Re: [TML] How to disable a parked ship? Andrew Long 10 Jan 2015 18:00 UTC
On 10 Jan 2015, at 17:18, Jeffrey Schwartz wrote:
>
> Take two spare super conducting cables from engineering
>
> open the access panel for the starter capacitors for the fusion reactor
>
> Turn the safety switch for working on the cap runs to "safe/maintenance "
>
> Scram the reactor from the command set in the engineers console
>
> Put the jumpers above across the cap runs
>
> Turn the safety interlock back to "normal "
>
> Use the engineering console to issue "reactor emergency restart /battle conditions "
>
> The starter caps will short across the jumpers. ..and blow a bunch of the fusible links inside the capacitor bay.  It'll also dump enough power that the ship won't be able to self -start until they can recharge the caps
>
> At a class D port,  that might take a while,  since the shore power umbilical isn't going to have anywhere near what's needed
>
> The bonus here is that the players aren't out a huge amount of money for repairs, and as GM you can dictate the charge rate from the port side power. ..and pick any amount of time you desire to keep them stuck

Sounds like you've done that before... or maybe something similar?

Regards, Andy

--
Andrew Long
Andrew dot Long at Mac dot com