Australian Stuart class Guided Missile Frigate:
The Stuart class guided missile frigates came out of the need for additional
escorts for the proposed expanded Australian fleet in the mid Twenty-Sixties.
In addition, the older Anzac frigates were at the end of the operational
lives and required replacement. Several design requirements were set by
the admiralty including high speed (excess of 38 knots), 64 cell (minimum)
VLS missile system, twin VTOL/Helicopter hanger, and superior anti-submarine
warfare capability. After careful study, it was decided that a trimeran
hull would provide the most stable platform and had room for operational
growth through its life. Seeking to help out its former, the British Parliament
offered to build two dozen Audacious class ships for the Australians. Their
offer was graciously declined on the grounds that the design was older
than they needed and did not have the growth potential they wanted. The
British understood but still sold them the plans for the Audacious for
a reasonable price for the Aussies to study. As it turned out, the finished
Stuart looked like a slightly enlarged Audacious.
Like the Audacious, the Stuart was a sleek trimeran, with her two secondary
hulls set about halfway her main hull. The ship was designed with advanced
stealth techniques from the start to reduce her radar signature. Her deckhouse
was a single massive block, upon which a sleek radar tower was set. Behind
the deckhouse there was a large flightdeck, very suitable for two large
helicopters or VTOLs. At the rear of the ship there was a deck for a large
towed passive sonar array. As stated, she looked like a slightly enlarged
Audacious class. In order to reduce the designing costs, much of the layout
and systems of the ship had been taken from the plans bought from the British.
Twelve frigates of this design were constructed for the Australian navy
and an additional eight were built for the South Korean Navy through the
POMA Treaty.
The ship was powered from the outset by nuclear gas turbines and indirect
electric propulsion. A pair of fusion reactors were incorporated into the
design to provide more than enough power for the ship. The powerful reactors
gave the Stuart a top speed of 58 knots. The reactors also gave the frigates
virtually unlimited range and endurance. The propellers were variable pitch
and make the ship very maneuverable and able to go from full speed to full
reverse very quickly. As with all the new vessels of the Australian navy,
the hull was built from super-strong, anti-corrosive materials that made
the ship all but immune to weather conditions and salt water. The hull
was also designed with the most advanced stealth technology of the day
and drastically reduced the radar signature of the frigate.
The ships were built utilizing the same electronics as the Perth class
aircraft carriers. The Sampson Phased Array Radar was thought to provide more than enough surveillance
for the Stuart class. The last three vessels of the class were redesigned
with the American SPX-1A system for better detection capability in a slightly
larger. There were plans to retrofit the remainder of the vessels with
the newer system but funds never came available. These three vessels were
often referred to as the Malcolm class. The Type 2050 hull sonar and Type
2031 towed-array sonar were fitted for anti-submarine warfare. The Stuart
class is fully fitted with radar-jamming and ECM suites to defend them
against hostile missiles and aircraft.
Designed for general escort and anti-submarine warfare, the Stuart class
was a very stable weapons platform and housed excellent munitions capability
for a vessel of her size. The main weapon system began as an American built
96 cell Mk 59 VLS launcher. Very soon in the design phase it was realized
that the launcher would be too large for the hull of the vessel. Various
sized launchers were debated back and forth until a 48-cell launcher was
decided upon. To increase the capacity, a pair of Thor class medium range
missile launchers were mounted in the superstructure (one over each secondary
hull). The launchers were much less expensive than the Mk 59 launchers
and were mounted as a cost saving measure. Usually the majority of missiles
were anti-submarine assisted rockets or cruise missiles, but medium-range
and long-range missiles were carried as well. There was major discussion
as to the gun armament of the frigate with consideration being given to
a variety of calibers and models. After much debate, the American Mk 45
five inch cannon was decided upon for the simple reasons that they were
available, cheap, and ammunition available for them. The first few mounts
were pulled from decommissioned Anzac class frigates. Later mounts were
purchased from the U.S. Navy from decommissioned Arleigh Burke class destroyers.
Like those fitted to the Swan class, the turrets were redesigned with a
stealthier profile and to take advantaged of extended range guided munitions.
A single turret was mounted at the bow of the ship in front of the VLS
launcher. A pair of MK 44 "Sea Sabre" combination defense mounts were fitted
for close-in defense with one mounted above the bridge and the second above
the aircraft hanger. Two torpedo tubes were mounted on either side of the
hull for close-in submarine threats.
The hanger space on the frigate was quite spacious and easily housed
the two large Merlin helicopters originally assigned to them. These craft
were later replaced with a pair of American built Kingfisher VTOL aircraft,
although not all of the Merlins had been replaced before the Rifts came.
A small complement of Gypsy Moth Power Armors were tucked away in a side
hanger designed just for them. In addition, a small unit of marines was
stationed on board for defense against boarders and for port security.
