Re: Starship designs...
Posted: Tue Nov 22, 2011 6:45 pm
Paladin Steel ‘Kepler’ Intersystem Light Transport
http://i408.photobucket.com/albums/pp164/taalismn/Kepler.jpg
“Doesn’t look like much, but she’ll get you to Mars and back a helluva lot faster than any Hohlman Transfer!”
The captain of the tug Vulture Seven was still panting hoarsely as he hard-landed in the helmsman’s chair and slapped his hands across the helm controls, setting off a chorus of electronic protests as he overrode several dozen procedural protocols and safety checklists. The screaming memories of what he’s just experienced and the cries of fear of his crewmen ringing over the ship-comm, however, made the tinny whines of annoyed electronic systems an insignificance.
“Cast off! Now! Now!”
Beside him he could hear the medical officer chanting under his breath.
“-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!”
The mass of the giant derelict space cruiser loomed large in the screens of the little salvage tug, slowly moving away from the camera point of view as the two ships drifted apart after the hard disconnect. As the captain watched horrified, the ancient ship’s hull began to twist and deform, portions of it cracking, stretching and moving like iron filings in a magnetic field, moving TOWARDS the tug, seeking to make contact again, to take hold of his ship in tentacles of tainted metal...
“-thatshipisEVILcan’tyousee?!EVIL!PUREEVIL!!!Didjalisten?NO!It’s EVI-”
“GUNS!!! DON’T LET THAT THING TOUCH US!!!!”
Through the hull structure the captain could hear the sudden hammering of the rail gun turrets and the hum of the lasers discharging. He could see parts of the demon-ship’s deformed hull glow and shatter, but the tendrils kept on their advance on the tug. At their current speed, those abominations would make contact well before the -Vulture Seven’s- main drives could kick in.
“--it’sgointocatchuseatuseatoursoulslikeitdidalltheothersbeforeus-”
In desperation the captain reached over and threw the switches on the docking mags, reversing their function.
When the ring of powerful electromagnets around the spherical ship’s equator went active, the tendrils of animated metal fragments suddenly dispersed, blown away as if by a strong wind. The two metal ships fairly flew apart in a show of mutual repulsion, the salvage tug thrown starward, the haunted space cruiser tumbling towards the gas giant.
“Gears! Give me full engine power before that damn thing gets its legs under it!!! We need immediate boost NOW!!!”
Some days it was just better to stay home.
The ‘Kepler’-class ILT is a scaled-up long-range space-capable derivation of the Paladin Steel ‘Cavorite’ GMR Aerodyne. The Kepler shares the same spheroid hull, but is considerably larger, and propelled wholly by contragravity drive(its station-keeping thrusters are too small and weak to provide anything other than orbital maneuvering). Aside from a few obvious station-keeping and attitude thrusters, and possible glowing bands around the hull, the ships have no obvious engines; the contra-gravity generators allow them to move without obvious reaction efflux, and in any direction. This makes the ships very easy to handle, especially during hovering and docking/landing maneuvering, though the internalized CG system is not capable of the same high speeds as more conventional lay-out vessels with exposed external CG drive emitters. The ships are fully at home in space and in atmosphere, as long as the CG-field is operating.
Internally, the Kepler has ten decks around a central lift/service trunk. The bridge is typically located near the top of the sphere, though some buyers route the controls to a lower deck position for improved visibility during planetary operations. The payload decks are modular and reconfigurable for passengers(mass transit seating or cabins) or cargo( standardized containers or bulk items). Many passenger- and yacht-conversions use the lower decks as large lounges, with wraparound holodisplays or armored window-ports.
Keplers are NOT meant for combat operations(the standard model comes without any sort of forceshielding), but having been designed by Rifts Earth engineers, the Keplers have been provided with at least a basic self-defense capability and fairly heavy armor, plus upgradeable with additional weaponry and shield generators. Of course, more than a few have been called upon to serve as gunships and light combatants.
Keplers were designed from the onset to be compatible with the Brunel Heavy Transport, the latter vessel being able to carry five Keplers in place of its heavy cargo pods. This allows the Kepler to be carried via interstellar FTL to other star systems for sale or work by a Brunel ‘drayhorse’ or mothership.
