TEXT: Golden Age Starships 7
  LSP Modular Starship
  AVENGER ENTERPRISES
  Approved For Use With
  
  Golden Age Starships 7
  LSP Modular Starship
  AVENGER ENTERPRISES
  
  GOLDEN AGE STARSHIPS 7: LSP MODULAR STARSHIP
  FOR T20 AND CLASSIC TRAVELLER
  BASED ON THE AWARD-WINNING TRAVELLER GAME SYSTEM AND UNIVERSE BY MARC MILLER
  Avenger Enterprises is the private venture of Martin J Dougherty, Traveller line editor at QuikLink Interactive. Avenger
  adventures and supplements are compatible with Traveller for the d20 system (T20) and Classic Traveller, and are pub-
  lished under license through QuikLink Interactive.
  Golden Age Starships 7: LSP Modular Starship is set in the Official Traveller Universe. As such it is compatible with either
  the official Hard Times – Collapse – Recovery – New Era timeline or an alternate wherein the assassination of Emperor
  Strephon does not occur.
  Avenger Enterprises can be contacted by email at: mjd.qli@virgin.net
  CREDITS
  AUTHORS
  Ron Vutpakdi and Michael Taylor
  SHIP DESIGN
  Ron Vutpakdi
  MODULE DESIGNS
  Ron Vutpakdi and Michael Taylor
  DECKPLANS
  Ron Vutpakdi
  ARTWORK
  Bryan Gibson
  INVALUABLE ASSISTANCE
  Hunter Gordon
  LAYOUT
  Michael Taylor
  LINE EDITOR
  Martin J. Dougherty
  Copyright ©2005 Avenger Enterprises. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
  ‘d20 System’ and the d20 System logo are Trademarks owned by Wizards of the Coast and are used with permission.
  2 3 4 5 6 7 8 9 10
  
  TABLE OF CONTENTS
  4
  Introduction
  4
  Standards and Assumptions
  6
  The Deneb Class Modular Starship
  6
  Specifications and software package
  7-10
  Deneb class Deckplans
  11
  Classic Traveller Statistics
  11
  Ship’s Locker
  12
  Field Hospital Module
  13
  Long Range Passenger Module
  15
  Low Berth Module
  16
  Vehicle Module
  18
  Utility Module
  19
  Fighter Module
  20
  Fire Support Module
  22
  SCC Module
  24
  Cargo Module
  25
  Fuel Module
  26
  Open Module
  28
  Typical Configurations
  29
  Adventure Seed: Disaster Relief Vessel Celestine
  30
  Adventure Seed: Exploration Vessel Archimedes
  31
  Adventure Seed: Mini-Carrier Argentan
  
  INTRODUCTION
  Starships are the lifeblood of the Traveller Universe. Most campaigns will revolve around at least one starship – the charac-
  ter’s. If characters do not possess one, they will likely travel on starships many times in the course of a campaign. Starships
  run by characters take on a life of their own as they are husbanded between star systems, illegal operations, and overdue
  overhauls. Properly detailed small starships add color to any campaign, even if they are used as encounters rather than PC
  starships. Hence this line of booklets from Avenger Enterprises.
  This booklet outlines Ling Standard Product’s 300 ton modular starship, The ship designed to be a multi-purpose workhorse
  capable of easy customisation through the changeout of standard 30 ton Cutter Modules. The ship is seem throughout the
  Imperium, and with its 6 module capacity is used in roles as diverse as military support, cargo hauling, exploration and
  research.
  STANDARDS AND ASSUMPTIONS
   In order to use this supplement you will need one of the Traveller rules sets. Statistics are included for T20 and for Classic
  Traveller (CT), though other rules sets can be used with a minimum of work. This supplement is designed to be used in the
  Official Traveller Universe (OTU) although the design could be used in any setting that uses Traveller’s starship design rules.
  Dates: All dates correspond to the standard Imperial calendar from the OTU. This supplement is officially dated 320-1110
  (the 320th day of the 1110th year since the founding of the Third Imperium).
  Place: The starship detailed in this supplement can be used anywhere in charted space, although the adventure seeds and
  background details are based in the Spinward Marches Sector.
  Theme: This supplement provides detailed information on a particular starship used in Charted Space, along with back-
  ground details, history, operational use and adventure seeds for using the starship. Deckplans are also provided.
  Page 4
  Viewport
  Floor Iris Valve
  Ceiling Iris Valve
  Floor and Ceiling Iris Valves
  Iris Valve
  Maintenance Hatch
  Wall (Partition)
  Bulkhead
  Sliding Door
  Fuel
  Avionics/Computer/Sensors/Comm
  Life Support
  Controls/Displays
  Food Dispensers/Storage/Prep
  Lift
  Drives/Power Plant
  Symbol Guide
  Manual Hatch
  Floor Manual Hatch
  Ceiling Manual Hatch
  Floor and Ceiling Manual Hatches
  
  Page 5
  The Deneb class modular starship Celestine leaves orbit somewhere in the Mora Subsector during the 5th Frontier War, on
  another support mission for the Mora Planetary Navy.
  
  Page 6
  LSP’S MODULAR STARSHIP
  Imperial Megacorp Ling Standard Products (LSP) decided that the success of its 50 ton Modular Cutter warranted a starship
  that utilized the tens of thousands of 30 ton Cutter Modules that had been built since 988. The idea was to create a starship
  that could be easily configured for any use by its owners, simply by swapping out modules. For instance, a modular starship
  with 5 30 ton cargo modules could easily be converted to passenger use by swapping in 1-5 passenger modules. Other
  organizations like the Scout Service or Navies could procure a multi-role starship which could act as a Tanker with 6 fuel
  modules, then be configured as an ATV carrier using the Vehicle modules, and then a mobile hospital by incorporating Field
  Hospital modules.
  In 992 LSP’s Deneb Design Directorate produced its first design, a 300 ton modular starship with Jump-2 capability and 2-
  G acceleration, and space for 6 standard cutter modules. The design was refined and a prototype built and flown in 1003.
  Called the Deneb class after the Directorate’s location, the design was offered for sale throughout the Imperium, gathering
  orders in particular from research organizations, the Scout Service and local planetary navies, who saw its utility. Denebs
  are now seen throughout the Imperium plying trade routes as multi-role freighter/passenger ships, acting as light auxiliaries
  in Planetary and Colonial navies, and undertaking different missions for the Scout Service and research organizations.
  SPECIFICATIONS
  LSP’s 300 ton ship is built in a fully streamlined close configuration, enabling the ship to land on the surface of a planet and
  drop off or pick up Cutter Modules. The Denebs have a small crew compartment in a pod at the front of the ship, housing the
  staterooms, computer and bridge. Behind this pod is a framework to hold 6 cutter modules. A 1.5m high accessway runs
  from the front pod over the Cutter Modules to the drive section of the ship at the rear, which holds the powerplant, some fuel,
  maneuver drive and jump drive. The two centerline cutter modules also attach to the underside of the accessway. Cutter
  Modules are slotted in place, allowing egress from one module to another all the way to the rear drive section.
  The integral fuel tanks only hold enough fuel for a single parsec jump.  In practice, Deneb class ships typically carry at least
  one Fuel module to provide Jump-2 capability.
  With no Modules installed the ship becomes partially streamlined and is only capable of 1–G acceleration due to the lack of
  structural integrity. In order to qualify for full streamlining and 2-G acceleration the ship must have as a minimum, the two
  modules attached along the centerline.
  A single triple turret is provided along with two 0.5 ton missile magazines. The turret is empty to allow customisation of
  armament.
  Only the forward port and forward starboard module locations have the necessary sensor and communication connections
  and the bracing to support modules mounting a turret.  Modules with turrets may be placed in other locations in the module
  framework, but operating the turrets in those locations is not possible.
  (Note:  This explanation is included so Traveller Canon of 1 turret per 100 tons is not contradicted.)
  SOFTWARE PACKAGE
  The ship’s Model/2 computer has a 35/12 capacity and comes standard with the following software.
  Jump-1 (23PP)
  Weapons Systems (1PP)
  Jump-2 (30PP)
  Library Data (1PP)
  Generate (1PP)
  Auto-Evade (1PP)
  Anti-Hijack (1PP)
  Gunner Interact (1PP)
  In Classic Traveller terms, the software package includes the following:
  Maneuver (1 CPU space)
  Gunner Interact (1 CPU space)
  Jump-1 (1 CPU space)
  Auto-Evade (1 CPU space)
  Jump-2 (2 CPU spaces)
  Library (1 CPU space)
  Generate (2 CPU spaces)
  Launch (1 CPU space)
  Navigation (1 CPU space)
  Target (1 CPU space)
  Anti-Hijack (1 CPU space)
  
