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Traveller Starship: Cutter Modules


shadowcat1313

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Cutter Module

 

Player:

 

Val Char Cost

105 STR 0

0 DEX -30

 

23 BODY 0

 

 

 

 

 

 

 

0 SPD -10

 

 

 

 

6" RUN 0

2" SWIM 0

0" LEAP 0

Characteristics Cost: 34

 

Cost Power

8 Internal Life Support: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)

17 Internal Power Supply: Endurance Reserve (150 END, 10 REC) Reserve: (25 Active Points); OIF Bulky (-1)

Options

9 1) Passenger and Cargo Module: +20 STR (20 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) [Notes: Can Carry 24 passengers or 24 displacement tons of cargo, depending on the cargo carried, a simple 30 ton cargo box can be carried instead]

8 2) Assault Boat Module: (Total: 20 Active Cost, 8 Real Cost) Tunneling 2" through 2 DEF material (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Custom Modifier (only to dig 2 foxholes; -1/2) (Real Cost: 3) plus +10 STR (10 Active Points); OIF Bulky (-1) (Real Cost: 5)

10 3) Fuel Skimming and Refining Module: Minor Transform 6d6 (unrefined hydrogen or water into refined fuel) (60 Active Points); Extra Time (6 Hours, -3 1/2), OIF Bulky (-1), Crew-Served (2 people; -1/4) [Notes: capacity for 26 tons of fuel]

78 4) Gunship Pod- Beam Laser: RKA 7d6+1, Autofire (3 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (275 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Cannot fire below or to rear; -1/2), Beam (-1/4), Real Weapon (-1/4)

135 5) Gunship Pod- Missile: RKA 8d6, 16 Charges (+0), Armor Piercing (+1/2), Explosion (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4), Autofire (3 shots; +1 1/4) (540 Active Points); OIF Bulky Expendable (Difficult to obtain new Focus; must reload at ship or base; -1 1/4), Crew-Served ([3-4] people; -1/2), Activation Roll 14- (-1/2), Custom Modifier (Cannot fire below or to rear; -1/2), Real Weapon (-1/4)

13 6) Zero G Mining Module: (Total: 30 Active Cost, 13 Real Cost) Extra Limb (1) (5 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 2) plus Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (25 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 11)

93 1) Starship Rescue and Salvage Module: (Total: 316 Active Cost, 93 Real Cost) RKA 5d6+1, Armor Piercing (+1/2), Penetrating (+1/2) (160 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Reduced By Range (-1/4) (Real Cost: 58) plus +3 with Mechanics (6 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2) plus RKA 5d6, Armor Piercing (+1/2), Penetrating (+1/2) (150 Active Points); OAF Bulky Expendable (Difficult to obtain new Focus; restock at ship or base; -1 3/4), No Range (-1/2), 8 Charges (-1/2), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4) (Real Cost: 33)

19 2) Field Maintenance Shop Module: (Total: 60 Active Cost, 19 Real Cost) Armorsmith 12- (9 Active Points); OIF Bulky Expendable (Difficult to obtain new Focus; must restock parts at least weekly; -1 1/4), Crew-Served ([3-4] people; -1/2) (Real Cost: 3) plus +3 with Electronics (Communications Systems, Radar, Sensor Jamming Equipment) (10 Active Points); OIF Bulky Expendable (Difficult to obtain new Focus; must restock parts at least weekly; -1 1/4) (Real Cost: 4) plus +3 with Mechanics (6 Active Points); OIF Bulky Expendable (Difficult to obtain new Focus; must restock parts at least weekly; -1 1/4), Crew-Served ([3-4] people; -1/2) (Real Cost: 2) plus +3 with Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) (10 Active Points); OAF Bulky Expendable (Difficult to obtain new Focus; restock at ship or base; -1 3/4), Crew-Served ([3-4] people; -1/2) (Real Cost: 3) plus Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (25 Active Points); OAF Bulky Expendable (Difficult to obtain new Focus; restock at ship or base; -1 3/4), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) [Notes: Field Maintenance shop designed to support a Battalion level unit]

40 3) Command Post Module: (Total: 145 Active Cost, 40 Real Cost) HRRP (Radio Group), Difficult To Dispel (x2 Active Points; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 10) plus Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x256), Indirect (Same origin, any direction; +1/2) (82 Active Points); Only With Others Who Have Mind Link (-1), OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 19) plus Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 5) plus +3 with Cryptography (6 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) plus +2 with Tactics (4 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4) (Real Cost: 1) plus +2 with Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar) (8 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4) (Real Cost: 3) [Notes: Company Level Command Post]

10 4) MASH Module: (Total: 28 Active Cost, 10 Real Cost) +3 with Paramedics (6 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 2) plus +3 with SS: Medicine (3 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1) plus Detect A Single Thing 15- (Unusual Group), Concealed (-1 with Detect PER Rolls), Discriminatory (15 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 5) plus +2 with SS: Biology (2 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1) plus +2 with SS: Pathology (2 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1) [Notes: can treat up to 8 patients at once inside the module]

