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  • Nothing in this book is set in stone. When designing a starship book for a generic space opera roleplaying game, you are constantly aware of how it will be received given the numerous sub-genres of science fiction from the raw and gritty military SF such as Starship Troopers to more optomistic Star Trek. The truth of the matter is that you can never please everyone so you make compromises. I have set up a semi-setting with the descriptions in this book but made sure than anything can be changed easily to adapt to almost anything. Really my purpose with this book was the save the referee some time if they need a spaceship quick of if they want to pick some of the flavor text to include in their Star Legion game. And, yes, Im sure that Ive overlooked something. This book is already the largest 1PG supplement so far and, to be honest, I could probably keep on writing on it for quite some time longer but Id rather get it out there for use rather than to keep on agonizing over the inclusion of some military ship. On that note, I have kept ship designations in line with current US Navy ship naming conventions, if you wish to change this, please feel free. As always, I can be contacted through the Deep7 messageboard or at the 1PG Yahoo group. - James Stubbs

    NOTES FROM THE AUTHOR

    star Legion* * b l a s t o f f * *

    PUBLISHING NOTICEStar Legion: Blastoff is published by Heyoka Studios under license from Deep7P.O. Box 46373, Seattle, WA 98146www.deep7.comAll material is Copyright 2007 Heyoka Studios1PG is a trademark of Deep7All rights reserved worldwide. Any unathorized duplication, distribution or commercial use of this product in its electronic or hardcopy form is expressly prohibited without prior written authorization of Deep7 and Heyoka Studios.

    LICENSE AGREEMENTBy opening this file, you agree to the following terms of the license: You are granted permission to print the electronic file to hardcopy form, so long as it qualifies as personal use, is not used for commercial sales and does not infringe upon the copyright in any way. You are authorized to make and keep one (1) copy in electronic form for backup purposes. Unathorized duplication, distribution or sale of the product in any form constitutes a breach of this license, and those responsible will be prosecuted to the fullest extent of the law. Support Heyoka Studios by not pirating our products, and we will continue to offer revolutionary roleplaying material. You agree to hold Deep7, Heyoka Studios, its principals and personnel free of any and all liability in relation to this product.

  • The Weapons of Star Legion

    Bombs Bombs employed by the fleet are exclusively thruster bombs or conventional high explosive bombs attached to rocket motors designed to power straight into targets aimed for. Bomb payloads must be divided equally between either side of a ship with excess being slung underneath. Carrying in excess of 1500 lbs. of bombs lowers any ships MAN rating by 1. 1500 lb. thruster bombs ignore 1 AV and 2000 lb. bombs ignore 2 AV of armor protection. 500 lb. thruster bomb (DMG: 1) 1000 lb. thruster bomb (DMG: 2) 1500 lb. thruster bomb (DMG: 3) 2000 lb. thruster bomb (DMG: 4) Cannons & Guns Once the mainstay of shipboard ordinance, the days of the gun are giving way to the missile. Directed energy weapons or electromagnetically accelerated projectiles form the two types of gunnery still in service.

    Laser Battery, Small: small arms lasers dual or quad linked to fire either at once or in bursts. (DMG 1) Laser Battery, Medium: heavy small arms lasers dual or quad linked to fire either at once or in bursts (DMG 2) Laser Cannon, Light (DMG 1) if quad-linked, (DMG 2) Laser Cannon, Medium (DMG 3) Laser Cannon, Heavy (DMG 4) Mini-gun (12 Blood damage (1d6 hits)) Particle Beam Cannon (DMG 6) Railgun (DMG 1) if quad-linked, (DMG 2) TDR (Torpedo Defense Railgun) Cannon: DMG 1 and automatically detonates the torpedo warhead causing blast damage to the immediate surrounding area. Missiles The main offensive weapon in use by the fleet. Missiles are classed into one of two purposes: anti-ship and anti-starcraft. All

