
Japanese Haguro class Nuclear Guided Missile Cruiser:
In the late Twenty-Eighties the Japanese Navy felt increasing pressure from
Chinese Air Force and Navy aircraft. There were several incidents where massive
flights of aircraft buzzed over Japanese task forces despite Japanese warnings.
The worst of these incidents resulted in four Chinese and three Japanese aircraft
being downed. With tensions at an all-time high Japanese officials realized that
their air-defenses had nearly been over-whelmed by the mass assault tactics of the
Chinese. The Shimakaze and Hyuga class destroyers simply did not have sufficient
anti-aircraft capability to be effective at fleet defense if the Chinese mounted
a full scale attack. A larger more specialized anti-aircraft command ship was required.
The Japanese fleet design team started with the main sensor array and weapons systems and designed the
rest of the ship around them. Four American ninety-six cell Mk-59 vertical
launchers provided 384 long-range missiles at a moments notice with an
additional 384 ready to back them up in 15 seconds. Two launchers are mounted
forward of the bridge with the second pair aft of the superstructure. Backing
them up were a pair of eight-cell Mk-55 medium-range VLS launchers mounted on
both sides of the superstructure. A pair of 100 mm high velocity rail guns in
single turrets were mounted forward and aft of the main launchers. The rail guns
were chosen over the 155 mm cannon for the sake of ammunition capacity and
damage capability. For self-defense, four combination point defense were mounted
on the corners of the superstructure. Although the Haguro class were built as
anti-aircraft cruisers, a pair of anti-submarine torpedo launchers were included
in the design. A single hanger and landing platform for an EV-84A Kingfisher
VTOL aircraft variant were built into the aft superstructure. Also a small
complement of power armor and marines were assigned to provide ship defense.
The SPY-5D radar system was originally mounted on the Ise class destroyer.
The Japanese negotiated with United States Government and the main contractors
who designed the SPY-5D system to develop their own system based on the American
radar system. The new system they came up with was the most advanced anti-aircraft
detection and tracking system on the planet. The United States Navy studied the improved
radar system and classified it as the SPY-5J. The phased array radar system was to be
upgraded to this standard on all the Hyuga class destroyers, but was interrupted by
the Rifts in 2098. An advanced hull sonar was
included to defend against submarines, but no towed array was incorporated. Of
course the entire hull and superstructure were designed with stealth
characteristics and coated with advanced radar-absorbent materials to make the
cruiser extremely difficult to detect. The hull and propellers were fitted with
the American bubbling system to help defeat sonar detection.
The Haguro class is much larger than previous Japanese surface combatants.
Only the Taiho II class CVNs and Amagi class CVENs are larger in length and
displacement. Automation was standard throughout
the ship, as with almost all warships of the time. This meant the crew was much
smaller than a comparable ship from 50 years earlier. Part of this was because
of the propulsion systems. Fusion reactors were incorporated from the start, and
required much less man-power to remain a peak performance. They provided excellent
power and acceleration. The propellers were variable
pitch and gave great maneuverability in close quarters. Top speed was recorded
at 35 knots, more than enough to keep up with the other ships of the fleet.
Three of these excellent ships were built between 2087 and 2098 with a four
vessel under construction. One was assigned to
each carrier battle group to provide area defense and coordination. The cruisers
were always intended as flagships and had special facilities installed for the
purpose. The third of the class, Nachi, was escorting the carrier Ryuho and was in the port of Kure
along with the rest of the battle group when the rifts came in 2098. She was
transported into the Rifts era, where she continues to guard the carrier. The fate of
the other ships is unknown, but given their anti-corrosive hull construction, it
is possible that more of them could have survived.
Model Type: Haguro class Guided Missile Cruiser
Vehicle Type: Ocean, Guided Missile Cruiser
Crew: 255; 27 officers, 22 Chief Petty officers, and 204 enlisted
(Has a high degree of automation)
Troops: 4 VTOL pilots and crew, 20 Power Armor Pilots, and 80
Marines.
Robots, Power Armors, and Vehicles:
| 1 | EVS-84A VTOL Aircraft |
| 12 | PA-04A
SAMAS |
M.D.C. by location:
| Bridge: | 650 |
| [1] SPY-5J Active Phased Array Radar System (4,
Superstructure): | 350 |
| 100 mm Heavy Rail Gun Turret (2, Forward & Aft): | 300 |
| Mk 59 96 Cell Vertical Missile Launchers (4, 2
Forward & 2 Aft): | 750 each |
| Mk-55 8 Cell Vertical Medium Range Missile Launchers
(2): | 300 each |
| Mk 44 Combination Anti-Missile Defense System (4, Superstructure): | 200 each |
| Torpedo Launchers (2, sides): | 50 each |
| Chaff Launcher (4, Superstructure): | 10 each |
| Hanger (Aft): | 500 |
| VTOL Pad (Aft): | 200 |
| [2] Main Body: | 4,500 |
Notes:
[1] Destroying the Phase Array radar panel 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. The ship is fitted with advanced polymer armors that
allow the ship to withstand up to -1500 MDC before losing structural integrity
and sinking. There are enough life preservers and inflatable life boats
to accommodate everyone on the ship. There are enough life preservers and inflatable
life boats to accommodate everyone on the ship.
Speed:
Surface: 40.3 mph (35 knots/ 64.8 kph)
Maximum Effective Range: Unlimited due to fusion engines (needs to refuel every
20 years and requires maintenance as well). Ship carries about four months
of supplies on board.
