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:
| 200 | Gypsy Moth Power Armors (With Flight Pack) |
Fighter/Aircraft Compliment:
| 7 | EVS-84A Anti-Submarine Warfare |
| 3 | EVE-84A Electronics Warfare |
| 2 | Westland Merlin HM 1 General Utility Helicopter |
| 10 | FV-38 Panther II VSTOL Fighter |
| 2 | FV-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:
- 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.
- 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.
- 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.
- 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)
- 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.
- 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:
- BAE Systems Sampson Phased Array Radar System: Powerful and flexible
radar system that is comprised of a single array on top of the main mast.
A powerful computer controls it. 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 480 targets at one time. The system controls missiles
launched from the VLS launchers and the system tracks and guides each individual
missile to a individual target for up to 120 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.
- Marconi/Signaal S1850M Air/Surface Search 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 720 targets simultaneously.
- Signaal Sirius IRST Long range infrared tracking system. Consists
of two high powered passive infrared cameras capable of scanning up to
80 miles (128 km) range. Each camera is computer controlled, and the system
can track 24 targets simultaneously. The system gives a +10% to read sensory
rolls.
- Ferranti/Thomson Sintra 2050 sonar: Mounted under the bow of the
ship. Sonar system has a range of around 24 nautical miles (27.6 miles
/ 44.6 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.
- 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 -20% penalty to read sensor
rolls when attempting to detect this ship using radar. Go to
General Detection
Penalties for more information on penalties and bonuses to use with stealth.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar combined with specially mounted engines and radar absorbing
rubber hull coating. Gives a -20% penalty to any Read Sensory Instrument
rolls to detect this ship using sonar.
- 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.
- Command and Control Facilities : The carrier carries extra communications
equipment and command facilities, to enable the ship to operate as the
flagship for a flotilla. When operating in a flotilla, all ships get a
+1 on sensor rolls, +1 to strike on all weapons, and +10 % on communications.
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