  Page 7
  CREW
  The ship can be run with a crew of 5 (pilot, astrogator, 2 engineers and medic), but depending on the ship’s current configu-
  ration and purpose, additional crew are carried in the modules that are carried.
  DENEB CLASS MODULAR STARSHIP
  Class: Starship, Type M
  EP Output: 8 (2 excess)
  Tech Level: 12
  Agility: 0
  Size: Medium (300 tons)
  Initiative: +0 (+0 agility)
  Streamlining: Streamlined
  AC: 10
  Jump Range: 1 x Jump-2
  Repulsors: None
  Acceleration: 2-G
  Nuclear Dampers: None
  Fuel: 38 tons
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 5
  AR: 0
  Staterooms: 3
  SI: 130
  Small Cabins: 0
  Main Computer: Model/2
  Bunks: 0
  Sensor Range: Short (Model/2)
  Couches: 0
  Comm. Range: Short(Model/2)
  Low Berths: 0
  Cargo Space: 4 tons
  Cost: MCr90.665 (new)
  Atmospheric Speeds:
  NoE = 875kph
  Cruising = 2625kph
  Maximum = 3500kph
  Other Equipment: 30 ton Modules (6), Missile Magazine,
  Fuel Scoops, Fuel Processor
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL12 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  300 ton close structure hull
  +300
  MCr18
  -
  -
  Upgrade streamlining
  MCr1.5
  -
  -
  Bridge Controls
  -20
  MCr1.5
  -
  -
  Model/2 Computer
  -0.2
  MCr6.8
  -
  Model/2
  Flight Avionics
  -0.8
  (MCr3.6)
  -
  Model/2
  Short Range Sensors
  -0.6
  (MCr2.4)
  -
  Model/2
  Short Range Communications
  -0.4
  (MCr0.8)
  -
  Model/2
  Jump Drive 2
  -9
  MCr36
  -6 EP -
  Maneuver Drive 2
  -15
  MCr10.5
  -6 EP -
  TL12 Power Plant
  -12
  MCr36
  +8 EP -
  Fuel
  -38
  -
  -
  -
  Fuel Scoops
  MCr0.3
  -
  -
  Fuel Processor
  -6
  MCr0.032
  -
  -
  3 Staterooms
  -12
  MCr1.5
  -
  -
  1 Hardpoint
  -
  MCr0.1
  -
  -
  1 Triple Turret
  -1
  MCr1
  -
  -
  Missile Magazine
  -1
  MCr0.1
  -
  -
  30 ton Module (x6)
  -180
  -
  -
  -
  Cargo
  -4
  -
  -
  -
  Totals
  +0
  MCr113.332 (MCr90.665 with 20% standard design discount)
  Triple Turret: empty.
  
  Page 8
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  1
  2
  3
  2
  ACCESSWAY
  Deneb Class Key
  1   Fire Control
  2   Missile Magazine
  3   Accessway
  4   Engineering
  5   Crew Staterooms
  6   Crew Lounge
  7   Crew Galley
  8   Bridge
  9   Fuel
  10 Fuel Processor
  11 Sensors
  12 Cargo Bay
  
  Page 9
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  4
  6
  7
  8
  5
  UPPER DECK
  Deneb Class Key
  1 Fire Control
  2 Missile Magazine
  3 Accessway
  4 Engineering
  5 Crew Staterooms
  6 Crew Lounge
  7 Crew Galley
  8 Bridge
  9 Fuel
  10 Fuel Processor
  11 Sensors
  12 Cargo Bay
  
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  9
  10
  12
  11
  11
  Page 10
  LOWER DECK
  Deneb Class Key
  1 Fire Control
  2 Missile Magazine
  3 Accessway
  4 Engineering
  5 Crew Staterooms
  6 Crew Lounge
  7 Crew Galley
  8 Bridge
  9 Fuel
  10 Fuel Processor
  11 Sensors
  12 Cargo Bay
  
  Page 11
  CLASSIC TRAVELLER STATISTICS
  Because High Guard does not allow fully streamlined close configuration, the configuration has been rated as a cone to
  allow full streamlining.
  Deneb M-3222221-000000-00000-0 MCr117.545 300 tons
  Crew=5  TL=12
  Fuel=36  Cargo=1  EP=6  Hardpoints=1 Triple Turret=1  Agility=2 Cutter Modules=6 Fuel Scoops, Fuel Processor
  SHIP’S LOCKER
  A basic ship’s locker is located in the small cargo hold of the Denebs. A typical mix of items in the locker is listed below.
  5 sets of Cold Weather Clothing
  5 Combination Masks
  5 Vac suits
  5 Short Range Communicators
  1 Long Range Communicator
  3 Binoculars
  1 Radiation Counter
  1 Metal Detector
  2 sets of LI Goggles
  1 Electronic Tool Set
  1 Mechanical Tool Set
  1 TL11 Field Medical Kit
  2 Pressure Tents
  1 Hand Computers
  1 Inertial Locator
  2 Bulkhead Patches
  Weapons and Armor
  5 sets of Cloth Armor
  2 Blades
  2 Snub Pistols with 500 rounds of ammunition
  
