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Zeven ProvinciŽn Class LCF:


When at the end of the twentieth century the old Tromp class guided missile frigates of the Dutch Royal Navy were coming at the end of their life, a new class of ships had to be designed. This would not be an easy task, because the De Ruyter class had proven to be a truly excellent class of ships, capable of not only air defense, surface combat, but also anti submarine work and flotilla command. The new class of ships needed to be capable of all that and more, because it also had to be stealthy and capable of naval support fire in littoral operations.


Ultimately it was decided that the main emphasis would lie on area air defense, naval fire support and, for the first two ships of the new class, flotilla command. Thus the designation of the class would be "Luchtverdedigings en Commando Fregat" (Air defense and Command Frigate) or LCF for short.


In order to lower the costs of the ships they would be build as part of a tripartite warship building program by the German Kriegsmarine, the Spanish Armada, and the Dutch Royal Navy, since all three had the need for an air defense ship of more or less similar capability. Unlike in the ill-fated Horizon project which cost the British so much trouble, the three countries cooperated mainly on the ship platform, and not on (combat) systems.


Even so, when the Dutch announced that they would employ a new type of radar which had yet to be designed, the Germans announced that they would also be part of that development. The Spanish decided to play it safe, and bought the SPY-1 Aegis system for their ship. The new radar became one with an active phased array, operating on the x-band, and more advanced than anything build up to that point. The Dutch company of Signaal in Delft had just designed the APAR.


In 2002 the first of the new LCF class was commissioned. It was the Zeven Provinciën, namesake of the class. A proud name for a proud ship. She would be followed by the "Tromp" the "De Ruyter", and the "Evertsen". The Dutch had proven that they were still master shipbuilders. At 6,000 tons and 144 meters length, the LCF was almost a destroyer, and not a frigate. The shape was very stealthy, and provided the ship with the radar signature of a small corvette, not that of very large frigate. There was room for a large helicopter in a roomy hangar. The propulsion was a mix of diesels and gas turbines, and could drive the ship at an economical speed of 18 knots for more than 6,000 nautical miles, or at a top speed of 29 knots.


The sensor systems were the incredible Signaal APAR, which more than rivaled the American SPY-1 system in power and capability but in a considerably smaller package, and the Signaal SMART-L long range air and surface surveillance radar. Also included were the Signaal Sirius IRST long range infrared surveillance and tracking system, and a STN Atlas Elektronik DSQS-21B sonar in the bow. All these systems were integrated by means of the Signaal Sewaco FD combat system, which meant that the ship had a combat and sensor package at least equal or better than the contemporary Aegis system in use by the US navy.


Countermeasures included a powerful Sabre ESM/ECM system build by Racal of England. This too was one of the most powerful and extensive systems in its kind.


The armament of the LCF was just as impressive as its sensor systems, and consisted of a 40-cell MK-41 VLS system (later upgraded to a 48-cell configuration) holding 32 quad-pack ESSM missiles for short to medium range air defense, and 32 Standard missiles for long range air defense. Just in front of the VLS was an Oto Melara 127 mm Lightweight Gun, capable of firing 48 rounds of ammunition per minute. Aft of the bridge there were eight Harpoon missiles. For anti-submarine uses there were four torpedo tubes, two on each side of the ship.


The weapon's suite was rounded out by two manually operated 20 mm cannons, and two 30 mm Goalkeeper CIWS systems.


When the M.D.C. revolution swept across the world the Dutch government decided to upgrade the ships, much as the Soviets were upgrading their ships. The ships were one by one fitted with Mega Damage armor, and the weapons were upgraded to fire the new M.D. munitions.


When the Rifts came, the Tromp, the De Ruyter and the Evertsen were all at sea, patrolling the North Sea and skirmishing with the Imperial American forces. Rifts and ley line storms swept over the North Sea, and annihilated all ships fighting there, including the LCFs.


