Weapon Systems

1. Imperial Kyatashiro Ship Yards Type 1, 452 mm Naval Cannon Turrets (4): These incredible naval cannons are the main armament of the Javelin Class Battleships. Initially a rapid fire 406 mm cannon was being developed for this vessel, but was deemed to be too dangerous for use on a warship, due to fatal problems with the shell feed system. Instead of using these then, the IKS developed a cannon type based on those carried by the IJN Yamato of legend - a 452 mm Naval Cannon. This was no ordinary naval cannon however, the cannons themselves are sheathed in electromagnetic propulsion systems which drive the shells out at triple their normal velocity (6,000ft/sec - Mach 6!), increasing range, damage, and accuracy. The ammunition, and cannons themselves are slightly different from their' Pre-RIFTS counter parts, mostly in that their shells are more akin to a tank cannon shell, with a casing and primer, rather than dealing with awkward bags and shells. (Note that it is impossible to double load a cannon with this method.) These beasts are incredibly powerful, and a combined salvo from just the main four turrets has been known to blow large warships from the water. These weapons alone have put the Javelin on the CS's most desired target list but so far has eluded them. Three of these guns are mounted in each of the four massive armored turrets. Each turret is identified by numbers, going from front to back, from I-IV, and is manned by an 18 man crew - a far cry from the original battleships of the second world war! The turrets may swivel 220 degrees, and the guns may elevate up 45 degrees, and down to -5 degrees.
Primary Purpose: Anti-Warship.
Secondary Purpose: Anti-Fortification.
Mega-Damage: 1D6x100 M.D. for a round from a single cannon firing a high explosive shell. Each turret CAN volley all three cannon shells together at one target.
Blast Radius: 500' radius.
Rate of Fire: Each cannon may fire two times per melee!! Although not as fast as the failed 406 mm cannons, these cannons are four times as fast as the main guns of the Yamato of history.
Maximum Effective Range: 52 miles!
Payload: Each turret contains a magazine two floors below deck level, from which the shells are lifted via an electronic hoist system. Within each of the four magazines are 2,000 1.6 ton, ready to fire shells. Once these shells have been spent, the used casings are ejected down a chute to the first deck below the turret, where they are then gathered and stowed to later be reloaded on shore. This together would mean that the Javelin would be able to conduct broadsides at full efficiency for 4 hours straight!!
Fire Control: Each turret has a number of systems used in targeting. First off, is what is called "Weapon Stabilization", a system which once locked onto a target, the cannons will continue to follow this target, even as the ship turns, pitches, or rolls. A further system is a radar range finder, this system is typically directional and only functions facing forward. Another is a visual range finder, which is composed of a highly shock resistant camera mounted above and slightly off set to the right side of the central gun which allows a wide angle view of the areas forward of the turret. This combines with a heads up display which the gunner utilizes in conjunction with the range finder systems. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +5 to strike.

2. Imperial Kyatashiro Ship Yards Type 1, 155 mm Naval Cannon Turrets(16): These secondary cannons were originally developed to be used as the primary weapon systems for the Battlemaster class cruisers. As with the larger guns on the Javelin class vessels, the cannons themselves are very different from their pre-RIFTS contemporaries. They do not deal with the awkward and ultimately dangerous powder bags, and instead opt to use much more safe, efficient, and faster loading full shells like one might find a self propelled gun using. (ie. cannon shell mounted on a big shell casing, which contains the appropriate amount of powder, which is then set off by a large primer, etc.) Also, the shells are further accelerated down the barrel after conventional firing, by a sleeve built around the cannon barrel, that contains electromagnetic propulsion units. This system is not quite as powerful as those used in accelerating the larger 452 mm shells, but it still nearly doubles the muzzle velocity to a whopping 5,200' per second - or Mach 5.2! The cannons are mounted on a series of turrets, eight to a side, with twin mounts. These twin mounted turrets are capable of swiveling 180 degrees (Fail safe measures prevent it from blowing it's companion turrets away.), elevating up to 80 degrees or down to -5 degrees. Each turret has a crew of 12 men, again a small number when compared to those used in pre-RIFTS times, thanks to automation and similar mechanical systems. Their use in combat is multi-facetted. They are primarily intended for Anti-Warship duty, but also see service in Anti-Aircraft duties, as well as anti-torpedo attacks!
Primary Purpose: Anti-Warship.
Secondary Purpose: Anti-Aircraft.
Mega-Damage: 4D6x10 M.D. per singular high explosive cannon shell, or 1D4x100+80 M.D. for both barrels firing at once. A special fragmentation cannon shell has also been developed for anti-aircraft duties, and for anti-torpedo work. Equipped with proximity fuses, they detonate within 25' of the torpedo. This cannon shell inflicts 2D6x10+30 M.D.. Typically, only one will be fired at a torpedo, but if it is a volley, both cannons may be loaded with this special shell, inflicting 4D6x10+60 M.D.
Blast Radius: 150' radius for the high explosive shells, or 225' radius for the special fragmentation shell.
Rate of Fire: Equal to the gunner's hand to hand attacks. (Note that the absolute maximum rate of fire is 10 shells per melee, however these weapons are typically fired in salvo method meaning that shots are fired, hits are confirmed, and then new targets are either designated or X number of salvos will continue. Usually, in most operations then these guns have a practical rate of fire of right around 4 shells a melee - but can achieve more provided the right circumstances.
Maximum Effective Range: 34 miles.
Payload: Each turret has it's own individual ammo magazine two decks below, which contains 2,200 high explosive shells, and 400 fragmentation shells. A specialized lift, is operated by part of the turret crew, loading the 150 Lbs shells onto the lift, and then sending them up. It's robotic systems although mostly automated, requires hands on operations and an ever watchful eye for problems.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +5 to strike.

