Coalition Ranger Missile Cruiser (Improved Sea King):
New Navy Intelligence Report 2211.14
While described briefly in previous intelligence briefs, this more lengthy report is designed to correct the errors in the previous reports and to give information to those who are not familiar with the class. Previous information was based on indirect observation and therefore were suspect from the beginning. Now, due to having newer and more complete intelligence from internal intelligence sources, some corrections on the class need to be made. This report will be all pertinent data on the class and not a report on what has been corrected.
To start on the class this report contains brief overview on the Coalition Cruiser class known by the class name of CS Ranger class which is also known as Improved Sea King Class. The class seems to be based on the design from an US Navy cruiser class designed previous to the coming of the Rifts. Due to changes, we have been unable to link it with a specific older ship class. It is interesting to note that the ship design included some older equipment that seems to be most explainable by the explanation that they found a pre rifts museum ship. The Coalition ship design planning can be seen as that of a nation just discovering naval power as is well demonstrated by them trying to combine a battleship and a carrier into the same class. All together, the class should be looked at as an ambitious project but no where near as advanced as New German Republic Naval design.
As far as intelligence can gather the Coalition has not constructed any more ships of the Improved Sea King class but it cannot be discounted in the future. The present Sea King cruisers in the Coalition Navy are the CSS Texas, CSS City of Iron, CSS Fort El Dorado, CSS Isle d'Orleans, CSS Ranger, FQS Redeemer, FQS Formidable, FQS Trois-Revières. The FQS stands for Free Quebec Ship and are allied against the present Coalition Government. Four ships were original purchased by Free Quebec but one (believed to be the CSS Ranger) was seized in a Coalition port by the Coalition when Emperor Prosek declared against Free Quebec. Two of the others were purchased by the Coalition and the other two were captured when the Coalition moved against New Kenora.
The ships has very heavy armament although some originally information was incorrect. Several engineers that have studied the ship have previously commented that the ship does not appear to have enough space to carry the amount of weapon systems that are attributed to the class. The ship has four missile launchers near the rear. It was originally reported that these launchers could hold either 160 medium or long range missiles each. This data was in error, the launchers can actually carry 160 medium range missiles or 80 long range missiles each. This error was listed for both the Sea King and the Improved Sea King Classes. The launchers can carry a mixed load with one long range missile in place of two medium range missiles. The Coalition seems to carry a normal load of 160 long range missiles and 320 medium range missiles. We have been unable to verify this outside but an allies sources have indicated that the ship carries four anti submarine missiles and six nuclear cruise missiles. The ship has six torpedo launchers and like most torpedo launchers on surface vessels, their primary purpose is anti-submarine but may also be used against surface vessels. A major error was found in the previous version of the article which listed that the launcher carries 100 torpedoes per launcher for a total of 600 torpedoes. This seems to have been a listing in the sales brochure for Ironheart Industries. Instead, the Sea King class carries 25 torpedoes per launchers for a total of 150 torpedoes. The ship class has two powerful rail guns on the side of the ship and the Coalition has recently upgraded the weapons with improved electronics and radar systems which enables them to work as automatic point defense mounts. The eight gun system on the bow of the ship is an interesting addition to the class and it appears that the class was lengthened from its original plans to fit in the heavy gun system in. The system appears to be an older model and not based on the Mark 71 gun system carried on the US Navy Delaware class and instead on a design that seems to predate World War Two. The payload on eight inch shells is limited. The Sea King class carries two depth charge launchers with one on the front and the other aft. These appear to also be a copy of an old weapon system and unlike late twentieth century Soviet Union depth charge launchers, do not launch enough warheads to saturate an area and as a result are largely ineffective. The extra depth charge storage seems to have been converted to extra storage for eight in shells.
The Sensor systems have been copied from a variety of Pre Rifts naval vessels. The radar is set as a four panel system that appears to be a copy to the Aegis system which can act as fire control as well as air and surface search radar and is backed up by powerful computers. This is an excellent system but the sonar systems are not at quite the same performance quality and seem to be copied of older systems than the radar systems are. It is likely that the system was copied from late Twentieth century or early Twenty First century system.
The hull and propulsion systems for the Sea King class are both fairly primitive and lack many modern features seem even in many late twentieth century designs. The hull of the ship lacks both the stealth and noise reduction features of United States ships designed prior to the coming of the Rifts and the ship is easily detected by either means. The propulsion does not include variable pitch propellor blade which most later designs had which reduces the ships acceleration and ability to stop quickly. The Sea Kings twin reactors are designed with a moderate power output when compared to many later systems which gives the ship a top speed of less than 35 knots. The ship while seaworthy, does not have any form of stabilization systems, and te Aegis radar system and other equipment has added more weight and when combined causes the ship to roll heavily in rough seas.