Model Type: Stuart class Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 115; 9 officers, 17 Chief Petty Officers, 89 enlisted
(Has a high degree of automation)
Troops: 12 Helicopter or VTOL pilots and crew, 12 Power Armor
Pilots, 15 soldiers in body armor
Robots, Power Armors, and Vehicles:
| 2 | Helicopters or other VTOL Aircraft |
| 10 | Gypsy Moth Power Armor (with Flight Pack) |
M.D.C. by location:
| Bridge: | 475 |
| [1] Sampson Phased Array Radar System (most of class): | 500 |
| [1] SPX-1A Active Phased Array Radar System: | 200 |
| Mk 45 Five Inch (127 mm) / 62 Barrel (1, Turret): | 80 |
| Mk 45 Five Inch (127 mm) / 62 Mount (Forward): | 200 |
| Mk 59 48 Cell Vertical Missile Launchers (1, Forward): | 375 |
| "Thor" Vertical Medium Range Missile Launchers (2): | 300 each |
| Mk 44 Combination Anti-Missile System (2): | 200 each |
| Torpedo Launchers (2, sides): | 40 each |
| Chaff Launcher (4, Superstructure): | 10 each |
| Hanger (Aft): | 400 |
| VTOL Pad (Aft): | 250 |
| Outer Hull (per 80 ft area): | 75 |
| [2] Primary Hull (Main Body): | 1,400 |
| [3] Secondary Hulls (2, either side of Primary Hull): | 500 |
Notes:
[1] Destroying the Phase Array radar system will destroy the ship's
main fire control systems but the vessel has backup systems with a shorter
range (Equal to robot vehicle sensors).
[2] Destroying the main body causes the ship to lose 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.
[3] 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: 58 knots (66.7 mph / 107.4 kph)
Maximum Effective Range: Unlimited due to fusion turbines (needs to refuel every
20 years and requires maintenance as well). Ship carries six months of
supplies and consumables on board.
Statistical Data:
Length: 485 feet (145.5 meters)
Height: 45 feet (13.7 meters), 47 ft (14.1 meters) in Malcolm
class
Width: 85 feet (25.5 meters)
Displacement: 5,300 (5,400 on Malcolm class) tons standard and
7,100 (7,200 on Malcolm class) tons fully loaded
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 ships spaces
are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Nuclear Turbines, average life span is 20 ye!
ars
Market Cost: Not available.
Weapon Systems:
- One (1) Mk 45 Mod 4 Single Barrel Five Inch (127 mm) / 62 Naval
Gun:
The ship mounts a single 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: 500 rounds - Each Extended Range Guided Munitions
round takes up space for 2 normal rounds. Ship normally carries usually
carries 100 High Explosive, ! 100 High Explosive Armor Piercing, 100 Plasma,
50 Rocket Propelled High Explosive, 50 Rocket Propelled High Explosive
Armor Piercing, 50 Rocket Propelled Plasma rounds, and 25 Extended Range
Guided Munitions. The ship will carry special rounds when employed in artillery
roles.
- Two (2) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems:
One system is in the rear of the superstructure just before the helicopter
hanger and the other is on the front of the superstructure just above the
bridge. 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 bursts). 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 behind the 127 mm gun mount. 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 48 individual cells
and is eight missile cells longs by six cells wide. The launcher can fire
up to half its total payload per melee. The launcher can use a vast variety
of missiles including surface skimming missiles and rocket propelled torpedoes.
Each cell can carry one long range missile or two medium range missile.
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 for the whole launcher per melee. Missile cells are automatically
reloaded and are ready to fire next melee.
Payload: 48 missile cells in launcher with reload systems for
each cell (1 reload each cell). 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 16 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:
The ship has all systems standard on a robot vehicle plus the following
special features:
- BAE Systems Sampson Phased Array Radar System (This system is carried
on most of the Stuart class): 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.
- SPX-1A Phased Array Radar System (Mounted on HMAS Malcolm, Montrose,
and Campbell): Mounted on the American Hazard class Coast Guard Cutter,
this system very capable. Unlike systems carried by most larger naval vessels,
the radar system is comprised of a single array on top of the main mast.
This system is smaller, lighter, and requires less power than a system
of fixed panels. If allowed by the horizon, the system can track out to
400 miles (644 km) and can simultaneously track and identify up to 576
targets at one time. The system controls missile launched from the long
range missile launchers and the system can track and guide each individual
missile to an individual target for up to 144 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 +10% to read sensory
rolls, +2 on initiative, and +1 to strike.
- 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.
- Type 2031 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 103.6 miles (90 nautical miles / 166.8 km). This towed array sonar
system has both a passive and active system built in. Sonar system can
track up to 32 targets at one time.
- 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 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. Go to General Detection Penalties
for more information on penalties and bonuses to use with stealth. 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.
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Palladium Books Inc.]
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