DEVELOPING NEW KH SHIP: JUMP TUG

AZ_GAMER's picture
AZ_GAMER
April 24, 2008 - 7:48am

I have begun work on a new ship class initially called the Jump Tug. The function of this vessel will be to assist other vehicles with low or no jump capability in making void jumps. Essentially this vessel would be a huge highly reliable jump drive capable of numerous jumps before requiring an overhaul which would dock/attach to the host ship and provide transport during the jump. Once the jump is completed the host ship could detach to conduct its mission. The Jump Tug could be automated/robotic or have a very small crew. The jump tug could operate independently but would be slow, lightly armed if armed at all, and not practical as a self-sufficent starship as it would sacrfice a lot of systems for the huge jump drive. Navigation, Engineering, and Flight Operations would be the primary systems of the ship. Jump tugs with service crews would include extremely spartan life-support and living conditions. I will be working on this for a while and would like to hear what the community thinks about it.

Comments:

AZ_GAMER's picture
AZ_GAMER
May 9, 2008 - 2:35pm
kind of like the hyperspace collar for Jedi Star Fighters in the Prequel movies.....only, it's an actual self-sufficent ship and works on a much larger scale pushing ships through the void then cutting them loose at the destination system to go about their business. I am not going for the mechanical space donut look here of the jedi hyspace collar/booster but it does kind of illustrate the concept of what a jump tug could do for an assualt scout. I think that the engine section with boom in a pushing configuration is generally what most of us are agree-able to here. However, I am very much in favor of a Mark II config that is completely different or has a different function. As everyone who has read my other posts and projects knows I definitely love diversity in ship designs and alternate configurations (I like tried and true versions too but if I'm gonna make something custom or create a new class it is gonna probably be a little different)

AZ_GAMER's picture
AZ_GAMER
May 11, 2008 - 1:38am
Here's one concept for the jump tug I came up with.

Jump Tug

Will's picture
Will
May 11, 2008 - 8:16am
/me whistles in amazement.

Nice, Arizona...couple more hull sections and you can use that design for a warship as well.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Anonymous's picture
w00t (not verified)
May 11, 2008 - 10:52am
Amazing job! Wonderful concept.
I have a few suggestions. :-)



AZ_GAMER's picture
AZ_GAMER
May 11, 2008 - 1:18pm
wOOT, thanks for the input, actually I had something a little smaller in mind then a full set of laser batteries which would be very large. I may have to come up with a new weapons classification of intermediate weapons. In the art depiction I had in mind possibly a coaxial turret mounted Heavy Laser or Gauss Gun to provide a little suppressive fire against mauraders, space debris, a kind of point defense system. Now we possibly could reconfigure this beast to hold a rocket battery or single laser battery. However, I think this is kind of speculative due to the fact that Las batteries are pretty in-consistent in their depictions in KH game rules art. On Assault scouts they are depicted as relative compact, un-obtrusive, and fit the ship without any problems. Then again, the KH adven module show a pic of an assualt scout and its crew and scales the assault scout to be about the size of a heavy fighter and quite small. In other artwork Laser Batteries are depicted as massive turrets much like those seen on WWII and modern era naval battleships. Since it's all speculation I guess we'll just have to kind of take the common sense approach and meet somewhere in the middle. What I had in mind is something along the lines of the deck gun found on WWII U-boats. It could pack a whallup but definitely was no match for frigate or destroyer (thats what torpedos are for....muhhuhhahaha)

AZ_GAMER's picture
AZ_GAMER
May 11, 2008 - 1:14pm

Ok, here's a possible millitary combat application for the jump tug. It could be utilized as a micro-carrier to deliver four fighters in a combat zone for a raid and then extract/retrieve those fighters upon completing the mission and jump away. Limitations would be that the jump tug could not re-arm or refuel the fighters it would deliver the package and retireve the depleted fighters for a quick raid and then jump out of the area.

micro carrier


Anonymous's picture
w00t (not verified)
May 11, 2008 - 7:01pm
AZ_GAMER wrote:

Ok, here's a possible millitary combat application for the jump tug. It could be utilized as a micro-carrier to deliver four fighters in a combat zone for a raid and then extract/retrieve those fighters upon completing the mission and jump away. Limitations would be that the jump tug could not re-arm or refuel the fighters it would deliver the package and retireve the depleted fighters for a quick raid and then jump out of the area.


