28-08-2003, 21:18
The Timber Wolf class Carrier $ 3,500,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/British_Ark_Royal.jpg
Model Type: CFV-01C
Vehicle Type: Ocean, Nuclear Aircraft Carrier
Crew: Ship's complement 700, Air Crew 500
Troops: 115 Marines
Power Armors and Air planes:
Power Armors:
115 Gypsy Moth Power Armors (With Flight Pack)
Fighter/Aircraft Compliment:
24 F-310 Ghosthawk Fighter
16 TW-SR-71 Black Ghost class Bomber
10 AH-64D Apache / Longbow
Statistical Data:
Length: 1000 feet (300 meters) overall and 950 feet (285.1 meters) waterline
Draft: 37 feet (11.1 meters)
Width: 213 feet (65 meters) overall and 122.7 feet (36.8 meters) waterline
Displacement: 46,000 tons standard and 53,000 tons fully loaded
Top Speed : 32 knots
Cargo: 4,500 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships 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: 4 Nuclear Turbines, average life span is 20 years
WEAPON SYSTEMS:
Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: Bought from the United States as a replacement for aging systems like the Sea RAM and Phalanx CIWS. One is mounted over the bridge, another is mounted on the starboard side of the superstructure just below deck level, and the last two are mounted on sponsons just below deck level at the corners at the heck of the ship. These anti-missile defense systems combine both a rapid fire rail gun and a short range missile launcher. While mounted in one system, both defense systems have separate tracking systems. The short range missile launchers can target up four targets and can fire a volley up too twice per melee. The railgun 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). The system can also 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.
Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type.
Rate of Fire: Rail Guns: 6 attacks per melee. Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) each. Short Range Missiles: 16 short range missiles each.
MK-41 32 Cell VLS : A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. This launcher usually carried only Surface to Air missiles of various sizes. The launcher is located on the island, just aft of the Sampson radar tower.
This launcher is normally loaded with Surface to Air missiles ONLY.
Maximum Effective Range: As per long or medium range missile type.
Mega-Damage: As per long or medium range missile type.
Rate of Fire: One at a time or in volley of 2, 4, or 16 per melee and can be fired at multiple targets at the same time.
Payload: 32 missile cells in the VLS launcher (Can carry a total of 64 long range missiles). Two long range missiles or Four medium range missiles may be carried per cell, and a usual complement was 32 LRMs and 64 MRMs.
30 mm cannons (4): Four 30 mm cannons were mounted just below the flightdeck edge, two on each side. These weapons had a good range and rate of fire, but lacked the punch to do damage to large targets. Since they were manually aimed, they were little good against missiles, and the crew often joked that they were only good for "Shooting life boats and survivors in the water".
Each gun can rotate 360 and has a 180 arc of fire.
Maximum Effective Range: 10,000 feet (3048 meters)
Mega-Damage: 2D6 per round, and 1D6x10 for a burst of 30 rounds.
Rate of Fire: As per gunners Hand to Hand.
Payload: 600 rounds (20 bursts) each. Ship carries an additional 28,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
Sea Gnat Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming 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.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 6 each for a total of 48. 192 reloads are carried, reloading takes two melees.
The Sea Witch class battleship $3,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/REEF_CA-139_Sea_Witch-Small.gif
Model Type: CA-139
Vehicle Type: Ocean, MDC converted Heavy Cruiser
Crew: 650; 35 Officers, 45 Chief Petty Officers, and 580 Enlisted (Original was around 1800)
Troops:50 pilots for Gypsy Moth Power Armors (With Flight Pack), 2 Wk-AV8B Merlin class VTOL Pilots
Statistical Data:
Length: 716.5 feet (218.4 meters)
Draft: 26 feet (7.9 meters)
Width: 76.5 feet (23.3 meters)
Displacement: 16,500 tons light load and 20,800 fully loaded
Top speed: 35 knots
Cargo: 500 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships 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: four nuclear reactors with an average life span of 20 years.
WEAPON SYSTEMS:
Three (3) Mk 16 Triple Barrel Eight Inch (203 mm) Naval Guns: Two eight inch turrets are mounted on the ship forward of the main superstructure ship and one turret is mounted behind the ship's superstructure. These cannons are a more advanced cannon design than those carried on the Sea King Cruiser and the Sea King's cannons design seems to be a double barrel version of those carried on the World War Two Baltimore class design and Salem classes eight inch guns are a special semi automatic cannon design that can fire faster and use special cased ammunition. The barrels have been modified so that can be elevated up to 55 degrees and the turrets can rotate 280 degrees. With the addition of advanced fire control and fusing shells, the eight inch cannons are multi-purpose and can actually be used against aircraft as well as against ships and ground targets. The cannons can also use rocket assisted projectiles for striking targets at extended range.
Maximum Effective Range: 20 miles (17.4 nm/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 ft (15.2 m) for High Explosive, 6D6x10 to a blast radius of 10 ft (3 m) for High Explosive Armor Piercing, and 8D6x10 to a blast radius of 50 ft (15.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast radius of 30 feet (9.1 m) for High Explosive, 4D6x10 to a blast radius of 6 ft (2 m) for High Explosive Armor Piercing, and 5D6x10 to a blast radius of 30 feet (9.1 m) for Plasma. Cannons can also use special purpose warheads, use the statistics for 203 mm artillery warheads.
Rate of Fire: Three shots per barrel per melee (Can fire up to 9 shots per turret per melee or up to 27 shots with all three turrets).
Payload: 1350 Rounds (450 per turret), usually carries 300 High Explosive, 300 High Explosive Armor Piercing, 300 Plasma, 150 Rocket Propelled High Explosive, 150 Rocket Propelled High Explosive Armor Piercing, and 150 Rocket Propelled Plasma rounds. The ship will carry special rounds when employed in artillery roles.
Six (6) Mk 12 Double Barrel Five Inch (127 mm) Naval Guns: All of the double five inch gun turret mounts are part of or next to the ship's superstructure. One is on the superstructure behind and above the forward eight inch gun turrets and the other is on the superstructure in front of and above the eight inch gun turret in the rear of the ship. The ship also has two double barrel five inch gun mounts on each side of the superstructure. The barrels can be elevated up to 85 degrees and the turrets can rotate 360 degrees. The guns can be used against other ships, against ground targets, and against aircraft but does have modern fire control systems added. The five inch guns can also use rocket assisted projectiles for extended range.
Maximum Effective Range: 12 miles (10.4 nm/19.3 km) for standard projectiles, 20 miles (17.4 nm/32.2 km) for rocket propelled rounds.
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. Double weapons damage if the gun is firing both cannons simultaneously and for special purpose warheads use the statistics for 105 mm artillery warheads.
Rate of Fire: Four shots per barrel per melee (Firing both barrels counts as one attack)
Payload: 6000 rounds (1000 rounds per weapon mount). Ship normally carries usually carries 1500 High Explosive, 1500 High Explosive Armor Piercing, 1500 Plasma, 500 Rocket Propelled High Explosive, 500 Rocket Propelled High Explosive Armor Piercing, and 500 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.
