U.S. PC-101 Eagle class Trimaran Patrol Boat / Corvette:
With the built up of the new "Cold War," the United States Navy decided that there was a need for smaller patrol type craft for their coastal waters. The design started out as a small patrol vessel but grew as it was developed. The Navy wanted a vessel which could also act as escorts for its battle groups. Initial planned displacement was around four to six hundred tons but grew to twelve hundred tons when laid down.
These vessels were named for the "Eagle" class Patrol Boats which were built around World War One. As well, the Eagle has always been a symbol of the United States. Unlike the original Eagle class, the PC-101 class were planned to each have individual names, named after various species of birds with the first vessels of the class named after birds of prey.
It was planned that several hundred of these vessels would be built in total although production was still ramping up when the world was remade by the apocalypse of the Rifts. It was also planned that a number of these vessels would be built for the Coast Guard as a supplement to their Hazzard class and filling a similar role to the medium class cutters. As well, several other nations showed an interest in the design. The first vessel of the class was not laid down until 2086 and commissioned in 2089. Twenty-two were completed by the coming of the Rifts with four more being in the final stages of completion. It is hard to know how many of these vessels might have survived the coming of the Rifts.
The vessels were not built in major yards but instead were constructed in the smaller yards including yards in the Great Lakes and along the West Coast. This wide distribution was done for several reasons.. One was that it was easier to get funding due to greater congressional support. A second was to boost shipbuilding around the country. Related to this was that the shipbuilding industry was seen as vulnerable with being located in only a small number of yards. Finally, the larger yards did not have much excess capacity with the building programs already underway.
Initially, the vessels were planned with conventional hulls but as the ships grew, it was decided that they would be built using a Trimaran type design similar to the Hazzard class cutter. One advantage of the comparative large size is that the vessels were quite seaworthy. These vessels were designed with an extremely high top speed, almost sixty knots. Even so, it is a bit slower than the Soviet Surface effect designs. Fusion power was planned from the beginning which allowed for virtually unlimited range. Extensive automation was also part of the design from inception which allowed for a crew only forty-four. As most vessels developed during this type, the material used for the vessel were designed to be strong but also to reduce the vessel's radar cross-signature.
One of the reasons for the growth of the vessel was due to weapon systems although even then the ship’s presented problems. There simply was not enough space to mount a Mk 59-b launcher. There were various proposals including an eight cell Mk 41 launcher. Eventually though a modified Mk 55 launcher was mounted. This gave the ship the ability to carry up to 56 medium range missiles. There were some complaints about the lack of carrying long range missiles. As the main anti-missile defense, the medium range missile launcher was supplemented by a Mk 44 "Sea Sabre" point defense mount which combines a short range missile battery with a powerful rail gun. A lightweight version of the SPX-1 radar system had to be developed. This version, known as the SPX-1L, has similar range but has a greatly reduced tracking ability.
The vessel was originally designed around mounting a conventional 76 mm gun mount. Originally, the United States Navy had a large number of these remaining from the decommissioning of older vessels but the Hazzard class cutter had used most of these and the facilities to built new mounts had been decommissioned. Instead, an automatic 65 mm high velocity naval rail gun was developed from the gun carried on the Schwarzkopf class hover tank. While it was planned that the Hazzard class would eventually mount these as well, the existing ships were never refitted. A total of three hundred rounds are carried due to the lack of storage space required for the propellant. A special "Plasma" round was under development but had not yet been fielded before the coming of the Rifts. There were plans for a 100 mm plasma round as well for the larger naval guns.
Twin torpedo tubes are mounted on either side of the vessel although only twenty-four torpedoes are carried. It had an automatically reload system for more rapid firing. Rocket boosted torpedoes could be fired from the missile launchers as well if required although reduces missile payload for other purposes. The vessel only mounts a relatively small hull sonar but mounts a powerful towed array to compensate. The vessel also carries a number of towed decoy drones as additional protection against torpedoes.
The vessel has the ability to embark a number of power armors in addition to the crew. A total of sixteen power armors are designed to be carried. The Semper-Fi power armor with a flight pack was most commonly carried although sometimes PA-04A SAMAS power armors were carried due to shortfalls in numbers of the marine power armor. Vessels which are recovered and salvaged after the coming of the Rifts are likely to carry a large variety of different armor types. The crew also has a variety of small arms at their disposal. No aviation facilities are part of the design due to size although the vessel does carry a pair of rigid boats.