Fighters jump in, but they don't jump out. Tongue out
I'm thinking of making expendable Trident Fighters armed with laser pods, you drop them off and forget them. Hopefully they stopped the enemy. ;-)

AZ_GAMER's picture
AZ_GAMER
May 11, 2008 - 9:31pm

In addition to manuvering thrusters the front module would also contain a sensory and communications array and a very small mechanical bay for technicians to conduct work on the equipment (really small). On the central boom are two sets of docking collars, in the renders I deliberately left these undetailed as there could be many different types of attaching mechanisms, a universal docking ring assembly, mechanical/robotic locking clamps and/or manipulator arms, a magnetic/field pad, or a multiple assembly using all of these. So I left this section undetailed and free for interpretation just a plain round mechanical assembly. The command module consists of a vertical cylindrical shaped assembly where the bridge and all decks are connected. A life-pod dock could be attached to this module but is not pictured. Two co-axial style turrets are attached at either end of the command module with 180' arcs. These modules are equiped as shown with intermediate ship based weapons that are very effective as point defense weapons or against lightly armored targets. These include a heavy laser (essentially a single emiter from a las battery), a heavy gauss gun, or anti-spacecraft artillery flak gun. These units can be swapped out for one larger full power laser battery or rocket battery with a reduction of 1adf/mr point to accomodate power consumption and mass. If a full sized battery is installed the command module will have to sacrifice 1 crew accomodation (make use of bunk beds) and 1 work station area to make room for weapon control stations. In using the current configuration all equipment for the weapons is enclosed in the turret housing with minimal space required for ammo storage,ammo feed, and target control which is slaved to the command stations already on the bridge. Flak cannon's require larger space for ammo and require the sacrifice of either one work station or one crew accomodation (unless someone wants to sleep on top of the shell storage rack (that could make a neat story in and of itself). For completely civillian operations with no armament the coxial turret mounts remain in place and are fitted with cargo crane manipulator arms. Crews using this configuration will gain one work station and one additional crew accomodation but will be completely defenseless with the exception of a reflective hull. One of the turret guns can be swapped out for a ECM electronic counter measures pod which will effectively jam all enemy vessels attempts to establish a target lock. All PC or Ref to-hit dice rolls will be nullified for one turn when the ECM's activation is declared. All PC or Ref to-hit dice rolls will have a 50% penallty on the second round. On the third round the ECM will no longer effectively jam any to-hit rolls simulating the weapons stations compensating for the effect of the ECM. The ECM Pod has an effective omni directional range of 8 hexes. Behind the command module is the engineering module which conatins repair bays, egineering bays, some limited cargo storage, and interior access to engineering components. Aft of the egineering bay is the primary engine housing, as seen in the picture this is a large cowl enclosure for the actual atomic engines, as to this date the actual number of engines is still under discussion this detail is not pictured but would appear as X-number of engine thrusters sticking out the back of the enclosure in the aft view. External engine mount nacelles are possible but provide a much larger target silhouette for attacking vessels. Pirate vessels often remove the actual engine cowling to reduce weight or loose it during fire fights. A second higher volume Hammer-head boom configuration is being produced to accomodate larger and bulkier ship configuartions. Under current specs the jump tug can easily acommodate up to four fighters, or two assualt scouts/corvettes/small system ships etc., or one ship with a hull size of frigate or larger. Additional salvage or crane equipment could be installed upon the main boom mast with no major penalty however additional interior space may have to be sacrificed to accomodate controls or mechanisms. 


Shadow Shack's picture
Shadow Shack
June 19, 2008 - 10:00pm
AZ_GAMER wrote:
I have begun work on a new ship class initially called the Jump Tug. The function of this vessel will be to assist other vehicles with low or no jump capability in making void jumps.


I futzed around with the idea as well, having incorporated an adapted System Defense Boat/Jump Shuttle combo from Traveller. I never really got too far with it though, having numerous carriers for my fighter craft available (down to HS:6 in size for rapid deployment) and the thought of most system ships being...needed for insystem use.

Still, the "system defense boat" is a decent platform for a planetary militia. Utilizing a smaller system ship, say HS:4 or 5 so it can make planetfall (opening that can of worms again LOL) with a fair amount of weapons to bear (for example, a Laser Cannon, Laser Battery, and Rocket Battery for the HS:5 craft or a trio of LB for HS:4) makes for a fair ship to use in conjunction with the usual assault scouts and frigates. The Jump ship gives it an edge, permitting a militia to send aid to a neighboring system without sacraficing their warships. I would also make for a decent transport platform for government personnel or smaller cargo loads to such systems, again without wasting a warship.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

AZ_GAMER's picture
AZ_GAMER
October 3, 2009 - 10:34pm
UPF Jump-master Class Tug

AZ_GAMER's picture
AZ_GAMER
October 3, 2009 - 10:36pm
pic #2

AZ_GAMER's picture
AZ_GAMER
October 3, 2009 - 10:33pm
Pic #3

Anonymous's picture
w00t (not verified)
October 9, 2008 - 8:14am
What happend to the pictures?