Ark Royal class Carrier:

In the early days of the twenty first century the Royal Navy had to replace its three aging Invincible carriers with new ships. Studies as to the design of the new carrier had begun in the last years of the previous century, and many designs passed review. Some of the more notable designs were versions of a large Short Take Off and Vertical Landing design, although the final design was for a Conventional carrier, with catapults and arrester wires for landings. She was designed to carry a force of thirty planes, with an additional six ASW Merlin Helicopters and four radar and refueling planes. In wartime another ten planes could be carried. The first of the class was laid down in 2005, and she was commissioned in 2012. Her name was Ark Royal, like her famous namsake of WWII. Although the original plans had called for a two-ship class, Ark Royal would ultimately be joined by two sisterships, not one.

The Ark Royal Class were large and goodlooking ships, with plenty of space available. The Royal Navy had come to the conclusion that "Steel is Cheap", and had build the carriers in a size which meant that there would be plenty of room for extra aircraft and midlife upgrades. A wise descision, considering that at least one of the ships was to remain in service for more than twice her originally planned lifespan...

The design for the carrier was not as simple as was often envisioned in the beginning of the design process. In order to have more commonality with the U.S. and French carriers, the Royal Navy opted for a conventional carrier design, with catapults and arrester gear, whereas the first designs had concentrated upon a Short Take-Off and Vertical Landing design, which would have been both smaller, simpler of construction, and would have cost less. Parts commonality and the ability to host planes from all friendly carrier sailing countries ultimately won the day.
The Ark Royal class ultimately became a roomy carrier, which displaced more than 50,000 tons, and sported a angled flight deck for arrested landings. Three electromagnetic catapults were used for launching planes, and there were three inboard elevators to a huge hangar which ran for more than two-thirds of the ships length. The hangar could house the entire standard airwing. Although the elevators cut into the available deckspace, they were essential to giving the Ark Royal a stealth profile. The island and hull were very smooth, and all flat surfaces were slightly angled.

Armament consisted of a VLS system for self-defense, three SEA RAM short range missile launchers, and four 30 mm cannons. The VLS was located in the aft portion of the island , one of the RAM was located on top of the bridge, a second one on a sponson on the starboard side of the island, and the last one on a sponson on the aft port-side of the ship. The 30 mm cannons were located just underneath the flight deck, two on each side. The carriers main weaponry consisted off course of its fourty plane strong airwing. In later years a group of 115 marines with power armors was added to the ships complement, but none of the ships of the class ever carried much more than that in troops.
In order to properly control its armament, the carrier also featured a extensive sensor suite. This consisted of a Sampson Phased radar, a Marconi Air Search radar, and a active sonar. for passive defense the ship carried a ECM suite, chaff launchers, and a towed torpedo decoy.

Propulsion was provided by four gas turbines which provided electricity for all of the ships systems, including four huge electrical motors which powered twin shafts. In order to keep costs down, the ship was only lightly armored. A comprehensive compartimentalization of the ship was used to allow it to survive major battle damage. Along with being floating air bases, these ships were designed to act as flagships and they have powerful command and control facilities. These ships use a large amount of automation and required much smaller crews than previous carrier designs.

After the second Falklands war, it was decided that the ships would undergo a MDC refit. In the refit the ships recieved a moderate MDC armor, their electronics were refurbished, and their gas turbines were replaced with Nuclear turbines. During the battle with the PLAN off South Africa, the Ark Royal had used up her Sea Ram missiles defending against incoming PLAN missiles and wasn't able to reload in time to defend against another strike, and she was hit by two missiles and severly damaged. After that, the Navy review board determined the CVFs needed a backup CIWS system and thus two Goalkeepers were added to each ship during the refit. Immediately after the refit the Ark royal would become a training carrier. The finishing of the Temeraire had made her redundant, and another of those giants had already been laid down. As the second of the Temeraires was completed, the Ark Royal was scrapped, and the second of her class, the Hermes took over as training carrier. Ultimately only the Furious, the last and newest of the Ark Royal class, was to be saved from becoming razorblades.
In the form of training carrier the Furious served Great Brittain for another forty years, right up to the coming of the Rifts. At that time she had only just arrived at Portsmouht, after having been recalled as a result of the increasing tensions between several smaller but nuclear armed nations, when a group of druids locked the entire naval base in a stasis that would not be broken for a long time...

