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Scouts

The scout is a venerable design, and one of the most common templates for light interstellar craft. They are popular because of their relative ease in operating (particularly in atmospheres), overall versatility and low costs (both in purchase and operation). Some argue that a scout will initially cost more than a rambler, but after a few years, they become much cheaper.

Scouts

Scouts are typically 40 to 60 tonnes in overall weight, and have the greatest number of configurations: they are fitted out as ultra small liners (or ferries), explorers, mining rigs, surveyors, and armoured personnel carriers. This is also the class to which the superyacht belongs.

The scout is typified by its largely horizontal design (as opposed to the vertically-aligned shuttle), giving it a lot of contiguous floorspace (another reason for its popularity). The scout design assumes that there is going to be an airframe, so its body forms above and either-side of the striker rod apparatus, becoming thicker and wider toward the back. The body on either side blending with the wings.

You gain access on either side of the ship under, or behind, the wings, toward the back.

Scouts are much better instrumented than most of the smaller strikers.

Runboat

The runboat is the most common scout design, ensuring interstellar travel, with good carrying capacity at a low cost.

Most complain about the gutlessness of the engines, resulting in a low, tanker-like, vacuum performance, but then, being able to carry 9 passengers into interstellar travel at just under 10 million, remains a pretty compelling argument.

Runboat Scout

Tiny base{ii} construct
9.78M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 2(EX), 4(FX), 73.59T(wt)
Res: 3/25(hp), 2/30(ep), 4(fp) Rec: 2/hr(hp) or 1/rnd(hp) + 3(fp), 10/hr(ep)
Skills: 0(Health), 0(Energy), 0(Focus), -3(Strength), 0(Perception), -3(Resolve), 0(Agility), -3(Insight), -3(Stealth), -3(Deceive), 1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -3(Survival), -2(Cbt-Tactical)
Traits (gen): 12(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Tools: Scan-Tools (pack), Materials-Tools (pack), Medicine-Tools (pack)
Speeds: 5(fly,vacuum) + 3(hp) 5(ep) 1(fp) 15(CC), 2250(fly,km/h)|1.82(fly,mach) + 4(hp) 6(ep) 1(fp) 15(CC), 1(fly,ethereal) + 2(hp) 2(ep) 1(fp) 17(CC)
Cabin: 10(seats), 10(store), 10(cargo), 1(docks)
s2a: 736(hp), 98(ep) in day

Transporter

The transporter specialises speed and storage space over crew. They are generally a trader in high-valued goods that require climate-controlled conditions, for which they offer a lot of space.

Transporter Scout

Tiny base{ii} construct
13.27M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 3(EX), 4(FX), 101.09T(wt)
Res: 3/30(hp), 3/40(ep), 4(fp) Rec: 3/hr(hp) or 1/rnd(hp) + 3(fp), 15/hr(ep)
Skills: 0(Health), 0(Energy), 0(Focus), -3(Strength), 0(Perception), -3(Resolve), 0(Agility), -3(Insight), -3(Stealth), -3(Deceive), 1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -3(Survival), -2(Cbt-Tactical)
Traits (gen): 12(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Tools: Scan-Tools (pack), Materials-Tools (pack), Medicine-Tools (pack)
Speeds: 9(fly,vacuum) + 5(hp) 9(ep) 1(fp) 16(CC), 4050(fly,km/h)|3.28(fly,mach) + 6(hp) 10(ep) 1(fp) 15(CC), 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 4(seats), 25(store), 10(cargo), 1(docks)
s2a: 1011(hp), 133(ep) in week

Prospector

The prospector sacrifices much of the usual scout living space for carrying capacity, power and range. Prospectors are used either for mining, salvage or materials transport. They are generally fast ethereal flyers and are able to get into pretty inhospitable or inaccessible places.

Prospector Scout

Tiny base{ii} construct
15.84M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 3(EX), 6(FX), 97.13T(wt)
Res: 9/40(hp), 6/50(ep), 6(fp) Rec: 3/hr(hp) or 1/rnd(hp) + 3(fp), 15/hr(ep)
Skills: 2(Health), 1(Energy), 0(Focus), -3(Strength), 1(Perception), -3(Resolve), 0(Agility), -2(Insight), -3(Stealth), -3(Deceive), 1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -1(Survival), -2(Cbt-Tactical)
Traits (gen): 12(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Traits (rst,sld): 1(rst,frc), 1(rst,elec), 1(rst,fire), 1(rst,heat) + 2(hp) 4(ep) 1(fp), 14(CC)
AI Ranks: 2(Perception), 1(Insight), 1(Investigate), 2(Science), 2(Survival)
Tools: Scan-Tools (facility), Materials-Tools (facility), Medicine-Tools (pack)
Speeds: 6(fly,vacuum) + 3(hp) 6(ep) 1(fp) 15(CC), 2700(fly,km/h)|2.19(fly,mach) + 4(hp) 7(ep) 1(fp) 15(CC), 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 4(seats), 10(store), 30(cargo), 1(docks), 2(hangar)
s2a: 971(hp), 158(ep) in day

Launch Ferry

Launch ferries represent a specialisation in the scout design to maximise life-support for living quarters. They are less common than the Ferry configuration of the 100-tonne trader template (see “Traders”).

