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These are various forms of FTL drives for the Silhouette Vehicle Construction System presented in the Jovian Chronicles Companion. A short theoretical basis for each drive is presented, as well as the rules for each drive. Unless otherwise stated, all FTL drives are considered AUX systems.
HYPERDRIVE
Hyperdrive theory states that the universe consists of 3D space that
we all live in, and a more compressed space(s) where the distances between
points is much more (subjectively) shorter. A ship that makes transition
between hyperspace and real space exists in a state where the ship moves
at real space speeds, across the (subjectively) shorter distances of hyper
space. In some realities, this creates a series of hyperspace "bands"
where the subjective distances are shorter than a "shallower"
band. Combat within hyperspace, unless otherwise decided by the GM, cannot
work. A ship that makes transition from H-space to N-space takes one combat
turn. A ship is assumed to be capable of entering and leaving hyperspace
on a single charge. If a ship loses it's hyperspace drive, it is considered
"stuck" in hyperspace until the drive is repaired.
COST: 2 x Mass x (Compression Rate+Recharge times) x
Bonuses/Penalties
| Compression
Rate (LY/AU) |
Cost |
Recharge
Time |
Cost |
|
10:1
|
1
|
30
seconds
|
10
|
|
100:1
|
2
|
1
minute
|
8
|
|
1000:1
|
4
|
15
minutes
|
6
|
|
10,000:1
|
8
|
30
minutes
|
4
|
|
100,000:1
|
16
|
1
hour
|
2
|
|
1,000,000:1
|
32
|
12
hours
|
1
|
| |
|
24
hours
|
1/2
|
| |
|
7
days
|
1/4
|
| |
|
30
days (one month)
|
1/8
|
HYPER/N-SPACE EXCLUSIVENESS (x.5)
Normally, a hyper drive works with the ship's N-space drive to provide
propulsion. However this Flaw requires a ship to purchase a Space drive movement system
to use hyperspace. It is noted on the status sheet as Space(Hyper) for
this purpose.
MULTI-BAND DRIVE (x2)
A ship with a multi-band drive can be assumed to have access to the band
that the ship is built to use, and any bands below it. It is assumed that
vessels cannot detect targets in any other band, only the one they are
in. Warships, for example, may have faster drives than merchant ships
or freighters in terms of band access, which allows a warship to keep
up with a freighter.
HYPERSPACE BATTERIES (x6+x2 for each extra jump)
The ship carries enough capacitors/batteries/hamsters on steroids/mana
crystals to immediately reenter hyperspace for each charge the ship has.
Each charge has to be recharged normally.
CRASH TRANSLATION ABILITY (x4)
The ship can instantly shift from hyperspace to normal space, without
spending one turn in "transition." With a multi-band drive,
it can travel from one band to another without spending any time.
SUBSPACE DRIVE
This is a drive system that allows for access to a universe where the
perceived distances are the same, but the speed that a ship moves
in is changed. Thusly, there is only one "subspace" universe,
but there is differences in the speed that a subspace equipped ship can
achieve. Subspace combat is like conventional combat, except that any
missiles or launched weapons must be equipped with a subspace drive, or
else the weapon "drops" out of subspace. As well, any ship that
loses its subspace drive reappears in real space where in its corresponding subspace position.
COST: 3 x Mass x (Travel Rate x Modifiers)
| Rate
of Travel in Parsecs/Combat Turn |
Cost |
|
0.01
|
1
|
|
0.05
|
2
|
|
0.25
|
4
|
|
0.5
|
8
|
|
1
|
16
|
|
2
|
32
|
DOUBLE NON-COMBAT SPEED (x10)
Non-combat speeds are doubled for determining this rate for all other
purposes other than combat.
"WEATHER" VULNERABLE (x0.5)
This drive is vulnerable to "weather" conditions in subspace
that may slow the ship down, or force it to divert before the ship is
destroyed. How this weather works is up to the GM.
"STRAIGHT LINE" SUBSPACE (x0.25)
A ship with this drive cannot make any maneuvers while in subspace. It
travels along a straight line from one destination to another, and can
only change direction by exiting subspace, changing orientation in real
space, then reentering it.
WORMHOLE DRIVE
Wormhole drives presume the existence of "points" in space
where one point is linked to another. A ship reaches one point, enters
this point in space, then reappears at the other point after a short or
nonexistent period of time. This type of drive is linked to one of two
different types of wormhole - a "closed" wormhole requiring a
"keyhole" drive to open, or an "open" wormhole that
any ship can enter with minimum or no technology to use.
