Hood Class Destroyer:
Although the Audacious class Frigates had performed well, and their MDC conversion
was progressing satisfactory, the Royal Navy of the sixties needed a new class of ships
for the fleet. Some of the Daring class Destroyers were also being converted to MDC ships, but
it was clear that a new, more capable class of ships was needed. Since the Audacious class
had shown that the Trimaran hullform was a reliable shape for a ship, it was decided that
the new ships would also be Trimarans, and that they would borrow many of the design
characteristics of the Audacious class.
The Hood was a sleek trimaran, with her two secondary hulls set about halfway her
main hull. Her deckhouse was a single massive block, upon which a sleek radar
tower was set. Behind the deckhouse there was a large flightdeck, very suitable
for the three large Merlin helicopters the class would carry. At the rear of the
ship there was a deck for a large towed passive sonar array. The ship was powered
from the outset by nuclear gas turbines and an indirect electric propulsion.
All in all she looked much like a enlarged Audacious class, which in actuality she was: In
order to speed up the design process much of the layout and systems of the ship had been taken
from the previous class of trimarans. The only real outward changes apart from size
were the addition of a Surface Search radar, a second 155 mm cannon located aft, and the
adoption of a clipper bow to improve seakeeping. The Audacious class had proven to be good but rather wet seaboats.
The weapons fit was very complete, much like that of the Audacious Class.
The Hood carried two 155 mm cannons for fire support, one forward, one aft and
a 48 cell MK-41 Tactical length (short) VLS for its Air Defense missiles in front of the bridge, two
32 cell MK-41 Strategic length (long) VLS systems for anti surface missiles mounted in the superstructure
(one over each secondary hull), and one Goalkeeper autocannon and two SEA RAM short range missile systems for
close in defense. There were also eight Long Range Missile tubes located on the
superstructure, between the radar towers. These were loaded with surface skimming missiles.
Lastly the ship carried two 30 mm cannons, and two double tubed torpedo launchers.
To complement this weapons fit there was room for up to 80 Marines and their power armors.
The electronics fit was also quite impressive. The main radar was a slightly
simplified Sampson phased array radar, which had excellent range and power.
Complementing this was a Marconi/Signaal Air/Surface search radar, with impressive
tracking capabilities. There was
a Ferranti bow sonar, and a very large passive towed array sonar. A good
ECM suite was also fitted. All of this made the ship very well equipped for
both anti submarine operations and Air Defense.
The ship carried a number of small vehicles including four small zodiac
style boats, and three Merlin helicopters fitted for ASW operations. Four were originally
planned, but the later added requirement to carry eighty marines and their equipment and
power armors meant that the hangar space for the fourth Merlin was converted into barracks
and a armory. However, by removing 20 of the Predator power armors, it is possible to shoehorn a
fourth helicopter into the hangar. This seldomly done, because the hangar is then severely crowded,
and maintenance work is hampered.
Ultimately four batches of three ships each would be build of these proud and powerful ships.
In order to provide the Royal Navy with more extensive command facilities, one ship out of each
batch is ultimately provided with extensive Command facilities, effectively
turning these ships into light cruisers.
The twelve ships of the Hood class served with various small upgrades until the coming
of the Rifts, at which time all but one were at sea. The Iron Duke was
the first cruiser to be build, the third of the Hood Class, and was berthed in Portsmouth
as part of the Battlegroup attached to the H.M.S. Temeraire
when the naval base was locked away in time by a group of Druids. All other ships of the class
were either lost or went missing when the Rifts came, or in the years that followed.
Model Type: Hood Class Destroyer
Vehicle Type: Ocean, Guided Missile Destroyer/Light Cruiser
Crew (Destroyer): 155; 12 officers, 20 Chief Petty officers, and 123 enlisted
(Has a high degree of automation)
Crew (Cruiser): 175; 12 officers, 20 Chief Petty officers, 20 Command Crew (various),
and 123 enlisted
Troops: 21 Merlin crew members, 80 Marines.
Robots, Power Armors, and Vehicles:
| 50 | X-10A Predator Power Armors |
| 20 | Underwater Power Armors |
| 3 | Westland Merlin HM 1 helicopters |
M.D.C. by location:
| Bridge: | 650 |
| [1] Sampson Active Phased Array Radar System: | 500 |
| [1] Marconi/Signaal S1850M Air/Surf. Search Radar: | 350 |
| Vickers 6.1 inch/55 MK 3 Naval Guns(2, one Forward, one Aft): | 180 Each |
| 30 mm cannon (2): | 50 each |
| MK-41 Tactical 48 cell VLS (1, Forward): | 300 |
| MK-41 Strategic 32 cell VLS (2, sides of superstructure) | 220 each |
| Missile Canisters (8 total, 2x4) | 100 each |
| Torpedo Launchers (2, sides): | 50 each |
| 30 mm Goalkeeper CIWS (1): | 130 each |
| Sea RAM CIWS (2): | 100 each |
| Hanger (Aft): | 450 |
| Outer Hull (per 80 ft area): | 85 |
| [2] Primary Hull (Main Body): | 2,400 |
| [3] Secondary Hulls (2, either side of Primary Hull): |
750 each |
Notes:
[1] 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.
