Chinese Type 58 Frigate:
During the Twenty-First Century, the Chinese navy steadily grew in size with Frigates forming the backbone of the fleet. Like many other navies, the introduction of the incredibly strong composites and alloys in the fourth decade of the century made much of their building program obsolete. Like many navies, much of their program was to simply use the new materials to reinforce the older vessels but in tandem with this they developed a bunch of new classes. Frigates, being the most rapid to build, were a large part of this new program.
One of the classes which the Chinese first produced of the new classes was the Type 58 Frigate. In addition to the ships serving in the Chinese navy, a fair number of these frigates were exported around the world. South American, South East Asian, and African nations all operated these frigates. The Argentinean navy operated several of these frigates when the Ark Royal disappeared.
Since these ships used the new composites and alloys, these frigates were almost immune to the ravages of time and many were still in service when the Rifts remade the Earth. Of these, some survived mostly the ones at sea. Some have passed through a variety of hands since the coming of the Rifts, maintained with some crews almost more families than anything else. A few have also been found abandoned and been restored. The ships are surprisingly easy to maintain and repair.
These ships were designed originally with a combination diesel and electric power plant although during their construction, miniature fusion power plants were developed. The first few vessels were completed with these diesel plants but most were refitted with the new power plants. Later ships were fitted with fusion plants during construction. It is believed that by the time the Rifts came, no vessels remained which still powered by the conventional power plant. Top speed is around thirty two knots.
The hull is conventional in its basic design although the superstructure is designed to reduce the vessel's radar cross signature. The vessel is designed with various methods of quieting to reduce the ambient noise of the frigate. For sensors, the ship mounts a phased array radar system which is similar in many respects to the SPY-1 / Aegis radar system mounted on many Western vessel classes. A jamming system is carried and the ship also carries a missile decoy system as last ditch defense against incoming missiles. The frigate also mounts both a hull sonar and towed array sonar system.
The crew of the vessel is around one hundred and forty. For a Chinese design, the crew quarters are relatively spacious and comfortable. The ship has full life support and can deal just as easily with freezing as well as sweltering temperatures. A small number of “Troll” power armors could be embarked, usually four to six. There actually is space for a larger troop compliment, about forty if needed. Often these vessels were used for anti-piracy roles and additional troops could be extremely useful.
The main ship’s weaponry are missile systems with a forty-eight missile launcher cell forward of the main superstructure. Unlike American missile launching systems, the launchers are clustered in octagonal patterns. Most common missiles are for air defense or against surface targets although anti-submarine torpedoes can also be fired from launcher. These launchers are not quite as adaptable as the Mk 41 launcher and cannot fire medium range missiles as quad packed missiles.
Forward of the main missile system, the ship mounts a 76.2 mm cannon. Used both against surface targets and against airborne targets, this weapon system was originally developed by the Soviet Navy but was later removed from New Soviet service although retained in Chinese service. Many mounts were recycled from older vessels. Standard payload is three hundred rounds with seventy-five ready to use. There were some proposals to replace it with a heavy rail gun but weapon system was considered acceptable so replacement was a low priority.
The Chinese Navy developed their own combination defensive weapon system for last ditch use against missiles. Fully automated, weapon mount uses a 30 mm seven barrel Gatling cannon mount combined with a battery of twenty-four short range missiles. Payload for the 30 mm cannon is 500 rounds with two drums with two hundred and fifty round each. As might be expected, one of the most common replacement is to the 30 mm cannons due to limited payload and difficulty often getting ammunition. While primarily for anti-missile use, the weapon system can also be targeted against surface craft. The frigate mounts two of these, one on the front part of the superstructure and the other on the after superstructure.
Beside the ability to fire long range anti-submarine rocket launched torpedoes, the vessel mounts a pair of triple torpedo tuns used for antisubmarine purposes. A total of thirty-six torpedoes are carried. The Chinese decided to use medium range torpedoes similar to what were mounted in most Western vessel designs. As well, the ship has a small hanger and the capacity to operate one VTOL aircraft for anti-submarine warfare purposes. In early service, this was usually a helicopter but later thrust based designs replaced helicopters in many cases.
Model Type: Type 59-A Frigate
Class: Guided Missile Frigate
Crew: 140 total; 10 officers, 12 chief petty officer, 128 enlisted.
Troops: 4 Helicopter Pilots or VTOL Pilots, 6 Power Armor Pilots, and 32 troops in standard body armor.
Robots, Power Armors, and Vehicles:
|6||KRS-12 “Troll” Heavy Power Armors|
|1||Helicopters or other VTOL Aircraft|
M.D.C. by Location:
| Phase Array Radar Panels (4, Superstructure):||180 each|
|3 inch (76.2 mm)/60-cal DP AK-176 (1, Forward):||200|
|HQ-24 8 Cell Vertical Missile Launchers (6, Forward):||120 each|
|Type 850 Combination Anti-Missile System (2, Superstructure):||225 each|
|Torpedo Launchers (2, sides):||40 each|
|Chaff Launcher (2, Superstructure):||10 each|
|VTOL Pad (Aft):||250|
| Main Body:||1,250|
 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: 36.8 mph (32 knots/ 59.3 kph)
Range: Unlimited due to fusion engines (needs to refuel every 10 years and requires maintenance as well). Ship carries four months of supplies on board.
