Australian Canberra class Amphibious Support Vessel:
Originally four Perth class carriers were planned by the Australian Navy when expanding their forces. Due to budget constraints, this was later reduced to three carriers. Later, the final carrier was re-ordered as an amphibious support vessel for expanded amphibious operations. Many changes were made in the vessel's design in order to reduce construction costs. Changes included the reduction in weaponry, sensor systems, the use of a smaller power plant, and construction to civilian standards.
From the beginning, the amphibious support vessel was built with the ability to carry both fighters and attack helicopters. It was also planned to be able to carry aircraft for anti-submarine warfare as well. In a pinch, the Canberra could operate as a normal carrier.
The power plant of the carrier uses half the fusion turbines which were mounted on the Perth class carried. Due to the lower horsepower, top speed is reduced to 27.5 knots. The amphibious support ship retains twin shafts with an electrical propulsion system. The propellers are both variable pitch allowing for faster changes in speed and the ability to turn quicker. Both the hull and propellers are designed with a bubble masking system to reduce ship noise but the hull is not sheathed in sound absorbing rubber materials. While still a quiet design, it is not as quiet as the Perth class carriers. Composite materials and alloys were used extensively but the vessels are built to mercantile standards to reduce costs. The materials the vessel was built from makes it virtually immune to corrosion. The materials are radar absorbing and the amphibious support vessel was built utilizing angled surfaces to minimize the radar cross signature.
In an additional effort to reduce costs, weaponry was decreased greatly. The 96 cell Mk 59 vertical launch missile system was deleted. Long range missiles or cruise missiles used for ground strikes must be carried by escort vessels if they are to be used and long range air defense is also a provision of escort vessels. The only relatively long range missile system is the is the Thor medium range missile system which is retained from the Perth class carrier. Two American combined point defense weapon systems were also retained for short range defense. The system is a combination of a rapid-fire rail gun and a short-range missile launcher. The idea is that the short-range missile launchers first engage missiles that leak through the main defense and, when they get within range, the rail guns will engage. Anti-submarine torpedo tubes are also deleted in the amphibious support ship.
Radar systems are also reduced compared to the Perth class carrier. Only one long range radar system, a Samson single antenna phased array, is mounted and the amphibious support ship does not mount a sonar system. The amphibious support vessel's air wing is divided between fighters, attack helicopters, troop helicopters, and anti-submarine aircraft. The vessel retains a full-length flight deck with a large hanger and ski jump forward to allow higher payloads to be carried by aircraft. The Perth class carrier was design with a marine compliment and the marine compliment of the Canberra is increased greatly. The factors include the reduction in weaponry and sensor systems, the smaller power plant, and reduction in crew requirements. The Canberra is designed to be able to carry a marine force of twelve hundred. This was later reduced to eight hundred with four hundred power armors. Unlike the American amphibious carriers, the ship has no provision for vehicles and does not have a well deck for landing craft. However, four small landing craft are carried for carrying troops to shore.
The vessel served in the Australian navy until the coming of the Rifts. The whereabouts of HMAS Canberra is unknown, but she was last reported in the area around Singapore on December 21, 2098.
Model Type: Canberra class Amphibious Support Vessel
Vehicle Type: Ocean, Amphibious Assault Vessel
Crew: Ships Crew & Airwing: 210 (30 Officers and 180 Enlisted [Has a high degree of automation]) Air Wing: 240 (120 Pilots & Crew, 10 flight deck officers, 110 enlisted)
Troops: 800 (400 pilots for Flying Power Armor, 400 soldiers in body armor)
Robots, Power Armors, and Vehicles:
|400||Gypsy Moth Power Armors (With Flight Pack)|
|4||EVS-84A Anti-Submarine Warfare|
|2||EVE-84A Electronics Warfare|
|4||Westland Merlin HM 1 General Utility Helicopter|
|6||RAH-66E Super Comanche Reconnaissance & Attack Helicopter|
|8||FV-38 Panther II VSTOL Fighter|
M.D.C. by Location:
| Elevators (2):||200 each|
| Flight Deck:||2,000|
|Eight Cell Vertical Medium Range Missile Launchers (2):||300 each|
|Mk 44 Combination Anti-Missile Defense Systems (2):||180|
|Chaff Launchers (4, Superstructure):||10 each|
| Sampson Active Phased Array Radar System:||500|
|Signaal Sirius Cameras (2):||100 each|
| Bridge / Command Tower:||1,000|
|Outer Hull (per 40 foot / 12.2 meter area):||60|
| Main Body:||5,200|
 If Both are destroyed, no aircraft can be moved from the hangers to the main flight deck.
