N.G.R. DDG Type 612 Iroquois Missile Destroyer:
When the state of Free Quebec purchased the designs for the Helgoland frigates from the New German Republic, Free Quebec also inquired after the possibility of purchasing one or two warships directly, because the Coalition might not have given them the time to completely finish building the two frigates that they had started to manufacture (A fear that proved unfounded, the Helgoland frigates were both in service by the time that the war finally broke out.).
The NGR was, in the light of ongoing brutalities on the side of the Coalition, willing to aid in this. It was agreed upon that Free Quebec would, within a few months, receive two guided missile destroyers in a sort of Lend/Lease program. When the Ships arrived in port some months later, the Quebequois received a pleasant surprise: Instead of sending two older destroyers, the NGR had TRIAX *build* two completely new warships of a class that the NGR at that time did not have the need for to field themselves, and this in record time.
The names that were given to these two ships were Iroquois and Huron, after two pre-rifts destroyers.
The Type 612 Missile Destroyer is a clear descendant of the type 512 Missile Frigate. Like that ship, it is a sleek trimaran design, and is quite large, clearly a Destroyer type. As a matter of fact, the ships are nearly as long as some pre-rifts cruisers. Its tonnage is still rather less, because the main hull is very slim for its length. Just like its older cousin, the trimaran design makes the ship very seaworthy, because it allows for the ship to have better stability and allows for the ship to operate in rougher seas. The survivability of the ship is also increased because of the three floating bodies, and the superstructure is very wide, allowing for increased space for weapons, systems and other vehicles. Because the engines are located high in the narrow hulls, noise in the water is greatly reduced. Being of new construction, the ships are rather more advanced that the James Bay Destroyers that the Coalition is fielding at the moment.
The destroyers have a sensor suite that is an improved version of the pre-Rifts APAR three dimensional radar that the Helgoland frigates carry. This Phased Array radar system is more compact than the Aegis system of the coalition, has equal tracking capabilities, and a greater range. The ship also has both a hull sonar system and a towed array sonar system.
Because of the stealth layout of the ship, and the extensive use of Radar Absorbent Materials in its design, the Iroquois class is very difficult to detect by radar. The ship also includes a system that masks its infra-red profile by continuously spraying a fine mist of cool water around the ship. In effect it is sailing in a blanket of fog of its own making. Coupled with the active ECM, the Iroquois class is one of the most difficult to detect classes of ships currently in active service.
The ship’s main weaponry are missile launching systems. In front of the superstructure and aft of the flight deck, there are 72 cell Vertical Launch Systems, both compromised of 72 Cells for Long Range Missiles. Like all more modern VLS systems, they are reloaded from under the launcher, an operation which is done in under a single melee. The ship also has smaller VLS launchers for Medium Range Missiles. These are located in front of the large LRM launcher in front of the superstructure, and after the aft LRM launcher. Each of the two MRM launchers holds 32 missiles, and these too are reloaded from under the launcher. While the Long Range Missiles are mostly used in an offensive role against other ships, the Medium Range Missiles are more for defense role, and are used to engage aircraft and missiles.
For point defense the ship has six Short Range Missile launchers, three on each side of the superstructure. For Stealth reasons these too are of the VLS variety, but unlike the larger systems, these launchers use a rapid reloading system to quickly fire clusters of four missiles, which are almost impossible to dodge. Because the missiles might not be enough to stop all incoming ordnance, a final line of defense are three turrets, each housing a powerful quadruple laser system. These turrets use the same guidance and tracking systems as the Helgoland frigates had in their recoilless flack cannons, as this system performed admirably, and there was no need to upgrade it. Two torpedo launchers in the sides of the ship provide it with its own anti submarine capability, although its VTOL aircraft will be more often used for Sub hunting.
The last, but certainly not least, of the ship’s weapons is the reliable and powerful 120 mm rail gun also found on the Helgoland frigates. This weapon is found near the bow of the ship, and is standard on all NGR ships that are large enough to carry it.
The ships carry several smaller vehicles, including six zodiac style boats, two VTOL aircraft in the spacious double hangar (can be any of the following: Grey Falcon Attack Jet, Iron Eagle Attack Helicopter, Iron Trident ASW Helicopter, or NGR Aircraft), and thirty SAMAS powered armors. Also included are enough life rafts for the entire crew. Like the Zodiac boats, the inflatable life rafts are located behind two raisable metal curtains on either side and near to the front of the ship’s superstructure. This was once again done to insure a low radar profile for the ships. Between the two hangars there is a small transparent observation bubble, used mainly to guide landing VTOL craft down during bad weather.
