Larger View

Australian Woolner class Guided Missile / Aviation Destroyer:


The Raymond Fox class destroyers were considered among the finest destroyer classes ever built. Over the course of their construction, over a hundred were completed and even more were under construction when the Great Cataclysm occurred. In order to ameliorate development costs, the design costs were shared by the United States and Japan.


During the Twenty-Fifties and Twenty-Sixties, the Australian navy went through a rapid expansion. Over the previous couple of decades a number of new threats were of concern. These included the Chinese navy as well as the new Soviet and Indian navies. While frigates had made the bulk of the Australian navy prior to this, it was decided to add larger warships. Included in these programs were new carriers, cruisers, and destroyers classes.


Various destroyer designs were considered including American, British, German, and Spanish designs. After an almost torturous evaluation, the American Raymond Fox class guided missile / aviation destroyer was selected. One of the main selling points was the large aviation facilities, making the destroyer ideal for anti-submarine warfare.


Because Australian shipbuilding was already at capacity with the new shipbuilding programs, the first few of these destroyers were ordered in the United States. Once almost complete, the destroyers would be moved to Australia and final completion would take place in an Australian shipyard. The Australian navy operated a number of systems not generally carried on American or Japanese warships.


Later, Australian shipbuilding was able to catch up and these destroyers were build completely in Australian shipyards. There were a number of delays and cost overruns with the first purely Australian built of these destroyers. However, later vessels were completed on time and on budget. When the last two Devonshire class cruisers were cancelled, it was decided that an additional pair of these destroyers would be completed.


Known as the Woolner class, these destroyers might be considered to have formed the backbone of the Australian navy. Twelve of these destroyers had been in service with the Australian navy at the time of the Great Cataclysm. When a Devonshire class cruiser was not available, these destroyers often acted as flagships. As previously described, these destroyers had a number of modifications compared to the original American Raymond Fox class destroyer.


As with the American Raymond Fox class destroyers, the Australian Woolner class were mostly named for Australian officers and enlisted who distinguished themselves in some manner. Most were named after important Australian captains and admirals. A smaller number were named for Australian government leaders. The lead ship of the class, HMAS Woolner, was named after Elizabeth Woolner. She had been one of the first female captains of a Hobart class destroyer and made it to the rank of Vice Admiral before retiring.


One of the most important changes to the Woolner class is in regard to the sonar systems. Instead of the American sonar systems carried on the Raymond Fox class destroyer, the British Type 2350 hull sonar and Type 2331 towed array sonar were selected. The Type 2331 towed array had already been mounted aboard the Swan class frigate and was well tested in Australian service. Compared to the American sonar systems, the British systems had similar performance while being less expensive. In addition, using British systems reduced logistics and training issues.


Otherwise, most of the original systems, including the radar, were retained. The tracking ability and range of the American Aegis and SPY-5D active phased array were far beyond that of the British Samson system and the advanced American system was already planned for the Devonshire class cruiser as well. In addition, the original missile launchers and gun systems of the Raymond Fox class were also retained. There was some discussion whether the “Thor” medium range missile system could be mounted but the idea was eventually discarded.


As far as embarked aircraft, the Australian navy also operated the Kingfisher VTOL aircraft although a number of Merlin helicopters also remained in service. While the helicopters were more commonly deployed aboard older vessels, on occasion they might be embarked aboard these destroyers as well. Attack helicopters can be embarked when required as well.


With regard to flying power armors, the Australian military operated exclusively the British Gypsy Moth power armor with a flight pack. While these destroyers could carry a marine compliment of over two hundred, it was quite common to embark only a token force of marines. However, when the full marine compliment was embarked, these destroyers were quite cramped.


Author Note: With respect to time line, these designs may or may not reflect our modern time line. The time line of these writeups diverged from our time line starting around 1999. Consider the universe that these designs are created for to be an alternate universe not bound by ours.


Model Type: Woolner class Destroyer (Modified American DDGHN-168 class Destroyer.)

Vehicle Type: Ocean, Guided Missile and Aviation Destroyer.

Crew: 185; 15 officers, 22 chief petty officers, and 148 enlisted (Has a high degree of automation)

Troops: 56 Kingfisher pilots / crew members, 60 power armor pilots (Flight capable Gypsy Moth power armors normally), and 220 marines.


Robots, Power Armors, and Vehicles:

Power Armor Compliment:

 

40

BA-V FPA-05D Gypsy Moth Power Armors (with Flight Packs.)

Aircraft Compliment:

 

4

EVS-84A Kingfisher Anti-Submarine Warfare model.

 

2

EVE-84A Kingfisher Electronics Warfare model.


M.D.C. by Location:

 

Bridge:

550.

 

[1] SPY-5D Phase Array Radar Panels (4, superstructure):

400 each.

 

[2] Signaal Sirius Infrared Cameras (2, superstructure):

10 each.

 

Mk 84 Single Barrel 155 mm / 68 Electro-Thermal Cannon Barrel (1, gun mount):

125 each.

 

Mk 84 Single Barrel 155 mm / 68 Electro-Thermal Cannon Mount (1, forward):

300.

 

Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems (4, superstructure):

200 each.

 

Mk 59 Ninety-Six Cell Vertical Launch System (1, forward):

750.

 

Mk 52 Quad 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides):

50 each.

 

[2] Mk 36 Super RBOC Chaff / Decoy Launchers (2, superstructure):

10 each.

 

Hanger / Flight Deck (aft):

800.

 

[3] Hanger Elevator (center of flight deck):

400.

