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Subsidized Liner draft


shadowcat1313

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Subsidized Liner

 

Player:

 

Val Char Cost

105 STR 0

13 DEX 0

 

37 BODY 0

 

 

 

 

 

 

 

2 SPD 0

 

 

 

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 87

 

Cost Power

Construction

2 1) Closed Structure Hull: +2 BODY [Notes: Cannot Enter Atmosphere, Cost *1.25]

30 2) Bonded Superdense: (Total: 30 Active Cost, 30 Real Cost) +8 DEF (Real Cost: 24) plus +6 BODY (Real Cost: 6) [Notes: Standard Cost, TL-14, Ships Body +20%, May Add TSA]

Engineering Section

8 1) Jump Drive-3: Teleportation 9", MegaScale (1" = 1 lightyear; +3 1/2) (81 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) [Notes: Jump-3]

24 2) Manuever Drive-1: (Total: 74 Active Cost, 24 Real Cost) Flight 30", Position Shift (65 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 15) plus +3 DEX (Real Cost: 9) [Notes: 1G Manuever Drive]

2 3) Agility 1 Package: (Total: 7 Active Cost, 2 Real Cost) +1 with DCV (5 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1) plus Lightning Reflexes: +1 DEX to act first with All Actions (2 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1)

207 4) Ships Fusion Reactor: Endurance Reserve (200 END, 200 REC) Reserve: (220 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Requires monthly refueling and maintenance; -1/4)

9 5) Ships Emergency Power: Endurance Reserve (25 END, 25 REC) Reserve: (27 Active Points); Custom Modifier (Backup Power Only; -1/2); REC: (25 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Backup System only; -1/2)

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

10 7) 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)

6 8) 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)

Tactical Section

0 1) 6 Available Hardpoints for up to triple turrets: Custom Power

Defensive Section

Operations and Command Section

18 1) Basic Bridge: (Total: 42 Active Cost, 18 Real Cost) +2 with Combat Piloting (4 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 2) plus +3 with Systems Operation (Life Support Systems, Personnel Support Systems, Radar, Radio) (10 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 4) plus +2 with All Combat (16 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 7) plus +2 with Security Systems (4 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 2) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 3)

6 2) Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2)

14 Sensors and Commo: Multipower, 45-point reserve, (45 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (real equipment; -1/4)

1u 1) High Range Radio Perception (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (27 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (real equipment; -1/4)

1u 2) Infrared Perception (Sight Group), Discriminatory, MegaScale (1" = 1,000 km; +1) (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (real equipment; -1/4)

1u 3) Ultraviolet Perception (Sight Group), Discriminatory, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (22 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (real equipment; -1/4)

1u 4) Optical telescopes: +5 PER with Sight Group (10 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (real equipment; -1/4)

1u 5) +2 versus Range Modifier for Sight Group (3 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (real equipment; -1/4)

1u 6) Radar (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (34 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (real equipment; -1/4)

1u 7) 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), Custom Modifier (real equipment; -1/4)

Small Craft

0 1) Launch, Life Boat: Custom Power

Powers Cost: 344

 

 

Cost Skill

5 Bureaucratics 14- (13 Active Points); IIF Immobile Fragile (-1 1/2)

2 +2 with KS: Steward

4 +2 with Gambling (Card Games, Roulette) (8 Active Points); OIF Bulky (Computerized gambling equipment; -1)

4 +2 with Trading

2 +2 with KS: Cargo Handling

2 +1 with Electronics

2 +1 with Mechanics

2 +2 with KS: Cooking and Cuisine

Skills Cost: 23

 

 

Cost Talent

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

5 Eidetic Memory

3 Lightning Calculator

4 Speed Reading (x10)

Talents Cost: 21

 

Total Character Cost: 475

 

Pts. Disadvantage

0 Custom Disadvantage [Notes: 28 passengers, 108 tons cargo, ]

Disadvantage Points: 0

Base Points: 200

Experience Required: 275

Total Experience Available: 0

Experience Unspent: 0

 

Notes:

There are several similar Classes:

Bastion Class Liner: adds Gig in External Cradle above Engine Room, considered Unstreamlined, gains 20 tons cargo space

Admiral Bertil Class Armed Liner: Desribed in MT Module Assignment Vigilante

Stellar Class Subsidized Liner: Described in GT Far Trader

Magic Bus Tour Ship: Custom builds for touring bands and theater productions, adds stage and seating, recording studio, Equipment storage, at least one ship

in this class was built with extra hydrophonic tanks for growing "Party Favors"

There is also a book from Loren Wiseman "Traveller Liners" that discusses a couple of the variants, with deckplans.

theres also an intel gathering ship using the same hull, but heavily modified I wrote up for an early PYamid online article

 

Overall, this is one of my favorite classes, to modify etc. plenty of cargo room for assorted surprises,

 

suggested modifications

Collapsible Fuel Tankage: costs 60 tons of cargo per J1 added, takes half ton stowed, useful for rift crossings or a jump in and out, takes 6 hours to pump fuel

to standard tankage.

Popup Turrets: depending on where your at/going, not all ships mount all 6 turrets, hideway turrets take double the number of spaces internally, and take a full turn

to raise/retract.

Upgraded sensors and electronics: not a lot can be done here, although adding a basic ECM kit and or chaff and flare pods along with decoys is doable

also a probe/drone launcher.

Weapons upgrades: not a lot of extra power, so probably best to keep with basic missle/laser/sand

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Re: Subsidized Liner draft

 

There is also a book from Loren Wiseman "Traveller Liners" that discusses a couple of the variants' date=' with deckplans.[/quote']

That's the book I've got, so I'll be deriving my version of the liner from those plans. ;)

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