Model Type: DDG-612 Class Destroyer
Vehicle Type: Ocean, Guided Missile Destroyer
Crew: 115; 7 officers, 16 Chief Petty officers, and 92 enlisted (Has a high degree of automation)
Troops: 15 VTOL crew members, 30 SAMAS power armor pilots.
Robots, Power Armors, and Vehicles:
|5||Underwater Power Armors|
|2||VTOL Aircraft ( Grey Falcon, Iron Eagle, Iron Trident, or NGR Aircraft)|
M.D.C. by Location:
| APAR Radar Systems (4, Superstructure):||100 each|
|Towed Sonar Array (Aft):||100|
|Long Range Missile Launchers (2, Forward & Aft):||400 each|
|Medium Range Missile Launchers (2, Forward & Aft):||300 each|
|Short Range Missile Launchers (6, sides of superstructure):||220 each|
|Torpedo Launchers (2, sides):||50 each|
|Heavy Rail Gun Turret (1, Forward)||350|
|Quadruple Laser CIWS (Superstructure, 3):||250 each|
|Chaff Launcher (2, Superstructure):||10 each|
| Observation Bubble (Between Hangars):||150|
| Primary Hull (Main Body):||2,200|
| Secondary Hulls (2, either side of Primary Hull):||800 each|
 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.
 The Observation Bubble gives the pilot of a landing aircraft a +10% bonus on piloting rolls because of guidance provided from the ship. Destroying the Observation Bubble negates this bonus, but does not incur penalties.
 Destroying the main body causes the ship to loose structural integrity, causing the ship to sink. If the Secondary Hulls are still intact, the ship will sink very slowly and will take a full twenty four hours to sink. This may give the ships crew time to patch the damage to an extent that the ship will float but all propulsion will be destroyed but the ship may be repairable. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
 Destruction of one secondary hull will reduce stability and negate bonuses due to quiet design and for piloting. Destruction of both secondary hulls will give the ship a -20% penalty to piloting and give a bonus of +20% to be detected. Ships speed is also reduced to 30 knots (34.5 mph / 55.6 kph)
Surface: 60 knots (69 mph / 111.1 kph)
Range: Effectively unlimited due to fusion engines. Ship carries six months of supplies and consumables on board.
Length: 587 feet (176.1 meters)
Height: 104 feet (31.2 meters)
Width: 126 feet (37.8 meters)
Displacement: 8,700 tons
Cargo: Can carry 500 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: generally not for sale but cost 320 million credits to manufacture without power armors and vehicles.
- Hyper Velocity 120 mm Heavy Rail Gun (1): Main weapon mounted
in a turret. The rail gun has better range than comparable sized standard
cannons, does greater damage to well armored targets, and has a higher
payload due to no storage of propellant charges. This rail gun normally
fires a solid dart of ultra dense high strength materials that does massive damage to the targets
that it hits but it can also use explosive warheads for softer targets
and against aircraft. The rail gun turret can rotate 360 and can tilt up
to 90 degrees and can be used against both ground and air targets, although
when using solid slug rounds, the cannon has -2 to strike fast moving targets
such as aircraft, missiles, and flying power armors. The weapon system
is also gyro-stabilized and has an advanced fire control computer.
Maximum Effective Range: 20 miles (32.2 km)
Mega Damage: A single round does 5D6x10+60 M.D.C. (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Can use Standard High Explosive rounds that do 1D6x10 with a blast radius of 20 ft. High Explosive Armor Piercing does 2D6x10 with a blast radius of 10 ft.
Rate of Fire:Maximum of four per melee.
Payload: 800 rounds.
- Quadruple Laser CIWS (3): These weapons hold four laser barrels
in a turret. All turrets are located on the superstructure, with one to
the aft, just above the double hangar, and the other two on both sides
of the superstructure, just aft and to the sides of the bridge. Each quadruple
turret fires multiple bursts of laser pulses which have a great chance
to hit incoming missiles and planes. The system is normally linked to a
powerful automatic tracking system and operates fully automatically to
eliminate air targets with missiles being prime targets tracked. The system
can be put on manual and is devastating to ground targets and can be used
as short range line-of-sight artillery as well. The system is fitted with
both an independent power supply and a laser and radar targeting system.
Each turret has a 90 degree elevation, and a rotation of 360 degrees.
Maximum Effective Range: 12,000 feet (3,600 meters).
Mega Damage: Burst does 4D4x10, fires bursts only
Rate of Fire:8 Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if on manual.
Special Feature: The system has a +5 bonus to strike when on automatic and gives a bonus of +2 to strike if used by a gunner.
