U.S. CGN-105 Delaware class Nuclear Missile Cruiser:
The Delaware class cruiser was developed in the dangerous years before the destruction of the Earth by the coming of the Rifts. The design incorporated virtually all the lessons that the United States Navy learned before then. Even though the ships are a mid twenty-first century development, they still had elements of ship designs of the late Twentieth Century.
In fact they have been described as a futuristic combination of a old Virginia class cruiser with an old Arleigh Burke style superstructure on it. Some of the initial looked even more conservative but the final design did have a more or less advanced modern appearance. There is little argument however that the Delaware class can be considered a relatively conservative design. It is however a well balanced and effective warship.
Compared to the post Rifts Sea King manufactured by Iron Heart Industries and the Coalition Ranger class, basically a modified Sea King design itself, the Delaware class looks far more advanced. In fact, the United States cruiser class looks downright sleek compared to the post Rifts design which looks rather blocky in its design. In many ways it is lucky that the Coalition has not discovered any Delaware class cruisers because of how much it would increase the combat effectiveness of their navy. Some of the equipment on their new Ranger class cruisers however do appear to be systems designed in part for the Delaware class.
One of the primary roles for the Delaware class guided missile cruisers were to act as escorts for carriers. Whenever possible at least a pair of these cruisers would be assigned to each carrier. They have extensive command and control facilities and were usually tasked with coordinating air defenses for the carrier battle ground. As they were in high demand, they rarely were detached for independent duties.
Part of the reasons behind the Delaware class being such a conservative design was for ease of design and construction. There was a perceived need to quickly get cruisers in service as escorts for the carriers also entering service. In addition, the engineers wanted to mount a heavier gun than the six-inch (155 mm) cannon or 100 mm rail guns carried on most American surface vessels at that time and it would be easier to reinforce a conventional design for a heavier gun.
The superstructure and hull of the cruiser are designed to give the ship a low radar cross signature. As well, the composites and ceramics used whenever possible also reduce the cruiser’s radar cross signature. For being such a conventional appearing design, it is a surprisingly small radar return. These same materials are incredibly strong and able to take far more abuse than steel would allow the ship to withstand and are also virtually immune to the effects of corrosion.
At the time of the development of the Delaware class, fusion power was just becoming viable for naval vessels. Some initial development was begun on potential conventional gas turbine design but fusion power was selected early in the development of the new cruiser class. A pair of fusion reactors were mounted with these fusion plants giving power to spare, enabling the cruiser to reach a top speed of forty knots. The ship’s propellers were adapted from those used for gas turbine ships and are of a variable pitch design. This enables the ship to go from full forward to full reverse very quicky and assist in maneuvering as well.
Machinery is mechanically isolated from the hull as much as possible. In addition, the propulsion system uses an electrical power transfer system which makes the cruiser quite quiet. Finally, there is a bubble masking system protecting both the hull and propellers in order to mask any sounds that might make it through other sound dampening measures.
While some have argued that the advanced Aegis type active phased array radar system was developed for the Delaware class cruiser, it was first mounted on the Raymond Fox class destroyer. The system gives incredibly tracking and tracking ability with the system being adopted by a number of other warship classes. This is one of the key systems that the Coalition was somehow able to salvage and mount on their Ranger class cruisers.
One of the more conservative design features of the Delaware class cruiser is in the main gun system mounted. Original plans for the main guns did appear to be either an electro-thermal gun or a powerful rail gun. Instead it was decided to mount the Mk 71, an eight inch gun design first developed in the Nineteen-Seventies. This gun had been previously mounted on the Valley Forge class cruiser and even then it was an older weapon system. The adoption fo such an older weapon system did however speed production and reduce costs. It is believed to have approximately equal firepower to the alternate weapon systems considered.
Most of the more advanced weapon systems would have required smaller crews. Still, most of the crews of these cruiser were happy with the Mk 71, fearing there would be development issues an advanced rail gun and they would be blamed for any problems. Some marine officers resented the fact that these cruisers were assigned to carrier escort because they would make excellent shore bombardment platforms, many preferring these eight inch guns to the six inch guns mounted on the Concord class gun cruisers.
Point defense systems however were far more advanced with four Mk 44 “Sea Sabre” point defense systems mounted on the superstructure. Development around the same time that the Delaware class were being developed themselves, the point defense system featured both a powerful rail gun and a short range missile launcher. The short range missile launchers would first try to engage any missiles that managed to get through the ship’s longer ranged defenses and the rail guns would engage any missiles that managed to get through the short range missiles.
Even though the eight inch gun often gets the attention with respect to these cruisers, the actual main weaponry of the Delaware class cruisers are a pair of high capacity vertical launch missile systems. The Mk 59 vertical launch missile system has a capacity of ninety six long range missiles in the ready to launch position and with another missile available to reload the cell once fires. As a result, if the cruiser is carrying exclusively long range missiles, it can carry up to three hundred and eighty four long range missiles. Of course, the launchers can also fire medium range missiles and two can be carried instead of a single long range missile and usually a mixture of long and medium range missiles are carried.
