CGN-105 Delaware class Nuclear Missile Cruiser:
The Delaware class cruiser was developed in the dangerous years before
the destruction of the Earth by the coming of the Rifts and incorporated
virtually all the lessons that the United States Navy learned before then.
Even though the ships are a mid twenty-first century development, they
still had elements of ship designs of the late Twentieth Century. In fact
they have been described as a futuristic combination of a Virginia class
cruiser with an Arleigh Burke style superstructure on it. Initial designs
looked relatively conservative but the final design looked very sleek and
advanced. Because of the ships keeping some elements of late Twentieth
Century vessels, some other nations called the ship design conservative
but in spite of this, the whole ship works well and is better designed
than the post rifts Sea King and advanced Sea King Design for Ironheart
Industries. The ships were designed as escorts for carriers and luckily
the Coalition has not discovered any ships of this class so far although
it appears that they have found some systems designed for the vessel.
A standard, non trimaran, style hull design was chosen because it would
allow for quicker and easier ship construction and because it was considered
easier to reinforce the ship for mounting a heavier gun type than the six-inch
cannon or 100 mm rail guns carried on most American surface vessels at
that time. The superstructure and hull are designed to give the ship good
stealth characteristics and the ship superstructure has been treated with
radar absorbing materials to make this ship a true stealth ship. Several
propulsion systems were examined but it was finally decided that a nuclear
propulsion system with two powerful fusion reactors. The ship's propellers
were adapted from those used for gas turbine ships and are variable pitch.
This enables the ship to go from full forward to full reverse very quicky
and assist in maneuvering as well. The hull has a special bubble system
that both masks the ships hull and propellers to enable the ship to operate
quietly. For radar, the ship uses an advanced derivative of the Aegis radar
system that had previously been mounted on the Fox class destroyer. This
radar system was also mounted in several later classes and the Coalition
uses a copy of this system on their cruisers.
The design planning that some called conservative was most noted in
the direct fire weapon systems. The original plans for the main guns had
been powerful rail guns but a design for old rapid fire eight inch cannons
were accepted in it place to reduce cost, speed production, and because
they were about as powerful as the rail guns that were original planned
for the ship. Because the weapon is simpler to maintain than a rail gun
would be, the crews were quite happy with them as well. The weapons made
an excellent shore bombardment weapon and some officers, marines especially,
wished for a design that mounted four of these cannons. For point defense,
a more advanced system was desired and a rapid fire rail gun system was
developed as part of the point defense system. The second part was a short
range missile launcher. The idea is that missiles that leak through the
main defense are first engaged by the short range missile launchers and
when they get within range will be engaged by the rail guns. The ship's
main weaponry are the two high capacity vertical launch missile systems
that each has a capacity of 96 long range missiles with one reload each
(total of 384 long range missiles) or double that number of medium range
missiles and is capable of taking out most targets. The ship has torpedo
tubes to engage submarines and also has various defensive systems confuse
incoming missiles and torpedoes.
Due to the comparatively large size of the ship and the relatively low
crew requirements, these ships are relatively comfortable. It was decided
that instead of relying on just the crew that a small number of marines
would be carried as well. These serve to prevent the boarding of the ship
but weapons and body armor are also kept for the entire ship's crew. The
SAMAS are generally not equipped with the rail gun but are equipped with
the same weapon as the Semper Fi use. These ships were also designed as
command ships and have special command facilities and flag officer staterooms.
The ship also can carry two helicopters or other VTOL aircraft
Model Type: CGN-105 class Cruiser
Vehicle Type: Ocean, Guided Missile Cruiser
Crew: 220; 25 officers, 20 Chief Petty officers, and 175 enlisted
(Has a high degree of automation)
Troops: 4 Helicopter Pilots, 12 Pilots for SAMAS, 18 pilots
for Semper Fi Power Armors, and 20 soldiers in body armor that are retained
on board the ship
Robots, Power Armors, and Vehicles:
| 10 | PA-04A SAMAS |
| 15 | Semper Fi Power Armors |
| 2 | Helicopters or other VTOL Aircraft |
M.D.C. by location:
| Bridge: | 650 |
| [1] Phase Array Radar Panels (4, Superstructure): | 400 each |
| MK-71D Eight Inch (203 mm) Gun Mounts (2, Forward and Aft): | 350 each |
| Combination Anti-Missile Defense System (4, Superstructure): | 200 each |
| Mk 59 VLS Missile Launchers (2, Forward and Aft): | 750 each |
| Torpedo Launchers (2, sides): | 50 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 500 |
| [2] Main Body: | 3,500 |
Notes:
[1] Destroying Phase Array radar panels will destroy the ship's fire
control systems but guns have backup systems and panels can compensate
for each other.
