These massive vessels origins are largely a matter of skepticism, and debate. They are not at all similar to any of S-Mart's current designs, and display very few of the same hallmarks that their corporation has become famous for. Likewise, the mere fact that it utilizes so much alien technology in it's construction, has people wondering just where the tiny Allied Nations got the power, and technology to build such things. Despite the questions, the facts remain that the Allied Naval Fleet Dalmir Class submersible carriers are some of the most powerful vessels to ever have sailed the seas of RIFTS Earth.
These vessels were constructed during the course of the last decade, by two relatively new Earth powers, in a joint effort to have a powerful, united, navy. These would be the flagships of the new united fleet. The Dalmir, is the oldest of the two vessels, with construction beginning as early as August of 112PA, and not being completed until September of 115PA!! The second of these vessels to be constructed was the Yellow Submarine. (Note: Yes the Yellow Submarine was named after the Pre-Rifts song, by King Ripley & Counciler Nyan Tamya.) It's construction began in February of 113PA, and would have only taken two years with a month or two spare, being finished before the Dalmir, had events not evolved the way they had. During it's construction, much discussion was being flung about as to how this ship would be built. King Ace Ripley was calling for a redesign of the vessel to a gigantic landing craft he'd acquired the designs to at some point that were compatible with the hull design of the Dalmir. Meanwhile Wa-Daisho, & Kyatashiro's military was insisting on a second straight Dalmir class vessel. Lazlo although impartial to the decision, spoke very matter of factly that a large landing craft like that would not only be ineffective, but would be a terrible waste of lives, and equipment. Despite all of the controversy in the higher circles, the builders truly had the final decision - if it wouldn't be a carrier, they wouldn't build it! Finally King Ripley conceded, and allowed it to be constructed as such. Note that it is strongly suspected that Hachiman, the spiritual and national leader of Kyatashiro, specifically told the builders not to go through with the construction of the gigantic landing craft. Any time he is asked about this however, he gives nothing more than a small smirk, and says something to the effect of; "My people have their own minds, they say what they believe, and do what they like."
Since the Dalmir entered service, it has seen a great deal of experience. Within it's first few weeks of deployment it encountered none other but the U.S.S. Ticonderoga itself. The meeting, although brief, was friendly - albeit a bit cold. Captain Nemo does not entirely trust the Allied Nations, because of the large population of D-Bees in all of the nations involved. The Dalmir has visited ports in New Hope (California), the New Empire of Japan, the Republic of Japan, Takamatsu (Japan), Tritonia, Lima (Empire of the Sun), Arcology of Patagonia (Southern Federation), and a brief stop in Mutant Homestead (Achilles Republic), not including ports in Wa-Daisho & Kyatashiro. It frequently traverses between Wa-Daisho & Kyatashiro, and is also regularly seen in New Hope. It has seen some action along the way, during it's adventures, and has fought against Horune Pirates, Naut'yll, Servants of the Deep, and a variety of pirate vessels. The Dalmir has served in one major battle thus far, and that was in the Battle of St. Lawrence, in which the Allied Naval Fleet (Then still called the Joint Naval Force.) attacked the CS Fleet, in defense of the Quebecois Navy. The Dalmir took some damage, mostly from guns of escort vessels, but it gave much worse than it took. Aircraft from the Dalmir destroyed several vessels of all shapes and sizes, including most notably the CVN-85 Lone Star. While the Assassin-Bs were pounding the CS Vessels, the Stilettos were engaging the best fighter pilots in the CS Fleet. During the course of the action, only 11 Dalmir based aircraft were lost, compared to 108 enemy aircraft downed by the actions of the Dalmir's pilots. After the skirmish, the Dalmir took minor repairs in Kyatashiro, the rally point of the Allied Naval Fleet after the battle, and returned to Wa-Daisho within a few weeks. As of February 2, 118PA, it is currently in port in resupply, after it's cruise across the Pacific to Japan.
