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shadowcats vehicular insanity shop: Iowa Class Commando Carrier


shadowcat1313

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one of the early conversion proposals for the Iowa Class Battleships, this was from the early to mid sixties, so doesnt include the Harpoons and Tomahawks, or the phalanx systems

 

Iowa Class Commando Ship

 

Player:

 

Val Char Cost

85 STR 0

11 DEX 3

 

29 BODY 4

 

 

 

 

 

 

 

3 SPD 9

 

 

 

 

0" RUN -12

16" SWIM 0

0" LEAP 0

Characteristics Cost: 79

 

Cost Power

Propulsion Systems

3 1) Propeller-Driven Military Vessel: Swimming +14" (16" total), 1 Continuing Fuel Charge lasting 1 Day (easily-obtained fuel; +0) (14 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)

13 2) Ships Generators: Endurance Reserve (32 END, 32 REC) (35 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4)

0 3) Water Vehicle: Ground Movement -6" (already figured in)

35 4) 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 5) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

42 6) Fire Extinguishing System: (Total: 188 Active Cost, 42 Real Cost) Detect Unauthorized/Uncontrolled Fires 14- (no Sense Group) (8 Active Points); Only Within Affected Area (20" x 20" zone; -2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 2) plus Dispel Fire Powers 20d6, all Fire powers simultaneously (+2) (180 Active Points); Only Within Affected Area (20" x 20" zone; -2), 4 Charges (-1), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 40)

15 7) Fire Extinguishing System: 7 more Fire Extinguishing Systems

Tactical Systems

114 1) Mark 7 16-Inch Guns: RKA 9d6 (vs. PD), Indirect (can be arced over some intervening obstacles; +1/4), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), 64 Charges (+1/2), Increased Maximum Range (59,000"; 19,000", or about 24 miles; +1/2), Explosion (-1 DC/3"; +1) (540 Active Points); Extra Time (1 Minute, -1 1/2), OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) [Notes: 2 Triple Turrets firing Forward]

15 2) Mark 7 16-Inch Guns: 5 more 16-inch guns (total of 6)

87 3) Twin Mark 45 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) [Notes: 2 Left Side Turrets, 2 Right Side Turrets]

5 4) Twin Mark 45 127mm Deck Guns: 1 more Twin Mark 45s (total of 2)

45 5) ASROC Launcher: Killing Attack - Ranged 6d6 (vs. PD), Explosion (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (202 Active Points); OIF Bulky (-1), Custom Modifier (Underwater targets only; -1), 8 Charges (-1/2), Custom Modifier (Sonar Guided; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4)

Defensive Systems

35 Heavy Armor Plating: +32 DEF (96 Active Points); Partial Coverage (covers 600 Hexes; -1 1/4), Ablative BODY Only (-1/2)

5 ECM Systems: Radio Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1)

16 EMP Hardening: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack (EMPs, electronic warfare attacks, and the like; -1/4)

Sensors and Commo

12 1) SPS-10/SPS-49 Radar Package: Radar (Radio Group), +6 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +15, MegaScale (1" = 10 km; +1/2) (50 Active Points); OAF Bulky Fragile (-1 3/4), Custom Modifier (Range Varies by Target Size; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) (uses Personal END)

11 2) SQS-23 Sonar: Active Sonar (Hearing Group), +1 to PER Roll, Discriminatory, Increased Arc Of Perception (240 Degrees), Telescopic: +2, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (uses Personal END)

8 3) Electronic Support Measures: Detect A Large Class Of Things 14- (Unusual Group), Ranged (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (34 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (uses Personal END) [Notes: Detect Electronic Emissions]

3 4) 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)

2 5) Sensor Control Systems: +2 with Systems Operation (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4)

6 6) 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 7) Ships Tactical Data Net: Teamwork 11- (7 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) (uses END Reserve)

7 8) Naval Tactical Data Link: Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x16) (30 Active Points); OIF Bulky Fragile (-1 1/4), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) (uses Personal END)

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)

5 2) Combat Information Center: (Total: 14 Active Cost, 5 Real Cost) KS: Enemy Forces and Target Profile Database (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 12- (uses Personal END) (Real Cost: 2) plus KS: Sensor Profile Database (5 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 12- (uses Personal END) (Real Cost: 2) plus +2 with Tactics (4 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) (uses Personal END) (Real Cost: 1)

4 3) Mark 13 and Mark 25 Gunnery Directors: +2 with Ranged Combat (10 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END)

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) [Notes: Ships stores and consumables]

2 2) Ships Sick Bay: +2 with Paramedics (4 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, Missiles & Rockets) (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) Theoretical Aircraft Loadout: Custom Power [Notes: 20 Assorted Helicopters]

5 2) Ships Vehicles: Custom Power (5 Active Points) [Notes: 14 LCM-6 in side Davits, Quarters for 1,800 troops]

Powers Cost: 517

 

 

 

 

Cost Talent

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)

Talents Cost: 2

 

Total Character Cost: 598

 

Pts. Disadvantage

20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures)

Ship Statistics

0 1) Top Speed in Knots

0 2) Propulsion Type

0 3) Maximum Range

0 4) Crew

Disadvantage Points: 20

Base Points: 757

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: shadowcats vehicular insanity shop: Iowa Class Commando Carrier

 

1984 Refit Proposal, Twin Ski Ramps, 12 Harriers

sixties refit, should be 20 helos in hangar, 10 spotted on deck

 

found this site with some interesting drawings

http://wolfsshipyard.mystarship.com/Misc/NeverWeres/united.htm

 

Yeah. Wolf's shipyard is a keeper. A must for What-iffers. :)

 

He and the What if Model boards inspired me to go crazy on my own Iowa...

 

http://mywebpages.comcast.net/proditor/models/ships/wics3.jpg

 

The ultimate in frivolous construction. :D

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Re: shadowcats vehicular insanity shop: Iowa Class Commando Carrier

 

something else I found while rummaging, for the serious gearheads,

a free piece of software for designing Warships from 1850 to 1950

 

Springsharp

http://www.springsharp.com/

 

They may have something here: http://www.phpbbplanet.com/forum/index.php?mforum=warshipprojects

 

That might cover more, I know they talk about some of the hitches in SS a lot. It is however, a stunningly useful tool.

 

Oh, have you seen Shipbucket?

 

http://s90.photobucket.com/albums/k279/shipbucket/

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Re: shadowcats vehicular insanity shop: Iowa Class Commando Carrier

 

'catt -- to get the right export for posting, I recommend "RTF - Published Vehicle Sheet", it will give you all of the characteristics and the like.

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Re: shadowcats vehicular insanity shop: Iowa Class Commando Carrier

 

I suspect a 21st century battleship might incorporate many innovations, such as composite armoring for key ship sections, autoloaders for the main guns, 'stealth' hull materials, and possibly a railgun weapon replacing one big gun turret. The Naval Ops series for the PS2 is a great source of inspiration.

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