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U.S. CAN-161 Concord class Gun Cruiser:

The Concord class cruiser was the first United States naval vessel class to be laid down that incorporated into her design the new super strong alloys and composites that were being developed. Like the previous Ticonderoga class guided missile cruisers, this class was mostly named for battles.

While the vessels carried a large number of missiles, the ships were designed as gun platforms and were designated gun cruisers instead of missile cruisers. Still, the design is fully multi-role and is capable of anti-submarine warfare and missile defense. One of the intended secondary roles for the Concord class cruiser was to escort Amphibious vessels and needed to be able to perform all the roles of a normal escort vessel. There was an advanced destroyer design derived from the DD-21 program had been designed to address the problem but the vessel simply did not carry enough firepower to do a good job of offshore troop support. The idea of reactivating the remaining Iowa class battleships or building a new battleship class were discussed but ultimately these solutions were rejected. The Iowa class battleships would be too crew intensive even if automation was added and were by this time over eighty years old. The development of a new Battleship class was considered prohibitively expensive. It was decided that a gun cruiser design using mostly existing weapon, propulsion, and sensor systems would be the most cost effective solution. As many systems as possible were pulled from previous designs including the previous destroyer designs and advanced missile cruiser designs. The origin of these classes was with the DD-21 program, known as the Zumwalt class destroyer originally, which became the DD(X) in later development.

The Concord class gun cruiser was designed was developed in only a year and a half and construction was started on the first of the class just two years after the request for the ship was first written. The class was a fairly limited in numbers compared to other classes with only sixteen built but remained in service until the coming of the Rifts. With the new Cold War that dominated the later part of the Twenty First Century, the gun cruisers were often called on to keep the peace where the events did not seem to support the deployment of a carrier. None of these ships are known to have been recovered but the vessels were built of incredibly strong alloys and composites that were virtually corrosion free and could very well remain intact.

Just before the coming of the Rifts, a new gun cruiser design was under development. This design carried the same basic weaponry layout as the Concord class but would have carried powerful 200 mm electro-thermal cannons as the main battery. This vessel class was a trimaran design. None of the new class were ever completed but the first vessels of the class were under construction at Litton-Ingalls Shipbuilding in Pascagoula Mississippi.

These ships were armed with the same basic 155 mm cannon carried on the destroyer class that proceeded the concord but new triple barrel versions were developed. One was mounted forward on the bow of the vessel and the other was mounted aft on the vessel behind the vessel's helicopter flight deck. Two Strategic Mk-41 missile Vertical Launch Systems were carried on the forward and aft of the ship. One was mounted behind the forward turret on a slightly raised platform to partially protect the launcher cells from the blast of the heavy cannons. The second was mounted in the rear hanger in the same fashion as the flight IIA Burke class carried its rear Mk-41 missile launcher. The Mk 59 vertical launch system was still under development and could not later be retrofit into the vessel. Initially, it was planned that the ship would carry two Tactical Mk-41 VLS on either side of the ship as defensive missile launchers but these were replaced by Mk-55 automatic reloading vertical launch systems while the Concord was still under construction. These missile launchers had been initially designed for the Ranger class carrier but were found to be useful replacements for the MK-49 VLS system and the small MK-41 VLS system. These ships initially carried 4 RAM missile launchers but these were replaced with combination missile and rail gun defense systems later in the ship’s service lives. The ship carried a four tube torpedo launcher on either side mainly for use against submarines but can be used against surface vessels as well.

The ship’s propulsion was electric which was initially powered by four powerful gas turbines engines that could drive the ship up to 33 knots at full power. Later these engines were replaced by fusion turbines developed for aircraft. These engines increased the cruiser top speed to 36 knots. The ship used variable pitch screws and could maneuver radically. This was found to be very useful when making sharp turns to bring both the forward and after main guns to bear on a target. The ship was fitted with stabilizers to make the ship a more steady platform but the ship was wide hulled and was already surprisingly stable. The hull and propellor were designed with bubble masking systems and the ship design was surprisingly quiet for its size. The ship was designed using with a radar reducing cross signature and used radar absorbent materials in many places.

