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Generic B-5 Hyperspace Jumpgate:
This is a standard jumpgate design from Babylon 5. With only small cosmetic
differences similar gates are constructed by all of the races from Babylon 5,
with exception of the First Ones who no longer have a need for them. The basic
structure of all jumpgates consists of 3 or 4 rod like generators that are
stationary in space. The generators are positioned at equal distances from each
other. Power for each generator is supplied by a combination of fusion and solar
energy, which explains the rows of high efficiency solar panels attached to each
generator. Even with this addition it takes several minutes of recharging the
gates capacitor before a gate can be opened, and this for only limited amounts
of time. None of the younger races have a power source which is strong enough to
permanently open a gate.
The gates are excessively expensive to build, due to the active component of
the generators: Quantium-40. This material is present only in star systems whose
sun has gone nova, or are closely situated to old novae. Even the raw mineral is
easily the most expensive material in the B-5 universe, and it is regarded as a
highly strategic resource by all younger races. Large quantities of the ore have
been detected in the crust of the lonely planet orbiting Sigma-957, but none
have dared to try and collect it: One of the elder races is said to occupy that
place, and they value their privacy highly.....
When a gate opens a energy discharge races simultaneously along all the
generators. It starts on one end and flows towards the other, picking up
intensity. When it has reached the end of the generators it leaps from the
generators and converges towards the center of the construction. At that moment
the gate opens: A swirling vortex of energy that fills the entire length of the
jumpgate. Any waiting ship can now enter the vortex and be transferred into
hyperspace.
Model: Stationary Hyperspace jumpgate
Crew: None, fully automated
MDC by location (per generator):
| |
[1] Generator main body: |
9,000 |
| |
[2] Thrusters (8): |
500 |
| |
[3] Solar panels (12): |
300 each |
| |
[4] Fusion reactor |
2,000 |
Notes:
[1] Destroying the main body of the generator will shut it down and the entire
jumpgate with it. The generator will be a valuable wreck. There is a 5% chance
of a explosion which will do 2D6x1000 MDC in a 4 mile radius and which utterly
destroys the exploding generator with no chance to recover the Quantium-40
[2] Destroying the Thrusters means that the generator cannot change position any
more. 10 % chance that any ship using the gate will impact the generator.
[3] Destroying a Solar panel means that recharging will take one round longer
between being able to be activated
[4] Destroying the fusion reactor doubles recharge time to 32 melees
Speed:
Driving on the Ground: Not Possible.
Sublight: Combined use of thrusters can propel the generator at 0.05 G.
Atmospheric Propulsion: Not possible, will crash when entering a
atmosphere.
Stardrive: Not applicable.
Maximum Range: Not applicable.
Special note:
The jumpgate is always located close to a station from which maintenance and
resupply of reaction mass is carried out.
Statistical Data (per generator):
Length: 2 Miles (3.2 kilometer)
Height: 200 feet ( 60 meters)
Width: 600 feet (180 meters )
Weight/Mass: 10 million tons (9.1 metric tons)
Power System: combination fusion and solar with 15 year lifespan before
fusion reactor runs out of fuel
Cargo: None
Market Cost: 40 billion credits per generator or 160 billion for a
complete jumpgate.
SYSTEMS:
- Weapons: None. Use AS a weapon, see Extra notes, "Bonehead
maneuver"
- Jumpgate: upon receiving the activation code the gate takes one
melee to fully open the vortex. The gate stays open for 4 rounds and then
takes another round to close. The gate cannot be traversed during the
opening and closing stages. Attempting to do so leads to destruction of the
offending ship due to the immense dimensional shear encountered in the still
unstable gate. It takes craft smaller than a cruiser 1 full round to
traverse the gate. Craft larger than cruisers take 2 rounds to traverse the
gate. Small craft such as shuttles and fighters may transverse the gate in
groups of up to 12 at a time. This transfer takes 1 round. Any additional
cruiser sized and larger craft which enter the vortex give a danger of
actually impacting the "walls" of the vortex. Since these consist of fast
moving hyperspace particles this means destruction of the offending craft.
