US Coast Guard Hazard class High Endurance Cutter:
The Hazard class cutter was the first Coast Guard design built in a
Trimaran design and was among the best designs in service before the coming
of the Rifts. The class was also partial funded by the navy to act as test
beds for several new systems under development. These vessels were three
times more numerous than the Hamilton class cutter of the late twentieth
and early twenty-first century. In addition, another fifteen vessels of
a revised design were on order. This was because of a much greater perceived
need for large cutters in the Coast Guard and the vessels were designed
to operate as frigates with the Navy during times of war. Because anti-submarine
warfare was considered an important role, having a large hanger was considered
very important. Construction of the Hazard class was begun after the Navy
began construction of the Fox class destroyer and before construction was
begun on the Darcey class frigate. It is thought that at least a few Hazard
class cutters survived the coming of the Rifts especially in out of the
way locations such as the Alaskan Coast.
The trimaran hull type because the vessel would require less power for
a given speed. The design was originally going to be propelled by a combination
of diesels and gas turbines. This system was revised and fusion engines
replaced the convention propulsion system during construction. The system
increased the design speed by several knots (Estimates are around six knots)
and gave the vessel almost unlimited endurance. Power is delivered through
an electrical transfer system. Instead of using standard propellers, the
class uses shrouded pump jets. The hull was designed for quiet operations
and the superstructure was designed to have a low radar cross signature.
Like most military vessels built around this time, the Hazard class cutter
had full environmental systems to prevent contamination.
Weapon systems were far more conservative than the hull design. There
were a large number of three inch guns in reserve from retired and scrapped
Naval and Coast Guard vessels. These included the Navy Oliver Hazzard Perry
class frigates and the Coast Guard Bear class medium endurance cutters.
These guns were modernized and were fitted onto the front of Hazard class
cutters. There was discussion of refitting the vessels with rail guns but
this was not carried out. In most cases, the three inch guns were quite
adequate. Between the superstructure and the forward three inch cannon,
the Hazard class cutters mounted a 48-cell missile launching system. This
system is a smaller version of what is carried on the Fox class destroyer
and can fire both long range and medium range missiles. Most missiles carried
were for air defense purposes but anti-submarine and anti-ship missiles
were often carried as well. On the sides of the secondary hull, anti-submarine
torpedo launchers were mounted. Initially, these were the only weapons
the vessels carried but old RAM launchers or CIWS Vulcan cannons were mounted
on the fantail when one of these vessels was almost lost due to a missile
strike from a terrorist organization. Later, the old point defense weapons
were replaced with combination anti missile defense weapon systems. All
vessels had been refitted by the arrival of the Rifts.
Unlike most larger combatant vessels, the Hazard class did not carry
a fixed phased array radar system and instead carried a single rotating
phased array system. In many ways the system is similar to the Samson system
carried on the British type 45 destroyers. The system was considered more
compact than fixed phased array systems. It was also lighter and required
less power. The system is still quite powerful and capable of guiding missiles
to distant targets. In addition to radar systems, the ship carried a powerful
towed array and hull sonar.
The vessels have a relatively large hanger and were initially designed
to embark two V-22 Osprey VTOL aircraft. The cutters were later modified
to carry Kingfisher EV-84 Kingfisher VTOL aircraft which replaced the Osprey
in most roles. In addition, the vessels were modified to carry flight capable
power armors for patrolling and boarding other vessels. The vessels often
carried either twelve Semper-Fi power armors with flight packs or PA-04A
old model SAMAS power armors. The ships were designed to be operated by
a smaller crew than older medium endurance cutters but have space for up
to 40 troops for boarding parties. While these boarding troops were Coast
Guard Personnel, there was discussion of embarking marines or army in their
place. Because the vessels were often used for boarding and part of the
boarding party might come from the crew, the cutters carried enough armor
and weapons for the entire crew. Most of this was standard navy style body
armor and weapons.
Model Type: WHEC-1350 class Trimaran High Endurance Cutter
Vehicle Type: Ocean, Light Frigate (Trimaran)
Crew: 96; 8 officers, 10 Chief Petty officers, and 78 enlisted
(Has a high degree of automation)
Troops: 6 to 12 Kingfisher Crew members, 4 Power Armor Pilots
(Flight capable Semper Fi Power Armors), and up to 40 troops for boarding
parties.
