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U.S. 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:

12SAMAS Power Armors
2Helicopters 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:

  1. 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.
  2. 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.
  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. 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.
  4. 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).
  5. 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)
  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.)
    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.
  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.
    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:




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Writeup by Kitsune (E-Mail Kitsune).


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