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