U.S. SSTN-01 Greyback class Submersible Troop Transport:

Before the coming of the Rifts, the United States was attempted to construct vessels that did many of the jobs of surface vessels but were submarines. One of the more successful designs was the Greyback class. The ability to sneak Marines or Seals ashore is very useful and a submarine is one of the best ways of doing this easily. The class was named after a Regulus II missile submarine of the late 1950 that was converted to the job of transporting troops. The second of the class was christened the Growler which was also one of the names of a missile submarine converted to being a troop. Unlike that historic vessel, the later Greyback class was built from the beginning to act as a troop transport.

Only four had been commissioned before the coming of the Rifts but another eight were under construction. One of them was in the final states of completion and was able to get underway and escape the destruction. The stories of the Cuttlefish and her crew is still told in sea stories in the New Navy. A completely untested submarine fighting its way to one of the Navy emergency supply bases while fighting off various monsters. This gave the New Navy a total of five troop transport submarines. Since then, the New Navy has built several extra to bring the total up to twelve submarine troop transports. A few have been destroyed but they have been replaced to keep a total of twelve of these submarines.

To ease the production of the Greyback class submarine, the submarine uses as many of the same component as possible that are the same as those carried on the Trident class Submarine. Like most submarines, the Greyback class is very quiet. The submarine is not as heavily armed as true combatant submarines or larger classes like the Trident class submarine but is still a quite dangerous foe for Coalition and other post Rift Navies. Four torpedo tubes near the bow and over sixty torpedoes are the submarines main weapon system. The submarine also carries two multiple cell long range missiles launchers forward of the submarines superstructure. This gives the submarine only about one third of the missile firepower of a Trident class submarine but this has been found sufficient for most jobs. The launchers are most often used to launch a preliminary bombardment before the troops come on shore. For a final weapon system, the Greyback class has two retractable laser turrets that are used for a variety of different jobs. One is mounted forward of the superstructure between the two missile launchers and one is mounted just behind the submarines superstructure.

The primary mission of the submarine is troop transport and most of the hull between the superstructure and the reactor compartments. The submarine is designed to carry 120 troops in Semper Fi power armor or 160 troops, in standard body armor types. The vessel is also designed to carry four Manta-Ray submersible aircraft. These will normally act as scouts and as air support for the power armors once they make landfall. The vehicles and troops are launched in a special lock system that allows them to be launched with any loud noise. The Submarines crew was reduces as much as possible with the use of automation but the boat is still quite cramped.

[Authors Note: While Rifts: Underseas indicates that the New Navy operates only the USS Ticonderoga, Trident class Submersible Carriers, and Stingray and Sea Dragon class submarines, this writeup (and other new Navy Submarine designs) is designed to give the New Navy a larger variety of submarine classes.]

Model Type: SSTN-01
Class: Light Submersible Troop Transport
Crew: 96; 8 Officers, 12 Chief Petty Officers, and 76 Enlisted (Has a high degree of automation)
Troop Capacity: 4 Manta-Ray pilots and 120 Semper Fi power armor pilots or 160 Standard troops in body armor

Robots, Power Armors, and Vehicles:

120APA-15 "Semper Fi" Power Armors
4Manta-Ray Submarines

M.D.C. by Location:

Retractable Laser Cannon Turrets (2):200 each
Torpedo Tubes (4 in front):150 each
Long-Range Missile Batteries (2, forward):150 each
Troop / Power Armor Hatches (8, 4 each side)200 each
Manta-Ray Launch Hatch500
[1] Bow Planes (2):200 each
[2] Pump Jet Propulsor (1):500
Main Sail:1,000
[3] Main Body:3,000

[1] Destroying the submarines bow planes will reduce the submarines ability to change depths but will not eliminate it. It also makes it difficult for the submarines crew to control the submarine giving a penalty of -25% to all piloting rolls.
[2] Destroying the submarines Pump Jet Propulsor causes serious problem. The submarine will no longer be able to use forward momentum and the bow planes to keep the submarine level. It is recommended that ballast takes are immediately blown so submarine comes to surface.
[3] Depleting the M.D.C. of the main body destroys the submarine's structural integrity, causing it to sink. If the submarine is underwater, the entire crew will die unless protected by environmental armors that can withstand the pressure that the submarine is under. If on the surface, there are enough flotation devices and inflatable life rafts to accommodate everyone aboard.

