New Sovietskiy Tserigo Advanced Destroyer:
With the new technologies developed for the Admiral Timoshenkova class cruiser, there was the development of a destroyer design incorporated many of the same features. The laying down of the first unit was delayed however due to concentration on the cruiser and surface effect frigate designs. As well, production of the older Novik class destroyer continued at a reduced rate.
The first of the class was not laid down until 2093 and was not completed until 2096. Production was slow with leaders debating about what naval building priorities should be. It was only marginally less expensive to build than the cruisers. As a result, only a handful of these destroyers were completed before the coming of the Rifts. Since these destroyers were not fitted as flagships, they did not have the prestige of the Admiral Timoshenkova class. The locations of these vessels when the Rifts came upon the world is unknown. Still, it is highly possible one or more might have survived the coming of the Rifts due to being constructed from high strength composites and alloys which are virtually immune to corrosion.
In many ways, the Tserigo class could be considered a shrunken version of the Timoshenkova class and the two vessels share many of the same features. The main propulsion system is the same twin podded propulsion system driven electrically from a pair of powerful fusion reactors. These take the place of fusion turbines on the Novik class destroyer. The Tserigo class destroyer is slightly shorter than its sister cruiser but retains essentially the same beam. This makes the destroyer in effect slightly beamier. As a result, it is actually marginally slower with a top speed of around thirty-five and a half knots.
Unlike older destroyer classes, the Tserigo class was designed with a reduced radar cross signature. The destroyer only mounts a single long range air search and fire control radar compared to two mounted on the Admiral Timoshenkova class cruiser. The “Owl Hunter” radar system is extremely capable system comprising of four phased array panels. In many ways, the system is similar to United States Aegis systems. The destroyer also mounts a powerful hull and towed array sonar system. These are based on those mounted in earlier classes although have improved systems in many areas.In general, the New Soviet electronics still lagged behind Western systems.
Even though the destroyer only mounts the one long range air search and fire control radar, the Tserigo class destroyer carries the same missile loadout as the Admiral Timoshenkova class cruiser. There are two sixty-four "strategic length" cell launchers, one forward and one aft of the main superstructure. There are also a pair of eight cell "tactical length" launchers with one on each side of the superstructure amidships. These launchers are more advanced than those carried on the older Novik class destroyer and more flexible. They are extremely similar to the American Mk-41 vertical launch systems and many in naval intelligence believed them to be copies of the American system.
The "strategic length" forward and aft launchers can fire virtually any common missile type with the "tactical length" are limited to long range missiles and smaller. Even so, they are normally loaded with medium range missiles which are used for middle point defense. The destroyer usually carries one hundred and ninety-two medium range missiles with sixty-four of the missiles carried in the side launchers. As well, the normal load is two hundred and fifty-six long range missiles and thirty-two cruise missiles. Depending on mission, the exact loadout might be changed. For example, if used to support amphibious landings, a larger number of cruise missiles could likely be carried.
The same basic CAD-N-6 Point Defense System which is mounted on virtually every New Soviet military vessel forms the inner point defense of the destroyer. The United States “Sea Sabre” system filled a similar role. A total of four are mounted on the superstructure. Each mount carries both short range missile launchers and a rapid fire point defense laser. The laser is similar to soviet heavy combat rifles and fires a four shot burst. While the weapon is fairly short ranged, it is still quite effective. While generally used for missile point defense, the weapon system can engage surface targets including small boats.
Compared to the Admiral Timoshenkova class cruiser, the the Tserigo class destroyer only mounts a single twin 152 mm gun mount. Mounted forward of the main superstructure behind the forward vertical launch system, it is an electro-thermal instead of conventional weapon system. As a result, it is longer ranged than the gun mount on previous destroyer classes. Both conventional and rocket propelled rounds can be carried. A total of eight hundred rounds are usually carried. It is designed primarily to engage surface targets and shore bombardment but is also effective against aircraft.
Like the Admiral Timoshenkova class cruiser, the Tserigo class destroyer carries five torpedo tubes on each side. These are aft of the side vertical launch missile system just forward of the hanger. Less torpedoes are carried than the sister cruiser class but are otherwise identical. These tubes are larger than tubes on most Western surface ship designs. Additionally, a single “Killer Dart” short range torpedo launcher is mounted on the bow. It is designed to carry interceptor torpedoes for use against close targets and against incoming torpedoes. Interceptor torpedoes are very fast but have very limited range.
