REEF FFG-1 Tiger class Missile Frigate:

The leaders of REEF Florida Base found a Pre Rifts United States frigate which they converted to more modern standards. The ship was found to be very useful so when it came time to construct a larger navy, General Moor decided that it would be a good idea to construct a new ship design using the Tomlinson as a basis. There were many reasons for this including the fact that the REEF is not experienced at naval ship construction. The Tiger is as capable as most Coalition vessels but is not as advanced as Triax vessels are. The ship lacks such features as stealth, advanced sonar, and advanced decoy systems. So far only one frigate has been complete although a second is almost ready to enter service and a third has been laid down. The plan is for four of these frigates to enter service in the REEF Navy. There has been some consideration of constructing these ships for sales but at present the REEF is only constructing them for their own uses. There is also discussion of selling the Tomlinson and replacing it with an additional Tiger class frigate.

There are several improvement and modifications in the design of the FFG-1 Tiger class when compared to the pre-Rifts Tomlinson class. Instead of the old pre-rifts 76 mm gun, the gun mount carries the combination of an 80 mm hyper velocity rail gun developed for tank designs and a powerful USA-G14 Particle Beam cannon from the space Glitter Boy design. While shorter in range than the cannon inflicts more damage in most cases and have an unlimited payload although the capacitor requires time to recharge. The frigate mounts a larger capacity missile launcher which can hold up to eighty long range missiles although the launcher cannot carry cruise missiles. Instead of the single RAM missile launcher carried on the fantail of the Tomlinson, the Tiger carries two higher capacity short range missile launchers with one on either side of the superstructure. The CIWS style point defense mount has been retained although, like the Tomlinson, the cannon has been replaced by a powerful Vulcan laser cannon. To augment the ship’s point defense, four K-1000 Spider Defense Systems have mounted on the four corners of the superstructure. The ship retains the anti-submarine torpedo tubes on the main deck although the harpoon style tubes have been moved to the superstructure.

The sonar systems are constructed from updated components but are simply modified from the original systems carried on the Tomlinson. The SPS-49 radar system is also retained although it is a small system and has been augmented by a miniature phased array radar system mounted on the upper level of the superstructure. This system seems to be fundamentally identical to the system carried on the Perry class frigates that have been converted by Golden Age Weaponsmiths and some have accused the REEF of stealing the technology without paying them for the system. The reality is that the REEF developed the system from the radar system that they mounted on the USS Salem.

Crew requirements are low with the automation carried on the vessel and even though the frigate carries several addition systems, the ship actually requires a slightly smaller crew compared to the upgraded Tomlinson. The ships are fitted with limited flag facilities to enable them to operate as flagships as needed.

The engines revert to closer to the original style and simply replace the gas turbines with nuclear aircraft engines. These engines produce greater power than the refitted engines on the Tomlinson and the frigate can reach speeds of up to 38 knots. The ship retains variable pitch screws which makes it be able to go from full speed to reverse or any variable between them very quickly. Another old system that is retained is the prairie masker system to help reduce its detectably from sonar. The ships are constructed in the same modular style that was first begun with the Old United States Oliver Hazard Perry class frigates and construction is very rapid. Because the ships are constructed using super strong alloys from the beginning, they can withstand more damage than the Tomlinson. Construction time is about one year and could be reduced to ten months with more resources being dedicated to construction.

Ship design looks for the most part like the U.S.S. Tomlinson although there are significant changes. The rear area behind the flight deck has been eliminated and the hanger and flight deck have been moved further back. On each of the four corners of the vessel, there is an octagonal panel mounted which is the phased array radar system. The radar system is smaller and the exhaust stacks have been eliminated. One the superstructure are two short range missile launchers and four spider defense systems. Short range missile launchers are higher capacity than the launcher on the Tomlinson although is similar in general appearance. The hull has been both lengthened and widened to support the extra weight of new systems. This has increased the displacement by about 800 tons. Some have called the Tiger a destroyer based on the ship’s size and firepower although small compared to Pre-Rifts Destroyer classes and even some frigate classes were larger.

Sales versions would be identical except the combinational rail gun / particle beam cannon would be replaced by a normal cannon, most likely the 76 mm cannon that is mounted on the U.S.S. Tomlinson or the flack cannons carried on the Tarantula class corvette although is a twin mounting. The spider defense systems would likely also be eliminated from an version the REEF sells.

