FFL-1 Tarantula Corvette:

This Corvette (Light Frigate) is produced by Southern Cross Manufacturing for both their militaries use and for export to other nations. So far, a number of these ships have been sold to Columbia. While the design has been changed in numerous ways, the ship is based on the Soviet Tarantul class corvette from the late twentieth century. The ship is capable of high speeds, is heavily armed, rugged, and is affordable. In most ways the ship is superior to Ironheart Industries Triton Patrol Boat due to the weapon systems being better balanced. The ship is shallow drafted allowing it to operate in shallow waters such as rivers and lakes yet should be cable of ocean crossing as well.

The ship is well armed for its size and its heaviest gun is a flack cannon copied from the Triax Hunter (Yager) in the front of the boat. It carries an Automatic grenade launcher on the rear of the ship. Both weapons are mounted in single turrets. The boat also has two laser defense turrets that are based on the K-1000 spider defense systems on the front and back of the superstructure deck. The laser defense turret's primary purpose is to defeat missiles being fired at the Tarantula. For the ships main offensive punch, it has four missile box launcher on either side of the superstructure that gives the ship a total of eight long range missiles. Usually these are fitted with the heaviest missiles available and are usually used against larger targets. The ship also carries two short range missile launchers behind the superstructure yet before the grenade launchers. Each one has 36 short range missiles and are primarily used against aircraft and missiles. The boat has two torpedo launchers on either side of the superstructure in front. These are primarily used against submarines but may also be fired at surface targets. To decoy missiles, the ship has two Chaff Launchers as well.

The ship has a miniature air search radar that is based off of the SPS-49 radar system but is much smaller. The ship carries both hull and towed array sonars that are based off of the systems found on the U.S.S. Tomlinson. These systems are still of good performance when compared to most post Rifts sensor systems. The ships power comes from two powerful aircraft style fusion reactor which, because the power systems are cooled by sea water, do not overheat. The boat has twin variable pitch which makes the boat be able to go from full speed to reverse or any variable between them very quickly and it has a bubble hull masking system that is similar to the prairie masker system. This helps to reduce the Tarantula detectably from sonar (-15%).

Model Type: FFL-1 Class Corvette (Light Frigate)
Vehicle Type: Ocean & Waterway, Corvette (Light Frigate)
Crew: 25; 2 officers, 3 Chief Petty officers, and 20 enlisted (Has a high degree of automation)
Troops: 6 pilots for Katana Power Armors

Robots, Power Armors, and Vehicles:
6Katana Power Armors
1Aqua-Tech LEA-50

M.D.C. by location:
Bridge:250
[1] Radar System (Superstructure):100
Long Range Missile Box Launchers (2, Sides):250 each
Short Range Missile Launchers (2, Rear):150 each
Torpedo Launchers (2, sides):50 each
Flack Cannon Turret (Forward):225
Grenade Launcher (Rear):100
K-100 Spider Defense Systems (2, Superstructure):50 each
Chaff Launcher (2, Superstructure):10 each
[2] Main Body:800

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: 52 mph (45 Knots/ 83 kph)
Range: Unlimited due to fusion engines (needs to refuel every 10 years and requires maintenance as well). Ship carries 4 months of supplies on board.

Statistical Data:
Length: 190.3 feet (58 meters)
Draft: 8.2 feet (2.5 meters)
Width: 39.4 feet (12 meters)
Displacement: 500 tons
Cargo: 20 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: Nuclear Reactor, average life span is 10 years
Market Cost: The REEF in an effort to sell more of them sells them keeps the at a relatively low price of 125 million credits.