Water Surface: 35 knots (40.3 mph/64.8 kph)
Underwater: 35 knots (40.3 mph/64.8 kph)
Maximum Depth: 1.5 miles (2.4 km)
Maximum Effective Range: Effectively Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Vessel carries 8 months of supplies for crew and troops on board.

Statistical Data:
Height: 40 feet (12.2 meters)
Width: 60 feet (18.3 meters)
Length: 410 feet (115.8 meters)
Displacement: 10,500 tons
Cargo: 60 tons of nonessential equipment and supplies (normally used for equipment for marines). Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ships spaces are taken up by extra ammo, armor, troops, weapons, fighters, and engines.
Power System: Nuclear; average energy life of 20 years. Normally refuels every 10 years
Market Cost: Not for sale; many nations and organizations would pay hundreds of millions to billions of credits for a new and undamaged Greyback class Submarine.

Weapon Systems:

  1. Laser Cannon Turrets (2): These cannons are mounted in front of the main sail and behind the main sail and fully retractable under concealing deck plates so that they do not disrupt water flow at high speeds and are useful both underwater and on the surface. The weapon systems are used mainly as close defense and against aircraft when on the surface.
    Maximum Effective Range: In Atmosphere: 2 miles (3.2 km) Under Water: 1 mile (1.6 km)
    Mega Damage: Each cannon inflicts 2D4x10 M.D.C.
    Rate of Fire: 4 Times per melee.
    Payload: Effectively Unlimited.
  2. Heavy Torpedo Tubes (4): The ship is designed to carry torpedoes as it main weaponry. While smaller torpedoes can be fitted as well, the New Navy mostly carries heavy torpedoes that inflict maximum damage. Four torpedo tubes are mounted in the front of the sub.
    Maximum Effective Range: 40 miles (64 km)
    Mega-Damage: By Heavy torpedo warhead type (See revised Rifts torpedoes for details.)
    Rate of Fire: Each tube can fire once per melee round
    Payload: 64 total: The New Navy subs normally carry the heaviest warheads available.
  3. Long-Range Missile Batteries (2): These launchers are used to engage enemy aircraft or missiles as well as against surface ships or land targets. All missile launchers can only be used on the surface, or from up to 30 feet (9.1 m) below the water's surface. A similar missile to the modern ASROC missile is available for launchers as well. System can target more than one target at the same time.
    Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)
    Mega Damage: As per long range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or volleys of two (2), four (4), or eight (8) missiles per launcher per melee (16 total).
    Payload: 64 long range missiles total with 32 per launcher.
  4. Advanced Decoys (8): The submarine carries eight advance decoys drones. They are a small automated vehicles that creates a false sonar image designed to mimic the submarines sonar signature. It has a small propulsion system that can simulate movement (has a top speed of 10 knots) and maneuvers. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoys 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.
    Decoys have a duration of 30 minutes (120 melee rounds)
    Maximum Effective Range: Not Applicable
    Rate of Fire: Ship can launch one drone per melee.
    Payload: 8 Decoys
  5. Noisemakers: The submarine carries noisemakers to decoy torpedoes. These noisemakers are similar to those used by Coalition submarines. The noisemakers are launched from the middle of the submarine.
    Effect: 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
    Rate of Fire: 2 at a time (Can be reloaded in one melee)
    Payload: 20 Noisemakers.

Special Systems:

The submersible troop transport has all systems standard on a robot vehicle plus the following special features:

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

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2000 & 2001, Kitsune. All rights reserved.