HS:
HP:
Engines:
Max ADF/MR:
DCR:
Life Support:
Crew Accommodations:
Passenger Accomodations:
Cargo Capacity:
Computer Level/Function points:
Computer Programs:
Astrogation Equipment:
Communications Equipment:
Sensor Systems:
Weapons:
Defenses:
Ship's Vehicles:
Other Equipment:
Total Cost(unfueled):
These are the stats for the Standard UPF FIghter described in the boardgame
Name: UPF Fighter
HS: 1
HP: 8
Engines: 1 Class A Atomic
Max ADF/MR: 5/5
DCR: 30
Life Support: none, Pilot flies in specially designed space suit
Crew Accommodations: none
Passenger Accomodations: none
Cargo Capacity: none
Computer Level/Function points: Level 3 / 55 FP
Computer Programs: Drives 4, Alarm 1, Computer Lockout 1, Damage Control 1, Astrogation 2, Assault Rocket 1, Info Storage 1, Analysis 2.
Astrogation Equipment: System Ship
Communications Equipment: Videocom Radio
Sensor Systems: Radar, 2 portholes(canopy)
Weapons: ARx3
Defenses: RH
Ship's Vehicles: Escape Pod (build into cockpit)
Total Cost(unfueled): 365,600 cr
HS: 3
HP: 15
Engines: 2 Class A Atomics
Max ADF/MR: 5/4
DCR: 50
Life Support: up to 12 beings (primary and backup)
Crew Accommodations: 6 double bunk rooms
Passenger Accomodations: none
Cargo Capacity: none
Computer Level/Function points: Level 4 / 179 FP
Computer Programs: Drives 4, Life Support 1, Alarm 2, Computer Lockout 4, Damage Control 2, Astrogation 4, Laser Battery 1, Assault Rockets 1, Communication 1, Computer Security 5, Information Storage 4, Installation Security 4, Robot Management 4, Skin Sensors 1
Astrogation Equipment: Standard Starship
Communications Equipment: Videocom Radio, Subspace Radio, Intercom with 12 speaker/mikes
Sensor Systems: Radar, 10 portholes, Energy Sensors, Skin Sensors
Weapons: ARx4, LB
Defenses: RH
Ship's Vehicles: small launch
Other Equipment: Engineer's Toolkit x2, Laser Power Torch, 2 refills for life support system
Total Cost(unfueled): 1,088,470 cr.
HS: 5
HP: 40
Engines: 3 Class B Atomic
Max ADF/MR: 4/3
DCR: 70
Life Support: up to 35 beings (primary and backup)
Crew Accommodations: 6 single rooms, 15 double bunk rooms
Cargo Capacity: none
Computer Level/Function points: Level 5 / 239 FP
Computer Programs: Drive 5, Life Support 1, Alarm 3, Computer Lockout 5, Damage Control 3, Skin Sensors 1, Analysis 4, ICM 3, Laser Cannon 1, Laser Battery 1, Rocket Battery 2, Torpedo 1, Communication 1, Computer Security 5, Information Storage 4, Installation Security 4, Robot Management 4, Astrogation 4
Astrogation Equipment: Standard Starship
Communications Equipment: Videocom radio w/1 extra screen, Subspace radio, Intercom w/25 speaker/mikes
Sensor Systems: Radar, Energy Sensors, 40 portholes, Cameras, Skin Sensors
Weapons: LC, LB, RB x4, T x2
Defenses: Decoy, RH, MS x2, ICM x4
Ship's Vehicles: 5 Escape Pods, lifeboat, large launch, workpod
Other Equipment: Engineer toolkit x3, Laser Powertorch, 2 refills for life support system, White Noise Broadcaster
Total Cost(unfueled): 2,575,050 cr
HS: 6
HP: 50
Engines: 3 Class B Atomic
Max ADF/MR: 3/3
DCR: 75
Life Support: Up to 60 beings (primary and backup)
Crew Accommodations: 8 single cabins, 26 double bunk rooms
Cargo Capacity: none
Computer Level/Function points: Level 5 / 253 FP
Computer Programs: Drives 5, Life Support 1, Alarm 3, Computer Lockout 5, Damage Control 3, Astrogation 4, Skin sensors 1, Analysis 4, Communication 1, Computer Security 5, Information Storage 4, Laser Cannon 1, Laser Battery 1, Rocket Battery 2, Torpedos 1, Electron Battery 2, ICM 3, Installation Security 4, Robot Management 4
Astrogation Equipment: Standard Starship
Communications Equipment: Videocom radio w/2 extra screens, Subspace radio, Intercom w/35 speaker/mikes and 1 extra control panel
Sensor Systems: Radar, Energy Sensors, 50 portholes, Cameras, Skin Sensors
Weapons: LC, LB, EB, RB x4, T x2
Defenses: Decoy, RH, MS x2, ICM x5
Ship's Vehicles: 6 escape pods, lifeboat, large launch, workpod
Other Equipment: Engineer's toolkit x4, Laser Power torch, White Noise Broadcaster, 2 refills for life support system
Total Cost(unfueled): 2,757,150 cr.
