Sorry for the big block of text. I am pondering several ideas over the Drop Tank idea.
Reuse of Drop Tanks:
It depends on the Tech level of the drop tank. At TL 14+ the Drop Tank survives the Jump and can be reused. (pg 44 Highguard 1st edition), pg 39 of March version of Highguard in 2nd edition, the page number may have changed but I do not have the latest 2nd edition Highguard. So you definitely want to use higher tech gear. Losing a Drop Tank is very expensive.
Reynard:
Your example of the 1000 ton ship with 420 tons of internal storage space and a 400 ton Drop would have enough fuel for 2 Jumps, not 1, assuming both the internal and the Drop Tank were full in the dirst system. The first jump would use the Drop tank and the ship would be able to Jump 4 hexes. Once it arrived at the destination it would have the 420 tons of internal tank fuel left inside the tank (minus whatever the power plant used) and could jump again using the fuel from the internal tank. The Drop Tank would have been left behind in the first system. This is the useful part of Drop Tanks. You can cross rifts, or jump into a system with enough fuel to fight and not have to attack a gas giant as the first step in order to have the strategic fuel to run away, or you could jump again and bypass the system completely. Arriving with your fuel tanks full gives you options.
If the tank was <TL14 then you roll 2D and the tank survives on an 8+. If you roll less than 8 the tank is destroyed. This is the same for 1st and second edition. After TL 14 the Drop Tank survives and can be reused.
If your ship has large enough Jump engines you could take the Drop Tank through with you and not detach it. The added tonnage would be calculated as to what range you could actually jump. So the 1000 ton ship would calculate a Jump as having 1400 tons of volume and then calculate what jump the engines could actually Jump make. This quickly gets messy in terms of calculating jump rate and fuel usage. There may be a problem in trying to jump Drop tanks without having extra fuel on board.
example for 1st edition: 1000 ton ship wanting Jump 4 would use type P engines. If you used Drop tanks this would mean a 400 ton Drop Tank. If you wanted to Jump with the Drop Tanks still attached the chart says Type P engines can jump 3 at 1400 tons. But 1400 tons times 3 is 520 tons of fuel, which means the 400 tons of Drop Tank would not be enough fuel to take the Drop Tanks along. You could go with Type R engines that gives Jump 4 at 1000 and 1400 tons, but the 520 tons of fuel seems problematic.
the same problem seems there for 2nd edition. You take the percentage of engine vs tonnage to give maximum jump distance for the engine size. The problem is getting enough fuel.
You could go to Jump 2 and take 280 tons of fuel from the Drop Tank and take the tank with you. (1400 tons *10 percent is 140 tons times 2 for 280 tons needed to Jump 2).
The moral of the story is to make sure you have enough fuel capacity on the ship to feed the 10 percent of total volume you want to move times the distance you want to move it.
The merchant applications of this are even better than the military applications. This is especially true in 2nd edition. With any luck I will be using the JTAS to publish exactly this. Stay tuned.
