Val Char Cost Notes 21 Size 105 Length 128", Width 64", Area 8,192", Mass 209.7 kton, KB -21 115 STR 0 HTH Damage 23d6 11 DEX 3 OCV 4/DCV -10 64 BODY 33 2 DEF 0 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 138 Movement: Swimming: 12"/24" Abilities & Equipment Construction 3 1) Hardened Steel with Aluminum Superstructure: +4 DEF; Partial Coverage (covers 600 Hexes; -2 ¾), Ablative BODY Only (-½) 1 2) Hardened Steel: +1 BODY Propulsion Systems 2 1) Four SEMT-Pielstick 18 PA6 V 280 BTC Diesel Engines Driving Two Shafts: Swimming +10" (12" total), 1 Continuing Fuel Charge lasting 1 Week (easily-obtained fuel; +0); Surface Only (-1), Side Effect (propeller does KA 2d6 to anyone coming in contact with bottom stern of vehicle, occurs automatically, only affects environment around vehicle; -¾), Limited Maneuverability (-¾), Crew-Served ([3-4] people; -½) 13 2) Ship's Generators: Endurance Reserve (32 END, 32 REC) Reserve: 1 Continuing Charge lasting 1 Week (+0); OIF Bulky (-1), Crew-Served ([3-4] people; -½), Custom Modifier (Real Gear; -¼); REC: OIF Bulky (-1), Crew-Served ([3-4] people; -½), Custom Modifier (Real Gear; -¼), [1 cc] 3) Water Vehicle: Ground Movement -6" (already figured in) 35 4) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +½); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -¼) 2 5) Heavy Anchor Chain: +10 BODY; Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -¼) 42 6) Fire Extinguishing System: Detect Unauthorized/Uncontrolled Fires 14- (no Sense Group); Only Within Affected Area (20" x 20" zone; -2), Costs Endurance (-½) plus Dispel Fire Powers 20d6, all Fire powers simultaneously (+2); Only Within Affected Area (20" x 20" zone; -2), 4 Charges (-1), Costs Endurance (-½), END 19 15 7) Fire Extinguishing System: 7 more Fire Extinguishing Systems Tactical Systems 85 1) MM40 Exocet: RKA 7d6, Explosion (+½), MegaScale (1" = 1 km; +¼), Can Be Scaled Down 1" = 1km (+¼), Autofire (2 shots; +1 ¼); 4 Charges (-1), Extra Time (1 Minute, Only to Activate, -¾), Crew-Served ([3-4] people; -½), Custom Modifier (Terminally Active Radar Homing; -½), Real Weapon (-¼), Custom Modifier (3km minimum range; -¼), [4] Notes: (x2 number of items) 52 2) SM1-MR SAM System: RKA 4d6, MegaScale (1" = 1 km; +¼), 40 Charges (+¼), Explosion (+½), Autofire (3 shots; +1 ¼); Extra Time (1 Minute, -1 ½), Custom Modifier (Radar Guided, Must have a target lock; -½), Crew-Served (2 people; -¼), Custom Modifier (1.5 km minimum range; -¼), Limited Arc Of Fire (180 degrees; -¼), [40] 16 3) Sadral Turreted SAM System: RKA 3d6+1, Autofire (3 shots; +¼); Extra Time (1 Turn (Post-Segment 12), -1 ¼), OIF Bulky (-1), Custom Modifier (Air Targets Only; -1), 6 Charges (-¾), Real Weapon (-¼), Limited Arc Of Fire (180 degrees; -¼), [6] Notes: (x2 number of items)Fires Mistral Missles 93 4) DCNS 100mm Gun Turret: RKA 7d6, Increased Maximum Range (9,850"; +¼), Explosion (+½), 250 Charges (+1), Autofire (2 shots; +1 ¼); Extra Time (1 Turn (Post-Segment 12), -1 ¼), OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -½), Crew-Served (2 people; -¼), Real Weapon (-¼), Custom Modifier (1km Minimum Range; -¼), [250] 27 5) Quintuple L5 Series Torpedo Launcher: RKA 5d6, Autofire (2 shots; +¼), Semi-Armor Piercing (+¼), Increased Maximum Range (2,800"; +¼); Extra Time (1 Turn (Post-Segment 12), -1 ¼), 5 Charges (-1), OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -¼), Crew-Served (2 people; -¼), [5] 51 6) Oerlikon 20mm Gun Turret: RKA 3d6+1, Increased Maximum Range (3,125"; +¼), Autofire (5 shots; +½), 1000 Charges (+1); OIF Bulky (-1), Custom Modifier (Local Control Only; -½), Limited Arc Of Fire (180 degrees; -¼), Real Weapon (-¼), [1000] Notes: (x2 number of items) Defensive Systems 8 1) AN/SLQ-23 Nixie Torpedo Decoy: Hearing Group Images Increased Size (64" radius; +1 ½), +/-3 to PER Rolls; OAF Bulky Fragile (-1 ¾), Set Effect (mimics sonar signature of ship; -1), Custom Modifier (towed behind ship; -½), Real Weapon (-¼), END 3 21 2) Thales Optrosys ARBB-33 Radar Jammer: Suppress Radar 6d6, MegaArea (1" = 1 km; +¼), Area Of Effect (8" Radius; +1 ¼); OIF Bulky (-1), No Range (-½), Requires A Skill Roll (-½), Crew-Served (2 people; -¼), Real Weapon (-¼), END 7 5 3) Thales ARBR 17B Radar Warning Receiver: Detect Detection By Radar 14- (Radio Group), MegaScale (1" = 1 km; +¼); OIF Bulky (-1) 14 4) Sagem Decoy Launchers: Radio Group and Infrared Perception Images 1" radius; OIF Bulky (-1), 6 Continuing Charges lasting 1 Turn each (-¼), Custom Modifier (Real Gear; -¼), [6 cc] Notes: (x4 number of items)Two Sagem DŽfense SŽcuritŽ Dagaie and two Sagaie decoy launchers for chaff or infrared flares 5 5) ECM Systems: Radio Group Flash Defense (10 points); OIF Bulky (-1) 16 6) EMP