Serpent Police Cutter Deckplan

middenface said:
I don't see a huge problem with launch, I do like the idea of ripping it out for extra cargo though, mind you what does a police cutter need with lots of cargo space?

Reading more about it, it sounds like a mini SDB. Possible variants... Long Serpent (pop in a jump engine) Assault Serpent (think SWAT tank) MediVac version - improved search and rescue sort of thing>?

That 20-ton module (that comes by default with the launch) may be come in all sorts of varieties? These could be the Medevac and SWAT versions you mentioned, extended prisoner escort module (jail space), customs module (more cargo space for seized contraband), tow package (extended MD with an external grapple for towing a seized ship), etc.
 
I really like this in-system ship and will include it in my games. I was wondering about the stats for this ship; tonnage, drive rating etc.

Here is the direction I was going with, feel free to Fold, Spindle or Mutilate for your own use.
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The Serpent Class Police Cutter is a worrisome sight in the best of times. Its typical role is to support SPA inspections of in-system and orbital craft. This class of vessel has a reputation for ending parties and trashing merchant ship schedules. With its large bay and auxiliary craft the cutter has the capacity to carry out a boarding action against starships many times its size and can carry five additional troopers in Low Berths or place detainees into the Low Berths for easier transport.

In the category of support craft the Serpent Class cutter is well known but not well liked. This cramped vessel hot bunks the crew of four (Ship's Pilot, Launch Pilot, Engineer and Gunner) and requires any carried troops to provide their own acceleration couches or travel in the five Low Berths.

Jump capable variants of this class have been sold to the repossession divisions of several mega-corporation lending institutions.
 
Great work with those deck plans middenface. They look very well polished and put my Illustrator and Sketchup skills to shame.

Burocrate said:
I really like this in-system ship and will include it in my games. I was wondering about the stats for this ship; tonnage, drive rating etc.

Its one of the standard designs from the main book - you can download the stats as part of the Revised Deckplans

I always found the idea of freezing any marines a bit dubious, especially when it comes to thawing them out - not having any medical facilities or medical personnel on board. It certainly would be easier to convert half the cargo space over to barracks, and maybe add an armoury.

The modular approach seems to be a really neat way to expand on the hull. Especially with some of the previous suggestions. I'd perhaps up it to 30 dtons modular space (standard cutter size), but then you'd perhaps have issues with the turret access.
 
I personally think this is a bit of a daft design for a ship - a launch taking up a hell of a lot of space inside another quite small streamlined ship must surely be very unlikely. The Police Cutter itself is surely very likely to be able to reach any planet on its own perfectly easily and the space that the launch takes up would be put to far better use such as holding cells, missile bays, troop contingent, or even an APC for riot use etc - very strange. I would be intersted to hear how this type of ship arrangement could work.

Like the plan though, wish I had the time to do some Autocad versions of some classic traders myself but I must admit I find it more rewarding sketching them by hand.
 
Silvereye said:
Its one of the standard designs from the main book - you can download the stats as part of the Revised Deckplans

Doh!!

Silvereye, pardon my error. I was in 'cannon mode' and did not even think to check my MGT books or even this site, thanks for gentle nudge.

I would not keep troops in the freezers, I would use them for keeping a Prize Crew available for activation when warranted. I would house my boarding party in that 'spacious' 20 ton hold. I like the idea of a barracks set up as opposed to staterooms for the troopers. Taking into account life support, triple stacked bunks, workout equipment and a shared large fresher you would almost end up with a mini modular base.
Now that gives me ideas that create 'mission creep' ...such as marooning captured pirates, unethical merchants, or PCs on a moon or other lifeless rock without comm gear in a modular base for pick up after the anti-pirracy sweep of the system is completed. Hell, for that matter, you could set up your own judgement and detention facility anywhere you like and if it the population grows you have a built in labor pool for digging sub-surface tunnels to create a more permanent prison base. (Shades of Adventure One: Kinunir , Prison Planet and Rescue on Ruie float through my head.)
 
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