U.S. Coast Guard Valiant class Trimaran Medium Endurance Cutter:


With the introduction of the Walcott and Harriet Lane class cost guard cutters as well as rebuilds of previous cutters, the Coast Guard was pretty well equipped. Still, there were plans for a pair of classes of trimaran cutter classes. It was planned that as these new coast cutter classes entered service, the older rebuild vessels would be retired.


One of these new designs was the Hazard class high endurance cutter. The vessel actually was a bit smaller than the previous Walcott class although both heavier armed and much faster. It actually was not much larger than the previous Harriet Lane class medium coast guard cutter class.


The second was a class of medium endurance coast guard cutter classes known as the Valiant class. It also returned to a smaller displacement compared to the previous Harriet Lane class. The vessel was built to displace just under two thousand tons fully loaded. In total, four dozen of these medium endurance cutters were built. All of the cutters were still in service at the coming of the Rifts.


Before the coming of the Rifts, the Coast Guard wanted to produce an upgraded version of this vessel although was rejected with the Eagle class patrol boat winning congressional approval instead of the medium cutter. Compared to the cutter, the patrol boat had no hanger for embarked aircraft. None of the new Eagle class patrol boats had entered coast guard service before the coming of the Rifts transformed the world.


While the design for the Hazard class high endurance cutter was first designed with diesels and gas turbines, later redesigned while under construction, the Valiant was started slightly later and was built from the beginning with a pair of fusion plants to power the cutter. Speed is actually fairly modest for a high speed trimaran with a top speed of forty-eight knots. Giving virtually unlimited endurance, the term medium endurance is of limited meaning although it does carry less provisions than the Hazard class.


The trimaran medium cutter was built with using more advanced composites and alloys than the previous Harriet Lane class and is able to actually withstand greater damage than the previous class even though smaller. The use of these materials means that a fair number of these cutters could survive into the coming of the Rifts even if they were abandoned. Helped with the use of the advanced composites, the design of the cutter is designed to minimized radar cross signature as well.


Weaponry is lighter than the Hazard class cutter. A single 57 mm cannon is mounted in the bow of the cutter. Many of the weapons were recycled from retired litoral combat ships as well as high endurance and medium endurance cutter classes. Behind the gun is a lightweight version of the Mk 55 medium range missile launcher. Eight missiles are ready to fire with a total of forty-eight missiles as reloads. On the top of the small hanger is a “Sea Sabre” combination mount with short range missiles and rail gun mounts. A pair of medium rail guns, identical to those carried on the SAMAS power armor, are carried on either side. No torpedo tubes are mounted although the Mk 55 launcher can carry anti-submarine missiles.


Initially, the Valiant class cutters mounted the EADS 3D TRS-16 (SPS-75) Air Search Radar. While relatively short ranged, it had already been mounted on several previous Coast Guard cutter classes. With the development of the SPX-1L “Lightweight” Active Phased Array Radar, it was decided to refit these medium endurance cutters with the far more powerful radar. It is a lighter version of the radar system which is carried on the larger Hazard class cutters. Other systems include a powerful electronic counter measure and missile decoy system.


As far as submarine warfare, the cutter is designed with significant noise reduction systems. Still, it only has a relatively short ranged hull sonar and no provision for a towed array. For self defense against torpedoes, it does mount a towed decoy system. Still, the medium cutter is not really designed for anti-submarine warfare unlike the Hazard class. Even the Eagle class patrol boat was better equipped for anti-submarine warfare roles than the medium endurance cutter.


Advanced automation allows the cutter to operate with a crew of only around fifty with the ability to embark up to forty additional personnel. Usually, they are for boarding parties although the crew is also armed with small arms and body armor. Often this is spare US Navy equipment. Ten power armor are often embarked as part of the embarked additional personnel. As being more modern craft, these vessels more commonly carry the Semper Fi power armor fitted with flight packs. In some cases, the PA-04A SAMAS power armors will be embarked in the place of the newer armor although less commonly than aboard older vessels. With the hanger being able to embark a single aircraft, the most commonly carried craft is the EV-84A Kingfisher VTOL. Usually the search and rescue version is carried with the anti-submarine warfare models less commonly embarked.


Author Note: With respect to time line, these designs may or may not reflect our modern time line. The time line of these writeups diverged from our time line starting around 1999. Consider the universe that these designs are created for to be an alternate universe not bound by ours.


Model Type: WMEC-1480 class Trimaran Medium Endurance Cutter.

Vehicle Type: Ocean, Light Frigate (Trimaran).

Crew: 54; 4 officers, 6 Chief Petty officers, and 44 enlisted (Has a high degree of automation.)

Troops: 3 to 6 Kingfisher Crew members, 10 Power Armor Pilots (Usually PA-4A SAMAS Power Armors), and up to 30 troops for boarding parties.


Robots, Power Armors, and Vehicles:

Power Armor Compliment:

 

10

APA-15 “Semper Fi” Power Armors (have flight packs / sometimes replaced by PA-04A SAMAS).

Aircraft Compliment:

 

1

EV-84A Kingfisher Search and Rescue or EVS-84A Kingfisher Anti-Submarine Warfare.


M.D.C. by Location:

 

[1] SPX-1L Active Phased Array Radar System:

150.

 

Bridge:

350.

 

BAE 57 mm Mk 110 Cannon Mount (forward):

200.

 

[2] USA-M31 Medium Defense Rail Guns (2, sides):

50 each.

 

Mk 55 Eight Cell Vertical Medium Range Missile Launcher (1):

300.

 

Mk 44 Combination Anti-Missile Defense System (1, above hanger):

200.

 

[2] Chaff Launcher (2, superstructure):

10 each.

