The Kagekumo (or “Shadow spider”) class is a salvage ship. Though ostensibly designed for commercial use, this large industrial craft has become a favorite of pirates and reavers.
The venerable Express Boat Tender from CT S7?
The venerable Express Boat Tender from CT S7?
Comments: The jump ship is designed to provide maximum flexibility in interstellar transportation. As built, it is capable of jump-6 and 1-G. Special field cables attached to the rear of the ship extend the ship's jump field to include this additional cargo. Alterations in displacement will affect the size of the jump itself, but the amount of cargo carried can be varied to fit the needs.
Capabilities: For each 1,000 tons of cargo carried in the mesh cables behind the ship, jump is decreased by one. Thus, if the 5,000-ton ship carries 1,000 tons behind it, it can only perform jump-5. If it carries 5,000 tons behind it, it can only perform jump-1. In all cases, the internal fuel tankage of the ship (3,300 tons) is sufficient to support the jump.
I just custom-built a 400dT salvage "Scorpion Class" hauler that can drag an additional 600dT and still make jump-1 and maneuver-1, or jump-3, maneuver-3 unloaded (J-Drive F, M-Drive F, P-Plant F). Cepheus Engine rules...
So, just what is worth salvaging off of a ship.
I can't imagine the hull has any real value, especially if breeched. Do you think there's a market for scrapped hulls? I just don't think the Galaxy is that resource starved, and I'm under the impression that the hull materials (like uber super duper McDenisity dense dense hulls) are hard to work with, and perhaps just plain easier to make outright than fix and cut and weld.
Nitpicking:
The ship is underfueled: It needs 120 Dt to jump, and at least 12 Dt for two weeks of PP fuel. If it is to remain on station, to assess or repair a wreck, it probably needs more PP fuel.
The fuel purifier is under-dimensioned. At 5 Dt/day it would take 24 days to purify a single jumps worth of fuel. If you want to jump more often than once a month, you need a bigger plant.
"Standard" electronics is mostly intended for small craft, default for small civilian ships is "Basic". See Merchants, p141-142.
Salvage could be onsite, so basically lots of turretted laser drills and fusion guns, and mining drones.
I kinda suspect you need a tow line plus the jump net, or if you have a jump bubble, external container ship or even a battle rider tender.
So, just what is worth salvaging off of a ship.
I can't imagine the hull has any real value, especially if breeched.
Thanks! I'll take a look.
I just custom-built a 400dT salvage "Scorpion Class" hauler that can drag an additional 600dT and still make jump-1 and maneuver-1, or jump-3, maneuver-3 unloaded (J-Drive F, M-Drive F, P-Plant F). Cepheus Engine rules...
Are you looking at the same Cepheus Engine Core Rules as I?
"Fuel needed for a Jump depends on the size of the ship and the length of the Jump and is calculated as 0.1 x Hull tonnage x Jump distance. A single Jump of that distance consumes that much fuel."
So, for a 400 dT ship clamped to another 600 dT ship, for a total 1000 dT, needs 100 tons of fuel for a jump.
Yes, 100 tons of fuel would allow it a J1 as 1000 tonnes ship, but will not a J3 as a 400 dton ship (it would need 120, as AnotherDilbert says)