Even though further automation reduces crew requirements, the Tserigo class destroyer is still designed around operating with a crew of around two hundred and forty. These destroyers were comfortable but lack the extreme luxury of the Kirov and Slava from before the first soviet collapse. Ship systems are designed for easy maintenance and the ship does not need regular hull maintenance due to being constructed from advanced composites and alloys. As previously listed, the destroyer does not have any flag facilities. Two helicopters or other VTOL aircraft can be embarked. Usually anti-submarine warfare aircraft were embarked while in service. If they had remained in service, it is possible that these aircraft might have been replaced by smaller sky cycle like craft. Troop compliment is for self defense only. Usually a dozen troops are embarked. These are limited to light cyborgs, no heavy cyborgs.
Model Type: Tserigo class Missile Destroyer
Vehicle Type: Ocean, Missile Destroyer
Crew: 242; 25 officers, 217 petty officers and enlisted crew members.(Has a high degree of automation and can be run effectively by 120 crew members)
Troops: 8 Helicopter Crew Members, 12 troops for shipboard defense (Including Partial Conversions and Light Cyborgs).
Robots, Power Armors, and Vehicles:
|2||Helicopters or other VTOL Aircraft (Usually for ASW)|
M.D.C. by Location:
| “Owl Hunter” Soviet AEGIS system (4, Superstructure):||250 each|
|152 mm Electro-Thermal Cannon Barrels (2):||100|
|152 mm Electro-Thermal Cannon Mounts (2, Forward):||250|
|CADS-N-6 Combination Anti-Missile Defense Systems (4):||225 each|
|Strategic Length 64-Cell Vertical Launch Systems (2, Forward & Aft):||450 each|
|Tactical Length 8-Cell Vertical Launch Systems (2, sides):||150 each|
|Quintuple mount type torpedo launchers (2, Sides):||100 each|
|Killer Dart “Interceptor” Torpedo Launcher (1, Forward):||80|
|Chaff Launchers (4, Superstructure):||10 each|
| Main Body:||3,500|
 Destroying “Owl Hunter” AEGIS system will disable primary long range search and fire control systems; In addition, standard robot sensors for the time period, not needing large antennas to be effective, were installed in well-protected points in the hull as secondary systems. As well, "Owl Hunter" panels can partially 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: 40.85 mph (35.5 knots/ 65.75 kph)
Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries two months of supplies on board.
Length: 532.15 feet (162.2 meters)
Draft: 25.26 feet (7.7 meters)
Width: 75.13 feet (22.9 meters)
Displacement: 10,100 tons standard and 14,200 tons fully loaded.
Cargo: 500 tons (453.6 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: Two (2) Nuclear Fusion Reactors, average life span is 20 years
Market Cost: Not for Sale but if found on the black market would probably cost 900 million to 1.0 billion credits.
- One (1) Double Barrel 152 mm Electro-Thermal Naval Guns:
The ship carried a single double barrel turret mounted in front of the
main superstructure. Cannon has a special recoil system to reduce felt
recoil. 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 weapon has greater range than
conventional 152 cannons. The turret can rotate 360 and has a 90 arc of
fire. The weapon mount is heavily automated and is capable against other
ships, against ground targets, and against aircraft. Plasma rounds are
a late pre-Rifts innovation and are rare and expensive.
Maximum Effective Range: 22.9 miles (19.9 nautical miles / 36.9 km) for standard projectiles, 37.3 miles (32.4 nautical miles / 60.0 km) for rocket propelled rounds.
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) when using artillery rounds.
Rate of Fire: Normal Projectiles: Up to eight (8) single shots per turret per melee.
Payload: 800 rounds total.
- Four (4) Kashstan CADS-N-6 CIWS Systems: Combination Anti-Missile
Defense Systems which combines both a rapid fire laser and a short range
missile launchers. On is mounted on each of the four corners of the ship’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. Laser system fires
four shot bursts and is capable of destroying missiles and inflicting serious
damage on aircraft. Laser is similar to the S-500 Cyclone Pulse Laser Rifle
with extended range. System can be targeted against surface targets and
Maximum Effective Range: Laser Cannons: 4,000 feet (1,220 meters). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: Laser Cannons: 1D6x10 MD for four shot burst. Short Range Missiles: As per short range missile type (Usually fragmentation) (See revised bomb and missile tables for details.)
Rate of Fire: Laser Cannons: Six (6) attacks per melee. (+2 to strike aircraft; +3 to strike missiles.) Short Range Missiles: One at a time or in volleys of two (2), three (3), or four (4) per launcher. Can fire up to six (6) times per melee in place of gun fire.
