U.S. CGN-105 Delaware class Nuclear Missile Cruiser:
The Delaware class cruiser was developed in the dangerous years before the destruction of the Earth by the coming of the Rifts and incorporated virtually all the lessons that the United States Navy learned before then. Even though the ships are a mid twenty-first century development, they still had elements of ship designs of the late Twentieth Century. In fact they have been described as a futuristic combination of a Virginia class cruiser with an Arleigh Burke style superstructure on it. Initial designs looked relatively conservative but the final design looked very sleek and advanced. Because of the ships keeping some elements of late Twentieth Century vessels, some other nations called the ship design conservative but in spite of this, the whole ship works well and is better designed than the post rifts Sea King and advanced Sea King Design for Ironheart Industries. The ships were designed as escorts for carriers and luckily the Coalition has not discovered any ships of this class so far although it appears that they have found some systems designed for the vessel.
A standard, non trimaran, style hull design was chosen because it would allow for quicker and easier ship construction and because it was considered easier to reinforce the ship for mounting a heavier gun type than the six-inch cannon or 100 mm rail guns carried on most American surface vessels at that time. The superstructure and hull are designed to give the ship good stealth characteristics and the ship superstructure has been treated with radar absorbing materials to make this ship a true stealth ship. Several propulsion systems were examined but it was finally decided that a nuclear propulsion system with two powerful fusion reactors. The ship’s propellers were adapted from those used for gas turbine ships and are variable pitch. This enables the ship to go from full forward to full reverse very quicky and assist in maneuvering as well. The hull has a special bubble system that both masks the ships hull and propellers to enable the ship to operate quietly. For radar, the ship uses an advanced derivative of the Aegis radar system that had previously been mounted on the Fox class destroyer. This radar system was also mounted in several later classes and the Coalition uses a copy of this system on their cruisers.
The design planning that some called conservative was most noted in the direct fire weapon systems. The original plans for the main guns had been powerful rail guns but a design for old rapid fire eight inch cannons were accepted in it place to reduce cost, speed production, and because they were about as powerful as the rail guns that were original planned for the ship. Because the weapon is simpler to maintain than a rail gun would be, the crews were quite happy with them as well. The weapons made an excellent shore bombardment weapon and some officers, marines especially, wished for a design that mounted four of these cannons. For point defense, a more advanced system was desired and a rapid fire rail gun system was developed as part of the point defense system. The second part was a short range missile launcher. The idea is that missiles that leak through the main defense are first engaged by the short range missile launchers and when they get within range will be engaged by the rail guns. The ship’s main weaponry are the two high capacity vertical launch missile systems that each has a capacity of 96 long range missiles with one reload each (total of 384 long range missiles) or double that number of medium range missiles and is capable of taking out most targets. The ship has torpedo tubes to engage submarines and also has various defensive systems confuse incoming missiles and torpedoes.
Due to the comparatively large size of the ship and the relatively low crew requirements, these ships are relatively comfortable. It was decided that instead of relying on just the crew that a small number of marines would be carried as well. These serve to prevent the boarding of the ship but weapons and body armor are also kept for the entire ship’s crew. The SAMAS are generally not equipped with the rail gun but are equipped with the same weapon as the Semper Fi use. These ships were also designed as command ships and have special command facilities and flag officer staterooms. The ship also can carry two helicopters or other VTOL aircraft.
Model Type: CGN-105 class Cruiser
Vehicle Type: Ocean, Guided Missile Cruiser
Crew: 220; 25 officers, 20 Chief Petty officers, and 175 enlisted (Has a high degree of automation)
Troops: 4 Helicopter Pilots, 12 Pilots for SAMAS, 18 pilots for Semper Fi Power Armors, and 20 soldiers in body armor that are retained on board the ship
Robots, Power Armors, and Vehicles:
|15||Semper Fi Power Armors|
|2||Helicopters or other VTOL Aircraft|
M.D.C. by location:
| Phase Array Radar Panels (4, Superstructure):||400 each|
|MK-71D Eight Inch (203 mm) Gun Mounts (2, Forward and Aft):||350 each|
|Mk 44 Combination Anti-Missile Defense System (4, Superstructure):||200 each|
|Mk 59 VLS Missile Launchers (2, Forward and Aft):||750 each|
|Torpedo Launchers (2, sides):||50 each|
|Chaff Launcher (2, Superstructure):||10 each|
| Main Body:||3,500|
 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.