Launch Ferry Scout

Tiny base{ii} construct
14.65M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 3(EX), 6(FX), 107.81T(wt)
Res: 6/50(hp), 6/50(ep), 6(fp) Rec: 2/hr(hp) or 1/rnd(hp) + 3(fp), 12/hr(ep)
Skills: 1(Health), 1(Energy), 0(Focus), -3(Strength), 0(Perception), -3(Resolve), -1(Agility), -3(Insight), -3(Stealth), -3(Deceive), 0(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -2(Society), -1(Survival), -2(Cbt-Tactical)
Traits (gen): 11(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Traits (rst,sld): 1(rst,frc), 1(rst,elec), 1(rst,fire), 1(rst,heat) + 2(hp) 4(ep) 1(fp), 14(CC)
AI Ranks: 1(Antiquities), 1(Science), 2(Society), 2(Survival)
Tools: Scan-Tools (pack), Medicine-Tools (pack)
Speeds: 7(fly,vacuum) + 4(hp) 7(ep) 1(fp) 16(CC), 3150(fly,km/h)|2.55(fly,mach) + 5(hp) 8(ep) 1(fp) 15(CC), 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 20(seats), 10(store), 1(docks)
s2a: 1078(hp), 147(ep) in week

Intrepid Scout

A fat allrounder, often referred to as a pig-scout because of their rather fat-looking profile. The listing block below reflects that intrepid scouts are often employed as budget armoured personnel carriers, or actual warcraft.

They are generally robust and handle reasonably well, and harder to hit than most civilian craft. Most designs actually have serviceable field weapon mounts. Their configuration, make them a pretty popular choice for adventurers.

Intrepid Scout

Tiny base{ii} construct
14.87M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 3(EX), 6(FX), 97.11T(wt)
Res: 12/50(hp), 6/50(ep), 6(fp) Rec: 3/hr(hp) or 1/rnd(hp) + 3(fp), 14/hr(ep)
Skills: 1(Health), 1(Energy), 0(Focus), -3(Strength), 1(Perception), -3(Resolve), -1(Agility), -3(Insight), -3(Stealth), -3(Deceive), 1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -2(Society), -1(Survival), -2(Cbt-Tactical)
Traits (gen): 11(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Traits (rst,sld): 1(rst,frc), 1(rst,elec), 1(rst,fire), 1(rst,heat) + 2(hp) 4(ep) 1(fp), 14(CC)
AI Ranks: 2(Health), 2(Perception), 2(Resolve), 2(Insight), 1(Investigate), 1(Antiquities), 1(Science), 2(Survival)
Tools: Scan-Tools (pack), Medicine-Tools (pack)
Speeds: 5(fly,vacuum) + 3(hp) 5(ep) 1(fp) 15(CC), 2250(fly,km/h)|1.82(fly,mach) + 4(hp) 6(ep) 1(fp) 15(CC), 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 20(seats), 10(store), 1(docks)
s2a: 971(hp), 149(ep) in week

Machine gun i/2

chk(T) +M[-2] with 1K(range) then 2d4{i}+M[-2](hp,prc), 6(pen)
2(hp), 2(ep), 1(fp)

Armour Scout

This is essentially an armoured personnel carrier in the scout configuration. It can support a broad spread of hardpoints, is well armoured, and has excellent manoeuvrability and speed.

Armour scouts (and the larger, more powerful armour courier) are the most common secondary aircraft loaded into carrier strikers, and significantly increases their influence.

Armour Scout

Tiny base{ii} construct
21.56M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 3(hardness), 4(HX), 11(EX), 6(FX), 119.43T(wt)
Res: 16/55(hp), 22/50(ep), 6(fp) Rec: 3/hr(hp) or 1/rnd(hp) + 3(fp), 45/hr(ep)
Skills: 1(Health), 1(Energy), 0(Focus), -3(Strength), 1(Perception), 0(Resolve), 1(Agility), -3(Insight), -3(Stealth), -3(Deceive), 1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -2(Society), -1(Survival), 2(Cbt-Tactical)
Traits (gen): 13/17(TC), 7(SC), 7(PC), 0/2(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,cold), 2(rst,corr), 2(rst,rad)
Traits (rst,sld): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,elec), 2(rst,fire), 1(rst,heat) + 6(hp), 11(ep), 1(fp), 15(CC)
AI Ranks: 2(Health), 2(Perception), 2(Resolve), 2(Survival)
Tools: Scan-Tools (pack), Medicine-Tools (pack), Machine-Tools (pack), Materials-Tools (pack), Munitions-Tools (pack), Neuro-Tools (pack)
Speeds: 8(fly,vacuum) + 4(hp) 8(ep) 1(fp) 16(CC), 3600(fly,km/h)|2.92(fly,mach) + 5(hp) 9(ep) 1(fp) 15(CC), 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 14(seats), 10(store), 5(cargo), 1(docks)
s2a: 1194(hp), 216(ep) in week

