Gurps traveller modular cutter pdf




















Troop Seating 2. Battledress Morgue 5. Engineering and Life Support 6. Sickbay 7. Command Center 8. Assault Entry Lock 9. Drop-Capsule Storage and Launchers Upper Deck Mod.

Upper Deck Upper Deck Mod. Lower Deck Mod. Lower Deck Lower Deck Mod. Module Module Lower module has upper deck access; upper module has lower deck access Lower module has upper deck access; upper module has lower deck access Scale in yards 1 2 3 Symbol key on p.

Common Area Staterooms 5. Cargo Bay 6. Airlock Stateroom Turret Access Bridge It should be noted that these are only a few of the more common modules; thousands of different types of specialized modules exist. Armored: An armored module has its TL upgraded to 12, its stealth upgraded to basic, its emission cloaking upgraded to basic, its compartmentalization upgraded to total, its frame upgraded to extra-heavy, giving it 24, hit points, and its armor upgraded to DR 2, Stealth: A stealth variant has its TL upgraded to 12, its stealth upgraded to radical, its emission cloaking upgraded to radical, its compartmentalization upgraded to heavy, and its armor upgraded to DR BOARDING TL12 A large pallet capable of carrying up to seven 4C cargo containers, the bulk cargo pallet can be used by in-system cargo cutters for intersystem transport, but is more often employed by large modular freighters.

The bulk-cargo-rack pallet has no crew. This module is designed to deliver up to 48 marines to an enemy spacecraft or space station and act as a staging area for boarding actions. The module possesses strong grappling arms that can reach out and forcefully clamp to the target hull, while a bank of fusion torches make quick work of the thickest armor. A battledress morgue is provided for maintenance, and the sickbays allow for wounded to be treated at the LZ the term is still used for the primary assault point, even if it is no longer strictly accurate.

This module has no crew. It features total compartmentalization, sealed body, basic stealth, and basic emission cloaking. Equipment Modules: Vehicle Bay holding 7 4-ton standard cargo containers. Occupancy: 24 RS Statistics Dim. The simple cutter module is a two-deck cylinder with four cargo hatches, two on each deck. Variants included wide-open single-deck units, or units optimized for specific types of cargo grain, livestock, liquids, etc. The cargo module is highly customizable, with slots in the floor and walls accepting partitions and non-load-bearing walls.

The cargo module has no crew. It possesses a sealed body. Armored See p. Stealth See p. An example of a starport module, the Jiratech S can perform all of the basic functions of a Class I starport. The basic bridge represents the control center, with radios and sensors to guide in approaching craft. The single office serves as a customs station as well as administration services. This module is unique due to the presence of a sickbay, a useful perk on worlds with less than hospitable conditions.

Note that the S has no utility module. While it can be operated as an orbital station, the personnel will be in weightless conditions. Other models are available that provide gravity. The Class I starport module has no crew. In order to make the journey as pleasant as possible, gravity is provided. No cargo space is available other than overhead compartments capable of holding a small briefcase. Commuter pods are often used to shuttle people between the high and low ports of a starport.

The commuter module has a crew of four stewards. There is significant waste space in this model, causing some to discount its usefulness. However, this design is extremely efficient in loading and unloading operations — a great deal of time can be saved. The containerized-cargo module has no crew. Since the cutter is not a high-performance craft, this version is not intended to pursue suspected violators, thus it is not armed, nor does it possess large prisoner facilities.

However, it is an excellent design for simple merchant inspections and police duties. The customs module has a crew of one or more, depending on mission needs. When used with the stealth cutter, this gives the Imperial Navy a potent electronic-warfare platform.

The probe bay is usually fitted with sensor drones and wild-weasel decoys. The vessel is so crowded that only a single stateroom is provided for breaks. It features total compartmentalization, a sealed body, radical stealth, and radical emission cloaking. M An experimental project by the University of Regina, the expandable base is only usable dirtside.

Upon deployment, the module unfolds and doubles in size, providing a comfortable base camp. Note that all areas of the module, including the hold, must be empty when the module is collapsed. It takes about 20 minutes to fully deploy the base, and an hour to collapse it. The expandable-base module has no crew. The fast-courier module has no crew. It features heavy compartmentalization and a sealed body.

It comprises a belly turret fitted with one to three extraheavy water cannons, and a large space tank capable of holding 75, gallons of water or fire-extinguisher foam. The module is fitted with louvers so that it can be refilled by skimming a local body of water, which takes 30 seconds at mph. This requires the pilot to make a skill roll at The louvers can be reversed to allow the cutter to water-bomb a large fire so that, in a single pass, the cutter can drench an area yards wide by 1 mile long.

