New Technology


Cestes Arms Rotary Drum Missile Launcher

Designed originally for use in the Ancara class LAC, Cestes Arms the Rotary Drum Missile Launcher uses a revolving cylinder to produce approximately six times the standard launch rate of the normal missile launcher.

Weighing roughly three times the standard missile launcher, this weapon fits (barely!) into a triple turret. Usually refered to as the Cestes (for short), it produces a rapid fire volley of six missiles which then requires twice the time of a normal missile launcher (in the civilian model) to reload. This weapon is only available to military auxiliares and specially licensed civilian craft. The military model reloads at the same rate as a normal missile launcher due to the inclusion of automated reloading equipment and additional space for the magazine.

Game Statistics
Civilian model
Tonnage: 3
EPs: 0
MCr: 3
Min TL: 10
+1 TL Mod: 14+
USP Required: Same as the standard missile rack
Range: 90,000km

Military model
Tonnage:5 (includes oversized turret and reloader)
EPs: 0
MCr: 5
Min TL: 12
+1 TL Mod: 15+
USP Required: Same as the standard missile rack
Range: 90,000km


Jump Capacitors

Apparently accepted limitations on jumpspace technology are incorrect. The Velde Protectorate has made one significant advance in jump technology, their warships and a significant portion of their merchant fleet has found a different way of opening into jumpspace.
Apparently, they have discovered a way of "cold" or "normal" jumping as opposed to the normal "hot" or "emergency" jumping. The latter terms are the offical classifications by the Velde department of technology and the Velde military.

The Procedure for normal jumping is as follows:
1. Jump Plot is generated
2. Powerplant is brought to Jump Rediness.
3. Jump Plot is brought to readiness.
4. Jump Capacitors are fully charged by transfering power from the Powerplant through the Jump Drive.
5. Astrogator or Captain gives final Jump clearance.
6. Jump Field is formed.
7. Vessel enters Jump Space.

A vessel can apparently abort safely at any point short of actually entering jump space. To the best of our knowledge, this procedure is as safe as standard jump procedures. (i.e. all rules concerning misjumps and jump times still apply)
To determine the amount of EP required to charge the jump capacitors, multiply the jump drive tonnage by 36. For example, the Type S Scout/Courier has 3 tons worth of jump drive so requires 108 EP to fully charge. Note that any power not required for computers and jump drive can be allocated to charge the jump capacitors. To continue with our example, the Type S Scout/Courier has 2 EP points not allocated to either the computer and the jump drive. Hence the ship can fully charge it's capacitors in (EP required/EP available) 108/2 = 54 minutes.



Main Directory
Hosted by www.Geocities.ws

1