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MGT Only: How would you like to use a Surplus X-Boat?

Spinward Scout

SOC-14 5K
Baron
I took my ideas of making a Maneuver drive attachment for a Surplus X-boat and dropped them into ChatGPT.

This is what it spat out after a couple of adjustments.

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M-RING / 50 “RENT-AN-M-DRIVE” SYSTEM

(Imperial Interstellar Scout Service Licensed Auxiliary Maneuver Drive Ring)
Tech Level: 12
Displacement: 50 tons (external attachment)
Power Requirement: 1 Power Point (drawn from host ship)
Thrust: 1G – 3G (depending on model)
Fuel Capacity: 20 tons (total; 4 weeks @ 1G)
Cost: Not for sale – Rental only through authorized Scout, Naval, or Starport agencies
Availability: All systems with Class A, B, C, or D Starports, Scout Bases, Way Stations, or Naval Yards
Crew: None (automated or depot-controlled)

(MR-1) Purpose

The M-Ring/50 Maneuver System is a detachable external propulsion ring designed to convert standard X-Boats (100 tons) — normally jump-only couriers — into fully mobile in-system craft.
It allows detached-duty Scouts or civilian operators to maneuver, orbit, or land prior to the next Jump cycle.

(MR-2) Physical Configuration

ComponentDescription
Docking & Control CollarEncircles the X-Boat’s center hull; provides mechanical lock, power/data umbilicals, and control hand-off.
Tri-Thruster ArrayThree gravitic maneuver engines spaced 120° apart; each with gimbal vectoring; provides 1-3G thrust.
Fuel Tanks20 tons internal; supports 4 weeks @ 1G, 2 weeks @ 2G, 1 week @ 3G.
Landing Legs (Tripod)Three fixed duralloy legs between thruster housings; rated ≤ 1.25 G worlds.
Aux Power CellEmergency fusion battery (1 hour life support/attitude).
Maintenance PortsEVA access for inspection, fueling, and manual release.

(MR-3) Variants

ModelThrustDuration (Fuel)Rental Rate (per week)Notes
M-Ring/1G-501G4 weeksCr 25,000Standard planetary ops
M-Ring/2G-502G2 weeksCr 30,000Scout variant
M-Ring/3G-503G1 weekCr 35,000Rapid-response unit
(Rates include maintenance, refuel, and pickup.)

(MR-4) Operational Cycle

  1. Request: Upon Jump arrival, an X-Boat transmits a “M-Drive Rental Request.”

  2. Dispatch: Depot drone or tug delivers an M-Ring.

  3. Docking: Ring locks to aft collar and syncs through Imperial Interface Protocol 3 (IIP-3).

  4. Active Service: Full maneuver capability achieved; planetary landing permitted.

  5. Return: Before Jump, ring detaches and returns to depot for servicing.

  6. Typical Dock/Undock Time: 1D6 hours

(MR-5) Game Effects

AttributeValue
Thrust1–3G (per variant)
Fuel20 tons (4 weeks @ 1G)
Power Use1 PP from X-Boat
MaintenanceIncluded in rental fee
Landing Capability≤ 1.25 G worlds
Mass ImpactAdds 50 tons external (ignored for Jump calc when detached)

(MR-6) Rental Network

Operated by the Scout Service Logistics Division (SSLD) under the Imperial Rent-An-M-Drive Program.
Depots located at Class A-D Starports, Scout and Naval Bases, and Way Stations along the X-Boat main.
Transactions handled through Imperial Credit Authorization System (ICAS); late fees and damage clauses apply.

(MR-7) Adventure Hooks

  1. Overdue Rental – Depot demands return of missing ring.

  2. Sabotaged Thruster – Pirates tamper with rented unit.

  3. Illegal Mod – Prototype Jump-1 drive hidden inside.

  4. Depot Dispute – Damage liability questioned after rough landing.

  5. Hidden Cargo – Fuel tank used for smuggling contraband.
_____

IMPERIAL INTERSTELLAR SCOUT SERVICE

TECHNICAL DATA PLATE — M-RING/50 “RENT-AN-M-DRIVE” SYSTEM

Serial Prefix: IISS-MR50-Δ-XXXX-YY
Manufacturer: Spinward Applied Technologies, LIC — Depot Division, Rhylanor
Model Designation: M-RING/50 (Series Δ)
Class: Detachable Auxiliary Maneuver Drive Ring
Imperial TL Rating: TL-12
Registry: Certified under Imperial Transport & Aux Equipment Code 2105-S-MDR-50

FieldSpecification
Nominal Displacement50 tons (external module)
Propulsion Units3× Grav-Thrust Vector Assemblies (Tri-array)
Rated Acceleration1G / 2G / 3G (variant dependent)
Fuel Capacity20 tons – Imperial Grade A reaction mass
Operational Duration4 weeks @ 1G / 2 weeks @ 2G / 1 week @ 3G
Power Requirement1 PP via IIP-3 umbilical
Landing GearFixed Tri-Leg Assembly (≤ 1.25 G)
Control InterfaceIIP-3 Dock Control Bus / Auto-Sync v2.4
Docking CollarType-X4 Clamp Ring (magnetic + mechanical)
Aux Power CellCompact fusion accumulator (1 hr emergency)
Crew RequirementNone (automated)
Operating Temp Range–40 °C to +180 °C
Inspection Interval200 hours or 6 months
Maintenance DepotsRhylanor / Regina / Efate / Core Yards
Rental AuthorityScout Service Logistics Division — Rent-An-M-Drive Program
Insurance Bond ValueCr 50,000 (refundable)
Safety NoticesDO NOT ATTEMPT JUMP WITH RING ATTACHED — Structural failure risk.
Ensure control umbilical secured before thrust activation.

