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N.G.R. BCG Type 582 Mackensen class 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 50 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 about this ship has been wildly inaccurate giving huge displacement for its size, crazy lengths, and weapon lists that simply do not make sense. It was initially listed as the XS-400 class escort battleship but in reality it is the Mackensen class battlecruiser and is named for a World War One design for a German Battlecruiser that was never completed. These ships have most often been operated in the secluded waters around the New German Republic which likely explains some of the confusion on the design but it is apparent that the New German Republic has also been spreading false information to protect their design.


These ships are incredible designs that are in advance of any designs that the Coalition as built. They are some of the most powerful vessels ever built on Rifts Earth. These sleek Battlecruisers are also some of the largest trimaran ships ever built but still shares many design similarities with the Type 512 frigates and the later Type 612 destroyers.


The Mackensen was originally designed to bombard Gargoyle and Brodkil strongholds close to shoreline. These ships have been found to be very effective in support of amphibious assaults against various monster races. Even though their primary purpose is ground bombardment, these ships are capable in a great many roles including naval surface combat, anti-submarine warfare, and as flagships for large surface battle groups. While no new ships of this class have been constructed in the last twenty years, there seems to be no plans to decommission any of them anytime soon.


Like the other New German Navy vessels that are trimarans, the Mackensen is very seaworthy and is a very steady gun platform. Even though many might consider that it would be hard to come up with an armor scheme that would give these three hulled ships a high level of protection, the Mackensen class is very well armored and having three floating bodies makes the vessels harder to sink. 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 about the same displacement.


The ship carries its powerful engines high in the primary hull which reduces the noise in the water greatly. While the ship is not as fast as was first thought and not as fast as the Trimaran destroyers or frigates, it is the fastest battlecruiser ever constructed and on trial runs these huge ships have all exceeded 40 knots.


The main guns of the vessel are two forward turrets with three 28 cm electro thermal cannons. These cannons are the same size as the naval cannons mounted on the Scharnhorst and Gneisenau but are far more powerful and longer ranged. The forward mount is mounted slightly above the main deck not to interfere with the heavy laser cannons with the second mount slightly higher than the first. While not as rapid firing as smaller guns, these cannons have an excellent rate of fire for their size. The first proposals were to mount rail guns but the power requirement were too high so electro thermal cannons were substituted for rail guns. Supporting the main guns, the vessel has eight powerful laser cannons mounted in four turrets. 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. These are the same cannons that were thought initially to be the main guns of the battleship but are in fact secondary weapons. Originally these ships carried four Flack Cannons identical to the TX-862FC cannon from the Yager class Power Armor but these have been replaced by laser CIWS that are considered to be more effective.


In addition to direct fire weaponry, these ships carry an incredible number of missiles and are the equivalents of several frigates or destroyers in this regard. Unlike American and Coalition designs, these ships went for separate launchers for their long range and medium range missiles. The ship carries six long range missile VLS systems and six medium range VLS missile systems. This gives the ship a total of 864 long range missiles and 384 medium range missiles. The ship also has eight short range missile launchers that function like the function in a fashion similar to the RAM missiles launchers that were mounted on many German vessels in the beginning of the twenty first century.


Even though not its primary role, the battlecruiser is armed for anti-submarine warfare with a set of torpedo tubes on either side of the vessel. While these torpedoes are primarily meant for use against submarines, they can also be used against surface targets. Previous information indicated that these ships were armed with depth charge launchers but like reports of the ship being fitted with a ram prow, this has proven to be incorrect.


Like most of the New German Republic's larger ships, the battlecruisers have a sensor suite that is an improved version of the pre-Rifts APAR three-dimensional radar This system is identical to that carried on the


Helgoland class frigates. This Phased Array radar system is more compact than the Aegis system of the Coalition States, and has equal tracking capabilities and range. The ship also has both a hull sonar system and a towed array sonar system.


The designers constructed these battlecruisers to maximize stealth characteristics and use Radar Absorbent Materials extensively in the design. As a result, these ships are some of the hardest large vessels to detect on Rifts Earth. These ships also carry powerful ECM systems.


