shadowcat1313
Jul 19th, '08, 06:54 PM
and now for the biggest ship which had the biggest guns
IJN YAMATO
Val Char Cost Notes
15 Size 75 Length 32", Width 16", Area 512" Mass 3.3 kton KB -15
85 STR 0 Lift 3.3ktons; 17d6
11 DEX 3 OCV 4 DCV -6
60 BODY 35
4 DEF 6
3 SPD 9 Phases: 4, 8, 12
Total Characteristic Cost: 116
Movement: Swimming: 7" / 14"
Leaping: 0"
Cost Powers END
Propulsion Systems
1 1) Propeller-Driven Military Vessel: Swimming +5" (7" total), 1 Continuing Fuel Charge lasting 1 Week (easily-obtained fuel; +0) (5 Active Points); Surface Only (-1), Side Effect (propeller does KA 2d6 to anyone coming in contact with bottom stern of vehicle, occurs automatically, only affects environment around vehicle; -3/4), Limited Maneuverability (-3/4), Crew-Served ([3-4] people; -1/2) Note: Fuel Consumption of 440 barrels of oil per hour
2 2) Only to reduce turning radius: +1 with one mode of Movement Note: One Large Rudder, Turning Circle of 640 Meters
13 3) Ships Generators: Endurance Reserve (32 END, 32 REC) Reserve: , 1 Continuing Charge lasting 1 Week (+0) (35 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4); REC: (32 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) [1 cc]
0 4) Water Vehicle: Ground Movement -6" (already figured in) 0
35 5) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)
2 6) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)
Tactical Systems
82 1) Triple 18"/45 Cal Turret: Killing Attack - Ranged 9d6 (vs. PD), Autofire (2 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Increased Maximum Range (50,625"; +1/2), 250 Charges (+1) (472 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Minute, 2 Rounds Per Minute Per Turret; -1 1/2), Crew-Served ([5-8] people; -3/4), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Custom Modifier (AP Shells were unreliable, they tended to pass through ships before exploding; -1/2) [250]
10 2) 2 More Triple 18" turrets: Custom Power (10 Active Points) 0
63 3) Triple 6.1" Turret: Killing Attack - Ranged 5d6 (vs. PD), MegaScale (1" = 1 km; 23,178 Yard Max Range; +1/4), Explosion (+1/2), 250 Charges (+1), Autofire (3 shots; +1 1/4) (300 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Crew-Served ([3-4] people; -1/2) Note: Fires 8 rounds per minute per barrel [250]
10 4) 3 More Triple 6.1" turrets: Custom Power (10 Active Points) 0
87 5) Twin 127mm Deck Guns: RKA 8d6 (vs. PD), Autofire (2 shots; +1/4), Indirect (can be arced over some intervening obstacles; +1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (41,250"; 9,650", or about 12 miles; +1/2), 1500 Charges (+1) (390 Active Points); Extra Time (1 Minute, -1 1/2), OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) Note: 2 Left Side Turrets, 2 Right Side Turrets [1500]
15 6) 11 more Twin 5" Turrets: Custom Power (15 Active Points) 0
Defensive Systems
5 1) Internal bulkteads and watertight compartments: Physical Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (Below the waterline only; -1), Custom Modifier (only vs flooding damage and effects; -1) Note: 1,150 Watertight Compartments 0
119 2) Armor: +99 DEF (297 Active Points); Custom Modifier (Actual Coverage varies by section; -1), Ablative BODY Only (-1/2)
Sensors and Commo
7 1) Type 21 Model 3 Air and Surface Search Radar: Radar (Radio Group), +1 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +2 (22 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) (uses Personal END) 2
6 2) Communications System: HRRP (Radio Group), Discriminatory, Analyze (22 Active Points); OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) (uses Personal END) 2
3 3) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group (8 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0
4 4) Enhanced Night Optics: Nightvision, +3 to PER Roll (8 Active Points); OIF Bulky (-1) 0
Operations Systems
