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 11 DEX 3 OCV 4/DCV -8 61 BODY 33 2 DEF 0 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 123 Movement: Swimming: 12"/24" Abilities & Equipment Construction 1 1) Hardened Steel: +1 BODY Propulsion Systems 2 1) AM-50 Gas Turbines and KVM-18 Diesels: Swimming +10" (12" 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) 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 Tactical Systems 88 1) SSN-25 Switchblade Missile System: RKA 8d6, Semi-Armor Piercing (+¼), Explosion (+½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼), Autofire (2 shots; +1 ¼); Extra Time (1 Minute, -1 ½), OIF Bulky (-1), 4 Charges (-1), Custom Modifier (I/M/TARH Guidance; -½), Crew-Served (2 people; -¼), Real Weapon (-¼), Custom Modifier (3 mile minimum range; -¼), [4] Notes: (x4 number of items) 127 2) Single AK-100 100mm Gun Turret: RKA 6d6, Explosion (+½), Increased Maximum Range (42,125"; +½), 325 Charges (+1), Autofire (2 shots; +1 ¼); OIF Bulky (-1), Crew-Served ([3-4] people; -½), Limited Arc Of Fire (-¼), Real Weapon (-¼), [325] Notes: A turret-mounted Kondensor optical sighting system provides semi-automatic control. 164 3) AK-650 Gun System: RKA 4 ½d6, +1 Increased STUN Multiplier (+¼), Armor Piercing (+½), Autofire (10 shots; +1); Limited Arc Of Fire (-¼) 19 Notes: (x4 number of items) 36 4) Quintuple 533mm ASW Torpedo: RKA 5d6, MegaScale (1" = 1 km; +¼), Explosion (+½); OIF Bulky (-1), 5 Charges (-¾), Limited Arc Of Fire (Only on same horizontal level; -½), Custom Modifier (only works against submarines; -½), Real Weapon (-¼), Crew-Served (2 people; -¼), [5] Notes: (x2 number of items) 85 5) RBU-6000 ASW Rocket Launcher: RKA 3d6+1, Increased Maximum Range (4,675"; +¼), Explosion (+½), 96 Charges (+¾), Autofire (5 shots; +1 ½); OIF Bulky (-1), Inaccurate ½ OCV (-¼), Limited Arc Of Fire (-¼), [96] Notes: (x2 number of items) Defensive Systems 3 1) Systems Armoring: +4 DEF; Partial Coverage (covers 600 Hexes; -2), Ablative BODY Only (-½) 21 2) Ajanta 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) 5 6) 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) Sensors and Commo 5 1) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1 km; +¼); OAF Bulky Fragile (-1 ¾), Custom Modifier (Range Varies by Target Size; -½), Costs Endurance (-½), Sense Affected As More Than One Sense [very common Sense] (-½), Crew-Served (2 people; -¼), Custom Modifier (Real Gear; -¼) 2 8 2) TQN-2 ESM Package: 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 3) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 4) Sensor Control Systems: +2 with Systems Operation; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 6 5) 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 6) 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 7) 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) Front Dome and Kite Screech Fire Control Radars: +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 Administrative Support Systems: +2 with Bureaucratics; OIF Bulky Fragile (-1 ¼) 5 3) Cryptography Section: Cryptography 14-; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼), Crew-Served (2 people; -¼) 2 4) Ship's Maintenance Shops: +2 with Electronics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 1 5) Damage Control Systems: +2 with KS: Emergency Damage Control; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 6) Ship's Maintenance Shops: +2 with Mechanics; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Gear; -¼) 2 7) Ship's Sick Bay: +2 with Paramedics; OIF Bulky Fragile (-1 ¼) 3 8) Ship's Armory: +2 with Weaponsmith (Firearms, Missiles & Rockets); OIF Bulky Fragile (-1 ¼) 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: 784 Total Vehicle Cost: 850 Value Disadvantages 20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures) Ship Statistics 1) Top Speed in Knots 2) Propulsion Type 3) Maximum Range 4) Crew Notes: 218 Total Disadvantage Points: 20 Total Cost: 830/5 = 166
Delhi Class Destroyer Hero Designer File
Character sheet by Robert Kevin Walsh
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