CGN-81 Charleston class Nuclear Missile Cruiser:
With the aging of the Ticonderoga class, the United States Navy needed a replacement
for the vessels which had served well for around half a century. The time
which the old missile cruisers were being decommissioned was one of reduced
budgets and many politicians felt that the Burke and later classes of destroyers
could fill the role. The United States Navy was able to get some funding
for development but much less than they wished. The first of the Concord
class gun cruisers had just been commissioned and it was selected as the
basis for the new guided missile cruiser class. The Charleston was designed
with as many features in common with the Concord as possible and in appearance
they look very close. A similar design criteria was used for the previous
Ticonderoga class cruiser which shared the same hull and lower levels of
the superstructure to the Spruance class destroyer. The main change is
the reduction in number of gun barrels and increasing the number of missile
launching cells.
While the cruiser was under development, Congress changed the naming
convention back to the way it was originally. Originally cruisers were
named after United States cities but it was changed first to congressional
leaders and then to state names. The entire twenty ship class was named
after American cities. The United States Congress changed the cruiser naming
convention yet again after the Charleston class and the next class, Delaware
class, was named after States.
Like the Concord, the Charleston is heavy based on the DD-21 program
and shares many of the same features. The missile cruisers actually share
about ninety percent of the same systems as the Concord class gun cruisers
and shares the same hull and virtually the same superstructure. Like the
Concord, the Charleston was constructed from high strength alloys which
made it both very tough and virtually immune to corrosion. For these reasons,
these missile cruisers lasted far longer than classes that preceded them
and were still serving when the Rifts came. The hull and superstructure
were designed to give the vessel a reduced radar cross signature. Their
main role was as carrier escorts like most previous missile cruisers. Due
to this, the ships rarely carried a large amount of cruise missiles even
though they have the capacity for them. The Delaware replaced these ships
as the main cruisers of the United States Navy but the Charleston class
was still considered too valuable to remove from service. The Delaware
class is actually slightly smaller and displaces less while having a similar
payload of missiles. If any vessels of the Charleston class survived the
cataclysm of the coming of the Rifts is unknown but quite possible.
The main changes between the Concord and Charleston are the weapon systems.
Instead of triple barrel 155 mm cannons, the Charleston carries single
barrel cannons of the same caliber. The weight and volume from the reduction
in cannons allowed for the carrying of two thirty-two cell MK-41 missile
VLS in addition to the two sixty-four cell VLS. The decks that hold the
sixty-four cell VLS are stretched slightly and one of the small VLS is
fitted before the superstructure and the other is fitted behind the ship's
stacks and is above the hanger. The ship has 192 VLS cells as compared
to the Concord Class having 128 cells. The side mounted Mk-55 medium range
missile launchers were retained for medium range point defense. Like the
Concord class gun cruisers, these vessels were originally fitted with four
RAM missile launchers. They are in the exact same place as on the Concord
class as well. Also, like the Concord, these close-in point defense missile
launchers were replaced by combination rail gun and short range missile
launchers. This system was carried in virtually all United States Navy
combatant vessels. These ships also carry torpedo tubes because it is expected
that they would be used in anti-submarine warfare. Most of the electronics
on the classes are identical but the Charleston carries a more advanced
phased array radar system. This radar system was first developed for the
Ranger class carrier but was modified for the missile cruiser. This radar
system was not quite as powerful as that fitted on the Delaware class missile
cruiser but was still considered quite adequate at the coming of the Rifts.
The history of the ships' propulsion mirrors that of the gun cruisers
that they are based on. These ships were originally built using powerful
Gas Turbine engines powering electric propulsion. These engines gave the
ship a top speed of 33 knots. These were replaced by fusion turbines based
on those developed for aircraft. The new engines increased the top speed
to 36 knots. The vessels were originally designated CG (Cruiser, Guided
Missile) but when the engines were replaced, the designation was changed
to CGN (Cruiser, Guided Missile, Nuclear). The ship was designed using
variable pitch propellers for high maneuverability and also has stabilizers
and is a surprisingly stable vessel. The ship is fitted with bubble masking
to reduce machinery noise.
