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MEDIUM CLASS

SCOUT

From The Desk of Joshua Evans


KS-22 Scout
Range: 6000 mi.
Damage: 2D6 x 10 MDC each
Rate of Fire: 3 per melee
“Bird Of Prey” Close combat bonus: +4 strike
This design was originally bartered to the Terrains Partial Beam Cannon (Rear)
through a deal with an unknown alien race (at the time) Firing Arc: 90˚ aft
where they traded jump technology. The KS-22 is built to Range: 3600 mi.
be a fast and versatile scout for a battle group. The ship is Damage: 4D6 x 10 MDC each
small and hosts a small crew so the loss of one is not a Rate of Fire: 2 per melee
great loss, but the ability to have a bunch of ships running Close combat bonus: +2 strike
advanced screen for a battle group pays off in the long Photon Torpedo (Forward)
run. Don’t mistake it’s size for weakness. The KS-22 is Range: 1243km (2000 mi.)
packed with enough firepower to bite a chunk out of most Damage: 3D6 x 25 MDC each
attackers before it uses it’s speed to hightail it back to the Rate of Fire: 2 per melee
protection of the main battle group. This is just a back up Payload: 100
to the KS-22’s unique feature of a cloaking generator. Bonus: +3 strike
This system when active and the ship is at all stop renders
it completely invisible to both sensors and visual Sensors and Equipment:
detection. To the Collation’s frustration this is one of the Shield Generators II: A unit that projects a field of
ways that the original creators are able to continue energy around the ship to provide protection against
reaping profit. They do not share the secret of the anything that would cause damage to the ship.
cloaking generators makings, and despite all the attempts Reduces damage from any energy weapon by ½. The
to reverse engineer the device they can never get it to shields regenerate any lost MDC at a rate of 1D6 x 25
work. So, every one is forced to buy and repair through at the end of each melee round.
the original creators. However, the device and design Cloaking Shields: The greatest advantage the KS-22 has
have paid off for the Collation. over any other ship is the ability for the ship to
become practically invisible to all types of sensors
KS-22 Scout; “Bird Of Prey” including visual detection. It’s only limitations is that
Vehicle Type: Space and Atmospheric Scout ship it cannot be activated while the shields are up, it takes
Crew: There is space for 19 crewmembers, and there is a melee action to turn the cloak off then another to
the cargo space for any additional need. turn the shields on, and the cloak cannot be active
MDC By location: while the ship is at any warp speed. Another draw
Nose (command section): 300 back is that any type of propulsion still leaves a vapor
* Main Body: 500 trail.
Wings (2): 200 each Long Range Video and Communication system:
Wing Weapons (2): 100 each Controlled from the bridge, it can send a clean
** Shields: 300 accurate audio/visual transmission up to 10,000 miles
away. It may also pick up and monitor outside
* Depleting the MDC of the Main body completely transmissions. The range is doubled in space and can
destroys the vessel. be extended indefinitely by relaying it from one ship
** Depleting the MDC of the shields will short the unit to another or using satellites.
out. Any damage above the shields MDC transfers to Combat Computer: Calculates, stores, and the data can
the hull of the ship. be called up on any display in the ship. This system is
Speed: Atmosphere (X2 in space) linked to the radar and targeting systems. Adds +2 to
Hover – Max: 600 kps initiative roll, +1 to strike on all weapons systems, +1
Cruise: 400 kps to dodge.
Warp (only available in space) Radio Interference Network: Controlled from the
Max: Warp 3 (771840 kps) Communications Control station, this projects an
Cruise: Warp 1.5 (385920 kps) intense net of radio interference. This net spans a 50
Maximum Range: 500,000 km on full tank mi. radius around the ship, and stops the transmission
8 years for the Warp Drive (per Crystal) of any signals including laser communication.
Length: 288 ft 9 in (88 m) Unfortunately it also interferes with the
Width: 426 ft 6 in (130 m) communication of the ship the net is being projected
Height: 52 ft 6 in (16 m) from.
