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:
1Westland 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:

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. 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).
  6. 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).
  7. 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).
  8. 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)
  9. 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 24. 96 reloads are carried, reloading takes two melees.
  10. 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:.

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By Mischa (E-Mail Mischa ).

Copyright © 2000, Mischa. All rights reserved.

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