    missiles grant +1 GR to any pilot or tactical officer who fires it. Azura anti-starcraft missiles (DMG 1) Dragonfly anti-ship missiles (DMG 2) Francisca anti-starcraft missiles (DMG 2) Hellscream anti-ship missiles (DMG 2) Hurricane anti-ship missiles (DMG 2. ignores 1 AV) Saber anti-ship missiles (DMG 1) Rockets While rockets are generally considered more of a terrestrial weapon, they do serve limited use in the Fleet. MRDS (Multiple Rocket Defense System): Designed to throw up large numbers of rockets to deter starfighters, the MRDS relies more on quantity than accuracy to score kills. (DMG 1. 1D6 hits, but the MRDS just uses only the ships unmodified GR rating to hit) Concussion rockets: These rockets cause no damage but automatically detonate any device that relies on pressure triggers such as mines if the rocket hits.

    The Weapons (and rules thereof) of Star Legion Special & Unique Equipment Like most spacefaring civilizations, ships have evolved to meet specialized tasks or to test new and unique technologies. Carbon-Nanofiber Skin: This ship coating is nonmetallic and cannot trigger magnetic triggers such as those found on mines. This stealthy ability also incurs a -2 penalty to any guided weapons fire against it. Electronic Countermeasures (ECM) Pod: A ECM pod inflicts a -2 penalty on any guided missile fire directed against a vessel equipped with this device. Electromagnetic Pulse (EMP) Generator: This device completely destroys any electronic devices within a one hex radius around the ship it is on. The only protection against such an attack is heavy radiation shielding. Electronic Warfare (EW) Pod: This pod disrupts enemy communications and fire control systems (-1 GR to a targeted ship). In a pre-strike attack, using a E-12 Spectre on a roll of 1 or 2, creates 1d3 electronic targets that draw legitimate hits away from real targets. A older E-9 Ghost only does this on a roll of 1. Guardian Shield Generator: This device creates a force field around a ship that helps defect damage. A shield absorbs 3 DMG before it goes down. On the round after going down, it will generate the ability to absorb 1 DMG per round until back up to 3. Any hits on the ship during this down period will destroy the ships ability to shield. HOP (Hyperspatial Orientation and Projection) drives: These highly advanced engines allow for dimensional shortcuts to travel great distances almost instaneously. First generation drives cripple ships for 3 rounds after a jump, rendering them incapable of movement or weapons fire from any system that requires electricity. Second generation drives only stop vessels from moving for two rounds but do not hinder weapons fire. Hyperspace Communications System: This revolutionary piece of equipment allows communications through dimensional space when it works (a roll of 1 or 2). This allows for establishing long range relays or the ability of scout ships to establish the safety of a hyperspace exit point for the fleet. Nuclear Power Core: These are not the large cores kept aboard captial ships but the small experimental one kept in the Junior drone found on Salvage & Rescue ships. Detonating one of these causes 3 DMG at ground zero and -1 DMG for every hex it travels though thereafter until DMG equals zero. Nuclear Warhead: Containing a smaller amount of radioactive material than the power cores in Juniors, the warhead causes 2 DMG at gound zero and 1 DMG for every hex it travels though thereafter until DMG equals zero. Torpedoes The undisputed way to destroy capital ships, the torpedo packs a massive warhead in its large body. The only disadvantage is that they are slow. Destroying a torpedo, however, detonates its warhead and it does its DMG to the hex it is in and -1 to each hex around it in a radius thereafter until DMG equals zero. Mk. III torpedo (MAN -1 DMG 3 AV 1) Mk. IV torpedo (MAN 0 DMG 4 AV 1)

  • Ortiz-class carriersCVH-1 Rosa AndrewsCVH-2 Charles MiramotoCVH-3 Nigel ChurchCVH-4 Bradford WestCVH-5 Bai SunCVH-6 Stephen McGunnCVH-7 John HafizCVH-8 Ozzy FordCVH-9 Dawn Laredo

    Era: 8Crew: 5815Weapons: Variable payloadMAN: -2 GR: 0 DMG: as weapon AV: 3 SI: 12

    Bauknight-class carriersCVH-10 James HalifaxCVH-11 Alyson PiperCVH-12 Thomas SmithCVH-13 Paul DeckerCVH-14 Katherine Edmonds