HS: 7
HP: 35
Engines: 2 Class C Pion
Max ADF/MR: 4/4
DCR: 70
Life Support: 9
Crew Accommodations: 9
Passenger Accomodations: None
Cargo Capacity: 5 units
Computer Level/Function points: 4/128
Computer Programs: Alarm, Lockout, Damage Control, Installation Security, Pion Engine, Astrogation, Railgun, Torpedo(Seeker Missile), Masking Screen, Self-Destruct
Astrogation Equipment: Deluxe
Communications Equipment: Videocom, Subspace Radio
Sensor Systems: Skin Sensors, Cameras, Energy Sensors, Radar, White Noise Broadcaster
Weapons: RG(×2), RGB, TT(×8) OR SM(×10)
Defenses: RH, MS
Ship's Vehicles: Launch(10-person)
Other Equipment: N/A
Total Cost(unfueled): Cr. 32, 500,000
(by Terl Obar)
Ever wonder how all those star systems that don't have a Starship Construction Center get their system ships? If they can't make them and the ships are not Jump capable, how did they get there? The answer: The Jump Tug. This vessel consists of little more than a small crew module, some massive engines and a long boom used to attach the ships it transports. Unloaded, it is one of the fastest ship on the Frontier (especially the smaller model). With crews of three to six beings, these ships traverse the space lanes moving other ships throughout the Frontier.
Jump tugs are based on a size 5 hull. Any smaller and the hull can't support the stresses. While they could be larger, you are decreasing towing capacity and increasing cost for no real benefit. Despite their relatively large size on paper, the hulls of these ships are in truth physically small as most of the hull material has been used in reinforcing the engine struts to handle the massive engines mounted on these small hulls and to create the boom, which is 350m long. Although their small hull size would normally use Class B engines, Jump Tugs sport 4 Class C Atomic engines. The relatively small hull size combined with the large engines give the Jump Tug some unique characteristics that make it ideally suited for the role of interstellar ship transport.
Sporting the Class C Atomic Engines, the Jump Tug only needs an overhaul once every twelve jumps through the Void. This means that a Jump Tug is able to make at least one round trip from any SSC to any system in the Frontier without an overhaul.
Because of the over-sized engines on the small hulls, these ships are able to move a large number of other ships all at once. The Jump Tug can ferry ships up to a total combined hull size of between 25. To put that into perspective, it would only take 4 Jump Tugs to move any one of the UPF Task Forces (Cassidine, Prenglar or Nova) between systems. (5 to take Prenglar if you took the Minelayers)
The large engines also mean that, unloaded, these ship are fast. Unloaded, they have ADF and MR values of 61. In fact, it's not uncommon for Jump Tug captains to hold impromptu “drag races” on off days for bragging rights on who has the fastest ship around.
Of course having these large engines mounted on these small hulls comes at a price. The hulls have to be incredibly reinforced to withstand the large stresses placed on the ship. This extra reinforcement uses up most of the available hull material leaving little to be used for actual crew space. As a result the crew area is smaller than an entire hull size 2 vessel! On the plus side, because of the reinforced hull, these ships are sturdier than their traditional counterparts and have more hull points.
