UNN Truman - Class Dreadnought

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Description

While smaller than the Xerxes-class, the Truman-class dreadnought is the pride of the United Nations Navy. It is the longest active class of ship in the UNN and is well known for its reliability and sturdiness.

Attribute Details
Name
Class Truman-Class Dreadnought
Faction UNN
Category Gigantic
Drive Epstein, Thrusters
Length 376m
Crew 256 (1400)
Competence Skilled
Hull 4d6+3
Sensors 3
Favoured Range Medium
Favoured Command Stunts Guidance, On-Target, Set-Up
Qualities Advanced Communications Systems, Advanced Targeting Systems, Emergency Batteries, Good Juice, Hangar Bays, Hull Plating III, Improved Stores, Luxury Amenities, Medical Expert System, Plasma Torpedoes, Rapid Reload Torpedo Tubes, Redundant Hull (Double), Repair Facilities, Self-Destruct System, Sensor Scrambling
Flaws Faulty System: Manoeuvrability
Weapon Type Range Damage Arc
Torpedo Tubes (9) Long 4d6 3 Fore, 3 Ventral, 3 Aft
Rail Gun (2) Medium 3d6 1 Fore, 1 Aft
Point Defence Network Close 2d6 Full Coverage
Grappler (2) Close 1 Fore, 1 Aft
Quality / Flaw Effect Prerequisites Stack?
Advanced Communications Systems Reduces Fleet Command Stunt SP cost by 1. None stated. No
Advanced Targeting Systems +1 bonus to Sensors score for Electronic Warfare tests. None stated. No
Emergency Batteries Provides backup power to ship systems. None stated. No
Good Juice +2 bonus Stamina tests against high-g None stated. No
Hangar Bay Capable of carrying ships 3+ Size categories smaller None stated. No
Hull Plating +1 bonus when determining the ship's Hull total against damage. None stated. Yes (4)
Improved Stores The ship can stock supplies for extended travel for its crew and half its optimal crew listing (or more passengers). None stated. No
Luxury Amenities Increases the Lifestyle Cost to maintain the ship by +1. None stated. No
Medical Expert System +2 Medicine tests None stated. No
Plasma Torpedoes 1 or 2 is rolled for damage -> rerolled until the result is 3-6 Torpedo tubes No
Rapid Reload Torpedo Tubes Reduces the SP cost to use the Rapid Reload Command Stunt by 1. Torpedo tubes No
Redundant Hull (Double) Ignore the first loss condition imposed in an encounter. None stated. No
Repair Facilities Built-in facilities that can repair damage to other ships. Hanger Bay No
Self-Destruct System Can be programmed to annihilating the ship and its contents. None stated. No
Sensor Scrambling -1 penalty to all enemy Sensors tests within Medium or closer range None stated. No
Faulty System 1st time system used in encounter (1 or 2 on a die roll) it will stop working. Poor maintenence Yes (system)