Payload: Laser Cannons: Effectively unlimited. Short Range Missiles: Thirty-Two (32) short range missiles per mount.
- Two (2) Strategic Length 64-Cell Vertical Launch Systems:
Believed to be a copy of the very reliable American Mk-41 Vertical Launch
System which dated back to the previous century and was exported to numerous
allied nations. The strategic length launcher can carry cruise missiles,
long range missiles, and medium range missiles. The cruiser normally carries
192 medium range missiles, 256 long range missiles, and 32 cruise missiles
total. Launchers are mounted with one forward of the superstructure and
the other aft of the superstructure.
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 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 thirty-two (32) missiles for both launchers per melee and can be fired at multiple targets at the same time.
Payload: 64 cells missiles in forward VLS launcher and 64 cells for missiles in aft VLS launcher (possible total of 256 long range missiles). One cruise missile, two long range missiles, or four medium range missiles may be carried per cell. Ship carries no reloads.
- Two (2) Tactical Length 8-Cell Vertical Launch Systems: Believed
to be a copy of the very reliable American Mk-41 Vertical Launch System
which dated back to the previous century and was exported to numerous allied
nations. The tactical length launcher could not carry Cruise Missiles and
the Cruiser normally carries sixty-four medium range missiles in launchers.
The ship has a launcher on either side of the superstructure.
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: Eight (8) missile cells in each VLS launcher (Can carry a total of 16 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 medium range missiles.
- Two (2) Quintuple 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 five tubes each. The tubes have been modified
to use an automatic reloading system and can be fired quickly. These are
modern, variable option torpedoes that are about 25% faster than the latest
US designs of the time period. These torpedoes are also slightly larger
than the standard US torpedo launchers. (These torpedoes are considered
the equivalent of smart missiles and have advanced tracking and avoidance
systems that give them a +5 to strike, +3 to dodge, and 2 attacks per melee
until they strike their target or run out of fuel.)
Maximum Effective Range: 40 miles (64 km), Rocket boosted torpedoes can also be fired from launcher (See revised bomb and missile tables for details.)
Mega Damage: By Heavy torpedo warhead type (See revised Rifts torpedoes for details.) Rocket boosted torpedoes can also be fired from launcher.
Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2), three (3) or five (5) per side. Reloading tubes takes one (1) full melee round.
Payload: Five (5) torpedoes/ missiles each launcher for a grand total of ten (10) torpedoes/missiles [Has twenty (20) torpedoes/missiles for reloads.]
- One (1) Killer Dart “Interceptor” Short Range Torpedo Launcher
(1): The launcher is mounted on the bow of the vessel. These so called
“Killer Darts” are a Russian interceptor torpedo, designed primarily for
intercepting and hitting incoming torpedoes, with a secondary function
against small submersibles and submersible power armors. They mount in
a similar position to the ASW Rail launchers carries on late Twentieth
Century Soviet vessels. American and European designed prefer to fire interceptor
torpedoes from their standard torpedo tubes. Launcher is primarily designed
to intercept incoming torpedoes but can be used against other vessels,
against large submarines, and against underwater troops. Other torpedoes
can be used but are very rarely used.
Maximum Effective Range: 2000 feet (609.6 meters) using interceptor torpedoes, other torpedoes use standard rules (See revised Rifts torpedoes for details.)
Mega-Damage: By Short Range Torpedo Type (See revised Rifts torpedoes for details.)
Rate of Fire: Each launcher can fire salvos of up to eight (8) short range interceptor torpedoes per melee.
Payload: 64 Interceptor Torpedoes.
- Four (4) Chaff Launcher: Located on the superstructure of
the ship, they are designed to confuse incoming missiles. All four 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 underwater.
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: 24 each for a total of 96.
The ship has all systems standard on a robot vehicle plus the following special features:
- “Owl Hunter” Soviet AEGIS: Can identify and simultaneously track up to can simultaneously track and identify up to 512 targets at one time. The system controls missile launched from the missile launchers and the system can track and guide each individual missile to an individual target for up to 128 targets. Range: 497 miles (800 km). The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Not as advanced as the most advanced American pre-rifts Aegis systems but still very effective.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of 25 miles (21.7 nautical miles / 40.2 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 24 targets at one time
- Advanced Towed Array Sonar System: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. Range of 100 miles (86.9 nautical miles / 160.9 km). This towed array sonar system has both a passive and active system built in. Sonar system can track up to 48 targets at one time.
- 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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Initial Concepts by Marina O'Leary (LusankyaN@aol.com ).
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2012, Kitsune. All rights reserved.