Because of the limited space available for the crew, Jump Tug crews are small, typically three to four beings and never more than six. At a minimum the crew needs a pilot, an astrogator and an engineer. Many times the crew will include a second astrogator to speed up jump calculations. Crews, especially on independently owned tugs, may have a few extra engineers in the crew to speed up the overhauls when they are needed. (It can be a drag to overhaul four Class C Atomics all by yourself.) While crews are typically in the three to six range, there are tugs out there that are run by a single, albeit highly skilled, being. Whether because they like the solitude, just need more personal space or some other reasons, these spacers choose a solitary life among the stars.
Jump Tugs can haul up to 5 times their own hull size in towed ships Their actual performance (ADF/MR) depends on the total hull sizes of all the ships being towed on a specific jump. Table 1 summarizes some basic performance information about the Jump Tug giving the total Hull Size that can be towed for a given ADF/MR.
Tug Hull Size |
5 |
Number of Engines |
4 |
Maximum Total HS of Ships Hauled |
25 |
Unloaded Max ADF/MR |
6 |
Max total HS towable with ADF/MR of 1 |
25 |
Max total HS towable with ADF/MR of 2 |
10 |
Max total HS towable with ADF/MR of 3 |
5 |
Max total HS towable with ADF/MR of 4 |
2 |
Max total HS towable with ADF/MR of 5 |
1 |
Max total HS towable with ADF/MR of 6 |
0 |
Ships are towed by attaching them to the long boom extending from the bow of the tug. Generally, the ships are arranged around the boom to balance out the center of mass and keep it in line with the center of mass of the tug. However, if hauling a ship of HS 13 or larger (or any single large vessel and a bunch of smaller ones), the large vessel is attached at the tip of the boom via the large force diffusing plate at the end of the boom. This allows the mass to be balanced properly for the trip.
While it is possible to make a bigger tug (based on a hull size 6 or 7 hull) with more (6 or 8) engines that could haul slightly more ships per jump, they are not cost effective. The hull size 5 ship described here cheaper to both purchase and operate and any potentially larger version. One Class C Atomic engine costs more than all of the rest of the ship systems combined. Thus, adding more engines, the most important part of the hauling power, dramatically increases the cost. On the other hand, it doesn't drastically increase the towing capacity. Doubling the engine count, nearly doubles the cost of the ship but only gives a 32% increase in towing capacity. In addition, the larger ship would require more fuel per jump and more maintenance down time for overhauls.
Typical charges for a tow is 5000 cr per point of hull size per jump. However, depending on circumstances it could be as low as 2000 cr per point of hull size or as high as 16000 cr per point of hull size per jump. depending on the destination, age of ship, number of ships being towed, etc. Details are left to the discretion of the Referee (see “Operating a Jump Tug” below).
Based on the Knight Hawks stats given below, the cost of a Jump Tug is 3,621,100 cr unfueled. It takes another 400,000 cr to completely fuel the tug enabling 10 jumps. Assuming the tug makes 40 jumps a year, has a crew of three (Pilot 4, Astrogator 3, Engineer 3) and spends an average of 10.5 days in annual maintenance. The total operating cost of the tug (maintenance cost, fuel and salaries) is 1,890,500 cr per year. Amortized over 40 jumps that reduces to 47,263 credits per jump. With a full load of 25 hull size worth of ships per jump this comes to 1891 cr per hull size per jump. This gives us the bare minimum a tug captain can charge and still break even, namely 2000 cr per hull size per jump.
However, this makes several assumptions. The biggest is that the ship is completely paid for! Assuming the captain financed 3.5 million cr (nearly all) of the cost of the ship for 10 years. That adds another 1,428,350 cr per year to the operating costs. Again amortized over the 40 jumps per year adds 35,709 cr per jump or 1429 cr per hull size.
