R.F.S. Sea Witch (ex U.S.S. Salem) CA-139:
In many ways the Sea Witch is the flagship of the R.E.E.F. Naval Forces
and as a result, the ship has gone through several refits to keep the ship
capable. The R.E.E.F. has been considering building a ship that combines
the powerful guns fitted on the USS Salem with a much larger number of
missile launchers to act as a more multi purpose ship but at this time
nothing has been completed except some research. Even so, the Sea Witch
is one of the most powerful naval vessels in the ocean. Few ships have
the gun firepower of the Salem and the cruiser is considered by some to
be the equal of a battleship in a gun battle. With the addition of Vertical
Launch missile launchers has made the ship dangerous in a missile duel
as well.
Like the Coalition, the R.E.E.F. looked for surviving United States
Naval vessels to form the backbone of their fleets. The area which the
Norfolk Naval Base was originally had several Coalition teams so that location
was off limits and most museum ships were destroyed. One of the ones that
they found was the U.S.S. Salem where the city of Quincey was in the State
of Massachusetts. The ship had recently been coated by new rust preservers
that kept the ship virtually corrosion free and was in a specially constructed
sealed building. The Museum building was constructed just a few years prior
to the vast destruction that was a result of the coming of the Rifts.
The R.E.E.F. freed the U.S.S. Salem from the building she was entombed
in and used the frigate Wolverine to tow the ship to their Florida facilities.
The R.E.E.F. Salvage teams also found a large mobile drydock in boston
harbor that was damaged but repairable. They towed the drydock as well
and fixed the drydock so they could repair and refit the U.S.S. Salem.
While before the Rifts, it would have been less expensive to construct
a new ship but this changed after the Rifts.
Reconstruction included:
Propulsion: The old steam power plants were replaced by four
modern fusion reactors. The horsepower of the new engines is slightly higher.
Structure: Refitted hull, gun mounts, and the superstructure
with advanced rifts alloys and composites so the ship can withstand more
damage. The main belt was replaced by advanced alloys as well.
Sensor Systems: Replaced slender forward mast with square quadruped
mast similar to that for the Iowa class battleship and mounted a pre-rifts
SPS-49 radar system copied from USS Tomlinson. Copied AIEWS ESM system
from the USS Tomlinson. Modified the superstructure to post SPY-1D Aegis
Radar System on the corners of the superstructure. Added both hull and
towed array sonars. Both Aegis System and sonars were from a severely damaged
Burke class destroyer found near Mayport Florida . All gun systems received
new fire control radars.
Weaponry: Removed all remaining three inch gun mounts. One of
the mounts on the bow and the two mounts on the fantail were replaced by
three short range missile launchers. A final short range missile launcher
was also mounted on the top of the superstructure. The most forward and
aft mounts on each side of the superstructure were replaced with four Phalanx
CIWS Vulcan Cannons. The middle three inch gun mounts and the position
of the ship's stack were replaced with four vertical launch missile launchers.
The ship's eight inch and five inch guns were retained and special ammunition
was developed for the guns. Eight copies of the spider defense system have
been added to the ship to increase missile defenses and as protection against
boarders. The ship also has missile decoy launchers.
Crew and Facilities: The ship had many crew positions replaced
with automation to allow for the reduction in the ship's crew. The ship's
environmental systems were replaced by a positive pressure fully self contained
environment. The berthing areas have been modernized and in many cases
increased in size to allow for greater comfort. Converted small hanger
on fantail of the ship to store two Logan Fighters. The ship has been fitted
to act as a flagship and the ship carries marines for ground assault as
well.
The U.S.S. Salem was renamed the Sea Witch because the name U.S.S. Salem
had little significance to the members of the R.E.E.F. Navy. The nickname
Sea Witch was seen in various places on the ship due to the ship being
named after the city of Salem which is named after the city in Massachusetts
made famous by its Witches. The picture of a witch over the moon was kept
as the ship's seal.
Model Type: CA-139
Vehicle Type: Ocean, MDC converted Heavy Cruiser
Crew: 650; 35 Officers, 45 Chief Petty Officers, and 580 Enlisted
(Original was around 1800)
Troops: 50 pilots for Katana Power Armors, 50 soldiers in body
armor, 2 Logan Pilots
Robots, Power Armors, and Vehicles:
| 50 | Katana Power Armors |
| 4 | Aqua-Tech LEA-50 |
| 2 | ADCAP Logans |
M.D.C. by location:
| Eight Inch (203 mm) 55 Caliber Barrels (9): | 200 each |
| Eight Inch (203 mm) Triple Turrets (3): | 800 each |
| Twin Barrel 5 inch (127 mm) 38 Caliber Guns Turrets (6): | 300 each |
| Phalanx Laser CIWS (4, Superstructure): | 100 each |
| K-100 Spider Defense Systems (8): | 50 each |
| VLS Missile Launchers (4, Middle of ship): | 300 each |
| Short Range Missile Launchers (4, Forward and Aft): | 150 each |
| Chaff Launcher (4): | 10 each |
| Bridge / Superstructure: | 1,000 |
| Hanger: | 500 |
| [1] Search Radar Tower: | 400 |
| [1] Phase Array Radar Panels (4, Superstructure): | 300 each |
| [2] Main Body: | 4,000 |
Notes:
[1] Destroying Search Radar Tower will eliminate SPS-49 Air Search
radar system. 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 destroys propulsion and power systems,
disabling the ship. The ship has a large amount of reserve buoyancy that
allows the ship to withstand up to -800 MDC before losing structural integrity
and sinking. There are enough life preservers and inflatable life boats
to accommodate everyone on the ship.
