The Whiteshark was designed in the closing months of 105PA by the Imperial Kyatashiro Shipyards, in accordance to specifications set by Hachiman. This new design was meant to gradually phase out the ill suited Whaleshark Class Patrol Boats constructed earlier in the year.
The reason for this bizarre early replacement of brand new vessels was the discovery of just how sub standard the Whaleshark truly was. Early in 105PA, literally days after the first Whalesharks entered service a flotilla of foreign vessels entered the territorial waters of Kyatashiro. Three of these vessels were under the pursuit of Quebecois vessels of seemingly similar types. The two Whalesharks then in service, when scrambled to cease the fighting, were unable to provide any tangible assistance to the forces under attack actually being slower than larger of the three vessels under pursuit! Eventually, the CS forces were warded away by the evident presence of foreign vessels in these waters - despite the Whaleshark's inability to come anywhere close to the CS Forces! Of the three vessels that entered the territory under pursuit, one Triton Class Patrol Boat was destroyed, the second was severely damaged, and the Sea King Missile Cruiser was relatively unscathed. Both of the surviving vessels were allowed to enter port, under the guise of a safe port - but then both vessels were interned according to Kyatashiro law. With new vessels in hand the technology was quickly studied by Kyatashiro's experts. The Sea King almost immediately was repaired and placed in service as an Imperial Kyatashiro Navy vessel, and the Triton was dismantled completely to study it's high technology aerojet propulsion system. Using the information from this, the Imperial Kyatashiro Shipyards was able to knock off the technolgy for their own new design later in the year.
The new design was classified as the Whiteshark. As where the Whaleshark was large, and heavily armed for close combat - the Whiteshark would be swift and powerful, a hunter on the seas. It would have two knock offs of the Wellington Industries Automatic 40 mm Grenade Launchers, each being turret mounted, a pair of depth charge launchers, identical to those mounted on the Triton Class Patrol Boat, and a Medium Range Missile Launcher to add range capabilities to the Whiteshark.
The first Whitesharks built entered service in mid 106PA, assigned to the Imperial Kyatashiro Navy. They served as primarily as coastal patrol, and then later as escort vessels for the growing armed freighter fleet Kyatashiro was in the process of building.
In 107PA Wa-Daisho was founded, and with it the concept of a Joint Naval Force was also conceived, for the purpose of mutual assistance, and mutual development. With the Whitesharks well into construction, seven of them already having been built for the Imperial Kyatashiro Navy, a series of ten Whitesharks was decided upon, to be built for the new Joint Naval Force. They began entering service in September of 107PA, initially as coastal patrol vessels - not dissimilar to those in service with the Imperial Kyatashiro Navy, BUT they would primarily be escort vessels to freighters being operated between the Allied Nations and would also later escort larger warships in action as a miniature destroyer flotilla.
The Whitesharks have certainly seen their share of action, having been present for each of the naval engagements the Allied Naval Fleet has been party to, including the Battle of St. Lawrence when three Whitesharks were destroyed by the CS Fleet.
The Whiteshark, now twelve years after the first were constructed, have the distinction of being the most common warship design in the Allied Naval Fleet, and in the Imperial Kyatashiro Navy. Since the Battle of St. Lawrence, an additional two Whitesharks have been built to replace those lost in the Allied Naval Fleet, and it has been planned that an additional six more Whitesharks be constructed over the course of the next three years.
As of February 2nd, 118PA, four Whitesharks are in operations under the ANF 19 Yellow Submarine, investigating rumors of a Splugorth Mother Ship near the waters of Republican. An additional two are in port in Wa-Daisho following a cruise they accompanied the ANF 14 Dalmir on, to the waters of Japan. The remaining three are currently escorting a fleet of six armed freighters, with the ANF 10 Blue Gull, ANF 13 Pelican, and the ANF 15 Date, to Wa-Daisho, and later to Tritonia.
Imperial Kyatashiro Shipyards 7 - I.K.N. 10 Indigo Moon (Commissioned June 2, 106PA).
