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:
| 12 | Katana Power Armors |
| 4 | Aqua-Tech LEA-50 |
Veritech / Aircraft Compliment:
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:
- 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.
- 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
- 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)
- 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.
- 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).
- 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.
- 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
- 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)
- 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
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto
another target
61-00 No Effect; Missile Still on target
Payload: 12 each for a total of 24
- 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:
- SPS-49 Radar: Long range air search radar system. Radar system has
a range of 445 nautical miles (512.1 miles / 824.1 km). Radar system can
track up to 128 targets simultaneously.
- SQS-53 Hull Sonar System: Mounted under the bow of the ship. Sonar
system has a range of around 16 nautical miles (18.4 miles / 29.6 km).
This hull sonar system has both a passive and active system built in. Sonar
system can track up to 16 targets at one time.
- SQR-19 Towed Array Sonar: The system is basically a long and very
sensitive sonar system carried behind the ship on a long cable. Sonar system
has a range of around 75 nautical miles (86.3 miles/139.9 km). This towed
array Sonar is a passive only sensor system. Sonar system can track up
to 32 targets at one time.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar as well. Gives a -10% penalty to any Read Sensory Instrument
rolls to detect this ship using sonar.
- Advanced Integrated Electronic Warfare System (AIEWS): Combination
of radar detection system (ESM) and an active jamming system. The system
can detect another radar system at 125% of the range of the transmitting
radar. In jamming mode, causes -25% to detection but when it is active,
other vehicles/ bases can detect that it is jamming, and some missiles
will home in on jamming signals. Jamming also causes a -4 penalty to all
radar guided weapons.
[ 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.