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  Hyperdrives !

Before installing a hyperdrive in a ship be sure to look up its L jump class (ie mass) and choose a jump engine that will work with its L class rating.

The jump takes place half way through the normal movement and is limited to one jump per turn. You can dock pods before HYPing. You only ever need 1 hyperdrive per hull. And combat can happen before then. (unless you have a fast HYP ship)

Privateer Meteor Class and Rebel Falcon Class are fast hyp ships, and jump before normal movement (phase 0) and have normal warp movement after the jump.

Hyperjumping ships can be seen better by enemy ships immediately after a Jump, and can be intecepted and attacked right after a jump. However the scanners of a hypership only work at about 25% normal range immediately after a Jump. So you tend to arrive semi-blind and highly visible.

Name L1 range

mass <75kt

L1 burn L2 range

mass 75-299

L2 burn L3 range

mass >300kt

L3 burn Tech level Cost Cost of tech Comments
Yoyodyne 88 350 50 - - - - 1 50 400 No good for heavy ships.
Microfold 200 300 60 200 75 70 300 2 49 400 Not fuel efficient for heavy ships - and range plummets for heavy ships
Yoyodyne 300 400 55 300 100 - - 3 90 200 No good for heavy ships and burns loads of fuel for medium ships
Keplan 450 300 40 270 80 250 100 4 100 500 The Keplan series are increasingly good buys as tech increases, with no downsides.
Keplan 505 340 45 320 85 300 105 5 120 400
Keplan 660 380 48 360 90 350 110 6 139 400
Yoyodyne 900 900 50 650 80 - - 7 400 1200 No good for heavy ships, but compared to earlier hyperdrive techs, greatly increases the range of small and medium ships.
Soleum H1000 750 90 650 100 600 210 8 210 1000 Not fuel efficient for heavy ships
Warhop 2020 400 25 380 26 350 27 9 450 1000 Fuel efficient, though range is about half that of some lower tech engines.
Cydonia 3000 850 50 850 55 850 60 10 600 2000 Best range for medium / heavy ships, but use Yoyodyne 900's for light ships. (Slightly better range for less cost.)