Imperial Kyatashiro Shipyards 8 - I.K.N. 11 Red Starlight (Commissioned June 2, 106PA).
Imperial Kyatashiro Shipyards 9 - I.K.N. 12 Violet Comet (Commissioned June 12, 106PA).
Imperial Kyatashiro Shipyards 10 - I.K.N. 14 Red Sunset (Commissioned November 10, 106PA).
Imperial Kyatashiro Shipyards 11 - I.K.N. 15 Moon Beam (Commissioned November 11, 106PA).
Imperial Kyatashiro Shipyards 12 - I.K.N. 16 White Heavens (Commissioned November 26, 106PA).
Imperial Kyatashiro Shipyards 14 - I.K.N. 18 Lavender Frost (Commissioned May 1, 107PA).
Imperial Kyatashiro Shipyards 15 - J.N.F. 1 Whiteshark I (Commissioned September 8, 107PA).
Imperial Kyatashiro Shipyards 16 - J.N.F. 2 Whiteshark II (Commissioned September 15, 107PA).
Imperial Kyatashiro Shipyards 18 - J.N.F. 3 Whiteshark III (Commissioned May 1, 108PA).
Imperial Kyatashiro Shipyards 19 - J.N.F. 4 Whiteshark IV (Commissioned May 21, 108PA - was sunk on September 23, 116PA).
Imperial Kyatashiro Shipyards 24 - J.N.F. 7 Whiteshark V (Commissioned February 12, 109PA was sunk on September 23, 116PA).
Imperial Kyatashiro Shipyards 25 - J.N.F. 8 Whiteshark VI (Commissioned March 4, 109PA).
Imperial Kyatashiro Shipyards 47 - J.N.F. 17 Whiteshark VII (Commissioned October 8, 115PA).
Imperial Kyatashiro Shipyards 48 - J.N.F. 18 Whiteshark VIII (Commissioned October 21, 115PA).
Imperial Kyatashiro Shipyards 50 - A.N.F. 20 Whiteshark IX (Commissioned August 1, 116PA).
Imperial Kyatashiro Shipyards 51 - A.N.F. 21 Whiteshark X (Commissioned August 12, 116PA - was sunk on September 23, 116PA).
Imperial Kyatashiro Shipyards 54 - A.N.F. 24 Whiteshark XI (Commissioned May 1, 117PA).
Imperial Kyatashiro Shipyards 55 - A.N.F. 26 Whiteshark XII (Commissioned May 21, 117PA).
Note: I.K.S. 69, 70, 71, 74, 75, & 76 are the planned Whitesharks, and should enter service in two batches the first three reaching service in March of 119PA, and the last three entering service in January of 120PA.
Class: Patrol Boat.
Crew: 18; Pilot, Copilot, 2 Sensors Operators, a Communications Technician, 2 engineers, 10 gunners, and a commanding officer - typically a Lieutenant. Note that it can accommodate up to 15 passengers in an emergency, and has a brig on board that can accommodate an additional five more.
M.D.C. by Location:
Automatic Grenade Launcher Turrets(2)-150 each.
Depth Charge Launchers(2)-55 each.
Medium Range Missile Launcher Turret-200.
*Radar Unit(1; Top of center tower)-100.
* Depleting the M.D.C. of the Radio Mast/Radar Unit means that the primary radio/radar system has been knocked out. There are redundant safety systems that provide an additional, albeit shorter range systems on board in case of such an event but primary function has been knocked out.
** Depleting the M.D.C. of the superstructure, means that the portions of the ship above the hull are in tatters, the windows of the bridge are smashed out, and the armor protection is no longer definite. For every additional blast fired into the superstructure, it has a 01-10% chance of hitting one of the crew members, 11-30% of disabling communications or sensory systems, 31-50% of disabling the Medium Range Missile Turret system or one of the Depth Charge Launchers, or 51-00% of hitting nothing, just punching holes in the already devastated superstructure.
