LSP Modular Starship

Player: 

Val	Char	Cost
95	STR	0
10	DEX	0

31	BODY	3







2	SPD	0




0"	RUN	-12
0"	SWIM	-2
0"	LEAP	0
Characteristics Cost: 74

Cost	Power
	Ships Overall Construction [Notes: Configuration, Construction Materials, and Armor]
3	1)  Cylinder Hull Configuration: (Total: 3 Active Cost, 3 Real Cost) +1 BODY (Real Cost: 1) plus +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]
28	3)  Long range Civilain-12 Armor Package: +14 DEF (42 Active Points); Ablative BODY Only (-1/2)
	Engineering Section [Notes: Drives and Environmental Section]
36	Ships Main Drives: Multipower, 98-point reserve,  (98 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) [Notes: MP Changable as needed, this is just a placeholder, This Multipower Assumes J1 and 1G Manuever]
1u	1)  Jump Drive-2: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 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), Custom Modifier (Real Equipment; -1/4) [Notes: Jump-2]
2u	2)  Manuever Drive-2: (Total: 80 Active Cost, 20 Real Cost) Flight 40" (80 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), Custom Modifier (Real Equipment; -1/4) (Real Cost: 19) [Notes: 2G Manuever Drive]
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)
6	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 Systems [Notes: 1 Triple Turret Fitted along 2 half ton missile magazines]
0	1)  Hardpoint Limitations: Custom Power [Notes: Ship can mount a total of 3 space combat hardpoints]
93	2)  Light Missile Rack: RKA 6 1/2d6, 32 Charges (+1/4), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (325 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]
	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)
20	Ships Sensors And Commo: Multipower, 60-point reserve,  (60 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" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)
1u	2)  Infrared Perception (Sight Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)
1u	3)  Ultraviolet Perception (Sight Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)
1u	4)  High Range Radio Perception (Radio Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 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: 3 Staterooms]
0	2)  Cargo Space: Custom Power [Notes: 4 Tons, and 6 30 ton Cutter Modules]
2	3)  Ships Galley: KS: Cooking 11- [Notes: Basic Ships Galley, a Small Kitchen with food storage and prep areas]
	Small Craft
	Ships Modules
9	1)  Field Hospital Module: (Total: 18 Active Cost, 9 Real Cost) Custom Power (10 Active Points); OIF Bulky (-1) (Real Cost: 5) plus +2 with Paramedics (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 2) plus +2 with SS: Medicine (2 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 1) plus +2 with KS: Surgery (2 Active Points); OIF Bulky (-1) (Real Cost: 1) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0)
4	2)  Long Range Passenger Module: (Total: 4 Active Cost, 4 Real Cost) +2 with KS: Cooking (Real Cost: 2) plus +2 with KS: Steward (Real Cost: 2) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0)
14	3)  Low Berth Module: (Total: 34 Active Cost, 14 Real Cost) Custom Power (30 Active Points); OIF Immobile (-1 1/2) (Real Cost: 12) plus +2 with Paramedics (4 Active Points); OIF Immobile (-1 1/2) (Real Cost: 2)
6	4)  Vehicle Module: (Total: 16 Active Cost, 6 Real Cost) +2 with Electronics (4 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2) (Real Cost: 1) plus +2 with Mechanics (4 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2) (Real Cost: 1) plus +1 with SS: Gravitics (Real Cost: 1) plus +2 with Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) (7 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 3) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0)
9	5)  Utility Module: (Total: 15 Active Cost, 9 Real Cost) Custom Power (10 Active Points); OIF Immobile (-1 1/2) (Real Cost: 4) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (5 Active Points) (Real Cost: 5)
0	6)  Fighter Module: (Total: 0 Active Cost, 0 Real Cost) Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0)
15	7)  Fire Support Module: (Total: 15 Active Cost, 15 Real Cost) Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (Real Cost: 0) plus Custom Power (5 Active Points) (Real Cost: 5) plus Custom Power (5 Active Points) (Real Cost: 5) plus Custom Power (5 Active Points) (Real Cost: 5)
57	8)  SensComm Module: (Total: 126 Active Cost, 57 Real Cost) Custom Power (75 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Costs END; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 21) plus Custom Power (Real Cost: 0) plus Custom Power (24 Active Points) (Real Cost: 24) plus Endurance Reserve  (25 END, 25 REC) Reserve:  (27 Active Points); REC:  (25 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Custom Modifier (only to power electrical devices; -1/4) (Real Cost: 12) plus Custom Power (Real Cost: 0)
5	9)  Cargo Module: (Total: 5 Active Cost, 5 Real Cost) Custom Power (5 Active Points) (Real Cost: 5)
5	10) Fuel Module: (Total: 5 Active Cost, 5 Real Cost) Custom Power (5 Active Points) (Real Cost: 5)
Powers Cost: 462


Cost	Skill
2	+1 with Electronics
2	+1 with Mechanics
Skills Cost: 4



Total Character Cost: 540

Pts.	Disadvantage
10	Physical Limitation:  Only carries integral Jump-1 Fuel Tankage, must rely on modules for full jumps (Frequently, Slightly Impairing)
10	Physical Limitation:  Modules require 15 minutes and a toolkit to switch in and out (Frequently, Slightly Impairing)
10	Distinctive Features:  Commercially Built Modular Ship (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Disadvantage Points: 30
Base Points: 200
Experience Required: 310
Total Experience Available: 0
Experience Unspent: 0

Model 2 Starship Computer

Player: 

Val	Char	Cost

14	DEX	12


16	INT	6






2	SPD	0







Characteristics Cost: 18

Cost	Power
25	Scout Courier Package: (Total: 25 Active Cost, 25 Real Cost) SS:  Astronomy 12- (Real Cost: 3) plus SS:  Planetology 12- (Real Cost: 3) plus SS:  Basic Planetary Survey 12- (Real Cost: 3) plus KS: Stellar Cartography 14- (Real Cost: 5) plus KS: Planetary Cartography 14- (Real Cost: 5) plus KS: Vessel ID 12- (Real Cost: 3) plus KS: Traffic Analysis 12- (Real Cost: 3)

Cost	Skill
2	TF:  Commercial Spacecraft & Space Yachts, Early Spacecraft, Industrial & Exploratory Spacecraft, Military Spacecraft, Mobile Space Stations, Personal Use Spacecraft, Spaceplanes
3	Systems Operation 12-
3	Security Systems 12-
7	Bureaucratics 11-
2	+2 with SS: Starship Engineering [Notes: Database and diagnostic software for specific ship]
5	AK: Sector Navigation and Planetary Data 14-
5	KS: Sector Library Data 14-
2	WF:  Vehicle Weapons, Vehicle Weapons [Notes: Automated Gunnery Functions]
4	+1 with Navigation (Hyperspace)
Skills Cost: 33


Cost	Talent
	Program Routines
3	Absolute Range Sense
3	Absolute Time Sense
3	Bump Of Direction
5	Eidetic Memory
3	Lightning Calculator
6	Speed Reading (x100)
20	Universal Translator 12-
Talents Cost: 43

Total Character Cost: 168

Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