The Yellow Submarine entered service in January of 116PA. She had just finished shake downs, two weeks before the call to arms to defend the Quebecois Navy near the mouth of the St. Lawrence, and also took part in the action of the Battle of the St. Lawrence. She fared a little worse than the Dalmir. She took pretty heavy damage to the hull from a lucky missile strike fired by one of many attacking warships. Aircraft from her decks, took part in raids on the CVN-82 Quebec, and sank her - and also continued the attack, against the CSS Chi-Town. Although they failed to sink the CSS Chi-Town, they did succeed in inflicting grievous damage that prevented her larger aircraft from having much of an effect on the battle. The Stiletto pilots on board of the Yellow Submarine were not quite as experienced as those deployed on the Dalmir, but still fared relatively well against the CS Navy fly boys. They scored 56 kills, for a loss of only 15 aircraft. After the skirmish, the Yellow Submarine was in dry dock for almost a month while repairs and resupply was conducted. After that was complete, it embarked on a cruise with the Stingray, Thresher, and four Whiteshark class patrol boats, down the Eastern coast of North America. It's primary mission in doing so was to establishing a safe port in Republican, and also for keeping an eye on CS Navy maneuvers via recon aircraft. As of February 2, 118PA, the Yellow Submarine is off the coast of Republican investigating reports of a Splugorth Mothership somewhere in the area.
Wa-Daisho Shipyards 3 - J.N.F. 14 Dalmir. (Commissioned August 29, 115PA.)
Imperial Kyatashiro Shipyards 49 - J.N.F. 19 Yellow Submarine. (Commissioned January 8, 116PA.)
Class: Dalmir Class Submersible Carrier.
Dalmir Crew: 1,632. (Includes ship engineering, operations, support personnel, as well as a dignitary outfit of 24 that acts as ambassadors to foreign lands on behalf of the Allied Nations - these are carried typically on 'cruises', and a scientific research compliment of 24 from Lazlo.
A.N.F. Air Forces Carried: Both carriers of this class carry 312 pilots, and 648 support personnel for maintenance of the aircraft. These are the aircraft operated by the A.N.F. Naval Aviators;
64 - Stiletto Air Dominance Fighters
2 - Skytruck-C Transport Aircraft
2 - Skytruck-C/D AWACS Aircraft
16 - Manta Air Subs. (S-Mart Produced, see RIFTS World Book 7: Underseas.)
32 - Vulture Assault Aerodynes.
48 - S-Mart Assassin-B Attack Aircraft.
8 - Dragonfly Modular Aerodynes.
16 - Kitfox Troop Transport Aerodyne. (S-Mart Produced will be covered at a later date.)
A.N.F. Marine Forces Carried: 1,831 marines are carried for shore assaults and similar. A full division of 676 of these are simply ground pounders, but the remaining operate a variety of equipment;
100 - Stonewall-A Hover Tanks.
20 - Zipper-A Hover Tanks
40 - Trebuchet APCs. (S-Mart Produced, will be covered at a later date.)
10 - Harvey-A Main Battle Tanks (Mobil Gun Batteries on deck.)
184 - Nemisis Power Armor Suits.
360 Copperhead Power Armor Suits.
Other Resources of Note:
16 - S-Mart Firedrake Fire Fighting Power Armor.
2 - 2 man mini-subs (200 MDC). (Wa-Daisho Produced, non combatant design.)
2 - 6 man mini-subs (400 MDC). (Wa-Daisho Produced, non combatant design.)
12 - Sea Fin Underwater Sleds. (See RIFTS World Book 7: Underseas.)
12 - Torpedo Sleds. (See RIFTS World Book 7: Underseas.)
42 - Deck Tractors, with various modular components. (75 M.D.C.)
15 - Cargo Vans, for carrying around supplies and people. (120 M.D.C.)
72 - Dustfish Hovercars, for transporting people, going short distances to shore, etc.
M.D.C. by Location:
Main Elevators (9) - 750 each.
Flight Deck - 200 per 10'x10' section.
High Intensity Laser Turrets (12) - 250 each.
*Rail Gun Anti-Aircraft Turrets (12) - 150 each.
*Short Range Missile Launcher Turrets (2) - 250 each.
*Cruise Missile Launcher Turrets (6) - 350 each.
Sliding Exterior Hatches (20) - 850 each.
Island - 1,600.
