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Golden Age Weaponsmiths Ticonderoga class Cruisers:

Before the Arleigh Burke class destroyers were constructed, the Ticonderoga class cruisers were constructed. While not as well armored as the Burke class, they could carry more missiles and were more capable in some respects for this reason. While not as many of this class were constructed as the Burke class, the class still contained a total of 26 cruisers. The class itself is nearly copy of the previous Spruance class of destroyers with added missile launchers and sensor system. These ships were decommissioned slightly earlier than Burke class and the final ship of the class was decommissioned in the year 2034. Like the Burkes, some were placed in mothballs and one was converted into a museum ship. The ships in mothball were set up to be recommissioned quickly and all sensor systems and weapon systems were well protected. In the military tension just before the coming of the Rifts, there was talk about using parts from the remaining Ticonderoga class ships to bring the Burke class. No work on that had been started before the coming of the Rifts and Golden Age Weaponsmiths was able to find four of them still in relatively good condition. By partially cannibalizing some of the more damaged ships, they were able to get the four of them into operational condition. Golden Age Weaponsmiths has sold two of the ships to the Coalition and the other two of them to other interests (for game terms, most likely Free Quebec or Columbia).

The Coalition Navy uses the two that they purchased as command ships or as escorts. As such, these old ships are not planned to be decommissioned for quite a few years. While they do not plan to produce any new ships of this class, they do plan to purchase any more that Golden Age Weaponsmiths recovers and do some modest refitting on the ships in their service. The two ships serving in the Coalition States Navy are the MC-1 Terror (ex CG-69 Vicksburg) and MC-2 Terrible (ex CG-72 Vella Gulf).

The good missile payload of the ships means that they are still useful when compared to the ships constructed by post Rifts navies. The Ticonderoga's biggest deficiency is that hull was constructed out of standard steel and the superstructure was constructed from aluminum. These meant that they were extremely susceptible to damage. This was easily solved by fitting the ship with high strength ceramic and plastic armors. The ship’s original propulsion system was gas turbines but most militaries, including the Coalition Navy, prefer nuclear propulsion because of the much longer range of ships using this system. Because gas turbines were basically just aircraft engines, the easiest approach was to simply modified nuclear jet aircraft engines in their place. These engines are over twice as powerful as the engines they replace and the ship’s shafts had to be reinforced so the ship could take advantage of the extra power. The ship’s sensor systems have been retained but have been ungraded where needed to deal with new threats. The ship converted are later models of the class and have VLS missile launchers. The ship itself can carry more missiles than the Burke class with a total of 128 missiles cells. Due to cost these older launchers were retained and each has been fitted to fire either one cruise missile, two long range missiles, or four medium range missiles. This ship has more long range missiles as the James Bay class carried medium range missiles and since the missile launchers can carry either long or medium range missiles, the Ticonderoga class is actually better armed when the damage the missiles can do is compared. The ship also has eight missile canisters on the fantail of the ship that were originally used to carry harpoon missiles but have been converted to launch standard long range missiles. These will normally carry special surface skimming missiles but can carry any type of long range missile. The five inch gun and torpedo tubes have been retained on all models with improved ordnance. On CS models, the close in weapon system was replaced by a rail gun but on the ships sold to other governments, the Vulcan cannon has been retained with ramjet rounds replacing the standard ammunition.

The ships are designed with large hangers and with a landing pad. Two helicopters or other VTOL aircraft can be carried. The most common helicopters for ships serving in the Coalition States Navy are the Sea Storm or Sea Wasp. The main purpose of the helicopters is for anti submarine operations and they are equipped for that role but can be used to attack other surface ships or to support amphibious assaults.

Author Note: This class in not the same as the Ticonderoga class submersible carrier in the source book "Rifts: Underseas" and represents a real class of cruisers in the US Navy as of the time of the writing of this article (1998 to 2001) and should not be confused with the carrier.

Model Type: Modified CG-47 Class
Class: Guided Missile Cruisers
Crew: 385 total; 29 officers, 30 chief petty officer, 326 enlisted.

Robots, Power Armors, and Vehicles:

12SAMAS Power Armors
2Helicopters or other VTOL Aircraft

M.D.C. by Location:

[1] Phase Array Radar Panels (4, Superstructure):300 each
[1] SPS-49 Search Radar Tower:300
Forward & Aft Mk 41 Missile Launchers (2, 64 cells each):320 each
Missile Canisters (8 total, 4 on each side)100 each
Torpedo Launchers (2, sides):35 each
Five Inch (127) Barrels (2, Turrets):80 each
Five Inch (127 mm) cannon turrets (2, Forward & Aft):200 each
Phalanx Gun CIWS (2, Superstructure):100 each
Chaff Launcher (2, Superstructure):10 each
Hanger (Aft):400
[2] Main Body:1,100

[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.

Surface: 41.5 mph (36 knots/ 66.7 kph)
Maximum Effective Range: Effectively Unlimited due to fusion engines (needs to refuel every 15 years and requires maintenance as well). Ship carries 6 months of supplies on board.

Statistical Data:
Draft: 26.5 feet (8.08 meters) mean and 31 feet (9.45 meters) under sonar dome
Width: 55 feet (16.8 meters)
Length: 567 feet (172.8 meters)
Displacement: 8,910 tons standard and 9,466 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 15 years.
Black Market Price: Golden Age has sold their converted cruiser for 280 million credits too outside interests but it is believed that they charged the Coalition between 200 and 250 million credits each ship.

