shadowcat1313 Posted April 22, 2005 Report Share Posted April 22, 2005 Dragon class System Defense Boat Player: Traveller Conversion Val Char Cost 95 STR 0 27 DEX 0 33 BODY 6 6 SPD -10 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 106 Cost Power Tactical Section, Laser Turrets are Mounted Dorsal and Ventral, Missile Turrets are mounted Port and Starboard 75 1) Beam Laser: RKA 8d6, Autofire (3 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 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), Beam (-1/4), Real Weapon (-1/4) [Notes: Triple 250MW Beam Laser Turret] 5 2) Another Triple Laser Turret: Custom Power (5 Active Points) 128 3) Light Missile Rack: RKA 6 1/2d6, 32 Charges (+1/4), Explosion (+1/2), Autofire (3 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (450 Active Points); OIF Immobile (-1 1/2), 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] 5 4) Another Triple Missile Turret: Custom Power (5 Active Points) 6 5) Point Defense System: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Real Armor (-1/4) 5 6) A Second Point Defense System: Custom Power (5 Active Points) Engineering Section 80 1) 6G Manuever Drive: (Total: 216 Active Cost, 80 Real Cost) +4 SPD (40 Active Points); OIF Bulky (-1), Linked (???; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 13) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 50) plus +17 DEX (51 Active Points); OIF Bulky (-1), Linked (???; -1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 17) 412 2) Ships Fusion Power Plant: Endurance Reserve (400 END, 400 REC) Reserve: (440 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) 102 3) Emergency generators and batteries: Endurance Reserve (100 END, 100 REC) Reserve: (110 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 4) 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 5) 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) 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) 5 EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2) Defenses and Electronics 21 1) EMs Masking: Change Environment 1" radius, -6 to Radar PER Rolls, -6 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (64 Active Points); OIF Immobile (-1 1/2), No Range (-1/2) 14 2) Active EMS Jammer: Suppress 8d6, Area Of Effect Nonselective (8" Radius; +1) (80 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests; -1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (degrades ships own sensors by half amount suppressed; -1), No Range (-1/2), Crew-Served (2 people; -1/4) 31 3) Sensor Probes and Recon Drones: Clairsentience (Sight Group And Radar), x2 Range (1230"), 2 Perception Points, Telescopic (+1 versus Range Modifier): +1, Tracking, Transmit, 4 Continuing Charges lasting 6 Hours each (+3/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (140 Active Points); OIF Immobile (-1 1/2), Fixed Perception Point (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Concentration (1/2 DCV; -1/4), Crew-Served (2 people; -1/4) 28 4) +30 DEF (90 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Real Armor (-1/4) 13 Multipower, 50-point reserve, (50 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), +5 to PER Roll, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1,000 km; +1) (50 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) Densitometer: Detect A Single Thing 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (49 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) Neutrino Sensor: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (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 4) Optical telescopes: +8 PER with Sight Group and HRRP (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) 1u 5) IR Perception (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier): +8, MegaScale (1" = 100,000 km; +1 1/2) (47 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 6) 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 7) HRRP (Radio Group), Discriminatory, Analyze, MegaScale (1" = 1,000 km; +1) (44 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 Powers Cost: 978 Cost Skill 2 +3 with Paramedics (6 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4) 20 +6 with DCV (30 Active Points); Custom Modifier (Linked to ships maneuver drive; -1/2) Skills Cost: 22 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: 1126 Pts. Disadvantage 0 Custom Disadvantage [Notes: Pilot, Co-Pilot, 5 Engineers, 4 Gunners, 6 total staterooms, 3.5 tons cargo space] Disadvantage Points: 0 Base Points: 200 Experience Required: 926 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
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