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Traveller 01 Log: Date: Y2703 D241 SysTest: AllSys 100% Loc: Ki-Ko L4 SasTar+ SasOn RcsOn RwOn Warn: RcsBlk5-Str3 NonFre IsoProb... 100% Prob: FfLk (Ppe Mpt-RcsBlk5-Str3 A) RcsBlk5-Str3: Fls (A, B) ProbRes EndWarn RairCom: ScpOn RairCom: FrOn RairCom: HeOn RairCom: NozOn RairFunc --- Date: Y2709 D153 Warn: Rair PlasmOver Warn: Rair ReaMagConfLeak Warn: SysFail Warn: SysFail Warn: CritFail Assess: PWNS Act: CpyData (Ampf, Ablckf) Act: BlckBBootUp Act: EjBlckB Act: BlckBTransAll ERROR! @&IETIO#Q#*QU*( Kerbin ComSat 023: Warning! Signal lost with Traveller 01! Kerbin ComSat 023: Connecting... Kerbin ComSat 023: Connecting... Kerbin ComSat 023: Connecting... Kerbin ComSat 023: Cannot re-establish communications. Kerbin ComSat 023: Must inform LOS to KSC. WARNING: No direct line-of-sight to KSC. Kerbin ComSat 023: Routing through ComSat network... Complete! Kerbin ComSat 023: Informed KSC of LOS. Resuming nominal activity. --- "Ladies and gentlekerbs of the Traveller 01 Accident Investigation Board, there you have it. For those of you who don't speak Coredumpese, here is what happened: On Year 2703 CE, Day 241, the probe was booted up at the Kerbin-Kerbol L4 Lagrange Point, as intended, and sent on its way. First, the probe did a systems check, and found that everything was working. It activated SAS, RCS, and its Reaction Wheels, and began to orient itself in the proper direction. It detected that Thruster 3 on RCS Block 5 was not firing as it was supposed to. It isolated the problem to a faulty fuel line, and switched to the backup fuel line for that thruster, at which point, the problem was resolved. It switched on all RAIR systems, confirmed that they were functioning properly, and set off. We now jump to Year 2709 CE, Day 153. Several warnings occurred within seconds of each other at this point. First: A warning sounded that indicated that the ramscoop was overloading. Second: Possibly caused by the first problem, a warning sounded that Magnetic Confinement had failed on the Tokomak Fusion Reactor, and the deuterium-tritium plasma was leaking, near-instantly vaporizing the reactor walls. The third and fourth warnings were systems failing as the plasma vaporized said systems. The fifth warning was a critical failure. More data, not shown on the presentation I'm showing you, indicated that the plasma had vaporized the star trackers and guidance computer, both of which are critical to keeping the spacecraft on course. A quick assessment by the main computer correctly surmised the probe would not survive. The next couple of lines are commands to copy all data to the "blackbox", an old Probodyne QBE probe core with a lot of hard drives, a few batteries, some old Sepatrons, and a communications device strapped to it, and then a command to boot up the blackbox. The next line is a command for the blackbox to eject, which it did, firing all 12 Sepatrons and the decoupler. Other data, not shown here, indicated that the plasma was about to envelop and vaporize the main computer and communications device. Luckily, the computer's last command was for the blackbox, upon reaching a safe distance, to transmit all data back to Kerbin. I think we can pin the accident down to RAIR failure. The technology is still very dangerous, and we knew that this might happen. All in favor of concluding the same, say 'Aye'." Ten "Aye"s could be heard as the ten board members confirmed their agreement. --- Next Time: Traveller 02's Arrival.
Author's Note: This story is not to be confused with the far more famous story First Flight written by @KSK. His story can be found here. If you mistook my story for that, then move along. There's nothing to see here. While we're at it, please note that before you report this post for infringing on the title, know that I have spoken to KSK and he has graciously agreed to let me use this title. This is the relevant PM that was sent to me: With that out of the way, let us begin... First Flight is a story set in the 29th century, 70 years after the first FTL test flight and about 250 years after the founding of the Space Program. This story will chronicle the adventures of the KFS Scalpel, the first ship that is sent out into interstellar space to investigate a mysterious radiobright star. Because FTL travel is still maturing, they will spend 10 years in transit. What they find at the star in 10 years' time will forever change kerbal's understanding of the universe, and what lies beyond. Not sure when the next First Flight chapter will be out? Look no further! Click here for the countdown towards the next chapter, provided courtesy of timeanddate.com. Table of Contents Part One: Countdown Chapter 1 [03/14/17] Chapter 2 [03/21/17] Chapter 3 [03/29/17] Chapter 4 [04/04/17] Chapter 5 [04/11/17] Part Two: Relay Chapter 6 [04/18/17] Chapter 7 [04/25/17]
