Typhoon Fighter Sub

SubAm Typhoon Fighter Sub (FSSN-75)


Handling Speed B/A Sig Apilot Cost
4 30/85 7/21 8 5 250M¥

Seating: 3 bucket seats
Economy: See below
Fuel: See below
Additional Features: See below

Typhoon Fighter Sub
A new concept in submarine technology, the Typhoon is a merge between an air based fighter with the underwater submarine. Using a new drive, the EMDI (Electro-Magnetic Ducted Impeller) is capable of producing enormous amounts of power with less energy. Using a heavily shielded reactor, both physical and magical, this is the heart of the Typhoon's capabilities. The EMDI takes water, then charges them with negative ions and then using a 32-blade fan to push the water out. In game terms, the Signature is at cruising speed, for every extra 10 kph, decrease the subs signature by 1. The fusion reactor provides power for the oxygen machine, using osmosis to get the air out of the water, as well as magical means as well. The craft includes self- repair capability up to Serious damage. At Serious, the hull is immediately breached. However, a new "Sealing" spell has been developed to automatically seal the hole before too much water gets in.
The two riggers responsible for piloting the craft are each in "rigger tanks", which project the surrounding area to their brains, allowing easy decision making in a tactical environment. A third crewman, a magician (shamanic or hermetic) provides magical defense for the submarine and limited offensive capabilities, and uses fibre optic viewing ports along the submarines hull, as well as the fiber-optic periscope.
Sensor capability is good, as it includes Military II (4) sensors. ECM/ECCM is rated at Military III (6)/Military III (6), the higest levels possible. The sensor suite projects a 3-D "world" from the information gleaned from the sensors, which also shows the thermal layer in a grid so the pilot can avoid surface ASW if needed. BattleTac is also incorporated should the Typhoon need to be in combined-arms operations. Also added is a tactical computer which provides the solutions necessary for underwater and above water combat and provides interception data for the UIM-194 SLSAM, which can be used in conjunction with BattleTac. Active and Passive sonar is included, as well as side-scan sonar, which allows the Typhoon to detect subsea terrain and the ubiquitous MAD (Magnetic Anomaly Detector). Communications it handled by normal VHF (Very High Frequency) radio for normal long-range communications when the sub is surfaced, plus a Rating 14 encryption/decryyption software to prevent interception. ELF (Extremely Low Frequency) radio is used to receive transmissions when the sub is submerged. Blue-Green lasers are used to relay messages from satellites when the sub's postion is known, and this is also used to communicate between subs, The fiber-optic periscope extends 10 meters from the sub, allowing the Typhoon to remain undetected. It includes video imaging in low-light and thermal, and incorporates a millimeter wave radar, and a RWR (Radar Warning Reciever) also. It also includes the magician's viewing port also.
Defensive systems include anehoic tiles along the hull of the submarine, and rubber padded floors for the passenger area to reduce the acoustic signature of the Typhoon. Magical defenses include a gaurdian spirit to protect the reactor. Wards protect crew and passenger access from magical intrusion, as well as to dispell any magical mind intrusions, to prevent a "turned" crewman from opening an airlock and flooding the sub. A biological layer similar to FAB has also been included to enhance the protection. Other defenses include two bound water elementals to destroy missiles or torpedoes. Mk 90 Anti-Torpedo (see below) torpedoes are use used to provide defense against incoming torpedoes. The two launchers hold six Mk 90s in a rotary magazine, and have an "all aspect" capability to provide it with unparrelleled defense. Noisemakers are also used to spoof any torpedoes that may be fired at it. Another defense system is a regular decoy, which is smaller than a torpedo, but projects a larger signature than a noisemaker.
Offensive weaponry consists of a twin VLS system that launches UIM-194 SLSAMs (Sub Launched Surface to Air Missiles, see below) and holds eight SLSAMs per launcher. It is also equipped with four torpedo tubes that hold four torpedoes each along the body, usually Mk 96 high speed torpedoes(see below), which can reach a maximum speed of 100kph. Mounted behind the UIM-194s is another twin VLS system that holds four UGM-167 SLCMs (see below) based on the Super Bandit AGM in each bay, or four UGM-235 SLASMs, or any combination needed. This gives the Typhoon a high attack capability to face any threats.



Offensive Systems

Note: The pictures below are not to scale.



UIM-194 SLSAM
Designed for underwater air defense, this is capable of engaging and destroying targets up to 5 km. The key to this capability is the use of a combat computer mounted in submarines to integrate with the missiles own targeting system to achieve accuracy unparalleled by other SAMs. When the missile is fired (minimum depth is 10 meters to allow the missile to arm), it is ejected out of a VLS system, breaks out of the launch container, then the rocket motor activates, then the missile continues the intercept. It is also a highly maneuverable missile, able to make tight turns to achieve a kill when engaging low flying aircraft. This missile is able to be fired on the surface, but still has the minimum range modifier.

UIM-194 SLSAM

Intelligence CF Damage Cost
10 1 16D 200,000

Short Medium Long Extreme
10m-100m 101m-500m 501m-2,500m 2,501m-5,000m



UGM-167 SLCM
Based on the highly successful Super Bandit AGM, this allows limited stand off capability when attacking targets. This missile is used against normal surface targets and ground targets. The motor provides 50% more range and a heavy warhead to take out stubborn targets. A variety of warheads may be mounted, a general high explosive warhead, an antipersonnel, armor- peiercing, or a cluster warhead that includes self targeting subminitions. Unlike the UIM-194, this can be fired 5 meters deeper to enhance survivability.

