DDG Type 612 Iroquois Missile Destroyer:
When the state of Free Quebec purchased the designs for the Helgoland
frigates from the New German Republic, Free Quebec also inquired after
the possibility of purchasing one or two warships directly, because the
Coalition might not have given them the time to completely finish building
the two frigates that they had started to manufacture (A fear that proved
unfounded, the Helgoland frigates were both in service by the time that
the war finally broke out.).
The NGR was, in the light of ongoing brutalities on the side of the
Coalition, willing to aid in this. It was agreed upon that Free Quebec
would, within a few months, receive two guided missile destroyers in a
sort of Lend/Lease program. When the Ships arrived in port some months
later, the Quebequois received a pleasant surprise: Instead of sending
two older destroyers, the NGR had TRIAX *build* two completely new warships
of a class that the NGR at that time did not have the need for to field
themselves, and this in record time.
The names that were given to these two ships were Iroquois and Huron,
after two pre-rifts destroyers.
The Type 612 Missile Destroyer is a clear descendant of the type 512
Missile Frigate. Like that ship, it is a sleek trimaran design, and is
quite large, clearly a Destroyer type. As a matter of fact, the ships are
nearly as long as some pre-rifts cruisers. Its tonnage is still rather
less, because the main hull is very slim for its length. Just like its
older cousin, the trimaran design makes the ship very seaworthy, because
it allows for the ship to have better stability and allows for the ship
to operate in rougher seas. The survivability of the ship is also increased
because of the three floating bodies, and the superstructure is very wide,
allowing for increased space for weapons, systems and other vehicles. Because
the engines are located high in the narrow hulls, noise in the water is
greatly reduced. Being of new construction, the ships are rather more advanced
that the James Bay Destroyers that the Coalition is fielding at the moment.
The destroyers have a sensor suite that is an improved version of the
pre-Rifts APAR three dimensional radar that the Helgoland frigates carry.
This Phased Array radar system is more compact than the Aegis system of
the coalition, has equal tracking capabilities, and a greater range. The
ship also has both a hull sonar system and a towed array sonar system.
Because of the stealth layout of the ship, and the extensive use of
Radar Absorbent Materials in its design, the Iroquois class is very difficult
to detect by radar. The ship also includes a system that masks its infra-red
profile by continuously spraying a fine mist of cool water around the ship.
In effect it is sailing in a blanket of fog of its own making. Coupled
with the active ECM, the Iroquois class is one of the most difficult to
detect classes of ships currently in active service.
The ship's main weaponry are missile launching systems. In front of
the superstructure and aft of the flight deck, there are 72 cell Vertical
Launch Systems, both compromised of 72 Cells for Long Range Missiles. Like
all more modern VLS systems, they are reloaded from under the launcher,
an operation which is done in under a single melee. The ship also has smaller
VLS launchers for Medium Range Missiles. These are located in front of
the large LRM launcher in front of the superstructure, and after the aft
LRM launcher. Each of the two MRM launchers holds 32 missiles, and these
too are reloaded from under the launcher. While the Long Range Missiles
are mostly used in an offensive role against other ships, the Medium Range
Missiles are more for defense role, and are used to engage aircraft and
missiles.
For point defense the ship has six Short Range Missile launchers, three
on each side of the superstructure. For Stealth reasons these too are of
the VLS variety, but unlike the larger systems, these launchers use a rapid
reloading system to quickly fire clusters of four missiles, which are almost
impossible to dodge. Because the missiles might not be enough to stop all
incoming ordnance, a final line of defense are three turrets, each housing
a powerful quadruple laser system. These turrets use the same guidance
and tracking systems as the Helgoland frigates had in their recoilless
flack cannons, as this system performed admirably, and there was no need
to upgrade it. Two torpedo launchers in the sides of the ship provide it
with its own anti submarine capability, although its VTOL aircraft will
be more often used for Sub hunting.
The last, but certainly not least, of the ship's weapons is the reliable
and powerful 120 mm rail gun also found on the Helgoland frigates. This
weapon is found near the bow of the ship, and is standard on all NGR ships
that are large enough to carry it.