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink. If the Secondary Hulls are still intact, the
ship will sink very slowly and will take a full twenty four hours to sink.
This may give the ships crew time to patch the damage to an extent that
the ship will float but all propulsion will be destroyed but the ship may
be repairable. There are enough life preservers and inflatable life boats
to accommodate everyone on the ship.
[3] Destruction of one secondary hull will reduce stability and negate
bonuses due to quiet design and for piloting. Destruction of both secondary
hulls will give the ship a -20% penalty to piloting and give a bonus of
+20% to be detected. Ships speed is also reduced to 30 knots (34.5 mph
/ 55.6 kph)
Speed:
Surface: 60 knots (69 mph / 111.1 kph)
Range: Unlimited due to fusion engines (needs to refuel every
20 years and requires maintenance as well). Ship carries six months of
supplies and consumables on board.
Statistical Data:
Length: 600 feet (180 meters)
Height: 53 feet (15.8 meters)
Width: 87 feet (26 meters)
Displacement: 9,600 tons standard and 11,500 tons fully loaded
Cargo: 520 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 ships spaces
are take up by extra ammo, armor, troops, weapons, and engines.
Power System: Nuclear Turbines, average life span is 20 years
Market Cost: Not available.
WEAPON SYSTEMS:
- Two (2) Vickers 6.1 inch/55 MK 3 Naval Guns:
This gun
was designed in the early days of the century, and was designed to
replace the old 4.5 inch naval gun. It features increased reliability and firepower,
is fully automated, and is usually aimed by radar. The gun can be used
against other ships, against ground targets, and against aircraft. The
use of rocket assisted projectiles is also possible.
One turret is located in front of the large MK-41 launcher, while the other is located aft, just
before the towed sonar array.
The turret can rotate 360 and has a 90 arc of fire.
Effective maximum Range: 23.5 miles (36.4 km)
Mega-Damage: Standard Projectiles: 2D6x10 to a blast radius
of 25 ft (7.7 m) for High Explosive, 3D6x10 to a blast radius of 6 ft (2
m) for High Explosive Armor Piercing, and 4D6x10 to a blast radius of 25
ft (7.7 m) for Plasma. Rocket projectiles: 2D4x10 to a blast radius of
20 ft (6.1 m) for High Explosive, 2D6x10 to a blast radius of 4 ft (1.2
m) for High Explosive Armor Piercing, and 3D6x10 to a blast radius of 20
ft (6.1 m) for Plasma. Use the statistics for 155 mm artillery warheads
(Go to Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate).
Rate of Fire: Up to four single shots per melee, per gun.
Payload: 650 rounds each, for a total of 1,300 rounds.
- 30 mm Goalkeeper 7-barreled CIWS (1):
The ship has one mount,
located on top of the bridge. 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).
- Sea RAM CIWS (2):
The ship has
two mounts on both sides of the superstructure, on the aft corners of the
superstructure, next to the MK-41 VLS. 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).
- MK-41 Tactical 48 Cell VLS (1):
A very reliable VLS launcher, dating back from the
previous century, made in the USA, and exported to numerous countries. The tactical length
version could not carry Cruise Missiles, and on the Hood was used almost
excusively to house Surface to Air missiles of various sizes.
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: 48 missile cells in the VLS launcher (Can carry
a total of 96 long range missiles). Two long range missiles or Four medium
range missiles may be carried per cell, and a usual complement was 64
LRMs and 64 MRMs.
- MK-41 Strategic 32 Cell VLS (2):
A American design which was much more
flexible than the French Sylver launcher of the same period, the Strategic length
VLS cells could hold either a single Cruise Missile, two Long range missiles, or
four medium range missiles. On the Hood these cells carried LRMs and CMs for
Surface to Surface engagements.
The launchers are located on the superstructure, just
above the secondary hulls.
Effective Range: As per Cruise or long range missile type (Go to
Revised
bomb and missile table).
Mega-Damage: As per cruise or long 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 each VLS launcher (Can carry
a total of 32 cruise missiles). One cruise missile, two long
range missiles or four medium range missiles may be carried per cell.
- Long Range Missile Canister Launchers (8):
These launchers
are special canisters mounted in two quadruple mounts on the superstructure,
just aft of the Sampson Radar Array.