A final important point is that the ships crew listing is another large error. The listing of a crew of forty to fifty would at best form a skeleton crew. This can be seems by listings for the James Bay class destroyer which lists a crew of 120 which the James Bay class is far smaller. Instead the crew of the Sea King is 268 not including embarked vehicle support, vehicle crews, and troops. The ship normally carries either 40 regular SAMAS or 30 Super SAMAS with ten technicians supporting the power armors. As well, the ship carries 20 pilots / support personnel for embarked Shrike Interceptors, Dagger Bombers, or Black Lightning/Sea Storm Helicopters. The ship has 42 eight man berthing areas for the crew and marines, 10 double cabins for officers and important passengers, and the captain and executive officers have individual cabins. The ship has a brig that can house up to 12 people. The ship is fitted to act as a flagship and they use the extra twenty berthing spaces when embarked.
End of report
(Author Note: This writeup included some modifications to the original writeup of the Sea King class cruiser including increasing the ships crew and modifying the weapon systems. The crew of the original Sea King does not fit in with naval vessels even if you consider it to be radically reduced by the use of automation. For example, the present Ticonderoga class cruiser has a crew of about 385. Also, the width of the cruiser is very narrow compared to present cruisers and so to make that fit better, it has been doubled. The number of missiles and torpedoes seemed by the author as too large so the number of missiles was stated as the payload of missiles being for medium range missiles and the number of torpedoes have been reduced).
Model Type: IH-MC-IB
Class: Missile Cruiser
Crew: 268 (12 Officers, 21 Chief Petty Officers, and 235 Enlisted). The ship can be crewed by a crew of 50 for short periods of time but fatigue will become a factor within a week (Half efficiency - reduce rate or fire and bonuses by half)
Troop Capacity: 30 to 40 Power Armor pilots (Depending on if carrying Standard SAMAS or Super SAMAS), 10 Power Armor Maintenance Crew, and 20 VTOL Aircraft Crew and Support Personnel. The ship has space for 20 to 30 extra personnel. This is commonly used for flag personnel when acting as a flagship.
Robots, Power Armors, and Vehicles:
|Standard SAMAS (30 Super SAMAS)
|VTOL Aircraft (Shrike Interceptor, Dagger Bomber, Black Lightning/Sea Storm Helicopter)
|Eagle Unmanned Aircraft
M.D.C. by Location:
|Missile Launchers (4):
|Torpedo Tubes (6):
| Phase Array Radar Panels (4, Superstructure):
|Rail Gun Turrets (2):
|Eight Inch Cannon Turret (1):
|Depth Charge Launchers (2):
| Main Body:
 Destroying all four arrays will knockout the ship’s sensor systems (missiles are fired at - 2 to strike, relying on their own homing sensors; range for all weapon systems drops to line of sight) but will destroy the ships fire control systems but guns. Each array is a relatively small target requiring a called shot at - 1 to strike
 Depleting the M.D.C. of the main body will cause the ship to sink in 1D4 minutes. Inflatable rafts (enough for twice the maximum crew) are stored in special compartments on the ship.
Surface: 34.8 knots (40 mph / 64 km) .
Maximum Effective Range: Effectively Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries 6 months of supplies on board.
Height: 55 feet (16.7 meters)
Width: 64 feet (19.5 meters)
Length: 565 feet (173 meters)
Displacement: 11,500 tons
Power System: Nuclear, with an average life of 20 years.
Cargo: Can store 1,000 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.
Black Market Cost: Not Available for sale but cost the CS around 780 million credits each to construct. The original Sea King cost about 600 million credits before the Coalition to over Iron Heart Armament.
- One (1) Double Barrel Eight Inch (203 mm) Naval Guns: The
ship has a double barrel eight inch gun turret on the front of the ship.
These cannons were not part of the ships original design but the weapon
engineers at Iron Heart Armaments decided that naval guns would make the
ship more powerful. Besides, they had found the cannon in the blueprints
of another pre-rifts ship and copied the design. The cannon's rounds use
special propellants that give them great range and damage capabilities.
The cannons can also use rocket assisted projectiles for extended range
although normally only a very small number are carried.. The eight inch
cannons can be used against air targets as well as well as against surface
Maximum Effective Range: 20 miles (17.4 nm/32.2 km) for standard projectiles. 30 miles (36 nm/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: Two shots per barrel per melee (Can fire up to 4 shots per turret per melee).
