Golden Age Weaponsmiths San Antonio class Amphibious Assault Ships:

In the second through fourth decades of the Twenty First Century, the San Antonio class amphibious assault ships formed an important core, along with the Wasp class amphibious carriers, of the United States Navy Amphibious forces. Eventually, they were replaced by the Cape Lobos class assault vessels but the old vessels were put into mothball status instead of scrapped. Initially, there were some plans to upgrade the amphibious vessels. Several of them were found beside Wasp class Amphibious carriers when Golden Age recovered the larger vessels with four being intact enough to be refitted. Golden Age sold two of the refitted amphibious assault ships to the Coalition, one to Free Quebec, and one to Columbia. The Coalition operates both in the Gulf of Mexico and has renamed their vessels the ALS-1 Port Iron (LPD-27) and ALS-2 Fortress Point (LPD-24). There are rumors that the Coalition may be designing their own amphibious class based on these vessels. There is also a possibility of Free Quebec purchasing amphibious vessels from the New German Republic. Columbia uses their vessel as a command ship in addition to amphibious roles.

By the time that the vessels were decommissioned, they had been refitted several times. When originally constructed, they had space and mass set aside for a multiple cell vertical launch missile launcher. These launchers were eventually fitted onto the class. The ships also carried two short range RAM missile launchers for close range missile defense. Golden Age refitted these launchers so they would fire standard Rifts missiles. In addition, these carried two heavy 30 mm Bushmaster machine-guns for defense against small craft and troops in enclosed mounts. The weapon mounts were designed for the AAAV and are similar to those carried on the Marine Corps LAV-25 combat vehicle. These were replaced by modified C-40R Rail Guns on the Coalition vessels but were retained on the Columbian and Free Quebec vessels although they use new ramjet ammo. The ships were refitted at Golden Age with ceramic armor to increase the amount of damage they can withstand. Electronics were retained for the most part but were heavily updated. The main radar system of the vessel is protected within a special mast which prevented the system from being destroyed by the environment. Initially, Golden Age considered retaining the diesel engines but it was decided that replacing them with fusion reactors would be a better approach. In this case, larger vehicle fusion reactors (from Land Trains) were used unlike most cruiser, frigate, and destroyer conversions which use fusion aircraft engines in place of the gas turbine engines. The new engines produce far more horsepower and allow for an increase in the vessels top speed to 25 knots. The shaft and other systems were reinforced to withstand the additional horsepower.

The main purpose behind these vessels is to carry troops, vehicles, and supplies to support landing operations. The ships can carry a total of over 700 troops, have three vehicle decks, and have a huge amount of cargo space in addition. In support of the troops, these vessels also carried a medical area with two operating rooms. These vessels have limited aviation facilities compared to Amphibious carriers but were spacious compared to previous similar vessels. The vessels have hanger space for two small / medium helicopters or space for one large helicopter. The vessels have landing capacity for approximately twice what can be held in the hangers.

Model Type: Modified LPD-17 Class
Vehicle Type: Ocean, Amphibious Transport Vessel
Crew: 493 total; 34 officers, 30 chief petty officer, 429 enlisted.
Troops: 704 normal with an overflow of up 97 additional transient

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

100Power Armors
Fighter/Aircraft Compliment:
2Helicopters or other VTOL Aircraft (can carry 2 more on flight deck)
Landing Craft:
2Air Cushion Landing Craft
Tanks & Other Vehicles:
5Main Battle Tanks
25Armored Personnel Carriers
10Mobile Artillery / Missile Vehicles
70Support Vehicles

M.D.C. by Location:

[1] Rear Flight Deck200
Rear Vehicle Doors:250
[2] Main Bridge / Superstructure:450
[3] Enclosed Long Range Radar Mast:100
30 mm Bushmaster Chain Gun Mounts (2 - Non Coalition):100 each
Phalanx Gun CIWS (2, Superstructure - Coalition):100 each
MK-41 Tactical 16 cell VLS (1, Forward):80
GDC Mk 49 Rolling Airframe Missile Quad Launchers (2):150 each
Chaff Launchers (4, Superstructure - Non Coalition):10 each
[4] Main Body:2,400

[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.
[4] Destroying the long range radar system will destroy the ship’s main fire control systems but the vessel has backup systems with a shorter range (Equal to robot vehicle sensors)
[5] Depleting the M.D.C. of the main body destroys the ship’s structural integrity, causing it to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship including marines.

Surface: 28.8 mph (25 knots/ 46.3 kph)
Maximum Effective Range: Effectively Unlimited due to fusion engines (needs to refuel every 10 years and requires maintenance as well). Ship carries 6 months of supplies on board.

