
DDGN-168 Raymond Fox Nuclear Guided Missile Destroyer:
In the dangerous years before the coming of the Rifts, there was a need
for small combatants as well as larger combatants. This included both Frigates
and Destroyers for the United States Navy as well as other nations. One
important need was for multi-role escorts. Anti-Submarine warfare was very
important along with air defense. The Japanese had a need for new destroyers
as well to escort the carrier that they had under construction and they
were also interested in the destroyer. It was decided that the new destroyer
would be designed by the United States and Japan together. Later, Australia
decided to buy several of these fine vessels from the United States and
eventually constructed several of their own as well.
The design incorporated the ability to carry a large compliment of Vertical
Take Off and Landing aircraft for anti-submarine warfare. For this, the
vessel carried a large flight deck aft and a hanger under the flight deck
In this respect, the vessels were similar to the long decommissioned Italian
Vittorio Veneto class cruiser and French French Jeanne D`Arc. The destroyers
are large and would likely be considered cruisers in many post Rifts navies.
The design was also constructed for stealth and the superstructure looked
much like the Spanish F-100 class frigate. While the destroyer carries
fewer missiles than the Delaware class cruiser, it still carried a large
number of missiles and was quite capable of task force protection. The
vessel was designed to carry the same long range Aegis type radar system
as was carried on the Delaware class cruiser to direct the missiles.
The construction of this destroyer class was started before the Darcey
class guided missile frigates and several were in service before the first
Darcey class frigate entered service. Some member of congress wanted to
terminate production of the destroyers instead concentrate on the frigate
but production was continued after a long and drawn-out debate in the United
States Congress. Slightly over one hundred of these fine destroyers were
constructed by all nations involved in production. The Fox class destroyers
were often used as flagships for anti-submarine warfare groups. It is known
that several of the Japanese constructed destroyers survived and it is
quite possible that some of the other destroyers survived as well.
The American Fox class destroyers are named for historic officers and
enlisted personnel of the United States Navy and other historic individuals
such as Secretaries of Defense and friendly Prime Ministers. Many were
named for admirals and captains. This follows the standard naming conventions
for destroyers and frigates since the first destroyer was commissioned.
The Japanese named their destroyers for famous naval vessels. The first
of the Japanese class was named Hyuga and the second vessel was named Ise
with both being named after the hybrid battleship-carriers.
Like other American designs of the time, the Fox class destroyer used
a conventional hull design. The next frigate and destroyer classes were
planned as tri-hull designs but they were never started before the coming
of the Rifts. The destroyers were wide hulled and were fitted with hull
stabilizers. The destroyers were both smooth riding and very seaworthy.
This allowed for both high speeds and VTOL operations in heavy weather.
Both the hull and superstructure were constructed from advanced alloys,
composites, and ceramics. This gave the ships the ability to withstand
huge amounts of punishment and were radar absorbent to increase stealth.
The angles on the faces of the ship's superstructure combined with the
special materials gave these vessels excellent stealth characteristics.
The first several vessels of the class originally carried a gas turbine
propulsion system but this was replaced by adapted fusion turbines after
several years of service. The fusion turbines were both more powerful and
had a longer operational period. Later vessels of the class were fitted
with fusion turbines before completion. The vessels used electrical drive
but were also fitted with variable pitch propellers. This made the ships
more maneuverable and cable of radical speed changes. The destroyer carried
bubble masking systems for both the hull and propellers to improve quiet
operation.
The destroyer carries a similar sensor fit to the Delaware class guided
missile cruiser. This included the powerful and advanced Aegis type radar
system. This system acts as both a search and fire control radar. The destroyer
also carried both a powerful towed array and hull sonar for anti-submarine
warfare. All sensor systems integrated in a powerful computer system. The
sensor systems of the embarked craft and other vessels could be linked
in as well.
The ships are lighter armed than the Delaware class cruiser but the
vessel is still well armed and very capable in both surface and submarine
warfare. The first group of Fox class destroyers carried a conventional
155-mm cannon when they were first commissioned but there were later replaced
with 155 mm electro-thermal cannons.
The electro-thermal cannon was extremely long ranged and used many of
the same components as the electro-thermal cannon mounted in the USA-M-10
Galahad self propelled howitzer. The main gun mount is in front of both
the superstructure and the main missile battery. The missile battery is
mounted on a slightly raised deck behind it. It is a vertical launch system
with 96 missile cells but the destroyer only carries one vertical launch
system. Each cell can carry one long range missile or two medium range
missiles. Normally these launchers carried mostly anti-surface and anti-air
missiles but several anti-submarine missiles were carried as well. The
ship carries four combination short range missile launcher and rail gun
systems for point defense. Normally the missiles are fired first at incoming
missiles and the rail gun is the last ditch weapon to destroy any that
leak through or when the short range missile launchers run out of missiles.
