MULES

     All Mules are more or less equal in capabilities but some are more expensive than others.  The Mules are the most ex-pensive ships which are run off a regular assembly line.  The Only exception is the Cobb which is too large.  Pre-fab (-ricate) units are built from the line, then shipped to space where they are slapped together.
 
Cobb:


    The largest, made by a company that likes things big, this Mule can often double as a freighter...a very modest freighter.  The cargo hold is large enough to fit a Vandal, an option often pursued by wealthy Riggers. The Cobb also has an extremely rough hull, not from weapons, but from sheering stress.  It is not a fighter and as a result is slow and vulnerable.  It landings are easy with huge generous gears, but in the water, it sinks like a rock.  The Cobb was Aerospace Hulls first attempt at Mules, they later came out with the smaller, easier to control, Snark.
    COBB:
    Mass--15 175  tons                           Cubic Yards--14 125
    Crew--10 with 2 passengers               Life support--18 people
    Cost--$4 000 625                              Airlocks--3 (1 large)
    Hardpoints--1                                    Cargo--13 000 tons and yards of cargo.
    Velocity--1 p/h                                   Pull Factor--70 000
    Maneuverability---4
    Load--2 Micro tractors, 1 Exoskeleton, 4 Cable cutters, 2 Space Pods, 4 escape pods.

Crab:
    Also called the "Universal Towing Vehicle" this strange and large second Badger Engineered Mule can not often by mistaken for another craft.  Only the Outrigger is equal to its array of docking clamps and towing lines.  The Crab has one unique feature...a huge claw designed to literally crab and hold on tight to anything it wants.  Once this modification was standardized on all Crab units, the UTV term was given to the Outrigger and the much less attractive terms, "Pitbull" and "Lockjaw" were pinned to it.  The Crab got the last laugh however since it is the only craft that can push as well as pull, and be-cause of that, can haul in wrecks to fragile for towing lines.  Navigation is a bitch though.  Like the Vandal, it can land any-where, but no landing gear makes it difficult.

    CRAB:
    Mass--8 075 tons                          Cubic Yards--6 850
    Crew--8 with 2 passengers             Life support--15 people
    Cost--$2 801 300                          Airlocks--3
    Hardpoints--1                                Cargo--6 000 tons and yards of cargo.
    Velocity--1.1 p/h                            Pull Factor--60 000
    Maneuverability---3
    Load--4 Cable cutters, 1 Space pod, 3 Escape pods, 2 Micro Tractors. 1 Exoskeleton

Fatboy:
    Also the name of a two hundred year old freighter, some this mule as a small spaceliner rather than a tug.  Not surprising since it was made by Trans-Galactic Spacelines, the biggest manufacturer of Spaceliners since their construction of the Martian Princess 300 hundred years ago.  With the capacity of almost 70 people, Fatboys often never pull anything, except the cargo of the people its transporting.  Trans-Galactics sub-corporate, Trans-Movers is equipped entirely of Fatboys, since it can move people as well as cargo from place to place.  Eventually, this became the primary purpose of the Fatboy.  Charter ships and personal yachts have been adapted from these craft.  Other people hollowed the crew pod and installed Grav pods, increasing its pull capacity, but that is not often done. The big problem with this ship, is that it can dock at Spaceports and Seadocks rather easily, but it can't land, period.  It would just topple.  Sea landings are rather interesting since half the ship is submerged.

    FATBOY:
    Mass--2900 tons                                Cubic Yards--4000
    Crew--15 with 50 passengers              Life support--98 people
    Cost--$5 201 000                               Airlocks--2
    Hardpoints--1                                     Cargo--2 500 tons and yards of cargo.
    Velocity--1.3 p/h                                 Pull Factor--200 000
    Maneuverability---1
    Load--1 Cable cutter, 8 Escape pods.

