The Kyoto Class Carrier was first designed in response to requirements presented by the Imperial Kyatashiro Navy in March of 107PA, for a surface aircraft carrier to be built that could accommodate a squadron of ground attack aircraft and a squadron of fighter aircraft. Due to speed being a highly acclaimed attribute in the Imperial Kyatashiro Navy. It was only natural that the new class of carrier would be small - barely large enough to accommodate the aircraft asked for by it's requirements, but because of this, it would be exceptionally fast for such an important vessel. The design outlines were modified several times before put into production in July of 107PA. The final requisites called for a ramp deck, a center section island, with the flight deck running along both sides of the island, and an elevator mounted inside of the island. The first vessel completed to these specifications then entered service, not with the Allied Naval Fleet, but with the Imperial Kyatashiro Navy, on August 30, 109PA - when it was named Hayabusa, or Peregrine Falcon in english.
Two such vessels would enter service with the I.K.N. before thought was even given towards more being produced for the Joint Naval Force. When rumor began to spread, that Wa-Daisho's unproven shipyards were going to start off production of ships, with a major sized vessel never before attempted even in Kyatashiro, many of the elitist Kyatashiro Navy men scoffed at these 'amateurs'. The general opinion of their forces then decided that while Wa-Daisho creates what ever sort of nonsense vessel it likes, Kyatashiro would produce a series of four, dependable, light carriers, of the Kyoto class for exclusive use by the Joint Naval Force. The first of these new vessels, the Blue Gull entered service on April 9, 112PA, and so the series continued until the final ship in the series the Pelican, was completed on January 14, of 115PA - a mere seven months before the juggernaut submersible carrier, Dalmir entered service.
During this period of time between April 9, 112PA and the beginning of the Dalmir's service, the Kyoto class's colors really showed. It was everything it had been promised to be, fast, light, reliable, and practical. They operated in a variety of roles. Several exploratory cruises were made in each vessels early months, deep into the Atlantic to explore, usually with a Battlemaster cruiser or even with the J.N.F. 9 Stingray, and a handful of Whitesharks. Another purpose they fit into very well, was service as fleet escorts, escorting armed freighters from Kyatashiro to Wa-Daisho, Republican, or even Tritonia on a few occasions. During the entire course of this period, the Kyoto class carriers operated solely out of Kyatashiro, only occasionally resupplying in Wa-Daisho. When the Dalmir entered service, many experienced navy men from the Kyoto class carriers were transferred to the giant submersible carrier to man it, granting years of experience to it's service. The Dalmir cut the Kyoto class carrier's potential service in the J.N.F. short. The Dalmir was an incredibly powerful, and nearly invulnerable warship - that used many alien technologies, as well as experimental technologies wrapped together to make a very radical, but dreadfully efficient design. The Kyoto was practical - predictable, and very 'mortal', which is not the best attributes to look for in an exploratory vessel that could seek out waters unknown. Thus, the Kyoto class carrier's service was exclusively relegated to close shore defensive patrols, and freighter escort.
From August 29, 115PA on to February 2nd of 118PA, the J.N.F. Kyotos have operated in their new, more restricted roles to great effectiveness, warding away a handful of slaver attacks, dozens of pirate attacks, and hundreds of monster attacks.
The two oldest Kyoto class carriers languishing away in service of the I.K.N. continue to serve, usually as patrol vessels around the edges of Kyatashiro's claimed territorial waters, or occasionally accompanying armed freighters to foreign ports, but not often. These vessels tend to spend a great deal of time in port, because there simply isn't very much action this far north - and what there is, usually is easily dealt with. Typically rear echelon type navy men or men fresh out of training, are now assigned to the I.K.N. Kyotos.
Between September 12 and December 30, of 117PA ALL the Kyoto class carriers exchanged their IHA Gray Falcons for S-Mart Eagle Air Superiority Fighters. All but a handful of the IHA Gray Falcons were then handed over to the Tolkeen Air Force for use in their war against the CS, the remaining aircraft being retained by Kyatashiro for use as training aircraft or as armed reconnaissance aircraft.
