R.F.S. Sea Witch (ex U.S.S. Salem) CA-139:
The U.S.S. Salem was a heavy cruiser completed just after World War
Two and due to the time frame never really fought in an major actions in
her first life. Even so, she was a revolutionary design with fast firing
eight inch guns. One of her sisters was used for shore bombardment during
Vietnam but she was retired in 1959 after only ten years of service. Nicknamed
the "Sea Witch" from Salem being virtually the capital of witches, the
picture of a witch over the moon was the ship's seal. The cruiser was luckier
than her sisters in that she became a museum ship while her sisters were
scrapped.
Like the Coalition States, the R.E.E.F. Naval Forces combed the eastern
seaboard of the United States naval vessels. This was partially to keep
them from the Coalition but also for their own uses. They were able to
find the old cruiser in surprisingly good shape. It was in a dry dock when
found, possibly there for a restoration. With as good a shape as the vessel
was in, some wonder if it had gotten leaped forward in time. All around
it was the wreckage of other vessels including an old guided missile cruiser
named the Bunker Hill. It had been a museum ship as well.
After some minor repairs to make the Salem seaworthy, the R.E.E.F. was
able to somehow get the dry dock open and pull the old cruiser out using
their frigate Wolverine. Loading some of the equipment from the wrecked
guided missile cruiser such as the radar systems, they then were able to
tow it the thousands of miles to their base in Florida. At around the same
time, they were able to recover a mobile dry dock from the area of Boston
harbor. A second trip brought this to the R.E.E.F. base at Canaveral.
Thus began a complex restoration and rebuilding process which took several
years. Even though the ship required a huge amount of work, it was regarded
as worth rebuilding. The rebuilding also allowed the R.E.E.F to learn much
about ship construction. When completed, the ship was given the name "Sea
Witch" from the ship's nickname although they still call it the Salem on
occasion. The old vessel is the flagship in most respects of the R.E.E.F.
Naval Forces. It also makes them a force which is respected with its nine
eight inch guns.
The whole ship was not replaced by the new high strength composites
and alloys but the ship was reinforced wherever possible. The main belt
was completely replaced with new materials. Much of the superstructure
was also rebuild using high strength materials. Between reinforcing and
rebuilding, the vessel is surprisingly rugged even though it cannot take
the damage that a new build cruiser of the same size could probably withstand.
The engine room was a steam plant originally. Some techno-wizard vessels
enchant these systems and allow them to run on magical energy. The R.E.E.F.
does not rely much on magic but instead the propulsion system was replaced
by four powerful fusion turbines. This gives the vessel decades of life
between refueling as well as increasing power by around two thirds with
a corresponding increase in speed of almost four knots.
The cruiser originally required what would be an impossibly large sized
crew to be operated by the R.E.E.F. and they needed to cut back on crews
wherever possible. Various means were employed including advanced automation
with a net reduction almost down to a third of the original crew. In addition
to the standard crew, the vessels have two hundred labor robots to perform
a variety of manual functions such as weapon loading.
The U.S.S. Salem was one of the first warships fitted with air conditioning.
This was replaced by a self contained pressurized environmental system.
Berthing was also improved with the ship far more comfortable than it was
originally. Part of this is due to the amount of space freed up by the
reduction in crew size. Finally, relatively modern flag facilities were
also part of the rebuilding.
A total of about a hundred marines are carried with the ability to embark
up to two hundred if needed. As well, the ship carried fifty Katana SAMAS
power armors. If needed, this can be doubled with possibly civil defense
units in Wasp flying power armors. The hanger under the fantail of the
ship was a bit small for helicopters but it was relatively easy to convert
for Logan Veritech Fighters. A pair of them are carried in the hanger.
A third could be carried on the flight deck as well. New high temperature
tiles allows for vertical take off and landing without damaging the deck.
In addition to emergency life boats, the ship carries three rigid inflatable
boats.
