Deck Plans

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Knight Hawks Deck Plans

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Class:1 Space Station

Akyna class light freighter

PGCF-425 Akyna class light freighter


 

HS:4  HP:24  Powerplant:4 atomic A
ADF:4 MR:4 DCR:32 crew: up to 8
Armament: two pod laser turrets
Defenses:RH
Communication/Detection:SubSpace Radio, Radar, Intercom (2 master panels, 13 speaker/mikes)
Misc:light armor, streamlined


Computer
LVL:4 fp:115 SP:100
Alarm(4), Analysis(4), Astrogation(4), Commerce (1), Communication (1), Damage Control (4), Drive - Atomic A (4), Industry (1), Laser Battery (1)x2, Life Support, cap:8 (1), Maintenance (4)


Cargo Capacity:3 (two 1.5u bays)
Crew Accomodations:4 double bunk cabins
Passenger Accomodations: 0
Ship's Vehicles:none
Base Price: 1,821,730 (does not include fuel, spacesuits, or toolkits)

The Akyna (the word is Russian for shark) is a versatile freight hauler that many an adventurer has a lustful eye for. And for good reason, the ship is small enough for most able crews to operate in a wide variety of situations, fairly well armed and armored boasting the lighter grade hull armor along with a pair of pod laser turrets, and a readily expandable mainframe computer (with additional space allotted for the hardware makes future upgrades quick and easy to install).

The hull is streamlined, and all bridge and engineering deck stations are situated on rotating deck gimbals allowing them to pivot to a "main axis parallel" stance for atmospheric use. The 3-unit cargo space doesn't allow for large profits, but crews can charge a little extra for promptness in delivery (along with the insurance via two laser turrets that the load will get there).

There are drawbacks to the basic design though. With no workpods, any external work will have to be performed via spacesuits, along with the wing mounted aft maneuver jet banks. As such, most populated worlds do not permit atomic drive overhaul procedures to occur in their breathable atmospheres. The craft may land and lift off at the local starport, and even perform routine maintenance...but once the reactor is exposed to the air, crews can expect a prompt visit from Star law and a resulting stiff fine and impound/quarantine fees to boot. Also, the pilot and engineer certifications tend to draw such potential personnel toward the larger class:5 & 6 freighters that offer larger profits.


The twin cargo holds are another anamoly. They are tiered for ease in loading, but are situated for space duty. This means any ground based cargo acquisitions will take extra time to load (figure double the usual time). The ventral turret must also be positioned correctly for any landing (space station or starport), as the ground clearance is minimal with the landing gear. That said, atmospheric landings in rough or uneven terrain can cause damage to the ventral guns.


Also note the lack of emergency vehicles. No lifeboat, escape pods, or workpods means any attempt of escape would have to be executed in a launch (or simply leaping from an airlock), which is not included with the initial purchase although the craft is outfitted for accomodating one. The two crew decks do not offer much privacy, so being friendly is a must. And despite new technology in the drives and other systems, the main artery between decks is a standard ladderwell with airtight hatches on each deck. The upside to this is during atmospheric groundings, characters may easily walk between decks. All hatches are designed to open towards the ventral side so there is no hampering on opening hatches, although it may take a little extra effort to close them once opened.


Finally, the aft outer hull hatch is not easily defended when it comes to boarders. Two crew members can each find solace within the hold airlock hatchways for hard cover, as well as two more positioned behind the hatch bulkhead curtains, but incoming baddies will also benefit from hard cover until they fully emerge from below. Lobbing grenades is the best bet for repelling intruders here. Most owners station a few robots here to meet this end.


Customizing is an immediate option most owners perform. A ground vehicle ramp/hatch is easily installed on the forward hold, enabling a ground transport or explorer to be quickly dispatched once on the ground. The vehicle must be tethered and secured on the ramp/hatch and against the deck prior to liftoff, lest acceleration turns it into a huge lethal pinball. A Universal Docking Collar is easily affixed to the aft airlock, thus allowing one additional level of security measure for would be boarders that opt for standard entry. Upgunning an additional 20 cubic meters worth of weaponry can be performed as well at a -1 ADF or MR penalty, either by adding a forward firing pod laser system or upgrading to full on laser batteries.

Atlantic Class Freighter

submitted by Shadow Shack

Trans Travel TT5050 "Atlantic" Class Freighter

HS:5  HP:25  PowerPlant: 4 Atomic B
ADF:4  MR:3  DCR:35  Crew:up to 8
Armament: none (LB available at no penalty)
Defenses: none (RH available)
Communications/Detection: SubSpace Radio, Radar, Intercom (3 master panels, speaker/mike in each station/cabin/chamber)
Misc Equipment: Cargo Arm, Universal AirDock

Computer  
(LVL:4 fp:167 SP:100)
Alarm (4) 
Analysis (4) 
Astrogation (4) 
Commerce (1) 
Communication (1) 
Damage Control (4) 
Drive - Atomic B (5) 
Industry (1) 
Information Storage (1)
Life Support cap:16 (1) 
Maintenance (4)


Cargo Capacity:5
Crew Accomodations: Captain's Suite (double occupancy possible), Crew Cabin w/2 triple bunks
Passenger Accomodations: 1 First Class Cabin, 2 Journey Class Cabins (all double occupancy)
Ship's Vehicles: lifeboat, 2 workpods

Base Price: 2,489,400Cr --- does not include fuel, spacesuits, weapons/defenses, or toolkits

Trans Travel's TT5050 is a newer offering for independant haulers, she made her debut in f.y. 61 as a 20th anniversary of Trans Travel's Pacific release. Much like its sibling Pacific class freighter, the overall design makes it optimum for a wide variety of roles beyond cargo hauling, a crew can make additional income via the trio of passenger cabins as well as offering courier duties to local governments. Without drives the Atlantic measures 105 meters in length and 18 meters at its widest point (the hold). The deck arrangement is simple and straight forward, separating various duties efficiently enough. Many owners are quick to modify the basic design both during the construction phase or after acquisition. The optional Pan Galactic "Eureka" drive adds an extra 100,000Cr per drive and increases the MR to 4. Like the Pacific, a laser battery may be added with no performance penalties.

The Atlantic hasn't caught on in terms of popularity, at least not compared to the original Pacific design from which it was cloned and reduced in size from. The additional drive and software required to operate it boosts the price above that of the Pacific and it carries less cargo. However, the higher performance is worth it to those willing to pay the price, more so with the optional Eureka drives which elevates it to scout ship performance in a freighter package (adding 100,000Cr per drive and an ADF:5).

Used samples can be had for 15 to 50% of new price, depending on condition & upkeep...but tend to be rare compared to the more frequent Pacific class samples out there.


DECK PLANS FOLLOW

image edited from published material, copyright TSR

1a> Flying Bridge
 1> Bridge
 2> Crew Deck
 3> Passenger Deck
 4> Maintenance Deck
 5> Cargo Hold
5a> Elevator Access Points to hold
5b> Cargo Arm
 6> Aft Maneuver & Engine Room

Deck 0 - Flying Bridge

1> Flying Bridge w/positions for Pilot, copilot or computer operator, and Engineer - gimbal allows "star fighter" flight stance

2> Hydroponics

3> Avionics
8> Elevator to main bridge




Deck 1 - Main Bridge

image edited from original published material, copyright TSR


 1> Main Elevator
 2> 
Astrogator station 
 3> Chief Engineer station
 4> 
Helm, position for pilot
 5> 
Helm, position for optional copilot
 6> Computer Room, 6a is a maintenance shaft. Small arms storage nearby
 7> 
Optional Laser Battery, where applicable
 8> Elevator to Flying Bridge

Deck 2 - Crew Quarters

image edited from original published material, copyright TSR

1> Elevator
2> 
Storage Area
3> 
Galley 
4>
Common Area, 4a is the holo-entertainment console, 4b cieling hatch to computer maintennace shaft
5> Fresher/sanitation
6> Pilot's cabin
7> Captain's cabin & office
8> Crew Cabin w/2 double bunks
9> Inner airlock, 9a airlock to lifeboat

Deck 3 - Passenger Deck

image edited from original published material, copyright TSR


1> Elevator, 1a> heavy weapon mounts
2> Airlock w/Universal Docking Collar and gunports
3> 
Common Area 
4> Fresher/sanitation
5> 
Journey Class Cabin 
6> First Class Cabin
7> Storage closet

Deck 4 - Engineering

image edited from original published material, copyright TSR

 1> Elevator
 2> Engineer's Station (half of overhaul time spent here)
 3> Freight Handler Station
 4> Workshop - 4a is a laser/lathe. 4b is a laser drill press, 4c is a workbench w/tool storage, 4d is a foundry
 5> Life Support unit, 5a floor access to water purification plant and water tanks
 6> Misc Storage 
 7> Parts Storage
 8> Workpod Airlock pens & floor access to hydroponics
 9> optional back up LS unit (not standard equipment)
10> Power Relay Station
11> Generator

Deck 5 - Cargo Hold

1> Elevator
2> Airlock
3> Cargo Arm tracks
4> Hold
5> Bay Doors

Deck 6- Engine Room


1> Elevator
2> Monitor Panels, 2a is a cieling accessway to the aft maneuver jet banks above
3> Airlock/Decontamination Chambers, access to engines 
half of overhaul time spent within engine room and drive accessways

Black Condor class pirate frigate


HS:5 HP:35 Powerplant: 3 Atomic B 
ADF:4 MR:3 DCR:50 Crew:8-40 
Armament: LC, LB(x2), RB(x4) 
Defenses: RH, MS(x1), ICM(x5) 
Communications/Detection: SubSpace Radio, Radar, Energy Sensor, WNB, Intercom 
Misc. Equipment: 

COMPUTER 
ALARM (4)
ANALYSIS (4)
ASTROGATION (4)
BUREAUCRACY (2)
COMMUNICATION (1)
COMPUTER LOCKOUT (5)
COMPUTER SECURITY (4)
DAMAGE CONTROL (3)
DRIVE (ATOMIC) (6)
INFORMATION STORAGE (1)
INSTALLATION SECURITY (4)
INTERCEPTOR MISSILE (3)
LIFE SUPPORT cap:24 (1)
LASER BATTERY (1) x2 
LASER CANNON (1)
MAINTENANCE (3)
ROCKET BATTERY (2)

Cargo Capacity: 2.5 
Crew Accomodations: 2 single-bunk cabins (officers), 2 two-bunk cabins (crew), 2 three-bunk cabins (additional crew), 2 four-bunk cabins (troops)
Passenger Accomodations: n/a
Ship's Vehicles: 2 workpods

Deck 00 - Forward Observation

Deck 01 - Bridge

Deck 02 - Gunnery

Deck 03 - Officer Quarters

Deck 04 - Forward Maneuver Jets

Deck 05 - Crew Quarters

Deck 06 - Crew Quarters

Deck 07 - Troop Quarters

Deck 08 - Administration

--- work in progress ---

Deck 09 - Cargo Hold

Deck 10 - Aft Maneuver Jets

Deck 11 - Engineering

Deck 12 - Engine Room

Corsair Container


Container Size: 5
Hull Points: 40
ADF/MR: 0/0   DCR: 90
Armament: PLT (x2)
Defenses: RH
Communications/Detection: SubSpace Radio, Radar, WNB, Intercom
Misc: Heavy Armor


COMPUTER
Bureaucracy (3), Computer Lockout (3), Computer Security (4), Damage Control (2), Industry (2), Installation Security (4), Laser Battery (1, x2), Life Support (1), Maintenance (3), Robot Management (4)


Cargo Capacity: 1
Crew Accomodations:
Passenger Accomodations:
Vehicles: 5 fighters


Crew Positions

commander
5 fighter pilots
1 shuttle pilot
8 gunners
chief engineer
6 aux engineer (inc 5 crew chiefs)
astrogator
6 computer operators (inc 5 fighter crew)
medic
20 technicians (inc 15 fighter crew)
6 roboticists (inc 5 fighter crew)
12 troopers


The Corsair Container is a customized CC-500 container module converted by pirates for luring unwary container ships into their midst. Any ship unfortunate enough to load such a container to their universal cargo rail is in for a nasty surprise, as the corsair's twin laser turrets come online in a perfect position for taking out the host ship's drives and maneuvering systems. And for any cautious ship approaching, TT vessel or otherwise, the container hosts a squadron of five fighter craft equipped with pod lasers and turrets that can disable such craft just as efficiently. Worse yet, any pirate fleet containing a TT container ship can incorporate this module as a mini-carrier, thus enhancing that fleet with a squadron of deadly fighter craft (although the turrets would be limited to rear firing only, being obstructed by the engine struts and hull to prevent fore, port, or starboard target acquisitions).

The container's actual hold is minimal, sufficient for storing supplies to keep the operation going more than valuable cargo. To this end, such containers pressed into service tend to orbit a derelict planet or moon (or drifting near such bodies) where actual valuables can be stored for later pick up by a parent ship, oftentimes accompanied by a small outpost set-up for additional crew and supplies. A shuttle ferries goods and crew back and forth from the settlement to the container, which is typically berthed at the surface compound (although there is a berth on the container to host the shuttle, however it is rare to encounter the module with shuttle attached as it serves to give away the station's nature).

At the fore is the command deck and administration deck, aft of that is the small hold. Five separate fighter support decks follow, each with cabins to support the fighter crews. A crew quarters deck and maintenance deck rounds out the design at the stern. A lift shft connects all decks, and is modular to accept the lift from a host container ship as well. Obviously the design of this container is to lure unsuspecting TT ships to pirate groups wishing to obtain such craft for their own use, and as such the design is a very formidable one.

Deck 1 - Command

The command deck hosts the operational centers of the corsair container module. Centrally located is the commander's station, flanked by a communcations array (NE), radar center (SE), systems op center (SW), and the mainframe computer (NW). Port and starboard are the fire control stations for the two laser turrets.

A maintenance robot is typically berthed within the mainframe computer access (adjacent to the station), and a trio of combat robots are berthed adjacent to the communcation arrays. A second maintenance 'bot is contained within the sensor array access, and the station's armory is located adjacent to the op center along with another trio of combat robots.

The dorsal side hosts the docking module/lift shaft, and a shuttle berth occupies the ventral side complete with an airlock and docking collar.

(all deck plans utilize one meter squares)
(some interior details originally from ColonialChrome.co.uk)

Deck 2 - Administration

The administration deck handles the rest of the station support. Starting at 12 o'clock on the deck plan below and going clockwise is the docking center/lift shaft access, full service galley and fresher, a recreation center with holo-entertainment and workout equipment, a brig with two double occupancy cells, seven single occupancy cells, and a pair of frozen storage rooms; a medical bay with three surgical centers plus a freeze field center, and a meeting room. Located centrally is the traffic control center used to coordinate the fighter squadron and shuttle arrival/departure. 

Deck 3 - Cargo Hold

The cargo hold is an open area intended to store wares for the independant station crew. With a 10 meter ceiling it doesn't support much in the way of massive valuable collections of swag, but it holds more than enough goods to sustain the crew.

Deck 4 - Fighter Bay #1

The Corsair Container houses five separate fighter bays, taking up the bulk of the station. Each bay has quarters for eight, occupied by a pilot, gunner, a computer operator, and an engineer/deck officer plus a team of several technicians for upkeep and repairs. Each quarters section has a mini-galley and a fresher, along with a lounge and exterior atmosphere control/monitoring station. Most importantly is the open area designated to berth and secure a single fighter craft, which just fits into the confines and through the bay doors. Fortunately with the station in constant weightlessness (except during transport via a container ship), the confines aren't an issue.


Deck 5 - Fighter Bay #2

Same as Fighter Bay #1, this depicts the interior details of the two man fighter craft.

Deck 6,7, & 8 - Fighter Bays 3-5

Again, similar to Fighter Bays 1 and 2...this depiction shows a vacated bay. Bays 3, 4, and 5 are otherwise the same.

Deck 9 - Aft Quarters

This deck houses the remaining officers and crew members. Commanding officers occupy the two double occupancy cabins, crew occupy the triple and quadruple occupancy cabins. A communal lounge fills the center, circled by entertainment consoles, refrigeration unit, and a mini-galley, and a fresher rounds it out on the ventral side.

