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:
| 24 | TXD-100 Ultras |
| 144 | X-l0A Predators |
Fighter/Aircraft Compliment:
| 4 | XM-270E Mosquito ERC (Airborne Radar) |
| 4 | XM-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:
- 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.
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.
- 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). 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 (Go to
Revised
bomb and missile table).
Mega Damage: As per long range missile type (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time or in volleys of 2, 4, 8, 12, 24,
or 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 (Go to
Revised
bomb and missile table).
Mega Damage: As per medium range missile type (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time or in volleys of two, four, eight,
sixteen, twenty-four or thirty two (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 (Go to
Revised
bomb and missile table).
Mega Damage: As per short range missile type (Go to
Revised
bomb and missile table).
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).
Rate of Fire: One at a time or in volleys of 3 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. Reduce effects of launchers
by 50% per launcher not used. Rifts Earth decoys systems are assumed to
not operate on Phase World missiles due to technological difference. Reduce
effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Maximum Effective Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff
36-60 Missile or Missile volley loses track of target, may lock onto
another target
61-00 No Effect; Missile Still on target
Payload: 24 each for a total of 96
- 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:
- 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 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
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.
Bonuses:
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Palladium Books Inc.]
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