MILITARY WATER VEHICLES

TYPE 23 DUKE CLASS FRIGATE

Val	Char	Cost	Notes
18	Size	90	Length 64", Width 32", Area 2,048", Mass 26.2 kton, KB -18
100	STR	0	HTH Damage 20d6  END [10]
10	DEX	0	OCV 3 DCV -9
28	BODY	0	
2	DEF	0	
3	SPD	10	Phases:  4, 8, 12
Total Characteristic Cost:  88

Movement:	Swimming:	15"/30"

Abilities & Equipment
	Construction
4	1)  Hardened Steel:  +1 BODY plus +1 DEF
6	2)  Sloped Superstructure And Curved Construction:  Change Environment 1" radius, -3 to Radar PER 
	Rolls, Reduced Endurance (0 END; +½); OIF Bulky (-1)
13	3)  Hull and Supestructure Armor:  +10 DEF, Hardened (+¼); OIF Bulky (-1), Ablative BODY Only (-½), 
	Real Armor (-¼)
	 
	Movement
3	1)  Propellers:  Swimming +13" (15" total); OIF Bulky (-1), Surface Only (-1), Restrainable (-½), 
	Side Effects (Props do 1D6 Killing Damage; -½), Costs Endurance (-½), Custom Modifier (Real equipment; -¼), 
	Turn Mode (-¼)	
16	2)  Quieted Propulsion System:  Change Environment 32" radius, -3 to Hearing Group PER Rolls; OIF 
	Bulky (-1), Custom Modifier (Real equipment; -¼)	4
10	3)  Ship's Powerplant:  Endurance Reserve  (10 END, 10 REC) Reserve:  OIF Bulky (-1), Crew-Served 
	([5-8] people; -¾), Custom Modifier (Real equipment; -¼)
3	4)  Emergency Generators:  Endurance Reserve  (5 END, 5 REC); REC:  (5 Active Points); OIF Bulky (-1),
	Crew-Served (2 people; -¼), Custom Modifier (Real equipment; -¼)
	 
	Tactical Systems
99	1)  Vickers Mark 8 Model 1 Gun:  RKA 4 ½d6, +1 Increased STUN Multiplier (+¼), Area Of Effect 
	Accurate (One Hex; +½), Increased Maximum Range (32,750"; 27 Miles with RA-HE; +½), 200 Charges (+¾), 
	Autofire (2 shots; +1 ¼); OIF Bulky (-1), Crew-Served ([3-4] people; -½), Real Weapon (-¼), Limited 
	Arc Of Fire (180 degrees; Front Half; -¼), [200]
94	2)  Harpoon:  RKA 8d6+1, Indirect (Same origin, always fired away from attacker; +¼), Armor 
	Piercing (+½), Explosion (+½), MegaScale (1" = 10 km; 100KM Max Range; +½), Can Be Scaled Down 
	1" = 1km (+¼); OIF Bulky (-1), 4 Charges (-1), Custom Modifier (Requires Radar Lock for Launch, 
	self guiding after; -½), Custom Modifier (3 KM Minimum Range; -¼), Real Weapon (-¼), [4]
5	3)  Harpoon:  Another Harpoon (total of 2)
50	4)  Oerlikon KCB 30mm L75 Remote Mount:  RKA 3d6+1, Increased Maximum Range (3,125"; +¼), Autofire 
	(5 shots; +½), 250 Charges (+1); OIF Bulky (-1), Crew-Served (2 people; -¼), Limited Arc Of Fire 
	(180 degrees; Port Side Mount; -¼), Real Weapon (-¼), [250]
5	5)  Oerlikon KCB 30mm L75 Remote Mount:  Another Oerlikon KCB 30mm L75 Remote Mount (total of 2)
22	6)  Stingray ASW Torpedo:  RKA 4d6, Armor Piercing (+½); 2 Charges (-1 ½), OIF Bulky (-1), Limited 
	Arc Of Fire (180 degrees; Port side; -¼), Crew-Served (2 people; -¼), [2]
5	7)  Stingray ASW Torpedo:  Another Stingray ASW Torpedo (total of 2)
	Notes:  Starboard Side
53	8)  Vertical Launch Seawolf SAM:  RKA 5d6, +1 Increased STUN Multiplier (+¼), Semi-Armor Piercing (+¼), 
	32 Charges (+¼), Increased Maximum Range (4,225"; +¼), Area Of Effect Accurate (One Hex; +½); OIF 
	Bulky (-1), Crew-Served ([5-8] people; -¾), Custom Modifier (Radar Guided; -½), Real Weapon (-¼), [32]
	 
	Defensive Systems  
18	1)  Chaff Rocket Launchers:  Darkness to Radio Group 8" radius, 12 Continuing Charges lasting 1 
	Turn each (+¼); OAF Bulky (-1 ½), Real Weapon (-¼), [12 cc]
27	2)  Flare Launchers:  Darkness to Sight Group 8" radius, 12 Continuing Charges lasting 1 Turn each (+¼); 
	OAF Bulky (-1 ½), Custom Modifier (Vrs IR and UV only; -1), Real Weapon (-¼), [12 cc]
44	3)  ECM Systems:  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)
10	4)  ECM Systems:  Radio Group Flash Defense (10 points)
16	5)  EMP Hardening:  Power Defense (20 points); Only Works Against Limited Type Of Attack (EMPs, 
	electronic warfare attacks, and the like; -¼)
12	6)  NBC Protection Citadel:  LS  (Immunity All terrestrial diseases and biowarfare agents; Immunity 
	All terrestrial poisons and chemical warfare agents; Safe in High Radiation); Partial Coverage (-1) 
	plus LS  (Eating Character does not eat), 1 Continuing Fuel Charge lasting 1 Month (easily replaced 
	from sources outside the ship; +0); Partial Coverage (-1), [1 cc]
	 
