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View Full Version : shadowcats vehicular insanity shop: IJN Yamato



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

shadowcat1313
Jul 19th, '08, 11:56 PM
just saw a major typo, Size is 29, body is 88

Old Man
Jul 22nd, '08, 04:55 PM
Should the guns have Explosion +1/2?

shadowcat1313
Jul 22nd, '08, 04:57 PM
aw crap, my typo, will fix it

Old Man
Jul 22nd, '08, 06:56 PM
I note also that this Yamato is completely impervious to its own broadsides. Not sure how to fix it, though. At this scale rPD is... strange.

shadowcat1313
Jul 22nd, '08, 08:02 PM
most battleships were designed to be able to survive their own broadsides, Battlecruisers and pocket battleships were built with something closer to Cruiser armor, and couldnt withstand their own broadsides.

another problem we run into is damage scaling in the hero system

Old Man
Jul 24th, '08, 01:31 PM
most battleships were designed to be able to survive their own broadsides, Battlecruisers and pocket battleships were built with something closer to Cruiser armor, and couldnt withstand their own broadsides.

Well, yeah, but here Yamato gun max damage isn't even half its rPD.



another problem we run into is damage scaling in the hero system

That's the root of the problem, yes.

yamamura
Aug 4th, '08, 01:57 PM
Now to make it into a space battle cruiser:D

Captain Obvious
Aug 4th, '08, 03:31 PM
There is a limitation on the extra Armor saying that coverage varies. Presumably, the only part of the ship that gets full Armor is the turrets, with the other parts of the ship getting somewhat less. Sinking a battleship by shooting the turrets is generally not going to work anyway.

Although, even half of that Armor is going to take some major luck to get through with the main guns. This guy (http://www.combinedfleet.com/f_guns.htm) seems to have done his homework, and he estimates that the Yamato's main guns could penetrate 13.9" of armor at 30000 yards, which wouldn't penetrate any of the heavily armored spots, but would penetrate the deck. Move up to close ranges and it should be able to smash through anywhere except maybe the turrets.

proditor
Aug 4th, '08, 05:47 PM
Now to make it into a space battle cruiser:D

And add a Wave Motion Gun.

yamamura
Aug 6th, '08, 05:41 PM
And add a Wave Motion Gun.

Oh yea we definitely need that:D

Vulcan
Aug 6th, '08, 05:44 PM
<waves bye-bye> :D

Egyptoid
Aug 15th, '08, 12:52 PM
http://www.maritimequest.com/warship_directory/japan/battleships/yamato/yamato_jean_secardin_hr.gif