Netherlands Navy Tjerk Hiddes class Frigate:


Due to budgetary reasons, when the revolution in new high strength materials made the weaponry of the world’s militaries obsolete, the Dutch government largely decided to refit already existing warships whenever possible. This included the Zeven Provinciën class frigates. Even though older vessels, they continued to perform stellar service.


Eventually however it was decided that the navy would need to expand radically and more advanced warship designs needed to be developed. Threats included the reborn Soviet military but China and India were also growing powers. One of the first programs was a new frigate class. Based in part on the venerable Zeven Provinciën class in order to reduce development costs, this new class was considered a vast improvement on the previous class.


A total of eight of these new frigates, which became the Tjerk Hiddes class, were ordered. The first vessel was laid down in the late Twenty-Fifties with additional frigates being laid down at the rate of about one per year. Completion took around four years per frigate. As with the Zeven Provinciën class, the leaders in many other navies considered these vessels to be better classified as destroyers.


With tensions continuing to rise, there was consideration to ordering an additional batch. However, it was decided to order a completely new design. With the introduction of British and Australian trimaran warship designs, the next Dutch frigate class would also be of a trimaran design.


In many ways, the Tjerk Hiddes class frigates formed the backbone of the surface forces of the Dutch Royal Navy. They often were required to intervene in what one might call “Brush Fire” wars. While generally considered low intensity conflicts, they were serious enough.


All eight Tjerk Hiddes class frigates remained in service until the coming of the Great Cataclysm. Of these, two were in port at the time and are considered most likely lost. Of the six that were deployed, their fate is unknown. With the use of high strength composites and alloys however, it is possible that one or more somehow managed to survive the devastation.


Unlike previous Dutch Royal Navy vessels, the Tjerk Hiddes class frigates were designed with fusion power from the earliest stages with a pair of fusion reactors for redundance. Power was transferred to the twin propellers through an advanced electrical propulsion system that is extremely efficient. Even so, top speed is relatively modest at around thirty-six knots.


A major upgrade with respect to the frigates was in the electronics. The APAR-6 active phased array is capable of incredible tracking ability and has comparable range to the best Aegis radar systems operated by the United States Navy during the same time period. This is back up by an infrared tracking system. While it still lacked a towed array sonar, the frigate was designed with a powerful hull sonar.


With regards to weaponry, these frigates are not all that much upgraded compared to the Zeven Provinciën class. The heart of the ship’s weaponry is a single strike length Mk 41 vertical launch system with forty eight missile cells. It was however decided to replace the original Mk 141 Harpoon canisters with a pair of “Thor” medium range vertical launch systems. As a result, a far large number of long range missiles could be carried in the Mk 41 launchers.


For inner missile defense, it was decided to delete the 30 mm Goalkeeper mounts of the previous class and replace them with a pair of “Freya VIII” short range missile batteries. With almost one hundred and eighty short range missiles able to be carried and capable of firing volleys of up to eight missiles at a time, the system was considered far more effective in the close range missile defense role.


During the development stage, the mounting of either a rail gun or a heavier 155 mm gun mount in the place of the 127 mm gun carried on the Zeven Provinciën class was considered. However, it was decided to retain the gun system carried on the older frigate. It was considered to have good range and have a better rate of fire than most of the potential replacement designs. Payload was able to be slightly improved compared to the Zeven Provinciën class however.


For defense against small boats, it was decided to mount a pair of relatively light 8 mm rail guns. These are of a German design with a single gun mount on each side of the frigate. Otherwise, the frigate mounts a pair of 12.75 mm torpedo tubes on each side. The torpedo tubes have an automatic reload system in order to be able to fire torpedoes more rapidly, which can be quite important when intercepting incoming torpedoes.


As was common with designs developed during this time period, automation allowed for the further reduction of crew compared to the Zeven Provinciën class. Standard crew was one hundred and forty-two although these frigates were designed with additional berthing for forty-eight additional personnel. When operating in anti-piracy roles, these ships often carried a small marine compliment onboard.


