CG-75 Valley Forge class Guided Missile Cruiser:


First commissioned in the 1980s, the Ticonderoga class cruisers were considered in need of being replaced by the Twenty-Thirties. These ships had been through years of stress and punishment from the elements. When the revolution in advanced composites and alloys made virtually all ships obsolete overnight, these ships were not considered worth refitting.


As a replacements for a number of older warships, the United States navy began developing a number of new designs based on the DD-21 / CG-21 programs with various upgrades taking advantage of new technology. One of these was a new guided missile cruiser design. Unfortunately, the program would take some time to be fully developed.


It was decided that a stopgap program would be developed. There had been designs for an enlarged Burke class destroyer. It was decided that this stopgap design would be based on this enlarged Burke design with as few changes as possible in order to minimize delays and development costs. Even though basically an enlarged destroyer, it was decided to classify them as cruisers.


Four of these cruisers were eventually authorised and built. Originally a total of six were planned. The name Valley Forge was selected for the first vessel in the class. Valley Forge was the winter quarters of George Washington and the Continental Army but the last USS Valley Forge (CG-50) was the first of the Ticonderoga class cruisers to have been decommissioned.


The pedigree of these cruisers is obvious with the ships looking very much like enlarged Burke class destroyer. Not only were the cruisers slightly longer than the destroyers that they are based on, they are also slightly wider. There were many important differences such as the ships being made from advanced composites and alloys, both making them incredibly tough and virtually immune to the effects of the elements. The later meant that they could be expected to have incredibly long life spans.


In appearance, there were a number of obvious changes. One of the most visible is the mounting on enclosed mast. While the original Ticonderoga class cruiser mounted an SPS-49 radar in addition to the SPY-1 radar system, the DDG-51 program removed the long range conventional radar system. The Valley Forge class restored the system, mounting it in the enclosed mast. In addition, the ship mounts four designators instead of the three which were mounted on the Burke. Unlike the Burke class destroyer, the Valley Forge class cruisers were designed to be able to operate in the flag ship role.


For weaponry, a 64 cell Mk 41 vertical launch system replaces the original 32 cell launcher forward of the superstructure. In addition, the cruiser mounts a second 64 cell vertical launch system next to the rear launcher. In total, the Valley Forge class mounts 192 missile cells which can fire a variety of different missiles. In addition, the cruiser mounts a total of eight missile canisters between the smoke stacks. These normally carry surface skimming anti-ship missiles.


As built, these cruisers mounted a single Mk 45 five inch gun mount forward of the forward missile launcher although with a slightly greater payload than the Burke class. In addition, these ships also mounted a pair of Phalanx CIWS, one on the forward part and one of the aft part of the superstructure. As with the five inch gun mount, the point defense mounts were in virtually the same position as they were carried on the original destroyer design.


The propulsion system was similar to the original DDG-51 with four LM-2500 gas turbines. However, these were the upgraded LM-2500+ model which produced around 35,000 horsepower each for a total of 140,000 horsepower. In addition, these were tied in with an electric drive instead of a direct drive system. As a result of the greater power, these cruisers could reach thirty-four knots even though the cruisers were slightly larger than the destroyers which they were based on. Due to the longer length of the cruiser, it had greater range than the original DDG-51 class in addition to being slightly faster.


During these cruisers service, they were upgraded and updated a number of times. There were several additional technological revolutions in the middle of the Twenty-First century. These included a revolution in fusion power systems including aircraft fusion turbines. These fusion turbines replaced the original gas turbines giving virtually infinite range. Even though more the fusion turbines are more powerful than the gas turbines they replace, speed increase was modest with a top speed of thirty-five knots.


For weaponry, the original CIWS were replaced by Mk 44 “Sea Sabre” point defense mounts. These combined a rail gun with short range missiles. In addition, it was decided to replace the five inch gun with a much more powerful eight inch gun. An older gun system, the Mk 71, developed in the 1970's was dusted off and upgraded with improved fire control and modified to have a lower radar signature.


Towards the end of the Twenty-First Century, these cruisers were moved from active duty to the active reserve status. However, unlike Flight III DDG-51 class destroyers, none of the Valley Forge class had been retired. Still as reserve ships the tended to operate older equipment. These included older SAMAS model power armors instead of the newer “Semper Fi” power armors. In addition usually older helicopter and VTOL aircraft were usually operated from the flight deck of these cruisers.


There had been soon discussion about retiring these ships replacing them with Concord class cruisers in the reserve but the coming of the Rifts interrupted plans for these vessels. It is unclear what happed to these cruisers but it is quite possible that one or more of these vessels survived the coming of the Rifts. Since the design used advanced composites, these ships might also be in surprisingly good shape and need little reconditioning before being put pack into service.


Model Type: Upgraded CG-75.

Class: Guided Missile Cruiser.

Crew: 285 total; 22 officers, 24 chief petty officers, 239 enlisted.

Troops: 4 - 6 Helicopter / VTOL Pilots, 24 Pilots for SAMAS power armors, and 12 soldiers in body armor that are retained on board the ship.


Robots, Power Armors, and Vehicles:

 

24

PA-04A SAMAS Power Armors.

 

2

Helicopters or other VTOL Aircraft.


M.D.C. by Location:

 

Bridge:

600.

 

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

300 each.

 

[1] Enclosed SPS-49 Search Radar Mast:

200.

 

Forward Mk 41 Missile Launchers (64 cell):

440.

 

Aft Mk 41 Missile Launchers (2, 64 cells each):

440 each.

 

Mk 141 Missile Canisters (8 total, 4 on each side)

100 each.

 

Medium Torpedo Launchers (2, sides):

40 each.

 

MK-71D Eight Inch (203 mm) Barrel (1, mount):

120.