Keplers are quickly becoming a common sight around PS/ASI interstellar facilities, becoming the interplanetary workhorse of choice for many duties. They are used for interplanetary/interorbital shuttling, light transport, scientific monitoring, prospecting, and other similar duties. They have acquired something of a reputation as ‘spacegoing Liberty Ships’ or ‘system trampers’ among PS/ASI/GNE crews, given their growing popularity and ease of operation.
Against existing designs in the Three Galaxies, such as the Bullock-class orbital tug, ASI has an uphill battle selling the Kepler, but a low price, high degree of modification, and a range of options are begining to pull sales up.
Type: PS-CGILT-C400 Kepler
Class: Intersystem Light Transport
Crew: 5, plus 1-20 passengers in cargo mode, 1-180 passengers in ‘bus’ mode.
MDC/Armor by Location:
Main Body 4,000
Bridge 800
Point Defense Laser Turrets(8) 100 each
Height: 180 ft in diameter
Width: 180 ft in diameter
Length: 180 ft in diameter
Weight: 1,000 tons
Cargo: If configured for cargo, can carry up to 800 tons
If configured for passengers, can still carry 120 tons of cargo(dedicated space)
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:(Atmosphere) Hover to Mach 3, transatmospheric
(Sublight) Mach 4
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.4% of light speed per melee)
(FTL) Not possible(see Variants)
(Underwater)---The Kepler CAN be equipped to travel underwater, for an extra 24 million credits. Underwater speed of 15 MPH, maximum depth of 4,000 ft
Bonus: The Kepler is agile enough that it has a +1 to Dodge, and stable enough that it gets a +5% to piloting rolls in normal space and atmospheric maneuvering.
Cost: 15 million credits in the Three Galaxies, 2-5 times that in the Rifts Earth solar system.
Systems of Note:
Standard Spacecraft Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles. Navigational array has a range of 1 million miles.
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
Weapons Systems:
1)Point Defense Lasers(8)---- Four PDLs can be mounted on the Kepler’s ‘equator’ and two at each ‘pole’ in rings around them.
Range: 5,000 ft in atmosphere, 4 miles in space.
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Options:
*Weapons Turrets----The Kepler can be equipped with up to ten weapons turrets...a heavy turret mounted axially at each ‘pole’ of the sphere, and four smaller turrets mounted on each hemisphere of the main body.
What follows is just a sampling of the many different available configurations available; many Keplers get customized to customer special orders before even leaving the factory, while others have been extensively ‘kitbashed’ by enterprising mechanics and TWizards after purchase.
Polar Turret(Lower hull, retractable)---This turret deploys out of a central well at the poles of the ship, and has a full 360-degree arc of fire. Costs 60,000 credits each turret and has 200 MDC. Can accommodate ONE weapon up to Medium Class.
Alternatively:
a) Mini-Missile Launcher---50 MMs
b) Short Range Missile Pod----24 SRMs
c) Medium Range Missile Pod---12 MRMs
d) Long Range Missiles---4 LRMs may be carried
e) Forcefield Generator---+400 MDC
Light Turrets(1-8)--- These are smaller weapons turrets, mounted around the equator and hemispheres of the ship, each with 100 MDC, and costing about 10,000 credits each. Can accommodate ONE weapon up to Light Class.
Alternatively:
a) Mini-Missile Launcher---24 MMs
b) Short Range Missile Pod----12 SRMs
c) Medium Range Missile Pod---6 MRMs
d) Long Range Missiles---1 LRM may be carried
e) Forcefield Generator---+100 MDC
Options:
*Additional Armor--Up to 600 MDC of additional armor can be added; 10,000 credits per 10 MDC.
Laser Ablative armor is also available at TWICE normal armor cost. This material is ceramic-based, and lasers do HALF damage; variable-frequency lasers do NOT readjust to compensate on this stuff.
*Forcefield Generator---Standard Naruni-style knockoff Forcefields:
a)Light Forcefield---- 100 MDC--- 800 credits
b) Medium Forcefield---- 150 MDC--- 1.2 million credits
c) Heavy Forcefield---- 240 MDC--- 2.4 million credits
d) Superheavy Forcefield---- 320 MDC--- 3 million credits
Note: All forcefields regenerate at 5% per melee
Additional forcefield generators can be added, taking up a weapons turret slot OR 10 tons of cargo space/capacity.
*Enhanced Sensors---The sensor range can be beefed up to 50% in terms of range and effectiveness for 100,000 credits
*Heavy Sensor Array---This adds a large two- or four-vaned radar array to the upper polar end of the Kepler. These arrays can detect incoming ships at 400,000 miles and can pick up FTL wakes as far away as 13 light years.
