Australian Hobart class Guided Missile Destroyer:
Towards the end of the Twentieth Century and the first decade of the Twenty-First Century, the Australian Navy had decommissioned all of their destroyers and had become in effect an all frigate force. Eventually, it was decided that a class of destroyers would be developed. The American Arleigh Burke class and the Spanish Álvaro de Bazán class were both examined with the Spanish design being selected. All built in Australia, a total of four destroyers were eventually built over the course of the Twenty-Tens.
As originally fitted, these ships were designed primarily for air defense but were really quite capable multi-role vessels. They featured the Aegis defense system with the SPY-1D radar system. The ships also carried a Mk 41 VLS forward of the main superstructure with forty-eight cells. These usually carried a combination of SM-6 and ESSM missiles although other missiles including VL ASROC and Tomahawk missiles. The ship also had the ability to carry eight harpoon missiles in canisters.
The ship also carried a five inch gun mount on the bow and a Phalanx CIWS in the superstructure. A pair of twenty-five millimeter guns for use against small boats were also fitted. The five inch gun mount is designed to be able to fire extended range rounds with ranges up to around one hundred kilometers. The SPY-1 Radar acted as gunfire control for the bow mount.
The ship mounted the integrated type 2150 sonar system composed of both an advanced hull and towed array sonar system. For use against submarines, the vessel mounts two torpedo tubes on each side. These really are not considered the destroyers main anti-submarine weapon. Instead, it usually carried a single Seahawk or MRH-90 helicopter.
As built, these ships were capable of twenty-eight knots. While this was a bit slower than the contemporary American vessels, these ships also were more fuel efficient with a diesel engine for cruising and a pair of LM-2500 gas turbine engines for high speed running. These ships were designed to operate with a relatively small crew, a crew of around two hundred and two although there is provision for a crew of around thirty more.
When there was a revolution in high strength materials, the militaries of the world became obsolete overnight. Massive construction and rebuilding campaigns were quickly started. Most of the Australian Navy was replaced by new construction but it was decided that the four destroyers would be rebuild instead of being replaced. The ships were rebuilt with high strength composites and alloys. It took several years to rebuilt the four destroyers.
In addition to the ships itself, the weapon systems were upgraded. New rounds were developed for all of the gun systems and all new missiles were introduced. A bit later on, the Vulcan CIWS and the two 25 mm gun mounts were replaced by a pair of much more effective Sea Sabre point defense mount. One is mounted where the CIES was originally with the second mounted above the forward superstructure.
These ships were upgraded several more times. There was the development of high powered fusion turbines. These replaced the two original gas turbine engines. At this point, the diesel engine was simply removed being no longer needed with the fusion plants giving virtually unlimited range. In many ways, the fusion revolution was considered as great a revolution as that of the new materials. With the new fusion turbines, top speed was increased to around thirty-two knots with each engine being about fifty percent more powerful than the original engines. They also required less crew so crew size could be decreased somewhat. The ships also usually carried a small troop compliment including power armors when they were introduced.
The destroyers served the Australia for several more decades although as time went on, more powerful warships were added to the fleet including the Shropshire class which a total of twelve were built. The Stropshire class was a direct copy of the American Raymond Fox class. The HMAS Sydney was in the worse shape and used as a parts hulk for the remaining three. A carrier was named HMAS Sydney in the destroyer's place. Finally, two of the three remaining vessels were retired to inactive reserves while only the Brisbane was retained as a training vessel.
Nobody knows what the status of the vessels are since the coming of the Rifts. Even though not originally constructed of the high strength composites, they were thoroughly rebuilt and should have help up well as long as they were properly sealed.
Model Type: Hobart class Guided Missile Destroyer
Vehicle Type: Ocean, Guided Missile Destroyer
Crew: 178; 16 officers, 14 Chief Petty officers, and 148 enlisted (Has a high degree of automation) - original crew was 202.
Troops: 2 Helicopter Pilots, 8 Pilots for Gypsy Moth Power Armors, and 16 soldiers in body armor that are retained on board the ship.
Robots, Power Armors, and Vehicles:
|8||Gypsy Moth Power Armors (With Flight Pack)|
|1||Helicopters or other VTOL Aircraft|
M.D.C. by Location:
| Phase Array Radar Panels (4, Superstructure):||300 each|
|Forward Mk 41 Missile Launchers (48 Cell):||240|
|Missile Canisters (8 total):||100 each|
|Medium Torpedo Launchers (2, sides):||35 each|
|Five Inch (127 mm) Barrel (1, Turret):||80|
|Five Inch (127 mm) cannon Turret (Forward):||200|
|Mk 44 Combination Anti-Missile Defense System (2, Superstructure):||200 each|
|Chaff Launcher (2, Superstructure):||10 each|
| Main Body:||1,200|
 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.
