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:
| 6 | Katana Power Armors |
| 1 | Aqua-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:
- 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.
- 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
- 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)
- 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)
- 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)
- 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)
- 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
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: 4 each for a total of 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:
- Compact Long Range Air Search Radar: Similar to the Pre-Rifts SPS-49
Air Search Radar but is smaller and uses Rifts electronics. 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.
- Hull Sonar System: Mounted under the bow of the ship and is similar
to the Pre-Rifts SQS-53 Hull Sonar System. 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.
- Towed Array Sonar: The system is basically a long and very sensitive
sonar system carried behind the ship on a long cable and is similar to
the Pre-Rifts SQR-19 Towed Array System. 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.
- ESM: Can detect another radar system at 125% of the range of the
transmitting radar.
- Sonar Masking System: Similar to the Pre-Rifts Prairie 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.
[ 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.