 

Outer Hull (per 40 foot / 12.2 meter area):

100.

 

[4] Main Body:

3,000.


Notes:

[1] Destroying the SPY-5 phased array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can partially compensate for each other.

[2] These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.

[3] If elevator is destroyed, no aircraft can be moved from the hangers to the main flight deck.

[4] 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.


Speed:

Surface: 46 mph (40 knots/ 74.1 kph).

Range: Effectively unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries six months of supplies on board.


Statistical Data:

Draft:    20.1 feet (6.12 meters) hull and 31.0 feet (9.45 meters) including sonar dome.

Length:  611.2 feet (186.29 meters) waterline and 641 feet (195.38 meters) overall.

Width:   70 feet (21.3 meters).

Displacement: 10,150 tons standard and 12,400 tons fully loaded.

Cargo: Can carry 1,200 tons (1,088.6 metric 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. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.

Power System: Nuclear fusion reactors, average life span is 20 years. Early vessels originally were powered by gas turbines.

Market Cost: Not for Sale but if found on the black market would probably cost 500 million credits. Cost does not include embarked craft and power armors.


WEAPON SYSTEMS:

  1. One (1) Mk 84 Single Barrel 155 mm / 68 Electro-Thermal Naval Gun: Main weapon mounted in turret in front of ship and. 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 mm 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 gun mount 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 assisted projectiles.

    Mega-Damage: Standard Projectiles: 2D6x10 to a blast radius of 25 feet (7.7 meters) for High Explosive, 3D6x10 to a blast radius of 6 feet (2 meters) for High Explosive Armor Piercing, and 4D6x10 to a blast radius of 25 feet (7.7 meters) for Plasma. Rocket Assisted Projectiles: 2D4x10 to a blast radius of 20 feet (6.1 meters) for High Explosive, 2D6x10 to a blast radius of 4 feet (1.2 meters) for High Explosive Armor Piercing, and 3D6x10 to a blast radius of 20 feet (6.1 meters) 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 (5) single shots per melee round.

    Payload: 600 rounds total.

  2. Four (4) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: One system is on the front of the superstructure, one system on the rear of the superstructure, 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 and fire control systems. The short range missile launchers can target up four targets and can fire a volley up to twice per melee. Quite powerful, 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 missiles and +2 to strike aircraft). In its design, the rail gun is very similar to those carried on the Sea King cruiser and it is likely that the Sea King’s 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 M.D. 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: Six (6) attacks per melee round. Short Range Missiles: Two (2) attacks per melee round, can fire short range missiles one at a time or in volleys of two (2) or four (4) short range missiles.

    Payload: Rail Guns: 8,000 rounds (200 burst) each. Short Range Missiles: Sixteen (16) short range missiles each.

  3. One (1) Mk 59 Ninety-Six Cell Vertical Launch System: Launching cells are located forward behind the 100 mm rail gun mount on a raised 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 since the missiles are smaller they have a reload system that reloads from under the launcher and can reload within 15 seconds. The launcher have a total of ninety-six individual cells and is eight missile cells longs by twelve cells wide. The launcher can fire up to half its total payload per melee. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes (See revised Rifts torpedoes for details.) Each cell can carry one long range missile or two medium range missile. 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.

    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: 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 for the whole launcher per melee round. Missile cells are automatically reloaded and are ready to fire next melee.

    Payload: Ninety-six (96) missile cells in launcher with reload systems for each cell (one reload each cell). One (1) long range missile or two (2) medium range missiles may be carried per cell but reload must be the same load out as well. The ship will often carry twenty-four (24) cells with two medium range missiles each and the other cells loaded with one long range missile each.

  4. Two (2) Mk 52 Quad 12.75 inch (324 mm) Medium Torpedo Launchers: There is one launcher on each side of the ship with four tubes each. Mainly design for anti-submarine warfare but can be used against surface targets. Interceptor torpedoes are also available for launchers / tubes to use against incoming torpedoes. The tubes have an automatic reloading system and can be fired quickly. The ships carries a total of 80 torpedoes for reloads. Treat warheads as medium range missile warheads.

    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 medium torpedoes one at a time or in volleys of two (2) or four (4) medium torpedoes per side, launcher can fire a maximum of two (2) volleys of torpedoes per melee each launcher.

    Payload: Four (4) medium torpedoes each launcher for a grand total of eight (8) medium torpedoes. Has an additional eighty (80) medium torpedoes for reloads.

  5. Four (4) Mk 36 Super RBOC Chaff / Decoy Launchers: 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 differences. 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.

    Range: Around Ship.

    Mega Damage: None.

    Effects:

    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: Eight (8) each for a total of thirty-two (32) canisters. Ninety-six (96) reload canisters are carried, reloading takes two melee rounds.

  6. Four (4) SLQ-25F Nixie Towed Torpedo Decoys: 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 28.8 mph (25 knots / 46.3 kph) and below. Otherwise, the noise of the ship’s systems and propellers are too powerful to mask. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies guidance and targeting systems due to technological differences.

    M.D.C.: 5 each.

    Range: Not Applicable although decoy is deployed approximately 1,000 feet (304.8 meters) from the vessel.

    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 non “smart” torpedoes, and the decoy has a 10% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and “smart” torpedoes.

    Payload: One ready to use, with three more ready to deploy. It takes approximately three minutes (twelve melee rounds) to reel out another decoy.

Special Systems:

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



[ 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. ]


Image drawn and copyrighted by Kitsune (E-Mail Kitsune) & Mischa (E-Mail Mischa).


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2017 & 2018, Kitsune. All rights reserved.



Return