The following material is an adaptation of a Russian Navy Warship. Please feel free to use it as you see fit. All I ask is that you give proper credit to the author and do not claim that it is your own work. Comments and suggestions are welcome.

ADMIRAL KUZETSOV CLASS
AIRCRAFT CARRIER (1143.5 KREML)

RPG Stats by Nathan Grier and Marc Fletcher
Edited by and based on Daniel Henwood's Naval RPG Stats
Background info provided by the FAS Website & Warships1 Website


BACKGROUND

Construction of Russia's first aircraft carrier began in 1982. The first ship of the class the Admiral Kuznetsov was commisioned in 1991. Although superfically similar to American Carriers the Kuznetsov is not able to launch aircraft with heavy strike loads as she lacks the catapults to do so. Instead the Kuznetsov's 28 air superiority fighters are assisted in take off by using a bow ski jump. In addition to the 28 fighters the Kuznetsov also carries 24 helicopters for a variety of mission. In addition to her aircraft the Kuznetsov is also armed with a variety of missles and 30mm anti-aircraft cannons.

In 1985 construction of a second ship, the Varyag, began. Due to financial and political reasons construction was halted when the ship was only 70% completed. The ship was finaly sold in 1998 to a Chinese company to be converted into casino and entertainment complex.

RPG STATS

Government: Russia (Russian Navy)
Ship Type: Aircraft Carrier
Class: Admiral Kuzetsov (1143.5 KREML)
Manufacturer: Nikolayev South
Crew: 1960 + 626 Air group, plus 40 Flag (2626 total)

Ships of Class:
Admiral Flota Sovetskogo Soyuza Kuzetsov

MDC BY LOCATION:

(1) Main Body                                    3900
(2) Command Tower/Superstructure                  800
(2) Sensor Array (behind command tower)           180
    Hanger                                       1000
    Elevators (3)                                 400 each
(3) Flight Deck                                  2000
(4) Propellors (4)                                300 each                                       
    Kinzal Launcher (24)                          100 each 
    Granit Launcher (1)                           500 
    Kashtan CIWS (8)                              150 each
    AK-630 CIWS (6)                               150 each    
    Outer Hull (per 40ft area)                    100
    Interior walls (per 20ft)                      10

NOTES:

  1. Depleting the MDC of the main body will put the carrier out of commission. All internal systems will shut down, the ship itself will be an unsalvageable sinking wreck.
  2. Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. Destroying the main sensory array behind the command tower will have the same effect, but the command staff will not be killed instantly.
  3. Destroying the flight deck will greatly impair the carrier ability to deploy and recover aircraft.
  4. Depleting the MDC of the propellors will leave the ship adrift until such time as they are repaired or the ship is towed back to port.

SPEEDS:

Speed: 32 knots full nuclear power, 15 kts when on steam engines alone.
Maximum Range: Unlimited on nuclear power, steam only is a max of 1000 miles

STATISTICAL DATA:

Length: 1,000 ft (304.8 m)
Width: 124 ft (37.79 m)
Weight: 65,000 tons (Fully Loaded)
Engines:
One Nuclear Reactor
Four Steam Engines (200,000 Shaft Horsepower)
Radar Systems:
MR-320M Air Search Radar (2)
Mars Passat (Phased array) 3-D Radar
MR-710MA (Phased Array) 3-D Radar
MR-Volga Surface Search Radar (3)
Sonar Systems:
MGK-345 Hull Mounted Sonar


WEAPON SYSTEMS:

  1. KINZAL VERTICAL LAUNCHING SYSTEM (24): The primary anti-aircraft/missile weapon of the carrier it is situated in eight armoured silos. Each silo contains 8 missiles.

    • PRIMARY PURPOSE: Anti-Aircraft
    • SECONDARY PURPOSE: Anti-Missile
    • RANGE: 7.5 miles
    • SPEED: Mach 2.5
    • DAMAGE: 2D6 x 10
    • BLAST RADIUS: 100 feet.
    • RATE OF FIRE: 1-4 each launcher per round.
    • PAYLOAD: 192 total
  2. GRANIT MISSILE SYSTEM (1): (SS-N-19 Shipwreck) The main Anti-warship battery of the Kuzetnov is the 12 P500 missiles which can devestate most any ship it hit. It dwarves Nato missile systems of any ship in the modern world. A volley is particuliarly effective since each missile communicates with each other following a leader which guides them towards thier target. Once in it's supersonic dive it is difficult to hit.

