U.S. LCS-40 Patriot class Litoral Combat Ship:
The LCS, or Litoral Combat Ship, was developed in the early part of the Twenty-First Century, was developed as a replacement for the Perry class frigate as well as several classes of mine warfare vessels. There were some arguments during construction that the class cost far more than originally planned although this has been a complaint about military designs just about since warfare began.
There were two separate hull designs. There was the LCS-1 Freedom which used a semi-planing monohull and the LCS-2 Independence which used a trimaran hull. Powered by gas turbine engines and diesel, both designs were designed around being extremely fast, over forty-five knots. The diesels were designed for greater fuel efficiency at slower speeds. The vessels were designed with reduced manning requirements with a core crew of less than fifty. While stealthy, they were comparatively lightly armed, a 57 mm cannon and a single RIM-116 RAM Missile launcher as the main weaponry, but were designed to carry interchangeable modules for a variety of different. These included submarine warfare, surface combat, and mine warfare.
When war broke out between the United States and India, there was a pressing need for escorts and the Tomlinson class frigates were pressed into service. As well, it was designed to develop an improved version of the LCS using the Monohull version. Unlike the original LCS class, these ships were primarily anti-air and anti-submarine warfare vessels. Air attacks were a bane of United States naval support units with several LCS being lost in this manner. The new class became known as the Patriot class and a total of a dozen were produced ruring the next decade.
The class added a light phased array radar system based on the well proven Aegis system. The SPY-1K has less elements but still quite capable. Originally the LCS had a two helicopter hanger but this was reduced to a single helicopter hanger so that missile cells could be mounted to either side. A total of thirty-cells of the tactical length were mounted. A mixture of Standard and ESSM missile were usually carried. A "Millennium Gun," a 35 mm defensive weapon mount, replaced the RIM-116 RAM missile launcher. Replacing the 57 mm cannon was also considered but in the end it was retained although later frigate classes went back to a 76 mm cannon. As well, the vessel added a towed array sonar system and torpedo tubes to either side.
When the revolution in super strong alloys and composites, all of the navies became obsolete almost instantly. Replacement designs for many vessels were quickly designed although some relatively new vessels, which were considered too valuable to scrap, were refitted. These included the William S. Sims class destroyers but also included the Patriot class Litoral Combat Ship even though the older half sisters were quickly retired.
These small ships were upgraded in several stages. The first was to rebuild the hull and superstructure with high strength composites and alloys. Along with this came the replacement of ammunition types with more advanced types. Later in service, the Millennium Gun was replaced by a Sea Sabre defense system which combined a rail gun with a point defense missile system. Heavy defensive rail guns also replace the original light gun mounts with four mounted. These are mainly designed for defense against small craft. These vessels were still often expected to operate in shallow waters. In addition the gas turbines were replaced by fusion turbines giving virtually unlimited range. The diesel engines were also removed at this time. Unlike many other upgraded vessels, top speed is unchanged.
Eventually new frigate classes entered service in large numbers. At that time, the Patriot class started to be retired. Still, they were considered a valuable mobilization asset so were carefully preserved for future use. Of course, how many might have survived the coming of the Rifts is unknown. They likely would be considered quite valuable with only minor refitted by a small nation, mercenaries, and even the Coalition.
Model Type: Upgraded LCS-40
Class: Guided Missile Frigate
Crew: 45 (8 Officers, 7 chief petty officer, and 30 enlisted crew) core crew. Has a surge crew capacity of 80
Troops: 12 Power Armor pilots and 4 Helicopter Pilots or VTOL Pilots / Crew.
Robots, Power Armors, and Vehicles:
|12||SAMAS Power Armors|
|1||Helicopters or other VTOL Aircraft|
M.D.C. by Location:
| Phase Array Radar Panels (4, Superstructure):||300 each|
|Mk 41 Tactical Missile Launchers (4 - 8 Cell, Sides of Hanger):||40 each|
|Medium Torpedo Launchers (2, sides):||20 each|
|BAE 57 mm Mk 110 Cannon Mount (Forward):||200|
|Mk 44 Combination Anti-Missile Defense System (1, Above Hanger):||200 each|
|USA-M31 Medium Defense Rail Guns (4, corners of superstructure):||5each|
|Chaff Launcher (2, Superstructure):||10 each|
| Main Body:||800|
 Destroying Phase Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other.
 Depleting the M.D.C. of the main body destroys the ship’s structural integrity, causing it to sink. There are enough flotation devices and inflatable life rafts to accommodate everyone aboard.
Surface: 54.1 mph (47 knots/ 87.1 kph)
Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries four months of supplies on board.
