New Sovietskiy Tashkent class Modular Fast Attack Craft:
This craft was one of the newer Soviet vessel classes constructed before
the coming of the rifts and is incredibly fact, well armed, and is designed
with modular weapon systems. The changing of the modular systems allowed
for the ship to be used for either anti-ship or anti-submarine warfare.
This ship was designed to replace both previous patrol craft classes, such
as the Tarantula and Bora classes, and light frigate classes like the Grisha
class light frigate. Like some of the larger designs, some of the older
corvette and patrol were refitted with mega-damage alloys and composites
as a stopgap solution but new vessels would be a much better permanent
solution. Even though refitting the old vessels would be cheaper, maintenance
would be less on a new design and would be quite a bit stronger.
The design was one of the new designs which was begun in the reconstruction
of the Soviet Military and was the first of the light Soviet Naval designs.
Construction was begun after the Novik but the first ship of the class
was completed before the destroyer design. At the same time, the Soviet
navy was working on a variety of other designs and the vessels share many
similar systems. These included cruiser, submarine, carrier, and amphibious
vessel designs. Almost three hundred Tashkent modular fast attack craft were
built and in many ways were the backbone of the Soviet Navy. The NATO designation
for the vessel was "Blade Runner" when first observed. The vessels can
operate in deep ocean and are capable of operating in many rivers. They
were used for independent patrol work as well as escort duties. These vessels
often filled the same role as American Coast Guard Cutters. Due to the
large number built, some of these vessels survived into the coming of the
Rifts and are operated by the Warlords. New German Republic intelligence
believes that between twenty and thirty of these vessels are operational.
The basic hull design of the vessel is conventional but unlike most
Soviet naval designs incorporated stealth features into the hull and superstructure.
The prototype and the first few flights of the vessel used Gas Turbine
engines. Later vessels in the class were completed with fusion turbines
and earlier vessels were refitted with the new engines. A new feature was
an over-boost which allows the vessel to operate at almost sixty knots
but the system overheats and normal speed is limited to a bit over forty
knots. There was an attempt to develop a small single array phased array
system but a more conventional radar system was carried instead due to
development problems. The mini phased array system was planned to be back-fitted
into the vessels but was never done. The main gun of the vessel is a 100
mm cannon with a special recoil system. The gun is useful against both
air targets and surface targets. Most larger vessels carried a 152 mm cannon
but the 100 mm cannon was the largest which could be carried in all practicality.
The vessel has medium range missile launchers aft for use against both
surface targets and air targets. The launchers are a modified version of
earlier launchers and the same weapon system was later adopted for the
Novik class when the French Sylver missile launching system was never delivered.
A total of thirty-two medium range missiles are carried. Initially, an
updated version of the CADS-N-1 Close In Weapon was carried with one mount
forward and one mount aft. These weapons were replaced by a more updated
system that replaces the auto-cannon with a pulse laser system. The vessel
carries a short range interceptor torpedo system on the fantail behind
the medium range missile launchers. The payload is less than it is in larger
Soviet vessels but is otherwise the same. Of course, the most important
feature of the vessel the ability to mount modular weapon systems. Available
mounts include long range missile launchers and torpedo tubes. Long range
missiles are carried for ground and surface attack roles. A common tactic
is to run at high speed against surface vessels, fire missiles, and then
run away at high speed. Torpedo tubes are normally carried for anti-submarine
roles.
The vessel is designed to be able to operate with a very small crew.
While the vessel was designed for a crew of thirty six, it can be operated
with a crew of twenty. The vessel was not designed to carry troops but
often several troops are carried for customs roles. In some case, these
troops will be light Cyborgs. Occasional, up to four Heavy Cyborgs are
carried outside. The corridors of the ship are not large enough for Heavy
Cyborgs to enter the craft. The vessel carries no embarked aircraft and
does not have a helicopter deck.
Model Type: Model 2.3435, NATO designation "Bladerunner"
Class Name: Tashkent class.
Class: Modular Fast Attack Craft.
Crew: 36; 6 officers, 30 petty officers and enlisted crew members
(Has a high degree of automation and can be run effectively by 20 crew
members)
Troops: 8 troops for shipboard defense / boarding ((Including
Partial Conversions and Light Cyborgs / Not often carried). Can carry up
to four Heavy Cyborgs on the outside of the vessel
Vehicle Compliment: None.