 

MK-71D Eight Inch (203 mm) Gun Mount (forward):

350.

 

Mk 44 Combination Anti-Missile Defense System (2, superstructure):

200 each.

 

Chaff Launcher (2, superstructure):

10 each.

 

Hanger (aft):

500.

 

[2] Main Body:

2,500.


Notes:

[1] Destroying Phase Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other. The SPS-49 radar system is for long range tracking but can be used for crude targeting as well.

[2] 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: 40.28 mph (35 knots/ 64.8 kph).

Range: 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:    25.1 feet (7.65 meters) mean and 33.4 feet (10.18 meters) including sonar.

Width:   70.5 feet (21.49 meters).

Length:  586.8 feet (178.86 meters).

Displacement: 9,850 tons standard and 13,500 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: Originally conventional gas turbine propulsion, converted to four nuclear reactors with an average life span of 20 years.

Market Price: Not for sale but if found on the black market would probably cost 400 million or more credits.


WEAPON SYSTEMS:

  1. One (1) MK 71-D Single Barrel Rapid Fire Eight Inch (203 mm) Naval Gun: The cannon is mounted in a turret is the front forward of the ship’s missile launchers replacing the original 127 mm gun mount. This gun design was original designed to be used on the late twentieth century Spruance destroyer class but was never actually into military service until much later. The cannon fires more rapidly than the eight cannons on the Sea King class and use a fixed powder charge. The eight inch gun can be used against aircraft as well as against surface ships and ground targets. The cannon can also use rocket assisted projectiles for extended range.

    Maximum Effective Range: 20 miles (17.4 nautical miles/48.2/32.2 km) for standard projectiles. 30 miles (26 nautical miles/48.2 km) for rocket propelled rounds.

    Mega-Damage: Standard Projectiles: 4D6x10 to a blast radius of 50 feet (15.2 meters) for High Explosive, 6D6x10 to a blast radius of 10 feet (3 meters) for High Explosive Armor Piercing, and 8D6x10 to a blast radius of 50 feet (15.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast radius of 30 feet (9.1 m) for High Explosive, 4D6x10 to a blast radius of 6 feet (2 meters) for High Explosive Armor Piercing, and 5D6x10 to a blast radius of 30 feet (9.1 meters) for Plasma. Cannons can also use special purpose (Go to Battlefield Artillery for Rifts for more information - standard or rocket assisted as appropriate.)

    Rate of Fire: Four (4) shots for the cannon per melee round.

    Payload: 400 rounds, usually carries 100 High Explosive, 100 High Explosive Armor Piercing, 100 Plasma, 20 Rocket Propelled High Explosive, 20 Rocket Propelled High Explosive Armor Piercing, and 50 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.

  2. Two (2) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: One system is mounted forward of the superstructure with the other mounted aft. In the original Burke class, Phalanx CIWS were mounted in these position. 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 systems. The short range missile launchers can target up four targets and can fire a volley up to twice per melee. 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 missile and +2 to strike aircraft). The rail gun is very similar to those carried on the Sea King Cruiser and it is likely that the Sea Kings 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.)

    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: 8000 rounds (200 burst) each. Short Range Missiles: Sixteen (16) short range missiles each.

  3. Three (3) Strategic MK 41 Vertical Launch Missile Launchers: All three launchers have 64 cells for the provision of missiles due to the forward part of the ship having more room than on the standard Burke class and aft of the superstructure having space for two launchers. These are the longer strategic version of the missile launcher and 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. On Rifts Earth, the 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.

    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 thirty-two (32) missiles for all three launchers per melee and can be fired at multiple targets at the same time.

    Payload: Sixty-four (64) cells for missiles in forward VLS launcher and sixty-four (64) cells for missiles in each of the aft VLS launchers (possible total of 384 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. Eight (8) Long Range Missile Canister Launchers: These launchers are special canisters with four on each side of the ship’s superstructure. These canisters were copied from Old United States Harpoon canister launchers. While the launchers are reusable, they are still inexpensive and are easily jettisoned if damages. While any long range missile type can be carried, usually special surface skimming missiles will be carried in launchers and are used against surface targets only.

    Maximum Effective Range: As per long range missile type (Surface skimming missiles have 25% less range than normal long range missiles, see revised bomb and missile tables for details.)

    Mega Damage: As per long range missile type (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), four (4), or eight (8) long range missiles with all launchers operating together.

    Payload: One (1) long range missile each launcher for a grand total of eight (8) long range missiles (Has no missiles in storage for reloads.)

  5. Two (2) Torpedo Launchers: There is one launcher on each side of the ship. Each torpedo launcher has three 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. Ship carries a total of 60 reloads for torpedoes. For the most part torpedo warheads are equal to medium range missile warheads.

    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 torpedoes one at a time or in volleys of two (2) or three (3) torpedoes per side. Reloading tubes takes one full melee round.

    Payload: Three (3) torpedoes each launcher for a grand total of six (6) torpedoes (Has a total of 60 torpedoes for reloads.)

  6. 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. Reduce effects of launchers by 50% per launcher not used. Rifts Earth decoy systems are assumed to not operate against Phase World / Three Galaxies missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)

    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.

  7. Four (4) Advanced Towed Decoys: The vessel carries four advanced towed decoy drones. They are each a small automated vehicle that creates a false sonar image designed to mimic the vessels. The decoy is dragged behind the destroyer using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World / Three Galaxies weapon systems due to technological difference.

    M.D.C.: 20 each.

    Effects: The decoy has an 80% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 50% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.

    Range: Not Applicable.

    Rate of fire: One can be deployed at a time and requires 2 minutes to deploy (Reel Out) another decoy.

    Payload: Four (4) decoys.

Special Systems:

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



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2017, Kitsune. All rights reserved.



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