The danger per additional unit is a cumulative 5%. This applies to ALL ships
attempting transfer at that time!!
- Recharging: normal recharge time between activations is 16 rounds
or 4 minutes. The gate simply cannot be opened before the capacitors have
fully charged. Doubling the recharge time allows the gate to stay open for 3
extra rounds, but there is a 10% chance that one of the generators will
overload, resulting in a explosion which will do 2D6x1000 MDC in a 4 mile
radius and which utterly destroys the exploding generator with no chance to
recover the Quantium-40.
Special Equipment:
- Activation codes: Because jumpgates are so incredibly expensive
to build, only governments and large corporations build them. In order to
win back part of the costs, shipping firms, independent contractors and
alien governments buy transfer quota from the party which owns the jumpgate.
Included with these quota are activation codes which are used to activate a
jumpgate. Every time a code is used, it is logged and after a certain amount
of uses the code is rendered useless, forcing the user to buy or upgrade a
quota. The owners (most often governments) have access to special codes that
allow unlimited use of the gates.
Of course it is very interesting for pirates and enemy governments to know
such unlimited codes and who has bought the access codes to which jumpgate.
This has made data theft a even more lucrative business than it already was.
- Hyperspace beacon: Every jumpgate emits a constant signal in
hyperspace. The signal is encoded, and someone who has bought access time to
a jumpgate can find the jumpgate through this code. The beacons are also
used as a general navigation aid in hyperspace. Because the beacon is a part
of the jumpgate, it is also the receiver through which the signal to open
the gate from hyperspace into normal space is received.
Extra Notes:
- Hyperspace travel: Hyperspace is a separate layer of reality,
separated from ours, yet congruent with it. The best way to think of the
relation of hyperspace with real space is if you think of real space as a
soccer ball with a tennis ball which represents hyperspace in the center of
the soccer ball. When transferring to hyperspace one is placed from the
surface of the soccer ball onto the surface of the tennis ball. If we now
wish to travel to the opposite side of the tennis ball we have a much
smaller distance to travel than if we have to move over the surface of the
soccer ball. A relatively small amount of travel on the tennis ball
translates into a much greater distance traveled on the surface of the
soccer ball. In effect a ship from B-5 is never actually traveling faster
than light. It is just that with moving (for example) a million miles in
hyperspace, this translates into light-years in real space. Hyperspace is in
fact a shortcut, allowing you to 'cut' corners. However, hyperspace is not
totally congruent with real space. In other words, the "shortcut" is more
efficient in some places than others.
It can be a very dangerous shortcut though.....For hyperspace has
gravitational currents which require a large amount of engine power to be
used for steering. If one loses main engine power you get sucked into
deeper layers of hyperspace, where normal physics no longer apply. This
means that ships that have greater engine power have a greater survivability
in hyperspace, although this is not proportional. Also the range of
sensors in hyperspace is severely curtailed. All sensors have only 10 % of
their normal range and are at a -2 penalty to detect. This is not the
case with the sensors of the First Ones. This means that only ships
with powerful sensors, engines and the best "maps" can travel without the
use of hyperspace beacons (The Military. Of course).
- Speed in Hyperspace: As has been noted, the speed of a ship in
hyperspace is the result of many factors, such as: Real space speed, engine
power, navigation, local conditions etc. The speed given for any B-5 ship is
a combination of these factors. Ships that do not use hyperspace as their
standard FTL propulsion (e.g. most civilizations not from the B-5t universe
such as in from Phase world and the Three Galaxies) will find hyperspace
travel very difficult. First of all, they have to get through a jumpgate.
Not a easy task without the right codes. In hyperspace they will find that
many of their sensors will not function properly, and that there are
dangerous gravitational currents. In general all ships that are new to the
B-5 universe will only be able to travel between close lying jumpgates by
following the beacons. In addition to that the unknown conditions limit
their relative speed to about 5 light-years per hour maximum.
- Fighting in hyperspace: Possible, but extremely dangerous.