1 1) Bridge and Helm: +2 with Combat Piloting (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) (uses Personal END) 1
2 2) Type 22 Model 2 Gunnery Radar: +1 with Ranged Combat (5 Active Points); OAF Bulky Fragile (-1 3/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 1
5 3) a second gunnery radar: Custom Power (5 Active Points) 0
Personnel Systems
2 1) Ships Environmental Systems: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2) Note: Ships stores and consumables 0
1 2) Ships Sick Bay: +1 with Paramedics (2 Active Points); OIF Bulky Fragile (-1 1/4)
2 3) Ships Maintenance Shops: +2 with Mechanics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
2 4) Ships Maintenance Shops: +2 with Electronics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
3 5) Ships Armory: +2 with Weaponsmith (Firearms, Other) (7 Active Points); OIF Bulky Fragile (-1 1/4)
1 6) Damage Control Systems: +2 with KS: Emergency Damage Control (2 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
5 7) Cryptography Section: Cryptography 14- (13 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4), Crew-Served (2 people; -1/4)
2 8) Ships Administrative Support Systems: +2 with Bureaucratics (4 Active Points); OIF Bulky Fragile (-1 1/4)
Aircraft
0 1) 7 Aircraft and 2 Catapults: 0
Talents
1 Absolute Range Sense (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
1 Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4)
Total Powers & Skill Cost: 492
Total Cost: 608
757+ Disadvantages
20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures)
10 Physical Limitation: One Large Rudder (Infrequently, Greatly Impairing)
Ship Statistics
0 1) Top Speed in Knots Note: 27
0 2) Propulsion Type Note: Steam Turbine with 4 Shafts
0 3) Maximum Range Note: 11,500 at 16 knots
0 4) Crew Note: 2,767
Armor Layout in mm
0 1) Belt Armor Note: 410
0 2) Deck Armor Note: 227
0 3) Bulkhead Armor Note: 300
0 4) Turret Armor Note: 650
0 5) Barbette Armor
0 6) Conning Tower Armor Note: 475
0 Experience Points
Total Disadvantage Points: 608
IJN YAMATO
Val Char Cost Notes
15 Size 75 Length 32", Width 16", Area 512" Mass 3.3 kton KB -15
85 STR 0 Lift 3.3ktons; 17d6
11 DEX 3 OCV 4 DCV -6
60 BODY 35
4 DEF 6
3 SPD 9 Phases: 4, 8, 12
Total Characteristic Cost: 116
Movement: Swimming: 7" / 14"
Leaping: 0"
Cost Powers END
Propulsion Systems
1 1) Propeller-Driven Military Vessel: Swimming +5" (7" total), 1 Continuing Fuel Charge lasting 1 Week (easily-obtained fuel; +0) (5 Active Points); Surface Only (-1), Side Effect (propeller does KA 2d6 to anyone coming in contact with bottom stern of vehicle, occurs automatically, only affects environment around vehicle; -3/4), Limited Maneuverability (-3/4), Crew-Served ([3-4] people; -1/2) Note: Fuel Consumption of 440 barrels of oil per hour
2 2) Only to reduce turning radius: +1 with one mode of Movement Note: One Large Rudder, Turning Circle of 640 Meters
13 3) Ships Generators: Endurance Reserve (32 END, 32 REC) Reserve: , 1 Continuing Charge lasting 1 Week (+0) (35 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4); REC: (32 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) [1 cc]
0 4) Water Vehicle: Ground Movement -6" (already figured in) 0
35 5) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)
2 6) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)
Tactical Systems
82 1) Triple 18"/45 Cal Turret: Killing Attack - Ranged 9d6 (vs. PD), Autofire (2 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Increased Maximum Range (50,625"; +1/2), 250 Charges (+1) (472 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Minute, 2 Rounds Per Minute Per Turret; -1 1/2), Crew-Served ([5-8] people; -3/4), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Custom Modifier (AP Shells were unreliable, they tended to pass through ships before exploding; -1/2) [250]
10 2) 2 More Triple 18" turrets: Custom Power (10 Active Points) 0
