Reactionless Drive (Hyper Mass Thrusters)

The reactionless drive technology used by the Dominion is a side effect of combining the FTL drive technology and the Gravitic plate technology.  Partially initiating an FTL jump field inside phased Gravitic plate fields allows hyper-mass to be accessed as an infinite supply of high-density reaction mass, as soon as it is brought into this universe the mass conveniently proceeds to a fusion reaction.

Hyper-Mass thrusters interfere with FTL drives.  Ships that activate FTL with the Hyper-Mass thrusters running are not usually seen again.

Hyper-mass Thrusters are not truly a reactionless drive technology, but a reaction drive with an infinite fuel supply and no fuel carriage requirements.  [It’s similar in concept to filling your bag of holding with a supply of nuclear plasma…]

Hyper mass engines use the rules for Hot Reactionless Engines on Spaceships Pg24.  Each module gives 0.5G at TL9.
For detection purposes, Hyper Mass Thrusters have a waste heat signature similar to a Fusion Torch (ie +10 modifier to detection rolls)
The drive output is mildly radioactive (1D rads per Job of exposure at a distance where it’s possible to survive the heat the drive emits.)  This is not radioactive enough to be weaponised (as a radiation weapon), but enough that an on-world starport will be at least 100km from the nearest population centre and anti-radiation precautions taken.  There are implications for wilderness landings.

Although capable of effectively infinite acceleration as long as they are supplied with electrical power, Hyper Mass Thrusters have a practical upper limit on speed of about 0.10c to 0.15c (where c = the speed of light), depending on the individual design of the thruster and the ship to which it is attached.  Below the 0.1c limit, Newtonian dynamics calculations suffice to model the ship’s performance in space.  However once speed rises above that threshold, relativistic factors come into play that effectively cause the acceleration to change from a constant to a reducing variable value, typically falling to 0 somewhere between 10% – 15% of the speed of light.  In general use, only the fastest ships will need to consider the speed limit if crossing a whole star system.  For game purposes, it’s sufficient to model this as linear acceleration to the upper limit then cruise at a constant velocity before starting the – also linearly modelled – deceleration phase. For inter-system travel, the acceleration phase can mostly be ignored (because acceleration phase is in days vs cruising phase is in decades or centuries) and the trip time calculated as if conducted at constant-speed.

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