Four (4) Phalanx CIWS Vulcan Cannons: It is a copy of the fire control from a Pre-Rifts US Navy CIWS with upgrades and a powerful laser replacing Vulcan cannon. The Laser is a knock off of the one used by the Iron Hammer Tank. It is excellent for both taking out missiles and aircraft and can be targeted at ocean level targets. Vulcan cannons are mounted where the two most forward and aft of the three inch guns were originally mounted on each side of the superstructure of the ship. The laser system can fire on automatic at up to six targets per melee (Has +3 to strike missile and +2 to strike aircraft). The system has a 360 degree rotation (although restricted in fire by the ship's superstructure) and can elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: 4000 feet (1212 m) Mega Damage: 3D4x10 MD (burst)
Rate of Fire: 6 Attacks per melee (Has +3 to strike missile and +2 to strike aircraft)
Payload: Effectively Unlimited
Eight (8) Spider Defense Systems: Four defense systems are mounted where the secondary guns fire control was located and four are located on the corners of the forward and aft superstructure. The systems are connected to the ships power supply so that it has unlimited shots. Weapon system normally is used as an anti-missile defense. Weapon system also has four smoke grenades
Maximum Effective Range: 4,000 ft (1,200 m) for light blasts, 3,000 ft (915 m) for heavy blasts, 20 ft (6 m) for electrical current, 100 ft for smoke grenades
Mega Damage: 4D6 for light blasts, 1D4x10 for heavy blasts, 3D6 SDC for electrical current
Rate of fire: 6 Attacks per melee (+2 to strike)
Payload: Unlimited (has 4 smoke grenades each)
Four (4) Vertical Launch Missile Launchers: The weapon system was added by the REEF when they decided to convert the ships. The missile launchers take the place of the ships smoke stack and the middle three inch gun mounts. They have added armor to prevent them from being exploded and sinking the ship. The launchers are similar to those carried on the RFS Wolverine but due to the fact that long range missiles are smaller than the SM-2 missile, the launchers are smaller and can fit in a smaller space and are the basis of those carried on the RFS Tiger class frigate. Each launcher has a 50 cells for missiles. Each cell can carry one long range missile or two medium range missiles. 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.
Maximum Effective Range: As per long or medium range missile type.
Mega Damage: As per long or medium range missile type.
Rate of fire: One at a time or in volleys of 2, 4, 8, or 25 for each launcher per melee and at multiple targets at the same time
Payload: 50 missile cells in each VLS launcher(Can carry a total of 200 long range missiles). One long range missile or two medium range missiles may be carried per cell. The ship will often carry 16 cells in each launcher (64 cells total) with two medium range missiles each and the other cells loaded with one long range missile each (Normal load is 136 long range missiles and 128 medium range missiles).
Four (4) Short Range Missile Launching Systems: Each launcher has a 36 Short Range Missiles and fills a similar role to the Pre-Rifts RAM missile launcher. These launchers' primary purpose is to shoot incoming missiles. There is located on the bow of the ship, on top of the superstructure, and two on the fantail of the ship. These mounts take the locations of the three inch gun mounts in those locations. Missiles are usually 50% AP and 50% Plasma. Each launcher operates independently
Maximum Effective Range: As per short range missile type.
Mega Damage: As per short range missile type.
Rate of fire: One at a time or in volleys of two, four, six, or twelve (Each launcher operates independently)
Payload: 36 missiles each launcher for a grand total of 144 missiles (Has 576 missiles for reloads kept in storage)
Chaff Launcher (4): Added to the ship when refitted by the REF, two are located on the superstructure near the bridge and two are located in the rear hart of the superstructure. They are designed to confuse incoming missiles. All chaff launchers must be fired at the same time or effects will be reduced. The efficiency will be reduced by one quarter for each launcher not operating. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of the target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 12 each for a total of 48
The Alabama Class Battleship $4,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/GAW_Alabama_Battleship-small.gif
Model Type: Modified BB-57 Class Battleships
Class: Modified Battleship
Crew: 950; 60 Officers, 70 chief petty officer, 720 enlisted
Troops: 10 Aircraft Crew-members, 80 Marines in Power Armor, and 120 Marines in Body Armor
Robots, Power Armors, and Vehicles:
80 Gypsy Moth Flying Power Armor
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/BA-V_Gypsy_Moth_FPA.jpg
2 WK-AV8B Merlin class VTOL
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/AV-8B_Harrier.jpg
Statistical Data:
Draft: 33.9 feet (10.3 meters) [mean draft]
Width: 108.1 feet (33.0 meters)
Length: 679 feet 5 inches (207.1 meters)
Displacement: 35,500 tons light load and 45,800 fully loaded
Top Speed: 33 knots
Cargo: 800 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships 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: Four nuclear reactors with an average life span of 15 years.
Three (3) Mk 6 Triple Barrel Sixteen Inch (406 mm) Naval Guns: Two turrets are mounted on the ship forward of the superstructure ship and one turret is mounted behind the ship's superstructure. The barrels have been modified so that can be elevated up to 45 degrees and the turrets can rotate 280 degrees. These cannons are slightly less powerful than those that were mounted on the Iowa class battleship but are still capable of destroying a target in a small number of shots. Likely, any other Naval ship that gets within these guns will be destroyed in just a few minutes. The cannons are also very effective in ground bombarding roles. These cannons do have a limited rate of fire and are too large to be effectively used against aircraft. The cannons can also use rocket assisted projectiles for extended range.
Maximum Effective Range: 35 miles (30.4 nm/56.3 km) for standard projectiles. 52.4 miles (45.6 nm/84.5 km) for rocket propelled rounds.
Mega-Damage: Standard Projectiles: 6D6x10 to a blast radius of 50 ft (15.2 m) for High Explosive, 1D4x100 to a blast radius of 10 ft (3 m) for High Explosive Armor Piercing, and 1D6x100 to a blast radius of 50 ft (15.2 m) for Plasma. Rocket projectiles: 4D6x10 to a blast radius of 30 feet (9.1 m) for High Explosive, 6D6x10 to a blast radius of 6 ft (2 m) for High Explosive Armor Piercing, and 1D4x100 to a blast radius of 30 feet (9.1 m) for Plasma. Cannons can also use special purpose warheads, double the statistics for 203 mm artillery warheads for damage and effects
Rate of Fire: Can fire up to 6 shots per turret per minute or up to 18 shots with all three turrets).
Payload: 1080 Rounds (360 per turret), usually carries 240 High Explosive, 240 High Explosive Armor Piercing, 240 Plasma, 120 Rocket Propelled High Explosive, 120 Rocket Propelled High Explosive Armor Piercing, and 120 Rocket Propelled Plasma rounds. The ship will carry special rounds when employed in artillery roles.
Six (6) Mk 12 Double Barrel Five Inch (127 mm) 38 Caliber Naval Guns: These are original five inch gun mounts on the ship. Six of the original turrets on the design were retained although the gun maneuvering system was upgraded. These are the three forward turrets on each side of the ship. The barrels can be elevated up to 85 degrees and the turrets can rotate 360 degrees. They have been reinforced with mega-damage materials and are still quite useful. The guns can be used against other ships, against ground targets, and against aircraft. The five inch guns can also use special rocket assisted projectiles for extended range.
Maximum Effective Range: 12 miles (10.4 nm/19.3 km) for standard projectiles, 20 miles (17.4 nm/32.2 km) for rocket propelled rounds.
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. Double weapons damage if the gun is firing both cannons simultaneously and for special purpose warheads use the statistics for 105 mm artillery warheads
Rate of Fire: Four shots per barrel in 1 min.
Payload: 6000 rounds (1000 rounds per weapon mount). Ship normally carries usually carries 1500 High Explosive, 1500 High Explosive Armor Piercing, 1500 Plasma, 500 Rocket Propelled High Explosive, 500 Rocket Propelled High Explosive Armor Piercing, and 500 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.
Four (4) Phalanx CIWS Vulcan Cannon: These mounts replace four of the 40 mm flack mounts that were on the ship's superstructure. Various weapon systems were examined. The final idea was to take the Vulcan laser from the iron hammer battle tank and use a copy of the fire control from a pre-rifts US Navy CIWS. It is believed that this idea is copied from a ship design constructed by their neighbors in Florida. The laser system can fire on automatic at up to six targets per melee (Has +3 to strike missile and +2 to strike aircraft). The system has a 360 degree rotation and can elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: 4000 feet (1212 m) Mega Damage: 3D4x10 MD (burst)
Rate of Fire: 6 Attacks per 5 min.