Weapon Systems:

  1. Two (2) MK 45 Single Barrel Five Inch (127 mm) Naval Gun: The ship mounts one five inch gun on the bow and one on fantail 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 five inch guns can also use rocket assisted projectiles for extended range.
    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.
    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 105 mm artillery warheads (Go to Battlefield Artillery for Rifts for more information - standard or rocket assisted as appropriate).
    Rate of Fire: Five shots per cannon per melee.
    Payload: 600 rounds each. Ship normally carries usually carries 150 High Explosive, 150 High Explosive Armor Piercing, 150 Plasma, 50 Rocket Propelled High Explosive, 50 Rocket Propelled High Explosive Armor Piercing, and 50 Rocket Propelled Plasma rounds. The ship will carry special rounds when employed in artillery roles.
  2. Close In Weapon Systems (2): . These are a last-ditch weapon system intended to destroy missiles and aircraft that manage to get past the ships other defenses. Depending on if the ship is serving in the Coalition Navy or an independent navy, the ships can be fitted with two different types of CIWS. Independent ships simply have two MK15 Phalanx Block II that uses 20 mm ramjet rounds and Coalition ships are fitted with two CIWS C90R Gatling Rail Guns.
    1. MK 15 Phalanx Block II 20 mm Autocannons: These weapon are simply the standard pre-rifts phalanx system that is using Ramjet rounds instead of standard. The weapon systems are still quite effective at destroying incoming missiles and are fully automated. The weapons can be used on surface targets as well as against missiles and aircraft. Each autocannon can fire on automatic at up to six targets per melee (Has +3 to strike missiles and +2 to strike aircraft).
      Maximum Effective Range: 5,000 feet (1,524 meters)
      Mega-Damage: 2D6x10 for a burst of 60 round (2D4 for each round but gun always fires in bursts).
      Rate of Fire: Six bursts per melee for each mount (Has +3 to strike missiles and +2 to strike aircraft).
      Payload: 600 rounds (10 bursts) each. Ship carries an additional 12,000 rounds of ammunition in magazines. Autocannon requires 2 minutes (8 melees) to reload by properly trained personnel (Double for untrained crews).
    2. Coalition CIWS C90R Gatling Rail Guns: This is a close copy of the original pre-rifts weapon system but the tracking system has been improved and refined to have better hit probability against missiles. The most obvious modification that the autocannon has been replaced by a six barrel rapid fire rail gun that fires 20 mm special discarding sabot rounds. Like the original MK 15 Phalanx, the system is unmanned and fully automated. It is designed to have a much greater payload than the original pre-rifts autocannon CIWS 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: 6,000 feet (1,828 meters)
      Mega-Damage: 3D4x10 for a burst of 60 round
      Rate of Fire: Six bursts per melee for each mount (Has +4 to strike missiles and +2 to strike aircraft).
      Payload: 6,000 rounds (100 bursts) 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 (See revised bomb and missile tables for details.)
    Mega Damage: As per cruise, long range, or medium range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), sixteen (16), or thirty-two (32) missiles 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. Ships serving in the Coalition Navy usually carry four surface skimming missiles and two ASW missiles.
  4. Long Range Missile Launchers (8): These launchers are special canisters that are located on the fantail of the ship. These canisters were copied from Old United States Harpoon canister launchers. While the launchers are reusable, they are still inexpensive and are easily jettisoned. 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, Go to revised bomb and missile tables for details.)
    Mega Damage: As per long range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles (All launchers operates together.)
    Payload: One missiles 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. By Medium torpedo warhead type.
    Maximum Effective Range: 20 miles (32 km)
    Mega Damage: By Medium torpedo warhead type (See revised Rifts torpedoes for details.)
    Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) or three (3) torpedoes 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 - Non CS Only): Located on the superstructure of the ship, they are designed to confuse incoming missiles. Both launchers must be operated or effects will be reduced. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles) and reduce effects of launchers by 10% per launcher not used (Add +10% to rolls per launcher not used.) Only useful against missiles, not useful against torpedoes underwater.
    Maximum Effective Range: Around Ship
    Mega Damage: None
      01-35 - Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
      36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
      61-00 - No effect, enemy missile or missile volley is still on target.
    Payload: 24 each for a total of 48
  7. SLQ-25F Nixie Towed torpedo decoy (1 - Non CS Only): A special decoy which is towed behind the ship. The Coalition has not seen a need for this system so has not equipped their ships with it. It generates a sound like the ships propellers in order to confuse incoming torpedoes. Only effective at speeds below 25 knots. Otherwise the noise of the ship’s systems and propellers is too powerful to mask. Rifts Earth decoy systems are assumed to not operate on Phase World missiles due to technological difference.
    Effects: The decoy has a 65% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 35% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
    Decoys have a duration of 30 minutes (120 melee rounds)
    Payload: One ready to use, with three more ready to deploy. It takes three minutes (twelve melees) to reel out another decoy.

Special Systems:
The ship has all systems standard on a robot vehicle plus the following special features:

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Picture by Mischa (E-Mail Mischa) & Kitsune (E-Mail Kitsune). Click on line drawing for a better view.

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Writeup by Kitsune (E-Mail Kitsune).

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