Chinese Type 65 Destroyer:
From being almost non existent, the Chinese Navy grew to a quite formidable size during the Twenty-First Century. Destroyers were never produced in the number that frigates were although a surprising number were also produced. Like many militaries, the Chinese armed forces were caught by the revolution in incredibly strong composites and alloys that made much of the units of all of the militaries obsolete. With much of their navy becoming obsolete overnight, the Chinese navy began a massive building campaign. This was in addition to an attempt to reinforce many of the older vessels, many less than a decade old, with the new materials. Still, many of these rebuilt vessels were soon retired.
While production on replacement frigates was started quite soon after the revolution in super strong materials, the Chinese navy waited a few years to come up with a redesigned frigate. This became the Type 68 Destroyer. Unlike the Type 58 frigate, only a handful of destroyers were exported to other nations. One reason for this was that the destroyer class was far more expensive than the frigate class. More than two frigates could be bought for the cost of a single destroyer. Still, these destroyers and other Chinese warship classes caused many of their neighbors to start massive shipbuilding programs of their own.
Even though the Type 65 destroyer was getting a bit old by the time of the Rifts, the vast majority remained in service. This is partially due to the new materials being incredibly resilient to both the environment and simple wear and tear. The ships still remained capable as well. Many were in Chinese ports and were destroyed by the coming of the Rifts. Even though incredibly strong, they were not built to withstand the magical energies which tore apart the Earth. Some did survive though, mostly vessels at sea even though the forces in the ocean were enormous as well. A few are still crewed by descendants of the original crews of the vessels. One or two have been found abandoned as well and restored by the people who found them.
These ships were originally designed around a combination power plant using diesel and gas turbine power plants. Not too long after the revolution in materials, there was a revolution in fusion power plants. As a result, a fusion plant was substituted before the first vessel was even laid down. This did cause a delay of a few months of construction but the effectively indefinite range of the new power plant made all delays worth it. Top speed was not extremely fast by Western standards with a top speed of thirty-four knots, just a little faster than the Type 58 frigate.
The vessel does not use an exotic hull design and is most similar to the United States "Burke" hull design. As well, the ship has a superstructure designed to give it some manner of radar signature reduction. The ship also has quieting for the propulsion system and a masking system against sonar. There are some similarities in superstructure to the Burke class as well but is still far different. The ship has a phased array radar system which is more powerful than the one on the Type 58 Frigate with some advantages and disadvantages compared to New Soviet phase array radar systems. An effective jamming system is mounted allow with a decoy system for self defense against missiles. The vessel was designed with both a hull sonar and towed array system although many were completed without the towed array as a cost saving measure.
Normal crew is around two-hundred and fifty with about two dozen officers. The destroyer is fairly comfortable for the crew and is designed for the ability to operate for long deployments. In addition to the crew, the ship can embark forty marines when needed not including the eight troll power armors which can be carried. Unlike the frigate classes, the destroyers were rarely used for anti-piracy patrolling.
These ships were designed around air defense roles with twice as many missile cells as the frigate. The destroyer mounts the same basic octuple launchers as the frigate but has twelve sets of launchers vice six. These are all mounted forward of the main superstructure. This launchers are restricted to long range missile types unlike the American Mk 41 launcher. As a result, the ship effectively lacks a medium range defense perimeter.
A multi-purpose 100 mm cannon is mounted in the bow forward of the ninety six missile cells. The basic weapon design was originally a Soviet weapon design and, unlike the 76 mm cannon, was retained in the New Soviet navy. This weapon is rapid fire and bursts of up to sixty round per minute can be fired in rapid fire mode. Many of the mounts came from older ships to reduce costs. Standard payload is six hundred rounds. The Chinese developed an electro-thermal weapon to be mounted on the vessel but this was never carried out.
A combination mount, using a seven barrel 30 mm Gatling cannon with five hundred rounds of ammunition split between two drums was the main close in defense system used by the Chinese navy. Each mount also has twenty-four short range missiles. The destroyer mounts a pair of these defensive weapons, one in the forward part of the superstructure and the other in the after part of the superstructure. There was also some consideration given towards replacing these mounts but they were retained. Of course since the coming of the Rifts, 30 mm ammunition can be hard to come by and a variety of replacements have been mounted in the place of these weapon mounts.
The ship is not meant as an anti-submarine warfare platform although is pretty well equipped for this role. Those without the towed array are less so although still capable of self defense against submarines. The forward missile launchers can fire a rocket launched torpedo for anti-submarine warfare roles. As well, the destroyer has a three tube medium range torpedo launcher on each side. The ship carries slightly less torpedoes than the Type 58 frigate with a total of thirty torpedoes usually carried. The destroyer has a small hanger for a single VTOL aircraft. In early service, this was usually an ASW helicopter although thrust based designs usually took over this role.
Model Type: Type 65 Destroyer
Class: Guided Missile Destroyer
Crew: 252 total; 24 officers, 26 chief petty officer, 202 enlisted.
Troops: 4 Helicopter Pilots or VTOL Pilots, 12 Power Armor Pilots, and 40 troops in standard body armor.
Robots, Power Armors, and Vehicles:
|8||KRS-12 "Troll" Heavy Power Armors|
|1||Helicopters or other VTOL Aircraft|
M.D.C. by location:
| Phase Array Radar Panels (4, Superstructure):||225 each|
|Single 100 mm / 70 cal AK-100 Gun System (1, forward):||240|
|HQ-24 8 Cell Vertical Missile Launchers (12, Forward):||120 each|
|Type 850 Combination Anti-Missile System (2, Superstructure):||225 each|
|Torpedo Launchers (2, sides):||40 each|
|Chaff Launcher (2, Superstructure):||10 each|
|VTOL Pad (Aft):||250|
| Main Body:||2,450|
 Destroying Phased Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other.
 Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
Surface: 39.2 mph (34 knots/ 63.0 kph)
Range: Unlimited due to fusion engines (needs to refuel every 10 years and requires maintenance as well). Ship carries six months of supplies on board.
Length: 511.15 feet (155.8 meters)
Draft: 20.01 feet (6.1 meters)
Width: 56.43 feet (17.2 meters)
Displacement: 6,900 tons standard and 7,850 tons fully loaded
Cargo: 275.6 tons (250 metric 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 Reactors, average life span is 10 years
Market Cost: Rarely available, if found on the black market would probably cost 250 to 500 million credits. Reduce slightly without towed array sonar.
- Single Barrel 100 mm / 70 cal AK-100 Gun System (1): Old weapon system but very effective with new ammunition types. The turret has a 360 degree rotation and can elevate up to 85 degrees as well as depress 5 degrees. The gun fire rapidly at the rate of 50 rounds per minute and is radar directed. Weapon inflicts large amounts of damage when rapidly fire. The weapon is useful on land, surface, and air targets. Plasma rounds are a late pre-Rifts innovation and are rare and expensive.
- Two (2) Type 850 Combination Anti-Missile Systems: Combination Anti-Missile Defense Systems which combines both a seven barrel 30 mm Gatling Cannon and a short range missile launchers. One is mounted on the forward and the other on the after part of the vessel's superstructure. While mounted in one system, both defense systems have separate tracking systems. Short range missiles are designed to be able to track and target multiple missiles simultaneously. Gatling cannon fires burst of 20 or 40 rounds at incoming air attacks, especially missiles, usually those which leak through the missile defense. System can be targeted against surface targets and ground targets.
- Twelve (12) HQ-24 Long Range Vertical Launch Systems: Mounted in front of the ship’s superstructure, launchers have eight cells each for a total of forty-eight cells mounted in octagonal patterns. Launcher is not as flexible as the Mk 41 launcher and can only fire long range missiles. Missiles are primarily anti-air missiles although ground attack is a secondary role of launcher. Similar multi-purpose missiles are used in both cases. As well, anti-submarine rocket launched torpedoes can also be fired. The launchers can launch at multiple targets simultaneously.
- Two (2) Medium 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 with three tubes each. The tubes have an automatic reloading system and can be fired quickly. The ships carries a total of 30 torpedoes for reloads. For the most part torpedo warheads are equal to medium range missile warheads.
Maximum Effective Range: 8.1 miles (13 km)
Mega-Damage: High Explosive: 1D4x10+10 M.D.C. with 12 ft (3.7 m) blast radius per single shot and 3D4x10+30 M.D.C. with 25 ft (7.6 m) blast radius for three round burst. High Explosive Armor Piercing: 1D6x10+10 M.D.C. with 5 ft (1.5 m) blast radius per single shot and 3D6x10+30 M.D.C. with 10 ft (3 m) blast radius for three round burst. Plasma: 2D6x10 M.D.C. with 15 ft (4.6 m) blast radius per single shot and 6D6x10 M.D.C. with 30 ft (9.1 m) blast radius for three round burst.
Rate of Fire: Up to four single shots or bursts per melee.
Payload: 600 rounds total. Ship normally carries usually carries 200 High Explosive, 200 High Explosive Armor Piercing, and 200 Plasma.
Maximum Effective Range: 30 mm Gatling Cannons: 9,840 feet (3,000 meters). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: 30 mm Gatling Cannons: 2D6x10 for a short burst of 20 round, 4D6x10 for a long burst of 40 rounds, and 3D6 for each round. Both bursts count as one attack. Range Missiles: As per short range missile type - Usually fragmentation (See revised bomb and missile tables for details.)
Rate of Fire: 30 mm Gatling Cannons: 6 attacks per melee. (+2 to strike aircraft; +3 to strike missiles.) Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: 30 mm Gatling Cannons: 500 Rounds (2 Drums of 250) - 25 Short Bursts / 12 Long Bursts. Short Range Missiles: 24 short range missiles per mount.
Maximum Effective Range: Varies with long range missile type (See revised bomb and missile tables for details.)
Mega-Damage: Varies with long 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 any amount up to twenty-four (24) missiles total in any combination and at multiple targets at the same time (All launchers combined)
Payload: 96 long range missiles total (8 each launcher)
Maximum Effective Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See revised Rifts torpedoes for details.)
Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) or three (3) torpedoes per side, launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 30 torpedoes for reloads.
7. Chaff Launcher (2): Located on the superstructure of the ship, they are designed to confuse incoming missiles. Both launchers must be operational for the full effects. Reduce effects of launchers by 50% per launcher not used or disabled. 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.
The ship has all systems standard on a robot vehicle plus the following special features:
- Type 455 SAPARS Phased Array Radar: Powerful and flexible pre-rifts radar system that is comprised of four panels that each emit radar waves. Less advanced than the phased radar system fitted on the Coalition ships but still powerful. If allowed by the horizon, the system can track out to 225 nautical miles (259.1 miles / 417.0 km) and can simultaneously track and identify up to 312 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 a individual target for up to 128 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 and +1 on initiative
- MGK-345 Hull Sonar System: Mounted under the bow of the ship. Sonar system has a range of around 16 nautical miles (18.4 miles / 29.6 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 16 targets at one time
- MGT-350 Towed Array Sonar: Note mounted on all vessels of class. The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. Sonar system has a range of around 75 nautical miles (86.3 miles/139.9 km). This towed array Sonar is a passive only sensor system. Sonar system can track up to 32 targets at one time.
- Sonar Masking System: The Ship uses water bubbles to form a barrier against sonar as well. Gives a -10% 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 -10% 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.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2010, Kitsune. All rights reserved.