Cargo: 250 mt (5500 cu) Radar Jamming: Controlled from the Com. Station, a
ship can jam an enemy’s radar. Range is 10 mile
diameter bubble of an area up to 400 miles away.
Weapons: Internal Sensors: Controlled from the Operations station,
Particle Beam Laser (2 one on each wing) sensors monitor temperature, radiation, motion, and
Firing Arc: 90˚ f/p, 90˚ f/s chemical make-up of the ship’s air. The system can
also detect intruders and disturbances or anomalies plutonium rods have a life of 25 years before they
on board the vessel. need to be replaced. It takes only moments to shut it
Stasis Chambers (13): A coffin sized chamber that down, but once shut down it takes an hour to bring it
induces a comatose state and slows down the body’s back on line to the point where it starts producing
th
metabolic rate (Ageing speed) by 1/10 its normal energy. Then every thing will only be at half power
rate. This can be maintained for as long as there is a for another hour. It cannot, however, power the Warp
power source, and the power connections are made Drive. Nice try.
simplistic for the purpose of easily hooking up power Air Recycling System: Allows for unlimited time in
to the unit. The individual in stasis can be awaken by space or underwater or in impure air (gas, pollution,
opening the lid manually or by setting the timer on etc.). The unit will recycle the vehicle atmosphere so
the device. Any loss of power will automatically long as power remains. This feature includes making
open the lid. 30 minutes is required to awaken a the vessel airtight. The vessel is effective under water
person from stasis. During that 30 minutes the up to a depth of 1100 feet (335 m).
character is groggy and stiff; -10 on initiative, -6 to
strike, parry, and dodge, -25% on all skills. Combat:
Targeting System: A special system that allows the ship ¾ One attack per melee plus those of the Captain.
to lock on one specific target, and, either, guides the ¾ +3 to strike
lasers where to shoot to hit a moving target, or guides ¾ +2 on initiative
the photon torpedoes to the target. Adds a +5 to strike ¾ +4 to dodge
to all weapons systems. Range is equal to the ships
radar system.
Radar System: A sophisticated radar system, suitable for
ground, air, and space surveillance. Can identify up
to 82 targets and simultaneously track 48. Range:
3500 mi.
Radar Detector: Registers radar waves to indicate radar
surveillance. Can track the source of radar emissions
with 80% accuracy. Range 5000 miles.
Wings: The wing mechanisms of this vessel are ingenious
and practical, the most interesting feature of the
design. When the vessel is cruising, the wings are
extended horizontally, which distributes the stress
evenly throughout the vessel. When in combat, the
wings are down, which gives a broader field of fire
and protects a week area on the lower central hull.
When performing atmospheric operations, the wings
are up, which gives more lift. When the “feather”
plates located along the wings, (and most often
thought to be merely decorative), are individually
adjusted to compensate for air turbulence.
External Video and Audio Surveillance System:
Multiple high resolution video cameras relays images
to any display, including the large screen at the front
of the bridge. Range: 1600 mi, 50 ft image area, 10x
magnification.
Ion Drive: This is the system that provides the non-warp
propulsion for the vessel. Ion drive uses electrical
power to convert its hydrogen fuel into a stream of
ions which propel the space craft.
Warp Drive: This is a faster than light propulsion system
that uses a type of crystal that when vibrated at a
certain frequency it produces anti-matter. Then they
mix the anti-matter with a stream of matter and it
produces massive amounts of energy and
phenomenal propulsion velocity. This system is also
the main power for the ship.
Nuclear Fusion Generator: In the event that the Warp
Drive is out of commission this system provides
power to the ship and all it’s components. It uses
nuclear fusion to generate an electrical charge. The
drawbacks of course are that the crew has to be ever
vigilant for radiation leaks from the reactor. The
DECK PLANS: rooms are just like the medical beds in the rest of the
Level 1: sick bay.
