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Safari Ship


shadowcat1313

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Safari Ship

 

Player: Traveller Conversion

 

Val Char Cost

90 STR 0

10 DEX 0

 

26 BODY 0

 

 

 

 

 

 

 

2 SPD 0

 

 

 

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 84

 

Cost Power

Tactical Section, Single Mixed Triple Turret Mounted Dorsally, can mount a second turret ventrally

60 1) Beam Laser: RKA 8d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Crew-Served ([5-8] people; 3 batteries with 2 crew per battery; -3/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) [Notes: 250MW Beam Laser]

70 2) Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead

IF KE, its an AP attack instead of explosive]

12 3) Sandcaster Launcher: (Total: 60 Active Cost, 12 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+0) (30 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Ablative BODY Only (-1/2), Real Armor (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 6) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+0) (30 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Ablative BODY Only (-1/2), Real Armor (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 6) [Notes: mounted in turret]

Engineering Section

6 1) Jump 2 Drive: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4)

26 2) 1G Maneuver Drive: Flight 30", Position Shift (65 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4)

103 3) Ships Fusion Power Plant: Endurance Reserve (100 END, 100 REC) Reserve: (110 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Custom Modifier (Only to Power Electrical Devices; -1/4), Custom Modifier (Real Equipment; -1/4)

25 4) Emergency generators and batteries: Endurance Reserve (25 END, 25 REC) Reserve: (27 Active Points); OIF Immobile (-1 1/2), Custom Modifier (cannot be used while main powerplant is running; -1), Custom Modifier (only to power electrical equipment; -1/4), Crew-Served (2 people; -1/4)

9 5) Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1), Custom Modifier (Real Equipment; -1/4)

9 6) Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4)

6 7) Fuel Purififcation Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to usable fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)

Command Section

23 1) Basic Bridge: (Total: 42 Active Cost, 23 Real Cost) +2 with Combat Piloting (4 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Systems Operation (Life Support Systems, Personnel Support Systems, Radar, Radio) (10 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) plus +2 with All Combat (16 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 9) plus +2 with Security Systems (4 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 4)

Other Equipment

13 1) Capture Cages and or Tanks: Entangle 4d6, 8 DEF (60 Active Points); 4 Charges (-1), OIF Bulky (-1), Only To Form Barriers (-1), No Range (-1/2)

5 2) Holographic Theater: Sight and Hearing Groups Images 1" radius (15 Active Points); OIF Bulky (-1), No Range (-1/2), Custom Modifier (Real Equipment; -1/4) [Notes: Attached to the trophy room, used by the owner to show holovids of hunts etc]

Defenses and Electronics

4 1) +4 DEF (12 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Real Armor (-1/4)

11 Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)

1u 1) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1,000 km; +1) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)

1u 2) Optical telescopes: +5 PER with Sight Group and HRRP (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)

1u 3) IR Perception (Sight Group), Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier): +1, MegaScale (1" = 100,000 km; +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)

1u 4) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2) (25 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)

1u 5) HRRP (Radio Group), MegaScale (1" = 1,000 km; +1) (24 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)

Vehicles

36 1) Ships Boat: Custom Power (36 Active Points)

19 2) Air Raft: Custom Power (19 Active Points)

Powers Cost: 442

 

 

Cost Skill

2 +3 with Paramedics (6 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)

3 +3 with Animal Handler (6 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

Skills Cost: 5

 

 

Cost Talent

3 Absolute Range Sense

3 Absolute Time Sense

5 Eidetic Memory

3 Lightning Calculator

6 Speed Reading (x100)

Talents Cost: 20

 

Total Character Cost: 551

 

Pts. Disadvantage

0 Custom Disadvantage [Notes: Captain/Pilot.. Navigator, Sensor/Commo, 1 Steward, 2 Medics, 2 Engineers, 7 Standard Stateroooms, 1 Masters Double Stateroom, 1Trophy Room/Lounge. 5 Tons Cargo]

15 Distinctive Features: Standard Safari Ship Design (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Limitation: Cramped Crew Accomodations, crew must all double bunk (All the Time, Slightly Impairing)

Disadvantage Points: 30

Base Points: 200

Experience Required: 321

Total Experience Available: 0

Experience Unspent: 0

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