  Page 12
  NEW 30 TON CUTTER MODULES
  FIELD HOSPITAL MODULE
  The Field Hospital Module is utilized by navies and marine forces as a mobile field hospital for use in battlezones. Easily
  transportable by Cutter to where it is needed most, the Field Hospital Module is also used by planetary governments to
  provide remote medical treatment capacity in time of disaster.
  FIELD HOSPITAL MODULE
  Class: Cutter Module
  EP Output: 1
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 1 ton
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 0
  SI: 80
  Small Cabins: 3
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 6
  Comm. Range: NA
  Low Berths: 3 Emergency
  Cargo Space: 5.5
  Cost: MCr13.68 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: 4 Autodocs, Sickbay.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  Sickbay
  -8
  MCr5
  -
  -
  4 Autodocs
  -2
  MCr4
  -
  -
  3 Small Craft Staterooms
  -6
  MCr0.75
  -
  -
  3 Emergency Low Berths
  -3
  MCr0.3
  -
  -
  6 Small Craft Couches
  -3
  MCr0.15
  -
  -
  TL-9 Fusion Powerplant
  -1.5
  MCr4.5
  +1EP -
  Fuel
  1
  -
  -
  -
  Cargo
  -5.5
  -
  -
  -
  Totals
  +0
  MCr 17.1 (MCr 13.68 with 20% standard design discount)
  Field Hospital Module MFH-0300101-000000-00000-0  MCr13.68  30 Tons
  Crew=4  TL=9
  Cargo=5.5 Sick Bay=1 Couches=3 Emergency Low Berths=3 Small Craft Staterooms=3 Fuel=1 EP=1
  
  LONG RANGE PASSENGER MODULE
  This module was built to provide longer term accommodation for longer Cutter flights and interstellar flights carried on
  modular starships like the Deneb class. A 30 ton Long Range Passenger module carries 7 passengers in relative comfort, or
  14 in double occupancy. 2 tons of cargo space is allowed for. The module has a small common area to allow passengers to
  socialize.
  LONG RANGE PASSENGER MODULE
  Class: Cutter Module
  EP Output: 0
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 0
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 7
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 0
  Comm. Range: NA
  Low Berths: 0
  Cargo Space: 2
  Cost: MCr5.2 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment:
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  7 Staterooms
  -28
  MCr3.5
  -
  -
  Cargo
  -2
  -
  -
  -
  Totals
  +0
  MCr 6.5 (MCr 5.2 with 20% standard design discount)
  Long Range Passenger Module MLRP-0300000-000000-00000-0  MCr5.2  30 Tons
  Crew=0  TL=9
  Cargo=2 Staterooms=7
  Page 13
  
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  4
  5
  6
  7
  FIELD HOSPITAL MODULE
  Field Hospital Module
  Key
  1 Power Plant
  2 Fuel
  3 Medical Personnel
     Accomodation
  4 Cargo
  5 Cargo / Medical Airlock
  6 Autodocs
  7 Sickbay
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  5
  4
  LONG RANGE PASSENGER MODULE
  Long Range
  Passenger Module Key
  1 Staterooms
  2 Lounge
  3 Galley
  4 Cargo
  5 Staterooms
  Page 14
  
  LOW BERTH MODULE
  This module is primarily designed for the military, and allows for the carriage of 58 troops in low berths. An Autodoc is
  included in the module to assist with waking from cold sleep if necessary.  Space is rather cramped, and the low berths are
  set up so that one low berth is stacked on top of another.
  LOW BERTH MODULE
  Class: Cutter Module
  EP Output: 0
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 0
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 0
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 0
  Comm. Range: NA
  Low Berths: 58
  Cargo Space: 0.5
  Cost: MCr5.52 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: 1 Autodoc.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  58 Low Berths
  -29
  MCr2.9
  -
  -
  1 Autodoc
  -0.5
  MCr1
  -
  -
  Cargo
  -0.5
  -
  -
  -
  Totals
  +0
  MCr 6.9 (MCr 5.52 with 20% standard design discount)
  Low Berth Module MLB-0300000-000000-00000-0  MCr5.52  30 Tons
  Crew=0  TL=9
  Cargo=0.5 Low=58
  Page 15
  
  VEHICLE MODULE
  The Vehicle module can carry up to two wheeled or tracked AFVs and includes a vehicle shop to allow quick repairs of grav,
  wheeled and tracked vehicles. The 18 ton vehicle bay allows transport of other types of vehicles as well. For example, the
  module could carry 3 air/rafts, or 2 G-Carriers, or 1 ATV and an air/raft, or 2 ATVs with some cargo capacity left over. This
  module is used by civilian as well as military organizations for a wide range of roles: pure vehicle transport, vehicle repair
  and carriage of AFVs into a battlezone.
  The Vehicle Module is essentially a large open bay.  The floor of the bay contains a ramp which may be used to disembark
  vehicles.  The side bay door also open to provide another means of egress.  Most of the larger shop tools and vehicle lift
  equipment are suspended from the ceiling with additional tools stored in the upper walkways.
  VEHICLE MODULE
  Class: Cutter Module
  EP Output: 0
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 0
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 0
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 4
  Comm. Range: NA
  Low Berths: 0
  Cargo Space: 0
  Cost: MCr4.11 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: Vehicle shop, 18 ton Vehicle bay.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  4 Small Craft Couches
  -2
  MCr0.1
  -
  -
  Vehicle Shop
  -10
  MCr2
  -
  -
  Vehicle Bay
  -18
  MCr0.038
  -
  -
  Totals
  +0
  MCr 5.138 (MCr 4.11 with 20% standard design discount)
  Vehicle Module MV-0300000-000000-00000-0  MCr4.11  30 Tons
  Crew=0  TL=9
  Vehicle Bay=18 Vehicle Shop=10 Couches=4
  Page 16
  
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  4
  5
  VEHICLE MODULE
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  5
  4
  LOW BERTH MODULE
  Vehicle Module Key
  1 Vehicle Hanger
  2 Aft Upper Walkway with
     Ladder
  3 Vehicle Shop Upper
     Space (Open to floor
     below)
  4 Forward Walkway and
     Tool Storage with Ladder
  5 Vehicle Bay with Center
     Ramp
  6 Work Area with Storage
  Low Berth Module Key
  1 Low berths
  2 Autodoc
  3 Storage
  4 Low berths
  5 Storage
  Page 17
  
  Page 18
  Triple Turret: 1 missile
  rack, +1 attack bonus
  (+1 USP); Damage 1d6
  UTILITY MODULE
  TL9, MCr12.92, 30 tons.  The Utility Module is designed to be a multifunction module that provides considerable flexibility for
  a modular cutter or ship.  The four staterooms can be used for either crew or passengers.  A 5 ton space is provided on the
  lower deck which can serve as either a vehicle hanger for an air/raft (or some other light vehicle) or a cargo space.
  A triple turret is ventrally mounted, and a small power plant is included to power up to two lasers in the turret.  The turret
  however, relies on the carrying cutter’s or ship’s computer and sensors.
  UTILITY MODULE
  Class: Cutter Module
  EP Output: 2
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 2 tons
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 4
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 0
  Comm. Range: NA
  Low Berths: 4
  Cargo Space: (5)
  Cost: MCr12.92 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: 5 dton air/raft hanger, missile magazine
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  TL-9 Power Plant
  -3
  MCr9
  +2 EP -
  Fuel
  -2
  -
  -
  -
  4 Staterooms
  -16
  MCr2
  -
  -
  4 Low Berths
  -2
  MCr0.2
  -
  -
  Hard Point
  -
  MCr0.1
  -
  -
  Triple Turret
  -1
  MCr1
  -
  -
  Missile Rack
  -
  MCr0.75
  -
  -
  Missile Magazine
  -1
  MCr0.1
  -
  -
  Air raft Hanger
  -5
  -
  -
  -
  Totals
  +0
  MCr 16.15 (MCr 12.92 with 20% standard design discount)
  Utility Module MU-0300200-000000-00001-0  MCr12.92  30 Tons
          1
  Crew=0  TL=9
  Cargo=6 Staterooms=4 Low=4 Fuel=2 EP=2
  