    Era: 8Crew: 6275Weapons: Variable payloadMAN: -2 GR: 0 DMG: as weapon AV: 4 SI: 12

    Patton-class carriersCV-12 David AlfordCV-17 Lewis GrantCV-18 Ronald ChenCV-21 Amanda Starr

    Era: 8Crew: 5881Weapons: Variable payloadMAN: -2 GR: 0 DMG: as weapon AV: 5 SI: 13

    Starcraft Carrier

    01

    Starcraft Carrier (CV/CVH)Starcraft Carriers are primarily designed for the purpose of conducting operations by starcraft which engage in attacks against spaceborn and planetary targets. Starcraft carriers have become the center of any Star Legion task force where once the role of flagship was ruled by the battleship. Many have claimed that the explosion in the construction of the carrier is politically motivated rather than financial. Carriers arent any cheaper than a battleship but do offer the advantage of being adaptable to more missions. It also helps that McKinnon-Hotta Aerospace, the manufacturer of the carrier fleet, donated heavily to the current presidents campaign during the election.

    Star Legion maintains three classes of carriers: the Ortiz, the Bauknight, and the aging Patton class that lacks a HOP (Hyperspatial Orientation and Projection) drive and is usually regulated to tertiary theaters of operation. There are only two shipyards capable of servicing carriers: Charleston, South Carolina, North America on Terra and the Burke shipyards on Mars. Even then, atmospheric entry of such large craft is regulated only in the most dire emergencies or when suffering severe battle damage. It is assumed that carriers will be self-sustaining outside of perishable provisions given their size and large crew.

    The Ortiz class has been the workhorse of the fleet for the past twelve years and has only recently begun to be eclipsed by the new Bauknight class. The Ortiz bears first generation HOP drives, good armor and a full compliment of 120 starcraft (40 space superiority fighters, 60 fighter bombers, 10 torpedo bombers, 5 sensor ships, 2 electronic warfare craft, and 3 reconnaissance ships). Armaments consist of two medium laser batteries (one fore and one aft) and 12 MRDS (Multiple Rocket Defense System) pods.

    The Bauknight class is the newest carrier making its way out of the the Charleston and Burke shipyards. It carries second generation HOP drives which are more efficient and reliable, improved armor and a full compliment of 120 starcraft (60 space superiority fighters, 40 fighter bombers, 10 torpedo bombers, 5 sensor ships, 2 EW craft, and 3 reconnaissance ships). Armaments consist of two medium laser batteries (one fore and one aft) and 12 MRDS (Multiple Rocket Defense System) pods in addition to the 4 new TDR (Torpedo Defense Railgun) cannons. The Bauknight also carries the first generation Guardian shield generator.

    The Patton class is nearing the end of its thirty year lifespan. It carries the normal compliment of 120 starcraft but lacks a HOP drive and shield generators. Its armaments consist of four Dragonfly missile batteries and 2 light laser cannons. Armor, ironically enough, is superior to the other two classes of carrier due to the lack of the need for space to accommodate HOP drives.

    I remember when we came under attack by pirates off the rim of Betus IV. They had us dead to rights. Ill tell you that there was no sweeter sight than a flight of fighters from the Lewis coming to save our asses. - Capt. John Alto, The Lady Joss

  • 02

    Battleship (BB)Battleships are large, heavily armed, starships which are designed primarily to engage and destroy enemy fleets, especially capital ships. The battleship is also uniquely suited to heavy planetary bombardment thanks to their firepower. There are very few battleships left, however, due to their expense and relative impotence against fighter bomber and torpedo bomber craft. The Navarro class is the only remaining battleships left in the Star Legion inventory but all carry on the proud heritage set by their ocean going forefathers.

