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
Character sheet by Robert Kevin Walsh
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