Another assumption is that the tug makes all jumps completely full, i.e. hauling a full 25 hull sizes worth of ships. This is rarely the case, there are usually a few slots unfilled. In addition, if the tug is delivering ships to a remote system, there may be nothing to haul back to the SSC where the tug makes its base. In this case, there is nothing to defray the costs of the jump so they have to be absorbed into the cost of other jumps. Of course if they are not hauling anything they can simply operate 2 of the four engines to save some cash.
In the end all, of these things go into figuring the cost of operating the the Jump Tug. The 5,000 cr per hull size per jump is just an average number assuming the ship is mostly paid for, the tug is relatively full and can usually bring back a few ships on a return trip.
The Jump Tug has four decks. They are, from top to bottom: the bridge, the crew deck, the airlock and engineering. Figure 1 shows the deck plans for the Jump Tug. Descriptions of the labeled areas of the ship are given below.
Elevator – The decks are connected by a single elevator (1.5m diameter) designed to carry a single being at a time. However, two can squeeze in if they want to get cozy. This elevator runs to all four decks of the ship
Pilot's Station – This computer station is the pilot's seat on the ship and has all of the controls for flying the ship.
Astrogator's Station – This is the astrogator's work station for plotting out the ship's jumps.
Main Computer – This is the main computer system for the ship housing all the ships functions and programs.
Crew rooms – Each room can be used by up to two beings. The rooms each contain a desk and chair as well as a bunk bed. The bed is mounted in such a way that one or both of the beds can be stowed up into the ceiling of the room to make additional floor space if desired. If only one being is using the room, the second bed can be permanently stowed with the first one being either at ground level or raised. In addition, if one of the inhabitants is a Vrusk, the second bed can be stowed with the first one raised and specialized Vrusk resting couch/bed can be placed on the ground level.
Restroom – This room contains a small sink, toilet facilities and a shower.
Common room – The common room contains a small table, four additional chairs and the galley. There is also an entertainment center (area 8).
Entertainment Center and Life Support Machinery – This part of the ship is filled with an entertainment center to keep the crew occupied during the long voyages as well as part of the ship's life support equipment.
Ship Machinery – various parts of the ships life support system, computer, and other machinery fill up the majority of this deck.
Spacesuit storage locker – This room is primarily designed to hold the crews' spacesuits but can be used for miscellaneous storage as well.
Airlock – This is the ship's airlock. It can hold up to 3 spacesuited beings at one time.
Entryway – Small entry room that beings entering or leaving the ship can use to remove or don their spacesuits.
Engineer's station – This is the engineering station on the ship and has the computer the engineer uses to monitor and control the ship. Can be used as an auxiliary bridge.
Storage – General storage locker for the ship.
Ship Machinery – More space taken up by general ship machinery.
Workpod – The ship's workpod. Used for hull repairs and to assist in mounting ships to be towed. Access is through a pressure door that links with the airlock of the workpod.
Engine access tunnels – These tunnels allow access the the engines from with the ship.
Figure 2 shows the full ship to scale with its engines and the boom for attaching the ships to be towed. The boom is a solid piece of hull metal, 350m long and 2 m in diameter. The force diffusion plate on the end is a 1m thick plate 30m in diameter. Figure 3 is a close up of the body of the ship showing the relative placement of the decks inside the hull.
Here are the full KH statistics for the Jump Tug.
HS: 5
HP: 40
Engines: 4 Class C Atomic
Max ADF/MR: 6/6 (when fully loaded, the Jump Tug has an ADF/MR of 1)
DCR: 35
Max Towing Capacity: 25 Hull Size worth of ships
Life Support: up to 6 beings, primary and backup
Crew Accommodations: 3 double occupancy cabins
Computer Level/Function points: Level 4/198 FP
Computer Programs: Drive 6, Life Support 1, Alarm 4, Computer Lockout 4, Damage Control 4, Astrogation 4, Commerce 1, Communications 1, Computer Security 2, Information Storage 1
Astrogation Equipment: Standard Starship
Communications Equipment: Radio w/4 screens, Subspace Radio, Intercom w/ 2 master panels and 10 speaker/mikes
Sensor Systems: Standard Radar, 10 Portholes, double camera system (for watching all the towed ships)
Weapons: None
Defenses: Reflective Hull
Ship's Vehicles: Workpod
Total Cost(unfueled): 3,621,100 cr. (400,000 cr to fully fuel the engines)
1 Assuming the Referee allows performance like this in the campaign. If not the upper limit can be whatever the Referee decides applies.