The firefighting module has a crew of one gunner. The two fuel-processing modules can refine a total of 16 fuel modules per hour, or the entire load in The fuel-skimmer module has no crew.

It has a sealed body. This simple module provides space for a single ton fighter and its crew. The hold space is used for replacement parts and weapon stores. The fighter is released through the belly of the module, so it cannot be deployed when the module is on the ground. The fighter-pod module has a crew of two, the fighter pilot and the crew chief. To assist in the deployment of the carried craft, a single winch is provided. Care must be taken to ensure that the carried vehicle does not increase the loaded weight beyond the specifications of the parent cutter.

The garage ATV module has no crew. We queried local Marine units on the type of deodorants used by Marines. To say that they found this question risible is an understatement. Despite its cramped conditions and a lack of privacy, it is sometimes used for long-range in-system travel where the passengers cannot afford better accommodations. Likewise, some corporations use it to transport large numbers of workers on routes taking more than one day, and it is often used at construction sites and colonies as short-term housing until more permanent and more spacious facilities can be constructed.

A less obvious use, but one which the designers had in mind, is to evacuate large numbers of people at one time. Since the module is completely self-contained, it could serve as an escape pod in an emergency. The high-capacity berthing module has a crew of one engineer when operating without a cutter.

Despite having cramped conditions and a lack of privacy, it is sometimes used for long-range in-system travel where the troops cannot get a dedicated troop transport. It also is used at invasion sites and wargame locations as short-term housing until more permanent and more spacious facilities can be constructed. As part of a modular space station, it may be used to house the protection force, or the government may simply decide to use these instead of better accommodation modules.

A gymnasium for up to four people is also provided, with an extra entrance via the deck iris valve aft. All bunks on the upper level are double-stacked. The four on the lower level are single bunks, typically reserved for ranking NCOs.

The high-capacity troop-berthing module has a crew of one engineer when operating without a cutter. Staterooms are provided for three researchers six can be accommodated with double occupancy. This module is often customized for specific types of research, and many custom variants exist.

The laboratory module has a crew of three to six scientific personnel. Two logistics bays provide maintenance and construction abilities, while a small cargo bay holds spare parts. A bunkroom is present for the work crew. It differs from the portable field shop in that it is not intended for long-term occupancy. The logistics module has a crew of up to four mechanics. It features a sealed body and heavy compartmentalization.

Many of these modules are in use by nobles, who often spend a great deal of extra money to enhance the interior. The luxury passenger-transport module has a crew of two stewards. Gravity is provided. While some nobles use this module in lieu of a normal passenger module, it is more commonly found on stations or large merchant modular vessels. The lounge module has no crew. This contains low berths, and a sickbay to deal with hibernation emergencies. The low-berth module can be used in merchant ventures to carry passengers, or can be used in emergency situations as a lifeboat.

The low-berth module has no crew needs except the medics required for any frozen passengers. A large suite is provided two staterooms merged into one large one , as well as a parlor and receiving room. Like the luxury passenger module, this module is often customized further by its owner. The luxury-quarters module needs no crew, though stewards are often provided.

The Marine command module provides no room for personnel; a quarters or berthing module is usually assigned to be placed with it to provide living quarters. The command bridge, information center, and traffic-control centers can manage all communications assets up to the company level, as well as direct artillery strikes and ortillery bombardments. The two offices are available for command staff. The Marine-command module has a crew of two communications specialists, two fire-direction controllers, two COACC controllers, four clerks, and appropriate command staff.

It features a sealed body, total compartmentalization, basic stealth, and basic emission cloaking. It is equipped to serve a single squad in cramped accommodations. The module contains a cockpit bridge for the communications and sensor equipment, bunkrooms for 12, a battledress morgue, two autodocs, and a vehicle bay for an Astrin APC. A single turret is present for base defense; it cannot be used when the module is being carried. The Firebase module is not available to the public.

Cargo: 0. It is simply designed to mass-evacuate wounded. The medevac module needs no crew, though medics are often provided.

Occupancy: See above Payload: 2. Occupancy: See above Lwt. It can also be used as a portable emergency hospital for disaster relief, rescue operations, and so on. The medical module has a crew of three medics. With only two bunks, accommodations are very tight, but many prospectors prefer to operate alone. The turret mounts a laser for mining operations, and the lab is equipped to analyze rock samples. The mining pallet has no crew needs.