When these frigates first entered service, they usually a single anti-submarine helicopter. In later service, this was replaced by a German developed thrust VTOL design known as the Kolibri for Hummingbird. At around the same time, flying power armors were usually embarked. In many ways the Wespe, or Wasp, might be considered the predecessor to the TX-10 Predator produced by Triax.


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: Tjerk Hiddes class Frigate.

Class: Air Defense and Command Frigate.

Crew: 142 total; 16 officers, 14 chief petty officer, 112 enlisted (Has a high degree of automation.) Has space for a command staff of 12 personnel.

Troops: 6 Helicopter / VTOL pilots and crew, 24 pilots for Wespe power armors, and 12 soldiers in body armor that are retained on board the ship.


Robots, Power Armors, and Vehicles:

Power Armor Compliment:

 

24

WS-8 Wespe Flying Power Armors (or other power armors.)

Aircraft Compliment:

 

1

KU-4 Kolibri Utility VTOL - ASW Model (or others Helicopters / VTOL Aircraft.)


M.D.C. by Location:

 

Bridge:

550.

 

[1] APAR 6 Active Phase Array Radar Systems (4, superstructure):

100 each.

 

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

20 each.

 

Oto Melara 127 mm / 54 Barrel (1, gun mount):

80.

 

Oto Melara 127 mm Lightweight Gun Mount (forward):

320.

 

[2] Heckler & Koch RLG-8G Eight Millimeter Rail-Gun Mounts (2, sides):

50 each.

 

Mk 41 Strike Length 48 Cell Vertical Launch System (1, forward):

360.

 

“Thor” Medium Range 8 Cell Vertical Launch Systems (2, sides):

300 each.

 

“Freya VIII” Short Range Missile Launchers (2, superstructure):

120 each.

 

Dual 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides):

35 each.

 

[2] Chaff / Decoy Launchers (2, superstructure):

10 each.

 

Hangar (aft):

450.

 

VTOL Pad (aft):

350.

 

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

80.

 

[3] Main Body:

1,600.


Notes:

[1] Destroying the APAR phased array air search system radar system will eliminate the ship’s long range air search ability but weapon systems have backup fire control 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] 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.


Speed:

Surface: 41.5 mph (36 knots/ 66.7 kph).

Range: Effectively unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries six (6) months of supplies on board.


Statistical Data:

Draft:    18.37 feet (5.6 meters).

Length:  441.27 feet (134.5 meters) waterline and 492.78 feet (150.2 meters) overall.

Width:   62.99 feet (19.2 meters).

Displacement: 5,850 tons standard and 7,220 tons fully loaded.

Cargo: Can carry 500 tons (453.6 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: Two nuclear fusion reactors, average life span is 20 years. Usually only goes 10 years between refueling.

Black Market Price: Not for sale but if found on the black market would probably cost 365 million or more credits. Cost does not include embarked craft and power armors.


Weapon Systems:

  1. One (1) Oto Melara 127 mm Lightweight Gun Mount: Based upon an exceptional naval gun from the twentieth century, this design has changed little, except for a gun shield designed to reduce the mount’s radar cross signature. Fully automated, it weighed nearly twice that of contemporary U.S. cannon mounts, but had a tremendous rate of fire, and was very reliable. It is usually aimed by radar. The gun mount can be used against other ships, against ground targets, and against aircraft. The use of rocket assisted projectiles is also possible. The gun mount can rotate 360 and has a 70 arc of fire.

    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.

    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 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 105 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: Ten (10) shots per melee round.

    Payload: 800 rounds total.

