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Warden Callahan Guide ENG BA 6-2

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0% found this document useful (0 votes)
27 views14 pages

Warden Callahan Guide ENG BA 6-2

Uploaded by

nicecedr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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"CALLAHAN“

BATTLESHIP

Alkar Argenave
Last update: War 109
BATTLESHIP CONSTRUCTION
Starboard

30mm
120

30mm
mm
12.7
mm

Stern
150 150
Bow

150 AI
AI mm mm
mm

12.7

30mm
• Ammo storage mm
120

30mm
mm
• Bulkheads (watertight)
Port
• Stairs Compartment A Compartment B Compartment C Compartment D

• Ladder 120
mm C
A
• Crew spawn / quarters

• Anchor Right Engine 150 150


150
mm mm
mm Left Engine
• Fuel Intake

A 120 C
mm
Mobility
• Fuel tank: 3500 L of heavy oil
• Fuel consumption indicator 54 l/min (autonomy: 64m 49s)
• Speed (on water): 5,5 m/s
• It can move through water without fuel, but at a drastically reduced speed
• It can ram and instantly destroy vehicles: amphibious vehicles, motorboats
• It cannot move when it is anchored

Hitpoints and Armor


Callahan has 74,750 HP. It has "Big Ship" type armor: it can absorb small arms fire, shrapnel, and 12.7mm machine guns, and is
resistant to flamethrowers. It is also quite resistant to anti-tank weapons.
As a large ship, its HP, armor, and subsystems can only be repaired in the Dry Dock, it costs 10 and it takes some time.
Friendly soldiers in the water can instantly board the ship while holding an E while next to it.
The ship has 4 ramps that can be extended with the E key. The anchor must be lowered and solid, flat ground must be provided
for the gangway to deploy (shipyard, beach, docks, dry dock, navy pier, etc.).
On the lower deck of the ship there are 4 rooms separated by bulkhead doors, which can be switched with the E key.
Water in the ship's quarters can be collected with a Bucket and thrown overboard. Buckets work through closed bulkheads.

GENERAL INFO It cannot be stolen by an enemy faction


The Coastal gun does not fire at large ships

Squad Locking
A ship can be reserved for a Squad (using in the menu) to prevent non-members from anchoring / raising annchor or
changing the engine settings, and to allow squad members to eject any player from the driver's seat using a button in ( ) the
menu.
However, booking does not prevent other friendly players from embarking on the ship’s weapons positions or accessing its
supplies.

Anchor
The ship has an anchor that can be raised or lowered using the E key. The area of interaction with the anchor is indicated by an
arrow on the front of the ship on the left. When the anchor is lowered, the ship cannot move, but leaks can no longer occur, and all
seats become inaccessible except for the 12.7mm guns. When the ship is anchored, the ship’s AI guns are activated. The ship must
not be anchored less than 150m from the border of the region or if it has leaks or is near an anchored large enemy ship.

Hex Boundaries
A ship can cross a region boundary with a maximum of 30 players on board, provided that the destination region does not
exceed its player limit; otherwise, the ship will have to wait in line. When preparing to cross the border, the ship must remain
idle for 60 seconds. Moving around, firing a ship's weapons, or interacting with its inventory resets this timer.
Captain x1
Helmsman x1
Engineer x1
150mm and 120mm x5 gun gunners
Boatswain x1

TYPES OF ROLES Repair Personnel x8


30mm & 12.7mm x6 deck gunners
ON A SHIP Loading gun 150mm and 120mm x3min-5max
Ancillary Staff

The minimum crew to make the ship fully operational is 26 people


The maximum number of people with which Callahan can cross the borders
of the region is 30 people
1x 1x 1x 4x 1x

CAPTAIN X1
Captain can look around 230 m in each direction with the distance and azimuth
displayed. Distance can be extended using Legacy Camera Mode setting
Captain acts as the ship's commander and directs the boatswain, helmsman, engineer,
and gunners of the main guns

Captain's Seat
1x 1x 4x 1x
HELMSMAN X1
Controls the movement of the ship
Helmsman can see the remaining amount of fuel in the tank, the speed in knots, and
the azimuth of the ship in degrees
Can see the distance and angle to the dry dock entrance near him

