Golden Age Weaponsmiths Arleigh Burke class Destroyers:
In the Twenty-Thirties, the United States found all of their existing
ships obsolete with the invention of a series of high strength alloys and
composites which could take abuse which could destroy any design constructed
from conventional materials. This was coupled with the invention of explosives
which had many times the power of previous conventional explosives. A large
portion of the United States Navy, over sixty ships, were Arleigh Burke
class destroyers of various flights and the United States Navy could not
afford to immediately replace all of the destroyers and decided instead
of rebuilt about half of the Burke class and decommission the remaining
as replacement ships were built. All of the Burke class destroyers which
were rebuilt were of the Flight IIA design with a hanger. New armor was
added to the destroyers and weaponry was improved. These improved Burke
class destroyers served until around 2050 at which time the last of them
were decommissioned and laid up in mothball status. Decommissioning involved
the protecting of all sensor and weapon systems so they would be able to
re-enter service quickly and as a result many of the systems were retained.
When the militaries increased their forces prior to the coming of the rifts,
there was a debate about preparing the ships to enter service but instead
their mothball period was extended to give the navy more ships in case
of an emergency.
This is the status they were sitting before the coming of the rifts
and this is how Golden Age Weaponsmiths has found a good number of them
with eight being able to be repaired by partially cannibalizing some of
the more damaged ships. Golden Age Weaponsmiths has sold the majority of
the ships they have converted to the Coalition States (six in all) but
a couple have been sold to other interests (for game terms, most likely
Free Quebec or Columbia).
The six ships purchased by the Coalition States form an important portion
of their Naval forces and are used most often in the role of escort for
convoys or one of their carriers. The six ships serving in the CS Navy
are the MD-1 Revenge (ex DDG 82), MD-2 Conqueror (ex DDG 86), MD-3 Glorieux
(ex DDG 80), MD-4 Victoire (ex DDG 93), MD-5 Sabre (ex DDG 104), MD-6 Samuel
de Champlain (ex DDG 89). Earlier, there was a rumor that the ships would
be soon decommissioned by the Coalition but since they are a better long
range platform than the James Bay class, it is believed that they will
be retained for the foreseeable future. Author Note: The Author
suggests that this writeup is used in place of the writeup done by Palladium
Books in the Coalition Navy due to being more complete and being based
on better research and a better general knowledge of the United States
Navy by the author.
These ships are still fairly capable even when compared to the ships
constructed by post Rifts navies. Of course, they have a fraction of the
capabilities of the more advanced pre-Rifts designs. Originally, the whole
class was constructed from normal steel which cannot take the abuse from
most advanced weapons developed in the so called "Mega-Damage" revolution.
This was solved in the vessels which remained in commission by fitting
the ship with high strength ceramic and plastic armors. A fairly novel
approach was with the ships engines. Most governments, including the CS
want their military ships to use nuclear propulsion but the ships were
originally gas turbine. Instead of a complex conversion, Golden Age modified
nuclear jet aircraft engines for the ship's propulsion and simply fitted
them in place of the gas turbines. This was done by the United States and
several other navies before the coming of the Rifts on several classes
which were originally powered, but Golden Age Weaponsmiths was the first
known to have convert ships in this manner after the coming of the Rifts.
The upgraded Burke class frigates were taken out of service just as the
United States began replacing gas turbines in their navy with fusion turbines.
As a result of the higher power of the new engines, the ship's shafts had
to be reinforced. The shafts had not been reinforced in United States Naval
service when they were upgraded although they were protected against corrosion.
The ship's sensor systems have been retained but have been ungraded where
needed to deal with new threats. Oirginally, the Flight IIA version of
the Burke did not mount a towed array, but this was rectified when the
ships were upgraded. The VLS missile launchers were designed to carry a
much larger missile than the present long range missile but due to the
cost involved in converting to higher payload launchers, the old Mk 41
VLS launchers have been retained and have been modified to be able to carry
one cruise missile, two long range missiles, or four medium range missiles.
Originally, the flight IIA Burke class destroyers had their harpoon missile
launchers deleted but when upgraded in the Twenty-Thirties, the harpoon
canisters restored. The missile launchers were mounted between the superstructure
and have been converted to launch standard long range missiles. These will
normally carry special surface skimming missiles similar in role to the
harpoon but can carry any type of long range missile. The five inch gun
and torpedo tubes have been retained on all models with improved ordnance.