1. Bridge: This is the command hub of the ship where all 8. Sick Bay: This is where all of the medical needs of the
system and sensors can be monitored and most can be crew are taken care of from regular check ups to
controlled. This is the only area that the vessel can be major illnesses. Each bed is equipped with bio-
piloted from, and that would be at the helm station in sensors and a readout display to aid the medical
the forward left hand corner. The Captain’s chair is personnel in diagnosing and treating the patient. Each
the seat in the middle, and the two chairs rear right is bed has a set of drawers under the head to store
weapon systems, communications, and sensor medical equipment.
controls. The forward wall is dominated by a viewing 9. Storage Room: This room is equipped to store most
screen that gives a view from forward, aft, port, anything from weapons to janitorial equipment. It is
starboard, top, and bottom of the vessel in a 180º arc up to the commanding officer of the vessel.
(see External Video and Audio Surveillance 10. Medical office: This is where the medicinal personnel
System description). Visual communication and conduct their business. The computer in here is where
sensor data can also be displayed on this main screen. the medical information of each crew person is stored
2. Ready Room: This is essentially the office for whoever for access. The computer also contains medical
the Officer In Charge (OIC) is. This office is used to information about any known species, study material
receive secure communications, give command and tests for those learning the medical field, and a
briefings, or enter data into the command log. Most database on all known chemicals and their medicinal
OIC’s are also know for leaving the bridge in a junior purposes.
officer’s hands during a long boring shift and use the 11. Main Corridor: this is the main hallway that goes the
office to relax. length of this part of the ship. Each hall way has
3. Turbo Lift: Basically an elevator. In emergency intercom-stations placed every 20 or so feet as
situations where the lift has no power there is a panel mentioned before.
in the ceiling and floor of the lift and a ladder that 12. Rec-Room: This is a room for the crew to lounge or
goes the length of the lift shaft. The door to each exercise. The rear right hand corner of the room is
level from the shaft has emergency hydraulic releases dominated by a large exercise mat for sparing or
to open them. This is a way to get from deck to deck working out. There is also a large video monitor on
in such emergencies. the right hand wall to view movies stored in the ships
4. Main Airlock: This area is involved in ship to ship, or computer for crew gatherings and entertainment.
ship to station docking. The large airlock door in the 13. Upper Engine Components: This area is dominated by
ceiling is adjustable to mate with almost any docking upper engine mechanisms, and the life support
clamp and is equipped with a short extendable systems like waste, air, and water recyclers. Also
docking tunnel, about 10 ft, and clamps for times that gravity, shield, and cloak generators are in this area.
this vessel has to do all the work. The forward wall is
dominated by 12 lockers each with an environmental Level 2:
suit for a crewperson to wear in either the vacuum of 1. Air Lock: This is where the vessel docks with other
space or in environmentally hostile situations. (See ships or stations. This area is blocked off on both
description for environmental suit for more). The sides so that when someone is moving from the
ladder in the north-west corner of the room is an vessel to the vacuum of space they go into this room
emergency ladder that can be used to get from floor and safely remove the air so that they don’t have to
to floor. A sealed hatch can be opened in the floor to try and survive the explosive decompression.
gain access to the next level. 2. Air lock prep room: The north wall of this room is
5. Brig: This area is used as jail to hold those who have lined with 8 lockers each with an environmental suit.
broken rules aboard the ship, hold hostile guests, This is also where one of the ED-190’s is stored to
transport criminals (if a scout ship would ever be exit the air lock here or for an emergency where the
used for that), and generally to hold anyone the command section has to separate from the main body.