These guns could also be used against small surface targets. The first
several ships of the class carried a standard Vulcan CIWS and RAM missile
launchers but they were replaced with the newer systems when they became
available. The ship has torpedo tubes on either side for use against submarines
and has anti-missile chaff to confuse remaining incoming missiles.
The ship is designed with a moderate crew and is fairly comfortable
due to the ship having a fair amount of automation. Unlike most smaller
naval vessels, the Fox class destroyer was designed to carry a compliment
of marines. This put a squeeze on space available for the crew but the
ability to use the vessels large flight deck for assault missions was not
lost on the designers. The ship has hanger space to carry six helicopters
or other VTOL aircraft. The hanger was designed under the flight deck and
had a central elevator to move aircraft into the hanger. Normally, the
Kingfisher class VTOL aircraft were carried. The usual compliment was four
anti-submarine variants and two electronic warfare variants. These would
normally be replaced by transport versions when the ship was used for assault
roles.
Model Type: DDGN-168 class Destroyer
Vehicle Type: Ocean, Guided Missile and Air Capable Destroyer.
Crew: 185; 15 officers, 22 Chief Petty officers, and 148 enlisted
(Has a high degree of automation)
Troops: 56 Kingfisher Crew members, 60 Power Armor Pilots (Flight
capable Semper Fi Power Armors), and 220 marines.
Robots, Power Armors, and Vehicles:
Power Armors:
| 40 | Semper Fi Power Armors (Has Flight Packs / Sometimes replaced by PA-04A SAMAS) |
Aircraft Compliment:
| 4 | EVS-84A Anti-Submarine Warfare |
| 2 | EVE-84A Electronics Warfare |
M.D.C. by location:
| Bridge: | 550 |
| [1] Phase Array Radar Panels (4, Superstructure): | 400 each |
| 155 mm Cannon Barrels (1, Turret): | 125 each |
| 155 mm Electro-Thermal Cannon Turret (1, Forward): | 300 |
| Mk 44 Combination Anti-Missile Defense System (4, Superstructure): | 200 each |
| Mk 59 VLS Missile Launchers (1, Forward): | 750 |
| Torpedo Launchers (2, sides): | 50 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger / Flight Deck (Aft): | 800 |
| [2] Main Body: | 3,000 |
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] 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.
Speed:
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.
Statistical Data:
Length: 641 feet (195.4 meters)
Draft: 28.5 feet (8.9 meters) including sonar dome.
Width: 70 feet (21.3 meters)
Displacement: 10,150 tons standard and 12,400 tons fully loaded
Cargo: 1,200 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: Nuclear Reactor, average life span is 20 years
Market Cost: Not for Sale but if found on the black market would
probably cost 500 million credits.
WEAPON SYSTEMS:
- One (1) Single Barrel 155 mm Electro-Thermal Naval Guns:
Main weapon mounted in turret in front of ship and replaced previous conventional
155 mm artillery on the first few of the class. Similar to the cannon carried
on the USA-M-10 Galahad self propelled howitzer. The projectile is loaded
into the barrel, behind which there is a "propellant," which is a dot of
light metal. A powerful electromagnetic force is applied to the metal,
which causes its atoms to "switch" directions. This happens so violently
that the metal turns to plasma, and this expanding gas then drives the
projectile forward. The reload system is fully automated and the rate of
fire can be maintained as long as the system retains ammunition. While
the projectiles has a lot greater range than standard 155 projectiles,
they carry the same size warheads and inflicts about the same damage. Self
Guided projectiles can be used for pinpoint accuracy although G.P.S. Satellite
guided projectiles are no longer useful due to the elimination of the satellites.
Guided projectiles are far more expensive. Both non rocket assisted and
rocket assisted projectiles are available for the weapon system. Weapon
is not designed to use Extended range Guided Munitions and they were not
seen as necessary with the great range of the electro-thermal projectiles.
The turret can rotate 360 and has a 90 arc of fire.
Maximum Effective Range: 31.1 miles (27 nautical miles / 50
km) for standard projectiles, and 49.7 miles (43.2 nautical miles
/ 80.0 km) for rocket propelled rounds.
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.
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: Up to five single shots per melee.
Payload: 400 rounds total
- 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
(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.
- MK 59 Vertical Launch Missile Launcher (1):
Launching cells
are located forward behind the 100 mm rail gun mount on a raised deck.
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 launcher have a total
of 96 individual cells and is eight missile cells longs by twelve cells
wide. The launcher can fire up to half its total payload per melee. The
launcher can use a vast variety of missiles including surface skimming
missiles and rocket propelled 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.
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 for the whole 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 (1 reload 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 with two medium range missiles
each and the other cells loaded with one long range missile each.
- 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).
Rate of Fire: One at a time or in volleys of 2 or 4 per side,
launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 80 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 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: 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.
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:
- 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
- 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.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar as well as a shrouded propellor and sound absorbing materials.
Gives a -20% 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.
[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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