Val Char Cost Notes 28 Size 140 Length 645.08", Width 322.54", Area 208,063.83", Mass 26,843.5 kton, KB -28 150 STR 0 HTH Damage 30d6 END [15] 13 DEX 9 OCV 4 DCV -14 84 BODY 46 2 DEF 0 3 SPD 7 Phases: 4, 8, 12 Total Characteristic Cost: 190 Movement: Swimming: 8"/16" Abilities & Equipment Propulsion Systems 1 1) 3 Blohm and Voss-Curtis Steam Turbines: Swimming +6" (8" 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), Limited Maneuverability (-¾), Crew-Served ([3-4] people; -½) 10 2) Ship's Propellers: Two More Propellers (total of 3) 13 3) Ship's Generators: Endurance Reserve (32 END, 32 REC); OIF Bulky (-1), Crew-Served ([3-4] people; -½), Custom Modifier (Real Gear; -¼) 4) Water Vehicle: Ground Movement -6" (already figured in) Tactical Systems 68 1) Twin 15" Gun Turret: RKA 8 ½d6, MegaScale (1" = 1 km; 34,875 Yards Max Range; +¼), Autofire (2 shots; +¼), Semi-Armor Piercing (+¼), 250 Charges (+1); OIF Immobile (-1 ½), Extra Time (1 Minute, -1 ½), Crew-Served ([5-8] people; -¾), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -½), [250] Notes: Fires 2 Rounds Per minute per turret. Turrets Named Anton, Bruno, Casar, and Dora 10 2) Twin 15" Gun Turret: Three More Twin 15" Gun Turrets (total of 4) 63 3) Twin 6" Turret: RKA 5d6, MegaScale (1" = 1 km; 23,178 Yard Max Range; +¼), Explosion (+½), 250 Charges (+1), Autofire (3 shots; +1 ¼); OIF Immobile (-1 ½), Extra Time (1 Turn (Post-Segment 12), -1 ¼), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -½), Crew-Served ([3-4] people; -½), [250] Notes: Fires 8 rounds per minute per barrel 15 4) Twin 6" Turret: Five More Twin 6" Turrets (total of 6) Defensive Systems 21 Armor: +48 DEF; Partial Coverage (covers 600 Hexes; -4 ½), Ablative BODY Only (-½), Custom Modifier (Actual Defense Varies on Hit Location; -½), Real Armor (-¼) 5 Torpedo Blisters: +4 DEF, Hardened (+¼); Custom Modifier (only vs Torpedoes and Mines; -1), Ablative BODY Only (-½), Real Armor (-¼) 13 Laying Smoke: Darkness to Sight Group 4" radius (8" long and 4" wide Line; +½); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Custom Modifier (Covers Ship and a straight line behind it; -1), OIF Bulky (-1), Real Weapon (-¼) Sensors and Commo 6 1) Telefunken Fu-mo23 Radar: Radar (Radio Group), Telescopic: +3, MegaScale (1" = 1 km; +¼); OIF Immobile (-1 ½), Costs Endurance (-½), Sense Affected As More Than One Sense [very common Sense] (-½), Crew-Served (2 people; -¼) 10 2) Telefunken Fu-mo23 Radar: Two More Telefunken Fu-mo23 Radar Sets (total of 3) 6 3) 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) 3 4) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group; OIF Bulky Fragile (-1 ¼), 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), Costs Endurance (-½), Custom Modifier (Real Gear; -¼) 2 2) Fire Control Systems: +1 with Ranged Combat; OAF Bulky Fragile (-1 ¾), Costs Endurance (Only Costs END to Activate; -¼) Notes: Combined Optical Rangefinder and Fumo23 Radar. 5 3) Fire Control Systems: A Second Fire Control System Room (total of 2) 1 4) Flak Direction Center: +1 with Ranged Combat; OIF Immobile (-1 ½), Custom Modifier (only usable with 4" AA Mounts; -1), Custom Modifier (Underwater Weapons Damage to Ship knocks out Director on an 11-; -½), Crew-Served (2 people; -¼), Real Weapon (-¼) 35 5) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +½); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -¼) 2 6) Heavy Anchor Chain: +10 BODY; Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -¼) 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 1 2) Ship's Sick Bay: +1 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, Other); 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) Damage Control Systems: A Second Damage Control System Room 5 8) Cryptography Section: Cryptography 14-; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼), Crew-Served (2 people; -¼) 2 9) Ship's Administrative Support Systems: +2 with Bureaucratics; OIF Bulky Fragile (-1 ¼) Aircraft 1) Carried Aircraft Notes: 4 Arado 196 with 1 Double ended catapult 2 2) Launch Catapult: Flight 5"; OIF Immobile (-1 ½), Custom Modifier (only to boost aircraft takeoff Speed; -1), Extra Time (1 Minute, Only to Activate, -¾), Crew-Served (2 people; -¼) Notes: Aircraft cannot land on ship, must be lifted aboard by crane. Talents 1 4 Meter Optical Rangefinder: Absolute Range Sense; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 1 Basic Navigation System: Bump Of Direction; OIF Bulky Fragile (-1 ¼) Total Abilities & Equipment Cost: 317 Total Vehicle Cost: 507 Value Disadvantages Armor Layout in mm 1) Barbette Armor Notes: 342 2) Belt Armor Notes: 145-320 3) Bulkhead Armor Notes: 220 4) Conning Tower Notes: 360 5) Deck Armor Notes: 110-120 6) Turret Armor Notes: 130-360 Ship Statistics 1) Crew Notes: 103 Officers, 1,992 Enlisted 2) Maximum Range Notes: 9,280 at 16 Knots, 4,500 at 28 Knots 3) Propulsion Type Notes: 3 Blohm and Voss-Curtis Steam Turbines, 12 Wagner Boilers 4) Top Speed in Knots Notes: 30 20 Distinctive Features: Warship (Not Concealable; Extreme Reaction [Fear]; Not Distinctive In Some Cultures) 10 Physical Limitation: Carried Aircraft Cant Land Back Aboard, Must Be Lifted By Cranes (Frequently, Slightly Impairing) 10 Physical Limitation: Exposed Rudders Susceptible To Torpedo Damage (Infrequently, Greatly Impairing) 10 Physical Limitation: Poor Mounting Of AA Directors Results In Them Being KO'd By Underwater Explosions On An 11- (Infrequently, Greatly Impairing) 10 Weak Stern Design: 1 ½ X Body Torpedo And Shell Hits To Stern Area Of Ship (Common) Total Disadvantage Points: 60 Total Cost: 447/5 = 89
Character sheet by Robert Kevin Walsh
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