Note: The J.N.F. (Joint Naval Force) was assigned the new name of A.N.F. (Allied Naval Fleet) on May 1, 116PA.
Imperial Kyatashiro Shipyards 26 - I.K.N. 22 Hayabusa. (Commissioned August 30, 109PA.)
Imperial Kyatashiro Shipyards 30 - I.K.N. 25 Hein. (Commissioned March 12, 110PA.)
Imperial Kyatashiro Shipyards 39 - J.N.F. 10 Blue Gull. (Commissioned April 9, 112PA.)
Imperial Kyatashiro Shipyards 42 - J.N.F. 11 Penguin. (Commissioned August 30, 113PA.)
Imperial Kyatashiro Shipyards 44 - J.N.F. 12 Cormorant. (Commissioned May 1, 114PA.)
Imperial Kyatashiro Shipyards 46 - J.N.F. 13 Pelican. (Commissioned January 14, 115PA.
Class: Fast Escort Carrier. (Originally designed as a light fleet carrier.)
Kyoto Crew: 542. (Includes ship engineering, operations, and ship crew support personnel.)
A.N.F. Air Forces Carried: All six of the carriers, of this class, have 88 flight crew personnel on board, and 240 support personnel for maintenance of the aircraft. The Aircraft compliment between the A.N.F. vessels and the I.K.N. vessels differs slightly;
Allied Naval Fleet Aircraft
24 - Eagle VTOL Air Superiority Fighter.
24 - Vulture Assault Aerodyne.
2 - Dragonfly Modular Aerodynes.
Imperial Kyatashiro Navy Aircraft
24 - Eagle VTOL Air Superiority Fighter.
24 - Cicada Assault Aerodyne.
2 - Dragonfly Modular Aerodynes.
A.N.F. Marine Forces: All six carriers, of this class, have a company of 122 power armor clad marines on board. Again, the equipment they operate is somewhat different;
Allied Naval Fleet Powered Armor
122 - S-Mart Copperhead Marine Power Armor
Imperial Kyatashiro Navy Powered Armor
120 - S-Mart SAMAS-A Strategic Assault Military Armor Suit
2 - S-Mart SAMAS-B "Beerbelly" Electronic Warfare SAMAS
Other Resources of Note:
8 - S-Mart Firedrake Fire Fighting Power Armor.
2 - 2 man mini-subs (200 MDC). (Wa-Daisho Produced, non combatant design.)
12 - Deck Tractors, with various modular components. (75 M.D.C.)
5 - Cargo Vans, for carrying around supplies and people. (120 M.D.C.)
8 - Dustfish Hovercars, for transporting people, going short distances to shore, etc.
M.D.C. by Location:
High Intensity Laser Turrets(4)-250 each.
Rail Gun Anti-Aircraft Turrets(8)-150 each.
Medium Range Missile Launcher Turrets(2)-250 each.
Cruise Missile Launcher Turrets(2)-200 each.
Flight Deck-150 per 10'x10' section.
* The destruction of each propeller will reduce the vessels speed by 1/4. Use of the rudder, could act as a 'trim tab' to allow the vessel to continue going straight or to maneuver despite uneven propulsion. Note that striking these targets is EXTREMELY difficult, and near impossible for anything to purposefully strike these targets. From the air they are not visible, and are well below the waterline so torpedoes cannot target them. The amount of water they churn prevents also anyone from directly underwater, being able to target them as well. It would take a lucky - (read: Natural 20 lucky) to be able to strike the propellers with any kind of attack, unless characters are familiar with the layout of the propellers on this vessel, or the propellers are not currently driving the vessel forward.
** Depleting the M.D.C. of the Main Body means that the vessel is in tatters, and is ready to go down at any moment. The vessel will begin to sink slowly taking approximately 1D4 hours to completely sink (For every 500 additional M.D.C. inflicted subtract one hour.).
Maximum Speed: 48 knots; (55.2 mph).
Maximum Range: All Kyoto class carriers are capable of remaining at sea for up to six months, before requiring time to resupply and refit in port. Due to the level of trade and shipping that takes place between Wa-Daisho and Kyatashiro, these vessels are almost guaranteed to be at sea for the entire six month duration, unless in port for repairs, or rearmaments.
