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:
- 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.
- Refitted Configuration:
- 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 (Go to Revised
bomb and 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.
- 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 (Go to Revised bomb and missile table).
Mega Damage: As per long 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, 8, 16, 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.
- Original Configuration:
- 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 (Go to Revised bomb and 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 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.
- 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 (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 volley of 2, 4, or 16 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.
- 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 (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) 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 36 torpedoes for reloads.
- 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 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: 8 each for a total of 32. 96 reloads are carried, reloading takes
two melees.
- 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:
- Mitsubishi OPY-4J Phased Array Radar System (This system is carried on
most frigates of the Soyakaze class): Powerful and flexible radar system that
is comprised of a single array on top of the main mast. A powerful computer controls
it. If allowed by the horizon, the system can track out to 175 nautical miles
(201.4 miles / 324.1 km) and can simultaneously track and identify up to 480 targets
at one time. The system controls missiles launched from the VLS launchers and the
system tracks and guides each individual missile to a individual target for up to
120 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.
- JRC OPS-34 Dual Air and Surface Search Radar (Mounted on IJNS Noshiro and
Kumano): Mounted on the American Richard E. Byrd class frigates, this system
very capable. Unlike systems carried by most larger naval vessels, the radar system
is comprised of a single array on top of the main mast. This system is smaller,
lighter, and requires less power than a system of fixed panels. If allowed by the
horizon, the system can track out to 400 miles (644 km) and can simultaneously
track and identify up to 576 targets at one time. The system controls missile
launched from the long range missile launchers and the system can track and
guide each individual missile to an individual target for up to 144 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.
- Hitachi OQS-15 Hull Sonar (Mounted on IJNS Noshiro and Kumano): Mounted
under the bow of the ship. Sonar system has a range of around 24 nautical miles
(27.6 miles / 44.6 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.
- Hitachi OQS-20 Hull Sonar (This system is carried on most frigates of the
Soyakaze class): Mounted under the bow of the ship. Sonar system has a range of
around 32 nautical miles (36.8 miles / 59.5 km). This hull sonar system has both a
passive and active system built in. Sonar system can track up to 48 targets at one time.
- SQR-24 Towed Array Sonar System (Mounted on IJNS Noshiro and Kumano): The
system is basically a long and very sensitive sonar system carried behind the ship on
a long cable. Range of 103.6 miles (90 nautical miles / 166.8 km). This towed array
sonar system has both a passive and active system built in. Sonar system can track up
to 32 targets at one time.
- Hitachi OQR-6C Towed Array Sonar System (This system is carried on most
frigates of the Soyakaze class): The system is basically a long and very sensitive
sonar system carried behind the ship on a long cable. Range of 115 miles (100 nautical
miles / 185.8 km). This towed array sonar system has both a passive and active system
built in. Sonar system can track up to 48 targets at one time.
- Sonar Masking System: The hull is designed to minimize noise from the hull
and uses water bubbles to form a barrier against sonar as well. Gives a -20% penalty
to any Read Sensory Instrument rolls to detect this ship using sonar.
- Radar Defeating Profile: The ship superstructure is designed so that the
radar profile of the ship is reduced. 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.
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Palladium Books Inc.]
Vessel Drawing is drawn and copyrighted by Mischa (E-Mail Mischa).
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