FFL-1 Tarantula Corvette:
This Corvette (Light Frigate) was produced by Southern Cross Manufacturing
for both their own militaries use and for export to other nations. So far,
a small number of these ships have been sold to Columbia after the destruction
of Iron Heart Industries. The REEF have two vessels completed with four
more vessels under construction. The plan for a dozen are planned although
these plans are under review. There are several companies which produce
similar classes of vessels so sales have been comparatively modest even
though the vessel can be considered superior to the Iron Heart Industries
"Triton" Hydrofoil Patrol Boat due to being better balanced as far as weaponry.
The Florida group themselves are considering replacing the Tarantula
with a more advanced design. The military has studied a New German Republic
Surface Effect Ship design. The vessel is faster, able to operate in shallower
waters, and features radar reducing materials. There are a large number
of rivers and shallow lakes in what was once called Florida which the Tarantula
is unable to operate in.
The vessel design is loosely based on the old Pre-Rifts Soviet Tarantul
class corvette from the late Twentieth century. There was a museum vessel
which they were able to salvage and then use as a template for building
more vessels even though the boat itself was deemed to not be worth rebuilding.
In many ways, the boat is a first effort from the company to build a ship
not just refitting an old Pre-Rifts ship.
The ship can operate in relatively shallow waters such as lakes although
cannot be considered truly a shallow water craft. It is larger enough that
it can operate in deeper waters and even capable of crossing oceans. Unlike
the Triton, the Tarantula is a conventional hull design. It is also designed
for modular construction for more rapid building. Top speed is slightly
less with a top speed of around forty-five knots with a pair of variable
pitch propellers. The vessel can go from a full stop to full speed ahead
almost instantly. As well, the engines can be quickly reversed. Range is
virtually indefinite because of a pair of aircraft type fusion reactor
powering the vessel. Because they are water cooled, they do not overheat.
The boat is designed as a fast strike boat although in service they
operate more as patrol vessels than in their designed role. Mounted on
the bow of the vessel is a Flack Cannon which is derived from the weapon
mounted on the Triax Hunter (Yager) class robot vehicle. Originally they
were armed with an automatic grenade launcher copied from the Wellington
Design on the fantail although this has not been replaced by a combined
mount which contains the grenade launcher but also adds an 81 mm Electromagnetic
Mortar.
For close range missile defense, the vessel mounts a pair of laser mounts
with one mounted on the forward superstructure and the second mounted on
the after part of the superstructure. Each are close copies of the K-1000
Spider Defense Mount although they are fixed mounts instead of mobile and
pull power directly from the vessel. Supplementing this is a short range
missile launchers mounted behind radar mast. The luancher has a total of
thirty-six short range missiles ready to fire. The better range means that
it engages missiles and aircraft before the point defense mounts can engage.
For the vessel's main strike ability, the Tarantula mounts disposable
missile tubes with two sets of four on each side of the vessel. This gives
the vessel a total of sixteen long range missiles that it can carry. While
they can be used to engage air targets, their purpose is more to engage
large surface targets. For this purpose, usually the heaviest warheads
are carried. The launchers are similar in external appearance to the Pre-Rifts
Harpoon canister style launchers for the Harpoon missile.
The vessel does have limited anti-submarine warfare capability with
two torpedo tubes on either side of the hull. These tubes are manually
loaded which gives a limited rate of fire and the ship has a grand total
of twenty-four torpedoes for reloads. These can be fired at other surface
ships as well and decoy and interceptor torpedoes can also be fire from
the torpedo tubes.
Electronic systems are based on Pre-Rifts systems which they were able
to copy and miniaturize. The radar is based on the SPS-49 radar system.
It is pretty long ranged although is not a phased array type or even a
three dimensional radar type. As such, the system does not have the tracking
ability of more advanced systems. Some consideration has been given towards
replacing it with a more sophisticated even if shorter ranged system. In
addition, the vessel has both a long ranged hull and towed array sonar
systems. Hull sonar is based on the SQS-56 sonar, which is a bit short
ranged but still quite effective, while the towed array is based on the
much longer ranged SQR-19 sonar system. The vessel mounts a sophisticate
electronic warfare system which combines both a radar intercept system
and a powerful electronic jamming system.
The boat mounts a number of self defense feature which while older systems,
they are surprisingly capable. Against missiles, the craft has a pair of
chaff and flare defensive system. For protection against torpedoes, the
vessel mounts a towed decoy system. To reduce the sonar signature of the
vessel, it has a bubble masker as part of both the hull and the propellers.
The vessel does not feature any radar cross signature reduction though.
Standard crew is twenty-five with two officers and three senior petty
officers. The two officers share a single stateroom with the three senior
petty officers also sharing a stateroom. Otherwise, the boat has two ten
man staterooms. The boat is fairly cramped although not any worse than
most small types of vessels. Vessel is designed to operate for several
months although rarely operates for long periods away from their home base.
The vessel also has the ability to embark twelve power armors. Usually,
REEF vessels have six troops embarked due to shortages of power armor troopers.
Standard REEF power armors are the Katana SAMAS power armor and the vessel
usually embarks one underwater power armor.
