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. | '''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 | + | 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 | + | The K-F Boom is only mentioned in scattered references throughout first three core rule books. |
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<div class="gamerules"> | <div class="gamerules"> | ||
− | + | ==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=== | ||
+ | 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== | ||
+ | *''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.
Contents
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
- ↑ TechManual p. 175 - DropShips - Recounting of how DropShip evolved, the Boom is mentioned as key piece equipment.
- ↑ 2.0 2.1 Experimental Technical Readout: Primitives, Volume 3, p. 17
- ↑ 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.
Bibliography
- Experimental Technical Readout: Primitives, Volume 3
- Tactical Operations
- TechManual
- Strategic Operations