Difference between revisions of "K-F Boom"

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{{Update Needed|[[Experimental Technical Readout: Primitives, Volume 3]]}}
 
 
'''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.
 
'''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==
 
==Equipment Description==
Kearny-Fuchida Field Conducting (KFFC) Booms, also known as the K-F Boom, are devices normally integrated as part of a DropShip's constructions. Non-Dropships, like a Semi-Mobile Space Station, need to have this mentioned as part its equipment. The K-F Boom is sometimes described as a magnetic claw which extends the Jumpships K-F field to a DropShip.  This allows Jumpships to carry docked dropships with out needing to house them in internal bays.<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 devices normally integrated as part of a DropShips construction. Non-Dropships, like a Semi-Mobile Space Station, need to have this mentioned as part its equipment. The K-F Boom is sometimes described as a magnetic claw which extends the Jumpships K-F field to a DropShip.  This allows Jumpships to carry docked DropShips with out needing to house them in internal bays.<ref>''TechManual'' p. 175 - DropShips - Recounting of how DropShip evolved, the Boom is mentioned as key piece equipment.</ref> Modern K-F Booms are integrated into the DropShip's docking collar.<ref name=prims3/>
  
 
Essentially the ship with the K-F Boom plugs into the JumpShip's computers so the computer knows to calculate for the DropShip/Station/etc and its contents when making the Jump into Hyperspace.
 
Essentially the ship with the K-F Boom plugs into the JumpShip's computers so the computer knows to calculate for the DropShip/Station/etc and its contents when making the Jump into Hyperspace.
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==Notes==
 
==Notes==
The K-F Boom is only mentioned in scatter referrences throughout first three core rule books. The Book is only has mentionings in the development of the JumpShip & DropShip.
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The K-F Boom is only mentioned in scattered references throughout first three core rule books.
  
==Rules==
 
 
<div class="gamerules">
 
<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>
 
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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===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=prims3>''Experimental Technical Readout: Primitives, Volume 3'', p. 17</ref>
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</div>
 
</div>
  
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<references />
 
<references />
 
==Bibliography==
 
==Bibliography==
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*''Experimental Technical Readout: Primitives, Volume 3''
 
*''[[Tactical Operations]]''
 
*''[[Tactical Operations]]''
 
*''[[TechManual]]''
 
*''[[TechManual]]''

Revision as of 15:18, 31 March 2015

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

Kearny-Fuchida Field Conducting (KFFC) Booms, also known as the K-F Boom, are devices normally integrated as part of a DropShips construction. Non-Dropships, like a Semi-Mobile Space Station, need to have this mentioned as part its equipment. The K-F Boom is sometimes described as a magnetic claw which extends the Jumpships K-F field to a DropShip. This allows Jumpships to carry docked DropShips with out needing to house them in internal bays.[1] Modern K-F Booms are integrated into the DropShip's docking collar.[2]

Essentially the ship with the K-F Boom plugs into the JumpShip's computers so the computer 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 and would make it economically unfeasible.[3][4]

Notes

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

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.[5]

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

Prototype K-F Boom

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.[2]

References

  1. TechManual p. 175 - DropShips - Recounting of how DropShip evolved, the Boom is mentioned as key piece equipment.
  2. 2.0 2.1 Experimental Technical Readout: Primitives, Volume 3, p. 17
  3. TechManual - DropShips - p. 175 - Cost of K-F Boom for ships more than 100k tons would be better off as JumpShips.
  4. Strategic Operations pp. 123, 130 - Jump History - K-F Boom mentioned about the evolution of the JumpShip and the Dropship & K-F Boom function.
  5. Strategic Operations p. 279, 285 - Aerospace Movement Phase (Outbound Jumps) & Expanded Critical Hit Tables - effects of a K-F Boom being hit.
  6. Strategic Operations pp. 185,186 - Master Repair Table (Continued) - Repair time listed with no effects or skill modifiers.

Bibliography