Spanish Almirante Miranda class Advanced Guided Missile Frigate:
Largely based on the earlier Álvaro de Bazán class frigate
although mounting more advanced electronics, the Almirante Miranda class
formed the backbone on the Spanish fleet during the later half of the Twenty-First
Century. Like the older frigate class, there are large for frigates and
considered by navy navies to be more destroyer class than frigate class.
They also are extremely well armed.
Originally eight of these frigates were build with an additional four
frigates added to the program later. The second batch are modified slightly
from the original design. A follow up heavier vessels, designated as destroyers
instead of frigates, were planned before the coming of the Rifts. The first
of the Almirante Miranda class was laid down in the Twenty-Forties with
the last of the second group not completed until the late Twenty-Sixties.
At the same time as these vessels were being built, the Spanish shipyards
were building several Norwegian Valkyrien class frigate as well.
While the older Álvaro de Bazán class frigates were either
retired or put in reserve, all twelve of the Almirante Miranda class frigates
were in commission when the Rifts occurred. How many frigates were at sea
at the time is unknown. While it is unknown what happened to these frigates,
it is possible that one or more survived intact. Being built from high
strength composites and alloys, they are virtually immune to corrosion
if properly sealed. Of course, single build from the keel up with these
materials, these frigates were extremely tough.
These frigates filled a similar role to the previous Álvaro de
Bazán class, armed mainly for air defense and mounting a powerful
phased array radar system and carrying large number of long range and medium
missile for air defense. Unlike many European nations, the Spanish military
continued operating a large amount of American military hardware. These
vessels carry mostly American hardware but do mount other nation's hardware
including mounting a French hull sonar.
Radar chosen was the SPY-3M Radar System. This system has a longer range
and greater tracking capability than the SPY-1D mounted on the older Álvaro
de Bazán class. Original the SPY-3 radar system was developed for
the American DD-21 destroyer program, the SPY-3M is a lighter weight version
develop for frigates and destroyers. It was mainly developed for export
with the American Francis Darcey mounting the more powerful SPY-6 radar
system.
Identical to the older Spanish frigate class is a forty-eight cell Mk-41
vertical launch system. This is augmented however by a pair of Mk 55 medium
range vertical launch systems. Mounted on either side of the hull where
fuel tanks were mounted on the older class, over a hundred long range missiles
are carried for the medium range launchers. As a result, the Mk-41 launchers
could be loaded with long range missiles. In some cases, anti-submarine
rocket boosted torpedoes and cruise missiles will be carried as well. The
eight Harpoon missile canisters carried on the Álvaro de Bazán
class frigate were deleted on the Almirante Miranda class however.
Instead of mounting a modified American Mk 49 RAM quad missile launcher,
two Norwegian Freya VIII short range missile launchers are mounted on the
superstructure of the frigate for inner point defense. The older frigate
Álvaro de Bazán class could not be refitted with the Freya
system without rebuilding the superstructure and so retained the Mk 49
quad missile launchers. A total of eighty short range missiles are carried
for each of the Freya VIII launchers. The Spanish navy leaders considered
it more effective than the "Sea Sabre" combination defense system which
was mounted on most American classes and adopted by many other navies as
well.
Also identical to the Álvaro de Bazán class, early vessels
mounted a single Mk 45 five inch gun on the bow. On the second batch, this
is replaced by a hyper velocity 100 mm rail gun. The five inch guns carried
on the first batch are from retired American vessels although the rail
guns are new manufacture weapon systems. Originally it was planned to upgrade
early vessels with the rail guns as well but it was decided to retain the
original conventional five inch gun due to cost considerations. Payload
for the hyper velocity rail gun is double that of the five inch gun mount.
The only other weapon system is a pair of torpedo tubes are mounted on
either side of the hull with twenty-four torpedoes carried for reloads.
The propulsion system is a pair of fusion turbines. Giving virtually
unlimited range, the first batch mount basically identical fusion turbines
which replaced the original gas turbines on the rebuilt Álvaro de
Bazán class frigates. Having a slightly greater displacement than
the older frigate class, the first batch of the Almirante Miranda class
is marginally slower than the Álvaro de Bazán class. The
later batch have slightly more powerful reactors and are slightly faster
as a result.