  Page 19
  FIGHTER MODULE
  TL9, MCr3.384, 30 tons.  The Fighter Module is designed to carry a single 15 ton fighter along with its crew, fuel, and stores.
  Four tons of spare fuel are carried for the fighter and 2 missile magazines provide missile reloads.  The crew quarters are
  cramped, and there is little room within the hanger to perform fighter maintenance.
  A cramped hanger for a 15 ton fighter occupies the lower deck.  The entire hanger floor opens up as the hanger bay doors
  to launch the fighter.  A fighter is not included in the purchase price.
  Deneb class ships have been known to carry up to 5 Fighter Modules to serve as light escort carriers for small merchant
  convoys.  A number of pirates have been surprised by the sudden appearance of fighters from what appeared to be yet
  another small merchant.  However, serving on a Deneb class ship being used as a light escort carrier is not a popular duty
  given the cramped quarters.
  FIGHTER MODULE
  Class: Cutter Module
  EP Output: 0
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 4 tons
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 2
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 0
  Comm. Range: NA
  Low Berths: 0
  Cargo Space: 0
  Cost: MCr3.384 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: 15 ton fighter bay, 2 missile magazines
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  Fuel
  -4
  -
  -
  -
  2 Staterooms
  -8
  MCr1
  -
  -
  2 Missile Magazines
  -2
  MCr0.2
  -
  -
  15 ton Fighter Hanger
  -15
  MCr0.03
  -
  -
  Cargo
  -1
  -
  -
  -
  Totals
  +0
  MCr 4.23 (MCr 3.384 with 20% standard design discount)
  Fighter Module MF-0300000-000000-00000-0  MCr3.384  30 Tons
  Crew=2  TL=9
  Cargo=3 Staterooms=2 15 ton Fighter=1 Fuel=4
  
  Page 20
  FIRE SUPPORT MODULE
  TL12, MCr14.744, 30 tons.  The Fire Support Module is designed to allow a Deneb class ship or a modular cutter to act as
  a fire support platform in low threat environments.  A triple turret with one missile rack is standard.  Depending on the type of
  fire support needed, the other two weapons are usually pulse lasers or additional missile racks.
  The lower half of the module consists of 15 missile magazines which feed each other (and eventually the turret).  In theory,
  the bulkheads between magazines will hold long enough for the blowout panels to vent any explosion into space in the event
  of an internal detonation of missiles.  In practice, the bulkheads only hold long enough part of the time to prevent cascading
  detonations. Missiles are loaded through loading hatches mounted on the ventral surface of the module.
  A power plant powers the module (and up to two lasers), and the fire support module also comes equipped with a Model/2
  computer and short range sensors and communications.  A stateroom for the gunner is provided along with 2 tons of cargo
  for supplies (often, some additional missiles are stored in the cargo space). The fire support module is lightly armored.
  The Fire Support Module is also designed to act as a fire support base when on the ground by itself.  Unlike most armed
  cutter modules, the Fire Support Module mounts its turret on one side (rather than ventrally) to provide a better arc and angle
  of fire when used as a ground based fire support base.  Typically, modules are designed with the turret on the forward
  starboard side, but a mirrored version with the turret on the forward port side is also available.
  FIRE SUPPORT MODULE
  Class: Cutter Module
  EP Output: 2
  Tech Level: 12
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 13 (+1 size, +2 armor)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 2 tons
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 2
  Staterooms: 1
  SI: 80
  Small Cabins: 0
  Main Computer: Model/2
  Bunks: 0
  Sensor Range: Short
  Couches: 0
  Comm. Range: Short
  Low Berths: 0
  Cargo Space: 2 tons
  Cost: MCr14.744 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: 15 missile magazines
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL12 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  TL-12 AR-2 Hull Armor
  -1.8
  MCr0.18
  -
  -
  TL-12 Power Plant
  -3
  MCr9
  +2 EP -
  Fuel
  -2
  -
  -
  -
  Model/2 Computer
  0.2
  MCr2.4
  -
  -
  Short Range Sensors
  0.6
  Short Range Communications
  0.4
  1 Stateroom
  -4
  MCr0.5
  -
  -
  Hard Point
  -
  MCr0.1
  -
  -
  Triple Turret
  -1
  MCr1
  -
  -
  Missile Rack
  -
  MCr0.75
  -
  -
  15 Missile Magazines
  -15
  MCr1.5
  -
  -
  Cargo
  -2
  -
  -
  -
  Totals
  +0
  MCr 18.43 (MCr 14.744 with 20% standard design discount)
  Fire Support Module MFS-0300221-200000-00001-0  MCr14.744  30 Tons
            1
  Crew=1  TL=12
  Cargo=17 Stateroom=1 Fuel=2 EP=2
  Triple Turret: 1 missile
  rack, +1 attack bonus
  (+1 USP), Damage: 1d6.
  
  Page 21
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  7
  8
  1
  2
  3
  4
  5
  6
  9
  UTILITY MODULE
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  4
  5
  6
  FIGHTER MODULE
  Utility Module Key
  1 Staterooms
  2 Lounge
  3 Galley
  4 Power Plant
  5 Fuel
  6 Vehicle Hanger / Cargo
  7 Low Berths
  8 Missile Magazine
  9 Fire Control
  Fighter Module Key
  1 Staterooms
  2 Fuel
  3 Cargo
  4 Missile Magazine
  5 Missile Magazine
  6 Fighter Bay
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  4
  5
  6
  7
  FIRE SUPPORT MODULE
  Fire Support Module
  Key
  1 Fuel
  2 Power Plant
  3 Stateroom
  4 Cargo
  5 Fire Control
  6 Communications,
     Computer, Sensors
  7 Missile Magazines
  
