New Sovietskiy Tashkent class Modular Fast Attack Craft:

This craft was one of the newer Soviet vessel classes constructed before the coming of the rifts and is incredibly fact, well armed, and is designed with modular weapon systems. The changing of the modular systems allowed for the ship to be used for either anti-ship or anti-submarine warfare. This ship was designed to replace both previous fast attack craft classes, such as the Tarantula and Bora classes, and light frigate classes like the Grisha class light frigate.

It was the first of the "New" light Soviet designs and was begun immediately before the Mega-Damage revolution. There were also planned designs for replacements for the Sovremenny, Udaloy, Neustrashimyy, and Moskva/Kirov classes (a total of four new designs with one to replace both the Moskva and Kirov classes.)

However, with Mega-Damage technology coming along, it was discovered that refitting the Sovremennys, Udaloys, Neustrashimyys, and Moskvas/Kirovs into MDC ships would be cheaper than building the new designs as MDC ships, and give them life spans nearly equal to those new ships, as was proven by the Kirov class rebuilds.

Hence, only this design, nicknamed the "Bladerunner" by NATO forces, was the only new vessel class actually built. This was because it was felt that the smaller ships would not be cost effective to rebuild with Mega-Damage materials. Only the prototype was initially constructed out of the weaker alloys and composites available before the super strong material revolution.

Of course, the Soviet Carriers were refitted with MDC materials, but being so big and expensive, there had been no plans to replace them for at least another decade, anyway.

Essentially the same thing happened for the submarine fleet.

This design, partially modular and incredibly fast, made a deadly ASW and Anti-surface ship Fast Attack Craft, and nearly three hundred of the Tashkent class had been built by the time of the coming of the Rifts.

The design is unique among Soviet surface ships in actually having an attempt to be made stealthy.

Model Type: Model 2.3435, NATO designation "Bladerunner"
Class Name: Tashkent class.
Class: Modular Fast Attack Craft.
Crew: 36 (6 officers)

Vehicle Compliment: None.

M.D.C. by Location:
Particle Bolt / Plasma Burst Cannon (1, front):300
Combination Anti-Missile Defense System (2, front & back):200 each
Short range missile VLS (1, aft):200
Killer Dart Launchers (2, aft):50 each
Sextuple Long Range Missile launchers (2, sides - optional):300 each
Twin mount type 53 torpedo launchers (2, sides - optional):80 each
[1] MR-1050 Stiletto Blade Radar System:80
Chaff Launchers (4, sides of superstructure):10 each
Bridge / Superstructure:250
[2] Main Body:800

Notes:
[1] Destroying the Stiletto Blade radar system will eliminate the ship's long range air search ability but weapon systems have backup fire control systems.
[2] Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with an advanced polymer armors that allow the ship to withstand up to -100 MDC before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.

Speed:
On Water: Maximum cruise is 41.4 mph (36 knots /66.7 kph) which can be sustained indefinitely, can travel at 48.3 mph (42 knots / 77.8 kph) for 12 hours before engine overheat, and can travel at a maximum of 66.7 mph (58 knots / 107.4 kph) for 2 hours before engine overheat.
Range: Unlimited due to fusion engines (needs to refuel every 5 years and requires maintenance as well). Ship carries two weeks of supplies on board.

Statistical Data:
Draft: 13.2 feet (4 meters)
Width: 39.6 feet (12 meters)
Length: 211.2 feet (64 meters)
Displacement: 1,398 tons standard displacement, 2,105 tons displacement with full load, and 2,980 tons maximum displacement.
Cargo: Can carry 20 tons of extraneous cargo. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have some more space for personal items. Most of the ship's spaces are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: 2 Mini Nuclear Fusion Reactors, average life span is 10 years. If engines are often pushed to maximum speed, duration is halved.
Market Price: 150-275 million credits on the black market for an intact model.

Weapon Systems:

  1. Particle Bolt / Plasma Burst Cannon: The plasma burst cannons, alternately referred to as "Particle Bolt" cannons, can be used both for anti-ship and anti-aircraft purposes, and this is a lighter version of the standard Soviet naval gun. This cannon is mounted in a single turret, with a 300-degree arc forward and can angle up to 85 degrees to hit aircraft.
    Maximum Effective Range: 8 miles (00 km)
    Mega Damage: 2D6x10+25 per blast
    Rate of Fire: five (5) attacks per melee round, per cannon.
    Payload: Effectively unlimited.
    Bonuses: +1 bonus to strike any target because of automatic, interlocked laser designator that the particle bolt travels down the path of.
  2. Short Range Missile VLS launcher: This weapon system is mounted on the aft of the ship. This missile launcher fires volleys of short range fragmentation missiles, principally anti-aircraft, though they are also capable of carrying other missile types. They are designed to engage and destroy incoming aircraft, power armors, and cruise and long-range missiles. They can also be used to inflict damage on ships at shorter ranges, especially to sensitive electronics.
    Maximum Effective Range: As per short range missile type (Go to Revised bomb and missile table).
    Mega Damage: As per short range missile type - Normally Fragmentation (Go to Revised bomb and missile table).
    Rate of Fire: The launcher can fire volleys of up to eight (8) missiles twice each round.
    Payload: 64 Short Range missiles.
  3. Kashstan CADS-N-8 CIWS Systems (2): Special Combination Anti-Missile Defense Systems. One is located aft and one is located forward. This anti-missile defense system combines both a rapid fire laser and a mini-missile launcher. While mounted in one system, both defense systems have separate tracking systems. The mini-missile launchers are designed to blanket fire a pattern of fragmentation mini-missiles to explode in the path of incoming missiles and/or aircraft and rip them apart with a wall of flak; The laser cannon is capable of destroying any missile or inflicting serious damage on aircraft.
    Maximum Effective Range: Laser Cannons: Maximum Effective Range: 4000 feet (1220 m). Mini-Missiles: As per mini-missile type (Go to Revised bomb and missile table).
    Damage: Laser Cannons: 1D4x10 MD. Mini-Missiles: As per mini-missile type - Usually fragmentation (Go to Revised bomb and missile table).
    Rate of Fire: Laser Cannons: 6 attacks per melee. (+2 to strike aircraft; +3 to strike missiles.) Mini-Missiles: 1 attack per melee round only; Fires volleys of eight missiles per attack (+8 to strike because of number.) (+2 to strike aircraft; +3 to strike missiles.)
    Payload: Laser Cannons: Effectively unlimited. Mini-Missiles: 32 Mini-missiles each.
  4. Killer Dart Launcher: These so called "Killer Darts" are a Russian interceptor torpedo, designed primarily for intercepting and hitting incoming torpedoes, with a secondary function against small submersibles and submersible power armors. In surface application they are used like a homing version of the old style Soviet anti-submarine rockets, and can be used against large submarines. The Killer darts are considered smart missiles and have +5 to strike against any target. They are a larger and more powerful version of the killer darts normally fitted to submarines, thanks to less space concerns and different operational requirements. Two launchers are located on the fantail.
    Maximum Effective Range: 7 miles (11.2 km); The Killer Darts can stop before their propellent runs out, using internal systems to sink to virtually any submarine's operational depth or drift with a current, and then power back up for a final home-in on target.
    Mega-Damage: 2D4x10
    Rate of fire: Each launcher can fire salvos of up to eight killer darts per melee.
    Payload: 24 Killer darts per launcher; 48 Killer darts total.
  5. Modular Weapon System Mounts: The Fast Attack Craft can mount one of these weapons systems on either side of the hull near the middle of the ship. Both weapon's mounts must be of the same type due to fire control and system compatibility.
    1. Two (2) Twin Torpedo Launchers: Mainly designed for anti-submarine warfare but can be used against surface targets. There is one launcher on each side of the ship with two tubes each. The tubes have been modified to use an automatic reloading system and can be fired quickly. These are modern, variable option torpedoes that are about 50% faster than the latest US designs of the time period. These torpedoes are also slightly larger than the standard US torpedo launchers. (These torpedoes are considered the equivalent of smart missiles and have advanced tracking and avoidance systems that give them a +5 to strike, +4 to dodge, and 2 attacks per melee until they strike their target or run out of fuel.)
      Maximum Effective Range: 40 miles (64 km)
      Mega Damage: Uses super heavy warheads that inflict 2D4x100 MD (By Heavy torpedo warhead type - See Revised Rifts Torpedoes). Alternatively, a 5kt tactical nuclear warhead may be fitted. The torpedo can be used, either with a conventional or nuclear warhead, as the warhead of a P-2000 heavy anti-ship missile. Alternatively, a 5kt tactical nuclear warhead may be fitted. The torpedo can be used, either with a conventional or nuclear warhead, as the warhead of a P-2000 heavy anti-ship missile.
      Rate of fire: One at a time or in volleys of 2, or 3 per side, launchers can fire a maximum of two volleys per melee each launcher.
      Payload: Each tube has two reloads available for a total of 12 torpedoes.
    2. Sextuple Long Range Missile Launcher Tubes (2): These are modular-mounted Long Range missile launchers, capable of carrying long range anti-ship missiles, and gives the Fast Attack Craft an awesome punch for its size. Each launcher contains six long range missiles; There is one on each side, angled upwards. The launchers can track and fire upon multiple targets.
      Maximum Effective Range: As per Long Range missile type (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 per launcher, or volleys of 2, 4, or 6 (From both launchers.)
      Payload: 12 Long Range Missiles (6 per sextuple launcher - No Reloads)
  6. Chaff Launcher (4): Located on the superstructure of the ship, they are designed to confuse incoming missiles. All four launchers must be operational for the full effects. Reduce effects of launchers by 50% per launcher below 4 not used or disabled. Rifts Earth decoys systems are assumed to not operate on Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Maximum Effective Range: Around Ship
    Mega Damage: None Payload: 6 each for a total of 24.

Primary Sensors:

Secondary Sensors:

Special Abilities/Systems:

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[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

by Marina O'Leary (LusankyaN@aol.com ) and by Kitsune (E-Mail Kitsune ).

Copyright © 2000 & 2001, Marina O'Leary & Kitsune. All rights reserved.

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