While anti-submarine warfare is usually the role of Raymond Fox class destroyers and Francis Darcey class frigates, the Delaware class cruiser were designed as excellent anti-submarine platforms. Of course anti-submarine rocket fired torpedoes can be fired from the vertical launch missile systems but the cruiser also mounts quad torpedo tubes on each side with an automatic reloading system. In addition, the cruiser mount a powerful hull and towed array sonar system.
Various self defense systems are mounted. These include towed decoys for defense against torpedoes as well as an advanced chaff and decoy system for use against missiles. While the cruiser also mounts an active jamming system, a number of advanced weapon systems can home in on those jamming frequencies so the system is generally used sparingly.
Due to the comparatively large size of the Delaware class cruiser and the relatively low crew requirements, these ships are considered relatively comfortable. As these ships were designed as command ships, the cruisers have special command facilities as well as having proper flag officer staterooms.
It was decided that instead of relying on just the ship’s crew that a small number of marines would be embarked as well. These serve mainly to prevent the boarding of the ship although weapons and body armor are also kept aboard for the entire ship’s crew. There are usually a number of flying power armors embarked. While it would have been preferred to embark purely “Semper Fi” power armors with flight packs, they were in comparatively short supply. As a result, part of the compliment was made up of SAMAS power armors normally.
For anti-submarine warfare operations, these cruisers could embark two helicopters or other VTOL aircraft. The Kingfisher class VTOL was preferred although in some cases V-22N Super Osprey were also embarked. A secondary role for the aircraft was for search and rescue roles.
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: CGN-105 class Cruiser.
Vehicle Type: Ocean, Guided Missile Cruiser.
Crew: 220; 25 officers, 20 chief petty officers, and 175 enlisted (Has a high degree of automation).
Troops: 4 Helicopter pilots, 12 pilots for SAMAS power armors, 18 pilots for “Semper Fi” Power Armors, and 20 soldiers in body armor that are retained on board the ship.
Robots, Power Armors, and Vehicles:
Power Armor Compliment:
|
10 |
USA-PA-04A SAMAS Power Armors. |
|
15 |
APA-15 “Semper Fi” Power Armors (with flight packs). |
Aircraft Compliment:
|
2 |
Helicopters or other VTOL Aircraft (Usually EVS-84A Kingfisher ASW model). |
M.D.C. by Location:
|
Bridge: |
650. |
|
[1] SPY-5D Phase Array Radar Panels (4, superstructure): |
400 each. |
|
Mk 71D Eight Inch (203 mm) Barrel (2, gun mounts): |
120 each. |
|
Mk 71D Eight Inch (203 mm) Gun Mount (2, forward and aft): |
350 each. |
|
Mk 44 Combination Anti-Missile Defense System (4, superstructure): |
200 each. |
|
Mk 59 Ninety-Six Cell Vertical Launcher Systems (2, forward and aft): |
750 each. |
|
Mk 52 Quad 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides): |
50 each. |
|
[2] Chaff / Decoy Launchers (2, superstructure): |
10 each. |
|
Hanger (aft): |
500. |
|
VTOL / Helicopter Pad (aft): |
400. |
|
Outer Hull (per 40 foot / 12.2 meter area): |
100. |
|
[3] Main Body: |
3,500. |
Notes:
[1] Destroying the SPY-5 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.
Speed:
Surface: 46 mph (40 knots/ 74.1 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: 19.4 feet hull (5.9 meters) and 29.5 feet (9.0 meters) including sonar dome.
Length: 587.5 feet (179.1 meters) waterline and 610.5 feet (186.1 meters) overall.
Width: 70 feet (21.3 meters).
Displacement: 11,550 tons standard and 13,250 tons fully loaded.
Cargo: Can carry 800 tons (725.7 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: Two nuclear fusion reactors, average life span is 20 years. Usually only goes 10 years between refueling.
Black Market Cost: Not for sale but if found on the black market would probably cost 700 million or more credits. Cost does not include embarked craft and power armors.
WEAPON SYSTEMS:
Two (2) Mk 71-D Single Barrel Rapid Fire Eight Inch (203 mm) Naval Guns: One mount is on the front of the ship and another mount is on the rear of the ship. This gun design was original designed to be used on the Spruance destroyer class but was never actually into military service until much later. When the new cruiser design was developed, the cannon was adopted on the Delaware because it was much less expensive to use it than to develop a new gun design and was as effective as rail guns in most ways. The cannons fire more rapidly than the eight cannons on the Sea King class and use a fixed powder charge. The eight inch guns can be used against aircraft as well as against surface ships and ground targets. The cannons can also use rocket assisted projectiles for extended range.
