Make your own free website on Tripod.com

R.F.S. Wolverine (Ex U.S.S. Tomlinson) FFG-69:

When the REEF was just forming, Lieutenant Moor (Now General) found a Pre-Rifts guided missile frigate near the remains of the New York City. The ship was actually constructed for a Third World Nation but was seized during construction by the United States Navy when the war between the United States and India started. Virtually all of the Oliver Hazard Perry class frigates had been decommissioned and there was a pressing need for a number of small and disposable escorts and the Tomlinson and her sisters were almost complete at the start of the war. Many consider the frigate class to have been obsolete when completed and unlike even many older class, did not have any stealth features. The superstructure was designed to be very blocky to maximize internal space and to be less expensive to construct. The Tomlinson's fire control and radar systems were limited as well. The Tomlinson class was replaced in service with the Darcey class missile frigate. The Darcey had all the features that the Tomlinson lacked, a stealthy design, phased array radar, and a far larger payload of missiles. Long before the coming of the Rifts, all ships of the Tomlinson class had been put into mothball status or scrapped. The usefulness of the frigate was questionable but it was still in reserve. The Tomlinson class frigates were slowly being scrapped and with the next few years, it is likely that the Tomlinson herself would have been scrapped if the Rifts had come a few years later.

The REEF decided to rename the ship to the R.F.S. Wolverine because the origin of the name Tomlinson is unknown and the crew had gone to calling the ship "The Wolverine" due to a picture of the Marvel comic character 'Wolverine' found painted on the wall on the entrance from the quarterdeck.

Needing a substantial base of operations, Lieutenant Moor decided to see if she could use the ship as a base of operations. This included the addition of advanced composites to reinforce the ship and well replacing the propulsion system and refitting the weapons. Her group found a badly damaged Coalition Deaths Head transport with its reactors intact. These reactors were used to replace the Gas Turbine engines carried on the original design. The original gas turbines were not repairable and would have been more expensive to reproduce then to replace them with the engines from the Death Head Transport. Even though the hull was very beamy and required more power than the Perry class frigate, The propulsion system provided far more power and can propel the vessel at seven knots faster than the original propulsion system. The amount of power was limited so the shafts would not be destroyed. The variable pitch propellers design was copied in mega-damage alloys and this enables the ship to go from full speed to reverse or any variable between them very quickly. As well, prairie masker system, which uses air bubbles to make the ship less detectable by sonar, was maintained and refurbished.

The weapon systems of the ship have been also modified. The 76 mm gun was reinforced with MDC materials and new ammo was developed for it, the missile launchers have been modified to fire standard Rifts missiles, and barrel of the CIWS has been replaced by a powerful laser. As well, a few weapon systems have been added. The ship has added to the design four mini missile launchers and four spider defense systems.

The amount of crew has been reduced by added automation and the ship have been modified so it can carry 1 Logan fighter in the helicopter hanger as well as 12 pilots for Katana power armors and 30 convention soldiers in body armor.

Vehicle Type: Ocean, Guided Missile Frigate
Crew: 82; 5 officers, 9 Chief Petty officers, and 69 enlisted (Original was around 200)
Troops: 1 Logan Pilot, 12 pilots for Katana Power Armors, 30 soldiers in body armor

Robots, Power Armors, and Vehicles:
Power Armors:
12Katana Power Armors
4Aqua-Tech LEA-50
Veritech / Aircraft Compliment:
1ADCAP Logan

M.D.C. by location:
Bridge:400
[1] Radar System (Superstructure):150
Mk 41 Tactical Missile Launcher (1, 32 cell Forward):120
Missile Canisters (8 total, Fantail)100 each
GDC Mk 49 Rolling Airframe Missile Quad Launcher (Aft):150
Mini-Missile Launchers (4, Superstructure):150 each
Torpedo Launchers (2, sides):50 each
3 inch (76-mm)/62-cal DP Mk 75 (Forward):200
Phalanx CIWS (Superstructure):100
K-100 Spider Defense Systems (4, Superstructure):50 each
Chaff Launcher (2, Superstructure):10 each
Hanger (Aft):400
[2] Main Body:1,200

Notes:
[1] Destroying Search Radar Tower will eliminate SPS-49 radar system.
[2] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.

Speed:
Surface: 44.9 mph (39 knots/ 72.3 kph)
Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries 4 months of supplies on board.

