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
Character sheet by Robert Kevin Walsh
Return to Military Water Vehicles