Silver Tridents “Sea Knight” Carrier (Converted Container Ship):

With the advent of fusion power, merchant vessel designs that had once been considers uneconomical became viable. One of these designs was the fast cargo ship. While most cargos were carried on larger vessels with lower top speeds, there were specialized roles for fast cargo ship designs including container ship types. They tended to be still large vessels but smaller than the largest vessels on the seas.

Around the same time as fusion power became viable, there was a second revolution in composites and alloys. These new materials made ships virtually immune from corrosion, allowing far longer life spans. In addition, they were far better able to withstand abuse. A ship which might have lasted twenty-five to thirty years now could easily last in excess of sixty years.

No matter how tough these vessels were, most of the world’s merchant vessels were destroyed during what many called Armageddon. Most which survived were abandoned as the survivors tried any means possible to survive. Some ships did act as shelters for the survivors with some being beached in order to protect those aboard from the ravages of the seas.

Built in the late Twenty-Sixties, the Sea Knight was build as a fast container ship. It was one of the fastest non military designs ever built and design to be able to reach speeds of up to thirty knots even fully loaded. The ship was of relatively modest size, only around fifty-five thousand tons without cargo. Fully loaded, the vessel was designed to be able to carry about forty-five hundred containers. Through the use of extensive automation, the container ships was designed to be operated by a crew of only twelve.

What exactly happened to the ship during the coming of the Rifts is unknown but the ship was found abandoned in a river estuary several decades later by a group of adventurers. There was scant evidence found onboard however all indications are that the ship had been run aground on purpose. In addition, it appears as if the crew abandoned the ship soon after it had been driven into the estuary.

When found, the ship was badly overgrown and barely recognizable as a ship. In fact, some of the team which found the vessel though that it might have been a warehouse. The original plan had been to loot the ship for whatever valuable materials could be found but after examining the ship more carefully, it was found to be in surprisingly good shape. As a result, it was decided to see if the vessel could be salvaged.

As one might expect, it took a long time to get the ship cleared of growth. It took even longer to get the ship back out to sea again. The process involved a number of minor repairs along with removing most of the containers in order to lighten the vessel enough to be able to pull it from the muck. In total it took several months to free the vessel from where it had ran aground decades before.

The ship interested a seaborne mercenary company known as the “Silver Tridents” and they purchased it from the adventurers. Prior to this, the company operated a few frigate class vessels and smaller. For a number of years, the ship was used as a floating command post. Containers were converted in order to perform various functions for the vessel and there was composite plates ran across the top of the containers to operate as a flight deck. Better electronics both in terms of radar and communication gear were also fitted.

Later it was decided that they would convert the vessel to operate as a full fledged carrier. A number of merchant designs had been converted in a similar manner into carriers, including a number of container ships, although most were actually far slower than the Sea Knight. In fact, the Sea Knight actually rivals many actual purpose built carriers with regards to speed.

In order to rebuild the ship into a carrier, the original super structure of the container ship was stripped from the vessel. In its place, a smaller superstructure was built on the starboard side. In design, the superstructure appears patterned after that of a Wasp class amphibious carrier. The original main deck was converted into the hanger deck with a flight deck build on top slightly overhanging the deck to increase flight deck space. No arresting gear or catapults are fitted, limiting the carrier to vertical take off and landing designs, although it does have s ski-jump on the bow to enable easier take offs. As a carrier, the ship is lighter than it would be fully loaded as a container ship and can reach a top speed of almost thirty-three knots.

As far as ship’s weaponry, the ship is mainly armed with self defense weaponry. It is believed that the mercenary company has recently established ties with the company known as Metalworks Incorporated which helped them outfit their vessel with equipment and weaponry. There is also the suggestion that the mercenary company “Vixen’s Pride” has trained with the “Silver Tridents.”

Through Metalworks, the mercenaries were able to purchase a number of Triax weapon systems. These included three TX-884I Combination Ion Cannon and Missile Launcher, each having twelve medium range missiles, and four TX-862FC Recoilless, Anti-Aircraft Flak Guns. In addition, the ship mounts six twin WI-54S Short Range Missile Box Launchers. It is believed that the Wellington manufactured box launchers for short range missiles were the most affordable option.