Kerbal Future is a multithreaded tale which takes place post-FTL. So far, I have two arcs: Wehrcan, a gunner on a cruiser in the Second War, and Edrim, a spacer businessman. These two arcs take place about 1200 years apart. The idea is to unite all the little doodads floating about in my mind into a (hopefully) cohesive story. I'm writing this by the seat of my pants, so if it takes unexpected turns, then that's probably why. Worldbuilding notes found here! Wehrcan Wehrcan stirred restlessly in his bunk. The lights were dim, and he had a dim sense of the locker at the opposite corner of the room, as well as the hatch near it. The window was shut off, and the soft hum of the air vents was soothing. But Wehrcan's mind raced. The apprehension of the upcoming fight was too great to sleep. He thought of the hundreds of scenarios under which he could die. The coolant pumps might sieze, and his gun would fry him. The radiators could get shot to pieces and the crew would suffer a slow, agonizing death. Not to mention the sudden explosion of a laser ripping through the hull, emptying the ship of its lifeblood. Wehrcan pushed such morbid thoughts away, and picked up his tablet. He decided to play a bit of Space Program Management-- that game always calmed him. The complexity tended to draw him in, while the slow pacing slowed his heartbeat. He carefully turned the volume down as the game loaded. "Savegame Five has completed its latest mission," the tablet whispered, "Important decision in savegame two; game clock paused." Wehrcan attended to the relevant details, and eventually began to fall asleep. The Harpoon-class cruiser hurtled through space at high warp, just another ship in the massive escort of the gigantic Reaver-class supercap. A myriad of dreadnoughts, battlecruisers, and destroyers made small adjustments to keep pace with the behemoth, while smaller groups guided carriers. Their destination: A random yellow star, around which orbited several planets. It had been postulated that a great empire called one of these planets its home. This empire, due to various offences, had become an enemy of the Kerbol Federation. And now, thousands of warships came to destroy its heart. Wehrcan awoke to the sound of his bunkroom alarm, warning him of the warp's cessation. He braced against the wall as the warp drive rumbled. It didn't like changing velocity, this warp drive. Once it was in hyperspace, it wanted to stay there. But the reactor nudged it into compliance, as the rearmost ships dropped out of warp. The sickening sensation of jumplag suddenly overwhelmed Wehrcan. He wasn't used to these long, kiloparsec jumps--he'd been trained for far shorter jumps, usually just in layer 5 space. A far-too-small bag waved at him comfortingly from the wall next to him, almost begging him to use it. Wehrcan, however, pressed his head against the wall and breathed slowly, trying to calm his heart rate. The nausea subsided, and he slowly rose. He walked shakily to his locker before suiting up. It was time to report to the briefing room, where a viewscreen would give a canned pep talk followed by his CO telling him (and the other crew) the hard facts and the strategies they would use to destroy as many ships as they could, before they themselves were blasted to bits. After this motivational speech, he donned his AR goggles and followed the green haze on the floor to his turret. It was a massive ten-gigawatt laser, with a crystal that would make the history-book scientists of Old Kerbin leap about in joy, and possibly worship it as a new deity. Now, however, its use was far more sinister. The turret unlimbered its focusing lenses and started pumping the crystal. Soon the whole apparatus was humming in sync with the reactor's carefully modulated output. Coolant pumps whirred, as a mechanical clanking signified the retracting of the deep-space radiators. The shield created a strange rippling and sparkling effect on his targeting screen as it energized. This was it. This was to be the battle to win a war. The enemy star was bright in the sky. But it was not the star that was important. A planet, far closer and far darker, gleamed with a lacework of lights: highways, cities, fields. Billions of souls lived there; enemy or not, they were mostly civilians. And here was the Federation, with a veritable armada, to destroy them. And soon, the opposing fleet began to appear. Wehrcan trained his gun on the first to become visible. The carriers disgorged their drones and their fighters, the drones expanded until all their ordinance had a clear line-of-sight out of their hull. Blast doors clanked shut as innumerable ships covered their vulnerable bridges and hangars. The pilots of the fighter wings, raised and trained in space, held little respect for the planetdwellers' up and down. They formed a huge net, all facing forward, no pair level. The enemy ships were now more