50 5) Basic Starport Module: (Total: 130 Active Cost, 50 Real Cost) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Telescopic: +3, Tracking, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) (Real Cost: 17) plus Endurance Reserve (250 END, 10 REC) Reserve: (35 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 20) plus HRRP (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (27 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 10) plus +2 with Systems Operation (Air/Space Traffic Control Systems, Radar, Radio, Satellite Communications) (8 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 3) [Notes: Not used when attached to a cutter]

4 6) Heavy Lift Skycrane Module: Clinging (95 STR) (17 Active Points); OAF Bulky (-1 1/2), Extra Time (5 Minutes, Only to Activate, to secure cargo, and 5 minutes to unsecure at finish; -1), Crew-Served (2 people; -1/4) [Notes: Capable of Lifting 125 Tons slung underneath module]

19 7) Portable Stage Module: (Total: 51 Active Cost, 19 Real Cost) Sight and Hearing Groups Images Increased Size (8" radius; +3/4), +/-3 to PER Rolls (42 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 15) plus KS: Stagecraft (5 Active Points); OIF Bulky (Computer Design Software; -1) 12- (Real Cost: 2) plus +2 with Disguise (4 Active Points); OIF Bulky Expendable (Easy to obtain new Focus; -1) (Real Cost: 2) [Notes: Portable Stage Module, for theatrical performances and concerts, no seating]

44 8) Fire Direction Center Module: (Total: 147 Active Cost, 44 Real Cost) Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x64), Difficult To Dispel (x2 Active Points; +1/4), Indirect (Same origin, any direction; +1/2) (79 Active Points); OIF Bulky (-1), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 21) plus +3 with Navigation (Land) (8 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 3) plus Radar (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Tracking, Transmit (37 Active Points); OIF Bulky (-1), Custom Modifier (only for tracking incoming ballistic projectiles and counterbattery fire; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 10) plus WF: Artillery, Howitzers, Mortars, Vehicle Weapons (3 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (3 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 1) plus Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Bulky (-1), Personal Defense (-1/4) (Real Cost: 9)

16 9) Science Lab Module: (Total: 44 Active Cost, 16 Real Cost) +3 with any three related Skills (9 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 4) plus Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (25 Active Points); OIF Bulky (-1), Requires A Skill Roll (must be preprogrammed for specific missions; -1/2), Crew-Served ([3-4] people; -1/2) (Real Cost: 8) plus Extra Limbs (2) (5 Active Points); OIF Bulky (-1), Limited Manipulation (-1/4) (Real Cost: 2) plus Eidetic Memory, 4 Continuing Charges lasting 1 Hour each (+0) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) [Notes: Multifunction Small Science Lab, needs to be preloaded before insertion, powered and LS]

45 10) Listening Post Module: (Total: 142 Active Cost, 45 Real Cost) Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) (Real Cost: 19) plus HRRP (Radio Group), +7 to PER Roll, Telescopic: +1, Tracking, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (56 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Custom Modifier (Passive Detection Only; -1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 11) plus Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Ranged (+1/2), MegaScale (1" = 10 km; +1/2) (36 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 8) plus IR Perception (Sight Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) plus +3 with KS: Communications Traffic Analysis (3 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 1) plus +3 with Cryptography (6 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 2)

28 Firefighting Module: Multipower, 100-point reserve, (100 Active Points); all slots Extra Time (20 Minutes, Only to Activate, To Dip and fill tanks or load firefighting foam; -1 1/4), OIF Bulky (-1), Crew-Served (2 people; -1/4) [Notes: Used for both urban and wilderness firefighting, and impromptu Riot Control Duty]

3u 1) Twin Water Cannons: EB 6 1/2d6, 32 Charges (+1/4), Double Knockback (+3/4), Area Of Effect Nonselective (27" Cone; +1) (99 Active Points); Extra Time (20 Minutes, Only to Activate, To Dip and fill tanks or load firefighting foam; -1 1/4), OIF Bulky (-1), Crew-Served (2 people; -1/4)

3u 2) Twin Water Cannons Loaded with Foam Instead: Suppress 8 1/2d6, any [special effect] power one at a time (+1/4), 32 Charges (+1/4), Area Of Effect Nonselective (14" Cone; +3/4) (97 Active Points); Extra Time (20 Minutes, Only to Activate, To Dip and fill tanks or load firefighting foam; -1 1/4), OIF Bulky (-1), Crew-Served (2 people; -1/4)

2u 3) Waterbomb Laydown run: Suppress 8 1/2d6, any [special effect] power one at a time (+1/4), Area Of Effect Nonselective (22" Long, 1" Tall, 2" Wide Line; +1) (97 Active Points); 1 Charge (-2), Extra Time (20 Minutes, Only to Activate, To Dip and fill tanks or load firefighting foam; -1 1/4), OIF Bulky (-1), Crew-Served (2 people; -1/4)

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