Model Type: CFV-01C
Vehicle Type: Ocean, Nuclear Aircraft Carrier
Crew: Ship's complement 700, Air Crew 500, and Flagship Staff 50 (when acting as a flagship)
Troops: 115 Marines

Robots, Power Armors, and Vehicles:
Power Armors:
115X-10A Predator Power Armors
Fighter/Aircraft Compliment:
40Fighters, Fighter-Bombers, and Attack Aircraft.
4 ERC (Airborne Radar) 
6Westland Merlin HM 1 helicopters

M.D.C. by location:
[1] Electromagnetic Catapults (3):100 each
[1] Arrester Cables (4):25 each
[2] Inboard Elevators (3):400 each
[3] Flight Deck:2,500
Hanger Doors (2):350 each
Sea RAM CIWS (3):100 each
30 mm Goalkeeper CIWS (2):130 each
30 mm cannon (4):50 each
MK-41 Tactical 32 cell VLS200
[4] Sampson Active Phased Array Radar System:500
[4] Marconi/Signaal S1850M Air/Surf. Search Radar:350
[5] Bridge / Command Tower:1,500
Outer Hull (per 40 ft area):50
[6] Main Body:7,000

Notes:
[1] If all three catapults are destroyed, non VTOL or STOL aircraft cannot be launched. If Arrester Cables are destroyed, non VTOL or STOL aircraft cannot land until arrester cables are replaced.
[2] If all three elevators are destroyed, no aircraft can be moved from the hangers to the flight deck, meaning that they cannot be launched unless already on the flight deck.
[3] If the flight deck is destroyed, only Helicopters and other VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
[4] Destroying both Sampson and S1850M Air Search System radar system will eliminate the ship's long range air search ability but weapon systems have backup fire control systems. Both air search systems are separate so both systems are not likely to be disabled from a single hit.
[5] If command tower/bridge is destroyed, the Radars and most communication will be lost. Ship can still be piloted from engineering with a -15% to piloting rolls.
[6] Depleting the M.D.C. of the main body destroys the ship's structural integrity, causing it to sink. There are enough flotation devices and inflatable life rafts to accommodate everyone aboard.

Speed:
On Water: 32 knots (36.8 mph / 59.3 kph)
Range: Effectively Unlimited (must refuel about every twenty years). Ship carries six months of supplies and consumables on board.

Statistical Data:
Length: 984 feet (300 meters) overall and 950 feet (285.1 meters) waterline
Draft: 37 feet (11.1 meters)
Width: 213 feet (65 meters) overall and 122.7 feet (36.8 meters) waterline
Displacement: 46,000 tons standard and 53,000 tons fully loaded
Cargo: 4,500 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship's spaces are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: 4 Nuclear Turbines, average life span is 20 years
Market Cost: Not for Sale.

WEAPON SYSTEMS:

