Late Model Daring class Destroyer:
At the end of the twentieth century the British Royal Navy urgently
needed a replacement for their aging Type 42 Air Defense Destroyers, which
were undersized, underpowered, under armed and more than at the end of
their useful service life. Enter project Horizon. Conceived as a powerful
Air Defense Destroyer featuring the latest technology, Horizon would be
built in cooperation between Italy, France, and Great Britain, because
all needed a ship design with much the same characteristics. Cost would
go down, there would be a large commonality of parts, it would promote
better relations between the three nations, and it would be delivered on
time. It sounded too good to be true, and it was.
The Horizon project entered history as a classic example of why not
to cooperate with the French. The project was delayed numerous times, and
because the French insisted on having far much more influence on the design
than their involvement merited (they required only two ships, the Royal
Navy *twelve*), the ship would ultimately have few of the characteristics
that the Royal Navy wanted it to have. Early 1999 the British government
withdrew from the Horizon project and left the Italians and French to muddle
on with their own for several more years.
But the RN still needed an Air Defense Destroyer. In a remarkable crash
program, in which the RN gave out basic requirements and defense companies
were totally free to enter their own designs, a design was decided upon.
In less than eighteen months BAE systems had designed and submitted the
Type 45 Destroyer. Halfway through 2000 the British Ministry of Defense
ordered the first batch of three ships out of a total of twelve. The new
class was to be called the "Daring" class.
The Daring class was large and stealthy ships, almost light cruisers.
They had plenty of space available for upgrades, and were very stable and
reliable ships. Their propulsion was the then revolutionary Integrated
Electrical Propulsion, in which two dedicated gas turbines supplied electrical
power to the entire ship, including two huge (100 ton!) electrical induction
engines which drove the ships propellers.
Radar systems were the magnificent SAMPSON Phased Array Radar which
was used for tracking and guidance, and the long range Marconi/Signaal
S1850M surface/air search radar. These were integrated with the weapons
in the PAAMS (Principle Anti Air Missile System), and provided the ships
with more raw tracking power than the United States AEGIS system. A powerful
Ferranti sonar was also mounted.
But due to budgetary constraints the weapons fit was very marginal,
at least on the first batch of ships. Only armed with a Vickers 4.5 inch
gun, a inefficient 48 cell Sylver type VLS, two manually aimed 30 mm cannons,
four torpedo tubes and two Phalanx CIWS, the first ships were *very* under
armed for their size. Later batches received larger MK-41 VLS systems,
upgraded CIWS, and the powerful Storm Shadow SSM for anti-ship use. All
ships had a large hangar which could house the powerful Merlin ASW helicopter, and
there was extra berthing for up to 70 marines.
Although the first batch of ships was never upgraded and sold to Canada
because Brits didn`t think the underarmed ships worth the cost of a upgrade,
the other batches were kept and upgraded. By the time that the MDC revolution
came around only eight ships remained in the inventory, one having been lost
to a onboard fire which was the result of a on-sea collission.
The remaining ships al recieved a MDC upgrade in the late sixties, although
they were aging by that time. In the last quarter of the Century, all ships of
the class were being placed in reserve as rapidly as possible: having served
almost three times their intended lifespan, the ships were showing their age.
The Batch two and three ships that the Royal Navy retained already had
some considerable improvements over the Batch one ships, not the least of which
was the replacement of the inefficient French 48 cell "Sylver" VLS with a more efficient
American 48 cell strategic length MK-41 launcher.
These ships also had the 6.1 inch Vickers Naval gun,
which could be used for fire support during marine landings. The second batch
still featured the Phalanx CIWS, but the third batch featured Sea RAM. During the
MDC refit the Phalanx was taken from the Batch Two ships, and was placed above the
hangar on all ships. The Batch Two ships also recieved Sea RAM, so that each ship
featured two Sea RAM launchers amidships, and one Phalanx gun over the hangar.
Another important improvement was that behind the forward MK-41 a second
MK-41 launcher was placed, with 16 cells. This meant that the raised portion of the deck
had to be extended to the rear, and that the two quadruple sea skimming missile launchers
had to be moved amidships, between the masts. This MK-41 launcher was intended to hold
Surface to air missiles only, and freed space in the larger launcher for Cruise Missiles.
Together with the installment of the second MK-41 most of
the Command and Control facilities on the ships were removed. Since
the new Hood class Destroyers/Cruisers were being taken into service it was deemed unneccesary
for the Darings to carry such expensive equipment. The final improvement for these ships was
that the gas turbines were replaced with nuclear turbines.
As more and more of the Hood class destroyers entered service the remaining Daring class
destroyers were placed in active reserve. In that function they lasted for several decades, but
even so there were only three of them left near the turn of the century. They were the Amazon,
Emerald, and the Swiftsure, and they were berthed at the Portsmouth naval depot.
When the Rifts came these old ships were locked away in time by a group of druids, just like
the rest of the Portsmouth naval base.
Model Type: Type 45 Daring Class
Class: Air Defense Missile Destroyer
Crew: 180 (18 officers), berthing for up to 70 marines extra.