These canisters were copied from Old United States Harpoon canister launchers.
While the launchers are reusable, they are still inexpensive and are easily
jettisoned if damaged. While any long range missile type can be carried,
usually special surface skimming missiles will be carried in launchers
and are used against surface targets only.
Range: As per long range missile type (Surface skimming missiles
have 25% less range than normal long range missile, Go to
Revised
bomb and missile table).
Mega Damage: As per long range missile type (Go to
Revised
bomb and missile table).
Rate of fire: One at a time or in volley of two, four, or eight
(All launcher operates together)
Payload: 1 missiles each launcher for a grand total of 8 long
range missiles (Has no missiles in storage for reloads).
- 30 mm cannons (2):
Two 30 mm cannons were mounted on the superstructure,
next to the bridge. 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
14,000 rounds of ammunition in magazines. Autocannon requires 3 minutes
(12 melees) to reload by properly trained personnel (Double for untrained
crews).
- Two (2) Torpedo Launchers:
Mainly design for anti-submarine
warfare but can be used against surface targets. There is on launcher on
each side of the ship. Each torpedo launcher has 2 torpedo tubes and has
automatic reload systems. Ship carries caries 80 reloads for torpedoes.
Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See Revised Rifts Torpedoes).
Rate of fire: One at a time or in volleys of 2 each launcher
per side, launcher can fire a maximum of two volleys per melee each launcher.
Payload: Has 80 torpedoes for reloads.
- 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
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto
another target
61-00 No Effect; Missile Still on target
Payload: 6 each for a total of 36. 144 reloads are carried,
reloading
takes two melees.
- 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:
- Marconi/Signaal S1850M Air/Surface Search Radar: Long range air
search radar system. Radar system has a range of 445 nautical miles (512.1
miles / 824.1 km). Radar system can track up to 480 targets simultaneously.
- BAE Systems Sampson Phased Array Radar System: Powerful and
flexible radar system that is comprised of a single array on top of the main
mast.
It was controlled by a powerful computer. If allowed by the horizon, the
system can track out to 175 nautical miles (201.4 miles / 324.1 km) and can
simultaneously track and identify up to 360 targets at one time. The system
controls missiles launched from the VLS launchers and the system
tracks and guides each individual missile to a individual target for up to 120
targets. If a target is eliminated, missiles are automatically guided to a new
target. The system can also control missiles launched from other linked
vessels as well and can also act as fire control for gun mounts.
- Signaal Sirius IRST Long range infrared tracking system. Consists
of two high powered passive infrared cameras capable of scanning up to
80 miles (128 km) range. Each camera is computer controlled, and the system
can track 24 targets simultaneously. The system gives a +10% to read sensory
rolls.
- Ferranti/Thomson Sintra 2050 sonar: Mounted under the bow of the
ship. Sonar system has a range of around 24 nautical miles (27.6 miles
/ 44.6 km). This hull sonar system has both a passive and active system
built in. Sonar system can track up to 32 targets at one time.
- Advanced Towed Array Sonar System: The system is basically a
long and very sensitive sonar system carried behind the ship on a long
cable. Range of 100 miles (86.9 nm / 160.9 km). This towed array sonar
system has both a passive and active system built in. Sonar system can
track up to 64 targets at one time.
- Sonar Masking System: The hull is designed to minimize noise
from the hull and uses water bubbles to form a barrier against sonar as
well. Gives a -20% penalty to any Read Sensory Instrument rolls to detect
this ship using sonar.
- Command and Control Facilities (cruiser only): The Cruisers carry extra
communications equipment and command facilities, to enable the ship to operate as
the flagship for a flotilla. When operating in a flotilla, all ships get a
+1 on sensor rolls, +1 to strike on all weapons, and +10 % on communications.
- Radar Defeating Profile: The ship superstructure is designed
so that the radar profile of the ship is reduced. Because of this, attempts
to detect the ship using radar are made with a -20% penalty to read sensor
rolls when attempting to detect this ship. Go to
General Detection Penalties
for more information on penalties and bonuses to use with stealth.
- Combination Radar Detectors and Active Jamming System: Combination
of radar detection system (ESM) and an active jamming system. The system
can detect another radar system at 125% of the range of the transmitting
radar. In jamming mode, causes -25% to detection but when it is active,
other vehicles/ bases can detect that it is jamming, and some missiles
will home in on jamming signals. Jamming also causes a -4 penalty to all
radar guided weapons.
Bonuses:
[Golden Age Weaponsmiths and Triax are trademarks owned by Kevin Siembieda and
Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Mischa (E-Mail Mischa).
Copyright 2000 Mischa. All rights reserved.