 

Hanger (Aft):

250.

 

VTOL Pad (Aft):

200.

 

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

80.

 

[3] Primary Hull (main body):

1,000.

 

[4] Secondary Hulls (2, either side of primary hull):

350 each.


Notes:

[1] Destroying the 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.)

[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 vessel to lose structural integrity, causing the vessel to sink. If the secondary hulls are still intact, the vessel will sink very slowly and will take a full twenty four hours to sink. This may give the vessel’s crew time to patch the damage to an extent that the vessel will float but all propulsion will be destroyed although the vessel may be repairable. There are enough life preservers and inflatable life boats to accommodate everyone on the vessel.

[4] Destruction of one secondary hull will reduce stability and negate bonuses due to quiet design and for piloting. It will also wreck the hanger on the side destroyed. Destruction of both secondary hulls will give the vessel a -20% penalty to piloting and give a bonus of +20% to be detected. Vessel’s speed is also reduced to 30 knots (34.5 mph / 55.6 kph.)


Speed:

Surface: 55.2 mph (48 knots/ 88.9 kph).

Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Vessel carries three months of supplies on board.


Statistical Data:

Draft:    14.6 feet (4.45 meters).

Length:  304.3 feet (92.75 meters).

Width:   61.2 feet (16.65 meters).

Displacement: 1,755 tons standard and 1,965 tons fully loaded.

Cargo: 40 tons (36.3 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 20 years.

Market Cost: Not for Sale but if found on the black market would probably cost 125 to 200 million credits. Cost does not include embarked craft and power armors.


WEAPON SYSTEMS:

  1. One (1) BAE 57 mm Mk 110 Cannon: 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 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: 880 rounds. Vessel normally carries usually carries 260 High Explosive, 260 High Explosive Armor Piercing, and 260 Plasma.

  2. Two (2) USA-M31 Medium Defense Rail Guns: Originally M2HB .50 Caliber Machine Guns were fitted in these locations. These weapons are mounted with one on either side of the superstructure for defense against small boats and similar threats. Not considered effective against aircraft or missiles. These rail gun mounts were identical to those carried on the PA-04A SAMAS power armor although outfitted with a double sized ammunition drum. The rail gun has fewer bursts and is heavier but the rail gun inflicts more damage than the post Rifts C-40R.

    Weight: Rail Gun: 110 lbs (49.9 kg), Double Ammo Drum: 280 lbs (127.0 kg).

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

    Mega-Damage: A burst of 40 rounds inflicts 1D6x10. One round inflicts 1D4+1.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Each has a 4,000 round magazine for 100 bursts.

  3. One (1) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: Mounted above the hanger, this anti-missile defense system combines both a rapid fire rail gun and a short range missile launcher. While mounted in one system, both defense systems have separate tracking and fire control systems. The short range missile launchers can target up four targets and can fire a volley up to twice per melee. Quite powerful, the rail gun is capable of destroying any missile or inflicting serious damage on aircraft. The rail gun can fire on automatic at up to six targets per melee (Has +3 to strike missiles and +2 to strike aircraft). In its design, the rail gun is very similar to those carried on the Sea King cruiser and it is likely that the Sea King’s rail guns came from a prototype of this system. The system also can be used against other ships and ground targets. The system has a 360 degree rotation and can elevate up to 90 degrees to fire at targets directly overhead.

    Maximum Effective Range: Rail Guns: 11,000 feet (2 miles / 3.2 km). Short Range Missiles: As per short range missile type (See revised bomb and missile tables for details.)

    Mega-Damage: Rail Guns: 3D4x10 M.D. per burst of 40 rounds (Can only fire bursts). Short Range Missiles: As per short range missile type ((See revised bomb and missile tables for details.)

    Rate of Fire: Rail Guns: Six (6) attacks per melee round. Short Range Missiles: Two (2) attacks per melee round, can fire short range missiles one at a time or in volleys of two (4) or four (4) short range missiles.

    Payload: Rail Guns: 8,000 rounds (200 burst) each. Short Range Missiles: Sixteen (16) short range missiles each.

  4. One (1) Mk 55 Vertical Medium Range Missile Launcher: Mounted between the 57 mm gun mount and the superstructure. Unlike most vertical launch systems, these launchers fire the missiles on a six degree angle forward. This is because the system was initially designed for carriers and is to prevent a missile that fails on its launch from crashing the vessel. The missiles are arranged in a two by four pattern, and each launch cell has six reloads. Require much less deck space than a Mk-41 or Mk-49 vertical launch system. Each system can launch up to eight missiles simultaneously each and the launcher is automatically reloaded. Anti-Submarine Rocket Boosted missiles can be carried for special purposes (See revised Rifts torpedoes for details.)

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

    Mega-Damage: As per medium range missile type (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles.

    Payload: Eight (8) medium range missiles in each launcher, with forty-eight (48) medium range missiles in magazine for automatic reloads, for a total of fifty-six (56) medium range missiles including missiles in launchers.

  5. 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 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 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: Twenty-four (24) each for a total of forty-eight (48) canisters.

  6. Four (4) Advanced Towed Decoys: The vessel carries four advanced towed decoy drones. They are each a small automated vehicle that creates a false sonar image designed to mimic the vessels. The decoy is dragged behind the destroyer using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.

    M.D.C.: 20 each.

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

    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 non “smart” torpedoes, and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and “smart” torpedoes.

    Rate of Fire: One can be deployed at a time and requires two (2) minutes to deploy (reel out) another decoy.

    Payload: Four (4) towed decoys.

Sensory Equipment:

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

Bonuses:



[ 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. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014 & 2017, Kitsune. All rights reserved.



Return