Goblin:
    The fastest Mule, is made by Fastcore.  The ironic similarity is pure coincidence since Fastcore is a military contractor for the Bloc.  Fastcore decided to concentrate on speed and maneuverability instead of weapons and armor.  The Gob-lin can run circles around any mule but can tow less than a Fatboy.  It is fairly armed and armored, making it a formidable adver-sary in space, and these are often seen being used as first attack craft by Rippers until the more heavily armed Vandals can arrive.  On the other hand, the most common seen Goblin are at racing tracks, where whatever cargo the Goblin had would be replaced by larger engines.  On that same line, though, Goblins are around the largest ships that participate in Spaceracing.  Like the Vandal, the Goblin can land anywhere, but the Goblin at least has three very short and stubby landing gears which are sim-ply extension of the hull that are used for stability.

    GOBLIN:
    Mass--2900 tons                       Cubic Yards--2775
    Crew--7 with 2 passengers         Life support--15 people
    Cost--$1 586 625                      Airlocks-- 2
    Hardpoints--2                            Cargo--2 000 tons and yards of cargo.
    Velocity--1.7 p/h                        Pull Factor--150 000
    Maneuverability--3
    Load--1 Cable cutter, 2 Escape pods.

Hornet:
    Avery Astronautics, dedicated to deep space travel, wanted to design a Mule that cold go farther than the rest.  The Hornet is not often seen in outer Skybases, but not because they don't go far out, but because they usually fly by them.  With the longest range, these craft have the luxury of towing in a lot of the rare probe and survey craft from the Burner Range.  This is done with the help of two immense solar disks on either side that improve engine efficiency so it doesn't have to pump energy into the life support, and towing lines.  Unfortunately, it's slow, but armor makes up for that...but not armament.  It's towing capacity is also fairly low.  This is because of the "slow burn" engine installed to give it the long range.  To improve per-formance, they were installed with a rather small grav pod.  It hasn't helped much.  It is useful for ground missions where the ships can hover indefinitely... useful since the Hornet can't land anywhere.

    HORNET:
    Mass--6 475tons                       Cubic Yards--5450
    Crew--6 with 2 passengers         Life support--12 people
    Cost--$2 537 050                      Airlocks--2
    Hardpoints--1                            Cargo--5 000 tons and yards of cargo.
    Velocity--1.0 p/h                        Pull Factor--30 000
    Maneuverability---3
    Load--2 Cable Cutters, 2 Escape pods, 1 micro tractor.

Outrigger:
    This light and small ships is one of the most powerful, although it does not have a what would be called a cargo hold, it can pull the most of any unmodified Mule.  This is a result of its tough hull and TWO powerful Grav pod on either side of its pylons.  Otherwise, the Outrigger is vastly undefended.  On the good hand though, Outrigger pilots seem to have uni-versal fraternization and is unlikely one would attack another.  It is also not uncommon to see two or three towing carcasses in.  This is also due to the fact that these craft are relatively easy to maintain. The Outrigger also has standard towing nets.  Because of its grav pod, it can hover over a landing sight but not actually land.  It is perfect for water landings though.  Badger Engi-neering makes both the Crab and the Outrigger and they installed a towing net array to make it more attractive to those who like the Crab's oddball advantage.

    OUTRIGGER:
    Mass--635 tons                           Cubic Yards--650
    Crew--5 with 2 passengers           Life support--15 people
    Cost--$1 067 700                        Airlocks--2
    Hardpoints--1                              Cargo--nil...all pulled.
    Velocity--0.7 p/h                          Pull Factor--80 000
    Maneuverability---1
    Load--4 Cable cutters, 1 Space Pod, 1 Escape pod, 1 Micro Tractor

Snark:
    Aerospace hulls second and proudest achievement, sometimes called a Dual-Environment Mule, the Snark is the middle zone.  If Riggers don't know what to buy, they usually play it safe and buy a Snark.  It is average: An average pulling capacity, and average armor and armament, an average range, and even and average size and speed.  The Snark is streamlined and can easily land on virtually any surface, even snow, because of its skid-like landing gear.  The Snark has even been outfitted do it can submerge.

    SNARK:
    Mass--11 790 tons
    Cubic Yards--9 850
    Crew--7 with 2 passengers
    Life support--15 people
    Cost--$4 659 000
    Airlocks--2
    Hardpoints--2                           Cargo--9 000 tons and yards of cargo.
    Velocity--1.2 p/h                       Pull Factor--40 000
    Maneuverability---3
    Load--One micro tractor, 2 Cable cutters, 2 escape pods,  1 Space pod.

