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 38 BODY 4 2 DEF 0 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 124 Movement: Swimming: 12"/24"" Abilities & Equipment Propulsion Systems 2 1) 2 x M62 Cruise Gas Turbines: Swimming +10" (12" total), 1 Continuing Fuel Charge lasting 1 Day (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), Extra Time (1 Minute, Only to Activate, -¾), Crew-Served ([3-4] people; -½), Limited Maneuverability Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-¼) 4 2) 2 x M8KF Generators: Endurance Reserve (10 END, 10 REC); OIF Bulky (-1), Crew-Served ([3-4] people; -½), Custom Modifier (Real Gear; -¼) 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) 48 6) Fire Extinguishing System: Detect Unauthorized/Uncontrolled Fires 14- (no Sense Group); Only Within Affected Area (20" x 20" zone; -2) plus Dispel Fire Powers 20d6, all Fire powers simultaneously (+2); Only Within Affected Area (20" x 20" zone; -2), 4 Charges (-1), [4] 15 7) Fire Extinguishing System: 7 more Fire Extinguishing Systems Tactical Systems 66 1) SSN-22 Sunburn Missile: RKA 7d6, Armor Piercing (+½), Explosion (+½), MegaScale (1" = 10 km; 120km max range; +½), Can Be Scaled Down 1" = 1km (+¼); OIF Bulky (-1), 4 Charges (-1), Custom Modifier (must have active radar lock to fire; -½), Custom Modifier (Minimum range of 6km; -½), Custom Modifier (High Speed, -4 to Point Defense; -½), Real Weapon (-¼), [4] Notes: (x2 number of items)Garpun-Bal Fire Control Radar 131 2) AK-130 Dual Purpose Gun: RKA 8d6, Indirect (Same origin, always fired away from attacker; +¼), +1 Increased STUN Multiplier (+¼), Autofire (2 shots; +¼), Increased Maximum Range (8,250"; 6.5km Max Range; +¼), 500 Charges (+1) (360 Active Points); OIF Bulky (-1), Crew-Served (2 people; -¼), Real Weapon (-¼), Limited Arc Of Fire (180 degrees; Mounted Aft; -¼), [500] Notes: Forward Mounted 75 3) RBU-UDAV ASW Rocket Launcher: RKA 3d6+1, Increased Maximum Range (875"; +0), Explosion (+½), 64 Charges (+½), Autofire (5 shots; +1 ½) (175 Active Points); OIF Bulky (-1), Inaccurate ½ OCV (-¼), Limited Arc Of Fire (180 degrees; -¼), [64] Notes: (x2 number of items) 45 4) SET-65 Torpedoes: RKA 5d6, Semi-Armor Piercing (+¼), MegaScale (1" = 1 km; +¼), Explosion (+½); OIF Bulky (-1), 4 Charges (-1), Crew-Served (2 people; -¼), Real Weapon (-¼), Limited Arc Of Fire (180 degrees; -¼), [4] Notes: (x2 number of items)Port Side Defensive Systems 92 1) SA-N-11 Grisom SAM: RKA 4 ½d6, Semi-Armor Piercing (+¼), Increased Maximum Range (6,125"; 8 km max range; +¼), Explosion (+½), 64 Charges (+½), Autofire (3 shots; +1 ¼); OIF Bulky (-1), Custom Modifier (Radar Guided; -½), Real Weapon (-¼), Limited Arc Of Fire (180 degrees; Front Half; -¼), [64] Notes: (x2 number of items) Hot Flash FCR 26 2) SA-N-9 Gauntlet SAM: RKA 3d6+1, Autofire (3 shots; +¼), MegaScale (1" = 1 km; +¼); Extra Time (1 Turn (Post-Segment 12), -1 ¼), OIF Bulky (-1), Custom Modifier (Fires once per tun; -½), 8 Charges (-½), Custom Modifier (can fire up to 5 missiles per turn; -½), Custom Modifier (Radar Guided with secondary IR guidance; -½), Custom Modifier (Works versus Air Targets Only; -½), Real Weapon (-¼), Crew-Served (2 people; -¼), Limited Arc Of Fire (180 degrees; -¼), [8] Notes: (x8 number of items)Cross Sword FCR 44 3) Bell Squat Jammer: Suppress Electronic Warfare 8d6, any Power one at a time (+¼), Reduced Endurance (0 END; +½), No Range Modifier (+½), Increased Maximum Range (11,250"; about 7.5 miles; +½); OAF Bulky (-1 ½) 13 4) PK-2 Decoy Launcher System: Darkness to Sight and Radio Groups 1" radius, MegaArea (1" = 100"; +¼), 200 Charges (+¾); OIF Bulky (-1), Real Weapon (-¼), [200] 150 30mm AK-630 CIWS: Multipower, 192-point reserve, all slots 6000 Charges for entire reserve (+1); all slots OIF