Australian Hobart class Guided Missile Destroyer:
Towards the end of the Twentieth Century and the first decade of the Twenty-First Century, the Australian Navy had decommissioned all of their destroyers and had become in effect an all frigate force. Eventually, it was decided that a class of destroyers would be developed. The American Arleigh Burke class and the Spanish Álvaro de Bazán class were both examined with the Spanish design being selected. All built in Australia, a total of four destroyers were eventually built over the course of the Twenty-Tens and Twenty-Twenties.
As originally fitted, these ships were designed primarily for air defense but were really quite capable multi-role vessels. They featured the Aegis defense system with the SPY-1D phased array radar system. The ships also carried a Mk 41 vertical launch system forward of the main superstructure with forty-eight cells. These usually carried a combination of ESSM (Enhanced Sea Sparrow Missiles) and “Standard” SM-6 missiles although other missiles, including VL ASROC and Tomahawk missiles, could also be carried. The ship also had the ability to carry eight harpoon missiles in canisters.
For close range combat, the ship also carried a Mk 45 five inch gun mount on the bow and a twenty millimeter Phalanx Vulcan CIWS in the superstructure. A pair of twenty-five millimeter guns for use against small boats were also fitted. The five inch gun mount is designed to be able to fire extended range rounds with ranges up to around one hundred kilometers. While primarily for tracking airborne targets, the SPY-1 phased radar acted as gunfire control for the five inch gun mount.
For sonar systems, the destroyer mounted the integrated type 2150 sonar system composed of both an advanced hull and towed array sonar system. For use against submarines, the vessel mounts twin 32.4 cm torpedo tubes on each side. These really are not considered the destroyer’s main anti-submarine weapon. Instead, it usually carried a single Seahawk or MRH-90 helicopter for the pursuit of submarines.
As built, these destroyers were capable of twenty-eight knots. While this was a bit slower than the contemporary American destroyers, the Australian destroyers also were more fuel efficient with a diesel engine for cruising and a pair of LM-2500 gas turbine engines used for high speed running. The Hobart class destroyers were designed to operate with a relatively small crew, a crew of around two hundred and two, although there is provision for a crew of around thirty more.
When there was a revolution in high strength materials, the militaries of the world became obsolete overnight. Massive construction and rebuilding campaigns were quickly started. Most of the Australian Navy was replaced by new construction over the next decade or so. However, it was decided that the four destroyers, which were still considered relatively new, would be rebuild instead of being replaced. These Hobart class destroyers were rebuilt with high strength composites and alloys. It took several years to rebuilt the four destroyers.
In addition to the destroyers themselves, the weapon systems were upgraded. New rounds were developed for all of the gun systems and all new missiles were introduced. During later upgrades, the Phalanx Vulcan CIWS and the two twenty-five millimeter gun mounts were replaced by a pair of much more effective Mk 44 Sea Sabre point defense mount which combine a rail gun with short range missile batteries. One is mounted where the CIWS was originally with the second mounted above the forward superstructure.
Instead of retiring these destroyers as most older warships that were refitted were, these destroyers were upgraded several more times. One of the most important further upgrades was to the engines with the development of high powered fusion turbines. These replaced the two original LM-2500 gas turbine engines. At this point, the diesel engines was simply removed being no longer needed with the fusion plants giving virtually unlimited range.
In many ways, the fusion revolution could be considered as great a revolution as that of the new materials. With the new fusion turbines, top speed was increased to around thirty-two knots with each engine being about fifty percent more powerful than the original gas turbine engines. As they also required less crew, the crew of the destroyer could be decreased somewhat. Some of the original crew berthing was converted over to increasing troop compliment and this included a small number of embarked power armors when they were introduced.
These destroyers served the Australia for several more decades although as time went on, more powerful warships were added to the fleet including the Shropshire class destroyers where a total of twelve were built. The Shropshire class was a direct copy of the American Raymond Fox class. As far as the Hobart class destroyers, the HMAS Sydney was in the worse shape and used as a parts hulk for the remaining three. A carrier was named HMAS Sydney in the destroyer’s place. Finally, two of the three remaining vessels were retired to inactive reserve status while only the Brisbane was retained as a training vessel. Just before the coming of the Great Cataclysm, there was talk about retiring her as well.
