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Japanese Soyakaze Nuclear Frigate:


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 new frigate class was not designed until 2042 when the existing vessels that had been refitted were in need of replacement.


The Soyakaze were considered important vessels in the Japanese Navy though not as important as the Shimakaze destroyers. The old Abukuma class had been refitted with the new super-strength materials in the late twenty-Thirties but were generally not considered entirely successful. a new class of frigates was required for in shore defense around the Japanese home islands as well as for missions that did not require the presence of a destroyer. Ten ships of the design were commissioned by 2052 and were considered the Japanese equivalent of the American Richard E. Byrd class frigates. Like their American equivalents, the Soyakaze class was very minimalist in design. However, they were not considered expendable in the least. Every vessel was considered a precious resource by the Japanese Navy and not send into harm's way lightly. When the newer Shigure class frigates were commissioned in the Twenty-Eighties, the class remained in service. They were to be replaced by a new design around the year 2110, but these plans were never realized due to the coming of the Rifts. Two of the class, Tokachi and Yoshino, 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 most were escorting the carriers and amphibious ships on their deployments in the Pacific and Indian Oceans. Since to loss of the Shimkaze destroyer Sawakaze, the Republic of Japan has been cautious with their naval forces, and never deploy the ships alone.


The Japanese Navy, despite showing some indications of US influence, had become a increasingly independent and impressive in their designs. The Soyakaze were the culmination of these initiatives and were very graceful ships. The ships mounted a pair of 127mm single barrel turrets forward of the superstructure with the "B" turret mounted higher than the "A" turret as on the older Shirane and Haruna classes of destroyers. A sixteen-cell Mk-41 vertical launch system was fitted in between the second turret and the superstructure. This unusual arrangement forced the designers to move the superstructure aft, removing any possibility of a helicopter hanger being included in the design. The previous three classes of frigates had also not included any helicopter facilities. The increased facilities on several destroyer classes more than made up for this and the tradition was continued in the Soyakaze class. The increased role of helicopters and VTOLS made this a detriment to the class, and the follow on class was to include aircraft facilities. Triple torpedo tubes were mounted on either side for anti-submarine warfare. A single Phalanx was mounted on the aft of the frigate for close-in defense. A Mk-44 Sea Sabre combination CIWS replaced the Mk-15 Phalanx in the early Twenty-Seventies. For sensors, the class mounted units originating from Japan to reduce costs. These units were just as good if not better than those developed by other nations including the United States and Great Britain. The recently designed OPS-34 dual air and surface search radar was incorporated into the design from the start. The capabilities of the unit were slightly better than the American SPS-88 system. A Japanese built Hitachi OQS-15 hull-mounted sonar was mounted under the bow of the ship. The Japanese were still perfecting their own towed sonar array system, and purchased American systems until their own system was ready for deployment. The initial power plant was a pair of powerful gas turbine engines which used electrical transmission to drive a single shaft and gave the frigate a top speed of thirty-two knots. These engines were replaced in the early Twenty-Seventies by fusion turbines which gave the frigates virtually unlimited range and increased top speed up about two knots to 34 knots.


The ships underwent substantial refit in the mid Twenty-Eighties to increase their effectiveness. The entire forward section of the ship was redesigned in a similar fashion to the Canadian Huron class destroyers. The two 127mm gun turrets and sixteen-cell Mk-41 VLS were removed and a single 155mm cannon and forty-eight-cell Mk-59 replaced them. The OPS-34 dual search radar was succeeded by the OPY-4J Phased array system. Both sonar systems were replaced with newer units that were designed by Japanese engineers.  These refits took almost two years apiece and resulted in significantly increasing the capabilities of the ships. When the Rifts tore the earth apart in 2098 only eight of the ships had undergone these refits with the other two scheduled to be completed by 2101.


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 Richard E. Byrd class frigate. 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 frigates were not fitted to carry troops but occasionally a two to four power armors are carried.


Model Type: Soyakaze class Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 120; 10 officers, 20 Chief Petty Officers, 90 enlisted (Has a high degree of automation)
Troops: 4 Power Armor Pilots


Robots, Power Armors, and Vehicles:

4 SAMAS Power Armors (Not Normally Deployed)


M.D.C. by location:

Bridge:375
[1] OPY-4J Phased Array Radar System (most of class):225
[1] OPS-34 Dual Air and Surface Search Radar (Two frigates):200
Mk 45 Five Inch (127 mm) / 62 Barrel (2, Turret) (Two frigates):80
Mk 45 Five Inch (127 mm) / 62 Mount (2, Forward) (Two frigates):200
155 mm Cannon Barrels (1) (most of class):100 each
155 mm Cannon Mounts (1, Forward) (most of class):225 each
MK-41 Tactical 16 cell VLS (1, Forward) (Two frigates):100
Mk 59 48 Cell VLS (1, Forward) (most of class):375
Mk 44 Combination Anti-Missile System (1, Aft):200 each
Torpedo Launchers (2, sides):40 each
Chaff Launcher (4, Superstructure):10 each
[2] Main Body:1,000


Notes:
[1] Destroying the Phase Array radar system 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. 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.


