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Jump Gates and Jump Engines

The game mechanics of FTL travel as it relates to Hero and B5


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Jump Gates

Abilities and Equipment

 

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)

 

plus

 

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)


 

Total Cost: 309

 


 

Description

 

 

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.

 


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)

 

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)


 

Total Cost: 396

 


 

Description

 

 

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.