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Jump Gates/Engines
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Jump Gates
Abilities
and Equipment |
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| Cost |
Powers |
END |
| 117 |
Hyperspace Gate: Extra-Dimensional
Movement (Any location in Hyperspace), up to 400mtons, 1 Continuing
Fuel Charge lasting 1 Hour (+0), MegaScale (1" = 1 km; +1/4),
Gate (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1),
Usable Simultaneously (up to 16 people at once; (+1 1/4) (879 Active
Points); Independent (-2), OAF Immobile (-2), Extra Time (1 Minute,
represents time to recharge capacitors; -1 1/2), Side Effects (20d6RKA
explosion if jump field opened in jump gate; -1) |
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plus |
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| 192 |
MegaScale (1" =
1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight
(60"), Reduced Endurance (0 END; +1/2), Usable Simultaneously
(up to 16 ships at once; (+1 1/4) (1155 Active Points); OAF Immobile
(-2), Independent (-2), Only for travel in Hyperspace (-1) (Real
Cost: 192) |
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Description |
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How it works: The
Extra-Dimensional Movement power, as a gate, opens the hole into/out
of hyperspace. It's power plant can generate enough power to open
the gate for one minute, at intervals of about 4-5 minutes, over
the course of each 24 hour period. The minimum cycle time between
openings is one minute, but this will tax the generators.
With each opening, the gate can allow up to 16 ships to pass through (per phase),
each ship can mass up to 400 megatons (enough mass to cover just about any ship
in the B5 universe; anything bigger would have its own jump engines anyway).
The gate's maximum diameter is 2 kilometers.
If a jump field (from a jump capable ship) is created inside the Jump Gate's
field, the energy release will result in a 20d6 RKA explosion, with an explosive
area rated in kilometers. The jump gate will also be destroyed. The ship that
created the jump field will have to resist the 20d6 RKA.
To simulate Babylon 5's unique hyperspace dimension, the gate, from a rules mechanics
point of view, grants the megascale advantage to the traveling ship's regular
Flight movement. While this makes the gate more expensive, it puts the 'faster
than light' cost with the gate, saving any multipower mechanics on the ship's
drive systems. So, while ships traveling in hyperspace are not physically going
faster than light, the megascale advantage represents the bystander's view point
of traveling faster than light.
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Jump Engines
Abilities
and Equipment |
|
| Cost |
Powers |
END |
| 66 |
Lockheed-Mitchell Corp
Vortex Generators: Extra-Dimensional Movement (Any location in Hyperspace),
up to 400mtons, MegaScale (1" = 1 km; +1/4), Gate (+1/2), Area
Of Effect (2" radius; +3/4), Usable Simultaneously (up to 16
people at once; (+1 1/4) (694 Active Points); Increased Endurance
Cost (x8 END; -3 1/2), Extra Time (5 Minutes, represents time to
recharge capacitors; -2), OAF Bulky (-1 1/2), Side Effects (20d6RKA
explosion if jump field opened in jump gate; -1), Will not work if
main power plant is offline (-1), Costs Endurance (-1/2) |
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plus |
|
| 330 |
MegaScale (1" =
1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight
(60"), Reduced Endurance (0 END; +1/2), Usable Simultaneously
(up to 16 people at once; (+1 1/4) (1155 Active Points); OAF Bulky
(-1 1/2), Only for travel in Hyperspace (-1) (Real Cost: 330) |
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Description |
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How it works: Simiilar
in operation to a Jump Gate, the Jump Engine opens a gate into
local hyperspace and allows the ship, and any ships in close proximity,
to enter hyperspace.
Hyperspace generators require large amounts of power - hence the
high END costs, plus they require the ship's main power plant to
be online, even if the ship could power the END requirements from
auxiliary power systems.
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