N.G.R. CVN Type 604 Seydlitz class Carrier:

New Navy Intelligence Report 2456.5
Top Secret

One problem with the study of many New German Republic designs is the fact that many of their vessels are not often operated in open waters and as such there is little chance of getting good intelligence. Before the coming of the Rifts, Germany had operated some small escort vessels with flight decks that might loosely be considered carriers but nothing coming close to the technical background to produce as advanced as the Poseidon class submersible class carrier. After all, development of the Ticonderoga was repeatedly delayed by the United States which had almost two hundred years of carrier development at the time of construction. As a result, Naval Intelligence long assumed that the New German Republic had built a full sized surface carrier but it had not been seen until recently. This report is designed to give available information on the class.

Though the use of both remote underwater probes and through intelligence personnel operating within the New German Republic, recent intelligence has been gained on this class of vessel. It appears that two large surface carriers were built before construction was changed to submersible carriers. The German carriers’ names seem to be Seydlitz and Moltke. The designs appear to be similar to Pre-Rifts British carrier designs. While most Post Rifts designs are trimarans, the designing of a trimaran carrier presents many problems and it is sensible that the Seydlitz is designed with a conventional style hull. It is possible that the remains of one of the British carriers were discovered or that detailed design schematics were recovered. While these two carriers are quite capable of operating in deep waters and the New German Republic possesses enough escorts, these vessels usually stay in relatively shallow waters. One apparent role for these vessels is to support assaults on most infested areas away from the main territory of the New German Republic.

Most of the intelligence we have on the vessel is based on observation and what little information is known within Germany. Though smaller than United States Pre-Rifts carriers, the Seydlitz carriers are still quite large and can carry a relatively large air wing and the ship has an angled style flight deck. To allow for the use of XM-280 and other non-VTOL fighters, the Seydlitz is outfitted with three electromagnetic catapults. The carrier also has an arrester system for their landing. The ships appear to carry about 50 aircraft and about two hundred power armors. The carriers seem to carry a mixture of Mosquitos, Dragonwings, XM-280 Fighter Jets, and a new attack plane we only have sketchy intelligence on. Our allies in the REEF have reported that the design is named “Schwalbe” which means “Swallow” in German but the REEF has been unable to get full intelligence on the design as well.

The weapons on the vessel seem to be designed for defense of the vessel. There are two medium range missile launchers similar in appearance to what is carried on other surface vessels. The launchers are mounted on the deck with one just forward and the other just aft of the superstructure. The role of these launchers is medium range defense. These launchers seem to have the capacity for thirty-two missiles each launcher system. There is intelligence indicating a reload system with a total of three to four reloads per launcher. As inner point defense, the vessel has four laser close in weapon system and eight short range missile launchers. These missile launchers are also believed to have a reload system.

There is little information on how much abuse the vessel can take but it should be assumed that it is well armored. The New German Republic has stronger alloys that the British Navy did during the construction of their carriers. Speed is hard to analyze as well. The vessel has been observed at speeds of up to 28 knots but since the Pre-Rifts Ark Royal class had a top speed of 32 knots, we assume it likely that the Seydlitz can reach at least that speed. The power plants are assumed to be fusion reactors. A strong possibility is that it uses the same engines as the Mackensen class Battlecruiser. In that case, a speed of around 32 to 36 knots can be expected from observed speeds of the Battlecruiser. Some of the electronics of the vessel are easy to note such as the APAR system which appears to be standard on most NGR Vessels. Underwater pictures have shown that it has some form of sonar but it is believed that the vessel does not have a tower array sonar. Others need to be assumed and it is likely most of the electronics are identical to those carried on other vessels constructed by the NGR.

Crew compliment is other unknown but based on supplies coming onboard, the crew and troops are assumed to be between twelve hundred and fourteen hundred. The crew and troops of the Ark Royal class carrier were around thirteen hundred so the numbers would appear to confirm a close affiliation between the two classes. It is assumed that the NGR vessel has the ability to act as a flagship.

End of report

Author Note: Some of the information in the report is inaccurate. This is deliberate and is designed to reflect errors in intelligence gathering.

Model Type: CVN-604 Class Aircraft Carrier.

Vehicle Type: Ocean, Nuclear Aircraft Carrier.

Crew: Ship’s Complement: 600 personnel (50 officers, 55 chief petty officers, and 490 enlisted [Has a high degree of automation]).