The only survivor of the class was the Zeven Provinciën, which was refueling and rearming in Hamburg at the time. There she stayed for the remainder of the disaster, and when the New German Republic was formed (Of which what was left of the Netherlands was a part.), she became part of the NGR navy.


Now, after all this time, she is still a part of the NGR navy. Her APAR and combat systems have been used as examples for the systems aboard current NGR ships. The Zeven Provinciën herself has been modernized several times, with the most important change being the replacement of her engines by nuclear turbines, which gives her almost unlimited range. The Harpoon canisters have been replaced with LRM canisters, and all ammunition for her cannons use upgraded Mega Damage ammunition.


Although she is still on active duty, she is no longer considered a front line ship, and she currently serves as a training ship for NGR personnel. In this capacity she carries classes of up to 100 students, and her (outdated) command facilities have been transformed into extra bunks and a classroom. She still sets sail on a regular basis, and a normal cruise incorporates at least one transatlantic crossing, and a visit to a Coalition harbor, although the recent disputes between the Coalition and the NGR regarding Free Quebec might put an end to this.


Model Type: Zeven Provinciën LCF
Class: Air Defense and Command Frigate
Crew: 140 (18 officers), berthing for up to 100 ratings extra.


Vehicle Compliment:

1XM-270-ASW “Mosquito” ASW Airship.


M.D.C. by Location:

Oto Melara 127 mm Lightweight Gun:210
30 mm Goalkeeper CIWS (2):130 each
20 mm cannon (2):50 each
MK-41 Strategic 48 cell VLS (1, forward)240
LRM Canisters (8 total, 2x4 amidships)100 each
Torpedo Tubes (4, Sides)70 each
[1] APAR Radar Systems (4, Superstructure):100 each
[1] Signaal Smart-L Air/Surf. Search Radar:300
Signaal Sirius Cameras (2):100 each
Hangar (aft):200
Bridge:275
Outer Hull (per 80 ft area):50
[2] Main Body:1,100


Notes:
[1] Destroying both APAR and the Smart-L Air Search System radar system will eliminate the ship’s long range air search ability but weapon systems have backup fire control systems. Both air search systems are separate so both systems are not likely to be disabled from a single hit, and the four APAR panels can compensate for the loss of one or two panels.
[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:
On Water: 29.5 knots (33.9 mph / 54.6 kph)
Maximum Effective Range: Unlimited


Statistical Data:
Draft: 17 feet (5.1 meters)
Width: 62.3 feet (18.8 meters)
Length: 480 feet (144 meters)
Displacement: 5,400 tons standard and 6,200 tons fully loaded
Cargo: Can carry 400 tons of extraneous cargo. Each crew member had a small locker for personal items and uniforms, and junior ratings are housed in 6 berth cabins, with senior ratings sharing 2 berth cabins. Ships officers had far more space for personal items, and live in individual cabins. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Two Nuclear Turbines with a 20 year life span.
Market Price: Not available.


Weapon Systems:

