The downside of towing is that only one ship may be towed...... and since the math specifically states that the tow speed is computed by the current engine ratings of the ship/ships doing the towing... I assumed that it was only possible in real space vs. hyperspace.
Of course, if you subscribe to the hyperspace field theory... then as long as the ships are in the same hex, they will jump with the ship carrying the hyperspace unit........ Although I would immediately limit it, so that the ship with the hyperdrive can only carry half of it's own hull points in riders..... and must have a second hyperdrive unit to do so......
If not limited, I see a bunch of Hull 1 jump ships bringing in hull 20 non-jump battleships..... just for the extra weapons on the bigger ships....LOL
Dan, how about this? A ship that carries non-jump ships must pay 5% SU in docking clamps, and carry a second Hyperdrive unit.... and can only carry half of it's own hull value in various drop-ships.
Drop-ships can be defined as any small ship designed to drop away from a jump capable carrier ship. This would include mech carriers, troop transports, and defensive or small strike ships.
I include the small strike ships to simulate the Achilles dropship from Battletech. It is designed to provide warships with anti-fighter support, and is basically a fast drop-ship with a lot of anti-fighter weapons.....
Then as a side rule, while attached, dropships use the shield rating of the jumpship they are on... and can only activate their shields on the turn following their release.... although they can move full distance, on their release turn. In addition, while attached, dropships cannot launch fighters or drones or fire weapons, but can be targeted and if destroyed, produce explosions as normal.
John