Initially, a vast reduction of crew compared to the Concord class was
considered. This was eventually dropped for the same reason that it was
not considered for the Concord class. Simply, there was concern that they
crew would not be large enough in an emergency and would be unable to keep
up with operations when the ship was on a wartime footing. The ship still
incorporated a large amount of automation and does require a slightly smaller
crew than the Concord does. This is mainly due to the lower manning required
by the gun mounts. These ships were not fitted as flagships like the later
Delaware class cruisers although there were about twenty extra bunks for
additional personnel not including the crew for the two helicopters.
These ships initially did not carry any marines onboard but after the
beginning of the New Cold War it was decided that some would be carried
onboard for defense against boarding and other roles. These marines took
up the space for extra personnel and a small section of deck berthing was
divided from the rest and was taken over by the marines. The marines generally
had about eight flying power armors onboard.
Model Type: CGN-81 class Cruiser
Vehicle Type: Ocean, Guided Missile Cruiser
Crew: Normal of 233; 25 officers, 20 Chief Petty officers, and
188 enlisted (Has a high degree of automation and can be run effectively
by 120 crew members)
Troops: 4 Helicopter Pilots, 6 Pilots for SAMAS, 6 pilots for
Semper Fi Power Armors, and 8 soldiers in body armor that are retained
on board the ship
Robots, Power Armors, and Vehicles:
| 4 | PA-04A SAMAS |
| 4 | Semper Fi Power Armors |
| 2 | Helicopters or other VTOL Aircraft |
M.D.C. by location:
| Bridge: | 650 |
| [1] Phase Array Radar Panels (4, Superstructure): | 200 each |
| 155 mm Cannon Barrels (2): | 100 each |
| 155 mm Cannon Mounts (2, Forward and Aft): | 225 each |
| Combination Anti-Missile Defense System (4, Superstructure): | 200 each |
| Mk 41 64 Cell Vertical Missile Launchers (2, Forward and Aft): | 440 each |
| Mk 41 32 Cell Vertical Missile Launchers (2, Forward and Aft): | 220 each |
| Mk 55 Eight Cell Vertical Medium Range Missile Launchers (2): | 300 each |
| Torpedo Launchers (2, sides): | 40 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 400 |
| [2] Main Body: | 3,200 |
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: 41.5 mph (36 knots/ 66.7 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: 660 feet (201.2 meters)
Draft: 30.5 feet (9.3 meters) including sonar dome
Width: 80 feet (24.4 meters)
Displacement: 14,550 tons standard and 17,600 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 600 million or more credits.
WEAPON SYSTEMS:
- Two (2) Single Barrel 155 mm Naval Guns:
One turret is mounted
in the front of the vessel and the other turret is mounted on the rear.
Based on the gun carried by the DD-21 class destroyer and shared similarities
to army artillery weapons. The weapon is more powerful than the previous
127 mm cannon carried on many destroyers and cruisers. The weapon mount
is heavily automated and is capable against other ships, against ground
targets, and against aircraft. The weapon can use special artillery rounds,
rocket assisted rounds, and can even fire Extended Range Guided Munitions.
The turret can rotate 360 and has a 90 arc of fire.
Maximum Effective Range: 13.7 miles (11.9 nautical miles / 22
km) for standard projectiles, 23.5 miles (20.4 nautical miles /
36.4 km) for rocket propelled rounds, and treat Extended Range
Guided Munitions as medium range missiles (See revised missile table).
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. Extended Range Guided Munitions: Treat
as medium range missiles (Go to Revised
bomb and missile table).
Use the statistics for 155 mm artillery warheads (Go to
Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate) when using artillery rounds.
