Modules for the Modular Cutter

Especially, if you utilize the full seventy five percent, which either could be based on the total volume, or usable volume.
It would pretty much have to be based on usable volume, considering bridge and power plant are not allowed in the modules.
 
True modular isn't in those sections but it does seem to qualify as a specialized type. I can see arguments why it should be allowed anyhow.

Consider though you can have up to 75% of the hull be modular but a planetoid already has 20% allocated for the hull itself and buffered has 35% allocated. You might need to restrict it to 75% of "available" tonnage not total tonnage.

I do (house rule) consider planetoid hulls to have free radiation shielding and buffered to have it doubled. I'd also allow the non gravity hull option.

I probably should consider an asteroid hull topic (after searching to see if it is already covered in prior discussions).

Thanks for the input.
 
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Yacht "on a budget". I'm considering having the big lines use modular freighters to speed up their flights with module tonnages from the 30 ton to 50,000 tons as standards.

Instead of buying a yacht that sits around unused most of the time a wealthy/noble person could buy 1 or more 100 ton or 500 ton modules configured as "yachts" and ship as cargo on a freighter with all their luxuries in place. It is cheaper to buy/maintain and can either be docked at the destination or function as an independent space station or be landed and be their home at the destination. Even a 30 ton module would give them more luxury than traveling on a high passage but much cheaper than owning a yacht. Also the moment the ship docks your individual presence isn't registered the same as if a actual yacht shows up. The larger ones could even have docking spaces for a small craft as a run-about.

PCs get invited aboard a nondescript freighter about a job and get a surprise when escorted into a cargo module to find it is a luxurious mansion. Depending on size and their ship they may be about to be hired to carry it as cargo to a destination the bigger ship doesn't go to or it may just be a setting to impress them.

Any modular freighter/trader can be transformed by modules into almost any type of civilian craft. Science vessel, mercenary transport liner etc.
 
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Car ferry.
 
Yacht "on a budget". I'm considering having the big lines use modular freighters to speed up their flights with module tonnages from the 30 ton to 50,000 tons as standards.

Instead of buying a yacht that sits around unused most of the time a wealthy/noble person could buy 1 or more 100 ton or 500 ton modules configured as "yachts" and ship as cargo on a freighter with all their luxuries in place. It is cheaper to buy/maintain and can either be docked at the destination or function as an independent space station or be landed and be their home at the destination. Even a 30 ton module would give them more luxury than traveling on a high passage but much cheaper than owning a yacht. Also the moment the ship docks your individual presence isn't registered the same as if a actual yacht shows up. The larger ones could even have docking spaces for a small craft as a run-about.

PCs get invited aboard a nondescript freighter about a job and get a surprise when escorted into a cargo module to find it is a luxurious mansion. Depending on size and their ship they may be about to be hired to carry it as cargo to a destination the bigger ship doesn't go to or it may just be a setting to impress them.

Any modular freighter/trader can be transformed by modules into almost any type of civilian craft. Science vessel, mercenary transport liner etc.
Not a modular freighter, but I have several merchant tenders that I designed that use pods. All the way up to a million-ton merchant tender that hauls 50,000-ton pods. The link to the document in my signature has the details for them and more, including the pods.
 
Sorry to necro this thread but it's what I need info on.

I'm looking for any semi-official designs for the 3 modules in the Core Rulebook, p 225.

The ATV module can't be the Vehicle Cradle module, because it's only 1.8 MCr and comes with an ATV. Hanger space cost too much to use because it's 4.25 MCr for it. I can build a module with a Workshop and a 20t cargo bay to deploy the ATV from, with an ATV, and it has 4 additional tons of cargo space for 1.805 MCr so it fits the bill.

The Fuel Module can use the Fuel Skimmer module without the UNREP system, which cuts 1 MCr from the cost, but then it's only .75 MCr. You could take away a ton of fuel and add a fuel purifier but that only increases the cost 50 KCr so you would need to add 5 purifiers to push it to 1 MCr.

I have no idea about the Open module. It's not cargo space cause the whole module then is less than 1 MCr. The Personnel Transport module is the closest thing cost wise, at 2.55 MCr. Any thoughts on this would be helpful
 

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