WEAPON SYSTEMS:

  1. Recoilless Anti-Aircraft Flack Cannon (1): The cannon is mounted in a protective turret in the front of the ship is a single barrel cannon system that is identical to the TX-862FC with the exception that the weapon's ammunition bins are larger. The cannon turret can rotate 360 and the barrel can tilt up to 90 degrees. It is normally used for Anti-Aircraft purposes but also works as excellent but fairly short range artillery.
    Maximum Effective Range: 10,000 feet (3048 meters).
    Mega Damage: Single Round: 4D6 MDC, Two Rounds 1D6x10, and Six Rounds 3D6x10
    Rate of Fire: Equal to the gunners combined hand to hand (usually 5 or 6)
    Payload: Total 1200 for each gun. That is 200 volleys of 6 rounds, or 600 two round volleys.
    Special Feature: The flack cannon has both and independent power supply and its own laser targeting and radar tracking system (especial useful if radar system is destroyed). Sensor has a range of 11,000 feet (3353 meters). The system can also be set on automatic which gives it +1 to strike and three attacks per melee and will fire two round burst. Gives +2 when fired pilot.
  2. Automatic Grenade Launcher: Mounted on the rear of the ship just aft of the short range missile launchers. The turret has 360 degree rotation of the turret is possible and the arc of fire for the grenade launcher barrel is a 60 degree angle. Weapon is WI-GL21 Automatic Grenade Launcher mounted in a turret.
    Maximum Effective Range: 3,000 ft (914 m)
    Mega-Damage: 4D6 for Fragmentation with a blast area of 12 ft and 1D4x10 for Armor Piercing with a blast area of 3 ft, burst of 10 rounds does 2D6x10 for Fragmentation with a blast area of 40 ft and 3D6x10 for Armor Piercing with a blast area of 8 ft.
    Rate of Fire: Equal to combined hand to hand attacks of gunner
    Payload: 800 Rounds
  3. Two (2) Spider Defense Systems: One is located on the Forward Superstructure and the other is located on the 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 ft (1,200 m) for light blasts, 3,000 ft (915 m) for heavy blasts, 20 ft (6 m) for electrical current, 100 ft 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. Long Range Missile Box Launchers (2): These launchers are similar in appearance to the Old United States Tomahawk Automatic Box Launchers, are mounted one to either side of superstructure, and while reusable are inexpensive and can be jettisoned. The launchers tilt upwards when being fired and each carries four long range missiles. These launchers give the ship a decent long range punch for its size are normally used against other ships although most can be targeted against aircraft as well.
    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 or in volleys of two, four, or eight (Both launcher operates together)
    Payload: 4 missiles each launcher for a grand total of 8 long range missiles (Has no missiles in storage for reloads)
  5. Two (2) Short Range Missile Launching Systems: Each launcher has a 36 Short Range Missiles and fills a similar role to the Pre-Rifts RAM missile launcher. These launchers primary purpose is to shoot incoming missiles. The missile launchers are mounted just forward of the automatic grenade launcher. Missiles are usually 50% AP and 50% Plasma. Each launcher operates independently
    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 volleys of two, four, six, or twelve (Each launcher operates independently)
    Payload: 36 missiles each launcher for a grand total of 72 missiles (Has 144 missiles for reloads kept in storage)
  6. Two (2) Torpedo Launchers: There is one launcher on each side of the ship behind the long range missile launchers. Each torpedo launcher has two torpedo tubes instead of three launchers on either side like the Wolverine and the Tiger class Frigates. The primary purpose is for use against submarines but may be fired against surface targets as well. Ship carries 24 reloads for torpedoes. Treat warheads as medium range missile warheads.
    Maximum Effective Range: 20 miles (32.2 km)
    Mega Damage: By Medium torpedo warhead type (See Revised Rifts Torpedoes).
    Rate of fire: One at a time or in volleys of 2 per side, Reloading takes 1 full melee
    Payload: 2 torpedo each launcher for a grand total of 4 torpedoes (Has 24 torpedoes for reloads)
  7. 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.
    Range: Around Ship
    Mega Damage: None Payload: 4 each for a total of 8
  8. SLQ-25A Nixie Towed torpedo decoy (1): A special decoy which is towed behind the ship. The Coalition has not seen a need for this system so has not equipped their ships with it. 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 one more as reload. 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 © 1998, 1999, 2000, & 2001, Kitsune. All rights reserved.


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