Australian Devonshire class Nuclear Missile Cruiser:
The increasing threat of the New Soviet Navy and the Chinese Navy caused the Australian government to form an unofficial alliance with the POMA (Pacific Ocean Military Alliance), comprised of Japan, South Korea, and Taiwan, in 2053. Mutual defense and combined fleet operations were major points of the agreement, and therefore forced Australia to create a truly offensive naval force. Included in the plans for the Australian forces were four light carriers. The Australian navy also saw the need to develop missile defense vessels for the carriers. At first, it was planned that a missile defense frigate would be developed. The design grew to the point that it was a destroyer. The final design was first designated a destroyer but the designation was later changed to that of cruiser to better represent the vessels capabilities. While not as large as the American Delaware class cruiser, the Australian cruiser design is an excellent and very capable design. It is also designed to be a relatively inexpensive vessel and many systems were chosen for cost reasons.
Originally it was planned that there would be two cruisers per carrier for a total of eight cruisers. When one of the carriers was later canceled, the order for eight cruisers was cut to six. When the final Perth class carrier was re-ordered as an amphibious assault ship / command ship, some members of the Naval staff wished that they had continued construction but the Shropshire class destroyers act as the primary escort vessels. The fate of many of the Devonshire class cruisers are unknown but were strongly constructed and could have survive the coming of the Rifts.
The cruiser was designed with a standard hull to reduce design costs. These ships were fitted with a fusion plant which gave the Devonshire a top speed of 36 knots and virtually unlimited endurance. The fusion plant is identical to the Perth class carrier but due to the slimmer hull form and shallower draft, the top speed of the cruiser is almost four knots faster than the carrier. The cruisers were designed with two shafts with power transmitted to the shafts via electrical propulsion. The propellers are both variable pitch allowing for faster changes in speed and the ability to turn quicker. To reduce ship’s noise, both the hull and propellers are designed with a bubble masking system. Like the Perth class carrier, this is combined with the hull being covered by a sound absorbing rubber material and the engines being specially mounted to reduce noise. All of these features made for an incredibly quiet cruiser design. The hull and superstructure use the super strong advanced composites and alloys which had been developed in the Twenty-Thirties. In addition to making the ship virtually immune to corrosion and able to withstand incredible damage, the materials are radar absorbent. Combined with the hull and superstructures being constructed to minimize the cruiser's radar cross signature, this made for very stealthy vessel.
While the Perth class carrier mounted a single array Samson phased array radar system, it was decided that the more capable American SPY-5D radar system would be carried on the Devonshire class cruiser. The system had been already mounted on the Raymond Fox class guided missile destroyer which the Australian navy designated the Shropshire class. The first four cruisers were originally built with no towed array sonar installed due to budget constraints. As the class was refitted, towed array sonars were back fitted to the cruisers. The sonar system were of a British design. This were less expensive than the American sonar systems.
The ship mounts two 155-mm electro-thermal cannons with one forward of the superstructure and one on the fantail of the cruiser. These guns had a far greater range than conventional 155-mm cannons and are also carried on the American Fox class destroyer. Behind the forward cannon is a ninety-six cell Mk 59 vertical launch system and a second forty-eight cell Mk 59 launcher is mounted behind the main superstructure. Two Thor class medium range missile launchers are mounted with one on either side of the vessel's superstructure. The launchers were much less expensive than the Mk 59 launchers and were mounted as a cost saving measure. Three American combined point defense weapon system were mounted for inner missile defense. Two are mounted on the sides of the superstructure while one is mounted above the aft hanger. The system is a combination of a rapid-fire rail gun and a short-range missile launcher. The concept 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. For anti-submarine warfare, the cruiser mounts torpedo tubes on either side of the hull.
The amount of hanger space on the Fox class destroyers which Australia was purchasing was considered to provide plenty of hanger space and the Devonshire class cruiser only has a one position hanger. Also, the vessel is only designed with space for ten power armors in the hanger and twenty troops in addition to power armor crews. For ship’s crew, the ship is designed with advanced automation and requires a crew of only 190.