Deck 10 - Maintenance Deck

The nuts and bolts end of the station rests in the stern. Flanking the docking platform/lift shaft ont he dorsal side is a life support unit and water tankage with a purification plant. A pair of workpods reside in separate bays port and starboard, with a trio of maintenance robot berths adjacent to each bay. Located ventrally is a nuclear reactor, its chamber is flanked by a pair of airlock accessways complete with decontamination equipment and insuit storage Adjacent to port of the reactor chamber is a generator and power relay station, starboard of the chamber has a large parts egress/airlock. Located centrally is an engineering station that monitors power and operations, along with a complete workshop ventrally adjacent of the engineering station.

S-200 Assault Shuttle

armed shuttle craft


HS:2  HP:12  Poweplant: 2 chemical A
ADF:2  MR:4  DCR:26  Crew:2
Armament: PL, PLT
Defenses: RH
Communications/Detection: SubSpace Radio, Radar
Misc: Light Armor, streamlined

COMPUTER
Alarm (2), Analysis (2), Astrogation (2), Computer Lockout (3), Damage Control (2), Installation Security (3), Laser Battery (1), Laser Cannon (1), Life Support (1, capacity:12), Maintenance (2)


Cargo Capacity: 0.5 or personnel
Crew Accomodations: 2 command chairs
Passenger Accomodations: 12 folding acceleration seats
Vehicles: 0

The S-200 is an armed shuttle craft, appropriately enhanced to protect its load during transit. As such it has been upgraded with system ship astrogation equipment, intended for longer range missions beyond standard surface to orbit shuttle flights. The cargo area can be quickly adapted for goods or personnel, and the aft turret can be accessed in the hold by one of the assigned crew.

S-4 Corsair

tactical assault fighter

 

HS:1  HP:8  Poweplant: 2 atomic A
ADF:5  MR:4  DCR:30  Crew:2
Armament: PL, PLT
Defenses: RH
Communications/Detection: SubSpace Radio, Radar
Misc: Heavy Armor

COMPUTER
Alarm (2), Analysis (2), Astrogation (2), Computer Lockout (3), Damage Control (2), Installation Security (3), Laser Battery (1), Laser Cannon (1), Maintenance (2)


Cargo Capacity: 0
Crew Accomodations: 2 command chairs, no life support
Passenger Accomodations: 0
Vehicles: 0

The S-4 Corsair is a lethal weapon when considering civilian ship engagements. Even so, it has more than enough firepower to ward off military fighter craft as well, but acting alone they would have trouble against larger warships. Operating as a squadron, the opposition's risk increases once more.

Boasting twin atomic drives (with jump governors installed), the extra grunt permits a larger array of weaponry without affecting performance much. As a civilian design, it is actually quite remarkable despite the additional costs involved. 

Even so, there are obvious corners that were cut. First and foremost being the lack of any life support equipment. Which is fine considering the nature of the craft, it's not meant as a long range patrol vessel. Also noteworthy is the lacking auto-eject module and associated stress analysis software package, which forces a pilot to think about the situation he/she is about to get into. While there is ample room for such equipment, it was left out (but shouldn't be much of a hassle to add later on). Noteworthy is the addition of a second command chair for a gunner, the unlimited firepower of the pod lasers in conjunction with the 360º laser turret makes this something of a contender in any arena.

Courier Scout


 

HS: 2   HP: 10   Powerplant: 2 Ion A, 4 passive Chemical A/RCS thrusters
ADF: 2  MR: 4  DCR: 26   Crew: 1-4
Armament: LB (range: 60K)
Defenses: RH
Communication/Detection: SubSpace Radio, VideoCom, Radar,  Intercom
Misc Equipment: Streamlined


Computer (LVL:4 fp:90 SP/mass:100)

Alarm (2)
Analysis (4)
Astrogation (4)
Commerce* (1)
Communication (1)
Computer Lockout (3)
Damage Control (2)
Drive: Ion A (3)
Drive: Chem/RCS A (1)
Industry (1)
Information Storage* (1)
Installation Security (3)
Laser Battery* (1)
Life Support, cap:4 (1)
Maintenance (2)

Cargo Capacity: 1 (two 0.5 unit holds)
Crew Accomodations: 2 convertible single/double cabins
Passenger Accomodations: n/a
Ship's Vehicles: none

Base Price: 644,380Cr , 515,864Cr for bulk (6+ unit) orders


 



deck arrangements

Demilitarized/Surplus Assault Scout

HS:3     HP:15-24     Powerplant: n/a, set up for 2 Class A drives 
ADF:0*   MR:4      DCR:30      Crew: up to 8
Armament: none, provision for one LB w/ no penalty 
Defenses: RH (may need fresh coating...)
Communication/Detection: Subspace Radio, Radar 
Misc Equipment: streamlined, possible hull armor...

COMPUTER ( LVL:3 fp:40 mass/SP:20 )

Alarm: 2 
Analysis: 4 
Astrogation: 4 
Damage Control: 2    
Life Support: 1  (cap:8)

Cargo Capacity: 0.5
Fuel Tankage: n/a
Crew Accomodations: 4 double cabins
Passenger Accomodations: 0
Ship's Vehicles: none

A typical Assault Scout sees 15-20 years of service in the UPF followed by another 15-30 years in a planetary militia (although some militias buy theirs new). After which, these well served craft are stripped down/demilitarized and offered wholesale to the public. All armor and weapons are removed along with ship's vehicles, although an armored scout does make it to market on occasion. Note the hardpoint socket remains intact so restoring the laser battery is a simple affair and will not penalize the ship's performance. It can also be modified to an observation dome if desired. The computer is wiped and reformatted, and all military related programs are purged. As such they come with a minimalist computer software package. Buyers must obtain drives and a corresponding a new A-drive program first and foremost, although on occasion a surplus scout may make it to market with well worn drives that wil need maintenance and overhauls (but will never be restored to original ADF:5 without the military drive software and enhancement packages). Figure cost at 600,000Cr minus (age X 1%) for a fully stripped model, although typically these vessels are auctioned to the highest bidder.

* ADF varies after drives and computer program are acquired


(deck plans below are rendered in 2-meter squares)

Eorna heavy fighter


E-1A Heavy Fighter

HS: 2  HP: 12  Powerplant: 2 atomic A
ADF: 5  MR: 4  DCR: 40  Crew: 3
Armament: AR(x3), PLT
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom
Misc Equipment: Light Armor


COMPUTER

Alarm (2)
Analysis (4)
Assault Rocket (2)
Astrogation (4)
Computer Security (4)
Damage Control (2)
Drive, Atomic A (4)
Industry (1)
Information Storage (1)
Installation Security (4)
Laser Battery (1)
Life Support (1)
Maintenance (2)


Cargo Capacity: 0
Crew Accomodations: 0
Passenger Accomodations:0
Ship's Vehicles: none

Escort Frigate (light frigate)

PGCMS-52FE Frigate/Escort 
(Light Frigate)

HS: 5   HP: 30   Powerplant: 3 Pan Galactic "Eureka" Atomic B
ADF: 4  MR: 3  DCR:  60   Crew: 24
Armament: LC, LB(x2), RB(x4)
Defenses: RH, MS(x2), ICM(x4)
Communication/Detection: SubSpace Radio, VideoCom, Radar, Energy Sensor, WNB, Intercom
Misc: Light Armor


Computer
Alarm (3)
Analysis (4)
Astrogation (4)
Bureaucracy (1)
Commerce (1)
Communication (1)
Computer Lockout (6)
Computer Security (5)
Damage Control (3)
Drive (5)
Industry (1)
Information Storage (1)
Installation Security (5)
Interceptor Missile (3)
Laser Cannon (1)
Laser Battery (1) x2
Life Support, cap:32 (1) x2
Maintenance (3)


Cargo Capacity: 2.5
Crew Accomodations: 1 dbl suite, 7 dbl cabins, 2 quad cabins
Passenger Accomodations: 2 dbl suites, 2 dbl cabins
Ship's Vehicles: small launch, 2 workpods, shuttle


An updated design that was originally seen following the first Sathar War, this ship utilizes most of the structure from those original warbirds produced after said war. However, the layout is about all that remains. Modern military electronics and miniturization allows for a versatile ship that is both effective in smaller engagements as well as transport duties. The Escort Frigate, occassionally referred to as a Light Frigate, has a smaller crew than the full warbird equivilent. Ditching the torpedo system, the trade off is performance. Pan Galactic's infamous "Eureka" atomic drives push the envelope for a capital ship, offering extensive acceleration seen only in smaller craft. Naturally the Light Frigate can not tackle fleet engagement as it is somewhat lacking in terms of front line duty, but it is well armed against pirates and other smaller threats.


Space Fleet and local militias alike use these vessels (the latter being the most common), and several civilian organizations have acquired them as well via government charters. The passenger decks are not lavishly equipped but serve their purpose. The cargo hold is not large enough to be profitable either, but it accents a fleet's capacity in terms of transferring goods without dispatching a warship away from duty for such trivial pursuits. Escorts in the service of a planetary militia typically join with any Space Fleet vessels insystem as an envoy, as well as serving as a flagship for those militias that don't employ a full on warship frigate or destroyer. Space Fleet uses them as advanced scout craft to compliment the firepower of their assault scouts as well as detached duty vessels that range ahead or venture on return trips without sacraficing any warships from the current maneuvers.

It should be noted this is a para-military design and as such it is not readily available to civilians without a government contract.

Deck 01 & 02 - Forward Sensors & Maneuver Jets

Deck 1 - Forward Sensors

Deck 2 - Forward Maneuver Jets

Deck 03 - Bridge

Deck 04 - Crew Quarters

Deck 05 - Gunnery

Deck 06 - Auxiliary Crew

Deck 07 - Passenger Level

Deck 08 - Cargo Hold

Deck 09 - Aft Maneuver Jets

Deck 10 - Engineering

Gullwind

While finishing up the Dramune Run re-mastered product I wanted to start posting deck plans. 

Level A: Crew Deck

Level A Crew Deck

Level C: Passenger

LevelC Passenger

Merchant Scout

submitted by Shadow Shack

RT-3100 Merchant Scout

HS: 3 HP: 15 Powerplant: 2 Atomic A
ADF: 4 MR: 4 DCR: 30 Crew: 4-8
Armament: LB
Defenses: RH
Communication/Detection: SubSpace Radio, VideoCom, Radar, Skin Sensors, Intercom
Misc Equipment: Streamlined, Deluxe Astrogation, Universal AirDock

COMPUTER
ALARM (2)
ANALYSIS (6)
ASTROGATION (4)
COMMUNICATION (1)
COMPUTER LOCKOUT (3) 
DAMAGE CONTROL (2) 
DRIVE (Atomic) (4)
INDUSTRY (1)
INFORMATION STORAGE (1)
INSTALLATION SECURITY (3)
LIFE SUPPORT cap:8 (1)
LASER BATTERY (1) 
MAINTENANCE (2)

Cargo Capacity: 2 (1.5 main hold, 0.5 aft hold)
Crew Accomodations: 4 double cabins
Passenger Accomodations: n/a
Ship's Vehicles: none

Rayax Transport belts out this entry level craft which has become popular with adventurers and business owners alike. Their holds are too small for true freight hauling, but the smaller crews and better speed capabilities make them desirable for small loads that need to be at their destinations much sooner than the big ships can manage.

Essentially reverse engineered from an assault scout, the merchant scout retains much of the original pattern. However, due to design constraints the weaponry and performance pacakges are limited to civilian grades. Still, the single laser battery is added without any adverse effects to performance. The ship is unique in that the underbelly cargo section which runs most of the length of the craft, thus expanding carrying capacity. Lower mass is made up by shortening the overall length.

The forward mandibles section contains the avionics and hydroponics as well as water tankage and a purification plant. Space is allocated for an optional back up life support unit as well.

Aft of that is the flying bridge with a 90º tilted control booth for the pilot, copilot, computer operator, and engineer to assume a "fighter jockey" stance for atmospheric landings or the simple different style of space flight. The communications and radar arrays are also accessible on this deck, along with various electronic and avionic circuits.

Behind that is the main bridge featuring a pilot/copilot helm, astrogation and engineer stations, and a computer station with a floor access panel to the mainframe. The main hold reaches up to this point "below".

The next deck down is the recreation deck, sporting a galley with autocooker, refrigeration/freezer unit, pantry, and autocooker. A lounge and recreation area is adjacent, and a fresher with shower facilities rounds out the deck.

Sternward from there is the crew deck with four cabins that can be tailored to single or double occupancy as desired. Controls to the laser battery are in the foyer.

Aft from the crew deck is the engineering deck with full analysis equipment for the drives and maintenance aspects, along with a tool shop and access to the main life support unit and generator/power relay station. Maintenance hatches lead to the RCS thrusters.

Finally, the bottom-most deck is the aft hold with airlock to the Universal Docking Collar and hatches to the main hold.




Pacific class freighter

submitted by Shadow Shack
edited from previously published official material as seen in SF/KH:1 "Dramune Run"
(credit to Troy Terrel for coining the name "Pacific" as a class of freighter based on the Gullwind design)

Trans Travel TT6150 "Pacific" Class Freighter


image courtesy of Art @ SF.org forums --- edited by Shadow Shack

HS:6  HP:30  PowerPlant: 3 Atomic B
ADF:3  MR:3  DCR:38  Crew:up to 8
Armament: none (LB available at no penalty)
Defenses: none (RH available)
Communications/Detection: SubSpace Radio, Radar, Intercom (3 master panels, speaker/mike in each station/cabin/chamber)
Misc Equipment: Cargo Arm, Universal AirDock

Computer 
(LVL:4 fp:127 SP:100)
Alarm (3)
Analysis (4)
Astrogation (4)
Commerce (1)
Communication (1)
Damage Control (3)
Drive - Atomic B (5)
Industry (1)
Information Storage (1)
Life Support cap:16 (1)
Maintenance (3)


Cargo Capacity:6
Crew Accomodations: Captain's Suite (double occupancy possible), Crew Cabin w/2 triple bunks
Passenger Accomodations: 1 First Class Cabin, 2 Journey Class Cabins (all double occupancy)
Ship's Vehicles: lifeboat, 2 workpods

Base Price: 2,249,400Cr --- does not include fuel, spacesuits, weapons/defenses, or toolkits

Trans Travel's TT6150 is a popular choice for independant haulers, designed in the early f.y. 40s the ship has been around for a while. As such it has been tried, tested, and found to be true. The overall design makes it optimum for a wide variety of roles beyond cargo hauling, a crew can make additional income via the trio of passenger cabins as well as offering courier duties to local governments. The deck arrangement is simple and straight forward, separating various duties efficiently enough. Many owners are quick to modify the basic design both during the construction phase or after acquisition. In fy:61, one such famous example dubbed the SS Gullwind made what has been historically referred to as "the Dramune Run", running an illegal cargo from Clarion to Inner Reach thus exposing a criminal organization which kicked off the third Dramune War. Rumor has it an earlier model was used by the Star Devils in taking the Serena Dawn as well.

These fine craft, with a rich history of service in the independant field, are the envy of many freight haulers. Small, fast, and agile, they make up for smaller payloads by proving rapid delivery. With the advent of Pan Galactic's "Eureka" drive, added acceleration has made it moreso for such equipped Pacifics (adding 100,000Cr per drive and an ADF:4). The optional laser battery, perhaps not the most offensively minded possibility, ensures that such loads can be protected to say the very least.

Used samples can be had for 15 to 50% of new price, depending on condition & upkeep.


