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British Audacious Class Frigate:


The Audacious class frigates were designed in the early years of the twenty first century, amongst fierce critisism. In the early stages of their design, when they were still known as the FSC (Future Surface Combatant), the descision was made to give these ships a Trimaran hullform. Tests with a technology demonstrator (the RV Triton) had shown that this hullform would yield considerable advantages in the fields of fuel economy and in deck space. The design was fiercely opposed by the more conservative groups in the Royal Navy. Words like "Untested", "Gamble", and "Unwise" were heard often, but the descision to go ahead with the Trimaran hullform was final. The fact that other navies, in particular the U.S. Navy, had also invested in the program had a lot to do with this.


Unlike with the previous class of major combatants build for the Royal Navy, the first FSC to slip into the sea set the standard for all those that followed. The Audacious was a sleek trimaran, with her two secondary hulls set about halfway her main hull. Her deckhouse was a single massive block, upon which a sleek radar tower was set. Behind the deckhouse there was a large flightdeck, very suitable for the two large Merlin helicopters the class would carry. At the rear of the ship there was a deck for a large towed passive sonar array. The ship was powered by two Rolls Royce WR21 gas turbines and an indirect electric propulsion.


The weapons fit was fairly complete, something which had been on the minds of a lot of RN commanders. They still remembered the first batch of Daring class destroyers, which carried little more than a medium calible gun and a inefficient VLS system. In contrast to this, the Audacious carried a new 155 mm cannon for fire support and a 32 cell Sylver VLS for its Air Defense missiles in front of the bridge, two 16 cell Strategic Length MK-41 VLS systems for anti surface cruise missiles mounted in the superstructure (one over each secondary hull), and two SEA RAM short range missile systems for close in defense. Lastly the ship carried two double tubed torpedo launchers.


Although most in the RN would rather have had a 32 cell MK-41 VLS in place of the French Sylver launcher, contractual obligations didn`t allow for it. Even so, the weapons fit was quite impressive for a ship this size.


The electronics fit was also quite impressive. The main radar was a slightly simplified Sampson phased array radar, which had excellent range and power. There was a Ferranti bow sonar, and a very large passive towed array sonar. a good ECM suite was also fitted. All of this made the ship very well equipped for anti submarine operations, especially when the two Merlin helicopters were considered.


The ship carried a number of small vehicles including two medium zodiac style boats, and two Merlin helicopters fitted for ASW operations.


Because the Royal Navy became severely underfunded in the thirties, these powerful ships went much longer without a refit that anyone had thought. But when in the early fifties the Mega-Damage revolution came, the Royal Navy gained enough funds to start a rebuilding plan for some warships. Among the first to be rebuilt was the H.M.S. Audacious. Although none of the rebuilt ships were finished in time to join in the Two Years War for South Africa, the Audacious WAS finished in time to join another battle: The second Falklands war!


Together with planes from the Falklands, a rebuild Type-23 frigate (The H.M.S. Montrose, the M.D.C. refit prototype) and the Trafalgar (a rebuild Astute Batch II class submarine), the Audacious defeated a flotilla of seventeen refitted M.D.C. warships from Argentine. But the Audacious was lost during the battle. as a testament to the toughness of the ship it took nearly ten hours to sink beneath the waves, and all crewmembers who had not been killed in battle were saved.


Because the second Falklands campaign had proven that the M.D.C. conversions of the Audacious class were very successful, and because it was clear that in this hardening political climate Brittain needed a powerful Royal Navy, it was decided that all remaining Audacious class frigates would undergo the M.D.C. refit. Apart from more powerful armor and electronics, the major changes were the replacement of the forward "Sylver" launcher with a 32 cell tactical length MK-41 launcher, the replacement of the Sea RAM launchers with a combination missile/railgun CIWS, and the option to have the entire 155 mm cannon and magazine replaced with a smaller 115 mm cannon coupled with a 16 cell Tactical MK-41 VLS. Last but not least there was the replacement of the gas turbines with nuclear turbines, giving greatly improved endurance.


