R.F.S. Wolverine (Ex U.S.S. Tomlinson) FFG-69:
When the REEF was initially forming, Lieutenant Moor (Now General) found
the Pre-Rifts guided missile frigate USS Tomlinson near the remains of
the New York City. The frigate had been carefully protected against the
elements and had survived surprisingly well.
The ship, and three sister ships, were actually constructed for a Third
World Nation in the Bath Ironworks Shipyard. The class 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 already. There was a pressing need for
a number of small and disposable escorts and it would have taken longer
to bring back the surviving Perry class vessels.
Even so, 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 vessels shared many common
features with the older Perry class as well even though there were significant
differences as well. The Tomlinson's fire control and radar systems were
limited as well with an SPS-49 radar system instead of a phased array radar
system.
Weapon systems were pretty standard including a 32 cell Mk 41 vertical
launch system forward of the bridge, a RAM point defense system on the
fantail, eight Harpoon missile canisters also on the fantail, a single
76 mm gun on the bow, triple torpedo tubes on either side, and a 20 mm
Vulcan cannon mount over the hanger. The Mk 41 launcher was usually loaded
with a combination of Standard, ESSM, Tomahawk, and ASROC missiles.
The Tomlinson class were soon replaced in service with the Byrd class
frigates and later the Darcey class guided missile frigate classes. Both
of the newer designs 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 Tomlinson herself had remained
in service slightly longer than her sisters as a reserve training vessel.
By the coming of the Rifts, she was the only vessel remaining virtually
forgotten. It is most 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 previously with its reactors intact.
These reactors were used to replace the Gas Turbine engines carried on
the original design. The original LM-2500 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 four 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 high strength composites and alloys and new ammo was
developed for it, both the vertical launch missile cells and the RAM defensive
launchers have been modified to fire standard Rifts missiles, and barrel
of the CIWS has been replaced by a powerful laser. The vessel also has
four point defense mounts based on the spider defense system.
The amount of crew has been reduced by added automation although could
not be reduced to that which a new vessel might be able to be operated
by. The ship has also been modified so it can carry a single Logan Veritech
fighter in the helicopter hanger as well as 12 pilots for Katana power
armors and 30 convention soldiers in body armor.
Model Type: Modified FFG-69 class Guided Missile Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 82; 8 officers, 12 Chief Petty officers, and 62 enlisted
(Original was around 200)
Troops: 1 Logan Pilot, 12 pilots for Katana SAMAS Power Armors,
30 soldiers in body armor
Robots, Power Armors, and Vehicles:
Power Armors:
| 12 | REEF PA-03 Katana SAMAS 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 |
| Torpedo Launchers (2, sides): | 50 each |
| 3 inch (76-mm)/62-cal DP Mk 75 (Forward): | 200 |
| Phalanx CIWS (Superstructure): | 100 |
| [2] Light Point Defense Systems (4, Superstructure): | 50 each |
| [2] Chaff Launcher (2, Superstructure): | 10 each |
| Hanger (Aft): | 400 |
| [3] Main Body: | 1,200 |
Notes:
[1] Destroying Search Radar Tower will eliminate SPS-49 radar system.
Vessel still retains backup fire control sensors.
[2] These are small and difficult targets to strike, requiring the
attacker to make a "called shot," but even then the attacker is -4 to strike.
[3] 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: 41.5 mph (36 knots/ 66.7 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) overall
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 (181.4 metric 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 auto cannon 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) Light Point Defense Systems:
Based on the K-1000
Spider Defense Systems. Fully automatic defense system. Two are located
on the Forward Superstructure and the other two are located on the after
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 although of limited use.
Maximum Effective Range: 4,000 feet (1,200 meters) for light
blasts, 3,000 feet (915 meters) for heavy blasts, 20 feet (6 meters) for
electrical current, 100 feet (30.5 meters) for smoke grenades.
Mega Damage: 4D6 for light blasts, 1D4x10 for heavy blasts,
3D6 SDC for electrical current
Rate of Fire: On automatic has Six (6) Attacks per melee (+2
to strike)
Payload: Effective 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. Anti-Submarine rocket launched torpedoes
are also can be fired from the launcher (See
Revised Rifts Torpedoes).
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 launcher 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. Usual load is 32 long range missiles
and 64 medium range missiles. Ship carries no reloads.
- Eight (8) Long Range Missile Launchers:
These launchers are
special canisters that are located on the fantail of the ship in two groups
of four. 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 (2), four (4),
or eight (8). All launcher operates together.
Payload: One missiles each launcher for a grand total of eight
(8) long range missiles (Has no missiles in storage for reloads).
- One (1) 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 (2) or four
(4) and can be used up to twice per melee.
Payload: 21 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. Interceptor and decoy torpedoes
can also be used in the launcher. Ship carries 36 reloads for torpedoes.
For the most part torpedo warheads are equal to medium range missile warheads.
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 two (2) or three
(3) per side, Reloading takes one full melee.
Payload: Three (3) torpedo each launcher for a grand total of
six (6) torpedoes (Has 36 torpedoes for reloads)
- Two (2) Chaff Launcher:
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
- One (1) SLQ-25A Nixie Towed torpedo decoy:
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.]
Picture and Writeup by Kitsune (E-Mail Kitsune).
.
Copyright © 1997 to 2001, & 2010 Kitsune. All rights reserved.