The baseline for the calculations in this article is the fact that a HS 15 ship requires 4 Class C Atomic engines and has an ADF/MR of 2. All of the math that went into ADF/MR and towing calculations were done using the hull size of the ships being towed, not their volume/mass as would be more realistic. This was done in keeping with the simplicity that is Star Frontiers. Anyone who has ever really looked at the Knight Hawks “Hull Specification Chart” (p11 of the KH Campaign Book) has probably realized that the size of the ships do not increase linearly with hull size, rather they increase exponentially, i.e a HS 10 ship is not 10 times bigger than a HS 1 ship. Rather it is almost 10,000 times bigger. And a HS 20 ship is 150,000 times bigger than a HS 1 ship, not just 20 times larger. Thus in reality, if my tug could tow one battleship (HS 20), it should be able to tow 150,000 fighters (HS 1) or 4800 Assault Scouts (HS 3) if you just looked at volume/mass. Obviously that doesn't fit within the Knight Hawks cannon framework. Plus the math required on the part of the GM/players gets really involved and the point is to keep it simple. If it helps, you can think of the limitations imposed by using the hull size as coming from the attachment points on the towing boom. You can only cluster so many ships around the towing boom before all the attachment points are filled. To do this properly, where the ADF/MR reduction and number of ships towed was based on volume/mass instead of hull size, would actually require a rewriting of the star ship construction rules to bring hull size, ship volume and engine characteristics onto a consistent and realistic framework.
The Truane's Star Star Ship (TSSS) Morning Glory, a hull size 20 super freighter, is the flagship of the Obar Enterprises' fleet. This is a custom designed, para-military vessel with no known counterpart in the Frontier (except for it's sister ship, the TSSS Evening Radiance currently under construction at the Triad Starship Construction Center). Designed around the philosophy that you shouldn't have to suffer while working, the layout of the ship is spacious with luxury appointments for both crew and passengers including a large theater, conference rooms, a lounge, a gym and gardens.
In addition to being capable of carrying up to 20 cargo units of material, the ship has eighteen First Class and two Journey Class passenger cabins. The TSSS Morning glory has two larger docking bays capable of holding HS1 shuttles or specially designed HS 2 shuttles as needed. There are also various bays for holding lifeboats, launches and workpods at various points around the ship.
Since the TSSS Morning Glory is the main residence of the owners of Obar Enterprises, the ship also contains two decks dedicated to the owners' apartments. At over 1250 square meters of space per deck, these apartments rival many a luxury apartment around the Frontier.
The ship has ten decks, from top to bottom they are:
Bridge access is controlled via the Command Deck Elevator. This elevator has only two stops, the bridge and the crew deck. It has a Level 4 security system (voice+handprint) that is programmed to only recognize the ships crew. All control stations are also secured by the same mechanism.
Captain's chair – Full ship controls (flight, astrogation, engineering, gunnery) Nominally inactive primarily used for monitoring ship systems.
Astrogation Station – Controls and computer access for plotting jumps and in-system navigation
Pilot's Station – Piloting controls for maneuvering the ship.
Engineering Station – Computer access and controls for monitoring the ships systems and controlling ships robots.
Communications and Sensors Station – Operates all ships sensors (camera systems, radar, energy sensors, radios, etc.) This station also controls the ship's decoys.
Gunnery Station (LB) – Control station for Laser Battery I
Gunnery Station (LB) – Control station for Laser Battery II
Gunnery Station (LB) – Control station for Laser Battery III
Gunnery Station (Torpedos) – Control Station for the Torpedo launcher
Bridge Head – Basic sanitation facilities for those working on the bridge. (So you don't have to go too far)
Command Deck Elevator – 2m diameter circular elevator can hold up to 4 beings. Level 4 biometric (voice, handprint) security system. Only allows crew access.