    • PRIMARY PURPOSE: Anti-Warship
    • MISSILES TYPE: P500 Missile
    • RANGE: 345 miles (555 KM)
    • SPEED: Mach 2.55
    • DAMAGE: 2D4 x100
    • BLAST RADIUS: 50 ft
    • RATE OF FIRE: Volleys of 1-2 missiles
    • PAYLOAD: 12 total
    • BONUSES: +5 to strike (+6 to strike in volleys). -6 to his this missile when it is in terminal dive.
  3. KASHTAN (CIWS) (8): Built by the Instrument Design Bureau and Tulamashzavod JSC in Tula, it provides defence against missiles, aircraft and small craft. Two systems are fitted, combining missile launcher, 30 mm twin gun, and radar/optronic director. Each system has 8 missiles reloadable by automation.

    • PRIMARY PURPOSE: Anti-Missile
    • SECONDARY PURPOSE: Anti-Aircraft
    • RANGE: 1 mile (30mm) 1.5 km (9M311)
    • DAMAGE: 10D6 MD per 60 rd burst, and 2D6 x10 for 100rd burst (30mm) 1D6x10 (9M311)
    • PAYLOAD: 30mm (6000 rounds each), 9M311 (32 each)
    • RATE OF FIRE: 5 bursts per round gun , 1-4 missiles per round
    • BONUSES: +2 to strike 30mm
  4. AK 630 (CIWS) (6): The Primary Close in defensive weapon of the Kuzetsov are the primary defence against inner range aircraft and missiles. These guns are effective against low flying aircraft/missiles. NOTE: these guns can only engage targets aquired by the KASHTAN because they share the same fire directors.

    • PRIMARY PURPOSE: Anti-Missile
    • SECONDARY PURPOSE: Anti-Aircraft
    • RANGE: 1 miles (1.6 Km)
    • DAMAGE: 1D4x100 M.D.
    • BLAST RADIUS: 50 feet.
    • RATE OF FIRE: Volleys of 12 each
    • PAYLOAD: 96 total
  5. SOZBEZIE BR ELECTRONIC WARFARE SUITE: Used to defeat hostile radar and Sonar, the ECM/ESM, (Electronic Counter Measures,) jammers will confuse all radar and sonar so that the ships is much harder to be detected or locked onto with radar/sonar guided weapons. This does not give away the position of the ship but it does let the enemy know that they are there. The only way that it can be defeated is with ECCM, (Electronic Counter-Counter Measures.)

    • PRIMARY PURPOSE: Block Enemy Radar/Sonar
    • RANGE: 30 miles
    • RULES: Confuses all radar/sonar within 30 miles, but can be defeated by ECCM, if the ECCM operator gets a higher Sensory Instruments percentage roll against the ECM operator.
  6. PK-2 CHAFF/ FLARE DECOY DISPENSORS (2): The carriers counter-measures dispensors consist of 2 four-barrelled Chaff/Flare launchers. Triggered by the Principal Weapons Officer, (PWO,) they will release either a chaff cloud or single flare depending on what the PWO chooses. They are used to confuse enemy missiles attacking the ship. Smart missiles get a 20% bonus when rolling on the below chart.

      01-50 Missile/s detonated by Chaff/Flare
      51-75 Missile/s loses track of target and veers away in wrong direction, (may lock onto another target)
      76-00 No effect, missile is still on target
    • Payload: Three of each type (per launcher) Reloads are automatic with 3 reloads per launcher before a manual reload is required. Stores hold 10 full reloads of the system.
  7. PK-10 CHAFF/ FLARE DECOY DISPENSORS (10): The carriers counter-measures dispensors consist of 12 four-barrelled Chaff/Flare launchers. Triggered by the Principal Weapons Officer, (PWO,) they will release either a chaff cloud or single flare depending on what the PWO chooses. They are used to confuse enemy missiles attacking the ship. Smart missiles get a 20% bonus when rolling on the below chart.

      01-50 Missile/s detonated by Chaff/Flare
      51-75 Missile/s loses track of target and veers away in wrong direction, (may lock onto another target)
      76-00 No effect, missile is still on target
    • Payload: Three of each type (per launcher) Reloads are automatic with 3 reloads per launcher before a manual reload is required. Stores hold 10 full reloads of the system.
  8. RPK-5(RBU-Udav-1): ACCOUSTIC DECOY LAUNCHER: (2) This system deploys a decoy to confuse enemy torpedos. Each system mounts 10 shots with 40 reloads.

      01-50 Torpedo detonated by Decoy
      51-75 Torpedo loses track of target and veers away in wrong direction, (may lock onto another target)
      76-00 No effect, torpedo is still on target


SYSTEMS OF NOTE:

AIRCRAFT COMPLEMENT (STANDARD):

REFERENCES USED IN THIS DESIGN