Air Wing: 550 personnel (160 pilots / air crews, 40 flight deck officers, and 350 enlisted.)

Flagship Staff (When acting as a Flagship): 40 personnel (6 officers, 6 senior enlisted, and 28 enlisted.)

Troops: 360 Marines (280 pilots for power armors and 80 soldiers in body armor and cyborg troops.) Can accommodate another 200 people reasonably comfortably, more than that causes cramped and stressful conditions.

Robots, Power Armors, and Vehicles:

Power Armor Compliment:



TXD-100 Ultra Deep Sea Power Armors.



X-10A or X-10B Predator Power Armors.

Robot Vehicle Compliment:



X-2700 Dragonwing Ground / Air Robot.

Fighter/Aircraft Compliment:



XM-270E “Mosquito” VTOL Aircraft - Airborne Radar variant.



XM-270F “Mosquito” VTOL Aircraft - ASW variant.



XM-270G “Mosquito” VTOL Aircraft - Jamming variant.



XM-280 Fighter Jets (Non VTOL.)



XM-281 Swallow Fighter Jet (Non VTOL.)

M.D.C. by Location:


TX-QL-4 Quadruple Laser CIWS (4, 2 each side of hull):

250 each.


TX-STL-32-MR Medium Vertical Launch Systems (2, starboard side):

300 each.


TX-NVS-4-SR Short Range Missile Launchers (8, 4 each side of hull):

150 each.


[1] APAR-12 Active Phase Array Radar Systems (4, superstructure):

150 each.


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

10 each.


[3] Electromagnetic Catapults (3, flight deck):

100 each.


[3] Electromagnetic Arrester Cables (4, flight deck):

25 each.


[4] Inboard Elevators (3):

400 each.


Hanger Doors (2):

400 each.


[5] Main Flight Deck:



[6] Main Bridge / Superstructure:



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



[7] Main Body:



[1] 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.

[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 catapults are destroyed, non VTOL or STOL aircraft cannot be launched. If arrester cables are destroyed, non VTOL or STOL aircraft cannot land until arrester cables are replaced.

[4] If all three elevators are destroyed, no aircraft can be moved from the hangers to the flight deck, meaning that they cannot be launched unless already on the flight deck.

[5] If the flight decks are destroyed, only helicopters and other VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.

[6] If 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.

[7] Destroying the main body destroys propulsion and power systems, disabling the ship. The ship is fitted with advanced polymer armors that allow the ship to withstand up to -2,000 M.D.C. before losing structural integrity and sinking. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.


On Water: 41.5 mph (36 knots / 66.7 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.

Statistical Data:

Draft:    36 feet (11.0 meters).

Length:  951.4 feet (290 meters) waterline and 1,017.1 feet (310 meters) overall.

Width:   122.7 feet (36.8 meters) waterline and 223.1 feet (68 meters) overall.

Displacement: 52,000 tons standard and 62,500 tons fully loaded.

Cargo: Can carry 5,000 tons (,4536 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 1.8 billion credits to construct. If found and sold on the black market would probably cost 5 to 10 billion credits but only major governments could afford to operate the vessel. As well, none of them would want to create an incident with the New German Republic. It would almost be next to impossible for any group to capture one of these vessels intact. 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.


  1. Four (4) TX-QL-4 Quadruple Laser CIWS Mounts: All weapon mounts are located on the sides of the hull. Two are located about one quarter down the length of the vessel from the bow with one on either side. They are located forward of where the angled flight deck ends. The two others are located just forward of the fantail with one on either side. 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.

  2. Two (2) TX-STL-32-MR Medium Vertical Launch Systems: The launchers are mounted on the starboard outboard sides of the carrier’s deck and are positioned forward and aft of the ship’s superstructure. 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 one hundred and twenty-eight (128) medium range missiles.

  3. Eight (8) TX-NVS-4-SR Short Range Missile System: Four launchers are located on either side of the hull with the quad point defense laser cannon mounts. Mounted to either side of the point defense laser mounts, they are slightly lower in position to give the lasers a wider arc of fire. Two pair of mounts are located on the sides near the fantail and two located about one third of the hull’s length from the bow. 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.

  4. 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.

    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 ninety-six (96) canisters.

  5. 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.

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 © 2000, 2001, 2003, & 2018, Kitsune. All rights reserved.