Model Type: FFG-1 class Guided Missile Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 76; 6 officers, 10 Chief Petty officers, and 60 enlisted (Has a high degree of automation)
Troops: 2 Logan Pilots, 12 pilots for Katana SAMAS Power Armors, 30 soldiers in body armor

Robots, Power Armors, and Vehicles:
Power Armors:

12REEF PA-03 Katana SAMAS Power Armors
4Aqua-Tech LEA-50
Veritech / Aircraft Compliment:
1ADCAP Logans Veritech Fighters

M.D.C. by Location:

[1] SPS-49 Search Radar Tower:400
[1] Phase Array Radar Panels (4, Superstructure):200 each
VLS Missile Launcher (Forward - 80 cells):300 each
Missile Canisters (8 total, Superstructure):100 each
Short Range Missile Launchers (2, Superstructure):150 each
Torpedo Launchers (2, sides):50 each
Forward Combination Gun Turret (Forward):250
80 mm Hyper Velocity Rail Gun (Turret):150
Particle Beam Cannon Barrel (Turret):120
Phalanx Laser CIWS (Superstructure):100
[2] Light Point Defense Systems (4, Superstructure):50 each
[2] Chaff Launcher (2, Superstructure):10 each
Hanger (Aft):500
[3] Main Body:1,600

[1] Destroying Phase Array radar panels will destroy the ships main fire control systems but guns and missiles have backup systems and panels can compensate for each other. Destroying the SPS-49 Radar system eliminates long range radar coverage. Vessel still retains backup fire control sensors.
[2] These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.
[3] 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: 43.8 mph (38 knots/ 70.4 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.

Statistical Data:
Length: 445 feet (135.6 meters)
Height: 50 feet (15.2 meters)
Width: 56 feet (17.1 meters)
Displacement: 4,000 light load and 5,100 tons fully loaded
Cargo: Can carry 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: Nuclear Reactor, average life span is 20 years
Market Cost: Presently not for sale. Sales versions would likely 250+ million credits each