Statistical Data:
Length: 433 feet (132 meters)
Height: 48 feet (14.6 meters)
Width: 48 feet (14.6 meters)
Displacement: 3,400 light load and 4,300 tons fully loaded
Cargo: 200 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship's spaces are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Originally conventional gas turbine propulsion (2 at 35,000 hp each) with twin propellers, converted to two nuclear reactors with an average life span of 20 years.
Market Cost: Not for Sale but would sell if available for 200 + million credits

WEAPON SYSTEMS:

  1. One (1) 3 inch (76-mm) 62-cal DP Mk 75 Naval Gun: The mount is on the front end of the vessel forward of the MK 41 missile launchers. The gun is very reliable and fires very rapidly (About 85 rounds per minute). The main weaknesses of the gun are its relatively short range and the fact it cannot use rocket assisted projectiles. The gun was carried on many ship classes around the world until well into the twenty first century. The guns can be used against other ships, ground targets, aircraft, and even missiles. Theses guns were among the smallest that could use a proximity fuse for their warheads.
    Maximum Effective Range: 4.9 miles (4.3 nautical miles/8.0 km) for standard projectiles
    Mega-Damage: High Explosive: 1D4x10 MDC with 10 ft (3 m) blast radius per single shot and 3D4x10 MDC with 20 ft (6.1 m) blast radius for three round burst. High Explosive Armor Piercing: 1D6x10 MDC with 4 ft (1.2 m) blast radius per single shot and 3D6x10 MDC with 8 ft blast radius for three round burst. Plasma: 2D4x10 MDC with 12 ft (3.7 m) blast radius per single shot and 6D4x10 MDC with 25 ft (7.6 m) blast radius for three round burst.
    Rate of Fire: Equal to Gunners Hand to Hand (Three round bursts count as one attack).
    Payload: 350 rounds. Ship normally carries usually carries 125 High Explosive, 125 High Explosive Armor Piercing, and 100 Plasma.
  2. One (1) Phalanx CIWS with laser replacing regular barrel: The weapon is mounted on the top of the hanger. It has a powerful laser replacing the multiple autocannon barrels of the CIWS. The Laser is a Knock off of the one used by the Iron Hammer Tank. It is excellent for both taking out missiles and aircraft and can be targeted at ocean level targets. The laser system can fire on automatic at up to six targets per melee (Has +3 to strike missile and +2 to strike aircraft). The system has a 360 degree rotation and can elevate up to 90 degrees to fire at targets directly overhead.
    Maximum Effective Range: 4,000 feet (1,212 meters)
    Damage: 3D4x10 MD (burst)
    Rate of Fire: 6 Attacks per melee (Has +3 to strike missile and +2 to strike aircraft)
    Payload: Effectively Unlimited
  3. Four (4) Spider Defense Systems: Four are located on the corners of the forward and aft superstructure. The systems are connected to the ships power supply so that it has unlimited shots. Weapon system normally is used as an anti-missile defense. Weapon system also has 4 smoke grenades
    Maximum Effective Range: 4,000 feet (1,200 m) for light blasts, 3,000 feet (915 m) for heavy blasts, 20 feet (6 m) for electrical current, 100 feet for smoke grenades
    Mega Damage: 4D6 for light blasts, 1D4x10 for heavy blasts, 3D6 SDC for electrical current
    Rate of fire: 6 Attacks per melee (+2 to strike)
    Payload: Unlimited (has 4 smoke grenades each)
  4. One (1) Tactical MK 41 Vertical Launch Missile Launchers: The launcher has a 32 cells for missiles and is located on the forward section of the ship. This is are the shorter tactical version of the missile launcher and cannot carry the longer cruise missile. From the beginning, the launchers have been found to be very flexible and adaptable. The launcher was originally design for the Standard SM-2 Missile. On Rifts Earth, the launchers have been adapted to hold two long range missiles, or four medium range missiles per cell. Long range missiles are normally used against aircraft and other large targets, and medium range missiles are normally used against closer targets such as incoming missiles.
    Maximum Effective Range: As per long range, or medium range missile type (Go to Revised bomb and missile table).
    Mega Damage: As per long range, or medium range missile type (Go to Revised bomb and missile table).
    Rate of fire: One at a time or in volleys of 2, 4, 16, or 32 for both launchers per melee and can be fired at multiple targets at the same time.
    Payload: 32 cells missiles in forward VLS launcher (possible total of 64 long range missiles). Two long range missiles, or four medium range missiles may be carried per cell. Ship carries no reloads.
