Inchworm class Scout/Courier

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Inchworm class Scout/Courier
Wiki Navy.png
TBD
Type: SC Scout/Courier
Agility 2
Also see Scout Vessel - Scout/Courier
Architect Leo Knight
Blueprint No
Canon No. Unpublished, non-canon fan design.
Cargo 3.0 Tons
Cost MCr29.43
Crew 1
Enlisted 0
Officers 1
EOS Still in active service.
Era 1105
Hardpoints 1
Hull Cone Hull
Illustration Yes
IOC Unknown
Jump J-2
Maneuver 2 G
Manufacturer Various
Marines 0
Model Model/1 bis
Origin Third Imperium
Passengers 0 High/Med 0 Low
QSP SC-AS22
Reference Fan: Leo Knight
Size 100 Tons
Size-cat ACS
Streamlining Streamlined Hull
Tech Level TL–12
USP SC-12222R1-000000-00000-0
Starships are designed with the Classic Traveller format, using High Guard.

The Inchworm class Scout/Courier is an exploratory starship.

Basic Ship Synopsis[edit]

S Scout. 100 tons. Jump-2. 2-G. 40 tons fuel. Model/1 bis. 4 staterooms. 1 hardpoint (double turret). Air/raft. 3 tons cargo. Streamlined. 1 crew. MCr29.43; 9 months. [1]

Description (Specifications)[edit]

Scout/Courier (Type S): Using the type 100 hull, the scout/courier is equipped with four staterooms (…allowing a total of eight passengers and crew if double occupancy is assumed), but there are no low berths. The crew consists of a pilot who also doubles as navigator, engineer, and gunner; additional crew members to fill these slots may be hired on as desired. The ship has jump drive-A, maneuver drive-A, and power plant-A, producing a performance of Jump-2 and 2-G acceleration. The bridge has a computer Model/1 bis (…with a standard software package) and one ton of fire control space allocated to the ship's single hardpoint. The ship is fitted with a dual turret; the weaponry installed varies with the specific ship. The ship has a specially fitted hold which carries a single air/raft; there is a separate three-ton cargo hold. The hull is streamlined for atmospheric landings, and fuel scoops allow local refuelling from oceans or gas giants. [2]

It mounts jump drive-A, maneuver drive-A, and power plant-A, giving performance of Jump-2 and 2-G acceleration. A 40-ton fuel tank provides fuel for the power plant and provides sufficient fuel for one Jump-2. Adjacent to its bridge is a computer Model/1 bis. There are four staterooms and no low berths. One double turret with its fire control is installed on the ship's hardpoint, but no weaponry is mounted. One air/raft is carried in a specially fitted hangar within the ship. Cargo capacity amounts to 3 tons. The hull is streamlined. The scout/courier requires a crew of one, assuming the duties of pilot and engineer. The ship costs MCr 29.43 and typically takes nine months to build. [3]

Image Repository[edit]

  1. A crewsophont's sketch of the tail-sitter Inchworm class Scout/Courier.
    Inchworm-class-CT-Leo-Knight-06-Aug-2019a.jpg
  2. An Inchworm class Scout/Courier landed upon a barren vacuum world.
    Inchworm-class-Scout-Courier-Type-S-CT-01b-Leo-Knight 06-Aug-2019a.jpg

General Description & Deck Plans[edit]

No information yet available.

Basic Ship Characteristics[edit]

Following the Imperial Navy and IISS Universal Ship Profile and data, additional information is presented in the format shown here. The small craft factor indicates the number of squadrons (...of ten craft) carried on the ship. Tonnage on the universal ship profile is shown in kilotons (...thousands of tons) where necessary. [4]

Basic Ship Characteristics [5] IMPERIAL SCOUT/COURIER (Type S)
#. Category Remarks
1. Tonnage / Hull 100 tons. The hull is streamlined. [6]
  • Tonnage: 100 tons (standard). 1400 cubic meters. [7]
  • Dimensions: Maximum— 37.5 m by 24 m by 7.5 m. [8]
2. Crew The scout/courier requires a crew of one, assuming the duties of pilot and engineer. [9]
  • Crew: One person may operate the ship. Facilities for four; eight with double occupancy. [10]
3. Performance It mounts jump drive-A, maneuver drive-A, and power plant-A, giving performance of jump-2 and 2-G acceleration. A 40-ton fuel tank provides fuel for the power plant and provides sufficient fuel for one Jump-2. [11]
  • Drives: Jump-2,. 2-G,. Power plant-2. [12]
  • Total fuel tankages is 40 tons. [13]

4. Electronics Adjacent to its bridge is a Model/1 bis computer. [14]
5. Hardpoints x1 hardpoint.
6. Armament x1 Double turret with its fire control is installed on the ship's hardpoint, but no weaponry is mounted. [15]
  • Armament: One hardpoint dorsal. Weaponry varies. [16]
7. Defenses When the turret is filled with weaponry, a sandcaster is typically fitted.
8. Craft x1 Air/raft is carried in a specially fitted hangar within the ship. [17]
  • The scout/courier includes a bay for four tons of vehicle, generally a simple air/raft with 100 kph cruise speed and unlimited endurance. This vehicle can reach orbit if required. [18]
9. Fuel Treatment It is typically equipped with purification and fuel scoops.
10. Cost The ship costs MCr 29.43. [19]
  • Base price to the government for a scout/courier is MCr27.63, which includes savings based on standardized designs. Architect's fees are not necessary, as they were amortized long ago. [20]
11. Construction Time It typically takes nine months to build. [21]
12. Comments Cargo: Three tons. [22]

