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Japanese Shimakaze class Guided Missile Destroyer:

When the revolution in super strong materials made most military hardware obsolete practically overnight, many navies initially considered refitting their already existing vessels first and then building new vessels once they have refitted existing vessels. The cost of new vessels was considered prohibitive and many government did not want to start military expansion and increasing tensions.

At the same time, concerns over the newly restored Soviet Union were suppressed by political leaders. Some even welcomed the restoration of communism after the mess that oligarches had made of the nation. As a result, most navies did not begin laying down new vessels until the middle to latter part of the Twenty-Thirties.

Japan was concerned with Chinese expansion and decided not to wait as long and began construction of a new destroyer class early in the Twenty-Thirties. Because of this, Japanese Navy was one of the first navies to lay down new vessels using the new advanced materials. Destroyers were considered a priority over other classes by the Japanese. The first ship of the class, the Shimakaze was laid down in 2032 with two more sisters laid down early in the next year. A total of seven of these destroyers were built.

Already existing vessels were refitted as well but were considered a lesser priority by Japan. As well, the older vessels were scrapped or sold to other nations by the Twenty-Fifties because they were not considered as successful. They were one of the first nations to retire most of their vessels built before the material revolution.

The Shimakaze were considered important vessels in the Japanese Navy even though it was a relatively small class and share many of the same systems as earlier vessels. The destroyers were used as escorts for the Japanese carriers when they were commissioned. In many cases, they were considered the Japanese equivalent of the American Rosette class destroyers. During their life span, the Japanese destroyers were refitted several times during their careers to keep them up to current standards.

Initially, the Japanese navy planned to build a modified version which carried a larger helicopter compliment but a modified version of the American Raymond Fox class helicopter carrying destroyer was selected instead. Even when new helicopter destroyers were commissioned, the Shimakaze were considered valuable and remained in service until the coming of the cataclysm.

Three of the Shimakaze class were home ported in Kure and were carried forward in time with other Japanese and American vessels that were in port there. The status of other vessels in the class is unknown but two were escorting the carrier Taiho and are thought lost with the carrier. Of the three Shimakaze class destroyers which survived, one was later lost in service with the Republic of Japan. The Republic of Japan has been much more cautious with their naval forces since then and the two remaining Shimakaze class guided missile destroyers, Tatikaze and Namikaze, are almost never deployed alone.

Instead of using an all new design, the Japanese Navy decided to modify an already existing design for their new destroyer class. The basic hull design was that of an improved Kongo class Aegis destroyer but with many changes. The Kongo class was the Japanese version of the American Arleigh Burke class guided missile destroyer. The superstructure was modified to further increase the destroyer’s stealth. The new materials that the Shimakaze class were built from made the destroyers virtually immune to corrosion and partially explains their long service lives.

The destroyer class mounts the SPY-3H active phased array radar system and while the U.S. Navy vessels mounting the same system were not classified as guided missile classes, the Japanese navy classified the Shimakaze class as guided missile destroyers. The active phased array radar system could operated as fire control radar and separate target illumination radars were eliminated as a result. The destroyer also mounted a powerful hull sonar and towed array sonar for anti-submarine warfare. While similar to system used on United States warships around the same time, they are indigenous Japanese developments.

The initial power plant was four powerful gas turbine engines which used electrical transmission to drive two shafts and gave the destroyer a top speed of thirty-two knots. These engines were later replaced during refits by fusion turbines which gave the destroyers virtually unlimited range and increased top speed up about two knots to 35.5 knots. In common with the prior Kongo class, the propellers were of a variable pitch design.

The Shimakaze carries a huge number of missiles in its missile launchers. The destroyer initially mounted a total of ninety-six strike length Mk 41 vertical launch missile cells and sixteen self defense length Mk 41 vertical launch missile cells. Positions for the strike cells are thirty-two missile cells in front of the superstructure and sixty-four cells aft above the helicopter hanger. Initially, there were eight self defense type missile launchers on either side of the exhaust stack positions in a similar position to where Harpoons were carried on the older Kongo class.

The four side mounted self defense length Mk 41 launchers were replaced by two Mk 55 vertical medium range missile launchers when the destroyers were later refitted with new engines. These new launchers virtually doubled the number of missiles which could be carried in the side missile launchers and greatly increased medium range self defense. Much of the additional magazine space came from no longer requiring fuel tanks in those sections.

To supplement the huge number of missile launchers, the destroyer initially carried a Mk 15 Phalanx CIWS mount just forward of the superstructure and behind the exhaust stacks. During refits, these were replaced by the Mk 44 “Sea Sabre” combination point defense mounts which combine short range missile launchers and a powerful rail gun. These mounts are designed for last ditch point defense.

Unlike the American Rosette class destroyer, the Shimakaze carries a single gun mount forward of the superstructure in the same position carried on the previous Kongo class. There was a huge debate on the mount carried between a 127 mm or 155 mm mount. Eventually, the 155 mm cannon was selected and the destroyer had to be slightly lengthened from the original design in order to mount the larger cannon. For anti-submarine warfare, the Shimakaze mounts triple torpedo tubes on either side.

Like most classes in service during the Mega-Damage revolution, extensive automation was utilized to reduce crew requirements but the ship carries a larger crew than the American Rosette class destroyer. The ships are fairly cramped due to all of the system carried and are not fitted for flag officers and their staff. As well, the destroyers were not fitted to carry troops but occasionally a two to four power armors are carried. The destroyer also has the ability to carry two helicopters for anti-submarine warfare.

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: Shimakaze class Guided Missile Destroyer.

