Difference between revisions of "K-F Boom"

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'''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.
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The '''Kearny-Fuchida Drive Boom''' is a piece of aerospace related equipment that is used to allow any vessel attached to a [[JumpShip]] [[hardpoint]] to safely be carried through hyperspace. Its invention spawned the JumpShip/DropShip duology and rendered [[DropShuttle]]s obsolete.
  
==Equipment Description==
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== 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.<ref>''TechManual'' p. 175 - DropShips - Recounting of how DropShip evolved, the Boom is mentioned as key piece equipment.</ref>
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Kearny-Fuchida Field Conducting (KFFC) Booms, also known as the K-F Boom, are a defining part of a [[DropShip]]'s construction and an integral part of their [[Docking Collar]].<ref name=XTRO:PV3p17/> (K-F Booms may also be found on some non-DropShips, such as semi-mobile [[Space Station]]s.)
  
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.
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The K-F Boom is the technology that extends the JumpShip's K-F field to an attached DropShip. This allows JumpShips to carry docked DropShips, without needing to house them in internal bays as had previously been the common practice with [[DropShuttle]]s.<ref name="TMp175">''TechManual'' p. 175, "DropShips"</ref> Essentially the ship with the K-F Boom plugs into the JumpShip's computer and K-F drive so that it can account for the DropShip's size and mass when jumping.
  
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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For what seem to be technical reasons rooted in Kearny-Fuchida theory, DropShips cannot exceed 100,000 tons in mass. It has been noted, though, that DropShips or other structures which exceed the 100,000 ton limit might as well be equipped with their own [[K-F Drive]]. This is due to the cost of the K-F Boom for larger vehicles that would make it economically unfeasible.<ref name="TMp175"/><ref>''Strategic Operations'', pp. 123, 130, "Jump History"</ref>
  
==Notes==
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== Notes ==
The K-F Boom is only scatter referrences to in all the core books, only has mentionings in development of the JumpShip & DropShip.
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The K-F Boom is only mentioned in scattered references throughout the first three core rulebooks.
  
==Rules==
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== Rules ==
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<div class="gamerules">
===Game 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>
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Critical Hits on K-F Boom: if 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"</ref>
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Generally, a K-F Boom takes 60 minutes to 6 hours to repair, depending on equipment being used to repair it.<ref>''Strategic Operations'' pp. 185-186, "Master Repair Table (Continued)"</ref>
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=== Prototype K-F Boom ===
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Prototype K-F Booms were available after [[2462]], and were replaced by standard K-F Booms in [[2470]]. Prototype K-F Booms were integrated into the DropShip and so had no mass, but cost 1,000,000 C-Bills. It was possible to refit DropShips that lacked K-F Booms with the equipment, but this took thirty days and cost twelve million C-bills.<ref name=XTRO:PV3p17>''Experimental Technical Readout: Primitives, Volume 3'', p. 17</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>
 
 
</div>
 
</div>
  
==References==
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== References ==
 
<references />
 
<references />
==Bibliography==
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== Bibliography ==
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*''[[Experimental Technical Readout: Primitives, Volume 3]]''
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*''[[Tactical Operations]]''
 
*''[[TechManual]]''
 
*''[[TechManual]]''
*''[[Tactical Operations]]''
 
 
*''[[Strategic Operations]]''
 
*''[[Strategic Operations]]''
  
 
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[[Category: Technology]]
 
[[Category: Equipment]]
 
[[Category: Equipment]]

Latest revision as of 22:51, 10 May 2022

The Kearny-Fuchida Drive Boom is a piece of aerospace related equipment that is used to allow any vessel attached to a JumpShip hardpoint to safely be carried through hyperspace. Its invention spawned the JumpShip/DropShip duology and rendered DropShuttles obsolete.

Equipment Description[edit]

Kearny-Fuchida Field Conducting (KFFC) Booms, also known as the K-F Boom, are a defining part of a DropShip's construction and an integral part of their Docking Collar.[1] (K-F Booms may also be found on some non-DropShips, such as semi-mobile Space Stations.)

The K-F Boom is the technology that extends the JumpShip's K-F field to an attached DropShip. This allows JumpShips to carry docked DropShips, without needing to house them in internal bays as had previously been the common practice with DropShuttles.[2] Essentially the ship with the K-F Boom plugs into the JumpShip's computer and K-F drive so that it can account for the DropShip's size and mass when jumping.

For what seem to be technical reasons rooted in Kearny-Fuchida theory, DropShips cannot exceed 100,000 tons in mass. It has been noted, though, that DropShips or other structures which exceed the 100,000 ton limit might as well be equipped with their own K-F Drive. This is due to the cost of the K-F Boom for larger vehicles that would make it economically unfeasible.[2][3]

Notes[edit]

The K-F Boom is only mentioned in scattered references throughout the first three core rulebooks.

Rules[edit]

Game Rules[edit]

Critical Hits on K-F Boom: if 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, depending on equipment being used to repair it.[5]

Prototype K-F Boom[edit]

Prototype K-F Booms were available after 2462, and were replaced by standard K-F Booms in 2470. Prototype K-F Booms were integrated into the DropShip and so had no mass, but cost 1,000,000 C-Bills. It was possible to refit DropShips that lacked K-F Booms with the equipment, but this took thirty days and cost twelve million C-bills.[1]

References[edit]

  1. 1.0 1.1 Experimental Technical Readout: Primitives, Volume 3, p. 17
  2. 2.0 2.1 TechManual p. 175, "DropShips"
  3. Strategic Operations, pp. 123, 130, "Jump History"
  4. Strategic Operations p. 279, 285, "Aerospace Movement Phase (Outbound Jumps) & Expanded Critical Hit Tables"
  5. Strategic Operations pp. 185-186, "Master Repair Table (Continued)"

Bibliography[edit]