K-F Boom

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]

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.

Rules

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]

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