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink. There are enough life preservers and inflatable
life boats to accommodate everyone on the ship.
Speed:
Surface: 46 mph (40 knots/ 74.1 kph)
Range: Unlimited due to fusion engines (needs to refuel every
20 years and requires maintenance as well). Ship carries six months of
supplies on board.
Statistical Data:
Length: 590 feet (179.8 meters)
Draft: 29.5 feet (9 meters)
Width: 70 feet (21.3 meters)
Displacement: 11,550 tons standard and 13,250 tons fully loaded
Cargo: 800 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: Nuclear Reactor, average life span is 20 years
Market Cost: Not for sale but if found on the black market would
probably cost 700 million or more credits.
WEAPON SYSTEMS:
- Two (2) MK 71-D Single Barrel Rapid Fire Eight Inch (203 mm)
Naval Guns:
One mount is on the front of the ship and another mount
is on the rear of the ship. This gun design was original designed to be
used on the Spruance destroyer class but was never actually into military
service until much later. When the new cruiser design was developed, the
cannon was adopted on the Delaware because it was much less expensive to
use it than to develop a new gun design and was as effective as rail guns
in most ways. The cannons fire more rapidly than the eight cannons on the
Sea King class and use a fixed powder charge. The eight inch guns can be
used against aircraft as well as against surface ships and ground targets.
The cannons can also use rocket assisted projectiles for extended range.
Maximum Effective Range: 20 miles (17.4 nm/32.2 km) for standard
projectiles. 30 miles (36 nm/48.2 km) for rocket propelled rounds.
Mega-Damage: Standard Projectiles: 4D6x10 to a blast
radius of 50 ft (15.2 m) for High Explosive, 6D6x10 to a blast radius of
10 ft (3 m) for High Explosive Armor Piercing, and 8D6x10 to a blast radius
of 50 ft (15.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast
radius of 30 feet (9.1 m) for High Explosive, 4D6x10 to a blast radius
of 6 ft (2 m) for High Explosive Armor Piercing, and 5D6x10 to a blast
radius of 30 feet (9.1 m) for Plasma. Cannons can also use special purpose
warheads, use the statistics for 203 mm artillery warheads (Go to
Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate).
Rate of Fire: Four shots per cannon per melee (Can fire up to
eight shots per melee)
Payload: 800 rounds (400 per cannon), usually carries 200 High
Explosive, 200 High Explosive Armor Piercing, 200 Plasma, 40 Rocket Propelled
High Explosive, 60 Rocket Propelled High Explosive Armor Piercing, and
100 Rocket Propelled Plasma rounds. Ship will carry special rounds when
employed in artillery roles.
- Four (4) Combination Anti-Missile Defense Systems:
One system
is on the front of the superstructure, one system on the rear of the superstructure,
and one is on either side of the superstructure. This anti-missile defense
system combines both a rapid fire rail gun and a short range missile launcher.
While mounted in one system, both defense systems have separate tracking
systems. The short range missile launchers can target up four targets and
can fire a volley up to twice per melee. The rail gun is capable of destroying
any missile or inflicting serious damage on aircraft. The rail gun can
fire on automatic at up to six targets per melee (Has +3 to strike missile
and +2 to strike aircraft). The rail gun is very similar to those carried
on the Sea King Cruiser and it is likely that the Sea Kings rail guns came
from a prototype of this system. The system also can be used against other
ships and ground targets. The system has a 360 degree rotation and can
elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: Rail Guns: 11,000 feet (2 miles
/ 3.2 km). Short Range Missiles: As per short range missile type
(Go to Revised
bomb and missile table).
Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can
only fire burst). Short Range Missiles: As per short range missile
type (Go to Revised
bomb and missile table).