Crew is reduced by about a third compared to the Álvaro de Bazán
class due to additional automation. There is also space for a twenty personnel
flag group. These ships were designed to be able to act as flagships of
smaller vessels. A small amount of troops are also usually embarked. A
dozen American SAMAS power armor were usually carried with the same number
of troops in body armor. The vessels are only designed to carry a single
VTOL aircraft.
Model Type: F200 Almirante Miranda class Advanced Guided Missile
Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 120; 15 officers, 15 Chief Petty officers, and 90 enlisted
(Has a high degree of automation) Has space for a 20 personnel flag group.
Troops: 2 Helicopter / VTOL Pilots, 12 Pilots for SAMAS Power
Armors, and 12 soldiers in body armor that are retained on board the ship.
Robots, Power Armors, and Vehicles:
| 12 | SAMAS or other Power Armors |
| 1 | Helicopters or other VTOL Aircraft |
M.D.C. by Location:
| Bridge: | 500 |
| [1] SPY-3M Phase Array Radar Panels (4, Superstructure): | 200 each |
| Mk 41 Missile Launchers (48 Cell, Forward): | 360 |
| Mk 55 Eight Cell Vertical Medium Range Missile Launchers (2): | 300 each |
| "Freya VIII" Short Range Missile Launchers (2, Superstructure): | 120 each |
| Twin 12.75 inch (324 mm) Torpedo Launchers (2, Sides): | 50 each |
| Mk 45 Five Inch (127 mm) Barrel (1, Turret - First Eight Vessels): | 80 |
| Mk 45 Five Inch (127 mm) Turret (1, Forward - First Eight Vessels): | 200 |
| 100 mm Heavy Rail Gun Turret (1, Forward - Last Four Vessels): | 300 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 400 |
| Outer Hull (per 40 foot / 12.2 meter area): | 80 |
| [2] Main Body: | 1,800 |
Notes:
[1] Destroying the SPY-3M Phase Array radar panels will destroy the
ship's fire control systems but guns have backup systems and panels can
compensate for each other.
[2] Depleting the M.D.C. of the main body destroys the ship's structural
integrity, causing it to sink. There are enough flotation devices and inflatable
life rafts to accommodate everyone aboard.
Speed:
Surface: First Eight Vessels: 36.27 mph (31.5 knots/
58.38 kph.) Last Four Vessels 38.58 mph (33.5 knots/ 62.08 kph.)
Range: Effectively Unlimited due to fusion engines (needs to
refuel every 20 years and requires maintenance as well). Ship carries twelve
months of supplies on board.
Statistical Data:
Draft: 16.40 feet (5.0 meters) mean and 24.28 feet (7.4 meters)
including sonar
Width: 61.68 feet (18.8 meters)
Length: 482.94 feet (147.2 meters)
Displacement: 4,800 tons standard and 6,200 tons fully loaded
Cargo: 400 tons (362.9 metric 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: Two Nuclear Reactors, average life span is 20
years. Usually only goes 10 years between refueling.
Black Market Price: Not for Sale. First Eight Vessels:
380 million credits. Last Four Vessels: 400 million credits. Vessels
might cost several times more potentially.
Weapon Systems:
- One (1) Bow Gun Mount:
On the first eight members of the
class (First batch), the vessel mounts a Mk 45 five in gun similar to the
weapon system mounted on many later Twentieth Century United States vessels.
The last four members of the class (Second Batch) mount a 100 mm rail gun
instead. This rail gun is identical to the rail gun carried on the American
Francis Darcey class frigate.
- MK 45 Single Barrel Five Inch (127 mm) Naval Gun:
The first
batch of these ships mount a five inch naval 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 (Go to
Revised
bomb and missile table.)
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. Extended Range Guided Munitions: Treat
as medium range missiles (Go to
Revised
bomb and missile table.) Use the statistics
for 105 mm artillery warheads (Go to
Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate.)
Rate of Fire: Normal Projectiles: Five shots per cannon
per melee. Extended Range Guided Munitions can be fired at the rate
of one shot per melee
Payload: 500 rounds - Each Extended Range Guided Munitions
round takes up space for 2 normal rounds. Ship normally carries usually
carries 100 High Explosive, 100 High Explosive Armor Piercing, 80 Plasma,
40 Rocket Propelled High Explosive, 40 Rocket Propelled High Explosive
Armor Piercing, and 40 Rocket Propelled Plasma rounds, and 50 Extended
Range Guided Munitions. The ship will carry special rounds when employed
in artillery roles.
- Hyper Velocity 100 mm Heavy Rail Gun:
The second batch of
these ships mount a 100 mm rail gun on the bow of the ship instead of a
five inch naval gun. The rail gun has better range than comparable sized
standard cannons, inflicts greater damage to armored targets, and has a
higher payload due to no storage of propellant charges. This rail gun normally
fires a solid dart of MDC materials that does massive damage to targets
that it hits but can also use explosive warheads for softer targets and
against aircraft. The rail gun turret can rotate 360 and can tilt up to
90 degrees and is useful against both ground and air targets although using
solid slug rounds, the cannon has -2 to strike fast moving targets such
as aircraft, missiles, and flying power armors. The weapon system is also
gyro-stablised and has an advanced fire control computer.
Maximum Effective Range: 15 miles (13 nautical miles / 24.1
km)
Mega Damage: A single round does 5D6x10+20 M.D.C. (optional
rule is that cannon gets a critical on a natural 18, 19, or 20 due to its
high penetration). Can use Standard High Explosive rounds that do 1D4x10
with a blast radius of 16 feet (4.9 meters.) High Explosive Armor Piercing
does 2D4x10 with a blast radius of 8 feet (2.4 meters.)
Rate of Fire: Maximum of four per melee.
Payload: 1,000 rounds.
- One (1) Strategic MK 41 Vertical Launch Missile Launcher:
This
forward launcher has 48 cells for missiles. These are the longer strategic
version of the missile launcher and can carry the longer cruise missile.
From the beginning, the launchers have been found to be very flexible and
adaptable. The launcher was originally design for the Tomahawk and Standard
SM-2 Missile. On Rifts Earth, the launchers have been adapted to hold one
cruise missile, two long range missiles, or four medium range missiles
per cell. Cruise missiles are usually used against hardened fixed targets,
long range missiles are normally used against aircraft and other large
targets, and medium range missiles are normally used against closer targets
such as incoming missiles. Anti-Submarine rocket launched torpedoes are
also can be fired from the launcher and usually eight are carried (See
Revised Rifts Torpedoes
for anti-submarine missiles.)
Maximum Effective Range: As per cruise, long range, or medium
range missile type (Go to
Revised
bomb and missile table.)
Mega Damage: As per cruise, long range, or medium range missile
type (Go to Revised
bomb and missile table.)
Rate of Fire: One at a time or in volleys of 2, 4, 16, or 24
for launcher per melee and can be fired at multiple targets at the same
time.
Payload: 48 cells missiles in forward VLS launcher (possible
total of 96 long range missiles). One cruise missile, two long range missiles,
or four medium range missiles may be carried per cell. Ship carries no
reloads.
- Two (2) Mk 55 Vertical Medium Range Missile Launchers:
Unlike
most vertical launch systems, these launchers fire the missiles on a 6
degree angle to the side. This is because the system was initially designed
for carriers and is to prevent a missile that fails on its launch from
crashing into aircraft on the flight deck. The missiles are arranged in
an 2 by 4 pattern, and each launch cell has six reloads. One launcher is
mounted on either side of the hull of the cruiser and require much less
space than a Mk-41 or MK-49 VLS. Each system can launch up to 8 missiles
simultaneously each and the launcher is automatically reloaded. These launchers
often act as the ships middle point defense and are normally used to engage
incoming air targets and missiles.
Maximum Effective Range: As per medium range missile type (Go to
Revised
bomb and missile table.)
Mega Damage: As per medium range missile type (Go to
Revised
bomb and missile table.)
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 48 missiles in each
magazine for automatic reloads, for a total of 112 Medium Range Missiles
including missiles in launcher.
- Two (2) "Freya VIII" Short Range Missile Box Launchers:
Mounted
on the front and back of the superstructure are a pair of box launchers
which automatically reload. The launchers can rotate 360 degrees and have
a 90 degree arc of fire. The missile launchers reload extremely rapidly
and are ready to be fire on the next attack. The system is designed to
be able to target multiple incoming missiles simultaneously. It can be
fired against surface targets as well as against air targets.
Note: SAM style missiles are missiles that sacrifice payload
for higher speeds, see Chris Curtis' modified missile table for specifics.
Maximum Effective Range: Varies by short range missile type
(Go to Revised
bomb and missile table - SAM style missiles normally.)
Mega-Damage: Varies by short range missile type (Go to
Revised
bomb and missile table - SAM style missiles normally.)
