N.G.R. BCG Type 582 Mackensen class Trimaran Battlecruiser:
New Navy Yeoman Shawn Rogers ducked at his deck as Rear Admiral Nora Friedman, Chief of New Navy Design Staff, threw an offending data chip across the office. He also heard her exclaim over the comm system to some unknown offending individual “This data cannot be right, a ship only about 130 meters long cannot have all the aircraft listed, the design is impossible by any engineering standards, and no vessel with that short a length to beam ratio could do fifty knots. These drawings look more like modern art than they do a real ship. A ram in front of the ship, please. I want you to get the correct information about these ships and I want the hide of whomever created this fantasy.”
Previous information on the Mackensen class battlecruiser has been wildly inaccurate. Most were written by non naval experts and included giving huge displacement for its size, crazy lengths, and weapon listed that simply do not make sense. On some early reports on the vessel, it was listed as the XS-400 class escort battleship. The origins of this designation is unclear. The actual name, Mackensen class battlecruiser, appears to be from the name of an unfinished German World War One class of battlecruiser.
Even though fully capable of open ocean operations, these battlecruisers have mostly operated along the coasts of the New German Republic. Some of the confusion about these vessels appears due to little information about them and even the Coalition States has not been allowed to closely examine them. There is some suggestion that some Free Quebec military personnel have been allowed onboard but this has not been confirm. It is widely believed that in the past, the New German Republic has deliberately spread false information about these vessels.
The Mackensen class battlecruiser can be considered one of the most advanced surface warships ever developed, far more advanced than any warships built by the Coalition. Only a few warship designs built before the Great Cataclysm might be considered as advanced as the Mackensen class battlecruiser. In addition, the Mackensen class battlecruiser is believed to be the largest trimaran warship design ever develop even compared to designs before the cataclysm. In its basic design features, these sleek battlecruisers share many features with the Type 512 Helgoland class missile frigate with many of the same features carried over on the Type 612 Iroquois class missile destroyer.
One of the main purposes of the Mackensen class battlecruiser was for the bombardment of Gargoyle and Brodkil strongholds close to shoreline. Especially in the past, the monster races ignored threats from the ocean and could be attacked with complete surprise with an amphibious assault. While these battlecruisers were designed primarily for long range bombardment, these vessels are highly capable in a number of different roles. These include naval surface combat, anti-submarine warfare, and even as flagships for large surface battle groups.
Only a relatively few of these battleships were built with the last completed having been completed about twenty years previously. Even so, they are considered an important part of the New German Republic navy with no plans to decommission them any time soon. With the use of advanced composites, these battlecruisers could remain in service for hundred of years.
In common with the much smaller Helgoland class missile frigate, the trimaran battlecruiser is considered quite seaworthy and is also considered a very steady gun platform. While it was quite a task to develop an armor scheme for a three hulled design, engineers were able to develop up with an extremely effective high level of protection for the Mackensen class. In fact, the battlecruiser is considered as well armored as the best design developed before the Great Cataclysm. Having three floating bodies actually makes the Mackensen class harder to sink than might otherwise be expected. In addition, the three hull design allows for a wider space for weapons, systems, and other vehicles than would be possible on a single hull design of around the same displacement.
In order to reduce these battlecruiser’s noise signature, the Mackensen class carries its engines relatively high in the primary hull. Immensely powerful, these engines allowed these battlecruisers to reach speeds of greater than forty knots on trials. Still, these vessels were not quite as far as originally thought and the Helgoland class missile frigates are a fair amount faster.
For the main guns of the battlecruiser, two forward gun mount / turrets with three 28 cm electro-thermal cannons are fitted. Interestingly, these cannons are the same caliber as the naval guns mounted on the World War Two German warships Scharnhorst and Gneisenau although the electro-thermal cannons are far more powerful and longer ranged. The rear turret is raised above the forward turret so as to allow the guns to fire over each other. In addition they are widely separated so that a single hit is not likely to take out both turrets. While not as rapid firing as smaller gun mounts on the battlecruiser, these cannons have an excellent rate of fire for their size.