The five inch gun can fire special extended range guided munitions. Along
with the Harpoon missile tubes, the later versions of the flight IIA Burkes
had their point defense mounts removed to make room for electronic warfare
systems. It was assumed that ESSM missiles launched from the Mk 41 VLS
would take over the close range defense role. When rebuilt, the EW systems
were replaced by a smaller system which was every bit as capable but allowed
for the Phalanx mounts to be restored. Some consideration was given to
replacing the mount with a RAM (Rolling Airframe Missile) or Sea RAM mount
but the Phalanx mounts were already in existence and just needed to be
upgraded. The class was decommissioning before the Mk 44 "Sea Sabre" Combination
Anti-Missile Defense Systems was being introduced and the old mounts were
retained when the ships were put in mothball status. On Burke class destroyers
serving in the Coalition Navy, the close in weapon system was replaced
by a rail gun but on the ships sold to other governments, the Vulcan cannon
has been retained with ramjet rounds replacing the standard ammunition.
As all of the destroyers converted are later model Arleigh Burke destroyers,
they have both a hanger and a landing pad. Two helicopters or other VTOL
aircraft can be carried. The most common helicopters for ships serving
in the Coalition States Navy are the Sea Storm or Sea Wasp. The main purpose
of the helicopters is for anti submarine operations and they are equipped
for that role but can be used to attack other surface ships or to support
amphibious assaults. Due to a lack in automation compared to later United
States navy vessels, these destroyers require large crews for their size.
Model Type: Modified DDG-51 Flight IIA
Class: Guided Missile Destroyer
Crew: 342 total; 23 officers, 24 chief petty officer, 294 enlisted.
Robots, Power Armors, and Vehicles:
| 12 | SAMAS Power Armors |
| 2 | Helicopters or other VTOL Aircraft |
M.D.C. by Location:
| Bridge: | 400 |
| [1] Phase Array Radar Panels (4, Superstructure): | 300 each |
| Forward Mk 41 Missile Launchers (32 Cell): | 160 |
| Aft Mk 41 Missile Launchers (64 Cell): | 320 |
| Mk 141 Missile Canisters (8 total, 4 on each side) | 100 each |
| Medium Torpedo Launchers (2, sides): | 35 each |
| Five Inch (127) Barrel (1, Turret): | 80 |
| Five Inch (127 mm) cannon Turret (Forward): | 200 |
| Phalanx Gun CIWS (2, Superstructure): | 100 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 400 |
| [2] Main Body: | 1,250 |
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] Depleting the M.D.C. of the main body destroys the ship's structural
integrity, causing it to sink. There are enough flotation devices and inflatable
life rafts to accommodate everyone aboard.
Speed:
Surface: 41.5 mph (36 knots/ 66.7 kph)
Range: Effectively Unlimited due to fusion engines (needs to
refuel every 15 years and requires maintenance as well). Ship carries 6
months of supplies on board.
Statistical Data:
Draft: 24.7 feet (7.5 meters) mean and 32.7 feet (9.97 meters)
including sonar
Width: 66.9 feet (20.4 meters)
Length: 509.5 feet (155.3 meters)
Displacement: 6,870 tons standard and 9,440 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: Originally conventional gas turbine propulsion,
converted to four nuclear reactors with an average life span of 15 years.
Black Market Price: Golden Age has sold their converted destroyers
for 275 million credits too outside interests but it is believed that they
charged the Coalition between 200 and 250 million credits each ship.
Weapon Systems:
- One (1) MK 45 Single Barrel Five Inch (127 mm) Naval Gun:
The ship mounts a five inch gun on the bow of the ship. The gun is very
reliable although it fires at a relatively slow rate (20 rounds per minute).
The gun was carried on many ship classes until well into the twenty first
century. The guns can be used 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.
Maximum Effective Range: 12 miles (10.4 nautical miles/19.3
km) for standard projectiles, 20 miles (17.4 nautical miles/32.2
km) for rocket propelled rounds, and treat Extended Range Guided
Munitions as medium range missiles (Go to Revised
bomb and 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 105 mm artillery warheads (Go to Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate).
Rate of Fire: Normal Projectiles: Five shots per cannon
per melee. Extended Range Guided Munitions can be fired at the rate
of one shot per melee
Payload: 600 rounds - Each Extended Range Guided Munitions
round takes up space for 2 normal rounds. Ship normally carries usually
carries 125 High Explosive, 125 High Explosive Armor Piercing, 100 Plasma,
50 Rocket Propelled High Explosive, 50 Rocket Propelled High Explosive
Armor Piercing, and 50 Rocket Propelled Plasma rounds, and 50 Extended
Range Guided Munitions. The ship will carry special rounds when employed
in artillery roles.
- Close In Weapon Systems (2):
Originally removed from the
ships but mounted back when ships were upgraded by the United States Navy.
