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