Originally it was planned for these ships to mount electromagnetic rail guns. There were a number of development issues as well as the immense power requirements making them impractical. The electro-thermal guns were actually a fall back design but eventually it was decided to mount them. Even so, the 28 cm guns mounted on the Mackensen class are the largest known example of electro-thermal weaponry.
As far as secondary weapons, the Mackensen class mounts eight extremely powerful lasers in four twin mounts. Two are on the sides just in-front of the main turrets and two are on the rear of the ship on either side of the flight deck. On many early reports on the class, when it was listed as an “Escort Battleship,” these were listed as the primary weaponry although much of the actual information on the weaponry was incorrect.
For close range defense, these battlecruisers originally mounted four TX-862FC flack cannons from the Jaeger power armor. Recently these have been replaced by four barrel close range defense systems. The laser systems are considered more effective in the point defense role than the flack cannons that they replace.
While the 28 cm electro-thermal cannons are considered the primary weaponry of these battlecruisers, the Mackensen class also carries a heavy missile battery. In fact each battlecruiser has the equivalent missile payload of three Helgoland class missile frigates. Unlike American and Coalition designs, New German Republic naval vessels went with separate launchers for their long range and medium range missiles. A change from the Helgoland class missile frigates is that the medium range missiles are also fired from vertical launch systems instead of a trainable launcher. With six long range missile system and six medium range missile systems, these battlecruisers carry a total of almost nine hundred long range missiles and almost four hundred medium range missiles.
For close range defense these battlecruisers carry eight short range missiles launchers in addition to the laser defense mounts. While far more advanced, they can be considered the descendants of the RIM-116 Rolling Airframe Missile (RAM) system of the early Twenty-First Century. If the other weapon systems are unable to engage incoming missile attacks, the short range missile launchers engage them.
Even though the battlecruiser was not designed as an anti-submarine platform, it was decided to arm it against submarine threats. To this end, the Mackensen class has a pair of triple 324 mm torpedo tubes. In order to both reduce manning and in order to allow for the more rapid firing of the tubes, the large ship is fitted with an automatic reloading system and carries ninety torpedoes as reloads. A mixture of conventional and interceptor torpedoes are normally carried.
There have been a number of serious errors with the weapon systems of this vessel. A number list it with a ram bow, which is basically ridiculous. While a bit more plausible, the reports about the vessel carrying depth charge launchers is also false. In general they are simply considered ineffective against modern submarines.
Capable of tracking large numbers of airborne targets, the Mackensen class is fitted with the APAR-12 active phased array radar system. While manufactured by Triax, it was developed from advanced radar systems developed prior to the Great Cataclysm. Originally developed for the Type 512 Helgoland class missile frigate, is si considered the equal of the far larger “Aegis” system aboard the Coalition’s Ranger class missile cruiser. In reality, the Coalition Aegis system is basically direct copy of the pre-cataclysm American SPY-5D phased array radar.
Initially it was planned for the battlecruiser to only mount a hull sonar system. However, it was decided to add a towed array sonar as well as to be able to better deal with underwater threats. As with the radar system, the sonar systems are among the most advanced system on Earth with the systems being far more advanced than those of Coalition vessels.
Prior to the Great Cataclysm, all of the major navies of the world built their warships with greatly reduced radar cross signatures. Not only did this make these vessels harder to detect but also made them look far smaller. A destroyer might look like a fishing boat on radar for example. After the cataclysm, most navies neglected this. This includes the Coalition where their newest cruisers have massive radar cross signatures. However the New German Republic retained this feature. For its size, the Mackensen class have a comparatively tiny radar cross signature. In addition these battlecruisers have sophisticated electronic warfare suites.
