


![]() MULE-Class Fleet Tug, starboard line drawing. |
| Central Chamber/Main Hull- Bridge Compartment- On Water Props (generally 2)- Laser Turrets (2)- | 6ØØ 5ØØ 1ØØ each 2ØØ each | Thrusters (6-18)- Bow Pusher/Crumple Anchor/Tow Cables (12-3Ø)- | 2ØØ each 5ØØ 2Ø each |
Note: Usual conditions apply.
Speed and Statistical Data: Weapons Systems: 2. T’sentrædi Light Laser Turrets (2): Still a favorite in the REF and RDF’s, Civilian Features: Military Features:Maximum Hover Speed: 6Ø knots
Maximum Hover Ceiling: Transatmospheric; Can also push other Landships into orbit (HAYES-Class require two for safe lifting).
Maximum Sailing Speed: 1Ø knots.
Range In Hover: No limit; You could easily raise the anchors/grapples and continuously cruise forever.
Height and Beam: 1ØØ feet around the main chamber.
Length: 3ØØ feet with pusher intact.
Weight: 1Ø,ØØØ tons.
Displacement: Around 5,ØØØ tons. NOTE: Sailing in these vessels, while doable, is not recommended as a standard practice.
Cargo: 1 ton of CRITICAL supplies can be carried is ABSOLUTELY necessary.
Power System: These ships are usually equipped with THREE types of power; The captain holds full discretionary powers WHICH is to be considered primary, secondary, and tertiary.
1: Small Nuclear Reactor; Output: 2,5ØØ KWh at 1ØØ,ØØØ hsp; Lifespan: 1Ø to 15 years.
2: Large Hydro-Cell Rocket Engines; Output: 1,5ØØ KWh at 75,ØØØ hsp; Lifespan: Though exact ranges vary based on use, generally there is 1,ØØØ gallons per every 1ØØ³ feet of hull below the weather deck. Every gallon equals ABOUT 2Ø running hours; at maximum speed, this would equate to 4ØØ nautical miles. Higher speeds reduce fuel efficiency upt to 15%.3: Solar Sails; Also can be used for wind sailing. Output: 1,2ØØ KWh at 65,ØØØ hsp; Lifespan: Unlimited.
4: Reserve Batteries; Used for emergency power and at night if running low-power (basically hovering at anchor). Output: 7ØØ KWh at 5,ØØØ hsp; Lifespan: 4ØØ hours before serious drain shows; will usually last another 4Ø before grounding/stalling at sea. NOTE: This is by no means a primary power source; The batteries MUST be recharged as often as possible.
Flight Systems: Grav Pods.
Thrust Systems:
Primary: KKS-451 Traction Drive; Output: 21,ØØØ hsp at 43,ØØØ pounds thrust; Range: Unlimited.
Secondary: HCS-413 Hydro-Cell Scram Jets; Output: 2Ø,ØØØ hsp at 39,ØØØ pounds thrust; Range: Varies on use.
Tertiary: Solar Sails; Solar sails are the preferred method of thrust for passenger liners. Output: Varies GREATLY by weather conditions; Range: Unlimited if favorable weather.
Quadiary: 1 to 4 screw propellers; Only useful in the water Output: 1Ø,ØØØ hsp at 25,ØØØ pounds thrust; Range: Unlimited.
Hull Life: 2Ø years before SLEP, 1Ø-15 after.
Cost: 5ØØ,ØØØ€.
Availability: Special order, generally taking 6 to 8 weeks for delivery.
Black Market Cost and Availability: Stolen ships are occasionally available, but the market for these HIGHLY EXPENSIVE platforms just isn’t big enough to justify anything over a yacht. Still, they can be had for a “reasonable price” on and almost constant basis.1. Cutting Stick: Essentially nothing more than a blunt-tipped, heavily serrated
knife on an approximately 3 foot pole. Ideal for cutting lines without getting too close.
Purpose: Cutting line under tension.
Damage: 1D4 SD; No PS bonuses apply.
Range: 1 to 3 yards, depending on who made it and what mood he was in at the time.
Attacks per melee: Per user.
Payload: Unlimited (until some asshole breaks it).
this stalwart weapons system is mounted on the dorsal and ventral sides of the central chamber.
Purpose: Mostly Defense.
MD: 1D6×2Ø per turret; Both turrets can be trained on any target greater than 1ØØ feet away.
Range: 15 miles (double in space); The range has been reduced to prevent these ships form being used as de facto assault boats.
Rate of Fire: Once per melee per turret.
Payload: Unlimited.3. Ramming: A BAD idea, but these ships have a massive crumple area in the bow, allowing it to do so with little risk to the hull.
Purpose: Anti-Ship Assault.
MD: 1 MD per ever 4 knots.
Range: Touch.
Rate of Fire: One time only; After that, the crumple zone is ruined and further such attacks will destroy the hull.
Payload: Once (twice if you’re suicidal).Zone: This IS a tug boat, after all; It needs to be able to push
as much as pull other objects. The bow cushion allows it to do so without risking the hull.
the radar and HUD, ensuring that friendly forces are not accidentally targeted.
appropriately).
directly in front of the user.
other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles.
Specific range can be adjusted in 1 mile increments.7 star flares (25Ø foot apogee)7 white parachute flares (1,5ØØ foot apogee)
a parachute for that, if anything, due to the fact that it is easier to hide).
Consequently they need cables to do so.
Tensile Strength: 2Ø,ØØØ tons per cable.
Winch Strength: 15,ØØØ tons per cable.
Electromagnetic Head Grip Strength: 5Ø,ØØØ tons; That’s MORE hold than the cables can even safely take.
Maximum Cable Length: 2,ØØØ feet.
Automated Launching Mechanism: Automatically launches the head up to 2ØØ feet; Typically only used in space.
Effect: Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. | Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles. Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes. Rate of Fire: Per pilots attacks per melee. Payload: 16 Decoys total. |


