Kelvans Calling

 

After reports of attacks on shipping and the loss of the first starship (Miranda) sent to investigate, the USS Exeter encounters, fights and is driven back by a Kelvan Intruder-Class ship. Starfleet responds by vectoring in a Constellation and two Wilkersons to assist in confrontation with what is, unknown to the Federation is, the lead element of the second Kelvan invasion.

 

The unknown ship does not communicate and continues to be extremely aggressive forcing the Federation task force to engage. At this point the unknown ship launches four Viper-Class ships and turns the fight into a desperate mêlée. During the battle, the unknowns repeatedly attempt to beam over boarding parties, forcing the Starfleet vessels to defend their ships from both internal and external threats. When the boarders are defeated, captured aliens prove to be boastful and reveal that they are Kelvans. It takes a Computer Operations roll to learn that Kelvans were first encountered by the USS Enterprise as the vanguard of an invasion force. Captain Kirk was able to make peace with them, preventing an intergalactic war.

 

Unknown to the crew of the Exeter, the faction that the Enterprise met fell out of power. This change in politics was coupled with a breakthrough in technology called the ‘Transwarp Conduit’ allowing the creation of a prototype Warp Ten corridor to reduce the travel time from the Andromeda galaxy within just a few decades rather than centuries. The next militant faction is not willing to negotiate, but the construction of the transwarp conduit has left them politically weakened, if the new technology fails, the militants will fall out of power and will not threaten the Milky Way galaxy again.

 

Starfleet either capture one of the Kelvan ships or scan the computer core with a tricorder in order to discover the Kelvan plan. Capturing a ship will not be allowed as surviving ships will target any ship in danger of falling into enemy hands. A Starfleet boarding party will have to fight through half a dozen Kelvans in order to reach the ship’s computer, successfully use Computer Science and Computer Operations to obtain a partial download of the ship’s central computer. One of the pieces of information gained during this raid is discovering the location of the Milky Way terminus of the Transwarp Conduit. When the Kelvan penchant for boarding action is discovered, Starfleet reinforces the surviving Exeter task force with a Northampton-Class Frigate. Once aware of the Kelvan plan, the Starfleet force must defeat the invaders, leaving no survivors, and destroy the armed base (Alamo equivalent) is so that the Kelvans believe the ‘Transwarp Conduit’ is a failure and thus bringing the planned invasion to a halt.

 

Type: Kelvan Warrior

Attributes: Generate statistics by rolling 3D10+40 for all attributes except LUC and PSI, and 1D100 for LUC and PSI with the following racial modifiers: DEX -10, STR +20, END +40, INT +20, CHA -10, LUC -20, PSI -20

Significant Skills: Computer Ops 40, Computer Tech 25, Electronics Tech 35, Marksmanship Modern 40, Personal Combat, Unarmed 50

Kelvans wear body armor that can absorb of to 150 points of lethal damage from phasers and can stop one disintegrate hit (costing all 150 points of damage).

Kelvans carry particle rifles with the following stats: ROF 2, Lethal Damage 200, Point Blank 1, Short 2-25, Medium 26-55, Long 56-130, Extreme 131-220, Graze 90. Power 120, Drain 1.


RACE:                                                             Kelvan

STARSHIP CLASS:                                        Intruder Class Carrier

Construction Data:                       

     Ship Class-                                                  XVI

     Date Entering Service-                                 2/34

     Hull Data:

     Superstructure Points-                                67

     Damage Chart-                                            D

     Size

         Length-                                                    379.4 meters

         Width-                                                     379.4 meters

         Height-                                                    75.1 meters

         Weight-                                                    393,496 tons – Empty

                                                                         764,676 tons - Loaded

     Cargo

         Cargo Units-                                           320 units

         Cargo Capacity-                                      15.996 tons

     Landing Capability-                                    None

Equipment Data:

     Control Computer Type-                           ACC-1

     Transporters-

         Standard 6-person-                                  13

         Combat 20-person-                                 20

         Emergency 22-person-                            18

         cargo large-                                              2

         Small Hanger Pad-                                   4

Other Data:

