By Chris Hartford
BattleSpace is the approach of area wrestle among JumpShips, DropShips and WarShips within the thirty first century. totally suitable with FASA's BattleTech and AeroTech, this huge scale send strive against video game provides a brand new measurement to the wars of the long run. FASA's BattleSpace encompasses a rulebook/sourcebook that offers the historical past of naval battle and the records and descrptions of these ships at present in use within the internal Sphere; 22" x 34" full-color mapsheets; colour counters with stands; send list sheets.
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Extra resources for BattleTech - Battlespace
In fäet, all Kearny-Fuchida drives are manufactured with a built-in, tamper-proof safety mechanisrt that prevents a JumpShip from arriving in-system closer to th( primary starthan is safe. The terms "proximity point" or "jump point refer to points from which a JumpShip can safely enter hyperspace The minimum safe distance from a står varies considerably depending on the står type. The Proximity Point Table gives th< minimum safe distance from each class of står. 44 For example, Sol is a class G2 står.
The maneuver uses up the accumulated Thrusl Points. JumpShips may use this stored thrust to accumulate the f ractional thrust values that enable them to accelerate, decelerate, and turn (see JumpShip/WarShip Construction, p. 68) OPTIONAL FACING In real space, a craffs heading (the direction of motion) does not always coincide with the direction in which the nose of the crafl is pointing. Forget the cinematic concept of space fighters, wher« craft swoop and dive like atmospheric fighters (the maneuvers o which form the basis of space-fighterfootage in movies).
These stations maintain huge power storage and collection facilities. Each station offers between fou r and six power banks, each capable of giving a JumpShip one full charge. Power is transferred to the JumpShip one of two ways. In the first method, the JumpShip deploys its jump sail and the station beams the power to the JumpShip. This option takes 150 hours. The second method QUICK CHARGE TABLE Time Spent Charging (in hours) 150+ requires that the JumpShip dock with the station. Once docked, the Target Number 2 station quick-charges the JumpShip, but with the same potential for damaging the drive as if the JumpShip used its power plant.
BattleTech - Battlespace by Chris Hartford