UNN Truman - Class Dreadnought
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) |