Editing JumpShip

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The presence of another K-F drive coil, even a damaged one, within a certain proximity inhibits the correct formation of a K-F field. It is therefore impossible to move (jump) a fully assembled K-F drive as cargo or to recover a stranded JumpShip; unless they elect to scrap their drive coil, JumpShips must jump under their own power.
 
The presence of another K-F drive coil, even a damaged one, within a certain proximity inhibits the correct formation of a K-F field. It is therefore impossible to move (jump) a fully assembled K-F drive as cargo or to recover a stranded JumpShip; unless they elect to scrap their drive coil, JumpShips must jump under their own power.
  
The K-F field only correctly encompasses objects within the JumpShip or a DropShip that is properly connected by a KFFC Boom, and may slice through or mangle objects that are not fully encompassed.<ref>''Binding Force'', p. 31</ref> Firing the K-F drive causes tidal stresses that can be felt up to twenty-seven kilometers away from the JumpShip.<ref>''Strategic Operations'', p. 89</ref><ref>''AeroTech 2 Revised Edition'', p. 52</ref>
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The K-F field only correctly encompasses objects within the JumpShip or a DropShip that is properly connected by a KFFC Boom, and may slice through or mangle objects that are not fully encompassed.<ref>''Binding Force'', p. 31</ref> Firing the K-F drive causes tidal stresses that can be felt up to 27 kilometers away from the JumpShip.<ref>''Strategic Operations'', p. 89</ref><ref>''AeroTech 2 Revised Edition'', p. 52</ref>
  
 
It is possible to jump while moving; a JumpShip is not required to be stationary relative to the jump point. This is especially important for WarShips as it allows them to jump even while maneuvering under full thrust.
 
It is possible to jump while moving; a JumpShip is not required to be stationary relative to the jump point. This is especially important for WarShips as it allows them to jump even while maneuvering under full thrust.

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