Rate of Fire: Rail Guns: 6 attacks per melee. Short
Range Missiles: 2 attacks per melee, can fire one at a time or in volleys
of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) each. Short
Range Missiles: 16 short range missiles each.
- MK 59 Vertical Launch Missile Launchers (2):
Launching cells
are located forward in front of the eight inch gun mount and the aft of
the ship behind the eight inch gun mount. The system is similar to the
vertical launch system employed on many ships in the late twentieth century
to launch the SM-2 series missile but since the missiles are smaller they
have a reload system that reloads from under the launcher and can reload
within 15 seconds. The launchers have a total of 96 each and are eight
missile cells longs by twelve cells wide. The launchers can launch up to
half the capacity of the cells per melee. The launcher can use a vast variety
of missiles including surface skimming missiles and rocket propelled torpedoes (See Revised Rifts Torpedoes).
Each cell can carry one long range missile or two medium range missiles.
The reload for the cell must carry the same load as the main cell. Long
range missiles are normally used against large targets and aircraft further
out where the medium range missiles will normally be used to engage closer
targets. About half of all long range missiles carried are fusion warheads
and most missiles are normally smart missiles.
Maximum 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 volleys of 2, 4, 8, 16, 32,
or 48 missiles per launcher per melee. Missile cells are automatically
reloaded and are ready to fire next melee.
Payload: 96 missile cells in launcher with reload systems for
each cell in each launcher (192 missiles cells total with 1 reload for
each cell). One long range missile or two medium range missiles may be
carried per cell but reload must be the same load out as well. The ship
will often carry 24 cells in each launcher (48 cells total) with two medium
range missiles each and the other cells loaded with one long range missile
each.
- Two (2) Medium Torpedo Launchers:
Mainly designed for anti-submarine
warfare but can be used against surface targets. There is one launcher
on each side of the ship with four tubes each. The tubes have an automatic
reloading system and can be fired quickly. The ships carries a total of
80 torpedoes for reloads. By Medium torpedo warhead type.
Maximum Effective 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 or 4 per side,
launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 80 torpedoes for reloads
- Chaff Launcher (2):
Located on the superstructure of the
ship, they are designed to confuse incoming missiles. Both launchers must
be operated or effects will be reduced. Reduce effects of launchers by
50% per launcher not used. 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: 24 each for a total of 48
- Advanced Towed Decoys (4):
The vessel carries four advanced
towed decoy drones. They are each a small automated vehicle that creates
a false sonar image designed to mimic the vessels. The decoy is dragged
behind the submarine using a cable. If decoys are not destroyed, they can
be recovered and repaired. Rifts Earth decoy systems are assumed to not
operate against Phase World weapons due to technological difference.
M.D.C.: 20
Effects: The decoy has an 80% chance of fooling ordinary non
military sonars and non smart guided torpedoes, the decoy has a 50% chance
of fooling military level sonars (like those of the Coalition), and the
decoy has a 25% chance of fooling advanced military sonars (Like those
of the New Navy and Triax) and smart torpedoes.
Range: Not Applicable
Rate of fire: One can be deployed at a time and requires 2 minutes
to deploy (Reel Out) another decoy
Payload: 4 Decoys
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- SPY-5D Three Dimensional Search Radar System An incredibly advanced
radar and computer system first developed before the end of the twentieth
century and upgraded continuously until the coming of the Rifts. Powerful
and flexible radar system that is comprised of four panels that each emit
radar waves. If allowed by the horizon, the system can track out to 800
miles (1280 km) and can simultaneously track and identify up to 1152 targets
at one time. The system controls missile launched from the long range missile
launchers and the system track and guide each individual missile to a individual
target for up to 288 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.
The system gives a +10% to read sensory rolls, +2 on initiative, and +1
to strike.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of
25 miles (21.7 nm / 40.2 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.
- Command and Control Facilities: The carrier carries 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.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar as well. Gives a -10% penalty to any Read Sensory Instrument
rolls to detect this ship using sonar.
- Radar Defeating Profile & Radar Absorbing Materials: The ship
superstructure is designed so that the radar profile of the ship is reduced
and the ship is covered with radar absorbing materials. Because of this,
attempts to detect the ship using radar are made with a -30% 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.
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