Statistical Data:
Length: 755 feet (230.1 meters)
Draft: 32.5 feet (9.9 meters)
Width: 80 feet (24 meters)
Displacement: 16,580 tons standard and 20,850 tons fully loaded
Cargo: 800 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 Fusion Reactors, average life span is 20 years
Market Cost: Not for Sale but if found on the black market would
probably cost 1 to 2 billion credits.
Weapon Systems:
- Hyper Velocity 100 mm Heavy Rail Gun (2):
One turret is
mounted in the front of the vessel and the other turret is mounted on the
rear. The rail gun has better range than comparable sized standard cannons,
inflicts greater damage to well armored targets, and has a higher payload due
to no storage of propellant charges. The rail giuns normally fire a solid dart
of MDC material that does massive damage to targets that it hits but can also
use explosive warheads for softer targets and against aircraft. The turrets
can rotate 270 degrees and can tilt up to 90 degrees and is useful against
both ground and sir targets although using solid solid slug rounds, the cannon
has a -2 to strike fast moving targets such as aircraft, missiles, and flying
power armor. The weapon system is also gyro-stablised and has an advanced fire
control system.
Maximum Effective Range: 15 miles (24.1 km)
Mega-Damage: A single round does 3D6x10+20 MDC (optional rule
is that cannon gets a critical on a natural 18,19 or 20 due to its high
penetration). Can use Standard High Explosive rounds that do 1D4x10 with a
blast radius of 16 ft. High Explosive Armor Piercing does 2D4x10 with a blast
radius of 8 ft.
Rate of Fire: Maximum of four per melee.
Payload: 600 rounds per turret (1200 total).
- Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems:
One system
is mounted on each corner of the superstructure. 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 (4):
Two launchers are located forward behind the rail gun and forward of the
superstructure. Two more are mounted behind the superstructure but in front of
the aft gun turret. The system is similar to the vertical launch system
employed on many ships in the twentieth century to launch the SM-2 series
missile. Each launcher has a total of 96 individual cells and is twelve
missile cells long by eight cells wide. Each launcher can fire up to half its
payload but is limited to engaging 324 fast moving targets at a time by the ship's
radar system. The launcher can use a vast variety of missiles including
surface skimming missiles and rocket propelled torpedoes (See Revised Rifts Torpedoes).
Each cell can carry one long-range missile or two medium range missiles. 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
while the medium range missiles will normally be used to engage closer
targets.
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 volley of 2, 4, 8, 16, 32 or 48 per
melee and can be fired at multiple targets at the same time.
Payload: 96 missile cells in each launcher with reloads for each cell
in each launcher (384 missile cells total with 1 reload for each cell). One
cruise, one long-range, or two medium-range missiles may be carried per cell
but reload must be the same load as well. The ship will often carry 18 cells
in each launcher (72 cells total) with two medium range missiles each and the
other cells loaded with one long range missile each.- Mk 55 Vertical
Medium Range Missile Launchers (2): Unlike most vertical launch systems,
these launchers fire the missiles on a 6 degree angle to the side. This is
because the system was initially designed for carriers and is to prevent a
missile that fails on its launch from crashing into aircraft on the flight
deck. The missiles are arranged in an 2 by 4 pattern, and each launch cell
has six reloads. One launcher is mounted on either side of the cruiser and
required much 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 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 48 missiles in each
magazine for automatic reloads, for a total of 112 Medium Range Missiles
including missiles in launcher.
- 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 four tubes each. The tubes have an automatic
reloading system and can be fired quickly. The ships carries a total of
64 torpedoes for reloads. For the most part torpedo warheads are equal
to 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 4 per side,
launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 64 torpedoes for reloads.
- Chaff Launcher (2):
Located on the superstructure of the
ship, they are designed to confuse incoming missiles. Both launchers must
be operated or effects will be reduced. Reduce effects of launchers by
50% per launcher not used. Rifts Earth decoy 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: 24 each for a total of 48
- Advanced Towed Decoys (4):
The vessel carries four advanced
towed decoy drones. They are each a small automated vehicle that creates
a false sonar image designed to mimic the vessels. The decoy is dragged
behind the destroyer using a cable. If decoys are not destroyed, they can
be recovered and repaired. Rifts Earth decoy systems are assumed to not
operate against Phase World weapons due to technological difference.
M.D.C.: 2
The ship has all systems standard on a robot vehicle plus the following
special features:
- SPY-5J Three Dimensional Search Radar System: Phased array radar
system designed from the SPY-5D by the Japanese for the Haguro class
cruiser. Powerful and flexible radar system that
is comprised of four panels that each emit radar waves. If allowed by the
horizon, the system can track out to 720 miles (1160 km) and can
simultaneously track and identify up to 920 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 an individual target
for up to 324 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.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of
25 miles (21.7 nm / 40.2 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
- Command and Control Facilities: The cruiser 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.
- Radar Defeating Profile & Radar Absorbing Materials: The ship
superstructure is designed so that the radar profile of the ship is
reduced and the ship is covered with radar absorbing materials. 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.
- Sonar Masking System: The ship uses water bubbles to form a
barrier against sonar as well as a shrouded propeller and sound absorbing
materials. Gives a -20% penalty to any Read Sensory Instrument rolls to
detect this ship using sonar.
- 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.
[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 © 2003, Kamikazi. All rights reserved.