Ship Machinery – Various ship machinery fills the remaining space on this level.
This is the crew quarters level. The rooms are all spacious and well appointed (better than 1st class minimum requirements) Each room is keyed (level 4 voice and handprint recognition) to the crew member the room belongs to. All rooms contain a large desk, small table three chairs, wardrobe, bed and private bath.
Command Deck Elevator – see description on the Bridge deck.
Main ship access elevator – This elevator runs the entire length of the ship except for the bridge. It holds up to 4 beings at one time. The elevator has a level 4 security system (voice and hand print) that restricts access to certain levels. The only levels fully accessible by anyone (crew and passengers) are the Passenger, Common, and Airlock decks. All other decks are restricted to those designated in the security system. Access to this deck is restricted to crew members. This elevator has a high priority override, accessible by the crew to prevent intermediate stops and which puts the elevator into high speed mode.
Cabin access hallway – this 2m wide hallway provides access to all of the crew state rooms
Cabin
Cabin
Cabin
Cabin
Cabin
Cabin
Cabin
Cabin
Cabin
Cabin
Cabin
Cabin
This deck contains the common areas of the ship and provides areas for rest and relaxation. It also contains the general acceleration couches for passenger use in the event of combat and a lifeboat.
Main Ship Elevator – See description on the Crew deck. Access to this deck is unrestricted via this elevator.
Hallway – Two meter wide hallway providing access to the various room on this deck.
Cafeteria/lounge – This room has a huge window wall which can be covered as needed but allows crew and passengers to look out at the stars. This is the main dining area of the ship.
Lounge Head – Sanitation facilities for the lounge.
Kitchen – This is a first class, restaurant quality kitchen (it can also produce just plain old ship rations if you really want).
Pantry – Food stuffs and storage for food preparation
Refrigerator/freezer – Cold storage for food stuffs.
Gardens – Flowers, fruit trees, herbs, etc. A nice relaxing area to have a bit of the natural world even when cooped up on board. This room is protected by pressure doors and is not depressurized during combat. It has a double hull construction along the outer wall to prevent depressurization in the event of an outer hull breech. The door between the kitchen and the gardens is secured to prevent passenger access.
Large Conference Room – This room will seat up to 20 beings and contains all the necessary gizmos, gadgets and computer access for meetings and presentations. It also has its own head and direct access to the gardens for breaks.
Small Conference Room – Sets 8 and designed for smaller meetings.
Ship Theater – This full theater has an 8 meter wide screen and sets 25 beings each in their own individual chairs. The chairs in the theater double as acceleration couches and can each hold a spacesuited being during combat maneuvers. This is the battle stations location for all passengers.
Private computer room 1 – this room is designed as a private computer/entertainment room. It has a large desk, computer terminal and video monitor. It provides access to the ship's computer based on the user's security access and can show all entertainment options available in the theater but on a smaller (1.5m) screen.
Private computer room 2 – Mirror image of computer room 1 with the same functionality
Locker Room – This room has a bank of lockers in the middle of the room for storing personal belongings while in the sauna/steam room (16) or the gym (17)
Changing room/head – This rooms provide space to change in to workout gear and personal hygiene stations.
Sauna/Steam Room – This room can be configured as a sauna or steam room. A popular stop for the Dralisite crew and passengers, this room allows for the addition of Dralisite steam bath additives as desired.
Gym – This room contains a large exercise mat in the middle of the room as well as exercise equipment around the perimeter, treadmills, exercise bikes, weight sets as well as other equipment is available in both standard and Vrusk models.
Lifeboat – The lifeboat for this level. This is a standard Knight Hawks lifeboat and can seat up to 20 beings in a pinch. When launched the outer hull opens and the lifeboat ejects itself and begins accelerating away from the ship.
This deck hosts the staterooms for passengers riding along on the Morning Glory. It consists of 18 first class cabins and two journey class cabins. The deck also sports two lifeboats and is accessible to anyone on the ship.