Vehicle Type: Ocean, Guided Missile Destroyer.

Crew: Normal of 255; 28 officers, 22 Chief Petty officers, and 205 enlisted (Has a high degree of automation and can be run effectively by 115 crew members).

Troops: 4 Helicopter / Aircraft Pilots (Can also carry 2 to 4 SAMAS power armors).

Robots, Power Armors, and Vehicles:

Power Armor Compliment:



PA-04A SAMAS Power Armors (Not normally embarked.)

Aircraft Compliment:



Helicopters or other VTOL Aircraft (Often V-22N Super Osprey Tilt Rotors - ASW Model.)

M.D.C. by Location:





[1] SPY-3H Phase Array Radar Panels (4, superstructure):

200 each.


Mk 58 Single Barrel 155 mm / 62 Cannon Barrel (1, mount):



Mk 58 Single Barrel 155 mm / 62 Cannon Mounts (1, forward):



Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems (2, superstructure):

200 each.


Mk 41 Strike Length 32 cell Vertical Launch System (forward):



Mk 41 Strike Length 64 cell Vertical Launch System (aft):



Mk 55 Medium Range 8 Cell Vertical Launch System (2, sides):

300 each.


Type 68 Triple 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides):

40 each.


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

10 each.


Hanger (aft):



VTOL / Helicopter Pad (aft):



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



[3] Main Body:



[1] Destroying the SPY-3 phased array radar panels will destroy the ship’s fire control systems but guns have backup 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] 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: 40.8 mph (35.5 knots/ 65.8 kph).

Range: Effectively 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:    22.8 feet (6.95 meters) mean and 31.6 feet (9.63 meters) including sonar dome.

Length:  504.6 feet (153.8 meters) waterline and 538.5 feet (164.1 meters) overall.

Width:   72.2 feet (22.0 meters).

Displacement: 8,070 tons standard and 10,860 tons fully loaded.

Cargo: Can carry 400 tons (362.9 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 gas turbine propulsion, converted to four nuclear fusion turbine reactorswith an average life span of 20 years.

Black Market Cost: Not for sale but if found on the black market would probably cost 350 or more million credits. Cost does not include embarked craft and power armors.


  1. One (1) Mk 58 Single Barrel 155 mm / 62 Naval Gun: One turret is mounted in the front of the vessel forward of the missile launchers. Based on the gun carried by the American DD-21 class destroyer and shared similarities to US Army artillery weapons. The weapon is more powerful than the previous 127 mm cannon carried on many destroyers and cruisers. The weapon mount is heavily automated and is capable 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. The turret can rotate 360 and has a 90 arc of fire.

    Maximum Effective Range: 13.7 miles (11.9 nautical miles / 22 km) for standard projectiles, 23.5 miles (20.4 nautical miles / 36.4 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 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 four single shots per barrel/cannon per melee (Can up to 8 shots with both turrets). Extended Range Guided Munitions can be fired at the rate of one shot per barrel/cannon per melee (Can fire up to 2 shots with both turrets).

    Payload: 500 rounds total - Each Extended Range Guided Munitions round takes up space for two normal rounds.

  2. Two (2) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: One system is on the front of the superstructure and one system on the rear of the exhaust stacks. 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. 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 missiles 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.

  3. Two (2) Mk 41 Strike Length Vertical Launch Systems: The ship has one launcher with sixty four cells behind the superstructure above the hanger and one launcher with thirty two cells forward of the superstructure behind the 155 mm gun. These are the longer strike 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 designed 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. Anti-Submarine rocket launched torpedoes also can be fired from the launcher (See revised Rifts torpedoes for details.) Normally, the launchers carry all cruise missiles and long range missiles. For close defense, medium range missiles are carried in the Mk-55 missile system

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

    Payload: Thirty-two (32) cells for missiles in forward VLS launcher and sixty-four (64) cells for missiles in aft VLS launcher (possible total of 192 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) Mk 55 Medium Range Vertical Launch Systems: Unlike most vertical launch systems, these launchers fire the missiles on a six degree angle to the side. This is because the system was initially designed for carriers and is to prevent a missile that fails on its launch from crashing into aircraft on the flight deck. The missiles are arranged in a two by four pattern, and each launch cell has six reloads. One launcher is mounted on either side of the hull of the destroyer and require much less deck space than a Mk-41 or Mk-49 vertical launch system. 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 forty-eight (48) medium missiles in each magazine for automatic reloads, for a total of one hundred and twelve (112) medium range missiles for both launchers including missiles in launchers.

  5. Two (2) Type 68 Triple 12.75 inch (324 mm) Medium 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 (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 torpedoes one at a time or in volleys of two (2) or three (3) torpedoes per side. Reloading tubes requires two (2) full melee rounds.

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



    Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.



    Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)



    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. 7 Four (4) OLQ-4Y 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 decoys systems are assumed to not be effective against Phase World / Three Galaxies guidance and targeting systems due to technological differences.

    M.D.C.: 20 each.

    Range: Not Applicable although decoy is deployed approximately 1,000 feet (304.8 meters) from the vessel.

    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 non “smart” torpedoes, and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and “smart” torpedoes.

    Rate of Fire: One can be deployed at a time and requires two (2) minutes to deploy (reel out) another decoy.

    Payload: Four (4) towed decoys.

Special Systems:

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

[ 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. ]

Vessel drawing is created and copyrighted by Mischa (E-Mail Mischa). Click on line drawing for a better view.

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

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2003, 2006, 2017, & 2018, Kitsune. All rights reserved.