Weight: 41,220 tons.
Cargo: The cargo is jealously reserved for ammunition, supplies, and for equipment to keep the aircraft in the air for six months worth of patrol work, and to keep the crew supplied with food, drink, and other goods. All together approximately 3,000 tons of supplies may be carried for such purposes - not including the combined weight of the aircraft, and crew.
Power System: Nuclear; 50 year life.
Market Cost: NOT AVAILABLE!! There are only six in existence, two in the Imperial Kyatashiro Navy, and four in the Allied Naval Fleet. HOWEVER, it is possible that Republican may purchase a Kyoto or two for it's own growing navy, for to defend itself from the CS Navy were they to attempt to conquer their city state Kingdom, or from Splugorthian slaver raids. Kyatashiro's ship yards would likely sell them at a cost of 1.2 Billion credits. This is not likely to occur until after the Quebec conflict is resolved, and at which point would use a pair of squadrons of GAW modified Super Harriers.
1. High Intensity Laser Cannon Turrets (4): At the corners of the vessel's bow and stern, are lowered portions of the deck upon which sit these four cannon turrets. They are of the exact same type as purchased from Phase World for use on the Dalmir class of submersible carriers. These turrets are capable of swiveling 135 degrees to the outside of the vessel, and 45 degrees towards the inside of the vessel - as per the diagram. They can raise their arc of fire up to 45 degrees, and lower their arc of fire down to 25 degrees. Each turret is operated by a team of four men, one is a target designator takes information from spotters, sensors operators in the ship, and so on, the second is turret operator and gunner, the third is the computer systems operative maintains the power output, as well as monitors the temperature of the energy conversion chamber, and the damage level inflicted onto the turret itself, and finally the last is the turret commander who gives orders as per the situation. These weapons are mostly used in defense, against lighter vessels that happen to get through an escort ship screen, but it can also be used against sea monsters and other 'slow' moving targets. Anything moving over 200 mph, can only be hit at a -6 to strike for these guns. This means that YES it can be used to take out aircraft, but it is difficult.
Primary Purpose: Defense.
Secondary Purpose: Anti-Warship.
Mega-Damage: 1D4x100 M.D. per heavy laser blast.
Blast Radius: Point of impact is almost 8 inches in diameter. GM's Note: I have found that some levels of drama in game play are great concerning powerful weapons like this. In my campaign I ruled that body armor and power armor under 300 M.D.C. typically is not heat resistant enough to absorb this much heat. I figured that IF the damage roll is low, and does not penetrate the armor that I'd figure on at least 2D6x10 S.D.C. being inflicted to the person inside of the armor. He might not be dead, but he's pretty well cooked! :o)
Rate of Fire: These weapons can fire up to four times per melee each.
Maximum Effective Range: 5 miles.
Payload: Each turret has it's own independent power supply which means that the turret can actually continue to fight even after the vessel has begun to sink! This was done to prevent putting a drain on the nuclear power core of the vessel to allow for high speed as well as combat abilities.
2. Cruise Missile Launcher Turrets (2): Two cruise missile launching turrets may be found on the aft surface of the island. Each one has a single row of four cruise missiles, typically outfitted with High Explosive warheads. Each missile launcher is manned by eight men, one a target designator, two a turret control man and gunner, three a nuclear weapons specialist for use of nuclear ordinance - but is on hand during conventional combat as well as a weapons technician, and the remaining three are weapons technicians that make certain that everything is in working order, AND they operate the hoists, and supervise reloading of the turret. It typically takes 5 minutes to bring a second load up the lift, to arm, and place them into the launcher. The cruise missiles, are oftentimes used to destroy ships from a distance that refuse to alter it's course from heading towards a convoy. In the past, they have in fact been used to shell coastal regions - as in the case with the Battle of St. Lawrence, the Blue Gull, Penguin, and Pelican all used cruise missiles to strike shore batteries that were setting up with APC IXs to launch missiles towards the Allied Naval Fleet vessels.
