TEXT: -  -
  TRAVELLER
  1248 Starships 2
  Scout Ships
  
  1248 StarShipS 2: SCOUt ShipS
  a SUppLEMENt FOr TRAVELLER
  SCiENCE FiCtiON advENtUrE iN thE Far FUtUrE
  Based on the award-winning Traveller game universe created by Marc Miller
  CrEditS
  admiral of the imperial Grand Fleet
  Martin J. Dougherty 
  Naval historians
  Marc Miller
  William Andersen
  design artist
  Bryan Gibson
  deckplans
  Michael Taylor
  Chief Naval architects
  Michael Taylor
  Omer Golan
      avenger Enterprises is the private venture of Martin J Dougherty, author of the Traveller 1248 sourcebooks.
      Avenger’s products are available from www.comstar-games.com/traveller. 
      Avenger’s forums are located at http://www.traveller.comstar-games.com.
  Copyright ©2007 Avenger Enteprises in Association with Comstar Media LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
   2 3 4 5 6 7 8 9 0
  
  taBLE OF CONtENtS
   
  4  
  About this Book
  7  
  Scout/Courier
  0 
  Seeker
  2 
  X-Boat
  4 
  X-Boat Tender
  2 
  Telemon Class Survey Scout
  26 
  Machii Class Scout Cruiser
  32 
  Star systems in 248: Gvuenungllu/Gushemege
  33 
  Map of Beta Quadrant of Gushemege Sector
  
  - 4 -
  aBOUt thiS BOOK
  This book contains starship designs for use with Traveller 
  or any other science-fiction game system. It is specific to 
  the New Era 248 setting, but with minimal alterations most 
  designs can transplanted to another Traveller milieu or SF 
  game setting.  This book is the second of a line of starship 
  supplements for the Traveller 248 setting. Each book also 
  includes a description of a star system in 248 space which 
  can be used as an adventure seed where a ship or ships in 
  the book can be used.
  The 
  248 
  game 
  setting 
  builds 
  upon 
  events 
  in 
  the 
  Official 
  Traveller 
  Universe 
  described 
  in 
  the 
  MegaTraveller and Traveller: The New Era editions of 
  the game, but possession of these is not necessary.  
  Statistics are presented using the Second Edition of Classic 
  Traveller’s High Guard system. Individual Referees may of 
  course choose to make different assumptions, depending on 
  what rules set is in use. This will have little impact on the vast 
  majority of games.
  What YOU NEEd tO pLaY
  Please note that 248 Starships Book 2  is not a 
  standalone game. It requires that you have access to a 
  set of Traveller rules. Any set of rules can be used, but as 
  noted above the default is the Classic Traveller system, 
  published by Far Future Enterprises. The Traveller 248 
  setting is published by Avenger Enterprises in association 
  with Comstar Media (www.comstar-games.com/traveller). 
  You will require a set of Classic Traveller rules that 
  incorporates Classic Traveller Book 5: High Guard in order 
  to interpret the statistics for each starship found in this book. 
  You will also require:
  •    One or more six-sided dice.
  •    Pencil (or pen) and paper for keeping notes about 
  your character and the adventure. Graph paper is also 
  recommended for making maps of places your character 
  has visited.
  SpaCE travEL iN thE NEW Era
  Interstellar travel was commonplace across all of 
  Charted Space until the Civil War that wrecked the Third 
  Imperium and brought about the Collapse. The great 
  battles of 1116-1130 wrecked the fleets of all factions 
  while raids and planetary bombardment destroyed ports, 
  shipbuilding facilities and industrial complexes that might 
  have made good the loss. The merchant fleets fell victim 
  to piracy, commerce raiding and the natural wear and 
  tear of operating without adequate dockyard support.  
  Those ships that survived were further diminished by the 
  Viral Plague that began in 30 and raged across the former 
  Imperium for decades. Fleets and system defence squadrons 
  were thrown down to blunt the onslaught of Vampire ships and 
  fleets, or became infected with Virus and turned on their owners. 
  A few pockets survived more or less intact and struggled to 
  maintain a fleet for local security, but with each passing year 
  it became harder even to maintain security, let alone launch 
  expeditions out into the Wilds to explore, trade or conquer. 
  After the Viral Plague burned itself out for lack of new 
  victims, interstellar travel remained extremely hazardous. 
  Not only were space travellers at risk from Vampire ships 
  (i.e. those infected with the AI Virus) but many societies had 
  become xenophobic or technophobic as a result of their 
  ordeal. Others were so desperate for working starships that 
  they would murder visiting crews at the first opportunity. 
  As the dust of the Civil War settled and the Vampire threat 
  became less imminent, ships of the various survivor worlds 
  and powers began to venture back out, seeking trade 
  and contact, and in some cases conquest. Gradually the 
  boundary of the Wilds was rolled back a little as the number 
  of ‘safe’ systems increased. Trade began to pick up around 
  200 or so, and long-range expeditions began to re-contact 
  worlds that had not seen a friendly starship for decades.  
  However, the wars that wracked the former Imperium from 
  200 to 248 set back the recovery by many decades. The 
  carefully husbanded fleets of the Fourth Imperium, the 
  Regency, the Terran Commonwealth and others were fought 
  to extinction against first the Black Imperium and then the 
  Grand Dominate of the Gods of Thunder. 
  Today, what little remains of the navies of the various 
  factions are terribly overstretched. They must somehow 
  balance local defence and policing of traffic against the 
  need to prevent a resurgence of the Dominate in Gateway 
  sector. They must patrol systems for smugglers and 
  pirates, deal with Vampire ships and rogue traders, and 
  they must secure their borders against other survivor 
  states that might take advantage of their weakness. In 
  this environment, space travel can be hazardous indeed.  
  Within the ‘safe’ areas patrolled by the various survivor state 
  navies, civilian ships still come to grief far more often than in 
  the old days of the Third Imperium. Out in the Wilds, things 
  are much worse. There are so many threats that virtually 
  all ships are not only armed but instantly ready to fire on 
  a suspect vessel. This leads in turn to many unfortunate 
  incidents that simply would not occur in civilized space.  
  Yet interstellar commerce is vital to the survival of all states. 
  There is salvage to be had on dead worlds that can accelerate 
  the recovery of a planet by decades. And of course there 
  are fortunes to be made in the Wilds by those with the wits, 
  daring and weaponry to brave this dangerous frontier. Space 
  and interstellar travel is so important that virtually any state, 
  world or organization that can, will obtain vessels of some 
  kind. These range from shiny new-build high-tech starships 
  to patched-up relics dating back 300 years or more. Low-tech 
  substitutes for old Imperial designs are common, though not 
  always very successful.
  thE iMpEriaL LEGaCY
  Many classes of vessel have been in use for centuries. 
  Indeed, some designs date back to the First Imperium. Tens 
  of thousands of ships of these classes were manufactured, 
  and parts for them were standard components available 
  
