U.S. CVN-89 Saratoga class Nuclear Stealth Carrier:
The development of the Ticonderoga class submersible carrier was long delayed due to technical problems and the submersible carriers were far over budget. For this reason, a new surface carrier was developed to take the place of older carriers that the Navy wanted to replace. Four carriers were initially authorized. As far back as the beginning of the Twenty First Century, the concept of a stealth carried had been explored. The idea was revived and improved into the Saratoga class stealth carrier. While expensive to develop and build, the Saratoga and her three sisters combined cost far less than the single USS Ticonderoga submersible carrier. So that these carriers would not disrupt production of the Ticoderoga, they were not constructed at Newport News Naval Shipyard. In a surprising move, the United States Congress funded the construction of two more stealth carriers in addition to the three other Ticonderoga class Submersible Carriers just prior to the coming of the Rifts but they were never completed.
New Navy records of the class list that two of the vessels were in port and two were at sea. One was stateside in Norfolk Naval Base, one was in port at Kure, Japan, one was at sea in the Atlantic where Atlantis reformed, and the other was at sea in the vicinity of Hawaii. It is thought that the vessel in port in Norfolk was destroyed because there is no sign of recovering the ship by Golden Age Weaponsmiths. The ship was in the outermost bunker and is the bunker that is most likely to have been destroyed. Still, it is quite possible that some of the other stealth carriers survived the coming of the Rifts and even that the carrier that was were Atlantis reappeared was rifted. The New Navy has been combing the globe to attempt to find out what has happened to the vessels.
The Saratoga class carrier looks far different than earlier American surface carriers. While they are shorter than the Twentieth Century Nimitz class carrier, there are far more differences that this. Many of these features are to increase the vessels stealth and the vessel was constructed using radar absorbing materials. The ship has a nose that is pointed like racing boats with a control bridge in the front of the vessel. On the bow is a vertical missile launcher similar to that carried on other surface vessels built at around the same time. Behind the control bridge, the vessel has three non angled flight decks. One is above the control bridge and the other two are on the sides and are partially shielded. Behind the control bridge, the ship has an elevator on both hand side partially indented into the main flight deck. Near the rear of the vessel, the upper flight deck widen out and the other two flight decks end. On the right side of the vessel is a small superstructure used for flight control and a second missile launcher. On the left side, the ship has a second elevator. One of the most visible systems are four phased array radar systems on the hull.
The upper flight deck is used for both takeoff and landing and is outfitted with two catapults and arrester cables. The side flight decks are only designed to be used for takeoffs and have one catapult each. While most U.S. Navy Aircraft were devised for vertical takeoff and landing, using catapults allows for easier take offs especially with heavier combat loads. The catapults were a new model of electromagnetic catapult which generated greater for than previous electro-magnetic designs. The arresters were much like they had been for greater than a century. This allows for the landing of damaged aircraft and non VTOL aircraft. The hanger bay is underneath the central flight deck and has full equipment to make aircraft repairs. The compliment of aircraft was slightly less than that carried on the pre-rifts Nimitz class. The vessels carried four squadrons of twelve fighters each, eighteen utility craft, and ten utility helicopters. The vessel also carried 60 Semper Fi power armors with flight packs and 60 SAMAS Power Armors. Besides this, the carrier only carry 120 marines for ship defense.
These ships are designed with a large amount of automation to reduce crews and these ships carry less than a quarter the crew of the Nimitz class. This means that the crew has far more space per crew member. The ships are designed to act as flagships and have full accommodations for flag officers and their staff.
Just because of sheer size, the Saratoga can withstand a large amount of damage. The vessel also was constructed out of incredible composites and with advanced underwater protection. Like all carriers, the Saratoga is not meant for close combat and is designed accordingly with its weapons being mainly defensive. The most visible defenses are the previously mentioned missile launchers. These launchers normally carry medium range missiles. In retractable launchers on the main flight deck are eight combination rail gun/short range missile launchers. These are designed to deal with missiles that leak through the main defenses. The phased array radar systems are identical to those carried on the Delaware class cruiser and Kearsarge class battlecruisers. This is the same system that was copied by the Coalition. It was decided to mount hull sonar on the Saratoga to be able to detect attacking submarines.