     Crew-                                                          1,518

     Troops-                                                                         408

Engines and Power Data:

     Total Power Units Available-                     112

     Movement Point Ratio-                              6/1

     Warp Engine Type-                                    AWE-1

         Number-                                                  2

         Power Units Available-                          46 each

         Stress Charts-                                         0

         Maximum Cruising Speed-                     Warp 5.4-9.0

         Emergency Speed-                                   Warp 9.74 (8 hours)

     Impulse Engine Type-                                AIE-1

         Number-                                                  2

         Power Units Available-                          10 each    

Weapons and Firing Data:

     Beam Weapon Type-                                  AF-5

         Number-                                                  4

         Firing Arcs-                                             2p, 2s

         Firing Chart-                                           X

         Maximum Power-                                   12

         Damage Modifiers

               +3                                                     

               +2                                                      (1 - 22)

               +1                                                     

     T/R Beam-                                                   TR-3

         Number-                                                  3

         Firing Arcs-                                             1f, 1p, 1s

         Firing Chart-                                           T

         Power to Arm-                                        6

         Damage Chart                                         TR-C

         Range                                                       18                                                  

    Displacement Device                                   DD-1

         Number-                                                  2              

         Firing Arcs-                                             1p, 1s

         Firing Chart-                                           V

         Power to Arm-                                        10

         Range                                                       21             

PA Panels Data:

         Panel Type-                                            APA-1

         Panel Ratio-                                            1/10

         Threshold Level-                                     30

         Maximum Level-                                     60  

RACE:                                                             Kelvan

STARSHIP CLASS:                                        Viper Class Satellite

Construction Data:                       

     Ship Class-                                                  VI

     Date Entering Service-                                 2/34

     Hull Data:

     Superstructure Points-                                18

     Damage Chart-                                            D

     Size

         Length-                                                    141.4 meters

         Width-                                                     141.4 meters

         Height-                                                    45 meters

         Weight-                                                    73,993 tons

     Cargo

         Cargo Units-                                           21 units

         Cargo Capacity-                                      1,064 tons

     Landing Capability-                                    None

Equipment Data:

     Control Computer Type-                           ACC-2

     Transporters-

         Standard 6-person-                                  1

         Combat 20-person-                                 2

         Emergency 22-person-                            2

         Cargo, small-                                           1

Other Data:

     Crew-                                                          147

     Troops-                                                                         39

Engines and Power Data:

     Total Power Units Available-                     38

     Movement Point Ratio-                              2/1

     Warp Engine Type-                                    AWE-2

         Number-                                                  2

         Power Units Available-                          15 each

         Stress Charts-                                         0

         Maximum Cruising Speed-                     Warp 1.8-3.0

         Emergency Speed-                                   Warp 3.39 (8 hours)

     Impulse Engine Type-                                AIE-2

         Number-                                                  2

         Power Units Available-                          4 each    

Weapons and Firing Data:

     Beam Weapon Type-                                  AF-2

         Number-                                                  4

         Firing Arcs-                                             2p, 2s

         Firing Chart-                                           J

         Maximum Power-                                   7

         Damage Modifiers

               +3                                                     

               +2                                                      (1 - 5)

               +1                                                      (6 - 10)

     T/R Beam-                                                   TR-4

         Number-                                                  1

         Firing Arcs-                                             1f

         Firing Chart-                                           H

         Power to Arm-                                        3

         Damage Chart                                         TR-D

         Range                                                       10                                                  

PA Panels Data:

         Panel Type-                                            APA-2

         Panel Ratio-                                            1/7

         Threshold Level-                                     10

         Maximum Level-                                     15  

 


Power Absorber Panels (PAs)

The Kelvans do not use a shield system to protect their ships during combat. They use instead a set of panels capable of absorbing the energy of weapons fired at them. Each Kelvan ship has three such panels fixed around the outside edge of the hull, one panel absorbs damage from shield arcs 1 and 2, the second absorbs damage from arcs 2 and 3, and the final one covers arcs 4, 5, ad 6.