Payload: Effectively Unlimited
Four (4) Vertical Launch Launchers: These launchers replace the two rear Five inch gun turrets on either side of the ship. Each of the four mounts has 40 cells with provisions for missiles in an 8 long by 5 wide cell configuration. The launcher may launch on multiple targets each. 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 has a reload system that reloads from under the launcher and can reload within 15 seconds. 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. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes Long range missiles are normally used against large targets and aircraft / missiles.
Maximum Effective Range: As per long or medium range missile type
Mega Damage: As per long or medium range missile type
Rate of fire: One at a time or in volleys of 2, 4, 8, or 20 per launcher per melee and can be fired at multiple targets at the same time. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: 40 missile cells in each launcher with one reload for each cell in each launcher (160 missile cells total / Potential maximum of 320 long range missiles). One long range missile or two medium range missiles may be carried per cell but reload must be the same load out as well. The ship will often carry 20 cells in each launcher (80 cells total) with two medium range missiles each and the other cells loaded with one long range missile each (Normal load is 160 long range missiles and 320 medium range missiles).
Six (6) Short Range Missile Launching Systems: Each launcher has a 24 Short Range Missiles and in many ways is similar to the Pre-Rifts RAM point defense missile launcher. Two mounts replace the 40 mm gun mounts on either side of the ship's forward superstructure and two are on the ships main deck just forward of the ships rear 16 inch gun turret. This missile mounts main purpose is for inner anti-missile point defense. Short Range Missiles are usually a mixture of 50% Armor Piercing and 50% Plasma. Each launcher operates independently and can lock onto multiple targets.
Maximum Effective Range: As per short range missile type
Mega Damage: As per short range missile type
Rate of fire: One at a time or in volleys of two, four, six, or twelve (Each launcher operates independently)
Payload: 24 missiles each launcher for a grand total of 144 missiles (Has 182 missiles for reloads kept in storage)
The Ticonderoga Submersible Carrier $10,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/United_States/US_CVN-87_Ticonderoga_Carrier-2-small.gif
Model Type: CVN-87
Class: Submersible Air-Sea-Land Carrier
Crew: Ships Crew: 2200 (180 officers, 190 chief petty officers, 1720 enlisted [Has a high degree of automation])
Air Wing: 1370 (500 Pilots, 120 flight deck officers, 750 enlisted)
Troop Capacity: 800 pilots for Gypsy Moth Flying Power Armor, and 3,000 soldiers.
Robots, Power Armors, and Vehicles:
Power Armors:
800 Gypsy Moth Flying Power Armor
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/BA-V_Gypsy_Moth_FPA.jpg
Fighter/Aircraft Compliment:
41 F-310 Ghosthawk Fighter
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/MI_F-310_Ghosthawk.gif
41 WK-AV8B Merlin class VTOL
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/AV-8B_Harrier.jpg
41 F40 Sabertooth
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/REEF-F40_Sabertooth1.jpg
41 "Flying Doom" Black Widow Heavy Fighter
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/P-61_Black_Widow.jpg
40 Black Ghost class Bomber
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/SR-71_Blackbird.jpg
Statistical Data:
Height: 200 feet (61 meters)
Width: 400 feet (122 meters)
Length: 2,000 feet (610 meters)
Weight: 520,000 tons fully loaded.
Top Speed:
Suface: 35 knots
Under Water: 35 knots
Cargo: In addition to two battalions of armor and mechanized infantry, a brigade of regular infantry, and its aircraft squadron and ammo and equipment, the Ticonderoga can carry an additional 18,000 tons of extraneous cargo. Crew members and passengers have a locker (4x4x4 feet/1.2 m) for personal effects.
Power System: Nuclear; average energy life 25 years
Laser CIWS Turrets (6): Mounted on the sides of the ship's superstructure and are fully retractable. These Close-In Weapon Systems rapid-pulse lasers design to be primarily against missiles or low-flying aircraft. The weapons are automated and track missiles with radar sensors (+3 to strike missiles, +2 to strike aircraft). While the ship is underwater, the weapon system can be used against torpedoes although weapon has a reduced range. The mounts have the ability to rotate 360 degrees and have a 90 degree arc of fire.
Maximum Effective Range: In Atmosphere: 4,000 feet (1,220 meters) Under Water: 2,000 feet (610 meters)
Mega-Damage: 1D4x10 M.D.
Rate of Fire: Each turret has 6 attacks per 5 min.
Payload: Effectively unlimited
Heavy Torpedo Tubes (8): The ship is designed to carry torpedoes as its main offensive weapon except for aircraft. While smaller torpedoes can be fitted as well, the New Navy mostly carries heavy torpedoes that inflict maximum damage. Four torpedo tubes are mounted in the front of the sub and four torpedo tubes are mounted in the rear of the sub.
Maximum Effective Range: 40 miles (64 km)
Mega-Damage: By Heavy torpedo warhead type
Rate of Fire: Each tube can fire once per 2 min.
Payload: 128 total:
Cruise Missile Batteries (8): A powerful but limited missile systems. Cruise missiles have minuses to hit small targets and the ship cannot carry a very large number of them. Long range missiles can also almost get the same effect for damage as cruise missiles, making them not as useful as they once were. System can target more than one target at the same time.
Maximum Effective Range: As per cruise missile type
Rate of Fire: One at a time or in Volleys of 2, 3, 4, or per melee.
Payload: 32 total; 4 per launcher.
Counter-Missile Batteries (4): These launchers are mounted on the sides of the hull. Each launcher has eight cells which are at a six degree angle. The missiles will clear the sides of the flight deck so that they do not hit the flight deck. Launchers automatically reload once missiles are fired. These missile turrets fire volleys of medium-range missiles. They are designed to engage and destroy incoming missile attacks, but are also useful against aircraft, flying monsters and ground and surface targets. These launchers act as the ships middle point defense and are normally used to engage incoming air targets and missiles. Outer point defense is performed by the air compliment or escorting vessels.
Maximum Effective Range: As per medium range missile type
Mega Damage: As per medium range missile type
Rate of fire: One at a time or in volleys of two, four, or eight (Each launcher operates independently)
Payload: 8 missiles in each launcher, with 56 missiles in each magazine for automatic reloads, for a total of 256 Medium Range Missiles including missiles in launcher
The Africa class Multi Role Amphibious Assault Ships $1,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/British_Africa_Assault_Ship-Small.gif
Model Type: Africa class Multi Role Amphibious Assault Ships
Vehicle Type: Ocean, Assault Vessel
Crew: 420 (30 officers, 50 chief petty officers, 340 enlisted [Has a high degree of automation])
Troops: 360 pilots for Gypsy MothPower Armor, 160 Aircraft Pilots, 310 vehicle crew members, and 1,700 soldiers.
Robots, Power Armors, and Vehicles (Standard):
Power Armors:
200 Gypsy Moth Power Armors
Fighter/Aircraft Compliment:
30 H 60 helicopters
6 WK-AV8B Merlin class VTOL Fighter
6 Commanchees
Landing Craft:
4 Hovercrafts
Tanks & Other Vehicles:
4 M109
10 VAMP Tanks
20 Mowag Piranha III
10 M270A1 (MLRS)
25 VAMP
25 Wolf Hummer
Statistical Data:
Length: 775 feet (232.5 meters)
Draft: 29.5 feet (8.85 meters)
Width: 145 feet (44.2 meters)
Displacement: 38,800 tons standard and 49,500 tons fully loaded
Top Speed: 30 knots
Cargo: 5000 tons of nonessential equipment and supplies (Increase to 12,000 tons without vehicles.) Each enlisted crew member has a smalllocker for personal items and uniforms. Ships 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: 4 Fusion Reactors, average life span is 20 years
WEAPON SYSTEMS:
Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: Bought from the United States as a replacement for aging systems like the Sea RAM and Phalanx CIWS. One is mounted over the bridge, while the other two are located on the sides of the ships superstructure, next to the long range radar. These anti-missile defense systems combine both a rapid fire rail gun and a short range missile launcher. While mounted in one system, both defense systems have separate tracking systems. The short range missile launchers can target up four targets and can fire a volley up too twice per melee. The railgun 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). The system can also 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
Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type
Rate of Fire: Rail Guns: 6 attacks per melee. Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) each. Short Range Missiles: 16 short range missiles each.