  - 5 -
  Age of Ship     
  Annual Cost
  -0 Years 
  0.05% of cost of ship new
  -30 Years     
  0.% of cost of ship new
  3-40 Years     
  0.5% of cost of ship new
  4-50 Years     
  0.75% of cost of ship new
  5+ Years     
  0.2% of cost of ship new
   
  additiONaL COMpONENtS
  An additional component has been defined for these 
  designs: a 2 ton Galley, costing MCr0.. This component is 
  defined because of the very real need for such a component 
  in any kind of starship, and so has been added to these High 
  Guard designs.
  An Engineering Shop is defined in the X-boat tender 
  design. This ship displaces 6 tons and costs MCr2. The 
  shop provides tools and heavy equipment for maintenance 
  of starship engineering components.
  A Laboratory is defined in the Scout Cruiser design. A 
  Laboratory contains sets of scientific and computer equipment 
  to undertake studies of various kinds. Labs generally have 
  one specific scientific area they are equipped for (which 
  must be defined), and one secondary function, which must 
  also be defined. A Lab displaces 8 tons and costs MCr4.
  almost anywhere. As technology advanced, updated versions 
  of the same ships appeared in some cases, but as often as 
  not the design remained unaltered throughout the centuries.  
  The majority of these ships were lost in the collapse of 
  the Third Imperium, but there were so many of them 
  that significant numbers survived. Some of these ‘relic’ 
  ships are still in service today, albeit patched together 
  with whatever parts could be found out in the Wilds.  
  Additionally, the prevalence of these standard designs 
  was such that any world that found itself able to construct 
  or reactivate space vessels was likely to use the standard 
  designs as a basis. Components might be higher or (more 
  often) lower technology but the overall design would be similar 
  in form and function to one of the standard Imperial designs.  
  This means that today, most ships encountered in the Wilds 
  are likely to conform at least vaguely to the standard designs 
  presented in other versions of Traveller. Some strange 
  hybrids will be encountered, and the occasional monstrosity 
  welded together from two or more different hulls, but only the 
  most stable and well-developed worlds will have the ability 
  to new-build vessels – and most of those that do will tend to 
  stick with standard designs tailored to local needs or using 
  local resources. 
  StarShip COStS
  The costs of ships noted are as newly built. In the 
  248 era, many ships are years or decades old, and can 
  therefore be purchased (complete with obligatory quirks and 
  problems) for a fraction of the new cost. The table below 
  provides guidelines on second hand purchase costs, and 
  may be used for any type of ship, small craft or starship. 
  The table below shows the discounts available for buying used. 
  Age of Ship    Discount over New Price
  5 years     
  5%
  0 years     
  5%
  5 years     
  20%
  20 years     
  25%
  25 years     
  30%
  30 years     
  35%
  35 years     
  40%
  40 years+     
  50%
   
  Maintenance for second hand ships is an issue. As the age 
  of a ship increases, so does the maintenance costs. These 
  costs are outlined in the maintenance costs section.
  MaiNtENaNCE COStS
  Maintaining a ship costs money, and the older the ship, the 
  more it costs. Annual maintenance must be undertaken each 
  year, and takes two weeks at an A or B class starport. Missing 
  this maintenance check increases the risk of malfunctions.
  