As stated previously, the rapid fire eight inch guns gives the ship
firepower which not many ships can match. While they fire a much smaller
shell than the sixteen inch guns carried on the last generation of American
battleships, the eight inch guns fire five times faster with her semi-automatic
guns. With some additional automation and the use of labor robots, this
was actually improved slightly. The five inch guns are also manned most
by labor robots. A variety of ammunition types have been developed for
both the eight inch and five inch gun mounts. This includes special rocket
propelled long range projectiles and plasma warheads.
A light weaponry was stripped when the ship was rebuilt. In the place
of these, a variety of point defense weaponry and missile launchers were
added to the vessel. Replacing a three inch gun mount and fire control
mounts, a vertical launch system is mounted on either side of the stack.
The system has a total of eighty cells each with each cell able to carry
one long range missile or two medium range missiles. Usually the ship mixes
missiles with eighty long range missiles and one hundred and sixty medium
range missiles. Mounted in the superstructure, sixteen additional missiles
are carried in canisters similar to the old Harpoon missile.
The platforms for the other three inch gun mounts were retained. Five
(One on the bow, one to either side of the superstructure, and two on the
fantail) have short range box launchers for short range missiles. Similar
to Pre-Rifts Mk 49 RAM Missile launcher although with a higher capacity
(36 missiles each.) Four platforms, two to either side of the superstructure,
mount CIWS type mounts with a Vulcan laser replacing the original 20 mm
cannon. Finally, six light point defense mounts are carried. These are
modified from the basic Kittani K-1000 Spider Defense System although each
mount is fixed instead of mobile.
A large part of rebuilding the superstructure was to mount the phased
array radar panel copied and modified from those recovered from the U.S.S.
Bunker Hill. While more advanced system were later developed by the United
States Navy, the system was still surprisingly capable. The radar system
was modified to be more light weight and later a smaller version was developed
for the R.E.E.F. frigates. The SPS-49 radar carried on the Wolverine was
copied for the cruiser to give the vessel long range air search ability
even though not a height finding radar. A high mast was build to support
the radar system. A sophisticated electronics warfare package was also
added to the vessel along with missile decoy systems.
It was not considered practical to mount a hull sonar but a towed array
system was considered easy enough to mount to be worth fitting. It is a
copy of the sonar fitted mounted on the Wolverine and is an older United
States Navy system although surprisingly capable. Even so, the sonar is
mainly meant for self defense. The cruiser does not mount torpedo tubes
although rocket boosted torpedoes can be fired from the vertical launch
missile launchers. The ship does have a towed decoy system to give some
protection against torpedoes.
Model Type: Modified CA-134 class Cruiser
Vehicle Type: Ocean, Heavy Cruiser
Crew: Human: 650; 35 Officers, 45 Chief Petty Officers,
and 580 Enlisted. Robots: 200 Labor Bots. (Original crew was around
1800)
Troops: Normal: 50 pilots for Katana SAMAS Power Armors,
50 soldiers in body armor, 2 Logan Pilots
Maximum: 100 pilots for power armors (Katana SAMAS / Wasp Power
Armors), 100 soldiers in in body armor, 2 Logan Pilots
Robots, Power Armors, and Vehicles:
| 50 | REEF PA-03 Katana Power Armors (100 Power Armors maximum) |
| 4 | Aqua-Tech LEA-50 |
| 2 | ADCAP Logans |
M.D.C. by location:
| Eight Inch (203 mm) 55 Caliber Barrels (9, 3 each turret): |
200 each |
| Eight Inch (203 mm) Triple Turrets (3, 2 forward / 1 aft): | 800 each |
| Five Inch (127 mm) 38 Caliber Barrels (12, 2 each turret): | 60 each |
| Twin Barrel 5 inch (127 mm) 38 Caliber Guns Turrets (6): | 300 each |
| Phalanx Laser CIWS (4, sides of superstructure): | 100 each |
| [1] Light Point Defense Systems (6, superstructure): | 50 each |
| VLS Missile Launchers (2, 80 cells each - amidships): | 300 each |
| Missile Canisters (16 total, Superstructure): | 100 each |
| Short Range Missile Launchers (5, 1 forward, 2 sides, and 2 aft): | 150 each |
| [1] Chaff Launcher (4, superstructure): | 10 each |
| Bridge / Superstructure: | 1,000 |
| Hanger: | 500 |
| [2] Search Radar Tower: | 400 |
| [2] Phase Array Radar Panels (4, Superstructure): | 300 each |
| [3] Main Body: | 4,000 |
Notes:
[1] These are small and difficult targets to strike, requiring the
attacker to make a "called shot," but even then the attacker is -4 to strike.