Model Type: Devonshire class Guided Missile Cruiser
Vehicle Type: Ocean, Guided Missile Cruiser
Crew: 190; 20 officers, 16 Chief Petty officers, and 154 enlisted (Has a high degree of automation)
Troops: 2 Helicopter Pilots, 12 Pilots for Gypsy Moth Power Armors, and 20 soldiers in body armor that are retained on board the ship
Robots, Power Armors, and Vehicles:
|10||Gypsy Moth Power Armors (With Flight Pack)|
|1||Helicopters or other VTOL Aircraft|
M.D.C. by Location:
| Phase Array Radar Panels (4, Superstructure):||400 each|
|155 mm Cannon Barrels (2, Turrets):||125 each|
|155 mm Electro-Thermal Cannon Turret (2, Forward and Aft):||300 each|
|Mk 44 Combination Anti-Missile Defense System (3, Superstructure):||200 each|
|Mk 59 (96 cell) VLS Missile Launchers (1, Forward):||750|
|Mk 59-B (48 cell) VLS Missile Launchers (1, Aft):||375|
|Eight Cell Vertical Medium Range Missile Launchers (2, Sides):||300 each|
|Torpedo Launchers (2, sides):||50 each|
|Chaff Launcher (2, Superstructure):||10 each|
| Main Body:||3,000|
 Destroying Phased Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other.
 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.
Surface: 41.5 mph (36 knots/ 66.7 kph)
Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries four months of supplies on board.
Length: 585.3 feet (178.4 meters)
Draft: 26.5 feet (8.1 meters)
Width: 72.4 feet (22.1 meters)
Displacement: 10,800 tons standard and 12,400 tons fully loaded
Cargo: 600 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 or more credits.
- Two (2) Single Barrel 155 mm Electro-Thermal Naval Guns:
Main weapon mounted in turret in front of ship and one on the fantail of
the cruiser. 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 cannon melee (10 for both cannons)
Payload: 600 rounds (300 per cannon)
- Three (3) Mk 44 “Sea Sabre” Combination Anti-Missile Defense
Systems: One system on the rear of the superstructure above the hanger
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 (See revised bomb and missile tables for details.)
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.
- Mk 59 Vertical Launch Missile Systems (2): The cruiser
mounts one ninety-six cell launcher aft of the forward 155 electro-thermal
cannon and one forty-eight cell forward of the aft 155 mm electro-thermal
cannon. 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 forward launchers
have a total of 96 each and are eight missile cells longs by twelve cells
wide. The aft launcher has a total of 48 individual cells and is six missile
cells longs by eight cells wide. The launchers can launch up to half the
capacity of the cells 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 missiles.
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. Normally, the launchers
carry all long range missiles. For close defense, medium range missiles
are carried in the Thor missile system
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: Forward Launcher: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), sixteen (16), thirty-two (32), or forty-eight (48) missiles per launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee. Aft Launcher: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), sixteen (16), or twenty-four (24) missiles for the whole launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: One launcher has 96 missile cells in launcher and one launcher has 48 missile cells with reload systems for each cell in each launcher (144 missiles cells total with 1 reload for 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.
- 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. One launcher is mounted
on either side of the superstructure. The missiles are arranged in an 2
by 4 pattern, and each launch cell has four reloads. 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.
- Two (2) Torpedo Launchers: Mainly design for anti-submarine
warfare but can be used against surface targets. There is on launcher one
each side of the ship. Each torpedo launcher has 2 torpedo tubes and has
automatic reload systems. Ship carries caries 80 reloads for torpedoes.
For the most part torpedo warheads are equal to medium range missile warheads.
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 torpdoes one at a time or in volleys of two (2) torpedoes each launcher per side, launcher can fire a maximum of two volleys per melee each launcher.
Payload: Has 80 torpedoes for reloads.
- 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.)
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 three more ready to deploy. It takes three minutes (twelve melees) to reel out another decoy.
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 (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 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 a +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- 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.
- Ferranti/Thomson Sintra 2050 sonar: Mounted under the bow of the ship. Sonar system has a range of around 24 nautical miles (27.6 miles / 44.6 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 combined with specially mounted engines and radar absorbing rubber hull coating. Gives a -20% penalty to any Read Sensory Instrument rolls to detect this ship using sonar.
- Command and Control Facilities: The Devonshire class ships have extra communications equipment and command facilities, to enable the ships 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.
- 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. 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.
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Writeup by Kitsune (E-Mail Kitsune).
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