  - 6 -
  SCOUt ShipS
  The scout services of the 248 era, including the scout 
  service of the 4th Imperium, are but shadows of their former 
  selves. The ravages of Virus and countless wars took an 
  incredible toll on the scouts, and the process of rebuilding 
  will take many more decades to complete. But given the 
  success of the Scout Service of the 3rd Imperium, the Scout 
  Service of the 4th Imperium borrowed many systems and 
  ship designs from its predecessor, with some modifications 
  to lower costs, ease construction and make their new ships 
  Virus-resistant.
  The Imperial Scout Service is tasked with communication 
  within the 4th Imperium, exploration and survey. 
  The Exploration Office is tasked with the massive job of 
  recharting the Wilds beyond the Imperial border, and makes 
  use of a small number of 000 ton Scout Cruisers as well 
  as Survey Scouts for follow-up work. All Exploration Office 
  vessels are heavily armed – for Scout ships.
  The Survey Office collects detailed survey information 
  of worlds, systems and hazards within the Imperial border, 
  utilising Survey Scouts and sometimes smaller Scout/
  Couriers for the job.
  The Communications Office is responsible for maintaining 
  secure stable communications links between all the worlds of 
  the Imperium, both for the Imperial government and private 
  and corporate entities. The 00 ton Jump-4 X-boat provides 
  links between systems on the X-boat routes. X-boats do 
  not have maneuver drives, so make use of 000 ton X-boat 
  Tenders which provide fuel, supplies, replacement crews 
  and maintenance on the X-boats. In the austere situation the 
  Scout Service finds itself in the 1248 era, X-boat Tenders are 
  sometimes used as mini-scout bases and space stations. A 
  joint Navy/Scout venture is even experimenting with using 
  some Tenders as small fighter carriers for use as System 
  Defence Tenders. Scout/Couriers are used to link the many 
  star systems off the X-boat routes.
  
  - 7 -
  SCOUt/COUriEr
  One of the most common vessels in Charted Space, Scout/
  Couriers are simple and robust. Spares are fairly easy to 
  come by, and the vessel is tolerant to alterations. In addition 
  to the conventional applications as a reconnaissance 
  and communications vessel for the Scout Service, Scout/
  Couriers are often used as VIP transports or personal yachts 
  for polity leaders. Their 2-g performance, while unimpressive 
  by military standards, makes them useful Wilds warships, 
  usually in a raiding or escort role. 
  Scout/Couriers are also used to deliver diplomatic or covert 
  operations teams, for salvage operations and as system 
  defence craft. Some small navies have experimented with 
  using Scout/Couriers as escort vessels, usually without 
  much success.
  The standard 248 Scout/Courier is similar to its 
  predecessor, except with a larger cargo capacity in two 
  easy access cargo bays, one on the port side, one on the 
  starboard. The old galley deck cargo bay, with its difficult 
  access has been replaced with fuel storage.
   
  S2-11222R1-000000-00000-0 MCr52.23 100 Tons
  Bat Bear                            
   
  Crew: 
  Bat                                 
   
  TL: 
  Cargo: 3 Fuel: 22 EP: 2 Agility: 2
  Craft: 1x 4T Air/Raft
  Fuel Treatment: Fuel Scoops and On Board Fuel 
  Purification
  Architects Fee: MCr 0.52   
  Cost in Quantity: MCr4.784
  dEtaiLEd dESCriptiON
  HULL
  00 
  tons 
  standard, 
  ,400 
  cubic 
  meters, 
  Wedge 
  Configuration (Streamlined)
  CREW
  Pilot
  ENGINEERING
  Jump-2, 2G Manuever, Power plant-2, 2 EP, Agility 2
  AVIONICS
  Bridge, Model/bis Computer
  HARDPOINTS
   Hardpoint
  ARMAMENT
   Dual Empty Turret
  DEFENCES
  None
  CRAFT
  1x 4-ton Air/Raft
  FUEL
  22 Tons Fuel (2 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  MISCELLANEOUS
  4 Staterooms, 3 Tons Cargo
  USER DEFINED COMPONENTS
   Galley (2 tons, Cost MCr0.)
  COST
  MCr 52.75 Singly (incl. Architects fees of MCr0.52), 
  MCr4.784 in Quantity
  CONSTRUCTION TIME
  38 Weeks Singly, 30 Weeks in Quantity
  
  - 8 -
  
  - 9 -
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  - 0 -
  SEEKEr
  The Type J Seeker is a derivative of the Scout/Courier, 
  intended for mining operations within systems. Cargo bays 
  have been modified with large access hatches to store ore, 
  and a single pulse laser is always fitted for mining operations. 
  The air/raft bay is usually utilised for storing a small tracked 
  ATV, because of the limited effectiveness of an air/raft in 
  space. 
  New-build Seekers are rare, as they are generally 
  converted from Scout/Couriers.
  J2-11222R1-030000-10000-0 MCr52.48 100 Tons
  Bat Bear                          
   