Helmsman's seat
1x 1x 1x 4x 1x
ENGINEER X1
Toggles each of the ship's two engines below deck between "Forward" and
"Backward" mode with a key while crouching
It can display the current motor mode by pressing E while standing next to it

Compartment B

Right Engine
Left Engine
1x 1x 1 4x 1x

GUNNERS OF 150MM AND 120MM GUNS X5


They control movement, reloading, and firing of 120mm and 150mm cannons
Switch weapons between indirect and direct fire mode with Shift + F
150mm – indirect fire range 200-225m - direct fire range 45m
120mm – indirect fire range 100-200m - direct fire range 45m

120
mm

150 150
150
mm mm
mm

120
mm
1x 1x 1x 2x ~ 1x 1x 1x

BOATSWAIN X1
The boatswain is second only to the captain. After the fight is over and repairs are made in
Commands Damage Control Personnel, Deck compartment D
Gunners, and Loaders of the main guns Placing BMATs in the inventory so that repair
Reporting the amount of ammunition after a personnel can quickly access them
firefight Refueling
Monitoring of damage suffered in the form of
holes in the hull and flooding of compartments
Reporting sightings of enemy units

Compartment A Compartment B Compartment C Compartment D


1x 2x 100x 1x 1x 1x

DAMAGE CONTROL PERSONNEL X8


The basic rule is to patch the holes first and then pour out the upper deck using a bucket.
water!!! There are holes that leak and holes that don't leak (depends on the
height of the hole above the water surface.
Priority 1 → is the repair of compartment B. Compartment B doors
should be closed most of the time to ensure that flooding from Unfortunately, the holes can overlap one another.
adjacent rooms does not enter the engine room. Deck / Auxiliary gunners can help with pouring water in an
Priority 2 → Compartment D so that the crew can respawn. emergency.
In a serious emergency, loaders and main gunners of the main guns
Holes are repaired with a hammer and BMATs. should be called in for help.
Water from flooded compartments is poured overboard from the

Compartment A Compartment B Compartment C Compartment D


1x 2x 30x 1x 1x 1x

150MM AND 120MM GUN LOADERS X5 *Should not be overloaded after


picking up a projectile

The battleship has 5 guns that require 5 gunners and 5 Compartment A should be filled mostly with 120mm
loaders to operate successfully. In general, the people ammunition, about 200 rounds, the rest is 150mm
charging the guns must be competent and move properly. ammunition
They have priority passage in compartments.
Compartment C should be filled entirely with 150mm
ammunition

Compartment A Compartment B Compartment C Compartment D

120
A mm C

150
150 150
mm
mm mm

A 120 C
mm
1x 2x 1x 2x 1x 1x 1x

30MM & 12.7MM DECK GUNNERS X6


They control movement, reloading, and firing from a 12.7 mm guns and 30mm deck
guns.

30mm

30mm
12.7
mm

12.7
mm
30mm

30mm
HOW TO MANAGE A SHIP
Group 1 Group 2
Discord Voice Channel 1 Discord Voice Channel 2

Captain In-Game Voice Chat Boatswain

Damage
Helmsman Control
Personnel

12.7mm and
Engineer 30mm deck
gunners

Gunners of 150mm and


150mm and In-game general voice chat 120mm gun
120mm guns loaders

Ancillary Staff
CREW READINESS LEVELS
Crew management requires a delicate balance between getting the job done, staying calm and having fun. Announcing
the following readiness levels helps the crew maintain the right attitude for the operation. Remember not to panic, the
crew will take an example from your behavior, and you want them to be calm to get through the crisis.

Readiness Level 1 [StoG1] – when there is no potential active battle or the ship is in territorial waters. Everyone can talk,
play music, and move freely around the boat.

Readiness Level 2 [StoG2] – when a ship goes into battle. The crew needs to prepare and set up. They need to prepare
themselves mentally and increase their vigilance. Keep conversations to a minimum.

Combat Alert – when a ship is in combat or about to enter it. All attention should be focused on the boat and keeping it
alive. Any unnecessary voice prompts should be eliminated.

If there is a need to temporarily move away from the keyboard, crew members are asked to crouch. Thanks to this, the
boatswain quickly knows who is active.

p a n i c !
And remember – whatever you do
Do n' t

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