Light Asteroid Fortresses (Caramelles Kingdom):


The Caramelles Star Kingdom lacks the ability to build any ships larger than their light dreadnoughts. Also, with their massive ship building programs, they did not want to invest in a massive program for the building of more conventional orbital defenses. Still, defensive installations for the inhabited systems were needed especially since many of their neighbors were nervous around them and might to do something preemptive. The solution was to build asteroid fortresses.


Many powers use asteroid fortresses for system defenses. Built into already existing asteroids, they are far cheaper to build than traditional orbital fortresses. They are also incredible hard to destroy completely although they can be disabled far easier than they can be destroyed. Most systems have one or more asteroid belts from which to chose asteroids to convert into fortresses. The conversion involves drilling pits into the rock of the asteroids in order to mount weaponry, sensors, and fighter bays.


The Star Kingdom decided that they would use relatively metallic rich asteroids of around the ten kilometers in diameter. Of course both the actual size might vary by a significant margin and they are usually far from being spheres. They are somewhat shaped with the largest areas of projection cut away. Still, some are more like potatoes in shape than spheres.


The asteroids which the kingdom chose to use are not the largest used for fortresses by some systems but they are still immense compared to most warships. Even small asteroid fortresses dwarf both the Protector class battleships and Doombringer class dreadnought. Asteroids are pulled from their orbit in the asteroid belt, slowly allowed to lose velocity so that they can drop deeper into the star's gravity well. Once they reach the planetary orbit, they are carefully pulled into orbit of the planet. This requires years of careful planning. In orbit, they are usually fairly far out, around forty or fifty thousand kilometers from the planet. Due to the small size, these fortresses do not have much effect on tides.


Each of the six planets of the Kingdom is protected by an average of four of these asteroid fortresses with the planet of Cardener Prime protected by six fortresses and Sabadell protected by only two with two more under construction. Of course the planets have additional planetary defenses including missile batteries and fighter squadrons. As one might expect, as the capital of an expansionist star kingdom, Cardener Prime is protected better than any other system within the Caramelles Kingdom. This might not be entirely because of external threats but might also be to deal with internal threats.


One advantage the Star Kingdom asteroid fortresses have over those of many asteroid fortresses is that the weapon systems are more compact. The Kingdom uses standardized weapon modules which are also used on moon platforms and to defend asteroid industries. This eases construction. Many powers use surplus weapon systems which can bee quite bulky. The fortresses mount a mixed battery, both energy and missile weaponry. Each fortress has approximately six times the firepower of a single Baroness Victoria class cruiser. While their weaponry is not as efficient on a basis of mass / volume as newer Consortium weaponry, they are far better that the original Human Alliance Weaponry which they were developed from.


For heavy energy weaponry, the fortress mount an average of twelve heavy particle beam mounts mounted in pairs. These paired 28 cm particle beam mounts are supported by four laser cannon mounts. There is a total of around twenty-four of these 12 cm lasers on most fortresses. Both the heavy particle beams and lasers have approximately a 150 degree cone of fire to give the clusters an overlap of fire. Unlike missiles, the beams cannot change course and the fortress also cannot turn to bring more weapons to bear.


Missile firepower is generally considered more important than direct fire weaponry. Each fortress mounts approximately twelve capital missile batteries. In addition, the asteroid fortresses also mount twenty-four long range missile batteries. Missile batteries are mounted with a pair of cruise missile batteries and four long range missile batteries in clusters. The fortresses have incredible missile capacity with twice as many missiles, both capital and long range, per missile battery as a Baroness Victoria class Cruiser. The Kingdom does not have X-Ray laser or super heavy anti-matter or gravity capital missile warhead. As such, the fortresses are usually armed with multi-warhead anti-matter warheads.


These fortresses have lavish point defense as well. Each emplacement is protected by eight point defense batteries combining a direct fire weapon with a mini-missile battery. Each has forty-eight mini-missiles. Half of the batteries are triple particle beam mounts and half are forty millimeter heavy point defense rail guns. These are electromagnetic instead of gravity based rail guns.


In addition to the powerful weapon arrays, these fortresses have four fighter bays. Each one has four squadrons of light fighters and three squadrons of medium fighters, equal to a Viscountess Aurelia class light carrier. Of course the Avispa light fighter and Torero medium fighter are not considered near top of the line for fighter designs in the Three Galaxies. There are several ideas on how to replace these fighters. The most likely current plan is to replace the light fighters with an unauthorized copy of the Ross ICE Hyena fighter. In addition, the Caramelles Star Kingdom operates a number of other fighter classes in small numbers. These can also be found of the asteroid fortresses. These include the older Human Alliance Vixen and Osprey designs as well as the more modern Scorpion and Katana fighters. The Kingdom usually operates fighters together and does not like to mix squadrons. Most of these have been obtained through elicit means. Because the fortress are immobile, they carry a much larger troop compliment than most of the Kingdom's warships.