MK-41 16 Cell Tactical Length VLS (2): A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. In place of two long range missiles, each cell could also hold four medium range missiles. This launcher usually carried only Surface to Air missiles of various sizes.
Maximum Effective Range: As per long or medium range missile type
Mega-Damage: As per long or medium range missile type
Rate of Fire: One at a time or in volley of 2, 4, or 16 per melee and can be fired at multiple targets at the same time.
Payload: 16 missile cells in each VLS launcher (Can carry a total of 64 long range missiles). Two long range missiles or four medium range missiles may be carried per cell, and a usual complement was 32 LRMs and 64 MRMs.
30 mm cannons (4): Four 30 mm cannons were mounted around and below the flight deck. These weapons had a good range and rate of fire, but lacked the punch to do damage to large targets. Since they were manually aimed, they were little good against missiles, and the crew often joked that they were only good for "Shooting life boats and survivors in the water".
Each gun can rotate 360 and has a 180 arc of fire.
Maximum Effective Range: 10,000 feet (3048 meters)
Mega-Damage: 2D6 per round, and 1D6x10 for a burst of 30 rounds.
Rate of Fire: As per gunners Hand to Hand.
Payload: 600 rounds (20 bursts) each. Ship carries an additional 14,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
Sea Gnat Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming 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.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 6 each for a total of 36. 144 reloads are carried, reloading takes two melees.
The Yosemite class Ammunition / Stores Vessels 900,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/United_States/US_ADCN-26_Yosemite_Dry_Cargo_Vessel-small.gif
Model Type: ADCN-26 Yosemite Class Dry Cargo Vessel
Vehicle Type: Ocean, Auxiliary (Stores / Ammunition Vessel)
Crew: 186 (16 officers, 14 chief petty officers, 156 enlisted [Has a high degree of automation])
Troops: 12 Gypsy Moth Power Armors Pilots
Power Armors:
12 Gypsy Moth Power Armors (With Fight Packs)
Statistical Data:
Length: 755 feet (230.1 meters)
Draft: 36 feet (11.0 meters) fully loaded
Width: 105 feet (32 meters)
Displacement: 22,100 tons empty and 52,500 tons fully loaded
32 knots
Cargo: 10,000 tons of ammunition, 15,000 tons of non refrigerated dry stores, 2,500 tons of refrigerated dry stores.
Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items.
Power System: 4 Fusion Reactors, average life span is 20 years
WEAPON SYSTEMS:
Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: One is mounted on the front of the superstructure, a second is mounted on the rear of the superstructure, and there are two mounted to 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 systems. The short range missile launchers can target up four targets and can fire a volley up to twice per melee. 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). The rail gun is very similar to those carried on the Sea King Cruiser and it is likely that the Sea Kings 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
Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type
Rate of Fire: Rail Guns: 6 attacks per melee. Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) each. Short Range Missiles: 16 short range missiles each.
Chaff Launcher (4): Located on the sides of the hull of the ship, they are designed to confuse incoming missiles. All four launchers must be operated or effects will be reduced. Reduce effects of launchers by 50% per launcher not used. 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.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 24 each for a total of 96
Advanced Towed Decoys (4): 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 amphibious vessel using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 20
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 the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
Range: Not Applicable
Rate of fire: One can be deployed at a time and requires 2 minutes to deploy (Reel Out) another decoy
Payload: 4 Decoys
The Black Wolf Attack Boat $1,000,000,000
http://www.fas.org/man/dod-101/sys/ship/arsenal_72.jpg
Armament: 1,000 Tomahawk Cruise missiles fired from missiles pods
Crew: 50 (highly automated fire-control system)
Design: Double Hulled, low profile (semi-stealthy)
The Virginia class Submarines $ 2,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Virginia_Submarine.jpg
Model Type: Modified SSN-774 Class
Class: Fast Attack Submarine
Crew: 134 total; 12 officers, 12 chief petty officer, 110 enlisted.
Troops: 20
Statistical Data:
Draft: 30.5 feet (9.3 meters)
Width: 34 feet (10.4 meters)
Length: 377 feet (114.9 meters)
Displacement: 6,500 tons standard and 7,700 tons submerged
Top Speed:
Surface: 20 knots
Underwater: 30 knots
Cargo: Submarine is very cramped, 10 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship's spaces are taken up by extra torpedoes, weapons, and engines.
Power System:modern fusion reactor system (20 year duration).
Four (4) Heavy Torpedo Tubes: On the bow of the submarine are four torpedo tubes. Tubes are 21 inches (533 mm) wide and torpedoes can be used against both surface ships and submarines. For warheads, heavy torpedoes should be treated as having long range missile warheads. Along with standard torpedoes, the launcher can also fire missiles (long or cruise) in special canisters and rocket boosted ASW torpedoes. Submarine carries 32 reloads for torpedoes and can carry up to 72 mines in place of torpedoes.
Maximum Effective Range: 40 miles (64 km)
Mega Damage: By Heavy torpedo warhead type (See Revised Rifts Torpedoes), can fire missiles (Long Range or Cruise) in special canisters as well (Go to Revised bomb and missile table).
Rate of fire: One at a time or in volleys of 2, 3, or 4. Reloading takes 1 full melee
Payload: 4 Total (Has 38 torpedoes for reloads)
Twelve (12) Vertical Launch Cruise Missile Launchers (MK 45 VLS): In the front of the submarine but behind the torpedo tubes, the submarine has VLS for launching missiles. Missiles are launched in special canisters that enable the missiles to be used in depths down to 300 feet. Most missiles normally carried are fusion (Also smart missiles). The launchers were originally designed to carry Tomahawk missiles but were modified to fire all standard cruise range missiles.
Maximum Effective Range: As per cruise missile type (Go to Revised bomb and missile table), can fire missiles in special canisters as well.
Mega Damage: As per cruise missile type (Go to Revised bomb and missile table), can fire missiles in special canisters as well.
Rate of fire: One at a time or in volleys of 2, 4, 8, or 12 and can be fired at multiple target at the same time.
Payload: 12 cruise missiles total. Submarine carries no reloads
Decoys (14): The submarine carries fourteen decoy drones. They are small automated vehicles that create a false sonar image designed to mimic the submarine's sonar signature. It has a small propulsion system that can simulate movement (has a top speed of 10 knots) and maneuvers. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 10
Effects: The decoy has an 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)
Range: Not Applicable
Rate of fire: Ship can launch one drone in 1 min..
Payload: 14 Decoys
Noisemakers: The submarine carries noisemakers to decoy torpedoes. The noisemakers are launched from the middle of the submarine.
Effect: 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Rate of Fire: 2 at a time
Payload: 20 Noisemakers.
Do your own math!!!
All info and pics are from kitsune.addr.com
Wolf Inc. Land Store : http://www.nationstates.net/forum/viewtopic.php?t=58839&highlight=
Wolf Inc. Air Planes Store: http://www.nationstates.net/forum/viewtopic.php?t=66514
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/British_Ark_Royal.jpg
Model Type: CFV-01C
Vehicle Type: Ocean, Nuclear Aircraft Carrier
Crew: Ship's complement 700, Air Crew 500
Troops: 115 Marines
Power Armors and Air planes:
Power Armors:
115 Gypsy Moth Power Armors (With Flight Pack)
Fighter/Aircraft Compliment:
24 F-310 Ghosthawk Fighter
16 TW-SR-71 Black Ghost class Bomber
10 AH-64D Apache / Longbow
Statistical Data:
Length: 1000 feet (300 meters) overall and 950 feet (285.1 meters) waterline
Draft: 37 feet (11.1 meters)
Width: 213 feet (65 meters) overall and 122.7 feet (36.8 meters) waterline
Displacement: 46,000 tons standard and 53,000 tons fully loaded
Top Speed : 32 knots
Cargo: 4,500 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships 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: 4 Nuclear Turbines, average life span is 20 years
WEAPON SYSTEMS:
Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: Bought from the United States as a replacement for aging systems like the Sea RAM and Phalanx CIWS. One is mounted over the bridge, another is mounted on the starboard side of the superstructure just below deck level, and the last two are mounted on sponsons just below deck level at the corners at the heck of the ship. These anti-missile defense systems combine both a rapid fire rail gun and a short range missile launcher. While mounted in one system, both defense systems have separate tracking systems. The short range missile launchers can target up four targets and can fire a volley up too twice per melee. The railgun 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). The system can also 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.
Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type.
Rate of Fire: Rail Guns: 6 attacks per melee. Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) each. Short Range Missiles: 16 short range missiles each.
MK-41 32 Cell VLS : A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. This launcher usually carried only Surface to Air missiles of various sizes. The launcher is located on the island, just aft of the Sampson radar tower.
This launcher is normally loaded with Surface to Air missiles ONLY.
Maximum Effective Range: As per long or medium range missile type.
Mega-Damage: As per long or medium range missile type.
Rate of Fire: One at a time or in volley of 2, 4, or 16 per melee and can be fired at multiple targets at the same time.
Payload: 32 missile cells in the VLS launcher (Can carry a total of 64 long range missiles). Two long range missiles or Four medium range missiles may be carried per cell, and a usual complement was 32 LRMs and 64 MRMs.
30 mm cannons (4): Four 30 mm cannons were mounted just below the flightdeck edge, two on each side. These weapons had a good range and rate of fire, but lacked the punch to do damage to large targets. Since they were manually aimed, they were little good against missiles, and the crew often joked that they were only good for "Shooting life boats and survivors in the water".
Each gun can rotate 360 and has a 180 arc of fire.
Maximum Effective Range: 10,000 feet (3048 meters)
Mega-Damage: 2D6 per round, and 1D6x10 for a burst of 30 rounds.
Rate of Fire: As per gunners Hand to Hand.
Payload: 600 rounds (20 bursts) each. Ship carries an additional 28,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
Sea Gnat Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming 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.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 6 each for a total of 48. 192 reloads are carried, reloading takes two melees.
The Sea Witch class battleship $3,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/REEF_CA-139_Sea_Witch-Small.gif
Model Type: CA-139
Vehicle Type: Ocean, MDC converted Heavy Cruiser
Crew: 650; 35 Officers, 45 Chief Petty Officers, and 580 Enlisted (Original was around 1800)
Troops:50 pilots for Gypsy Moth Power Armors (With Flight Pack), 2 Wk-AV8B Merlin class VTOL Pilots
Statistical Data:
Length: 716.5 feet (218.4 meters)
Draft: 26 feet (7.9 meters)
Width: 76.5 feet (23.3 meters)
Displacement: 16,500 tons light load and 20,800 fully loaded
Top speed: 35 knots
Cargo: 500 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships 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: four nuclear reactors with an average life span of 20 years.
WEAPON SYSTEMS:
Three (3) Mk 16 Triple Barrel Eight Inch (203 mm) Naval Guns: Two eight inch turrets are mounted on the ship forward of the main superstructure ship and one turret is mounted behind the ship's superstructure. These cannons are a more advanced cannon design than those carried on the Sea King Cruiser and the Sea King's cannons design seems to be a double barrel version of those carried on the World War Two Baltimore class design and Salem classes eight inch guns are a special semi automatic cannon design that can fire faster and use special cased ammunition. The barrels have been modified so that can be elevated up to 55 degrees and the turrets can rotate 280 degrees. With the addition of advanced fire control and fusing shells, the eight inch cannons are multi-purpose and can actually be used against aircraft as well as against ships and ground targets. The cannons can also use rocket assisted projectiles for striking targets at extended range.
Maximum Effective Range: 20 miles (17.4 nm/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 ft (15.2 m) for High Explosive, 6D6x10 to a blast radius of 10 ft (3 m) for High Explosive Armor Piercing, and 8D6x10 to a blast radius of 50 ft (15.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast radius of 30 feet (9.1 m) for High Explosive, 4D6x10 to a blast radius of 6 ft (2 m) for High Explosive Armor Piercing, and 5D6x10 to a blast radius of 30 feet (9.1 m) for Plasma. Cannons can also use special purpose warheads, use the statistics for 203 mm artillery warheads.
Rate of Fire: Three shots per barrel per melee (Can fire up to 9 shots per turret per melee or up to 27 shots with all three turrets).
Payload: 1350 Rounds (450 per turret), usually carries 300 High Explosive, 300 High Explosive Armor Piercing, 300 Plasma, 150 Rocket Propelled High Explosive, 150 Rocket Propelled High Explosive Armor Piercing, and 150 Rocket Propelled Plasma rounds. The ship will carry special rounds when employed in artillery roles.
Six (6) Mk 12 Double Barrel Five Inch (127 mm) Naval Guns: All of the double five inch gun turret mounts are part of or next to the ship's superstructure. One is on the superstructure behind and above the forward eight inch gun turrets and the other is on the superstructure in front of and above the eight inch gun turret in the rear of the ship. The ship also has two double barrel five inch gun mounts on each side of the superstructure. The barrels can be elevated up to 85 degrees and the turrets can rotate 360 degrees. The guns can be used against other ships, against ground targets, and against aircraft but does have modern fire control systems added. The five inch guns can also use rocket assisted projectiles for extended range.
Maximum Effective Range: 12 miles (10.4 nm/19.3 km) for standard projectiles, 20 miles (17.4 nm/32.2 km) for rocket propelled rounds.
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. Double weapons damage if the gun is firing both cannons simultaneously and for special purpose warheads use the statistics for 105 mm artillery warheads.
Rate of Fire: Four shots per barrel per melee (Firing both barrels counts as one attack)
Payload: 6000 rounds (1000 rounds per weapon mount). Ship normally carries usually carries 1500 High Explosive, 1500 High Explosive Armor Piercing, 1500 Plasma, 500 Rocket Propelled High Explosive, 500 Rocket Propelled High Explosive Armor Piercing, and 500 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.