Length: 378 feet (115.3 meters)
Draft: 12.8 feet (3.9 meters)
Width: 57.4 feet (17.5 meters)
Displacement: 2,850 tons standard and 3,200 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 diesel and gas turbine propulsion, converted to two nuclear reactors with an average life span of 20 years.
Market Cost: Not for Sale but if found on the black market would probably cost 150 million or more credits.
- One (1) BAE 57 mm Mk 110 Cannon: A very rapid firing weapon, with a rate of fire of over 200 rounds per minute, but relatively short ranged. The cannon is mounted on the front of the vessel. This weapon is an original weapon system and was carried on many Naval vessels until well into the twenty first century. The guns can be used against other ships, ground targets, aircraft, and even missiles. Has a +2 to hit on 10 round bursts when using high explosive or plasma on aircraft or missiles.
- Four (4) USA-M31 Medium Defense Rail Guns: These weapons are mounted with two on either side of the superstructure for defense against small boats and similar roles. Originally M2HB .50 Caliber Machine Guns were fitted in these locations. These rail gun mounts were identical to those carried on the SAMAS power armor. The rail gun has fewer bursts and is heavier but the rail gun inflicts more damage than the post Rifts C-40R.
- One (1) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: One system is mounted above the hanger and replaces RAM (Rolling Airframe Missile) launcher. 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.
- Four (4) MK-41 Tactical Length 8 Cell Vertical Launch Missile Launcher: Two of these launchers is mounted on either side of the hanger above the main deck but below the defensive mount. These are too short to be able to fire cruise missiles but have been adapted to be carry two long range missiles or four medium range missiles per cell. Originally the launcher carried a mixture of RIM-162 Evolved Sea Sparrow Missile (ESSM) and RIM-174 Standard Extended Range Active Missile (SM-6.) 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 for details.)
- Two (2) Torpedo Launchers: Hidden behind a hatch, 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. Ship carries 60 reloads for torpedoes. 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 decoy 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: 5.2 miles (4.5 nautical miles/8.3 km) for standard projectiles
Mega-Damage: High Explosive: 5D6 with 6 ft (1.8 m) blast radius per single shot and 3D6x10 M.D.C. with 30 ft (9.1 m) blast radius for ten round burst. High Explosive Armor Piercing: 1D4x10 M.D.C. with 2 ft (0.6 m) blast radius per single shot and 4D6x10 M.D.C. with 10 ft (3 m) blast radius for ten round burst. Plasma: 1D6x10 M.D.C. with 8 ft (2.4 m) blast radius per single shot and 6D6x10 M.D.C. with 40 ft (12.2 m) blast radius for ten round burst.
Rate of Fire: Equal to Gunners Hand to Hand (Ten round bursts count as one attack).
Payload: 880 rounds. Ship normally carries usually carries 260 High Explosive, 260 High Explosive Armor Piercing, and 260 Plasma.
Maximum Effective Range: 4,000 feet (1,200 meters).
Mega-Damage: A burst of 40 rounds does 1D6x10.
Rate of Fire: Equal to combined hand to hand attacks of gunner (commander).
Payload: Each has a 4,000 round magazine for 100 bursts
Maximum Effective Range: Rail Guns: 11,000 feet (2 miles / 3.2 km). Short Range Missiles: As per short range missile type (See revised missile table).
Damage: Rail Guns: 3D4x10 MD per burst of 40 rounds (Can only fire bursts). 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) each. Short Range Missiles: 16 short range missiles each.
Maximum Effective Range: As per cruise, long range, or medium range missile type (See revised missile table).
Mega Damage: As per cruise, long range, 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), or sixteen (16) per melee and can be fired at multiple targets at the same time (All launchers are combined together)
Payload: 8 missile cells in each VLS launcher for a total of 32 cells (Can carry a 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.
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 three (3) torpedoes per side, Reloading takes one full melee
Payload: Three torpedoes each launcher for a grand total of six torpedoes (Has 36 torpedoes for reloads)
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.
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:
- SPY-1K+ Phased Array Radar: Powerful and flexible pre-rifts radar system that is comprised of four panels that each emit radar waves. It is smaller and has less emitters than the SPY-1D system. Less advanced than the phased radar system fitted on the Coalition ships but still powerful. If allowed by the horizon, the system can track out to 175 nautical miles (201.4 miles / 324.1 km) and can simultaneously track and identify up to 144 targets at one time. The system controls missile launched from the long range missile launchers and the system track and guide each individual missile to a individual target for up to 48 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.
- SQR-20 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 nautical miles / 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 a shrouded propellor and sound absorbing materials. Gives a -20% 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 -20% 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.
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Image drawn and copyrighted by Kitsune (E-Mail Kitsune).
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2010, Kitsune. All rights reserved.