I don't use standard jump drive or gravity plating in my Traveller setting.
Keflen Tachyon Tunnel Drives
Keflen
Tachyon Tunnel Drives are bought on externally fastened pods. The pods weigh 20% of
the ship’s tonnage.
Keflen
drive pods expend Lorentzium with every jump. After travelling 100 light years
the drive must be refueled. Refuelling can be done at any Class C or better
spaceport.Private/Consumer drive pods can only be used on ships of less than 10,000 tons.
Commercial
drive pods can only be used on ships of less than 50,000 tons
Military
drive pod weight capabilities are unknown.Super heavy ships cannot use KT drive pods, they must use conventional drives and the crew must hibernate during transit.
Super heavy transport modules include: Automated refinery modules, Gas hauling tankers, terraforming modules, Navigation buoy construction/placement/repair modules, Automated Space station construction modules.
Due to the nature of how a KTT drive works, a “Spin Up” and “Spin Down” cycle is required for correct operation. Before FTL travel, the booms of the KTT drive must be spinning. This process takes 3 hours for the Lorentzium booms reach the correct speed. Spin Down procedure only takes 1 hour. All space ports require spin down to be complete before docking or landing. In order to replenish the Lorentzium slugs, a cool off period of 1 hour must also be allowed. This process cannot be combined with the Spin Down period.
Graviton
Dam
A Titanium Osmium alloy surrounds a Promethium Oxide
plasma field that runs the length of ship’s keel. The reaction between the
casing and the plasma field generates gravitons. By varying the density of the
casing to allow a less dense alloy along a line across the bottom of the
casing, the escaping gravitons create artificial gravity in a ship equipped
with such a device.
Gravity plating does not exist in my universe. Just in
case there are any rules lawyers out there thinking they could exploit that
loophole.
A graviton dam weighs 2% of the total ship’s weight.
Ion
Cannon
One of the most devastating weapons ever developed is
the Ion Cannon. Not only can disable an enemy’s screens, if used in double fire
mode, it can temporarily disable a ships’ drive field.
An Ion Cannon works by overloading the electrical
control systems of an opposing ship’s screens, thereby shutting them down and
allowing weapons that would normally be reduced by screens to be more
effective.
All Ion Cannons are only available in spinal mounts.
All ion cannons must have their own power source. The single shot version
requires a K size power plant a double fire version requires a Q size power
plant.
A single shot ion cannon weighs 50 tons and uses 3
hard points, a double shot ion cannon also uses 3 hard points and weighs 70
tons. A single shot can only disable a ship’s active screens, the double shot version
takes out screens first, a ship’s drive fails on a successful second hit. An
ion cannon has a range of very long.
Attack rolls for each shot of a double shot ion cannon
must be made separately. Only M drive fields are effected by an ion cannon, and
on a successful hit the ships drive is inoperative for 1d6/2 rounds. For a
maximum of 18 minutes.
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