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|
M.D.C. by location:
| 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|
|VTOL Pad (Aft):||200|
| Main Body:||4,500|
 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)
 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.
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.
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.
- 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-stabilized and has an advanced fire control system.
- 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.
- 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.
- 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
- 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.
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).
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.
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.
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.
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