captain deems a danger to the ship. Each room 3. Turbo Lift: Basically an elevator. In emergency
includes a bed, sink, and toilet. The front wall is a situations where the lift has no power there is a panel
force field that is activated or deactivated by a small in the ceiling and floor of the lift and a ladder that
key pad on the wall outside each cell. goes the length of the lift shaft. The door to each
6. Toilet: This is where a person relives any bodily level from the shaft has emergency hydraulic releases
functions that may be pressing. to open them. This is a way to get from deck to deck
7. Medical Quarantine Bays: In case anyone onboard the in such emergencies.
vessel has a communicable disease the doctor can 4. Main Hall Way: A long narrow passage from one end
place the person in one of these rooms. They are like of a section to another. Duh! Each hall way has
the brig cells in that the entrances are sealed by a intercom-stations placed every 20 or so feet as
force field. These rooms also have their own air mentioned before.
recycling system. The wall in between the rooms is 5. Captain’s Quarters: This is a plush 1 man room that
fitted with a supply of emergency rations and an also differs from other crew quarters in that it has a
incinerator to destroy any waste. The beds in these viewing screen that is also patched into the ship’s
Audio/Video system so he can receive secured
communications in this room. The furnishings they can receive communications in their rooms and
include a full sized bed, a personal locker, a desk other such benefits.
with computer, and a personal stasis chamber. 15. Dinning Hall: This room serves as a eating room for
6. Computer Core & Interface: This is where the core the crew and officers alike. It is also used as a
components for the ship’s computer are housed along meeting room when the whole crew needs to be
with a back up generator. The interface room has a involved with the discussion. Snack foods are usually
coded lock that will set off an alarm after only one kept out on the far table for crew just looking for
wrong entry. From this room a person has access to something to snack on.
the controls for all ship systems, and this is the only 16. Crew Quarters: These 4 or 6 man rooms are to house
room where any of the codes can be changed. the crew during their stay on this ship. The rooms
7. Environmental controls (Nose Section): this room is include two, or three, sets of bunks each, two foot
where the air, liquids, and solids recycling systems lockers for each set of bunks, a desk in each room,
are housed and can be accessed. and two chairs in each room. Each desk has a
8. Weapons Locker: This small closet sized room is used computer not hooked to the main computer.
to store and secure the personnel weapons for the 17. Private Hall: This hall way serves the two gust rooms
crew. The locker is locked and can only be accessed on this level. Each hall way has intercom-stations
by a entering the correct code on a key pad. The placed every 20 or so feet as mentioned before.
locker holds 15 laser rifles and 20 laser pistols. 18. Private Latrine: This is a bathroom that serves the
Laser Rifle people residing in the guest quarters. It has only one
Range: 1000 ft toilette.
Damage: 5D6 19. Guest Rooms: These plush rooms serve to house any
Payload: 40 shots per E-Clip visitors to the ship like dignitaries or ambassadors.
Laser Pistol They include one full sized bed each, a walk in
Range: 600 ft closet, a desk with a secured computer linked to the
Damage: 2D6 main network, a love seat, and two chairs each. Each
Payload: 20 shots per E-Clip room also includes a private shower.
9. Hallway: This passage connects the Bow section with 20. Public Bathroom & Showers: This room includes 4
the stern section. Both sides of the hall are lined with toilets in small cubicles, three sinks along the rear
stasis chambers. In total there are 11 chambers here. wall with a mirror above each, and an open shower
The ship is designed so that if there is some sort of room with 9 shower heads.
emergency that warrants it; the Bow section can 21. Engineering: This is where the engine crew works on
separate from rest of the ship at the end of this and maintains the engine components.
hallway that has double doors. The Bow section only 22. Engineering Controls: This is where a person can
has a chemical drive, (doing 200 kps max, for a closely monitor the engine and control it’s
700,000 km range), a fusion Generator good for three components.
years of power, and the photon torpedo launcher with 23. Engineering Storage: This is where tools and
what ever torpedoes are left. For a more detailed equipment, maybe some spare parts, for maintaining
description of the Stasis Chambers see the equipment the engine are stored.
list. 24. Engine Components: This is where the main
10. Main Hallway: The passage passes the length of the components of the engine are housed, including the
Stern section of this level stopping at the main dylithium Crystal chamber, the Ion Drive, and any
engineering doors. The ladder in the north-west backup power sources. This area also includes the
corner of the hall is an emergency ladder that is used main Environmental controls to include the air,
to get from floor to floor. A sealed hatch is opened in liquids, and solids recycling systems.
the floor and ceiling to gain access to the next level.
