Vladika
SOC-14 1K
I'm going to try yet again to get some on point feedback.
These thoughts are as yet incomplete.
Given the needs of a Naval Fleet for both repair and maintenance while far from an appropriate shipyard, the need for mobile drydocks are foreseen. An example would be an Empirial Fleets of TL15 ships operating in the Spinward Marches. There are only 4 Class A TL15 Worlds (Rylanor, Mora, Glistin and Trin). With so few yards available additional facilities are needed by Fleets operating at long distances from those facilities. This will be particularly acute during time of convict. Ships need to be repaired as far forward as possible to returned to the line in the shortest possible time.
Assume a Fleet action defending Vilis or Garda-Vilis where several Ships and Battle Riders are damaged and unable to jump and/or maneuver. Time to Rylanor, the closest TL15 Class A starport, is 4 Jump 4s or 8 weeks. By TCS rules “The time required for repairs is one to four weeks for non-critical damage and four to eight weeks for critical hits.” By the time these ships were transported one way they could have been repaired locally and back to combat status! This is even for critical damage repairs.
Given the above scenario this writer feels forward repair facilities are essential in maintaining Fleet readiness. Further, that this could best be handled by mobile drydocks.
Auxiliary Rules - Drydocks
Dry-docks perform the same function as a repair shipyard. This will include annual maintenance.
A drydock may be self-propelled or “towed”. In any case it requires a minimum of a factor 1 power plant and a bridge designed for its gross tonnage. If self-propelled it must be designed, and crewed, as an otherwise ordinary ship.
A drydock may be any configuration. While being repaired a ship takes the usual 110% and smallcraft take 130% of volume in all but disbursed structures (factor 7). Every dtonne of unallocated drydock volume counts as an equivalent shipyard dtonne. To simplify; the “Cargo” space of the drydock is its shipyard capacity.
A drydock must allocate a minimum of 20% of its gross tonnage to “fixed plant” to contain raw materials, components, fabrication facilities etc. This may be provided integrally or by joined ships or barges. A drydock cannot perform repairs unless this is available. Should less than the required space be available the volume of repairs shall be proportioned.
A drydock can have ships, or barges, alongside to add special repair abilities. This does not increase the overall tonnage of the drydock. The drydock cannot maneuver while so joined.
A drydock can be modular and each module added to increase overall size. No single module can be over 1,000,000 dtonnes. Combined modules over 1,000,000 dtonnes may not maneuver while joined. No maneuver is possible while ships or barges are joined (exception: ships joined for towing purposes). Ships, and barges, may however be carried aboard as any other craft. Bridge sizes, as well as power requirements, must conform to the minimum requirements. Bridge modules are allowed as are “Bridge” barges. Likewise power modules or barges are acceptable.
Barracks ships, or barges, are allowed for crew quarters to hold shipyard workers and extra crew.
Drydocks can perform all minor or major repairs or replacement. Ship Tenders are limited in their ability to repair major systems. They can repair all systems on the ship classes they were designed for except armor repair. Ship Tenders can also perform Drive replacement if a replacement Drive is available.
(Table goes here but to long to format)
Must have a Bridge equal to the total required for the collective tonnage under repair.
Must have power equal to the total EPs required for the collective tonnage under repair. (This may come from power barges, ships, or ground installations if repairs are made dirt side.)
Must have work crew members totaling to 5 per 100 dtonnes of ship system being worked on for major repairs and 2 per 100 dtonnes for minor repairs. In any case not less than 2 workers per system are required. Ex: Replace a destroyed 200 dtonne Bridge requires 10 workers. Repair ships 100 dtonne weapons bay; Major repair requires 5 workers; Minor repair requires 2 workers.
Note: This can be simplified by using 4 shipyard workers for each 100 dtonnes of gross drydock tonnage.
These thoughts are as yet incomplete.
Given the needs of a Naval Fleet for both repair and maintenance while far from an appropriate shipyard, the need for mobile drydocks are foreseen. An example would be an Empirial Fleets of TL15 ships operating in the Spinward Marches. There are only 4 Class A TL15 Worlds (Rylanor, Mora, Glistin and Trin). With so few yards available additional facilities are needed by Fleets operating at long distances from those facilities. This will be particularly acute during time of convict. Ships need to be repaired as far forward as possible to returned to the line in the shortest possible time.
Assume a Fleet action defending Vilis or Garda-Vilis where several Ships and Battle Riders are damaged and unable to jump and/or maneuver. Time to Rylanor, the closest TL15 Class A starport, is 4 Jump 4s or 8 weeks. By TCS rules “The time required for repairs is one to four weeks for non-critical damage and four to eight weeks for critical hits.” By the time these ships were transported one way they could have been repaired locally and back to combat status! This is even for critical damage repairs.
Given the above scenario this writer feels forward repair facilities are essential in maintaining Fleet readiness. Further, that this could best be handled by mobile drydocks.
Auxiliary Rules - Drydocks
Dry-docks perform the same function as a repair shipyard. This will include annual maintenance.
A drydock may be self-propelled or “towed”. In any case it requires a minimum of a factor 1 power plant and a bridge designed for its gross tonnage. If self-propelled it must be designed, and crewed, as an otherwise ordinary ship.
A drydock may be any configuration. While being repaired a ship takes the usual 110% and smallcraft take 130% of volume in all but disbursed structures (factor 7). Every dtonne of unallocated drydock volume counts as an equivalent shipyard dtonne. To simplify; the “Cargo” space of the drydock is its shipyard capacity.
A drydock must allocate a minimum of 20% of its gross tonnage to “fixed plant” to contain raw materials, components, fabrication facilities etc. This may be provided integrally or by joined ships or barges. A drydock cannot perform repairs unless this is available. Should less than the required space be available the volume of repairs shall be proportioned.
A drydock can have ships, or barges, alongside to add special repair abilities. This does not increase the overall tonnage of the drydock. The drydock cannot maneuver while so joined.
A drydock can be modular and each module added to increase overall size. No single module can be over 1,000,000 dtonnes. Combined modules over 1,000,000 dtonnes may not maneuver while joined. No maneuver is possible while ships or barges are joined (exception: ships joined for towing purposes). Ships, and barges, may however be carried aboard as any other craft. Bridge sizes, as well as power requirements, must conform to the minimum requirements. Bridge modules are allowed as are “Bridge” barges. Likewise power modules or barges are acceptable.
Barracks ships, or barges, are allowed for crew quarters to hold shipyard workers and extra crew.
Drydocks can perform all minor or major repairs or replacement. Ship Tenders are limited in their ability to repair major systems. They can repair all systems on the ship classes they were designed for except armor repair. Ship Tenders can also perform Drive replacement if a replacement Drive is available.
(Table goes here but to long to format)
Must have a Bridge equal to the total required for the collective tonnage under repair.
Must have power equal to the total EPs required for the collective tonnage under repair. (This may come from power barges, ships, or ground installations if repairs are made dirt side.)
Must have work crew members totaling to 5 per 100 dtonnes of ship system being worked on for major repairs and 2 per 100 dtonnes for minor repairs. In any case not less than 2 workers per system are required. Ex: Replace a destroyed 200 dtonne Bridge requires 10 workers. Repair ships 100 dtonne weapons bay; Major repair requires 5 workers; Minor repair requires 2 workers.
Note: This can be simplified by using 4 shipyard workers for each 100 dtonnes of gross drydock tonnage.