  Page 22
  SENSCOMMCON (SCC) MODULE
  TL12, MCr53.48, 30 tons.  Mounting powerful sensors, communications equipment and computer, the SensCommCon
  (Sensors, Communications, and Control or SCC) Module is expensive but provides considerable flexibility for small navies
  and the Scout Service that use the Deneb class.  The module allows a Deneb class ship or a modular cutter to act as survey
  platform, an electronics-warfare platform, or a light command and control platform depending on what software packages
  are loaded.   A power plant is provided for the extremely powerful Model/6 computer.
  If more than one Deneb class is acting as a light escort carrier in a convoy, one of the Deneb class ships usually carries an
  SCC Module in order to act as an early warning platform and control the fighters.
  Two staterooms and a relatively cramped control area are provided on the upper deck.
  Note:  3 staterooms and 1 small cabin equivalent are part of the design cost, but only 2 staterooms are actually provided with
  1 stateroom and the small cabin (somewhat smaller than normal) being used for the control area.
  SENSCOMMCON (SCC) MODULE
  Class: Cutter Module
  EP Output: 5
  Tech Level: 12
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 5 tons
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 2
  SI: 80
  Small Cabins: 0
  Main Computer: Model/6
  Bunks: 0
  Sensor Range: Extreme
  Couches: 0
  Comm. Range: Extreme
  Low Berths: 0
  Cargo Space: 0 tons
  Cost: MCr53.48 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment:
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL12 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  TL-12 Power Plant
  -7.5
  MC22.5
  +5 EP -
  Fuel
  -5
  -
  -
  -
  Model/6 Computer
  0.6
  MCr39.6
  -5 EP -
  Extreme Range Sensors
  1.8
  Extreme Range Communications
  1.2
  3 Staterooms
  -12
  MCr1.5
  -
  -
  1 Small Cabin
  -1.9
  MCr0.25
  -
  -
  Totals
  +0
  MCr 66.85 (MCr 53.48 with 20% standard design discount)
  SCC Module MSCC-0300561-000000-00000-0  MCr53.48  30 Tons
  Crew=3  TL=12
  Cargo=0 Staterooms=3 Small Cabin=1 Fuel=-5 EP=5
  
  Page 23
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  3
  2
  4
  5
  6
  7
  SCC MODULE
  SCC Module Key
  1 Staterooms
  2 Computer
  3 Command Deck
  4 Sensors
  5 Power Plant
  6 Fuel
  7 Communications
  
  Page 24
  CARGO MODULE
  TL9, MCr2.4, 30 tons.  Cargo Modules are available in either a double-height single deck, or two deck configuration. A Cutter
  with a cargo module can be used as a Lighter for cargo transport from space to a planet’s surface, either for a starport
  authority or as a small craft for a starship.
  CARGO MODULE
  Class: Cutter Module
  EP Output: 0
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 0 tons
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 0
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 0
  Comm. Range: NA
  Low Berths: 0
  Cargo Space: 30
  Cost: MCr2.4 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: None
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3 -
  -
  Cargo
  -30
  -
  -
  -
  Totals
  +0
  MCr 3 (MCr 2.4 with 20% standard design discount)
  Cargo Module MC-0300000-000000-00000-0  MCr2.4  30 Tons
  Cargo=30
  Crew=0  TL=9
  
  Page 25
  FUEL MODULE
  TL9, MCr2.424, 30 tons.  A Fuel Module is designed to store and transport fuel, and includes fuel scoops to allow fuel to be
  skimmed from gas giants or oceans. The Fuel Module is useful for unstreamlined starships that cannot skim fuel from
  oceans or gas giants, and which have a cutter or cutters as small craft.
  FUEL MODULE
  Class: Cutter Module
  EP Output: 0
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 30 tons
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 0
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 0
  Comm. Range: NA
  Low Berths: 0
  Cargo Space: 0
  Cost: MCr2.424 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: None
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3
  -
  -
  Fuel
  -30
  -
  -
  -
  Fuel Scoop
  -
  MCr0.03
  -
  -
  Totals
  +0
  MCr 3.03 (MCr 2.424 with 20% standard design discount)
  Fuel Module MF-0300000-000000-00000-0  MCr2.64  30 Tons
  Fuel=30  Fuel Scoops
  Crew=0  TL=9
  
  Page 26
  OPEN MODULE
  TL9, MCr2.4, 30 tons.  An Open Module is essentially an empty cylinder that can be customized for any use. The Open
  Module is available with two decks or a completely open configuration.  Corporations will often purchase open modules and
  have them finished to meet their specific needs when no standard module meets their needs.  For example, an insurance
  corporation might purchase several open modules and then have the modules outfitted as mobile disaster claim offices by
  adding a small power plant, office space with office computers, a waiting area for insurance claimants, and a few cabins for
  the disaster response personnel.
  Note:  This module is included so that Referees and players can design their own custom modules and then draw deckplans
  for those modules on the open (and empty) module deckplans.
  OPEN MODULE
  Class: Cutter Module
  EP Output: 0
  Tech Level: 9
  Agility: +0
  Size: Small (30 tons)
  Initiative: +0
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: NA
  Nuclear Dampers: None
  Fuel: 0 tons
  Meson Screens: None
  Duration: NA
  Black Globes: None
  Crew: NA
  AR: 0
  Staterooms: 0
  SI: 80
  Small Cabins: 0
  Main Computer: None
  Bunks: 0
  Sensor Range: NA
  Couches: 0
  Comm. Range: NA
  Low Berths: 0
  Cargo Space: 30
  Cost: MCr2.4 (new)
  Atmospheric Speeds:
  NoE = NA
  Cruising = NA
  Maximum = NA
  Other Equipment: None
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TL9 DESIGN SPECIFICATIONS
  Size
  Cost
  EP
  Notes
  30-ton streamlined cylinder hull
  +30
  MCr3 -
  -
  Cargo
  -30
  -
  -
  -
  Totals
  +0
  MCr 3 (MCr 2.4 with 20% standard design discount)
  Open Module MO-0300000-000000-00000-0  MCr2.4  30 Tons
  Cargo=30
  Crew=0  TL=9
  More cutter modules can be found in Golden Age Starships 5: Cutters and Shuttles.
  
  Page 27
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  CARGO MODULE
  FUEL MODULE
  OPEN MODULE
  
