Vision Class 300 ton Scout   (CT, LBB #2)




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Note for GURPs players:

I've been chatting with Craig Largen who is a GURPs players, and he has worked up a slightly modified GURPs version of the Vision class scout. In an enclosing letter Craig also made these comments/changes.
Craig has graciously let me add this version to this page.


The Vision class scouts are exploratory starships. They were designed by the Scout service as medium range discovery ships. Typically they have a crew dedicated to running the ship, and a "passenger" manifest of other Scout's who specialize in a variety of missions such as envoys, cartographers, or a variety of researchers (e.g. planetary, stellar, cultural, trade, etc.), and/or other missions.

Vision class ships typically operate just outside the Imperial border, usually between 5 and 20 parsecs outside of Imperial space. Exploration beyond this range is typically conducted by larger, more self-sufficient ships. Frequently one world would be visited by several Vision class ships, each performing their own mission and/or explorations.

The ship is lightly armored, but does have a nuclear damper in case worlds turn out to be less friendly than expected (more socially hostile worlds would be dealt with with actual warships). Roughly three quarters of the ships in service have no turrets or weaponry, the other quarter have a random mix of turret and weapon types.

The ships carry different types of launches for different types of missions. For example visiting a hostile world which was incapable of space travel (let alone star travel), an unarmed ship might go with a heavily armored launch. The launch would then be used to visit the surface while the mother ship stayed safely parked in orbit.

The Vision class ships sport type C Jump and Maneuver drives, and a type C Power plant. This gives the ship the ability to make a jump-2, or two jump-1's, and to operate at a maneuvering speed of 2G's. (NOTE: this is technically a violation of LBB#2 rules. The letter of the law would stipulate only a jump-1 capability for a type C Jn with a 300 ton hull. However, given the table this is certainly a reasonable extrapolation well within the spirit of the rules). Vehicle capabilities vary.

Vision class ships are fully streamlined. They may perform remote refueling from gas giants, water or ammonia oceans, or ice covered surfaces. They may operate on unrefined fuel without penalty.

At midships are dual cargo/fuel areas. If the dual areas are used for cargo, then the ship will only have enough fuel to make one jump-1. If the dual areas are used for fuel, then the ship can either do one jump-2 or two jump-1's. In either case there is fuel reserved for the Power plant to work at full level-2 efficiency, and for the maneuver drives to perform at 2G's.

Ship bulkheads divide the dual cargo/fuel areas, and the bays can be converted from cargo to fuel or vice versa in about 16 work-hours (1 crew - 16 hours, 2 crew - 8 hrs, etc.). In practice 2 crew can usually work faster, and get the job done in about 7 hours, and four crew can do it in about 3 hours, minimum time, however is 2 hours no matter how many crew are working on the conversion.

The lead ship was called "Forward Vision", and other ship names typically play off of vision, or eyes, or such things. Other example names are "Hindsight", "20-20", and "Blue Eyes". One ship rumored to be operating as a corsair was called the "Black Eye".

When used in private service the passenger area is typically used for paying passengers. The accommodations allow for only Mid-Passage positions, but some ships have spruced up or enlarged some of the larger cabins, converted a crew position (typically gunner) to a steward, and charged High-Passage prices. With some effort a true High-Passage experience can be achieved.

The passenger common area has a large window over head. Foldable partitions from the ceiling can cordon off the common area in a circle allowing for a circular passage way to the rooms. This partition is usually in place during the evening, night, and morning to make the area a little quieter. Movies can be projected on this foldable partition.

All doorways throughout the ship are either sliding non-bulkhead doors, or bulkhead iris valves. All iris valves have standard security measures including a variety of ways to prove identity, and ample warnings of opening, breaches, etc. All iris valves also have cameras on both sides. Any bulkhead part of the ship, along with its iris valves, can act as an airlock. Typically, however, the stateroom areas are left fully pressurized as is the cargo hold.

The cargo area loads from clamshell doors at the bow, and sliding doors at the side. The floor also is a door to the area of the ship containing the Launch. The launch bay opens down lower-jaw style. These three outer doors (two bow clamshells at mid-deck, and lower-jaw on the bottom deck) can all open simultaneously to allow for easy manipulation of cargo including odd-sized cargoes. Various different modifications are made here to allow for specialized needs.

The minimum crew configuration is two. This includes one crew member acting as pilot, navigator, and computer operator working on the bridge, and one engineer in the engineering section (mid-deck). Normal crew configuration has five or six crew members including pilot, navigator, computer operator, master engineer and secondary engineer. Additional crew may include a medic, one or two gunners, or one or two stewards. The Captain is typically the pilot or navigator, but may be extra staff.

The chief engineer typically works in the engineering section on the mid-deck. This position keeps the power plant and drives working The secondary engineer typically works on the bridge, and monitors the ship vitals such as life support, damage control, fire control, power management (other than to the drives), vehicle status, etc. Both engineering stations can control all engineering functions.

Crew states can be double bunked. Typical missions do not include gunners, or possibly double duties the medic as a gunner. With no gunners each crew member gets their own stateroom. Exterior states have windows. The captains cabin has a large window. All windows are shuttered.

There is no medical-bay, but if there is a medic on board they will use either their cabin or one of the common areas for minor medical problems. More major problems, or minor surgery can be performed in the Low Berth area. On standard ship designs there is an additional Low Berth cot which is used as a hospital bed. This berth can also act as a normal Low Berth, but typically it is left open for the hospital bed roll.

There are several iris valve entries into the ship. Two, however, are the most common. The Port side entrance on the bottom deck is used by the crew. This entrance is nearest the vertical passage to the top deck which comes out near the chief engineers cabin. The Starboard side entrance is nearest the vertical passage leading to the low berths, and the passenger common area. The Starboard vertical passage is also isolated from the engineering section of the ship.

The ship is designed to let the research team and the operations crew work without interference from each other. This design feature also serves well in private service allowing for complete isolation of ship functions from paying passengers. For this reason the ship design is fairly popular, and is made not only for the Scout service, (who sells/gives away surplus ships - this ship can be obtained as the ship normal scouts can get on mustering out), but also made strictly for private use. It's large passenger load for its size makes it frequently employed as a subsidized merchant.

Standard versions of the ship cost 122 MCr for new construction.


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