U.S. PC-101 Eagle class Trimaran Patrol Boat / Corvette:


With the built up of the new “Cold War,” the United States Navy decided that there was a need for smaller patrol type craft for their coastal waters. The design started out as a small patrol vessel but grew as it was developed. Part of the reason was because the Navy wanted a vessel which could also act as escorts for its battle groups. Initial planned displacement was around four to six hundred tons but grew to almost twelve hundred tons fully loaded when laid down.


These vessels were named for the “Eagle” class Patrol Boats which were built around World War One. As well, the Eagle has always been a symbol of the United States. Unlike the original Eagle class, the PC-101 class were planned to each have individual names, named after various species of birds with the first vessels of the class named after birds of prey.


It was planned that several hundred of these vessels would be built in total although production was still ramping up when the world was remade by the apocalypse of the Rifts. It was also planned that a number of these vessels would be built for the Coast Guard as a supplement to their Hazzard class and filling a similar role to the medium class cutters. The Coast Guard however actually preferred their slightly larger Valiant class medium cutter and fought the adoption of the Eagle class. As well, several other nations showed an interest in the design. The first vessel of the class was not laid down until 2086 and commissioned in 2089. Twenty-two were completed by the coming of the Rifts with four more being in the final stages of completion. It is hard to know how many of these vessels might have survived the coming of the Rifts.


The vessels were not built in major yards but instead were constructed in the smaller yards including yards in the Great Lakes and along the West Coast. This wide distribution was done for several reasons.. One was that it was easier to get funding due to greater congressional support. A second was to boost shipbuilding around the country. Related to this was that the shipbuilding industry was seen as vulnerable with being located in only a small number of yards. Finally, the larger yards did not have enough excess capacity with the building programs already underway.


Initially, the vessels were planned with conventional hulls but as the vessel’s design grew, it was decided that they would be built using a Trimaran type design similar to the Hazzard class cutter. One advantage of the comparative large size is that the vessels were quite seaworthy. These vessels were designed with an extremely high top speed, almost sixty knots. Even so, it is a bit slower than the Soviet surface effect designs. Fusion power was planned from the beginning which allowed for virtually unlimited range. Extensive automation was also part of the design from inception which allowed for a crew only forty-four. As with most vessels developed during this type, the material used in the construction of the vessel were designed to be extremely tough while also reducing the vessel’s radar cross-signature.


One of the reasons for the growth of the vessel was due to the weapon systems although even then the vessel’s comparatively small size presented problems. There simply was not enough space to mount a Mk 59-b launcher. There were various proposals including an eight cell Mk 41 launcher. Eventually though a modified Mk 55 launcher was mounted. This gave the vessel the ability to carry up to fifty-six medium range missiles. As one might expect, there were some complaints about the lack of carrying long range missiles. As the main anti-missile defense, the medium range missile launcher was supplemented by a Mk 44 “Sea Sabre” point defense mount which combines a short range missile battery with a powerful rail gun. A lightweight version of the SPX-1 Active Phased Array radar system had to be developed. This version, known as the SPX-1L, has similar range but has greatly reduced tracking ability.


The vessel was originally designed around mounting a conventional 76 mm gun mount. Originally, the United States Navy had a large number of these remaining from the decommissioning of older vessels but the Hazzard class large cutter had used most of these and the facilities to built new mounts had been decommissioned. Instead, an automatic 65 mm high velocity naval rail gun was developed from the gun carried on the Schwarzkopf class hover tank. While it was planned that the Hazzard class would eventually mount these as well, the existing vessels were never refitted. A total of three hundred rounds are carried due to the lack of storage space required for the propellant. A special “Plasma” round was under development but had not yet been fielded before the coming of the Rifts. There were plans for a 100 mm plasma round as well for the larger naval guns.


Twin torpedo tubes are mounted on either side of the vessel although only twenty-four torpedoes are carried. It had an automatically reload system for more rapid firing. Rocket boosted torpedoes could be fired from the missile launchers as well if required although reduces missile payload for other purposes. The vessel only mounts a relatively small hull sonar but mounts a powerful towed array to compensate. The vessel also carries a number of towed decoy drones as additional protection against torpedoes.


