Seaquest DSV

CTRL: IN
SPEED: AM (Water Surface: 8 areas, 104 knots (approx. 120 mph); Underwater: 7 areas, 87 knots (100 mph)
BODY: AM
PROT: AM

Statistical Data:
Model Type: DSV-2000
Class: Research/Military Submarine
Height: 130 feet
Width: 170 feet
Length: 3300 feet
Weight: 100,000 tons fully loaded
Cargo 15,000 tons
Power System: Nuclear; 45 year life
Market Cost: Not Available; one of a kind.
Crew: 175 plus 200 power armor Marines; the ship can carry up to 1000 passengers under cramped conditions, in addition to the normal crew and power armor marines.
Laser Turrets (2)
Torpedo Tubes (9 front; 5 rear)
Sea-to-Air Missile Launchers (15)
Counter Torpedo Batteries (3 front; 3 rear)
Launch Bay Doors (6)
Engines (4)
Maximum Depth: Unlimited!

Weapons Systems:

1. Laser Turrets (2): MN (75) damage; 40 area range A pair of high power, long range laser turrets. One is mounted on top, and one on the bottom, of the bridge section. Capable of 360 degree rotation, and can be angled up (or down for the bottom turret) 60 degrees.
Primary Purpose: Assault/Anti-Submarine
Secondary Purpose: Defense/Anti-Torpedo
Rate of Fire: 4 per turret, per melee
Payload: Effectively Unlimited

2. Torpedo Tubes (14): FB-AM damage; 35 mile range- 1,400 areas
These tubes are designed to fire a variety of torpedoes, but standard issue is a unique High Explosive torpedo with a variable damage setting.
Primary Purpose: Assault
Secondary Purpose: Defense
Rate of Fire: One at a time, or in volleys of two, four, six, or nine from the front tubes! One at a time, or in volleys of two, three, four, or five from the rear tubes.
Payload: 280; that's 20 per tube, plus another 280 in storage.

3. Intercontinental Ballistic Nukes (15):
CL. 1000 damage; 4,500 mile range- 180,000 areas
UN (100) radioactive cloud- 1,500 mile range (60,000 areas)
These massive nuclear warheads are designed to destroy strategic targets from almost half the planet away.
Primary Purpose: Strategic Annihilation
Rate of Fire: One at a time, or in volleys of 2 through 15!
Payload: 60; 1 per tube, plus 3 reloads per tube

4. Counter Torpedo Batteries (6): EX (20) ramming damage, RM (30) explosive damage; 1.5 miles- 60 areas
These mini-torpedoes are designed to counter enemy torpedoes and depth charges. They can also be used as a weapon in an emergency. They are designed to home in on and ram enemy torpedoes/depth charges, but also have an explosive primer charge on the tip.
Primary Purpose: Defense
Secondary Purpose: Emergency Assault
Rate of Fire: One at a time, or in volleys of 2 or 3.
Payload: 300; 50 per tube

5. Stealth Systems: AM (50)
SeaQuest's stealth system makes it virtually impossible to detect on radar or sonar. The sonar/radar operator has a -8CS on his roll when SeaQuest is travelling under 30 mph, and has NO chance of detecting it if stationary. At a distance of one mile, the operator has a -6CS chance of detecting SeaQuest at a dead stop, and -4CS if SeaQuest is moving under 30 mph. At any speed higher than 30 mph, the system automatically disengages.

6. Regeneration: TY (6)
The hull skin regenerates itself at a TY rate.

7. Extra Vehicles: SeaQuest carries several smaller, unique vehicles in addition to itself.

A. Launch:
CTRL- EX
SPEED- GD
BODY- GD
PROT- GD

SeaQuest has a small fleet of 8 launches. These smaller vehicles are kept in the launch bay area, along with all of the other smaller vehicles. Launches are designed for transporting cargo and officers, but can be used for combat in an emergency.
Crew: 1 pilot, 1 co-pilot, 1 communications officer; can carry 40 people comfortably, or 50 in a cramped condition.
Length: 33 feet
Width: 12 feet
Height: 10 feet
Weight: 5 tons
Cargo: Can carry up to 10 tons of cargo.
Power System: Nuclear; 15 year life
Note: The launches are designed to land on beaches, but have no land based propulsion.

Weapons Systems:
1. Torpedo Tube: EX (20) damage; 3 mile range- 120 areas
Rate of Fire: One at time, up to 3 times per melee.
Payload: 10

B. Sea Crab:
CTRL- RM
SPEED- FB
BODY- TY
PROT- TY

These vehicles are designed mainly for reconnaissance, salvage operations, and exploration, but can fight in a pinch. SeaQuest has four such vehicles. They can also be used to help speed repairs to the hull skin. The vehicle is basically just a floating globe with four mechanical arms and a small aquajet propulsion unit.
Arms (4)- STR. IN (40)
Length: 7.5 feet
Width: 5.5 feet
Height: 5 feet
Weight: 1500 lbs
Power System: Nuclear; 15 year life
Weapons Systems: None, however the claws can be used in close combat if needed.
CLAWS- GD (10) edged damage; Punches for IN (40) damage can be made using CTRL rank to hit

C. Stinger:
CTRL- EX
SPEED- PR
BODY- TY
PROT- TY

This is a small, one-man, high speed transport. In the same basic shape as a fish or shark.
Length: 7.5 feet
Width: 4 feet
Height: 3 feet
Weight: 1200 lbs.
Power System: Nuclear; 7 year life

D. High Speed Military Transport:
CTRL- EX
SPEED- TY
BODY- EX
PROT- EX

This vehicle is a troop transport designed to move quickly at enemy subs and underwater bases, attach to the outer surface, and cut a hole in the wall to allow troops to penetrate the enemy stronghold.
Length: 45 feet
Width: 18 feet
Height: 15 feet
Weight: 3 tons
Cargo: A 4*4*4 locker with 6 energy rifles, 4 energy pistols, two particle beam rifles, and 3 standard sized suits of light body armor. It can carry 20 troops in addition to the lone pilot.
Power System: Nuclear; 15 year life

No weapons systems are on this vehicle, but it has a stealth system identical to that of SeaQuest. The Laser Hole Cutter activates once the vehicle has locked onto the side of the enemy vehicle or base, inflicting IN (40) damage until the wall is breached, at which time the Cutter disengages, and the airlock opens to allow the troops to exit. The hole made is a circular opening with a 4.5 foot radius.

7. Systems Notes: Targeting and Computer Network: These systems use an advance d system which uses four wiskers (wireless sea knowledge retreival sattellite), which evaluate, store, and transmit data to all on board weapon systems, combat stations, and communications stations. Due to this superior sensor info, all weapons systems are at +2 to strike in addition to any operator bonuses! When using the wiskers, SeaQuest's sonar, radar, and all other sensor systems have a 300 mile range (12,000 areas)! Without the wiskers, the range is reduced to 30 miles (1,200 areas).


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