Main Ship elevator – See description on the Crew Deck. Access to this deck is unrestricted via this elevator.
Access Hallway – This two meter wide hallway provides access to all of the staterooms on this level as well as the lifeboats.
Lifeboat bay 1 – One of two lifeboats on this level. This is a standard Knight Hawks lifeboat and can seat up to 20 beings in a pinch. When launched the outer hull opens and the lifeboat ejects itself and begins accelerating away from the ship.
Lifeboat bay 2 – The second lifeboat for this deck.
First Class Stateroom – Each of these rooms meets or exceeds the standards for a first class cabin according the the guidelines laid down by Trans-Travel. Each room has a bed, desk, wardrobe, and private bathing facilities. In addition they have a small table and chairs as well as computer access to the entertainment programs in the ships computer.
First Class Stateroom
Journey Class Stateroom - Each of these rooms meets the standards for a journey class cabin according the the guidelines laid down by Trans-Travel. Each room has a bed, small desk and chair, a wardrobe and private bathing facilities. In addition they have computer access to the entertainment programs in the ships computer. The bed is loft style with the desk located underneath.
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
Journey Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
First Class Stateroom
This deck houses the several of the ships vehicles, the sickbay and an airlock. Unmarked areas on the deck plan are miscellaneous ship equipment and machinery.
Airlock – This large 4m x 4m room can hold up to 12 beings in full space suits. The airlock will only open for crew members.
Suiting room – This area is designed as a changing area to put on or remove space suits before entering or after exiting the airlock (1). There are storage lockers here for up to 12 space suits.
Access Hallway – This hall provides access to all of the ship bays, the elevator, the medical bay and the airlock suiting room
Main access elevator – See description on the Crew deck. Access to this deck is restricted to crew members and those accompanying them.
Medical Suite (sickbay) – This portion of the ship is behind a pressure door and is not depressurized during combat.
Exam and Recovery room – Small room used as an exam room and recovery room for those being treated. The bed can be used as an acceleration couch if needed.
Operation room – This room is for providing medical treatments requiring operations. Use of this room qualifies as receiving treatment in a hospital. Freeze fields can also be safely removed using the equipment here.
Medical Lab – A full medical laboratory for all types of medical analyses and experiments.
Medical Storage – Storage closet for medical supplies. Includes a refrigerator/freezer unit for materials requiring that type of environment.
Workpod Bay 1 – This bay houses one of the ships four workpods.
Workpod Bay 2 - This bay houses one of the ships four workpods.
Workpod Storage – Various tools and materials that may be needed by the work pod when servicing the ship.
Workpod Storage – Various tools and materials that may be needed by the work pod when servicing the ship.
Launch Bay 1 – Docking bay for one of the ship's large launches. These are standard large launches and can seat up to 10 beings.
Launch Bay 2 – Docking bay for one of the ship's large launches.
Shuttle Bay 1 – Docking bay capable of holding a HS 1 shuttle or specially designed HS 2 shuttles.
Shuttle Bay 2 – Docking bay capable of holding a HS 1 shuttle or specially designed HS 2 shuttles.
Ships decoys – Launch system for the four decoys carried by the Morning Glory. Not accessible from inside the ship, these bays can be serviced and reloaded at any station.
Torpedo launcher – This is the ships torpedo launch holding four torpedoes. Reloading the launcher is an extravehicular activity similar to loading the decoys.
This level hold the ships main airlock as well as the Masking Screen dispensers and part of the water storage system for the masking screens. While access to the deck is unrestricted, the airlock itself can only be operated by crew members. The unmarked portion of the deck is the masking screen equipment.
Airlock – This large 4m x 4m room can hold up to 12 beings in full space suits. The airlock will only open for crew members.
Suiting room – This large area is designed as a changing area to put on or remove space suits before entering or after exiting the airlock (1). There are storage lockers here for up to 26 space suits.
Main access elevator – See description on the Crew deck. Access to this deck is unrestricted.
This engineering deck hold the various workshops (machine shop, robot repair) as well as storage and the main ship computer hardware. In addition two of the ship's workpods and a full auxiliary bridge are here.