Plenty of capsule space is provided for decoys. This module is not intended for long-term occupation. The exhaust ports slide out from the module after launch. Because of the additional flight stress, only cutters with heavy or total compartmentalization can take advantage of these maneuver drives.

On any other vessel, the maneuver units are not used. The orbital-insertion module has a crew of two jumpmasters. It features a sealed body, total compartmentalization, radical stealth, and radical emission cloaking. Staterooms for the crew are provided. The nuclear-damper module has a crew of one damper operator; up to three maintenance personnel may also be housed. The main purpose of the module is the transport of passengers and cargo from ship to ship, ship to world surface, or the reverse.

The passenger module has a crew of one steward. It can carry 48 passengers and features a sealed body. Subassemblies: USL Hull. Three levels of security are provided: normal passenger seating with locking straps , three brigs, and eight cryotubes.

An office serves as a security area, while a small hold serves as an armory. Two automeds are present in the case of an emergency. The prison-transport module has a crew of security personnel as needed, plus a medic. It features a sealed body and total compartmentalization. This module, fitting a standard modular cutter, is designed to provide a young colony with a thorough, if basic, set of planetary electronic systems.

Towed into orbit and released, the module includes basic station-keeping thrusters, designed to allow the module to remain in orbit, and even maneuver slightly for an indefinite period of time. Additionally, the module carries spare anchor beacons, as well as spare GPS satellites. The accommodations are rather sparse, and crews are rotated often to maintain health and happiness. Occupancy: See above Stealth See p.

Most often, it is used as part of better equipped Class I starports or temporary ground bases. In either case, it services all local vehicles and equipment, and, if required, starships. Also, the module is often used as part of long-term modular space stations, providing vital repair facilities.

The portable field shop may be left attached to a cutter, providing a truly mobile repair facility. This usage is popular with militaries, governments, and megacorps. The portable field-shop module has a crew of three to six technicians. A large clamp two clamp modules fixes the load so that it will not shift in flight.

It is fitted with floodlights for night operations, though the military version also includes a 0. The recovery module has a crew of one loadmaster. At double occupancy, the module can support 10 inhabitants for an indefinite period of time provided food and other perishables are occasionally replenished.

Used with a cutter hull, it can provide long-duration sublight transport. The quarters module requires no crew. These modules typically host the same sort of entertainment as seen in a USO show on old Terra. This particular variant, the Type A, has a large recreation facility for people along with a four-person gymnasium and 1 dton of cargo, the latter two located on the lower level.

The module has also found use as a temporary disasterrelief center, giving refugees hot meals and a place to try to locate loved ones. It is not self-contained and must be connected to a working power supply. The recreation module requires no crew. Advanced See p. Payload: 7. Acceleration couches are provided for 12, and a large room serves as an observation deck and trophy room.

Large shutters open the observation room to the exterior, to allow hunting. Animal transport includes a 6-ton cargo hold and a swimming pool for sea creatures.

The pool can be drained if more dry storage is needed. The safari module requires no crew. It is intended to be left on a world with a small team to perform survey operations. The Scout survey base module supports only four people — but the Mobile Exploration Base from p.

T:FI33 carried within it can support six, for a total of 10 team members. The SSB provides station studying a gaseous anomaly in the Ushkhir system. We limited repair facilities, traffic control, finished the study, and I was to be transferred to another an office, and storage space for parts. I didn't even have to clean out the refrigerator.

If the base is sit— Karen Isoruku, IISS uated near a body of water, often a couple of fuel-skimmer modules will be placed nearby to act as a fuel farm. The ventral surface of the pod is taken up Occupancy: Cargo: 5 dtons by the massive electromagnetic clamps, while the rest of the pod is made up of 16 low berths and extra thruster units.

Equipment The search and rescue module has no crew. Cutters so fitted can use active sensors while not exposing the fleet to detection. This module has only recently become available to a select number of universities, who are altering it for scientific use. All other such modules are in use by the Imperial Navy. The sensor module has a crew of four sensor operators, one each for the active EM and passive EM suites, a probes operator, and an analyst.

It is primarily used with modular space stations to provide them with auxiliarycraft needs. It also has some use as a vehicle garage with ground bases. There are several variants on the basic design. A much rarer variant carries two Iramda ton fighters. The small-craft bay module has no crew. It provides all the necessary services such a vessel would need — transport of passengers, low berths, and cargo. A collapsible fuel tank that expands into the cargo bay and a fuel processor also allow this module to refuel unstreamlined ships, if necessary.

