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Australian Perth class Aircraft Carrier:


The increasing threat of the New Soviet Navy caused the Australian government to form an unofficial alliance with the POMA (Pacific Ocean Military Alliance), comprised of Japan, South Korea, and Taiwan, in 2053. Mutual defense and combined fleet operations were major points of the agreement, and therefore forced Australia to create a truly offensive naval force. The government had considered purchasing new aircraft carriers for over twenty years. Their navy had been without an aircraft carrier for over 70 years since the HMAS Melbourne was sold to Brazil. There was serious consideration to purchasing a pair of Ark Royal class aircraft carriers from Great Britain. However, this design was considered too old and expensive to meet the Australian demands. Finally, a carrier design initially produced by the Netherlands was selected as a basis for the Australian carriers in the Twenty-Sixties. Although Australia acquired a production licence for the carriers, the Australian carrier design had many modifications to the compared to the original Dutch designs. In addition to Australia producing versions of the Dutch carrier, Germany and Spain produced modified version of the carrier as well. Australia decided to purchase four of the vessels with several modifications. One was later canceled but was later re-ordered as an amphibious support vessel.


It was decided that the ship should be able to carry fighters as well as helicopters so a full sized flight deck was decided on. It was found that the carrier was useful for not only anti-submarine warfare and convoy escort, it was found that they could be used to support assault landings as well.


These ships were fitted with fusion turbines from the beginning. These engines gave the Perth class a top speed of 32.5 knots and virtually unlimited endurance. The ships were designed with two shafts with power transmitted to the shafts via electrical propulsion. The propellers are both variable pitch allowing for faster changes in speed and the ability to turn quicker. Both the hull and propellers are designed with a bubble masking system to reduce ship noise. This is combined with the hull being covered by a sound absorbing rubber material and the engines being specially mounted to reduce noise. The end result is an incredibly quiet vessel. They were of course built using the advanced composites and alloys that were common place. This had made the ships virtually immune to corrosion and has made the ships able to withstand damage far beyond that of previous ships. The hull and superstructure incorporate radar absorbent materials and are constructed in such a way as to minimize the radar cross signature.


The ship's armament was changes from the original Dutch design to better meet the offensive needs of the Australian Navy. As a result, the superstructure was heavily modified. In the forward part of the superstructure, a 96 cell Mk 59 VLS launcher is carried. As well, Thor class medium range missile launchers were incorporated in the carrier. American combined point defense weapon system was utilized instead of the RAM launchers and Goalkeeper mounts. The system is a combination of a rapid-fire rail gun and a short-range missile launcher. The idea is that the short-range missile launchers first engage missiles that leak through the main defense and, when they get within range, the rail guns will engage. Anti-submarine torpedo tubes are also carried on the Australia carrier.


The sensors were replaced with British units of similar make to the Dutch systems. There is a provision for a towed array sonar system but none was ever installed. The ships were designed to carry a total of 24 aircraft split between fighters and anti-submarine aircraft. The vessel has a full-length flight deck with a large hanger and ski jump forward to allow higher payloads to be carried by aircraft. In addition to the crew, these ships can carry a large number of marines. The ships can carry up to 600 marines onboard. In later service, this was reduced to 400 with 200 being in flying power armors.


Four ships of the class were originally planed but was later cut to three. Later, the fourth carrier was reordered as an amphibious command ship. When the Rifts came, HMAS Melbourne and HMAS Sydney are believed to have been destroyed while in the port at Fleet Base East, Garden Island, Sydney. HMAS Perth was the flagship for Task Force 155 in the Persian Gulf and was presumably destroyed as well.