*** Depleting the MDC of the main body means that the Whiteshark's hull is in tatters, and is sinking! It will take 2D4x10 minutes to sink, -15 minutes for every 100 M.D.C. done over the maximum M.D.C. of the Hull. The fastest it can disappear under the waves completely is in 2 minutes.
Maximum Speed: 66 mph (56 knots).
Maximum Effective Range: Effectively Unlimited, thanks to the nuclear power supply - but is limited by the needs of it's crew. It does have bunks on board for all 18 members of it's crew, a kitchen, and enough food for up to a month at sea. Those in service with the Imperial Kyatashiro Navy rarely stay out to sea for more than a week at a time. Those in service with the J.N.F./A.N.F. have been known to be at sea for up to six months at a time, provided that they must be occasionally resupplied from supply ships.
Weight: 230 tons.
Cargo: Carries enough rations, water, medical equipment, and similar to keep the crew for up to a month. Also, stowed away in the aft section of the vessel is a single aircraft used for a variety of purposes. The Imperial Kyatashiro Navy vessels employ an Iron Heart Armaments Iron Eagle Attack Helicopter each for recon and attack purposes. Each of the J.N.F./A.N.F. vessels utilizes instead, an S-Mart Dragonfly Aerodyne, with modular pods for rescue, communications, recon, and transport duties. Additionally, up to 20 tons of extraneous equipment may be carried, distributed throughout the vessel.
Power System: Nuclear, average energy life of 15 years.
Market Cost: Not Currently Available. Currently the entire production of the Whiteshark is consumed by the Imperial Kyatashiro Navy and the Allied Naval Fleet, however it is possible that around 125PA older vessels of both the A.N.F. & I.K.N. will be put on sale, when they are phased out or replaced by newer types of vessels. If that is the case they will be sold with all existing systems, EXCEPT for the Sonic Underwater Communications system - which will be removed before sale. Their price will be right around 350 million credits, plus costs of ammunition, and the aircraft to come with it.
1. Automatic Grenade Launcher Turrets(2): These turrets are the primary weaponry of the Whiteshark Class Patrol Boat. Within their rotating structure, is a general all purpose knock off of the Wellington Industries WI-GL20 Automatic 40 mm Grenade Launcher. They are not very long ranged for a naval weapon, but pack quite a punch when using armor piercing rounds, and very few small vessels can withstand more than a couple bursts of fragmentation rounds either! The turret assemblies may rotate 220 degrees (i.e. 110 degrees to each side), and may elevate up to 70 degrees. It is operated by a two man crew located a deck below via computer and video feed control. The two man crew consists of a gunner and a weapons engineer that monitors the grenade feed, and operates the machinery that changes ammunition types as the operation necessitates.
Primary Purpose: Anti-Warship.
Secondary Purpose: Anti-Sea Monster.
Mega-Damage: See page 105 of RIFTS Mercenaries for details.
Blast Radius: See page 105 of RIFTS Mercenaries for details.
Rate of Fire: See page 105 of RIFTS Mercenaries for details.
Maximum Effective Range: See page 105 of RIFTS Mercenaries for Details.
Payload: Each turret has a battery of ammunition in the housing below them that contains 1,000 Armor Piercing Grenades, and 500 Fragmentation Grenades. In storage is an additional 5 crates of each type of grenade. (4 belts of 200 grenades per crate.)
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 grenade launcher will continue to follow this target, even as the ship turns, pitches, or rolls. 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 grenade launcher 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 system. 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 +3 to strike.
2. Medium Range Missile Launcher Turret: The Medium Range Missile Launcher Turret provides the ranged capabilities to the Whiteshark that were so desired after the Whaleshark Class Patrol Boat's folly. The turret is a box-like structure, mounted on the aft superstructure, between two portions of the superstructure. Although it can swivel 360 degrees, and elevate up to 40 degrees, it can not be fired but in a 40 degree arc to each side. The missiles thankfully can be programmed to seek out a specific target on their own however. It is operated by a two man crew, in the same fashion as that of the grenade launcher turret crew, via below deck remote control.
