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N.G.R. FFG Type 512 Helgoland class Trimaran Missile Frigate:


One of the oldest naval vessel designs still in service with the New German Republic, the first of the class was laid down in the early years of the republic. After the New German Republic was able to recover from the Great Cataclysm, there was considered a need to develop and effective navy. Otherwise, the navy considered only of a few vessels from prior to the cataclysm.


Over the course of several decades, a total of forty-eight of these frigates were completed. At the current time, thirty-two of these frigates still remain im service with the New German Republic Navy. A number have been lost over the years with monster attacks, pirates, and accidents being the main causes of losses. There has been some discussion towards restarting production of a slightly modified version with the expansion of the New German Republic Navy.


Recently Free Quebec purchased the designs for the trimaran frigate. There have been considerable tensions between Free Quebec and the Coalition States. As a result, Free Quebec has decided that they need to beef up their navy in response to a growing Coalition navy. Construction on two modified versions of the Helgoland class has already begun by Free Quebec.


Compared to the vessels of other navies, the Type 512 missile frigate is considered quite large for a frigate and is almost the length of the James Bay class destroyer with the trimaran frigate being quite a bit wider. As previously described, the Helgoland class is of a trimaran design unlike any vessels being operated by the Coalition or other North American nations. The trimaran design has a number of significant advantages. Among these are that the design is more stable and able to operate effectively in rough seas, allow the vessel to operate at higher speeds for a specific horsepower, and increased deck space for weapons and other features


While these ships might be considered relatively elderly, they are still among the most advanced naval designs built since the Great Cataclysm. The Coalition’s James Bay class is considered several generations less advanced than the Type 512 missile frigate. Naval officers from the New German Republic have looked at the vessels of the Coalition navy and were not impressed.


In many ways the APAR-12 active phased array radar system is the heart of the Helgoland class frigate. The radar system is considered every bit as capable as the “Aegis” system aboard the Coalition’s Ranger class missile cruiser while the German system is far more compact. As this vessel is also designed to deal with underwater threats, it is equipped with an extremely effective hull and towed array sonar system.


For their size these frigates carry a huge payload of missiles. On the forward and aft decks the frigate mounts fifty cell vertical launch systems for long range missiles. Unlike the old American Mk 41 missile system, each launcher has an automatic missile reloading system giving the frigate a total of two hundred long range missiles.


To give the frigates a middle range interception ability, there is also a pair of medium range missile launchers. Unlike the long range launchers, these are trainable systems with one located just forward of the main superstructure and just aft of the flight deck. Each launcher has eighteen medium range missiles with an automatic reload system with the ability to reload within just a few seconds. A total of fifty-four medium range missiles are carried for each launcher.


Finally for inner missile defense the frigate mounts eight short range missile systems with four on each side of the superstructure. Long before the Great Cataclysm, the German Navy adopted the RIM-116 Rolling Airframe Missile (RAM) and this system might be considered the descendent of the pre cataclysm system. While each launcher only has four missiles ready to fire, the missile systems have an automatic reload system. A total of over five hundred short range missile are carried for the inner defense of the frigate.


Another area where the New German Republic is far in advance of the Coalition is in the technology of rail guns. While Coalition warships mount conventional gun mounts, the Type 512 frigate mounts a 120 mm hyper velocity rail gun. The gun is immensely powerful, even more powerful than the famed Boom Gun on the Glitter Boy power armor and the fact the weapon requires no conventional propellant means that a far higher payload can be carried than might be otherwise possible.


Even with the short range missile system, a pair of point defense gun systems were mounted on the frigate when it was designed. These were later replaced by the flack cannon systems developed for the Jaeger power armor. Not only were the systems considered more effective against incoming missile than the original system, they were also more effective against larger targets. There is some discussion about replacing these again with the four barrel laser close range defense system refitted to the Mackensen class battlecruiser.


Not considered all that different than torpedo systems developed before the cataclysm, the Helgoland class mounts a pair of twin 324 mm torpedo tubes for anti-submarine warfare. As with most of the missile systems, there is an automatic reloading system. A mixture of conventional and interceptor torpedoes are normally carried.


