R.F.S. Wolverine (Ex U.S.S. Tomlinson) FFG-69:

When the REEF was initially forming, Lieutenant Moor (Now General) found the Pre-Rifts guided missile frigate USS Tomlinson near the remains of the New York City. The frigate had been carefully protected against the elements and had survived surprisingly well.

The ship, and three sister ships, were actually constructed for a Third World Nation in the Bath Ironworks Shipyard. The class was seized during construction by the United States Navy when the war between the United States and India started. Virtually all of the Oliver Hazard Perry class frigates had been decommissioned already. There was a pressing need for a number of small and disposable escorts and it would have taken longer to bring back the surviving Perry class vessels.

Even so, many consider the frigate class to have been obsolete when completed and unlike even many older class, did not have any stealth features. The superstructure was designed to be very blocky to maximize internal space and to be less expensive to construct. The vessels shared many common features with the older Perry class as well even though there were significant differences as well. The Tomlinson's fire control and radar systems were limited as well with an SPS-49 radar system instead of a phased array radar system.

Weapon systems were pretty standard including a 32 cell Mk 41 vertical launch system forward of the bridge, a RAM point defense system on the fantail, eight Harpoon missile canisters also on the fantail, a single 76 mm gun on the bow, triple torpedo tubes on either side, and a 20 mm Vulcan cannon mount over the hanger. The Mk 41 launcher was usually loaded with a combination of Standard, ESSM, Tomahawk, and ASROC missiles.

The Tomlinson class were soon replaced in service with the Byrd class frigates and later the Darcey class guided missile frigate classes. Both of the newer designs had all the features that the Tomlinson lacked, a stealthy design, phased array radar, and a far larger payload of missiles. Long before the coming of the Rifts, all ships of the Tomlinson class had been put into mothball status or scrapped. The Tomlinson herself had remained in service slightly longer than her sisters as a reserve training vessel. By the coming of the Rifts, she was the only vessel remaining virtually forgotten. It is most likely that the Tomlinson herself would have been scrapped if the Rifts had come a few years later.

The REEF decided to rename the ship to the R.F.S. Wolverine because the origin of the name Tomlinson is unknown and the crew had gone to calling the ship "The Wolverine" due to a picture of the Marvel comic character 'Wolverine' found painted on the wall on the entrance from the quarterdeck.

Needing a substantial base of operations, Lieutenant Moor decided to see if she could use the ship as a base of operations. This included the addition of advanced composites to reinforce the ship and well replacing the propulsion system and refitting the weapons. Her group found a badly damaged Coalition Deaths Head transport previously with its reactors intact. These reactors were used to replace the Gas Turbine engines carried on the original design. The original LM-2500 gas turbines were not repairable and would have been more expensive to reproduce then to replace them with the engines from the Death Head Transport. Even though the hull was very beamy and required more power than the Perry class frigate, the propulsion system provided far more power and can propel the vessel at four knots faster than the original propulsion system. The amount of power was limited so the shafts would not be destroyed. The variable pitch propellers design was copied in mega-damage alloys and this enables the ship to go from full speed to reverse or any variable between them very quickly. As well, prairie masker system, which uses air bubbles to make the ship less detectable by sonar, was maintained and refurbished.

The weapon systems of the ship have been also modified. The 76 mm gun was reinforced with high strength composites and alloys and new ammo was developed for it, both the vertical launch missile cells and the RAM defensive launchers have been modified to fire standard Rifts missiles, and barrel of the CIWS has been replaced by a powerful laser. The vessel also has four point defense mounts based on the spider defense system.

The amount of crew has been reduced by added automation although could not be reduced to that which a new vessel might be able to be operated by. The ship has also been modified so it can carry a single Logan Veritech fighter in the helicopter hanger as well as 12 pilots for Katana power armors and 30 convention soldiers in body armor.

