
DDG-113 William S. Sims Guided Missile Destroyer:
The United States navy developed a new class of destroyers, first designated
the DD-21 and later the DDG-1000 class. Unfortunately, the cost of the
program continuously increased to the point where all but two vessels were
canceled. Many of the systems developed for the vessel were used in later
classes but for the moment the design was virtually dead except the two
vessels.
It was decided that instead of building these vessels, production would
continue on the previous class Arleigh Burke class destroyer. These ships
were well tested and had been in production for around twenty years. They
would also be much less expensive to build. The eight vessels eventually
built became officially known as Flight III of the Arleigh Burke class
although many considered them to be the "Sims" class. The first vessel
of the Flight III laid down was the U.S.S. William S. Sims, named for Admiral
William Sowden Sims. He was known for a revolution in gunnery before World
War I and during World War I he commanded all United States naval forces
operating in Europe.
Even though based on the Burke class guided missile destroyer, these
ships have a great number of modifications compared to the original destroyer
design. That is the reason why many in Naval circles preferred to consider
them to be a new class. As might be expected, all of the various improvements
which were part of the Flight II and IIA designs from the baseline Arleigh
Burke class were carried over. In appearance, the ships looked like a lengthened
version of the later Flight IIA form. Displacement increased quite a bit
in the Flight III version of the vessel compared to earlier Burke class
vessels. Some Naval Analysts considered the class to really be a cruiser
not a destroyer. It carried the same missile load as the earlier Ticonderoga
class cruiser.
The most significant modification in the class is that the forward VLS
has sixty-four cells instead of the original thirty-two cells. While some
expected the ship to carry the 155 mm cannon developed for the DDG-1000,
the 127 mm cannon was retained. The larger weapon would have cut too deeply
into the ammunition payload. As well, the SPY-1D Phased Array Radar system
was retained although improved in many ways. The class had a number of
improvements to the electronic suite as well as command and control facilities.
As might be expected, many of these features were back fitted to the older
Burke class vessels when they were updated.
A less visible modification was the replacement of the direct drive
system with an electrical drive system. This system was developed from
the one originally planned for the DDG-1000 class. The LM-2500 Gas Turbine
engines were retained but higher horsepower versions were carried and coupled
with the longer hull form resulted in a higher top speed. Top speed was
considered around thirty-four knots. The added length also allowed for
additional fuel tanks for extending the ship's range. Automation also allowed
for a reduction in ship's crew and enlarged crew berthing meant that these
ships were considered extremely comfortable when first commissioned.
When the revolution of super strong composites and alloys struck, the
William S. Sims and her seven sisters were among the newest vessels. They
were considered too important to scrap and were some of the first to be
refitted with the new materials. They were extensively refitted to the
point where they were almost completely rebuild. As well, the Gas Turbine
engines were replaced by fusion turbines when they became available. This
gave the vessels virtually unlimited range and increased top speed by several
knots for thirty-six knots. Most ships powered by Gas Turbines were refitted
around the same time. Many Naval analysts considered this revolution in
power systems as great as that in new materials previously. In addition,
the ships later were upgraded with Mk 44 "Sea Sabre" point defense mounts
added where the Burke originally mounted Phalanx CIWS. Each mount combined
a Rail Gun and short range missiles. Previously, the ship did not mount
any inner point defense weaponry.
These ships served until towards the end of the Twenty-First Century
with older Burke class vessels being used as sources for spare parts to
keep these ships in service. Four of the ships were decommissioned in the
Twenty-Eighties with the other four retained in the Naval Reserves Fleet.
Because the vessels were still considered valuable assets, they were surprisingly
well maintained. With the tension between the United States and the revived
Russian military, they were considered too valuable to scrap. It was planned
that Rosette class destroyers, which had been built from the new alloys
and composites from the keel out, would replace these ships eventually
in the Naval Reserve Fleet.
Because of these ships extensive refitting, it is quite possible that
one or several of the guided missile cruisers may have survived the coming
of the Rifts. As long as the ships are closed off, the materials make them
incredibly resistant to corrosion. In the hands of an independent government,
mercenary, or in the Coalition Navy, these ships could be extremely effective
with only minor work done on them.
Model Type: Upgraded DDG-51 Flight III
Class: Guided Missile Destroyer
Crew: 265 total; 18 officers, 20 chief petty officer, 227 enlisted.
Robots, Power Armors, and Vehicles:
| 12 | SAMAS Power Armors |
| 2 | Helicopters or other VTOL Aircraft |
M.D.C. by Location:
| Bridge: | 450 |
| [1] Phase Array Radar Panels (4, Superstructure): | 300 each |
| Forward Mk 41 Missile Launchers (64 Cell): | 440 |
| Aft Mk 41 Missile Launchers (64 Cell): | 440 |
| Missile Canisters (8 total, 4 on each side) | 100 each |
| Medium Torpedo Launchers (2, sides): | 40 each |
| Five Inch (127) Barrel (1, Turret): | 100 |
| Five Inch (127 mm) cannon Turret (Forward): | 250 |
| Mk 44 Combination Anti-Missile Defense System (2, Superstructure): | 200 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 500 |
| [2] Main Body: | 1,600 |
Notes:
[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] Depleting the M.D.C. of the main body destroys the ship's structural
integrity, causing it to sink. There are enough flotation devices and inflatable
life rafts to accommodate everyone aboard.
