Jazzyamx
07/31/20 08:14 AM
96.42.48.89
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Ok, so I know two WarShips or two JumpShips in close proximity trying to simultaneously make a jump results in a Bad Thing, but what about a JumpShip or WarShip sitting at a system's zenith or nadir point when another ship jumps in? Can the new arrival make it's way in without spreading bits of both ships all over the local area and possibly destroying anything else in range, or will there be massive issues and possibly a catastrophe?
Thanks in advance for the help.
Richard
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Karagin
07/31/20 09:39 AM
70.118.172.64
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This is a guess, but the distances of anchorage at the jump points would offset the event you are talking about. Most primary systems have manned or automated systems at the JPs, so they are likely going to maneuver ships so that once in system they are far enough apart to not cause the BOOM of being to close with others coming and going. Also the KF Drives might need to be engaged on both ships for the boom. Cray might know a bit more, and which rule book has the info. I do recall Dropships and Jumpships did mention control systems at the JPs to avoid such events.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Cray
07/31/20 10:38 PM
71.47.193.139
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Quote: Ok, so I know two WarShips or two JumpShips in close proximity trying to simultaneously make a jump results in a Bad Thing, but what about a JumpShip or WarShip sitting at a system's zenith or nadir point when another ship jumps in?
Same bad things happen. The rules are on Strategic Operations p. 89; fiction descriptions are on p. 130-ish.
Quote: Can the new arrival make it's way in without spreading bits of both ships all over the local area and possibly destroying anything else in range, or will there be massive issues and possibly a catastrophe?
If an arriving KF Drive vessel has the incredibly, impossibly bad luck to land atop another vessel parked at the destination jump point, then there is massive damage. From page 89:
Quote: If the jump does not abort, it still fails and the aerospace unit remains in place, but the jumping unit (and all other K-F equipped units in the same or adjacent hexes) loses a number of SI points equal to (MoF x 12D6). Additionally, each unit loses a number of points of K-F drive integrity equal to the MoF. It is not possible to abort an arriving jump-capable unit, and so if a JumpShip or WarShip appears in a hex containing another K-F equipped aerospace unit or a hex immediately adjacent to one, no Control Roll is made. Instead, any jump-capable aerospace units automatically take 7 points of damage to their K-F drive integrity and 7 x 2D6 damage to their Structural Integrity.
However...
Jump points are big. Really big. Actually, all of space outside stars' proximity limits (about 10 astronomical units for Sol/Terra) is a valid jump point. Most of the galaxy is a valid arrival point.
The jump points right where a star's polar axis intersects the proximity limit are easiest to target, the standard zenith and nadir jump points. Those still aren't small - millions, tens of millions of kilometers across. The effect of a hyperspace field only extend for one ring of hexes (27km radius.) You'd need stupid bad luck to have someone land on you, or stack your ships very close (like the SLDF did when liberating Terra).
And because the standard jump points are right on the proximity limit, standard practice is for recharge stations to be located just inside the proximity limit where JumpShips can't arrive. JumpShips and WarShips putter inside the proximity limit during their recharge period, too, so no one can accidentally land on them. And, finally, there are general traffic protocols for arriving/departing zones in jump points.
So, an arriving KF Drive vessel needs incredibly, impossibly bad luck to land atop another vessel parked at the destination jump point.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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