Techno-Wizard Seewölfe (Type VII) class Submarine:
The German Type VII submarine was the most numerous class of submarines ever built with a full 709 submarines completed. It was the backbone of German submarine forces during World War II. Over the course of its production run, various subclasses were developed to give the submarine longer range, deeper diving depth, and longer range. During the course of the war, most of these submarines were sunk. In fact, only one submarine of the Type VII survived as a museum ship, the U-995. Casualties among the German submarine service were among the worst of World War Two with a casualty rate of almost eighty percent.
After the war, there was a huge number of books written about the Type VII class submarine including ones with detailed schematics. Some of these books survived the coming of the Great Cataclysm. It is from these books more than anything else that a group of German Techno-Wizards developed a new class of submarines. They called these new submarines as Seewölfe for the fact that the submarines formed “Wolf Packs” even though the German submarines themselves were not named. The submarines should not be confused with the Pre-Rifts American Seawolf class submarine. It is a closely guarded secret where these techno-wizard submarines are actually build. Some though believe that the builders have ties to Triax and the New German Republic.
Even though externally these submarines appear to be the old Type VII submarines, including the net cutter on the bow, internally they are quite different and generally can be considered a modern submarine design. In addition, magic makes there submarines more efficient than might be otherwise be possible. In fact, the design of the submarine is effectively “Impossible” through pure technology. As well, a smartly operated Seewölfe class submarine will be almost impossible to defeat by a conventional submarine.
The original Type VII submarine was propelled by a pair of diesel engines on the surface and a pair of much less powerful electric motors powered by a large bank of batteries underwater. Instead, the German Techno-Wizard submarine is powered by a pair of much more powerful electric motors converted over to techno-wizardry. These give a range of one thousand nautical miles between needing to be recharged. This is comparatively easy by any spell casting, they simply need to focus additional magical energy into the engines in the form of magical lightning. As such, the submarines can be considered to have effectively unlimited range.
With the more powerful engines, the hull and superstructure shape were modified slightly to increase top speed under water although only careful comparison will reveal the differences. As a result, maximum speed underwater is sixteen knots compared to the original underwater speed of less than eight knots. Surface speed is also increased from an original speed of around eighteen knots to around twenty-four knots. These vessels are expected to speed more time on the surface than most submarine classes built after the coming of the Rifts.
As one might expect, the hull of these submarines is constructed from modern advanced composites and alloys. This makes the vessels far tougher than any submarine of World War Two. In addition, it allows the Seewölfe class to dive to far greater depths than older submarines could. Maximum depth is considered to be around one thousand meters although usually does not operate much deeper than five hundred meters. Additional protection is provided by an “Armor of Ithan” force field.
While significantly differently armed than the original Type VII U-Boat, the weaponry is still relatively conventional. Forward are four torpedo tubes but the aft torpedo tube mounted on most Type VII is eliminated. Sixteen torpedoes are provided as reloads for the torpedo tubes. An automatic loading system is provided to reduce crew size. Conventional and enchanted torpedoes are available. Encapsulated long range and cruise missiles are also available but are far more rarely carried. Behind the superstructure, where the diesel motors were originally mounted in the Type VII submarine, are two rows of six long range missile tubes. They are mounted at a slight angle to enable the missiles to be fit inside of the hull.
These submarines carry much heavier gun batteries than most modern submarines. A single TX-862FC is mounted forward of the main superstructure where the original Type VII U-Boat mounted an 88 mm cannon. A total of twelve hundred rounds are provided for the flack cannon mount. In an interesting modification, the whole gun mount is designed to retract into the hull when the submarine is underwater.
In addition to the flack cannon, a pair of twin telekinetic machine guns and a single quad telekinetic machine gun are mounted behind the superstructure. These also retract into mounts, although inside the superstructure in their case. Unlike the flack cannons, the machine-gun can be extended underwater for use against incoming torpedoes. Each barrel has to be recharged once a month to enable them to fire. Due to modern advanced fire control, the weapons are able to target missiles and other small targets.
While slightly better than the original Type VII submarine, the hull form is not as ideal for quiet underwater travel as modern hull forms. In addition, these submarines don not feature any sound absorbing materials as are used on most modern submarines. This is not to say that no efforts were made to minimize the noise signature of these submarines but these boats are still comparatively noisy when one looks at most modern submarine classes. R
From the beginning, an elegant and simple solution was part of these submarines. This is that the submarines have the enchantment of “Globe of Silence” which can be activated which completely surrounds the hull. While of limited duration, it lasts ten minutes per activation, the submarine is almost impossible to detect when it is active. The enchantment is powered using magical energy from either the crew or the techno-wizard battery. In theory, one might be able to find the submarine is to look for a location that is “Too Quiet” but that is incredibly difficult. Other enchantments on the boat include “Invisibility: Superior”, “Shadow meld,” and “Impervious to Energy.” These enchantments can also be powered through the magical energy battery.
