Vladika
SOC-14 1K
Again, thoughts are a bit incomplete.
Auxiliary Rules – Tugs
Battle damaged ships, without the ability to move, do not just attach themselves to Tenders by themselves. Tenders, in all probability, couldn’t maneuver as needed to orientate a damaged rider to a cradle for attachment. In this instance a Tug would be an ideal way to accomplish this task.
For refueling, streamlined tugs could carry drop tanks from larger ships to skim, or dip, and return those tanks to the larger ship. This would be particularly useful for un-streamlined ships that otherwise could not refuel. (All fuel tanks could be “Drop Tanks” but designed as part of the basic tonnage of the ship.)
Tugs could retrieve used drop tanks for further operations once refilled.
Tugs could act as Jump Shuttles and transport Ships, Barges, Lighters and Bulk Cargo loads as needed.
Tugs with no jump can move cargo between ships and orbit/surface etc.
Rules for use
A Tug will require a Bridge of a size to control the combined tonnage of both the Tug and the joined Ship, or Total Load, while so joined.
A Tug will require a Computer of a size to control the combined tonnage of both the Tug and the joined Ship, or Total Load, while so joined.
A Tug will require Drives rated at a minimum of factor 1 for the combined tonnage of both the Tug and the joined Ship, or Total Load, while so joined. This applies to maneuver, power plant and jump only if jump is used.
Joining:
Attaching Tugs to Drop Tanks takes one Twenty Minute turn. (Installation time is only a few minutes. -14- TCS) Releasing is instantaneous. (Drop Tanks, however, may be detached just prior to jump to reduce ship tonnage in order to achieve greater performance.) -13- TCS
Attaching a Tug to Ships, or Loads, for maneuver purpose only, will be one twenty minute turn as for drop tanks.
For jump purposes attachment requires 24 turns, or 8 hours. (The primary problem with such connections is that a period of several hours is necessary to connect or disconnect the craft.) -38- Supplement 7Traders and Gunboats This rule applies only to Tugs. For all other Ships this will take one full week. (If the bridge or computer is out, another ship may be linked to it for jump; the linking ship must have a computer and bridge as least as large as that of the damaged ship, and linking takes one week.) -35- TCS
Maneuver is possible for Tugs while linked for jump, but not for ordinary Ships. (…maneuver is impossible while linked {for jump}.) -35- TCS
Break of the link between a Tug and other ships, due to a special nature of Tugs, will not ordinarily be a risk. All other ship will follow TCS rules. (Roll for breakdown of the link after every jump; repair takes another week.) -35- TCS
Auxiliary Rules – Tugs
Battle damaged ships, without the ability to move, do not just attach themselves to Tenders by themselves. Tenders, in all probability, couldn’t maneuver as needed to orientate a damaged rider to a cradle for attachment. In this instance a Tug would be an ideal way to accomplish this task.
For refueling, streamlined tugs could carry drop tanks from larger ships to skim, or dip, and return those tanks to the larger ship. This would be particularly useful for un-streamlined ships that otherwise could not refuel. (All fuel tanks could be “Drop Tanks” but designed as part of the basic tonnage of the ship.)
Tugs could retrieve used drop tanks for further operations once refilled.
Tugs could act as Jump Shuttles and transport Ships, Barges, Lighters and Bulk Cargo loads as needed.
Tugs with no jump can move cargo between ships and orbit/surface etc.
Rules for use
A Tug will require a Bridge of a size to control the combined tonnage of both the Tug and the joined Ship, or Total Load, while so joined.
A Tug will require a Computer of a size to control the combined tonnage of both the Tug and the joined Ship, or Total Load, while so joined.
A Tug will require Drives rated at a minimum of factor 1 for the combined tonnage of both the Tug and the joined Ship, or Total Load, while so joined. This applies to maneuver, power plant and jump only if jump is used.
Joining:
Attaching Tugs to Drop Tanks takes one Twenty Minute turn. (Installation time is only a few minutes. -14- TCS) Releasing is instantaneous. (Drop Tanks, however, may be detached just prior to jump to reduce ship tonnage in order to achieve greater performance.) -13- TCS
Attaching a Tug to Ships, or Loads, for maneuver purpose only, will be one twenty minute turn as for drop tanks.
For jump purposes attachment requires 24 turns, or 8 hours. (The primary problem with such connections is that a period of several hours is necessary to connect or disconnect the craft.) -38- Supplement 7Traders and Gunboats This rule applies only to Tugs. For all other Ships this will take one full week. (If the bridge or computer is out, another ship may be linked to it for jump; the linking ship must have a computer and bridge as least as large as that of the damaged ship, and linking takes one week.) -35- TCS
Maneuver is possible for Tugs while linked for jump, but not for ordinary Ships. (…maneuver is impossible while linked {for jump}.) -35- TCS
Break of the link between a Tug and other ships, due to a special nature of Tugs, will not ordinarily be a risk. All other ship will follow TCS rules. (Roll for breakdown of the link after every jump; repair takes another week.) -35- TCS