The ship has an extensive communication suite installed, far beyond anything mounted while a container vessel. This allows the Sea Knight to operate as a far better command ship than it could originally. A short range sonar is fitted to give the vessel some measure of being able to detect underwater attacks as well. Finally, a rotating phased radar system recovered from the wreck of a coast guard type vessel is mounted on the superstructure and gives excellent coverage for a rotating type radar system. A number of the other vessels operated by the “Silver Tridents” have similar systems.

In addition to operating mostly systems purchased through Metalworks, the seaborne mercenary company also operates exclusively aircraft produced by Metalworks Incorporated. All aircraft are able to take off and land vertically. Included in the compliment are three squadrons of F-550 Lionhawk light VTOL fighters, four EV-25 Kestrel-Eye airborne early warning aircraft, and eight SV-25 Sea Kestrel anti-submarine warfare aircraft. The anti-submarine warfare aircraft do double duty with the roles of general cargo transport as well as search and rescue. The mercenary company has on order eight F-310 Ghosthawk stealth fighters which will replace one of the squadrons of Lionhawk light fighters.

Total embarked power armor compliment is two hundred and forty. With respect to the composition of the power armor compliment, the Sea Knight carries a number of different flying power designs. The largest number of these are captured Coalition PA-06A SAMAS power armors. The second largest number are the FT-005 Flying Titan light power armor. The ship also embarks a number of Triax X-10 Predator power armors.

Currently, the mercenary company is attempting to replace and upgrade their power armor compliment with only two main power armor designs being embarked. These are to be the relatively new Metalworks PA-06M “Alpha Fox” SAMAS design and the CC-ST-1 Sparrow light power armor. Only a small number of these new power armors are embarked aboard the carrier.

As a carrier, the vessel requires a much larger crew than as a cargo ship. Still, the crew required is only around five hundred total. The berthing areas are moved mostly to below the hanger deck although there is some limited berthing on the sides of the hanger deck and in the superstructure. The ship is designed to embark up to twelve hundred personnel total if required. Crew quarters are considered comfortable with extensive recreational facilities. In addition, there are extensive medical facilities verging on full hospital facilities.

Model Type: Converted “Sea A” class Fast Container Ship.

Vehicle Type: Multi Purpose Fast Carrier (Converted Fast Container Ship.)

Crew: 252 (20 officers, 24 chief petty officers, 208 enlisted [Has a high degree of automation]) not including air wing personnel. Air Wing is 244 not including pilots (20 officers, 24 chief petty officers, 200 enlisted.)

Troops: 150 personnel (pilots and crew) for embarked aircraft. Has 240 power armor crews. Can embark an additional 320 troops / personnel / passengers if required.

Robots, Power Armors, and Vehicles:





Power Armors:





Coalition PA-06A SAMAS Power Armors.




Metalworks CC-ST-1 Sparrow Light Power Armors.




Metalworks PA-06M “Alpha Fox” SAMAS Power Armors.




Titan FT-005 Flying Titan Light Power Armors.




Triax X-10 Predator Power Armors.

Fighter/Aircraft Compliment:





Metalworks EV-25 Kestrel-Eye Airborne Early Warning Aircraft.




Metalworks SV-25 Sea Kestrel Anti-submarine Warfare Aircraft.




Metalworks F-310 Ghosthawk Stealth Fighter.




Metalworks F-550 Lionhawk Light Fighter.

M.D.C. by Location:


TX-862FC Recoilless Anti-Aircraft Flak Guns (4):

210 each.


TX-884I Combination Ion Cannon and Missile Launchers (3):

290 each.


WI-54S Short Range Missile Box Launchers (6, twin mounts):

80 each.


[1] SPS-88 Rotating Active Phased Array Radar System:



[2] Chaff / Decoy Launchers (4, superstructure):

10 each.


[3] Bridge / Command Tower:



[4] Exterior Elevators (2):

280 each.


Hanger Doors (2):

220 each.


[5] Flight Deck:



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



[6] Main Body:



[1] Destroying the SPS-88 rotating phased array radar panel will destroy the ship’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] If the bridge/ control tower is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.

[4] If both elevators are destroyed, no aircraft can be moved from the hangers to the flight deck, meaning that only power armors and robot fighters (such as the Dragonwing or Kittani Robot Fighter) can leave the hanger.

