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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:
50Katana Power Armors
4Aqua-Tech LEA-50
2ADCAP 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:

  1. 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.
  2. 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.
  3. 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
  4. 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)
  5. 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).
  6. 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)
  7. 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 Payload: 12 each for a total of 48
  8. 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:


[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.


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