At the beginning of the third Falklands war seven of the Audacious class were attached to the Taskforce escorting the Ark Royal. They were the Leander, Arethusa, and the Boadicea in their Land attack guise, and the Royalist, Dido, Emerald, and the Swiftsure in their patrol guise.


At the time it was believed that the entire force was lost due to a limited Argentinian nuclear strike, whereas in reality the nuclear explosion triggered a leyline storm which projected the entire taskforce into the Rifts era.


Model Type: Audacious Class Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 105; 7 officers, 15 Chief Petty officers, and 83 enlisted (Has a high degree of automation)
Troops: 15 Merlin crew members, 35 marines.


Robots, Power Armors, and Vehicles:

20Gypsy Moth Power Armors (With Flight Pack)
15Gypsy Moth Power Armors (With Underwater Thruster Pack)
2Westland Merlin HM 1 helicopters


M.D.C. by Location:

Bridge:450
[1] Sampson Active Phased Array Radar System:500
Vickers 6.1 inch/55 MK 3 Naval Gun:180
Vickers 4.5 inch/55 MK10 Naval Gun:160
MK-41 Tactical 16 cell VLS (1, together with 115 mm cannon):100
MK-41 Tactical 32 cell VLS (1, Forward):200
MK-41 Strategic 16 cell VLS (2, sides of superstructure)110
Torpedo Launchers (2, sides):50 each
Mk 44 Combination Anti-Missile System (2):200 each
Hanger (Aft):350
Outer Hull (per 80 ft area):85
[2] Primary Hull (Main Body):1,200
[3] Secondary Hulls (2, either side of Primary Hull): 400 each


Notes:
[1] Destroying the Phased Array radar panels will destroy the ships fire control systems but guns have backup systems and panels can compensate for each other.
[2] Destroying the main body causes the ship to lose 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.
[3] 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)


Speed:
Surface: 60 knots (69 mph / 111.1 kph)
Maximum Effective Range: Unlimited due to fusion turbines (needs to refuel every 20 years and requires maintenance as well). Ship carries six months of supplies and consumables on board.


Statistical Data:
Length: 475 feet (142.5 meters)
Height: 45 feet (13.7 meters)
Width: 80 feet (24 meters)
Displacement: 4,900 tons standard and 6,500 tons fully loaded
Cargo: 400 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 ships spaces are take up by extra ammo, armor, troops, weapons, and engines.
Power System: Nuclear Turbines, average life span is 20 years
Market Cost: Not available.


WEAPON SYSTEMS:

  1. Forward Weapons Emplacement. Depending on the mission this emplacement could hold a 155 mm cannon for naval bombardment, or a 115 mm cannon for defense coupled with a 16 cell MK-41 missile launcher. The last combination was usually chosen when the ship had to perform patrol duty.
    1. Land Attack Configuration:
      1. One (1) Vickers 6.1 inch/55 MK 3 Naval Gun: : This gun was designed in the early days of the century, and was designed to replace the old 4.5 inch naval gun. It features increased reliability and firepower, is fully automated, and is usually aimed by radar. The latest version of this gun made use of advanced M.D.C. materials, and used a Electrothermal Cannon which used a vaporizing dot of metal to propel its projectiles, at considerable savings in munition size and weight.The gun can be used against other ships, against ground targets, and against aircraft. The use of rocket assisted projectiles is also possible. The turret is located in front of the large MK-41 launcher. The turret can rotate 360 and has a 90 arc of fire.
        The turrets can rotate 360 degrees and have a 90 degree arc of fire.
        Maximum Effective Range: 30.2 miles (48.5 km)
        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).
        Rate of Fire: Up to four single shots per melee.
        Payload: 600 rounds total.
    2. Patrol Configuration:
      1. One (1) Vickers 4.5 inch/55 MK 10 Mod 2 Naval Gun: Based upon a naval gun from the twentieth century, this design has changed little, except for a stealthy gun shield and improved reliability and firepower. The latest version of this gun made use of advanced M.D.C. materials, and used a Electrothermal Cannon which used a vaporizing dot of metal to propel its projectiles, at considerable savings in munition size and weight. The turret is fully automated, and is usually aimed by radar. The gun can be used against other ships, against ground targets, and against aircraft. The use of rocket assisted projectiles is also possible.
        The turret can rotate 360 degrees and has a 90 degree arc of fire.
        Maximum Maximum Effective Range: 17.4 miles (28 km)
        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 (2m) for High Explosive Armor Piercing, and 4D6x10 to a blast radius of 25ft (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 (1.2m) for High Explosive Armor Piercing, and 3D6x10 to a blast radius of 20ft (6.1 m) for Plasma. 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: Up to six single shots per melee.
        Payload: 800 rounds.
      2. MK-41 Tactical 16 Cell VLS (1): A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. The tactical length version could not carry Cruise Missiles, and on the Hood were used almost excusively to house Surface to Air missiles of the Medium Range size. This launcher was located behind the 4.5 inch gun.
        Maximum Effective Range: As per long or 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 sixteen (16) missiles per melee and can be fired at multiple targets at the same time.
        Payload: 16 missile cells in each VLS launcher (Can carry a total of 32 long range missiles per launcher). Two long range missiles or Four medium range missiles may be carried per cell, and a usual complement was 64 MRMs.
  2. Two (2) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: Bought from the United States as a replacement for aging systems like the Sea RAM and Phalanx CIWS. One is mounted over the bridge, while the other two are located on the sides of the ships superstructure, next to the long range radar. These anti-missile defense systems combine 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 too twice per melee. The railgun 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 system can also 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.
  3. MK-41 Tactical 32 Cell VLS (1): A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. The tactical length version could not carry Cruise Missiles, and on the Audacious class was used almost excusively to house Surface to Air missiles of various sizes. It replaced a inefficient French designed VLS.
    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), or sixteen (16) missiles per melee and can be fired at multiple targets at the same time.
    Payload: 32 missile cells in the VLS launcher (Can carry a total of 64 long range missiles). Two long range missiles or Four medium range missiles may be carried per cell, and a usual complement was 48 LRMs and 32 MRMs.
  4. MK-41 Strategic 16 Cell VLS (2): A American design which was much more flexible than the French Sylver launcher of the same period, the Strategic length VLS cells could hold either a single Cruise Missile, two Long range missiles, or four medium range missiles. On the Audacious class these cells carried LRMs and the Fasthawk Cruise Missile for Surface to Surface engagements.
    The launchers are located on the superstructure, just above the secondary hulls.
    Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)
    For Cruise Missile type go to: Fasthawk Cruise Missile.
    Mega-Damage: As per long range missile type (See revised bomb and missile tables for details.)
    For Cruise Missile type go to: Fasthawk Cruise Missile.
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or sixteen (16) missiles per melee and can be fired at multiple targets at the same time.
    Payload: 16 missile cells in each VLS launcher (Can carry a total of 16 cruise missiles). One cruise missile, two long range missiles or four medium range missiles may be carried per cell.
  5. Two (2) Torpedo Launchers: Mainly design for anti-submarine warfare but can be used against surface targets. There is on launcher on each side of the ship. Each torpedo launcher has 2 torpedo tubes and has automatic reload systems. Ship carries caries 80 reloads for torpedoes.
    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.
  6. Sea Gnat Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming 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.
    Payload: 6 each for a total of 24. 96 reloads are carried, reloading takes two melees.
  7. SLQ-25F Towed torpedo decoy (1)A decoy which is towed behind the ship. It generates a sound like the ships propellers in order to confuse incoming torpedoes. Only effective at speeds below 25 knots. Otherwise the noise of the ships systems and propellers is to powerful to mask. This decoy can only be used when the Towed Sonar Array is not in operation.
    Rifts Earth decoys systems are assumed to not operate on Phase World missiles due to technological difference.
    M.D.C.: 10
    Effects:: The decoy has an 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.
    Maximum Effective Range: Not Applicable
    Payload: One ready to use, with three more ready to deploy It takes three minutes (twelve melees) to reel out another decoy.


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


Bonuses:




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