Interior Walls and Hatches - 250 per 50' area.
**Main Propeller - 1,350.
**Secondary Propellers (8) - 650 each.
***Main Body - 20,000.
****Force Field - 5,000 (Alien Design).
* A single asterisk indicates targets that are small or difficult to hit and requires the attackers to make a called shot at -3 to strike.
nbsp; * The destruction of the main propeller will reduce the vessels speed by 1/4. Destruction of each of the small propellers will result in a loss of 1/8 of the maximum total speed - which means yes, the vessel is immobilized if left with only 2 small propellers. Use of the rudder, could act as a 'trim tab' to allow the vessel to continue going straight or to maneuver despite uneven propulsion. Note that striking these targets is EXTREMELY difficult, and near impossible for anything to purposefully strike these targets. From the air they are not visible, and are well below the waterline so torpedoes cannot target them. The amount of water they churn prevents also anyone from directly underwater, being able to target them as well. It would take a lucky - (read: Natural 20 lucky) to be able to strike the propellers with any kind of attack, unless characters are familiar with the layout of the propellers on this vessel, or the propellers are not currently driving the vessel forward.
*** Depleting the M.D.C. of the Main Body means that the vessel is in tatters, and is ready to go down at any moment. If surfaced, the vessel will begin to sink slowly taking approximately 2D4 hours to completely sink (For every 1,000 additional M.D.C. inflicted subtract one hour.). If the vessel is underwater at the time of the depletion, the vessel will begin to take on water immediately. An automated floatation system will engage in which huge balloons will fill up with oxygen all around the vessels hull. This will surface the vessel from any depth, but only for a matter of 1D4x10 minutes! Also note; if 10,000 more M.D.C. is inflicted after the depletion of the main body, the vessel's anti-matter core will rupture, causing an explosion that will inflict 2D4x1,000 M.D.C. to everything within a 10 mile radius, and will also cause fallout for a 50 mile radius. (For every 1,000' underwater the vessel is when it detonates, subtract 1 mile from the blast radius, and 5 miles from the fallout radius.) Even after it reaches 10,000' below the surface the blast is still horrendous inflicting 2D4x1,000 MDC to everything within 10,000', and will also cause a geyser of water to shoot into the air 200' high, and 2 miles wide. Any ships caught in that radius, despite however much M.D.C. the hull has, will sink due to loss of buoyancy.
**** The Force Field, is an alien design force field, designed for a cruiser class vessel in the Three Galaxies. It is comparatively weak compared to some in the Three Galaxies, but it's use was chosen due to ease of maintenance by crews trained on Earth.
Maximum Surface Speed: 40 Knots. (46 mph.)
Maximum Underwater Speed: 30 Knots. (34.5 mph.)
Maximum Safe Diving Depth: 2.1 miles. (11,088')
Maximum Effective Range: Both Dalmir Class vessels can remain at sea for up to two years without risk, however, they rarely remain at sea for more than six months at a time.
Weight: 180,000 tons.
Cargo: In addition to it's standard compliment of armor, aircraft, crew and additional equipment, an additional 16,000 tons of cargo may be carried if necessary.
Power System: Anti Matter; 75 year average energy life.
Market Cost: NOT AVAILABLE! There are only two of these vessels in existence on Earth. Unbeknownst to the Allied Naval Fleet, there are at least 50 of these vessels in service on the seas of several other planets throughout the Three Galaxies. All the weapons are most likely different, and the force field is not likely to have been installed either, but they are out there.
1. High Intensity Laser Cannon Turrets (12): Around the 'rim' of the carrier deck, is a gondola that hangs about ten or fifteen feet down, with an assortment of weapons carried on it. Among these weapons, are these twelve heavy laser cannons, four on each side, one on the bow, and one on the stern. These laser cannons were attained from Phase World, in exchange for raw credits, from Counciler Nyan Tamya's own personal account there in Phase World. They were expensive, but worth the price ... these weapons are comparable to a battleship's guns in damaging capacity! The mounting for these weapons is unique in that it allows it to rotate side to side 120 degrees and can arc upwards at up to a 90 degree angle. The entire mount may swivel around, and then also fire directly underwater as well! Although the swivel mounts may allow the guns at times to point more or less at the hull of the ship, there are a number of fail safe systems that prevent that from ever happening, from computer codes, to a power shut down to the energy conversion chamber of the laser whenever it faces near the hull, while turning back on as soon as it turns away. These weapons are mostly used in defense, against lighter vessels that happen to get through an escort ship screen, but it can also be used against sea monsters and other 'slow' moving targets. Anything moving over 200 mph, can only be hit at a -6 to strike for these guns. This means that YES it can be used to take out aircraft, but it is difficult.