Lasergun i/3

chk(T) +M[4/6] with 10K(range) then 3d12{i}+M[3/5](hp,heat), 5(pen)
0(hp), 9(ep), 1(fp)

Railgun i/3

chk(T) +M[4/6] with 8K(range) then 3d6{i}+M[4/6](hp,prc), 10(pen)
3(hp), 6(ep), 1(fp)

Recon Scout

The reconnaissance scout is fitted out for silent running, excellent sensors, speed and a bit of firepower to get out of a tough situation. All that submarining though comes at a huge power cost, which is why the recon scout is the only small ship that comes with a Higgs-Higgs power plant.

Recon Scout

Tiny base{ii} construct
37.62M:3(cost), 17(CC), 19(CC-S)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 3(hardness), 4(HX), 11(EX), 6(FX), 127.53T(wt)
Res: 16/55(hp), 22/50(ep), 6(fp) Rec: 4/hr(hp) or 1/rnd(hp) + 3(fp), 45/hr(ep)
Skills: 1(Health), 1(Energy), 0(Focus), -3(Strength), 1(Perception), 0(Resolve), 1(Agility), -3(Insight), -3(Stealth), -3(Deceive), 2(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -2(Society), -1(Survival), 1(Cbt-Tactical)
Traits (gen): 13/17/19(TC), 7(SC), 7(PC), 0/2(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,cold), 2(rst,corr), 2(rst,rad)
Traits (rst,sld): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,elec), 2(rst,fire), 1(rst,heat) + 6(hp) 11(ep) 1(fp), 15(CC), 17(CC-S)
Traits (rst,clk): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,elec), 2(rst,fire), 2(rst,heat), 2(rst,corr), 2(rst,rad), 2(hp) 4(ep) 2(fp), 16(CC), 18(CC-S)
AI Ranks: 2(Health), 2(Perception), 2(Resolve), 2(Investigate), 2(Survival)
Tools: Scan-Tools (pack), Medicine-Tools (pack), Machine-Tools (pack), Materials-Tools (pack), Munitions-Tools (pack), Neuro-Tools (pack)
Speeds: 12(fly,vacuum) + 6(hp) 12(ep) 1(fp) 16(CC), 18(CC-S), 10800(fly,km/h)|8.75(fly,mach) + 8(hp) 14(ep) 1(fp) 16(CC), 18(CC-S), 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC), 20(CC-S)
Cabin: 9(seats), 12(store), 10(cargo), 1(docks)
s2a: 1275(hp), 377(ep) in week

Lasergun i/4

chk(T) +M[3] with 10K(range) then 4d12{i}+M[2](hp,heat), 6(pen) 0(hp), 12(ep), 1(fp)

Superyacht Scout

If the shuttle configuration of the yacht doesn’t do enough to show off how obscenely rich you are, then you can go this next stage up. The superyacht is just the sort of thing you need for you, your harem and your butler. Or maybe your butlers are your harem, or vice-versa... who cares...bring on the feast!

Superyacht Scout

Tiny base{ii} construct
59.48M:3(cost), 17(CC), 19(CC-Q), 18(CC-S)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 2(EX), 8(FX), 105.61T(wt)
Res: 9/40(hp), 6/25(ep), 8(fp) Rec: 2/hr(hp) or 1/rnd(hp) + 3(fp), 10/hr(ep)
Skills: 2(Health), 2(Energy), 0(Focus), -3(Strength), -1(Perception), -3(Resolve), 1(Agility), -3(Insight), -3(Stealth), -3(Deceive), -1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -1(Survival), -2(Cbt-Tactical), -3(Medicine)
Traits (gen): 13(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,cold), 2(rst,corr), 2(rst,rad)
AI Ranks: 4(Perception), 2(Investigate), 3(Survival), 4(Medicine)
Tools: Scan-Tools (pack), Medicine-Tools (facility), Neuro-Tools (pack)
Speeds: 8(fly,vacuum) + 4(hp) 8(ep) 1(fp) 16(CC), 18(CC-Q), 17(CC-S), 3600(fly,km/h)|2.92(fly,mach) + 5(hp) 9(ep) 1(fp) , 3(fly,ethereal) + 6(hp) 6(ep) 1(fp) 18(CC), 20(CC-Q), 19(CC-S)
Cabin: 8(seats,x-lux), 15(store)
s2a: 1056(hp), 595(ep) in week