Even though not made from armor materials, the asteroid itself can withstand more that three times more damage than a Consortium Protector class battleship. Individual installations are well armored. In addition, each one is protected by a defensive force field. The asteroid is simply too large to protect with a single shield. Deep in the core of the fortress are the reactors and the command and control facilities. These fortresses have two command and control facilities so that the destruction of one does not destroy the ability of these platforms to fight. Tunnels connect these and the various weaponry, hangers, and sensor arrays.


Even though these asteroid fortresses have no drives, they have six massive fusion plants to power the huge amount of weaponry in the fortress. Space is not the concern as it is with starships and fusion plants require far less maintenance than an anti-matter power plant. Fusion plants are also far cheaper to build and operate with these being able to run sixteen years between needing to be refueled and hydrogen fuel is much easier to obtain and store than anti-matter.


This asteroid fortress design uses modified starship speed and range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Weapon Clusters:
6 Heavy Energy Weapon Clusters each containing:

226 cm Heavy Particle Beams Mounts
412 cm Heavy Laser Cannons
4Electromagnetic Point Defense Rail Cannons/Mini-Missile Batteries
4Triple Point Defense Particle Beam Cannons/Mini-Missile Batteries
6 Heavy Missile Weapon Clusters each containing:
2Cruise Missile Batteries
4Long Range Missile Batteries
4Electromagnetic Point Defense Rail Cannons/Mini-Missile Batteries
4Triple Point Defense Particle Beam Cannons/Mini-Missile Batteries
4 Hanger Defense Clusters each containing:
4Electromagnetic Point Defense Rail Cannons/Mini-Missile Batteries
4Triple Point Defense Particle Beam Cannons/Mini-Missile Batteries


Model Type: Series II Asteroid Fortress
Vehicle Type: Asteroid Fortress (Light)
Crew: 2,250 (375 Officers and 1,875 enlisted)
Troops: 4,000 Marines (3,000 in power armor) and 500 fighter pilots.


Vehicle, Robots, and Power Armors:
Power Armors:

4,000Light Power Armors
Fighter Compliment:
192Light Starfighters (48 per bay - Commonly the Avispa Light Starfighters)
144Medium Starfighters (36 per bay - Commonly the Torero Medium Starfighter)


M.D.C. By Location:

Heavy Energy Weapon Clusters (6):
28 cm Heavy Particle Beam Mounts (12 total, 2 each cluster):1,200 each
12 cm Heavy Laser Cannons (24 total, 4 each cluster):750 each
Heavy Missile Weapon Clusters (6):
Cruise Missile Batteries (12 total , 2 each cluster):800 each
Long Range Missile Batteries (24 total. 4 each cluster):600 each
PD Rail Cannons/Mini-Missile Batteries (64 total, 4 each cluster / bay):200 each
PD Particle Beams/Mini-Missile Batteries (64 total, 4 each cluster / bay):200 each
Small Craft Hanger Bays (4):12,000 each
[1] Protective Forcefields (16, One each cluster or vehicle bay):10,000 each
[2] Control Center:300,000
[2] Auxiliary Control Center:300,000
[3] Main Body:900,000


Notes:
[1] Instead of having variable shields, the station (weapon clusters or fighter bays) has shields over vital surface installations. These include weapon clusters, fighter bays, and starship bays. Each shield regenerates at the rate of 5% (500 M.D.C.) per melee round.
[2] In reality this is how much damage needs to be done for a weapon to hit the control center through the asteroids. The control centers are near the center of the asteroid. This fortress also has an auxiliary control center. Even if both control centers are taken out, the weapon systems can be fired using local control. Unlike most platforms, weapon strikes have to penetrate the asteroid fully to be able to injure crew on the bridge. If an attack is attempting to penetrate directly to the control centers, the damage is also applied on the main body of the asteroid.
[3] Depleting the M.D.C. of the main body will completely destroy the Asteroid Fortress. While the material the asteroid is constructed from are S.D.C. materials (Rock), a weapon must inflict M.D.C. damage to do any actual damage to the asteroid.


Speed:
Does not move; if the position of the Fortress is changed, fleets of tugs are used to move it.


