiers.</ref>
 
Generally, a K-F Boom takes 60 minutes to 6 hours to repair takes damage depending on equipment being used to repair them.<ref>''Strategic Operations'' pp. 185,186 - Master Repair Table (Continued) - Repair time listed with no effects or skill modifiers.</ref>
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==Notes==
 
==Notes==
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==References==
 
==References==
*[[TechManual]]
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<references />
*[[Tactical Operations]]
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==Bibliography==
*[[Strategic Operations]]
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*''[[TechManual]]''
<references/>
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*''[[Tactical Operations]]''
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*''[[Strategic Operations]]''
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[[Category: Equipment]]
 
[[Category: Equipment]]

Revision as of 12:40, 18 December 2010

K-F Drive Boom - A piece of Aerospace related equipment that is used to allow any vessel attached to a Jump Ship Docking Collar to safely travel through hyperspace.

Equipment Description

Also known as the K-F Boom, the device is normally integrated as part of a DropShip's constructions. Non-Dropship, such example of a Semi-Mobile Space Station, need to mentioned it as part its equipment. This is sometimes described as magnetic claw which extends K-F field to DropShip itself, which at times creation gave way to the modern DropShip.[1]

Essentially this device plugs in the vessel has the K-F Boom into the JumpShip's computers so it knows to calculate for the DropShip/Station/etc and its contents when making the Jump into Hyperspace.

It has been noted that Dropships or Semi-Space Stations which exceed 100,000 ton limit, might well be equipped with its own K-F Drive. This is due to the cost of the K-F Boom for larger vehicles would make not make it economically feasible.[2][3]

Game Rules

Critical Hits on K-F Boom. Any portion of the K-F Boom is damaged, it will not allow the unit/element which possess the Boom to travel through hyperspace until the K-F Boom is repaired.[4]

Generally, a K-F Boom takes 60 minutes to 6 hours to repair takes damage depending on equipment being used to repair them.[5]

Notes

The K-F Boom is only scatter referrences to in all the core books, only has mentionings in development of the JumpShip & DropShip.

References

  1. TechManual p. 175 - DropShips - Recounting of how DropShip evolved, the Boom is mentioned as key piece equipment.
  2. TechManual - DropShips - p. 175 - Cost of K-F Boom for ships more than 100k tons would be better off as JumpShips.
  3. Strategic Operations pp. 123, 130 - Jump History - K-F Boom mentioned about the evolution of the JumpShip and the Dropship & K-F Boom function.
  4. Strategic Operations p. 279, 285 - Aerospace Movement Phase (Outbound Jumps) & Expanded Critical Hit Tables - effects of a K-F Boom being hit.
  5. Strategic Operations pp. 185,186 - Master Repair Table (Continued) - Repair time listed with no effects or skill modifiers.

Bibliography