Because of the limited sensor abilities in hyperspace finding your opponent
is going to be difficult. Also, because of the short range, one usually gets
to use even the most short ranged weapons on one another. If engine damage
occurs to one of the parties that ship is doomed. When unable to engage main
engines for maneuvering one is quickly sucked into the deeper layers of
hyperspace.
If one or both of the fighting parties uses beacons for navigational aids
there is a cumulative chance of 5 % per round of fighting that the
beacon lock is lost. And then YOU are lost. .
- The "Bonehead maneuver": Perhaps the most dangerous thing to do
with a jumpgate is to open another gate INSIDE a already active jumpgate.
This results in a extremely violently expanding space/time distortion. The
effect is similar to that of the Shadow Dimensional Disruptor, but on a much
larger scale. The only way to escape huge damage is to outrun the expanding
distortion. The maneuver received this name by the humans because when they
experimented with the idea they had no vessels capable of outrunning the
wave front. All ships which they used to perform this maneuver were
destroyed, thus you had to be a bonehead to try it. The first successful
attempt at using this maneuver as a weapon was by (then) captain Sheridan,
who used it to successfully destroy a Shadow warship. The Whitestar class
ship that the captain piloted WAS capable of outrunning the wave front. Not
only were the captain and his crew the first to survive a bonehead maneuver,
they also survived a encounter with a Shadow Battlecruiser and destroyed it,
the first persons to do so in a thousand years.
Mega Damage: The disruption effects the entire ship. The damage
is a percentage of the damage the main body of the ship has if the ship
is undamaged. This damage is then applied to the ships shields first and
all remaining damage is passed to the main body. If the ship has no
shields it takes full damage. If the damage exceeds the main body, which
is very likely, the ship is destroyed. If the ship survives, damage is
applied to all hit locations on the ship.This is done by taking the
damage to the main body and dividing it by the undamaged main body of
the ship. This is the percentage that all hit locations will loose in
damage*. The initial damage is lessened if the ship is trying to outrun
the wavefront: ships that can exceed 1.0% of light per turn take 1/2
damage, above 1.5% of light per turn take 1/4 damage, and ships that can
exceed 2.0% of light per turn can escape undamaged.
For example, A Shadow battlecruiser gets caught in the
disruption, and figures out what is happening. Two of its spines have
been blown off and its acceleration is reduced to 1,35 % of light per
turn. At full acceleration it is hit by the wavefront, and the effect
does 144 % of Main body damage. This is 374,400 MDC. Because of its
acceleration damage is halved, leaving 187,200 MDC. The shield
protection is then substracted from the damage ( 187,200 - 90,000 =
97,200) The battlecruiser receives 97,200 MDC to the main body. All
other locations will then be reduced by 37 % of their original values (
97,200 / 260,000 = 37% ) The cruiser is badly damaged but still in
fighting shape.
Percentage of Damage Taken:
Below 1.0 % of light per turn acceleration away from disruption: 3D6
x 12 %
Between 1.0 % and 1.5 % of light per turn acceleration away from
disruption: 3D6 x 6%
Between 1.5 % and 2.0 % of light per turn acceleration away from
disruption: 3D6 x 3%
Above 2 % of light per turn acceleration away from away from the
disruption: no damage.
Range : the effect of the disruption is felt in a spherical
volume of space 10 lightseconds in diameter ( 3,000,000 km) outside of
this range the effect rapidly diminishes. For another 2 lightseconds all
damage is halved, after this damage is no longer noticeable.
[ Phase World TM, Kreeghor TM, and CAF TM are trademarks owned by Kevin
Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books
Inc.]
[ Babylon 5 is copyright © Warner Brothers Television. ]
Technical Information from Babylon 5
Technical Manual!
CGI of Jump Gate by Craig P. Condu .
More of his CGI pictures of B-5 Ships at
Epsilon Jumpgate
By Mischa (mischa.campen@tip.nl)
Formatting and minor revisions by Kitsune (kitsune@addr.com
).
Rifts Conversion Copyright © 1998, Mischa. All rights reserved |