 

For an unknown reason Kelvan PA panels can only absorb a certain amount of energy from one source at a time. Therefore each bank of panels has a threshold value which represents the maximum damage that a panel can absorb from beam or missile attacks from another vessel in a single phase. Damage above this value is not absorbed by the panels and is scored as internal hits on the ship.

 

Each type of weapon from an attacking ship is classed as separate attacks on the panel. Each panel appears to be constructed of a number of smaller units each powered independently of each other but combining in series to give an overall effect. Unlike shields, PA panels do not regenerate at the end of each phase of the game instead they operate in the following way:

 

At the end of phases one and two during step 19 of the sequence of events a Kelvan captain may redistribute the points of damage stored in his ship’s panels. This redistribution is free and the points can be moved in any amount and to any panel on the ship but can only be moved to a panel that: is not already full, is powered sufficient to hold the damage, has not suffered a Shield Generator hit.

 

The new redistributed points in each panel are not announced to other captains, this information must be gathered during step 4 of the following phase. At the end of phase 3 again during step 19 of the sequence of events a Kelvan ship may take 10% (round down) of the total energy stored in each panel and use it to power onboard systems during the next turn. Then it may dump 80% (round down) of the remaining energy stored in each panel into space. The power removed to power ships systems may be used by any system on the ship, however energy removed from panels in this way cannot be used for movement.

 

A ship with insufficient power to raise its panels to a level sufficient to hold the remaining energy stored in them or a PA panel that has suffered a Shield Generator hit as a result of combat immediately releases any energy stored in them. This released energy attacks the ship just like an internal hit. This energy attacks the ship in 10-point blocks using the Basic Game Damage Chart.

 

Tractor Repulsor (TR) Beams

These weapons appear to use tractor beam technology (but over a much greater range) to cause damage to their target. The TR beam uses rapidly fluctuating push and pull tractor energy to literally pull their target apart. TR beams are armed and fired in a similar way to Plasma torpedoes; the amount of damage they cause is dependant on the range to the target. Unlike Plasma torpedoes these beams cannot be evaded or turned into grazing hits.

 

Tractor-Repulsor (TR) Beams

Type

Power to Arm

TR Chart

Range (Hexes)

Firing Chart

TR-1                                    5                           TR-A                        14                            M

TR-2                                    2                           TR-B                         6                             C

TR-3                                    6                           TR-C                        18                            T

TR-4                                    3                           TR-D                        10                            H

TR-5                                    8                           TR-E                        20                            W

TR-6                                    10                         TR-F                        27                           AG

 

TR Damage Chart

Range (Hexes)

TR-A

TR-B

TR-C

TR-D

TR-E

TR-F

1

25

12

45

16

50

65

2

24

11

45

15

50

65

3

23

10

42

14

50

62

4

22

8

40

13

46

62

5

22

6

38

12

46

62

6

22

5

36

11

42

60

7

20

 

34

10

42

60

8

20

 

32

8

40

60

9

18

 

30

6

38

59

10

18

 

28

5

36

57

11

16

 

26

 

34

55

12

15

 

24

 

32

53

13

13

 

20

 

27

50

14

12

 

16

 

25

48

15

 

 

14

 

21

46

16

 

 

12

 

18

44

17

 

 

10

 

16

42

18

 

 

8

 

14

38

19

 

 

 

 

11

36

20

 

 

 

 

9

34

21

 

 

 

 

 

32

22

 

 

 

 

 

30

23

 

 

 

 

 

28

24

 

 

 

 

 

26

25

 

 

 

 

 

24

26

 

 

 

 

 

20

27

 

 

 

 

 

18

 

Displacement Device

These devices are transporter technology taken almost to the limit. The Kelvans appear to have almost perfected the ability to move their own and other races starships through space using an unknown form of transporter technology.

