N.G.R. CVN Type 604 Seydlitz class Carrier:
New Navy Intelligence Report 2456.5
One problem with the study of many New German Republic designs is the fact that many of their vessels are not operated in deep water 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, 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 200 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 32 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 Arc 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, Air Crew 550, and Flagship Staff 40 (when acting as a flagship)
Troops: 360 Marines (280 for Power Armors)
Robots, Power Armors, and Vehicles:
|200||X- l0A Predator Power Armors|
|4||XM-270E Mosquito ERC (Airborne Radar)|
|4||XM-270F Mosquito ASW (Anti-Submarine Warfare)|
|4||XM-270G Mosquito EW (Airborne Jamming)|
|12||XM-280 Fighter Jets|
|24||XM-281 Swallow Attack Aircraft|
M.D.C. by Location:
| Electromagnetic Catapults (3):||100 each|
| Arrester Cables (4):||25 each|
| Inboard Elevators (3):||400 each|
|Hanger Doors (2):||400 each|
| Flight Deck:||3,000|
|Quadruple Laser CIWS (4, Hull):||250 each|
|Medium Range Missile Launchers (2, Deck):||300 each|
|Short Range Missile Launchers (8, Hull):||220 each|
|Chaff Launcher (4, Superstructure):||10 each|
| APAR Radar Systems (4, Superstructure):||100 each|
| Bridge / Command Tower:||2,000|
|Outer Hull (per 40 ft area):||80|
| Main Body:||10,000|
 If all three 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.
 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.
 If the flight deck is destroyed, only Helicopters and other VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
 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.
 If command tower/bridge is destroyed, the Radars and most communication will be lost. The ship can still be piloted from engineering with a -15% to piloting rolls.
 Depleting the M.D.C. of the main body destroys the ship’s structural integrity, causing it to sink. There are enough flotation devices and inflatable life rafts to accommodate everyone aboard.
On Water: 36 knots (41.5 mph / 66.7 kph)
Maximum Effective Range: Effectively Unlimited (must refuel about every twenty years). Ship carries six months of supplies and consumables on board.
Length: 1017.1 feet (310 meters) overall and 951.4 feet (290 meters) waterline
Draft: 36 feet (11.0 meters)
Width: 223.1 feet (68 meters) overall and 122.7 feet (36.8 meters) waterline
Displacement: 52,000 tons standard and 62,500 tons fully loaded
Cargo: Can carry 5,000 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 Turbines, average life span is 20 years
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
- Quadruple Laser CIWS (4): These weapons hold four laser barrels
in a turret. All weapon mounts are located on the sides of the hull. Two
are located about one quarter 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 before the fantail with one
on either side. 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.
- Medium Range Missile Launchers (2): As opposed to the systems
on the Helgoland frigate these are VLS batteries, like the LRM launchers
on other vessel. The missiles are arranged in an 8 by 4 pattern, and each
tube has one reload. The launchers are mounted on the right outboard sides
of the ship’s deck and are positioned forward and aft of the ship’s superstructure.
Like the launchers on most carriers, the launchers fire at a slight angle
so if the missile fails, it will not crash onto the flight deck. 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 128 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. Four launchers are located on with
either side of the quad laser cannons. They are slightly lower in position
to give the lasers a wider arc of fire. Two are located on the sides near
the fantail with one forward of each of the point defense lasers. Like
the forward launchers, the missile launchers are positioned slightly lower
than the laser weaponry. 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
- 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 vessel. 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 (1,280 km) and can simultaneously track and identify up to 1,152 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 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. 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.
- 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 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.
- Radar Defeating Profile: The ship superstructure and hull is designed so that the radar profile of the ship is reduced. Because of this, attempts to detect the ship using radar are made with a -10% penalty to read sensor 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 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 around 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.
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Writeup by Kitsune (E-Mail Kitsune).
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