FFGN-235 Francis Darcey Nuclear Missile Frigate:
In the dangerous years before the coming of the Rifts, there was a need
for small combatants as well as larger combatants. This included both Frigates
and Destroyers for the United States Navy. As for Frigates, the older Tomlinson
class frigates were becoming badly outdated and most were being slowly
phased out of service although some were kept in reserve. The Darcey class
had many clear advantages when compared to the older guided missile frigates.
Their superstructure was designed for stealth, they had a radar system
similar to the larger Aegis system, and could carry more missiles. In many
respects the class looks much like the late twentieth century French Lafayette
class frigate. Some initial designs for the ship would have been on a trimaran
hull design but it was eventually constructed as a single hull design to
simplify production. A trimaran design was being developed at the time
of the rifts to replace the Darcey class frigate but the new vessel was
never laid down. The ship is in many between a frigate and destroyer in
both size and firepower.
The ships are named for historic officers and enlisted personnel of
the United States Navy and other historic individuals such as Secretaries
of Defense and friendly Prime Ministers. Many were named for admirals and
captains. This follows the standard naming conventions for destroyers and
frigates since the first destroyer was commissioned. Commander Francis
Darcey was the commanding officer of the USS Bunker Hill, a Ticonderoga
class cruiser, during the 2012 war with India. Most of the United States
Navy was out of position and she ended having to engage an Indian Carrier
Battle group with the cruiser and two frigates as escorts. She won although
one of her escorts was sunk and the other was badly damaged.
These ships were produced in large numbers and there are even a few
know to have survived damaged in various locations around Rifts Earth.
Since the hull was constructed with high strength ceramics and composites,
these ships do not rust away like many Pre-Rifts ships have. It is likely
that the Coalition has found some examples of these frigates and may have
their shipyards produce a modified version of the Darcey class instead
of the James Bay class destroyer. One of the only reasons they may not
is for the time needed to retool and rumors that Free Quebec may be producing
a New German Republic ship design.
While the hull is a single hull and not a tri-hull, it is of a wide
beam and is fitted with hull stabilizers for a smoother ride. This makes
for a surprisingly seaworthy frigate. The superstructure and hull are constructed
from strong composites and ceramics that can take incredible abuse and
with the angle of the ship's superstructure gives excellent stealth. Propulsion
was originally planned to be conventional gas turbine engines but with
the invention of fusion aircraft engines, modified fusion aircraft engines
were fitted to the ship in place of Gas Turbines during production. Like
the Gas Turbine ships that she is based on, the Darcey has variable pitch
propellers that make it more maneuverable and able to go from full speed
to full reverse very rapidly. The Darcey class Frigate has a special bubble
masking system that both masks the hull and propellers to enable the ship
to operate quietly. The ship has a radar system that is based off of the
Aegis radar system although it is smaller and slightly less capable than
the systems carried on larger ships. Since one of the missions of the ship
is submarine hunting, it has an excellent sonar system with a towed array.
The ship much lighter armed than the Delaware class cruiser constructed
around the same time but the Darcey is still well armed and is quite capable
of protecting itself in most situations. It was originally intended that
the ship would carry a light weight standard cannon (either a 5 inch or
3 inch gun) but this was replaced by a powerful rail gun before construction
began. This rail gun primarily fires high velocity solid projectiles but
may also fire explosive rounds. This rail gun is fitted in front of both
the superstructure and the ships missile launchers. The missile launchers
are a vertical launch system fitted on a raised deck behind the rail gun
and in front of the ships. This launcher is the same 96 cell system as
is carried on the Delaware class missile cruiser but the Darcey only carries
one unit where the Delaware class cruiser carries two of these vertical
launch systems. Each cell can carry one long range missile or two medium
range missiles. Normally these launchers carried several anti-submarine
missiles. The ship carries two combination short range missile launcher
and rail gun systems for point defense. Normally the missiles are fired
first at incoming missiles and the rail guns attempt to destroy any that
leak through or when the short range missile launchers run out of missiles.
The ship has torpedo tubes on either side for use against submarines and
has anti-missile chaff to confuse remaining incoming missiles.
The ships is designed with a moderate crew and is fairly comfortable
due to the ship having a fair amount of automation. Like most frigates,
the Darcey does not carry any marines but does have body armor and weapons
for the ships crew if needed to prevent boarding. The ship has hanger space
to carry two helicopters or other VTOL aircraft.
Model Type: FFGN-235 class Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 110; 10 officers, 15 Chief Petty officers, and 85 enlisted
(Has a high degree of automation)
Troops: 8 Helicopter Pilots or VTOL Pilots.
Robots, Power Armors, and Vehicles:
| 2 | Helicopters or other VTOL Aircraft |
M.D.C. by location:
| Bridge: | 450 |
| [1] Phase Array Radar Panels (4, Superstructure): | 200 each |
| 100 mm Heavy Rail Gun Turret (1, Forward): | 300 each |
| Combination Anti-Missile Defense System (2, Superstructure): | 200 each |
| Mk 59 VLS Missile Launchers (1, Forward): | 750 each |
| Torpedo Launchers (2, sides): | 50 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 400 |
| [2] Main Body: | 1,500 |
Notes:
[1] Destroying Phased 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: 52 mph (45 knots/ 83 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: 442 feet (134.7 meters)
Draft: 18.5 feet (5.6 meters)
Width: 54 feet (16.5 meters)
Displacement: 3,250 tons standard and 3,825 tons fully loaded
Cargo: 200 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 Reactors, average life span is 20 years
Market Cost: Not for Sale but if found on the black market would
probably cost 300 million credits.
WEAPON SYSTEMS:
- Hyper Velocity 100 mm Heavy Rail Gun (1):
Main weapon which
is mounted in turret in front of the ship. The rail gun has better range
than comparable sized standard cannons, inflicts greater damage to armored
targets, and has a higher payload due to no storage of propellant charges.
This rail gun normally fires a solid dart of MDC materials that does massive
damage to targets that it hits but can also use explosive warheads for
softer targets and against aircraft. The rail gun turret can rotate 360
and can tilt up to 90 degrees and is useful against both ground and air
targets although using solid slug rounds, the cannon has -2 to strike fast
moving targets such as aircraft, missiles, and flying power armors. The
weapon system is also gyro-stablised and has an advanced fire control computer.
Maximum Effective Range: 15 miles (24.1 km)
Mega Damage: A single round does 3D6x10+20 MDC (optional rule
is that cannon gets a critical on a natural 18, 19, or 20 due to its high
penetration). Can use Standard High Explosive rounds that do 1D4x10 with
a blast radius of 16 feet. High Explosive Armor Piercing does 2D4x10 with
a blast radius of 8 ft.
Rate of Fire: Maximum of four per melee.
Payload: 400 rounds.
- Two (2) Combination Anti-Missile Defense Systems:
One system
is in the rear of the superstructure just before the helicopter hanger
and the other is on the front of the superstructure just after the bridge.
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 bursts). 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 Launcher (1):
Launching cells
are located forward behind the 100 mm rail gun mount on a raised deck.
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 launcher have a total
of 96 individual cells and is eight missile cells longs by twelve cells
wide. The launcher can fire up to half its total payload 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 missile. 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 for the whole 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 (one reload 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 with two medium range missiles
each and the other cells loaded with one long range missile each.
- 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
60 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 60 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 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-6S Three Dimensional Search Radar System Miniaturized version
of the system carried on the Delaware class cruiser that is less powerful
but still very capable. 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 -40% 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. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
Drawing and Writeup by Kitsune (E-Mail Kitsune ).
Copyright © 1999, 2001, & 2002 Kitsune. All rights reserved.