Val Char Cost Notes 19 Size 95 Length 80.63", Width 40.32", Area 3,251", Mass 52.4 kton, KB -19 105 STR 0 HTH Damage 21d6 END [10] 15 DEX 15 OCV 5 DCV -7 29 BODY 0 2 DEF 0 3 SPD 5 Phases: 4, 8, 12 Total Characteristic Cost: 103 Movement: Swimming: 16"/64" Abilities & Equipment Construction 4 1) Hardened Steel: +1 BODY plus +1 DEF 2 2) 60 Degree Sloped Armor: +3 DEF; OIF Bulky (-1), Custom Modifier (only vs physical projectiles; -½), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; Only on the same horizontal Level; -½), Activation Roll 14- (-½), Real Armor (-¼) 13 3) +10 DEF, Hardened (+¼); OIF Bulky (-1), Ablative BODY Only (-½), Real Armor (-¼) 15 4) Sloped Superstructure And Curved Construction: Change Environment 1" radius, -3 to Radar PER Rolls, -3 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +½); OIF Bulky (-1) Notes: Also fitted with cooled funnels to cut IR signature Movement 4 1) Propellers: Swimming +14" (16" total) (x4 Noncombat); 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) 10 2) 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 3) Emergency Generators: Endurance Reserve (5 END, 5 REC); REC; OIF Bulky (-1), Crew-Served (2 people; -¼), Custom Modifier (Real equipment; -¼) 16 4) Quieted Propulsion System: Change Environment 32" radius, -3 to Hearing Group PER Rolls; OIF Bulky (-1), Custom Modifier (Real equipment; -¼) Tactical Systems 94 1) 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 2) Harpoon: A Second Harpoon (total of 2) 99 3) 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] 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: A Second Oerlikon KCB 30mm L75 Remote Mount (total of 2) 127 6) MBDA Sylver SAM System: RKA 4d6, Semi-Armor Piercing (+¼), Area Of Effect Accurate (One Hex; +½), 48 Charges (+½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼), Autofire (3 shots; +1 ¼); Custom Modifier (Radar Guided, must have a target lock; -½), Crew-Served (2 people; -¼), Real Weapon (-¼), [48] Notes: Fires ASTER 15 and 30 Missiles 100 Phalanx CIWS: Multipower, 225-point reserve, all slots OIF Bulky (-1), Crew-Served (2 people; -¼) 9 1) Attack Mode: RKA 4d6, +1 Increased STUN Multiplier (+¼), Armor Piercing (+½), Autofire (10 shots; +1), 600 Charges (+1); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Forward Mount, 180 degrees above the ship; -¼), Crew-Served (2 people; -¼), [600] 1 2) Defense Mode: Missile Deflection (all physical projectiles), Full Range (+1); OIF Bulky (-1), Requires 10 Charges Per Use (-¾), Crew-Served (2 people; -¼) 5 Phalanx CIWS: Another Phalanx CIWS (total of 2) Notes: Aft Mount 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] 12 2) 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] 8 3) SSTDS Active Torpedo Decoy: Hearing Group Images Increased Size (64" radius; +1 ½), +/-3 to PER Rolls; OAF Bulky Fragile (-1 ¾), Set Effect (mimics sonar signature of ship; -1), Custom Modifier (towed behind ship; -½), Real Weapon (-¼) 27 4) 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 5) 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 6) ECM Systems: Radio Group Flash Defense (10 points) 20 7) EMP Hardening: Power Defense (25 points); Only Works Against Limited Type Of Attack (EMPs, electronic warfare attacks, and the like; -¼) Electronics 23 1) Sampson Multi-function Tracking Radar: Radar (Radio Group), +8 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +18, MegaScale (1" = 10 km; 400 KM Max Range; +½), Can Be Scaled Down 1" = 1km (+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) 10 2) MFS 7000 Hull Mounted Sonar: Active Sonar (Hearing Group), +4 to PER Roll, Discriminatory, Increased Arc Of Perception (240 Degrees), Telescopic: +6; OIF Bulky (-1), Sense Affected As More Than One Sense [very common Sense] (-½), Crew-Served (2 people; -¼), Custom Modifier (Real Equipment; -¼) 5 3) GPS Tracker: Detect Exact Position On Earth 16- (Radio Group); OIF Bulky (-1) 6 4) Identify Friend Or Foe: Detect A Single Thing 14- (Unusual Group), Discriminatory; OIF Bulky Fragile (-1 ¼) 7 5) 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 1 1) Life Support (Eating: Character only has to eat once per week); 2 Charges (-1 ½), [2] Notes: Ship's consumable supplies 4 2) Basic Workshop: +1 with Electronics plus +1 with Mechanics 2 3) Ship's Galley: KS: Cooking 11- Notes: Basic Ship's Galley, a Small Kitchen with food storage and prep areas 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) 4) Marine Barracks Notes: Fitted to carry up to 60 Marines and their equipment Small Craft 1) 1 Lynx or Merlin Helicopter Notes: Can fit a Chinook size helicoper on deck but not in hangar. Equipment Options 1) Tomahawk Missiles Notes: Can Fire Tomahawks from the Sylver SAM Launcher 2) 2 Triple Stingray ASW Torpedo Launchers Notes: Fitted for but not currently equipped 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 Prism 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-le (-1 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: 891 Total Vehicle Cost: 994 Value Disadvantages Total Disadvantage Points: 0 Total Cost: 994/5 = 199
Character sheet by Robert Kevin Walsh
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