M.D.C. by Location:
| Single 100 mm / 70 cal AK-100 Gun System (1, forward): | 120 |
| CADS-N-6 Combination Anti-Missile Defense Systems (2): | 225 each |
| Octuple Medium Range Vertical Launch System (4, forward): | 125 each |
| Killer Dart "Interceptor" Torpedo Launcher (1, aft): | 80 |
| Octuple Long Range Vertical Launch Systems (2, sides - optional): | 150 each |
| Twin mount torpedo launchers (2, sides - optional): | 100 each |
| [1] MR-1050 Stiletto Blade Radar System: | 80 |
| Chaff Launchers (2, sides of superstructure): | 10 each |
| Bridge / Superstructure: | 350 |
| [2] Main Body: | 950 |
Notes:
[1] Destroying the Stiletto Blade radar system will eliminate the ship's
long range air search ability but weapon systems have backup fire control
systems.
[2] Destroying the main body destroys propulsion and power systems,
disabling the ship. The ship is fitted with an advanced polymer armors
that allow the ship to withstand up to -100 MDC before losing structural
integrity and sinking. There are enough life preservers and inflatable
life boats to accommodate everyone on the ship.
Speed:
On Water: Maximum cruise is 41.4 mph (36 knots /66.7 kph) which
can be sustained indefinitely, can travel at 48.3 mph (42 knots / 77.8
kph) for 12 hours before engine overheat, and can travel at a maximum of
66.7 mph (58 knots / 107.4 kph) for 2 hours before engine overheat.
Maximum Effective Range: Unlimited due to fusion engines (needs to refuel every
5 years and requires maintenance as well). Ship carries two weeks of supplies
on board.
Statistical Data:
Draft: 13.2 feet (4 meters)
Width: 39.6 feet (12 meters)
Length: 211.2 feet (64 meters)
Displacement: 898 tons standard displacement, 1,105 tons displacement
with full load, and 1,380 tons maximum displacement.
Cargo: Can carry 20 tons of extraneous cargo. Each enlisted
crew member has a small locker for personal items and uniforms. Ships officers
have some more space for personal items. Most of the ship's spaces are
taken up by extra ammo, armor, troops, weapons, and engines.
Power System: 2 Mini Nuclear Fusion Reactors, average life span
is 10 years. If engines are often pushed to maximum speed, duration is
halved.
Market Price: 150-275 million credits on the black market for
an intact model.
Weapon Systems:
- Single Barrel 100 mm / 70 cal AK-100 Gun System (1):
Old
weapon system but very effective with new ammunition types. The turret
has a 360 degree rotation and can elevate up to 85 degrees as well as depress
5 degrees. The gun fire rapidly at the rate of 50 rounds per minute and
is radar directed. Weapon inflicts large amounts of damage when rapidly
fire. The weapon is useful on land, surface, and air targets. Plasma rounds
are a late pre-Rifts innovation and are rare and expensive.
Maximum Effective Range: 8.1 miles (13 km)
Mega-Damage: High Explosive: 1D4x10+10 MDC with 12 ft
(3.7 m) blast radius per single shot and 3D4x10+30 MDC with 25 ft (7.6
m) blast radius for three round burst. High Explosive Armor Piercing:
1D6x10+10 MDC with 5 ft (1.5 m) blast radius per single shot and 3D6x10+30
MDC with 10 ft (3 m) blast radius for three round burst. Plasma: 2D6x10
MDC with 15 ft (4.6 m) blast radius per single shot and 6D6x10 MDC with
30 ft (9.1 m) blast radius for three round burst.
Rate of Fire: Up to four single shots or bursts per melee.
Payload: 200 rounds total.
- Kashstan CADS-N-6 CIWS Systems (2):
Combination Anti-Missile
Defense Systems which combines both a rapid fire laser and a short range
missile launchers. On is mounted on the forward and aft parts of the vessel's
superstructure. While mounted in one system, both defense systems have
separate tracking systems. Short range missiles are designed to be able
to track and target multiple missiles simultaneously. Laser system fires
four shot bursts and is capable of destroying missiles and inflicting serious
damage on aircraft. Laser is similar to the S-500 Cyclone Pulse Laser Rifle
with extended range. System can be targeted against surface targets and
ground targets.
Maximum Effective Range: Laser Cannons: Maximum Effective
Range: 4,000 feet (1,220 meters). Short Range Missiles: As per short
range missile type (Go to Revised
bomb and missile table).
Mega Damage: Laser Cannons: 1D6x10 MD for four shot burst.
Short Range Missiles: As per short range missile type (Usually fragmentation)
(Go to Revised
bomb and missile table).
Rate of Fire: Laser Cannons: 6 attacks per melee. (+2
to strike aircraft; +3 to strike missiles.) Short Range Missiles:
One at a time or in volley of 2, 3, or 4 per launcher. Can fire up to six
times per melee in place of gun fire.
Payload: Laser Cannons: Effectively unlimited. Short
Range Missiles: 32 short range missiles per mount.
