U.S. ADCN-26 Yosemite class Ammunition / Stores Vessels:
By the later half of the Twenty First Century, all new vessels being constructed by the United States Navy used nuclear power and all older vessels the Navy planned to retain for any length of time were being converted to use fusion reactors as well. Due to this, there was no longer any need for supply vessels which provided fuel. Even most aircraft used fusion based systems. The Navy still needed vessels to carry ammunition and various other supplies including food to support combat units.
It was decided that a whole new class of vessel would be built instead of trying to convert an older class. The designation of the class was ADCN for Auxiliary, Dry Cargo, Nuclear. One of the requirements for the new vessels was that the ships had a top speed in excess of thirty knots so that they could keep up with most battle groups. A second requirement was that the vessels would have the ability to carry more stores than previous classes. The third feature of the vessel is that it would integrate as many stealth features as possible. Various other features were important as well including the fact the vessel would have weapons for self defense but they were less important than the main features. Unlike previous Navy dry stores vessels, it was expected that these ships may get caught in combat zones and these ships were designed around that concept. Twenty of these vessels were produced before the coming of the Rifts. Several are known to have been destroyed when the Rifts came. Some of these were in ports known to have been destroyed while others are with battle groups that simply disappeared. Many of the other vessels were scattered in out of the way locations and very likely might have survived. Just before the coming of the Rifts, there were plans to build eight more supply ships of similar construction although they would have been about 50 feet longer to incorporate a Mk 59 VLS in the bow.
The Yosemite class is really just huge cargo vessels with special replenishment systems to enable them to resupply other vessels while at sea. The ship has the ability to carry 10,000 tons of ammunition along with 15,000 tons of other non-refrigerated cargo and 2,500 tons of refrigerated cargo. Even non-refrigerated cargo compartments are climate controlled. This is to prevent stores from spoiling or ammunition from degrading. The ships can handle all types of ordnance up to cruise missile sized but cannot reload anything larger than a medium range missile into vertical launch missile systems while underway. The United States Navy, and most navies for that matter, have always had problems loading the launchers while underway. The ship does have a heavy crane which allows the vessel to load missile cells while in port although both vessels must be tied up together. All long range missiles and cruise missiles are loading into vertical launch missile systems while the vessels are tied together either at anchor or alongside a pier.
Like the vessels they were designed to support, the Yosemite class use fusion reactors for main power. These engines produced incredible amounts of power and allowed the vessels to reach a top speed of 32 knots at full power. While not quite as fast as the latest generation of naval vessels, they were considered extremely fast for support auxiliaries. The ships were designed with variable pitch propellers for greater maneuverability and so that the vessels can change speed faster than would otherwise be possible. The hulls and superstructure were constructed from high strength alloys and composites but were constructed to civilian standards to reduce costs. Even so, any vessels that survived the coming of the rifts may still be intact if sealed. The superstructure and hull were designed to reduce the vessel's radar cross signature although it was far less efficient than that of most combat vessels at the same time. The cargo carrying equipment is designed from radar invisible materials but they are still one of the main items that reduces the vessel's stealth.
The ship was designed with four RAM missile launchers but these were replaced by four combination rail gun and short range missile launchers during construction. This gives the vessel the ability to protect itself from missiles leaking through the defenses of escort vessels. There was some consideration of mounting a system to launch medium range missiles but this was discarded due to cost and that it would cut into the ships cargo carrying capabilities. The ship does carry a reasonably capable air search radar system using a single array radar system. This same system is carried on the Cape Lobos Amphibious Vessel and the Hazard class Coast Guard vessel and is similar to systems carried on several British vessels. The ship carries towed decoys to protect against torpedoes and chaff launchers to attempt to deceive missiles.
Due to the fact that these ships are expected to get caught in combat areas and that the ships are armed, the vessels of the class were crewed by Naval Personnel instead of Merchant Marines. Also due to the fact that the ships might be called on to carry nuclear weapons, there was space set aside for carrying a compliment of marines. The policy of surface vessels not carrying nuclear warheads had been rescinded and the vessels had to equipped for the possibility. In addition, the vessel is designed with a hanger for a cargo aircraft. These are used to carry cargo to vessels the ship is supporting. Usually two Kingfisher VTOL aircraft are carried although originally nuclear converted Osprey VSTOL were used.
Model Type: ADCN-26 Yosemite Class Dry Cargo Vessel
Vehicle Type: Ocean, Auxiliary (Stores / Ammunition Vessel)
Crew: 186 (16 officers, 14 chief petty officers, 156 enlisted [Has a high degree of automation])
Troops: 8 Kingfisher Crew members, 12 Power Armor Pilots (Flight capable Semper Fi Power Armors), and up to 20 troops for protection of special cargo.
Robots, Power Armors, and Vehicles:
|8||Semper Fi Power Armors (Has Flight Packs / Sometimes replaced by PA-04A SAMAS)|
|2||EV-84A General Cargo / Search and Rescue|
M.D.C. by location:
| Rear Flight Deck||500|
| Main Bridge / Superstructure:||750|
| SPX-1A Active Phased Array Radar System:||200|
|Cargo / Ammo Gantries (10, 5 on each side)||100 each|
|Cargo / Missile Crane (1, center)||400|
|Mk 44 Combination Anti-Missile Defense System (4, Sides):||200 each|
|Chaff Launchers (4, Superstructure):||10 each|
| Main Body:||4,800|
 If the flight deck is destroyed, no aircraft can be launched or land.
 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 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. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
Surface: 36.8 mph (32 knots/ 59.3 kph)
Maximum Effective Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship normally carries years months of supplies on board (Most goes to other vessels it is resupplying)
Length: 755 feet (230.1 meters)
Draft: 36 feet (11.0 meters) fully loaded
Width: 105 feet (32 meters)
Displacement: 22,100 tons empty and 52,500 tons fully loaded
Cargo: 10,000 tons of ammunition, 15,000 tons of non refrigerated dry stores, 2,500 tons of refrigerated dry stores.
Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items.
Power System: 4 Fusion Reactors, average life span is 20 years
Market Cost: Not for Sale but costs around 350 million credits to construct. If found and sold on the black market would probably cost 1 to 2 billion credits.
- Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: One is mounted on the front of the superstructure, a second is mounted on the rear of the superstructure, and there are two mounted to either side 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.
- 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:
- SPX-1A Phased Array Radar System: Unlike systems carried by most larger naval vessels, 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.
- 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.
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