Tow-Chart for RT

TOWING AWAY STARSHIPS

for FUN and PROFIT

as a GM in 3 different campaigns I got so sick of the towing question.

So I just said OKAY. They tow. We tow. Y'all tow.

Towing is no more difficult in BFG/RT space than it is on Interstate 95.

HOUSE RULES:

For the enginseer, must make 2 Challenging Tests, Of both Tech-Use and Ship-Wright, to rig for towing.

This assumes your vessel is towing a smaller one. Takes an hour minimum to rig.

Also it assumes you are towing by Tractor Beam or Force Field..

If you are towing by actual chains, all difficulties go up 2 more steps.

Don't laugh. Stryxis and Orks do this every weekend.

The difficulties to rig go up by 1 step if size is equal.

Then they go up one more step for each size diff. as the towed ship gets larger still.

Rigging for Tow cannot be done in combat or strategic turns.

Quick and Dirty Emergency Tow in a Tight Spot:

Check Shipwright and Tech Use, Very Hard.

Tractor Beam only, can't use chain method in a hurry,

unless you have those harpoon guns.

If both succeed you are towing ok, yet:

The towed ship suffers D5 Hull Integrity

The towing ship has to save versus the same damage.

The towed ship also has to save versus a crit ( see above)

even if damage is suffered, the tow works if both skills are made.

Simple failure on either test means more hours of work and try again. see chart

Success on the rigging test means you sail fine. until something changes.

like: a bad warp translation, a gravity tide, approach a black hole, ramming,

crazy helmsman, asteroids, nearby nuke, etc.

Then you must test shipwright again to avoid damage or loss.

Common components to damage while towing are

1: one hull int point, 2: void shield, 3: gellar field, 4: warp engines,

5: another component (aft on on towing ship, any on the towed ship)

Common crit results from towing fails are:

1: holed, 2: thrusters dmg, 3: engines dmg, 4: surly techsprites, 5: d5 Hull Integrity.

TOW FAILURE TABLE

DoF = Degrees of Failure

If the tech use or shipwright skill rolls are natural 97 or higher,

the failures do not happen right away, but happen a d5 hours into the voyage. enjoy your journey.

Additional successes on the Tech Test or Shipwright Test to Rig

mean that hazards and changes on the journey can be survived easier.

IE, you had 2 DoS on the rigging, so you do not have to retest

the next 2 asteroid belt encounters.

UNDERWAY:

Towing same size or smaller : lose 1 speed, and 1 DoS on maneuvers.

Towing Larger: lose 1 speed and 1 DoS on maneuvers, per size diff.

down to a minimum of 1 speed; and simple successes only on maneuvers

Some navigator tests also get 1 step more difficult while towing, 2 more steps if by chain.

Yes; you can drop a towed ship easily. Again roll both Tech & SW tests, but diff. is only challenging.

if tests are failed, ship is still dropped but damage is had.

SW fail damages the towing, Tech fail damages the towed.

Yes; all ships have a tractor beam. even though its not listed. It is a function of the grav system,

can't be damaged separately and has no normal use in combat. this is not SFB.

The save versus these crits or damage is made as a maneuver check by the pilot,

and he needs a # of successes equal to the # of failures to avoid damage.