Nobody knows what the status of these vessels are since the coming of the Great Cataclysm. Even though not originally constructed of the high strength composites, they were thoroughly rebuilt and should have help up well as long as they were properly sealed. Special efforts also had been made to preserve the two Hobart class destroyers that were in the reserve fleet.
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: Hobart class Guided Missile Destroyer.
Vehicle Type: Ocean, Guided Missile Destroyer.
Crew: 178; 16 officers, 14 chief petty officers, and 148 enlisted (Has a high degree of automation) - original crew was 202.
Troops: 6 Helicopter or VTOL pilots and crew, 8 pilots for Gypsy Moth power armors, and 16 soldiers in body armor that are usually retained on board the ship.
Robots, Power Armors, and Vehicles:
Power Armor Compliment:
|
8 |
BA-V FPA-05D Gypsy Moth Power Armor (with Flight Packs.) |
Aircraft Compliment:
|
1 |
Helicopters or other VTOL Aircraft (Usually Westland Merlin HM 1 ASW helicopter.) |
M.D.C. by Location:
|
Bridge: |
400. |
|
[1] SPY-1D+ Phase Array Radar Panels (4, Superstructure): |
300 each. |
|
Mk 45 Five Inch (127 mm) / 62 Barrel (1, gun mount): |
80. |
|
Mk 45 Five Inch (127 mm) / 62 Mount (forward): |
200. |
|
Mk 44 “Sea Sabre” Combination Anti-Missile System (2, superstructure): |
200 each. |
|
Mk 41 Strike Length 48 Cell Vertical Launch System (1, forward): |
330. |
|
Mk 141 Missile Canisters (8 total, 4 on each side): |
100 each. |
|
Mk 32 Dual 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides): |
35 each. |
|
[2] Mk 36 Super RBOC Chaff / Decoy Launchers (4, superstructure): |
10 each. |
|
Hanger (aft): |
300. |
|
VTOL Pad (aft): |
200. |
|
Outer Hull (per 40 foot / 12.2 meter area): |
60. |
|
[3] Main Body: |
1,200. |
Notes:
[1] Destroying the SPY-1D phased array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can 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: 36.8 mph (32 knots/ 59.3 kph).
Range: Effectively Unlimited due to fusion engines (needs to refuel every 15 years and requires maintenance as well). Ship carries 8 months of supplies on board.
Statistical Data:
Draft: 16.1 feet (4.9 meters) mean and 24 feet (7.2 meters) including sonar array.
Length: 435.8 feet (132,8 meters) waterline and 481.2 feet (146.7 meters) overall.
Width: 61.0 feet (18.6 meters).
Displacement: 5,800 tons standard and 6,250 tons fully loaded.
Cargo: Can carry 300 tons (272.2 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: Originally conventional diesel and gas turbine propulsion (CODOG), converted to two nuclear fusion turbines with an average life span of 15 years.
Black Market Price: Not for Sale but if found on the black market would probably cost 250 million credits or more if intact and operational. Cost does not include embarked craft and power armors.
Weapon Systems:
One (1) Mk 45 Mod 4 Single Barrel Five Inch (127 mm) / 62 Naval Gun: The ship mounts a five inch gun on the bow of the ship. The gun is very reliable although it fires at a relatively slow rate (20 rounds per minute). The gun was carried on many ship classes until well into the Twenty First century. The guns can be used against other ships, against ground targets, and against aircraft. The weapon can use special artillery rounds, rocket assisted rounds, and can even fire Extended Range Guided Munitions.
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, and treat Extended Range Guided Munitions as medium range missiles (See revised bomb and missile tables for details.)
