Military Modular Cutter

Player: 

Val	Char	Cost
75	STR	0
18	DEX	0

25	BODY	2







3	SPD	0




0"	RUN	-12
0"	SWIM	-2
0"	LEAP	0
Characteristics Cost: 53

Cost	Power
	Ships Overall Construction [Notes: Configuration, Construction Materials, and Armor]
2	1)  Cylinder Hull Configuration: (Total: 2 Active Cost, 2 Real Cost) +1 with Combat Piloting (Real Cost: 2) [Notes: Can Enter Atmosphere, Cost *1.25, Highly Manueverable]
0	2)  Superdense Hull: (Total: 0 Active Cost, 0 Real Cost)  [Notes: Standard Cost, TL-12, Ships Body +10%, May Add TSA]
38	3)  Short range Military-12 Armor Package: +19 DEF (57 Active Points); Ablative BODY Only (-1/2)
	Engineering Section [Notes: Drives and Environmental Section]
67	1)  Manuever Drive-3: (Total: 159 Active Cost, 67 Real Cost) Flight 60", Position Shift (125 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Crew-Served (2 crew; -1/4) (Real Cost: 33) plus +8 DEX (Real Cost: 24) plus +1 SPD (Real Cost: 10) [Notes: 3G Manuever Drive]
2	2)  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)
104	Ships Fusion Reactor: Endurance Reserve  (100 END, 100 REC) Reserve:  (110 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Requires monthly refueling and maintenance; -1/4)
9	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)
10	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)
1	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)
	Tactical Systems [Notes: Offensive and Defensive Equipment]
	Operations and Command Section [Notes: Bridge, Sensors, and Commo]
3	1)  Basic Starship Bridge: (Total: 9 Active Cost, 3 Real Cost) Bureaucratics 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Systems Operation 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Security Systems 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1)
14	2)  Model 2 Starship Computer: Custom Power (14 Active Points)
15	Ships Sensors And Commo: Multipower, 45-point reserve,  (45 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2) [Notes: Basic  Sensor and Commo package required for all Starships and Spaceships]
1u	1)  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)
1u	2)  Infrared Perception (Sight Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)
1u	3)  Ultraviolet Perception (Sight Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)
1u	4)  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)
1u	5)  Laser/Maser Comm: Mind Link , Any Willing Target (15 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2)
1u	6)  +4 versus Range Modifier for Radio Group and Sight Group (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)
	Other Ship Systems
0	1)  Accomodations: Custom Power [Notes: 2 couches, 1 small cabin]
0	2)  Cargo Space: Custom Power
	Small Craft
0	1)  Custom Power [Notes: Carries 1 30 Ton Module]
	Additional Cutter Modules
20	1)  Mobile Science Outpost: (Total: 20 Active Cost, 20 Real Cost) Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus +2 with a group of similar Skills (Real Cost: 10) plus Custom Power (10 Active Points) (Real Cost: 10)
28	2)  Standard Military Module: (Total: 28 Active Cost, 28 Real Cost) Custom Power (Real Cost: 0) plus Paramedics 14- (Real Cost: 13) plus Custom Power (5 Active Points) (Real Cost: 5) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (10 Active Points) (Real Cost: 10)
Powers Cost: 319





Total Character Cost: 372

Pts.	Disadvantage
15	Physical Limitation:  (Frequently, Greatly Impairing) [Notes: Limited to 1.5G acceleration without a module attached]
10	Physical Limitation:  Requires 15 minutes and a tool kit to swap modules (Frequently, Slightly Impairing)
Disadvantage Points: 25
Base Points: 200
Experience Required: 147
Total Experience Available: 0
Experience Unspent: 0