Vandal:
    TMA's only attempt at a mule, the Vandal is fairly small but with a bite, designed to attack and defend against those who would steal cargo.  It has heavy armor and four hardpoints for weapons, however, its towing and cargo capac-ity s very limited.  The Vandal is also fairly maneuverable.  Popular for bounty hunting since this is the most powerful ship a civilian can purchase.  It can land virtually anywhere but no landing gears makes landing without damage difficult.

    VANDAL:
    Mass--3 410 tons                      Cubic Yards--2500
    Crew--5 with two passengers     Life Support--12
    Cost--$1 834 500                      Airlocks--2
    Hardpoints--4                            Cargo--2000 tons 2000 yards of cargo
    Velocity--1.5 p/h                        Pull Factor--20 000
    Maneuverability—0
    Load--1 Micro tractor, 1 Cable Cutter, 2 Escape pods


MODIFICATIONS: 

Grav Pods:
    These can either be added to the outside on external pylons, attached to the skin of the ship, or installed inside, sacrificing internal space.  Either way, they don't increase speed but do increase towing capacity by 20 000 tons.  The only disadvantage is size and cost.  The maximum amount of grav pods that can be added is dependent on the toughness of the hull...
    Vandal--2, Cobb--3, Snark--2, Outrigger--4, Fatboy--2, Goblin--1, Crab--3.
    The cost for an internal is $180 000.
    An ex-ternal will run $230 000. Installation will cost anywhere from $10-40 000.

Detachable Grav Pods:
    The can be attached to the carcass being towed.  Each one tows a force equal to a normal grav pod, but all the maneuverability penalties (see below) that apply to that ship up to a maximum to the grav pods pull factor do not apply.  Each one has a range of four kilometers away from the mule using directional thrusters, attach magnetically to the hull, and activate.  Each Grav pod costs
$270 000.

Cargo Pod:
    A rudimentary version of the Cargo Module seen on the Romo, this is a box trailing behind the mule.  It is designed to keep loose objects contained.  A basic will only cost $60 000.  An extra $10 000 will get a collapsible box that fits under the hull.  While the box is attached (and deployed if that modification is taken), maneuverability is invoked a penalty of -1.  The box, unloaded weighs 1 ton and can hold 6 000 cubic yards and tons of cargo.  These pods can be attached in sequence up to a maximum of the ship's pulling capacity / 20 000 (The Outrigger can attach 40).  The compact version is only three feet cubed and can be kept inside the ship or attached on the hull.  Their weight is only 1 ton like above.

Cargo Grav Pod:
    Similar to the Cargo Pod, being of the same size and capacity, the CGP evokes no penalties on pull capacity of maneuverability.  Both conventional and fold-up version are available at $90 000 and $100 000 respectively. It does not add anything to pull factor.  The same rules for sequencing apply, but every 5 units attached invoke the -1 penalty.  The same maximum limit applies as above.

Sealed Pod:
    This is a cargo pod that has a sealed environment...meaning gas cannot enter or escape.  Fitting a life sup-port system to it is possible (upgrade costs $20 000 per module).  Grav plates (1 G gravity) can be added for $10 000.  This sealed environment is contaminated the moment the door is opened to another environment but you can cub room inside the pod for another $2 000 per room.  Also, fold-up and conventional types apply (at $80 000 and $70 000). The maneuverability penalties and limits are the same as the regular Cargo pod.

Sealed Cargo Grav Pod:
    The SCGP is the most expensive pod attachment.  It costs $110 000 for the conventional and $120 000 for the fold-up types. This doesn't include the $20 000 upgrade for a life support system or $10 000 for Grav plates or even the separate rooms for $2 000 each.  However, full capabilities of a Cargo Grav Pod apply.

External Weapon Pod:
    This is an external Hardpoint that has the full capacity of a normal hardpoint.  It is shaped to fit the hull but often looks like a hump until the weapon is deployed.  A maximum number of hardpoints can be added that are equal to double what your ship was designed for.  Actual weapons are not included but the pod itself costs $70 000. Installation will cost anywhere from $10-30 000.