Cost: 13 million credits
TW Options
Like the Cavorite before it, the Kepler has caught the affection of the Techno-Wizardry community, who have suggested a variety of different modifications for it. Though no formal TW modifications have yet been offered for the Kepler, PS has made provision for their later addition, offering TW PPE Generators/Accumulators against future need.
In addition to the features below, I suggest looking at Coalition Wars One: Siege on Tolkeen, pgs 68-72, for other systems that can be added. Stealth features are particularly popular, as well as LeyLine Engines(wizards love to ‘float’ these things along ley-lines).
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Kepler’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.
Variants:
*PS-CGATF-C400---Tug conversion, sporting a thickened ring around the sphere hull’s waist/equator, holding shock-absorbing panels and electromagnetic clamps. The upper polar mount carries a large gantry crane-arm(250 MDC, Robotic P.S. of 50, and a 200 ft extension reach), while the lower polar station holds a short range tractor beam emitter(----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 15,000 ft, usable in space only). Provision is made for up to 25 passengers under normal conditions(typically construction/repair techs, or hazmat technicians), 200 under rescue cramming. Cargo is typically given over to spare parts, rescue gear, tools, and repair robots. Usually unarmed, but can be fitted with the full complement of PDS and secondary turrets, especially when engaged in battlefield salvage operations or when operating in warzones/pirate-infested space. The ‘Ringmaster’ or ‘MiniSaturn’ is a common sight in Paladin Steel/Aegis Stellar Industries’ larger shipyards and asteroid mining operations.
* PS-CGFTLT-C420---FTL version of the Kepler, capable of making 2 light years per hour. Costs 30 million credits
* PS-CGFTLT-C430---An FTL ‘yacht’ conversion of the Kepler with both an improved FTL and normal space drive. It can be distinguished immediately from its stablemates by the ‘fan’ of eight drive vanes around its larger drive system(the focal array has 1,000 MDC). It sacrifices about a third of its cargo/passenger capacity for the larger drive systems, but can now hit normal space speeds of Mach 7, and 5 light years per hour. Costs 44 million credits
* PS-CGM-M410----A handful of Keplers were converted into ‘system monitors’ for the defense of the Ambercirn facilities. These ships were essentially cored, the axial heavy turrets replaced entirely by the mounting for a massive Eight-Inch Six-Barrel Rail Gun Gatling. This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. The Kepler’s cargo holds were converted to magazine stowage for the massive weapons.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire
* PS-CGAAE-M412--- Anti-missile/fighter picket intended for convoy escort and space station protection. In addition to a full complement of PDLs, all eight weapons stations fitted with rapid-fire guns, the CGAAE-M412 has had its cargo bays outfitted as missile launch batteries, carrying Short or Medium Range Missiles.
-Missile Launchers(4)---SRM or MRM:
(Short Range Missiles)Volleys of 1-20, payload of 800(!) missiles per launch bay
(Medium Range Missiles) Volleys of 1-10, payload of 400(!) missiles per launch bay
-Decoy Launchers(4)----Launches releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher
-Anti-Missile Chaff Launchers(4)----Launch canisters of metal chaff or laser reflective ‘sand’: chaff has a 50% chance of distracting standard missiles, reducing laser damage by HALF, and doing 2d6 MD damage to any ships flying through the cloud, the cloud covering a 500 ft area and lasting 75 seconds(5 melee rounds), while the sand covers a 660 ft wide area fir 5 melee rounds, reduces laser damage by HALF, and does 4d6 MD to anything flying at high speed through it. Launchers have a range of 8,000 ft in space, and have 50 canisters each.
* PS-CGM-PM411---A variant rumored to have been created as part of a special ops mission, meant to bait an alien battleship that had been raiding convoys into a trap. The Keplers in question were fitted with concealed racks for heavy nuclear torpedoes intended to give enemy vessels a ‘faceful of blam’(in the words of one engineer).
-Heavy Nuclear Torpedoes --- PS Long Lance II Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 5
Payload: 18 missiles
(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 16 missiles
http://i408.photobucket.com/albums/pp164/taalismn/Kepler.jpg
“Doesn’t look like much, but she’ll get you to Mars and back a helluva lot faster than any Hohlman Transfer!”