Rate of Fire: Normal Projectiles: Up to four single shots
per barrel/cannon per melee (Can up to 8 shots with both turrets). Extended
Range Guided Munitions can be fired at the rate of one shot per barrel/cannon
per melee (Can fire up to 2 shots with both turrets).
Payload: 1,000 rounds total (500 per turret) - Each Extended
Range Guided Munitions round takes up space for 2 normal rounds.
- 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.
- Four (4) Strategic MK 41 Vertical Launch Missile Launchers:
The
ship has two launchers with sixty four cells and two launchers with thirty
two cells. The forward platform, behind the 155 mm gun, contains a 64 cell
launcher behind the gun and a 32 cells launcher closer to the main superstructure.
The deck above the hanger contains a 32 cell launcher forward and a 64
cell launcher aft. These are the longer strategic version of the missile
launcher and can carry the longer cruise missile. From the beginning, the
launchers have been found to be very flexible and adaptable. The launcher
was originally design for the Tomahawk and Standard SM-2 Missile. On Rifts
Earth, the launchers have been adapted to hold one cruise missile, two
long range missiles, or four medium range missiles per cell. Cruise missiles
are usually used against hardened fixed targets, long range missiles are
normally used against aircraft and other large targets, and medium range
missiles are normally used against closer targets such as incoming missiles.
Normally, the launchers carry all cruise missiles and long range missiles.
For close defense, medium range missiles are carried in the Mk-55 missile
system
Maximum Effective Range: As per cruise, long range, or medium
range missile type (Go to Revised
bomb and missile table).
Mega Damage: As per cruise, long range, 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, 16, or 32
for all launchers per melee and can be fired at multiple targets at the
same time.
Payload: Two launchers have 64 cells each for missiles and two
launchers have 32 cells each (192 cells with a possible total of 384 long
range missiles). One cruise missile, two long range missiles, or four medium
range missiles may be carried per cell. Ship carries no reloads.
- Mk 55 Vertical Medium Range Missile Launchers (2):
Unlike
most vertical launch systems, these launchers fire the missiles on a 6
degree angle to the side. This is because the system was initially designed
for carriers and is to prevent a missile that fails on its launch from
crashing into aircraft on the flight deck. The missiles are arranged in
an 2 by 4 pattern, and each launch cell has six reloads. One launcher is
mounted on either side of the hull of the cruiser and require much less
space than a Mk-41 or MK-49 VLS. Each system can launch up to 8 missiles
simultaneously each and the launcher is automatically reloaded. These launchers
often act as the ships middle point defense and are normally used to engage
incoming air targets and missiles.
Maximum Effective Range: As per medium range missile type (Go to Revised
bomb and missile table).
Mega Damage: As per medium range missile type (Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of two, four, or eight
(Each launcher operates independently)
Payload: 8 missiles in each launcher, with 48 missiles in each
magazine for automatic reloads, for a total of 112 Medium Range Missiles
including missiles in launcher.
- Two (2) Medium Torpedo Launchers:
Mainly design 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. Treat warheads as medium range missile warheads.
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 decoy 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 destroyer 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-4E Three Dimensional Search Radar System Phased array radar
system designed originally for the Ranger class carrier and modified for
the Charleston class cruiser. The incredibly advanced radar and computer
system first developed before the coming of the Rifts and is similar to
the system as that which is carried on Coalition Navy vessels. 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 600
miles (966 km) and can simultaneously track and identify up to 768 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 an
individual target for up to 192 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.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar as well as a shrouded propellor and sound absorbing materials.
Gives a -20% 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 -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.
[Golden Age Weaponsmiths and Triax are trademarks owned by Kevin Siembieda and
Palladium Books Inc. ]
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Palladium Books Inc.]
Image drawn and copyrighted by Kitsune (E-Mail Kitsune ) & Mischa (E-Mail Mischa). Click on line drawing for a better view.
By Kitsune (E-Mail Kitsune ).
Copyright 2002 Kitsune. All rights reserved.