[5] If the flight deck is destroyed, VTOL aircraft and helicopters can be launched or landed although at -15% to piloting. Robot fighters such as the Dragonwing or Kittani Robot Fighters could be launched or landed without penalty.

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


On Water: 37.75 mph (32.8 knots/ 60.74 kph), normal cruising speed is 28.77 mph (25 knots / 46.30 kph).

Range: Effectively unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries twelve months of supplies for crew and troops on board.

Statistical Data:

Draft: 37.78 feet (10.6 meters) including hull sonar.

Width: 107.93 feet (32.9 meters) at waterline and 148.29 feet (45.2 meters) at flight deck level.

Length: 926.84 feet (282.5 meters) at waterline and 979.99 feet (298.7 meters) at flight deck level.

Displacement: 68,500 tons standard and 76,250 tons fully loaded.

Power Source: Two Nuclear Reactors with 20 year average life span (Usually refueled every ten years.)

Cargo Capacity: 6,000 tons (5,443.11 metric tons) of additional weapons and equipment. 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 and often the extra cargo space is used for additional ammo as well.

Black Market Cost: Not for sale but would cost around eight hundred million credits to construct. Conversion of a cargo vessel would probably cost around two to three hundred million credits. If available on the black market, such a vessel would probably cost three to four billion credits. Cost does not include embarked craft and power armors.

Weapon Systems:

  1. Four (4) TX-862FC Recoilless, Anti-Aircraft Flak Guns: Mounted on the port and starboard sides of the vessel, these double-barreled, rapid-fire cannon shoots explosive rounds which are used against flying enemies and is also effective as short range artillery. It is the most popular weapon with crews due to the ability to inflict damage and long range of the cannon. The flak cannon can be aimed up or down 80 degrees.

    Overall Weight: 4.5 tons (4.1 metric tons), but comes with its own energy supply.

    Maximum Effective Range: 10,000 feet (3,048 meters)!

    Mega-Damage: Single round 4D6 M.D., two rounds 1D6x10 M.D., or a rapid fire volley of six rounds 3D6 x 10 M.D.

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

    Payload: Total 800; 400 rounds in each giant ammo-drum. That’s 133 rapid fire volleys of six rounds or 400 two round volleys.

    Special Feature: The flak cannon has an independent power supply and its own laser targeting and radar tracking system (the large round cylinder on top). The secondary sensor system can be especially useful if the sensor head of the hot is destroyed. The secondary sensor array also enables the big gun to track and automatically fire two round volleys at aerial targets while the pilot concentrates on enemy ground troops. Sensor Range: 11,000 feet (3,353 in). Bonus: +1 to strike when set on automatic aerial attack, or + 2 to strike when fired by the gunner.

  2. Three (3) TX-884I Combination Ion Cannon & Missile Launcher: One is mounted on the superstructure while a second is mounted on the fantail while a final is mounted on the port beam. 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. Six (6) WI-54S Short Range Missile Box Launchers in Dual Mounts: These are twin mountings, combining two WI-54S launchers in a single mount. These twin launchers rotate together 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), four (4), or eight (8) short range missiles simultaneously (both launchers fire as one) each mount. Launchers retract and are ready to fire for next melee attack.

    Payload: Four (4) short range missiles each launcher for eight (8) short range missiles total per mount. The mount carries twenty-four (24) missiles as reloads for each launcher for a total of fifty-six (56) short range missiles total per mount. If a launcher is damaged, those missiles cannot be accessed except manually. A total of three-hundred and thirty-six (336) short range missiles are carried.

  4. Four (4) Chaff / Decoy Launchers: Located on the sides of the hull of the ship, they are designed to confuse incoming missiles. All four 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 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: Sixteen (16) each for a total of sixty-four (64) canisters.

  5. Four (4) SLQ-25F Nixie Towed Torpedo Decoys: A special decoy which is towed behind the ship. The Coalition has not seen a need for this system so has not equipped their ships with it. It generates a sound like the ships 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 ship’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 three more ready to deploy. It takes approximately three minutes (twelve melee rounds) 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. ]

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2017, Kitsune. All rights reserved.