than just a radar lock now. They shined and glistened in the light. Wehrcan decided to zoom in. He gasped at what he saw. The ships looked like they had been pulled out of a scrap heap. The once-shiny armour was rent in several places. Turrets had half of their barrels missing. Several seemed to be leaking atmosphere, and some even had radiators still extended. They were under full thrust, burning directly at the armada. They were arranged in a rough cone, with the least-battered among them leading. Suddenly, their engines cut. Wehrcan watched the rangefinder as it ticked down. A deep rumble announced the charging of the huge lance of a railgun on the belly of the ship. Gigajoules of energy surged into capacitor banks which rivaled the heat batteries. The rangefinder made a small sound and passed a critical digit. Wehrcan pulled the trigger. The laser whined as it built up heat, the pumps increasing their pitch sympathetically. The screen darkened as a great gout of fire poured from the muzzle of the laser. His companion gunner had also released his own dragon. Twin beams of death melted right through the armour of the lead ship, its own turrets' fire merely causing the sheild to fizzle. A dull thud announced the firing of the railgun. Two tonnes of steel, with a shell of tungsten, raced out at near lightspeed at the apparent flagship of the opposing fleet. The railgun slug exploded, splitting into a ring of lances designed to penetrate at multiple points of a warship's hull. A hail of steel lances stuck the ships full like giant pincushions. Twenty, thirty of the ships were incapacitated or utterly destroyed. And then, it happened. This day would be marked in the history books of an entire civilization for millenia to come. A great baleful eye opened up at the rear of the Federation's armada. The Reaver-class supercap opened fire. A massive ball of energy spurted forth from the ship's ring. The most powerful force in the universe had been harnessed. And now it was headed directly at the planet. All battle ceased. It took a good fifteen seconds to reach the planet. The atmosphere exploded with fire. The planet burned, sending out wave after wave of shield-killing EM radiation. When it was done, all that was left was a glowing orb. The star paled in comparison to this display of brilliance. Wehrcan wept for all the innocent souls on the planet. He got the sense he wasn't alone in this action. The enemy ships powered up what remained of their fleet's thrusters. The commander gave a ceasefire order. This battle was done. The cataclysm that had befallen the capital planet was enough. The ships limped into low warps, one after another. Edrim Edrim woke from the long sleep. It was time to go planetside. He boarded the descent module, and prepared to venture into this strange land, a land of high gravity and spacious expanses. All his life, Edrim had lived in the cramped corridors of a spacecraft. There was barely enough room to stretch, much less run about. Edrim had only experienced gravity of about 3 m/s2 Now, he was going to feel nearly ten. That was promised to be...fun. Edrim had heard rumours of this planet. How millions had perished in an instant. How their souls still sang on the polished glass that made up most of this planet's surface. How they wailed when the huge slabs of silica glass were pried out of the earth and shipped away as a commodity. Edrim strapped in and reached for the launch button. He thought about the events of that legend, the legend wherein a great starship, the Reaper or somesuch, destroyed an entire planet. He wondered if that's what had happened here. He shook his head slowly. Probably just old stories and legends, sieved through generations of print. Although, that old history book... The descent pod clanked as it was released from the spaceliner. A dampening field softened the huge acceleration from the pod's engines. Soon, it would get too bouncy for the compensation field to work fully. Edrim waited patiently for the fires and rumblings of reentry. He was not relishing the thought. But, this was the price of going planetside. After a violent descent through the hungry air, the pod touched down in a small village. Edrim felt lightheaded as he slowly lowered the compensation field. It was going to take some time to get used to this gravity. The scientists said that it had roughly the same gravity as Old Kerbin, but Edrim doubted that anyone had lived comfortably under this much stress. Indeed, the planet resembled Old Kerbin in a variety of ways. It had a similar ratio of water and land. Several of its continents were even similar. It was kind of odd to see what looked like a drunkard's rendition of Old Kerbin sparkling all over with glass. Speaking of which, where was the "glassland?" There was no glass to be seen, save what lay in the windows and upon the tables of the village. Perhaps