French Delpy Class Guided Missile Destroyer:
The Deply class destroyers were designed as general purpose ships for
escort and flag showing missions replacing older designs refitted with
MDC materials. Coming off of the success of the Jean Bart Amphibious Support
Cruisers, a pentamaran design was chosen. The five-hulled ship was to be
able to move quickly to a battle zone and conduct both offensive and defensive
duties without any support if necessary. They were to be "Jack of all Trade"
ships, equally capable in AAW, ASW, or surface warfare roles. Again, the
French engineers drew from the British Hood and Thatcher designs for their
design. After three years of study, the hull of the first Delpy class destroyer
was laid down at Lorient Naval Dockyard.
The Delpy was simply a reduced version of the Jean Bart cruiser. The
designers wanted to keep the excellent ship handling characteristics of
the class, and used the design of the larger ship as the basis of the new
destroyer. The ship had a total of five hulls with a secondary and tertiary
hull on either side of the primary hull. The two secondary hulls set about
halfway the main hull and the tertiary hulls beginning at the same point
and ending at half of their length. This hull design combined with a series
of fin stabilizers made for one of the most stable ships ever built. With
the help of trainable engine pods and thrusters fitted to all five hulls,
the ships were amongst the most maneuverable in the world.
The superstructure was divided into two sections with the VTOL hanger
separated from the rest of the superstructure with a VLS system in between
the two boxy structures. A single large caliber railgun was turret mounted
forward for general purpose use against all types of targets. A second
larger VLS system was located at the front of the ship in between the gun
turret and the bridge. These launchers were used for all types of missions
and housed cruise, long-range, and medium-range missiles. These were backed
up by a pair of Creusot-Loire railgun CIWS turrets mounted on top of either
side of the hanger. An additional pair of manually aimed 30mm guns were
also mounted for harbor defense and limited use against aircraft and flying
power armor. For anti-submarine warfare, a pair of twin torpedo catapults
were included as well.
The electronics fit was also designed for shallow water operations rather
than blue water operations. The main radar was the Thompson-CS DRBW 15D
phased array radar, which had excellent range and power. Complementing
this was the DRBJ 19C air search radar, with good tracking capabilities.
There were both Thomson-Sintra built bow and towed sonar arrays built into
the ship. A good ECM suite was also fitted. The extremely boxy superstructures
of the class kept the ship's radar cross section to a minimum. Of course,
the latest in super-strength, non-corrosive materials were used in construction
with radar absorbing materials (RAM) coating the outside of the hull for
improved detection resistance. The ships were designed with the same advanced
fission reactors of the Dupleix class. The reactors powered electric turbines
that ran to a pair of propellers mounted in pods on either side of the
hull , making for an extremely quite ship.
Five Delpy class destroyers were completed before the Great Cataclysm
with a sixth just beginning construction. Four of the ships were at sea
and at least two were destroyed when the Rifts tore the Earth apart. One
ship was with each amphibious group and may have survived, although this
information is unknown. One ship was in dry-dock in a hardened bunker and
survived the Great Cataclysm. The Piccard was recovered by the NGR and
used by their navy as a general purpose escort vessel. The last vessel
under construction was used by the Gargoyle Empire as a source of metals
for weapons and armor in their war with Triax and the NGR.
Model Type: Delpy Class Guided Missile Destroyer
Vehicle Type: Ocean, Guided Missile Destroyer
Crew: 105; 7 officers, 15 Chief Petty officers, and 83 enlisted
(Has a high degree of automation)
Troops: 12 Panthère crewmembers, 25 Marines including
Lafayette PA pilots
Robots, Power Armors, and Vehicles:
| 15 | Lafayette Power Armor |
| 2 | Panthère NH110 ASW Helicopter |
M.D.C. by location:
| Bridge: | 500 |
| [1] DRBW 15D Phased Array Radar Panels (4): | 350 each |
| 155 mm Cannon Barrels (1, Turret): | 125 |
| 155 mm Electro-Thermal Cannon Turret (1, Forward): | 300 |
| Sylver MRX 32-cell Advanced Capacity VLS (1, Midships): | 200 |
| Sylver MRX 48-cell Advanced Capacity VLS (1, Forward): | 350 |
| Torpedo Catapults (2, sides): | 50 each |
| Creusot-Loire Railgun CIWS Turrets (2): | 150 each |
| Hanger (Aft): | 350 |
| Outer Hull (per 80 ft area): | 85 |
| [2] Primary Hull (Main Body): | 3,000 |
| [3] Secondary Hulls (2, either side of Primary Hull): | 800 each |
| [4] Tertiary Hulls (2, either side of Primary Hull): | 400 each |
Notes:
[1] Destroying the Phased Array radar panels will destroy the ships
fire control systems but guns have backup systems and panels can compensate
for each other.