3. 40 mm Anti-Aircraft Gun Turrets (28): These specialized twin mount cannon turrets are extremely mobile capable of elevating up to 85 degrees, and can lower their field of fire nearly 10 degrees. They are located scattered across the superstructure of the Javelin, which gives them an excellently clear area to conduct fire. These guns function much in the same way as the larger weapons using conventional propellants for the initial firing of the cannon, then followed by the further acceleration of the shell through the use of electromagnetics as it exits the cannon. Each gun is manned by a crew of 2 a gunner and a target designator.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Defense.
Mega-Damage: 2D4x10 M.D. for a single cannon shell, or 4D4x10 M.D. for a cannon shell from both cannons.
Blast Radius: 10' radius.
Maximum Effective Range: 5 miles.
Rate of Fire: Equal to the gunner's hand to hand attacks. Firing both guns at once still counts only as one attack.
Payload: A specially designed belt fed system supplies each of these small turrets with ammunition. Both belts lead down into the swivel mount upon which the weapons are mounted, leading to an ammo drum a deck below. In that shaft however is a series of sensors that are designed to detect any heat or such substances that could "cook off" the shells leading down the shaft to the ammunition drum. These sensors react by cutting off the exploding chain of shells, by clamping a series of six mega-damage doors shut (200 M.D.C. each), cutting off the belts of ammunition. This disables the gun for about 2D4 minutes, if the gun was not already destroyed, but can be brought back into commission by the weapons technician resetting the sensors, and the gunner dropping a pair of wire cables down for the auto loader to grab, attach the belts too, and then sends them up as normal. The gunner then attaches the belts to his/her guns, and is ready to rock'n'roll all over again.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +5 to strike.

4. Anti-Missile Rail Gun Turrets (4): The Anti-Missile Rail Gun Turrets are based on the Pre-RIFTS concept of the Phalanx weapon systems. Two of these weapons are located on the bridge, and two are located on the aft superstructure tower which gives them a completely clear field of fire. They can rotate 220 degrees each, and can elevate 90 degrees, or lower to -10 degrees. Each turret is operated by a two man crew - a gunner and a target designator, deep within the forecastle of the vessel, via remote control. Information is vectored to the gunner via the sensors operators on board the ship, or remote targeting is accomplished via the use of wide angle cameras above the rail gun in the turret - which elevates with the rail gun as well. Additionally, wide angle optical sensors are found at the midship line, bow, and stern that are also used for location of threats.
Primary Purpose: Defense.
Secondary Purpose: Anti-Aircraft.
Mega-Damage: 2D4x10 M.D. per 60 round burst.
Rate of Fire: This is exclusively a burst weapon, that is operated by the appropriate gunner.
Maximum Effective Range: 11,000'.
Payload: Each turret has a 6,000 round drum, equaling a total of 100 bursts per gun. Twelve additional ammunition drums are contained in the cargo area, as reloads.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. Unlike the other systems, this system also combines an advanced combat computer which further enhances the performance of the sensors in use in this system. It actually permits the system to anticipate movements of targets, and to lead off a course accurately. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +8 to strike.

5. Medium Range Missile Launcher Turrets (4): These missile launcher turrets are mounted two to a side, on each side of the Javelin's superstructure. Each are box shaped with ten tubes, and mounted on an elevating and swiveling mount. This turret can elevate 45 degrees, and lower to -5 degrees, and can swivel 180 degrees. Each are operated by a crew of four men, a gunner, target designator, and two weapons engineering specialists who monitor the weapon's status, reload the launcher when it is empty, etc.
Primary Purpose: Anti-Warship/Anti-Aircraft.
Secondary Purpose: Anti-Fortification.
Mega-Damage: Varies with missile type.
Blast Radius: Varies with missile type.
Rate of Fire: 1, 4, 6, or ten missiles may be fired at a time.
Maximum Effective Range: Varies with missile type.
Payload: 10 medium range missiles, typically high explosive or armor piercing missiles, per launcher. The cargo hold contains 80 medium range missiles for reloads. Reloading a missile launcher during combat is a tedious process, requiring the W.E.S. crew to actually exit the superstructure with carts, each with 2 medium range missiles on them. This system is not the most efficient in use today, but it works. It takes approximately twelve minutes for a full reload. HOWEVER if the T.D. and W.C.S. go out and help with the reloading process, it will shorten the reload time to about 8 minutes - usually only the VERY good crews will agree to go out and assist the W.E.S. unit.
Fire Control: Each turret has a number of systems used in targeting. Among those are weapon stabilization, radar range finder, visual range finder, and a heads up display. This extensive system, combined with the sensors operators elsewhere in the ship vectoring information to the crew of the turret, provides the gunner with a bonus of +5 to strike - in addition to the radar guidance bonus provided from the missiles.