Primary Purpose: Anti-Warship.
Secondary Purpose: Anti-Shore Installation.
Mega-Damage: High Explosive warheads inflict 1D6x100 M.D. to a radius of 200', while Anti-Matter missiles inflict much more serious damage; 4D6x100 M.D. to a 1,000' radius of ground zero, and 2D4x100 M.D. to anything within a 5 mile radius immediately surrounding ground zero. Anti-matter is also known to create incredible amounts of deadly radiation, much more so than an ordinary nuclear weapon, inflicting 2D6x100 SDC (or 1D4x100 M.D. to mega-damage creatures) to any living creature within 3 miles of ground zero, or 1D6x100 SDC (or 4D4x10 M.D. to mega-damage creatures) to any creature between the three and six mile zone. Remember, radiation damage cannot be healed by natural regeneration, as in the example of the NGR's infamous "U" rounds.
Blast Radius: 200' radius for high explosive, and varies for the Anti-Matter, see above.
Rate of Fire: 1, 2, 3, or 4 missiles may be fired from each launcher at a time.
Maximum Effective Range: 1,500 miles.
Payload: 4 High Explosive cruise missiles per launcher, with an additional 24 missiles of this type carried in the cargo bay. All four of the A.N.F. Kyoto Class carriers carry 6 anti-matter cruise missiles for use against threats such as the CS States, Atlantis, and/or The Gargoyle/Brodkil Empire.
3. Medium Range Missile Launcher Turrets (2): Two medium range missile launcher turrets may be found immediately forward and immediately after the superstructure 'island' with three rows of six missiles, for a total of 18 medium range missiles in each turret. Each turret is manned by 8 men, in the same fashion as the Cruise Missile launcher, only there is no nuclear weapons specialist, just another weapons technician. As in the case of the cruise missile launcher, it usually is deployed as a method of destroying foreign warships at a distance, however, it can be used to shell shore installations as well - but not often. Moreover, it's secondary duty is that of Anti-Aircraft - destroying any aircraft at high altitudes that somehow manage to elude the aircraft of the Kyoto class carrier. Reloading is again a complicated procedure. It takes the men eight minutes flat to reload the launcher with a full new load.
Primary Purpose: Anti-Warship.
Secondary Purpose: Anti-Aircraft.
Mega-Damage: Varies with missile type.
Blast Radius: Varies with missile type.
Rate of Fire: 1, 6, 12, or 18 missiles may be fired from each launcher at a time.
Maximum Effective Range: Varies with missile type.
Payload: 18 missiles per launcher, typically of Armor Piercing or High Explosive types. A total of 180 extra missiles are carried in the missile launcher magazines, and are usually an even mix of high explosive and armor piercing types.
4. Rail Gun Anti-Aircraft Turrets (8): Two of these are located above the bridge, two are located on the aft-center section of the island, and four are located on small 'balcony' mounts. These eight rail gun turrets are placed for the exclusive purpose of destroying incoming aircraft and missiles. They are rapid fire, gatling style rail guns, that fling 60 rounds per second into the air to shred anything incoming from the air. Each can swivel 360 degrees, but has a safety mechanism that prevents each from firing into the ship or into the turret next to it. It can raise it's arc of fire 90 degrees, but can only lower it's arc of fire 15 degrees when pointing out at the sides of the vessel. This leaves a significant blind spot meaning that anything closer than 500' and under 90' in altitude are impervious to such attacks - this isn't to say that the corner, BIG guns cannot shot at them however. Each turret is manned by two men, one a target designator who utilizes the information sent to him by the sensors operators, and a second turret control/gunner.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Defense.
Mega-Damage: 2D4x10 M.D. per 60 round burst.
Blast Radius: Has a spread of approximately 5' at maximum range, closer to 1' at close ranges.
Rate of Fire: This is exclusively a burst weapon, operated by it's designated gunner.
Maximum Effective Range: 11,000'.
Payload: Each turret has a 12,000 round drum. Ten reload drums are kept below decks, in storage.