Statistical Data:
Draft: 23.0 feet (7.0 meters)
Width: 104.6 feet (31.9 meters)
Length: 683.7 feet (208.4 meters)
Displacement: 20,030 tons standard and 25,296 tons fully loaded
Cargo: 5,000 tons of nonessential equipment and supplies (Increase to 12,000 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: Originally conventional Diesel propulsion, converted to nuclear reactors with an average life span of 10 years.
Black Market Price: Golden Age has sold their converted vessels for 225 million credits too outside interests but it is believed that they charged the Coalition between 150 and 200 million credits each ship.

Weapon Systems:

  1. Gun Mounts: Non Coalition vessels retain the original weapon system while Coalition vessels replace the weapon systems with Gatling rail guns.
    1. Two (2) Bushmaster II 30 mm Chain Gun (Non-Coalition Vessels): This is a giant machine-gun designed for light armored vehicles which uses many of the same parts as the 25-mm model. It is mounted in a small turret and one is on the front of the superstructure with the other on the aft part of the superstructure. The weapon is dual purpose and can be used against both which is affected against the heaviest armor types.
      Maximum Effective Range: 6,000 feet (1,830 meters).
      Mega-Damage: A burst is 20 rounds and inflicts 2D6x10. A single round does 3D6 M.D.
      Rate of Fire: Equal to the gunner's hand to hand attacks; each burst counts as one melee action.
      Payload: 2000 round magazine (100 bursts) each mount. The vessel has 8,000 rounds in magazines. Reloading is done inside the ship and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure.
    2. Coalition CIWS C90R Gatling Rail Guns: This is a close copy of the original pre-rifts weapon system but the tracking system has been improved and refined to have better hit probability against missiles. The most obvious modification that the autocannon has been replaced by a six barrel rapid fire rail gun that fires 20 mm special discarding sabot rounds. Like the original MK 15 Phalanx, the system is unmanned and fully automated. It is designed to have a much greater payload than the original pre-rifts autocannon CIWS system. The weapons can be used on surface targets as well as against missiles and aircraft. Each rail gun can fire on automatic at up to six targets per melee (Has +4 to strike missiles and +2 to strike aircraft).
      Maximum Effective Range: 6,000 feet (1,828 meters)
      Mega-Damage: 3D4x10 for a burst of 60 round
      Rate of Fire: Six bursts per melee for each mount (Has +4 to strike missiles and +2 to strike aircraft).
      Payload: 6,000 rounds (100 bursts) each.
  2. One (1) Tactical MK 41 Vertical Launch Missile Launcher: The forward launcher has 16 cells for missiles. These are the smaller tactical version of the missile launcher and cannot carry the longer cruise missile. From the beginning, the launchers have been found to be very flexible and adaptable. The launcher was originally design for the Tomahawk and Standard SM-2 Missile. On Rifts Earth, the launchers have been adapted to hold two long range missiles or four medium range missiles per cell. 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.
    Maximum Effective Range: As per long range, or medium range missile type (See revised bomb and missile tables for details.)
    Mega Damage: As per 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) missiles per melee and can be fired at multiple targets at the same time.
    Payload: 16 cells for missiles in forward VLS launcher. Two long range missiles, or four medium range missiles may be carried per cell. Ship carries no reloads.
  3. GDC Mk 49 Rolling Airframe Missile Quad Launchers (2): These are a Pre-Rifts RAM missile launching system and has been modified to use 21 Short Range Missiles. These missile mounts main purpose is for inner anti-missile point defense and was originally designed to deal with cruise missiles. Short Range Missiles are usually a mixture of 50% Armor Piercing and 50% Plasma. Launchers can lock onto multiple targets at the same. The systems missile launchers can target up four targets and can fire a volley up to twice per melee.
    Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
    Mega Damage: As per short 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) or four (4) missiles and can be used up to twice per melee.
    Payload: 21 missiles each.
  4. Chaff Launcher (2 - Non CS Only): Located on the superstructure of the ship, they are designed to confuse incoming missiles. Both launchers must be operated or effects will be reduced. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles) and reduce effects of launchers by 10% per launcher not used (Add +10% to rolls per launcher not used.) Only useful against missiles, not useful against torpedoes underwater.
    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 48
  5. SLQ-25F Nixie Towed torpedo decoy (1 - Non CS Only): A special decoy which is towed behind the ship. The Coalition has not seen a need for this system so has not equipped their ships with it. It generates a sound like the ships propellers in order to confuse incoming torpedoes. Only effective at speeds below 25 knots. Otherwise, the noise of the ship’s systems and propellers is too powerful to mask. Rifts Earth decoy systems are assumed to not operate on Phase World missiles due to technological difference.
    Effects: The decoy has a 65% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 35% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 10% 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)
    Payload: One ready to use, with three more ready to deploy. It takes three minutes (twelve melees) to reel out another decoy.

Special Systems:

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

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2002, Kitsune. All rights reserved.