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Shadowcats Vehicular Insanity Shop: HMS Dreadnought Battleship[6E]


shadowcat1313

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the first modern battleship, and my first 6E vehicle post

 

HMS Dreadnought BB

 

Val Char Cost Notes

19 Size 95 Length 161.27m, Width 80.63m, Height 80.63m, Volume 1,048,576m^3 Mass 52.4 kton, OCV +12, KB -19

105 STR 0 Lift 52.4ktons; 21d6

14 DEX 0

55 BODY 0

3 SPD 0 Phases: 4, 8, 12

Total Characteristic Cost: 98

 

Movement:

Swimming: 12m / 24m

 

 

Cost Powers END

Construction

1 1) Hardened Steel: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0

6 2) Basic Hull Plating: Resistant Protection (4 PD/4 ED), Hardened (+1/4) (15 Active Points); OIF Immobile (-1 1/2) 0

25 3) Displacement Tonnage: +25 BODY

Powerplant

4 1) Ships Generators: Endurance Reserve (10 END, 10 REC) Reserve: (11 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: (8 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) [1 cc]

4 2) +1 SPD (10 Active Points); OIF Immobile (-1 1/2)

3 3) +4 DEX (8 Active Points); OIF Immobile (-1 1/2)

8 4) +4 DCV (20 Active Points); OIF Immobile (-1 1/2)

-12 5) No Ground Movement, only swims: Custom Power (-12 Active Points) 0

Mobility

1 1) Propeller-Driven Vessel: Swimming +8m (12m total) (4 Active Points); Extra Time (6 Hours, Only to Activate, -1 3/4), 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), 1 Continuing Fuel Charge lasting 1 Week (easily-obtained fuel; -0)

35 2) 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 3) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

Tactical Systems

100 1) Twin 12" Turret: Killing Attack - Ranged 7 1/2d6, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4), Autofire (2 shots; +1/4), Increased Maximum Range (18,400m; +1) (402 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Minute, -1 1/2), Side Effects (Wing Turrets do 2D6 to superstructure if fired within 1 degree of centerline; -1/2), Limited Arc Of Fire (180 degrees; -1/4), 160 Charges (+3/4) Note: (x5 number of items) [160]

125 2) Single Open Mount 12 Pounder gun: Killing Attack - Ranged 6 1/2d6, +1 Increased STUN Multiplier (+1/4), Autofire (3 shots; +1/4), Increased Maximum Range (8,000m; +3/4) (325 Active Points); OAF Bulky (-1 1/2), Required Multiple Users ([3-4] people; -1/2), Limited Arc Of Fire (180 degrees; -1/4), 300 Charges (+1) Note: (x27 number of items) [300]

84 3) 450mm Type B Torpedo: Killing Attack - Ranged 6d6, Area Of Effect Nonselective (1m Radius Explosion; +1/4), Increased Maximum Range (7,200m; +3/4), Autofire (5 shots; +1 1/2) (315 Active Points); 4 clips of 5 Charges (Increased Reloading Time: 5 Minutes; -1 1/2), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Cannot Use Targeting (-1/2), Inaccurate (1/2 OCV; -1/4) [5]

70 4) 6 Pound Hotchkiss QF Gun: Killing Attack - Ranged 4 1/2d6, +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,400m; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OAF Immobile (-2), Limited Arc Of Fire (180 degrees; -1/4), 250 Charges (+1) Note: (x2 number of items) [250]

Defensive Systems

10 1) Laying Smoke: Darkness to Sight Group 12m long and 2m wide Line (30 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1) 4

54 2) Hull Armor: Resistant Protection (36 PD/36 ED), Hardened (+1/4) (135 Active Points); OIF Immobile (-1 1/2) 0

5 3) 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

Sensors and Commo

2 1) Long Range Optics: +3 PER with Sight Group (6 Active Points); OIF Immobile (-1 1/2) 0

14 2) Searchlights: Sight Group Images, Area Of Effect (8m Cone; +1/4) (12 Active Points); OIF Bulky (-1), Only To Create Light (-1), Limited Arc Of Fire (180 degrees; -1/4) Note: (x4 number of items) 1

5 3) Basic Vehicle Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0

Command and Control

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

3 2) Dumaresq mechanical computer and electrically transmitted to Vickers range clocks : +1 with Ranged Combat (8 Active Points); OIF Immobile Fragile (-1 3/4)

1 3) Ships Navigation Section: +2 with Navigation (4 Active Points); OIF Immobile Fragile (-1 3/4)

2 4) Ships Signals Section: +2 with Systems Operation (4 Active Points); OIF Immobile (-1 1/2)

1 5) Signal Flags and Lamps: +2 with Teamwork (4 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4)

4 6) Emergency Damage Control Parties: Healing BODY 2d6 (20 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Minute, -1 1/2), Requires A Roll (Skill roll; -1/2) 2

Personnel Systems

2 1) Ships Sick Bay: +2 with Paramedics (4 Active Points); OIF Immobile (-1 1/2)

2 2) Ships Admin Departments: +2 with Bureaucratics (4 Active Points); OIF Immobile (-1 1/2)

2 3) Ships Armory: +2 with Weaponsmith (Firearms) (6 Active Points); OIF Immobile (-1 1/2)

2 4) Ships Machine Shop: +2 with Mechanics (4 Active Points); OIF Immobile (-1 1/2)

Other Equipment

29 1) Fire Suppression System: Dispel Fire Powers 12d6, (+2) (108 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) [2]

Optional Equipment

Weapons Options

Carried Craft

 

 

Talents

2 Absolute Time Sense (3 Active Points); OIF Fragile (-3/4)

1 Absolute Range Sense (3 Active Points); OIF Immobile (-1 1/2)

 

 

Total Powers & Skill Cost: 598

Total Cost: 696

 

 

200+ Disadvantages

General Information

0 1) Weight in Displacement Tons Note: 18,120

0 2) Top Speed Note: 21

0 3) Propulsion Note: Coal Fired Steam Turbine

0 4) Range Note: 6,620 nautical miles (12,260 km; 7,620 mi) at 10 knots (19 km/h; 12 mph)

0 5) Crew Note: 810

0 6) Country of Origin Note: Great Britain

0 7) Date In Service Note: 1906

0 8) Intended Usage Note: First of a new type of Battleships that would change the world

Armor Layout

0 1) Turret Armor Note: 3–12 in (76–305 mm)

0 2) Belt Armor Note: 4–11 in (102–279 mm)

0 3) Deck Armor Note: .75–3 in (19–76 mm)

0 4) Superstructure Armor Note: 11 in (279 mm)

Actual Complications

15 1) Distinctive Features: RN Warship (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

25 2) Physical Complication: placement of her foremast behind the forward funnel put the spotting top right in the plume of hot exhaust gases, much to the detriment of her fighting ability (Very Frequently; Greatly Impairing)

15 3) Physical Complication: Poor Officer Accomodations (Very Frequently; Barely Impairing) Note: Officers were customarily housed aft, but Dreadnought reversed the old arrangement, so that the officers were closer to their action stations. This was very unpopular with the officers, not least because they were now berthed near the noisy auxiliary machinery while the turbines made the rear of the ship much quieter than they had been in earlier steamships. This arrangement lasted among the British dreadnoughts until the King George V class of 1910

496 Experience Points

 

Total Disadvantage Points: 696

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