  Page 28
  TYPICAL CONFIGURATIONS
  Because of the many different kinds of Cutter modules available, the Denebs carry all types of cutter module configurations,
  on vastly diverse missions. A typical mix of Cutter module configurations are listed below.
  CARGO
  5-6 Cargo Modules: Allows 150-180 tons of cargo to be carried, depending on whether a fuel module is fitted. Used by
  merchant operations and to carry supplies for the Imperial Scout Service (ISS) and Navies.
  PASSENGER
  5 Long Range Passenger Modules, 1 Fuel Module: Allows the carriage of 35 passengers in 35 staterooms, and a total of 10
  tons of cargo. Used by merchant operations for passenger carriage. Also used by other organizations to move VIPs and
  military personnel.
  PASSENGER-CARGO
  Any combination of Cargo and Long Range Passenger Modules (and usually a Fuel Module).
  LOW BERTH
  5 Low Berth Modules, 1 Fuel Module: Allows the carriage of 290 passengers in Low Berths. Primarily used by the military to
  transport troops. There is no room for their equipment in the module, so a force of marines or army personnel could be
  carried in a Deneb class ship using 5 modules (290 troops), while their equipment is carried aboard another starship.
  MARINE TASK FORCE
  Conversely, a small Marine task force could be carried in a Deneb with 58 troops in a Low Berth Module, equipment in a
  Cargo Module and 4 AFVs or G-carriers in two Vehicle modules. A Standard Military module or Fire Support module is also
  carried as well as a Fuel Module.
  TANKER
  6 Fuel Modules: Allows 180 tons of fuel to be carried, as well as fuel skimming capability. Used by navies and the ISS as a
  tanker for small task forces.
  MOBILE HOSPITAL
  4 Field Hospital Modules, 1 Fuel Module, 1 Long Range Passenger Module: This configuration has been used by navies and
  disaster relief organizations to care for wounded and sick in war and disaster situations. This configuration provides a total
  of 16 autodocs, 4 sickbays, 12 emergency low berths and accommodations for up to 26 medical personnel.
  Some charities operate a related variant which replaces one of the Field Hospital Module with a custom module configured
  for a lecture hall and conference room on the upper deck and cargo on the lower deck.  These variants are mobile teaching
  hospitals which go to disadvantaged systems and then provide charity medical care while teaching local medical staff.
  These charities are patterned along the lines of the ancient Terran ORBIS organization.
  MINI ESCORT CARRIER
  Cash-strapped planetary navies have been known in wartime to press their Denebs into service as fighter escort carriers for
  merchant convoys. In addition to a fuel module, five fighter modules are carried, carrying 5 fighters and their crews. The
  existence of the Fighter Module adds significantly to the utility of a navy equipped with Denebs.
  If multiple Mini Escort Carriers are deployed, one usually carries a SensCommCon module to act as a command and control
  ship.
  RESEARCH
  3 Mobile Research Laboratory Modules, 2 Vehicle Modules, 1 Fuel Module: Universities and the ISS use Denebs for con-
  ducting research throughout the Imperium and beyond.
  FIRE SUPPORT
  2 Fire Support Modules, 2 Fighter Modules, 1 Fuel Module, 1 Cargo-Fuel Module: Designed for fire support in a low threat
  environment.  The Fire Support Modules allow for direct fire support by the Deneb while the fighters can be used either for
  defense or close air support.  The Cargo-Fuel Module contains additional ordnance and fuel.
  
  Page 29
  ADVENTURE SEED:
  DISASTER RELIEF VESSEL CELESTINE
  The Mora Planetary Navy (Mora/Mora) maintains a small fleet of 6 Denebs for general purpose work hauling military cargo
  and personnel around the Mora subsector of the Spinward Marches. The Denebs are also used as fuel tankers for small
  Mora Navy task forces, and have been known to act as marine assault transports in time of crisis. Such flexibility is the
  hallmark of the LSP design, and the Mora Navy makes full use of it, with many Cutter modules available for use.
  During the 5th Frontier War the Mora Navy was heavily engaged in patrolling the Mora subsector as well as its home system.
  The Denebs were utilized to their fullest extent, some being overhauled while still on missions in order to keep them avail-
  able for use. The Celestine was one LSP Modular ship that was used by the Mora Navy as a disaster relief vessel, housing
  field hospital modules on a near-permanent basis. The ship saw action throughout the Mora and Rhylanor Subsectors,
  assisting in several naval battles as a hospital ship. Zhodani forces entered the Rhylanor system and undertook a massive
  ortillery bombardment of the planet’s military installations. The Celestine assisted with desperate relief operations, tending
  to thousands of wounded as well as participating in SAR (search and rescue) operations throughout hundreds of ruined
  building complexes on the planet.
  The characters are part of the civilian team of doctors and SAR specialists who operate on the Celestine, and are caught up
  in several small Naval battles in the Rhylanor Subsector as part of the Marches Colonial Navy. They must participate in the
  rescue of Imperial and Zhodani Navy crew trapped on disabled warships ranging from 300 ton escorts to 30,000 ton cruis-
  ers. Such rescues are hazardous, especially given the type of ordinance carried by some warships.
  The characters are also in the frontline of attempting to rescue and tend to hundreds of civilians in the aftermath of the
  ortillery bombardment of Rhylanor. The character’s actions are of vital importance during these events, and the choices they
  make can be the difference between saving lives and losing lives.
  CONFIGURATION
  The Celestine was configured as a disaster relief vessel in the following manner: 1 Fuel module, 1 Vehicle module with 2 G-
  Carriers, one configured as a grav-ambulance, 2 Field Hospital modules, 1 cargo module and 1 Long Range Passenger
  module. The Celestine carried 14 doctors, nurses and SAR specialists in double occupancy in the Passenger module.
  
  Page 30
  ADVENTURE SEED:
  EXPLORATION VESSEL ARCHIMEDES
  The characters are engaged by the Imperial Scout Service Base on Garda-Vilis to man an IISS modular starship, the
  Archimedes, on an exploration mission beyond the Imperial border, into The Beyond Sector. The mission will follow a route
  through the Querion Subsector and into the Zhodani-dominated Fessor Subsector. The aim of the mission is to catalogue
  star systems along the way, but also make contact with societies inhabiting those systems and aim to start dialogue between
  the Imperial Scout Service and those societies.
  There is an ulterior motive for the mission: All data recorded by the mission will be handed over to the Imperial Navy. In the
  wake of the 5th Frontier War the Navy wishes to collect all data on missions outside Imperial space with a view to tracking the
  influence the Zhodani have in those societies.
  The mission is a simple one, but the crew will be variously welcomed as saviors from the Zhodani, or reviled or even attacked
  as Imperial spies. The characters will find that Zhodani agents and cultural representatives exert tremendous influence on
  societies in the Fessor Subsector. Encounters with psionically aware natives will be common.
  CONFIGURATION
  The Archimedes carries 2 fuel modules allowing a Jump-2 and a Jump-1 without refueling, 1 Mobile Research Laboratory
  module, 1 Vehicle module with 1 G-carrier and 1 wheeled ATV, 1 Utility module and 1 Cargo module.  The ship will carry the
  standard crew as well as 2 gunners, a vehicle driver, and 2 scientists.
  