Towing Nets:
    Not to be confused with Trawler Nets, Towing nets is an enormous capture net designed to a tug a ship to fragile for lines or tug several pieces of a ship. Sometimes a fragile rock can be used.  Either way, Towing Nets have a lot of uses.  One towing net is 300 meters in diameter connected to four lines leading to the tug an has a towing strength of 10 000.  Each net costs $35 000.

Force Fields:
    For exact rules, check Gurps Space, but the cost has increased.  In fact, Force fields cost $60 000 more, then double after that.  Otherwise, the same rules apply.  Installation will cost around $10-30 000.

Tractor Beams:
    Pesky cables get in the way--no longer. Get Energy Tractors.  Unlike TV shows, these are not very effective at moving objects or placing them somewhere else (manipulation), they are effective at keeping the object where it is in accordance to the emitter.  Each can pull 100 000 tons or manipulate objects (pull into a bay, set down somewhere gently) of 1 000 tons.  These can't be cut from the outside and are more powerful than any cable.  Doubling the cost doubles its effectiveness.  Each unit requires an internal control and an outer projector ($10-30 000 installation).  Two units can't be used to combine their powers on one area.  Like wires they each attach individually to a ship but can't attach at the same point.  If it is within the 1000 or more manipulation range, they can't combine their energy to help manipulation.  It would tear the craft in question apart.  That is the reason for getting more powerful emitters.  The only major disadvantage with this unit is that if the pull factor is less that the ships mass, the ship won't move.  More units or Cables would have to be brought in to help.  A base system (emitter and control) will cost $85 000.  Extra emitters will cost only $70 000. Remember, if the ship can't pull it, getting more powerful ca-bles or tractors won't make a difference.

Advanced Sensors:
    "Side Scanning" which is the ability for mineral, atmospherical analysis, and detailed contact of Radar contacts (which means power sources and weapons detail...that's it) is available for $90 000.  "Cavitation" sensors are an-other option that detects the 'noise' that ship engines make when running.  The word 'noise' is figurative. It is radiation, exhaust, transmissions, and other by-products thrown off by standard engines.  It costs $70 000. "Signature"  are sensors that can scan Long range objects and identify them since a comet has a radically different noise signature than a battlecruiser.  It costs $65 000. "Reverberation" is not an increased scanner system but a filter that prevents ghost images.  When the Scanner system must detect small targets, a random background due to reverberation can make detection difficult.  This is all the numerous small ech-oes produced by reflections of rocks and large particles in the flotsam, as well as cosmic irregular-ities in space.  While back-ground in space limits the maximum range of detection, reverberation may limit the performance in all ranges.  There is real no solution except for this filter...it is not 100% proof, though.  This costs $70 000.
 Holograms:  This is a very attractive feature on Ships.  Instead of normal screen, all information needed can be relayed to a cylinder half meter high and two meters across. the 'gram's range is three meters in diameter.  It won't replace screens but will make certain functions easier. Sometimes these are placed in briefing rooms; other times, it is placed at the back of the Conn (or bridge).  Unlike other things in this industry, Holograms look very nice.  The images are as sharp as the ships themselves.  This is accomplished by linking the Generator to the sensors.  If they are scanning an object that cannot be identified, and it is not within close range, a holographic 'box' is represented.  This gives a +3 bonus while docking of any kind is in progress.  Sci-ence skills are increased by +2.  Combat is helpful but you can't control the ship from the generator. Still, if someone is at the graph during combat, and can relay information, a +2 modifier is also in effect. Communication is not transmitted holographi-cally, so if the generator transmits it, it appears as a 'mirrored' two-dimensional rotating screen.  A generator costs $110 000.

Exoskeletons:
    Standard on the Cobb and Crab, exoskeletons are huge machines that assist in Cargo work. They have a humanoid appearance...barely.  They have enormous feet, almost four feet long and three feet wide, they rise up and narrow to where the person sits, and where a plexi half-diamond-shaped cockpit protects the user.  Huge clamp-shaped arms move objects wherever needed.  The whole assembly is just more than 12 feet high.  For $5 000, an attachment is bought to seal the user with all the effects of a full environment suit.  The feet are also magnetic for use on the ship's hull and are equipped with claws which are unseen unless needed so it can grip onto the ground.  It is also fitted with micro-manipulators for small work as well as every in a tool chest within its arms.  The base unit costs $80 000.  It can lift 45 tons (the equivalent of an M1 tank) and has a Dexter-ity penalty of -4 for all function.  Someone will need to pilot it.