Primary Purpose: Defense.
Secondary Purpose: Anti-Ship.
Mega-Damage: 1D4x100 M.D. per heavy laser blast.
Blast Radius: Point of impact is almost 8 inches in diameter. GM's Note: I have found that some levels of drama in game play are great concerning powerful weapons like this. In my campaign I ruled that body armor and power armor under 300 M.D.C. typically is not heat resistant enough to absorb this much heat. I figured that IF the damage roll is low, and does not penetrate the armor that I'd figure on at least 2D6x10 S.D.C. being inflicted to the person inside of the armor. He might not be dead, but he's pretty well cooked! :o)
Rate of Fire: These weapons can fire up to four times per melee each.
Maximum Effective Range: 5 miles.
Payload: Effectively Unlimited; thanks to the anti-matter power supply.
2. Cruise Missile Launcher Turrets (6): A system provided to the ship to give it a ranged bite, it is used to bombard enemy ships, shore installations, and various targets that may either be too insignificant or too dangerous to risk manned aircraft to destroy. These box launchers are mounted on a turret, on the gondola mentioned previously to the sides of the flight deck. It can turn side to side, giving it a 120 degree arc of fire or there abouts towards the bow and stern, and can arc up and down 45 degrees. For the most part, only high explosive warheads are used - however with the deployment of the CS Navy, and their use of nuclear weapons, it was decided that the Allied Naval Fleet would carry similar ordinance of their own.
Primary Purpose: Anti-Ship.
Secondary Purpose: Anti-Shore Installation.
Mega-Damage: High Explosive warheads inflict 1D6x100 M.D. to a radius of 200', while Anti-Matter missiles inflict much more serious damage; 4D6x100 M.D. to a 1,000' radius of ground zero, and 2D4x100 M.D. to anything within a 5 mile radius immediately surrounding ground zero. Anti-matter is also known to create incredible amounts of deadly radiation, much more so than an ordinary nuclear weapon, inflicting 2D6x100 SDC (or 1D4x100 M.D. to mega-damage creatures) to any living creature within 3 miles of ground zero, or 1D6x100 SDC (or 4D4x10 M.D. to mega-damage creatures) to any creature between the three and six mile zone. Remember, radiation damage cannot be healed by natural regeneration, as in the example of the NGR's infamous "U" rounds.
Blast Radius: 200' radius for high explosive, and varies for the Anti-Matter, see above.
Maximum Effective Range: 1,500 miles.
Rate of Fire: 1, 2, or 3 missiles may be fired from each launcher at a time.
Payload: 6 High Explosive cruise missiles per launcher, with an additional 72 missiles of this type carried in the cargo bay. Both Dalmir Class carriers carry 12 anti-matter cruise missiles for use against threats such as the CS States, Atlantis, and/or The Gargoyle/Brodkil Empire.
3. Short Range Missile Launcher Turrets (6): These six box launchers are allocated three to a side, on the side flight deck gondolas. They, like the cruise missile launchers can swivel 120 degrees, and raise and lower the arc of fire 45 degrees. Their use seems rather peculiar in modern naval warfare, given their short range, but they have found a good use. They are used primarily for destroying incoming missile volleys, or for engaging enemy ships that manage to slip through the escort vessel's screen, and get close enough to the carrier to present a problem.
Primary Purpose: Defense.
Secondary Purpose: Anti-Warship.
Mega-Damage: Varies per missile type.
Blast Radius: Varies per missile type.
Rate of Fire: Can fire 1, 2, 4, or 10 missiles at a time.
Maximum Effective Range: Varies per missile type.