- Medium Range Octuple Vertical Launch System (4):
These launchers
are mounted on the aft part of the vessel. These launchers are modified
versions of previous medium range vertical launch missile systems. Normal
role for the missiles is to act as medium defense of the vessel. They can
launch on either ground, surface, or air targets. The launchers can launch
at multiple targets simultaneously.
Maximum Effective Range: Varies with medium range missile type
(Go to Revised
bomb and missile table).
Mega-Damage: Varies with medium range missile type (Go to Revised
bomb and missile table).
Rate of Fire: One at a time or in volleys of any amount up to
8 missiles total in any combinations and at multiple targets at the same
time.
Payload: 32 medium range missiles total (8 missiles per launcher)
- Killer Dart "Interceptor" Short Range Torpedo Launcher (1):
The launcher is mounted on the forward superstructure of the vessel. These so called "Killer
Darts" are a Russian interceptor torpedo, designed primarily for intercepting
and hitting incoming torpedoes, with a secondary function against small
submersibles and submersible power armors. They mount in a similar position
to the ASW Rail launchers carries on late Twentieth Century Soviet vessels.
American and European designed prefer to fire interceptor torpedoes from
their standard torpedo tubes. Launcher is primarily designed to intercept
incoming torpedoes but can be used against other vessels, against large
submarines, and against underwater troops. Other torpedoes can be used
but are very rarely used.
Maximum Effective Range: 2000 feet (609.6 meters) using interceptor
torpedoes, other torpedoes use standard rules (See Revised Rifts Torpedoes).
Mega-Damage: By Short Range Torpedo Type (See Revised Rifts Torpedoes).
Rate of Fire: Each launcher can fire salvos of up to eight short
range interceptor torpedoes per melee.
Payload: 48 Interceptor Torpedoes.
- Modular Weapon System Mounts:
The Fast Attack Craft can mount
one of these weapons systems on either side of the hull near the middle
of the ship. Both weapon's mounts must be of the same type due to fire
control and system compatibility.
- Two (2) Twin Torpedo Launchers:
Mainly design for anti-submarine
warfare but can be used against surface targets. There is one launcher
on each side of the ship with two tubes each. The tubes have been modified
to use an automatic reloading system and can be fired quickly. These are
modern, variable option torpedoes that are about 25% faster than the latest
US designs of the time period. These torpedoes are also slightly larger
than the standard US torpedo launchers. (These torpedoes are considered
the equivalent of smart missiles and have advanced tracking and avoidance
systems that give them a +5 to strike, +3 to dodge, and 2 attacks per melee
until they strike their target or run out of fuel.)
Maximum Effective Range: 40 miles (64 km), Rocket boosted torpedoes
can also be fired from launcher (See Revised Rifts Torpedoes).
Mega Damage: By Heavy torpedo warhead type (See Revised Rifts Torpedoes), Rocket boosted torpedoes can also be fired from launcher (See Revised Rifts Torpedoes).
Rate of Fire: One at a time or in volleys of 2 per side. Reloading
tubes takes 1 full melee
Payload: 2 torpedoes/ missiles each launcher for a grand total
of 4 torpedoes/missiles (Has 8 torpedoes/missiles for reloads)
- Long Range Octuple Vertical Launch System (2):
These launchers
are mounted on the sides of the vessel. These launchers are modified versions
of previous long range vertical launch missile systems. Missiles are designed
for long range defense and against surface targets. They can launch on
either ground, surface, or air targets. The launchers can launch at multiple
targets simultaneously.
Maximum Effective Range: Varies with long range missile type
(See Revised Rifts Torpedoes).
Mega-Damage: Varies with long range missile type (See Revised Rifts Torpedoes).
Rate of Fire: One at a time or in volleys of any amount up to
4 missiles total in any combinations and at multiple targets at the same
time.
Payload: 16 long range missiles total (8 missiles per launcher)
- Chaff Launcher (2):
Located on the superstructure of the
ship, they are designed to confuse incoming missiles. Both launchers must
be operational for the full effects. Reduce effects of launchers by 50%
per launcher not used or disabled. 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.)
Maximum Effective 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.
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- MR-1050 Stiletto Blade; 3-D Air Search Radar System: Primary long
range air search radar system of the ship and is loosely based on the much
older and larger MR-760 radar system but has a similar performance. Radar
system has a range of 200 nautical miles (230.2 miles / 370.4 km). Radar
system can track up to 64 targets simultaneously.
- Advanced Bow Sonar: While not as powerful as system on larger vessels,
it is still very effective. 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
- 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 -10% 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.
[New Navy, New Sovietskiy, and TRIAX are trademarks
owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
by Marina O'Leary (LusankyaN@aol.com ) and
by Kitsune (E-Mail Kitsune).
Copyright © 2000, 2001, 2002, & 2003, Marina O'Leary & Kitsune. All rights reserved.