Hardening: Power Defense (20 points); Only Works Against Limited Type Of Attack (EMPs, electronic warfare attacks, and the like; -¼) 5 7) Internal Bulkteads And Watertight Compartments: Physical Damage Reduction, Resistant, 25%; Custom Modifier (Below the waterline only; -1), Custom Modifier (only vs flooding damage and effects; -1) Sensors and Commo 8 1) DRBV 26C Radar Package: Radar (Radio Group), +6 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +8, MegaScale (1" = 1 km; +¼); OAF Bulky Fragile (-1 ¾), Custom Modifier (Range Varies by Target Size; -½), Costs Endurance (-½), Sense Affected As More Than One Sense [very common Sense] (-½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼), END 4 7 2) Thales DUBV-24C Hull Mounted Sonar: Active Sonar (Hearing Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +1; OIF Bulky (-1), Costs END (-½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼), END 2 8 3) Electronic Support Measures: Detect A Large Class Of Things 14- (Unusual Group), Ranged (+½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼); OIF Bulky Fragile (-1 ¼), Extra Time (1 Turn (Post-Segment 12), -1 ¼), Costs Endurance (-½), Crew-Served (2 people; -¼), END 3 Notes: Detect Electronic Emissions 5 4) Sagem Vampir 1A IRST: IR Perception (Sight Group), +5 to PER Roll, MegaScale (1" = 1 km; +¼); OIF Bulky (-1), Custom Modifier (Real Gear; -¼) 3 5) Najir Optronic Director: +5 versus Range Modifier for Sight Group; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 6) Sensor Control Systems: +2 with Systems Operation; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 6 7) Communications System: HRRP (Radio Group), Discriminatory, Analyze; OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-½), Costs Endurance (-½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼), END 2 2 8) Ship's Tactical Data Net: Teamwork 11-; OIF Bulky (-1), Crew-Served ([3-4] people; -½), Costs Endurance (-½), Custom Modifier (Real Gear; -¼), END 1 7 9) Naval Tactical Data Link: Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x16); OIF Bulky Fragile (-1 ¼), Only With Others Who Have Mind Link (-1), Costs Endurance (-½), Custom Modifier (Real Gear; -¼), END 3 Operations Systems 1 1) OPSMER Command and Control System: +2 with Combat Piloting; OIF Bulky (-1), Crew-Served ([3-4] people; -½), Costs Endurance (-½), Custom Modifier (Real Gear; -¼), END 1 5 2) Senit Combat Data System: KS: Enemy Forces and Target Profile Database; OIF Bulky (-1), Costs Endurance (-½), Custom Modifier (Real Gear; -¼) 12- plus KS: Sensor Profile Database; OIF Bulky Fragile (-1 ¼), Costs Endurance (-½), Custom Modifier (Real Gear; -¼) 12- plus +2 with Tactics; OIF Bulky (-1), Costs Endurance (-½), Custom Modifier (Real Gear; -¼), END 3 4 3) Fire Control Radars: +2 with Ranged Combat; OIF Bulky Fragile (-1 ¼), Costs Endurance (Only Costs END to Activate; -¼), END 1 Notes: SPG-51C and DRBC-33A Personnel Systems 2 1) Ship's Environmental Systems: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat); OIF Immobile (-1 ½), Crew-Served ([3-4] people; -½) Notes: Ship's stores and consumables. 2 2) Ship's Administrative Support Systems: +2 with Bureaucratics; OIF Bulky Fragile (-1 ¼) 5 3) Cryptography Section: Cryptography 14-; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼), Crew-Served (2 people; -¼) 2 4) Ship's Maintenance Shops: +2 with Electronics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 1 5) Damage Control Systems: +2 with KS: Emergency Damage Control; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 6) Ship's Maintenance Shops: +2 with Mechanics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 7) Ship's Sick Bay: +2 with Paramedics; OIF Bulky Fragile (-1 ¼) 3 8) Ship's Armory: +2 with Weaponsmith (Firearms, Missiles & Rockets); OIF Bulky Fragile (-1 ¼) Talents 1 Rangefinder: Absolute Range Sense; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 1 Inertial Navigation System: Bump Of Direction; OIF Bulky Fragile (-1 ¼) Aircraft 1) 1 Eurocopter AS 565MA Panther Notes: Can also carry Lynx Mk4 1 2) DCNS Samahe Helicopter Handling System: +2 with Combat Piloting; OAF Bulky (-1 ½), Custom Modifier (Used for assisting helicopters in landing; -½), Custom Modifier (Real Equipment; -¼), Crew-Served (2 people; -¼) Total Abilities & Equipment Cost: 591 Total Vehicle Cost: 729 Value Disadvantages 20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures) Ship Statistics 1) Top Speed in Knots Notes: 30 2) Propulsion Type Notes: Diesel 3) Maximum Range Notes: 8,000 Miles at 18 knots 4) Crew Notes: 245 Total Disadvantage Points: 20 Total Cost: 709/5 = 142
Cassard Class Destroyer Hero Designer File
Character sheet by Robert Kevin Walsh
Return to Military Water Vehicles