The following material is an adaptation of a US 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.

THEODORE ROOSEVELT CLASS
CARRIER (IMPROVED NIMITZ)

RPG Stats by NATHAN GRIER & MARC FLETCHER
Edited by and Based on Daniel Henwood's Naval stats
Background info provided by the FAS.org Website, Navy Fact File, and Warships1


BACKGROUND

RPG STATS

Government: United States of America (US Navy)
Ship Type: Nuclear Attack Carrier
Class: Theodore Roosevelt
Manufacturer: Newport News shipbuilding
Crew: 3,508 Navy, 2,512 Air Wing, 72 Marines

Notable Ships of Class:
USS George Washington
USS John C. Stennis

MDC BY LOCATION:

(1) Main Body                                    5500
(2) Command Tower                                 900
(2) Sensor Array (behind command tower)           200
    Hanger                                       1000
(3) Flight Deck                                  2000
    Aircraft Elevators	(4)                       400 each
(4) Propellors (4)                                300 each
    MK 29 Sea Sparrow Octuple Launcher (3)        190 each
    MK 15 MOD 2 Vulcan CIWS (4)                   150 each   
    MK 32 MOD 14 Torpedo Tubes (2)                200 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 carriers 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
Maximum Range: 800,000-1,000,000 miles

STATISTICAL DATA:

Length: 1,092 ft
Width: 134 ft Beam, Flight Deck 254 ft
Weight: 102,000+ tons fully loaded
Engines:
2 Westinghouse A4W pressured water nuclear reactors (280,000 hp)
4 x Reserve diesels engines of 10,720hp
Radar Systems:
AN/SPS-64 Surface Radar
Furuno 900 Surface Radar
AN/SPS-67 Surface Radar
AN/SPS-49 Air Search Radar
SPS-48E 3D Radar
TAS Mk23 Air search Radar

WEAPON SYSTEMS:

  1. MK29 RIM-7P ESSM SEA SPARROW ANTI-AIRCRAFT MISSILE LAUNCHER (3): Two of these systems defend the starboard side and one the port.

  2. MK 15 BLOCK 1 20MM VULCAN PHALANX (CIWS) (4): The Primary Close in defensive weapon of the carriers are the primary defence against inner range aircraft and missiles. These guns are almost totally automated and are very effective against low flying aircraft/missiles. These are mounted at various corners of ship and near command tower.

  3. AN/SLQ-32 (V) 3 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.)

  4. MK 36 SUPER RAPID-BLOOMING OFF BOARD CHAFF/ FLARE DECOY DISPENSORS (4): The carriers counter-measures dispensors consist of six six-barrelled 130mm 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.

SYSTEMS OF NOTE: