Larger View

U.S. DDG-113 William S. Sims Guided Missile Destroyer:

The United States navy developed a new class of destroyers, first designated the DD-21 and later the DDG-1000 class. Unfortunately, the cost of the program continuously increased to the point where all but two vessels were canceled. Many of the systems developed for the vessel were used in later classes but for the moment the design was virtually dead except the two vessels.

It was decided that instead of building these vessels, production would continue on the previous class Arleigh Burke class destroyer. These ships were well tested and had been in production for around twenty years. They would also be much less expensive to build. The eight vessels eventually built became officially known as Flight III of the Arleigh Burke class although many considered them to be the “Sims” class. The first vessel of the Flight III laid down was the U.S.S. William S. Sims, named for Admiral William Sowden Sims. He was known for a revolution in gunnery before World War I and during World War I he commanded all United States naval forces operating in Europe.

Even though based on the Burke class guided missile destroyer, these ships have a great number of modifications compared to the original destroyer design. That is the reason why many in Naval circles preferred to consider them to be a new class. As might be expected, all of the various improvements which were part of the Flight II and IIA designs from the baseline Arleigh Burke class were carried over. In appearance, the ships looked like a lengthened version of the later Flight IIA form. Displacement increased quite a bit in the Flight III version of the vessel compared to earlier Burke class vessels. Some Naval Analysts considered the class to really be a cruiser not a destroyer. It carried the same missile load as the earlier Ticonderoga class cruiser.

The most significant modification in the class is that the forward VLS has sixty-four cells instead of the original thirty-two cells. While some expected the ship to carry the 155 mm cannon developed for the DDG-1000, the 127 mm cannon was retained. The larger weapon would have cut too deeply into the ammunition payload. As well, the SPY-1D Phased Array Radar system was retained although improved in many ways. The class had a number of improvements to the electronic suite as well as command and control facilities. As might be expected, many of these features were back fitted to the older Burke class vessels when they were updated.

A less visible modification was the replacement of the direct drive system with an electrical drive system. This system was developed from the one originally planned for the DDG-1000 class. The LM-2500 Gas Turbine engines were retained but higher horsepower versions were carried and coupled with the longer hull form resulted in a higher top speed. Top speed was considered around thirty-four knots. The added length also allowed for additional fuel tanks for extending the ship’s range. Automation also allowed for a reduction in ship’s crew and enlarged crew berthing meant that these ships were considered extremely comfortable when first commissioned.

When the revolution of super strong composites and alloys struck, the William S. Sims and her seven sisters were among the newest vessels. They were considered too important to scrap and were some of the first to be refitted with the new materials. They were extensively refitted to the point where they were almost completely rebuild. As well, the Gas Turbine engines were replaced by fusion turbines when they became available. This gave the vessels virtually unlimited range and increased top speed by several knots for thirty-six knots. Most ships powered by Gas Turbines were refitted around the same time. Many Naval analysts considered this revolution in power systems as great as that in new materials previously. In addition, the ships later were upgraded with Mk 44 “Sea Sabre” point defense mounts added where the Burke originally mounted Phalanx CIWS. Each mount combined a Rail Gun and short range missiles. Previously, the ship did not mount any inner point defense weaponry.

These ships served until towards the end of the Twenty-First Century with older Burke class vessels being used as sources for spare parts to keep these ships in service. Four of the ships were decommissioned in the Twenty-Eighties with the other four retained in the Naval Reserves Fleet. Because the vessels were still considered valuable assets, they were surprisingly well maintained. With the tension between the United States and the revived Russian military, they were considered too valuable to scrap. It was planned that Rosette class destroyers, which had been built from the new alloys and composites from the keel out, would replace these ships eventually in the Naval Reserve Fleet.

Because of these ships extensive refitting, it is quite possible that one or several of these guided missile destroyers may have survived the coming of the Rifts. As long as the ships are closed off, the materials make them incredibly resistant to corrosion. In the hands of an independent government, mercenary, or in the Coalition Navy, these ships could be extremely effective with only minor work done on them.

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: Upgraded DDG-51 Flight III.

Class: Guided Missile Destroyer.

Crew: 265 total; 18 officers, 20 chief petty officers, 227 enlisted.

Robots, Power Armors, and Vehicles:

Power Armor Compliment:



USA-PA-04A SAMAS Power Armors.

Aircraft Compliment:



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

M.D.C. by Location:





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

300 each.


Mk 41 Strike Length 64 Cell Vertical Launch System (2, forward and aft):

440 each.


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

100 each.


Mk 32 Triple 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides):

40 each.


Mk 45 Five Inch (127 mm) / 62 Barrel (1, mount):



Mk 45 Five Inch (127 mm) / 62 Gun Mounts (forward):



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

200 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-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.


Surface: 41.5 mph (36 knots/ 66.7 kph).

Range: Effective 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:    24.9 feet (7.59 meters) mean and 33.2 feet (10.11 meters) including sonar dome.

Length:  506.2 feet (154.3 meters) waterline and 550.5 feet (167.8 meters) overall.

Width:   66.9 feet (20.39 meters).

Displacement: 9,250 tons standard and 12,200 tons fully loaded.

Cargo: 200 tons (181.4 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 reactors with an average life span of 20 years.

Black Market Price: Not for sale but if found on the black market would probably cost 300 million or more credits. Cost does not include embarked craft and power armors.

Weapon Systems:

  1. 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: 600 rounds - Each Extended Range Guided Munitions round takes up space for two (2) normal rounds. Ship normally carries usually carries 125 High Explosive, 125 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.

  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 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 64 Cell Vertical Launch Systems: Both launchers have 64 cells for the provision of missiles due to the forward part of the ship having more room than on the Burke class. These are the longer strike version of the missile launcher and can carry the longer cruise type 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, 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 launchers (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 thirty-two (32) missiles for both 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 aft VLS launcher (possible total of 256 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) 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.)

  5. Two (2) Mk 32 Triple 12.75 inch (324 mm) Medium Torpedo Launchers: There is one launcher on each side of the ship hidden behind hatches. 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. 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 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. ]

Image drawn 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 © 2008, 2009, 2017, & 2018, Kitsune & Mischa. All rights reserved.