MILITARY WATER VEHICLES

KIEV AIRCRAFT CARRIER

Val	Char	Cost	Notes
24	Size	120	Length 256", Width 128", Area 32,768", Mass 1,677.7 kton, KB -24
130	STR	0	HTH Damage 26d6  END [13]
11	DEX	3	OCV 4/DCV  -12
67	BODY	33	
2	DEF	0	
3	SPD	9	Phases:  4, 8, 12
Total Characteristic Cost:  153

Movement:	Swimming:  10"/20"

Abilities & Equipment
	Propulsion Systems
2	1)  Steam Powered Propeller-Driven Military Vessel:  Swimming +8" (10" 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
56	1)  SSN-12 Sandbox Missile:  RKA 8d6+1, Semi-Armor Piercing (+¼), MegaScale (1" = 100 km; 300 km 
	max range; +¾), Can Be Scaled Down 1" = 1km (+¼); OIF Bulky (-1), 6 Charges (-¾), Custom Modifier 
	(must have active radar or sonar lock to fire; -½), Custom Modifier (Minimum range of  20km; -½), 
	Custom Modifier (Must surface to launch; -½), Extra Time (Extra Segment, -½), Custom Modifier 
	(Liquid fuel rocket has proven unreliable; -½), Real Weapon (-¼), [6]
	Notes:  (x2 number of items) Trap Door FCR.
82	2)  Twin 76mm/60 Gun Turret:  RKA 5 ½d6, +1 Increased STUN Multiplier (+¼), Indirect (Same origin, 
	always fired away from attacker; +¼), 40 Charges (+½), Increased Maximum Range (21,250"; +½); 
	OIF Bulky (-1), Real Weapon (-¼), Crew-Served (2 people; -¼), Limited Arc Of Fire 
	(180 degrees; -¼), [40]
	Notes:  (x2 number of items) Gun can Fire HE or HESH Rounds only.
38	3)  Quintuple SET-65 Torpedo Tubes:  RKA 5d6, Explosion (+½), Increased Maximum Range (14,000"; +½);
	5 Charges (-1), OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -½), 
	Custom Modifier (Active Sonar Homing; -½), Real Weapon (-¼), Crew-Served (2 people; -¼), [5]
	Notes:  (x2 number of items)
49	4)  SUW-1 FRAS ASW Rocket Launcher:  RKA 4d6, 32 Charges (+¼), Increased Maximum Range (4,500"; +¼), 
	Explosion (+½), Autofire (3 shots; +1 ¼); OIF Bulky (-1), Custom Modifier (Underwater targets only; -1), 
	Real Weapon (-¼), Limited Arc Of Fire (180 degrees; -¼), Inaccurate ½ OCV (-¼), Crew-Served 
	(2 people; -¼), [32]
87	5)  AK-630 30mm Cannon:  RKA 4d6+1, Increased Maximum Range (4,050"; +¼), Autofire (5 shots; +½), 
	1000 Charges (+1); OIF Bulky (-1), Real Weapon (-¼), Crew-Served (2 people; -¼), [1000]
	Notes:  (x8 number of items)
	 
	Defensive Systems
99	1)  SA-N-4 Gecko:  RKA 3 ½d6, 20 Charges (+0), Increased Maximum Range (3,775"; 5.6 KM; +¼), 
	Explosion (+½), Autofire (2 shots; +1 ¼); Custom Modifier (Radar Guided; -½), Custom Modifier 
	(1km Min Range; -¼), [20]
	Notes:  (x2 number of items)
110	2)  SA-N-3 Goblet:  RKA 4d6, 36 Charges (+¼), Explosion (+½), Increased Maximum Range (22,500"; 
	5.6 KM; +½), Autofire (2 shots; +1 ¼); Custom Modifier (Radar Guided; -½), Custom Modifier 
	(3 km Min Range; -¼), Crew-Served (2 people; -¼), [36]
	Notes:  (x2 number of items)
21	3)  Ship's Electronic Countermeasures Package:  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
4	4)  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]
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)
2	8)  Systems Armoring:  +4 DEF; Partial Coverage (covers 600 Hexes; -3 ½), Ablative BODY Only (-½)
	 
	Sensors and Commo
8	1)  Top Sail/Top Steer Radar Package:  Radar (Radio Group), +4 to PER Roll, Increased Arc Of 
	Perception (360 Degrees), Telescopic:  +15, 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
6	2)  Moose Jaw Hull Mounted Sonar:  Active Sonar (Hearing Group), +2 to PER Roll, Telescopic:  +2; 
	OIF Bulky (-1), Costs END (-½), Crew-Served (2 people; -¼), END 2
3	3) Mare Tail Towed Array Sonar:  Detect A Single Thing 11- (Unusual Group), Telescopic:  +4, 
	MegaScale (1" = 1 km; +¼), Ranged (+½); OIF Bulky (-1), Side Effects, Side Effect occurs automatically 
	whenever Power is used (Limited to half speed while towing; -1), Costs END (-½), Crew-Served 
	(2 people; -¼), END 1	1
8	4)  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
3	5)  Long Range Enhanced Optics:  +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)  Bridge And Helm:  +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)  Combat Information Center:  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 Systems:  +2 with Ranged Combat; OIF Bulky Fragile (-1 ¼), Costs Endurance (Only 
	Costs END to Activate; -¼), END 1
	 
	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 Sick Bay:  +2 with Paramedics; OIF Bulky Fragile (-1 ¼)
2	3)  Ship's Maintenance Shops:  +2 with Mechanics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real 
	Gear; -¼)
2	4)  Ship's Maintenance Shops:  +2 with Electronics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real 
	Gear; -¼)
3	5)  Ship's Armory:  +2 with Weaponsmith (Firearms, Missiles & Rockets); OIF Bulky Fragile (-1 ¼)
1	6)  Damage Control Systems:  +2 with KS: Emergency Damage Control; OIF Bulky Fragile (-1 ¼), Custom 
	Modifier (Real Gear; -¼)
5	7)  Cryptography Section:  Cryptography 14-; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real 
	Gear; -¼), Crew-Served (2 people; -¼)
2	8)  Ship's Administrative Support Systems:  +2 with Bureaucratics; OIF Bulky Fragile (-1 ¼)

	Aircraft
	1)  Air Group
	Notes:  Aircraft: 26-3012-13 Yak-38 VSTOL 14-17 Ka-25 or Ka-27/29 helicopters

	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)

Total Abilities & Equipment Cost:  759
Total Vehicle Cost:  912

Value Disadvantages
20	Distinctive Features:   Warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some 
	Cultures)	
	Ship Statistics
	1)  Top Speed in Knots
	Notes:  32
	2)  Propulsion Type
	Notes:  Steam. 4 Shafts
	3)  Maximum Range
	4)  Crew
	Notes:  1,600

Total Disadvantage Points:  20
Total Cost:  892/5 = 178
Orel Ulyanovsk

Character sheet by Robert Kevin Walsh


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