The ships carry several smaller vehicles, including six zodiac style
boats, two VTOL aircraft in the spacious double hangar (can be any of the
following: Grey Falcon Attack Jet, Iron Eagle Attack Helicopter, Iron Trident
ASW Helicopter, or NGR Aircraft), and thirty SAMAS powered armors. Also
included are enough life rafts for the entire crew. Like the Zodiac boats,
the inflatable life rafts are located behind two raisable metal curtains
on either side and near to the front of the ship's superstructure. This
was once again done to insure a low radar profile for the ships. Between
the two hangars there is a small transparent observation bubble, used mainly
to guide landing VTOL craft down during bad weather.
Model Type: DDG-612 Class Destroyer
Vehicle Type: Ocean, Guided Missile Destroyer
Crew: 115; 7 officers, 16 Chief Petty officers, and 92 enlisted
(Has a high degree of automation)
Troops: 15 VTOL crew members, 30 SAMAS power armor pilots.
Robots, Power Armors, and Vehicles:
| 20 | Standard SAMAS |
| 5 | Underwater Power Armors |
| 2 | VTOL Aircraft ( Grey Falcon, Iron Eagle, Iron Trident, or NGR Aircraft) |
M.D.C. by location:
| Bridge: | 600 |
| [1] APAR Radar Systems (4, Superstructure): | 100 each |
| Towed Sonar Array (Aft): | 100 |
| Long Range Missile Launchers (2, Forward & Aft): | 400 each |
| Medium Range Missile Launchers (2, Forward & Aft): | 300 each |
| Short Range Missile Launchers (6, sides of superstructure): | 220 each |
| Torpedo Launchers (2, sides): | 50 each |
| Heavy Rail Gun Turret (1, Forward) | 350 |
| Quadruple Laser CIWS (Superstructure, 3): | 250 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 440 |
| [2] Observation Bubble (Between Hangars): | 150 |
| [2] Primary Hull (Main Body): | 2,200 |
| [3] Secondary Hulls (2, either side of Primary Hull): | 800 each |
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] The Observation Bubble gives the pilot of a landing aircraft a
+10% bonus on piloting rolls because of guidance provided from the ship.
Destroying the Observation Bubble negates this bonus, but does not incur
penalties.
[3] Destroying the main body causes the ship to loose structural integrity,
causing the ship to sink. If the Secondary Hulls are still intact, the
ship will sink very slowly and will take a full twenty four hours to sink.
This may give the ships crew time to patch the damage to an extent that
the ship will float but all propulsion will be destroyed but the ship may
be repairable. There are enough life preservers and inflatable life boats
to accommodate everyone on the ship.
[4] Destruction of one secondary hull will reduce stability and negate
bonuses due to quiet design and for piloting. Destruction of both secondary
hulls will give the ship a -20% penalty to piloting and give a bonus of
+20% to be detected. Ships speed is also reduced to 30 knots (34.5 mph
/ 55.6 kph)
Speed:
Surface: 60 knots (69 mph / 111.1 kph)
Maximum Effective Range: Unlimited due to fusion engines. Ship carries six months
of supplies and consumables on board.
Statistical Data:
Length: 587 feet (176.1 meters)
Height: 104 feet (31.2 meters)
Width: 126 feet (37.8 meters)
Displacement: 8,700 tons
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: Nuclear Reactor, average life span is 20 years
Market Cost: generally not for sale but cost 320 million credits
to manufacture without power armors and vehicles.
WEAPON SYSTEMS:
- Hyper Velocity 120 mm Heavy Rail Gun (1):
Main weapon mounted
in a turret. The rail gun has better range than comparable sized standard
cannons, does greater damage to well 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 the targets
that it hits but it 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 can be used against both ground and air targets, although
when 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: 20 miles (32.2 km)
Mega Damage: A single round does 5D6x10+60 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 1D6x10 with
a blast radius of 20 ft. High Explosive Armor Piercing does 2D6x10 with
a blast radius of 10 ft.
Rate of Fire: Maximum of four per melee.
Payload: 800 rounds.
- Quadruple Laser CIWS (3):
These weapons hold four laser barrels
in a turret. All turrets are located on the superstructure, with one to
the aft, just above the double hangar, and the other two on both sides
of the superstructure, just aft and to the sides of the bridge. Each quadruple
turret fires multiple bursts of laser pulses which have a great chance
to hit incoming missiles and planes. The system is normally linked to a
powerful automatic tracking system and operates fully automatically to
eliminate air targets with missiles being prime targets tracked. The system
can be put on manual and is devastating to ground targets and can be used
as short range line-of-sight artillery as well. The system is fitted with
both an independent power supply and a laser and radar targeting system.