Model Type: PC-101 class Trimaran Patrol Boat
Vehicle Type: Ocean / Coastal, Corvette / Patrol Boat (Trimaran)
Crew: 44; 4 officers, 4 Chief Petty officers, and 36 enlisted (Has a high degree of automation)
Troops: 16 power armor pilots
Robots, Power Armors, and Vehicles:
|16||Semper Fi Power Armors (Has Flight Packs / Sometimes replaced by PA-04A SAMAS)|
M.D.C. by location:
| SPX-1L Active Phased Array Radar System:||150|
|65 mm High Velocity Rail Gun Barrel (1, Turret / Mount)||100|
|65 mm High Velocity Rail Turret / Mount (1, Forward):||220|
|Mk 55 Eight Cell Vertical Medium Range Missile Launcher (1):||300|
|Mk 44 Combination Anti-Missile Defense System (1, Fantail):||200|
|Torpedo Launchers (2, sides):||35 each|
|Chaff Launcher (2, Superstructure):||10 each|
| Primary Hull (Main Body):||900|
| Secondary Hulls (2, either side of Primary Hull):||300 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: 66.8 mph (58 knots/ 107.5 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: 280.5 feet (85.50 meters)
Draft: 12.4 feet (3.78 meters)
Width: 58.8 feet (17.92 meters)
Displacement: 950 tons standard and 1,150 tons fully loaded
Cargo: 60 tons (45.4 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: Nuclear Reactor, average life span is 20 years
Market Cost: Not for Sale but if found on the black market would probably cost 150 to 200 million credits.
- High Velocity 65 mm Naval Rail Gun Mount (1): Originally a 76 mm conventional cannon was considered although the automatic rail gun was eventually adopted. The rail gun was originally designed for a hover tank design although modified for naval use and designed to effectively fire bursts. Heavy darts can be fired against ships and land targets although explosive warheads are considered more effective against aircraft and missiles. An experimental plasma round had been developed although had not entered service. Using solid dart rounds, the cannon has -2 to strike fast moving targets such as aircraft, missiles, and flying power armors. The mount can rotate up to 360 degrees and can angle up to 90 degrees to engage aircraft. The weapon system is also gyro-stabilized and has an advanced fire control computer.
- One (1) Mk 44 "Sea Sabre" Combination Anti-Missile Defense Systems: The weapon system is mounted on the fantail (rear) / after superstructure 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 55 Vertical Medium Range Missile Launcher (1): Unlike most vertical launch systems, these launchers fire the missiles on a 6 degree angle forward. This is because the system was initially designed for carriers and is to prevent a missile that fails on its launch from crashing the vessel. The missiles are arranged in an 2 by 4 pattern, and each launch cell has six reloads. Launcher is mounted in the front of the ship behind the 65 mm rail gun and require much less space than a Mk-41 or MK-49 VLS. Each system can launch up to 8 missiles simultaneously each and the launcher is automatically reloaded. Anti-Submarine Rocket Boosted missiles can be carried for special purposes (See revised Rifts torpedoes for details.)
- Two (2) Medium 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 an automatic reloading system and can be fired quickly. The ship carries a total of 24 torpedoes for reloads. Treat warheads as 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: 3 miles (4.83 km) for direct fire and 8 miles (12.8 km) for indirect fire.
Mega Damage: Solid Dart: 3D6x10 per single shot and 9D6x10 for three round burst (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.) High Explosive: 5D6 with a blast radius of 20 feet (6.1 meters) and 1D6x10+20 with a blast radius of 40 feet (12.2 meters) for three round burst. High Explosive Armor Piercing: 1D4x10+10 with a blast radius of 10 feet (3.05 meters) and 3D4x10+30 with a blast radius of 20 feet (6.1 meters) for three round burst. Plasma: 1D6x10+10 with 12 ft (3.7 m) blast radius per single shot and 3D6x10+30 with 25 ft (7.6 m) blast radius for three round burst.
Rate of Fire:Up to four single shots or bursts per melee.
Payload: 300 rounds (smaller and require no propellent)
Bonuses: Has a special fire control computer that helps to aim the cannon. Gives +2 to strike with rail gun and vehicle does not have minuses to fire when vessel is moving.
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 medium range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per 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 eight (8) missiles.
Payload: 8 missiles in each launcher, with 48 missiles in magazine for automatic reloads, for a total of 56 Medium Range Missiles including missiles in launcher.
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) torpedoes per side, launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 24 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:
- SPX-1L "Lightweight" 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 288 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 96 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.
- Short Range Hull Sonar System: Mounted under the bow of the boat. 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 8 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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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2010, Kitsune. All rights reserved.