Larger View

U.S. LPDN-48 Cape Lobos class Amphibious Transport Dock Ship:

In the late twentieth century, the design for the San Antonio class Amphibious Transport Dock was finalized. These fine ships were built over the next couple of decades and were an important component of the United States Navy amphibious forces. Many of the ships were refitted with new alloy and composite armors to extend their operational life. They served far longer than expected when laid down but the design eventually became dated and needed replacement. A huge variety of designs were introduced including some extremely bizarre designs including trimaran hulls. The trimaran design was rejected due to have less internal volume than a standard hull would have. After a grueling selection process, a relatively conservative design was selected for replacement. The design looked very similar to the ships that they were designed to replace but had many improvements. These vessels replaced the older amphibious transport docks slowly and became the new foundations for the United States navy amphibious fleet. These ships far outnumbered the multi-role amphibious ships of the Tripoli class.

One major difference in these ships compared to the previous class was in the propulsion system. These ships were powered by fusion reactors which, when combined with the Tripoli class, allowed the potential of virtually unlimited time on an enemy's shores. This presence, combined with an aircraft carrier group, was key to stopping several hot spots before they fully erupted into war. The transports were also faster than older classes and could get to trouble spots rapidly. While not as fast as surface combatants constructed around the same time, the Cape Lobos was capable of speeds of twenty-eight knots. The ship was fitted with variable pitch propellers to increase maneuverability and the ability to make crash stops. The hull took advantage of advanced alloys and composites in initial construction and was stronger than refitted San Antonio class vessels. The hull and superstructure were designed with a reduced radar cross signature although the ships did not include the stealth features that combatant vessels most often had. The ships were designed with excellent anti-missile defenses. The ship carried a steerable phased array system similar to the British Sampson system and the system carried on the American Hazzard class Coast Guard cutters. The ship carried a small 48 cell vertical launch missile system forward of the main superstructure. Most missiles carried were defensive medium range missiles but in some cases shore bombardment missiles were carried so that the escorts could carry higher loads of point defense missiles. Supporting the missile launchers, the Cape Lobos class carried four combination missile launcher and rail gun point defense mounts. These ships were not fitted with sonar or any other submarine warfare equipment besides towed decoys. It was expected that escorts would perform this role and these ships were not expected to act as Sea Control ships like the Tripoli class was designed for.

Unlike previous classes, the ships were designed with a dry deck, and not a well deck that could be flooded. All vessels operating from the Cape Lobos were capable of hovering over the water or going from a dry surface to the water by means of a dropped ramp. The dry deck allowed for greater storage if the assault hovercraft were not carried and allowed for easier loading of cargo in most case. These ships could carry almost as many vehicles, other than hovercrafts, than the Tripoli class and could carry a large number of troops as well. The Jackson and Maverick Armored vehicles often made up the heavy armor compliment and were liked by many marines more than the newer designs. These ships were designed to carry a large amount cargo instead of vehicles when required. In addition to troops and ground vehicles, these ships have a large hanger. The hanger has the capacity for four helicopters or Kingfisher VTOLs. The flight deck was designed to be able to carry an additional two craft and one Sea Hawk fighter could be landed on the flight deck for short periods of time instead of the smaller aircraft. The ships have a small but capable medical center with two operating rooms and 30 patient beds. In addition, the ships were designed with 120 overflow beds. Automation was increased and allowed a decrease in crews of about 60% compared to the San Antonio class.

Model Type: LPDN-48 Cape Lobos class Amphibious Transport Dock Ship
Vehicle Type: Ocean, Amphibious Transport Vessel
Crew: 298 (20 officers, 18 chief petty officers, 260 enlisted [Has a high degree of automation])
Troops: 80 pilots for Semper Fi Power Armors, 80 pilots for SAMAS power Armor, 200 vehicle crew members, and 500 soldiers.

Robots, Power Armors, and Vehicles (Standard):
Power Armors:

60Semper Fi Power Armors (With Flight Packs)
Fighter/Aircraft Compliment:
4Helicopters or other VTOL Aircraft (hold 2 more on flight deck or one Sea Hawk VTOL Fighter)
Landing Craft:
2Air Cushion Landing Craft
Tanks & Other Vehicles:
10USA-M-7 Jackson MBT
20USA-M-8 Maverick IFV
10USA-M-9 Morgan Missile Vehicle
60Support Vehicles

M.D.C. by location:

[1] Rear Flight Deck800
Rear Vehicle Doors:500
[2] Main Bridge / Superstructure:850
[3] SPX-1A Active Phased Array Radar System:200
Mk 44 Combination Anti-Missile Defense System (4, Superstructure):200 each
Mk 59-B VLS Missile Launchers (1, Forward):375
Chaff Launchers (4, Superstructure):10 each
[4] Main Body:5,500

[1] If the flight deck is destroyed, no aircraft can be launched or land.
[2] If Bridge / Superstructure is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.
[3] 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)
[4] Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with advanced polymer armors that allow the ship to withstand up to -1000 M.D.C. before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship including marines.

Surface: 32.2 mph (28 knots/ 51.9 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.

Statistical Data:
Length: 689 feet (210 meters)
Draft: 24.6 feet (7.5 meters)
Width: 105 feet (32 meters)
Displacement: 21,700 tons standard and 28,500 tons fully loaded
Cargo: 8000 tons of nonessential equipment and supplies (Increase to 15,000 tons without vehicles.) 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: 2 Fusion Reactors, average life span is 20 years
Market Cost: Not for Sale but costs around 400 million credits to construct. If found and sold on the black market would probably cost 1 to 2 billion credits.


  1. Four (4) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: One is mounted on the front of the superstructure, a second is mounted on the rear of the superstructure, and there are two mounted to either side of the superstructure. 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.
    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.)
    Mega 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) each. Short Range Missiles: 16 short range missiles each.
  2. MK 59-B Vertical Launch Missile Launcher (1): Launching cells are located forward of the main superstructure. 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 (See revised Rifts torpedoes for details.) 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.
    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 32 cells with two medium range missiles each and the other cells loaded with one long range missile each.
  3. Chaff Launcher (4): Located on the sides of the hull of the ship, they are designed to confuse incoming missiles. All four 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: 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.
    Payload: 24 each for a total of 96
  4. Advanced Towed Decoys (4): The vessel carries four advanced towed decoy drones. They are each a small automated vehicle that creates a false sonar image designed to mimic the vessels. The decoy is dragged behind the amphibious vessel using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
    M.D.C.: 20
    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.

Special Systems:

The ship has all systems standard on a robot vehicle plus the following special features:

[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

Image drawn and copyrighted by Kitsune (E-Mail Kitsune).

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2001, 2002, & 2003, Kitsune. All rights reserved.