Japanese Taiyo (Great Hawk) class Multi Role Amphibious Assault Ships:
In the last decade of the Twentieth Century the Japanese Naval Defense Force built the Osumi class amphibious ships. These general purpose vessels replaced several LSTs which were employed mostly in logistic roles, but were considerably larger and more versatile. For political reasons, the ships were listed as "tank landing ships" or LSTs. However the vessels were much more capable than their designation suggested. They possessed a full length flight deck, docking well for two LCACs, two elevators, and side doors for vehicle loading and unloading. When the extreme limitations on the Japanese Navy were lifted in the mid Twenty-Forties, the ships were redesignated as LHAs although they were at the end of their useful lives. Within five years, all of the vessels had been decommissioned without a clear replacement. The Japanese admiralty did not want to commit the resources to design the replacement class until the capabilities of the new Taiho class carriers were absolutely certain. Thus it was not until 2049 that any work on the new Taiyo LHDNs was begun.
The Taiyo class LHDNs were designed from the onset to be incredibly capable multi-purpose warships with the ability to act in a number of roles. The primary of these roles was as a multi-purpose amphibious assault ship. With the expansion of the Chinese Navy along with Japanese concerns about the new Soviet military and the already large Indian Navy, the Japanese Navy required a credible amphibious capability. Sixteen Comanche, Osprey, and Striker helicopters were operated in this role. Eight fixed wing fighters were stationed on board for Close Air Support (CAS) during amphibious operations. These fighters were Marine and not Navy aircraft. Like the American Tripoli LHDNs, the Taiyo class had a dry deck instead of a well deck. The ships could handle a pair of LCACs and a full company of AAAVs. The LCACs were intended to transport an additional company of mechanized armor as well as support vehicles and supplies. They were designed to operate power armor units, and carried at least two companies on deployments.
The LHDNs were also designed with the secondary roles of convoy escort and mine counter measures (MCM). The Taiyo class can support up to 16 fighters if the Striker helicopters are removed, although six of those must remain on the flightdeck or in the air. When carrying fighters, the FV-38 Panther was carried until replaced by the FV-45 Sea Hawk. They were preferred over the Japanese designed FV-45J Super Hawk because of its smaller size and weight. The hanger and flightdeck were designed exclusively for lighter rotary-wing craft and fighters, and could not handle the weights of the heavier fixed-wing fighters and VTOLs. Additional flying power armor units were deployed when the ships were used in this role. When the first of the Amagi class CVENs was commissioned they replaced the Taiyo LHDNs in the convoy escort role. In their MCM guise, the Taiyo class operated a reinforced squadron of specially outfitted Ospreys and additional submersible power armor units.
The design of the Taiyo was similar in nature to the American Tripoli LHDNs but with several differences. The vessel is notably shorter because of the smaller dry deck and vehicle spaces. The island was much smaller and located at the extreme aft of the ship on the starboard side. The design team found no need to have flight operations both in front and behind the island since helicopters were to be operated almost exclusively. Additionally, dry deck operations were handled from the island, allowing for easier communications between the two departments. Both elevators were located on the starboard side to leave more of the limited hanger space unobstructed. The Taiyo class mounted no missile system and relied on four point-defense mounts. Originally four Mk29 RAM launchers were carried, but there were replaced later with Mk44 Sea Sabre CIWS turrets. For sensors, the American SPS-88 was fitted, although the BAE Sampson system was seriously considered. No sonar system was ever considered for the vessels, as they were not intended to directly attack submarines. Area air-defense and anti-submarine defense were intended to be provided by the LHDN's escorts.
The ship’s propulsion was twin pod design driven by electric motors. The propellers were designed with variable pitch blades. The power was initially provided by four Gas Turbine engines which were replaced in refit by nuclear aircraft engines. The initial gas turbine engines had more than twice the horsepower of the original LM-2500 Gas Turbines and gave the vessel a top speed of 23.5 knots. The upgraded engines increased the top speed by more than four knots and allowed speeds of up to 28 knots. The propellers have bubble masking system to make the vessel harder to detect on sonar. The hull and superstructure were designed with a reduced radar cross signature and was fitted with radar absorbent materials to further reduce the chances of detection. The hull took advantage of advanced alloys and composites in initial construction and was stronger than the older Osumi class vessels.