  1. One (1) Oto Melara 127 mm Lightweight Gun: Based upon an exceptional naval gun from the twentieth century, this design has changed little, except for a stealthy gun shield. Fully automated, it weighed nearly twice that of contemporary U.S. cannons, but had a tremendous rate of fire, and was very reliable. It 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 and has a 90 arc of fire.
    Maximum Effective Range: 25 miles (40 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 105 mm artillery warheads (Go to Battlefield Artillery for Rifts for more information - standard or rocket assisted as appropriate).
    Rate of Fire: Up to twelve! single shots per melee.
    Payload: 700 rounds total.
  2. MK-41 48 Cell Strategic MK 41 Vertical Launch Missile Launcher (1): A American design which was very flexible, with the design having cells allowing for two Medium Range Missiles to be loaded into one cell. The launcher is fitted flush with the deck, just aft of the 127 mm cannon, and in front of the bridge. This is 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), or sixteen (16) missiles for the launcher per melee and can be fired at multiple targets at the same time.
    Payload: 48 missiles cells in forward VLS launcher (possible total of 96 long range missiles). One cruise missile, two long range missiles, or four medium range missiles may be carried per cell. Ship carries no reloads. The ship will often carried 32 cells loaded with long range missiles and sixteen cells loaded with medium range missiles, for a total of 128 missiles.
  3. Long Range Missile Canister Launchers (8): These launchers are special canisters mounted in two quadruple mounts behind the main mast. 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 damaged. 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 missile, Go to 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 missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles (All launchers operates together.)
    Payload: 1 missiles each launcher for a grand total of 8 long range missiles (Has no missiles in storage for reloads).
  4. 30 mm Goalkeeper 7-barreled CIWS (2): The ship has two mounts, one just aft and above the bridge, and one on top of the hangar. The system was designed in the late twentieth century and the weapon system was used for ship defense. It featured a more powerful cannon than the Phalanx system of the USN, and also provided better tracking capability. The Goalkeeper was fitted to use new ramjet ammo types that allowed the weapon to do enough M.D.C. to destroy the new missiles types. While the system can be used against ships, it is normally used against missile or aircraft. Each Turret can rotate 360 and has a 180 arc of fire. Each autocannon can fire on automatic at up to six targets per melee (Has +4 to strike missiles and +3 to strike aircraft).
    Maximum Effective Range: 7000 feet (2100 meters)
    Mega-Damage: 3D6 per round, and 4D6x10 for a burst of 40 rounds. Fires only bursts.
    Rate of Fire: Six bursts per melee for each mount (Has +4 to strike missiles and +3 to strike aircraft).
    Payload: 1120 rounds (28 bursts) each. Ship carries an additional 12,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
  5. 20 mm cannons (2): Two 20 mm cannons were mounted just aft of the bridge, next to the main mast. These weapons had a reasonable range and rate of fire, but lack the punch to do damage to large targets. Since they are manually aimed, they are little good against missiles, and experience shows that they are mostly good for defending the ship against small or S.D.C. targets. Each gun can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 5,000 feet (1,524 meters)
    Mega-Damage: 2D4 per round, and 2D6x10 for a burst of 60 rounds.
    Rate of Fire: As per gunners Hand to Hand.
    Payload: 600 rounds (10 bursts) each. Ship carries an additional 10,000 rounds of ammunition in magazines. Autocannon requires 2 minutes (8 melees) to reload by properly trained personnel (Double for untrained crews).
  6. Automated Torpedo tubes (4): There are two launchers on each side of the ship. Each tube could launch 12.75 in (324 mm) torpedoes. Torpedoes are normally used against submarines but can be targeted on surface targets as well. Ship carries 40 reloads for torpedoes. Treat warheads as 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) torpedoes per side. Reloading takes 2 full melees.
    Payload: 2 torpedoes each launcher for a grand total of 4 torpedoes (Has 40 torpedoes for reloads)
  7. Super RBOC Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming missiles. In addition to chaff these launchers also fired flares to decoy IR guided 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: 8 each for a total of 32. 96 reloads are carried, reloading takes two melees.
  8. SLQ-25F Nixie Towed torpedo decoy (1): 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 below 25 knots. Otherwise, the noise of the ship’s systems and propellers is too powerful to mask. Rifts Earth decoy systems are assumed to not operate on Phase World missiles due to technological difference.
    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 the decoy has a 10% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
    Decoys have a duration of 30 minutes (120 melee rounds)
    Payload: One ready to use, with three more ready to deploy. It takes three minutes (twelve melees) to reel out another decoy.


Special Systems:.




[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

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

[Signaal, Signaal Smart-L, Signaal APAR, Signaal Sirius IRST, STN Atlas Elektronik DSQS-21B, and Racal Sabre are trademarked and copyright by their respective owners]


Image drawn and copyrighted Mischa (E-Mail Mischa). Click on line drawing for a better view.

He has no art home page at present but many other items on my site.


By Mischa (E-Mail Mischa).

Revised by Kitsune E-Mail Kitsune.


Copyright © 2000, 2001, & 2003, Mischa & Kitsune. All rights reserved.



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