The ship carried a phased array radar that while surprisingly capable was not as powerful as those mounted on later vessel classes. The vessel also carries both an advanced hull mounted sonar and towed array sonar for anti-submarine operations.

Like most of the ship design of the time, the Concord class was designed with automation designed to reduce crew requirements. The Concord class manning is 245 crew members. The United States Navy had just a few years previously go to vessels with much lower manning but this was rethought. There were concerns about damage control parties and manning the ship if many crew members were injured. It was also found that under wartime conditions that the with the lower crew manning, the ships simply did not large enough crews to stay at full performance and fatigue became a problem after a few weeks of wartime sailing.

Initially the ship was designed to be able to carry forty marines in addition to the crew but marines were rarely carried until after the New Cold War began in the late Twenty-First Century. At this time, the gun cruisers began carrying 30 marines with 20 of them in power armors. The Concord class were designed to be able to carry two helicopters or other vertical take off aircraft.

Model Type: CAN-105 class Cruiser
Vehicle Type: Ocean, Gun Cruiser
Crew: Normal of 245; 28 officers, 22 Chief Petty officers, and 195 enlisted (Has a high degree of automation and can be run effectively by 125 crew members)
Troops: 4 Helicopter / VTOL Pilots, 8 Pilots for SAMAS, 12 pilots for Semper Fi Power Armors, and 20 soldiers in body armor that are retained on board the ship

Robots, Power Armors, and Vehicles:

10Semper Fi Power Armors
2Helicopters or other VTOL Aircraft

M.D.C. by location:

[1] Phase Array Radar Panels (4, Superstructure):200 each
155 mm Cannon Barrels (6):100 each
Triple Turret 155 mm Cannons (2, Forward and Aft):500 each
Mk 44 Combination Anti-Missile Defense System (4, Superstructure):200 each
Mk 41 64 Cell Vertical Missile Launchers (2, Forward and Aft):440 each
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):400
[2] Main Body:3,200

[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.

Surface: 41.5 mph (36 knots/ 66.7 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: 688 feet (209.7 meters)
Draft: 30.5 feet (9.3 meters) including sonar dome
Width: 80 feet (24.4 meters)
Displacement: 14,820 tons standard and 17,750 tons fully loaded
Cargo: 800 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 600 million or more credits.


  1. Two (2) Triple Barrel 155 mm Naval Guns: One turret is mounted in the front of the vessel and the other turret is mounted on the rear. Based on the gun carried by the DD-21 class destroyer and shared similarities to army artillery weapons. The weapon is more powerful than the previous 127 mm cannon carried on many destroyers and cruisers. The weapon mount if 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 per melee (Can fire up to 12 shots per turret per melee or up to 24 shots with both turrets). Extended Range Guided Munitions can be fired at the rate of one shot per barrel per melee (Can fire up to 3 shots per turret per melee or up to 6 shots with both turrets).
    Payload: 3,000 rounds total (1500 per turret) - Each Extended Range Guided Munitions round takes up space for 2 normal rounds.
  2. Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: One system is on the front of the superstructure, one system on the rear of the superstructure, and one is on 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.
    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) Strategic MK 41 Vertical Launch Missile Launchers: Both launchers have 64 cells for the provision of missiles due to the forward part of the ship having more room than on the Burke class destroyer. 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 (See revised bomb and missile tables for details.)
    Mega Damage: As per cruise, long range, 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), sixteen (16), or thirty-two (32) missiles for both launchers per melee and can be fired at multiple targets at the same time.
    Payload: 64 cells missiles in forward VLS launcher and 64 cells for missiles in aft VLS launcher (possible total of 256 long range missiles). One cruise missile, two long range missiles, or four medium range missiles may be carried per cell. Ship carries no reloads.
  4. 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 cruiser 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 (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 eight (8) missiles (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.
  5. 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 80 torpedoes for reloads. Treat warheads as 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 80 torpedoes for reloads
  6. 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 - 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: 24 each for a total of 48
  7. 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:

[ 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. ]

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Writeup by Kitsune (E-Mail Kitsune).

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