DECK PLANS FOLLOW


image edited from published material, copyright TSR

1a> Flying Bridge
  1> Bridge
1b> Forward Maneuver Jets
 2> Crew Deck
 3> Passenger Deck
 4> Maintenance Deck
 5> Cargo Hold
5a> Elevator Access Points to hold
5b> Cargo Arm
 6> Aft Maneuver & Engine Room

Pacific DECK:0 --- Flying Bridge



1> small hydroponic bins

2> Communications & Sensor equipment

3> Avionics
4> Flying Bridge, positions for Pilot, copilot or computer operator, and Engineer
9> Elevator to main bridge

Pacific DECK:1 --- Bridge level


image edited from original published material, copyright TSR


 1> Main Elevator
 2> Helm, positions for pilot and copilot
 3> Chief Engineer station
 4> Astrogator station
 5> Computer Operator/Asst. Astrogator position
 6> Computer Room, 6a is a maintenance shaft. Small arms storage nearby
 7> optional radar operator station
 8> optional communications officer station
 9> Elevator to Flying Bridge
10> Optional Laser Battery, where applicable

Pacific DECK:1b -- Forward Maneuver Jets




1> Elevator
2> Maneuver Jet Banks
3> Water Tank
4> Water Purification/Sewage Management

Pacific DECK:2 --- Crew Deck


image edited from original published material, copyright TSR

1> Elevator
2> Airlock/Outer Hull Hatch (Universal AirDock)
3> Common Area, 3a is the holo-entertainment console
4> Galley
5> Fresher/sanitation
6> Captain's Office
7> Captain's Suite
8> Crew Cabin
9> Storage Area

Pacific DECK:3 --- Passenger Deck

image edited from original published material, copyright TSR


1> Elevator
2> Journey Class Cabin
3> First Class Cabin
4> Common Area
5> Fresher/sanitation
6> Lifeboat/airlock

L1> Lifeboat Helm
L2> Passenger Area
L3> Emergency Equipment Storage/LS equipment
L4> Fresher/sanitation

Pacific DECK:4 --- Maintenance Deck

image edited from original published material, copyright TSR

 1> Elevator
 2> Engineer's Station (half of overhaul time spent here)
 3> Freight Handler Station
 4> Workshop - 4a is a laser/lathe. 4b is a laser drill press, 4c is a workbench w/tool storage, 4d is a foundry
 5> Life Support unit
 6> Misc Storage
 7> Parts Storage
 8> Workpod Airlock pens
 9> optional back up LS unit (not standard equipment)
10> Power Relay Station
11> Generator

Pacific DECK:5 --- Cargo Hold



1> Elevator
2> Airlock
3> Cargo Arm tracks
4> Hold
5> Bay Doors

Pacific DECK:6 --- Engine Room



1> Elevator
2> Monitor Panels, 2a is a cieling accessway to the aft maneuver jet banks above
3> Airlock/Decontamination Chambers, access to engines
half of overhaul time spent within engine room and drive accessways

Pirate Assault Scout

submitted by Shadow Shack

Modified from the Assault Scout deck plans found at Dundjinni forums ---

Black Diamond class piate assault scout

HS:3  HP:15  Powerplant: 2 atomic A
ADF:5  MR:4  DCR:40  Crew: up to 24 (8 officers, 16 troops)
Weapons: Pod Laser, Laser Battery
Defenses: RH
Communication/Detection: Subspace Radio, Radar, Intercom
Misc: streamlined hull

COMPUTER
Alarm (2)
Analysis (4)
Astrogation (4)
Communication (1)
Computer Lockout (3)
Damage Control (2)
Drive, atomic A (4)
Industry (1)
Information Storage (1)
Installation Security (3)
Laser Battery (1)
Laser Cannon (pod laser) (1)
Life Support, cap:24 (1)
Maintenance (2)

Cargo Capacity: 0.5
Crew Accomodations: 4 single/double occupancy cabins
Passenger Accomodations: 16 person barracks (troops)
Ship's Vehicles: none



1> Central lift shaft w/access to outer hull hatch

2> Storage Deck, 2a is the cargo hatch
3> troop barracks

4> Engineering
5> port and starboard drive monitor stations
6> ladderwell to generator & power relay station access
7> engineering stations, w/deck access to life support, hydroponics, and water purification systems

8> Crew Deck
9> laser battery controls
10-13> crew cabins, single or double occupancy permitted

14> Recreation Deck, a) rec equipment, b) lounge area, c) holo-entertainment system, d) weight bench
15> fresher w/shower at a
16> galley, a) dining area, b) pantry, c) auto cooker, d) freezer/refrigerator

17> Secondary lift shaft, limited access to officers

18> Main Bridge, a-b) helm with stations for pilot and co-pilot/rocket gunner, c) chief engineer station, d) astrogator sation, e) computer/communications/detection station with maintenance shaft to mainframe below

19> Flying Bridge, a) helm, b) comm/radar station, c) computer station, d) remote gunnery station

SC-181 Courier

TSC Magdalina
SC-181 Courier
HS: 2   HP: 12   Powerplant: 2 Atomic A
ADF: 4  MR: 3  DCR:  30   Crew: up to 4
Armament: Pod Laser, Pod Laser Turret
Defenses: RH
Communication/Detection: SubSpace Radio, Radar, Intercom
Misc. Equipment: streamlined, light hull armor

Cargo Capacity: Port & Starboard 0.5u holds (1u total)
Crew Accomodations: 2 dbl bunks
Passenger Accomodations: n/a
Ship's Vehicles: 0

Computer
Alarm (2)
Analysis (4)
Astrogation (4)
Commerce (1)
Communication (1)
Damage Control (2)
Drive (4)
Industry (1)
Information Storage (1)
Laser Battery (1)
Laser Cannon (1)
Life Support, cap:4 (1) x2
Maintenance (2)



The SS Magdalina is a decommissioned courier vessel acquired by her current owner via government auction. She is a relic dating back a century before the UPF and has been retrofitted numerous times. Ironically she was absorbed by the same government that initially commissioned the ship as the result of chartered debt, utilized for government business, and subsequently retired & decommissioned. She now operates as a privateer under the Palean government. The ship has an aerodynamic/streamlined hull and is atmospheric capable. If the forward firing pod laser system were removed, performance could be restored back to the stock ADF:4/MR:4 ratings...however the current crew justifies the slight loss of maneuverability as a good trade off for more firepower, more so in light of the fact that cargo capacity could not be increased by ditching the weapon system.

The upper/fore deck is the Bridge Deck. The helm, poised 90º above the astrogation/mainframe computer center and accesible via a ladder extending above the dorsal side of the hatch, has three command chairs but can typically be operated alone via the center seat. 

The Rec Deck is outfitted with an autocooker/refrigeration unit, dining area, hygiene facilities, holo-entertainment, gunnery station, and outer hull hatch & airlock. Port and starboard hold bay doors flank the ventral side, the holds extend fore & aft (up and down) and the bay doors are the only access. The central ladderwell extends up and down the entire ship, with manual hatches closing off/securing each deck.

The Crew Deck has four folding bunks along with personal effects storage areas and a lengthy desk/table area.

The Engineering Deck houses access to the twin atomic drives along with a workshop area, life support equipment, recharging equipment for powerpacks & parabatteries, and an engineer station to monitor maintenance & overhauls. Floor panels can b removed to access additional equipment that wouldn't fit on the deck such as the power relay station and internal power generator. A decontamination station is in the central ladderwell/airlock access to the deck.

Scout Ship

(pf:100 era)


(artwork courtesy of Marvel Comics, courier ship from their Star Wars series)
HS: 3   HP: 18   Powerplant: 2 Chemical A, 4 Ion A
ADF: 2  MR: 3  DCR: 30   Crew: 4-8
Armament: LT
Defenses: RH
Communication/Detection: SubSpace Radio, Radar, Intercom
Misc Equipment: Streamlined, light armor
Fuel: 72u S-Ox , 4000u L-Hyd
Max Speed: 18, unlimited


COMPUTER --- 2 linked mainframes

Mainframe #1 (LVL:6 fp:271 Mass/SP:1000/600)

Alarm* (6)  64
Analysis* (4)  16
Astrogation* (4)  32
Bureaucracy* (3)  12
Computer Security* (4)  24
Damage Control* (6)  96
Drive: Chemical A (1)  4 
Drive: Ion A* (3) 16
Laser Battery (1)  5
Life Support, cap:8 (1)  2


Mainframe #2 (LVL:6 fp:195 Mass/SP:1000/600)

Bureaucracy* (3)  12
Commerce (1)  4
Communication (1)  4
Computer Security* (4)  24
Computer Lockout* (4)  16
Industry (1)  4
Information Storage (1)  3
Installation Security* (4)  32
Maintenance* (6)  96


Cargo Capacity: 0.1
Crew Accomodations: 4 double cabins
Passenger Accomodations: n/a
Ship's Vehicles: none

DECK PLANS

Streel Corporate Vessels

Streel CF-5000 Corporate Frigate
Corporate Capital Ship

img141/6710/corpfrigateap3.gif
CLICK FOR LARGER VERSION

HS: 5 HP: 40 Powerplant: 4 Streel "Big Bang" Atomic B 
ADF: 4 MR: 3 DCR: 50 Crew: up to 30 
Armament: LB(x2), RB 
Defenses: RH, MS(x1)
Communication/Detection: SubSpace Radio, VideoCom, Radar, Energy Sensor, WNB, Intercom 
Misc. Equipment: heavy armor

Computer

Alarm (4) 
Analysis (4) 
Astrogation (4) 
Communication (1) 
Computer Lockout (5)
Damage Control (4) 
Drive (5) 
Industry (1)
Installation Security (4) 
Laser Battery (1) x2 
Life Support, cap:32 (1) 
Maintenance (4)
Rocket Battery (2)


Cargo Capacity: 2 
Crew Accomodations: 12 dbl cabins 
Passenger Accomodations: 2 Journey Class & 1 First Class Cabins 
Ship's Vehicles: 2 workpods, SNUB (see below) docking facility, optional External Docking Facility (4 S-series fighters) 

______________________________________________________________________________________


Streel Nominal Ultra Boat (SNUB) Scout
Corporate Scout ship

img141/8923/snubscoutcx3.gif

HS:3 HP:15-24 Powerplant: 2 Atomic "A"
ADF:4 MR:4 DCR:29 Crew:4-12
Armament:LB, optional swap for PL & PLT @ MR:-1
Defenses:RH
Comm/Detection: SSRadio, Radar, Intercom
Misc Equipment: Streamlined, Universal Air Dock, variable aft bay* , possible armor upgrades

COMPUTER

Alarm (2)
Analysis (4)
Astrogation (4)
Damage Control (2)
Drive (4)
Industry (1)
Laser Battery (1)
Laser Cannon (1)
Life Support cap:12 (1)
Maintenance (2)

Cargo Capacity: 1*
Crew Accomodations: 4 single, double, or triple cabins
Passenger Accomodations: 0
Ship's Vehicles: 0

Timeon Clipper

Timeon Clipper class freighter
Armed Freight Transport

HS:7 HP:56 Powerplant: 3 Streel "Big Bang" Atomic B
ADF:3 MR:2 DCR:50 Crew:8-15
Armament: LB
Defenses: RH, MS (x1)
Communication/Detection: Subspace Radio, Radar
Misc: heavy armor, 2 cargo arms (1/hold)


Computer
Alarm (3), Analysis (4), Astrogation (4), Commerce (1), Computer Lockout (6), Damage Control (3), Drive (5), Industry (1), Information Storage (1), Laser Battery (1), Life Support (1); capacity:15 Maintenance (3)


Cargo Capacity: 7 (3.5 x 2 holds)
Fuel Tankage: 18 uranium pellets, 6/drive
Crew Accomodations: 2 suites (single or double occupancy), 6 cabins cabins (single or double occupancy)
Passenger Accomodations: 0
Ship's Vehicles: Workpod, Large Launch


Streel Shipbuilding designs and constructs these lower end freight haulers. Using a class:7 hull as a starting point, these freighters aren't designed for massive profits like the larger haulers may reap, but rather their faster nature allows them to enjoy hauling cargoes that need to be there quicker than the big barges can travel. Also noteworthy is the extra heavy hull armor plating invoked, allowing the Timeon Clipper to absorb damage akin to craft nearly twice the size can take. Further additions include a single laser battery to help ward off any of that damage.

Obviously anything this high in mass requires a little extra boost to propel it to standard performance levels. To this end Streel's own "Big Bang" line of class:B atomic drives offer superior thrust over the PGC "Eureka's" offered on the Pacific class freighters (eg: the SS Gullwind) with only marginally higher costs, and adding a third drive to the equation also helps retain stock ship performance. The improved efficiency of the Big Bangs along with the increased cargo capacity over the standard smaller freighters sized from class:3 to 6 hulls will maximize profit potential for those independant haulers and greater expansion potential for mid-sized firms with fleets of several ships.

These craft are meant to slip in to the market where larger craft could never operate, such as limited markets where a larger ship would burn up all the profits in her reaction chambers. Aforementioned smaller worlds no longer have to pay premium prices for goods hauled to them. With twice the room of smaller atmospheric capable haulers they will be able to flood the markets with thier own goods and take over the runs they are used on, leaving only the "absolutely positively has to be there right away" market to the smaller craft.

Few owners opt to ditch the single laser battery in favor of improved performance (thereby allowing MR:3), most freight captains enjoy some form of self defense when the nay-sayers show up looking for some free swag to lift. Massive amounts of hull integrity can go a long way in preventing unwanted boarders, but a battery weapon goes even further by adding an offense to an established defense.

Original concept by Parriah, deck plans drafted by Shadow Shack

Deck 1 - Bridge

The bridge level includes a helm with pilot & copilot stations (center), computer operator (left of pilot station), astrogation control (far left), communications/detection officer (right of pilot station), engineer station (far right), Executive Officer/co-owner station (center left) and Captain/owner station (center right). A locker is centered between the command stations, intended for spacesuits and/or personal weaponry. Also on the deck are the Captain's suite and XO's suites (the latter of which may be occupied by a pilot in the absence of an XO), and a briefing room rounds it off along with an adjacent bay that accomodates a large launch.


Deck 2 - Forward Crew Deck

The forward crew deck has three cabins which can be furnished for single or double occupancy. Also on the deck is a galley and lounge area, as well as the controls for the ship's laser battery. Typically the gunner will reside in one of the cabins on this deck, along with any bridge personnel not residing on the Bridge deck.

Deck 3 and 5 - Fore & Aft Holds

These twin decks depict the standard hold, each capable of storing 3.5 cargo units. The central elevator shaft has been expanded outward to accomodate a cargo arm on each level. Bay doors open on four sides of the hexagonal shaped deck for expedient cargo loading and unloading.

Deck 4 - Mid Crew Deck

Sandwiched between the twin cargo holds is the mid crew deck, containing three more cabins that may be furnished for single or double occupancy. A galley and lounge flank the Universal Docking Collar. Timeon Clippers that are staffed by smaller crews will typically lease these cabins out for passengers or permit security guard residence for valuable loads.


Deck 6 - Engineering

This deck represents the business end of the craft, containing an engineering station (where 50% of overhaul time is spent), water tankage and a purification plant, life support equipment, a generator and power relay station, tool shop, spacesuit lockers, and a workpod bin.

Deck 7 - Engine Room

This deck contains readout stations for each of the Clipper's atomic drives, along with airlock/decon stations and accessways to the actual drives. The remaining 50% of overhaul time is spent on this deck, and many crews typically keep a few maintenance bots here as well.

TT-456 Container Ship

(modular freight hauler)


HS: 4 HP: 20 Powerplant: 2 Atomic B 
cargo01.252.53.755
 ADF5   4 4  33
  MR4   4 3  32
DCR: 32 Crew: up to 8
Armament: optional pod laser turret at no penalty 
Defenses: optional RH
Communication/Detection: SubSpace Radio, VideoCom, Radar, Intercom
Misc. Equipment: modular cargo container rail

Computer

Alarm (2)
Analysis (4)
Astrogation (4)
Bureaucracy (3)
Commerce (1)
Communication (1)
Computer Lockout (4)
Computer Security (4)
Damage Control (2)
Drive, atomic B (5)
Industry (1)
Installation Security (4) 
Laser Battery (1)
Life Support, cap:8 (1)
Maintenance (2)

 

Cargo Capacity: varies, see Cargo Containers below 
Crew Accomodations: 4 dbl cabins
Passenger Accomodations: none
Ship's Vehicles: workpod, small launch

Trans Travel released a hit with their 456 model freight hauler. Peaking at 14.5 meters at its widest point (minus engine struts and drives,which give it a total width of 42 meters) but a mere 18 meters in length (minus the cargo rail, which adds another 48 meters), the basic hull itself is too small for a class:5 designation. However, hauling capacity via detachable containers mandates the use of size:B drives. Naturally with lighter loads performance is quite beneficial, and even when fully loaded the ship is no pushover either.