6. Cruise Missile Launcher Batteries (2): The cruise missile launcher batteries are located in a portion of the superstructure between the mast, and the rear tower. Each launcher portion, is really a group of three launch tubes, manned by a singular crew of 8 men - a target designator, a weapons control specialist, two nuclear, biological, & chemical weapon specialists, and four weapons engineering specialists. The Target Designator, and gunner man the weapon during combat. The Nuclear, Biological, & Chemical Weapon Specialists (N.B.C.W.S.) monitor the use and operations of the nuclear weapons deployed by the vessel. When these weapons are not in use, in favor of conventional ordinance, the N.B.C.W.S.s operate with the Weapons Engineering Specialists (W.E.S.) in the process of loading, maintenance, and monitoring of the weapon system they are assigned to. As for the programming of these launchers, they are designed to fire a missile into the air, straight up, and at about 50' out they will begin to redirect their course, to rocket off towards the intended target.
Primary Purpose: Anti-Fortification.
Secondary Purpose: Anti-Warship.
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: 3 High Explosive cruise missiles per launcher, with an additional 72 missiles of this type carried in the launcher's magazine. The W.E.S. crew of each launcher must operate the lift equipment, which grabs a ready to arm missile from the magazine using a computer image that shows status, and a line drawing - sort of like a video game. It grabs the missile, and lifts it up to the launch deck. It then can be controlled to enter it into the launcher - then when secure clamps will engage to hold the missile fast in it's position. One of the W.E.S. then attaches a cable to the missile, at which point the gunner punches in an access code to arm the weapon. Then, the blast doors are closed - and the missile is ready to be fired. Note that each Javelin Class Battleship employed by the Allied Naval Fleet carries 12 anti-matter cruise missiles for use against threats such as the CS States, Atlantis, and/or The Gargoyle/Brodkil Empire. In the case of an Anti-Matter missile, the N.B.C.W.S.s are the only crew members that can arm these weapons before the blast doors are closed. (NOTE: The I.K.N. 13 Shogun does NOT employ the Anti-Matter weapons, does not carry any form of Nuclear ordinance.)
Fire Control: The only assistance really provided to these weapon systems is the radar range finder, as well as an advanced targeting computer. These provide a combined bonus of +6 to strike with all attacks, not counting the additional bonus from missile guidance system that accounts for any changes made due to winds and other atmospheric conditions - this accounts for a total bonus of +9 to strike.

7. Systems of Note: The Javelin Class battleships are very well equipped in regards to communications, environmental, and sensory equipment.

    1. Integrated Radar System: This radar system is mounted at the top of the main mast - the highest point on the vessel. It has a long range of 150 miles, that gives details on aerial and surface objects, to all sides of the vessel. Centrally located, behind the forecastle, is a large radome that is the side glance radar. This radar is more powerful than the higher mounted long range radar system. As where the long range radar may be able to spot and identify an object on or above the water via signature patterns, the side glance radar offers a shorter range of 75 miles, BUT has such resolution as to actually be able to draw an image of an object on a radar pop up screen! This unique arrangement of radar systems, has led to unique tactics of the Javelin Class Battleship. Oftentimes, a Javelin will zig zag in an effort to get better looks at unknown blips on the high resolution radar system. Both radar units are operated by the sensors operators of the vessel, and use a central tracking system that draws from information from both radar units. The Integrated Radar System can track 150 aerial targets and 72 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 30 miles, for use if the larger radar units are knocked out.
    2. Sonar: Range is 50 miles. Can track 75 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 Javelin are excellent in quality, with a broadcast range of 300 miles, but by redirecting the transmitter, the radio systems can achieve atmospheric bounce for a fairly consistent directional range of 3,000 miles. The radio systems are self reliant, and require the use of no balloons or UAVs, but if necessary a radar equipped Dragonfly may be deployed to act as a mobile relay station for communications. A secondary radio system is also carried on board to act as a backup, and has a range of 50 miles. The Javelin Class Battleships are also equipped with a Sonic Underwater Communications Device with a 50 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 Javelin Class Battleships 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 weapon crews of whatever weapon 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. Unlike previously mentioned vessel types the bonuses applied to the weapon systems of the vessel, are mentioned directly under the weapon systems.
    5. Full environmental systems: The Javelin Class Battleships 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 Javelin to button up, and sail through the most poisonous of clouds without difficulties. When under lock down procedure, a claxon will sound, and a red light above the doors leading out will light up informing the crew of this situation.
    6. Anti-Torpedo Guidance Device: The Javelin 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.

Questions?|Javelin Class Battleship|SirTenzan's RIFTS Gallery