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RPG Stats by Nathan Frier, Marc Fletcher, edited by Daniel Henwooed
By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com)
Ver 1.2 2015.09.21

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

Kongō class Destroyer

Kongou_class_destroyer (66K)

BACKGROUND

The Kongō class of guided missile destroyers serves as the core ship of the Japan Maritime Self-Defense Force (JMSDF)'s Escort Flotillas. They are a modification of the United States Navy's Arleigh Burke class (Flight I).

First constructed in 1993, the Kongō is Japan's most powerful destroyer class. Though slightly larger, the Kongō is very similar to the US Navy's Arleigh Burke class and serves in the same roles. The Kongō is equipped with the AEGIS missile system and is armed with a combination of missiles, torpeados and cannons.


RPG STATS

Government: Japan (JMSDF)
Ship Type: Guided Missile Destroyer
Class: Kongō AEGIS Destroyer
Manufacturer: Ingalls Shipbuilding and Bath Iron Works

Crew: 300 total

Notable Ships of Class:
DD 173 Kongo
DD 174 Kirishima
DD 175 Myoko
DD 176 Chokai


MDC BY LOCATION:
(1) Main Body                                    3,250
(2) Command Tower                                 800
(2) Sensor Array (behind command tower)           165
    AEGIS Sensor Array (4)                        150 each
(3) Helicopter Landing Deck                       800
(4) Propellors (2)                                300 each

    OTO 127mm 5  Inch Gun  (1)                    275 
    MK 41 VLS  Missile System (2)                 300 each
    MK 15 MOD 2 Vulcan CIWS (2)                   150 each
    Mk141 Harpoon Quad Launchers (2)              170 each
    MK 32 MOD 14 Torpedo Tubes (2)                200 each

    Outer Hull (per 40ft area)                    100
    Interior walls (per 20ft)                      10
NOTES:
  1. Depleting the MDC of the main body will put the destroyer out of commission. All internal systems will shut down, the ship itself will be an unsalvageable sinking wreck.
  2. Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. Destroying the main sensory array behind the command tower will have the same effect, but the command staff will not be killed instantly.
  3. Destroying the flight deck will greatly impair the destroyers ability to deploy and recover Helicopter.
  4. Depleting the MDC of the propellors will leave the ship adrift until such time as they are repaired or the ship is towed back to port.


SPEEDS:

Speed: 30 knots (56 kmph)
Maximum Range: 7242 km


STATISTICAL DATA:

Length: 160.9 m
Width: 21 m
Weight: 9,485 tons (fully loaded)

Engines: Ishikawajima Harima LM-2500 Gas Turbine Engines (4)

Radar Systems:
JRC OPS 20 Navigational Radar
RCA SPY-1D (3-D) Multi-Function Radar
JRC OPS 28C/D Surface Search Radar
RCA SPG 62 Gun Fire Control Radar

Sonar Systems:
AN/SQS-53B/C Hull Mounted Sonar AN/SQR-19B Towed Array Sonar


WEAPON SYSTEMS:

1. 5 INCH (54 CAL.) OTO / MELARA COMPACT (1):

This fully automatic lightweight gun is accurate against fast, highly maneuverable surface targets, air targets and shore bombardment threats. One of these systems are mounted fore of the ship.


2. MK41 VERTICAL LAUNCHING SYSTEM (2):

The primary weapon of the AEGIS destroyers are two VLS Missile Launchers situated on the fore deck, just behind the 5 inch gun, and another located aft, adjacent to heliocopter pad. This system carries a varied assortement of weapons for many different missions; whether it be anti-aircraft or Anti-sub it can carry something for it.


3. MK 15 BLOCK 1 20MM VULCAN PHALANX (CIWS) (2):

The primary close-in defensive weapon of the destroyers are the primary defence against inner range aircraft and missiles. These guns are almost totally automated and are very effective against low flying aircraft/missiles. One is mounted on each end of the ship's superstructure; one defends the forward arc and the other the aft arc.


4. MK 141 HARPOON MISSILE LAUNCHERS (8):

These are the principle anti-ship missile batteries aboard ship, and are carried in two launchers, (featuring 4 tubes each,). They are designed to protect the destroyer, and the rest of the fleet that it is attached to, by taking out enemy ships at long range before they can get to close to pose a higher threat.

5. 324 mm MK 32 MOD-14 TORPEDO LAUNCHER TUBES (2):

The secondary anti-submersible weapon of the destroyer. These triple-barrel torpedo launcher tubes fire heavy warhead torpedo's designed to destroy submarines and/or sea-based installations with a single torpedo.


6. AN/SLQ-32 (V) 3 ELECTRONIC WARFARE SUITE

Used to defeat hostile radar and Sonar, the ECM/ESM, (Electronic Counter Measures,) jammers will confuse all radar and sonar so that the ships is much harder to be detect or locked onto with radar/sonar guided weapons. This does not give away the position of the ship but it does let the enemy know that they are there. The only way that it can be defeated is with ECCM, (Electronic Counter-Counter Measures).


7. MK 36 SUPER RAPID-BLOOMING OFF BOARD CHAFF/ FLARE DECOY DISPENSORS (4):

The destroyer's counter-measures dispensors consist of four six-barrelled 130 mm Chaff/Flare launchers. Triggered by the Principal Weapons Officer, (PWO,) they will release either a chaff cloud or single flare depending on what the PWO chooses. They are used to confuse enemy missiles attacking the ship. Smart missiles get a 20% bonus when rolling on the below chart.


SYSTEMS OF NOTE:


Ship-borne Vehicles (STANDARD):

Aircraft: Room for a helicopter to land on the rear deck, but no support equipment installed.


REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Background info provided by the Naval Technology Website
  • Wikipedia Kongō class Destroyer article article

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