When the ship docks at a station or takes up orbit, containers are a fast and easy matter of loading or unloading. Universal rail clamps are fitted to the containers and readily available at any station utilizing the containers, and are efficiently affixed to the ship's cargo rail, and even the elevator sections are easily spliced in with each and every configuration for inter-crew access. It takes about 30 minutes to load a container onto the rail, and no more than ten to remove one. This means pre-loaded containers merely await for an inbound TT-456, rather than taking the time to unload the craft prior to loading the new cargo. This of course significantly reduces layover time, permitting the ship to re-enter the spacelanes more efficiently.
 

Deck Profile


Deck Plans
(1 meter squares)





Cargo Containers

container type  CC-125 CC-250CC-500
Cargo Capacity1.25 units2.5 units5 units
Hull Points      3      6   12
DCR     10     20   30

Crew: up to four
Armament: n/a
Defenses: optional RH
Misc: Subspace Transmitter, Intercom, Cargo Arm

Computer
Bureaucracy (1)
Cargo Arm (2)
Commerce (1)
Communication (1)
Computer Lockout (4)
Damage Control (1)
Installation Security (3)  
Life Support, cap:4 (1)
Maintenance (1)

Crew Accomodations: 2 dbl cabins

Cargo Containers are available in three sizes (1.25, 2.5, and 5 unit capacity) and as such can be universally affixed in a variety of configurations, totalling no more than five units together for the TT-456. Trans Travel intends to expand this concept with larger vessels in the future sporting multiple cargo rails (allowing a total of ten, fifteen, or twenty total units carried), coupled with the ease of application and numerous participating stations across the Frontier, as such they have mass produced these containers. As such expect most stations to have a variety of these containers available for an outbound cargo.

When a hull hit is determined during combat, there is a chance that damage will be applied to a container rather than the ship itself. As such, should the container be destroyed adjacent containers or the ship itself is subject to taking half of the damage that the container itself incurs. The ship may, at the crew's discretion, jettison a container to improve performance. Of course, any crew assigned to the container may have something to say about this act, and any computer experts in said crews can become involved in a virtual cyber battle with the host ship crew in over-riding the other system to prevent such acts. All non drive, maneuver, weapon, and defense hits are applicable to containers in a similar manner. See table below for damage application:

container type  CC-125 CC-250CC-500
Damage probability   15%   30%   50%

Container module DCR may be applied toward ship repairs and vice versa, hence the container's DCR may be added to the host ship's DCR.

Cargo Container layout


various container configurations



(original image provided by w00t, re: "KH TOC Freighter", rendered from the SF/KH arriors of White Light module. Original renditions modified and updated for use in this deck plan)

UPF Assault Scout (remastered)

WarTech AS-3 markII Assault Scout
HS:3 HP:18 Powerplant: 2 Atomic A
ADF:5 MR:4 DCR:50 
Armament: LB; AR(x4) or AR(x1)+PL
Defenses: RH
Comm/Detect: subscape radio, radar, intercom
Misc Equipment: streamlined, light hull armor

COMPUTER ( LVL: fp: mass/SP: )
Alarm: 2 
Analysis: 4 
Assault Rocket: 1
Astrogation: 4 
Computer Lockout: 4
Damage Control: 2 
Drive (atomic A): 4 
Industry: 1
Information Storage: 1
Installation Security: 4 
Laser Battery: 1
Laser Cannon: 1
Life Support: 1 (cap:8)
Maintenance: 2
Robot Management: 3
Transportation: 1

Cargo Capacity: 0.5 per cargo module/1.5 maximum
Crew Accomodations: 4 dbl cabins
Passenger Accomodations: n/a
Ships Vehicles: none

The mark2 AS-3 is a lightly modified design of the original assault scout. The convertible forward firing system was lifted from the F-40 Vulcan starfighter, the magazine can be converted to accomoate the standard issue of four rockets or it can be reduced to one with the addition of a pod laser system. Defensively, light hull armor was added with no restrictions to performance. While the UPF did not wish to sacrafice the scout's exceptional performance with heavier armor grades, at least one planetary militia has pre-ordered scouts with the beefier medium armor while taking an acceleration hit.

The most notable change is the addition of a stern mounted cargo module connection. Streamlined lengths of hull that match the shape of the assault scout's stern section can be affixed, each module measuring sixteen meters in length. Modules can be linked to each other in trains, their bay doors and airlocks lining up with each other and the host scout. Ventral bay doors permit access to cargo in modules that are sandwiched between other modules or their host scout.

Each module can accomodate one half unit of cargo, and unladen they restrict performance by a factor of one maneuver point per module, thus rendering the assault rocket system useless (one reason for the convertible PL system). Full modules restrict acceleration by a factor of one each as well. Filled or empty, no more than three containers may be affixed to an assault scout. Modules can be affixed or detached at a rate of one per ten minute combat turn, however previously assembled trains can be affixed (or detached) in one turn.

While being a streamlined extension of the scout hull itself, only one module can be affixed to an assault scout whose captain intends on practicing planetfall...additional modules have proven to be too extensive of a load to the host structure for atmospheric use.

In combat, any hull hits have a 20% chance (cumulative per module) of hitting a cargo module instead of the host scout. Cargo modules can abosorb 5 hull points of damage before being destroyed, damage above and beyond five is divided between any adjacent module and/or the host ship. Each module adds five to the host ship's DCR for effecting repairs.

DECK PLANS
1 meter scale


Deck 1 - Flying Bridge

Deck 2 - Main Bridge

Deck 3 - Recreation Deck


Deck 4 - Crew Deck

Deck 5 - Maintenance Deck


Deck 6 - Hold & Entry
_______________________

External Cargo Modules (up to three, tenatively decks 7-9 when utilized)

UPF Destroyer


HS:6   HP:50   Powerplant: 2 Atomic "B" drives
ADF:3   MR:3   DCR:75   Crew:40-50
Armament-Type CC: LC, T(x2), RB(x4), LB, EB
Armament-Type FE: LC, T(x2), LB(X2), EB(X2)
Defenses - Type CC:: RH, MS(x2), ICM (x6)
Defenses - Type FE:: RH, MS(x2), ICM (x4)
Communications/Detection: SubSpace Radio, Videocom, Radar, Energy Sensor, WNB, Intercom network, Skin Sensors

Cargo: 1.5
Passenger Accomodation: 8 single occupancy cabins, 5 suites (single or double occupancy), 18 double occupancy cabins, 2 triple occupancy cabins; 2 first class suites
Ships Vehicles: Lifeboat, 3 lg Launches, 2 workpods


The Destroyer design is an older one and as such its usefulness in Spacefleet has become questionable...Frigates are nearly as capable in combat yet faster at the same time. However, what a Destroyer lacks in speed it makes up for in armor, it can take a more severe beating than the Frigate. It is also the smallest Spacefleet vessel that features a cargo hold, useful for transporting smaller amounts of supplies as needed or reacquiring the "swag" from pirates.

Constructed with a Class 6 hull, the Destroyer measures 148 meters without cannon or drives, and 24 meters in diameter at the widest point without taking into consideration of any weapons or drives. Displacement comes in at 5400 tons. The UPF Destroyer is currently available in two configurations, the Type:CC (close combat) or the Type:FE (Fleet/Escort).

Destroyer Deck Arrangement


Fore Decks


Deck 1 Key: Forward Sensors & Avionics --- This deck houses the access for various flight control systems and a diagnostic center, along with access to the communications and sensor arrays


Deck 2 Key: Bridge --- This deck is the operations command center, featuring a two station helm at the center for a pilot and a co-pilot/energy gunner to assist with the cannon, to the left of that an astrogation center (with movable command chair), to the right of the helm is the chief engineer's station. The Captain's station is behind the engineer, and the XO is stationed behind the captain. A computer operator with another movable command chair can oversee the communications and sensor equipment, and an eigth command chair is reserved for a rocket gunnerry expert to operate the torpedo launching system. A quartet of escape pods can be accessed from this deck. An access plate in the deck near the computer station permits access to the mainframe for maintenance and repair work.


Deck 3 Key: Forward Maneuver Drive --- The forward maneuver jets can be accessed here for service, along with the ship's hydroponics bins



Deck 4: Officer Quarters --- Three single occupancy cabins are on this deck, typically occupied by a pilot, co-pilot/energy gunner, and chief engineer. A lounge area is adjacent to the lift shaft and the dorsal section contains a full service galley with a sink, auto cooker, refrigerator, and pantry. Viewports in each room permit visual access to the exterior.

Deck 5: Forward Gunnery Deck & Officer Quarters --- Two single occupancy cabins lacking viewports (the masking screen launchers occupy the external positions where a viewport would normally be) are typically occupied by the XO and a rocket gunnery expert. The ventral area is the captain's suite, the dorsal area contains a galley, lounge area, and fire control for the rocket battery. Masking screen launchers flank the port & starboard sides.

Deck 6: Officer Quarters --- Similar to Deck 4 with different decor, these single cabins are typically occupied by the astrogator, a computer operator (who may also possess astrogation skills), and an officer proficient in rocket gunnery.



Deck 5 Alternate Floor Plan (Type: FE) --- The type FE destroyer replaces the space hoarding rocket battery with a pair of laser batteries, and the former laser battery on the main gunnery deck is upgraded to an electron gun. This cuts down on the officer cabins on this deck, reserving passage for the captain and XO while the gunners reside in one of the officer cabins on deck 9. 

Mid-Decks


Deck 7 Key: Vehicle Bays - The dorsal bay houses a lifeboat, the other three bays contain one large launch each. All are typically kept in a vaccuum. Each bay is accessible via an airlock (with vacc suit racks). The central area is also comprised of spacesuit racks.

 

Deck 8 Key: Main Gunnery/Crew Quarters - Eight double occupancy cabins occupy this deck, each furnished with a bunkbed, wardrobe, and table & chair along with a viewport. The central area is a lounge, small galley, laundry room, and washrooms. Battery controls are found dorsally and ventrally, the former eing the electron gun and the latter the laser. ICM launcher access can be found on the port and starboard ends.



Deck 9 Key: Crew Quarters - Eight more double cabins similar to those found on Deck 8 are here, with different decor. Also similar to deck 8 is the central lounge, washrooms, and galley. Occupying the end of each section is an officer's cabin.

Deck 10 Key: Administration - The central area has a lounge and galley, along with two double occupancy cabins. The dorsal section is the brig, with eight frozen berth cells (which may also be left as live occupancy for minor offenses by crew members) and a watch station. The ventral section contains the captain and XO offices along with a meeting room. Portside has an arsenal/armory (complete with powerpack recharging equipment) and surveillance center. Starboard is the medical bay with office, a full medical laboratory with three surgical stations, and a recovery room.


Deck 11 is a two tier 1.5u hold, with dorsal and ventral bay doors.

Deck 12 contains access to the stern maneuver jets along with a back up life support unit, main water tanks, and a purification plant.

Stern Decks


Deck 13: Recreation Deck - Where the crew unwinds...complete recreation facilities include a three station simulation center, gym, arcade, lounge, and a bar & grill that is typically named after the craft (re: "the Allison May Lounge")

Deck 14: Passenger Deck - two double occupancy first class cabins are on this deck for transporting government officials, planetary emmisaries, or other such passengers. They are flanked by a pair of triple occupancy cabins typically housing marines. A galley, lounge, and washroom round out the deck, along with the main airlock and universal docking collar. Heavy weapon mounts are at positions "w" intended to repel boarders.

Deck 15 - Engineering - The engineer station is where 50% of overhaul time is spent, a secondary engineer is typically stationed here while the chief is on the bridge. Also present are the ship's primary life support unit, a generator and power relay station, two robot closets, and a robotics repair room with tool rack, workbench, parts, and parabattery recharging equipment. Starboard is a full toolshop with laser drill press, laser lathe, foundry, workbench, and toolracks. The port airlock permits outer hull access and has a spacesuit closet.



Deck 16: Engine Room - Port and starboard decontamination/airlocks permit access to the atomic drives, where the remaining 50% of overhaul time is spent. Dorsal monitoring banks assist in this work, ventral closets contain insuits and two spacesuits. A pair of workpod pens flank the ventral side.

Deck 17: Aft Sensors - the stern mounted radar and energy sensor arrays can be accessed here for service and repair.

UPF Frigate

HS:5     HP:40     Powerplant: 2 Class B PGC "Eureka" Atomic Drives
ADF:4   MR:3     DCR:40      Crew: 12-30
Armament (Type:CC): LC, LB, RB(x4), T(x2)
Armament (Type:FE): LC, LB, EB, T(x2)
Defenses (Type CC): RH, MS(x2) ICM (x6)
Defenses (Type FE): RH, MS(x2) ICM (x4)
Communication/Detection: Subspace Radio, VideoCom, Radar, Energy Sensor, WNB, Intercom network, Skin Sensors, Camera System

Cargo Capacity: 1
Fuel Tankage: 12 plutonium or uranium fuel pellets (6/drive)
Crew Accomodations: captain's suite, 4 single officer cabins, 8 double bunk and 10 single crew cabins
Passenger Accomodations: 1 double occupancy suite
Ship's Vehicles: lifeboat, 3 large launches, 2 workpods


Constructed using a Class:5 hull, the UPF Frigate is the mainstay of the UPF Spacefleet. The vessel displaces 1600 tons and is staffed by up to 30 crew members. The Frigate is most commonly used for patrol and escort duty, but thanks to speed and integrity they are flexible enough for just about any mission UPF High Command can dish out. Some of the larger planetary militias incorporate a Frigate for use as a capital ship. Thanks to versatility and a proven record, this design won't be phased out anytime soon.

The UPF Frigate is currently available in two configurations, the Type:CC (close combat) or the Type:FE (Fleet/Escort), with the only differences between the two being the gun battery systems and ICM capacities.

Deck plans follow...

Fore Decks



Deck 1 Key
This deck houses the communications and forward sensor arrays along with the various avionic equipment and diagnostic stations.

Deck 2 Key
The bridge is located on deck two. Command stations for the pilot and co-pilot/energy gunner in the dorsal center, to the left is the astrogator station, and the chief engineer takes up the position to the right. Adjacent to the engineer station is the captain and executive officer centers. Opposite of those two positions is the torpedo command center and a computer operator station which also includes the communication and detection panels. Adjacent to the computer station is additional astrogation equipment nestled into the starboard ventral side.

Deck 3 Key
Deck three contains the forward maneuver modules and access for maintenance and repair, along with a pair of hydroponics bins.

Deck 4 Key
Four single suites and a captain's suite occupy this deck. The captain's suite has a private fresher and shower facility, a communal fresher and shower flank the galley/lounge area. Typically the pilot, astrogator, chief engineer, and the XO occupy the four single suites.

Mid Decks



Deck 5 Key
Four enclosed vehicle bays are positioned here, along with respective airlocks and spacesuit lockers. Each bay has bay doors positioned overhead. Additional spacesuit lockers are located inside surrounding the elevator shaft. The bays are typically kept in a state of vaccuum.

Deck 6 Key
Each of the four outer sections contains a pair of single occupancy cabins and a pair of double occupancy bunk/barracks. Offensive and defensive stations are at the end of each section the dorsal and ventral sides have a rocket battery and laser battery station respectively (the Type:FE version exchanges the RB for an Electron Gun Battery), and the port and starboard sides each have an interceptor missile launcher and maintenance hatches to access them. The central portion of this deck contains the common freshers and shower facilities along with the crew galley and lounge.


Deck 7 Key
A six cell (frozen/live storage) brig and guard center is located in the dorsal section here, to port is the security/surveillance center and armory (along with a security robot closet), the ventral side contains the captian and XO offices along with a meeting room, and the starboard side has teh medical lab with a three bed surgical center, recovery room, and office. The central area contains a small galley and lounge area along with a fresher and laundry room. The two dorsal single cabins are typically occupied by a medical officer and chief of security.