UGM-167 SLCM

Intelligence CF Damage Cost
8 2 * 25,000

Short Medium Long Extreme
15m-3km 3,001m-6km 6,001-11km 11,001m-20km

Warheads available:
High Explosive: 18D(-1/meter)
Flechette: 18D(-1/meter)
Armor-piercing: 20D(-5/meter)
Cluster Warhead: Triple price and it contains 6 submunitions that will actively attack targets. Each submunition does 16D damage, and an Intelligence of 6, use the Signature rating of the vehicle as the target, all standard modifiers apply.



UGM-235 SLASM
Based off the Hyundai-CSA LR AAM, and optimized for long-range anti-ship operations, the UGM-235 has an armor piercing warhead to achieve the kill you need. This requires a launch depth of 15 meters.

UGM-235 SLASM
Intelligence CF Damage Cost
9 2 18D* 300,000

Short Medium Long Extreme
20m-5,000m 5,001m-10km 10,001m-20km 20,001km-50km
*Use APDS rules.



Ferrara Mk96 High Speed Torpedoes
Made by Ferrara Defence Systems, this uses a high power motor to achieve a top speed of 100 kph. Used as the main long-range weapon, this weapon can reach up to 30 km. Able to mount an active homing warhead, or a passive seeking one, or a thermal homing head. Fast and deadly, the Mk96 is the torpedo for you.

Ferrara Mk96

Intelligence CF Damage Cost
8* 2 18D 10,000

Short Medium Long Extreme
20m-4,000m 4,001m-9km 9,001m-18km 18,001m-30km



Defensive Systems



Ferrara Mk90 Anti-Torpedo torpedo
Desiged to intercept incoming torpedoes, the Ferrara Mk90 is slimmer than the Mk96 High Speed Torpedo. A high velocity and highly maneuverable weapon, this torpedo provides necessary defense from underwater threats quickly and efficiently. Slaved to the targeting computer, and it's high Intelligence make this the most sought after underwater defense system in the 2050s. This may also be used as a "poor man's" torpedo if necessary.

Ferrara Mk90
Intelligence CF Damage Cost
6 1 */16D** 15,000

Short Medium Long Extreme
20m-1,500m 1,501m-6,000m 6,001m-12km 12,001m-15km
*No damage is applied, the targeted torpedo is assumed to be destroyed.
**Against normal targets.

Noisemakers
Able to produce a cloud of bubbles within .001 seconds of launch from the sub, this is one of the countermeasures deployed by subs to defeat torpedoes. A Typhoon carries 16 noisemakers in twin bays near the EMDI ducts, each launcher requires 1 CF to mount inside of another vehicle. For game rules, the noisemaker has an effective Signature of 3, which the attacking torpedo makes a test to see if it aquires the noisemaker or the targeted sub. If the torpedo makes more successes on the noisemaker, it goes after it. If the torp has more successes on the sub, obviously the torp goes after the targeted sub. Each noisemaker has a Cost of 5,000.

Decoys
A smaller version of the Ferrara Mk90, this has an old style screw propeller and other necessities for it to perform its role. The Typhoon carries six of these specialized weapons and pilots are trained not to use them too often, sometimes their mission might require a long journey, and pilots should know ways to avoid detection, this is only if really necessary. It may be set to "Rover" mode, where it goes to a specific area designated by the rigger pilot, and it sits around and makes it's presence known, gets shot at, or whatever. Or the pilot may want to pilot it to mimic the Typhoon's movement, to see if an area is safe or not, depending on the whim of the rigger. The decoy has a signature depending on the profile set by the rigger. 2 to 8 is the nominal setting (reflecting the Typhoon's variable Signature). It has an effective Intelligence rating of 5 for the Rover mode.

Current Deployment:
"Red October": The first one produced, and yes, the name is of the sub in "The Hunt for Red October", fitting I think.
"Red Yankee": The second one, being used for weapons evaluation.

Game notes


This can revolutionize underwater warfare to new heights, and will seriously unbalance any game if in the players hands. Since this is a prototype for my intellectual stimulation, I feel that the SSG will have only three per Section. There are currently two prototypes being tested: one for familiarization (this is a radical step in technology) and the other for weapons and systems testing. Another problem is the concept of the sub. We're used to massive 688 subs (American, Russian, British and so on) as a cylinder, not looking like it can fly (as does the Typhoon, even the sub of it's namesake is really the Akula, but I'm off subject) and other crap. How you approach this is up to you, not me, I just design the buggers to make life interesting.
As for deployment, like before, two are currently operational, one to get the concept into focus and the other to test the new weapons being employed with this design (such as the UIM- 194 SLSAM or the Mk90 or any weapons mentioned here) to adapt thier tactics. Though I would figure deployment is three per Section, like the UD-4L, M577 APC, and the LAV-45 light tank. But the missions would be rare, though I can see attacks on shipping and such. Maybe a run in with the USS Megaladon would be interesting to see, as the Typhoon is less weight, and other things which will make a difference in a sub battle. If you want to create a fighter sub in response to the Typhoon, go ahead, but the EMDI is something unique to the Typhoon, so another fighter sub design would be more easy to detect (no offense people, just that the concept for SR is new and I'm getting designers rights, unless you can think of a good way of putting the EMDI drive on your creation, and I would be interested to see your designs, should you decide to go through the process). As for the weapons, the Ferrara stuff is open market, but I have not developed any companines to flesh out the design more, but as far as the Typhoon is concerned, the company is called SubAm, which is something I'll work on sometime in the future.


Here's another Attack Sub, designed by James Meiers and Kjell A. Sawyer, the USS Megaladon

Eric Johnson
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