Modern sonar system, more advanced than the system mounted on the techno-wizard Nautilus class, are fitted in the submarine to provide the boats with the ability to deal with threats after the coming of the Great Cataclysm. This included an advanced towed array sonar system mounted where the Type VII submarine originally mounted the aft torpedo tube. Able to be extended outside the “Globe of Silence” enchantment, the towed array is still effective when the enchantment is active. However, the flank sonar arrays are within the silence field are not effective when the enchantment is active.
An advanced periscope and ESM system is mounted in the superstructure of the submarine. The boat also has “See the Invisible” optics. While this is fitted to the periscopes, the optics are otherwise conventional. Noise makers are provided to decoy torpedoes fired at the submarine. Most captains prefer to use the “Globe of Silence” enchantment to trick torpedoes however. Most torpedoes get completely confused when that occurs.
A far smaller crew is required for the Seewölfe compared to the original Type VII submarine. While the old World War Two era submarine required a crew between forty-four and fifty-two, the normal crew of the Seewölfe is twenty personnel. It is expected that at least one of the crew, usually the captain or chief engineer, will be a techno-wizard. Actually, it is preferred that at least two are techno-wizards.
There is no space aboard the Seewölfe class for any embarked troops. Because of the retractable main gun mount and addition torpedoes, these techno-wizard submarines are considered to be as cramped as the original Type VII even though they have a much smaller crew than the original German submarine design.
It was decided to retain the interior appearance of the original Type VII submarine as much as possible. However, there are modern electronic displays aboard the Seewölfe in order to get the best performance out of the submarines as possible. The techno-wizard enchantment of “Sustain” enable it to operate underwater virtually indefinitely. Each activation lasts six days. Otherwise, a maximum of six months of supplies can be carried aboard to enable extremely long term deployments.
Model Type: Techno Wizard Type VII-TW.
Vehicle Type: Ocean, Magical Attack Submarine.
Crew: 20 (2 officers) with usually at least one techno-wizard or other spell casting types (two is preferred.)
Troops: None.
Robots, Power Armors, and Vehicles:
None.
M.D.C. by Location:
|
Retractable TX-862FC Flack Cannon Mount (1, forward of superstructure): |
180. |
|
Retractable Twin Telekinetic Machine-Guns (2, rear of bridge): |
125 each. |
|
Retractable Quad Telekinetic Machine-Guns (1, rear of bridge): |
200. |
|
21 inch (533 mm) Heavy Torpedo Tubes (4, bow of submarine): |
80 each. |
|
Vertical Long Range Missile Launchers (12, behind bridge): |
40 each. |
|
Main Sail / Bridge: |
500. |
|
Towed Sonar Array Housing (aft): |
120. |
|
[1] Bow Planes (2): |
150 each. |
|
[2] Propellers (2): |
120 each. |
|
[3] Main Body: |
1,500. |
|
[4] “Armor of Ithan” Force Field (three times per day): |
500. |
Notes:
[1] Destroying the submarine’s bow planes will reduce the submarine’s ability to change depths but will not eliminate it. It also makes it difficult for the submarine’s crew to control the submarine giving a penalty of -25% to all underwater piloting rolls.
[2] Destroying both of the submarine’s propellers causes serious problem. The submarine will no longer be able to use forward momentum and the bow planes to keep the submarine level. It is recommended that ballast tanks are immediately blown so the submarine comes to surface. Destruction of one propeller reduces the submarine’s top speed by one third.
[3] Depleting the M.D.C. of the main body destroys the submarine’s structural integrity, causing it to sink. If the submarine is underwater, the entire crew will die unless protected by environmental armors that can withstand the pressure that the submarine is under. If on the surface, there are enough flotation devices and inflatable life rafts to accommodate everyone aboard.
[4] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes (120 melee rounds.)
Speed:
Surface: 27.64 mph (24 knots /44.48 kph).
Underwater: 18.42 mph (16 knots/ 29.65 kph).
Maximum Depth: 3,280.8 feet (1,000 meters) - Usually does not operate below 1,640.4 feet (500 meters).
Range: 1,151.5 miles (1,000 nautical miles / 1,853.2 km) for each full recharge (requires four castings of “Call Lightning” for 60 P.P.E. due to size of engines.) Life support is “Sustain” spell and has effectively virtually unlimited duration (Requires 24 P.P.E. or 48 I.S.P. and has a duration of six days per activation.) The submarine carries about six (6) months worth of supplies on board (“Sustain” provides all food requirements.)
Statistical Data:
Length: 220.57 feet (67.23 meters).
Draft: 16.40 feet (5.00 meters).
Width: 22.47 feet (6.85 meters).