Robots, Power Armors, and Vehicles:
Power Armors:
| 12 | Semper Fi Power Armors (Has Flight Packs / Sometimes replaced by PA-04A SAMAS) |
Aircraft Compliment:
| 2 | EV-84A Kingfisher Search and Rescue or EVS-84A Kingfisher Anti-Submarine Warfare |
M.D.C. by location:
| [1] SPX-1A Active Phased Array Radar System: | 200 |
| Bridge: | 450 |
| 3 inch (76-mm)/62-cal DP Mk 75 (1, Forward): | 180 |
| Mk 59-B VLS Missile Launchers (1, Forward): | 375 |
| Combination Anti-Missile Defense System (1, Fantail): | 200 |
| Torpedo Launchers (2, sides): | 50 each |
| Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 400 |
| [2] Primary Hull (Main Body): | 1,200 |
| [3] Secondary Hulls (2, either side of Primary Hull): | 400 each |
Notes:
[1] Destroying the Phase Array radar panel will destroy the ship's
main fire control systems but the vessel has backup systems with a shorter
range (Equal to robot vehicle sensors)
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink. If the Secondary Hulls are still intact, the
ship will sink very slowly and will take a full twenty four hours to sink.
This may give the ships crew time to patch the damage to an extent that
the ship will float but all propulsion will be destroyed but the ship may
be repairable. There are enough life preservers and inflatable life boats
to accommodate everyone on the ship.
[3] Destruction of one secondary hull will reduce stability and negate
bonuses due to quiet design and for piloting. It will also wreck the hanger
on the side destroyed. Destruction of both secondary hulls will give the
ship a -20% penalty to piloting and give a bonus of +20% to be detected.
Ships speed is also reduced to 30 knots (34.5 mph / 55.6 kph)
Speed:
Surface: 64.5 mph (56 knots/ 103.8 kph)
Range: Unlimited due to fusion engines (needs to refuel every
20 years and requires maintenance as well). Ship carries six months of
supplies on board.
Statistical Data:
Length: 325 feet (99.1 meters)
Draft: 16.5 feet (5.0 meters)
Width: 65 feet (19.8 meters)
Displacement: 2,950 tons standard and 3,450 tons fully loaded
Cargo: 100 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 20 years
Market Cost: Not for Sale but if found on the black market would
probably cost 200 to 300 million credits.
Weapon Systems:
- One (1) 3 inch (76-mm) 62-cal DP Mk 75 Naval Gun:
The ship
mounts a rapid fire three inch gun mount forward of the superstructure
and missile launchers. These mounts were reinforced before being mounted
on the Hazard class cutters and come from older Perry and Bear class vessels.
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
but was relegated to Coast Guard for the most part by the coming of the
Rifts. 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: 200 rounds. Ship normally carries usually carries 75
High Explosive, 75 High Explosive Armor Piercing, and 50 Plasma.
- One (1) Combination Anti-Missile Defense Systems:
The weapon
system is mounted on the fantail (rear) of the trimaran. This anti-missile
defense system combines both a rapid fire rail gun and a short range missile
launcher. While mounted in one system, both defense systems have separate
tracking systems. The short range missile launchers can target up four
targets and can fire a volley up to twice per melee. The rail gun is capable
of destroying any missile or inflicting serious damage on aircraft. The
rail gun can fire on automatic at up to six targets per melee (Has +3 to
strike missile and +2 to strike aircraft). The rail gun is very similar
to those carried on the Sea King Cruiser and it is likely that the Sea
Kings rail guns came from a prototype of this system. The system also can
be used against other ships and ground targets. The system has a 360 degree
rotation and can elevate up to 90 degrees to fire at targets directly overhead.
Maximum Effective Range: Rail Guns: 11,000 feet (2 miles
/ 3.2 km). Short Range Missiles: As per short range missile type
(Go to Revised
bomb and missile table).
Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can
only fire burst). Short Range Missiles: As per short range missile
type (Go to Revised
bomb and missile table).
Rate of Fire: Rail Guns: 6 attacks per melee. Short
Range Missiles: 2 attacks per melee, can fire one at a time or in volleys
of two or four.
Payload: Rail Guns: 8000 rounds (200 burst) Short
Range Missiles: 16 short range missiles.