  Crew: 2
  Bat                                    
  TL: 
  Cargo: 2 Fuel: 22 EP: 2 Agility:  Pulse Laser
  Craft: 1x 4T Air/Raft
  Fuel Treatment: Fuel Scoops and On Board Fuel 
  Purification
  Architects Fee: MCr0.53   
  Cost in Quantity: MCr4.984
  dEtaiLEd dESCriptiON
  HULL
  00 
  tons 
  standard, 
  ,400 
  cubic 
  meters, 
  Wedge 
  Configuration (Streamlined)
  CREW
  Pilot, Gunner
  ENGINEERING
  Jump-2, 2G Manuever, Power plant-2, 2 EP, Agility 
  AVIONICS
  Bridge, Model/bis Computer
  HARDPOINTS
   Hardpoint
  ARMAMENT
   Dual Mixed Turret with:  Pulse Laser (Factor-).
  DEFENCES
   Single Sandcaster organised into  Battery (Factor-3)
  CRAFT
  x 4-ton Tracked ATV
  FUEL
  22 Tons Fuel (2 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  MISCELLANEOUS
  2 Staterooms, 2 Tons Cargo
  USER DEFINED COMPONENTS
   Galley (2 tons, Cost MCr0.)
  COST
  MCr53.0 Singly (incl. Architects fees of MCr0.53), 
  MCr4.984 in Quantity
  CONSTRUCTION TIME
  38 Weeks Singly, 30 Weeks in Quantity
  
  -  -
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  - 2 -
  ExprESS BOatS aNd 
  tENdErS
  Vast amounts of information must be transmitted across 
  the Imperium on a regular basis. This is carried out by the X-
  boat (Express Boat) network. X-boats are small messenger 
  ships consisting of little more than a Jump-4 engine and 
  a fuel tank. Its hullform is identical to the 100 ton Scout/
  Courier, to allow for standardisation of parts with the Scout/
  Courier. Internal layout is similar, with more fuel tankage 
  and a larger Jump drive and powerplant. X-boat duty is one 
  of the dullest jobs in Imperial service, though it does offer 
  opportunities for self-improvement by study during the long 
  hours in Jumpspace. 
   X-boats are unable to maneuver without assistance, 
  so are serviced by tenders. The standard X-boat tender in 
  Imperial service is similar to the version used by the Third 
  Imperium. It is a Jump-1, 1-g vessel with several ship bays 
  capable of holding up to five Scout/Couriers or X-boats. 
  A rescue tug is routinely shipped to allow recovery of a 
  distressed X-boat. Conditions in the Fourth Imperium are not 
  as settled as in earlier times, and tenders sometimes have to 
  defend themselves and are armed accordingly.
   X-boat tenders have been converted to other roles 
  including salvage vessels, freighters and gunship carriers. 
  Some serve as mobile training facilities for Scouts and 
  sometimes other personnel. This role is not uncommon 
  outside Imperial space or in frontier regions where an Imperial 
  Navy or Scout Service delegation is involved in training local 
  personnel. 
  x-BOat
  X4-4044-000000-00000-0 MCr87.55 00 Tons
  Bat Bear                            
  Crew: 
  Bat                                 
  TL: 3
  Cargo: 9 Fuel: 44 EP: 4 Agility: 0
  Architects Fee: MCr0.88   
  Cost in Quantity: MCr70.04
  dEtaiLEd dESCriptiON
  HULL
  00 
  tons 
  standard, 
  ,400 
  cubic 
  meters, 
  Wedge 
  Configuration (Streamlined)
  CREW
  Pilot
  ENGINEERING
  Jump-4, No Manuever, Power plant-4, 4 EP, Agility 0
  AVIONICS
  Bridge, Model/4 Computer
  HARDPOINTS
  None
  ARMAMENT
  None
  DEFENCES
  None
  CRAFT
  None
  FUEL
  44 Tons Fuel (4 parsecs jump and 28 days endurance)
  No Fuel Scoops, No Fuel Purification Plant
  MISCELLANEOUS
  2 Staterooms, 9 Tons Cargo
  USER DEFINED COMPONENTS
   Galley (2 tons, Cost MCr0.)
  COST
  MCr88.43 Singly (incl. Architects fees of MCr0.88), MCr 
  70.04 in Quantity
  CONSTRUCTION TIME
  38 Weeks Singly, 30 Weeks in Quantity
  
