Audacious Class Frigate:
The Audacious class frigates were designed in the early years of the
twenty first century, amongst fierce critisism. In the early stages of their
design, when they were still known as the FSC (Future Surface Combatant), the
descision was made to give these ships a Trimaran hullform. Tests with a
technology demonstrator (the RV Triton) had shown that this hullform would
yield considerable advantages in the fields of fuel economy and in deck space.
The design was fiercely opposed by the more conservative groups in the Royal Navy.
Words like "Untested", "Gamble", and "Unwise" were heard often, but the descision
to go ahead with the Trimaran hullform was final. The fact that other navies,
in particular the U.S. Navy, had also invested in the program had a lot to do
with this.
Unlike with the previous class of major combatants build for the Royal Navy, the
first FSC to slip into the sea set the standard for all those that followed. The
Audacious 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 two 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
by two Rolls Royce WR21 gas turbines and an indirect electric propulsion.
The weapons fit was fairly complete, something which had been on the minds of
a lot of RN commanders. They still remembered the first batch of Daring class destroyers,
which carried little more than a medium calible gun and a inefficient VLS system.
In contrast to this, the Audacious carried a new 155 mm cannon for fire support and
a 32 cell Sylver VLS for its Air Defense missiles in front of the bridge, two
16 cell Strategic Length MK-41 VLS systems for anti surface cruise missiles mounted in the superstructure
(one over each secondary hull), and two SEA RAM short range missile systems for
close in defense. Lastly the ship carried two double tubed torpedo launchers.
Although most in the RN would rather have had a 32 cell MK-41 VLS in place of
the French Sylver launcher, contractual obligations didn`t allow for it. Even so,
the weapons fit was quite impressive for a ship this size.
The electronics fit was also quite impressive. The main radar was a slightly
simplified Sampson phased array radar, which had excellent range and power. 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
anti submarine operations, especially when the two Merlin helicopters were considered.
The ship carried a number of small vehicles including four small zodiac
style boats, and two Merlin helicopters fitted for ASW operations.
Because the Royal Navy became severely underfunded in the thirties, these powerful ships went much
longer without a refit that anyone had thought. But when in the early fifites the Mega-Damage revolution
came, the Royal Navy gained enough funds to start a rebuilding plan for some warships. Among the
first to be rebuilt was the H.M.S. Audacious. Although none of the rebuilt ships were finished in time to
join in the Two Years War for South Africa, the Audacious WAS finished in time to join another
battle: The second Falklands war!
Together with planes from the Falklands, a rebuild Type-23 frigate (The H.M.S. Montrose, the MDC refit prototype)
nd the Trafalgar (a rebuild Astute Batch II class submarine), the Audacious defeated a flotilla of seventeen refitted MDC warships
from Argentine. But the Audacious was lost with all hands during the battle. Only the arrival of the
incomplete H.M.S. Temeraire, the first purpose-build British MDC carrier, prevented the Argentines
from taking the Falklands anyway.
Because the Falklands campaign had proven that the MDC conversions of the Audacious class were very successful,
and because it was clear that in this hardening political climate Brittain needed a powerful Royal Navy,
it was decided that all remaining Audacious class frigates would undergo the MDC refit. Apart from more
powerful armor and electronics, the major changes were the replacement of the forward "Sylver" launcher with a 32 cell tactical lenght MK-41
launcher, and the replacement of the gas turbines with nuclear turbines, giving greatly improved endurance.
At the end of the century, most of the 24 strong class were still in service, although there were advanced plans
for a replacement class. Three of these
ships were part of the Temeraire`s battlegroup, and when the Rifts came they were all berthed in Portsmouth.They were
the Leander, Arethusa, and the Boadicea, and they were all locked away in the mysterious bubble that suddenly surrounded Portsmouth scant minutes before
the disaster struck.
Model Type: Audacious Class Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 105; 7 officers, 15 Chief Petty officers, and 83 enlisted
(Has a high degree of automation)
Troops: 15 Merlin crew members, 35 marines.
Robots, Power Armors, and Vehicles:
| 20 | X-10A or X-10B Predator Power Armors |
| 15 | Underwater Power Armors |
| 2 | Westland Merlin HM 1 helicopters |
M.D.C. by location:
| Bridge: | 450 |
| [1] Sampson Active Phased Array Radar System: | 500 |
| Vickers 6.1 inch/55 MK 3 Naval Gun: | 180 |
| MK-41 Tactical 32 cell VLS (1, Forward): | 200 |
| MK-41 Strategic 16 cell VLS (2, sides of superstructure) | 110 |
| Torpedo Launchers (2, sides): | 50 each |
| Sea RAM CIWS (2): | 100 each |
| Hanger (Aft): | 350 |
| Outer Hull (per 80 ft area): | 85 |
| [2] Primary Hull (Main Body): | 1,200 |
| [3] Secondary Hulls (2, either side of Primary Hull): |
400 each |
Notes:
[1] Destroying the Phased Array radar panels will destroy the ships 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. 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 turbines (needs to refuel every
20 years and requires maintenance as well). Ship carries six months of
supplies and consumables on board.
Statistical Data:
Length: 475 feet (142.5 meters)
Height: 45 feet (13.7 meters)
Width: 80 feet (24 meters)
Displacement: 4,900 tons standard and 6,500 tons fully loaded
Cargo: 400 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:
- 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 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.
Payload: 600 rounds total.
- 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
110 SRMs in magazines. The launcher requires 2 minutes
(8 melees) to reload by properly trained personnel (Double for untrained
crews).
- MK-41 Tactical 32 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 Audacious class was used almost
excusively to house Surface to Air missiles of various sizes. It replaced a inefficient
French designed VLS.
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.
- MK-41 Strategic 16 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 Audacious class 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: 16 missile cells in each VLS launcher (Can carry
a total of 16 cruise missiles). One cruise missile, two long
range missiles or four medium range missiles may be carried per cell.
- 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 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:
The ship has all systems standard on a robot vehicle plus the following
special features:
- 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 is 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.
- 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.