Displacement: 769 long tons surfaced and 871 long tons submerged.
Cargo: Submarine is very cramped, 10 tons (9.07 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Boat’s officers have more space for personal items although still cramped. Most of the boat’s spaces are take up by extra torpedoes, weapons, and engines.
Power System: Techno-Wizard Electrical Engine Conversion (Powered by “Call Lightning” spell.)
Black Market Cost: Quite expensive and rare, average cost of 250 to 300 million credits.
WEAPON SYSTEMS:
One (1) Retractable TX-862FC Recoilless Anti-Aircraft Flack Cannon: Mounted where the Type VII originally mounted an 88 mm cannon. There is a special hatch on the deck to enable the entire mount to retract within the hull to vastly reduce drag. Otherwise, the mount is identical to the TX-862FC with the exception that the weapon’s ammunition bins are larger. The cannon mount can rotate 270 and the barrel can tilt up to 90 degrees. It is normally used for anti-aircraft purposes but also works as excellent but fairly short range artillery. Cannot be extended underwater.
Maximum Effective Range: 10,000 feet (3,048 meters).
Mega Damage: Single Round: 4D6 M.D.C., Two Rounds: 1D6x10 M.D.C., and Six Rounds: 3D6x10 M.D.C.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Total of 1,200 rounds for the gun mount. That is 200 volleys of 6 rounds, or 600 two round volleys.
Special Feature: The flack cannon has both and independent power supply and its own laser targeting and radar tracking system (especial useful if radar system is destroyed). Sensor has a range of 11,000 feet (3353 meters). The system can also be set on automatic which gives it +1 to strike and three (3) attacks per melee round and will fire two round burst. Gives +2 when fired by gunner.
One (1) Retractable Quad Telekinetic Machine-Gun: Mounted on a “Wintergarten” in the very aft of the superstructure and retract when not in use. These are enchanted by a series of spells so the cannon acts as a more powerful version of the telekinetic machine-gun. This increases the weapon’s damage and instead of being reloaded, the cannon must be recharged by the spell Telekinesis and 50 P.P.E. per barrel (200 P.P.E. total) each once per month. The cannon does full damage to targets that are impervious to energy. Weapon mounts have advanced fire control to track and target missiles and other small airborne targets. Can be extended underwater to target torpedoes and other underwater targets.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 2D6x10+20 total (6D6 per barrel).
Rate of Fire: Equal to the combined hand to hand attacks of the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not (costs 50 P.P.E. per barrel / 200 P.P.E. for the mount.)
Two (2) Retractable Twin Telekinetic Machine-Gun: Mounted forward and above the quad mount in the aft part of the superstructure and retract when not in use. These are enchanted by a series of spells so the cannon acts as a more powerful version of the Telekinetic Machine-Gun. This increases the weapon’s damage and instead of being reloaded, the cannon must be recharged by the spell Telekinesis and 50 P.P.E. per barrel (100 P.P.E. total per mount) each once per month. The cannon does full damage to targets that are impervious to energy. Weapon mounts have advanced fire control to track and target missiles and other small airborne targets. Can be extended underwater to target torpedoes and other underwater targets.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 1D6x10+10 total (6D6 per barrel).
Rate of Fire: Equal to the combined hand to hand attacks of the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not (costs 50 P.P.E. per barrel / 100 P.P.E. for each mount.)
Four (4) 21 inch (533 mm) Heavy Torpedo Tubes: On the bow of the submarine are four modern torpedo tubes. Tubes are 21 inches (533 mm) wide and torpedoes can be used against both surface ships and submarines. The submarine has an automatic reloading system to reduce crew although tubes can still be manually reloaded in emergency. For warheads, heavy torpedoes should be treated as having long range missiles warheads. Along with standard torpedoes, launcher can also fire missiles in special canisters, rocket boosted anti-submarine torpedoes, and even mines. There are also special techno-wizard torpedoes available. A total of sixteen heavy torpedoes are carried for reloads. Mines and missiles are rarely carried.
Maximum Effective Range: 40 miles (34.8 nautical miles / 64 km) for torpedoes.
Mega-Damage: By heavy torpedo warhead type (See revised Rifts torpedoes for details.) Although rarely carrier, can also fire missiles (Long range or cruise missiles) in special canisters as well (See revised bomb and missile tables for details.)
Rate of Fire: Can fire heavy torpedoes one at a time or in volleys of two (2), three (3), or four (4) torpedoes. Reloading tubes one full melee round.
Payload: Four (4) heavy torpedoes total. Has sixteen (16) additional heavy torpedoes for reloads. Can potentially carry two mines for each torpedo normally carried.