The Type 512 frigate carries a considerable embarked compliment of aircraft, power armors, and small boats for its size. Originally it carried twenty WS-8 “Wespe” power armor, developed before the cataclysm, but later replaced by the X-10 Predator power armor. An addition five underwater power armors are carried. Similarly, a pair of KU-4 “Kolibri” anti-submarine aircraft were originally carried and they have been replaced by two XM-270 “Mosquito” class airships refitted for anti submarine warfare operations. Otherwise the ship carries a total of four small Zodiac style boats.


It is unclear what the aircraft compliment of these vessels will be in Free Quebec naval service. It is most likely that they will embark the standard Coalition SAMAS but it is also possible a new naval version might be developed. The Free Quebec navy appears to be looking at a conventional helicopter but that is not certain either.


Model Type: FFG-512 class Trimaran Frigate.

Vehicle Type: Ocean, Guided Missile Frigate (Trimaran).

Crew: 105; 7 officers, 15 chief petty officers, and 83 enlisted (Has a high degree of automation).

Troops: 15 Mosquito crew members, 20 X-10 Predator power armor pilots.


Robots, Power Armors, and Vehicles:

Power Armor Compliment:

 

20

X-10A or X-10B Predator Power Armors (Originally WS-8 Wespe Flying Power Armors.)

 

5

XU-50 Light Underwater Power Armors.

Aircraft Compliment:

 

2

XM-270F “Mosquito” VTOL Aircraft - ASW variant (Originally KU-4 Kolibri Utility VTOL.)


M.D.C. by Location:

 

Bridge:

500.

 

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

150 each.

 

TX-HW-120 120 mm Hyper Velocity Rail Gun Barrel (1, gun mount):

160.

 

TX-HW-120 120 mm Hyper Velocity Rail Gun Mount (forward):

350.

 

TX-862-FC Flack Cannon Mounts (2, superstructure):

200 each.

 

TX-STL-50-LR Long Range Vertical Launch Systems (2, forward & aft):

350 each.

 

TX-SVS-18-MR Medium Range Box Launchers (2, forward & aft):

225 each.

 

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

150 each.

 

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

50 each.

 

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

10 each.

 

Hanger (aft):

400.

 

VTOL Pad (aft):

250.

 

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

80.

 

[3] Primary Hull (main body):

1,500.

 

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

500 each.


Notes:

[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] 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.

[4] 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).


Speed:

Surface: 69 mph (60 knots / 111.1 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:

Height:  45.3 feet (13.8 meters).

Width:   85.0 feet (25.9 meters).

Length:  480.6 feet (146.5 meters) waterline and 509.2 feet (155.2 meters) overall.

Displacement: 5,800 tons standard and 7,500 tons fully loaded.

Cargo: Can carry 400 tons (369.9 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: Two nuclear fusion reactors, average life span is 20 years. Usually only goes 10 years between refueling.

Black Market Cost: Generally not for sale but would cost around 250 million credits to manufacture. Cost does not include embarked craft and power armors.


WEAPON SYSTEMS:

  1. One (1) TX-HW-120 120 mm Hyper Velocity Rail Gun: Main gun mount which is positioned forward on the ship. One of the most powerful rail guns on Rifts Earth and is far more powerful than a comparable size conventional or even electro-thermal gun mount. Considered to be extremely effective against armored targets and also carries a greater payload than a conventional gun mount due to not needing propellant charges. Against heavily around targets, the rail gun fires solid dart of ultra dense high strength materials that does massive damage to targets that it hits. Can also fire various explosive warheads against softer targets including against aircraft. The rail gun mount has the ability to rotate 360 and can tilt up to 90 degrees and is considered useful against both ground and air targets. In addition, the weapon system is also gyro-stabilized and has an advanced fire control computer. However, using solid dart rounds, the cannon is less effective at targeting fast moving targets such as aircraft, missiles, and flying power armors.