Model Type: Modified FFG-69 class Guided Missile Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 82; 8 officers, 12 Chief Petty officers, and 62 enlisted (Original was around 200)
Troops: 1 Logan Pilot, 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 Logan

M.D.C. by Location:

[1] Radar System (Superstructure):150
Mk 41 Tactical Missile Launcher (1, 32 cell Forward):120
Missile Canisters (8 total, Fantail):100 each
GDC Mk 49 Rolling Airframe Missile Launcher (Aft):150
Torpedo Launchers (2, sides):50 each
3 inch (76-mm)/62-cal DP Mk 75 (Forward):200
Phalanx CIWS (Superstructure):100
[2] Light Point Defense Systems (4, Superstructure):50 each
[2] Chaff Launcher (2, Superstructure):10 each
Hanger (Aft):400
[3] Main Body:1,200

[1] Destroying Search Radar Tower will eliminate SPS-49 radar system. 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] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.

Surface: 41.5 mph (36 knots/ 66.7 kph)
Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries 4 months of supplies on board.

Statistical Data:
Length: 433 feet (132 meters) overall
Height: 48 feet (14.6 meters)
Width: 48 feet (14.6 meters)
Displacement: 3,400 light load and 4,300 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: Originally conventional gas turbine propulsion (2 at 35,000 hp each) with twin propellers, converted to two nuclear reactors with an average life span of 20 years.
Market Cost: Not for Sale but would sell if available for 200 + million credits


  1. One (1) 3 inch (76-mm) 62-cal DP Mk 75 Naval Gun: The mount is on the front end of the vessel forward of the MK 41 missile launchers. The gun is very reliable and fires very rapidly (About 85 rounds per minute). The main weaknesses of the gun are its relatively short range and the fact it cannot use rocket assisted projectiles. The gun was carried on many ship classes around the world until well into the Twenty First century. The guns can be used against other ships, ground targets, aircraft, and even missiles. Theses guns were among the smallest that could use a proximity fuse for their warheads.
    Maximum Effective Range: 4.9 miles (4.3 nautical miles/8.0 km) for standard projectiles
    Mega-Damage: High Explosive: 1D4x10 M.D.C. with 10 ft (3 m) blast radius per single shot and 3D4x10 M.D.C. with 20 ft (6.1 m) blast radius for three round burst. High Explosive Armor Piercing: 1D6x10 M.D.C. with 4 ft (1.2 m) blast radius per single shot and 3D6x10 M.D.C. with 8 ft blast radius for three round burst. Plasma: 2D4x10 M.D.C. with 12 ft (3.7 m) blast radius per single shot and 6D4x10 M.D.C. with 25 ft (7.6 m) blast radius for three round burst.
    Rate of Fire: Equal to Gunners Hand to Hand (Three round bursts count as one attack).
    Payload: 350 rounds. Ship normally carries usually carries 125 High Explosive, 125 High Explosive Armor Piercing, and 100 Plasma.
  2. One (1) Phalanx CIWS with laser replacing regular barrel: The weapon is mounted on the top of the hanger. It has a powerful laser replacing the multiple auto cannon barrels of the CIWS. 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 Superstructure and the other two are located on the after 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) Tactical MK 41 Vertical Launch Missile Launchers: The launcher has a 32 cells for missiles and is located on the forward section of the ship. This is are the shorter 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 Standard SM-2 Missile. In later service, 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. Anti-Submarine rocket launched torpedoes also can be fired from the launcher (See revised Rifts torpedoes for details.)
    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 (Go to 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), sixteen (16), or thirty-two (32) missiles for launcher per melee and can be fired at multiple targets at the same time.
    Payload: 32 cells missiles in forward VLS launcher (possible total of 64 long range missiles). Two long range missiles, or four medium range missiles may be carried per cell. Usual load is 32 long range missiles and 64 medium range missiles. Ship carries no reloads.
  5. Eight (8) Long Range Missile Launchers: These launchers are special canisters that are located on the fantail 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. One (1) GDC Mk 49 Rolling Airframe Missile Launcher: Launcher is mounted on the fantail of the ship. This is a Pre-Rifts RAM missile launching system and has been modified to use 21 Short Range Missiles. This 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.
  7. Two (2) Torpedo Launchers: There is one launcher on each side of the ship. 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. For the most part torpedo warheads are equal to 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 18 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. ]

[ Macross®, Robotech®, Robotech: Sentinels®, SDF-1®, Southern Cross®, and Zentraedi® are registered trademarks owned and licensed by Harmony Gold USA, Inc. ]

Picture by Kitsune (E-Mail Kitsune).

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 1997 to 2001, & 2010, Kitsune. All rights reserved.