Stealth:
    Use same rules as in Gurps space.

Extra Cables:
    Each cable can tow 200 000 tons, when one breaks, or more are needed, no problem.  Extra cable cost $30 000 each and $20 000 for the joint and clamping equipment.

Burners:
    Getting your own Burners are useful since you get any lead that comes by it.  They can find anything. Unfor-tunately, they are subject to reverberations and false detections.  They move at a speed of 4 p/h and have a 10 000 parsec range.  That means they can go out 5000 p and return. If they go out further, they will have to be retrieved.  They are around a meter in length and cost $500 each.  Trawler Nets are Burners launched toward the same area of space.  A minimum set of ten Burners is necessary.  The network's power increases geometrical as more are added.  All Burners must be launched simultaneously.

Tightropes:
    Also called drop tubes, these quickly lower a straight cable down to a planets surface.  These are designed for people to ride since their is a large pad at the bottom.  The ropes drop at a very fast rate and slow down right at the end.  They are 500 feet long each and can traverse that in about 20 seconds.  There are grips and locks to make sure no one can fall off.  These are attached to the side or the bottom of the hull and are accessed through small airlocks.  These cost $10 000 each.  A maximum of the ship's Life support capacity can be added.

Faster Engines:
    Upgrading the engines is fairly complicated (not on paper).  Simple tweaks can modify an engine's speed.  For every 0.1 p/h added costs $50 000 and also adds 1 000 tons of towing up to a maximum of 1.0 p/h added.  To get higher speed results in $500 000 being spent to replace the engine at 1.0 p/h faster than the old (remember trade-ins) and 10 000 tons being added.  Then the whole starts over again.  You cannot move faster than double what your current speed is.  Installa-tion costs of a new engine can run as much as $70 000.

Maneuvering Jets:
    Vernier thrusters are added in strategic points along the hull to increase maneuverability.  They can cost as much as $20-70 000 to install.  Each $100 000 upgrade results in a +1 bonus.  The maximum increase is +4.

Fuel tanks:
    Fuel tanks can either be permanent or detachable and will cost $40 000 and $60 000 respectively. Each can hold 500 parsecs of travel.  Fuel sold separately.

Cosmetics:
    Painting and design work is fairly cheap...and surprisingly common.  Each mule looks different as a result.  Costs will run from $10-70 000 depending on the complexity.  Modifying the shape of the ship will start at $70 000 and work up until    $200 000.

Direct Clamping:
    Similar to the Crab system, a mule can often be outfitted with a direct clamping system, although the ones offered don't look as distinct as the "Claw."  These are ALL rear mounted systems where the rear and top of the ship at-taches to the carcass being towed with enough room underneath for the engines to fit.  This is useful since the ships can share power, oxygen and information if the carcass is in that good of condition.  Some cases may arise where a tug has tow a ship and all the tug has to do is steer. Towing rate is less (half in fact) because the all the weight is being towed in at one point.  It is not possible to hook lines as well as direct clamping because the lines are usually inside the mechanical harness (both being in the rear of the small tug).  Maneuverability is completely gone (-10 + plus the difference between the mules towing rate and the ship's tonnage / 10 000 eg: 40 000 Towing rate, 30 000 ton ship: -8; 20 000 towing rate, 60 000 ton ship:  -14).  This docking also needs to be done on ships that weigh more than 10 000 tons or standard ship-to-ship docking would apply. This modification costs $110 000.

Rock Gopher Attachment:
    The Gopher is what is required to lift rocks from the ground.  It has three grapples that keep the ship stuck to the floor...it has two tightropes for people and it has a vertically placed crank and four cables. The whole assembly weighs 4 tons and costs $140 000.

