The following material is an adaptation of a Japanese Navy Warship. Please feel free to use it as you see fit. All I ask is that you give proper credit to the author and do not claim that it is your own work. Comments and suggestions are welcome.

ASAGIRI CLASS
DESTROYER

RPG Stats by Nathan Grier and Marc Fletcher
Edted by and based on Daniel Henwood's Naval RPG Stats


BACKGROUND

One of Japans destroyer force it mounts the ASROC system, making the Asagiri a powerful vessel, although not as powerful as the Kongo also used by the JMSDF. The Asagiri is armed with a combination of Missiles, torpedoes, and cannons making it an adaptable vessel. All eight ships are actively involved with Japan's defence against submarines.

RPG STATS

Government: Japan (JMSDF)
Ship Type: Guided-Missile Destroyer
Class: Asagiri
Crew: 230 total

Ships of Class:
DD 151 Asagiri
DD 152 Yamagiri
DD 153 Yuugiri
DD 154 Amagiri
DD 155 Hamagiri
DD 156 Setogiri
DD 157 Sawagiri
DD 158 Umigiri

MDC BY LOCATION:

(1) Main Body                                    2055
(2) Command Tower                                 600
(2) Sensor Array (behind command tower)           180
(3) Helicopter Landing Deck                       800
    Helicopter Hanger                             200
(4) Propellors (2)                                300 each

    OTO 76mm 3 Inch Gun  (1)                      250 
    MK 15 20 mm Phalanx CIWS (2)                  150 each
    Harpoon Quad Launchers (2)                    170 each
    MK 32 MOD 14 Torpedo Tubes (2)                200 each
    MK 29 Sea Sparrow Octuple Launcher            190 
    MK 112 ASROC Octupile Launcher                200

    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: 32 knots
Maximum Range: 5,000 miles

STATISTICAL DATA:

Length: 449.47 ft (137 m)
Width: 47.9 ft (14.6 m)
Weight: 3,400 tons (Fully Loaded)
Engines:
Four General Electric LM-2500 Gas Turbine Engines (80,000 shaft horsepower)
Radar Systems:
JRC OPS 20 Navigational Radar
RCA SPY-1D (3-D) Multi-Function Radar
JRC OPS 28C Surface Search Radar
Gun Fire Control Radar Type 2-22, Type Type 2-12E (DD 151-154), Type 2-12G (DD 155-158)
Sonar Systems:
Mitsuubishi QQS 4A (II) Hull Mounted Sonar


WEAPON SYSTEMS:

  1. 3 INCH 76 mm OTO/Melara Compact (1): This fully automatic lightweight gun is highly accurate against fast, highly maneuverable surface targets, air targets and shore bombardment threats. One of these systems is mounted fore of the ship

    • PRIMARY PURPOSE: Anti-Ship/Surface targets
    • SECONDARY PURPOSE: Anti-Aircraft
    • RANGE: 4.9 Miles (7.8 KM) Versus Surface targets / 3.1 Miles (4.9 KM) Versus Airborne targets
    • DAMAGE: 3D4 x 10 M.D.
    • RATE OF FIRE: 10 rounds per melee
    • PAYLOAD: 200 rounds
    • NOTE: Several other types of ammo can be selected: Chaff, illuminating, and practice rounds

  2. MK 112 ASROC LAUNCHER (1): Anti-submarine weapon developed to destroy submerged targets more effectively than depth charges and other ASW systems. It is basically a torpedo carried by a rocket then jettionsed into the water to engage the submarine which will have very little time to prepare countermeasures.

    • PRIMARY PURPOSE: Anti-submarine
    • RANGE: 17.5 Miles (28 KM)
    • SPEED: 741 MPH (Mach 1)
    • DAMAGE: 1D6 x 100 MD
    • BLAST RADIUS: 50 feet
    • RATE OF FIRE: 1 - 2 torpedoes per round
    • PAYLOAD: 8 torpedoes

  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 ships superstructure and defend the forward and rear arc's of the ship.

    • PRIMARY PURPOSE: Anti-Missile
    • SECONDARY PURPOSE: Anti-Aircraft
    • RANGE: 1 mile (1.6 KM)
    • DAMAGE: 5D6 MD per 60 round burst, and 1D6 x 10 for 100 round burst
    • RATE OF FIRE: 5 bursts per round
    • PAYLOAD: 1550 rounds
    • BONUSES: +4 to strike

  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 Frigate 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.

    • PRIMARY PURPOSE: Anti-Warship
    • MISSILE TYPE: Self-guided missiles
    • RANGE: 92 Miles (148 KM)
    • SPEED: 667 MPH (Mach 0.9)
    • DAMAGE: 2D4 x 100
    • BLAST RADIUS: 150 ft
    • RATE OF FIRE: Volleys of 1, 2, 3, 4 or 8
    • PAYLOAD: 1 missile per tube. 8 missiles total

  5. 324MM MK32 MOD14 TORPEDO LAUNCHER TUBES (2): The secondary Anti-Submersible weapon of the destroyer. These triple barrelled torpedo launcher tubes fire heavy warhead torpedo's designed to destroy submarines, and/or sea based installations with a single torpedo.

    • PRIMARY PURPOSE: Anti-Submarine
    • SECONDARY PURPOSE: Assault
    • RANGE: 5 Miles (8 KM)
    • DAMAGE: 1D4x100 M.D.
    • BLAST RADIUS: 50 feet.
    • RATE OF FIRE: 1 per torpedo per launcher per round. Volleys of 1 to 3 torpedo's per volley.
    • PAYLOAD: Each launcher carries 3 torpedoes for a total of 6 torpedoes.

  6. M2HB 12.7mm Machine Gun (4): Several of these are mounted during wartime. One on port and one on starboard and one at the bow for detonating mines.

    • PRIMARY PURPOSE: Anti-Aircraft
    • SECONDARY PURPOSE: Anti-personnel/Anti-Mine
    • RANGE: 600 metres
    • DAMAGE: 1D6 (10 RDS.), 2D6 (20 RDS.), 4D6 (40 RDS.)
    • RATE OF FIRE: 40 rounds per melee
    • PAYLOAD: 200 round belts

  7. 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 detected 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.)

    • PRIMARY PURPOSE: Block Enemy Radar/Sonar
    • RANGE: 30 miles
    • RULES: Confuses all radar/sonar within 30 miles, but can be defeated by ECCM, if the ECCM operator gets a higher Sensory Instruments percentage roll against the ECM operator.
  8. MK 36 SUPER RAPID-BLOOMING OFF BOARD CHAFF/ FLARE DECOY DISPENSORS (2): The destroyers counter-measures dispensors consist of six six-barrelled 130mm 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.

      01-50 Missile/s detonated by Chaff/Flare
      51-75 Missile/s loses track of target and veers away in wrong direction, (may lock onto another target)
      76-00 No effect, missile is still on target
    • Payload: Three of each type (per launcher) Reloads are automatic with 3 reloads per launcher before a manual reload is required. Stores hold 10 full reloads of the system.

SYSTEMS OF NOTE:

AIRCRAFT COMPLEMENT (STANDARD):

REFERENCES USED IN THIS DESIGN