Payload: 60 Rounds (30 per barrel), usually carries 8 High Explosive, 16 High Explosive Armor Piercing, 16 Plasma, 6 Rocket Propelled High Explosive Armor Piercing, 6 Rocket Propelled Plasma rounds. The ship normal carries an addition 120 rounds of eight inch ammunition in a secondary magazine. Reloading from the secondary magazine of the ship requires eight crew members and takes 10 minutes.
- Long-Range Automatic Rail Gun Turrets (2): One turret is
located in front of the bridge, over the large eight inch cannon turret,
and the other turret is amidships and can fire aft as well as to the sides
of the ship. The rail guns are heavy weapons designed to knock down missiles
and enemy aircraft, as well as to engage other seagoing vessels and land
targets at a distance. Originally designed to be manned by one man, they
have been modified into a self contained system. The weapons can be used
on surface targets as well as against missiles and aircraft. Each rail
gun can fire on automatic at up to six targets per melee (Has +4 to strike
missiles and +2 to strike aircraft).
Maximum Effective Range: 11,000 feet (about two miles / 3.2 km).
Mega-Damage: A burst is 40 rounds and inflicts 3D4 x 10 M.D.; can only fire bursts.
Rate of Fire: Six bursts per melee for each mount (Has +4 to strike missiles and +2 to strike aircraft).
Payload: 8000 rounds in each turret (200 bursts).
- Missile Launchers (4): The missile launchers are located
near the stern of the ship in two rows and are the primary weapon system
of the Sea King class cruiser. These launchers can carry up to 160 medium
range missiles, 80 long range missiles, and can be mixed between them.
One long range missile can be substituted for two medium range missiles.
The launchers are rapid firing and the launchers can fire the total payload
of the ship within a few minutes. Because of missile range, the ship can
launch missiles beyond visual range. The missiles are controlled by the
ships fire control systems located near the bridge and normally watched
by the ships fire control officer.
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 volleys of two (2), four (4), or sixteen (16) missiles Once the primary magazine is empty, it must be reloaded from the cargo hold, which requires sixteen trained crewmen and takes about 30 minutes.
Payload: Each launcher has an auto-loading magazine that holds 160 medium range missiles or 80 long range missiles. The cargo hold can carry up to 560 medium range or 280 long range missiles in storage. Missiles in both the launchers and storage can be mixed and matched trading two medium range missiles for one long range missile. The Coalition normal carries 80 medium range missile and 40 long range missiles in each launcher and has 280 medium range and 140 long range missiles in the secondary magazine.
- Six (6) Torpedo Launchers: There are three launchers on each
side of the ship with each torpedo launcher being a tubes 12.75 in (324
mm) wide. Torpedoes are normally used against submarines but can be targeted
on surface targets as well. Ship carries 150 reloads for torpedoes. Treat
warheads as medium range missile warheads.
Maximum Effective Range: 20 miles (17.4 nautical miles / 32 km) for standard torpedoes.
Mega Damage: By medium torpedo warhead type (See revised Rifts torpedoes for details.)
Rate of Fire: Can fire one one torpedo at a time for each launcher (can fire up to six (6) torpedoes per melee), Reloading takes one full melee.
Payload: 3 torpedoes each launcher for a grand total of 6 torpedo (Has 150 torpedoes for reloads)
- Depth Charge Launchers (2): One unobtrusive depth charge
launcher is located at opposite ends of the ship. The weapon is designed
to be used against submarines and underwater targets but in many ways is
obsoleted due to being inaccurate. See
Depth Charge Penalties for
Maximum Effective Range: Up to 2000 feet (610 meters)
Mega-Damage: 2D4x10 M.D. - explosive canisters.
Rate of Fire: Can drop depth charges one at a time or volleys of two (2) deth charges. A single depth charge or a pair can be launched three times per melee round.
Payload: 50 depth charges in each launcher. Additional depth charge storage has been removed.
The ship has all systems standard on a robot vehicle plus the following special features:
- SPY-5D Three Dimensional Active Phase Array 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 (1,280 km) and can simultaneously track and identify up to 1,152 targets at one time. The system controls missile launched from the long range missile launchers and the system can 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 +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- Hull Sonar System: Mounted under the bow of the ship, this system is similar to the pre-rifts SQS-53C hull sonar. Sonar system has a range of around 18.4 miles (16 nautical 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
- Towed Array Sonar: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable and is similar to the pre-rifts SQR-19 towed array sonar. Sonar system has a range of around 86.3 miles (75 nautical 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.
- 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 around 125% of the range of the transmitting radar, subject to radar horizon. 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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Image drawn and copyrighted by Mischa (E-Mail Mischa). Click on line drawing for a better view.
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 1999, 2001, & 2002, Kitsune. All rights reserved.