Standard Full Thrust assumes that an FTL drive takes up 10% of the ship mass, and costs MASS x 2. However, there are no options for different types of drives. More Thrust did have rules for Hyperspace tugs and tenders, which seem to have dropped out of FB 2.
A standard Jump Drive has a rating of J-2 - i.e., it can jump 2 parsecs in one turn (yes, this is based on Traveller, though the ratings could be used to mean anything. All that matters is J-2 is better than J-1, etc).
The different drive types are as follows:
| Drive | Mass | Cost |
|---|---|---|
| J-1 | 10% | MASS x1 |
| J-2 | 10% | MASS x2 |
| J-3 | 20% | MASS x3 |
| J-4 | 50% | MASS x5 |
J-4 drives are meant not to be worth it for general use. J-1 are older tech which aren't really used any more, and will only be found on vintage starships.
A Tender can carry other (non-jump capable) craft through Hyperspace. Use the ratings given above, except the mass of the drive is x3 normal (making J-4 impossible), and the jump rating is reduced by 1 (so a J-1 drive can't be used as a tender).
A Tender always uses the slower rating, even if just jumping by itself. A Tender can take up to twice its own MASS in other ships when making a jump.
For example, a Tender-capable J-1 drive would have 30% mass (Take a J-2 drive, triple the MASS and reduce rating by 1).
A device which prevents another ship from making a hyperspace jump. MASS 15, cost 30. Any ship within 24” which tries to Jump must roll on the following table.
| Roll | Result |
|---|---|
| 1 | Ship destroyed |
| 2-3 | Jump drive burns out. |
| 4-5 | Ship jumps 1 parsec along course, but drive burns out. |
| 6 | Ship jumps okay. |
A burnt out jump drive cannot be used again and must be replaced. Any ship trying to make a jump will know there is a disrupter in the vicinity, and can choose to either abort or try anyway and roll on the above table.