Japanese Shimakaze class Guided Missile Destroyer:
When the revolution in super strong materials and most military hardware
became obsolete, many navies initially considered refitting their already
existing vessels first and then building new vessels once they have refitted
existing vessels. The cost of new vessels was considered prohibitive and
many government did not want to start military expansion and increasing
tensions. At the same time, concerns over the newly restored Soviet Union
were suppressed by political leaders. As a result, most Navies did not
begin laying down new vessels until the middle to latter part of the Twenty-Thirties.
Japan was concerned with Chinese expansion and decided not to wait as long
and began construction of a new destroyer class early in the Twenty-Thirties.
Because of this, Japanese Navy was one of the first navies to lay down
new vessels using the new advanced materials. Destroyers were considered
a priority over other classes by the Japanese. The first ship of the class,
the Shimakaze was laid down in 2031 with two more sisters laid down early
in the next year. A total of seven of these destroyers were built. Already
existing vessels were refitted as well but were a lesser priority by Japan.
As well, the older vessels were scrapped or sold to other nations by the
Twenty-Fifties because they were not considered as successful.
The Shimakaze were considered important vessels in the Japanese Navy
even though it was a relatively small class and share many of the same
systems as earlier vessels. The destroyers were used as escorts for the
Japanese carriers when they were commissioned. In many cases, they were
considered the Japanese equivalent of the American Rosette class destroyers.
The Japanese destroyers were refitted several times during their careers
to keep them up to current standards. Initially, the Japanese navy planned
to build a modified version which carried a larger helicopter compliment
but a modified version of the American Raymond Fox class helicopter carrying
destroyer was selected instead. Even when new helicopter destroyers were
commissioned, the Shimakaze were considered valuable and remained in service
until the coming of the Rifts. Three of the Shimakaze class were home ported
in Kure and were carried forward in time with other Japanese and American
vessels that were in port there. The status of other vessels in the class
is unknown but two were escorting the carrier Taiho and are thought lost
with the carrier. Of the three Shimakaze class destroyers which survived,
one was later lost in service with the Republic of Japan. The Republic
of Japan has been much more cautious with their naval forces since then
and the two remaining Shimakaze class guided missile destroyers, Tatikaze
and Namikaze, are almost never deployed alone.
Instead of using an all new design, the Japanese Navy decided to modify
an already existing design for their new destroyer class. The basic hull
design was that of an improved Kongo class Aegis destroyer but with many
changes. The Kongo class was the Japanese version of the American Arleigh
Burke class guided missile destroyer. The superstructure was modified to
further increase the destroyer's stealth. The new materials that the Shimakaze
class were built from made the destroyers virtually immune to corrosion
and partially explains their long service lives. The destroyer class mounts
the SPY-3D radar system and while the U.S. Navy vessels mounting the same
system were not classified as guided missile classes, the Japanese navy
classified the Shimakaze class as guided missile destroyers. The radar
system could operated as fire control radar and separate target illumination
radars were illuminated as a result. The destroyer has a powerful hull
sonar and towed array sonar for anti-submarine warfare. The initial power
plant was four powerful gas turbine engines which used electrical transmission
to drive two shafts and gave the destroyer a top speed of thirty-two knots.
These engines were later replaced by fusion turbines which gave the destroyers
virtually unlimited range and increased top speed up about two knots to
35.5 knots.
The Shimakaze carries a huge number of missiles in its missile launchers.
The destroyer initially mounted a total of ninety-six strategic Mk 41 vertical
launch missile cells and sixteen self defense Mk 41 vertical launch missile
cells. Positions for the strategic cells are thirty-two missile cells in
front of the superstructure and sixty-four cells aft above the helicopter
hanger. Initially, there were eight self defense type missile launchers
on either side of the exhaust stack positions in a similar position to
where Harpoons were carried on the older Kongo class. The side mounted
self defense Mk 41 launchers were replaced by Mk 55 Vertical Medium Range
Missile Launchers when the destroyers were later refitted with new engines.