  Page 31
  Triple Turret: 1 missile
  rack, +1 attack bonus
  (+1 USP), Damage: 1d6.
  ADVENTURE SEED:
  MINI-CARRIER ARGENTAN
  The all-purpose workhorse of the tiny Mertactor Planetary Navy in District 268, the Argentan has served continually since
  1091. During the 5th Frontier War the Argentan was re-configured on a regular basis as a troop carrier, cargo carrier and
  mobile hospital for the Navy. It was also occasionally seconded to the tiny District 268 Imperial Subsector Fleet, which
  desperately needed ships. The rise of Zhodani and Sword Worlds commerce raiding, and piracy in the Subsector prompted
  the organization of merchant convoys. Argentan was reconfigured as a mini carrier to carry 5 15 ton fighters from 5 Fighter
  modules.
  Due to the chronic shortage of crews late in the war, the characters are recruited as mercenaries to act as bridge crew for the
  ship. The Argentan recently took part in an evacuation of a damaged Imperial Naval station in the Collace system, and was
  damaged by a collision with a small craft. The ship is still spaceworthy but in dire need of overhaul. The characters will need
  to keep making repairs as minor problems hit the ship’s systems on a daily basis. The referee should determine the nature
  of the problems, but they are annoying rather than life threatening.
  The Argentan is assigned to escort two Subsidized Merchants and a Far Trader – all naval auxiliaries – on a route via Talos
  and Dallia to the Imperial Naval base at Tarkine, an Imperial client state beyond the Imperial border. The freighters are
  packed with vital supplies of medicine and spare parts for the base, many of which are high tech parts which cannot be
  manufactured on TL-7 Tarkine. The parts include computers, electronic and sensor equipment, a small fusion powerplant
  and even 12 15 ton fighters to bolster the numbers defending the world. The Naval base was recently raided by a small
  Sword Worlds squadron, causing damage which requires repair with the supplies being carried by the convoy.
  The characters will have to defend the convoy and perhaps even give the order to scatter if the situation demands it. The
  problem with such an order is obvious: the slower merchant ships will be overhauled and destroyed piecemeal if the scatter
  order is premature – or not needed at all. The characters should announce their intended formation when not in Jump space
  so the referee can determine how any encounter with enemy ships might proceed.
  The Subsidized Merchant Brisk Business carries a single missile rack (TL-10). Its cargo comprises 6 15 ton fighters, the rest
  of the space filled with spare parts for the fighters. All 12 fighters are armed with single pulse lasers, but are crated up and
  cannot be used as replacements for the mission.
  THE CONVOY
  SUBSIDIZED MERCHANT BRISK BUSINESS
  Class: Starship, type R
  EP Output: 4
  Tech Level: 9
  Agility: 0
  Size: Medium (400 tons)
  Initiative: +0
  Streamlining: Partial
  AC: 10
  Jump Range: 1 x Jump-1
  Repulsors: None
  Acceleration: 1-G
  Nuclear Dampers: None
  Fuel: 44 tons
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 5
  AR: 0
  Staterooms: 13
  SI: 145
  Small Cabins: 0
  Main Computer: Model/1
  Bunks: 0
  Sensor Range: Close (Model/1)
  Couches: 0
  Comm. Range: Close (Model/1)
  Low Berths: 9
  Cargo Space: 236.5 tons
  Cost: MCr98.426 (new)
  Atmospheric Speeds:
  NoE =  75kph
  Cruising = 200kph
  Maximum = 300kph
  Other Equipment: 20 ton launch.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  
  Page 32
  Double Turret: Beam
  Laser (x2), Attack Bonus
  +2 (+2 USP), Damage
  2d8.
  Triple Turret: Missile
  (x1), Attack Bonus +3
  (+3 USP), Damage
  3d6.
  Triple Turret: Missile
  (x1), Attack Bonus +3
  (+3 USP), Damage
  3d6.
  The Subsidized Merchant Arlenglenka carries a double beam laser turret (TL-10). Its cargo comprises 6 15 ton fighters and
  100 tons of medicines, sensor equipment and electronic spare parts.
  SUBSIDIZED MERCHANT ARLENGLENKA
  Class: Starship, type R
  EP Output: 4
  Tech Level: 9
  Agility: 0
  Size: Medium (400 tons)
  Initiative: +0
  Streamlining: Partial
  AC: 10
  Jump Range: 1 x Jump-1
  Repulsors: None
  Acceleration: 1-G
  Nuclear Dampers: None
  Fuel: 44 tons
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 5
  AR: 0
  Staterooms: 13
  SI: 145
  Small Cabins: 0
  Main Computer: Model/1
  Bunks: 0
  Sensor Range: Close (Model/1)
  Couches: 0
  Comm. Range: Close (Model/1)
  Low Berths: 9
  Cargo Space: 236.5 tons
  Cost: MCr98.426 (new)
  Atmospheric Speeds:
  NoE =  75kph
  Cruising = 200kph
  Maximum = 300kph
  Other Equipment: 20 ton launch.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  The Far Trader Spinward Rebellion is a typical far trader that has been plying the space lanes of the Rimward areas of the
  Spinward marches for decades. Now 30 years old, the ship has been kept in reasonable condition since it was built in the
  Glisten shipyards. Commandeered by the Imperial Navy as an auxiliary, the ship’s weaponry has been up-graded by the
  Navy to two triple missile turrets and a 2-ton armored magazine holding 40 missiles. There is no spare EP to fit any lasers.
  Its cargo comprises the fusion powerplant, and 30 tons of computers and sensor equipment. The adventures of this vessel
  are covered in the Golden Age Epic Adventure series published by QLI.
  FAR TRADER SPINWARD REBELLION
  Class: Starship, Type A2
  EP Output: 4 (0 extra)
  Tech Level: 11
  Agility: 0
  Size: Medium (200dt)
  Initiative: +0
  Streamlining: Streamlined
  AC: 10
  Jump Range: 2
  Repulsors: None
  Acceleration: 2
  Nuclear Dampers: None
  Fuel: 44
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 4
  AR: 0
  Staterooms: 10
  SI: 115
  Small Cabins: 0
  Main Computer: Model/1bis
  Bunks: 0
  Sensor Range:  Close (Model/1)
  Couches: 0
  Comm. Range: Close (Model/1)
  Low Berths: 4
  Cargo Space: 66
  Cost: MCr68.138 in Quantity*
  Atmospheric Speeds:
  NoE =  1175kph
  Cruising = 3525kph
  Maximum = 4700kph
  Other Equipment: 1xAir/Raft, Fuel Scoops,
  1x2dt missile magazine (40 missiles)
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  
  Page 33
  Triple Turret: Missile
  Rack (x3), Attack Bonus
  +2 (+2 USP), Damage
  2d6.
  THE ARGENTAN’S FIGHTERS
  The Argentan carries the following modules in its role as a mini-carrier: 1 fuel module and 5 fighter modules. The 15 ton
  fighters are standard designs, each armed with 3 TL-9 missile racks.
  TL9 PLANETARY DEFENSE FIGHTER
  Class: Smallcraft
  EP Output: 1.9 (1 extra)
  Tech Level: 9
  Agility: 6
  Size: Small (15dt)
  Initiative: +6
  Streamlining: Streamlined
  AC: 17 (+6 agility, +1 small)
  Jump Range: 0
  Repulsors: None
  Acceleration: 6
  Nuclear Dampers: None
  Fuel: 1.9
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 1
  AR: 0
  Staterooms: 0
  SI: 77
  Small Cabins: 0
  Main Computer: Model/1
  Bunks: 0
  Sensor Range:  Short (Model/1)
  Couches: 1
  Comm. Range: Short (Model/1)
  Low Berths: 0
  Cargo Space: 2.2
  Cost: MCr13.68 in Quantity*
  Atmospheric Speeds:
  NoE =  1175kph
  Cruising = 3525kph
  Maximum = 4700kph
  Other Equipment: None.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  THE FIGHTER PILOTS
  Drawn from the Glisten Colonial Subsector Navy, the 5 pilots traveling with the convoy are relatively inexperienced, but are
  very keen to do their job. Below are T20 and CT statistics for the pilots. If desired, the characters may swap out some of the
  pilots to bridge positions and any characters can lead the fighter flight.
  FIGHTER PILOT
  (Navy level 6) TL 13 Medium human
  Stamina 25, Lifeblood 10 Init +0; Speed 6m (4 squares);
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 11, Dex 11 Con 11, Int 11, Wis 11, Cha 10, Edu 12, Soc 10
  SV Fort +2; Ref+2 Will +5;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng
  Crit
  ROF
  Rnds
  Snub Pistol
  +3
  1d10
  21
  20
  1
  15
  Laser Carbine
  +3
  3d8
  45
  20
  1
  50
  Fist
  +4
  1d4
  -
  20
  -
  Skills: Pilot +9, T/Computer +10, Gunnery +9, Liaison +9, T/Astrogation +10, T/Communications +10, T/Sensors+10
  Feats: all: Vessel (grav, starship, ship’s boat), Armor (light, vac suit), Weapons (marksman, laser, ship’s weapons), Brawling,
  Zero-G/Low-G adaptation, Zero-G combat, Ship’s Tactics.
  Equipment: vac suit-12, snub pistol, laser carbine.
  Navy Fighter Pilot  777787 3 Terms
  Ship’s Boat-2, Pilot-1, Computer-2, Gunnery-2, Navigation-2, Ship’s Tactics-1, Grav Vehicle-0, Pistol-0, Laser Weapons-0,
  Brawling-0, Zero-G Combat-0, Vac Suit-0.
  