Payload: 80 High Explosive or Armor Piercing short range missiles per launcher. (1,800 additional short range missiles are kept in storage.)
4. Rail Gun Anti-Aircraft Turrets (12): These small, remotely controlled gun turrets resemble the Phalanx systems of the 21st century, only they are controlled by a gunner and a target designator with the ship command and control allocating threats to each of the battery operators. There are three located on each side of the ship, two on the island, two on the bow, and two at the very aft of the ship. They are primarily used in destroying incoming missiles, but can also be used to destroy close range aircraft as well - IF any aviators were gutsy (read: stupid, idiotic, off of his %$#@ing block, etc.) enough to try to attack from close ranges that is... Note that control of these guns is located deep within the hull of the ship, and would be more difficult to destroy the controllers than the turrets themselves.
Primary Purpose: Defense.
Secondary Purpose: Anti-Aircraft.
Mega Damage: 2D4x10 M.D. per 60 round burst.
Blast Radius: Has a spread of approximately 5' at maximum range, closer to 1' at close ranges.
Maximum Effective Range: 11,000'.
Rate of Fire: This is exclusively a burst weapon, operated by it's designated gunner.
Payload: Each turret has a 12,000 round drum. Twenty reload drums are kept below decks, in storage.
5. Depth Charge Launchers (8): These eight launchers resemble turrets with a bizarre looking cannon mounting! It can swivel side to side with a 100 degree arc of fire, and it's delivery 'nozzle' can change trajectory from straight down, to straight out wards. Inside the turret housing, is a target allocation tech, a heavy weapons specialist who targets the allocated target, two others operate the loading mechanism, while the fifth person is the munitions specialist who arms the depth charges before they are launched.
Primary Purpose: Anti-Submersible.
Secondary Purpose: Anti-Sea Monster.
Mega-Damage: 2D6x10 M.D.
Blast Radius: 100' radius.
Rate of Fire: 1, 2, 3, or 4 can be fired per attack.
Maximum Effective Range: Can fire out 60' from the ship, and can be set to detonate at anywhere from 250' to 1.5 miles down.
Payload: 24 per launcher magazine; 160 in storage.
7. Systems of Note: The Dalmir class carriers are some of the best equipped naval vessels on Earth, in regards to communications, sensors, and environmental systems.
1. Long Range Radar System: This radar system is mounted at the top of the bridge - the highest point on the vessel. It has a long range of 220 miles, that gives details on aerial and surface objects, to all sides of the vessel. This Radar System can track 300 aerial targets and 150 surface targets simultaneously and can identify 5,000 different aerial targets including aircraft (pre- and post-RIFTS), TGE Spacecraft, UWW Spacecraft, CCW Spacecraft, Kitani Air/Spacecraft, and scores of supernatural flying beings - and any vessel produced by Iron Heart, Northern Gun, Tolkeen, Kyatashiro, Desert Star, Wa-Daisho, The New Navy, CS Navy, Tritonia, Naut'Yll, Atlantis, Horune, and scores of other pre-RIFTS vessels, and various other vessels found on the high seas. A secondary radar system is also carried within the hull that gives a meager range of 50 miles, for use if the larger radar units are knocked out.
2. Sonar: Range is 50 miles. Can track 150 underwater targets, and identify literally thousands of underwater beings/creatures, any submarines made by the previously mentioned companies/factions, in addition to the identification computer being directly linked with the identification computer of the aerial radar as a cross reference.
3. Communications: Radio communications on board of the Dalmir are excellent in quality, with a broadcast range of 420 miles, but by redirecting the transmitter, the radio systems can achieve atmospheric bounce for a fairly consistent directional range of 4,200 miles. The radio systems are self reliant, and require the use of no balloons or UAVs, but if necessary an AWAC or specially equipped Dragonfly Aerodyne can act as a mobile relay station for communications. The Dalmir Class carriers are also equipped with a Sonic Underwater Communications Device with a 75 mile range. This is a special radio system currently only deployed by the affiliated navies of the Alliance. (Wa-Daisho Navy, JNF/ANF, & Kyatashiro Imperial Navy.) It is a speaker and detection system that emits a series of high frequency tones inaudible to even whales, that send vibrations through the water, which may be detected, and translated by similarly equipped vessels. This allows communications to take place between vessels which are underwater, and those on the surface of the water. The reason for the design of this system, is because radio waves simply will not pass through water, so a sonic system had to be developed for up to the minute communications.