These new launchers virtually doubled the number of missiles which could
be carried in the side missile launchers and greatly increased close range
self defense. To supplement the huge number of missile launchers, the destroyer
initially carried a Phalanx CIWS mount just forward of the superstructure
and behind the exhaust stacks but were replaced by combination point defense
mounts which combine short range missile launchers and a powerful rail
gun. The mounts are designed for last ditch point defense. Unlike the American
Rosette class destroyer, the Shimakaze carries a single gun mount forward
of the superstructure in the same position carried on the previous Kongo
class. There was a huge debate on the mount carried between a 127 mm or
155 mm mount. Eventually, the 155 mm cannon was selected and the destroyer
had to be slightly lengthened from the original design to mount the larger
cannon. For anti-submarine warfare, the Shimakaze mounts triple torpedo
tubes on either side.
Like most classes in service during the Mega-Damage revolution, extensive
automation was utilized to reduce crew requirements but the ship carries
a larger crew than the American Rosette class destroyer. The ships are
fairly cramped due to all of the system carried and are not fitted for
flag officers and their staff. As well, the destroyers were not fitted
to carry troops but occasionally a two to four power armors are carried.
The destroyer also has the ability to carry two helicopters for anti-submarine
warfare.
Model Type: Shimakaze class Guided Missile Destroyer
Vehicle Type: Ocean, Guided Missile Destroyer
Crew: Normal of 255; 28 officers, 22 Chief Petty officers, and
205 enlisted (Has a high degree of automation and can be run effectively
by 115 crew members)
Troops: 4 Helicopter Pilots (Can also carry 2 to 4 SAMAS power
armors)
Robots, Power Armors, and Vehicles:
| 4 | SAMAS Power Armors (Not Normally Carried) |
| 2 | Helicopters or other VTOL Aircraft |
M.D.C. by Location:
| Bridge: | 600 |
| [1] Phase Array Radar Panels (4, Superstructure): | 200 each |
| 155 mm Cannon Barrels (1): | 100 each |
| 155 mm Cannon Mounts (1, Forward): | 225 each |
| Mk 44 Combination Anti-Missile Defense System (2, Superstructure): | 200 each |
| Mk 41 32 Cell Vertical Missile Launcher (1, Forward): | 220 |
| Mk 41 64 Cell Vertical Missile Launcher (1, Aft): | 440 |
| Mk 55 Eight Cell Vertical Medium Range Missile Launchers (2): | 300 each |
| Torpedo Launchers (2, sides): | 40 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 380 |
| [2] Main Body: | 2,800 |
Notes:
[1] Destroying Phase Array radar panels will destroy the ship's 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. There are enough life preservers and inflatable
life boats to accommodate everyone on the ship.
Speed:
Surface: 40.8 mph (35.5 knots/ 65.8 kph)
Maximum Effective Range: Unlimited due to fusion engines (needs to refuel every
20 years and requires maintenance as well). Ship carries six months of
supplies on board.
Statistical Data:
Length: 538.5 feet (164.1 meters)
Draft: 22.4 feet (6.8 meters) including sonar dome.
Width: 72.2 feet (22.0 meters)
Displacement: 8,070 tons standard and 10,860 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 ship's spaces
are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Nuclear Reactor, average life span is 20 years
Market Cost: Not for Sale but if found on the black market would
probably cost 350 million credits.
WEAPON SYSTEMS:
- One (1) Single Barrel 155 mm Naval Guns:
One turret is mounted
in the front of the vessel forward of the missile launchers. Based on the
gun carried by the American DD-21 class destroyer and shared similarities
to US Army artillery weapons. The weapon is more powerful than the previous
127 mm cannon carried on many destroyers and cruisers. The weapon mount
is heavily automated and is capable against other ships, against ground
targets, and against aircraft. The weapon can use special artillery rounds,
rocket assisted rounds, and can even fire Extended Range Guided Munitions.
The turret can rotate 360 and has a 90 arc of fire.