The captain of the tug Vulture Seven was still panting hoarsely as he hard-landed in the helmsman’s chair and slapped his hands across the helm controls, setting off a chorus of electronic protests as he overrode several dozen procedural protocols and safety checklists. The screaming memories of what he’s just experienced and the cries of fear of his crewmen ringing over the ship-comm, however, made the tinny whines of annoyed electronic systems an insignificance.
“Cast off! Now! Now!”
Beside him he could hear the medical officer chanting under his breath.
“-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!-I-toldyouthatshipwasbadnews!”
The mass of the giant derelict space cruiser loomed large in the screens of the little salvage tug, slowly moving away from the camera point of view as the two ships drifted apart after the hard disconnect. As the captain watched horrified, the ancient ship’s hull began to twist and deform, portions of it cracking, stretching and moving like iron filings in a magnetic field, moving TOWARDS the tug, seeking to make contact again, to take hold of his ship in tentacles of tainted metal...
“-thatshipisEVILcan’tyousee?!EVIL!PUREEVIL!!!Didjalisten?NO!It’s EVI-”
“GUNS!!! DON’T LET THAT THING TOUCH US!!!!”
Through the hull structure the captain could hear the sudden hammering of the rail gun turrets and the hum of the lasers discharging. He could see parts of the demon-ship’s deformed hull glow and shatter, but the tendrils kept on their advance on the tug. At their current speed, those abominations would make contact well before the -Vulture Seven’s- main drives could kick in.
“--it’sgointocatchuseatuseatoursoulslikeitdidalltheothersbeforeus-”
In desperation the captain reached over and threw the switches on the docking mags, reversing their function.
When the ring of powerful electromagnets around the spherical ship’s equator went active, the tendrils of animated metal fragments suddenly dispersed, blown away as if by a strong wind. The two metal ships fairly flew apart in a show of mutual repulsion, the salvage tug thrown starward, the haunted space cruiser tumbling towards the gas giant.
“Gears! Give me full engine power before that damn thing gets its legs under it!!! We need immediate boost NOW!!!”
Some days it was just better to stay home.
The ‘Kepler’-class ILT is a scaled-up long-range space-capable derivation of the Paladin Steel ‘Cavorite’ GMR Aerodyne. The Kepler shares the same spheroid hull, but is considerably larger, and propelled wholly by contragravity drive(its station-keeping thrusters are too small and weak to provide anything other than orbital maneuvering). Aside from a few obvious station-keeping and attitude thrusters, and possible glowing bands around the hull, the ships have no obvious engines; the contra-gravity generators allow them to move without obvious reaction efflux, and in any direction. This makes the ships very easy to handle, especially during hovering and docking/landing maneuvering, though the internalized CG system is not capable of the same high speeds as more conventional lay-out vessels with exposed external CG drive emitters. The ships are fully at home in space and in atmosphere, as long as the CG-field is operating.
Internally, the Kepler has ten decks around a central lift/service trunk. The bridge is typically located near the top of the sphere, though some buyers route the controls to a lower deck position for improved visibility during planetary operations. The payload decks are modular and reconfigurable for passengers(mass transit seating or cabins) or cargo( standardized containers or bulk items). Many passenger- and yacht-conversions use the lower decks as large lounges, with wraparound holodisplays or armored window-ports.
Keplers are NOT meant for combat operations(the standard model comes without any sort of forceshielding), but having been designed by Rifts Earth engineers, the Keplers have been provided with at least a basic self-defense capability and fairly heavy armor, plus upgradeable with additional weaponry and shield generators. Of course, more than a few have been called upon to serve as gunships and light combatants.
Keplers were designed from the onset to be compatible with the Brunel Heavy Transport, the latter vessel being able to carry five Keplers in place of its heavy cargo pods. This allows the Kepler to be carried via interstellar FTL to other star systems for sale or work by a Brunel ‘drayhorse’ or mothership.
Keplers are quickly becoming a common sight around PS/ASI interstellar facilities, becoming the interplanetary workhorse of choice for many duties. They are used for interplanetary/interorbital shuttling, light transport, scientific monitoring, prospecting, and other similar duties. They have acquired something of a reputation as ‘spacegoing Liberty Ships’ or ‘system trampers’ among PS/ASI/GNE crews, given their growing popularity and ease of operation.