Deck 8 Key
This is the 1U cargo hold with dorsal and ventral loading bay doors.

Stern Decks



Deck 9: Recreation > Features a bar & grill, lounge, fresher, arcade/sim chamber, and workout stations. A first class suite is sectioned off in the dorsal side for UPF/government passengers. A universal docking collar islocated in the ventral portion.

Deck 10: Aft Maneuver > The stern RCS thrusters are accessible here along with water tankage, purification plant, and, a back-up life support unit.

Deck 11: Engineering > The engineer's station is located here, where half of the overhaul time is spent. An assistant to the chief engineer is typically stationed here. Also present is the primary life support unit, a generator and power relay station, a full workshop with tool racks, laser lathe, laser drill press, and foundry, and a robotics room with corresponding tool rack and a robot storage area. An airlock is located in the port chamber.


Deck 12: Engine Room > features pressurized/decontamination chambers for entry into the aft atomic drive section, in order to perform maintenance and repair from inside. Monitoring equipment is located onthe dorsal side, a spacesuit locker is centered in the ventral side. Flanking the locker is a pair of workpod bins with airlocks. The other half of overhaul time is spent in these areas.

Deck 13: Aft Sensors > the stern mounted radar and energy sensor is accessible on this deck.

Wicked Wench

pirate freighter
HS:6  HP:30  PowerPlant: 3 PGC Eureka Atomic B
ADF:4  MR:3  DCR:38  Crew:up to 18
Armament: PLT (x2)
Defenses: RH 
Communications/Detection: SubSpace Radio, Radar, Intercom (3 master panels, speaker/mike in each station/cabin/chamber)
Misc Equipment: Cargo Arm, Universal AirDock

Computer  
(LVL:4 fp:135 SP:100)
Alarm (3) 
Analysis (4) 
Astrogation (4) 
Commerce (1) 
Communication (1) 
Damage Control (3) 
Drive - Atomic B (5) 
Industry (1) 
Information Storage (1)
Laser Battery (1) x2
Life Support cap:16 (1) 
Maintenance (3)


Cargo Capacity:6
Crew Accomodations: Captain's Suite (1st class, double occupancy possible), 2 Crew Cabins w/2 triple bunks each, 2 officer cabins (double occupancy)
Ship's Vehicles: heavy fighter, 2 workpods



The SS Wicked Wench is an upgunned Pacific Class Freighter operating under pirate charter. She has been modified by her crew, as can be the case with any Pacific, although the current modifications arent as practical as a civilian ship might incorporate. For piracy, the mods can't be disputed...most notably a pair of Pod Laser Turrets take residence port and starboard on the crew deck and the lifeboat has been exchanged for a Sovereign Virtue I-76 EnforcerThe typical upgrade to Pan Galactic Eurekas was invoked during construction along with the addition of a Universal Air Dock.


"Mourning Star"
Heavy Fighter 
HS:2 HP:16 Powerplant: shielded inboard/outboard Atomic A drive 
ADF:4 MR:3 DCR:40
Armamament: PL (x2, linked), PLT 
Defenses: RH 
Communication/Detection: Subspace Radio, Radar, Videocom, AEM, Streamlined 
Crew:2 

Computer 
Alarm (1) 
Analysis (4) 
Astrogation (4) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (1) 
Drive (4) 
Information Storage (1) 
Laser Battery (1) 
Laser Cannon (1) 
Life Support (1) 
Maintenance (1)

The Mourning Star is an altered I-76 Enforcer with minor modifications that include swapping the assault rocket system out for a second pod laser system (which can e fired separately from the original system or linked to fire simultaneously for extra damage) and a pod laser turret repacing the ion gun. While the ion gun would make sense for disabling prey, the crew feels the additional firepower of a laser is beneficial for occasions where the long arm of the law catches up with them. With the assault rocket system removed, acceleration was favored over maneuverability so the craft performs differently than the standard I-76.

Interior Layout

Wicked Wench deck plans follow.

Wicked Wench deck 1: Bridge

1> Central Elevator: the central elevator accesses all decks. It will take d10-3 turns to call the elevator (zero or less means the car is already on that deck), depending on what deck it was on last. Command officers (captain, pilots, engineers, astrogators, and gunnery officers) can halve that time by overriding the elevator with their ID (command officers have priority so the elevator won't stop at other decks while called upon). The elevator will sound an alarm tone when sensing a vaccuum outside, two buttons on opposite sides of the door must be pressed to open the door into a vaccuum (the elevator will depressurize and then open).

2> Pilot Station ***COMPUTER ACCESS*** command chairs for pilot and co-pilot, all piloting functions can be performed from either position. Also access to the ship's intercom, radar, and skin sensors.

3> Chief Engineer station ***COMPUTER ACCESS*** An engineer can direct and perform the Damage Control and Stress Analysis functions here.

4> Astrogator Station ***COMPUTER ACCESS*** An astrogator performs any/all astrogation functions here. A second astrogator can assist from the Computer Station nearby. 

5> Computer Operator station ***COMPUTER ACCESS*** This is the primary control board for accessing the mainframe computer, all programs can be accessed from here. The Computer Operator can also assist the astrogator assuming he/she possesses the astrogation skills.

6> Mainframe Computer and Storage: any station marked ***COMPUTER ACCESS*** can tap into the mighty krays of the mainframe (access can be attained on the mainframe itself as well). 6a is a computer maintenance shaft access. Individual access stations can only access programs related to that station, for example the pilot station has access to all the piloting functions along with any other supporting systems, such as the ICM launcher and info storage and such, but not the engineering or astrogation programs. The lockers on the port bulkhead can store small arms, defensive suits, and other personal items.

7> Detection Officer: The officer positioned here has access to the radar and energy sensor, along with the skin sensors on the hull. This position can be eliminated for a skeleton crew, with these features manipulated by the pilot(s). The main radar is located on the other side of the hull from this station, the energy sensor is mounted further forward.

8> Communications Officer: the crew member positioned here operates the ship's subspace radio, videocom, and intercom. This position can be eliminated for a smaller crew, with these features manipulated by the pilot(s)

Wicked Wench deck 2: Officer Deck

1> Central Elevator: the central elevator accesses all decks. It will take d10-3 turns to call the elevator (zero or less means the car is already on that deck), depending on what deck it was on last. Command officers (captain, pilots, engineers, astrogators, and gunnery officers) can halve that time by overriding the elevator with their ID (command officers have priority so the elevator won't stop at other decks while called upon). The elevator will sound an alarm tone when sensing a vaccuum outside, two buttons on opposite sides of the door must be pressed to open the door into a vaccuum (the elevator will depressurize and then open).

2> Officer Cabins: 2 single beds (modular, can be arranged as a double) along with wardrobes for two and a desk. 

3> Captain's Cabin: one double bed positioned along the porthole compliments luxurious furnishing and decor, including wardrobes for two, a desk, and table w/three chairs.

4> Officers' Lounge: food is prepared and served from the crew galley on Deck 3. The spacious lounge has a table and chairs for 4, two more chairs can be added as needed. A holovid projector is available for entertainment purposes as well.

5> Fresher: toilet, 2 sinks, and a shower/steamroom

6> Airlock: this airlock is utilized to space-walk to the heavy fighter moored outside.

7> Fighter Mooring Dock: the Mourning Star is secured here when not in use. Space-walks to the dorsal access hatch on the fighter craft can be accomplished by the use of a detachable tether that connects the airlock to the fighter craft.

Wicked Wench deck 3: Crew Deck

1> Central Elevator: the central elevator accesses all decks. It will take d10-3 turns to call the elevator (zero or less means the car is already on that deck), depending on what deck it was on last. Command officers (captain, pilots, engineers, astrogators, and gunnery officers) can halve that time by overriding the elevator with their ID (command officers have priority so the elevator won't stop at other decks while called upon). The elevator will sound an alarm tone when sensing a vaccuum outside, two buttons on opposite sides of the door must be pressed to open the door into a vaccuum (the elevator will depressurize and then open).

2> Universal Airdock/Airlock: all hatches are protected by security devices, and the pressure can be controlled within the airlock or overridden from the bridge at either the computer or pilot stations.

3> Crew Lounge: 3a> heavy weapon mounts, in the event of invasion armored sections slide out of the floor and cieling to protect the elevator and prevent harmful ricochet off the rounded surface for the concealed heavy weapon operators. 3b> Holovid projector, can also be used as a decoy for intruders.

4> Galley: all food storage and prep equipment is here, with capacity for ten day supply of fresh food concentrate (with the remainder of six months in the life support equipment on the Engineering Deck).

5> Fresher: contains a toilet, sink, and shower/steamroom for the crew.

6> Starboard Turret & Barracks: triple bunk allows for three crew members, along with the controls for the Starboard turret. Wardrobe cabinets for three.

7> Port Turret & Barracks: triple bunk allows for three crew members, along with the controls for the Port turret. Wardrobe cabinets for three.

8> Crew Barracks: two triple bunks allows for six crew members. Closet allows for four wardrobes along with another wardrobe for two on the port bulkhead and a dresser along the dorsal bulkehad. Table and chairs for three.

9> Storage Room: this is where larger items of personal interest can be stored by the crew members, including heavy weapons and space suits to ward off intruding boarders. 9a - gunports to airlock, any character utilizing these has a -40 modifier to be hit from intruders on the other side. Any character firing a weapon from a port can only shoot at beings in the 2 meter square on the other side, they can't shoot at beings in other port ranges. Any character on the other side can only shoot at port operators within said port range as well.

Wicked Wench deck 4: Engineering Deck

1> Central Elevator: the central elevator accesses all decks. It will take d10-3 turns to call the elevator (zero or less means the car is already on that deck), depending on what deck it was on last. Command officers (captain, pilots, engineers, astrogators, and gunnery officers) can halve that time by overriding the elevator with their ID (command officers have priority so the elevator won't stop at other decks while called upon).

  2> Engineer's Station: ***COMPUTER ACCESS*** Panel and controls for monitoring the engines. Approximately half of the engine overhaul routine is spent at this station, with the other half in the engine room. Position can be eliminated for a smaller crew, with monitoring performed at the engineer station on the bridge.

  3> Freight Handler Station: ***COMPUTER ACCESS*** Any technician w/LVL:3 Operate Machinery or higher can use this equipment to load or unload the cargo hold via the cargo arm, as well as opening or closing the bay doors. 

  4> Tool Room: a> Lase b> Drill Press c> Foundry d> tool cabinets

  5> Life Support: regulates oxygen, air temperature, and food/water supply with a six month capacity for up to 20 persons, including the two 1st class occupants. Restocking the six month supply costs 750Cr.

  6> Robot Closet

  7> Storage Area: used for various small parts for the ship along with larger personal items, including spacesuits, armor, and rocketpacks and a LPT.

  8> Workpod Bins: a pair of workpods is accsible via their respective airlocks.

  9> Back-up Life Support: same as the main LS unit, with a second six month supply.

10> Power Relay Station: this unit transforms the energy from the atomic drives to electricity to run the various starship components via the generator located next to it. A large parabattery (equivillent to 10 type-4 parabatteries) can be used in emergency topower the primary systems in the event of engine failure or shut-down for up to 80 hours. This battery recharges once the drives are activated again, acquiring a full charge soon afterwards.

11> Generator

Wicked Wench deck 5: Cargo Hold


1> Central Elevator: the central elevator accesses all decks. It will take d10-3 turns to call the elevator (zero or less means the car is already on that deck), depending on what deck it was on last. Command officers (captain, pilots, engineers, astrogators, and gunnery officers) can halve that time by overriding the elevator with their ID (command officers have priority so the elevator won't stop at other decks while called upon). The elevator will sound an alarm tone when sensing a vaccuum outside, two buttons on opposite sides of the door must be pressed to open the door into a vaccuum (the elevator will depressurize and then open).

2> Cargo Hold Elevator Airlock: there are two such accessways into the hold, one on each end of the hold (floor and cieling). The pressure can be controlled in each airlock or overridden in the bridge.

3> The Cargo Arm travels along this entire reinforced outer shell of the elevator shaft.

4> Cargo Hold: this section is tiered into five sections for ease in cargo loading and location. The hold can be pressurized, but only with both bay doors secured. Unless the hold is filled with unsealed/unprotected agricultural products, it is typically in a state of vaccuum to prevent loss of cargo in the event of combat.

5> Exterior Bay Doors: these can be opened from the Freight Handler Station on the Engineering Deck. Each set of bay doors open to expose a 90 degree cross section of the hull to allow cargo transfer.



Wicked Wench deck 6: Engine Room

1> Central Elevator: the central elevator accesses all decks. It will take d10-3 turns to call the elevator (zero or less means the car is already on that deck), depending on what deck it was on last. Command officers (captain, pilots, engineers, astrogators, and gunnery officers) can halve that time by overriding the elevator with their ID (command officers have priority so the elevator won't stop at other decks while called upon). The elevator will sound an alarm tone when sensing a vaccuum outside, two buttons on opposite sides of the door must be pressed to open the door into a vaccuum (the elevator will depressurize and then open).

2> Parts and tool storage: there are cabinets along each wall for small parts and tools, along with monitoring gauges for each engine.

3> Engine Access: Each engine strut has a two part accessway, with an airlock/decontamination chamber followed by the access tunnel. These accessways slope down (at a 30 degree angle) and away from the hull.

Approximately 50% of the overhaul time will be spent in the engine room/accessways, with the remaining 50% in the Engineering Deck.

Parallel to main axis plans

This section will house non-conventional KH type deckplans, such as those found in other "cinematic" genres such as Star Trek, Star Wars, or Traveller.


MRX-8

--- work in progress ---

pf-100 era scout ship 


HS:2 HP:10 Powerplant: 3 Chemical A
ADF:3 MR:4 DCR:16 Crew: up to 2
Armament: optional LC (mark 1) @ -1 ADF or MR penalty 
Defenses: optional RH
Communication/Detection: Subspace Radio, Radar, Intercom
Misc: Streamlined

Computer

Alarm (3)
Analysis (2)
Astrogation (2)
Commerce (1)
Computer Lockout (3)
Computer Security (3)
Damage Control (3)
Drive, Chemical A (1)
Information Storage (1) 
Life Support, cap:2 (1) 
Maintenance (3)


Cargo Capacity: personal gear
Crew Accomodations: 1 two-bunk cabin
Passenger Accomodations: 0
Ship's Vehicles: 0

The MRX-8 scout ship saw extensive service as a survey & research vessel during the first corporate war. The small craft would ferry two crew members around the system on their various prospecting missions. Some of these vessels were pressed into spy missions against the Mining Guild, equipped with surveillance equipment and prototype sensor jammers developed by Streel, hence the rebadging as a scout ship.


* Adapted from the WEG Star Wars RPG system

Aquilian Starling

Privateer (pf:100 system ship, owned by Robert Kitridger)

HS:4  HP:24  Powerplant: 3 SC Chemical A
ADF:3  MR:4  DCR:27  Crew: 3-8
Armament: LB(x2)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom, WNB
Misc Equipment: Streamlined, Light Armor, Back-up LS unit

COMPUTER   ( LVL:6  fp:237  Mass/SP:1000kg/600 )

Alarm (3) 8
Analysis (3) 8
Astrogation (2) 8
Bureaucracy (3) 12
Commerce (1) 4
Communication (1) 4
Computer Lockout (5) 32
Computer Security (4) 24
Damage Control (3) 12
Drive - Chem A (1) 4
Industry (1) 4
Information Storage (1) 3
Installation Security (5) 64
Laser Battery x2 (1) 2 x 5
Life Support cap:8, x2 (1) 2 x 2
Maintenance (3) 12
Robot Management (4) 24


Cargo Capacity: 2 (Main:1.25, Forward: 0.25, Aft: 0.5)
Crew Accomodations: 3 bunk cabin, double suite
Passenger Accomodations: 0
Ship's Vehicles: AWD Ground Car, Ground Cycle
Fuel: 144u S-Ox ( +3 x 48u ExTanks)
Max Safe Velocity: 36 (+36)

The MAIN DECK features a two person helm, 6 person bunk barrack, two person suite, all adjacent to the crew lounge/computer which doubles as the forward hold. A ladderwell runs up to the dorsal gun and down to the main hold & ventral gun. A fresher fills the gap behind the bridge accesway and a shower unit flanks the ladderwell. Fore of the crew lounge are the forward "mandibles" featuring most of the avionics, communication, sensors, and electronics. Aft of the crew lounge is the engine room, with RCS thruster banks, generator & power relay station, life support equipment (including water tank and purification plant) and work stations. Starboard of the lounge is the cargo loading dock and boarding ramp, along with a defensive anti-personnel gun. The aft hold is adjacent to the loading dock.