Primary Purpose: Anti-Warship.
Secondary Purpose: Anti-Aircraft.
Mega-Damage: Varies with missile type.
Blast Radius: Varies with missile type.
Rate of Fire: The missiles can be fired in a sequence of 1, 2, 4, or 6 missiles at a time.
Maximum Effective Range: Varies with missile type.
Payload: 6 missiles are carried in the missile launcher typically with a mix of three armor piercing missiles and three plasma missiles. The missile launcher however is attached to the cargo bay via an articulated mount that allows an automated system to reload the missiles at a rate of 3 missiles a melee, for a true total payload of 24 missiles.
Fire Control: The only assistance really provided to these weapon systems is a radar range finder, as well as a heads up display. These provide a combined bonus of +2 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 +5 to strike so long as the missile launcher is pointed right at the target. IF however, the missiles are fired and programmed to strike a target facing away from the missile launcher, only account for the missile guidance system at a +3 to strike.
3. Depth Charge Launchers(2): A pair of depth charge launchers are mounted at the sides of the Whiteshark that are actual knock offs of those mounted on the Triton Class Patrol Boat marketed by Iron Heart Armaments. They are each operated by a pair a "gunner", and a weapons technician that monitors the launcher status, and the number of charges being launched.
Primary Purpose: Anti-Submersible.
Secondary Purpose: Anti-Sea Monster
Mega-Damage: See page 119 of RIFTS Mercenaries.
Blast Radius: 60' blast radius, plus another 15' per cannister launched!
Rate of Fire: See page 119 of RIFTS Mercenaries.
Maximum Effective Range: See page 119 of RIFTS Mercenaries.
Payload: 20 per launcher; with an additional 40 carried in storage.
Fire Control: Very little fire control is added to the operations of the Depth Charge Launchers. A sonar display is arranged in the operators booth, and from there information is provided that based on the speed and course of a target, when the launched depth charges will be able to strike. It provides a bonus of +2 to strike. Unless the target can successfully escape the 60' blast radius, consider any successful strike as being impossible to dodge. A parry with energy blasts may be attempted but consider the depth charge as being a difficult target to strike (-3), and it will have 35 M.D.C. to it's structure.
4. Systems of Note: The Whiteshark utilizes several systems to assist it in it's duties.
1. Programmed Terrain Navigational Aid: All of the waters within a 100 mile radius of Wa-Daisho and Kyatashiro have been mapped out, and programmed into these systems - and provide the Lieutenant in command, with a Navigation skill equivalent of 80%.
2. Advanced Radar & Tracking System: 50 mile range, and can track up to 120 targets both in the air or otherwise. This system is mounted on top of the central tower and as noted, if it is destroyed, so too is this system. A backup system located in the superstructure provides a 20 mile range if the primary system is knocked out, and can track up to 15 targets.
3. Advanced Sonar & Tracking Unit: A special imaging sonar is used, that will literally draw a picture of what is seen below the vessel. This imaging sonar is only good for 10 miles, however it's longer range sonar can detect
anything larger than 15' in length, a maximum range of 50 miles. The imaging sonar can literally give the sensors operator a birds eye view of EVERYTHING in that five mile radius - while the longer range sonar will allow him/her to track up to 75 underwater blips at a time.
4. Communications: Radio communications on board of the Whiteshark are excellent in quality, with a broadcast range of 175 miles, but by redirecting the transmitter, the radio systems can achieve atmospheric bounce for a fairly consistent directional range of 1,750 miles. Note that this system is attached to the two radio masts, thus if they are destroyed so too is this system. A second, backup radio is also carried, that has a range of 50 miles for just such an event.
5. Sonic Underwater Communications Device: 25 mile range. This is a special radio system currently only deployed by the affiliated navies of the Alliance. (Wa-Daisho Navy, JNF/ANF, & Imperial Kyatashiro 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.