  5. Long Range Missile Launchers (8): These launchers are special canisters that are located on the fantail of the ship. These canisters were copied from Old United States Harpoon canister launchers. While the launchers are reusable, they are still inexpensive and are easily jettisoned. While any long range missile type can be carried, usually special surface skimming missiles will be carried in launchers and are used against surface targets only.
    Maximum Effective Range: As per long range missile type (Surface skimming missiles have 25% less range than normal long range missile, Go to Revised bomb and missile table).
    Mega Damage: As per long range missile type (Go to Revised bomb and missile table).
    Rate of fire: One at a time or in volleys of two, four, or eight (All launcher operates together)
    Payload: One missiles each launcher for a grand total of eight long range missiles (Has no missiles in storage for reloads).
  6. GDC Mk 49 Rolling Airframe Missile Quad Launcher: Launcher is mounted on the fantail of the ship. This is a Pre-Rifts RAM missile launching system and has been modified to use 21 Short Range Missiles. This missile mounts main purpose is for inner anti-missile point defense and was originally designed to deal with cruise missiles. Short Range Missiles are usually a mixture of 50% Armor Piercing and 50% Plasma. Launchers can lock onto multiple targets at the same. The systems missile launchers can target up four targets and can fire a volley up to twice per melee.
    Maximum Effective Range: As per short range missile type (Go to Revised bomb and missile table).
    Mega Damage: As per short range missile type (Go to Revised bomb and missile table).
    Rate of fire: One at a time or in volley of two or four and can be used up to twice per melee.
    Payload: 21 missiles.
  7. Four Mini-Missile Launching Systems: Each launcher has a 16 Mini-Missiles. There is one located on each side of the bridge and there is one on each side of the stacks. Missiles are usually 50% AP and 50% Plasma. Each launcher operates independently
    Maximum Effective Range: As per mini-missile type (Go to Revised bomb and missile table).
    Mega Damage: As per mini-missile type (Go to Revised bomb and missile table).
    Rate of fire: One at a time or in volley of two, four, or eight (Each launcher operates independently)
    Payload: 16 missiles each launcher for a grand total of 64 missiles
  8. Two (2) Torpedo Launchers: There is one launcher on each side of the ship. Each torpedo launcher has 3 torpedo tubes and tubes are 12.75 in (324 mm) wide. Torpedoes are normally used against submarines but can be targeted on surface targets as well. Ship carries 36 reloads for torpedoes. By Medium torpedo warhead type.
    Maximum Effective Range: 20 miles (32 km)
    Mega Damage: By Medium torpedo warhead type (See Revised Rifts Torpedoes).
    Rate of fire: One at a time or in volleys of 2 or 3 per side, Reloading takes 1 full melee
    Payload: 3 torpedo each launcher for a grand total of 6 torpedo (Has 36 torpedoes for reloads)
  9. Chaff Launcher (2): Located on the superstructure of the ship, they are designed to confuse incoming missiles. Both launchers must be operated or effects will be reduced. Reduce effects of launchers by 50% per launcher not used. Rifts Earth decoys systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Range: Around Ship
    Mega Damage: None Payload: 12 each for a total of 24
  10. SLQ-25A Nixie Towed torpedo decoy (1): A special decoy which is towed behind the ship. It generates a sound like the ships propellers in order to confuse incoming torpedoes. Only effective at speeds below 18 knots. Otherwise, the noise of the ship's systems and propellers is too powerful to mask. Rifts Earth decoy systems are assumed to not operate on Phase World missiles due to technological difference.
    Effects: The decoy has a 65% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 35% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
    Decoys have a duration of 30 minutes (120 melee rounds)
    Payload: One, with four more as reloads. It takes three minutes (twelve melees) to reel out another decoy.

Special Systems:
The ship has all systems standard on a robot vehicle plus the following special features:


[ Coalition TM, Naruni TM, Mutants in Orbit TM, and Phase World TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

By Kitsune (E-Mail Kitsune ).
Copyright © 1997, 1998, 1999, 2000, & 2001, Kitsune. All rights reserved.


Return to Vehicles, Robots, and Power Armors on Rifts Earth and Mutants In Orbit