| Tiger Shark Fast Attack Craft | |||||||||
| Tiger Shark Fast Attack Craft | |||||||||
| Cost |
Characteristic |
Value | Notes | ||||||
| 20 | Size | Length 2.52", Width 1.26", Area 3.17" Mass 1.6 ton KB -4 | |||||||
| 0 | STR | 30 | HTH Damage 6d6 END [3] | ||||||
| 0 | BODY | 14 | |||||||
| 3 | DEX | 11 | OCV 4 DCV 1 | ||||||
| 30 | DEF | 12 | |||||||
| 9 | SPD | 3 | Phases: 4, 8, 12 | ||||||
| -8 | Running | 2" | |||||||
| 23 | Swimming | 25" | |||||||
| Flight | " | 8x NCM | |||||||
|
Cost |
Abilities and Equipment |
END | |||||||
| 32 | Basic Hull, Multiple Configurations: Multipower, 120-point reserve, (120 Active Points); Limited Power Slot is Chosen When the Vehicle is Made, Slots Cannot Be Changed (-1 1/2); all slots OIF Bulky (-1), Limited Firing Arc (180 Degrees) (-1/4) | ||||||||
| 4u | 1) Directional Sonic Cannon: (Total: 119 Active Cost, 40 Real Cost) Hearing Group Flash 3 1/2d6, Area Of Effect (18" Cone; +1 3/4) (29 Active Points); OIF Bulky (-1), No Range (-1/2), Limited Power Half Damage Out of Water (-1/4), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 10) plus Energy Blast 6d6, Area Of Effect (13" Cone; +1), No Normal Defense (+1) (90 Active Points); OIF Bulky (-1), No Range (-1/2), Limited Power Half Damage Out of Water (-1/4), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 30) | 12 | |||||||
| 5u | 2) High Speed AAR: (Total: 119 Active Cost, 52 Real Cost) Killing Attack - Ranged 3d6-1, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (100 Active Points); OIF Bulky (-1), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 40) plus Penalty Skill Levels +6 vs Autofire Penalties (9 Active Points); OIF Bulky (-1), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 4) plus Accurate Sprayfire (5 Active Points); OIF Bulky (-1), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 2) plus Concentrated Sprayfire (5 Active Points); OIF Bulky (-1), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 2) | ||||||||
| 3u | 3) Minelayer: Killing Attack - Ranged 4d6+1, 4 clips of 8 Charges (+0), Trigger (+1/4), Explosion (+1/2) (114 Active Points); OIF Bulky (-1), No Range (-1/2), Extra Time (Extra Segment, -1/2), Limited Firing Arc (180 Degrees) (-1/4) | ||||||||
| 2u | 4) Pod Transport Compartment: (Total: 54 Active Cost, 18 Real Cost) Armor (3 PD/3 ED) (9 Active Points); OIF Bulky (-1), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 4) plus Teleportation 5", x16 Increased Mass (30 Active Points); 1 Recoverable Charge (-1 1/4), OIF Bulky (-1), no Noncombat movement (-1/4), Must Pass Through Intervening Space (-1/4), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 7) plus +15 STR (15 Active Points); OIF Bulky (-1), Limited Firing Arc (180 Degrees) (-1/4) (Real Cost: 7) | 1 | |||||||
| 3u | 5) Torpedo Tube: Killing Attack - Ranged 4d6, Explosion (+1/2), No Range Modifier (+1/2) (120 Active Points); 8 clips of 1 Charge (-1), OIF Bulky (-1), Limited Power Path to Target Must Be Entirely in the Water (-1/4), Limited Firing Arc (180 Degrees) (-1/4) | ||||||||
| 13 | Sonar: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Requires A Systems Operation Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) | ||||||||
| 1u | 1) Active Mode: Active Sonar (Hearing Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier) (25 Active Points); OIF Bulky (-1), Requires A Systems Operation Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) | ||||||||
| 1u | 2) Passive Mode: (Total: 30 Active Cost, 11 Real Cost) Targeting with Normal Hearing (10 Active Points); OIF Bulky (-1), Extra Time (Extra Segment, -1/2), Requires A Systems Operation Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 4) plus +20 versus Range Modifier for Normal Hearing (20 Active Points); OIF Bulky (-1), Extra Time (Extra Segment, -1/2), Requires A Systems Operation Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 7) | ||||||||
| 20 | Stealth Mode: Invisibility to Sight and Hearing Groups , 1 Continuing Fuel Charge lasting 1 Hour (+0) (25 Active Points); Bright Fringe (-1/4) | ||||||||
| 3 | Tactical Radio: High Range Radio Perception (Radio Group), +1 to PER Roll, Telescopic (+1 versus Range Modifier) (14 Active Points); Independent (-2), IIF Bulky (-3/4), Sense Affected As Hearing [very common Sense] (-1/2) | ||||||||
| 8 | Turbine: Swimming +5" (30" total) (x16 Noncombat) (20 Active Points); Limited Power Cannot Be Used While Stealth is in Use (-1), Side Effects (-1/4), Turn Mode (-1/4) | ||||||||
|
Cost |
Skills | ||||||||
| 200+ | Disadvantages | ||||||||
|
20 |
Distinctive Features: Aquatic Warcraft (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) | ||||||||
|
15 |
Hunted: Atlantis 14- (Mo Pow, NCI, Limited Geographical Area, Watching) | ||||||||
|
15 |
Hunted: Lemuria 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) | ||||||||
|
15 |
Physical Limitation: Requires a Crew of Two (Pilot and Gunner) (Frequently, Greatly Impairing) | ||||||||
| Characteristics Cost | 77 | Base Points | 162 | ||||||
| Powers Cost | 95 | Disadvantages | 65 | ||||||
| Talents Cost | 0 | Experience Points | 0 | ||||||
| Perks Cost | 0 | Total Points | 162+65+0 | ||||||
| Skills Cost | 0 | ||||||||
| Total Cost | 172 | ||||||||
| Background | |||||||||
|
Since after the Second Atlantean-Lemurian War, the command staff of the Atlantean Army decided to take advantage of Atlantean technology and production capabilities to increase the firepower of Citizen Soldier units. Drawing from surface world military organization, the Atlantean Army has since had infantry and cavalry. The cavalry serves much the same role as tanks or aircraft do for surface world armies. | |||||||||
| Powers | |||||||||
| TIn addition, it, like the Leviathan, has advanced sight and sound masking technologies to allow stealthy operations. In addition, the armored hull is able to withstand most of the armament that the Lemurians have. There are five variants of the Tiger Shark. The most common variant is the Cavalry FAC armed with a high speed AAR. The Assault FAC is armed with a torpedo tube able to destroy large or relatively slower targets from a distance. The Pod Carrier FAC has an armored troop compartment and variable direction rapid deployment chutes. The Suppression FAC is armed with a high powered Sonic Canon effective at disabling infantry or for police activity. The Minelayer FAC provides rapid minefield area denial capability. | |||||||||
| Appearance | |||||||||
|
The Tiger Shark is a sleek, thin submarine that seats a gunner in the front and a pilot in the back just forward of the dorsal fin. It has pectoral and tail steering surfaces as well and does appear much like a large shark especially with the common practice of painting a shark mouth beneath the gunner's position. | |||||||||