63 3) Triple 6.1" Turret: Killing Attack - Ranged 5d6 (vs. PD), MegaScale (1" = 1 km; 23,178 Yard Max Range; +1/4), Explosion (+1/2), 250 Charges (+1), Autofire (3 shots; +1 1/4) (300 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Crew-Served ([3-4] people; -1/2) Note: Fires 8 rounds per minute per barrel [250]
10 4) 3 More Triple 6.1" turrets: Custom Power (10 Active Points) 0
87 5) Twin 127mm Deck Guns: RKA 8d6 (vs. PD), Autofire (2 shots; +1/4), Indirect (can be arced over some intervening obstacles; +1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (41,250"; 9,650", or about 12 miles; +1/2), 1500 Charges (+1) (390 Active Points); Extra Time (1 Minute, -1 1/2), OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) Note: 2 Left Side Turrets, 2 Right Side Turrets [1500]
15 6) 11 more Twin 5" Turrets: Custom Power (15 Active Points) 0
Defensive Systems
5 1) Internal bulkteads and watertight compartments: Physical Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (Below the waterline only; -1), Custom Modifier (only vs flooding damage and effects; -1) Note: 1,150 Watertight Compartments 0
119 2) Armor: +99 DEF (297 Active Points); Custom Modifier (Actual Coverage varies by section; -1), Ablative BODY Only (-1/2)
Sensors and Commo
7 1) Type 21 Model 3 Air and Surface Search Radar: Radar (Radio Group), +1 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +2 (22 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) (uses Personal END) 2
6 2) Communications System: HRRP (Radio Group), Discriminatory, Analyze (22 Active Points); OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) (uses Personal END) 2
3 3) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group (8 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0
4 4) Enhanced Night Optics: Nightvision, +3 to PER Roll (8 Active Points); OIF Bulky (-1) 0
Operations Systems
1 1) Bridge and Helm: +2 with Combat Piloting (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) (uses Personal END) 1
2 2) Type 22 Model 2 Gunnery Radar: +1 with Ranged Combat (5 Active Points); OAF Bulky Fragile (-1 3/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 1
5 3) a second gunnery radar: Custom Power (5 Active Points) 0
Personnel Systems
2 1) Ships Environmental Systems: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2) Note: Ships stores and consumables 0
1 2) Ships Sick Bay: +1 with Paramedics (2 Active Points); OIF Bulky Fragile (-1 1/4)
2 3) Ships Maintenance Shops: +2 with Mechanics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
2 4) Ships Maintenance Shops: +2 with Electronics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
3 5) Ships Armory: +2 with Weaponsmith (Firearms, Other) (7 Active Points); OIF Bulky Fragile (-1 1/4)
1 6) Damage Control Systems: +2 with KS: Emergency Damage Control (2 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
5 7) Cryptography Section: Cryptography 14- (13 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4), Crew-Served (2 people; -1/4)
2 8) Ships Administrative Support Systems: +2 with Bureaucratics (4 Active Points); OIF Bulky Fragile (-1 1/4)
Aircraft
0 1) 7 Aircraft and 2 Catapults: 0
Talents
1 Absolute Range Sense (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)
1 Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4)
Total Powers & Skill Cost: 492
Total Cost: 608
757+ Disadvantages
20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures)
10 Physical Limitation: One Large Rudder (Infrequently, Greatly Impairing)
Ship Statistics
0 1) Top Speed in Knots Note: 27
0 2) Propulsion Type Note: Steam Turbine with 4 Shafts
0 3) Maximum Range Note: 11,500 at 16 knots
0 4) Crew Note: 2,767
Armor Layout in mm
0 1) Belt Armor Note: 410
0 2) Deck Armor Note: 227
0 3) Bulkhead Armor Note: 300
0 4) Turret Armor Note: 650
0 5) Barbette Armor
0 6) Conning Tower Armor Note: 475
0 Experience Points
Total Disadvantage Points: 608