  2. Two (2) Heckler & Koch RLG-8G Eight Millimeter Rail-Gun Mounts: These mounts are on the sides of the vessel and are primarily designed to deal with small boats but can be used to deal with other slow moving threats as well. However the rail gun mounts are not considered effective against aircraft or missiles due to being manually aimed. Rail guns themselves were carried on a number of Pre-Rifts German armored vehicle designs. Each rail gun mount can rotate 270 degrees and has an 80 degree arc of fire.

    Maximum Effective Range: 4,920 feet (1,500 meters).

    Mega Damage: Single shot inflicts 2D4 and 20 round burst inflicts 1D6x10.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 1,500 rounds (75 bursts) each.

  3. One (1) Mk 41 Strike Length 48 Cell Vertical Launch System: Mounted behind the five inch gun mount, this forward launcher has 48 cells able to fire a variety of missiles. As these are the longer strike version of the missile launcher, they 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. In later service,, these 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. Anti-Submarine rocket launched torpedoes also can be fired from the launcher (See revised Rifts torpedoes for details.)

    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 both launchers per melee and can be fired at multiple targets at the same time.

    Payload: Forty-eight (48) cells for missiles in forward VLS launcher (possible total of 96 long range missiles). One (1) cruise missile, two (2) long range missiles, or four (4) medium range missiles may be carried per cell. Ship carries no reloads.

  4. Two (2) “Thor” Medium Range Vertical Launch Systems: Mounted on the sides of the ship along the superstructure and require less space than a Mk-41 or MK-49 vertical launch system. Similar to the American Mk 55 vertical launch missile system although it fires vertically not at a 6 degree angle to the side. The missiles are arranged in a 2 by 4 pattern, and each launch cell has four reloads. Each system can launch up to eight missiles simultaneously each and the launcher is automatically reloaded. These launchers often act as the ship’s 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: Each launcher can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles. Each launcher operates independently.

    Payload: Eight (8) medium range missiles in each launcher, with thirty-two (32) medium missiles in each magazine for automatic reloads, for a total of eighty (80) medium range missiles for both launchers including missiles in launchers.

  5. Two (2) “Freya VIII” Short Range Missile Box Launchers: Mounted on the front and back of the superstructure are a pair of box launchers which automatically reload. The launchers can rotate 360 degrees and have a 90 degree arc of fire. The missile launchers reload extremely rapidly and are ready to be fire on the next attack. The system is designed to be able to target multiple incoming missiles simultaneously. It can be fired against surface targets as well as against air targets.

    Note: SAM style missiles are missiles that sacrifice payload for higher speeds, see Chris Curtis’ modified missile table for specifics.

    Maximum Effective Range: Varies by short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)

    Mega-Damage: Varies by short range missile type ((See revised bomb and missile tables for details - SAM style missiles normally.)

    Rate of Fire: Can fire short range missiles one at a time or in volleys of two (2) four (4), or eight (8) short range missiles each launcher. Launchers retract and are ready to fire for next melee attack.

    Payload: Eight (8) short range missiles each launcher for sixteen (16) total. The vehicle carries eighty (80) short range missiles as reloads for each launcher for a total of one hundred and seventy-six (176) short range missiles total. If a launcher is damaged, those missiles cannot be accessed except manually. (Sometimes additional missiles are carried in the cargo hold for reloads.)

  6. Two (2) Dual 12.75 inch (324 mm) Medium Torpedo Launchers: There is one twin launcher on each side of the ship. Each twin 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 against surface targets as well. 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. Ship carries 40 reloads for torpedoes. 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 medium torpedoes one at a time or in volleys of two (2) medium torpedoes per side, launcher can fire a maximum of two (2) volleys of torpedoes per melee each launcher.

    Payload: Two (2) medium torpedoes each launcher for a grand total of four (4) medium torpedoes. Has an additional forty (40) medium torpedoes for reloads.

  7. Two (2) 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: Twenty-four (24) each for a total of forty-eight (48) canisters.

  8. Four (4) SLQ-25F Nixie Towed 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 is 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:.



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[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2018, Kitsune. All rights reserved.



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