Against existing designs in the Three Galaxies, such as the Bullock-class orbital tug, ASI has an uphill battle selling the Kepler, but a low price, high degree of modification, and a range of options are begining to pull sales up.
Type: PS-CGILT-C400 Kepler
Class: Intersystem Light Transport
Crew: 5, plus 1-20 passengers in cargo mode, 1-180 passengers in ‘bus’ mode.
MDC/Armor by Location:
Main Body 4,000
Bridge 800
Point Defense Laser Turrets(8) 100 each
Height: 180 ft in diameter
Width: 180 ft in diameter
Length: 180 ft in diameter
Weight: 1,000 tons
Cargo: If configured for cargo, can carry up to 800 tons
If configured for passengers, can still carry 120 tons of cargo(dedicated space)
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:(Atmosphere) Hover to Mach 3, transatmospheric
(Sublight) Mach 4
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.4% of light speed per melee)
(FTL) Not possible(see Variants)
(Underwater)---The Kepler CAN be equipped to travel underwater, for an extra 24 million credits. Underwater speed of 15 MPH, maximum depth of 4,000 ft
Bonus: The Kepler is agile enough that it has a +1 to Dodge, and stable enough that it gets a +5% to piloting rolls in normal space and atmospheric maneuvering.
Cost: 15 million credits in the Three Galaxies, 2-5 times that in the Rifts Earth solar system.
Systems of Note:
Standard Spacecraft Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles. Navigational array has a range of 1 million miles.
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
Weapons Systems:
1)Point Defense Lasers(8)---- Four PDLs can be mounted on the Kepler’s ‘equator’ and two at each ‘pole’ in rings around them.
Range: 5,000 ft in atmosphere, 4 miles in space.
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Options:
*Weapons Turrets----The Kepler can be equipped with up to ten weapons turrets...a heavy turret mounted axially at each ‘pole’ of the sphere, and four smaller turrets mounted on each hemisphere of the main body.
What follows is just a sampling of the many different available configurations available; many Keplers get customized to customer special orders before even leaving the factory, while others have been extensively ‘kitbashed’ by enterprising mechanics and TWizards after purchase.
Polar Turret(Lower hull, retractable)---This turret deploys out of a central well at the poles of the ship, and has a full 360-degree arc of fire. Costs 60,000 credits each turret and has 200 MDC. Can accommodate ONE weapon up to Medium Class.
Alternatively:
a) Mini-Missile Launcher---50 MMs
b) Short Range Missile Pod----24 SRMs
c) Medium Range Missile Pod---12 MRMs
d) Long Range Missiles---4 LRMs may be carried
e) Forcefield Generator---+400 MDC
Light Turrets(1-8)--- These are smaller weapons turrets, mounted around the equator and hemispheres of the ship, each with 100 MDC, and costing about 10,000 credits each. Can accommodate ONE weapon up to Light Class.
Alternatively:
a) Mini-Missile Launcher---24 MMs
b) Short Range Missile Pod----12 SRMs
c) Medium Range Missile Pod---6 MRMs
d) Long Range Missiles---1 LRM may be carried
e) Forcefield Generator---+100 MDC
Options:
*Additional Armor--Up to 600 MDC of additional armor can be added; 10,000 credits per 10 MDC.
Laser Ablative armor is also available at TWICE normal armor cost. This material is ceramic-based, and lasers do HALF damage; variable-frequency lasers do NOT readjust to compensate on this stuff.
*Forcefield Generator---Standard Naruni-style knockoff Forcefields:
a)Light Forcefield---- 100 MDC--- 800 credits
b) Medium Forcefield---- 150 MDC--- 1.2 million credits
c) Heavy Forcefield---- 240 MDC--- 2.4 million credits
d) Superheavy Forcefield---- 320 MDC--- 3 million credits
Note: All forcefields regenerate at 5% per melee
Additional forcefield generators can be added, taking up a weapons turret slot OR 10 tons of cargo space/capacity.
*Enhanced Sensors---The sensor range can be beefed up to 50% in terms of range and effectiveness for 100,000 credits
*Heavy Sensor Array---This adds a large two- or four-vaned radar array to the upper polar end of the Kepler. These arrays can detect incoming ships at 400,000 miles and can pick up FTL wakes as far away as 13 light years.