While they do not carry as large a compliment as some previous rumors, they still carry a relatively large compliment. This includes a total of eight XM-270 “Mosquito” VTOL aircraft with normally two being airborne radar platforms and six being anti-submarine warfare aircraft. In some cases transport versions of the XM-270 may be substituted when supporting amphibious operations. In common with other New German Republic frigates and destroyers, these vessels have a sophisticated aircraft control facility over the hanger.
Even though these ships generally fo not carry conventional troops, they carry a large power armor compliment. The main compliment is one hundred and forty-four X-10A Predator flying power armors both for defending the ship against flying monsters and for airborne assault. In addition these ships usually carry twenty-four TXD-100 Ultra Deep Sea power armors.
Authors Notes: The Author suggests using this writeup in the place of the XS-400 Escort Battleship in Rifts: Underseas. There are a number of issues with the writeup of the battleship that simply is completely impractical. Tonnage does not make sense for its size and the dimensions themselves are not practical.
Model Type: BCG-582 class Trimaran Battlecruiser.
Vehicle Type: Ocean, Multi-Role Battlecruiser (Trimaran).
Crew: 850; 150 officers, 180 chief petty officers, and 620 enlisted (Has a high degree of automation).
Troops: 15 VTOL crew members, 160 power armor pilots.
Robots, Power Armors, and Vehicles:
Power Armor Compliment:
TXD-100 Ultra Deep Sea Power Armors.
X-10A or X-10B Predator Power Armors.
XM-270E “Mosquito” VTOL Aircraft - Airborne Radar variant.
XM-270F “Mosquito” VTOL Aircraft - ASW variant.
M.D.C. by Location:
 APAR-12 Active Phase Array Radar Systems (4, superstructure):
TX-EC-280 280 mm Electro-Thermal Cannon Barrels (6, 3 per gun mount):
TX-EC-280 280 mm Electro-Thermal Cannon Triple Turrets (2, forward):
TX-LR-100 100 mm Heavy Laser Barrels (8, 2 per turret):
TX-LR-100 100 mm Heavy Laser Turrets (4, 2 forward & 2 aft):
TX-QL-4 Quadruple Laser CIWS (4, superstructure):
TX-STL-72-LR Long Range Vertical Launch Systems (6, 2 forward & 4 aft):
TX-STL-32-MR Medium Vertical Launch Systems (6, secondary hulls):
TX-NVS-4-SR Short Range Missile Launchers (8, 4 each side of superstructure):
Triple 12.75 inch (324 mm) Medium Torpedo Launchers (2, sides):
 Chaff / Decoy Launchers (4, superstructure):
VTOL Pad (aft):
 Observation Bubble (between hangars):
Outer Hull (per 40 foot / 12.2 meter area):
 Primary Hull (main body):
 Secondary Hulls (2, either side of primary hull):
 Destroying the APAR phased array air search system radar system will eliminate the ship’s long range air search ability but weapon systems have backup fire control systems and panels can partially compensate for each other.
 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.
 The observation bubble gives the pilot of a landing aircraft a +10% bonus on piloting rolls because of guidance provided from the ship. Destroying the observation bubble negates this bonus, but does not incur penalties.
 Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. If the secondary hulls are still intact, the ship will sink very slowly and will take up to twenty four hours to sink. This may give the ships crew time to patch the damage to an extent that the ship will float but all propulsion will be destroyed but the ship may be repairable. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
 Destruction of one secondary hull will reduce stability and negate bonuses due to quiet design and for piloting. Destruction of both secondary hulls will give the ship a -20% penalty to piloting and give a bonus of +20% to be detected. Ship’s speed is also reduced to 34.5 mph (30 knots / 55.6 kph).
Surface: 48.3 mph (42 knots / 77.8 kph).
Range: Unlimited due to fusion engines (Needs to refuel every 20 years and requires maintenance as well). Ship carries six (6) months of supplies and consumables on board.
Length: 730.5 feet (222.7 meters) waterline and 864.0 feet (263.3 meters) overall.