5. Systems of Note: Although technologically inferior to the Dalmir class of submersible carrier, it is still a formidable opponent when used in it's intended role of convoy escort. It's systems, although unimaginative, are of good quality, and include among them the following;
1. Long Range Radar System: This radar system is mounted at the top of the bridge - the highest point on the vessel. It has a long range of 130 miles, that gives details on aerial and surface objects, to all sides of the vessel. This Radar System can track 150 aerial targets and 72 surface targets simultaneously and can identify 5,000 different aerial targets including aircraft (pre- and post-RIFTS), TGE Spacecraft, UWW Spacecraft, CCW Spacecraft, Kitani Air/Spacecraft, and scores of supernatural flying beings - and any vessel produced by Iron Heart, Northern Gun, Tolkeen, Kyatashiro, Desert Star, Wa-Daisho, The New Navy, CS Navy, Tritonia, Naut'Yll, Atlantis, Horune, and scores of other pre-RIFTS vessels, and various other vessels found on the high seas. A secondary radar system is also carried within the hull that gives a meager range of 30 miles, for use if the larger radar units are knocked out.
2. Sonar: Range is 50 miles. Can track 90 underwater targets, and identify literally thousands of underwater beings/creatures, any submarines made by the previously mentioned companies/factions, in addition to the identification computer being directly linked with the identification computer of the aerial radar as a cross reference.
3. Communications: Radio communications on board of the Kyoto are excellent in quality, with a broadcast range of 250 miles, but by redirecting the transmitter, the radio systems can achieve atmospheric bounce for a fairly consistent directional range of 2,500 miles. The radio systems are self reliant, and require the use of no balloons or UAVs, but if necessary an AWAC or specially equipped Dragonfly Aerodyne can act as a mobile relay station for communications. The Kyoto Class carriers are also equipped with a Sonic Underwater Communications Device with a 60 mile range. This is a special radio system currently only deployed by the affiliated navies of the Alliance. (Wa-Daisho Navy, JNF/ANF, & Kyatashiro Imperial Navy.) It is a speaker and detection system that emits a series of high frequency tones inaudible to even whales, that send vibrations through the water, which may be detected, and translated by similarly equipped vessels. This allows communications to take place between vessels which are underwater, and those on the surface of the water. The reason for the design of this system, is because radio waves simply will not pass through water, so a sonic system had to be developed for up to the minute communications.
4. Weapons Command & Control: The command and control systems of the Kyoto functions on the principle of "Many hands make for light work." An exclusive platoon of sensors operators, monitor sonar, thermal optic systems, ultraviolet optic systems, nightvision optics, air, and surface radar. This Sensor Operator's Platoon (S.O.P.), then contacts the bridge to find out what should be done if anything abnormal is detected, and from there it will either be dismissed or the Sensor Operators Platoon will begin to transmit data to the scrambling aircraft or weapon systems operators whoever would be best suited to dealing with such a threat. From there, a target designator with each weapon system will highlight any information necessary for the gunner/turret operator to work off of, and then he will take aim using a HUD system. Although it sounds complicated, in practice it is actually VERY fast, VERY efficient, and VERY deadly ... to the enemy. This combined use of sensory systems, team work, and by breaking the task down into a variety of positions, the entire vessel's combat effectiveness becomes more proficient. Thus any attacks made by the ships weapon systems while using this support system will be made at a bonus of +4 to strike.
5. Full environmental systems: The Kyoto class escort carriers are invulnerable to any chemical or biological weapons in use, nor will radiation breech the hull, even on a direct hit. It's duration? Infinite, re-breather systems recycle the oxygen inside.
6. Anti-Torpedo Guidance Device: The Kyoto can opt to drag a device 100' behind it, through the water that gives off a strong sonar image that disrupts typical sonar guided torpedoes, causing them to go after this device instead of the vessel. The device has a 01-90% of drawing the torpedo to it, and has 90 M.D.C. to it's structure. Eight of these are carried on board. NOTE: The sonic underwater communications device occasionally comes in garbled when used to communicate with a vessel less than a mile away. Thus IF this system is used while the ultrasonic communications device is, treat the communications with that device with a -20% to the normal roll of Radio Basic to decipher.