The vessel has the ability to embark a number of power armors in addition to the crew. A total of sixteen power armors are designed to be carried. The “Semper-Fi” power armor with a flight pack was most commonly carried aboard although sometimes PA-04A SAMAS power armors were carried due to shortfalls in numbers of the marine power armor. Vessels which are recovered and salvaged after the coming of the Rifts are likely to carry a large variety of different armor types. Of course, the crew also has a variety of small arms at their disposal. No aviation facilities are part of the design due to size although the vessel does carry a pair of rigid boats.


Model Type: PC-101 class Trimaran Patrol Boat.

Vehicle Type: Ocean / Coastal, Corvette / Patrol Boat (Trimaran).

Crew: 44; 4 officers, 4 Chief Petty officers, and 36 enlisted (Has a high degree of automation).

Troops: 16 power armor pilots.


Robots, Power Armors, and Vehicles:

Power Armor Compliment:

 

16

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


M.D.C. by Location:

 

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

150.

 

Bridge:

400.

 

65 mm High Velocity Rail Gun Barrel (1, turret / mount):

100.

 

65 mm High Velocity Rail Turret / Mount (1, forward):

220.

 

[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, fantail):

200.

 

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

35 each.

 

[2] Chaff Launcher (2, superstructure):

10 each.

 

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

80.

 

[3] Primary Hull (main body):

900.

 

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

300 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: 66.8 mph (58 knots/ 107.5 kph).

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


Statistical Data:

Length:  280.5 feet (85.50 meters).

Draft:    12.4 feet (3.78 meters).

Width:   58.8 feet (17.92 meters).

Displacement: 950 tons standard and 1,150 tons fully loaded.

Cargo: 60 tons (54.4 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 150 to 200 million credits. Cost does not include embarked craft and power armors.


Weapon Systems:

  1. One (1) High Velocity 65 mm Naval Rail Gun Mount: Originally a 76 mm conventional cannon was considered although the 65 mm automatic rail gun was eventually adopted. The rail gun was originally designed for a hover tank design although modified for naval use and designed to effectively fire bursts. Heavy darts can be fired against ships and land targets although explosive warheads are considered more effective against aircraft and missiles. An experimental plasma round had been developed although had not entered service. The mount can rotate up to 360 degrees and can angle up to 90 degrees to engage aircraft. The weapon system is also gyro-stabilized and has an advanced fire control computer.

    Maximum Effective Range: 3 miles (4.83 km) for direct fire and 8 miles (12.8 km) for indirect fire.

    Mega Damage: Solid Dart: 3D6x10 per single shot and 9D6x10 for three round burst (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.) High Explosive: 5D6 with a blast radius of 20 feet (6.1 meters) and 1D6x10+20 with a blast radius of 40 feet (12.2 meters) for three round burst. High Explosive Armor Piercing: 1D4x10+10 with a blast radius of 10 feet (3.05 meters) and 3D4x10+30 with a blast radius of 20 feet (6.1 meters) for three round burst. Plasma: 1D6x10+10 with a blast radius of 12 feet (3.7 meters) per single shot and 3D6x10+30 with a blast radius of 25 feet (7.6 meters) for three round burst.

    Rate of Fire: Up to four (4) single shots or bursts per melee round.

    Payload: 300 rounds (smaller and require no propellent.) Vessel normally carried 200 solid darts and 100 high explosive rounds.

    Bonuses / Penalties: Has a special fire control computer that helps to aim the cannon. Gives +2 to strike with rail gun and vehicle does not have minuses to fire when vessel is moving. Solid dart rounds have -2 to strike against aircraft, missiles, and flying power armors.

  2. Two (2) USA-M31 Medium Defense Rail Guns: 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: The weapon system is mounted on the fantail (rear) / after superstructure of the trimaran. 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: Launcher is mounted in the front of the vessel behind the 65 mm rail gun. 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) Dual 12.75 inch (324 mm) Medium Torpedo Launchers: Mainly design for anti-submarine warfare but can be used against surface targets. There is one launcher on each side of the vessel with two tubes each. The tubes have an automatic reloading system and can be fired quickly. The vessel carries a total of twenty-four torpedoes for reloads. Treat warheads as 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 medium torpedoes one at a time or in volleys of two (2) medium torpedoes per side, launcher can fire a maximum of two volleys of torpedoes per melee each launcher.

    Payload: Has 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 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.

  7. Two (2) Advanced Towed Decoys: The vessel carries two 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 vessel 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: Two (2) 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 © 2010 & 2017, Kitsune. All rights reserved.



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