Bulky (-1), Custom Modifier (Radar Directed; -½), Crew-Served (2 people; -¼) Notes: (x4 number of items) 1 1) Defense Mode: Missile Deflection (all physical projectiles), Full Range (+1); OIF Bulky (-1), Requires 10 Charges Per Use (-¾), Custom Modifier (Radar Directed; -½), Crew-Served (2 people; -¼) 6 2) Attack Mode: RKA 4 ½d6, +1 Increased STUN Multiplier (+¼), Armor Piercing (+½), Autofire (10 shots; +1); OIF Bulky (-1), Custom Modifier (Radar Directed; -½), Limited Arc Of Fire (180 degrees; -¼), Crew-Served (2 people; -¼) 5 ECM Systems: Radio Group Flash Defense (10 points); OIF Bulky (-1) 16 EMP Hardening: Power Defense (20 points); Only Works Against Limited Type Of Attack (EMPs, electronic warfare attacks, and the like; -¼) Sensors and Commo 12 1) Strut Pair and Top Plate Radar Package: Radar (Radio Group), +5 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +10, MegaScale (1" = 10 km; +½); OAF Bulky Fragile (-1 ¾), Custom Modifier (Range Varies by Target Size; -½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼) 17 2) Ox Yoke Active Sonar Array: Active Sonar (Hearing Group), +3 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Telescopic: +3, MegaScale (1" = 1 km; +¼); OIF Bulky (-1), Crew-Served (2 people; -¼) 5 3) Ox Tail Towed Sonar Array: Detect A Single Thing 11- (Hearing Group), Discriminatory, Telescopic: +4, MegaScale (1" = 1 km; +¼); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Limited to half speed while array in use; -1), Custom Modifier (Real Gear; -¼) 9 4) Wine Glass and Bell Shroud ESM and Intercept Package: 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), Crew-Served (2 people; -¼) 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) 7 7) Communications System: HRRP (Radio Group), Discriminatory, Analyze; OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼) 2 8) Ship's Tactical Data Net: Teamwork 11-; OIF Bulky (-1), Crew-Served ([3-4] people; -½), Custom Modifier (Real Gear; -¼) 8 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), Custom Modifier (Real Gear; -¼) Operations Systems 1 1) Bridge and Helm: +2 with Combat Piloting; OIF Bulky (-1), Crew-Served ([3-4] people; -½), Custom Modifier (Real Gear; -¼) 6 2) Combat Information Center: KS: Enemy Forces and Target Profile Database; OIF Bulky (-1), Custom Modifier (Real Gear; -¼) 12- plus KS: Sensor Profile Database; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 12- plus +2 with Tactics; OIF Bulky (-1), Custom Modifier (Real Gear; -¼) 4 3) Fire Control Systems: +2 with Ranged Combat; OIF Bulky Fragile (-1 ¼) Personnel Systems 2 1) Ship's Administrative Support Systems: +2 with Bureaucratics; OIF Bulky Fragile (-1 ¼) 5 2) Cryptography Section: Cryptography 14-; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼), Crew-Served (2 people; -¼) 2 3) Ship's Maintenance Shops: +2 with Electronics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 1 4) Damage Control Systems: +2 with KS: Emergency Damage Control; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 5) Ship's Maintenance Shops: +2 with Mechanics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 6) Ship's Sick Bay: +2 with Paramedics; OIF Bulky Fragile (-1 ¼) 3 7) Ship's Armory: +2 with Weaponsmith (Firearms, Missiles & Rockets); OIF Bulky Fragile (-1 ¼) Aircraft 1) 2 x Helix Helicopter 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: 871 Total Vehicle Cost: 995 Value Disadvantages 20 Distinctive Features: Warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures) Ship Statistics 1) Top Speed in Knots Notes: 34 2) Propulsion Type Notes: Combined Gas and Gas 3) Maximum Range 4) Crew Notes: 296 Total Disadvantage Points: 20 Total Cost: 975/5 = 195
Character sheet by Robert Kevin Walsh
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