4. Weapons Command & Control: The command and control systems of the Dalmir class carrier functions on the principle of "Many hands make for light work." An exclusive company of sensors operators, monitor sonar, thermal optic systems, ultraviolet optic systems, nightvision optics, air, and surface radar. This Sensor Operator's Company (S.O.C.), then contacts the bridge to find out what should be done if anything abnormal is detected, and from there it will either be dismissed or the Sensor Operators Company will begin to transmit data to the scrambling aircraft or weapon systems operators whoever would be best suited to dealing with such a threat. From there, a target designator with each weapon system will highlight any information necessary for the gunner/turret operator to work off of, and then he will take aim using a HUD system. Although it sounds complicated, in practice it is actually VERY fast, VERY efficient, and VERY deadly ... to the enemy. This combined use of sensory systems, team work, and by breaking the task down into a variety of positions, the entire vessel's combat effectiveness becomes more proficient. Thus any attacks made by the ships weapon systems while using this support system will be made at a bonus of +4 to strike.
5. Full environmental systems: The Dalmir class carriers are invulnerable to any chemical or biological weapons in use, nor will radiation breech the hull, even on a direct hit. It's duration? Infinite, re-breather systems recycle the oxygen inside, essentially making it possible for the Dalmir to sit on the bottom of the ocean for an extended period of time with no difficulties.
6. Stealth Systems: The Dalmir class vessels were designed to be the ultimate war ships, and as such, no expense was spared with it's construction. The entire outer hull of the vessels have been equipped with a chameleon-like system that allows them to essentially just fade into the background, disappearing under the waves without so much as a sign of it's presence. It can also be used to change colors of the vessels as well, to better blend in without expending too much effort. Although this system is wonderful, it does have it's shortcomings being that if it is moving, the break waters and wake are clearly visible. It is however invisible to radar, sonar, thermal, and infrared imagers. There have been some minor misuses of this system in the past however - such as the time that the Yellow Submarine actually came back to port ... banana yellow, fortunately the commander of that part of the Allied Naval Fleet has a good sense of humor, and so has no arguments over the Yellow Submarine turning yellow when in friendly waters!
7. World Portal Device: Each of the two Dalmir class vessels carry an alien technology device (From the world the Dalmir class carrier is actually named after.)that when activated, and a series of coordinates are entered, a portal will open before the vessel and allow it to pass through to that location. It is a MUST that these coordinates are never off by so much as a fraction! If they are the carrier could end up several hundred feet in the air, or worse, port directly into rock. Thus this system is only rarely used, and even when it is - usually it is under the supervision of a magic user who has been at or is at least familiar with the location the portal will be opening to. The Dalmir can in theory port to oceans on other worlds, but this has not ever been attempted. Note that this portal remains open for anywhere from 5-10 minutes at a time, depending on the settings.
8. Anti-Torpedo Guidance Device: The Dalmir Class can opt to drag a device 100' behind it, through the water that gives off a strong sonar image that disrupts typical sonar guided torpedoes, causing them to go after this device instead of the vessel. The device has a 01-90% of drawing the torpedo to it, and has 90 M.D.C. to it's structure. Eight of these are carried on board. NOTE: The sonic underwater communications device occasionally comes in garbled when used to communicate with a vessel less than a mile away. Thus IF this system is used while the ultrasonic communications device is, treat the communications with that device with a -20% to the normal roll of Radio Basic to decipher.
Photo Credits: © 1985-2002, Harmony Gold USA, Inc. All Rights Reserved. ROBOTECH and associated names, logos and all related indicia are trademarks of Harmony Gold USA, Inc. All Rights Reserved. Artwork was created by Peter Simon, under the employ of Palladium Books® during the duration of their licensed (1986-2001) use of the ROBOTECH title, and saw print originally in 1987 in Palladium Books® RPG Book Two: RDF Manual.