  1. One (1) Forward Combinational Gun Mount: Weapon mount combines an 80 mm Hypervelocity Rail Gun and an Particle Beam from the USA-G14 Space Glitter Boy. Payload for hypervelocity rail gun is four hundred rounds, mostly heavy high strength darts which are capable of penetrating the heaviest armor. Loading system automatically loads rail gun. Having a higher payload and recharge rate, the particle beam itself has a capacitor for a total of 120 energy blasts with a recharge rate of two blasts a minute. The turret is very similar in appearance to that carried for the Pre-Rifts 76 mm gun mount. The turret can rotate 360 and the barrel can tilt up to 90 degrees. The weapon is quite powerful and can be used to engage both surface targets and aircraft.
    Maximum Effective Range: Hypervelocity Rail Gun: 3 miles (4.83 km) for direct fire and 7.5 miles (12 km) for indirect fire. Particle Beam: 11,000 feet (about 2 miles/3.2 km)
    Mega Damage: Hypervelocity Rail Gun: A single round inflicts 4D6x10+20 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Can use High Explosive rounds that do 1D4x10 with a blast radius of 20 feet (6.1 meters). High Explosive Anti Tank does 1D6x10 with a blast radius of 10 feet (3.05 meters). Particle Beam: 4D6x10
    Rate of Fire: Hypervelocity Rail Gun: Maximum of four (4) per melee. Particle Beam: Equal to combined hand to hand attacks of the gunner (usually 5 or 6)
    Payload: Hypervelocity Rail Gun: 400 rounds (200 usually anti-armor darts.) Particle Beam: 120 shots in a capacitor, recharges at the rate of one shot every 30 seconds for Particle Beam.
    Bonuses: Has a special fire control computer that helps to aim the cannon mount. Gives +2 to strike with rail gun / particle beam and vehicle does not have minuses to fire when tank is moving.
  2. One (1) Phalanx CIWS Vulcan Cannon: Weapon system is a copy of the Pre-Rifts US Navy CIWS with upgrades and a powerful laser replacing Vulcan cannon with power being pulled from the ship’s fusion reactor. The Laser is a Knock off of the one used by the Iron Hammer Tank. It is excellent for both taking out missiles and aircraft and can be targeted at ocean level targets. The laser system can fire on automatic at up to six targets per melee (Has +3 to strike missile and +2 to strike aircraft). The system has a 360 degree rotation and can elevate up to 90 degrees to fire at targets directly overhead.
    Maximum Effective Range: 4,000 feet (1,212 meters)
    Damage: 3D4x10 MD (burst)
    Rate of Fire: 6 Attacks per melee (Has +3 to strike missile and +2 to strike aircraft)
    Payload: Effectively Unlimited
  3. Four (4) Light Point Defense Systems: Based on the K-1000 Spider Defense Systems. Fully automatic defense system. Two are located on the forward part of the superstructure and the other two are located on the after part of the superstructure. The systems are connected to the ships power supply so that it has unlimited shots. Weapon system normally is used as an anti-missile defense. Weapon system also has 4 smoke grenades although of limited use.
    Maximum Effective Range: 4,000 feet (1,200 meters) for light blasts, 3,000 feet (915 meters) for heavy blasts, 20 feet (6 meters) for electrical current, 100 feet (30.5 meters) for smoke grenades.
    Mega Damage: 4D6 for light blasts, 1D4x10 for heavy blasts, 3D6 S.D.C. for electrical current
    Rate of Fire: On automatic has Six (6) Attacks per melee (+2 to strike)
    Payload: Effective Unlimited (has 4 smoke grenades each)
  4. One (1) Vertical Launch Missile Launcher: The launcher is a slightly redesigned version of the original Mk 41 vertical launch system and have more missile launching cells although each cell is slightly smaller and cannot fire cruise missiles. The launcher has a total of 80 cells for missiles. Each cell can carry one long range missile or two medium range missile. 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 also can be fired from the launcher (See revised Rifts torpedoes for details.)
    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), (4), eight (8), sixteen (16), twenty (20), or forty (40) missiles per melee and at multiple target at the same time.
    Payload: 80 missiles cells in forward VLS launcher (Can carry a total of 80 long range missiles). One long range missile or two medium range missiles may be carried per cell. The ship will often carry 40 cells in launcher with two medium range missiles each (80 medium range missiles) and the other cells loaded with one long range missile each (40 long range missiles). Ship carries no reloads.
  5. Eight (8) Long Range Missile Launchers: These launchers are special canisters that are located on the superstructure of the ship in two groups of four. These canisters were copied from Old United States Harpoon canister launchers. While the launchers are reusable, they are still inexpensive and are easily jettisoned. While any long range missile type can be carried, usually special surface skimming missiles will be carried in launchers and are used against surface targets only.
    Maximum Effective Range: As per long range missile type (Surface skimming missiles have 25% less range than normal long range missile, Go to \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 in volleys of two (2), four (4), or eight (8) missiles. All launcher operates together.
    Payload: One missiles each launcher for a grand total of eight (8) long range missiles (Has no missiles in storage for reloads).
  6. Two (2) Short Range Missile Launching Systems: Each launcher has a 36 Short Range Missiles and fills a similar role to the Pre-Rifts RAM missile launcher. These launchers primary purpose is to shoot incoming missiles. There is one located on each side of where the stacks are on the Tomlinson. Missiles are usually 50% AP and 50% Plasma. Each launcher operates independently.
    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), four (4), six (6), or twelve (12) missiles. Each launcher operates independently.
    Payload: 36 missiles each launcher for a grand total of 72 missiles (Has 144 missiles for reloads kept in storage)
  7. Two (2) Torpedo Launchers: There is one launcher on each side of the ship. System is fundamentally unchanged from the U.S.S. Tomlinson. 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. Interceptor and decoy torpedoes can also be used in the launcher. Ship carries 36 reloads for torpedoes. Treat warheads as medium range missile warheads.
    Maximum Effective Range: 20 miles (17.4 nautical miles / 32 km) for standard torpedoes.
    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 (3) torpedo each launcher for a grand total of six (6) torpedoes (Has 36 torpedoes for reloads)
  8. Two (2) Chaff Launcher: 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.
    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: 12 each for a total of 24
  9. One (1) SLQ-25F Nixie Towed torpedo decoy: A special decoy which is towed behind the ship. 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 one 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:

[ Altarain 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, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian 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, Naut’Yll, 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. ]

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Picture by Kitsune (E-Mail Kitsune).

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 1998 to 2001, & 2010, Kitsune. All rights reserved.