the village had simply been built up to cover the gleaming substance. Edrim could imagine that simply looking at the same side of the land as the sun would blind any kerbal without adequate eye protection. Edrim leapt aside as a strange vehicle bounded past on its mechanized legs. It did an about face and came back slower, and finally kneeled. It proclaimed loudly that it was the taxi of one Edrim Kerman. Fare was prepaid. Edrim, feeling skeptical, stepped in. The quadruped straightened swiftly and galloped off. The cabin was suprisingly static. Internal suspension supported the box and kept it level as the vehicle lept over small houses and skittered around corners. Soon it arrived at what appeared to be a train station. The taxi knelt once more and disgorged Edrim. It gave him a train ticket too, stating the time and platform to expect the train at. Edrim waited once more, and pondered the sights he had seen while in the cabin of that nimble taxi. The surrounding land was indeed glass, as far as the eye could see. At various intervals, huge machines chiseled out slabs of glass. These slabs were loaded onto huge trains, which then delivered them to a different station. Edrim desperately wanted to know what had caused such a huge change in the turrain. Theories included everything from demons to solar flares, although the one most popular with scientists was nuclear warfare. Edrim waited for a couple of minutes at the platform. He heard the low whine of a gas turbine in the distance, and soon the deep hum of an agrav chassis. A huge locomotive hove into view. The turbine changed pitch as the train braked. Car after car slid into the station. The last car entered, with a compliment of several bright braking thrusters. The train came to a complete stop, and the doors opened. Edrim fed the turnstile his ticket. It chimed and admitted him. He entered the train. The doors closed. The tone of the turbine changed again, and the train began to accelerate. The agrav slid smoothly in its channel with a deep throbbing. Edrim was intrigued by the news playing on the train's speakers. "In a recent dig in the northern hemisphere, archeologists have discovered a ruined building. The building seems to be a library, full of paper books and ancient computers. The script is being translated as we speak." Edrim speculated idly as the train barelled across the glasslands towards its goal: a mining complex near the coast of the planet's largest ocean. A couple of hours later, the train once again began to slow. Edrim roused himself. He looked out a window. The terrain was still similar, and he couldn't see very much through the train's darkened glass. He wondered how much this mining complex would net him. Depending on the ore quality, it could be a very lucrative purchase. And clearly, it had to be good, or else it would've been superseeded by low-g programs. By now, a new anchor was reporting. "Linguists have deciphered what appears to be a map from the Northern Library site. The planet was evidentally called--" the anchor paused "--Ee-err-th."
This is a thread for the worldbuilding notes for my story, Kerbal Future. As its name implies, it is a far-future story, and you should really read it before coming here, as I will be leaving any potential spoilers for parts of the story I have already written in. These notes will be quite sparse at first, as I have limited time to type them out. That said, feedback is appreciated. So, let's get crackin'! (Or shall I say Kraken?) The universe allows for several species of FTL. Some of these are more practical for certain applications than others. They are separated into several categories: Frameshift, Space-Folder, and High-Space. And yes, relativity is enabled. Frameshift The Frameshift is a physics dodge. If you can't move faster than light, move the space around you faster than light! The frameshift drive gathers a bubble of space around the ship and moves it FTL. Because the ship doesn't technically move within the bubble, it is not affected by relativity. Frameshifts have no particular ill effects to the occupants of the bubble's center, apart from a modest quantity of radiation, but the bubble builds up a massive front of radiation. When the bubble halts, this radiation is thrown free, creating a deadly wave. A side effect of this is the gamma-bright streak across the sky when viewed perpendicular to the velocity. This "white flash" is a distinctive feature of frameshift tech. Frameshift warships tend to point at their targets when dropping out of warp to irradiate them. Space-Folder Space-folders come in two major varieties: Wormhole Generators and Spatial Distorters. They are essentially the same in operation, but to different degrees. ) Wormhole Generators The Wormhole Generator folds the space between origin and destination until the two meet, and then tears a hole between them. It