These are a last-ditch weapon system intended to destroy missiles and aircraft
that manage to get past the ships other defenses. Depending on if the ship
is serving in the Coalition Navy or an independent navy, the ships can
be fitted with two different types of CIWS. Independent ships simply have
two MK15 Phalanx Block II that uses 20 mm ramjet rounds and Coalition ships
are fitted with two CIWS C90R Gatling Rail Guns.
- MK 15 Phalanx Block II 20 mm Autocannons:
These weapon are
simply the standard pre-rifts phalanx system that is using Ramjet rounds
instead of standard. The weapon systems are still quite effective at destroying
incoming missiles and are fully automated. The weapons can be used on surface
targets as well as against missiles and aircraft. Each autocannon can fire
on automatic at up to six targets per melee (Has +3 to strike missiles
and +2 to strike aircraft).
Maximum Effective Range: 5,000 feet (1,524 meters)
Mega-Damage: 2D6x10 for a burst of 60 round (2D4 for each round
but gun always fires in bursts).
Rate of Fire: Six bursts per melee for each mount (Has +3 to
strike missiles and +2 to strike aircraft).
Payload: 600 rounds (10 bursts) each. Ship carries an additional
12,000 rounds of ammunition in magazines. Autocannon requires 2 minutes
(8 melees) to reload by properly trained personnel (Double for untrained
crews).
- Coalition CIWS C90R Gatling Rail Guns:
This is a close copy
of the original pre-rifts weapon system but the tracking system has been
improved and refined to have better hit probability against missiles. The
most obvious modification that the autocannon has been replaced by a six
barrel rapid fire rail gun that fires 20 mm special discarding sabot rounds.
Like the original MK 15 Phalanx, the system is unmanned and fully automated.
It is designed to have a much greater payload than the original pre-rifts
autocannon CIWS system. The weapons can be used on surface targets as well
as against missiles and aircraft. Each rail gun can fire on automatic at
up to six targets per melee (Has +4 to strike missiles and +2 to strike
aircraft).
Maximum Effective Range: 6,000 feet (1,828 meters)
Mega-Damage: 3D4x10 for a burst of 60 round
Rate of Fire: Six bursts per melee for each mount (Has +4 to
strike missiles and +2 to strike aircraft).
Payload: 6,000 rounds (100 bursts) each.
- Two (2) Strategic MK 41 Vertical Launch Missile Launchers:
The
forward launcher has 32 cells for missiles due to the forward gun removing
space that could have been used by the missile launchers and the aft launcher
has 64 cells for missiles. 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.
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 both launchers per melee and can be fired at multiple targets at the
same time.
Payload: 32 cells missiles in forward VLS launcher and 64 cells
for missiles in aft VLS launcher (possible total of 192 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 141 Long Range Missile Canister Launchers (8):
These launchers
are special canisters with four on each side of the ship's superstructure.
These canisters were copied from Old United States Harpoon canister launchers.
While the launchers are reusable, they are still inexpensive and are easily
jettisoned if damages. While any long range missile type can be carried,
usually special surface skimming missiles will be carried in launchers
and are used against surface targets only.
Maximum Effective Range: As per long range missile type (Surface
skimming missiles have 25% less range than normal long range missile, Go to Revised
bomb and missile table).
Mega Damage: As per long 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
(All launcher operates together)
Payload: One missile each launcher for a grand total of eight
long range missiles (Has no missiles in storage for reloads).
- Two (2) Torpedo Launchers:
There is one launcher on each
side of the ship. Each torpedo launcher has 3 torpedo tubes and tubes are
12.75 in (324 mm) wide. Torpedoes are normally used against submarines
but can be targeted on surface targets as well. Ship carries 60 reloads
for torpedoes. For the most part torpedo warheads are equal to 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 3 per side,
Reloading takes one full melee
Payload: Three torpedoes each launcher for a grand total of
six torpedoes (Has 60 torpedoes for reloads)
- Chaff Launcher (2 - Non CS Only):
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
- SLQ-25A Nixie Towed torpedo decoy (1 - Non CS Only):
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:
- 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-53C 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.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar as well. Gives a -10% 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 -10% 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.
- 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.
[Golden Age Weaponsmiths, Wellington Industries, 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.]
Revised Burke Destroyer image drawn and copyrighted by Mischa (E-Mail Mischa).
He has no art home Page at present but many other items on my site.
By Kitsune (E-Mail Kitsune).
Copyright © 1998, 1999, 2000, 2001, 2002, & 2003; Kitsune. All rights reserved.