Space Stations are (semi-)immobile facilities in space that fill many roles including zero-g production, habitation, and even defense. Many space stations orbit planets or moons, and can be categorized into several groups including low-orbit, geosynchronous-orbit, or stable-point. Others are deep-space stations far from any planetary body; this is particularly true for recharge stations at jump points.
Although there is no formal classification of space stations, a few particularly common "classes" have emerged:
The most common type of space stations, they can be found either in planetary orbit or at the nadir/zenith jump point. Their primary purpose is to facilitate the transfer of goods and people between ships and the surface.
Carrying an impressive array of weaponry and facilities for the repair and launching of Aerospace Fighters and Small Craft, battle stations are primarily designed to defend a planet from attack, whether in planetary orbit or at a jump point. Most were destroyed during the course of the Succession Wars.
Most space habitats were constructed during the First Exodus to serve as stepping-stones for the exploration and terraforming of new worlds; in the succeeding centuries, many were abandoned and cannibalized for their parts and technology. Of those which remain, most are either in close planetary orbit or located at a Lagrangian point. The Clans built space habitats to house sibkos for their aerospace and naval bloodlines.
Also known as a "Jump Station", these space stations are found at jump points, as their primary purpose is to recharge JumpShips. Recharge stations use solar collectors similar to Jump Sails and store the collected energy in power banks. A recharge station will typically hold four to six such banks, and each one can fully recharge the largest Kearny-Fuchida Drive. While energy transfer is not instantaneous, it will still cut down idle recharging time for the valuable JumpShips, and possibly allow for simultaneous recharging of a drive core and a lithium-fusion battery.
The most common transfer method is for the energy to be beamed to the JumpShip via its jump sails, with full recharge taking 150 hours. This only makes sense at dim stars where it would otherwise take the JumpShip longer than 150 hours to recharge via its own jump sail though.
Another method involves the JumpShip physically connecting to the station, whereupon its drive can be quick-charged. This can theoretically damage or destroy the K-F drive as if the ship were to use its own power plant to quick-charge the drives, but the overall risk is much reduced when using a jump station, and even the most cautious (and thus slowest) recharging in this fashion cuts down recharge time. The physical connection can be established by directly docking the JumpShip to the station, but the use of a cable connection is more common.
Space Station Production
- Total Warfare, p. 26
- BattleSpace - Sourcebook, p. 21
- BattleSpace, p. 47
- DropShips and JumpShips - Operations Manual, p. 34