Maximum Effective Range: 20 miles (17.4 nautical miles/ 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 meters) for Plasma. Rocket projectiles: 3D6x10 to a blast radius of 30 feet (9.1 meters) 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 warheads, use the statistics for 203 mm artillery warheads (standard or rocket assisted as appropriate) when using artillery rounds.
Rate of Fire: Four (4) shots for the cannon per melee round (Can fire up to eight shots per melee between both mounts.)
Payload: 800 rounds (400 per cannon), usually carries 200 High Explosive, 200 High Explosive Armor Piercing, 200 Plasma, 40 Rocket Propelled High Explosive, 60 Rocket Propelled High Explosive Armor Piercing, and 100 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.
Four (4) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: One system is on the front of the superstructure, one system on the rear of the superstructure, and one is on either side of the superstructure. 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.
Two (2) Mk 59 Vertical Launch Missile Systems: Launching cells are located forward in front of the eight inch gun mount and the aft of the ship behind the eight inch gun mount. The system is similar to the vertical launch system employed on many ships in the late twentieth century to launch the SM-2 series missile but since the missiles are smaller they have a reload system that reloads from under the launcher and can reload within 15 seconds. The launchers have a total of ninety-six each and are eight missile cells longs by twelve cells wide. The launchers can launch up to half the capacity of the cells per melee. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes (See revised Rifts torpedoes for details.) Each cell can carry one long range missile or two medium range missiles. The reload for the cell must carry the same load as the main cell. Long range missiles are normally used against large targets and aircraft further out where the medium range missiles will normally be used to engage closer targets. About half of all long range missiles carried are fusion warheads and most missiles are normally smart missiles.
Maximum Effective Range: As per long or medium range missile type (See revised bomb and missile tables for details.)
Mega-Damage: As per long 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), eight (8), sixteen (16), thirty-two (32), or forty-eight (48) missiles per launcher per melee round. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: Ninety-six (96) missile cells in launcher with reload systems for each cell [One hundred and ninety-two (192) missiles cells total with one reload each cell.] One (1) long range missile or two (2) medium range missiles may be carried per cell but reload must be the same load out as well. The ship will often carry twenty-four (24) cells in each launcher (48 cells total) with two medium range missiles each and the other cells loaded with one long range missile each.
Two (2) Mk 52 Quad 12.75 inch (324 mm) Medium 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 four tubes each. The tubes have an automatic reloading system and can be fired quickly. The ships carries a total of 80 torpedoes for reloads. Treat warheads as 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) or four (4) medium torpedoes per side, launcher can fire a maximum of two (2) volleys of torpedoes per melee each launcher.
Payload: Four (4) medium torpedoes each launcher for a grand total of eight (8) medium torpedoes. Has an additional eighty (80) medium torpedoes for reloads.
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.
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.
Four (4) SLQ-52B Naiad Advanced Towed Torpedo 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 cruiser 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:
SPY-5D Three Dimensional Active Phased Array Radar System: An incredibly advanced radar and computer system first developed before the end of the twentieth century and upgraded continuously until the coming of the Rifts. Powerful and flexible active phased array radar system that is comprised of four panels that each emit radar waves. System can simultaneously track and identify up to 1,152 targets. As well, the system controls missiles launched from the missile launchers and the system can track and guide each individual missile to an individual target for up to 288 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Active phased array radar systems are harder to detect and jam due to being able to rapidly jump across frequencies. Range: 800 miles (695.2 nautical miles / 1,280 km), subject to the radar horizon. Bonuses: The system gives +10% to Read Sensory Instrument rolls, +2 on initiative, and +1 to strike.
SQS-84 Advanced Hull Sonar: Mounted under the bow of the ship. This hull sonar system has both a passive and active system built in and sonar system can track up to 32 targets at one time. Range: 25 miles (21.7 nautical miles / 40.2 km). Bonuses: Sonar gives +10% bonus to Read Sensory Instruments and Weapon Systems skill rolls.
SQR-35 Advanced Towed Array Sonar System: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. This towed array sonar system has both a passive and active system built in. Sonar system can track up to 64 targets at one time. Range: 100 miles (86.9 nautical miles / 160.9 km).
SLY-4 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.
Command and Control Facilities: The cruiser carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get an additional +5% on Read Sensory Instrument skill rolls, +5% on Weapon Systems skill rolls, +1 to strike with all weapon systems, and +10% on communication skill rolls.
Sonar Masking System: The ship uses air bubbles to form a barrier against sonar combined with general noise reduction features and an anechoic hull coating. Bubble masker protects both the hull and propellers against detection. Gives a -20% 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 and hull are 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 -30% 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 / Bonuses for more information on penalties and bonuses to use with stealth.
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Writeup by Kitsune (E-Mail Kitsune).
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