then holds said hole open until the entirety of the ship is through, at which point the wormhole collapses. Because the distance between origin and destination is effectively zero, the ship need not worry about relativity. No undue effects are apparent, although one must be careful not to shear the ship on the edge of the wormhole. ) Spatial Distorters The Spatial Distorter contracts space between origin and destination. In this it is similar to the Wormhole Generator, although its actions work to a lesser extent. With the distorter, distance is perhaps reduced by a factor of 1000, and so the ship must still fly through space at great speed in order to reach its destination. Relativity is a very real concern with this drive. High-Space High-space drives are often called "hyperspace" or "subspace" drives. The Polyspatial drive is the be-all, end-all of this category. ) Polyspatial Polyspatial drives push ships along the fourth spacial dimension, onto deeper hypersurfaces. The closer to the center of the hypersphere(ana), the thicker and more viscous the vacuum becomes. This encourages streamlined shapes, even for ships that never enter an atmosphere. c is still the same within each space; however, the deeper spaces are mapped to the shallower spaces in a proportional way (1 meter in a higher space might be 3 in realspace). As a ship moves ana, it displaces spatial fluid proportional to its volume kata. The displaced spat-flo is detectable in realspace as a wake. Momentum is conserved between two spaces (.2c is .2c), so the spat-flo is still when it emerges from hyperspace. Wakes, therefore, give clues only to the space of the fleeing vessel, not to its bearing or speed. Because relativity sucks, speeds within the polyspace are limited to .2c to avoid excessive time dilation. However, certain applications prefer to go to shallower spaces and accelerate to very high fractions of c in order to preserve time-sensitive cargoes. At a certain point the spat-flo becomes too viscous to move. Eventually, the spat-flo will crush any probe sent to this depth. Between these extremes, communications relays can be set up. Due to the fact that space is shorter in these deeper spaces, light travels faster (as mapped to realspace). Because comms relays don't need to move, the immense velocity of the spat-flo is of little concern. Rays and fields cannot propagate ana/kata, and so messages must be transferred via message pods equipped with translation drives. The effects of translation are very pronounced on both biology and computer systems. Organisms undergoing translation tend to experience nausea, vertigo, and (occasionally) minor hallucinations, both visual and otherwise. After a number of translations, organisms can adapt to the translation event. Computers often lose portions of volatile memory, and so are often shut down prior to translation. Many ships use mechanical timers to reboot the computers. AIs offload any active tasks to slower, more stable memory and duplicate their essential data across the volatile memory to ensure no data is lost. Periodic backups save additional data such as allegiance, facial profiles, and so on. The galaxy is a vast place, so many factions have arisen. These vary in magnitude from Alliances, to Sovereignties, to Intra-National Groups. Alliances Alliances are vast groups of separate sovereignties. They tend to stretch many thousands of lightyears and many centuries. An Earth analog might be the United Nations, which contains many countries. )Kerbol Federation >Biography >Rank Structure Sovereignties Sovereignties are the relative scale of Earth's countries. They vary in size from that of the Roman Empire to that of Luxembourg, relatively speaking. ~WIP~ Intra-National Groups These are similar to political parties in such a nation as the United States. I-N Groups generally agree on most things, but have a few sticking points. Exceptions, however, abound. ~WIP~ These are fairly self-explanatory. They're the people you're reading about. They are divided into three categories: Primary, Secondary, and Tertiary. Primary These characters usually have chapters named after them. They're the people you follow about. ~WIP~ Secondary These characters tend to have a strong relation to the Primary characters. You'll see them interacting often. ~WIP~ Tertiary These characters are usually no more than a passing glance, but sometimes you might see them later. Of course, they also have some backstory. ~WIP~ Another self-explanatory one. The Ships are the things our heroes will be whzzing about the galaxy in, and the Tech is the stuff which propels or powers said ships, weapons, et cetera. Ships This is likely to become a very extensive section. I have over 20 ship profiles prepared for this section, with gun count, propulsion, and so on. Of course, none of them have been built to a satisfactory degree ingame, but