Speed:
Surface: 40 mph (35 knots/ 65 kph)
Range: Unlimited due to fusion engines (needs to refuel every
20 years and require maintenance as well). Ship carries six months of supplies
on board.
Statistical Data:
Length: 716.5 feet (218.4 meters)
Draft: 26 feet (7.9 meters)
Width: 76.5 feet (23.3 meters)
Displacement: 16,500 tons light load and 20,800 fully loaded
Cargo: 500 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: Originally conventional steam propulsion with
120,000 shaft horsepower with four shafts, steam plant is converted to
a four nuclear reactors with an average life span of 20 years.
Market Cost: Not for Sale but would sell if available for one
to two billion credits
WEAPON SYSTEMS:
- Three (3) Mk 16 Triple Barrel Eight Inch (203 mm) Naval Guns:
Two eight inch turrets are mounted on the ship forward of the main superstructure
ship and one turret is mounted behind the ship's superstructure. These
cannons are a more advanced cannon design than those carried on the Sea
King Cruiser and the Sea King's cannons design seems to be a double barrel
version of those carried on the World War Two Baltimore class design and
Salem classes eight inch guns are a special semi automatic cannon design
that can fire faster and use special cased ammunition. The barrels have
been modified so that can be elevated up to 55 degrees and the turrets
can rotate 280 degrees. With the addition of advanced fire control and
fusing shells, the eight inch cannons are multi-purpose and can actually
be used against aircraft as well as against ships and ground targets. The
cannons can also use rocket assisted projectiles for striking targets at
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: Three shots per barrel per melee (Can fire up
to 9 shots per turret per melee or up to 27 shots with all three turrets).
Payload: 1350 Rounds (450 per turret), usually carries 300 High
Explosive, 300 High Explosive Armor Piercing, 300 Plasma, 150 Rocket Propelled
High Explosive, 150 Rocket Propelled High Explosive Armor Piercing, and
150 Rocket Propelled Plasma rounds. The ship will carry special rounds
when employed in artillery roles.
- Six (6) Mk 12 Double Barrel Five Inch (127 mm) Naval Guns:
All of the double five inch gun turret mounts are part of or next to the
ship's superstructure. One is on the superstructure behind and above the
forward eight inch gun turrets and the other is on the superstructure in
front of and above the eight inch gun turret in the rear of the ship. The
ship also has two double barrel five inch gun mounts on each side of the
superstructure. The barrels can be elevated up to 85 degrees and the turrets
can rotate 360 degrees. The guns can be used against other ships, against
ground targets, and against aircraft but does have modern fire control
systems added. The five inch guns can also use rocket assisted projectiles
for extended range.
Maximum Effective Range: 12 miles (10.4 nm/19.3 km) for standard
projectiles, 20 miles (17.4 nm/32.2 km) for rocket propelled rounds.
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. Double weapons damage if the gun is firing
both cannons simultaneously and for special purpose warheads use the statistics
for 105 mm artillery warheads (Go to
Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate).
Rate of Fire: Four shots per barrel per melee (Firing both barrels
counts as one attack)
Payload: 6000 rounds (1000 rounds per weapon mount). Ship normally
carries usually carries 1500 High Explosive, 1500 High Explosive Armor
Piercing, 1500 Plasma, 500 Rocket Propelled High Explosive, 500 Rocket
Propelled High Explosive Armor Piercing, and 500 Rocket Propelled Plasma
rounds. Ship will carry special rounds when employed in artillery roles.
- Four (4) Phalanx CIWS Vulcan Cannons:
It is a copy of the
fire control from a Pre-Rifts US Navy CIWS with upgrades and a powerful
laser replacing Vulcan cannon. The Laser is a knock off of the one used
by the Iron Hammer Tank. It is excellent for both taking out missiles and
aircraft and can be targeted at ocean level targets. Vulcan cannons are
mounted where the two most forward and aft of the three inch guns were
originally mounted on each side of the superstructure of the ship. The
laser system can fire on automatic at up to six targets per melee (Has
+3 to strike missile and +2 to strike aircraft). The system has a 360 degree
rotation (although restricted in fire by the ship's superstructure) and
can elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: 4000 feet (1212 m)
Damage: 3D4x10 MD (burst)
Rate of Fire: 6 Attacks per melee (Has +3 to strike missile
and +2 to strike aircraft)
Payload: Effectively Unlimited
- Eight (8) Spider Defense Systems:
Four defense systems are
mounted where the secondary guns fire control was located and four are
located on the corners of the forward and aft superstructure. The systems
are connected to the ships power supply so that it has unlimited shots.
