British Ark Royal class Carrier:


In the early days of the twenty first century the Royal Navy had to replace its three aging Invincible carriers with new ships. Studies as to the design of the new carrier had begun in the last years of the previous century, and many designs passed review. Some of the more notable designs were versions of a large Short Take Off and Vertical Landing design, although the final design was for a Conventional carrier, with catapults and arrester wires for landings. She was designed to carry a force of thirty planes, with an additional six ASW Merlin Helicopters and four radar and refueling planes. In wartime another ten planes could be carried. The first of the class was laid down in 2005, and she was commissioned in 2012. Her name was Ark Royal, like her famous namsake of WWII. Although the original plans had called for a two-ship class, Ark Royal would ultimately be joined by two sisterships, not one.


The Ark Royal Class were large and goodlooking ships, with plenty of space available. The Royal Navy had come to the conclusion that "Steel is Cheap", and had build the carriers in a size which meant that there would be plenty of room for extra aircraft and midlife upgrades. A wise descision, considering that at least one of the ships was to remain in service for more than twice her originally planned lifespan...


The design for the carrier was not as simple as was often envisioned in the beginning of the design process. In order to have more commonality with the U.S. and French carriers, the Royal Navy opted for a conventional carrier design, with catapults and arrester gear, whereas the first designs had concentrated upon a Short Take-Off and Vertical Landing design, which would have been both smaller, simpler of construction, and would have cost less. Parts commonality and the ability to host planes from all friendly carrier sailing countries ultimately won the day.


The Ark Royal class ultimately became a roomy carrier, which displaced more than 50,000 tons, and sported a angled flight deck for arrested landings. Three electromagnetic catapults were used for launching planes, and there were three inboard elevators to a huge hangar which ran for more than two-thirds of the ships length. The hangar could house the entire standard airwing. Although the elevators cut into the available deckspace, they were essential to giving the Ark Royal a stealth profile. The island and hull were very smooth, and all flat surfaces were slightly angled.


Armament consisted of a VLS system for self-defense, three SEA RAM short range missile launchers, and four 30 mm cannons. The VLS was located in the aft portion of the island , one of the RAM was located on top of the bridge, a second one on a sponson on the starboard side of the island, and the last one on a sponson on the aft port-side of the ship. The 30 mm cannons were located just underneath the flight deck, two on each side. The carriers main weaponry consisted off course of its fourty plane strong airwing. In later years a group of 115 marines with power armors was added to the ships complement, but none of the ships of the class ever carried much more than that in troops.


In order to properly control its armament, the carrier also featured a extensive sensor suite. This consisted of a Sampson Phased radar, a Marconi Air Search radar, and a active sonar. for passive defense the ship carried a ECM suite, chaff launchers, and a towed torpedo decoy.


Propulsion was provided by four gas turbines which provided electricity for all of the ships systems, including four huge electrical motors which powered twin shafts. In order to keep costs down, the ship was only lightly armored. A comprehensive compartimentalization of the ship was used to allow it to survive major battle damage. Along with being floating air bases, these ships were designed to act as flagships and they have powerful command and control facilities. These ships use a large amount of automation and required much smaller crews than previous carrier designs.


After the second Falklands war, it was decided that the ships would undergo a M.D.C. refit, as the M.D.C. refit for the Audacious class had proved to be very successful. In the refit the ships Received a moderate M.D.C. armor, their electronics were refurbished, and their gas turbines were replaced with Nuclear turbines. The Sea RAM CIWS were replaced with four combination railgun / missile launcher units of American design. One was located on top of the bridge, another is mounted on the starboard side of the superstructure just below deck level, and the last two are mounted on sponsons just below deck level at the corners at the heck of the ship.


In 2072 the British Empire became aware that the Argentinians once again were about to embark on a campaign to "liberate" Los Malvinas from British rule. And so it was decided that a taskforce, centered around a CVN should be send to the Falklands to do a little gunboat diplomacy. The Ark Royal was the CVN chosen for the task. In december 2072 following christmas, she and her extensive group of escorts set sail to the Falklands.


They would never arrive.


In the open ocean, less than 200 miles of the shore of Argentinia, the taskforce was attacked by a group of stealth bombers from Argentinia. Shielded with stealth technology from China and carrying nuclear weapons, they destroyed the taskforce. Or so everyone thought. While for a few weeks the world teetered on the brink of nuclear war, the Ark Royal and her taskforce had been displaced in time.


Having shot down or prematurely detonated all of the nuclear missiles heading their way, the explosion of the nukes had released enough energy to temporarily activate what would later become known as the South American Sea Triangle. A brief but violent electrical storm later, the taskforce emerged unscathed into a world both very different and yet very recognisable....