The LOWER DECK is comprised of the main hold w/loading ramp and access to the landing gear. To port is a computer maintenance shaft that connects the main computer to the helm. Below the Main Hold is the ventral gun position.
A cross sectionof the ladderwell details the deck arrangement. Note the gunnery positions boast lower cielings, minimizing aerodynamic drag and producing only mild comfort issues when not seated at the command chair.
____________________

Post Sathar War 1 version, bequethed to/wrecked by/salvaged by/revived by Jonathan Knightrazor, currently owned by Richard Silver



 

HS: 3*   HP: 18  Powerplant: 3 Pan-Galactic "Eureka" Atomic A
ADF: 5  MR: 3  DCR:  32   Crew: 2, can accomodate up to 9
Armament: LB (x2)
Defenses: RH
Communication/Detection: SubSpace Radio, Radar, Energy Sensor, Intercom
Misc Equipment: Light Hull Armor, Skin Sensors, Delux Astro, Camera System, Cybernetic Uplink Slave Circuits
 

Computer
(LVL: 4  fp: 198  sp:100)

Alarm (3), Analysis (6), Astrogation (4), Bureaucracy (5), Commerce (1), Communication (4), Computer Lockout (6), Computer Security (6), Cyber-link (3), Damage Control (3), Drive (4), Information Storage (3), Installation Security (6), Language (6), Laser Battery (1) x2, Life Support - cap:9 (1) x2, Maintenance (3), Robot Management (6)


Cargo Capacity: 2.5 (0.9 lower hold, 1.6 aft hold)
Fuel Tankage: 9 uranium pellets, 3/drive 
Crew Accomodations: 1 double cabin, 1 six-bunk cabin, 1 bunk in rec area
Passenger Accomodations: n/a
Ship's Vehicles: 0

* Actual displacement is HS:3, vessel was reduced by damage/reconstruction from original HS:4

Crew: Richard Sterling (mH) Pilot:3, Engineer:3, "Glasya" Carolina Sterling (cybernetic fH) Pilot:2, Astrogator:2, Engineer:1, Energy Gunner:4 --- Glasya may multi-task via the cyberlink connections, thus operating both battery weapons simultaneously as well as performing co-pilot & astrogator operations and coordinating engineer functions.


The Starling has a rich history, dating back before the founding of the UPF. A young Captain Jonathan Knightrazor acquired it via his father's will. Later the ship required major renovations after a near fatal encounter during the first Sathar War under Stephen's father, Jonathan. The ill-fated vessel unknowingly dropped out of the void into a UPF system that the Sathar Battle Fleet had already entered, and the ship took a beating. It would have no doubt been destroyed if not for the timely intervention of Admiral Morgaine's fleet, who arrived and made the unfriendlies feel most unwelcome. The Starling was taken in tow and it's crew began redesigning what they had left to work with. 


When the war was officially over the Starling's crew were finally able to secure dock space for the reconstruction. The entire engine compartment had been destroyed, as well as a portion of the forward starboard side. Supplies were short and in demand so rebuilding the missing sections became a timely and costly operation, the crew instead opted for sealing up those sections and relocating the salvageable equipment. The drives were relocated from their original inboard location to an outboard set up, with one drive on both the dorsal and ventral sections of the aft section and the third replacement drive was attached via struts off to the portside, thereby filling in that missing section. All the replacement equipment that was destroyed in the fore section ended up on the port side of the forward hull, making it a nearly impassible area to work in. Jonathan gifted the salvaged vessel to his son Sephen who
 sold it after nearly ten years of freight hauling in favor of subcontracting a new RT model. The current owner, adventurer Richard Sterling, bought it from Knightrazor and still owns and operates it today. Eventually cyber-slave circuits were also installed so that Sterling's cyborg/wife could control and operate multiple systems from one location, thus allowing for a reduced crew

.

As a result of the salvage/reconstruction, the actual hull displacement ended up dropping from HS:4 to HS:3, but through clever restructuring of the interior the cargo capacity remained the same, what with the drives being converted to outboard this opened up some extra unused deck space. One additional benefit comes with the smaller size, with Class A drives designed to power a size 4 hull now powering smaller displacement size 3 hull, the ship now performs a little better. In fact current owner Silver has logged some very respectable times in the Zebulon Run with "the Clunker" (as he affectionately calls her). Unfortunately that fame comes with a price for Silver, who prefers to avoid any interstellar attention...


 

Deck Plans


Main Deck


Lower Hold

Courier

(pf:100 system ship)
adapted from the Traveller RPG Scout/Courier

HS:3  HP:15  Powerplant: 2 Chemical A
ADF:1  MR:3  DCR:24  Crew: 3-8
Armament: LT
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom
Misc Equipment: Streamlined

COMPUTER  

Alarm (2)
Analysis (2)
Astrogation (2) 
Commerce (1)
Communication (1)
Computer Lockout (3)
Damage Control (2)
Drive - Chem A (1)
Industry (1)
Information Storage (1) 
Laser Battery (1)
Life Support cap:8 (1)
Maintenance (2)

Cargo Capacity: 0.5
Crew Accomodations: 4 cabins, single or double occupancy
Passenger Accomodations: 0
Ship's Vehicles: varies, ground/atmo vehicle bay
Fuel: 72u S-Ox (+2 x 36u ExTanks)
Max Safe Velocity: 18 (+18)

DECK PLANS


The Lower Deck (left) is the cargo hold with boarding ramp and access to the landing gear. Aft is the life support equipment, including water tank and purification plant.

The Main Deck (center) has a forward avionics/RCS thruster bank area accessible from below. The bridge also has a maintenance hatch leading below and command chairs for two (a pilot and navigator). Aft of the bridge are four cabins that can be arranged for single or double occupancy as the crew desires. Behind the cabins is the crew lounge with galley, fresher, and washroom. The lounge connects to a four way access chamber with hatches leading port to the engineering section, starboard to the vehicle bay (an open hover transport is depicted), and stern to the engine room. A floor hatch in the center leads to the cargo bay, a cieling hatch leads to the gunnery position above.

The Upper Deck (right) has the gunner position above the vertical hatch with controls for the ship's laser turret. Forward of the gunnery position is an attic containing the sensors and communication equipment.

CU-37 Courier

HS:2 HP:12 Powerplant: 2 Chemical A
ADF:2 MR:4 DCR:24 Crew: up to 4
Armament: optional LT
Defenses: optional RH
Communication/Detection: Subspace Radio, Radar, Intercom
Misc: Streamlined, Light Armor

Computer

Alarm (2)
Analysis (2)
Astrogation (2)
Commerce (1)
Computer Lockout (3)
Computer Security (3)
Damage Control (2)
Drive, Chemical A (1)
Information Storage (1) 
Life Support, cap:6 (1) 
Maintenance (2)


Cargo Capacity: 1
Crew Accomodations: 4 single crawl-bunks
Passenger Accomodations: 0
Ship's Vehicles: varies
Fuel Tankage: 72u S-Ox (plus two 36u ExTanks)
Max Speed: 18 (+18)

The CU-37 was a fine courier craft offered to the general public during the first corproate war in Truane's Star. Many a civilian crew found fortune with this small ship, running errands for or against the Mining Guild during that dark era. The small craft offered fair quarters and a decent sized hold, although not large enough to be profitable. However, these craft earned a notorious reputation with smugglers who were hiding contraband within the various access plates in the deck and other convenient hidey-holes found throughout the craft...



* Adapted from the WEG Star War RPG system

Fair Trader/Fast Trader

Merchant Vessel (pf:100 system ship)

HS: 4 HP: 20 Powerplant: 3 Chemical A (SC for Fast Trader)
ADF: 1(2) MR: 3 DCR: 27 Crew: up to 8
Armament: LT(x2)
Defenses: RH
Communication/Detection: Subspace Radio, Radar
Misc: Streamlined


COMPUTER 

Alarm (3)
Analysis (2)
Astrogation (2)
Commerce (1)
Computer Lockout (3)
Computer Security (3)
Damage Control (3)
Drive, Chemical A (1)
Industry (1)
Laser Battery (1) x2
Life Support, capacity:22 inc 4 1st class (1)
Maintenance (3)


Cargo Capacity: 2.5
Fuel Tankage: 144u S-Ox (+3 x 48 ExTanks)
Max Speed: 36 (+36)
Crew Accomodations: Captain's double suite, 3 double cabins
Passenger Accomodations: 2 double 1st Class cabins, 4 double journey class cabins
Ship's Vehicles: small launch

DECK PLANS

The Main Deck is accessible via the cargo bay, by a loading ramp at the fore and airlocks boasting large bay doors port and starboard. Aft of the airlocks are crew lockers, behind that is the engine room with a generator and RCS thruster banks. Forward of the airlocks are the port and starboard gunnery positions with controls to the ship's two laser turrets. The ship is divided into two parts fore of the guns, the port side sporting three double occupancy crew cabins, elevator to upper deck, and a captain's suite. Located starboard is the crew lounge (with galley, fresher, and shower), computer console, and the bridge.


The Upper Deck is divided into three sections. At the fore are the passenger cabins, including a quartet of double occupancy Journey class cabins and a pair of 1st class suites positioned over the bridge and captain's suite. The launch bay divides the cabins port and starboard, aft of the bay is the passenger lounge. A trio of smaller rooms are positioned aft of the lounge that can serve as a variety of functions, normally the two smalelr rooms serve as storage space and the larger as an office. The midsection is comprised of avionics, electronics, and the communication & sensor arrays, all accessible only via the engineering section. Stern is the maintenance deck with the engineer station, life support equipment (including water tank and purification plant), power relay station, and workshop.

adapted from the Traveller RPG "Far Trader"

HWIS Planeteer

retro-fitted pre-UPF era scout ship

HS:3 HP:15 Powerplant: 2 Ion A, 4 Chemical A 
ADF:1 (2) MR:4 DCR:24 Crew: up to 4 
Armament: optional LT 
Defenses: optional RH 
Communication/Detection: Subspace Radio, Radar, Intercom 
Misc: Streamlined

Computer

Alarm (6) 
Analysis (4) 
Astrogation (4) 
Commerce (1) 
Computer Lockout (3)
Computer Security (3) 
Damage Control (6) 
Drive, Chemical A (1) 

Drive, Ion A (3)
Information Storage (1)  
Life Support, cap:6 (1) x2 
Maintenance (6)


Cargo Capacity: 0.5 
Crew Accomodations: 2 double occupancy cabins 
Passenger Accomodations: 0 
Ship's Vehicles: varies 
Fuel Tankage: 72u S-Ox (plus two 36u ExTanks), 20K LiqH
Max Speed: 18 (+18) (chemical drive only, unlimited w/Ion)

 

This Heppliewhite, Inc. scout ship is an old design predating the UPF, this particular sample has been updated with modern conveniences. Hepplewhite has never been shy about spending credits on their business ventures, and the Planeteer is no exception. Utilizing a pre-UPF design, this pricy vessel sports a pair of Ion star drives in addition to a quartet of chemical thrusters to permit planetary landings. The dated decks-parallel is an inconvenience during jump acceleration, the crew needs to be belted in for the entire accel.deceleration phase and can only travel about during zero-G movement via free fall. However once parked on a planetary surface the decks are naturally simple for such duty. This particular vessel crash landed and was discovered by a group of novice adventurers, the sole survivor of the crew being a Yazirian child.

Merchant Courier

(pf:100 system ship) 

HS:3 HP:15 Powerplant: 2 Chemical A
ADF:1 MR:4 DCR:24 Crew: up to 6
Armament: optional LT
Defenses: optional RH
Communication/Detection: Subspace Radio, Radar, Intercom
Misc: Streamlined


COMPUTER 

Alarm (2)
Analysis (2)
Astrogation (2)
Commerce (1)
Computer Lockout (3)
Computer Security (3)
Damage Control (2)
Drive, Chemical A (1)
Information Storage (1) 
Life Support, cap:6 (1) 
Maintenance (2)


Cargo Capacity: 1.5 (1 main hold + 0.5 forward hold)
Crew Accomodations: 1 dbl suite, 1 two-bunk cabin
Passenger Accomodations: 0
Ship's Vehicles: varies
Fuel Tankage: 72u S-Ox (plus two 36u ExTanks)
Max Speed: 18 (+18)

DECK PLANS

The Main Deck commences with a cargo loading dock located starboard, complete with boarding ramp and bay doors. A second set of bay doors leads to the forward hold and access to the starboard electronics/avionics. A hatch fromthe loading dock leads inward to a semi-circular accessway that circles around to a forward communication/sensor array, mainframe computer, and the crew cabin. Access to the port avionics/electronics is near the mainframe. The semi-circular accessway continues around to the portside with access to the bridge and captain's suite, occassionally spotted with other maintenance hatches. The semi-circular accessway terminates at the crew lounge, sporting a galley, fresher/shower room, and a storage room. A ladderwell centered in the lounge leads up to the gunnery position and down to the main hold. A hatch in the stern bulkhead leads to engineering (port), the engine room (stern), and vehicle bay (starboard, open ground transport depicted).

The Lower Deck is comprised mostly of the mainhold and has maintenance access to the landing gear and a hatch leading to the life support equipment (including a water tank and purification plant).

The Upper Deck is a low cieling chamber with controls to the ship's laser turret and a small attic.

Pirate Scout Ship

system scout ship

HS: 3   HP: 18   Powerplant: 4 SC Chemical A
ADF: 3  MR: 3  DCR: 30   Crew: up to 6
Armament: FFR(x2), LT(x2)
Defenses: RH
Communication/Detection: SubSpace Radio, Radar, Intercom
Misc Equipment: Streamlined, Light Armor
Fuel: 144u S-Ox (+4 x 36 ExTanks)
Max Speed: 18 (+18)


Computer

Alarm (4)
Analysis (2)
Astrogation (2)
Commerce (1)
Communication (1)
Computer Lockout (4)
Computer Security (4)
Damage Control (4)
Drive: Chemical A (1)
Forward Firing Rockets (2)
Industry (1)
Information Storage (1)
Installation Security (4)
Laser Turret (1) x2
Life Support, cap:8 (1)
Maintenance (4)

Cargo Capacity: 0.5
Crew Accomodations: 2 triple bunks
Passenger Accomodations: n/a
Ship's Vehicles: none


Typical example of a pirate craft found during the first corporate war in Truane's Star. Streel captured several of these and revamped them for special missions against the Mining Guild, dropping the forward firing rocket systems in favor of a light laser cannon and extra fuel tankage (and a resulting performance gain).

In their stock guise, the pirate scouts packed a good punch. A pair of laser turrets to disable their target craft were complimented by the rocket systems that would ward off escort craft, and their small holds could carry away some valuables afterwards (although not much, hence these vessels were often encounted in groups of more than one).



