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