Val Char Cost Notes 15 Size 75 Length 32", Width 16", Area 512", Mass 3.3 kton, KB -15 85 STR 0 HTH Damage 17d6 END [8] 11 DEX 3 OCV 4 DCV -6 29 BODY 4 2 DEF 0 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 79 Movement: Swimming: 16"/32" Abilities & Equipment Propulsion Systems 3 1) Propeller-Driven Military Vessel: Swimming +14" (16" 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) 13 2) Ship's Generators: Endurance Reserve (32 END, 32 REC); OIF Bulky (-1), Crew-Served ([3-4] people; -½), Custom Modifier (Real Gear; -¼) 3) Water Vehicle: Ground Movement -6" (already figured in) Tactical Systems 114 1) Mark 7 16-Inch Guns: RKA 9d6, Indirect (can be arced over some intervening obstacles; +¼), +1 Increased STUN Multiplier (+¼), Armor Piercing (+½), 64 Charges (+½), Increased Maximum Range (59,000"; 19,000", or about 24 miles; +½), Explosion (-1 DC/3"; +1); Extra Time (1 Minute, -1 ½), OIF Bulky (-1), Crew-Served ([5-8] people; -¾), Real Weapon (-¼), Limited Arc Of Fire (180 degrees; -¼), [64] Notes: 2 Triple Turrets firing Forward 15 2) Mark 7 16-Inch Guns: 5 more 16-inch guns (total of 6) 87 3) Twin Mark 45 127mm Deck Guns: RKA 8d6, Autofire (2 shots; +¼), Indirect (can be arced over some intervening obstacles; +¼), +1 Increased STUN Multiplier (+¼), Increased Maximum Range (41,250"; 9,650", or about 12 miles; +½), 1500 Charges (+1); Extra Time (1 Minute, -1 ½), OIF Bulky (-1), Crew-Served ([3-4] people; -½), Real Weapon (-¼), Limited Arc Of Fire (180 degrees; -¼), [1500] Notes: 2 Left Side Turrets, 2 Right Side Turrets 5 4) Twin Mark 45 127mm Deck Guns: 1 more Twin Mark 45s (total of 2) 45 5) ASROC Launcher: RKA 6d6, Explosion (+½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼); OIF Bulky (-1), Custom Modifier (Underwater targets only; -1), 8 Charges (-½), Custom Modifier (Sonar Guided; -½), Crew-Served (2 people; -¼), Real Weapon (-¼), [8] Defensive Systems 35 1) Heavy Armor Plating: +32 DEF; Partial Coverage (covers 600 Hexes; -1 ¼), Ablative BODY Only (-½) 5 2) ECM Systems: Radio Group Flash Defense (10 points); OIF Bulky (-1) 16 3) EMP Hardening: Power Defense (20 points); Only Works Against Limited Type Of Attack (EMPs, electronic warfare attacks, and the like; -¼) 42 4) 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) 15 5) Fire Extinguishing System: 7 more Fire Extinguishing Systems (total of 8) Sensors and Commo 12 1) SPS-10/SPS-49 Radar Package: Radar (Radio Group), +6 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +15, MegaScale (1" = 10 km; +½); OAF Bulky Fragile (-1 ¾), Custom Modifier (Range Varies by Target Size; -½), Costs Endurance (-½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼) 10 2) SQS-23 Sonar: Active Sonar (Hearing Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Telescopic: +2, MegaScale (1" = 1 km; +¼); OIF Bulky (-1), Costs Endurance (-½), Crew-Served (2 people; -¼) 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) 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) 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) 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) 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) 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) 4 3) Mark 13 and Mark 25 Gunnery Directors: +2 with Ranged Combat; OIF Bulky Fragile (-1 ¼), Costs Endurance (Only Costs END to Activate; -¼) 1 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) 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) Theoretical Aircraft Loadout Notes: 20 Assorted Helicopters 5 2) Ship's Vehicles Notes: 14 LCM-6 in side Davits, Quarters for 1,800 troops 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: 518 Total Vehicle Cost: 597 Value Disadvantages 20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures) Total Disadvantage Points: 20 Total Cost: 577/5 = 115
Character sheet by Robert Kevin Walsh
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