Model Type: Perth class Aircraft Carrier
Vehicle Type: Ocean, Aircraft Carrier
Crew: Ships Crew & Airwing: 380 (45 Officers and 335 Enlisted [Has a high degree of automation]) Air Wing: 240 (120 Pilots & Crew, 10 flight deck officers, 110 enlisted)
Troops: 400 (200 pilots for Flying Power Armor, 200 soldiers in body armor)


Robots, Power Armors, and Vehicles:
Power Armors:

200Gypsy Moth Power Armors (With Flight Pack)
Fighter/Aircraft Compliment:
7EVS-84A Anti-Submarine Warfare
3EVE-84A Electronics Warfare
2Westland Merlin HM 1 General Utility Helicopter
10FV-38 Panther II VSTOL Fighter
2FV-45-EW Sea Hawk Jamming VTOL Fighter


M.D.C. by location:

[1] Elevators (2):200 each
[2] Flight Deck:2,250
Mk 59 96 Cell Vertical Missile Launchers (1, Forward):750
Eight Cell Vertical Medium Range Missile Launchers (2):300 each
Mk 44 Combination Anti-Missile Defense Systems (2):180
Torpedo Launchers (2, Sides of Fantail):40 each
Chaff Launchers (4, Superstructure):10 each
[3] Sampson Active Phased Array Radar System:500
[3] Marconi/Signaal S1850M Air/Surf. Search Radar:350
Signaal Sirius Cameras (2):100 each
[4] Bridge / Command Tower:1,250
Outer Hull (per 40 foot / 12.2 meter area):80
[5] Main Body:6,000


Notes:
[1] If Both are destroyed, no aircraft can be moved from the hangers to the main flight deck.
[2] If the flight deck is destroyed, VTOL aircraft can be launched or land at -15% to piloting.
[3] Destroying both Sampson and the S1850M Air / Surface Search System radar system will eliminate the ship's long range air search ability but weapon systems have backup fire control systems. Both air search systems are separate so both systems are not likely to be disabled from a single hit.
[4] If Bridge/ Control Tower is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.
[5] Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with an advanced polymer armor that allows the ship to withstand up to -2000 MDC before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.


Speed:
Surface: 37.4 mph (32.5 knots/ 60.2 kph)
Maximum Effective Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries four months of supplies on board.


Statistical Data:
Length: 791.3 feet (241.2 meters)
Draft: 33.1 feet (10.1 meters) including sonar dome
Width: 100.4 feet (30.7 meters) including flight deck
Displacement: 21,200 tons standard and 26,800 tons fully loaded
Cargo: 1,000 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ship's officers have more space for personal items. Extra ammo, armor, troops, weapons, and engines take up most of the ship's spaces.
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 1.2 billion or more credits.


Weapon Systems:

  1. Two (2) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: One system is on the front of the superstructure and one system on the rear 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).
    Mega-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.
  2. MK 59 Vertical Launch Missile Launcher (1): Launching cells are located forward in front of the superstructure and bridge. 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 has a total of 96 each and is eight missile cells longs by twelve cells wide. The launchers can launch up to half the capacity of the cells 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 missiles. 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 per 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 in each launcher. 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.
  3. Thor class Vertical Medium Range Missile Launchers (2): Similar to the American Mk 55 vertical launch missile system although it fires vertically not at a 6 degree angle to the side. The missiles are arranged in a 2 by 4 pattern, and each launch cell has four reloads. One launcher is mounted on the front and one is mounted on the back of the vessel's superstructure and require 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 32 missiles in each magazine for automatic reloads, for a total of 80 Medium Range Missiles including missiles in launcher.
  4. Two (2) Torpedo Launchers: There is one launcher on each side of the ship near the fantail. 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. 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 3 per side, Reloading takes 1 full melee
    Payload: Three torpedoes each launcher for a grand total of six torpedoes (Has 60 torpedoes for reloads)
  5. Super RBOC Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming missiles. In addition to chaff these launchers also fired flares to decoy IR guided missiles. Rifts Earth decoys 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: 8 each for a total of 32. 96 reloads are carried, reloading takes two melees.
  6. SLQ-25A Nixie Towed torpedo decoy (1): A special decoy which is towed behind the ship. It generates a sound like the ship's 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 eight more as reloads. It takes three minutes (twelve melees) to reel out another decoy.


Special Systems:




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