Weapon system normally is used as an anti-missile defense. Weapon system
also has four smoke grenades
Maximum Effective Range: 4,000 ft (1,200 m) for light blasts,
3,000 ft (915 m) for heavy blasts, 20 ft (6 m) for electrical current,
100 ft for smoke grenades
Mega Damage: 4D6 for light blasts, 1D4x10 for heavy blasts,
3D6 SDC for electrical current
Rate of fire: 6 Attacks per melee (+2 to strike)
Payload: Unlimited (has 4 smoke grenades each)
- Four (4) Vertical Launch Missile Launchers:
The weapon system
was added by the REEF when they decided to convert the ships. The missile
launchers take the place of the ships smoke stack and the middle three
inch gun mounts. They have added armor to prevent them from being exploded
and sinking the ship. The launchers are similar to those carried on the
RFS Wolverine but due to the fact that long range missiles are smaller
than the SM-2 missile, the launchers are smaller and can fit in a smaller
space and are the basis of those carried on the RFS Tiger class frigate.
Each launcher has a 50 cells for missiles. Each cell can carry one long
range missile or two medium range missiles. 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.
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, or 25
for each launcher per melee and at multiple targets at the same time
Payload: 50 missile cells in each VLS launcher(Can carry a total
of 200 long range missiles). One long range missile or two medium range
missiles may be carried per cell. The ship will often carry 16 cells in
each launcher (64 cells total) with two medium range missiles each and
the other cells loaded with one long range missile each (Normal load is
136 long range missiles and 128 medium range missiles).
- Four (4) Short Range Missile Launching Systems:
Each launcher
has a 36 Short Range Missiles and fills a similar role to the Pre-Rifts
RAM missile launcher. These launchers' primary purpose is to shoot incoming
missiles. There is located on the bow of the ship, on top of the superstructure,
and two on the fantail of the ship. These mounts take the locations of
the three inch gun mounts in those locations. Missiles are usually 50%
AP and 50% Plasma. Each launcher operates independently
Maximum Effective 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: One at a time or in volleys of two, four, six,
or twelve (Each launcher operates independently)
Payload: 36 missiles each launcher for a grand total of 144
missiles (Has 576 missiles for reloads kept in storage)
- Chaff Launcher (4):
Added to the ship when refitted by the
REF, two are located on the superstructure near the bridge and two are
located in the rear hart of the superstructure. They are designed to confuse
incoming missiles. All chaff launchers must be fired at the same time or
effects will be reduced. The efficiency will be reduced by one quarter
for each launcher not operating. Rifts Earth decoy systems are assumed
to not operate against 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 the target, may lock
onto another target
61-00 No Effect; Missile Still on target
Payload: 12 each for a total of 48
- SLQ-25A Nixie Towed torpedo decoy (1):
A special decoy which
is towed behind the ship. The Coalition has not seen a need for this system
so has not equipped their ships with it. 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 ship's systems and
propellers is too powerful to mask. Rifts Earth decoy systems are assumed
to not operate on Phase World missiles due to technological difference.
Effects: The decoy has a 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.
Decoys have a duration of 30 minutes (120 melee rounds)
Payload: One, 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:
- SPS-49 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 128 targets simultaneously.
- SPY-1D Phased Array Radar: Powerful and flexible pre-rifts radar
system that is comprised of four panels that each emit radar waves. Less
advanced than the phased radar system fitted on the Coalition ships but
still powerful. 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 288 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 96 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.
- SQS-53 Hull Sonar System: Mounted under the bow of the ship. Sonar
system has a range of around 16 nautical miles (18.4 miles / 29.6 km).
This hull sonar system has both a passive and active system built in. Sonar
system can track up to 16 targets at one time
- SQR-19 Towed Array Sonar: The system is basically a long and very
sensitive sonar system carried behind the ship on a long cable. Sonar system
has a range of around 75 nautical miles (86.3 miles/139.9 km). This towed
array Sonar is a passive only sensor system. Sonar system can track up
to 32 targets at one time.
- Advanced Integrated Electronic Warfare System (AIEWS): 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.
[Coalition TM and Triax TM are trademarks owned by Kevin Siembieda and
Palladium Books Inc.]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
Picture and Writeup by Kitsune (E-Mail Kitsune ).
Copyright © 1998, 1999, & 2001, Kitsune. All rights reserved.