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Jumping Technologies

The immense size of outer space is a fact that makes any interstellar organization require, for practical reasons, faster-than-light travel. Such travels are accomplished by a series of technologies that manipulate space-time to take shortcuts to the destination. Those technologies are called Jumping.  

Hoping

Hoping or teleporting is a relatively short-ranged version of Jumping that can be operated within the gravity well of a star or even on a planetary surface. Such technology is rare and difficult to find but existent and heavily sought after.

Low Jump

Such technology interacts poorly with gravitational fields and is unable to operate with the required precision within less than a certain distance from the star (In UA= 50 * Square root of Mass in solar masses), this distance is called Minimum Start. And since it uses gravitic fields as references, the end of the jump should be within the vicinity of a star (or similar object like a black hole), specifically between the Minimum Start and double that distance, this zone is called the Safe Zone.
The jump doesn't happen instantly instead, the ship travels through a subspace for a certain time, determined by the distance. Normally, in an optimal case, is about a day for every two light-years crossed, and starting the engine requires a minimum of 8 hours. A Dark Energy Reactor reduces by a factor of 10 the subspace time required. As per rules, a Navigation (Stellar) check modifies the time required in the same way the table 7-3: Navigation Chart does in Rogue Trader.

High Jump

High-Jump is a risky maneuver that can be used with Low Jump technologies in just an hour of time and ignoring the Safe Zone and Minimum Start both. It travels at 10 times the speed of a Low Jump but it's incredibly inaccurate. The final location is a 1d100-50% (Between 50% in one direction and 50% in the opposite one) of the traveled distance away from the intended arrival in each dimension of space. This is a highly desperate measure and most space travelers share tales about foolish pilots getting inside a star or within the event horizon of a black hole.

Jump Gates

Usually built within the Safe Zone those marvelous structures communicate one point to another. The Empire of Gaira and other empires built several ones to lead fast travels when Low Jumping wasn't enough. Crossing one gate allows a spaceship to appear instantly on any other that is successfully connected to it, no matter the distance. Unfortunately, after the Fall they fell into disrepair and there are very few working and very few connections, as stellar governments are wary of travelers from distant places.

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