"Open" wormholes are points in space that a ship enters without
any specialized equipment. While there may be some other limitation to entrance (minimum
size, certain drives, etc), any ship can detect an open wormhole, and use it. Some universes have "hidden"
wormholes that require either special detectors or previous entry through
an open wormhole to find.
"Closed" wormholes, like Heavy Gears Tannhauser Gates, have
to be opened with what is called a "keyhole" drive. The "keyhole"
drive opens the wormhole to allow access by the ship using it or other ships.
While "open" wormholes don't need the complicated "keyhole"
units, certain types of "keyhole" drives allow for tactical
or strategic advantages.
Detectablity, ability to mine or place objects upon the wormhole and
how long each wormhole transition takes is up to the GM. SDS's Starfire,
Heavy Gear and the "Mote" universe (of the "Mote in God's
Eye" and "The Gripping Hand") all provide backgrounds for
using this type of FTL drive.
KEYHOLE DRIVE (10+5 points per full 15 Size ratings of the object
to use the drive, cost is halved when the drive is to be used only on
"open" wormholes)
STATIONARY GATE (1/2 cost if the unit using the keyhole
can use the wormhole, 1/4 if it cannot)
The Keyhole gate doesn't move, but it does allow ships to enter the wormhole
for a short period of time (about 30-90 seconds). This can be used to allow
a ship to enter the wormhole after other ships entering, or the gate doesn't
move, but ships can.
"ICE CREAM CONE" GATE (x4 to the total cost)
When used, the ship doesn't exit the exact wormhole point, but a certain
scattered point outside of the wormhole(it's called a "ice cream
cone" gate because the gate doesn't exit at the "tip" of
the ice cream cone but somewhere along the cone). When the ship exits,
two different D6's are needed. One D6 is used to represent direction (based
upon the scattergram) and the other is used to represent distance. The
owning player rolls the d6's, and can make up to three rolls, unless
both dice come up a 1. Each roll represents a new point from where the
next scatter is rolled. The advantage to this type of gate is that the ship's exit point cannot be predicted.
EXPANDING MASS FIELD (x3 per total size of the ship,
+x3 for each doubling)
The ship using the "keyhole" can also bring ships within 4 hexes of the "keyhole" ship
along with it through the wormhole. The base drive allows for only as
much mass as the ship has itself, each doubling allow for double the mass.
TELEPORT DRIVE
This is assumed to be an "interstellar" version of the smaller
teleport gadget in the Jovian Chronicles Companion . However, this system
is considered to be only capable of traveling between stars - shorter hops
require the Companion teleport system. A teleport drive is considered
to travel instantly between one star to the other, with only two major
problems: arrival at the location and "blind" jumps.
In some universes, making a teleport hop means that you'd avoid reappearing
within a target mass. In others, careful astrogation is required to prevent
arrival within another planet or asteroid or star. This arrival causes
an explosion equivalent to the detonation of a Mass Destruction weapon
equal to the ship's total Size. Any hop that has to be made by teleport
drive requires a Navigation (Teleport) roll, with the following difficulties
and penalties:
| Type
of Jump |
Threshold |
| Making
a hop between two "clear" points that have been pre-surveyed |
4
|
| Making
a hop between one "clear" point to a second point that has been pre-surveyed,
but isn't "clear" |
5
|
| Making
a hop between two pre-surveyed, but not "clear" points |
6
|
| Making
a hop from one unclear, pre-surveyed point to an unsurveyed point |
7
|
| Making
a hop from an unsurveyed point to another unsurveyed point |
8
|
| Doubling
distance traveled on drive |
+1/doubled
distance
|
For definition's sake, a "clear" point is defined as an area
of space that there is no large masses or other ships that could cause
a ship arriving to reappear within another object. A pre-surveyed point
is defined as having been checked to make sure there aren't any unknown
anomalies that could cause a ship to come to grief when it arrives or
leaves
When the roll is made by the player, the GM notes the MoS or MoF, and
compares the roll to the following table
| Roll |
Effect |
| MoS
of 6 or more |
Ship
is exactly on target |
| MoS
of 3 to 5 |
Ship
is off 2D6x100 kilometers from target |
| MoS
of 1 to 2 |
Ship
is off D6x1000 kilometers from target |
| MoS
0 to MoF 2 |
Ship
is off 2D6x1000 kilometers from target |
| MOF
3 to 5 |
Ship
is off D6x5000 kilometers from target |
| MOF
of 6 or more |
Ship
is off 2D6x5000 kilometers from target |
| Fumble |
Ship
either explodes as it departs or arrives(1-2 on a D6), is thrown off
course 2D6 parsecs from the target(3-5), or else vanishes completely(6) |
Teleport Drives are rated by distance traveled per hop and how long before
recharging.