Like all American carriers since the Nimitz class super carriers, the propulsion is given by nuclear power. The ship power is provided by four large fusion reactors and only the new Darcey class frigates, Fox class destroyer, and Delaware class cruisers could keep up with the carrier. The propellers were adapted from gas turbine vessels and have variable pitch blades. This allows for greater maneuverability than previous carrier class around its size and can go instantly from full forward to full reverse. Along with stealth features, the vessel is also designed for quiet operations. In addition to this, both the propellers and the hull have a special bubble system that helps to mask noise further.
Model Type: CVN-89 Saratoga class Nuclear Stealth Carrier
Vehicle Type: Ocean, Stealth Aircraft Carrier
Ships Crew: 850 (80 officers, 60 chief petty officers, 710 enlisted [Has a high degree of automation])
Air Wing: 620 (220 Pilots, 40 flight deck officers, 360 enlisted)
Troops: 80 pilots for Semper Fi Power Armors, 80 pilots for SAMAS power Armor, 120 soldiers in body armor
Robots, Power Armors, and Vehicles:
|60||Semper Fi Power Armors (With Flight Packs)|
|6||EV-84A General Cargo / Search and Rescue|
|6||EVS-84A Anti-Submarine Warfare|
|6||EVE-84A Electronics Warfare|
|24||FV-45 Sea Hawk VTOL Jet Fighters|
|18||FV-45-SW Sea Hawk VTOL Jet Stealth Fighters|
|6||FV-45-EW Sea Hawk VTOL Jet Jamming Fighters|
|10||Utility Tilt Rotors|
M.D.C. by location:
| Electromagnetic Catapults (4):||100 each|
| Arrester Cables (4):||50 each|
| Elevators (3):||400 each|
|Hanger Doors (3):||400 each|
| Central Flight Deck||3,000|
| Secondary Flight Decks (2):||1,500 each|
| Forward Control Bridge:||1,000|
| Rear Control Tower:||800|
| Phase Array Radar Panels (4, Hull):||400 each|
|Mk 44 Combination Anti-Missile Defense System (8, Flight Deck):||200 each|
|Mk 59 VLS Missile Launchers (2, 1 Forward and 1 Aft):||750 each|
|Chaff Launchers (4, Superstructure):||10 each|
| Main Body:||12,000|
 If the catapults are destroyed, non VTOL or STOL aircraft cannot be launched. If Arrester Cables are destroyed, non VTOL or STOL aircraft cannot land until arrester cables are replaced.
 If all three elevators are destroyed, no aircraft can be moved from the hangers to the main flight deck.
 If the flight decks are destroyed, only VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
 If Forward Control Bridge and Rear Control Tower are destroyed, 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 panels will destroy the ships 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 -3000 MDC before losing structural integrity and sinking. 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: 980 feet (298.7 meters)
Draft: 37 feet (11.3 meters)
Width: 280 feet (85.3 meters)
Displacement: 65,200 tons standard and 82,500 tons fully loaded
Cargo: 6,200 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: 4 Fusion Reactors, average life span is 20 years
Market Cost: Not for Sale but costs around 1.65 billion credits to construct. If found and sold on the black market would probably cost 5 to 8 billion credits.
- Eight (8) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: These are mounted in retractable mounts on the main flight deck. This was done to increase usable space on the carrier. 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 system 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): One mount is mounted on the bow of the ship forward of the superstructure and the other is mounted on the main flight deck in front of the control tower. 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. Each launcher have a total of 96 individual cells and is twelve cells long by eight 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). 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.
- 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 (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.
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 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 all launchers loaded with two medium range missiles each.
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
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 an 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
- 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.
[ 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, Kittani TM, Larsen's Brigade 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, 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, and Xiticix 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. ]
Image from U.S. Department of Defense for CVX program.
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2000 & 2001 Kitsune. All rights reserved.