U.S. LCS-40 Patriot class Litoral Combat Ship:

The LCS, or Litoral Combat Ship, was developed in the early part of the Twenty-First Century. It was developed as a replacement for the Perry class frigate as well as several classes of mine warfare vessels. There were some arguments during construction that the class cost far more than originally planned although this has been a complaint about military designs just about since warfare began.

The LCS program involved two separate hull designs. There was the LCS-1 Freedom which used a semi-planing monohull and the LCS-2 Independence which used a trimaran hull. Powered by a combination of gas turbine and diesel engines, both designs were designed around being extremely fast, over forty-five knots. The diesels were designed for greater fuel efficiency at slower speeds. In addition, these vessels were designed with reduced manning requirements with a core crew of less than fifty. While stealthy, they were comparatively lightly armed with a 57 mm cannon and a single RIM-116 RAM Missile launcher as their main weaponry. Otherwise, they were designed to carry interchangeable modules for a variety of different roles. These included anti-submarine warfare, surface combat, and mine warfare.

When war broke out between the United States and India, there was a pressing need for escorts and the Tomlinson class frigates, which had been developed as an export design, were pressed into service. As well, it was decided to develop an improved version of the LCS using the monohull “Freedom” version. Unlike the original LCS class, these ships were primarily anti-air and anti-submarine warfare vessels. Air attacks were a major bane of United States naval support units with several LCS being lost in this manner. The new class became known as the Patriot class and a total of a dozen were produced during the next decade.

The class added a compact phased array radar system based on the well proven Aegis system. The SPY-1K has less elements than those mounted on the Ticonderoga and Burke classes but still quite capable. Originally the LCS had a two helicopter hanger but this was reduced to a single helicopter hanger so that missile cells could be mounted to either side. A total of thirty-cells of the tactical length were mounted. A mixture of Standard and ESSM missile were usually carried. With the Ram missile launchers expected to be used for self defense, a “Millennium Gun,” a 35 mm defensive weapon mount, replaced the RIM-116 RAM missile launcher. Replacing the 57 mm cannon was also considered but in the end it was retained although later frigate classes went back to a 76 mm cannon. As well, the vessel added a towed array sonar system and torpedo tubes to either side.

When the revolution in super strong alloys and composites, all of the navies became obsolete almost instantly. Replacement designs for many vessels were quickly designed although some relatively new vessels, which were considered too valuable to scrap, were refitted. These included the William S. Sims class destroyers but also included the Patriot class Litoral Combat Ship even though the older half sisters, the Freedom class, were quickly retired.

As time went on, these small ships were upgraded in several stages. The first was to rebuild the hull and superstructure with high strength composites and alloys. Along with this came the replacement of ammunition types with more advanced types. Later in service, the Millennium Gun was replaced by a “Sea Sabre” defense system which combined a rail gun with a point defense missile system. Defensive rail guns also replace the original .50 caliber machine gun mounts with four mounted. The same rail guns used for the SAMAS power armor, these are mainly designed for defense against small craft and similar type attacks. Even though considered more multi-role than the original Freedom class, these vessels were still often expected to operate in shallow waters. In addition the gas turbines were replaced by fusion turbines giving virtually unlimited range. The diesel engines were also removed at this time. Unlike many other upgraded vessels, top speed is unchanged.

Eventually new frigate classes entered service in large numbers. At that time, the Patriot class started to be retired. At first they joined the active reserve but then were mothballed. Still, they were considered a valuable mobilization asset so were carefully preserved for future use. Of course, how many might have survived the coming of the Rifts is unknown. They likely would be considered quite valuable with only minor refitted by a small nation, mercenaries, and even the Coalition.

Model Type: Upgraded LCS-40.

Class: Guided Missile Frigate.

Crew: 45 (8 Officers, 7 chief petty officer, and 30 enlisted crew) core crew. Has a surge crew capacity of 80

Troops: 12 Power Armor pilots and 4 Helicopter Pilots or VTOL Pilots / Crew.

