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Shadowcats Vehicular Insanity Shop:BB-67 Motana


shadowcat1313

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heres a good what if for you

the never built follow on to the Iowa class BB

never type posts when half awake

 

BB-67 Montana

 

Val Char Cost Notes

22 Size 110 Length 161.27", Width 80.63", Area 13,003.99" Mass 419.4 kton KB -22

120 STR 0 Lift 419.4ktons; 24d6

11 DEX 3 OCV 4 DCV -10

77 BODY 4

8 DEF 15

3 SPD 9 Phases: 4, 8, 12

Total Characteristic Cost: 129

 

Movement: Swimming: 8" / 32"

Leaping: 0"

 

 

Cost Powers END

Construction

4 1) Hardened Steel: (Total: 4 Active Cost, 4 Real Cost) +1 BODY (Real Cost: 1) plus +1 DEF (Real Cost: 3) 0

9 2) Anti Torpedo Bulges: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (Below Waterline, reduces damage from torpedoes and mines; -1), Real Armor (-1/4) 0

5 3) Basic Hull Plating: +4 DEF (12 Active Points); Custom Modifier (Actual Coverage varies by Location; -1), Ablative BODY Only (-1/2)

40 4) Displacement Tonnage: +40 BODY

Propulsion Systems

3 1) Steam Powered: Swimming +6" (8" total) (x4 Noncombat) (11 Active Points); Extra Time (6 Hours, Only to Activate, -1 3/4), Custom Modifier (Half Standard Acceleration Rate; -1/2), Turn Mode (-1/4)

13 2) Ships Generators: Endurance Reserve (32 END, 32 REC) Reserve: (36 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4), 1 Continuing Charge lasting 1 Week (-0); 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

137 1) 406mm L50 Triple Turret: Killing Attack - Ranged 8d6, +1 Increased STUN Multiplier (+1/4), MegaScale (1" = 1 km; 20 Miles Max Range; +1/4), Explosion (+1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; AP, HE, Semi-AP; +3/4), Autofire (3 shots; +1 1/4) (570 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Inaccurate 1/2 OCV (-1/4), Real Weapon (-1/4), 120 Charges (+3/4) Note: (x4 number of items)2 Turrrets Forward, 2 Aft [120]

31 2) Twin 21" Torpedo: Killing Attack - Ranged 5d6, MegaScale (1" = 1 km; +1/4), Armor Piercing (+1/2) (131 Active Points); OAF Bulky (-1 1/2), 2 Charges (-1 1/2), Inaccurate 1/2 OCV (-1/4) [2]

107 3) Twin 127mm Deck Guns: RKA 8d6, 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) (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), 1500 Charges (+1) Note: (x10 number of items)Mounted 5 Per Side [1500]

90 4) Quad 40mm Antiaircraft Gun: RKA 4d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; 8 shots; +1) (211 Active Points); OIF Bulky (-1), Cannot Fire While Sub Is Submerged (-1/2), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), 1000 Charges (+1) Note: (x10 number of items)Mounted 5 Per Side [1000]

85 5) Quad 20mm Antiaircraft Gun: RKA 4d6, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; 8 shots; +1) (195 Active Points); OIF Bulky (-1), Cannot Fire While Sub Is Submerged (-1/2), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), 1000 Charges (+1) Note: (x14 number of items)Mounted 5 per side, 2 Forward, 2 Aft [1000]

75 6) 12.7mm Machine Gun : RKA 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (124 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 500 Charges (+1) Note: (x12 number of items) [500]

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

79 2) Hull Armor: +66 DEF (198 Active Points); Custom Modifier (Actual Coverage varies by Location; -1), Ablative BODY Only (-1/2)

Sensors and Commo

12 1) SG Radar: Radar (Radio Group), +3 to PER Roll, Telescopic: +2, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (33 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 0

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) 2

4 3) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group (9 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) 1

2 2) Mk.13 Fire Director: +1 with Ranged Combat (5 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) 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) Carried Aircraft: Custom Power Note: 3–4 × Vought OS2U Kingfisher/Curtiss SC Seahawk floatplanes2 × aft catapults for launch of seaplanes[ 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: 765

Total Cost: 894

 

 

757+ Disadvantages

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

Ship Statistics

0 1) Displacement Tonnage Note: 70,965

0 2) Top Speed in Knots Note: 33

0 3) Propulsion Type Note: Steam

0 4) Maximum Range Note: 15,000 nmi (17,000 mi; 28,000 km) at 15 kn (17 mph; 28 km/h)[

0 5) Crew Note: 2,355

Armor Layout in Inches

0 1) Belt Armor Note: 16.1

0 2) Deck Armor Note: 6

0 3) Bulkhead Armor Note: 18

0 4) Turret Armor Note: 22

0 5) Barbette Armor Note: 21

 

Design Notes

0 1) Never Finished Design Note: 2 were under construction at wars end, Neither was ever finished

0 2) Planned Ships in Class Note: Montana, Ohio, Maine, Louisiana, New Hampshire

117 Experience Points

 

Total Disadvantage Points: 894

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