that's not the point. ~WIP~ Tech More subdivisions? Sounds like fun! We got Weapons and Tools, Subluminal Propulsion, and Shielding and Armor. Again, many things to come. ) Weapons >Laser pistol A basic backup weapon that fires rays. Usually carried by FVN security officers, or officers on an away mission for personal defense. The laser pistol is not very effective against armor, but if used on an unarmored target, the pistol can seriously injure and/or even incapacitate the target. The laser pistol is powered by power cells, which act as magazines. Each magazine can allow for around 15 shots. Officers usually carry two to three magazines on their person, and usually uses the laser pistol in tandem with the holster and an equipment belt. >Laser rifle A primary weapons that fires rays, very much like the laser pistol. Unlike its pistol counterpart, the rifle is exclusively carried by security officers and soldiers, since its bulkiness renders it inconvenient to use as a personal defense weapon on away missions. The laser rifle, like the pistol, is powered by power cells. Each magazine can allow for around 30 shots, depending on the penetration setting. Security officers do not usually carry an extra magazine on their person, since it is uncommon for the laser rifle to run out of ammunition. >Rail Rifle The rail rifle is an anti-armor weapon, throwing small, pointed slugs at great velocity. Because of this incredible muzzle velocity, impacts upon flesh and other soft targets often do little real damage; the round simply flies out the back. However, damage is maximized against hard, thick armor. In this case, the round plasmizes, blowing a crater in the armor or whatever is on the other side. Rail rifles use the standard power cell, but require an additional magazine of physical ammunition. One power cell can manage fifty rounds at full power; far more than a typical engagement demands. Magazines hold six slugs each. >Stun grenade A throwable weapon that can incapacitate all enemies within range. The stun grenade is usually carried by away team officers, since security officers often will not have the time to prime a stun grenade. The stun grenade functions by releasing a bright flash, temporarily blinding and incapacitating any enemy within its blast range. Officers usually carry two to three grenades on their person, and usually has their laser pistol, along with the holster and an equipment belt. ) Equipment >Welder-Cutter The welder-cutter is a sophisticated piece of equipment, used by FVN and amateur engineers alike. The welder-cutter works by creating a high-current electric arc, quickly melting most metals. However, the welder-cutter does also have a temperature setting, which is handy for melting metals with low melting points, such as aluminum or tin. The welder-cutter may be powered from a worksuit or from power cells. >Flywrench The flywrench is a tool for torquing bolts and the like. It resembles a small cylinder, pierced through the axis by a socket. It contains a small neutronium flywheel, which is spun up by an annular brushless motor. A clutch connects the flywheel to the socket. The socket rotates independently from the casing. The motor gleans its power from a small fuel cell, which is charged from the user's belt when not in use. The flywrench is attached to the bolt or nut in question by its socket. The clutch is then engaged, allowing the flywheel to act upon the bolt. The torque sensor embedded into the socket automatically disengages the clutch. The flywheel spins back up slowly, and the flywrench is reattached to the user's belt. >Frictomag boots The frictomag boot is an EVA Mobility Enhancer for climbing about on ferrous hulls. It consists of a relatively weak magnet and high-traction tread. Because the users usually require lateral/longitudinal firmness more than vertical clamping (and the latter inhibits walking), frictomag boots place greater emphasis on the tread than the magnet. The magnet is balanced between too much force to promote ease of walking, to too little such that the reaction of putting a foot down pops the foot free. >Laser pistol holster A rather self-explanatory piece of equipment. The laser pistol holster serves as a safe storage place for armed laser pistols, but with a twist; within the laser pistol holster, no laser pistols may be discharged. The holster is made so that the user does not need to exert extra effort to draw their pistol, but the holster keeps the pistol snug and secure at the same time. Not carrying one's pistol within a holster is considered unsafe, as one's pocket does not necessarily have an anti-discharge function. >Thruster pack The thruster pack utilises nitrogen cold-gas thrusters to allow maneuvering in low- and microgravity situations. Though its limited propellant reserves require frequent refills, the increase in mobility over frictomag boots makes