[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)
[4] Destruction of one tertiary hull will reduce stability and negate
bonuses due to quiet design and for piloting. Destruction of both secondary
hulls will give the ship a -10% penalty to piloting and give a bonus of
+10% to be detected. Ships speed is also reduced to 40 knots (46 mph /
74.1 kph)
Speed:
Surface: 60 knots (69 mph / 111.1 kph)
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: 605 feet (181.5 meters)
Width: 66.7 feet (20 meters)
Draft: 20 feet (6 meters)
Displacement: 6,000 tons standard and 7,800 tons fully loaded
Cargo: 400 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 years
Market Cost: Not available.
WEAPON SYSTEMS:
- One (1) Single Barrel 155 mm Electro-Thermal Rail Gun:
The
gun is mounted in the front of the vessel. Designed after the American
gun of the same diameter and caliber, it replaced older designs for the
main dual purpose gun system for the French navy. The projectile is loaded
into the barrel, behind which there is a "propellant," which is a dot of
light metal. A powerful electromagnetic force is applied to the metal,
which causes its atoms to "switch" directions. This happens so violently
that the metal turns to plasma, and this expanding gas then drives the
projectile forward. The reload system is fully automated and the rate of
fire can be maintained as long as the system retains ammunition. While
the projectiles has a lot greater range than standard 155 projectiles,
they carry the same size warheads and inflicts about the same damage. Self
Guided projectiles can be used for pinpoint accuracy although G.P.S. Satellite
guided projectiles are no longer useful due to the elimination of the satellites.
Guided projectiles are far more expensive. Both non rocket assisted and
rocket assisted projectiles are available for the weapon system. Weapon
is not designed to use Extended range Guided Munitions and they were not
seen as necessary with the great range of the electro-thermal projectiles.
The turret can rotate 360 and has a 90 arc of fire.
Maximum Effective Range: 31.1 miles (27 nautical miles / 50
km) for standard projectiles, and 49.7 miles (43.2 nautical miles / 80.0
km) for rocket propelled rounds.
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.
Use the statistics for 155 mm artillery warheads (Go to Battlefield Artillery for Rifts for more information - standard or rocket assisted
as appropriate)
when using artillery rounds.
Rate of Fire: Up to five single shots per melee.
Payload: 400 rounds total
- Creusot-Loire Railgun Close-In-Weapon Systems (2):
Designed
from the United States as a replacement for aging CIWS, this is a close
copy of the MK 15 Phalanx weapon system but the tracking system has been
improved and refined to have better hit probability against missiles. The
two were mounted on either side of the aft superstructure over the hanger
of the ship. The most obvious change was that the auto cannon was been
replaced by a six-barrel rapid fire rail gun that fires 20 mm special discarding
sabot rounds. Like the original MK 15 Phalanx, the system was unmanned
and fully automated. It was designed to have a much greater payload than
the original auto cannon CIWS system. The weapons could be used on surface
targets as well as against missiles and aircraft. Each rail gun could fire
on automatic at up to six targets per melee (Has +4 to strike missiles
and +2 to strike aircraft). The system had a 360 degree rotation and could
elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: 11,000 feet (2 miles/ 3.2 km).
Mega-Damage: 3D4x10 MD per burst of 40 rounds (Can only fire
burst).
Rate of Fire: 6 attacks per melee.
Payload: 8000 rounds (200 burst) each.