Draft: 31.2 feet (9.5 meters).
Width: 150.9 feet (46 meters).
Displacement: 32,500 tons standard and 39,500 tons fully loaded.
Cargo: Can carry 2,000 tons (1,814.4 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: Four nuclear fusion reactors, average life span is 20 years. Usually only goes 10 years between refueling.
Black Market Cost: Not for sale but costs around 1.2 billion credits to construct. If found and sold on the black market would probably cost 3 to 6 billion credits although only major governments could afford to operate the vessel. As well, none of the would want to create an incident with the New German Republic. The crew would likely scuttle the vessel if they knew it was going to be captured. Cost does not include embarked craft and power armors.
Two (2) TX-EC-280 Triple Barrel 280 mm Electro-Thermal Naval Gun Turrets: Two turrets are mounted on the ship forward of the ship’s superstructure. The barrels can be elevated up to 45 degrees and the turrets can rotate 280 degrees. The projectile is loaded into the barrel, behind which there is a “propellant,” which is a plug of light metal. A powerful electromagnetic force is applied to the metal, which causes its atoms to “switch” directions. This happens so violently that the metal turns to plasma, and this expanding gas then drives the projectile forward. These cannons are almost as powerful as the 16-inch naval guns that are planned to be mounted on the Coalition Chi-Town class carriers and have a far longer range. Likely, any other naval ships that get within the range of these guns will be destroyed in just a few minutes. The cannons are also very effective in ground bombarding roles. While they have an excellent rate of fire for their size, they still have a slower rate of fire compared to most smaller mounts and are considered too large to be effectively used against aircraft. The cannons can also use rocket assisted projectiles for extended range.
Maximum Effective Range: Standard Projectiles: 43.5 miles (37.8 nautical miles /70 km). Rocket projectiles: 65.2 miles (56.7 nautical miles /105 km).
Mega-Damage: Standard Projectiles: 4D6x10+10 to a blast radius of 40 feet (12.2 meters) for High Explosive, 5D6x10+20 to a blast radius of 6 feet (1.8 meters) for High Explosive Armor Piercing, and 1D4x100 to a blast radius of 40 feet (12.2 meters) for Plasma. Rocket projectiles: 3D6x10 to a blast radius of 20 feet (6.1 meters) for High Explosive, 4D6x10 to a blast radius of 4 feet (1.2 meters) for High Explosive Armor Piercing, and 6D6x10 to a blast radius of 20 feet (6.1 meters) for Plasma. Cannons can also use special purpose warheads, multiple by 1.5 the damage / effects for 203 mm artillery warheads for damage and effects (See Battlefield Artillery for Rifts for more information - standard or rocket assisted as appropriate.)
Rate of Fire: One round per melee round per barrel or four shots per barrel per minute. Can fire three shots per melee round per turret or six rounds per melee round for both turrets.
Payload: 450 rounds per turret for 900 rounds total. Usually carries 200 High Explosive, 200 High Explosive Armor Piercing, 200 Plasma, 100 Rocket Propelled High Explosive, 100 Rocket Propelled High Explosive Armor Piercing, and 100 Rocket Propelled Plasma rounds. Ship will carry special rounds when employed in artillery roles.
Four (4) TX-LR-100 100 mm Twin Barrel Heavy Laser Cannon Turrets: There are two mounts to the sides of the forward long range missile launchers and two near the rear on either side of the flight deck. One of the most powerful and effective laser weapons developed by Triax but previous sources have had wildly incorrect data on the weapon system. While primarily designed to engage surface targets, it is also considered effective against airborne targets. The twin turrets can rotate 360 degrees and have a 90-degree arc of fire. A pair of gunners operates each turret.
Maximum Effective Range: 12 miles (10.4 nautical miles / 19.3 km).
Mega-Damage: 3D6x10 M.D. per single blast or 6D6x10 per double blast.