Each hall way has intercom-stations placed every 20 Level 3:
or so feet as mentioned before. 1. Photon Launcher: This is the unit that launches the high
11. Dry Storage: This is a room set aside to store powered Photon torpedoes.
nonperishable foods for the galley. 2. Photon Control & Storage: This room gives anyone
12. Cold Storage: This room is temperature controlled to direct access to the Photon Launcher, the automated
store perishable foods like meats or frozen deserts. loading system, and this is where the Torpedoes are
This is also for the galley. stored. The room can hold up to 100 torpedoes.
13. Galley: This is the kitchen where the meals for the 3. Turbo Lift: Basically an elevator. In emergency
crew are cooked. This is a small kitchen, but includes situations where the lift has no power there is a panel
most of the implements and tools that a kitchen in the ceiling and floor of the lift and a ladder that
would need. goes the length of the lift shaft. The door to each
14. Officer’s quarters: These two man rooms are meant to level from the shaft has emergency hydraulic releases
house the ships upper ranking officers like the XO to open them. This is a way to get from deck to deck
and chief engineer. These rooms are equipped with 1 in such emergencies.
set of bunks, a desk, two chairs, two full length 4. Security room: This room serves as a security buffer
lockers, and two foot lockers. Each room also room between the Turbo Lift and the Photon Control
includes a computer tied into the main network so & storage room. The room also includes a wall locker
storing 10 laser rifles, and it also includes three stasis
chambers. The double doors that access the Control
room requires a code to open. This room also has an
intercom-station so that announcements can be heard
or crew can communicate from station to station.
This station is also equipped with a small monitor so
that it can receive video communications or can
display data sent from a computer anywhere on the
vessel.
(From this point on the ceiling is 15 ft high.)
5. Access Hall: This small hall way gives access to the
turbo lift, the Storage room, and the cargo bay. The
ladder in the north-west corner of the hall is an
emergency ladder that can be used to get from floor
to floor. A sealed hatch can be opened in the ceiling
to gain access to the next level. Each hall way has
intercom-stations placed every 20 or so feet as
mentioned before.
6. Storage room: This room is an extra storage room for
the ships use. Examples of stuff stored here are spare
engine parts, extra bunks, cleaning supplies and
equipment, and/or extra medical supplies.
7. Latrine: This is where a person relives any bodily
functions that may be pressing.
8. Cargo Bay Storage: This is where any tools or
equipment that may be needed for the cargo bay, like
straps to secure cargo, is stored.
9. Access Hall: This small hallway gives access to the
Cargo Bay Control room, Cargo Bay Storage room,
and the Latrine. This also provides and extra layer of
protection from any vacuum issues or environmental
issues. Each hall way has intercom-stations placed
every 20 or so feet as mentioned before.
10. Cargo Bay Control room: This room allows crew
members to monitor the Cargo Bay from a safe place.
This room also has two environmental space suits
incase there is any reason that the environment in the
cargo bay is not friendly to life forms.
11. Cargo Bay: This is where any cargo the ship is caring
is held. The ceiling is equipped with a crane on a
track that goes the length of the room, and it can
extend 20 feet out the back when the cargo bay doors
are open, all to make loading and offloading easier.
Also included are two of the ED-190 exoskeletons to
aid in moving cargo or for external space reasons.
12. Cargo Bay door: This large rear door lowers and
becomes a 15 foot long ramp to allow access to the
Cargo bay. In the center of the door is located a
normal sized hatch for another point of access where
other ship can attach, or this ship can dock with
another.

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