Authorized Use: Licensed for operation with IISS X-Boat hulls (100 tons) and approved derivatives only.
Unauthorized use violates Imperial Transport Law § 41-C.

Issued by: Imperial Interstellar Scout Service — Technical Bureau, Rhylanor Main
Verification Seal: Imperial Equipment Verification # R-1127-D
 
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Nice design.. I imagine x-boat Tenders being mostly stationary, occupying fixed points in a star system and being serviced by fuel and supply cutters. If you have a few of these ring tugs accompanying every Tender, you don't have to disrupt a star system's communication net by sending the Tenders all over the place (being blocked by suns, going out of range, etc). The Tender could just float in place while a ring tug does a high G burn after each x-boat, picks it up and brings it back to the Tender. It would also make a handy rescue ship, able to quickly reach a misjumped X-boat (in the ort could, or the far side of the solar system) long before any 1G Tender could and hopefully before the x-boat's life support runs out.

I would also be useful for short range jumps to systems that don't have a Tender in place to service it. The X-boats could just power it's way to an orbital station for refueling.
 
Nice design.. I imagine x-boat Tenders being mostly stationary, occupying fixed points in a star system and being serviced by fuel and supply cutters. If you have a few of these ring tugs accompanying every Tender, you don't have to disrupt a star system's communication net by sending the Tenders all over the place (being blocked by suns, going out of range, etc). The Tender could just float in place while a ring tug does a high G burn after each x-boat, picks it up and brings it back to the Tender. It would also make a handy rescue ship, able to quickly reach a misjumped X-boat (in the ort could, or the far side of the solar system) long before any 1G Tender could and hopefully before the x-boat's life support runs out.

I would also be useful for short range jumps to systems that don't have a Tender in place to service it. The X-boats could just power it's way to an orbital station for refueling.
If you have enough X-Boat traffic, you could build a station 100 diameters out from a world and have the rings get the X-Boats like you said.
 
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A thought on the safety warning. If I were a builder I would think that a safety interlock system to prevent jump while attached is a required feature. Of course, it might be possible to disable it. But only someone who is dead set on trying to steal the thing or desperate to get out of the system are going to likely try it.

Second is a private entity operating this.
 
Could something like this be used to retrieve miss-jumped X-boats? When your boats in trouble call XXX-
X-boat X-press X-traction
I'd actually considered a misjump rescue function for some branch of a system's space fleet, but a hex is a parsec across, that's 3.24 light years. If the system is in the center of the hex, that's 1.6 LY of empty space to cover in every direction. If you're too far from the inhabited part of the system when you jump in, your distress beacon's signal will take 1.6 years to reach anyone, and obviously won't get you rescued before your life support runs out. All you can do is set off the beacon (so your ship can be found, at least) and enjoy your last days before it's all over. The recovery is simpler: once your location is known, a Jump 1 rescue ship can microjump (an in-hex jump) hook your ship up, and microjump back. That's just a matter of having enough fuel and towing capacity.

I think this is why misjumps are mostly plot devices rather than things that can actually happen randomly in modern versions. Most gamers in 2026 aren't interested in tossing out a favorite PC and restarting an entirely new campaign with new PCs every time someone throws snake eyes to jump. MgT1 has a mechanic where in a misjump situation, a 'merciful' Referee will jump you 1d6x1d6 hexes in a random direction, but if you don't come out near a system, it's still a total party wipe. Our GM's houserule is a misjump takes you to the closest gravity well to the randomly determined point, but that's a houserule (the same houserule makes misjumping to a far portion of a hex by accident basically impossible).
 
I wonder what kind of bounty would be on finding an old lost x-boat?
Or what data or cargo it was aboard...

Collectable postage stamps from the Rule of Man.

The last Happy Meal in a cryo box (full meal, drink and toy).

Some misfiled data that really should have been sent by an armed courier. Something that could rewrite history if it gets out. Queue an S3 recovery team pursuit.
 
I wonder what kind of bounty would be on finding an old lost x-boat?
IMTU, I have designed ships who's job it is to jump into black space (Hexes with no systems)
Once there, they can find things like brown stars(not mapped by the IISS), rogue worlds, "nothing" or drifting junk.

The drifting junk is where they make their cash.

In those dark spaces, anything they find is salvage. So, they are built with fuel tankage and enough of an over-built drive system to jump there and back again while also either taking aboard any junk or drifting hulks, or using cargo nets to strap them on.

I admit, I used this as the basis for a plot back in the beginning of my current campaign in 2007/2008.
In that case, a polity with "issues" gaining access to ships was paying those ships who could (IE: had the fuel, engineering and "schedule flexibility") to make "interrupted jumps". That means a Far Trader bound to a world 2 parsecs distant would make a jump-1 into dark space and drift for several days before making a second jump to complete the trip to the destination. While sitting in dark space, the ship would blast away with their sensors to try and detect "anything". And, they would get paid at their destination for the sensor data they brought back.

As mentioned above, this drove a plot point where the sensor data resolved into the drifting hulk of a lost Imperial Navy Chrysanthemum class destroyer escort. My players were hired to locate it, and then try to get it operational enough to make a jump-1 to a port where they could hide and fully repair it.
 
I wonder what kind of bounty would be on finding an old lost x-boat?
That sounds like a good plot for an adventure - searching for and recovering a lost Boat because it was carrying important legal documents, certificate of ownership or granted title, an imperial pardon, trade secrets, military intelligence, evidence of a crime, historical data (if really old), or just the body (the pilot) of a loved one., etc.
 
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