  - 3 -
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  - 4 -
  ExprESS BOat tENdEr
  X-boats are unable to maneuver without assistance, so are 
  serviced by tenders. The standard X-boat tender in Imperial 
  service is almost identical to the version used by the Third 
  Imperium. It is a Jump-1, 1-g vessel with five 110 ton boat 
  bays capable of holding 550 tons of small and large craft. 
  Ships larger than 00 tons take up 0 tons of space, while 
  small craft (99 tons or smaller) require their own tonnage in 
  the bay. A rescue tug is routinely shipped to allow recovery of 
  a distressed X-boat. Because the tug occupies space in the 
  boat bay, only a maximum of 4 00 ton ships of the X-boat-
  Scout/Courier hullform can usually be moored.
  The 248-era X-Boat tender takes advantage of the 248-
  era X-Boat hullform, which is identical to the Scout/Courier. 
  The elongated wedge shape of the hull is certainly unusual, 
  but is an efficient hullform for the carriage of X-Boats. A Deck 
  consists of two small cargo bays, living quarters, the bridge 
  and the boat bay control centre. Decks B to F are each 
  separate 0 ton boat bays, allowing vessels to be serviced, 
  refuelled etc without having to expose other boat bays to 
  the vacuum. This is a major advance over the X-Boat tender 
  of the 3rd Imperium. Deck G consists of the fuel purification 
  plant and fuel storage, while Deck H consists of fuel and a 
  large cargo bay. Access to the laser turrets is gained from 
  these decks. Two dual turrets are empty, allowing for future 
  expansion of armament. The “bottom” engineering deck 
  (Deck I) contains the Jump drive, powerplant and maneuver 
  drive.
  A common variant of the X-boat tender is the dedicated 
  version, which has no Jump drive and remains on-station in 
  a single system. Major communications hubs usually have 
  several dedicated tenders plus a handful of Jump-capable 
  ones which can be reassigned as traffic volume dictates.
  TX-A4232-040000-20000-0 MCr392.79 000 tons
  Bat Bear                  2        
   
  Crew: 2
  Bat                           2         
  TL: 
  Cargo: 52 Fuel: 205 EP: 20 Agility: 
  Fuel Treatment: Fuel Scoops and On Board Fuel 
  Purification
  Architects Fee: MCr3.967   
  Cost in Quantity: MCr34.232
  dEtaiLEd dESCriptiON
  HULL
  ,000 tons standard, 4,000 cubic meters, Close Structure 
  Configuration (Partially Streamlined)
  CREW
  Pilot, Navigator, 3 Engineers, Medic, 3 Gunners, 1 Refueler, 
   Tug Pilot,  Tug Engineer.
  ENGINEERING
  Jump-, G Manuever, Power plant-2, 20 EP, Agility 
  AVIONICS
  Bridge, Model/3 Computer
  HARDPOINTS
  5 Hardpoints
  ARMAMENT
  2 Dual Beam Laser Turrets organised into 2 Batteries 
  (Factor-2)
  DEFENCES
   Triple Sandcaster Turret organised into  Battery (Factor-
  4)
  CRAFT
  None
  FUEL
  205 Tons Fuel ( parsec jump and 28 days endurance, 
  plus 85 tons of additional fuel)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  MISCELLANEOUS
  0 Staterooms, 20 Low Berths, 52 Tons Cargo
  USER DEFINED COMPONENTS
  x Galley (2 tons, Cost MCr0.)
  x Engineering Shop (6 tons, Cost MCr2)
  5x Large Craft Bays (0 tons each, Cost MCr2.75)
  COST
  MCr396.757 Singly (incl. Architects fees of MCr3.967), 
  MCr34.232 in Quantity
  CONSTRUCTION TIME
  20 Weeks Singly, 96 Weeks in Quantity
   
  
  - 5 -
  rESCUE tUG
  All Tenders usually carry at least one tug to assist retrieval 
  of X-boats and for other general duties in-system. The tug 
  is a 30 ton ship’s boat, which is fast (6-G) and is able to 
  haul an attached X-boat or other 00 ton craft at .5-G. A 
  special grappling system allows the ship’s boat to attached 
  to another craft. The tug is also used for routine capture of X-
  boats, especially if the Tender occupied with other captures 
  or fuelling operations.
  TR-0206601-000000-00000-0 MCr 24.150 30 Tons
  Bat Bear                            
   
  Crew: 
  Bat                                 
   
  TL: 9
  Cargo: .7 Fuel: .8 EP: .8 Agility: 6
  Fuel Treatment: Fuel Scoops
  Architects Fee: MCr 0.242   Cost in Quantity: MCr 9.320
  dEtaiLEd dESCriptiON
  HULL
  30 tons standard, 420 cubic meters, Cone Configuration
  CREW
  Pilot
  ENGINEERING
  Jump-0, 6G Manuever, Power plant-6, .8 EP, Agility 6
  AVIONICS
  No Bridge Installed, Model/1 Computer
  HARDPOINTS
  None
  ARMAMENT
  None
  DEFENCES
  None
  CRAFT
  None
  FUEL
  .800 Tons Fuel (0 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, No Fuel Purification Plant
  MISCELLANEOUS
   Small Craft Stateroom, 2 Acceleration Couches, .7 
  Tons Cargo
  USER DEFINED COMPONENTS
   Ship Grapple System (2 tons)
  COST
  MCr 24.392 Singly (incl. Architects fees of MCr 0.242), 
  MCr 9.320 in Quantity
  CONSTRUCTION TIME
  6 Weeks Singly, 3 Weeks in Quantity
  
