Pirate Assault Scout

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Cybot class Assault Scout

HS:3  HP:15-24  Powerplant: 2 Ion or Atomic A
ADF:2, 4, or 5  MR:4  DCR:40  Crew:
Armament: 50 cubic meters (typically PL, LB)
Defenses: RH
Communication/Detection: SubSpace Radio, Radar
Misc. Equipment:optional intercom network

COMPUTER (assuming military grade drive & standard armament, adjust accordingly for other configurations)
(LVL:4  fp:115  Mass/SP:100)
Alarm (2)
Analysis (4)
Astrogation (4)
Commerce (1)
Communication (1)
Computer Lock-out (3)
Computer Security (3)
Damage Control (2)
Drive, Atomic A (4)
Information Storage (1)
Installation Security (3)
Laser Battery (1)
Laser Cannon (1)
Life Support, cap:16 (1)
Maintenance (2)

 

Cargo Capacity: 0.5 + special
Crew Accomodations: 8 double cabins/2 decks
Passenger Accomodations: 0
Ship's Vehicles: --

Another of the Star Devil's designs, the Cybot class Assault Scout is a small and fast craft intended for hit and run (a.k.a. front line disabling) missions in conjunction with larger craft. Using a reverse-engineered demilitarized UPF design, there have been several alterations to the standard schematic. Ion drives can be incorporated as can atomic drives, and if available military grade atomics can be utilized as well. Hence the ADF varies according to which drive system is incorporated. Armament isn't as heavy as a military grade scout but moreso than a civilian version, 50 cubic meters of allocated space are premitted so variances of weaponry are wide. A typical Cybot scout will boast a forward firing pod laser system and a standard laser battery. Due to reduced weaponry over the military grade versions, an extra crew deck is permitted for expanded crews, usually filled with troops for raiding other craft. Hull points may also vary, 15 for an unarmored civilian grade conversion, 18 for a lightly armored construction, 21 for medium armor, and 24 for heavy armor. Armor can only be installed during constructionm the only way to upgrade it is to completely strip the ship down to its basic framework. Both elevator lift shafts are pressurized/airtight and can be cycled like an airlock. Doors will not open in unequal conditions unless safety releases are thrown within.

One final noteworthy design option is the exterior stern mounted auxilliary cargo modules. Up to three of these may be attached in tandem onto the Cybot's aft, each one reduces both ADF and MR by one but adds an additional 2HP and 5DCR to the overall vehicle. The onboard computer for each module can be linked to the CYbot's mainframe so constant communication and monitoring is possible. Each module can accomodate up to 0.5 cargo unit, so with three attached total cargo capacity (including the Cybot's hold) is 2 and the craft performs at ADF/MR: 2/1 with +6HP and a base DCR of 55.

Empty modules reduce performance by one ADF or MR, starting with ADF then the next detracts from MR and so on. Hence one empty module attched would restrict a 5/4 performance to 4/4, a second empty module to 4/3, and a third for 3/3. It takes one ten minute combat turn to jettison a module, although any amount may be jettisoned (the last one, last two, or all three but only from aft to fore jettison order...the fore container can not be jettisoned without the aft along with it). Attachment takes 30 minutes when floating in space, or ten in a space station.

External Cargo Modules

HS:1  HP: 5 (+2 to overall) Powerplant: --
ADF: -1/module MR: -1/module  DCR: 25 (+5 to overall)
Armament: --
Defenses: RH
Communication/Detection: Computer & Intercom link-up, emergency locator beacon

COMPUTER
(LVL:2  fp:28  Mass/SP:8)


Commerce (1)
Communication (1)
Damage Control (1)
Installation Security (3)
Life Support, cap:4 (1)
Maintenance (1)


Cargo Capacity: 0.5
Crew Accomodations: 0 (optional four folding bunks for guards)
Passenger Accomodations: 0
Ship's Vehicles: --

Upper Decks
(click pic for full size version)

1> Flying Bridge --- designed for auxilliary control options or for a skeleton crew, positions for the pilot, astrogator (or astrogator assistant workingintandem with the main station below), engineer, and forward gunner. A maintenance panel next to the helm allows access to a ladderwell that extends upwards to the avionics, forward maneuver jet banks, and nose gear/emergency exit hatch. An intercom panel is located ont eh pilot station.

 2> Main Bridge --- Controls for a pilot, co-pilot/forward gunner assist (left and right positions at the top), astrogator (larger center position at the bottom), engineer (bottom/left) and communications/detection station (bottom/right). Intercom panels are located onthe pilot and comm officer panels.

3> Recreation Deck --- features a full service autocooker and fresh food storage unit, dining area, freshers and showers, and a large lounge area with exercise equipment and holoentertainment. The central elevator leads up to the bridge, the other leads down to the crew decks and lower decks. An itercom unit can be found in both the rec area and the dining area.

Crew Decks
(click pic for full size version)

4> Officer Quarters --- Bunks (or optional beds), wardrobe lockers, a desk with intercom, and an entertainment center occupy the cabins. Outside is a lounge area and the laser battery controls, and an elevator. Officers typically encode the elevator to respond to their ID cards with priority over crew, troops, or passengers for minimal wait times.

5> Crew Quarters --- cabins are equipped as officer cabins but not as elaborately. Ditto on the lounge area, albeit no battery on this deck

Lower Decks
(click pic for full size version)

6> Engineering Deck --- Port and starboard engineering stations with intercom units, monitoring equipment for all systems located around the room. Life support/water purification systems are under the catwalk, and other systems can be accessed by the catwalk above including the generator and power relay station.

7> Hold --- The main hold has bay doors in the floor that open outward (toward port and starboard). A spacesuit locker is off to the side, and the elevator drops below to the airlock and outer hull hatch.

External Cargo Module
(click pic for full size version)

External Cargo Module --- a computer terminal is located on each side of the elevator landing. Outer hull airlock/hatches similar to the scout are located fore and stern to permit access to the mother ship or other modules.

Original Deckplans from djlittle from the Dundjinni forum, modified by website host