Silver Tridents “Cygnet” class Corvette:


The Silver Tridents are a naval mercenary company. They got their start aboard a number of converted Pre-Rifts vessel. Eventually their fleet grew to over half a dozen vessels total. For a long time they operated an old container ship as their command ship but eventually it was decided to convert that vessel to a carrier although it still acts as the flagship of their forces.


Many of their vessels were older, actually before the introduction of advanced composites and alloys. A large number were old Coast Guard vessel designs. While refitted with modern materials, they were never quite as strong as their might be otherwise. In addition, they were far more prone to corrosion and the effects of the environment.


It was decided to begin replacing those vessels although it was decided to reuse systems from the boats that were being retired. One advantage was that the yard would not see them as building warships and there less likely to be concerns with respect to the Coalition States.


For the initial design, the planned design was a relatively small vessel of basically corvette class. The Iron Heart Industries “Sea Leopard” class was studied as a basis for the design. The leaders of the Silver Tridents wanted vessels large enough to be able to operate in open oceans but still relatively shallow draft for coastal and even some possible river operations.


Six hulls were ordered through intermediaries from a shipyard that built both fishing boats and some small cargo vessel designs. As the yard is under the thumb of the Coalition, the design was labeled as a fast cargo ship. That is not as strange as one might think being that there are many hostile issues in the ocean and running away is often the best solution. With a top speed of just under 32 knots, even when fully loaded, they were quite capable of running away from most threats.


There was a delay in deliver and it was decided that the boat would be used as fast cargo vessels until all had been delivered. The designs had little features already built into the design which made them easier to convert than they might otherwise be. The vessel being stripped of systems and the one being converted to being a warship were lashed together with a large industrial crane barge used to transfer the largest of systems.


Of the salvaged original systems, probably the two most important were the radar system and the main gun mount. The SPS-75 radar system, also designated the TRS-16, is an older rotating phased array radar system. While not an active array, it is still a capable system. The Mk 110 gun system, a 57 mm gun, is also highly capable weapon system which is actually able to be effective in the missile point defense role. Some more minor original systems are also used in the conversion of these boats.


While the vessels being slated to be retired served the Silver Tridents, they had been upgraded in various manners. Some of these upgrades found their way aboard the new corvettes while other systems were new purchases for the corvettes. In some cases a system may be from the retired boat in one case and the same system may be a new purchase in another case.  


Other than weapon systems, systems added to the corvettes as they are converted includes a short range hull sonar and a far longer ranged towed array sonar system. The towed array sonar is based on a pre-rifts system but has been miniaturized, enabling it to be mounted on the corvette.


Weapon systems include a number of new systems manufactured by Wellington Industries. These include a long range box launcher which carries six long range missiles, which is mounted aft of the main superstructure, and a pair of short range missile launchers with mounted on either side of the superstructure. If required, the long range missile launcher can fired rocket launched torpedoes although the vessels do also have torpedo tubes on either side as well. Weapon systems produced by Wellington Industries tend to be relatively affordable.


In addition though, the vessel mounts a pair of Triax weapon systems. Designed originally for the Jaeger / Hunter power armor, each mounts an ion cannon and twelve medium range missiles. One is mounted in the bow behind the 57 mm cannon but before the superstructure while the other is mounted on the fantail. They can be operated on fully automatic if required.


Compared to the vessels these boats replace, they require far smaller crews. Normal crew is considered to be around twenty-eight total with two officers and two chief petty officers.


There is also the ability to embark up to two dozen flight capable power armors if required although troops are in relatively cramped quarters. Normal troop compliment however is more often only twelve power armors. Currently, the Flying Titan and Coalition SAMAS are the most common embarked armors although plans are to replace them with new power armor classes. One criticism these boats have recieved is that they have no facilities to embark any kind of craft such as a helicopter.


Model Type: FFL-06 class (Light Frigate).

Vehicle Type: Ocean & Waterway, Corvette (Light Frigate).

Crew: 28; 2 officers, 2 Chief Petty officers, and 24 enlisted (Has a high degree of automation).

Troops: Maximum 24 power armors pilots (More commonly 12 power armor pilots).


Robots, Power Armors, and Vehicles:

 

12 to 24

Flight Capable Power Armors (Flying Titan and Coalition SAMAS most popular).