*Adapted from the WEG Star Wars RPG system

ST-250 Trans Strata class transport

(pf:100 era system ship)


HS:2 HP:14 Powerplant: 4 Chemical A
ADF:3 MR:4 DCR:26 Crew: minimum 2, up to 6
Armament: optional LT(x2) @ -1 ADF or MR each
Defenses: RH
Communication/Detection: Subspace Radio, Radar, Intercom
Misc: streamlined, medium hull armor
Fuel Capacity: 96u S-Ox (plus four x 24u ExTanks)
Max Speed: 24 (+24)


COMPUTER
Alarm* (4)
Analysis (2)
Astrogation (2)
Bureaucracy* (2)
Computer LockOut* (3)
Computer Security* (3)
Commerce (1)
Communication (1)
Damage Control* (4)
Drive - Chem A (1)
Life Support, cap:6 (1) +6 Journey class (type P/T) or +8 1st class (type Y)
optional Laser Battery (2) x2
Maintenance* (4)


Cargo Capacity: 1 (type T), 0.5 (type P/T), or 0 (type Y)
Crew Accomodations: 1 dbl suite + 4 single cabins
Passenger Accomodations: 0 (type T) or 3 Journey Class cabins (type P/T) or 4 1st class suites (type Y)
Ship's Vehicles: n/a


DECK PLANS

rendered in 1.5 meter squares

The basic ST-250 Trans Strata (Type T) incorporates a disc shaped hull with outboard pods extending port and starboard and a drive unit positioned aft. The layout is simple and straightforward:

The port pod contains a helm with four command chairs, a two person captain's cabin, a computer room/rec area, a storage closet, and life support equipment. The starboard pod contains a crew galley & rec area, access to the life support equipment, and a fresher. The forward area is an open cargo hold with a loading ramp, aft of the hold is the four single occupancy crew cabins. Aft of the cabins is a narrow hallway with a boarding ramp and outer hull hatch (thus doubling as an airlock), flanked by maintenance panels leading to the port & starboard twin thrusters. Centered in the ship is a ladderwell leading up and down to observation rooms, the ventral chamber is inverted with everything mounted "upside down" in relation to the rest of the ship allowing occupants to look "up" to the stars through the "overhead" viewport. These observation rooms can be easily converted to laser turret hardpoints, with the ventral unit remaining inverted under such construction. 

Two variants of the ST-250 can be ordered, the Type Y replaces the forward hold with a quartet of two person suites along with a lounge and storage areas (thus designating it as a yacht). The Type P/T divides the forward hold into a half hold (½ unit capacity) and a trio of two person cabins (two journey class and a suite).

Regardless of variation, smaller crews may opt to offer passage via unused crew cabins.


adapted from the WEG Star Wars RPG

ST-260 light freighter

HS:3 HP:15 Powerplant: 2 Class A SC Chemical drives 
ADF:2 MR:4 DCR:30 Crew: up to 6 
Armament: LT(x2); dual machine gun turret over entry ramp 
Defenses: RH 
Communication/Detection: Subspace Radio, Radar, Intercom
Misc: streamlined hull 
Cargo Capacity: 2 (1.25 main hold + 0.75 forward hold) 
Fuel Tankage: 72u Solid Oxygen (plus two 36u external tanks) 
Maximum Safe Velocity: 18 (36 w/external tanks, assuming station launch)
Crew Accomodations: 1 double suite + 4 bunks 
Passenger Accomodations: 0 
Ship's Vehicles: 0


main deck



lower deck

ST-3000

light freighter

HS: 3 HP: 15 Powerplant: 2 Chemical A
ADF: 1 MR: 4 DCR: 24 Crew: up to 4
Armament: optional LT @ no penalty
Defenses: optional RH
Communication/Detection: SubSpace Radio, Radar, Intercom
Misc. Equipment: streamlined
Fuel: 72u S-Ox (+ 2 x 36u ExTanks)
Speed: 18 (36)

Computer

Alarm (2)
Analysis (2)
Astrogation (2)
Commerce (1)
Communication (1)
Damage Control (2)
Drive-Chemical A (1)
Industry (1) 
Life Support, cap:4 (1)
Maintenance (2)


Cargo Capacity: 1.5 (2 x 0.6 main holds, 6 x 0.05 holds)
Crew Accomodations: 2 single cabins, 2 bunks 
Passenger Accomodations: n/a
Ship's Vehicles: 0, bridge module is an escape pod

The ST-3000 is a Streel designed system freight hauler hailing from the first corporate war. These craft ferried supplies between the two civilized planets as well as running supplies to distant mining operations in the system. As the Mining Guild became more aggressive, captains began to upgun these craft at no penalty with a single dorsally mounted laser turret, as such many of these armed light freighters saw extended service as blockade runners.


ST-3000 lower deck (entry amp/crew cabins)


ST-3000 Main Deck (bridge, main holds, crew lounge, cabins, and engineering)


ST-3000 Upper Deck (storage)




*
Adapted from the WEG Star Wars RPG system

TSEF Serena Dawn


Serena Dawn main deck


Serena Dawn upper deck

UPF Assault Scout

Z-10 Modular Hauler

system freight transporter 


HS:1 HP:5/8/11 Powerplant: 4 Chemical A
ADF:4/2/1 MR:4/3/2 DCR:24 Crew: up to 2
Armament: none
Defenses: optional RH
Communication/Detection: Subspace Radio, Radar, Intercom
Misc: Streamlined

Computer
Alarm (4)
Analysis (2)
Astrogation (2)
Commerce (1)
Computer Lockout (3)
Computer Security (3)
Damage Control (4)
Drive, Chemical A (1)
Information Storage (1) 
Life Support, cap:2 (1) 
Maintenance (4)

Cargo Capacity: 2 (two modular 1U containers)
Crew Accomodations: 2 single bunk cabins
Passenger Accomodations: 0
Ship's Vehicles: 0s
Fuel Tankage: 144u S-Ox (plus four 36u ExTanks)
Max Speed: 18 (+18)

Cargo Container: 1u capacity, adds 3 HP to total hull points, performance affected depending on number of containers --- ADF & MR of 4 & 4 respectively for an unladen Conveyor, 2 & 3 for one container, and 1 & 2 for two containers. Accrued damage may be applied to either the host ship or container, any time 3 or more points of damage are sustained roll 50% to determine if it applies to the container or the host ship. Any containers taking 3+HP damage are destroyed along with their contents, however if the host ship is destroyed (absorbing all the damage toward the total) there is a 25% chance per container that each container will survive. 

The ZS-205 was an efficient method of supply transport during the earliest corporate wars at Truane's Star. Consisting of a basic hull with a helm, crew lounge, and quarters; the ZS-205 was unique that it had a pair of detachable U-shaped cargo nacelles that fit snug around the main hull. Fully loaded, the pair of chem drives accelerates at the slower rate (1), with one nacelle it can accelerate at the middle rate (2), and unladen it can move at maximum acceleration (4). MR is likewise affected accordingly, reduced to the consecutive lower figure per container. More importantly, these craft could arrive and depart quickly assuming waiting nacelles were already loaded, it was a simple matter of detaching the full container for a new one and shoving off.

DECK PLANS
( rendered in one meter squares )


The bridge has a single command chair, aft is the mainframe computer. A door leads to the airlock hatch and a storage closet. Aft of that is the crew galley & lounge along with a fresher and two single bunk cabins. There is no access to the cargo nacelles from within the ship, they may only be accessed by taking a space walk. The four drives must also be addressed from the exterior as the craft is too small for an engineering section. The dashed lines running the length of the main axis repsresent where the cargo nacelles overlap the main hull.

* Adapted from the Z-10 Modular Hauler WEG Star Wars RPG system

Referee Contributed Equipment


Acronym
Description
PL
Pod Laser
PLT
Pod Laser Turret
HLC
Heavy Laser Cannon
HLB
Heavy Laser Battery
IC
Ion Cannon
IB
Ion Battery
*
Content of The House Rules Wiki project

Weapons (Knight Hawks)


Pod Laser (PL)
 A Pod Laser is a down-scaled laser cannon for smaller craft such as star fighters. Simply put, the design incorporated removing the guns from a laser battery and down-sizing them to fit into the fuselage of a fighter craft. The PL hs a range of 50K kilometers, MHS:1, costs 6,000Cr and takes up 20 cubic meters of space. Treat as a laser cannon for hit resolution and damage is 1d10 with no damage table modifiers. A longer range version (90,000km range) is availabe at 8,000Cr and takes up 25cubic meters, designated PL(LR). Both systems use the same program that a standard laser cannon uses.


Pod Laser Turret (PLT)

 With a MHS:3 requirement for a laser battery, it became apparent that both smaller craft as well as larger craft that can't accomodate a LB due to other restrictions could benefit from a 360 degree field of fire weapon. Hence, following in the successful footsteps of the Pod Laser, the Pod Laser Turret came to be. The PLT has a range of 40K kilometers, MHS:1, costs 8,000Cr and requires 20cubic meters of space. Treat as a laser battery to hit with no damage table modifiers and damage is 1d10. The PLT uses the standard Laser Battery program.


Heavy Laser Cannon (HLC)
 Similar to a standard laser cannon but packs a little more punch. Range is 120,000km, MHS=6, damage is (2d10 +4), cost is 20K credits and requires 50cubic meters. No damage table modifiers, and the standard Laser Cannon computer program is required.


Heavy Laser Battery (HLB)
 Similar to a standard laser battery but like the Heavy Cannon, it too packs a little more oomph. Range is 100,000km, MHS=5, damage is (1d10 +2), cost is 12,000Cr and the HLB requires 30cubic meters. No damage table modifiers and the standard Laser Battery program is needed for operation.


Ion Cannon (IC)
 The Ion Cannon is essentially a small scale Disruptor Cannon, but instead of causing damage it is designed to disable various starship systems. Upon succesful hits, roll (3d6 -2) to generate random numbers between 1 and 16, and consult the Damage Table. Assign everything between "hull hit: normal damage" and "electrical fire" a number (1-16), any system hit by an Ion Cannon is disabled for (2d10 +5) combat turns. Range is 60,000km, MHS=1, cost is 15,000Cr and 20 cubic meters of space is allocated for an Ion Cannon. Uses the Laser Cannon program.


Ion Battery (IB)

 Same as an Ion Cannon but with a 360 degree field of fire. Range is 50,000km, MHS=2, cost is 18,000Cr and 20 cubic meters of sapce is required for an IB. Uses the Laser Battery computer program.


Forward Firing Rockets (FFR)
 Essentially the launchers from a rocket battery positioned in a forward firing stance. All RB modifiers apply (range, DTM, damage, ICM adjustments), a variant of the Assault Rocket program is used to operate the system. MHS:1, cost = 20,000Cr, and requires 20 cubic meters of space.


Striker Missile (SM)

 A Striker Missile rack holds two missiles, each rack requires 5 cubic meters. The rack costs 1000Cr and individual missiles cost 5000Cr each. Missiles have a range of 60,000km with a -10 damage table modifier and inflict 1d10+2 damage. MHS:1 and MR:4 or better required, and a LVL:1/fp:4 computer program is needed to operate the system. MPO/LTD weapon


Heavy Bomb/Rocket (HBR)

 These nasty propelled bombs can do some serious damage, especially when considering they can be launched from small craft. The launcher costs 10,000Cr and individual bomb-rockets cost 20,000Cr. Launchers require 10 cubic meters and the range for the bomb-rocket is 30,000km, damage is 3d10 with a -20 modifier. MHS:2 with MPO and LTD restrictions. A LVL:1/fp:3 program is required to operate the system


Warhead Launcher Turret (WT)

 A Warhead Launcher allows the use of Striker Missiles, Assault Rockets, and Heavy Bomb-Rockets on larger ships. Essentially it is a turret weapon sporting the respective launchers. The allocated space for a warhead launcher turret is 20 cubic meters (plus the 20cubic meters of space from the weapon systems for a total of 40) and cost is 20,000Cr plus the weapon systems. MHS:5 with LTD/MPO restrictions, and a LVL:2/fp:8 program is required which will operate any of the three weapon systems installed. The launchers will hold 8 striker missiles, 2 assault rockets or two HB-Rockets depending on which systems are loaded. Combinations are possible, such as 4 striker missiles, one assault rocket, and one HB-Rocket.

Smart Rocket Battery (SRB)*
 A standard rocket battery that utilizes guidance systems in the rockets, similar to the hardware used in a torpedo. The weapon system itself remains unchanged, however the SRB salvo increases in price (10,000Cr each). Also, a new software package is required to guide the rockets after launch, the SRB program is a level 3 / 12 function point program. Base chance to hit is 60% (plus operator skill bonus), increased to 75% for targets with an activated stasis screen. Damage is 1d10+10. All other modifiers/restrictions remain the same (range, ICM adjustments to hit roll, etc).
 The Rocket Battery may still fire the standard unguided salvos assuming the original program is retained. However, only one program may be utilized per weapon so it must coincide with the salvos loaded.

* Special thanks to Corjay & Gilbert for assisting with this project

Weapon Link (program)
 The Weapon Link program allows common systems to be operated in tandem, such as a pair of pod laser sytems or a dreadnought's multiple laser batteries. The program is LVL:2 and has 8 function points, and one program is required for each set of linked systems

Used with permission from w00t

Star Fighters

This document will host various fighter craft that can be used in the KH campaign. Typical HS:1 craft do not require deck plans, as they will usually consist of a one or two person cockpit. Instead, techs & specs will be included for KH play.

ARC-71 Intruder (pf:100 era)

Streel, Inc Advanced Recon/Combat heavy fighter

HS:2 HP:12 Powerplant: 3 Class A SC Chemical drives
ADF:4 MR:4 DCR:30 Crew: 1-2
Armament: LC(type 1), SM(x2) 
Defenses: RH
Communication/Detection: Subspace Radio, Radar, ½ camera system
Misc: streamlined hull, light armor
Fuel Capacity: 72 (plus six 16u external tanks = 216)
Maximum Safe Velocity: planetary take off - 24 (18 + 6 via additonal ExT fuel), station departure w/ external tanks - 54

COMPUTER
single mainframe - LVL:5  fp:102  Mass:350kg  SP:250 

Alarm* (3) 8
Analysis (2) 4
Astrogation (2) 8
Bureaucracy* (2) 6
Computer LockOut* (4) 16
Damage Control* (3) 12
Drive - Chemical A (1) 4
Industry (1) 4
Installation Security* (3) 12
Laser Cannon (1) 4
Maintenance (3) 12
Robot Management* (3) 12

* linked programs

Cargo Capacity: 0
Crew Accomodations: 2 (command stations) 
Passenger Accomodations: 0
Ship's Vehicles: 0 (1 maintenance robot, typically LVL:3)

A relic from the first corporate wars, the venreable design of the ARC-71 opened the doors for the I-76 Enforcer during the early UPF era. Updated versions of this fighter craft are still in service today, albeit with a pair of sub-atomic drives instead of the trio of chem drives. Modern craft filled the external tanks with sensor packages, and oftentimes the armor was upgraded as well.

The Intruder was Streel's answer to Pan Galactic's Shadow Star during the first corporate war. While not as nimble or fast, it packed a considerably more generous punch without sacraficing performance and could absorb more damage along the way.

F-20 Arrow

WarTech F-20 Arrow
light fighter


HS: 1  HP: 7  Powerplant: 2 sub-Atomic A
ADF: 6  MR: 5  DCR: 30  Crew: 1
Armament: PL (x2)
Defense: RH

WarTech's latest entry in the light fighter arena will be the Arrow, a well armed and snappy accelerator. Rumors lead to a possible Defletor Screen system as well, assuming it can be added without infringement on the performance. They will be submitting this design along with the F-42 Vulcan when the Council of Worlds decides on a replacement for the current F-40C s a mainstream fighter craft. Sadly neither meets the price criteria of the venerable F-40C, but WarTech is hedging their bets that space superiority will trump bean counting.

F-40C Vulcan

WarTech F-40C Vulcan 
(updated version of the standard UPF Fighter from SF/KH game) 


HS:1 HP:8 Powerplant: single sub-Atomic A 
ADF:5 MR:5 DCR:30 Crew: 1-2 
Armament: Assault Rocket (x3) or Pod Laser (LR) or PL, AR(x1) 
Defenses: RH 
Communication/Detection Equipment: Subspace Radio, Radar, Videocom, Auto-Eject Module, Streamlined 

Computer 
Alarm (1) 
Analysis (3) 
Assault Rocket (1) 
Astrogation (1) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (1) 
Drive (4) 
Information Storage (1) 
Laser Cannon (1)
Life Support (1) 
Maintenance (1) 

Upon graduation from the Star Fighter Corps academy, players will see service with an updated version of the F-40. The F-40C convertible fighter can switch weapon systems according to the missions between a long range pod laser system, a trio of assault rockets or a standard pod laser and single assault rocket; along with the software to run these various system configurations. 