Vehicle Compliment:
| 1 | Westland Merlin HM 1 helicopter. |
M.D.C. by Location:
| Vickers 6.1 inch/55 MK 3 Naval Gun: | 180 |
| Sea RAM CIWS (2): | 100 each |
| Phalanx Gun CIWS: | 100 |
| 30 mm cannon (2): | 50 each |
| MK-41 Strategic 48 cell VLS (1, Forward): | 330 |
| MK-41 Tactical 16 cell VLS (1, Amidships) | 100 |
| Missile Canisters (8 total, 2x4) | 100 each |
| Torpedo Tubes (4, Sides) | 70 each |
| [1] Sampson Active Phased Array Radar System: | 500 |
| [1] Marconi/Signaal S1850M Air/Surf. Search Radar: | 350 |
| Hangar (aft): | 300 |
| Bridge: | 350 |
| Outer Hull (per 80 ft area): | 65 |
| [2] Main Body: | 1,600 |
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] 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: 29.5 knots (33.9 mph / 54.6 kph)
Range: 8,000 nautical miles (9,206 miles / 14,766 km)
at 18 knots (20.7 mph/ 33.3 kph).
Statistical Data:
Draft: 16 feet (4.8 meters)
Width: 66.7 feet (20 meters)
Length: 503.3 feet (151 meters)
Displacement: 5,800 tons standard and 7,200 tons fully loaded
Cargo: Can carry 400 tons of extraneous cargo. Each enlisted
crew member had a small locker for personal items and uniforms, and junior
ratings were housed in 6 berth cabins, with senior ratings sharing 2 berth
cabins. Ships officers had far more space for personal items, and lived
in individual cabins. Most of the ship's spaces are taken up by extra ammo,
armor, troops, weapons, and engines.
Power System: Two WR21 Rolls Royce Gas Turbine Generator sets
and two Rolls Royce electric induction motors. The ship has a total of
40MW of power for the motors (54,000 shp) and the ship has two shafts.
Market Price: Not available.
Weapon Systems:
- One (1) Vickers 6.1 inch/55 MK 3 Naval Gun:
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.
The turret can rotate 360 and has a 90 arc of fire.
Effective 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.
Payload: 600 rounds total.
- MK-41 Strategic 48 Cell VLS (1):
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 Darings these cells carried LRMs and CMs for
both Surface to Surface and Anti Air engagements.
The launcher was located in the raised portion of the deck, in front of the bridge.
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: 48 missile cells in each VLS launcher (Can carry
a total of 48 cruise missiles). One cruise missile, two long
range missiles or four medium range missiles may be carried per cell.
- MK-41 Tactical 16 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 Daring class was used almost
exclusively to house Medium Range Surface to Air missiles.
The launcher was located in the raised portion of
the deck immediately in front of the superstructure, just aft of the larger
48 cell MK-41 launcher.
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: 16 missile cells in the VLS launcher (Can carry
a total of 32 long range missiles). Two long range missiles or Four medium
range missiles may be carried per cell, and a usual complement was 64 MRMs.
- Long Range Missile Canister Launchers (8):
These launchers
are special canisters mounted in two quadruple mounts amidships, between the masts.
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).
- Sea RAM CIWS (2):
The ship has
two mounts on both sides of the superstructure.
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
110 SRMs in magazines. The launcher requires 2 minutes
(8 melees) to reload by properly trained personnel (Double for untrained
crews).
- GE/GD 20mm/76 Phalanx 6-barreled [Mk-15]:
The ship has
one mount which is located above the hangar. The system was designed in the twentieth century and the weapon
system was used for ship defense. The Phalanx was fitted to use new 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. Turret can rotate 360 and has a 180 arc
of fire. Autocannon can fire on automatic at up to six targets per
melee (Has +3 to strike missiles and +2 to strike aircraft).
Range: 5000 feet (1524 meters)
Mega-Damage: 4D6 for a burst of 60 round (1 for each round but
gun always fires in bursts).
Rate of Fire: Six bursts per melee for each mount (Has +3 to
strike missiles and +2 to strike aircraft).
Payload: 600 rounds (10 bursts) each. Ship carries an additional
18,000 rounds of ammunition in magazines. Autocannon requires 2 minutes
(8 melees) to reload by properly trained personnel (Double for untrained
crews).
- 30 mm cannons (2):
Two 30 mm cannons were mounted just aft
of the bridge, on platforms attached to the main mast. 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
12,000 rounds of ammunition in magazines. Autocannon requires 3 minutes
(12 melees) to reload by properly trained personnel (Double for untrained
crews).
- Cray Marine Torpedo tubes (4):
There are two launchers on
each side of the ship. Each tube could launch 12.75 in (324 mm) torpedoes.
Torpedoes are normally used against submarines but can be targeted on surface
targets as well. Ship carries 40 reloads for torpedoes. Treat warheads as medium
range missile warheads.
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 per side. Reloading
takes 2 full melees.
Payload: 2 torpedoes each launcher for a grand total of 4 torpedoes
(Has 40 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 24. 96 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 four more as reloads. It takes three minutes
(twelve melees) to reel out another decoy.
Special Systems:.
- 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 missile 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.
- 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.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar. Gives a -15% penalty to any Read Sensory Instrument rolls
to detect this ship using sonar.
- 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.
- Racal UAF-1 ESM: The system can detect another radar system at 125%
of the range of the transmitting radar.
- Racal Scorpion ECM: Active jamming system. When jamming it causes
-30% 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.
[Golden Age Weaponsmiths, Wellington Industries, 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.