Speed:
Surface: 34 knots (39.1 mph / 63.2 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: 379 feet (113.7 meters)
Height: 40.5 feet (12 meters)
Width: 43.5 feet (13 meters)
Displacement: 2,950 tons standard and 3,500 tons fully loaded
Cargo: 75 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. Forward Weapons Emplacement. Depending on whether the ship has been refitted this suite could hold a 155 mm cannon and forty-eight-cell Mk-59 VLS or a pair of 125 mm cannons for defense coupled with a 16 cell MK-41 missile launcher.
    1. Refitted Configuration:
      1. 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 bomb and missile tables for details.)
        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 (See revised bomb and missile tables for details.).
        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.
      2. MK 59 Vertical Launch Missile Launcher (1): Launching cells are located forward behind the 155 mm cannon mount. The system is similar to the vertical launch system employed on many ships in the late twentieth century to launch the SM-2 series missile but since the missiles are smaller they have a reload system that reloads from under the launcher and can reload within 15 seconds. The launcher have a total of 48 individual cells and is eight missile cells longs by six cells wide. The launcher can fire up to half its total payload per melee. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes. Each cell can carry one long range missile or two medium range missile. 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 where the medium range missiles will normally be used to engage closer targets. About half of all long range missiles carried are fusion warheads and most missiles are normally smart missiles.
        Maximum Effective Range: As per long or medium range missile type (See revised bomb and missile tables for details.)
        Mega Damage: As per long 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 two (2), four (4), eight (8), sixteen (16), thirty-two (32), or 48 missiles for the whole launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee.
        Payload: 48 missile cells in launcher with reload systems for each cell (1 reload each cell). One long range missile or two medium range missiles may be carried per cell but reload must be the same load out as well. The ship will often carry 16 cells with two medium range missiles each and the other cells loaded with one long range missile each.
    2. Original Configuration:
      1. Two (1) Mk 45 Mod 4 Single Barrel Five Inch (127 mm) / 62 Naval Gun: The ship mounts a pair of five inch gun on the bow of the ship. The guns are very reliable although it fires at a relatively slow rate (20 rounds per minute). The guns were carried on many ship classes until well into the twenty first century. The guns can be used 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.
        Maximum Effective Range: 12 miles (10.4 nautical miles/19.3 km) for standard projectiles, 20 miles (17.4 nautical miles/32.2 km) for rocket propelled rounds, and treat Extended Range Guided Munitions as medium range missiles (See revised bomb and missile tables for details.)
        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 (See revised bomb and missile tables for details.). Use the statistics for 105 mm artillery warheads (standard or rocket assisted as appropriate
        Rate of Fire: Normal Projectiles: Five shots per cannon per melee. Extended Range Guided Munitions can be fired at the rate of one shot per melee
        Payload: 1000 rounds - Each Extended Range Guided Munitions round takes up space for 2 normal rounds. Ship normally carries usually carries 200 High Explosive, 200 High Explosive Armor Piercing, 200 Plasma, 100 Rocket Propelled High Explosive, 100 Rocket Propelled High Explosive Armor Piercing, 100 Rocket Propelled Plasma rounds, and 50 Extended Range Guided Munitions. The ship will carry special rounds when employed in artillery roles.
      2. MK-41 Tactical 16 Cell VLS (1): A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. The tactical length version could not carry Cruise Missiles, and on the Hood were used almost exclusively to house Surface to Air missiles of the Medium Range size. This launcher was located behind the 5 inch gun.
        Maximum Effective Range: As per long or medium range missile type (See revised bomb and missile tables for details.)
        Mega-Damage: As per 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 two (2), four (4), or sixteen (16) missiles per melee and can be fired at multiple targets at the same time.
        Payload: 16 missile cells in each VLS launcher (Can carry a total of 32 long range missiles per launcher). Two long range missiles or Four medium range missiles may be carried per cell, and a usual complement was 64 MRMs.
  2. Mk-44 Sea Sabre Combination Anti-Missile Defense System: Mounted on the aft of the ship, 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 (See revised bomb and missile tables for details.)
    Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
    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.
  3. 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 for details.)
    Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) or four (4) torpedoes per side, launcher can fire a maximum of two volleys per melee each launcher
    Payload: Has 36 torpedoes for reloads.
  4. Super RBOC Chaff Launcher(4): Located on the superstructure of the ship, they are designed to confuse incoming missiles. In addition to chaff these launchers also fired flares to decoy IR guided 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: 8 each for a total of 32. 96 reloads are carried, reloading takes two melees.
  5. SLQ-25A Nixie Towed torpedo decoy (1): A special decoy which is towed behind the ship. It generates a sound like the ship’s propellers in order to confuse incoming torpedoes. Only effective at speeds below 18 knots. Otherwise, the noise of the ship’s systems and propellers is too powerful to mask. Rifts Earth decoy systems are assumed to not operate on Phase World missiles due to technological difference.
    Effects: The decoy has a 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.
    Decoys have a duration of 30 minutes (120 melee rounds)
    Payload: One, with eight more as reloads. It takes three minutes (twelve melees) to reel out another decoy.


Special Systems:




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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 Kamikazi (kamikazi_gm@hotmail.com)


Copyright 2003, Kamikazi. All rights reserved.



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