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:
|4||XM-270E Mosquito ERC (Airborne Radar)|
|4||XM-270F Mosquito ASW (Anti-Submarine Warfare)|
M.D.C. by Location:
| 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|
| Observation Bubble (Between Hangars):||400|
| Primary Hull (Main Body):||12,000|
| Secondary Hulls (2, either side of Primary Hull):||5,000 each|
 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.
 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 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.
 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)
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.
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.
- 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.
- 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.
- 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.
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.
- 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
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.
- 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.
- 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
- 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.
- 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
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.
- 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.
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
The ship has all systems standard on a robot vehicle plus the following special features:
- APAR 12 Three Dimensional Search 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 radar system that is comprised of four panels that each emit radar waves. If allowed by the horizon, the system can track out to 800 miles (1280 km) and can simultaneously track and identify up to 1152 targets at one time. The system controls missile launched from the long range missile launchers and the system can track and guide each individual missile to a 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. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of 25 miles (21.7 nm / 40.2 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 32 targets at one time
- Advanced Towed Array Sonar System: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. Range of 100 miles (86.9 nm / 160.9 km). 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.
- Command and Control Facilities: The carrier 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 a +1 on sensor rolls, +1 to strike on all weapons, and +10 % on communications.
- Sonar Masking System: The hull is designed to minimize noise from the hull and uses water bubbles to form a barrier against sonar as well. Gives a -20% penalty to any Read Sensory Instrument rolls to detect this ship using sonar.
- Radar Defeating Profile: The ship superstructure is designed so that the radar profile of the ship is greatly reduced. Because of this, attempts to detect the ship using radar are made with a -20% penalty to read sensor rolls when attempting to detect this ship. Go to General Detection Penalties / Bonuses for more information on penalties and bonuses to use with stealth.
- Combination Radar Detectors and Active Jamming System: Combination of radar detection system (ESM) and an active jamming system. The system can detect another radar system at 125% of the range of the transmitting radar. 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. Jamming also causes a -4 penalty to all radar guided weapons.
- +20% to Piloting Rolls
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Writeup by Kitsune (E-Mail Kitsune).
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