Four (4) Phalanx CIWS Vulcan Cannons: It is a copy of the fire control from a Pre-Rifts US Navy CIWS with upgrades and a powerful laser replacing Vulcan cannon. The Laser is a knock off of the one used by the Iron Hammer Tank. It is excellent for both taking out missiles and aircraft and can be targeted at ocean level targets. Vulcan cannons are mounted where the two most forward and aft of the three inch guns were originally mounted on each side of the superstructure of the ship. The laser system can fire on automatic at up to six targets per melee (Has +3 to strike missile and +2 to strike aircraft). The system has a 360 degree rotation (although restricted in fire by the ship's superstructure) and can elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: 4000 feet (1212 m) Mega Damage: 3D4x10 MD (burst)
Rate of Fire: 6 Attacks per melee (Has +3 to strike missile and +2 to strike aircraft)
Payload: Effectively Unlimited
Eight (8) Spider Defense Systems: Four defense systems are mounted where the secondary guns fire control was located and four are located on the corners of the forward and aft superstructure. The systems are connected to the ships power supply so that it has unlimited shots. Weapon system normally is used as an anti-missile defense. Weapon system also has four smoke grenades
Maximum Effective Range: 4,000 ft (1,200 m) for light blasts, 3,000 ft (915 m) for heavy blasts, 20 ft (6 m) for electrical current, 100 ft for smoke grenades
Mega Damage: 4D6 for light blasts, 1D4x10 for heavy blasts, 3D6 SDC for electrical current
Rate of fire: 6 Attacks per melee (+2 to strike)
Payload: Unlimited (has 4 smoke grenades each)
Four (4) Vertical Launch Missile Launchers: The weapon system was added by the REEF when they decided to convert the ships. The missile launchers take the place of the ships smoke stack and the middle three inch gun mounts. They have added armor to prevent them from being exploded and sinking the ship. The launchers are similar to those carried on the RFS Wolverine but due to the fact that long range missiles are smaller than the SM-2 missile, the launchers are smaller and can fit in a smaller space and are the basis of those carried on the RFS Tiger class frigate. Each launcher has a 50 cells for missiles. Each cell can carry one long range missile or two medium range missiles. 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.
Maximum Effective Range: As per long or medium range missile type.
Mega Damage: As per long or medium range missile type.
Rate of fire: One at a time or in volleys of 2, 4, 8, or 25 for each launcher per melee and at multiple targets at the same time
Payload: 50 missile cells in each VLS launcher(Can carry a total of 200 long range missiles). One long range missile or two medium range missiles may be carried per cell. The ship will often carry 16 cells in each launcher (64 cells total) with two medium range missiles each and the other cells loaded with one long range missile each (Normal load is 136 long range missiles and 128 medium range missiles).
Four (4) Short Range Missile Launching Systems: Each launcher has a 36 Short Range Missiles and fills a similar role to the Pre-Rifts RAM missile launcher. These launchers' primary purpose is to shoot incoming missiles. There is located on the bow of the ship, on top of the superstructure, and two on the fantail of the ship. These mounts take the locations of the three inch gun mounts in those locations. Missiles are usually 50% AP and 50% Plasma. Each launcher operates independently
Maximum Effective Range: As per short range missile type.
Mega Damage: As per short range missile type.
Rate of fire: One at a time or in volleys of two, four, six, or twelve (Each launcher operates independently)
Payload: 36 missiles each launcher for a grand total of 144 missiles (Has 576 missiles for reloads kept in storage)
Chaff Launcher (4): Added to the ship when refitted by the REF, two are located on the superstructure near the bridge and two are located in the rear hart of the superstructure. They are designed to confuse incoming missiles. All chaff launchers must be fired at the same time or effects will be reduced. The efficiency will be reduced by one quarter for each launcher not operating. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of the target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 12 each for a total of 48
The Alabama Class Battleship $4,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/GAW_Alabama_Battleship-small.gif
Model Type: Modified BB-57 Class Battleships
Class: Modified Battleship
Crew: 950; 60 Officers, 70 chief petty officer, 720 enlisted
Troops: 10 Aircraft Crew-members, 80 Marines in Power Armor, and 120 Marines in Body Armor
Robots, Power Armors, and Vehicles:
80 Gypsy Moth Flying Power Armor
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/BA-V_Gypsy_Moth_FPA.jpg
2 WK-AV8B Merlin class VTOL
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/AV-8B_Harrier.jpg
Statistical Data:
Draft: 33.9 feet (10.3 meters) [mean draft]
Width: 108.1 feet (33.0 meters)
Length: 679 feet 5 inches (207.1 meters)
Displacement: 35,500 tons light load and 45,800 fully loaded
Top Speed: 33 knots
Cargo: 800 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships 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: Four nuclear reactors with an average life span of 15 years.
Three (3) Mk 6 Triple Barrel Sixteen Inch (406 mm) Naval Guns: Two turrets are mounted on the ship forward of the superstructure ship and one turret is mounted behind the ship's superstructure. The barrels have been modified so that can be elevated up to 45 degrees and the turrets can rotate 280 degrees. These cannons are slightly less powerful than those that were mounted on the Iowa class battleship but are still capable of destroying a target in a small number of shots. Likely, any other Naval ship that gets within these guns will be destroyed in just a few minutes. The cannons are also very effective in ground bombarding roles. These cannons do have a limited rate of fire and are too large to be effectively used against aircraft. The cannons can also use rocket assisted projectiles for extended range.
Maximum Effective Range: 35 miles (30.4 nm/56.3 km) for standard projectiles. 52.4 miles (45.6 nm/84.5 km) for rocket propelled rounds.
Mega-Damage: Standard Projectiles: 6D6x10 to a blast radius of 50 ft (15.2 m) for High Explosive, 1D4x100 to a blast radius of 10 ft (3 m) for High Explosive Armor Piercing, and 1D6x100 to a blast radius of 50 ft (15.2 m) for Plasma. Rocket projectiles: 4D6x10 to a blast radius of 30 feet (9.1 m) for High Explosive, 6D6x10 to a blast radius of 6 ft (2 m) for High Explosive Armor Piercing, and 1D4x100 to a blast radius of 30 feet (9.1 m) for Plasma. Cannons can also use special purpose warheads, double the statistics for 203 mm artillery warheads for damage and effects
Rate of Fire: Can fire up to 6 shots per turret per minute or up to 18 shots with all three turrets).
Payload: 1080 Rounds (360 per turret), usually carries 240 High Explosive, 240 High Explosive Armor Piercing, 240 Plasma, 120 Rocket Propelled High Explosive, 120 Rocket Propelled High Explosive Armor Piercing, and 120 Rocket Propelled Plasma rounds. The ship will carry special rounds when employed in artillery roles.
Six (6) Mk 12 Double Barrel Five Inch (127 mm) 38 Caliber Naval Guns: These are original five inch gun mounts on the ship. Six of the original turrets on the design were retained although the gun maneuvering system was upgraded. These are the three forward turrets on each side of the ship. The barrels can be elevated up to 85 degrees and the turrets can rotate 360 degrees. They have been reinforced with mega-damage materials and are still quite useful. The guns can be used against other ships, against ground targets, and against aircraft. The five inch guns can also use special rocket assisted projectiles for extended range.
Maximum Effective Range: 12 miles (10.4 nm/19.3 km) for standard projectiles, 20 miles (17.4 nm/32.2 km) for rocket propelled rounds.
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. Double weapons damage if the gun is firing both cannons simultaneously and for special purpose warheads use the statistics for 105 mm artillery warheads
Rate of Fire: Four shots per barrel in 1 min.
Payload: 6000 rounds (1000 rounds per weapon mount). Ship normally carries usually carries 1500 High Explosive, 1500 High Explosive Armor Piercing, 1500 Plasma, 500 Rocket Propelled High Explosive, 500 Rocket Propelled High Explosive Armor Piercing, and 500 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.
Four (4) Phalanx CIWS Vulcan Cannon: These mounts replace four of the 40 mm flack mounts that were on the ship's superstructure. Various weapon systems were examined. The final idea was to take the Vulcan laser from the iron hammer battle tank and use a copy of the fire control from a pre-rifts US Navy CIWS. It is believed that this idea is copied from a ship design constructed by their neighbors in Florida. The laser system can fire on automatic at up to six targets per melee (Has +3 to strike missile and +2 to strike aircraft). The system has a 360 degree rotation and can elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: 4000 feet (1212 m) Mega Damage: 3D4x10 MD (burst)
Rate of Fire: 6 Attacks per 5 min.