Rate of Fire: Eight (8) single shots or four (4) double blasts per melee round (per turret).
Payload: Effectively unlimited.
Four (4) TX-QL-4 Quadruple Laser CIWS Mounts: All four mounts are located on the superstructure, with two to the aft, just above the hangar, and the other two on both sides of the superstructure, just aft and to the sides of the bridge. These weapons systems replace flack cannon mounts. Each mount has four laser barrels that fires multiple bursts of laser pulses which have a great chance to hit incoming missiles and planes. The system is normally linked to a powerful automatic tracking system and operates fully automatically to eliminate air targets with missiles being prime targets tracked. In addition, the system can be put on manual and is devastating to ground targets and can be used as short range line-of-sight weaponry against other vessels. The system is fitted with both an independent power supply and a laser and radar targeting system. Each mount has a 90 degree elevation, and a rotation of 360 degrees.
Maximum Effective Range: 12,000 feet (3,600 meters).
Mega Damage: Bursts inflict 4D4x10, fires bursts only.
Rate of Fire: Eight (8) attacks per melee round (+5 to strike) on automatic or by gunner’s hand to hand if on manual.
Payload: Effectively Unlimited.
Special Feature: The system has a +5 bonus to strike when on automatic and gives a bonus of +2 to strike if used by a gunner.
Six (6) TX-STL-72-LR Long Range Vertical Launch Systems: Two vertical launch systems are located on the ship, two just in front of the main superstructure on a raised deck and four immediately behind the flight deck. In many ways this system is similar to a number of Pre-Rifts systems including the American Mk 59 system. Each missile system have a total of seventy-two individual cells each (arranged in a twelve by six pattern) and can launch huge volleys of missiles against targets. System has an automatic reload system where once a missile is fired, that cell automatically reloads. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes (See revised Rifts torpedoes for details.) Long range missiles are normally used against large targets and aircraft / missiles. About half of all missiles carried are fusion warheads and most missiles are normally smart missiles. When the system was designed, it was decided not to be able to carry medium range missiles as well.
Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)
Mega-Damage: As per 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), eight (8), twelve (12), twenty-four (24), or thirty-six (36) long range missiles per launch system per melee round. Long range missile cells are automatically reloaded and are ready to fire next melee round.
Payload: Seventy-Two (72) missiles in each launch system with seventy-two (72) missiles in each magazine for automatic reloads [Can carry a total of 864 long range missiles.]
Six (6) TX-STL-32-MR Medium Vertical Launch Systems: These launchers are mounted on the outboard sides of the vessel superstructure and above the secondary hulls. As opposed to the medium range missile systems on the Helgoland class frigate these are vertical launch system, like the long range missile systems. These missile cells are arranged in an eight by four pattern, and each cell has a single reload. The systems can launch up to 32 missiles simultaneously each with the launcher being automatically reloaded. These launchers act as the ships middle point defense and are normally used to engage incoming air targets and missiles.
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), eight (6), sixteen (16), twenty-four (24), or thirty two (32) medium range missiles per launcher. Medium range missile cells are automatically reloaded. Each launcher operates independently.
Payload: Thirty-two (32) missiles in each launch system, with thirty-two (32) additional medium range missiles in each magazine for automatic reloads, for a total of three hundred and eighty-four (384) medium range missiles.
Eight (8) TX-NVS-4-SR Short Range Missile System: Four of these compact weapon systems are located on either side of the superstructure for a total of eight close range missile defense systems. Each launcher has the ability to launch twelve short range missiles and automatically reloads every time a missile or missiles are fired. This system normally acts as the ships inner point defense system just before the flack cannons engage missiles. Each launcher is fitted with multiple fire control systems and can target missiles on multiple targets. Normal missile mixture is fifty percent armor piercing and fifty percent plasma missiles.
Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire short range missiles one at a time or in volleys of two (2) or four (4) short range missiles per launcher. Has the ability to fire up to eight volleys per melee round. Each launcher operates independently and automatically reloads after firing.
