Ship: Starhawk
Class: Flyerman II
Type: Scout Ship
Architect: Alvin Plummer
Tech Level: 13

USP
         S-A6233C2-240000-20002-0 MCr 627.850 1.2 KTons
Bat Bear             1     1   1   Crew: 33
Bat                  1     1   1   TL: 13

Cargo: 159.000 Low: 30 Emergency Low: 4 Fuel: 468.000 EP: 36.000 Agility: 2 Shipboard Security Detail: 1 Pulse Lasers
Craft: 1 x 30T Ship's Boat, 4 x 2T Air/Raft, 4 x 10T Grav Base
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Backups: 2 x Model/3 Computers

Architects Fee: MCr 6.279   Cost in Quantity: MCr 502.280


Detailed Description

HULL
1,200.000 tons standard, 16,800.000 cubic meters, Flattened Sphere Configuration

CREW
11 Officers, 22 Ratings

ENGINEERING
Jump-2, 3G Manuever, Power plant-3, 36.000 EP, Agility 2

AVIONICS
Bridge, Model/3fib Computer
2 Model/3 Backup Computers

HARDPOINTS
3 Hardpoints

ARMAMENT
1 Single Missile Turret organised into 1 Battery (Factor-2), 1 Dual Pulse Laser Turret organised into 1 Battery (Factor-2)

DEFENCES
1 Triple Sandcaster Turret organised into 1 Battery (Factor-4), Armoured Hull (Factor-2)

CRAFT
1 30.000 ton Ship's Boat (Crew of 1, Cost of MCr 0.000), 4 2.000 ton Air/Rafts (Crew of 0, Cost of MCr 0.000), 4 10.000 ton Grav Bases (Crew of 0, Cost of MCr 0.000)

FUEL
468.000 Tons Fuel (3 parsecs jump and 84 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
20.0 Staterooms, 30 Low Berths, 4 Emergency Low Berths, 30 Low Passengers, 159.000 Tons Cargo

USER DEFINED COMPONENTS
4 Labss (10.000 tons, Crew 1, 0.100 Energy Point, Cost MCr 0.100, requires 1 Hardpoint), 2 Workshopss (10.000 tons, Crew 1, 0.100 Energy Point, Cost MCr 0.050)

COST
MCr 634.129 Singly (incl. Architects fees of MCr 6.279), MCr 502.280 in Quantity

CONSTRUCTION TIME
123 Weeks Singly, 99 Weeks in Quantity

COMMENTS
The Flyerman II is a scout/science vessel, derived from the Flyerman pocket 
carrier. The particle accelerator has been removed, as well as the fighters
and boarding craft. Additional fuel for another jump has been added, as well 
as more powerplant fuel - enough for twelve weeks - and a general lab.
The computers have been gutted: this ship is NOT meant to fight as a way of 
life, despite being built on the frame of a small warship.

The two platoons of thirty men are replaced with two platoons of explorers and 
researchers, with about five tons of supplies for each team member. A single 
20-ton boat has been provided for scouting & transport.

*************

Game assumptions:
The homeworld is Pop 8, TL D Pop mod 5 (500 million)
Total naval budget = 250 BCr / year (500 Cr per person)
   -- 250 BCr / year
Budget devoted to system defense = 80%
Budget devoted to colonial (ex-system, jumpship) operations = 20%
   --  50 BCr / year
Percentage of colonial operations budget given to small ships = 20% 
   -- 10 BCr / year
Amount of small ship money given over to Flyerman II ships --

Cost of Flyerman II = 774.042 MCr
Add 10% for maintenance per year = 851.446
Initial fleet, 10 years production = 851.446
Number of Flyermen in the standing fleet = 1

