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Vulpine Scout

design by Rupert Boylen

The Keluin Republic government has announced that they were accepting tenders to build a new class of scout ships. All tenders are to for the construction of the following design, which won the Republic's Naval Architecture Department's internal competition for the design.

This new class, tentatively named the Vulpine Scouts after a swift and stealthy Terran predator, are intended to maximise use of the AEMS systems recently salvaged from the hulk of an old Solomani Scharnhorst Class Heavy Cruiser. These will be allied with the passive EMS and computer/control systems from the assortment of Aslan vessels currently employed as in system cargo haulers (mainly the Khtukhao-Class Clan Transports). The first run of these new vessels will be limited to three ships by the shortage of these extremely high-tech components. In fact these computers are so high-tech that they will be installed by technicians on loan from Fulton as part of the technology exchange program.

The Vulpine's were designed as multi-role scouts capable of preliminary system and planetary surveys, including contact, if necessary. Consequently they have an extensive sensor suite of relic sensors. Because these electronics and scout crews are too valuable to throw away the vulpine's were also designed to be able to run, or if that is impractical, fight. To this end they are capable of 3G's acceleration, and have enough fuel to perform a second J-2 jump without refuelling if they have to. However only a foolish crew would return to an insecure system as this manoeuvre will leave the ship dangerously low on fuel.

To aid in running the scouts are provided with 288 decoys, in an even mix of types. This is sufficient for over an hour of evasion, or two hours of straight acceleration.

For the fighting part the Vulpine>'s are equipped with a missile turret for the 4 m3 light missiles, and a 150Mj laser barbette which is fitted with the multiROF software update from Fulton, which has become a standard. This program allows the turret to switch from one 150MJ pulse every 18 seconds to one 18.75MJ pulse every 2.5 seconds, plus several intermediate settings. Originally intended for anti-missile duties this software has proven popular with scouts forced to deal with hostile dirt-siders. Coupled with the 1500km effective range that the laser displays even in dense atmospheres this should provide plenty of fire-support for any scout team that get in trouble on-planet.

As scouting is more than just acting as a sensor platform the Vulpines are to be built as airframed wedges, capable of stealthy re-entries and equipped with an air-raft for quiet scouting of the countryside. They have accommodation for up to six specialist staff without undue crowding, though it is expected that a normal mission profile will only require four. The vessels will also be equipped with an extremely large set of doors to their cargo bay - so large that the bay can be used as a hanger for vehicles up to the size of the pre-collapse Pyrrhus grav support sled or a G-carrier, should the mission require it (or the opportunity to recover one arise).

For those of you that are unaware of this, Keluin is the TL11 capital of a small PE on the extreme rimward edge of the old Solomani Confederation, in the Canopus sector. Fulton is a TL14 member state of the PE that has only a 'B' starport, and has recently entered into an exchange program with Keluin. Fulton will help uplift Keluin to TL12+ and Keluin will help upgrade Fulton's starport to a type 'A'. This has not been met with universal approval on either world, as many businesses feel they will lose out with the loss of various monopolies.

Vulpine Scout

General Data

Displacement: 200 tons Hull Armor: 40
Length: 43.98 meters Volume: 2800 m3
Price: 230.8 MCr (MCr33.07 at TL14) Target Size: S
Configuration: AF Wedge Tech Level: 11/14
Mass (Loaded/Unloaded): 3406.1 / 3126.9

Engineering Data

Power Plant: 617 MW Fusion Power Plant, 1 year duration (92.6 m3 fuel)
Jump Performance: 2
Jump Fuel: 420 m3
G-Rating: 3G HEPlaR (170.63 MW/G), High-Efficiency CG Lifter (20 MW)
G-Turns: 31.7 (J1: 41.5; 51.4 using all jump fuel), 21.3 m3 fuel each
Maint: 101


Computer: TL-14 Fibre-optic computer (1 MW), 2xTL 14 Standard computer (0.5 MW)
Commo: Maser (1000 AU; 0.6 MW), Radio (10 hex; 10 MW)
Avionics: Imaging EMS, inertial/gravitational positioning, 150 km/h NOE
Sensors: AEMS (16 hex; 25 MW), PEMS Folding array (4 hex; 0.1 MW)
ECM/ECCM: 288 sensor decoys (96 Laser, 96 AEMS, 96 PEMS), EM Masking (2.8 MW)
Controls: No bridge, 9 normal workstations, fire control center (2 workstations), Standard Automation


Offensive TL-11 150-MJ Laser Barbette (Loc:16-Arcs:1,2,3,4,5;41.7 MW;No crew), TL-11 Missile Turret (Loc:17-Arcs:All;0 MW;No crew)
Defensive: None
Master Fire Directors: 1xTL-11 (3 Diff Mods; 10 hex; 6.24 MW; 1 crew), 1xTL-11 (3 Diff Mods; 10 hex; Msl 10 hex; 6.54 MW; 1 crew)

Name Short Medium Long Extreme
150-Mj Laser 10:1/10-31 20:1/5-17 40:1/3-8 80:1-4
ultra ROF200 10:1/7-22   
ROF400 10:1/5-15   
ROF800 10:1/3-11   


Life Support: Extended (1513 m3 supported volume; 0.303 MW)
Grav Compensation: 2Gs (7.656 MW)
Crew: 15 (2xManeuver, 1xElectronics, 5xEngineer, 2xGunnery, 1xCommand)
Crew Accommodations: 9xSmall Stateroom (0.5 kW)
Passenger Accomadation: None
Other Facilities: None
Cargo: 193 m3 2 Large Cargo Hatches
Small Craft and Launch Facilities: 4-ton docking ring
Air Locks: 2


Total Fuel Tankage: 1188.7 m3 (84.9 tons)
Fuel scoops (10% of ship surface), fills tanks in 1.1 hours Fuel purification machinery (1.478MW), 33.8 hours to refine 1188.7 m3.
19.6 MW power shortfall (made up in space by down powering the CG units, and in sub-orbit by down grading the AEMS to 3000km).

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