M.D.C. by Location:

 

[1] BAE Systems Mk 110 Single Barrel 57 mm / 70 Barrel (1, gun mount):

60.

 

BAE Systems Mk 110 Single Barrel 57 mm / 70 Gun Mount (forward):

200.

 

TX-884I Combination Ion Cannon and Missile Launchers (2):

290 each.

 

WI-66L Long Range Missile Launcher (1, 12 cells each):

200.

 

WI-54S Short Range Missile Box Launchers (2, retractable):

40 each

 

Dual 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides):

50 each.

 

[1] Chaff / Decoy Launcher (2, superstructure):

10 each,

 

[2] EADS 3D TRS-16 (SPS-75) Rotating Phased Array Radar System:

120.

 

Bridge (superstructure):

320.

 

Outer Hull (per 40 foot / 12.2 meter area):

80.

 

[3] Main Body:

1,100.


Notes:

[1] 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.

[2] Destroying the TRS-16 (SPS-75) rotating phased array radar panel will destroy the vessel’s main fire control systems but the vessel has backup systems with a shorter range (Equal to robot vehicle sensors.)

[3] Destroying the main body causes the boat to lose structural integrity, causing the vessel to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the vessel.


Speed:

Surface: 36.6 mph (31.8 knots/ 58.9 kph).

Range: Effectively unlimited due to fusion engines (needs to refuel every 10 years and requires maintenance as well). Boat carries about four months of supplies on board.


Statistical Data:

Length:  290.02 feet (88.4 meters) overall.

Draft:    8.53 feet (2.6 meters) hull and 15.5 (4.8 meters) including sonar dome.

Width:   35.43 feet (10.8 meters).

Displacement: 1,080 tons normal and 1,320 tons fully loaded.

Cargo: Can carry 50 tons (45.36 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Vessel’s officers have more space for personal items. Most of the vessel’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.

Power System: Nuclear Reactor, average life span is 10 years.

Market Cost: Not for sale but estimates for the vessel construction are from 200 to 250 million credits and would likely sell for 350 to 400 million credits. Estimated cost does not include embarked craft and power armors.


WEAPON SYSTEMS:

  1. One (1) BAE Systems Mk 110 Single Barrel 57 mm / 70 Gun Mount: A very rapid firing weapon, with a rate of fire of over 200 rounds per minute, but relatively short ranged. The cannon is mounted on the front of the vessel. This weapon is an original weapon system and was carried on many Naval vessels until well into the Twenty First century. The guns can be used against other ships, ground targets, aircraft, and even missiles. Has a +2 to hit on 10 round bursts when using high explosive or plasma projectiles on aircraft or missiles.

    Maximum Effective Range: 5.2 miles (4.5 nautical miles/8.3 km) for standard projectiles.

    Mega-Damage: High Explosive: 5D6 with 6 foot (1.8 meter) blast radius per single shot and 3D6x10 M.D.C. with 30 foot (9.1 meter) blast radius for ten round burst. High Explosive Armor Piercing: 1D4x10 M.D.C. with 2 foot (0.6 meter) blast radius per single shot and 4D6x10 M.D.C. with 10 foot (3 meter) blast radius for ten round burst. Plasma: 1D6x10 M.D.C. with 8 foot (2.4 meter) blast radius per single shot and 6D6x10 M.D.C. with 40 foot (12.2 meter) blast radius for ten round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (Ten round bursts count as one attack.)

    Payload: 600 rounds. Vessel normally carries usually carries 200 High Explosive, 200 High Explosive Armor Piercing, and 200 Plasma.

  2. Two (2) TX-884I Combination Ion Cannon & Missile Launcher: One is mounted behind the 57 mm gun e while a second is mounted on the fantail. The big cannon fires devastating ion blasts. Six medium range missiles are housed in a launcher on either side of the Ion Cannon. This weapon system is also quite popular because of the ability to engage targets at long range with the medium range missiles and the ion cannon gives both the ability of close support and defense against aerial attack. Both launchers are capable of 180 degree upward rotation.

    Overall Weight: 6 tons (5.4 metric tons).

    Ion Cannon:

      Maximum Effective Range: 4,000 feet (1,200 meters).

      Mega-Damage: 1D6x10 per blast.

      Cannon Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-8).

      Cannon Payload: Effectively unlimited.