- Vertical Launch Long Range Missile Launchers (2): Two VLS
systems are located on the ship, one just in front of the superstructure,
and another immediately behind the flight 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 has a reload system that
reloads from under the launcher and can reload within 15 seconds. The launchers
have a total of seventy two individual cells each (arranged in a 12 by
6 pattern) and can launch some or all missile cells in a single melee.
The launcher can use a vast variety of missiles including surface skimming
missiles and rocket propelled torpedoes (See revised Rifts torpedoes for details.) Long range missiles are normally
used against large targets and aircraft / missiles. About half of all missiles
carried are fusion warheads and most missiles are normally smart missiles.
Maximum Effective Range: As per long range missile type (See 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), eight (8), twelve (12), twenty-four (24), or thirty-six (36) missiles per launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: 72 missiles in each launcher with 72 missiles in each magazine for automatic reloads, for a total of 288 Long Range Missiles.
- Medium Range Missile Launchers (2): As opposed to the systems
on the Helgoland frigate these are VLS batteries, like the LRM launchers.
The missiles are arranged in a 8 by 4 pattern, and each tube has one reload.
One of the launchers is located on the front deck, in front of the larger
LRM launcher, and one launcher is located on the aft deck, behind the aft
LRM launcher. The systems can launch up to 32 missiles simultaneously each
and the launcher is automatically reloaded. This launchers act as the ships
middle point defense and are normally used to engage incoming air targets
Maximum Effective Range: As per medium range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per 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), eight (8), sixteen (16), twenty-four (24), or thirty-two (32) missiles (Each launcher operates independently.)
Payload: 32 missiles in each launcher, with 32 missiles in each magazine for automatic reloads, for a total of 128 Medium Range Missiles.
- Short Range Missile Launching Systems (6): Each launcher
launches volleys of four missiles, and uses a rapid reload system to be
able to fire many volleys per melee. There are three launchers on either
side of the ships superstructure. This system normally acts as the ships
inner point defense system just before the laser cannons engage missiles.
Each launcher is fitted with multiple fire control systems and can target
missiles on multiple targets. Normal missile mixture is 50% Armor Piercing
Missiles and 50% Plasma missiles.
Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Volleys of four, up to eight times per melee, per launcher (Each launcher operates independently).
Payload: 144 short range missiles per launcher for a grand total of 864 short range missiles.
- Two (2) 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. Each torpedo launcher has three torpedo tubes
and has automatic reload systems. Ship carries caries 90 reloads for torpedoes.
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 torpedoes one at a time or in volleys of three (3) torpedoes each launcher, the launcher can fire a maximum of two volleys per melee each launcher.
Payload: Has 90 torpedoes for reloads total.
- 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. 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
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.
- Advanced Towed Decoys (4): The vessel carries four advanced
towed decoys drones. They are small automated vehicles that create a false
sonar image designed to mimic the vessels. The decoy is dragged behind
the submarine 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.
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 two minutes to deploy (Reel Out) another decoy
Payload: 4 Decoys
The ship has all systems standard on a robot vehicle plus the following special features:
- APAR 16 Three Dimensional Search Radar System An incredibly advanced radar and computer system first developed before the coming of the Rifts and is the equal of the Aegis system on Coalition Navy vessels. Powerful and flexible system that is comprised of four panels that each emit radar waves. If allowed by the horizon, the system can track out to 900 miles (1,440 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 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 +15% to read sensory rolls, +2 on initiative, and +2 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.
- Infra-Red Masking System: From all over the hull and Superstructure a fine mist of cool waterdroplets is sprayed. This lowers and distorts the ship’s heat signature. Give a -10% penalty to any Read Sensory Instrument rolls to detect the ship using Infra Red systems. This system is not effective at speeds over 40 knots (46 mph / 74 kph), as the spray is then blown away by the speed of the ship (Ditto for windspeeds at or over 40 knots).
Sonar Masking System: The hull and propulsion are designed to minimize noise from the vessel and uses air bubbles to form a barrier against sonar as well. Bubble masker protects both the hull and propellers. Gives a -20% penalty to any Read Sensory Instrument skill rolls to detect this ship using sonar and bubble masker reduces ability to classify vessel.
- Radar Defeating Profile: The ship superstructure is designed so that the radar profile of the ship is greatly reduced. 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 and vessel will appear to be smaller on radar than it would otherwise. Go to General Detection Penalties / Bonuses 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 around 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.
- +20% to Piloting Rolls
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Writeup by Mischa (E-Mail Mischa).
Revisions and formatting By Kitsune (E-Mail Kitsune).
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