History & Background (Dossier)[edit]

The venerable Type S is one of the smallest ships to mount a jump drive and is used in nearly every capacity imaginable from civilian, to paramilitary to military uses. They are relatively easy to find used and the basic hull is near endlessly modifiable. [24]

Scout Ship Overview[edit]

THE SCOUT/COURIER: One of the most common starships within the Third Imperium is the tested and tried type S scout/courier. Originally produced to specification for the Imperial Interstellar Scout Service, this sleek and simple ship was intended for common courier duties within the Imperium, and simple survey and exploration duties beyond the Imperial borders. [25]

While the xboat system provides fast forwarding of messages and information along the major xboat routes within the Imperium, it falls to the Scout Service's fleet of scout/couriers to relay information from worlds along the routes to outlying fringe worlds. The Jump-2 capability of the scout/courier places nearly all such worlds within its range. [26]

Beyond the Imperial borders (…and in relatively unexplored regions within the Imperium) the scout/courier is pressed into service as an exploratory vessel. It can roam through most areas, refuelling itself from gas giants or planetary oceans as necessary, checking up on local conditions, and filing reports when it returns from a mission. In some areas, an Exploratory Cruiser of perhaps 10,000 tons will carry a squadron of ten or more scout/couriers. As the cruiser passes through an area, individual scout/couriers will range ahead or to the flanks and perform actual data gathering missions. [27]

IISS Reserve Scout Ship Policy[edit]

It is the policy of the scout service to make available such surplus scout ships to selected individuals on a reserve basis. The vessels are (hopefully) put to good use while they are not required in service, and both the ship and its pilot are available for recall to duty when needed. Possession of the scout ship is at the pleasure of the scout service, and it cannot be sold by the character. Fuel is free at scout bases. Maintenance is free at the scout bases at class B starports. The traveller is responsible for both upkeep and crew costs. [28]

Because the scout/courier is a standard design, the Scout Service has a large quantity of the vessels on hand, with the natural result that some are sold at surplus and find their ways into private or commercial hands, while others are scrapped. In addition, however, many are diverted to a scout program called detached duty. Under the direction of the Scout Service's Detached Duty Office, some former or retired scout personnel are provided with scout/couriers for their own use. The ships are too small for profitable commercial operations, but they do serve as a form of reasonable transport for those with wanderlust. In addition, the Scout Service derives a reasonable intelligence return on its investment through the examination of the ships' logbooks when they are serviced, and through routine interrogation and debriefings of crews. Finally, such detached duty scout/couriers are subject to recall and activation (with crew) in the event of a war scare or mobilization alert. [29]

Class Naming Practice/s & Peculariarities[edit]

Peculiarities: The major fault of the type S scout/courier is its air system. Although of respectable quality for life support, it begins to smell after about three weeks of use. Thereafter, the smell becomes increasingly obnoxious, and most crew members find the smell intolerable after six weeks. The problem can be corrected by flushing the air system, which operation costs Cr1,000 for parts and components. Temporary respite may be obtained (for about a week) by replacing the system's air filters (...at Cr200). Both these processes also require a plentiful supply of breathable air. Instead, the entire air system may be replaced with a better model; it costs Cr70,000 and requires sacrificing one ton of cargo space. [30]

Class Naming Practice/s: No information yet available.

Selected Variant Types & Classes[edit]

Paramilitary Vessel - Scout Vessel - Scout/Courier:

  1. Type S class Scout/Courier
    1. Aegis class Scout
    2. Afterthought class Scout
    3. Asia class Scout
    4. Explorer class Scoutship
    5. Gibson class Scout/Courier
    6. Henrick Krueden class Scout/Courier
    7. Hive class Scout
    8. Ihateisho class Scout
    9. Inchworm class Scout/Courier
    10. Kach'k class Scout
    11. Lance Marcus class Scout
    12. Last Armada class Scout
    13. Magash class Heavy Scout
    14. Pathway class Scout
    15. Scybria class Scout
    16. Serpent class Scout AKA Serpent class Scout/Courier
    17. Starfarer class Scout
    18. Sulieman class Scout/Courier
    19. TC3 Perx class Scout
    20. Unity class Scout
    21. Valtos Niagra class Scout/Courier
    22. Wanderer class Scout/Courier
    23. Xero class Scout
    24. Yono class Scout
    25. Zydmnar class Scout

References & Contributors (Sources)[edit]

This article has Metadata

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Starter Traveller (Game Designers Workshop, 1983), 11.
  2. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 15-16.
  3. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  4. Timothy B. Brown. Fighting Ships (Game Designers Workshop, 1981), 10.
  5. Timothy B. Brown. Fighting Ships (Game Designers Workshop, 1981), 10.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  7. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 17.
  8. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 17.
  9. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  10. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 17.
  11. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  12. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 17.
  13. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 16.
  14. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  15. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  16. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 17.
  17. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  18. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 17.
  19. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  20. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 16.
  21. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  22. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 17.
  23. Marc Miller. Starships (Game Designers Workshop, 1977), 19.
  24. An unpublished factoid written by Maksim-Smelchak
  25. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 15.
  26. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 15.
  27. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 15.
  28. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), 25.
  29. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 15.
  30. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 16.