Rate of Fire: One at a time or in volleys of two (2) four (4),
or eight (8) each launcher. Launchers retract and are ready to fire for
next melee attack.
Payload: Eight (8) short range missiles each launcher for Sixteen
(16) total. The vehicle carries eighty (80) missiles as reloads for each
launcher for a total of one hundred and seventy-six (176) missiles total.
If a launcher is damaged, those missiles cannot be accessed except manually.
(Sometimes additional missiles are carried in the cargo hold for reloads.)
- Two (2) Twin 12.75 inch (324 mm) Torpedo Launchers:
There
is one launcher on each side of the ship. Each torpedo launcher has two
torpedo tubes and tubes are 12.75 in (324 mm) wide. The tubes have an automatic
reloading system and can be fired quickly. Torpedoes are normally used
against submarines but can be targeted on surface targets as well. As well,
there are interceptor torpedoes available to fire against other torpedoes
although most torpedoes can be fired back at torpedoes fired at the vessel.
Ship carries twelve reloads for torpedoes per side. For the most part torpedo
warheads are equal to medium range missile warheads.
Maximum Effective Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See
Revised Rifts Torpedoes.)
Rate of Fire: One at a time or in volleys of two (2) per side,
launcher can fire a maximum of two volleys per melee each launcher.
Payload: Two torpedoes each launcher for a grand total of four
(4) torpedoes (Has twenty-four [24] torpedoes for reloads)
- Two (2) Chaff Launcher:
Located on the superstructure of
the ship, they are designed to confuse incoming missiles. Both launchers
must be operated or effects will be reduced. Reduce effects of launchers
by 50% per launcher not used. Rifts Earth decoy 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 48.
- Four (4) Advanced Towed Decoys:
The vessel carries four advanced
towed decoy drones. They are each a
small automated vehicle that creates
a false sonar image designed to mimic the vessels. The decoy is dragged
behind the destroyer using a cable. If decoys are not destroyed, they can
be recovered and repaired. Rifts Earth 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.
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- SPY-3M Three Dimensional Search Radar System: Lightweight version
of the original system. While not consider to be as powerful as those systems
design for true missile cruisers, the system is still quite effective.
The system is a powerful and flexible phased array radar system that is
comprised of four panels that each emit radar waves. If allowed by the
horizon, the system can track out to 250 miles (402.3 km) and can simultaneously
track and identify up to 512 targets at one time. The system controls missile
launched from the long range missile launchers and the system track and
guide each individual missile to an individual target for up to 128 targets.
If a target is eliminated, missiles are automatically guided to a new target.
The system can also control missiles launched from other linked vessels
as well and can also act as fire control for gun mounts. The system gives
a +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- Thomson-Sintra DUBV 56 sonar: Mounted under the bow of the ship.
Sonar system has a range of around 32 nautical miles (36.8 miles / 59.4
km). This hull sonar system has both a passive and active system built
in. Sonar system can track up to 32 targets at one time.
- Radar Defeating Profile & Radar Absorbing Materials: The ship
superstructure is designed so that the radar profile of the ship is reduced
and the ship is covered with radar absorbing materials. Because of this,
attempts to detect the ship using radar are made with a -10% penalty to
read sensor rolls when attempting to detect this ship. Go to General Detection Penalties for
more information on penalties and bonuses to use with stealth.
- Sonar Masking System: The ship uses water bubbles to form a barrier
against sonar as well as a shrouded propellor. Gives a -10% penalty to
any Read Sensory Instrument rolls to detect this ship using sonar.
- Combination Radar Detectors and Active Jamming System: Combination
of radar detection system (ESM) and an active jamming system. The system
can detect another radar system at 125% of the range of the transmitting
radar. In jamming mode, causes -25% to detection but when it is active,
other vehicles/ bases can detect that it is jamming, and some missiles
will home in on jamming signals. Jamming also causes a -4 penalty to all
radar guided weapons.
[Golden Age Weaponsmiths and Triax are trademarks owned by Kevin Siembieda and
Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
Image drawn and copyrighted by Kitsune (E-Mail Kitsune.) Based on Spanish Álvaro de Bazán class Guided Missile Frigate drawing by
Mischa (E-Mail Mischa)
Writeup by Kitsune (E-Mail Kitsune).
Copyright 2011 Kitsune. All rights reserved.