    Maximum Effective Range: Direct Fire: 20 miles (17.4 nautical miles / 32.2 km). Indirect Fire: 60 miles (52.1 nautical miles / 96.6 km.)

    Mega-Damage: A single round inflicts 5D6x10+60 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Can use Standard High Explosive rounds that inflicts 1D6x10 with a blast radius of 20 feet (6.1 meters). High Explosive Armor Piercing does 2D6x10 with a blast radius of 10 feet (3.05 meters).

    Rate of Fire: Maximum of four (4) shots per melee round.

    Payload: 800 rounds. Ship normally carries 600 solid dart rounds, 100 high explosive rounds, and 100 high explosive armor piercing rounds.

    Bonuses / Penalties: +2 to strike against ground / surface targets. Solid dart rounds have -2 to strike against aircraft, missiles, and flying power armors. No penalties for explosive rounds against fast moving targets.

  2. Two (2) TX-862-FC Recoilless Anti-Aircraft Flack Cannons (2): One cannon is mounted on the front super structure and the other is mounted on the rear superstructure. Replaced original point defense guns in later service. Originally developed for the X-535 “Jaeger” power armor, the system is linked to a powerful automatic tracking system and can be operated fully automatically to eliminate air targets. It is considered especially effective against missiles. Weapon system can also be operated manually. This is commonly done to engage ground targets with the weapon system being able to be used as short range artillery. The system is fitted with both an independent power supply and a laser and radar targeting system.

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

    Mega-Damage: Single Round: 4D6, Two Rounds: 1D6x10, and Six Rounds: 3D6x10.

    Rate of Fire: Eight (8) Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if operated manually.

    Payload: 600 rounds per gun mount. That is 100 volleys of 6 rounds for or 300 two round volleys for each cannon.

    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. 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 main sensor system is destroyed. The secondary sensor array also enables the gun to track and automatically fire two round volleys at aerial targets. Sensor Range: 11,000 feet (3353 in).

  3. Two (2) TX-STL-50-LR Long Range Vertical Launch Systems: One launching system is located forward in front of the medium range missile launcher and the aft of the ship behind the medium range missile launcher. 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 fifty individual cells each 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), or twenty-five (25) 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: Fifty (50) long range missiles in each launch system with fifty (50) missiles in each magazine for automatic reloads [Can carry a total of two hundred (200) long range missiles.]

  4. Two (2) TX-SVS-18-MR Medium Range Box Launchers: One box launcher is located just behind the forward long range system and the second is aft just after the VTOL hanger and pad. These are box type launchers with nine cells on either side of the centerline and can be trained towards their target. Launchers can fire volleys of up to nine medium range missiles at a time with launcher automatically reloading after firing. There are similarities in appearance to the old Pre-Rifts Sea Sparrow launchers although the launcher has a greater payload and tilts upward to automatically reload after firing.

    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), three (3), six (6), or nine (9) medium range missiles per launcher. Each launcher operates independently and automatically reloads after firing.

    Payload: Fifty-four (54) medium range missiles per launcher for a total of one hundred and eight (108) medium range missiles.

  5. 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: Sixty-four (64) short range missiles per launcher for a grand total of five hundred and twelve (512) short range missiles.

  6. Two (2) Dual 12.75 inch (324 mm) Medium Torpedo Launchers: There is one twin launcher on each side of the ship. Each twin torpedo launcher has two 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 eighty 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) medium torpedoes per side, launcher can fire a maximum of two (2) volleys of torpedoes per melee each launcher.

    Payload: Two (2) medium torpedoes each launcher for a grand total of four (4) medium torpedoes. Has an additional eighty (80) medium torpedoes for reloads.

  7. 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 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.

    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.

  8. 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:

Bonuses:



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[ 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 Mischa (E-Mail Mischa). Click on line drawing for a better view.

Mischa has no art home page at present but many other items on my site.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998, 1999, 2001, 2002, 2006, & 2018, Kitsune. All rights reserved.



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