COST: (2 x (Mass+Parsecs)) x Recharge Time
| Parsecs
per Hop |
Cost |
Recharge
Time |
Multi: |
|
1
|
5
|
30
seconds
|
x10
|
|
2
|
10
|
1
minute
|
x8
|
|
4
|
20
|
15
minutes
|
x6
|
|
8
|
25
|
30
minutes
|
x4
|
|
16
|
30
|
1
hour
|
x2
|
|
32
|
35
|
12
hours
|
x1
|
|
64
|
40
|
24
hours
|
x1/2
|
| |
|
7
days
|
x1/4
|
| |
|
30
days (one month)
|
x1/8
|
DEFINED POINT DRIVE (x.5 for "loose" definition,
x.25 for strict definition)
A teleport drive is limited to arrival/departure from a certain point
in space. A "loose" definition is where a ship has to be away
from a certain point in space (10 diameters from a planet, for example)
before making a jump. Strict definition implies that a certain set of
locations (like the zenith and nadir of a local star) are needed. Strict
definition drives ignore the "non-surveyed" portion of the calculations.
HUMAN/SYSTEM INCOMPATIBILITY (x.5 for weak incompatibility,
x.25 for strong incompatibility)
Human beings and computers have problems whenever teleporting. This may
be due to a number of factors, from the vertigo of being in one point
then suddenly being in another halfway across space or a "malignancy"
in teleport space. A weak incompatibility causes a ship that has just
teleported to have all skills and systems halved for 30 seconds after
the teleport. Strong incomparability means that a crew would have to either
travel incryogenic suspension/stasis, or perhaps only robots can transverse
teleport drives, carrying frozen sperm and ova to establish colonies.
INERTIALESS DRIVE
The Inertialess drive is not a drive per se, but a system that negates
the ship's inertia, allowing it to travel at any speed that a ship's engines
can push it at. An Inertialess drive has several factors that make it
unique:
When turned on, any explosive weapons (i.e., anything that uses Mass
Destruction or AE) are reduced by 1/10. Since the inertia of the target
helps in doing damage, the ship is more or less blown away by the blast.
All other weapons that use any form of pressure or impact (even lasers/beam
weapons with GM-exception) are reduced by 1/4. The ship moves at its current
vector (in space combat) as long as the ship can apply thrust. The moment
the ship ceases to apply thrust, the ship stops moving, instantly. If
a ship is moving before it activates its Inertialess drive, the ship ceases
to have that vector. When reactivated, the ship resumes that vector immediately.
An Inertialess Drive has the following cost: 2 x (Size) x Inertialless
Rating
| Inertialess
Rating |
Rate
|
| Light-Second |
1
|
| Light-Minute |
2
|
| Light-Hour |
4
|
| Light-Day |
8
|
| Light-Year |
16
|
| Parsec |
32
|
The Inertialess rating determines the ship's rate of travel in Space
MP/unit of measurement.
JUMP DRIVE
This is a variation of the "jump drive" rules used to create
a similar drive to the one used in the Traveller/Third Imperium.
Jump Drives are rated in two ways: Parsec Rating and Jump Rating. Parsec
Rating indicates how far a ship can jump per Jump Rating, and Jump Rating
indicates the number of jumps that can be made. A ship can travel any
number up to the Parsec rating of it's drive.
For purposes of the exercise, drives beyond jump-6 are included, for
the purposes of being "Ancient" artifacts and such. All ships
in Jump have to make a Navigation(Jump) roll, with each failure being
1D6x1000 kilometers off target. Critical failure results in the ship being
"lost"(1-3 on a D6), failing to jump(4-5), or an enhanced jump (6,
can be up to 2D6 parsecs). All travel in Jump takes about six days.
JUMP DRIVE COST: (Parsec Rating+Total Ship Mass) x Jump
Rating.
| Parsec
Rating |
Cost
|
Jump
Rating |
Multi |
| Jump-1
(TL 8) |
2
|
1
|
1
|
| Jump-2
(TL 9) |
4
|
2
|
4
|
| Jump-3
(TL 10) |
8
|
3
|
9
|
| Jump-4
(TL 11) |
16
|
4
|
18
|
| Jump-5
(TL 12) |
32
|
5
|
36
|
| Jump-6
(TL 12) |
64
|
6
|
72
|
| Jump-7
(TL 14) |
128
|
|
|
| Jump-8
(TL 16) |
256
|
|
|
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