Cost: 13 million credits
TW Options
Like the Cavorite before it, the Kepler has caught the affection of the Techno-Wizardry community, who have suggested a variety of different modifications for it. Though no formal TW modifications have yet been offered for the Kepler, PS has made provision for their later addition, offering TW PPE Generators/Accumulators against future need.
In addition to the features below, I suggest looking at Coalition Wars One: Siege on Tolkeen, pgs 68-72, for other systems that can be added. Stealth features are particularly popular, as well as LeyLine Engines(wizards love to ‘float’ these things along ley-lines).
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Kepler’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.
Variants:
*PS-CGATF-C400---Tug conversion, sporting a thickened ring around the sphere hull’s waist/equator, holding shock-absorbing panels and electromagnetic clamps. The upper polar mount carries a large gantry crane-arm(250 MDC, Robotic P.S. of 50, and a 200 ft extension reach), while the lower polar station holds a short range tractor beam emitter(----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 15,000 ft, usable in space only). Provision is made for up to 25 passengers under normal conditions(typically construction/repair techs, or hazmat technicians), 200 under rescue cramming. Cargo is typically given over to spare parts, rescue gear, tools, and repair robots. Usually unarmed, but can be fitted with the full complement of PDS and secondary turrets, especially when engaged in battlefield salvage operations or when operating in warzones/pirate-infested space. The ‘Ringmaster’ or ‘MiniSaturn’ is a common sight in Paladin Steel/Aegis Stellar Industries’ larger shipyards and asteroid mining operations.
* PS-CGFTLT-C420---FTL version of the Kepler, capable of making 2 light years per hour. Costs 30 million credits
* PS-CGFTLT-C430---An FTL ‘yacht’ conversion of the Kepler with both an improved FTL and normal space drive. It can be distinguished immediately from its stablemates by the ‘fan’ of eight drive vanes around its larger drive system(the focal array has 1,000 MDC). It sacrifices about a third of its cargo/passenger capacity for the larger drive systems, but can now hit normal space speeds of Mach 7, and 5 light years per hour. Costs 44 million credits
* PS-CGM-M410----A handful of Keplers were converted into ‘system monitors’ for the defense of the Ambercirn facilities. These ships were essentially cored, the axial heavy turrets replaced entirely by the mounting for a massive Eight-Inch Six-Barrel Rail Gun Gatling. This massive weapon was first fitted as the main armament of the Sangu-class destroyers, and earned a reputation as a ‘Kitty Spanker’ for its ability to shatter Arkhon vessels. The Kepler’s cargo holds were converted to magazine stowage for the massive weapons.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload: Has 1,200 rds ready to fire
* PS-CGAAE-M412--- Anti-missile/fighter picket intended for convoy escort and space station protection. In addition to a full complement of PDLs, all eight weapons stations fitted with rapid-fire guns, the CGAAE-M412 has had its cargo bays outfitted as missile launch batteries, carrying Short or Medium Range Missiles.
-Missile Launchers(4)---SRM or MRM:
(Short Range Missiles)Volleys of 1-20, payload of 800(!) missiles per launch bay
(Medium Range Missiles) Volleys of 1-10, payload of 400(!) missiles per launch bay
-Decoy Launchers(4)----Launches releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher
-Anti-Missile Chaff Launchers(4)----Launch canisters of metal chaff or laser reflective ‘sand’: chaff has a 50% chance of distracting standard missiles, reducing laser damage by HALF, and doing 2d6 MD damage to any ships flying through the cloud, the cloud covering a 500 ft area and lasting 75 seconds(5 melee rounds), while the sand covers a 660 ft wide area fir 5 melee rounds, reduces laser damage by HALF, and does 4d6 MD to anything flying at high speed through it. Launchers have a range of 8,000 ft in space, and have 50 canisters each.
* PS-CGM-PM411---A variant rumored to have been created as part of a special ops mission, meant to bait an alien battleship that had been raiding convoys into a trap. The Keplers in question were fitted with concealed racks for heavy nuclear torpedoes intended to give enemy vessels a ‘faceful of blam’(in the words of one engineer).
-Heavy Nuclear Torpedoes --- PS Long Lance II Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
NOTE: PS combat doctrine FORBIDS the use of strategic nuclear devices against planetary targets, without full authorization and coded permission from the top echelons of High Command(fortunately, as few ships carry Long Lances or strategic nuclear weapons, there have been few chances to test this doctrine).
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1,2,3,4, or 5
Payload: 18 missiles
(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 16 missiles