  Page 34
  OPPOSITION
  Sword Worlds or Zhodani forces can be encountered on the way to Tarkine. The referee is free to add encounters to the one
  set-piece attack described below, either Sword Worlds encounters or Zhodani encounters. The appearance of any enemy
  ships so close to the Imperial border should be treated with alarm.
  A Zhodani 600 ton corvette is lurking in the Talos system for targets of opportunity. Ordinarily a single merchant ship would
  be highly vulnerable to the Patrol Corvette, but convoys are formed to ensure mutual protection. The Patrol Corvette will
  attack when the fleet is heading towards Talos to refuel at the system’s only fuel source – the sea on Talos. The Corvette will
  deploy all 5 of its fighters who will tackle the Argentan’s fighter flight, leaving the Patrol Corvette to attack the merchantmen.
  The characters should use the Argentan as a shield to protect the vulnerable merchantmen while hopefully the fighters can
  deal with the Zhodani fighters.
  Any repairs to surviving ships cannot be made in the Talos system – the locals are low tech Sword Worlds descendants who
  dislike contact from offworlders – not that they can stop offworld contact. Any damage will have to be repaired in space,
  perhaps using some of the parts in the cargo consignment. If any fighters are damaged or destroyed, the characters may
  decide to uncrate another 15 ton fighter to replace losses. Properly prepping a fighter for combat will be a difficult task
  however.
  ZHODANI PATROL CORVETTE
  T20 (and High Guard compatible) statistics are presented for the Zhodani Patrol Corvette. Described in Classic Adventure 6:
  Expedition to Zhodane and Classic Adventure 7: Broadsword, the Patrol Corvette is a common jump-4, maneuver-4 vessel
  capable of making long range patrols and deep strike missions. The ship has been redesigned using T20 starship construc-
  tion rules to approximate as closely as possible the original High Guard statistics. The crew normally consists of 1 captain,
  1 pilot, 1 medic, 1 astrogator, 6 gunners, 5 engineers, 5 fighter pilots and 6 ship’s troops (marines).
  ZHODANI PATROL CORVETTE
  Class: Starship, Type CP
  EP Output: 58 (0 extra)
  Tech Level: 14
  Agility: 4
  Size: Medium (600dt)
  Initiative: +4
  Streamlining: Streamlined
  AC: 14 (+4 agility)
  Jump Range: 4
  Repulsors: None
  Acceleration: 4
  Nuclear Dampers: None
  Fuel: 283.5
  Meson Screens: None
  Duration: 3 weeks
  Black Globes: None
  Crew: 20 + 6 Troops
  AR: 0
  Staterooms: 14
  SI: 175
  Small Cabins: 0
  Main Computer: Model/4fib
  Bunks: 0
  Sensor Range:  Long (Model/4)
  Couches: 0
  Comm. Range: Long (Model/4)
  Low Berths: 0
  Cargo Space: 24
  Cost: MCr388.646 in Quantity
  Atmospheric Speeds:
  NoE =  1175kph
  Cruising = 3525kph
  Maximum = 4700kph
  Other Equipment: 5x8dt fighters, 1xAutodoc, Fuel Scoops.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  Battery 1: Missile Rack
  (x2), Attack Bonus +3
  (+3 USP), Damage 3d6.
  Battery 2: Fusion Gun
  (x4), Attack Bonus +5
  (+5 USP), Damage
  5d20.
  
  Page 35
  ZHODANI 8-TON FIGHTER
  T20 (and High Guard compatible) statistics are presented for the fast, nimble Zhodani 8-ton fighter. Described in Classic
  Adventure 6: Expedition to Zhodane, and Classic Adventure 4: Leviathan, the 8-ton fighter sports a triple missile rack and
  nothing more. This small craft has been redesigned using T20 starship construction rules to approximate as closely as
  possible the original High Guard statistics.
  ZHODANI 8-TON FIGHTER
  Class: Small craft, Type F
  EP Output: .5 (.02 extra)
  Tech Level: 13
  Agility: 3 (at 3-g), 0 at 6-g
  Size: Small (8dt)
  Initiative: +3 (at 3-g), +0 at 6-g
  Streamlining: Streamlined
  AC: 11 (+1 size)
  Jump Range: 0
  Repulsors: None
  Acceleration: 6
  Nuclear Dampers: None
  Fuel: .14
  Meson Screens: None
  Duration: 4 days
  Black Globes: None
  Crew: 1
  AR: 0
  Staterooms: 0
  SI: 67
  Small Cabins: 0
  Main Computer: Model/1
  Bunks: 0
  Sensor Range:  Close (Model/1)
  Couches: 1
  Comm. Range: Close (Model/1)
  Low Berths: 0
  Cargo Space: 0
  Cost: MCr8.472 in Quantity*
  Atmospheric Speeds:
  NoE =  1175kph
  Cruising = 3525kph
  Maximum = 4700kph
  Other Equipment: None.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  Triple Turret:  Missile
  Rack (x1), Attack Bonus
  +3 (+3 USP), Damage
  3d6.
  
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
  Gygax and Dave Arneson.
  T20 – The Traveller’s Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is
  a trademark of Far Future Enterprises and is used under license.
  Golden Age Starships 7: LSP Modular Starship – Copyright ©2005 Avenger Enterprises.
  Open Gaming Information
  OPEN GAME CONTENT
  The only Open Game Content found in this book is specified
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  • All stat blocks for starships and T20 characters on pp 7-35.
  Page 36
  
SOURCE: textdata/thevault/Traveller/07 - Traveller (HERO)/Files/Modular/gas7 Modular Starship.pdf