Robots, Power Armors, and Vehicles:

Power Armor Compliment:



USA-PA-04A SAMAS Power Armors.

Aircraft Compliment:



Helicopters or other VTOL Aircraft.

M.D.C. by Location:





[1] Phase Array Radar Panels (4, superstructure):

300 each.


Mk 41 Tactical Missile Launchers (4 - 8 cell, sides of hanger):

40 each.


Triple Medium Torpedo Launchers (2, sides):

20 each.


BAE 57 mm Mk 110 Cannon Mount (forward):



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

200 each.


[2] USA-M31 Medium Defense Rail Guns (4, corners of superstructure):

50 each.


[2] Chaff Launcher (2, superstructure):

10 each.


Hanger (aft):



VTOL / Helicopter Pad (aft):



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



[3] Main Body:



[1] Destroying phased array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can partially compensate for each other.

[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: 54.1 mph (47 knots/ 87.1 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:

Draft:    12.8 feet (3.9 meters).

Length:  342.5 feet (104.4 meters) waterline and 378 feet (115.3 meters) overall.

Width:   57.4 feet (17.5 meters).

Displacement: 2,850 tons standard and 3,200 tons fully loaded.

Cargo: 200 tons (181.4 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s 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 and gas turbine propulsion, converted to two nuclear reactors with an average life span of 20 years.

Market Cost: Not for Sale but if found on the black market would probably cost 150 million or more credits. Cost does not include embarked craft and power armors.


  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. Ship normally carries usually carries 260 High Explosive, 260 High Explosive Armor Piercing, and 260 Plasma.

  2. Four (4) 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 USA-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: One system is mounted above the hanger and replaces RAM (Rolling Airframe Missile) launcher. 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. Four (4) MK-41 Tactical Length 8 Cell Vertical Launch Missile Launchers: Two of these launchers are mounted on either side of the hanger above the main deck but below the defensive mount. These are too short to be able to fire cruise missiles but have been adapted to be carry two long range missiles or four medium range missiles per cell. Originally the launcher carried a mixture of RIM-162 Evolved Sea Sparrow Missile (ESSM) and RIM-174 Standard Extended Range Active Missile (SM-6). 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 are 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 (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volley of two (2), four (4), or sixteen (16) missiles per melee and can be fired at multiple targets at the same time (All launchers are combined together)

    Payload: Eight (8) missile cells in each VLS launcher for a total of thirty-two (32) cells (Can carry a total of 64 long range missiles). Two (2) long range missiles, or four (4) medium range missiles may be carried per cell. Usual missile load is thirty-two (32) long range missiles and sixty-four (64) medium range missiles. Ship carries no reloads.

  5. Two (2) Triple 12.75 inch (324 mm) Medium Torpedo Launchers: There is one launcher on each side of the ship hidden behind hatches. Each torpedo launcher has three torpedo tubes and tubes are 12.75 in (324 mm) wide. Torpedoes are normally used against submarines but can be targeted against surface targets as well. Interceptor torpedoes are also available for launchers / tubes to use against incoming torpedoes. Ship carries a total of thirty-six reloads for torpedoes. For the most part torpedo warheads are equal to medium range missile warheads.

    Maximum Effective Range: 20 miles (32 km).

    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 tubes takes one full melee round.

    Payload: Three (3) medium torpedoes each launcher for a grand total of six (6) medium torpedoes (Has a total of 36 medium torpedoes for reloads.)

  6. Two (2) Chaff / Decoy Launchers: 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.



    Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.



    Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)



    No effect, enemy missile or missile volley is still on target.

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

  7. 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 / Three Galaxies weapon systems 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.

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. ]

Image drawn and copyrighted by Kitsune (E-Mail Kitsune).

Writeup by Kitsune (E-Mail Kitsune).

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