Micro tractor:
    Standard on a lot of Mules, this is a micro tractor beam capable is grabbing AND manipulating objects 30 tons or less.  It cannot tow or manipulate more than that.  The beam is on a small arm so it can actually guide something di-rectly into the cargo bay.  This upgrade costs $60 000.  It costs that same amount to double its effectiveness.

Solar Sail:
    This is a small package attached the external hulls of ships.  When activated, the sail deploys to a massive circular canvas, 100 miles across.  This supplies power if the reactor is down for life support and communications but not en-gines or weapons.  It can also move the craft at 0.5 G away from the nearest sun.  The slightest damage will rip the sail and an Engineer skill is required for it to deploy.  The sail costs $10 000 per ton of craft.  (Eg:  A solar sail for a Crab would cost,
$807 500).


INDIVIDUAL UPGRADES:

Vandal:
    The Vandal can be outfitted with "Hull extensions" similar to the Goblin for landing with a weight of 5 tons and cost $70 000.  Waterproofing the engines so it can actually submerge is a hefty upgrade ($120 000) which involves sealing off exhaust ports so that gas can escape when need but water can't enter.  Exit nozzles are also outfitted as well.

Cobb:
    Floating pylons can be attached that deploy for water landings.  These are a pair, when one blows, launch quickly ($70 000).  Submerge outfitting costs $180 000 so it is not often done.

Snark:
    None

Outrigger:
    Replacing the engine with a more efficient model (exact same statistics...trading in the old one) can be made.  Costing $130 000, it will give 2 000 cubic yards and tons of cargo space.  Underwater outfitting cannot be done (too buoyant).  A landing system similar to the Birdnest's (several spindly legs) can be added for 2 tons and $70 000.

Hornet:
    A larger landing system than the Outrigger's modified system can be used but the Solar disks have to be modi-fied slightly so they can get out of the way.  That costs $90 000.  A major modification is removing the disks and placing the cells directly on the hull ($250 000).  This shrinks their target size and allows for a water landing if a buoyancy upgrade is taken as well ($60 000)  An underwater upgrade is a bit harder ($100 000).

Fatboy:
    Landing a Fatboy is no longer a chore with the "Birdnest landing system" (3 tons, $70 000).  Underwater ad-aptation is easy ($60 000).  Hollowing out the passenger pods will give another 2000 cubic yards and tons of cargo ($80 000).

Goblin:
    None, no underwater adaptation.

Crab:
    A good landing system (similar to the Goblin's) will only cost $65 000 and 2 tons.  Underwater adaptation costs $130 000, though.


STANDARD EQUIPMENT
ON TUGS: 

Cable Cutters:
    These are large hydraulic cutters which are usually the only things that can cut Towing Cable.  They cost $10 000 each.

Space pod:
    These are similar to the Zero-G Worksuit, but larger.  Thrusters can go for 600 seconds.  Life support lasts 4 weeks.  It costs $60 000.

Escape Pods:
    These will contain enough food and supplies to last seven people 7 weeks.  More can be added. This will require outfitting as small airlock.  The outfitted airlock will cost $20 000 and the pod will cost $145 000.

Medical Equipment:
    The Medbay for tugs is small.  Most people assigned here are Medics--deigned to patch holes, more serious wounds require a base and large starship...or the Riggers can do it themselves:
    STANDARD:  Adders (25 doses, $50), Painaway (25 doses, $100), Gravanol (25 doses, $90), Hypercoagulin (25 doses, $50), Revive Capsules (25 doses, $10), Superstim (20 doses, $80), Pneumospray Hypo (20 units and air cartridges, $125), Emergency Medkit (5, $350), Medical Pouch (2, $700),
    EXTRA ($/dose,unit):  Analgine ($100), Antirad ($150), Ascepaline ($200), Suspend ($700), Plastiskin ($20), Med-scanner ($1 000), Diagnosis Table ($12 000), Automedic ($70 000).
    NOT AVAILABLE:  Anti-Agathics, Generillin, Torpine, Sensa-skin.

    Weapon Bay:
Can carry 100 weapons of varied characteristics.  All Mules come with a stun rifle and two electrolasers.  All other costs in Gurps Space is standard