 

Displacement Device

Type

Power to Arm

Range (Hexes)

Firing Chart

DD-1

10

21

V

DD-2

16

40

AD

 

Self-Displacement

In order to displace itself a Kelvan ship must have a Displacement Device fitted and it must be powered. The displacement is announced and determined during step 11 of the sequence of events but BEFORE cloaking devices have been activated/deactivated.

 

When initiated the Captain of the ship displacing himself announces the direction in which he is going to attempt to move hip ship (using the shield arcs of his ship as a reference) and the number of Hexes it will travel. He then rolls 1d10, if the result is 7-0 of the number rolled equals the shield arc stated then the displacement is controlled and the ship is moved the distance and the direction stated. If the roll is unsuccessful then the displacement is uncontrolled. The ship is moved 0-9 hexes (roll 1d10 where 0 equals zero) in the direction shown by the first roll.

 

Displacing Others

To displace another ship (including another Kelvan) the ship must have a Displacement Device fitted and powered. The displacement attempt is announced and attempted during step 11 of the sequence of events but BEFORE cloaking devices have been activated/deactivated.

 

When initiated the Captain of the ship using the device states his target and makes a to-hit roll using the V column of the firing chart. If the roll fails then the device failed to obtain a lock-on to the target and no further action is taken.

 

If the roll is successful then the Kelvan Captain announces the direction (using the target’s shield arcs as a reference) and the distance (up to five hexes) the target will be moved. Roll 1d10, if the result of this is 6-9 or equal to the distance chosen then the distance moved has been controlled and the target is moved the stated number of hexes. Any other result means the target is moved the rolled number of hexes (a 0 is zero).

 

All displaced ships suffer a -4 to all firing rolls during the firing phase after displacement; this includes ships that failed to move as a result of the above actions.

 

Hangers

The Kelvan Carrier ships carry the smaller satellite ships in special internal hanger bays. The CE of the carrier ships does not include any satellite ships it may carry. These hangers add nothing to the mass or superstructure of the ships.

 

Each carrier ship has its hangers configured to carry a set group of satellite ships. A Dominator for example may be configured to have 5 small hangers, 3 large hangers, or 2 large and 3 small hangers. A hanger may be reconfigured but this requires the carrier refit in a home starbase. A large hanger may be used to operate a small satellite ship however it will still cost the same amount of power to use as if the hanger held a large satellite ship.

 

Satellite Ship Operations

Ships held in hangers may be launched by one of two methods; a powered Displacement device on the carrier launching the ship or by the huge transporter pad built into the deck of the hanger.

 

Displacement device

A satellite ship launched in this way is treated as if the ship were trying to displace another unit but no ‘to hit’ roll is required. A displacement distance of zero places the satellite ship outside the carrier but in the same hex.

 

Transporter

Each transporter pad requires power to be allocated to them in order for them to be able to launch or recover a satellite ship. The transport of a small and medium hanger requires 3 points of power allocated to it in order to operate for one turn. A single transporter pad may be used to launch a satellite ship from its hanger and recover another to it in the same turn. A single transporter cannot be used to launch two satellite ships from different hangers or recover two in a single turn; each hanger has to use its own pad. The transport of a large hanger requires five points of power allocated to it in order to operate for one turn.

 

Launching and Recovery

Satellite ships are launched and recovered at the end of phase 9 of the sequence of events after all ships have moved. Ships launched by transporter may be placed anywhere within 5 hexes of the launching ship and with any desired facing. A launched Satellite ship will have only a pro-rata portion of the turn’s movement but must allocate the power for a full turn’s movement during the power allocation phase of the turn. A launched Satellite ship cannot exceed a speed of 10 movement points during the whole turn after its launch or speed 6 before it is recovered.

 

Ships firing on a satellite ship during the phase in which it is launched receive a -3 modifier to their ‘to hit’ rolls, this modifier is cumulative to any other modifiers that may apply that phase.