Capacity is 48 passengers, 32 low berths, and 10 dtons of cargo or fuel. The standard commercial module requires a steward if passengers are carried; otherwise, it has no crew.

It has a crew of three survey-team members. The module is internally powered, and a full airlock and life support is also included. The theater module has no crew.

The stateroom space is divided into two common dressing rooms, and the cargo space is used for storing props, instruments, etc. Internal power allows for the module to be left at a venue and retrieved at the end of a performance run. For use in hostile environment or when formal seating is required, the module can be coupled with the theater module see above. The traveling-stage module has no crew. The module can handle up to 2, The cargo hold is used to carry various tools and cables that would be of use in recovering a disabled ship, as well as external landing lights to clamp on carried loads.

The tugboat-cutter module has a crew of one loadmaster, who works from the cutter, not the module. Occupancy: See above Statistics Dim. Up to 48 soldiers, along with support vehicles, can be carried. The troop-transport module has no crew. The listed loaded weight does not include the weight of any vehicles or cargo carried in the spacedock. Occupancy: 48 RS M This module is a small spacedock capable of holding up to 12 dtons of vehicles. The particular variant illustrated on p.

This model has stackable pallets allowing maximum use of volume. Attached to a cutter, the module serves as a basic cargo hauler customized for vehicles.

Used by itself, it makes a good enclosed hangar bay to keep vehicles out of the weather. Small hangar bays, strategically located around a starport, help to relieve the traffic load around a large bay. The vehicle-transport module requires flight crews depending on its load.

Detailed below are various models equipped with typical weaponry loads. Each module is self-powered, provides gravity and accommodations, and has a hold for repair parts or munitions. Thus, the modules can also be used as orbital weapons platforms or station weapon pods. Note that the firing arc of these modules is usually limited, as the turret usually extends out from a side or the belly.

Models with belly guns cannot be deployed on ground bases. The weapon pod — laser module requires a crew of one gunner.

The two communications officers use the massive commo system and computer network to handle the various dispatches sent and received. The IQR is a dirtside module, and possesses no Utility component — its orbital counterpart is the IQR, which exchanges a dton of cargo for the necessary gravity systems. The Xboat-relay module requires a crew of two communications specialists. HP: 6, [Hull] 1, [Tur] Lwt. They are of limited use in modular shipping operations, though they could be pressed into such service.

Note that any modular station or base is likely to also make use of several of the modules listed above that are intended primarily for shipping. Although the module has its own life support for emergency situations, it has no accommodations.

The command module requires a crew of two communications specialists. It is highly customizable through the use of moveable partition and panels.

The communications module requires a crew of six commo specialists. The pod is filled with two power plants and the shops necessary to maintain them. The engineering module requires a crew of four engineers and four mechanics. They grew fresh veggies and fruits in most of them, but the station commander reserved a small section of one pod for flowers — I guess for some people fresh flowers are as important as tomatoes and fresh basil.

The food output is sufficient for only people in this case. The hydroponics module requires a crew of two to four gardeners. These modules are often custom-built to service a particular industry. The industrial module has widely varying crew needs. The sides of the pod are transparent, to admit direct sunlight for the plant life, but the panels are polarized to allow adjustment of the light level. M Statistics Dim. The offices are used as conference rooms and break rooms. The traffic-control module has a crew of up to 16 flightcontrol officers.

Others are designed with specific uses in mind; two examples follow. This makes it extremely useful to worlds with a maglev transport infrastructure, as the modules can be moved from the cutter directly to the rail, and then distributed across the planet. The maglev module can also be launched into space by massdriver rails, thus providing cheap surface-to-orbit transit as long as only durable goods are carried.

While the basic maglev module is used for cargo, other fittings are possible. On a magnetic rail, in vacuum, it can travel at 4 Gs empty or 1. The maglev module has no crew of its own. Each pod is luxuriously furnished, with MCr4 of interior fittings custom-built to the taste of each owner.

The noble-transport module has no crew of its own. Thus, the module can be used for a variety of other purposes. The Hiver cargo module has no crew of its own. In addition to the usual internal duties of an embassy, these modules are often left on worlds that are being approached for membership in the Federation, or on foreign worlds as a point of contact to the Federation government.

The Hiver embassy module features a sealed body. The Hiver model holds more passengers 72 people at the expense of cargo space. Note that Hiver passenger areas are highly configurable, as the various member races of the Federation require different seating arrangements. For a given flight, the actual number of individuals carried can range from 20 to sophonts. The Hiver passenger module requires a steward during most operations. The spacedock is designed to carry either an APC for the Marines or a collection of warbots.