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. Extended Range Guided Munitions: Treat as medium range missiles (See revised bomb and missile tables for details.) 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: Normal Projectiles: Five (5) shots per cannon per melee round. Extended Range Guided Munitions can be fired at the rate of one (1) shot per melee round.
Payload: 500 rounds - Each Extended Range Guided Munitions round takes up space for two (2) normal rounds. Ship normally carries usually carries 100 High Explosive, 100 High Explosive Armor Piercing, 100 Plasma, 50 Rocket Propelled High Explosive, 50 Rocket Propelled High Explosive Armor Piercing, and 50 Rocket Propelled Plasma rounds, and 50 Extended Range Guided Munitions. The ship will carry special rounds when employed in artillery roles.
Two (2) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: These replace the Phalanx CIWS and the 25 mm gun mounts. One system is mounted forward of the superstructure with the other mounted aft over the hanger. 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 and fire control systems. The short range missile launchers can target up four targets and can fire a volley up to twice per melee round. Quite powerful, 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). In its design, the rail gun is very similar to those carried on the Sea King cruiser and it is likely that the Sea King’s 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.)
Mega-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: 8,000 rounds (200 burst) each. Short Range Missiles: Sixteen (16) short range missiles each.
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 designed 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.
Eight (8) Mk 141 Long Range Missile Canister Launchers: These launchers are special canisters with four on each side of the ship’s superstructure. They mount on the deck of the vessel and are effectively bolted on. While the launchers are reusable, they are still inexpensive and are easily jettisoned if damaged. Originally designed for the RGM-84 Harpoon missile but adapted for a larger variety of ordnance. 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.)
Two (2) Mk 32 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. 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. Reloading tubes requires two (2) full melee rounds.
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.
Four (4) Mk 36 Super RBOC 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: Eight (8) each for a total of thirty-two (32) canisters. Ninety-six (96) reload canisters are carried, reloading takes two melee rounds.
Four (4) SLQ-25F Nixie Towed Torpedo 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. OOnly effective at speeds 28.8 mph (25 knots / 46.3 kph) and below. Otherwise, the noise of the ship’s systems and propellers are 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:
SPY-1D+ 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 and later U.S. Naval vessel but still powerful. Able to simultaneously track and identify up to 288 targets. In addition, the system controls missiles launched from the missile launchers and the system 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. In addition, the system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Range: 201.4 miles (175 nautical miles / 324.1 km), subject to the radar horizon.
Type 2150 Hull Sonar System: Integrated with the towed array sonar and mounted under the bow of the ship. This hull sonar system has both a passive and active system built in. Sonar system can track up to 16 targets at one time. Range: 18.4 miles (16 nautical miles / 29.6 km).
Type 2150 Towed Array Sonar: Integrated with the hull sonar, this system is basically a long and very sensitive sonar system carried behind the ship on a long cable. This towed array Sonar is a passive only sensor system. Sonar system can track up to 32 targets at one time. Range: 86.3 miles (75 nautical miles /139.9 km).
Racal Sabre Advanced Integrated Electronic Warfare Suite: Combination of radar / radio detection system (ESM) and an active jamming (ECM) system. The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon. This includes the ability to detect radar guided weapons. Can be used for limited targeting. 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. Some missiles also have AESA type radars themselves and/or have backup infra-red sensors. Jamming also causes a -4 penalty to all radar guided weapons. Can be used to jam a wide area or for focused jamming against several targets.
Sonar Masking System: The ship uses air bubbles to form a barrier against sonar as well as shrouded propellers. Bubble masker protects both the hull and propellers against detection. Gives a -10% penalty to any Read Sensory Instrument skill rolls to detect this ship using sonar and bubble masker reduces ability to classify vessel.
Radar Defeating Profile & Radar Absorbing Materials: The ship’s 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 any Read Sensory Instrument skill 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.
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Image drawn and copyrighted by Mischa (E-Mail Mischa), McConrad, and Kitsune (E-Mail Kitsune). Click on line drawing for a better view.
Writeup by Kitsune (E-Mail Kitsune).
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