A twin hull version has also been in limited production, the F-40C2 designation. SFC has turned it down seeing no need for a second pilot, although some militias utilize the twin fuselage craft for long range patrols. 

F-40C2 Vulcan 
twin hull F40C 


HS:2 HP:10 Powerplant: two sub-Atomic A 
ADF:5 MR:4 DCR:30 Crew: 2-4 
Armament: Assault Rocket (x2), Pod Laser 
Defenses: RH 
Communication/Detection Equipment: Subspace Radio, Radar, Videocom 
Misc: Heavy Armor, Auto-Eject Module, Streamlined 

Computer 
Alarm (2) 
Analysis (3) 
Assault Rocket (1) 
Astrogation (1) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (2) 
Drive (4) 
Information Storage (1) 
Laser Cannon (1)
Life Support (1) 
Maintenance (2) 

One final variant is the F-42C, a twin engine version of the original Vulcan design. This one is still in the prototype stage and remains to be seen if it will replace the venerable F-40C.

F-42P Vulcan 
prototype fighter


HS:1 HP:8 Powerplant: 2 sub-Atomic A 
ADF:6 MR:5 DCR:30 Crew: 1-2 
Armament: Assault Rocket (x3) or Pod Laser (LR) or PL, AR(x1) 
Defenses: RH 
Communication/Detection Equipment: Subspace Radio, Radar, Videocom, Auto-Eject Module, Streamlined 

Computer 
Alarm (2) 
Analysis (3) 
Assault Rocket (1) 
Astrogation (1) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (2) 
Drive (4) 
Information Storage (1) 
Laser Cannon (1)
Life Support (1) 
Maintenance (2)

I-76 Enforcer

Sovereign Virtue I-76 Enforcer 
Heavy Fighter 


HS:2 HP:16 Powerplant: shielded inboard/outboard Atomic A drive 
ADF:3 MR:4 DCR:40
Armamament: PL, AR(x2), IB 
Defenses: RH 
Communication/Detection: Subspace Radio, Radar, Videocom, AEM, Streamlined 
Crew:2 

Computer 
Alarm (1) 
Analysis (4) 
Assault Rocket (1) 
Astrogation (4) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (1) 
Drive (4) 
Information Storage (1) 
Laser Battery (1) 
Laser Cannon (1) 
Life Support (1) 
Maintenance (1) 

WarTech's sibling micro-corporation "Sovereign Virtue" belted out this fantastic heavy duty multi-purpose fighter many decades ago. It's an older design that has been upgraded over the years following WarTech's funding of the company, and has slowly become known as the "workhorse of the Frontier" by Star Fighter Corps pilots. The Enforcer's shielded atomic drive does not have a governor installed, so it is interstellar capable. The vessel's lacking performance is made up by an ability to take a severe beating by fighter standards, the rocket payload along with two different beam weapon systems (a forward firing pod laser and an Ion Gun Turret) makes it a versatile craft well suited for many roles. The new Deflector Screen defense system is a recent upgrade, the I-76 was the first fighter craft to be equipped with it and as a result it can sustain even greater amounts of punishment. 

A variant exists without airfoils, restricting it from atmospheric use. The I-76S variant is typically utilized by private organizations or carried aboard larger vessels for defensive duty. Aside from a slightly lower price tag, there is no difference between the two craft save for the atmosphere capable airfoils. 

Interior Layout

Mechanon Fighter



HS: 1  HP: 6  Powerplant: 1 atomic A w/jump governor
ADF: 6  MR: 6  DCR: 30  Crew: 0
Armament: PL
Defenses:RH
Comm/Detection: SubSpace Transmitter, Radar, Camera System
Misc Equipment: Light Armor

ROBOT/COMPUTER
treat as lv-2 pilot/lv-1 engineer
Alarm (1)
Analysis (4)
Astrogation (2)
Attack/Defense (2)
Computer Security (5)
Damage Control (1)
Drive, Atomic A (4)
Guidance/Analysis (3)
Industry (1)
Information Storage (1)
Installation Security (3)
Laser Cannon (1)
Maintenance (1)

Cargo Capacity: 0
Crew Accomodations: 0
Passenger Accomodations:0
Ship's Vehicles: none

P-4 Ranger

PGC/Rayax Transport P-4 Ranger 
tactical fighter 


HS:1 HP:8 Powerplant: twin SC/Ion "A" 
ADF:5(6)* MR:5 DCR:30 
Armamament: PL, AR(x1) 
Defenses: RH 
Communication/Detection: Subspace Radio, Radar, Videocom, AEM, Streamlined 
Crew:1-2 

Computer 
Alarm (2) 
Analysis (3) 
Assault Rocket (1) 
Astrogation (1) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (2) 
Drive (3) 
Information Storage (1) 
Laser Cannon (1) 
Life Support (1) 
Maintenance (2) 

Several militias demanded a high tech fighter platform during formation of the Star Fighter Corps. The Pan Galactic's sibling corporation Rayax Transport belted out the P-4 Ranger as their first major success in the Star Fighter field and filled that role well, and SFC was quick to contract the design too. An anamoly was soon discovered following the first few armed test flights. Once the rocket payload was delivered the ship's drives were able to boast some extra power, a trait the pilots got a good kick out of that suited the "need for speed". This anamoly allows the P-4 to deliver its payload against larger targets and get out quickly, should said targets survive.

PF-4 Mage Star (pf:100 era)

Light Fighter* 

HS:1  HP:5  Powerplant: 4 SC Chemical A
ADF:5  MR:6  DCR:20  Crew: 1
Armament: LC(mk1)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar
Misc Equipment: Streamlined

COMPUTER  

Alarm (4)
Analysis (2)
Astrogation (2)
Computer Lockout (4)
Damage Control (4)
Drive - Chem A (1) 4
Information Storage (1)
Installation Security (4)
Laser Cannon (1) 
Maintenance (4)


Cargo Capacity: 0
Crew Accomodations: single command chair
Passenger Accomodations: 0
Ship's Vehicles: 0

The PF-4 Mage Star was secretly produced by a sister company under Pan Galactic to serve as a Mining Guild patrol/enforcer prior to the first corporate war. Small and unarmored, a quartet of supercharged chemical drives vaulted the craft quickly up to speed and it was very nimble, pilots utilized this extreme maneuverability to their defensive advantage along with the craft's small profile.

There are still several operable Mage Stars in service today, but these examples are mostly featured in museums and travelling shows.


*adapted from the Star Wars RPG system

PF-5 Shadow Star (pf:100 era)

light fighter 

HS: 1 HP: 8 Powerplant: 5 Chemical A
ADF: 5 MR: 5 DCR: 25 Crew: 1-2
Armament: LC (Mk1, Pod Lasers for modern specs), optional FFR (x1, or ARx1 for modern specs)
Defense: RH
Communication/Detection Equipment: Subspace Radio, Radar
Misc: Streamlined, heavy armor

Computer

Alarm (5)
Analysis (2)
Astrogation (2)
Computer Lockout (4)
Damage Control (5)
Drive - Chem A (1) 4
Information Storage (1)
Installation Security (4)
Laser Cannon (1) 
Maintenance (5)

The PF-5 Shadow Star was a revolutionary design from Pan Galactic dating back over a century before the formation of the UPF. It was a pricy craft for its time but well worth every credit considering both the payload and performance. Quite possibly the first two person crew fighter ever made, the assistant gunner helped the pilot with weapon accuracy and as such it was unparalleled in its day.

The ship is still produced today with modern upgrades, but still retains its quintet of chemical drives thus vaulting the price higher than a single atomic driven craft boasting equivilent performance. However, civilians find it much easier to acquire as such...

SIG-15H Sathar heavy fighter

heavy fighter


HS:2 HP:10 Powerplant: single sub-Atomic A 
ADF:5 MR:4 DCR:40 Crew: 2 
Known Armament: PL, PLT 
Known Defenses: RH 
Known Communication/Detection Equipment: Subspace Radio, Radar 

Theorized Computer 
Alarm (1) 
Analysis (3) 
Astrogation (1) 
Damage Control (1) 
Drive (3) 
Information Storage (1) 
Laser Battery (1) 
Laser Cannon (1) 
Maintenance (1) 

These menaces have just been discovered. Just as fast as a standard size 1 fighter and nearly as agile, their pod laser turrets compliment the role as an anti-fighter platform. Not very effective on larger warships though, but Frontier fighter jockeys are forewarned if they must tangle with these nasty anti-fighter craft.

SIG-21 Sathar Fighter

light fighter 


HS:1 HP:5 Powerplant: single sub-Atomic A 
ADF:6 MR:5 DCR:30 Crew: 1 
Known Armament: Pod Laser 
Known Defenses: RH 
Known Communication/Detection Equipment: Subspace Radio, Radar 

Theorized Computer 
Alarm (1) 
Analysis (3) 
Astrogation (1) 
Damage Control (1) 
Drive (3) 
Information Storage (1) 
Laser Cannon (1) 
Maintenance (1) 

The Sathar SIG-21 is a new light fighter from the devious worms, intended for an anti-fighter role. They're faster than the standard SIG-25 but can't take as much damage, as a result they are easier to destroy assuming you can keep up with them. While posing a minor threat to the UPF's standard Class:1 craft, their speed could overwhelm slower UPF heavy fighters to some degree.

SIG-25 Sathar Fighter

standard Sathar fighter 


HS:1 HP:8 Powerplant: single sub-Atomic A 
ADF:5 MR:5 DCR:30 Crew: 1 
Known Armament: Assault Rocket (x3) or long range Pod Laser 
Known Defenses: RH 
Known Communication/Detection Equipment: Subspace Radio, Radar 

Theorized Computer 
Alarm (1) 
Analysis (3) 
Assault Rocket (1) or Laser Cannon (1) 
Astrogation (1) 
Damage Control (1) 
Drive (3) 
Information Storage (1) 
Maintenance (1) 

The SIG-25, an acronym dating back to the first Sathar War that stands for "Sathar Intruding Gunship", is the mainline fighter craft of the sinister intruding foes of the Frontier. Since the formation of the SFC, the Sathar have been stepping up their fighter tactics so it is unknown whether the basic design is still in use or not. The worms have recently acquired the Pod Laser technology recently as SpaceFleet & SFC have discovered several groups armed as such, and speculation has it they may be integrating convertible systems on their fighter craft as the Frontier did with their F-40C Vulcan program. 

Like all Sathar craft, an intact specimen has yet to be recovered. SFC attempts to capture one via ion guns have all resulted in the SIG pilot's self destruction of the craft. Suffice to say Auto Eject technology is not part of their fighter program.

SIG-29 "Scorpion"

Sathar heavy fighter


HS:2  HP: 15  Powerplant: 2 sub-atomic
ADF: 5  MR: 4  DCR: 40  Crew: 1-2
Armament: PL(LR), AR(x2)
Defenses: RH

The most noteable appearance of Scorpion heavy fighters was the Juggernaut encounter that SpaceFleet endured, those craft were deemed to be unmanned. Since then more than one civilian vessel has come across these craft, some have been manned and others were not.

Streel S-series Fighter Craft

S-1lf "Piranha" 
light fighter 


HS: 1 HP: 5 Powerplant: twin sub-Solar/Ion A 
ADF: 5 MR: 6 DCR: 25 Crew: 1 
Armament: PL 
Defense: RH 
Communication/Detection Equipment: Subspace Radio, Radar, Videocom, Auto-Eject Module, Streamlined 

Computer 
Alarm (2) 
Analysis (3) 
Astrogation (1) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (2) 
Drive (3) 
Information Storage (1) 
Laser Cannon (1) 
Maintenance (2) 

The basic Streel Corporation design entails a standard cockpit/fuselage and drive module along with airfoils for atmospheric use. The design is inexpensive and easily mass produced, but where obvious producton corners are cut the advantages come out in performance and easily maintainable/serviceable craft that are cheap to own and operate. The solar assisted powerplant doesn't require large amounts of space devoted for fuel, nor does any life support equipment chew up any space so as a result the craft are quite small and nimble. As a result a larger number of craft can be stored within a given space. External docking facilities (EDF, or "Fish Hooks" as the pilots dubbed them) allow groups of four craft to be carried outside a ship's hull, accessible via an airlock and scaffolding. One EDF can be attached for every 5 hull sizes, with a MHS:5 for the first facility. This can be in addition to any fighter bays a ship may have. Bays can accomodate 1½ times the normal HS:1 fighter capacity with the Piranha, so a small carrier that normally accomodates 6 fighters can hold 9 SF-1lf fighters. 

The Piranha fighter craft is a rather potent machine in battle when used properly. Unable to take much damage, the craft instead relies on the pilot's skill along with an enhanced maneuvering system. Groups of SF-1lf fighters can be quite effective but for solo missions they are somewhat lacking. AEM technology was recently added to all of Streel's S series fighter craft. An assault rocket launcher and supporting software can be added to the SF-1lf at a MR: -1 penalty. 


S-2hr "Manta" 
heavy assault fighter 

 

HS: 1 HP: 8 Powerplant: twin sub-Solar/Ion A 
ADF: 3 MR: 4 DCR: 30 Crew: 1 
Armament: PL, 4 warhead bays (ARx4) 
Defense: RH 
Communication/Detection Equipment: Subspace Radio, Radar, Videocom, Auto-Eject Module, Streamlined 

Computer 
Alarm (2) 
Analysis (3) 
Assault Rocket (1) 
Astrogation (1) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (2) 
Drive (3) 
Information Storage (1) 
Laser Cannon (1) 
Maintenance (2) 

The Manta is geared for heavy assault roles, intended to compete with the venerable I-76 Enforcer although with a insystem role instead. Like the Enforcer, additional payloads are made possible with a trade off in performance. These craft are slow and sloppy by star fighter standards, but the heavy damage they can inflict more than makes up for the lackluster speed and agility.


S-3gt "Barracuda" 
advanced recon/fighter 


HS: 1 HP: 6 Powerplant: twin sub-Solar/Ion A 
ADF: 6 MR: 5 DCR: 30 Crew: 1 
Armament: PL(x2, linked) 
Defense: RH 
Communication/Detection Equipment: Subspace Radio, Radar, Videocom, Auto-Eject Module, Streamlined; Energy Sensor, ½ camera system 

Computer 
Alarm (2) 
Analysis (3) 
Astrogation (1) 
Auto Eject (2) 
Computer Lockout (4) 
Damage Control (2) 
Drive (3) 
Information Storage (1) 
Laser Cannon (1) x2 
Maintenance (2) 
Weapons Link (1) 

The 'Cuda is a racier version of the Pirhana, boasting extra acceleration instead of maneuverability. Also added is an extra set of cannons, which can be linked to fire in tandem for more damage or separately for additional attacks. Like the Pirhana, no life support equipment is available but AEM technology is included. An energy sensor array and camera system is easily affixed for recon missions, and an assault rocket launcher with software may be added at a ADF: -1 penalty

Z-35 Hive Fighter

Zuraqqor light fighter


HS:1  HP: 8  Powerplant: single Ion A
ADF: 5  MR: 4  DCR: 40  Crew: 1
Armament: PL, IC
Defenses: RH

The standard Zuraqqor fighter craft adds a twist to alien encounters in the form of an Ion Cannon system along with a standard Pod Laser. UPF strategists theorize that the Sathar may intend to have their insectoid allies capture an Assault Scout with craft armed as such.

Z-75 Raider

Zuraqqor heavy fighter


HS:2  HP: 15  Powerplant: 2 S/C Ion A
ADF: 4  MR: 4  DCR: 40  Crew: 2
Armament: PL(LR), AR(x2)
Defenses: RH

The insectoid allies of the Sathar have unleashed these ion-driven monstrosities. Despite having less powerful drives than conventional fighter craft, they are still quite swift and agile...not to mention a fair payload at their disposal to boot.

Truane's Star Express Starliner

Deck 1: Observation Lounge