Payload: Effectively Unlimited
Four (4) Vertical Launch Launchers: These launchers replace the two rear Five inch gun turrets on either side of the ship. Each of the four mounts has 40 cells with provisions for missiles in an 8 long by 5 wide cell configuration. The launcher may launch on multiple targets each. 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 has a reload system that reloads from under the launcher and can reload within 15 seconds. 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. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes Long range missiles are normally used against large targets and aircraft / missiles.
Maximum Effective Range: As per long or medium range missile type
Mega Damage: As per long or medium range missile type
Rate of fire: One at a time or in volleys of 2, 4, 8, or 20 per launcher per melee and can be fired at multiple targets at the same time. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: 40 missile cells in each launcher with one reload for each cell in each launcher (160 missile cells total / Potential maximum of 320 long range missiles). One long range missile or two medium range missiles may be carried per cell but reload must be the same load out as well. The ship will often carry 20 cells in each launcher (80 cells total) with two medium range missiles each and the other cells loaded with one long range missile each (Normal load is 160 long range missiles and 320 medium range missiles).
Six (6) Short Range Missile Launching Systems: Each launcher has a 24 Short Range Missiles and in many ways is similar to the Pre-Rifts RAM point defense missile launcher. Two mounts replace the 40 mm gun mounts on either side of the ship's forward superstructure and two are on the ships main deck just forward of the ships rear 16 inch gun turret. This missile mounts main purpose is for inner anti-missile point defense. Short Range Missiles are usually a mixture of 50% Armor Piercing and 50% Plasma. Each launcher operates independently and can lock onto multiple targets.
Maximum Effective Range: As per short range missile type
Mega Damage: As per short range missile type
Rate of fire: One at a time or in volleys of two, four, six, or twelve (Each launcher operates independently)
Payload: 24 missiles each launcher for a grand total of 144 missiles (Has 182 missiles for reloads kept in storage)
The Ticonderoga Submersible Carrier $10,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/United_States/US_CVN-87_Ticonderoga_Carrier-2-small.gif
Model Type: CVN-87
Class: Submersible Air-Sea-Land Carrier
Crew: Ships Crew: 2200 (180 officers, 190 chief petty officers, 1720 enlisted [Has a high degree of automation])
Air Wing: 1370 (500 Pilots, 120 flight deck officers, 750 enlisted)
Troop Capacity: 800 pilots for Gypsy Moth Flying Power Armor, and 3,000 soldiers.
Robots, Power Armors, and Vehicles:
Power Armors:
800 Gypsy Moth Flying Power Armor
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/BA-V_Gypsy_Moth_FPA.jpg
Fighter/Aircraft Compliment:
41 F-310 Ghosthawk Fighter
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/MI_F-310_Ghosthawk.gif
41 WK-AV8B Merlin class VTOL
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/AV-8B_Harrier.jpg
41 F40 Sabertooth
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/REEF-F40_Sabertooth1.jpg
41 "Flying Doom" Black Widow Heavy Fighter
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/P-61_Black_Widow.jpg
40 Black Ghost class Bomber
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/SR-71_Blackbird.jpg
Statistical Data:
Height: 200 feet (61 meters)
Width: 400 feet (122 meters)
Length: 2,000 feet (610 meters)
Weight: 520,000 tons fully loaded.
Top Speed:
Suface: 35 knots
Under Water: 35 knots
Cargo: In addition to two battalions of armor and mechanized infantry, a brigade of regular infantry, and its aircraft squadron and ammo and equipment, the Ticonderoga can carry an additional 18,000 tons of extraneous cargo. Crew members and passengers have a locker (4x4x4 feet/1.2 m) for personal effects.
Power System: Nuclear; average energy life 25 years
Laser CIWS Turrets (6): Mounted on the sides of the ship's superstructure and are fully retractable. These Close-In Weapon Systems rapid-pulse lasers design to be primarily against missiles or low-flying aircraft. The weapons are automated and track missiles with radar sensors (+3 to strike missiles, +2 to strike aircraft). While the ship is underwater, the weapon system can be used against torpedoes although weapon has a reduced range. The mounts have the ability to rotate 360 degrees and have a 90 degree arc of fire.
Maximum Effective Range: In Atmosphere: 4,000 feet (1,220 meters) Under Water: 2,000 feet (610 meters)
Mega-Damage: 1D4x10 M.D.
Rate of Fire: Each turret has 6 attacks per 5 min.
Payload: Effectively unlimited
Heavy Torpedo Tubes (8): The ship is designed to carry torpedoes as its main offensive weapon except for aircraft. While smaller torpedoes can be fitted as well, the New Navy mostly carries heavy torpedoes that inflict maximum damage. Four torpedo tubes are mounted in the front of the sub and four torpedo tubes are mounted in the rear of the sub.
Maximum Effective Range: 40 miles (64 km)
Mega-Damage: By Heavy torpedo warhead type
Rate of Fire: Each tube can fire once per 2 min.
Payload: 128 total:
Cruise Missile Batteries (8): A powerful but limited missile systems. Cruise missiles have minuses to hit small targets and the ship cannot carry a very large number of them. Long range missiles can also almost get the same effect for damage as cruise missiles, making them not as useful as they once were. System can target more than one target at the same time.
Maximum Effective Range: As per cruise missile type
Rate of Fire: One at a time or in Volleys of 2, 3, 4, or per melee.
Payload: 32 total; 4 per launcher.
Counter-Missile Batteries (4): These launchers are mounted on the sides of the hull. Each launcher has eight cells which are at a six degree angle. The missiles will clear the sides of the flight deck so that they do not hit the flight deck. Launchers automatically reload once missiles are fired. These missile turrets fire volleys of medium-range missiles. They are designed to engage and destroy incoming missile attacks, but are also useful against aircraft, flying monsters and ground and surface targets. These launchers act as the ships middle point defense and are normally used to engage incoming air targets and missiles. Outer point defense is performed by the air compliment or escorting vessels.
Maximum Effective Range: As per medium range missile type
Mega Damage: As per medium range missile type
Rate of fire: One at a time or in volleys of two, four, or eight (Each launcher operates independently)
Payload: 8 missiles in each launcher, with 56 missiles in each magazine for automatic reloads, for a total of 256 Medium Range Missiles including missiles in launcher
The Africa class Multi Role Amphibious Assault Ships $1,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/British/British_Africa_Assault_Ship-Small.gif
Model Type: Africa class Multi Role Amphibious Assault Ships
Vehicle Type: Ocean, Assault Vessel
Crew: 420 (30 officers, 50 chief petty officers, 340 enlisted [Has a high degree of automation])
Troops: 360 pilots for Gypsy MothPower Armor, 160 Aircraft Pilots, 310 vehicle crew members, and 1,700 soldiers.
Robots, Power Armors, and Vehicles (Standard):
Power Armors:
200 Gypsy Moth Power Armors
Fighter/Aircraft Compliment:
30 H 60 helicopters
6 WK-AV8B Merlin class VTOL Fighter
6 Commanchees
Landing Craft:
4 Hovercrafts
Tanks & Other Vehicles:
4 M109
10 VAMP Tanks
20 Mowag Piranha III
10 M270A1 (MLRS)
25 VAMP
25 Wolf Hummer
Statistical Data:
Length: 775 feet (232.5 meters)
Draft: 29.5 feet (8.85 meters)
Width: 145 feet (44.2 meters)
Displacement: 38,800 tons standard and 49,500 tons fully loaded
Top Speed: 30 knots
Cargo: 5000 tons of nonessential equipment and supplies (Increase to 12,000 tons without vehicles.) Each enlisted crew member has a smalllocker for personal items and uniforms. Ships 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: 4 Fusion Reactors, average life span is 20 years
WEAPON SYSTEMS:
Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: Bought from the United States as a replacement for aging systems like the Sea RAM and Phalanx CIWS. One is mounted over the bridge, while the other two are located on the sides of the ships superstructure, next to the long range radar. These anti-missile defense systems combine both a rapid fire rail gun and a short range missile launcher. While mounted in one system, both defense systems have separate tracking systems. The short range missile launchers can target up four targets and can fire a volley up too twice per melee. The railgun 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). The system can also 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
Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type
Rate of Fire: Rail Guns: 6 attacks per melee. Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) each. Short Range Missiles: 16 short range missiles each.