  - 6 -
  
  - 7 -
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  - 2 -
  tELEMON CLaSS SUrvEY 
  SCOUt
  The Donosev class survey scout was an important vessel 
  in the inventory of the Third Imperium’s Scout Service. The 
  design is available and some relic examples have been 
  reactivated, but a TL 2 vessel with the same role was 
  created in 1237, and quickly became the new standard for 
  the fledging Scout Service. Some people claim that this is 
  because the Donosev was just too ugly to live, but the truth 
  is that higher tech level  manufacturing capability is in short 
  supply and reserved for high-capability naval projects.
  The Telemon class Survey Scout has a different hull form 
  to its higher-tech predecessor. It mounts an array of sensors 
  and is designed for stealth, allowing data to be gathered 
  covertly. It is likely that the Navy has acquired several 
  examples as intelligence ships. Scout vessels normally carry 
  a token armament only, as they are not expected to become 
  involved in combat.
  Some say the Telemon outdoes the Donosev in terms of 
  ugliness, but there is no denying the Telemon’s utility and 
  reliability. The port cylinder houses the bridge, computer 
  system, avionics, staterooms and the port maneuver drive. A 
  passageway links the port cylinder with the starboard cylinder, 
  which houses the primary powerplant, port maneuver drive, 
  Jump drive, Cutter module bay, a small 7 dton cargo bay and 
  the observation lounge. The Cutter bay is normally empty 
  because the fuel module is attached to the Cutter. In those 
  circumstances, the Cutter bay is operated as an additional 
  cargo bay. The observation lounge has a huge bubble 
  window and doubles as a relaxation lounge, but its primary 
  function is as a sensor suite, with three sensor workstations 
  controlling the Model/5’s extensive sensor arrays.
  B Deck, which is “below” the A deck, consists entirely 
  of fuel, except for the starboard 40 ton cargo bay, which 
  is accessed from A Deck’s lift. Loading and unloading is 
  undertaken via an extendable iris airlock, allowing ship-to-
  ship transfer of cargo.
  Transferring the Cutter module to the Cutter is a simple 
  process. The Cutter module bay doors are opened, and 
  small thrusters “push” the module clear of the Survey Scout. 
  The Cutter then maneuvers to pick up the module. A similar 
  process is undertaken when stowing the module.
  SZ-473235-030000-00000-0 MCr258.9 400 Tons
  Bat Bear                       
   
  Crew: 9
  Bat                                
   
  TL: 2
  Cargo: 47 Fuel: 32 EP: 2 Agility: 2
  Craft: x 50T Modular Cutter, x 30T Cutter Fuel Module
  Architects Fee: MCr2.588   Cost in Quantity: MCr207.28
  dEtaiLEd dESCriptiON
  HULL
  400 tons standard, 5,600 cubic meters, Dispersed Structure 
  Configuration (Unstreamlined)
  CREW
  Pilot, Navigator, 3 Engineers, Medic, Gunner,  Flight 
  Crew,  Other Crew
  ENGINEERING
  Jump-3, 2G Manuever, Power plant-3, 2 EP, Agility 2
  AVIONICS
  Bridge, Model/5 Computer
  HARDPOINTS
  2 Hardpoints
  ARMAMENT
  None
  DEFENCES
   Single Sandcaster Turret organised into  Battery 
  (Factor-3)
  CRAFT
  x 50-ton Modular Cutter
  x 30-ton Cutter Fuel Module
  FUEL
  32 Tons Fuel (3 parsecs jump and 28 days endurance)
  No Fuel Scoops, No Fuel Purification Plant
  MISCELLANEOUS
  0 Staterooms, 2 Low Berths, 47 Tons Cargo
  USER DEFINED COMPONENTS
  x Galley (2 tons, Cost MCr 0.)
  COST
  MCr26.498 Singly (incl. Architects fees of MCr2.588), 
  MCr207.28 in Quantity
  CONSTRUCTION TIME
  82 Weeks Singly, 65 Weeks in Quantity
  
  - 22 -
  Ship: MOdULar CUttEr
  CM-02022-000000-0000-0 MCr 26.600 50 Tons
  Bat Bear                                 
  Crew: 
  Bat                                          
  TL: 9
  Cargo: 4.5 Fuel:  EP:  Agility: 2
  Fuel Treatment: Fuel Scoops
  Architects Fee: MCr 0.266   Cost in Quantity: MCr 2.280
  dEtaiLEd dESCriptiON
  HULL
  50 tons standard, 700 cubic meters, Cone Configuration
  CREW
  Pilot
  ENGINEERING
  Jump-0, 2G Manuever, Power plant-2,  EP, Agility 2
  AVIONICS
  No Bridge Installed, Model/2 Computer
  HARDPOINTS
   Hardpoint
  ARMAMENT
   Single Missile Turret organised into  Battery (Factor-)
  DEFENCES
  None
  CRAFT
  None
  FUEL
   Tons Fuel (0 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, No Fuel Purification Plant
  MISCELLANEOUS
  .0 Stateroom, 4 Acceleration Couches, 4.5 Tons Cargo
  USER DEFINED COMPONENTS
   Cutter Module (30 tons)
  COST
  MCr 26.866 Singly (incl. Architects fees of MCr 0.266), 
  MCr 2.280 in Quantity
  CONSTRUCTION TIME
  24 Weeks Singly, 9 Weeks in Quantity
  