it an invaluable tool. Though more powerful variants for planetary use exist, the inferior efficiency makes them impractical for all but short boosts. >Utility belt A belt used to carry tools, usually worn around the waist. The utility belt can carry the arc welder, a flywrench, and has room for a holstered laser pistol. It can also carry power cells for the arc welder. The utility belt is often considered a better choice than stuffing everything down one's pockets, since the belt can also disable the arc welder and flywrench when these tools are stowed in their respective slots. >Weapons belt A belt mainly used for combat situations, usually worn around the waist. The weapons belt can carry a holstered laser pistol, three laser pistol magazines, and two stun grenades. The weapons belt is essentially an addon to the standard laser pistol holster, for situations involving combat. Security officers aboard a ship usually do not wear a weapons belt, and carry only a holstered laser pistol, as a laser pistol should be sufficient for guarding the ship. Vaults and other high-security areas, however, may employ security officers armed with either a laser rifle or a fully-stocked weapons belt. >Power Cell A standardised high-density battery, generally used to power tools and energy weapons. The battery also contains a phase-change heat sink, used to manage heat in high-draw applications, such as weapons or welder-cutters. Recharging of power cells involves freezing the heat sink as well as charging the battery. Military editions which use open-cycle cooling also exist, though they must be recharged with coolant as well. ) Subluminal Propulsion ~WIP~ ) Shielding >Antirad Antirad shielding blocks most electromagnetic damage. Antirad shielding must be tuned to allow sensor wavelengths to pass, allowing exploitation. Charged particle beams and other material weapons are unaffected by antirad shielding. Because of the low momentum of EM radiation, antirad shieldgens are easily mountable on ribs. >Kinetic Absorption Kinetic Absorption shielding (abbreviated Ki-Abs) halts projectiles in their paths. Ki-Abs shielding is most effective against small projectiles, and most often used on large ships. Ki-Abs is weak to particle beams and explosives. Stopping projectiles transfers large amounts of momentum to Ki-Abs shieldgens, prompting attachment to a vessel’s spine. >Kinetic Deflection Kinetic Deflection shielding (abbreviated Ki-Def) redirects projectiles. Ki-Def shielding is highly effective against particle beams, large projectiles, and explosives. It is often found on small ships which are difficult to hit anyway. Redirecting heavy projectiles is sometimes equivalent to redirecting the ship, entailing large momentum transfers. Ki-Def shields are, therefore, attached to the spine. >Atmospheric Ramshield Atmospheric Ramshields are an evolution of Ki-Def shields. Ramshields are specialised to funnel gases into ship systems such as spatial turbines. Ramshields are generally found only on vessels with translation drives. Due to the integral relation between Ramshields and spatial turbines, shieldgens are found attached to the spine within the superluminal engineering section. ) Armor >Simple Simple armors are plates. Simple armor has no spacing, complex structure, or layering. This makes it cheap and fast to construct. Simple armor’s strength comes primarily from its bulk. Simple armor is generally mediocre, though it does well against EM and slow-moving projectiles. >Metal Foam Foam armors are made up of a fine matrix of voids and pillars. The increased manufacturing complexity places a premium upon foam armors. Foams excel in kinetic and electromagnetic defense, though they suffer against thermal attack due to their low conductivity. >Composite Composite armors are made up of a matrix into which is laid fibers or aggregate. Composites are often laminated together. Composites, therefore, possess a highly variable set of properties. Generally speaking, composites are a costly but effective option. Composites are often used to fill specialist roles, such as heat dispersal or electromagnetic shielding. >Spaced Spaced armor consists of a sequence of plates with gaps between. Due to the simple construction, spaced armor represents a cheap alternative to foams. Developed as a hard counter to armor piercing and plasma-jet rounds, spaced armor is ineffective against electromagnetics and particle beams. >Mirror Mirror armor is a highly reflective plating designed to reflect lasers. This variant of armor is not particularly effective, as most lasers impart enough energy with each pulse to pit the mirror. This destroys the mirror's reflectivity. It is generally only deployed on missiles, as the high incidence angles and glancing blows associated with a sharp cone and small cross-section allow the mirror to reflect several pulses before pitting.