shadowcat1313 Posted October 29, 2008 Report Share Posted October 29, 2008 I included this one more for its historical significance than anything else in 1967 2 Egyptian Komars became the first warships to sink another warship with a guided missile. Komar Fast Attack Craft Val Char Cost Notes 14 Size 70 Length 25.4", Width 12.7", Area 322.54" Mass 1.6 kton KB -14 80 STR 0 Lift 1.6ktons; 16d6 11 DEX 3 OCV 4 DCV -5 58 BODY 33 2 DEF 0 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 103 Movement: Swimming: 13" / 26" Leaping: 0" Cost Powers END construction 1 1) Mixed Metal and Wood Construction: +1 BODY 0 Propulsion Systems 3 1) Propeller-Driven Military Vessel: Swimming +11" (13" total), 1 Continuing Fuel Charge lasting 1 Week (easily-obtained fuel; +0) (11 Active Points); 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; -3/4), Limited Maneuverability (-3/4), Crew-Served ([3-4] people; -1/2) 4 2) Ships Generators: Endurance Reserve (10 END, 10 REC) Reserve: , 1 Continuing Charge lasting 1 Week (+0) (11 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4); REC: (10 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) [1 cc] 0 3) Water Vehicle: Ground Movement -6" (already figured in) 0 35 4) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 2 5) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 42 6) Fire Extinguishing System: (Total: 188 Active Cost, 42 Real Cost) Detect Unauthorized/Uncontrolled Fires 14- (no Sense Group) (8 Active Points); Only Within Affected Area (20" x 20" zone; -2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 2) plus Dispel Fire Powers 20d6, all Fire powers simultaneously (+2) (180 Active Points); Only Within Affected Area (20" x 20" zone; -2), 4 Charges (-1), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 40) 19 15 7) Fire Extinguishing System: 7 more Fire Extinguishing Systems 0 Tactical Systems 42 1) SSN-2A Styx Missile: Killing Attack - Ranged 8d6+1 (vs. PD), Semi-Armor Piercing (+1/4), MegaScale (1" = 1 km; 17km max range; +1/4), Can Be Scaled Down 1" = 1km (+1/4); 2 Charges (-1 1/2), OIF Bulky (-1), Custom Modifier (must have active radar lock to fire; -1/2), Custom Modifier (Minimum range of 6km; -1/2), Custom Modifier (Ship must be pointed towards target to launch; -1/2), Real Weapon (-1/4) [2] 46 2) Twin 25mm Cannon: RKA 4d6 (vs. PD), +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; 6 shots; +1/2), 150 Charges (+3/4); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Custom Modifier (Radar Guided, no Local Control; -1/2), Real Weapon (-1/4) [150] Defensive Systems 5 1) Internal bulkteads and watertight compartments: Physical Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (Below the waterline only; -1), Custom Modifier (only vs flooding damage and effects; -1) 0 5 2) Systems Armoring: +4 DEF (12 Active Points); Partial Coverage (covers 600 Hexes; -1), Ablative BODY Only (-1/2) Sensors and Commo 7 1) Square Tie Radar: Radar (Radio Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +3, MegaScale (1" = 1 km; +1/4) (32 Active Points); OAF Bulky Fragile (-1 3/4), Custom Modifier (Range Varies by Target Size; -1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) (uses Personal END) 3 3 2) optical sight PMK-453: +5 versus Range Modifier for Sight Group (8 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0 6 3) Communications System: HRRP (Radio Group), Discriminatory, Analyze (22 Active Points); OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) (uses Personal END) 2 Operations Systems 1 1) Bridge and Helm: +2 with Combat Piloting (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) (uses Personal END) 1 4 2) Square Tie Fire Control Radar: +2 with Ranged Combat (10 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 1 Personnel Systems 2 1) Ships Environmental Systems: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2) Note: Ships stores and consumables 0 2 2) Ships Sick Bay: +2 with Paramedics (4 Active Points); OIF Bulky Fragile (-1 1/4) Talents 1 Absolute Range Sense (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 1 Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4) Total Powers & Skill Cost: 227 Total Cost: 330 757+ Disadvantages 20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures) 0 Historical Significance Note: Egyptian Komars were the first modern warships to sink another warship with a guided missile Ship Statistics 0 1) Top Speed in Knots Note: 40 0 2) Propulsion Type Note: Diesel 0 3) Maximum Range Note: 800 at 25 knots, 400 at 30 knots 0 4) Crew Note: 11 0 Experience Points Total Disadvantage Points: 330 Quote Link to comment Share on other sites More sharing options...
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