  - 23 -
  
  - 24 -
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  - 26 -
  MaChii CLaSS SCOUt 
  CrUiSEr
  Longer-range Scout missions require a larger vessel than 
  the humble Scout/Courier, and are generally given to the 
  Machii class scout cruiser. Constructed at TL3, and therefore 
  somewhat limited in numbers, Machiis are Jump-4, 2-g ships 
  capable of extended exploration and contact missions within 
  or beyond the Imperial borders. They are similar in form and 
  function to the old Qasar class Scout Cruisers, but with the 
  notable exclusion of the onboard Scout/Courier.
  Machiis have extensive backup systems, including 
  a backup Jump drive, maneuver drive, computer and 
  powerplant. The class, in keeping with its predecessor, has 
  an extensive complement of boats and vehicles, standardly 
  embarking a Launch, a Lifeboat, a wheeled ATV and an 
  air/raft. Depending on the mission, vehicle types may be 
  amended. For instance, some missions carry two Launches, 
  some a speeder in place of the ATV. Extra Lab space, should 
  it be needed, can be placed in one of the cargo bays. The 
  standard Lab on Deck B is primarily equipped for stellar 
  mapping, and has a secondary function of Xeno-biology. 
  Other Lab configurations can be deployed depending on the 
  mission.
  Scout Cruisers are armed for self-defence but cannot be 
  considered a true warship. Nevertheless, they have been 
  pressed into service at times as escorts. 
  SC-A42442-040000-3(5)0000-0 MCr832.296 000 Tons
  Bat Bear                          
  Crew: 20
  Bat                                    
  TL: 3
  Cargo: 23 Fuel: 440 EP: 40 Agility: 
  Craft: 1x 20T Launch, 1x 20T Lifeboat, 1 x 4T Air/Raft, 1 x 
  8T Wheeled ATV
  Fuel Treatment: Fuel Scoops and On Board Fuel 
  Purification
  Backups: x G Maneuver Drive  x Jump  Drive  x 
  Factor  Power Plant  x Model/ Computer
  Architects Fee: MCr8.322   
  Cost in Quantity: MCr659.792 
  dEtaiLEd dESCriptiON
  HULL
  ,000 tons standard, 4,000 cubic meters, Wedge 
  Configuration (Streamlined)
  CREW
  Pilot, Navigator, 6 Engineers, Medic, 3 Gunners, 2 Small 
  Craft Pilots, 2 Small Craft Engineers, 4 Scientists/Mission 
  Specialists
  ENGINEERING
  Jump-4, 2G Manuever, Power plant-4, 40 EP, Agility 
  Jump- Backup, G Manuever Backup, Power plant- 
  Backup
  AVIONICS
  Bridge, Model/4 Computer
  Model/ Backup Computer
  HARDPOINTS
  5 Hardpoints
  ARMAMENT
  4 Dual Beam Laser Turrets organised into 2 Batteries (one 
  Factor-5, one Factor-3)
  DEFENCES
   Triple Sandcaster Turret organised into  Battery (Factor-
  4)
  CRAFT
  x 20-ton Launch. x 20-ton Lifeboat
  1x 4-ton Air/Raft (Cost of MCr 0.2)
  x 8-ton Wheeled ATV (Cost of MCr 0.03)
  FUEL
  440 Tons Fuel (4 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  MISCELLANEOUS
  20 Staterooms, 20 Low Berths, 23 Tons Cargo
  USER DEFINED COMPONENTS
  x Galley (2 tons, Cost MCr0.2)
  x Engineering Shop (6 tons, Cost MCr2)
  x Laboratory – Primary Stellar Cartography, Secondary 
  Xeno-biology (8 tons, MCr4)
  COST
  MCr832.296 Singly, MCr659.792 in Quantity, 
  CONSTRUCTION TIME
  20 Weeks Singly, 96 Weeks in Quantity
  