	Electronics
14	1)  Type 996 Radar:  Radar (Radio Group), +8 to PER Roll, Discriminatory, Increased Arc Of 
	Perception (360 Degrees), Telescopic:  +12, MegaScale (1" = 1 km; +¼); OIF Bulky (-1), Costs 
	Endurance (-½), Sense Affected As More Than One Sense [very common Sense] (-½), Crew-Served 
	(2 people; -¼), Custom Modifier (Real equipment; -¼)	
9	2)  Type 2050 Hull Mounted Sonar:  Active Sonar (Hearing Group), +8 to PER Roll, Discriminatory, 
	Increased Arc Of Perception (240 Degrees), Telescopic:  +6; OIF Bulky (-1), Costs Endurance (-½), 
	Sense Affected As More Than One Sense [very common Sense] (-½), Crew-Served (2 people; -¼), Custom 
	Modifier (Real equipment; -¼)
5	3)  Type 2013Z Towed Array Sonar:  Ultrasonic Perception (Hearing Group), +3 to PER Roll, Increased 
	Arc Of Perception (360 Degrees), Telescopic:  +3, MegaScale (1" = 1 km; +¼); OAF Bulky (-1 ½), 
	Custom Modifier (Limited to Half Speed While Towing ; -½), Custom Modifier (Real equipment; -¼)
5	4)  GPS Tracker:  Detect Exact Position On Earth 16- (Radio Group); OIF Bulky (-1)
6	5)  Identify Friend Or Foe:  Detect A Single Thing 14- (Unusual Group), Discriminatory; OIF Bulky 
	Fragile (-1 ¼)
7	6)  Tactical Datalink:  Mind Link , One Specific Mind, Number of Minds (x16); OIF Bulky (-1), Only 
	With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense [very common Sense] (-½), 
	Custom Modifier (Real equipment; -¼)
	 
	Personnel Systems
2	1)  Ship's Galley:  KS: Cooking 11-
	Notes:  Basic Ship's Galley, a Small Kitchen with food storage and prep areas
4	2)  Basic Workshop:  +1 with Electronics plus +1 with Mechanics
1	3)  Life Support  (Eating: Character only has to eat once per week); 2 Charges (-1 ½), [2]
	Notes:  Ship's consumable supplies
6	4)  Sick Bay:  +2 with Paramedics plus +2 with SS: Medicine
7	5)  Ship's Armory:  +2 with Weaponsmith (Firearms, Missiles & Rockets)
	 
	Other Systems
57	1)  Fire Extinguishing System:  Detect Unauthorized/Uncontrolled Fires 14- (no Sense Group); Only 
	Within Affected Area (20" x 20" zone; -2), Custom Modifier (Real equipment; -¼) plus Dispel 
	Fire Powers 20d6, 16 Charges (+0), all Fire powers simultaneously (+2); Only Within Affected Area 
	(20" x 20" zone; -2), Custom Modifier (Real equipment; -¼), [16]
37	2)  Large Boat's Anchor:  +100 STR, Reduced Endurance (0 END; +½); Partial Coverage (-2), OIF Bulky (-1)
2	3)  Heavy Anchor Chain:  +10 BODY; Partial Coverage (-2), OIF Bulky (-1)
	 
	Small Craft
	1)  1 EH 101 Merlin:  Custom Power

	Talents
1	Absolute Range Sense; OIF Bulky (-1), Custom Modifier (Real equipment; -¼)
1	Absolute Time Sense; OIF Bulky (-1), Custom Modifier (Real equipment; -¼)
1	Bump Of Direction; OIF Bulky (-1), Custom Modifier (Real equipment; -¼)

	Skills
6	Digital Fire Control System:  +3 with Ranged Combat; OIF Bulky Fragile (-1 ¼), Real Weapon (-¼)
5	Laser Rangefinder:  Penalty Skill Levels:  +4 vs. Range Modifier with All Attacks; IAF Bulky (-1), 
	Custom Modifier (Real equipment; -¼)
	 
1	Roll Stabilizers:  +2 with Combat Driving; OIF Bulky (-1), Custom Modifier (only to offset modifiers 
	caused by rough seas; -1), Custom Modifier (Real equipment; -¼)
1	Bear Trap Or Rast Helicopter Recovery 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)
2	Field Cryptograhy Set:  +2 with Cryptography; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real 
	Equipment; -¼)
3	Emergency Damage Control:  KS; OIF Bulky (-1), Crew-Served ([5-8] people; -¾), Custom Modifier 
	(Real equipment; -¼) 14-
1	Assorted Maintenance Tools Carried Aboard:  +1 with Mechanics; OIF Bulky (-1), Reduces Vehicle to
	 ½ DCV (-¼), Custom Modifier (Real equipment; -¼)
2	Automated Combat Management System:  +2 with Teamwork; OIF Bulky (-1), Custom Modifier (Real 
	Equipment; -¼)

Total Abilities & Equipment Cost:  701
Total Vehicle Cost:  789

Value Disadvantages
Total Disadvantage Points:  0
Total Cost:  789/5 = 158
Type 23 Duke Class Frigate

Character sheet by Robert Kevin Walsh


Return to Military Water Vehicles