 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: 36.8 mph (32 knots/ 59.3 kph)
Range: Effectively Unlimited due to fusion engines (needs to refuel every 15 years and requires maintenance as well). Ship carries 8 months of supplies on board.
Draft: 16.1 feet (4.9 meters) mean and 24 feet (7.2 meters) including sonar
Width: 61.0 feet (18.6 meters)
Length: 481.2 feet (146.7 meters)
Displacement: 5,800 tons standard and 6.250 tons fully loaded
Cargo: 300 tons (272.2 metric 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 diesel and gas turbine propulsion (CODOG), converted to two nuclear reactors with an average life span of 15 years.
Black Market Price: Not for Sale but if found on the black market would probably cost 250 million credits or more if intact and operational.
- One (1) MK 45 Single Barrel Five Inch (127 mm) Naval Gun:
The ship mounts a five inch gun on the bow 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 weapon can use special artillery rounds, rocket
assisted rounds, and can even fire Extended Range Guided Munitions.
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, and treat Extended Range Guided Munitions as medium range missiles (See revised bomb and missile tables for details.)
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. Extended Range Guided Munitions: Treat as medium range missiles (See revised bomb and missile tables for details.) 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: Normal Projectiles: Five shots per cannon per melee. Extended Range Guided Munitions can be fired at the rate of one shot per melee
Payload: 500 rounds - Each Extended Range Guided Munitions round takes up space for 2 normal rounds. Ship normally carries usually carries 100 High Explosive, 100 High Explosive Armor Piercing, 80 Plasma, 40 Rocket Propelled High Explosive, 40 Rocket Propelled High Explosive Armor Piercing, and 40 Rocket Propelled Plasma rounds, and 50 Extended Range Guided Munitions. The ship will carry special rounds when employed in artillery roles.
- Two (2) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems:
One system is mounted forward of the superstructure with the other
mounted aft over the hanger. These replace the Phalanx CIWS and the 25
mm gun mounts. 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 bursts). 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.
- One (1) Strategic MK 41 Vertical Launch Missile Launchers: This
forward launcher has 48 cells for missiles. 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 twenty-four (24) missiles for launcher per melee and can be fired at multiple targets at the same time.
Payload: 48 cells missiles in forward VLS launcher (possible total of 96 long range missiles). One cruise missile, two long range missiles, or four medium range missiles may be carried per cell. Ship carries no reloads.
- Long Range Missile Canister Launchers (8): These launchers
are special canisters amidships on the ship’s superstructure. These canisters
were copied from Old United States Harpoon canister launchers. While the
launchers are reusable, they are still inexpensive and are easily jettisoned
if damages. 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, 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), or eight (8) missiles (All launchers operates together.)
Payload: One missile each launcher for a grand total of eight long range missiles (Has no missiles in storage for reloads).
- Two (2) Torpedo Launchers: There is one launcher on each
side of the ship. Each torpedo launcher has two 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. As well, there are interceptor
torpedoes available to fire against other torpedoes although most torpedoes
can be fired back at torpedoes fired at the vessel. Ship carries 40 reloads
for torpedoes. For the most part torpedo warheads are equal to medium range
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) torpedoes per side, Reloading takes 1 full melee
Payload: Two torpedoes each launcher for a grand total of four torpedoes (Has 40 torpedoes for reloads)
- 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
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 decoy drones. They are each a small automated vehicle that creates
a false sonar image designed to mimic the vessels. The decoy is dragged
behind the destroyer 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.
Range: Not Applicable
Rate of Fire: One can be deployed at a time and requires 2 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:
- SPY-1D+ Phased Array Radar: Powerful and flexible pre-rifts radar system that is comprised of four panels that each emit radar waves. Less advanced than the phased radar system fitted on the Coalition and latare Australian vessels ships but still powerful. 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 288 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 96 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.
- Type 2150 Hull Sonar System: Mounted under the bow of the ship. Sonar system has a range of around 16 nautical miles (18.4 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.
- Type 2150 Towed Array Sonar: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. Sonar system has a range of around 75 nautical miles (86.3 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.
- Sonar Masking System: The ship uses water bubbles to form a barrier against sonar as well as a shrouded propellor. Gives a -10% penalty to any Read Sensory Instrument rolls to detect this ship using sonar.
- Radar Defeating Profile & Radar Absorbing Materials: The ship superstructure is designed so that the radar profile of the ship is reduced and the ship is covered with radar absorbing materials. Because of this, attempts to detect the ship using radar are made with a -10% 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).
Copyright © 2010, Kitsune. All rights reserved.