Model Type: CFV-01C
Vehicle Type: Ocean, Nuclear Aircraft Carrier
Crew: Ship’s complement 700, Air Crew 500, and Flagship Staff 50 (when acting as a flagship)
Troops: 115 Marines


Robots, Power Armors, and Vehicles:
Power Armors:

115Gypsy Moth Power Armors (With Flight Pack)
Fighter/Aircraft Compliment:
24Buccaneer VSTOL Fighter/Bomber
16FV-38 Panther II VSTOL Fighter
4Westland Merlin HM 1 helicopters (Airborne Radar Version)
6Westland Merlin HM 1 helicopters (ASW Version)


M.D.C. by location:

[1] Electromagnetic Catapults (3):100 each
[1] Arrester Cables (4):25 each
[2] Inboard Elevators (3):400 each
[3] Flight Deck:2,500
Hanger Doors (2):350 each
Mk 44 Combination Anti-Missile System (4):200 each
30 mm cannon (4):50 each
MK-41 Tactical 32 cell VLS200
[4] Sampson Active Phased Array Radar System:500
[4] Marconi/Signaal S1850M Air/Surf. Search Radar:350
[5] Bridge / Command Tower:1,500
Outer Hull (per 40 ft area):50
[6] Main Body:7,000


Notes:
[1] If all three catapults are destroyed, non VTOL or STOL aircraft cannot be launched. If Arrester Cables are destroyed, non VTOL or STOL aircraft cannot land until arrester cables are replaced.
[2] If all three elevators are destroyed, no aircraft can be moved from the hangers to the flight deck, meaning that they cannot be launched unless already on the flight deck.
[3] If the flight deck is destroyed, only Helicopters and other VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
[4] Destroying both Sampson and S1850M Air 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.
[5] If command tower/bridge is destroyed, the Radars and most communication will be lost. Ship can still be piloted from engineering with a -15% to piloting rolls.
[6] Depleting the M.D.C. of the main body destroys the ship’s structural integrity, causing it to sink. Because of superior compartementalisation the ship will take six 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 flotation devices and inflatable life rafts to accommodate everyone aboard.


Speed:
On Water: 32 knots (36.8 mph / 59.3 kph)
Maximum Effective Range: Effectively Unlimited (must refuel about every twenty years). Ship carries six months of supplies and consumables on board.


Statistical Data:
Length: 1000 feet (300 meters) overall and 950 feet (285.1 meters) waterline
Draft: 37 feet (11.1 meters)
Width: 213 feet (65 meters) overall and 122.7 feet (36.8 meters) waterline
Displacement: 46,000 tons standard and 53,000 tons fully loaded
Cargo: 4,500 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: 4 Nuclear Turbines, average life span is 20 years
Market Cost: Not for Sale.


WEAPON SYSTEMS:

  1. Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: Bought from the United States as a replacement for aging systems like the Sea RAM and Phalanx CIWS. One is mounted over the bridge, another is mounted on the starboard side of the superstructure just below deck level, and the last two are mounted on sponsons just below deck level at the corners at the heck of the ship. These anti-missile defense systems combine 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 too twice per melee. The railgun 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 system can also 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 (See revised bomb and missile tables for details.)
    Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
    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-41 32 Cell VLS : A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. This launcher usually carried only Surface to Air missiles of various sizes. The launcher is located on the island, just aft of the Sampson radar tower.
    This launcher is normally loaded with Surface to Air missiles ONLY.
    Maximum Effective Range: As per long or medium range missile type (See revised bomb and missile tables for details.)
    Mega-Damage: As per long or medium range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or sixteen (16) missiles per melee and can be fired at multiple targets at the same time.
    Payload: 32 missile cells in the VLS launcher (Can carry a total of 64 long range missiles). Two long range missiles or Four medium range missiles may be carried per cell, and a usual complement was 32 LRMs and 64 MRMs.
  3. 30 mm cannons (4): Four 30 mm cannons were mounted just below the flightdeck edge, two on each side. These weapons had a good range and rate of fire, but lacked the punch to do damage to large targets. Since they were manually aimed, they were little good against missiles, and the crew often joked that they were only good for "Shooting life boats and survivors in the water".
    Each gun can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 10,000 feet (3048 meters)
    Mega-Damage: 2D6 per round, and 1D6x10 for a burst of 30 rounds.
    Rate of Fire: As per gunners Hand to Hand.
    Payload: 600 rounds (20 bursts) each. Ship carries an additional 28,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
  4. Sea Gnat Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming 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 - Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
      36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
      61-00 - No effect, enemy missile or missile volley is still on target.
    Payload: 6 each for a total of 48. 192 reloads are carried, reloading takes two melees.
  5. SLQ-25A Towed torpedo decoy (1)A decoy which is towed behind the ship. 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 ships systems and propellers is to powerful to mask. This decoy can only be used when the Towed Sonar Array is not in operation.
    Rifts Earth decoys systems are assumed to not operate on Phase World missiles due to technological difference.
    M.D.C.: 10
    Effects:: The decoy has an 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.
    Maximum Effective Range: Not Applicable
    Payload: 1, with five 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:




[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Image copyrighted by BAE


By Mischa (E-Mail Mischa).


Copyright © 2001 & 2002, Mischa. All rights reserved.



Return