Maximum Effective Range: 13.7 miles (11.9 nautical miles / 22
km) for standard projectiles, 23.5 miles (20.4 nautical miles /
36.4 km) for rocket propelled rounds, and treat Extended Range
Guided Munitions as medium range missiles (See revised missile table).
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. Extended Range Guided Munitions: Treat
as medium range missiles (Go to Revised
bomb and missile table).
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: Normal Projectiles: Up to four single shots
per barrel/cannon per melee (Can up to 8 shots with both turrets). Extended
Range Guided Munitions can be fired at the rate of one shot per barrel/cannon
per melee (Can fire up to 2 shots with both turrets).
Payload: 500 rounds total - Each Extended Range Guided Munitions
round takes up space for 2 normal rounds.
- Two (2) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems:
One system
is on the front of the superstructure and one system on the rear of the
exhaust stacks. 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 burst). 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.
- Two (2) Strategic MK 41 Vertical Launch Missile Launchers:
The
ship has one launcher with sixty four cells behind the superstructure above
the hanger and one launcher with thirty two cells forward of the superstructure
behind the 155 mm gun. These are the longer strategic version of the missile
launcher and can carry the longer cruise missile. From the beginning, the
launchers have been found to be very flexible and adaptable. The launcher
was originally design for the Tomahawk and Standard SM-2 Missile. On Rifts
Earth, the launchers have been adapted to hold one cruise missile, two
long range missiles, or four medium range missiles per cell. Cruise missiles
are usually used against hardened fixed targets, long range missiles are
normally used against aircraft and other large targets, and medium range
missiles are normally used against closer targets such as incoming missiles.
Normally, the launchers carry all cruise missiles and long range missiles.
For close defense, medium range missiles are carried in the Mk-55 missile
system
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 2, 4, 16, or 32
for all launchers per melee and can be fired at multiple targets at the
same time.
Payload: One launchers with 64 cells for missiles and one launchers
with 32 cells (96 cells with a possible total of 192 long range missiles).
One cruise missile, two long range missiles, or four medium range missiles
may be carried per cell. Ship carries no reloads.
- 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 hull of the destroyer and require 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
often 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) Torpedo Launchers:
There is one launcher on each
side of the ship. Each torpedo launcher has 3 torpedo tubes and tubes are
12.75 in (324 mm) wide. Torpedoes are normally used against submarines
but can be targeted on surface targets as well. Ship carries 60 reloads
for torpedoes. 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 3 per side,
Reloading takes one full melee
Payload: Three torpedoes each launcher for a grand total of
six torpedoes (Has 60 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.: 20
Effects: The decoy has an 80% chance of fooling ordinary non
military sonars and non smart guided torpedoes, the decoy has a 50% chance
of fooling military level sonars (like those of the Coalition), and the
decoy has a 25% chance of fooling advanced military sonars (Like those
of the New Navy and Triax) and smart torpedoes.
Maximum Effective Range: Not Applicable
Rate of Fire: One can be deployed at a time and requires 2 minutes
to deploy (Reel Out) another decoy
Payload: 4 Decoys.
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- SPY-3D Three Dimensional Search Radar System: While not consider
to be as powerful as those systems design for true missile cruisers, the
system is still quite effective. The system is a powerful and flexible
phased array radar system that is comprised of four panels that each emit
radar waves. If allowed by the horizon, the system can track out to 250
miles (402.3 km) and can simultaneously track and identify up to 512 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 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, +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
- Advanced Towed Array Sonar System: The system is basically a long
and very sensitive sonar system carried behind the ship on a long cable.
Range of 100 miles (86.9 nm / 160.9 km). This towed array sonar system
has both a passive and active system built in. Sonar system can track up
to 64 targets at one time.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar as well as a shrouded propellor and sound absorbing materials.
Gives a -20% penalty to any Read Sensory Instrument rolls to detect this
ship using sonar.
- 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 -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.
[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.]
Vessel Drawing is drawn and copyrighted by Mischa (E-Mail Mischa).
He has no art home Page at present but many other items on my site.
By Kitsune (E-Mail Kitsune).
Copyright © 2003 & 2006, Kitsune. All rights reserved.