 If the flight deck is destroyed, VTOL aircraft can be launched or land at -15% to piloting.
 Destroying the Sampson Air Search System radar system will eliminate the ship’s long range air search ability but weapon systems have backup fire control systems.
 If Bridge/ Control Tower is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.
 Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with an advanced polymer armor that allows the ship to withstand up to -2000 M.D.C. before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
Surface: 31.7 mph (27.5 knots/ 51.0 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.
Length: 791.3 feet (241.2 meters)
Draft: 29.5 feet (9.0 meters) including sonar dome
Width: 100.4 feet (30.7 meters) including flight deck
Displacement: 20,800 tons standard and 26,500 tons fully loaded
Cargo: 4,000 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Extra ammo, armor, troops, weapons, and engines take up most of the ship’s spaces.
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 800 million or more credits.
- Two (2) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: One system
is on the front of the superstructure and one system on the rear 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 (See revised bomb and missile tables for details.)
Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
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.
- Thor class Vertical Medium Range Missile Launchers (2): Similar
to the American Mk 55 vertical launch missile system although it fires
vertically not at a 6 degree angle to the side. The missiles are arranged
in a 2 by 4 pattern, and each launch cell has four reloads. One launcher
is mounted on the front and one is mounted on the back of the vessel's
superstructure and require less space than a Mk-41 or Mk-49 vertical launch system. Each system
can launch up to 8 missiles simultaneously each and the launcher is automatically
reloaded. These launchers often act as the ships middle point defense and
are normally used to engage incoming air targets and missiles.
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), or eight (8) missiles (Each launcher operates independently)
Payload: 8 missiles in each launcher, with 32 missiles in each magazine for automatic reloads, for a total of 80 Medium Range Missiles including missiles in launcher.
- Super RBOC Chaff Launcher (4): Located on the superstructure
of the ship, they are designed to confuse incoming missiles. In addition
to chaff these launchers also fired flares to decoy IR guided missiles.
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 - 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.
- SLQ-25F Nixie Towed torpedo decoy (1): A special decoy which
is towed behind the ship. It generates a sound like the ship’s 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 seven more ready to deploy. It takes three minutes (twelve melees) to reel out another decoy.
- BAE Systems Sampson Phased Array Radar System: Powerful and flexible radar system that is comprised of a single rotating array on top of the main mast. A powerful computer controls it. If allowed by the horizon, the system can track out to 175 nautical miles (201.4 miles / 324.1 km) and can simultaneously track and identify up to 480 targets at one time. The system controls missiles launched from the VLS launchers and the system tracks and guides each individual missile to a individual target for up to 120 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.
- Signaal Sirius IRST Long range infrared tracking system. Consists of two high powered passive infrared cameras capable of scanning up to 80 miles (128 km) range. Each camera is computer controlled, and the system can track 24 targets simultaneously. The system gives a +10% to read sensory rolls.
- Radar Defeating Profile: The ship superstructure is designed so that the radar profile of the ship is reduced. Because of this, attempts to detect the ship using radar are made with a -20% penalty to read sensor rolls when attempting to detect this ship using radar. Go to General Detection Penalties for more information on penalties and bonuses to use with stealth.
- Sonar Masking System: The Ship uses water bubbles to form a barrier against sonar. Gives a -10% penalty to any Read Sensory Instrument rolls to detect this ship using sonar.
- 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.
- Command and Control Facilities : The carrier carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get a +1 on sensor rolls, +1 to strike on all weapons, and +10 % on communications.
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2003, Kitsune. All rights reserved.