K-F Boom

Revision as of 16:48, 9 March 2015 by Wrangler (talk | contribs) (KF-Boom prototype info missing from article.)

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 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.[1]

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.[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