      Special Feature: The cannon has its own laser targeting and radar tracking system built into the weapon itself (the large round cylinder on top). Range: 6,000 feet (1,828 meters). Bonus: +1 to strike.

    Medium Range Missile Launcher:

      Maximum Effective Range: Varies with missile types, medium range missiles only (See revised bomb and missile tables for details.)

      Mega-Damage: Varies with missile types, medium range missiles only (See revised bomb and missile tables for details.)

      Missile Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2) or four (4) medium range missiles.

      Missile Payload: Twelve (12) medium range missiles total in each launcher; six (6) medium range missiles in each side of launcher.

  3. One (1) WI-66L Long Range Missile / Rocket Launcher: Mount is actually a pair of six cell long range missiles launchers mounted together as a single rotating mount. Mounted aft of the main superstructure above the aft TX-884I combination mount. Each section of the launcher can carry a total of six long range missiles for a total of twelve long range missiles. No reloads are carried although launcher can be reloaded rapidly. While normally guided missiles are used, the launchers will sometime launch unguided versions to reduce the cost of ordinance used. In addition, rocket propelled torpedoes can be launched from the weapon system (See revised Rifts torpedoes for details.) The launchers can rotate 360 degrees.

    Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)

    Mega Damage: Varies with long range missile type (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), four (4), or six (6) long range missiles. Both sections of launcher fire together.

    Payload: Twelve (12) long range missiles.

  4. Two (2) WI-54S Short Range Missile Box Launchers - Retractable: Mounted on each side of the superstructure are a pair of box launchers which retract when not in use and when reloading. The launchers can rotate 360 degrees and have a 90 degree arc of fire. The missile launchers reload extremely rapidly and are ready to be fire on the next attack. The system is designed to be able to target multiple incoming missiles simultaneously.

    Note: SAM style missiles are missiles that sacrifice payload for higher speeds, see Chris Curtis’ modified missile table for specifics.

    Maximum Effective Range: Varies by short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)

    Mega-Damage: Varies by short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)

    Rate of Fire: Can fire short range missiles one at a time or in volleys of two (2) or four (4) short range missiles each launcher. Launchers retract and are ready to fire for next melee attack.

    Payload: Four (4) short range missiles each launcher for eight (8) total. The vehicle carries twenty-four (24) missiles as reloads for each launcher for a total of fifty-six (56) missiles total. If a launcher is damaged, those missiles cannot be accessed except manually. (Sometimes additional missiles are carried in the cargo hold for reloads).

  5. Two (2) Dual 12.75 inch (324 mm) Medium Torpedo Launchers: There is one launcher on each side of the vessel on deck under the long range missile launching tubes. The torpedo tubes are 12.75 in (324 mm) wide each but each torpedo launcher has two torpedo tubes instead of three launchers on either side common to many larger naval vessels. The primary purpose is for use against submarines but may be fired against surface targets as well. Vessel carries 24 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 medium torpedoes one at a time or in volleys of two (2) medium torpedoes per side. Reloading is manual and requires one full melee round per tube.

    Payload: Two (2) medium torpedo each launcher for a grand total of four (4) medium torpedoes. Has an additional twenty-four (24) medium torpedoes for reloads.

  6. Two (2) Chaff / Decoy Launchers: Located on the superstructure of the vessel, 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 differences. 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 Vessel.

    Mega Damage: None.

    Effects:

    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: Four (4) each for a total of eight (8) canisters.

  7. Two (2) SLQ-25F Nixie Towed Torpedo Decoys: A special decoy which is towed behind the vessel. The Coalition has not seen a need for this system so has not equipped their vessels with it. It generates a sound like the vessels propellers in order to confuse incoming torpedoes. Only effective at speeds 28.8 mph (25 knots / 46.3 kph) and below. Otherwise, the noise of the vessel’s systems and propellers is too powerful to mask. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies guidance and targeting systems due to technological differences.

    M.D.C.: 5 each.

    Range: Not Applicable although decoy is deployed approximately 1,000 feet (304.8 meters) from the vessel.

    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 non “smart” torpedoes, and the decoy has a 10% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and “smart” torpedoes.

    Payload: One ready to use, with one more ready to deploy. It takes approximately three minutes (twelve melee rounds) to reel out another decoy.

Special Systems:

The vessel 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. ]

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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2017 & 2018, Kitsune. All rights reserved.



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