U.S. Coast Guard Hazard class Trimaran 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, 16 Power Armor Pilots (Flight capable Semper Fi Power Armors), and up to 40 troops for boarding parties.
Robots, Power Armors, and Vehicles:
|12||Semper Fi Power Armors (Has Flight Packs / Sometimes replaced by PA-04A SAMAS)|
|2||EV-84A Kingfisher Search and Rescue or EVS-84A Kingfisher Anti-Submarine Warfare|
M.D.C. by location:
| SPX-1A Active Phased Array Radar System:||200|
|3 inch (76-mm)/62-cal DP Mk 75 (1, Forward):||180|
|Heavy Defense Rail Guns (2):||50 each|
|Mk 59-B VLS Missile Launchers (1, Forward):||375|
|Mk 44 Combination Anti-Missile Defense System (1, Fantail):||200|
|Torpedo Launchers (2, sides):||50 each|
|Chaff Launcher (2, Superstructure):||10 each|
| Primary Hull (Main Body):||1,200|
| Secondary Hulls (2, either side of Primary Hull):||400 each|
 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)
 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.
 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)
Surface: 64.5 mph (56 knots/ 103.8 kph)
Maximum Effective 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.
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.
- 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.
- Heavy Defense Rail Guns (2): These weapons are mounted with one on either side of the superstructure for defense against small boats and similar roles. Originally Bushmaster heavy machine-guns were mounted but they were later replaced with rail guns. The rail gun is much more powerful than the rail guns carried on most power armors and has a greater range. It is the same rail gun which is mounted on the Super Comanche Helicopter, Steel Tiger Attack VTOL, and Wolverine Amphibious Assault Vehicle but is mounted with the gunner behind a protective shield.
- One (1) Mk 44 "Sea Sabre" 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.
- 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. 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.
- 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. For the most part torpedo warheads are equal to medium range missile warheads.
- 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.)
Maximum Effective Range: 4.9 miles (4.3 nautical miles/8.0 km) for standard projectiles
Mega-Damage: High Explosive: 1D4x10 M.D.C. with 10 ft (3 m) blast radius per single shot and 3D4x10 M.D.C. with 20 ft (6.1 m) blast radius for three round burst. High Explosive Armor Piercing: 1D6x10 M.D.C. with 4 ft (1.2 m) blast radius per single shot and 3D6x10 M.D.C. with 8 ft blast radius for three round burst. Plasma: 2D4x10 M.D.C. with 12 ft (3.7 m) blast radius per single shot and 6D4x10 M.D.C. 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.
Maximum Effective Range: 6,000 feet (1,828 meters)
Mega-Damage: 2D4x10 M.D.C. per burst of 20. Single shot inflicts 3D6 M.D.C.
Rate of Fire: Equal to number of combined hand to hand attacks of gunner (usually 4-6).
Payload: 2000 rounds (200 bursts) each.
Maximum Effective Range: Rail Guns: 11,000 feet (2 miles / 3.2 km). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire burst). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)
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.
Maximum Effective Range: As per long or medium range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per long or medium range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), sixteen (16), or twenty-four (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.
Maximum Effective Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See revised Rifts torpedoes for details.)
Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) or four (4) torpedoes per side, launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 40 torpedoes for reloads
Maximum Effective Range: Around Ship
Mega Damage: None
- 01-35 - Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
61-00 - No effect, enemy missile or missile volley is still on target.
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.
Maximum Effective 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
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, the 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.
- +20% to Piloting Rolls
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