These ships carry a surprisingly large amount of embarked craft. The ship carries 4 XM-270E “Mosquito” VTOL airborne radar platforms, 4 XM-270F “Mosquito” VTOL airborne Anti-Submarine airships. Like the New German Navy destroyers, the ship has an observation bubble to help land aircraft. These ships also carry 144 X-10A Predator flying power armors to fight off flying creatures and 24 TXD-100 Ultras underwater power armors.


Model Type: BCG-582 Class Battlecruiser
Vehicle Type: Ocean, Guided Missile Battlecruiser
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 Armors:

24TXD-100 Ultras
144X-l0A Predators
Fighter/Aircraft Compliment:
4XM-270E Mosquito ERC (Airborne Radar)
4XM-270F Mosquito ASW (Anti-Submarine Warfare)


M.D.C. by Location:

Bridge:5,000
[1] APAR Radar Systems (4, Superstructure):100 each
Towed Sonar Array (Aft):100
280 mm Electro-Thermal Cannon Barrels (6, Front):600 each
280 mm Electro-Thermal Cannon Triple Turret (2, Front):1,800 each
Quadruple Laser CIWS (Superstructure, 4):250 each
Heavy Laser Cannon Turrets (4, 2 Forward & 2 Aft):800 each
Long Range Missile Launchers (6, 2 Forward & 4 Aft):400 each
Medium Range Missile Launchers (6, Secondary Hulls):300 each
Short Range Missile Launchers (8, sides of superstructure):220 each
Torpedo Launchers (2, sides):50 each
Chaff Launcher (4, Superstructure):10 each
Hanger (Aft):1,000
[2] Observation Bubble (Between Hangars):400
[2] Primary Hull (Main Body):12,000
[3] Secondary Hulls (2, either side of Primary Hull):5,000 each


Notes:
[1] Destroying Phase Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other.
[2] 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.
[3] Destroying the main body causes the ship to loose structural integrity, causing the ship to sink. If the Secondary Hulls are still intact, the ship will sink very slowly and will take a full 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. Ships speed is also reduced to 20 knots (23.0 mph / 37.0 kph)


Speed:
Surface: 42 knots (48.3 mph / 77.8 kph)
Maximum Effective Range: Unlimited due to fusion engines. Ship carries six months of supplies and consumables on board.


Statistical Data:
Length: 864.0 feet (263.3 meters)
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: 2,000 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships 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: 4 Nuclear Reactor, average life span is 20 years
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 but 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.


WEAPON SYSTEMS:

  1. Two (2) Triple Barrel 280 mm Electro-Thermal Naval Guns: Two turrets are mounted on the ship forward of the superstructure ship. 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 supposed to be mounted on the Coalition Chi-Town class carriers and have a far longer range. Likely, any other Naval ships that get within 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, these cannons do still have a limited rate of fire and are 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 nm/70 km). Rocket projectiles: 65.2 miles (56.7 nm/105 km).
    Mega-Damage: Standard Projectiles: 4D6x10+10 to a blast radius of 40 ft (12.2 m) for High Explosive, 5D6x10+20 to a blast radius of 6 ft (1.8 m) for High Explosive Armor Piercing, and 1D4x100 to a blast radius of 40 ft (12.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast radius of 20 feet (6.1 m) for High Explosive, 4D6x10 to a blast radius of 4 ft (1.2 m) for High Explosive Armor Piercing, and 6D6x10 to a blast radius of 20 feet (6.1 m) for Plasma. Cannons can also use special purpose warheads, multiple by 1.5 statistics for 203 mm artillery warheads for damage and effects (Go to Battlefield Artillery for Rifts for more information - standard or rocket assisted as appropriate).
    Rate of Fire: Once every melee or four shots per barrel per minute (Can fire up to 12 shots per turret per minute or up to 24 shots with both turrets).
    Payload: 900 Rounds (450 per turret), 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.
  2. Double-Barreled Heavy Laser Cannons (4): 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 listing incorrect ranges for the system. It is used against both surface targets and aircraft. The turret 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 nm / 19.3 km)
    Mega-Damage: 2D6x10 M.D. per single blast or 4D6x10 per double blast.
    Rate of Fire: Eight single shots or four double blasts per melee round (per turret)
    Payload: Effectively unlimited.
  3. Quadruple Laser CIWS (4): These weapons hold four laser barrels in a turret. All turrets 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. Each quadruple turret 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. The system can be put on manual and is devastating to ground targets and can be used as short range line-of-sight artillery as well. The system is fitted with both an independent power supply and a laser and radar targeting system. Each turret has a 90 degree elevation, and a rotation of 360 degrees.
    Maximum Effective Range: 12,000 feet (3,600 meters).
    Mega Damage: Burst does 4D4x10, fires bursts only
    Rate of Fire:8 Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if on manual.
    Payload: 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.
  4. Vertical Launch Long Range Missile Launchers (6): Two VLS 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. The system is similar to the vertical launch system employed on many ships in the late twentieth century to launch the SM-2 series missile but has a reload system that reloads from under the launcher and can reload within 15 seconds. The launchers have a total of seventy two individual cells each (arranged in a 12 by 6 pattern) and can launch some or all missiles cells in a single melee. 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.
    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 missiles one at a time or in volleys of two (2), four (4), eight (8), twelve (12), twenty-four (24), or thirty-six (36) missiles per launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee.
    Payload: 72 missiles in each launcher with 72 missiles in each magazine for automatic reloads, for a total of 864 Long Range Missiles.
  5. Medium Range Missile Launchers (6): As opposed to the systems on the Helgoland frigate these are VLS batteries, like the LRM launchers. The missiles are arranged in an 8 by 4 pattern, and each tube has one reload. The launchers are mounted on the outboard sides of the vessel superstructure and above the secondary hulls. The systems can launch up to 32 missiles simultaneously each and the launcher is 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 missiles one at a time or in volleys of two (2), four (4), eight (8), sixteen (16), twenty-four (24), or thirty two (32) missiles (Each launcher operates independently.)
    Payload: 32 missiles in each launcher, with 32 missiles in each magazine for automatic reloads, for a total of 384 Medium Range Missiles.
  6. Short Range Missile Launching Systems (8): Each launcher launches volleys of four missiles, and uses a rapid reload system to be able to fire many volleys per melee. There are four launchers on either side of the ship’s superstructure. This system normally acts as the ships inner point defense system just before the laser cannons engage missiles. Each launcher is fitted with multiple fire control systems and can target missiles on multiple targets. Normal missile mixture is 50% Armor Piercing Missiles and 50% 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: Volleys of four, up to eight times per melee, per launcher (Each launcher operates independently).
    Payload: 144 short range missiles per launcher for a grand total of 1152 short range missiles
  7. Two (2) Torpedo Launchers: Mainly design for anti-submarine warfare but can be used against surface targets. There is one launcher on each side of the ship. Each torpedo launcher has 3 torpedo tubes and has automatic reload systems. Ship carries caries 90 reloads for torpedoes.
    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 torpedoes one at a time or in volleys of three (3) torpedoes each launcher, the launcher can fire a maximum of two volleys per melee each launcher.
    Payload: Has 90 torpedoes for reloads total.
  8. Chaff Launcher (4): Located on the superstructure 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 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.
    Maximum Effective Range: Around Ship
    Mega Damage: None
      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: 24 each for a total of 96
  9. Advanced Towed Decoys (4): The vessel carries four advance towed decoys drones. They are a small automated vehicles that creates a false sonar image designed to mimic the vessels. The decoy is dragged behind the submarine using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoys systems are assumed to not operate against Phase World weapons due to technological difference.
    M.D.C.: 20
    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 the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
    Maximum Effective Range: Not Applicable
    Rate of Fire: One can be deployed at a time and requires 2 minutes to deploy (Reel Out) another decoy
    Payload: 4 Decoys


Special Systems:


The ship 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. ]


Image drawn and copyrighted by Mischa (E-Mail Mischa). Click on line drawing for a better view.

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


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2000, 2001, & 2006, Kitsune. All rights reserved.



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