MK-41 16 Cell Tactical Length VLS (2): A very reliable VLS launcher, dating back from the previous century, made in the USA, and exported to numerous countries. In place of two long range missiles, each cell could also hold four medium range missiles. This launcher usually carried only Surface to Air missiles of various sizes.
Maximum Effective Range: As per long or medium range missile type
Mega-Damage: As per long or medium range missile type
Rate of Fire: One at a time or in volley of 2, 4, or 16 per melee and can be fired at multiple targets at the same time.
Payload: 16 missile cells in each VLS launcher (Can carry a total of 64 long range missiles). Two long range missiles or four medium range missiles may be carried per cell, and a usual complement was 32 LRMs and 64 MRMs.
30 mm cannons (4): Four 30 mm cannons were mounted around and below the flight deck. These weapons had a good range and rate of fire, but lacked the punch to do damage to large targets. Since they were manually aimed, they were little good against missiles, and the crew often joked that they were only good for "Shooting life boats and survivors in the water".
Each gun can rotate 360 and has a 180 arc of fire.
Maximum Effective Range: 10,000 feet (3048 meters)
Mega-Damage: 2D6 per round, and 1D6x10 for a burst of 30 rounds.
Rate of Fire: As per gunners Hand to Hand.
Payload: 600 rounds (20 bursts) each. Ship carries an additional 14,000 rounds of ammunition in magazines. Autocannon requires 3 minutes (12 melees) to reload by properly trained personnel (Double for untrained crews).
Sea Gnat Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming 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.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 6 each for a total of 36. 144 reloads are carried, reloading takes two melees.
The Yosemite class Ammunition / Stores Vessels 900,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/United_States/US_ADCN-26_Yosemite_Dry_Cargo_Vessel-small.gif
Model Type: ADCN-26 Yosemite Class Dry Cargo Vessel
Vehicle Type: Ocean, Auxiliary (Stores / Ammunition Vessel)
Crew: 186 (16 officers, 14 chief petty officers, 156 enlisted [Has a high degree of automation])
Troops: 12 Gypsy Moth Power Armors Pilots
Power Armors:
12 Gypsy Moth Power Armors (With Fight Packs)
Statistical Data:
Length: 755 feet (230.1 meters)
Draft: 36 feet (11.0 meters) fully loaded
Width: 105 feet (32 meters)
Displacement: 22,100 tons empty and 52,500 tons fully loaded
32 knots
Cargo: 10,000 tons of ammunition, 15,000 tons of non refrigerated dry stores, 2,500 tons of refrigerated dry stores.
Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items.
Power System: 4 Fusion Reactors, average life span is 20 years
WEAPON SYSTEMS:
Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: One is mounted on the front of the superstructure, a second is mounted on the rear of the superstructure, and there are two mounted to 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 systems. The short range missile launchers can target up four targets and can fire a volley up to twice per melee. 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). The rail gun is very similar to those carried on the Sea King Cruiser and it is likely that the Sea Kings 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
Mega-Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type
Rate of Fire: Rail Guns: 6 attacks per melee. Short Range Missiles: 2 attacks per melee, can fire one at a time or in volleys of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) each. Short Range Missiles: 16 short range missiles each.
Chaff Launcher (4): Located on the sides of the hull of the ship, they are designed to confuse incoming missiles. All four launchers must be operated or effects will be reduced. Reduce effects of launchers by 50% per launcher not used. 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.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto another target
61-00 No Effect; Missile Still on target
Payload: 24 each for a total of 96
Advanced Towed Decoys (4): 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 amphibious vessel using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 20
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 the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
Range: Not Applicable
Rate of fire: One can be deployed at a time and requires 2 minutes to deploy (Reel Out) another decoy
Payload: 4 Decoys
The Black Wolf Attack Boat $1,000,000,000
http://www.fas.org/man/dod-101/sys/ship/arsenal_72.jpg
Armament: 1,000 Tomahawk Cruise missiles fired from missiles pods
Crew: 50 (highly automated fire-control system)
Design: Double Hulled, low profile (semi-stealthy)
The Virginia class Submarines $ 2,000,000,000
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Virginia_Submarine.jpg
Model Type: Modified SSN-774 Class
Class: Fast Attack Submarine
Crew: 134 total; 12 officers, 12 chief petty officer, 110 enlisted.
Troops: 20
Statistical Data:
Draft: 30.5 feet (9.3 meters)
Width: 34 feet (10.4 meters)
Length: 377 feet (114.9 meters)
Displacement: 6,500 tons standard and 7,700 tons submerged
Top Speed:
Surface: 20 knots
Underwater: 30 knots
Cargo: Submarine is very cramped, 10 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship's spaces are taken up by extra torpedoes, weapons, and engines.
Power System:modern fusion reactor system (20 year duration).
Four (4) Heavy Torpedo Tubes: On the bow of the submarine are four torpedo tubes. Tubes are 21 inches (533 mm) wide and torpedoes can be used against both surface ships and submarines. For warheads, heavy torpedoes should be treated as having long range missile warheads. Along with standard torpedoes, the launcher can also fire missiles (long or cruise) in special canisters and rocket boosted ASW torpedoes. Submarine carries 32 reloads for torpedoes and can carry up to 72 mines in place of torpedoes.
Maximum Effective Range: 40 miles (64 km)
Mega Damage: By Heavy torpedo warhead type (See Revised Rifts Torpedoes), can fire missiles (Long Range or Cruise) in special canisters as well (Go to Revised bomb and missile table).
Rate of fire: One at a time or in volleys of 2, 3, or 4. Reloading takes 1 full melee
Payload: 4 Total (Has 38 torpedoes for reloads)
Twelve (12) Vertical Launch Cruise Missile Launchers (MK 45 VLS): In the front of the submarine but behind the torpedo tubes, the submarine has VLS for launching missiles. Missiles are launched in special canisters that enable the missiles to be used in depths down to 300 feet. Most missiles normally carried are fusion (Also smart missiles). The launchers were originally designed to carry Tomahawk missiles but were modified to fire all standard cruise range missiles.
Maximum Effective Range: As per cruise missile type (Go to Revised bomb and missile table), can fire missiles in special canisters as well.
Mega Damage: As per cruise missile type (Go to Revised bomb and missile table), can fire missiles in special canisters as well.
Rate of fire: One at a time or in volleys of 2, 4, 8, or 12 and can be fired at multiple target at the same time.
Payload: 12 cruise missiles total. Submarine carries no reloads
Decoys (14): The submarine carries fourteen decoy drones. They are small automated vehicles that create a false sonar image designed to mimic the submarine's sonar signature. It has a small propulsion system that can simulate movement (has a top speed of 10 knots) and maneuvers. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
M.D.C.: 10
Effects: The decoy has an 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)
Range: Not Applicable
Rate of fire: Ship can launch one drone in 1 min..
Payload: 14 Decoys
Noisemakers: The submarine carries noisemakers to decoy torpedoes. The noisemakers are launched from the middle of the submarine.
Effect: 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Rate of Fire: 2 at a time
Payload: 20 Noisemakers.
Do your own math!!!
All info and pics are from kitsune.addr.com
Wolf Inc. Land Store : http://www.nationstates.net/forum/viewtopic.php?t=58839&highlight=
Wolf Inc. Air Planes Store: http://www.nationstates.net/forum/viewtopic.php?t=66514