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 M.D.C. 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:

15Lafayette Power Armor
2Panthère 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)
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: 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:

  1. 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
  2. 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.
  3. 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).
  4. 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 (See revised bomb and missile tables for details.)
    Mega-Damage: As per cruise, long-range, 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 any amount up to eight (8) missiles 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).
  5. 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 (See revised bomb and missile tables for details.)
    Mega-Damage: As per cruise, long-range, 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 any amount up to eight (8) missiles 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).
  6. 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 for details.)
    Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) torpedoes per side. Reloading takes 2 full melees.
    Payload: 2 torpedoes each catapult for a grand total of 4 torpedoes (Has 40 torpedoes for reloads)
  7. 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.)
    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 24. 192 reloads are carried, reloading takes two melees.
  8. 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.
    Maximum Effective 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:

Bonuses:



[ 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. ]


By Kamikazi (kamikazi_gm@hotmail.com).


Copyright © 2004, Kamikazi. All rights reserved.



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