 

Ships in Hangers

A satellite ship held in a hanger must complete its MCP each turn even if there is no plan to launch it during the following turn.  Whilst in the hanger a Satellite ship may not dump energy from its panels at the end of each turn but it may however transfer power around between panels and draw 5% of the stored power to run its systems.

 

Satellite ships in the hangers may pick up any energy released by damaged panels on the carrier as long as the ships have panels powered with available space.

 

Whilst in the hanger damaged Satellite ships may attempt to repair themselves as per the standard System Repair rules.

 

Example of Power Absorber damage recording

 

Taking a Conquistador as an example, it has a PA ratio of 1/10, max level of 50 and a threshold of 25. For each point of power allocated to a panel you will get 10 points of ‘shield’ defense. Five points will power the panel to maximum level (50). You would need 15 points to power all three panels to maximum level on the ship.

 

In this example, all the panels are powered to maximum (50 points in each) and there is no carry over from previous turns. The Conquistador is attacked from three different directions at once by a number of Federation ships.

 

PA 1 is hit by two FH-11s and a single FP-4 doing 8, 8, and 20 points of damage. Taking the phasers first, they score 16 points in total, as this is not more than the threshold limit of 25 for one type of weapon from one source hitting at the same time so ALL 16 points are absorbed into the panel. The panel is now holding 16 points and can still absorb another 34 points before being filled. Now the torpedo hits for another 20 points. Again this is not more than the threshold level of 25, as this is a different weapon type on the panel, (Threshold does not degrade with hits) it is absorbed just like the phaser hits were. The PA 1 is now holding 36 points and can absorb another 14 points before being filled.

 

PA 2 is now hit by two FP-5s doing 16 and 16 points of damage. The torpedoes score 32 points of damage in total, as this is more than the threshold limit of 25 from one type of weapon from one source hitting at the same time so the threshold limit is exceeded. The first 25 points are absorbed into the panel, but the remaining 7 points pass through and are scored as internal hits. PA 2 is now holding 25 points (providing the damage doesn’t result in a Shield Generator hit) and can still absorb another 25 points of damage before being filled.

 

PA 3 is now hit with three FH-13s and three FP-1s and a single FH-3, doing 11, 11, 11, 10, 10, 10, and 5 points of damage. The phasers score 33 points of damage in total this is again more than the 25 points threshold for one type of weapon from a single source, so the threshold limit is exceeded. The first 25 points are absorbed into the panel, but the remaining 8 points pass through to score internals. The three torpedoes do a total of 30 points of damage, again exceeding the threshold allowing 5 points through as internals. This panel is now holding 50 points and cannot absorb any further damage, thus when the FH-3 hits, the 5 points of damage passes right through as internal damage.

 

At the end of the phase, we have the following: PA 1 is holding 35 points of damage, PA 2 holds 25 points, and PA 3 is maxed out at 50 points. The threshold limit on all panels remains at 25.

 

If this is the end of phase 1 or 2, then the player can then chose to redistribute the stored power in the panels in any way they see fit as long as the total power stored does not exceed the storage level to which the panel was originally powered.

 

If this was the end of phase 3, then the player can do the following: Take 10% from each panel to power onboard systems next turn (3.6, 2.5. and 5 points from the above example, rounded down to 3, 2, and 5 points) and are removed from the panel’s total.

The player may then dump 80% of the remaining power in each panel into open space. The panels have 33, 23, and 45 points in the panels after the removal of power to systems. This will result in 26.6, 18.4, and 36 points (rounded down to 26, 18, and 36) more points being removed from the panels.

 

At the start of the next turn, before energy allocation, PA 1 still holds 7 points, PA 2 has 5 and PA 3 has 9 points. The panels MUST be powered to hold at LEAST this amount of energy or the excess will spill out of the panel and into the ship as internals. It can be picked up by other panels (providing they have been powered enough to hold it) or if not, it scores internal hits on the ship using the basic damage chart. The threshold does not affect this situation.  

 

 

The Kelvan ship design and rules are the work of James Mcleod and are used without permission.