So i made this new attachment:
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Hyper-Docking
Docking clamp similar to the ones on hypersled permits docking of a smaller ship into a bigger ship, as a maneuver.
Both ship must travel to same speed, and docking cannot be made in atmosphere. If dangers are presents or ships are traveling to more than 1 speed,
a
Pilot (space)
[DI][DI][DI] roll is required; upgrade twice if attacked during docking maneuver, unless they forgoes dodging attacks
(upgrade every attack roll made against either ships); add [sE] as usual for space hazards
Once docked, smaller ship can't issue any maneuvers or actions, neither shield or attachment can be used to improve or aid bigger ship; at GM's call,
a turreted exposed weapon can be used as a weapon emplacement for bigger ship. Docked ship can be hauled through dangerous area, and into and out
from hyperspace, using bigger ship speed, hyperspace and stats; crew and passengers can travel to the bigger ship and viceversa, and bigger ship
need to have enough life support and passenger capabilities for new acquired passengers. Docked ship is treated like an extension of bigger ship,
and can be hit by random attacks (or if attacker takes an aim maneuver).
Reduces bigger ship's Speed by 1 and Handling by 2 while a ship is docked.Additional maneuver thrusters can be installed to reduces handling penalities,
and an ejection system will permit bigger ship's pilot to force detach of docked ship with an incidental.
If that happen during hyper travel, docked ship is utterly destroyed.
Rarity
: 4
Price
: 5.000
HP
: 0
Base Modifications
:
- Permit docking of a Sil 3 or less ship
- Haul ship into and out from hyperspace
- Shield protect docked ship
- -1 Speed and -2 Handling while attached
Optional Modifications :
- Detach docked ship with incidental
- Reduces handling penalities
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This attachment was made primarily for roleplaying purpose, to allow PC to regroup inside the bigger smuggler's freighter in lieu of being separated inside escort starfighter; it does'nt give any combat advantage (in fact it give several disadvantage) and is something you should not do while rushing away from empire, but normally it will give player roleplay possibilities during hypertravel downtime without keeping aside starfighters' pilots
It should have a HP 1 cost requirements, but i put them at 0 HP 'cause it has really no game advantage and it's something player should have, and having it costs 1 HP would seems more a punishment :\
what do you think about? it's balanced or there is some huge game unbalance i fail to see?