  1. Sea RAM CIWS (3): The ship has three mounts on both sides of the superstructure, with two on the aft corners of the superstructure, next to the MK-41 VLS. The last mount is located on top of the bridge, facing forward. The system was designed in the early twentyfirst century and the weapon system was used for ship defense. The system was a completely autonomous trainable Short-range missile launcher, which held eleven missiles. While the system can be used against ships, it was normally used only against missiles or aircraft. Each Turret can rotate 360 and has a 180 arc of fire. Each launcher can fire on automatic at up to six targets per melee (Has +3 to strike missiles and +2 to strike aircraft).
    Range: As per short range missile type (Go to Revised bomb and missile table).
    Mega Damage: As per short range missile type (Go to Revised bomb and missile table).
    Rate of Fire: 1, 2, 3, 4, 5, or 6 missiles per melee. Does NOT fire volleys.
    Payload: 11 short-range missiles each. Ship carries an additional 165 SRMs in magazines. The launcher requires 2 minutes (8 melees) to reload by properly trained personnel (Double for untrained crews).
  2. 30 mm Goalkeeper 7-barreled CIWS (2): The ship has two mounts, one on a sponson on the aft starboard side, and one on a sponson on the port side, in front and below the landing strip. The system was designed in the late twentieth century and the weapon system was used for ship defense. It featured a more powerful cannon than the Phalanx system of the USN, and also provided better tracking capability. The Goalkeeper was fitted to use new ramjet ammo types that allowed the weapon to do enough MDC to destroy the new missiles types. While the system can be used against ships, it is normally used against missile or aircraft. Each Turret can rotate 360 and has a 180 arc of fire. Each autocannon can fire on automatic at up to six targets per melee (Has +4 to strike missiles and +3 to strike aircraft).
    Range: 7000 feet (2100 meters)
    Mega-Damage: 3D6 per round, and 4D6x10 for a burst of 40 rounds. Fires only bursts.
    Rate of Fire: Six bursts per melee for each mount (Has +4 to strike missiles and +3 to strike aircraft).
    Payload: 1120 rounds (28 bursts) each. Ship carries an additional 12,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
  3. MK-41 32 Cell VLS : A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. This launcher usually carried only Surface to Air missiles of various sizes. The launcher is located on the island, just aft of the Sampson radar tower.
    This launcher is normally loaded with Surface to Air missiles ONLY.
    Effective Range: As per long or medium range missile type (Go to Revised bomb and missile table).
    Mega-Damage: As per long or medium range missile type (Go to Revised bomb and missile table).
    Rate of Fire: One at a time or in volley of 2, 4, or 16 per melee and can be fired at multiple targets at the same time.
    Payload: 32 missile cells in the VLS launcher (Can carry a total of 64 long range missiles). Two long range missiles or Four medium range missiles may be carried per cell, and a usual complement was 48 LRMs and 32 MRMs.
  4. 30 mm cannons (4): Four 30 mm cannons were mounted just below the flightdeck edge, two on each side. These weapons had a good range and rate of fire, but lacked the punch to do damage to large targets. Since they were manually aimed, they were little good against missiles, and the crew often joked that they were only good for "Shooting life boats and survivors in the water".
    Each gun can rotate 360 and has a 180 arc of fire.
    Range: 10,000 feet (3048 meters)
    Mega-Damage: 2D6 per round, and 1D6x10 for a burst of 30 rounds.
    Rate of Fire: As per gunners Hand to Hand.
    Payload: 600 rounds (20 bursts) each. Ship carries an additional 28,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
  5. Sea Gnat Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming missiles.
    Rifts Earth decoys systems are assumed to not operate on Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Range: Around Ship
    Mega Damage: None Payload: 6 each for a total of 48. 192 reloads are carried, reloading takes two melees.
  6. SLQ-25A Towed torpedo decoy (1)A decoy which is towed behind the ship. It generates a sound like the ships propellers in order to confuse incoming torpedoes. Only effective at speeds below 18 knots. Otherwise the noise of the ships systems and propellers is to powerful to mask. This decoy can only be used when the Towed Sonar Array is not in operation.
    Rifts Earth decoys systems are assumed to not operate on Phase World missiles due to technological difference.
    M.D.C.: 10
    Effects:: The decoy has an 65% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 35% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
    Range: Not Applicable
    Payload: 1, with five more as reloads. It takes three minutes (twelve melees) to reel out another decoy.

Special Systems:
The ship has all systems standard on a robot vehicle plus the following special features:


[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

Image copyrighted by BAE

By Mischa (E-Mail Mischa ).

Copyright © 2000, Mischa. All rights reserved.

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