This module is illegal in the Imperium. The Hiver war module requires one gunner and one ECM specialist. Seating for 12 Ithklur Marines and their gear, along with boarding equipment and capsule launchers, allows for small-unit invasions of M Statistics Dim.

Each module is an unstreamlined, DR hull with an appropriate power-plant component. Note that the K series can use any module not exceeding standard tons, as long as the module is self-contained that is, it either provides or does not require its own power and life support. This module counts as a drive module when checking drive-module limits.

Each frame is rated for the number of drive modules it can mount; this number does not take into account the size of the mounted drive modules. Note that jump performance will have to be calculated based on the size of the frame on which the jump module is installed.

Only one jump module can be used at a time. These modules do not count as drive modules. Note that ships may require more fuel in other modules. Since jump modules are very expensive, and often over- or underpowered, many owners of modular-frame ships forgo jump modules entirely and use their vessels as intrasystem craft. All jump modules have 6, hit points. Each module possesses clamps to attach another jump pod behind itself, thus forming a module train behind the Kodriik.

Each module is also capable of operating independently, as an in-system spacecraft. This pod is often used for colony seeding or evacuating. No facilities are present for awakening the passengers — they must be transferred off the ship first. The first is the basic module, which is capable of transporting in double occupancy passengers in relative comfort. The second version is a luxury model, which can carry 90 passengers 30 in double-sized suites, 60 in normal rooms in very nice accommodations.

In both cases, 20 staterooms are reserved for the command and service crew. The module provides a great deal of entertainment for its passengers, and many passenger modules operate as inter-system liners without ever hitching to a jump ship. Suit Locker 3. Engineering Symbol key on p. Team 1 Seating 5. Assault Entry Locks 6. Battledress Morgue 7. Team 2 Seating 8. Life Support 9.

Sickbay Flight-Control Room 6. Computer 7. Sickbay 8. Break Area 9. Cargo Bay Storage Closet Office Seating 5. Life Support 6. Sickbay 6. Security Station 7. Break Room Bunkroom Engineering 4. EW Center M 5. Bunkroom 6. Computer Room 7. Life Support 8. Area Jammers Engineering and Life Support 4.

Staterooms Galley Laboratory Control Center Cargo Hold Workshop 1 2 3 74 One hex equals one yard. Pump Access 2. Control Room Symbol key on p. Skimming and Pumping Equipment Symbol key on p. Suit Locker Cargo Bay 5. Vehicle Bay Symbol key on p.

Bunkroom 5. Freshers Bunkrooms 9. Bunkrooms 7. It typically comes in a 50 ton smallcraft variation, but other variations are possible. Description Specifications [ edit ] It has 30 tons committed to special detachable modules ; it has 2. Image Repository [ edit ] A stock Modular Cutter image by a famous starcraft artist. A Modular Cutter coming in for a docking to a mothership.

A Broadsword-class exiting an atmosphere with a modular cutter. A Broadsword-class deploying a Modular Cutter with a standard cargo module. Category Remarks 1. Streamlined Cylinder Hull with Modular Ship technology.

Crew x2 crew. Hardpoints x1 hardpoints. Armament The normal weapons fit-out for it is: A single beam laser is normally equipped.

Defenses A small Electronics Defensive Suite is normally equipped. Craft None. Fuel Treatment None. Cost MCr Construction Time 6 months to build, 3 months in quantity. The cargo bay is especially built to accommodate Modular Cutter Modules , a specialized kind of cargo container.

It can deposit an ATV on a world surface, as well as pick it up again later. The module can serve as an ATV storage location, if desired. It typically costs MCr1.

The Fuel Module , with 30 tons of fuel tankage, serves as a fuel skimming vehicle and can be used to ferry fuel from point to point. It costs MCr1. The Open Module is a customizable frame with 30 tons of excess space which can be allocated to passenger couches, fuel, cargo, cabins or staterooms. It typically costs MCr2. This page does not exist. You can edit this page to create it.

Category: Language:. No Files Found. Linked Items. No Articles Found. Game Weight: 0. Tags separate by space :. User Information. Add a copy to your collection Record information Record a play. Average Rating: 6. Browse 2 Images » wrong image? Andy Akins Loren K. Andrew Hackard Gene Seabolt. Publisher: Steve Jackson Games. Year: Product Code: View Corrections Link Image. Soft Cover. ISBN No items found.



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