  - 27 -
  Ship: LaUNCh
  L-0200-00000-00000-0 MCr 9.050 20 Tons
  Bat Bear                    
   
  Crew: 
  Bat                 
   
      
  TL: 7
  Cargo: 2 Fuel:  EP: 0.2 Agility: 
  Fuel Treatment: Fuel Scoops
  Architects Fee: MCr 0.09   
  Cost in Quantity: MCr 7.240
  dEtaiLEd dESCriptiON
  HULL
  20.000 tons standard, 280.000 cubic meters, Cone 
  Configuration
  CREW
  Pilot
  ENGINEERING
  Jump-0, G Manuever, Power plant-, 0.2 EP, Agility 
  AVIONICS
  No Bridge Installed, Model/1 Computer
  HARDPOINTS
   Hardpoint
  ARMAMENT
  None
  DEFENCES
   Single Sandcaster Turret organised into  Battery 
  (Factor-)
  CRAFT
  None
  FUEL
  0.2 Tons Fuel (0 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, No Fuel Purification Plant
  MISCELLANEOUS
   Small Craft Stateroom, 2 Acceleration Couches, 2 Tons 
  Cargo
  USER DEFINED COMPONENTS
  None
  COST
  MCr 9.4 Singly (incl. Architects fees of MCr 0.09), MCr 
  7.240 in Quantity
  CONSTRUCTION TIME
   Weeks Singly, 9 Weeks in Quantity
  Ship: LiFEBOat
  GZ-020-000000-00000-0 MCr8.8 20 Tons
  Bat Bear                            
   
  Crew: 
  Bat                                 
   
  TL: 8
  Cargo: 3 Emergency Low: 5 Fuel: 5 EP: 0.2 Agility: 
  Fuel Treatment: Fuel Scoops
  Architects Fee: MCr0.09   
  Cost in Quantity: MCr7.04
  dEtaiLEd dESCriptiON
  HULL
  20 
  tons 
  standard, 
  280.000 
  cubic 
  meters, 
  Cone 
  Configuration
  CREW
  Pilot
  ENGINEERING
  G Manuever, Power plant-, 0.2 EP, Agility 
  AVIONICS
  Bridge, Model/ Computer
  HARDPOINTS
  None
  ARMAMENT
  None
  DEFENCES
  None
  CRAFT
  None
  FUEL
  5 Tons Fuel (700 days endurance)
  On Board Fuel Scoops, No Fuel Purification Plant
  MISCELLANEOUS
  2 Acceleration Couches, 5 Emergency Low Berths, 3 Tons 
  Cargo
  COST
  MCr8.89 Singly (incl. Architects fees of MCr0.09), MCr7.04 
  in Quantity
  CONSTRUCTION TIME
   Weeks Singly, 9 Weeks in Quantity
  
  - 28 -
  
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  - 32 -
  Star SYStEMS OF 1248: 
  GvUENUNGLLU/GUShEMEGE
  Gvuenungllu (32 D2000-7) lies two parsecs within 
  the Imperial border but is not an Imperial world. This is 
  mainly due to the fact that the world was uninhabited when 
  memberships were being considered, and indeed it is not 
  clear exactly when the world was recolonized.
  Typically of rockballs of this sort, Gvuenungllu’s trace 
  atmosphere could not support life, so during the Collapse 
  the only options were to escape offworld or perish when 
  the life support gear finally broke down. The majority of the 
  planetary population died in the Viral Plague, leaving behind 
  large semi-subterranean cities which to this day have not 
  been fully explored. 
  The officially-listed population consists of fifty or so 
  personnel occupying a corner of what used to be a minor 
  freight spaceport. This installation now qualifies as the 
  world’s Class D starport, and the tiny settlement as a 
  planetary capital. 
  In addition to the permanent population, Gvuenungllu 
  plays host to numerous technology-prospectors who comb 
  the ruins for relic equipment that has not yet been salvaged. 
  This is a dangerous occupation. Claim-jumping, find hijacking 
  and the occasional Virus-infected device or robot combine 
  with a century and a half of neglect to make the skeleton-
  strewn cities of Gvuenungllu a hazardous and depressing 
  place to make a living.
  In order to somewhat control the flow of relics which 
  may not have been properly Virus-checked, a tiny Imperial 
  Trade Mission has been set up at the capital. This consists 
  of a handful of IISS personnel and a couple of Cyms from 
  Slaney Industries’ cyber-systems division, who evaluate and 
  decontaminate whatever is brought to them. 
  The Trade Mission deliberately pays over the odds for relic 
  gear and offers necessary supplies at knock-down prices in 
  return. While this is not very good economic sense, it helps 
  prevent the sort of damage an infected device might cause 
  if it were allowed onto the open market, and also facilitates 
  the steady exploration and clearance of the boneyard cities 
  which might otherwise harbor their hazards forever.
  Jump- ships headed for Latasel and out to Coreward or 
  Trailing often pass through Gvuenungllu. Although the semi-
  ruined port is uninviting, the Trade Mission does a brisk 
  business with visiting ship crews and can offer a range of 
  goods beyond the world’s sustainable TL7. 
  The Imperial Navy tries to maintain a patrol presence in 
  system whenever possible to discourage artifact smuggling. 
  This is not possible due to recent ship losses and even using 
  mercenary and Scout Service vessels there is less than 
  5% coverage. The rest of the time the world is wide open 
  and rumors abound of shiploads of unchecked components 
  reaching the markets of nearby worlds, sometimes with 
  serious effects.
  
  - 33 -
  
SOURCE: textdata/thevault/Traveller/06 - Traveller (T20)/Traveller - Avenger Enterprises - 1248 Starships 02 - Scout Ships.pdf