Payload: One hundred and twenty-eight (128) short range missiles per launcher for a grand total of 1,028 short range missiles.
Two (2) Triple 12.75 inch (324 mm) Medium Torpedo Launchers: There is one triple launcher on each side of the ship. Each triple 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. The tubes have an automatic reloading system and can be fired quickly. Ship carries ninety reloads for torpedoes. For the most part torpedo warheads are equal to 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) or three (3) medium torpedoes per side, launcher can fire a maximum of two (2) volleys of torpedoes per melee each launcher.
Payload: Three (3) medium torpedoes each launcher for a grand total of six (6) medium torpedoes. Has an additional ninety (90) medium torpedoes for reloads.
Four (4) 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 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.
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 ninety-six (96) canisters.
Four (4) TK-4 Advanced Towed Torpedo 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 vessel using a cable. If decoys are not destroyed, they can be recovered and repaired. 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.: 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.
The ship has all systems standard on a robot vehicle plus the following special features:
Triax APAR 12 Three Dimensional Active Phase Array Radar System: An incredibly advanced radar and computer system first developed before the coming of the Rifts and is the equal of the Aegis system on Coalition Navy vessels. Powerful and flexible active phased array radar system that is comprised of four panels that each emit radar waves. System can simultaneously track and identify up to 1,152 targets. As well, the system controls missiles launched from the missile launchers and the system can track and guide each individual missile to an individual target for up to 288 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. Active phased array radar systems are harder to detect and jam due to being able to rapidly jump across frequencies. Range: 800 miles (695.2 nautical miles / 1,280 km), subject to the radar horizon. Bonuses: The system gives +10% to Read Sensory Instrument skill rolls, +2 on initiative, and +1 to strike.
Triax TX-MAS-8A Advanced Hull Sonar: Mounted under the bow of the ship. This hull sonar system has both a passive and active system built in. Sonar system can track up to 32 targets at one time. Range: 25 miles (21.7 nautical miles / 40.2 km). Bonuses: Sonar gives +10% bonus to Read Sensory Instruments and Weapon Systems skill rolls.
Triax TX-TAS-8A Advanced Towed Array Sonar System: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. This towed array sonar system has both a passive and active system built in. Sonar system can track up to 64 targets at one time. Range: 100 miles (86.9 nautical miles / 160.9 km).
Triax TX-ESM-6A Advanced Integrated Electronic Warfare Suite: Combination of radar / radio detection system (ESM) and an active jamming (ECM) system. The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon. This includes the ability to detect radar guided weapons. Can be used for limited targeting. In jamming mode, causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Some missiles also have AESA type radars themselves and/or have backup infra-red sensors. Jamming also causes a -4 penalty to all radar guided weapons. Can be used to jam a wide area or for focused jamming against several targets.
Command and Control Facilities: The battle cruiser carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get an additional +5% on Read Sensory Instrument skill rolls, +5% on Weapon Systems skill rolls, +1 to strike with all weapon systems, and +10% on communication skill rolls.
Sonar Masking System: The hull and propulsion are designed to minimize noise from the vessel and uses air bubbles to form a barrier against sonar as well. Bubble masker protects both the hull and propellers against detection. Gives a -20% penalty to any Read Sensory Instrument skill rolls to detect this ship using sonar and bubble masker reduces ability to classify vessel.
Radar Defeating Profile & Radar Absorbing Materials: The ship’s superstructure and hull are designed so that the radar profile of the ship is reduced and the ship is covered with radar absorbing materials. Because of this, attempts to detect the ship using radar are made with a -20% penalty to any Read Sensory Instrument skill rolls when attempting to detect this ship and vessel will appear to be smaller on radar than it would otherwise. Go to General Detection Penalties / Bonuses for more information on penalties and bonuses to use with stealth.
+20% to Piloting Rolls
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Writeup by Kitsune (E-Mail Kitsune).
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