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Artemis Class Armed Exploration Scout

design by Derek Stanley

Picture of Regulator


Extremely popular with the Confederation of Nightrim Exploration service there are currently only three examples of the Artemis Class Armed Exploration Scout in service. The CNV Artemisia, Diana and Ishtar have proven to be so capable that eight more of this type of vessel are planned. Perhaps the ships greatest draw back is its lack of cargo area, with slightly better than fifty cubic meters of storage space, crews are often forced to utilize hallways, crawl-spaces and common areas to store cargo if the hold is being used to store an Air Raft. Often the Air-Raft is simply used as yet another closet on an already tight design.

What this means is it is often next to impossible to perform any routine maintenance on the ship while it is overloaded in space. If the ship is carrying more than double its allotted cargo 106 cubic meters plus all engineering tasks become more awkward. Increase difficulty by one level and double all maintenance times. Impossible Acrobatics drops Engineering Difficulty by one level.

Artemis Class Armed Scout

General Data

Displacement: 120 tons Hull Armor: 42
Volume: 1680m3
Price: 139.1 MCr Target Size: S
Configuration: Needle AF Tech Level: 12/13
Mass (Loaded/Unloaded): 1717.5/1613.7

Engineering Data

Power Plant: 300 MW Fusion Power Plant (100 MW per hit) 1 year duration
Jump Performance: 2/3 (224/336 m3 fuel)
G-Rating: 4 (60 MW/G), Contra-Grav lifters (12 MW)
G-Turns: 60 (45 if Jump 3/ 90 using jump fuel), 7.5m3 of fuel each
Maint: 65


Computer: 1xTL-12 Mod Fb (0.8 MW ea.), 2xTL-12 Mod Std (0.4 MW ea.)
Commo: 300,000km radio (10 hexes, 10 MW), 1000AU maser (inf. 0.6 MW)
Avionics: TL-10+ avionics, TL-12 Terrain Following Avionics, TL-10+ Navigational Aids
Sensors: Passive EMS 150,000km (5 hexes, 0.2 MW), Active EMS 240,000km (8 hexes, 24 MW), Densitomterer (1 MW), Neutrino Sensor (0.01 MW)
Controls:8x Normal Workstations


Offensive: 2xTL12 150-Mj Laser Turrets (Loc:6,7; Arcs: All: 3.3 MW ea; 1 crew ea.), 1xMissile Bays (Loc: 4,5; 6 ready Msls; controlled by MFD)
Master Fire Director: TL12 (-4 Dif Mods; Msl 10 hexes; 10 hexes; 0.2 MW; 1 crew)

Defensive: 1xTL12 Sand Caster (Loc:11, 1MW, Laser Reduction: 1D10x5)

			Short		Medium		Long		Ext.
150-Mj Laser Turret	1:1/10-30	2:1/10-30	4:1/10-30	8:1/10-30


Life Support: Extended (0.34 MW), Gravitic Compensators (4G; 8.4 MW)
Crew: 11 (2xManuver, 1xElectronics, 1xScreens, 3xGunners, 3x Engineering, 1xCommand)
Crew Accommodations: 10 Bunks, 1xSmall Stateroom (0.0005 MW)
Cargo: 53.8 m3, 1xSmall Loading Hatches (for missiles) 1xLarge Cargo Hatch large enough to launch an Air Raft
Air Locks: 2

                               Damage Tables
Area: 1D20	Surface Hits:        Internal Explosions: Systems: 
1		1-5: Ant             Hold                 JD-2H     AG-1H
2-3                                  Elec                 PP-3H     FPP-2H
4-5             1-2: S. Cargo Hatch, 1-12: Mbay           LS-(3h)   SSR-(2h)
                3-6: Launch Port                          ELS-1H    MFD-(2h)
6-7                                  Hold                 MD-1H     LSR-1H
8                                    Hold                 CG-1H     Mbay-1H
9               1-10: L. Cargo Hatch Hold                 All Others-(1h)
10              1: AL, 2-19: Ant     Qtrs.
11              1: AL                1-10: Turret, 11-20: Hold
12-13                                1-10: Turret, 11-20: Hold
14                                   1-5 Qtrs, 6-20: Hold 
15                                   Hold
16-17           Ant                  1-10: Qrts,  15-20 Hold
18-19           1-3 EMMR             Engineering
20                                   Engineering


Fuel purification machinery (0.9825 MW), 25.5 hours to refine 674 m3 Power short fall of 9.767 MW. Craft is only capable of 3G with Contra-Grav engaged. 10 Crew members get 10 bunks with only the commander living in the ships one small stateroom. Each Crew member is allocated 2.5 m3 of personal storage space. Technically Speaking the ship requires two electronic’ officers, however since two of the sensor systems are not combat useful I’'ve cut the number of electronic officers down to one, the commander or Missile gunner can operate the others if desired.

®1996. Traveller is a registered trademark of FarFuture Enterprises. All rig hts reserved.
Copyright© 1996 by Derek Stanley.
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