Statistical Data:
Length: Approximately 6.21 miles (10 km)
Height: Approximately 6.21 miles (10 km)
Width: Approximately 6.21 miles (10 km)
Mass/Weight: Approximately 1.65 x 1012 tons (1.5 x 1012 metric tons)
Power System: 6 Large fusion reactions (12 year duration each)
Cargo: Cargo holds are scattered about the asteroid fortress that allow for the storage of up to 400 million tons (362.87 million metric tons) of cargo in addition to standard compliment of supplies and ammunition. Each enlisted crew member has a small locker for personal items and uniforms. Fortress officers have more space for personal items. Most of the fortress spaces are taken up by extra ammunition, armor, troops, weapons, reactors, and other equipment.
Market Cost: 15.5 billion credits to construct (Does not include standard fighter and power armor compliment - Caramelles Kingdom fighter compliment [Avispa and Torero Fighters] cost approximately 6.8 billion and troop compliment 11.2 billion.)


WEAPON SYSTEMS:

  1. Twelve (12) Heavy 28 cm Particle Beam Batteries: Located in clusters of two on the asteroid fortress, the fortress has a total of 12 heavy particle beam mounts. Weapon has standard penalties to hit fighters and small targets. Two 28 cm particle beams are in a cluster with four 12 cm laser cannons. Weaponry is designed to be able to be fired in a 150 degree cone so usually multiple batteries can fire on a single target.
    Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
    Mega Damage: 1D4x1000 M.D.C. each (Both in a pair can be linked for 2D4x1000 M.D.C. for both.)
    Rate of Fire: Maximum of three (3) times per melee per particle beam.
    Payload: Effectively Unlimited.
  2. Twenty-Four (24) 12 cm Heavy Laser Cannons: Located in clusters of four on the asteroid fortress, the fortress has a total of 24 heavy laser beam mounts. Four 12 cm laser cannons are located in clusters with two 28 cm particle beams. Laser cannons are used against frigates. Weapon has standard penalties to hit fighters and small targets. Weaponry is designed to be able to be fired in a 150 degree cone so usually multiple batteries can fire on a single target. Only two cannons can be fired as one volley.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 M.D.C. each or 4D6x100 for two (only two may be combined into a single volley.)
    Rate of Fire: Maximum of two (2) times per melee each laser cannon.
    Payload: Effectively Unlimited.
  3. Twelve (12) Cruise Missile Batteries: Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to be detected.) See modified starship rules for more details - Cruise missiles have penalties to hit small targets but are all considered smart missiles. Batteries can launch on multiple targets each at the same time. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries although the actual battery is slightly smaller.
    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) missiles per battery, per melee round, for a maximum of 288 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 288 total, 24 cruise missiles per battery. Ship has 16 reload of missiles (4,608 cruise missiles reloads total.)
  4. Twenty-Four (24) Long Range Missile Batteries: Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile, when unpowered, is at -25% to be detected.) Long range missiles do not have penalties to hit small targets unlike cruise missiles and are all considered smart missiles. Batteries can launch on multiple targets each at the same time. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries although the actual battery is slightly smaller.
    Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) missiles per battery, per melee attack.
    Payload: 11,520 total, 480 long range missiles per battery.
  5. Sixty-Four (64) 40 mm Electromagnetic Rail Gun/Mini Missile Batteries: Mounted in 16 clusters of four, each cluster protecting a heavy weapon emplacement or fighter bay. Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. Comparatively heavy weapons, the rail guns fire a heavy 40 mm high density projectile and have excellent range. Each turret can rotate 360 and has a 180 arc of fire. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail guns at a significant fraction of the speed of light. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Missile launchers can launch on multiple targets each at the same time.
    Maximum Effective Range Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Rail guns have a range of 12 miles (19.3 km) through atmosphere and 1,200 miles (1,930 km) in space.
    Mega-Damage: Rail Cannon inflicts 3D6x10+30 M.D. for a 10 round burst. Mini-Missiles vary by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
    Payload: Rail Cannon has 2,000 Rounds (200 Bursts) each cannon, has forty-eight (48) mini-missiles at each launcher (3,072 total, can carry potentially many times more in storage holds).
  6. Sixty-Four (64) Triple Particle Beam/Mini Missile Batteries: Mounted in 28 clusters of four, each cluster protecting a heavy weapon emplacement or fighter bay. These mounts are similar to the rail gun mounts with the rail gun replaced by a triple particle beam. While damage is similar, range is less that the rail gun mounts. Each turret can rotate 360 and has a 180 arc of fire. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Missile launchers can launch on multiple targets each at the same time.
    Maximum Effective Range Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Particle beams have a range of 8 miles (13 km) through atmosphere and 400 miles (640 km) in space.
    Mega-Damage: Triple particle beam inflicts 3D6x10 M.D. per burst. Mini-Missiles vary by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
    Payload: Effective unlimited for the particle beam mounts, has forty-eight (48) mini-missiles at each launcher (3,072 total, can carry potentially several times more in storage holds.)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2011, Kitsune. All rights reserved.



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