Length: 454.4 feet (138.5 meters)
Draft: 19.0 feet (5.8 meters)
Width: 52.5 feet (16.0 meters)
Displacement: 3,850 tons standard and 4,220 tons fully loaded
Cargo: Can carry 220.5 tons (200 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: Nuclear Reactors, average life span is 10 years
Market Cost: Rarely available, if found on the black market would probably cost 100 to 250 million credits.
- One (1) 3 inch (76.2-mm) 59-cal DP AK-176 Naval Gun: The
ship mounts a rapid fire three inch gun mount forward of the superstructure
and missile launchers. This weapon mount is a Russian / Soviet style weapon
mount and is mounted on multiple different classes. The main weaknesses
of the gun are its relatively short range and the fact it cannot use rocket
assisted projectiles. The gun was carried on many ship classes around the
world until well into the Twenty First century. The guns can be used against
other ships, ground targets, aircraft, and even missiles. Theses guns were
among the smallest that could use a proximity fuse for their warheads.
Maximum Effective Range: 4.66 miles (4.04 nautical miles/7.5 km) for standard projectiles
Mega-Damage: High Explosive: 1D4x10 M.D.C. with 10 ft (3 m) blast radius per single shot and 3D4x10 M.D.C. with 20 ft (6.1 m) blast radius for three round burst. High Explosive Armor Piercing: 1D6x10 M.D.C. with 4 ft (1.2 m) blast radius per single shot and 3D6x10 M.D.C. with 8 ft (2.4 m) blast radius for three round burst. Plasma: 2D4x10 M.D.C. with 12 ft (3.7 m) blast radius per single shot and 6D4x10 M.D.C. with 25 ft (7.6 m) blast radius for three round burst.
Rate of Fire: Equal to gunners Hand to Hand (Three round bursts count as one attack).
Payload: 300 rounds. Ship normally carries usually carries 100 High Explosive, 100 High Explosive Armor Piercing, and 100 Plasma.
- Two (2) Type 850 Combination Anti-Missile Systems: Combination
Anti-Missile Defense Systems which combines both a seven barrel 30 mm Gatling
Cannon and a short range missile launchers. One is mounted on the forward
and the other on the after part of the vessel's superstructure. While mounted
in one system, both defense systems have separate tracking systems. Short
range missiles are designed to be able to track and target multiple missiles
simultaneously. Gatling cannon fires burst of 20 or 40 rounds at incoming
air attacks, especially missiles, usually those which leak through the
missile defense. System can be targeted against surface targets and ground
Maximum Effective Range: 30 mm Gatling Cannons: 9,840 feet (3,000 meters). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: 30 mm Gatling Cannons: 2D6x10 for a short burst of 20 round, 4D6x10 for a long burst of 40 rounds, and 3D6 for each round. Both bursts count as one attack. Range Missiles: As per short range missile type - Usually fragmentation (See revised bomb and missile tables for details.)
Rate of Fire: 30 mm Gatling Cannons: 6 attacks per melee. (+2 to strike aircraft; +3 to strike missiles.) Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: 30 mm Gatling Cannons: 500 Rounds (2 Drums of 250) - 25 Short Bursts / 12 Long Bursts. Short Range Missiles: 24 short range missiles per mount.
- Six (6) HQ-24 Long Range Vertical Launch Systems: Mounted
in front of the ship’s superstructure, launchers have eight cells each
for a total of forty-eight cells mounted in octagonal patterns. Launcher
is not as flexible as the Mk 41 launcher and can only fire long range missiles.
Missiles are primarily anti-air missiles although ground attack is a secondary
role of launcher. Similar multi-purpose missiles are used in both cases.
As well, anti-submarine rocket launched torpedoes can also be fired. The
launchers can launch at multiple targets simultaneously.
Maximum Effective Range: Varies with long range missile type (See revised bomb and missile tables for details.)
Mega-Damage: Varies with 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 any amount up to twenty-four (24) missiles total in any combination and at multiple targets at the same time (All launchers combined)
Payload: 48 long range missiles total (8 each launcher)
- Two (2) Medium Torpedo Launchers: Mainly design for anti-submarine
warfare but can be used against surface targets. There is one launcher
on each side of the ship with three tubes each. The tubes have an automatic
reloading system and can be fired quickly. The ships carries a total of
36 torpedoes for reloads. For the most part torpedo warheads are equal
to 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 torpedoes one at a time or in volleys of two (2) or three (3) torpedoes per side, launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 36 torpedoes for reloads.
- Chaff Launcher (2): Located on the superstructure of the
ship, they are designed to confuse incoming missiles. Both launchers must
be operational for the full effects. 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 underwater.
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.
The ship has all systems standard on a robot vehicle plus the following special features:
- Type 355 SAPARS 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 ships but still powerful. If allowed by the horizon, the system can track out to 201.4 miles (175 nautical 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.
- MGK-345 Hull Sonar System: Mounted under the bow of the ship. Sonar system has a range of around 18.4 miles (16 nautical 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
- MGT-350 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 86.3 miles (75 nautical 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 air bubbles to form a barrier against sonar and protects both the hull and the propellers. Gives a -10% penalty to any Read Sensory Instrument skill rolls to detect this ship using sonar and reduces ability to classify vessel.
- 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 -10% penalty to read sensor rolls when attempting to detect this ship and vessel will appear to be smaller on radar than it would otherwise. 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 around 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.