N.G.R. Type 1200 Submarine:

New Navy Intelligence Report 2318.45
Top Secret

Few designs are ever created in a vacuum. Even before the coming of the Rifts, the German Nation created excellent submarine designs even though small by United States and United Kingdom standards. This report was commissioned on the discovery of the Poseidon class submersible carrier. Previous New German Republic submarine designs were known but had not been studied in any great depth. Several of their submarines have been lost. We have been able to recover the remnants of a Type 1200 class submarine lost in an engagement. We believe the submarine was lost in an engagement against supernatural creatures. Through extensive study, we have been able to learn much about submarines within the New German Republic.

The Type 1200 class submarine appears to be the most numerous class of submarines constructed by the New German Republic. The Type 1200 class also seems to be partially the framework for the Poseidon class submersible carrier and they share many systems. The only submarine class to carry names within the New German Republic is the Poseidon class and the Type 1200 class does not carry individual names although it is believed that some crews have named their vessels. The practice of numbering submarines and having the designation U with a number after it goes back too before World War One in the early part of the twentieth century. Unterseeboot is the German designation for submarine and it would be like naming our submarines "Submarine Number 1".

These submarines are large but are no where near the size of the submersible carrier class. These submarines are far better designed than the Coalition submarine and are many ways the equal of our Swordfish class fast attack submarine. The Type 1200 class submarines are very quiet and carry excellent sonar systems. The Type 1200 class is armed with four forward torpedo tubes and eight long range missile launchers. Both systems are mounted forward of the sail / superstructure of the submarine. As well, both weapon systems have automatic reloading equipment. The submarine also carries two laser cannons in retractable mounts. One mount is behind the long range missile launchers and in front of the main superstructure and one mount is located immediately behind the main sail.

The Type 1200 carries a smaller crew than the Swordfish class, our closest equivalent, but is still quite cramped. Unlike the Swordfish, the submarine has a small space to carry troops for assault missions or shipboard defense. Up to 18 can be carried without power armor but more commonly carried are twelve soldiers with terrain hopper power armors.

End of report

Model Type: Type 1200
Class: Fast Attack Submarine
Crew: 85; 8 Officers, 10 Chief Petty Officers, and 67 Enlisted (Has a high degree of automation)
Troop Capacity: 12 (With Terrain Hopper Power Armor) to 18 (Without power armor)

Robots, Power Armors, and Vehicles:

12T-21 or T-C20 Terrain Hopper Power Armors

M.D.C. by Location:

Pop-Up Laser Turrets (2; forward and aft of sail):300 each
Long-Range Missile Silo Hatches (8, forward):350 each
Torpedo Tubes (4; in front):300 each
[1] Bow Planes (2):200 each
[2] Pump Jet Propulsor (1):450
Main Sail:700
[3] Main Body:3,200

[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 piloting rolls.
[2] Destroying the submarine's Pump Jet Propulsor causes serious problems. 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 takes are immediately blown so submarine comes to surface.
[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.

Water Surface: 34.4 knots (40 mph/64.3 kph)
Underwater: 43 knots (50 mph/ 80 kph)
Maximum Depth: 2.2 miles (3.5 km)
Maximum Effective Range: Effectively Unlimited due to fusion engines (needs to refuel every 25 years and requires maintenance as well). Vessel carries 10 months of supplies for crew and troops on board.

Statistical Data:
Height: 42 feet (12.8 meters)
Width: 34.1 feet (10.4 meters)
Length: 373.4 feet (113.8 meters)
Displacement: 8,200 tons
Cargo: 60 tons of nonessential equipment and supplies (normally used for equipment for marines). 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, weapons, and engines.
Power System: Nuclear; average energy life of 25 years. Normally refuels every 12 years
Market Cost: Top secret! Not available; but costs hundreds of millions of credits to build with all the standard features and weapons.

Weapon Systems:

  1. Pop-Up Double Barrel Laser Cannons (2): One weapon is mounted immediately forward of the superstructure and the other is mounted behind the superstructure. The turrets fully retract to not interrupt water flow while the submarine is underwater. These are considered relatively light guns are used against small vessels, power armor, and missile volleys. Each turret has its own gunner and can rotate 360 degrees and has a 90 degree arc of fire.
    Maximum Effective Range: 6000 feet ( 1828.8 m).
    Mega-Damage: 5D6 M.D. per single blast or 1D6x10 M.D. per double blast. More than one turret can engage the same target but they cannot fire simultaneously.
    Rate of Fire: Five blasts per melee round per turret.
    Payload: Effectively unlimited.
  2. Long-Range Missile Launchers (8): These silo-style launchers are located in the front of the vessel and face up toward the sky. System has an automatic reload system and is located within the pressure hull of the submarine. All launchers operate as one system and are used to engage enemy aircraft, ships, and ground targets.
    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 volleys of two (2), four (4), six (6), or eight (8) missiles. as often as four times per melee round.
    Payload: 104 in launch system.
  3. Heavy Torpedo Tubes (6): The ship is designed to carry torpedoes as it main weaponry. While smaller torpedoes can be fitted as well, the New German Republic submarines mostly carries heavy torpedoes that inflict maximum damage. All eight torpedo tubes are mounted in the front of the sub.
    Maximum Effective Range: 40 miles (64 km)
    Mega-Damage: By Heavy torpedo warhead type (See revised Rifts torpedoes for details.)
    Rate of Fire: Each tube can fire once per melee round
    Payload: 128 total: The New German Republic subs normally carry the heaviest warheads available.
  4. Advanced Decoys (8): The submarine carries eight advance decoys drones. They are a small automated vehicles that creates a false sonar image designed to mimic the submarines sonar signature. It has a small propulsion system that can simulate movement (has a top speed of 10 knots) and maneuvers. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy 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.
    Decoys have a duration of 30 minutes (120 melee rounds)
    Maximum Effective Range: Not Applicable
    Rate of Fire: Ship can launch one drone per melee.
    Payload: 8 Decoys
  5. Noisemakers: The submarine carries noisemakers to decoy torpedoes. These noisemakers are similar to those used by Coalition submarines. The noisemakers are launched from the middle of the submarine.
    Effect: 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
    Rate of Fire: 2 at a time (Can be reloaded in one melee)
    Payload: 20 Noisemakers

Special Systems:

The submarine has all systems standard on a robot vehicle plus the following special features:

[ Altarian 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, Iron Heart Armaments TM, Kankoran TM, Kittani 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, 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. ]

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Writeup by Kitsune (E-Mail Kitsune).

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