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: 12 Power Armor Troops (6 pilots for Katana SAMAS Power
Armors in REEF Vessels)
Robots, Power Armors, and Vehicles:
| 12 | Flying Power Armors (6 Katana SAMAS Power Armors in REEF Vessels) |
| 1 | Aqua-Tech LEA-50 |
M.D.C. by location:
| Bridge: | 250 |
| [1] Radar System (Superstructure): | 100 |
| Missile Canisters (16 total, 8 each side): | 100 each |
| Short Range Missile Launchers (1, Rear): | 150 |
| Torpedo Launchers (2, Sides): | 50 each |
| Flack Cannon Turret (Forward): | 225 |
| Combination Electromagnetic Mortar / Grenade Launcher (Rear): | 100 |
| [2] Light Point Defense Systems (2, Superstructure): | 50 each |
| [2] Chaff Launcher (2, Superstructure): | 10 each |
| [3] Main Body: | 800 |
Notes:
[1] Destroying Search Radar Tower will eliminate long range radar system
but the vessel still has 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 vessel to lose structural integrity,
causing the ship to sink. There are enough life preservers and inflatable
life boats to accommodate everyone on the vessel.
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 two months of
supplies on board.
Statistical Data:
Length: 190.3 feet (58 meters) overall
Draft: 8.2 feet (2.5 meters)
Width: 39.4 feet (12 meters)
Displacement: 500 tons standard and 580 tons fully loaded.
Cargo: 20 tons (18.14 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: 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 150 million credits.
WEAPON SYSTEMS:
- One (1) Recoilless Anti-Aircraft Flack Cannon (Bow):
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 (3,048 meters).
Mega Damage: Single round 4D6 M.D., two rounds 1D6x10 M.D.,
or a rapid fire volley of six rounds 3D6 x 10 M.D.
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 by gunner.
- One (1) Combination Electromagnetic Mortar / Automatic Grenade
Launcher:
Mounted on the rear of the ship just aft of the short range
missile launchers. The Mortar is a MI-EMM-80 81 mm Electromagnetic Mortar
and the Grenade Launcher is a WI-GL21 Automatic Grenade Launcher mounted
in a turret. The mount has 360 degree rotation. Mortar is used for indirect
fire while the grenade launcher is used for protecting the crew. See
Battlefield
Mortars for Rifts for more details on Mortars.
Maximum Effective Range: Electromagnetic Mortar: 20,000
feet (7,620 meters) [Minimum range of 250 feet (76.2 meters)] Automatic
Grenade Launcher: 3,000 feet (914 meters)
Mega-Damage: Electromagnetic Mortar: 1D6x10 for Fragmentation
with a blast area of 25 feet (7.6 meters), 2D4x10 for High Explosive with
a blast area of 15 feet (4.6 meters), 2D6x10 for Armor Piercing with a
blast area of 5 feet (1.5 meters), and 2D6x10 for plasma rounds with a
blast area of 25 feet (7.6 meters). The launcher can also fire smoke, illumination,
and chemical rounds. Automatic Grenade Launcher: 4D6 for Fragmentation
with a blast area of 12 feet (3.7 meters) and 1D4x10 for Armor Piercing
with a blast area of 3 feet (0.9 meters), burst of 10 rounds does 2D6x10
for Fragmentation with a blast area of 40 feet (12.2 meters) and 3D6x10
for Armor Piercing with a blast area of 8 feet (2.4 meters).
Rate of Fire: Both Weapons: Equal to combined hand to
hand attacks of gunner (usually 5 or 6.)
Payload: Electromagnetic Mortar: 120 rounds ready to
fire (240 rounds ready to fire) Automatic Grenade Launcher: 800
rounds ready to fire (1,600 rounds in ship's magazine)
- Two (2) Light Point Defense Systems:
Based on the K-1000
Spider Defense Systems. Fully automatic defense system. 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 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)
- Sixteen (16) Long Range Missile Launchers:
These launchers
are special canisters that are located on each side of the vessel in two
sets of four on each side. 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),
eight (8), or sixteen (16). All launcher operates together.
Payload: One missiles each launcher for a grand total of sixteen
(16) long range missiles (Has no missiles in storage for reloads).
- One (1) Short Range Missile Launching Systems:
Launcher has
a 36 Short Range Missiles and fills a similar role to the Pre-Rifts RAM
missile launcher. This launchers primary purpose is to shoot incoming missiles.
The missile launcher is mounted just forward of the automatic grenade launcher
/ mortar mount. Missiles are usually 50% AP and 50% Plasma.
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 (2), four (4),
six (6), or twelve (12.)
Payload: 36 missiles in launcher (Has 72 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. Interceptor and decoy torpedoes can also be used in the launcher.
Vessel 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 two (2)per side,
Reloading takes one full melee
Payload: Two (2) torpedo each launcher for a grand total of
Four (4) torpedoes (Has 24 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: Four (4) each for a total of eight (8).
- One (1) SLQ-25A Nixie Towed torpedo decoy:
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-56 Hull Sonar System. Mounted under the bow of the
ship. Sonar system has a range of around 5 nautical miles (5.8 miles /
9.3 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.
- 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.
- 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.]
Picture and Writeup by Kitsune (E-Mail Kitsune).
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Copyright © 1998 to 2001, & 2010 Kitsune. All rights reserved.