Val Char Cost Notes 25 Size 125 Length 322.54", Width 161.27", Area 52,015.96", Mass 3,355.4 kton, KB -25 135 STR 0 HTH Damage 27d6 END [13] 11 DEX 3 OCV 4/DCV -12 68 BODY 33 2 DEF 0 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 158 Movement: Swimming: 8"/16" Abilities & Equipment Propulsion Systems 1 1) Nuclear Powered Propeller-Driven Military Vessel: Swimming +6" (8" 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) Tactical Systems 67 1) Tomahawk Cruise Missile: RKA 9d6, Armor Piercing (+½), Explosion (+½), MegaScale (1" = 10 km; 250km max range; +½), Can Be Scaled Down 1" = 1km (+¼); Extra Time (1 Minute, -1 ½), OIF Bulky (-1), 4 Charges (-1), Custom Modifier (Target lock to launch, self guided after; -½), Limited Arc Of Fire (180 degrees; Aft; -¼), Crew-Served (2 people; -¼), Real Weapon (-¼), Custom Modifier (4 KM Minimum Range; -¼), [4] Notes: (x2 number of items) 93 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), Limited Arc Of Fire (180 degrees; Aft; -¼), [4] Notes: (x2 number of items) 24 3) ASROC: RKA 5d6, MegaScale (1" = 1 km; +¼), Explosion (+½); Extra Time (1 Turn (Post-Segment 12), -1 ¼), OIF Bulky (-1), Custom Modifier (underwater targets only; -1), Custom Modifier (Active Sonar Homing; -½), 8 Charges (-½), Real Weapon (-¼), [8] 95 4) Mark 45 127mm Deck Gun: RKA 8d6, Indirect (can be arced over some intervening obstacles; +¼), +1 Increased STUN Multiplier (+¼), Increased Maximum Range (37,500"; 9,650", or about 12 miles; +½), 500 Charges (+1); Extra Time (1 Minute, -1 ½), OIF Bulky (-1), Real Weapon (-¼), Limited Arc Of Fire (360 Degrees above the ship; -¼), [500] Notes: (x2 number of items) Defensive Systems 80 1) SM2 ER SAM System: RKA 4 ½d6, Area Of Effect Accurate (One Hex; +½), 60 Charges (+½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼), Autofire (2 shots; +1 ¼); OIF Bulky (-1), Custom Modifier (Radar Guided, Must have Target lock; -½), Extra Time (Full Phase, -½), Crew-Served (2 people; -¼), Real Weapon (-¼), Limited Range (60 Miles; -¼), [60] Notes: (x2 number of items) 21 2) AN/SLQ-32 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 3) 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 4) ECM Systems: Radio Group Flash Defense (10 points); OIF Bulky (-1) 16 5) EMP Hardening: Power Defense (20 points); Only Works Against Limited Type Of Attack (EMPs, electronic warfare attacks, and the like; -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 5 8) 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) 4 9) Systems Armoring: +8 DEF; Partial Coverage (covers 600 Hexes; -3 ¾), Ablative BODY Only (-½) 170 20mm Mark 15 Phalanx CIWS: Multipower, 165-point reserve, all slots 1,550 Charges for entire reserve (+1); all slots OIF Bulky (-1) Notes: (x2 number of items) 7 1) Attack Mode: RKA 4d6, +1 Increased STUN Multiplier (+¼), Armor Piercing (+½), Autofire (10 shots; +1); OIF Bulky (-1), Limited Arc Of Fire (360 Degrees above the ship; -¼) 1 2) Defense Mode: Missile Deflection (all physical projectiles), Full Range (+1); OIF Bulky (-1), Requires 10 Charges Per Use (-¾) Sensors and Commo 13 1) SPS-49/SPS-67 Radar Package: Radar (Radio Group), +6 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +18, MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼); OAF Bulky (-1 ½), Costs Endurance (-½), Sense Affected As More Than One Sense [very common Sense] (-½), Custom Modifier (Detection range varies by target size; -½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼), END 6 5 2) SQQ-23 Hull Mounted Sonar: Active Sonar (Hearing Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +2; 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 Gear; -¼), END 2 8 3) 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 4) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 5) Sensor Control Systems: +2 with Systems Operation; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 6 6) 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 7) 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 8) 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) AN/SPG-55 Fire Control Radar: +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) Landing Pad For One Medium Helo, No Hangar Equipment Options 10 1) SCANFAR Phased Array Radar System: Radar (Radio Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +16, MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼); OAF Bulky Fragile (-1 ¾), Crew-Served ([3-4] people; -½), Custom Modifier (Range Varies by Target Size; -½), Costs Endurance (-½), Sense Affected As More Than One Sense [very common Sense] (-½), Activation Roll 12-, Burnout (poor reliability; -½), Custom Modifier (Real Gear; -¼), Custom Modifier (Real Gear; -¼), END 6 Notes: Early Prototype Phased Array , replaced in later refit due to expense and poor reliability. 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: 787 Total Vehicle Cost: 945 Value Disadvantages Ship Statistics 1) Top Speed in Knots Notes: 30 2) Propulsion Type Notes: 2 C1W nuclear reactors; 2 General Electric turbines; 80,000 hp; 2 screws. 3) Maximum Range Notes: Not given 4) Crew Notes: 79 officers and 1081 enlisted (after mid-life conversion: 55 officers and 770 enlisted) 20 Distinctive Features: Warship (Not Concealable; Extreme Reaction [Fear]; Not Distinctive In Some Cultures) 25 Hunted: Environmental Groups, Assorted Anti Nuke Groups 14- (Mo Pow, NCI, PC Has A Public ID Or Is Otherwise Very Easy To Find, Watching) 10 Physical Limitation: High Box-Like Superstructure (Frequently, Slightly Impairing) 15 Reputation: World's First Nuclear Powered Warship, 11- (Extreme) Total Disadvantage Points: 70 Total Cost: 875/5 = 175
Character sheet by Robert Kevin Walsh
USS Long Beach Hero Designer File
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