Jump to content

shadowcats vehicular insanity shop:HMS Hood


shadowcat1313

Recommended Posts

"Out of the cold and stormy night, came the british ship the hood"

 

HMS HOOD

Val Char Cost Notes

28 Size 140 Length 645.08", Width 322.54", Area 208,063.83" Mass 26,843.5 kton KB -28

150 STR 0 Lift 26843.5ktons; 30d6

13 DEX 9 OCV 4 DCV -14

84 BODY 46

10 DEF 6

3 SPD 7 Phases: 4, 8, 12

Total Characteristic Cost: 196

 

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)

13 2) 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 3) Water Vehicle: Ground Movement -6" (already figured in) 0

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)

Tactical Systems

68 1) Twin 15" Gun Turret: Killing Attack - Ranged 8d6 (vs. PD), Autofire (2 shots; +1/4), Semi-Armor Piercing (+1/4), Increased Maximum Range (37,500"; +1/2), 240 Charges (+1) (360 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Minute, -1 1/2), Crew-Served ([5-8] people; -3/4), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2) Note: Fires 2 Rounds Per minute per turret [240]

10 2) 3 more 15" Gun Turrets for a total 0f 4: Custom Power (10 Active Points) 0

69 3) Twin 4"/45 Gun Turret: Killing Attack - Ranged 4d6+1 (standard effect: 13 BODY, 26 STUN) (vs. PD), Explosion (+1/2), Increased Maximum Range (30,500"; 17500 actual max range; +1/2), 4000 Charges (+1), Autofire (3 shots; +1 1/4) (276 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) [4000]

15 4) 6 More 4" gun Turrets for a total of 7: Custom Power (15 Active Points) 0

49 5) 21" Torpedo Tubes: Killing Attack - Ranged 4d6 (standard effect: 12 BODY, 24 STUN) (vs. PD), Explosion (+1/2), Increased Maximum Range (20,625"; +1/2), Autofire (3 shots; +1 1/4) (195 Active Points); 3 Charges (-1 1/4), OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Crew-Served (2 people; -1/4) [3]

5 6) 1 more set of torpedo tubes: Custom Power (5 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) 0

51 2) Armor Plating: +60 DEF (180 Active Points); Custom Modifier (Half Value vs Plunging Fire and Bombs; -1), Custom Modifier (Actual Value varies by section; -1), Ablative BODY Only (-1/2)

6 3) Anti Torpedo Bulges: +6 DEF (18 Active Points); Custom Modifier (only vs torpedoes and mines; -1), Ablative BODY Only (-1/2), Real Armor (-1/4)

Sensors and Commo

6 1) 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 2) 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

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) Fire Control Systems: +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

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) 1 Aircraft and 1 Catapult: Custom Power 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: 361

Total Cost: 557

 

757+ Disadvantages

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

15 Physical Limitation: Poorly designed magazines make explosions likely (Infrequently, Fully Impairing)

20 Vulnerability: 2 x BODY Magazine Hits (Common)

Ship Statistics

0 1) Top Speed in Knots Note: 29

0 2) Propulsion Type Note: Steam, 4 Shafts

0 3) Maximum Range Note: 5,332 at 20 knots

0 4) Crew Note: 1,418

Armor Layout in mm

0 1) Belt Armor Note: 305

0 2) Deck Armor Note: 76

0 3) Bulkhead Armor

0 4) Turret Armor Note: 381

0 5) Barbette Armor

0 6) Conning Tower Armor

0 Experience Points

 

Total Disadvantage Points: 557

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...