MILITARY WATER VEHICLES

UDALOY II DESTROYER

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
Udaloy Destroyer

Character sheet by Robert Kevin Walsh


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