Each turret has a 90 degree elevation, and a rotation of 360 degrees.
Maximum Effective Range: 12,000 feet (3,600 meters).
Mega Damage: Burst does 4D4x10, fires bursts only
Rate of Fire: 8 Attacks per melee (+5 to strike) on automatic
or by gunners hand to hand if on manual.
Payload: Unlimited
Special Feature: The system has a +5 bonus to strike when on
automatic and gives a bonus of +2 to strike if used by a gunner.
- Vertical Launch Long Range Missile Launchers (2):
Two VLS
systems are located on the ship, one just in front of the superstructure,
and another immediately behind the flight 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 has a reload system that
reloads from under the launcher and can reload within 15 seconds. The launchers
have a total of seventy two individual cells each (arranged in a 12 by
6 pattern) and can launch some or all missile cells in a single melee.
The launcher can use a vast variety of missiles including surface skimming
missiles and rocket propelled torpedoes (See Revised Rifts Torpedoes). Long range missiles are normally
used against large targets and aircraft / missiles. About half of all missiles
carried are fusion warheads and most missiles are normally smart missiles.
Maximum Effective Range: As per long range missile type (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 2, 4, 8, 12, 24,
or 36 missiles per launcher per melee. Missile cells are automatically
reloaded and are ready to fire next melee.
Payload: 72 missiles in each launcher with 72 missiles in each
magazine for automatic reloads, for a total of 288 Long Range Missiles.
- Medium Range Missile Launchers (2):
As opposed to the systems
on the Helgoland frigate these are VLS batteries, like the LRM launchers.
The missiles are arranged in a 8 by 4 pattern, and each tube has one reload.
One of the launchers is located on the front deck, in front of the larger
LRM launcher, and one launcher is located on the aft deck, behind the aft
LRM launcher. The systems can launch up to 32 missiles simultaneously each
and the launcher is automatically reloaded. This launchers 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, eight,
sixteen, twenty four or thirty two (Each launcher operates independently)
Payload: 32 missiles in each launcher, with 32 missiles in each
magazine for automatic reloads, for a total of 128 Medium Range Missiles.
- Short Range Missile Launching Systems (6):
Each launcher
launches volleys of four missiles, and uses a rapid reload system to be
able to fire many volleys per melee. There are three launchers on either
side of the ships superstructure. This system normally acts as the ships
inner point defense system just before the laser cannons engage missiles.
Each launcher is fitted with multiple fire control systems and can target
missiles on multiple targets. Normal missile mixture is 50% Armor Piercing
Missiles and 50% Plasma missiles.
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: Volleys of four, up to eight times per melee,
per launcher (Each launcher operates independently).
Payload: 144 short range missiles per launcher for a grand total
of 864 short range missiles
- Two (2) 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. Each torpedo launcher has three torpedo tubes
and has automatic reload systems. Ship carries caries 90 reloads for torpedoes.
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 three each launcher,
the launcher can fire a maximum of two volleys per melee each launcher.
Payload: Has 90 torpedoes for reloads total.
- 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.)
Maximum Effective 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 decoys drones. They are small automated vehicles that create 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.
Maximum Effective Range: Not Applicable
Rate of Fire: One can be deployed at a time and requires two
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:
-
APAR 16 Three Dimensional Search Radar System An incredibly advanced
radar and computer system first developed before the coming of the Rifts
and is the equal of the Aegis system on Coalition Navy vessels. Powerful
and flexible system that is comprised of four panels that each emit radar
waves. If allowed by the horizon, the system can track out to 900 miles
(1440 km) and can simultaneously track and identify up to 1152 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 288 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 +15% to read sensory rolls, +2 on initiative,
and +2 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.
- Infra-Red Masking System: From all over the hull and Superstructure
a fine mist of cool waterdroplets is sprayed. This lowers and distorts
the ship's heat signature. Give a -10% penalty to any Read Sensory Instrument
rolls to detect the ship using Infra Red systems. This system is not effective
at speeds over 40 knots (46 mph / 74 kph), as the spray is then blown away
by the speed of the ship (Ditto for windspeeds at or over 40 knots).
- Sonar Masking System: The hull is designed to minimize noise from
the hull and uses water bubbles to form a barrier against sonar as well.
Gives a -20% 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 greatly reduced. Because of this,
attempts to detect the ship using radar are made with a -30% 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.
Bonuses:
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Palladium Books Inc.]
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