Speed:
Surface: 41.5 mph (36 knots/ 66.7 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.
Statistical Data:
Draft: 24.9 feet (7.59 meters) mean and 33.2 feet (10.11 meters)
including sonar
Width: 66.9 feet (20.39 meters)
Length: 550.5 feet (167.8 meters)
Displacement: 9,250 tons standard and 12,200 tons fully loaded
Cargo: 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 ship's spaces
are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Originally conventional gas turbine propulsion,
converted to four nuclear reactors with an average life span of 20 years.
Market Price: Not for sale but if found on the black market
would probably cost 300 million or more credits.
Weapon Systems:
- One (1) MK 45 Single Barrel Five Inch (127 mm) Naval Gun:
The ship mounts a five inch gun on the bow of the ship. The gun is very
reliable although it fires at a relatively slow rate (20 rounds per minute).
The gun was carried on many ship classes until well into the twenty first
century. The guns can be used 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.
Maximum Effective Range: 12 miles (10.4 nautical miles/19.3
km) for standard projectiles, 20 miles (17.4 nautical miles/32.2
km) for rocket propelled rounds, and treat Extended Range Guided
Munitions as medium range missiles (Go to
Revised
bomb and missile table)..
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 (Go to
Revised
bomb and missile table)..
Use the statistics for 105 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: Five shots per cannon
per melee. Extended Range Guided Munitions can be fired at the rate
of one shot per melee
Payload: 600 rounds - Each Extended Range Guided Munitions
round takes up space for 2 normal rounds. Ship normally carries usually
carries 125 High Explosive, 125 High Explosive Armor Piercing, 100 Plasma,
50 Rocket Propelled High Explosive, 50 Rocket Propelled High Explosive
Armor Piercing, and 50 Rocket Propelled Plasma rounds, and 50 Extended
Range Guided Munitions. The ship will carry special rounds when employed
in artillery roles.
- Two (2) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems:
One
system is mounted forward of the superstructure with the other mounted
aft. In the original Burke class, Phalanx CIWS were mounted in these position.
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
Go to Revised
bomb and missile table).
Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can
only fire bursts). 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.
- 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. 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.
Maximum Effective Range: As per cruise, long range, or medium
range missile type Go to
Revised
bomb and missile table).
Mega Damage: As per cruise, long range, 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, 16, or 32
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.
- Long Range Missile Canister Launchers (8):
These launchers
are special canisters with four on each side of the ship's superstructure.
These canisters were copied from Old United States Harpoon canister launchers.
While the launchers are reusable, they are still inexpensive and are easily
jettisoned if damages. While any long range missile type can be carried,
usually special surface skimming missiles will be carried in launchers
and are used against surface targets only.
Maximum Effective Range: As per long range missile type (Surface
skimming missiles have 25% less range than normal long range missile, See Revised
bomb and missile table).
Mega Damage: As per long range missile type (Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of two, four, or eight
(All launcher operates together)
Payload: One missile each launcher for a grand total of eight
long range missiles (Has no missiles in storage for reloads).
- Two (2) Torpedo Launchers:
There is one launcher on each
side of the ship. Each torpedo launcher has 3 torpedo tubes and tubes are
12.75 in (324 mm) wide. Torpedoes are normally used against submarines
but can be targeted on surface targets as well. Ship carries 60 reloads
for torpedoes. For the most part torpedo warheads are equal to medium range
missile warheads.
Maximum Effective Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See
Revised Rifts Torpedoes).
Rate of fire: One at a time or in volleys of 2, or 3 per side,
Reloading takes one full melee
Payload: Three torpedoes each launcher for a grand total of
six torpedoes (Has 60 torpedoes for reloads)
- 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.)
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
Payload: 24 each for a total of 48.
- 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.
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:
- SPY-1D+ Phased Array Radar: Powerful and flexible pre-rifts radar
system that is comprised of four panels that each emit radar waves. Less
advanced than the phased radar system fitted on the Coalition ships but
still powerful. If allowed by the horizon, the system can track out to
175 nautical miles (201.4 miles / 324.1 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.
- SQS-53C Hull Sonar System: Mounted under the bow of the ship. Sonar
system has a range of around 16 nautical miles (18.4 miles / 29.6 km).
This hull sonar system has both a passive and active system built in. Sonar
system can track up to 16 targets at one time
- SQR-19 Towed Array Sonar: The system is basically a long and very
sensitive sonar system carried behind the ship on a long cable. Sonar system
has a range of around 75 nautical miles (86.3 miles/139.9 km). This towed
array Sonar is a passive only sensor system. Sonar system can track up
to 32 targets at one time.
- 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: The ship superstructure is designed so
that the radar profile of the ship is reduced. 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.
- Advanced Integrated Electronic Warfare System (AIEWS): 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.
[Golden Age Weaponsmiths and Triax are trademarks owned by Kevin Siembieda and
Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
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Writeup by Kitsune (E-Mail Kitsune).
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