 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: 46 mph (40 knots/ 74.1 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.
Length: 610.5 feet (186.1 meters)
Draft: 29.5 feet (9 meters)
Width: 70 feet (21.3 meters)
Displacement: 11,550 tons standard and 13,250 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 700 million or more credits.
- Two (2) MK 71-D Single Barrel Rapid Fire Eight Inch (203 mm) Naval Guns: One mount is on the front of the ship and another mount is on the rear of the ship. This gun design was original designed to be used on the Spruance destroyer class but was never actually into military service until much later. When the new cruiser design was developed, the cannon was adopted on the Delaware because it was much less expensive to use it than to develop a new gun design and was as effective as rail guns in most ways. The cannons fire more rapidly than the eight cannons on the Sea King class and use a fixed powder charge. The eight inch guns can be used against aircraft as well as against surface ships and ground targets. The cannons can also use rocket assisted projectiles for extended range.
- 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.
- MK 59 Vertical Launch Missile Launchers (2): Launching cells are located forward in front of the eight inch gun mount and the aft of the ship behind the eight inch gun 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 launchers have a total of 96 each and are eight missile cells longs by twelve cells wide. The launchers can launch up to half the capacity of the cells per melee. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes (See revised Rifts torpedoes for details.) Each cell can carry one long range missile or two medium range missiles. 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.
- Two (2) Medium Torpedo Launchers: Mainly designed 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. By Medium torpedo warhead type.
- 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 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: 20 miles (17.4 nm/32.2 km) for standard projectiles. 30 miles (26 nautical miles/48.2 km) for rocket propelled rounds.
Mega-Damage: Standard Projectiles: 4D6x10 to a blast radius of 50 ft (15.2 m) for High Explosive, 6D6x10 to a blast radius of 10 ft (3 m) for High Explosive Armor Piercing, and 8D6x10 to a blast radius of 50 ft (15.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast radius of 30 feet (9.1 m) for High Explosive, 4D6x10 to a blast radius of 6 ft (2 m) for High Explosive Armor Piercing, and 5D6x10 to a blast radius of 30 feet (9.1 m) for Plasma. Cannons can also use special purpose warheads, use the statistics for 203 mm artillery warheads (Go to Battlefield Artillery for Rifts for more information - standard or rocket assisted as appropriate).
Rate of Fire: Four shots per cannon per melee (Can fire up to eight shots per melee)
Payload: 800 rounds (400 per cannon), usually carries 200 High Explosive, 200 High Explosive Armor Piercing, 200 Plasma, 40 Rocket Propelled High Explosive, 60 Rocket Propelled High Explosive Armor Piercing, and 100 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.
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: 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 forty-eight (48) missiles per launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: 96 missile cells in launcher with reload systems for each cell in each launcher (192 missiles cells total with 1 reload for 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 24 cells in each launcher (48 cells total) with two medium range missiles each and the other cells loaded with one long range missile each.
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
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:
- SPY-5D Three Dimensional Search Radar System An incredibly advanced radar and computer system first developed before the end of the twentieth century and upgraded continuously until the coming of the Rifts. Powerful and flexible radar system that is comprised of four panels that each emit radar waves. If allowed by the horizon, the system can track out to 800 miles (1280 km) and can simultaneously track and identify up to 1152 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 288 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.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of 25 miles (21.7 nm / 40.2 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
- Advanced Towed Array Sonar System: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. Range of 100 miles (86.9 nm / 160.9 km). This towed array sonar system has both a passive and active system built in. Sonar system can track up to 64 targets at one time.
- Command and Control Facilities: The carrier 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.
- Sonar Masking System: The Ship uses water bubbles to form a barrier against sonar as well. Gives a -10% penalty to any Read Sensory Instrument rolls to detect this ship using sonar.
- 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 -30% 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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Writeup by Kitsune (E-Mail Kitsune).
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