Airlock – This large 4m x 4m room can hold up to 12 beings in full space suits. The airlock will only open for crew members.
Suiting room – This area is designed as a changing area to put on or remove space suits before entering or after exiting the airlock (1). There are storage lockers here for up to 12 space suits.
Access Hallway – This large 4m wide hallway is designed for moving large pieces of equipment around as needed in the engineering decks.
Equipment Elevator – This large elevator is used to move machinery and equipment between the two engineering decks.
Main Access Elevator – This elevator connects the engineering deck to the rest of the ship. See description in the Crew Deck Section.
Weapons Locker – This storage room has a level 6 security lock on it and is only accessible by the crew. It is used to hold passenger and crew weapons used in the case of pirate boarding actions.
Storage
Workpod Bay 3 – This bay houses one of the ship's workpods
Workpod Equipment Storage – Tools and equipment used by the workpods when servicing the ship
Workpod Bay 4 – This bay houses one of the ship's workpods
Workpod Equipment Storage – Tools and equipment used by the workpods when servicing the ship
Lifeboat Bay – Hold a lifeboat for use by crew members working on this deck.
Machine Shop – Fully equipped machine shop for working on the ships systems.
Storage
Storage
Computer/Robotics workshop – A fully equipped workshop for repair and servicing of the ship's computers and robots
Robot Storage – Storage and recharging stations for the ships robots when not in use.
Main Ship Computer – This room houses the hardware for the ship's main computer.
Storage
Auxiliary bridge – The various Stations (a-i) correspond to the same stations (1-9) on the main bridge. In the event of damage to the main bridge the ship can be completely operated from this room.
This engineering deck contains two engineering stations as well as a lot of storage and access to the ships engines.
Main Access Elevator – This is the elevator that connects the deck to the rest of the ship. See the description in the Crew Deck section. Access to this deck is restricted to crew memebers.
Cargo elevator – See description on Engineering Deck 1.
Access hallway – This large hallway provides access to the Engine Access tunnels as well the various storage areas on this deck. It is designed for move large pieces of equipment around with ease.
Engineering Station 1 – This station allows the monitoring and control of the ships systems ranging from engines to life support to control of the ship's robots.
Engineering Station 2 – Identical to Engineering Station 1
Engineering Head – Sanitation facilities for crew working on this deck.
Escape pod 1 – Escape pod for crew working on this deck.
Escape pod 2 – Escape pod for crew working on this deck.
Storage
Storage
Storage
Storage
Storage
Storage
Engine Access Tunnel
Engine Access Tunnel
Engine Access Tunnel
Engine Access Tunnel
Engine Access Tunnel
Engine Access Tunnel
Engine Access Tunnel
Engine Access Tunnel
Inssuit Storage – This room holds a dozen inssuit used by engineers when working on the engines.
Storage
HS: 4
HP: 25
Engines: 2 Class A Atomics
Max ADF/MR: 3/3
DCR: 45
Life Support: up to 35 beings (primary and backup)
Crew/Passenger Accomodations: 1 First Class (captain), 19 Journey Class (double bunk rooms)
Cargo Capacity: 2 Cargo Units
Computer Level/Function points: Level 4 / 145 FP
Computer Programs: Drives 4, Life Support 1, Alarm 2, Computer Lockout 4, Damage Control 2, Astrogation 4, Skin Sensors 1, Laser Cannon 1, Laser Battery 1, Analysis 4, Communication 1, Computer Security 4, Information Storage 4, Installation Security 4
Astrogation Equipment: Standard Starship
Communications Equipment: Videocom Radio w/1 extra screen, Subspace Radio, Intercom with 15 speaker/mikes
Sensor Systems: Radar, Energy Sensors, 20 portholes, Cameras, Skin Sensors
Weapons: LC, LB
Defenses: RH, MS x2
Ship's Vehicles: Small Launch, workpod
Other Equipment: White Noise Broadcaster, Engineer's Toolbox, Laser Power Torch, 2 refills for life support system
Total Cost(unfueled): 1,250,900 cr