- MK 59-B Vertical Launch Missile Launcher (1):
Launching cells
are located forward behind the 76 mm cannon mount. The launcher is smaller
and carries half as many missiles as the launcher on the Darcey and Fox
class naval vessels. The system is similar to the vertical launch system
employed on many ships in the late twentieth century to launch the SM-2
series missile but since the missiles are smaller they have a reload system
that reloads from under the launcher and can reload within 15 seconds.
The launcher has a total of 48 individual cells and is six missile cells
longs by eight cells wide. The launcher can fire up to half its total payload
per melee. The launcher can use a vast variety of missiles including surface
skimming missiles and rocket propelled torpedoes (See Revised Rifts Torpedoes). Each cell can carry one
long range missile or two medium range missile. The reload for the cell
must carry the same load as the main cell. Long range missiles are normally
used against large targets and aircraft further out where the medium range
missiles will normally be used to engage closer targets. About half of
all long range missiles carried are fusion warheads and most missiles are
normally smart missiles.
Maximum Effective Range: As per long or medium range missile
type (Go to Revised
bomb and missile table).
Mega Damage: As per long 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, 8, 16, or
24 missiles for the whole launcher per melee. Missile cells are automatically
reloaded and are ready to fire next melee.
Payload: 48 missile cells in launcher with reload systems for
each cell (1 reload each cell). One long range missile or two medium range
missiles may be carried per cell but reload must be the same load out as
well. The ship will often carry 16 cells with two medium range missiles
each and the other cells loaded with one long range missile each.
- Two (2) Medium 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 four tubes each. The tubes have an automatic
reloading system and can be fired quickly. The ship carries a total of
60 torpedoes for reloads. 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 4 per side,
launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 40 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 on 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: 24 each for a total of 48
- Advanced Towed Decoys (4):
The vessel carries four advanced
towed decoy drones. They are each a small automated vehicle that creates
a false sonar image designed to mimic the vessels. The decoy is dragged
behind the cutter using a cable. If decoys are not destroyed, they can
be recovered and repaired. Rifts Earth decoy systems are assumed to not
operate against Phase World weapons due to technological difference.
M.D.C.: 20
Effects: The decoy has an 80% chance of fooling ordinary non
military sonars and non smart guided torpedoes, the decoy has a 50% chance
of fooling military level sonars (like those of the Coalition), and the
decoy has a 25% chance of fooling advanced military sonars (Like those
of the New Navy and Triax) and smart torpedoes.
Range: Not Applicable
Rate of fire: One can be deployed at a time and requires 2 minutes
to deploy (Reel Out) another decoy
Payload: 4 Decoys.
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- SPX-1A Phased Array Radar System: Unlike systems carried by most
larger naval vessels, radar system is comprised of a single array on top
of the main mast. This system is smaller, lighter, and requires less power
than a system of fixed panels. If allowed by the horizon, the system can
track out to 400 miles (644 km) and can simultaneously track and identify
up to 576 targets at one time. The system controls missile launched from
the long range missile launchers and the system can track and guide each
individual missile to an individual target for up to 144 targets. If a
target is eliminated, missiles are automatically guided to a new target.
The system can also control missiles launched from other linked vessels
as well and can also act as fire control for gun mounts. The system gives
a +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of
25 miles (21.7 nm / 40.2 km). This hull sonar system has both a passive
and active system built in. Sonar system can track up to 32 targets at
one time.
- Advanced Towed Array Sonar System: The system is basically a long
and very sensitive sonar system carried behind the ship on a long cable.
Range of 100 miles (86.9 nm / 160.9 km). This towed array sonar system
has both a passive and active system built in. Sonar system can track up
to 64 targets at one time.
- Sonar Masking System: The Ship uses water bubbles to form a barrier
against sonar as well as having shrouded propellers. Gives a -30% penalty
to any Read Sensory Instrument rolls to detect this ship using sonar.
- Radar Defeating Profile & Radar Absorbing Materials: The ship
superstructure is designed so that the radar profile of the ship is reduced
and the ship is covered with radar absorbing materials. Because of this,
attempts to detect the ship using radar are made with a -30% penalty to
read sensor rolls when attempting to detect this ship. Go to
General Detection
Penalties for more information on penalties and bonuses to use with stealth.
- Combination Radar Detectors and Active Jamming System: 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.
Bonuses:
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Writeup by Kitsune (E-Mail Kitsune ).
Copyright © 2000 & 2001, Kitsune. All rights reserved.