- 30 mm cannons (2):
Two 30 mm cannons were mounted just aft
of the bridge on the superstructure just above the secondary hulls. These
weapons had a good range and rate of fire, but lacked the punch to do damage
to large targets. They were manually aimed, and were intended for use against
small boats since the ship was often close to shore. 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
12,000 rounds of ammunition in magazines. Autocannon requires 3 minutes
(12 melees) to reload by properly trained personnel (Double for untrained
crews).
- Sylver MRX 32-cell Advanced Capacity VLS (1):
A French design,
this launcher was mounted in-between the two superstructures. The redesigned
launchers were built to incorporate the same diversity of missiles that
were being designed for comparable American and British systems. Each cell
could carry a single cruise missile, two long-range missiles, or four medium-range
missiles. However, the launcher was used almost exclusively for Cruise
missiles for amphibious landing fire support and long-range missiles for
anti-ship purposes.
Maximum Effective Range: As per cruise, long-range, or medium-range
missile type (Go to Revised
bomb and missile table).
Mega-Damage: As per cruise, long-range, or medium-range missile
type (Go to Revised
bomb and missile table).
Rate of Fire: One at a time or in volleys of any amount up to
8 in any combination and at multiple targets at the same time.
Payload: 32 missiles cells in the VLS launcher. One cruise missile,
one long-range missiles, or two medium-range missiles may be carried per
cell. The ship usually carried all 18 cells loaded with cruise missiles
and 14 cells loaded with long-range missiles (14 LRMs).
- Sylver MRX 48-cell Advanced Capacity VLS (1):
A French design,
this launcher was mounted behind the main turret. The redesigned launchers
were built to incorporate the same diversity of missiles that were being
designed for comparable American and British systems. Each cell could carry
a single cruise missile, two long-range missiles, or four medium-range
missiles.
Maximum Effective Range: As per cruise, long-range, or medium-range
missile type (Go to Revised
bomb and missile table).
Mega-Damage: As per cruise, long-range, or medium-range missile
type (Go to Revised
bomb and missile table).
Rate of Fire: One at a time or in volleys of any amount up to
8 in any combination and at multiple targets at the same time.
Payload: 48 missiles cells in the VLS launcher. One cruise missile,
one long-range missiles, or two medium-range missiles may be carried per
cell. The ship would often carry 12 cells loaded with cruise missiles,
24 cells loaded with long range missiles (24 Long Range Missiles) and 12
cells loaded with medium range missiles (24 Medium Range Missiles).
- KD-73C Fixed Torpedo Catapults (4):
There are twin catapults
for launching torpedoes on each side of the ship. Each tube could launch
12.75 in (324 mm) torpedoes out to 150 meters from the ship. The torpedoÆs
motor would then take over, guiding it to its target. Torpedoes are normally
used against submarines but can be targeted on surface targets as well.
Ship carries 40 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 per side. Reloading
takes 2 full melees.
Payload: 2 torpedoes each catapult for a grand total of 4 torpedoes
(Has 40 torpedoes for reloads)
- CSEE Sagaie AMBL-7G 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.)
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: 6 each for a total of 24. 192 reloads are carried,
reloading takes two melees.
- Dassault FRN-6F LAT 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 too
powerful to mask. 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.
Range: Not Applicable
Payload: 1, with four 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:
- Thompson-CS DRBW 15D Phased Array Radar Panels: Powerful and flexible
radar system that is comprised of a single array on top of the main mast.
It is controlled by a powerful computer. 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 320 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.
- Thomson-Sintra DUBV 56 sonar: Mounted under the bow of the ship.
Sonar system has a range of around 32 nautical miles (36.8 miles / 59.4
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.
- Thomson-Sintra DUBV 52 Towed Array Sonar System: The system is basically
a long and very sensitive sonar system carried behind the ship on a long
cable with a 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.
- 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 destroyer 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.
Bonuses:
[Golden Age Weaponsmiths and Triax are trademarks owned by Kevin Siembieda and
Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kamikazi (kamikazi_gm@hotmail.com).
Copyright © 2004, Kamikazi. All rights reserved.