Twelve (12) Vertical Launch Long Range Missile Launchers: Behind the superstructure are two rows of six long range missiles tubes at a thirty degree angle. In the original type VII submarine, this is where the diesel machinery was located. Missiles are launched in special canisters that enable the missiles to be used in depths down to around 150 feet (45.7 meters.) While primarily designed to engage surface and shore targets, can also engage aircraft. Most missiles normally carried are fusion warheads as well as being smart guidance type missiles. In some cases, sea skimming missiles are carried instead of standard 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 long range missiles one at a time or in volleys of two (2), four (4), or six (6) long range missiles and can be fired at multiple targets at the same time.
Payload: Twelve (12) long range missiles total. Submarine carries no reloads.
Magical “Globe of Silence” Submarine Silencing Feature: Unlike on the Nautilus class submarine, this enchantment is not always active but instead needs to be activated when needed. The enchantment is an application of a modified version of the spell “Globe of Silence.” The hull, propellers, and all exterior features are protected by this spell which extends outward by 1 foot (0.3 meters). This blocks all interior noises (including the launching of torpedoes) as well. This renders the submarine completely undetectable using active sonars and can only be detected by passive sonar by trying to find an area which there are no sounds (close to impossible, 5% chance with an incredible sonar operator). Torpedoes fired against the submarine have penalties of -10 to strike the submarine and lose all bonuses. The hull sonar of the submarine does not extend out from the silencing system but the towed array sonar can be. Without the “Globe of Silence,” the submarine has no penalties to detect above five knots. Below five knots, there is a -10% penalty to be detected.
Duration: Ten (10) minutes per activation.
P.P.E. Cost: 40 each activation.
7 Noisemakers: The submarine carries noisemakers in order to decoy torpedoes. They are most effective against normal torpedoes and less effective against “smart” torpedoes. Considered in many ways to be the last line of defense against incoming torpedoes and similar systems are carried on most submarines. The noisemakers are launched from the middle of the submarine. Considered effective useless when “Globe of Silence” is active by most captains / crews.
Effects: 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Rate of Fire: Two (2) noisemakers at a time (Can be reloaded in one melee round).
Payload: Twenty (20) noisemakers.
Techno-Wizard Modifications: The vessel has the following Techno-Wizard modifications built into the submarine. These require P.P.E. or I.S.P. from the boat’s crew or the boat itself. The P.P.E. and I.S.P. values listed inside of the parenthesis are if using higher P.P.E. costs for larger vehicles.
Special Features:
Impervious to Energy (6th level)
20 P.P.E. or 40 I.S.P. (40 P.P.E. or 80 I.S.P.)
Invisibility-Superior (6th level)
20 P.P.E. or 40 I.S.P. (40 P.P.E. or 80 I.S.P.)
Shadow Meld (6th level)
10 P.P.E. or 20 I.S.P. (20 P.P.E. or 40 I.S.P.)
Sustain (6th level)
12 P.P.E. or 24 I.S.P. (24 P.P.E. or 48 I.S.P.)
Special Systems:
The submarine has all systems standard on a robot vehicle plus the following special features:
“Seestern II-R” Advanced Hull Sonar System: This hull sonar system has both a passive and active system built in and is build into the flanks of the submarine. Sonar system can track up to 24 targets at one time. Sonar also has built in communication system and sound pulse system to detect obstacles, objects, vessels and fish (schools and large animals), as well as measure distances and depth. Range: 30 miles (26.1 nautical miles / 48.3 km). Bonuses: Sonar gives +10% bonus to Read Sensory Instruments and Weapon Systems skill rolls. Does not extend outside of the “Globe of Silence” sphere when active and does not function when field is active.
“Tintenfisch II-A” Advanced Towed Array Sonar: The system is basically a long and very sensitive sonar system carried behind the submarine on a long cable. This towed array sonar system is a passive only array. Sonar system can track up to 36 targets at one time. Range: 120 miles (104.2 nautical miles / 193.1 km). Note that the towed array does extended outside of the “Globe of Silence” sphere around the submarine when it is active and is unaffected as a result.
“Frettchen II” Advanced E.S.M. Suite: Radar and radio detection suite. This includes the ability to detect radar guided weapons. Can be used for limited targeting. The system uses an antenna mounted in the sail which is extended in a similar manner to a periscope. The antenna is both very hard to detect visually and is designed with a reduced radar signature. The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon.
Magical “See the Invisible” Optics: The submarine has several special optical systems with see the invisible on them including the periscopes. Same as spell and used at will. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. Range: 2,000 feet (610 meters).
P.P.E. Battery: The boat has a special P.P.E. battery, unlike similar systems in Phase World, it does not generate magical energy but stores magical energy. The system will store up to 500 P.P.E. and can be stored by crew members and absorbs P.P.E. from Ley Lines and Nexus Points. It will absorb P.P.E. at the rate of 20 per hour on ley lines and 40 per hour on nexus points.
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Writeup by Kitsune (E-Mail Kitsune).
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