Three ships of the class were built in the Twenty-Fifties. Two of the ships were at sea when the Rifts tore the Earth apart. The Taiyo was with the carrier Shoho with a large POMA force in the Philippine Sea. The Kaiyo was near Taiwan, operating as the flagship of a task force exercising with the Taiwanese navy. The fate of neither ship is known. The IJNS Shinyo was docked in the port of Kure and was carried forward in time along with the cities and other ships in the area.
Model Type: Taiyo class Multi Role Amphibious Assault
Vehicle Type: Ocean, Assault Vessel
Crew: 320 (30 officers, 40 chief petty officers, 250 enlisted [Has a high degree of automation])
Assault: 1010 (80 or 160 pilots for Semper Fi Power Armors, 80 or 160 pilots for SAMAS Power Armor, 20 pilots for Glitterboy Power Armor, 100 Aircraft Pilots, 150 vehicle crew members, and 500 soldiers)
Convoy Escort: 460 (40 pilots for Semper Fi Power Armors, 240 pilots for SAMAS Power Armor, 180 Aircraft Pilots)
MCM Warfare: 580 (240 pilots for Semper Fi Power Armors, 160 pilots for SAMAS Power Armor, 180 Aircraft Pilots)
Robots, Power Armors, and Vehicles (Standard):
|72 or 144||36||144||Semper Fi Power Armors (With Flight Packs)|
|72 or 144||144||144||PA-04A SAMAS|
|10||12||2||V-22N Super Osprey Tilt Rotors|
|0||0||14||MV-22N Super Osprey Mine Warfare Tilt Rotors|
|4||0||0||RAH-66E Super Comanche Reconnaissance & Attack Helicopter|
|6||0||0||AH-75 Striker Attack Helicopter|
|8||16||0||FV-45 Sea Hawk VTOL Jet Fighters|
|2||0||0||Air Cushion Landing Craft|
|4||0||0||USA-M-7 Jackson MBT|
|14||0||0||USA-M-8 Maverick IFV|
|4||0||0||USA-M-9 Morgan Missile Vehicle|
|14||0||0||AAAV-10 Wolverine Amphibious Assault Vehicle|
M.D.C. by location:
| Elevators (2):||400 each|
|Hanger Doors (2):||400 each|
| Main Flight Deck||2,000|
|Rear Vehicle Doors:||500|
| Main Bridge / Superstructure:||1,500|
| SPS-88 Active Phased Array Radar System:||160|
|Combination Anti-Missile Defense System (4, Flight Deck):||200 each|
|Chaff Launchers (4, Superstructure):||10 each|
| Main Body:||7,000|
 If both elevators are destroyed, no aircraft can be moved from the hangers to the main flight deck.
 If the flight deck is destroyed, only VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
 If Bridge / Superstructure is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.
 Destroying Phase Array radar will destroy the ship’s fire control systems but secondary systems have backup systems and panels can compensate for each other. All Bonuses are lost if panels are destroyed.
 Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with advanced polymer armors that allow the ship to withstand up to -2000 M.D.C. before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship including marines.
Surface: 32.2 mph (28 knots/ 51.9 kph)
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.
Length: 683 feet (208.2 meters)
Draft: 26 feet (7.9 meters)
Width: 125 feet (38.1 meters)
Displacement: 29,700 tons standard and 34,800 tons fully loaded
Cargo: 4000 tons of nonessential equipment and supplies (Increase to 10,000 tons without vehicles.) 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 costs around 600 million credits to construct. If found and sold on the black market would probably cost 2 to 4 billion credits
- Four (4) Combination Anti-Missile Defense Systems: These weapons are sponsoned out on the sides of the hull below the flight deck. Two are forward and the other two mounts are mounted toward the rear on either side of the rear elevator. 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 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.
- Chaff Launcher (4): Located on the sides of the hull of the ship, they are designed to confuse incoming missiles. All four launchers must be operated or effects will be reduced. Reduce effects of launchers by 50% per launcher not used. 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: 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.
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.
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.
The ship has all systems standard on a robot vehicle plus the following special features:
- SPS-88 Phased Array Radar System: Unlike systems carried by 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 160 nautical miles (184.2 miles / 296.5 km) and can simultaneously track and identify up to 288 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 a individual target for up to 96 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.
- Command and Control Facilities: The vessel 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.
- 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.
[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
By Kamikazi (email@example.com)
Copyright © 2003, Kamikazi. All rights reserved.