[2] Destroying Phase Array radar panels will destroy the ships main
fire control systems but guns and missiles have backup systems and panels
can compensate for each other. Destroying the SPS-49 radar system eliminates
long range radar coverage. Vessel still retains backup fire control sensors.
[3] 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: 43.8 mph (38 knots/ 70.4 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 (453.6 metric 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 two
billion or more 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 weapons are
mostly crewed by labor robots. The barrels can elevate up to 41 degrees
and the turrets can rotate 280 degrees. While designed for engaging air
targets, with advanced fire control radars can theoretically engage air
targets even though better suited to engaging other vessels or shore 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 (26 nautical miles/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 weapons are mostly crewed by labor robots.
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:
These are 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 weapon 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
- Six (6) Light Point Defense Systems:
Based on the K-1000
Spider Defense Systems. Fully automatic defense system. Two are located
on the Forward Superstructure above the bridge and two located on either
side on what were originally search light platforms. 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 4 smoke
grenades although of limited use.
Maximum Effective Range: 4,000 feet (1,200 meters) for light
blasts, 3,000 feet (915 meters) for heavy blasts, 20 feet (6 meters) for
electrical current, 100 feet (30.5 meters) for smoke grenades.
Mega Damage: 4D6 for light blasts, 1D4x10 for heavy blasts,
3D6 SDC for electrical current
Rate of Fire: On automatic has Six (6) Attacks per melee (+2
to strike)
Payload: Effective Unlimited (has 4 smoke grenades each)
- Two (2) Vertical Launch Missile Launchers:
These mounts take
the place of one of the central three inch gun mounts and one of the fire
control mounts on each side. These launchers are a slightly redesigned
version of the original Mk 41 vertical launch system and have more missile
launching cells although each cell is slightly smaller and cannot fire
cruise missiles. The launchers each have a total of 80 cells for missiles.
Each cell can carry one long range missile or two medium range missile.
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. Anti-Submarine rocket launched torpedoes are
also can be fired from the launcher (See
Revised Rifts Torpedoes).
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 volley of 2, 4, 8, 16, 20,
or 40 per melee for each launcher per melee and at multiple targets at
the same time.
Payload: 80 missiles cells in each VLS launcher (Can carry a
total of 160 long range missiles). One long range missile or two medium
range missiles may be carried per cell. Usual load is 80 long range missiles
(40 per launcher) and 160 medium range missiles (80 per launcher). Ship
carries no reloads.
- Sixteen (16) Long Range Missile Launchers:
These launchers
are special canisters that are located on the superstructure of the ship
in four groups of four. These canisters were copied from Old United States
Harpoon canister launchers. While the launchers are reusable, they are
still inexpensive and are easily jettisoned. 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 (2), four (4),
eight (8), or sixteen (16). All launcher operates together.
Payload: One missiles each launcher for a grand total of sixteen
(16) long range missiles (Has no missiles in storage for reloads).
- Five (5) Short Range Missile Launching Systems:
One is mounted
on the bow, two are mounted on each side of the superstructure behind the
laser CIWS mounts, and two are mounted on the fantail. 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. 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 volley of two (2), four (4),
six (6), or twelve (12). Each launcher operates independently.
Payload: 36 missiles each launcher for a grand total of 180
missiles (Has 360 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-1A+ 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.
- 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, Naruni TM, Mutants in Orbit TM, and Phase World 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 by Mindnightnova and Kitsune (E-Mail Kitsune). Click on line drawing for a better view.
Writeup by Kitsune (E-Mail Kitsune).
.
Copyright © 1998 to 2001, & 2010 Kitsune. All rights reserved.