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MULE-Class Fleet Tug


MULE-Class Fleet Tug, starboard line drawing.
The MULE-Class Fleet Tug was the last of the Landships to be designed. Unlike the other Landships, the MULE-Class was created out of a need; The FOLKER-Class UES KAY JONES assigned to Luna Garrison became disabled after an accident on board (details of which remain classified to this day). No platform for this kind of problem actually existed at that time, so UES HENRY FORD, UES JAY AUSTIN (both EMIL LANG-Class), and UES JOHN PERSHING (a FOLKER-Class) rushed to the scene; The FORD and AUSTIN would lift the JONES up, while the PERSHING pushed her to Luna-994 (the nearest place where she could be berthed). The recovery effort was a technical success, but revealed PAINFULLY the critical need for a fleet tug. Thus MULE-Class was born.
UES MULE was randomly selected as the testbed and R&D platform; She was outfitted a dozen electromagnetic grapples (modified versions of the more normal anchor cables), several additional grav pods, and a tractioning drive FAR more powerful than anything such a small ship (boat, really) would ever need, then her weather deck covered in a simple plastic dome. During her feild test a few days latter, she lifted UES KAZZIANA HESH-TULL (a HAYES-Class) with UES ZUNI (a FOLKER-Class) on her deck; Proof positive of the concept. UES MULE went back to the yards for a few minor cosmetic changes, coming out a few weeks later with the totally new, highly distinctive MULE-Class hull appearance. UES MULE was not at that point armed, and the lasers in fact weren’t added until a few years later after an Atorian Malcont raid on Terra itself, with the aim being to destroy the MULES (the idea being then the Terrans couldn’t launch some defenses). After that, all MULES were sent IMMEDIATELY to the yards and be upgraded.
Model Type: Fleet Tug
Crew:
Passengers: None normally, but a few people can be accommodated if absolutely necessary.
MDC By Location:
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 Zone-
Anchor/Tow Cables (12-3Ø)-

2ØØ each
5ØØ
2Ø each

Note: Usual conditions apply.

Speed and Statistical Data:
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.

Weapons Systems:
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).

2. T’sentrædi Light Laser Turrets (2): Still a favorite in the REF and RDF’s,
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).












Civilian Features:
  • Bow Crumple 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.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 5Ø miles, can track up to 25 individual targets.
    95% reliability (ØØ% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both
    the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level
    appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants
    directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from
    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.
  • Video Camera: Records from the HUD and HDD. 5Ø hours of recording available.




  • Survival Pack: A pack of simpler emergency survival supplies:
    Sleeping bag
    Black light
    GPS
    First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic)
    Plasma torch (for small repairs and starting fires)
    Repair kit (with MDC Repair Spray)
    Sewing kit (a small spool of thread and 5 needles)
    7 star flares (25Ø foot apogee)
    7 white parachute flares (1,5ØØ foot apogee)
    1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength)
    2-5 days rations
    2 gallons water
    Water purification kit (good for about 1Ø gallons)
    Manual-inflating liferaft (for at-sea abandonment)
    Self-inflating lifevest (15# buoyancy).
    The liferaft can double as a Pup Tent if so desired (though most pilots prefer to use
    a parachute for that, if anything, due to the fact that it is easier to hide).
  • Electromagnetic Grappling Cables (12 to 3Ø): These ships were strictly created to tow disabled vessels;
    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.
  • Military Features: Only available on Military MULES; These are IN ADDITION TO the above.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles). The ships STILL have the civilian grade radar as well.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may
    lock onto another target).
    76-ØØ No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is mounted on the mast.
  • LDP (4): Launched Decoy Pods. Located on the fantail. The ships carry a special pod that carries four advanced launched decoy drones, specially designed lures that creates a radar image to mimic the ship. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but have no effect on Invid Protoculture sensors.
    M.D.C.: 5
    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.
  • Optic Systems: Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×

  • Combat Bonuses from MULE-Class Combat Elite:
  • 3 additional attack per melee.
  • One additional Attack Per melee at levels 6, 12, and 15 with any additional bonuses for the pilot.
  • +6 Initiative.
  • +6 Strike.
  • +6 Roll.
  • +7 Dodge.

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