    All Navarro class ships have exceptional armor, first generation HOP drives and their impressive armament consists of four heavy laser cannons, 8 medium laser cannons and 12 small anti-starfighter laser batteries. The Terra also boasts an experimental particle beam weapon that is the only known weapon in Star Legion employ that can puncture shielded vessels on the first hit, although it is completely ineffective at hitting ground-based targets due to atmospheric disruption of beam coherency. Despite numerous advocates in Fleet Command for retrofitting the existing battleships with shield generators, it seems that the battleship in service to Star Legion is in its twilight years. Few, however, would argue that the battleship played a essential role in cementing Star Legion as a galactic power.

    Like carriers, fleet battleships berth at Charleston and Burke only when necessary. Animosity between battleship and carrier crews in these ports are notorious, loud and, if youre in the wrong establishment at the wrong time, periodically violent. This is especially true since, in the seeming impending end of their beloved battleships, BB-4 Mars is rumored to have gone rogue. Star Legion records mark the Mars as missing in action but there are always persistent rumors that she has turned pirate or was sold for her technological secrets to any one of many hostile alien races or terrorist organizations. The truth of the matter remains unknown.

    The only surviving company that produces material for the Navarro is the Cruz-Reynolds Corporation, having ceased production of new battleships years ago when the writing was on the wall. Within the company there are numerous suspicions of corporate betrayal. Brian Cruz, Jr. left the company for a prestigious chair at McKinnon-Hotta Aerospace and, shortly thereafter, Star Legion began strategic planning on centering fleets around carriers rather than the traditional battleship. Many executives feel that Cruz was bought out to not fight the suggestions for a carrier-centric fleet composition. Despite their displacement as the centerpiece in modern task forces, the battleship remains the symbol of power for

    You can say what you want about the old cans, I remember back when me and my squad was pinned down on Deperts Moon by an fire from a bunch of insurgents who had fortified themselves in mountain caves. They would have picked us apart but those blessed guys up there in the Terra broke themselves off station when nobody else would to come to our rescue. You never really think that youre gonna be cheering those violet beams coming down from the sky but we did. I dont know how many of those poor bastards survived but that mountain was hammered. It allowed me to get my folks outta there and in one piece. - Lt. DeShawn Matthews, 35th Legionnaires

    Battleshipthe naval forces of Star Legion. There are few cultures, human and otherwise, that a heavily armed vessel bristling with guns will not convince that a show of power and resolve is legitimate. The Diplomatic Corps still favor the battleship for armed transport especially to lesser developed or primative races. The Luna has its own place in history after the widespread image of the Veritorian ambassadors signing their surrender on her deck was spread on every holovid terminal throughout all of known space. The biggest asset still offered by the battleship is its role for planetary bombardment, a role that it alone excels at. A carrier would have to run hundreds of sorties to equal the sheer continuous firepower that a battleship can pump out from orbit outside of employing nuclear weaponry. It is for this reason that there still exists a few battleships in the fleet. Heavily shielded or reinforced ground targets offer slight resistance to the heavy guns. Particularly stubborn targets in the immediate service area of a battleship stand little chance when they arrive on station. The downside is that battleships are not designed for strategic applications of force like carriers. Heavy collateral damage is expected when a battleship is used.

    Navarro-class battleshipsBB-1 TerraBB-2 LunaBB-3 SolBB-4 Mars (MIA)

    Era: 8Crew: 2753Weapons: Variable payloadMAN: -2 GR: +1 DMG: as weapon AV: 5 SI: 15

  • Cruiser, Gun

    03

    CruisersCruisers are largely single-role ships to compliment larger capital ships such as starcraft carriers but are also capable of operating as flagships in smaller task groups. Star Legion cruisers are sub-divided into gun cruisers and missile cruisers.

    Star Legion cruisers can operate out of virtually any shipyard baring, of course, some of the smaller facilities on fringe worlds which are better served by local patrol craft and/or destroyers.

    Gun Cruiser (CA)The gun cruiser is becoming a bit on an anachronism in fleet operations, as are most ships designed around the idea of superiority through gun megajoules. Originally tasked with providing firepower for smaller groups or as a larger asset to picket defenses for capital ships, the gun cruiser has lost favor among commanders in favor of the missile cruiser which has a greater strike distance. Currently the Phoenix class cruiser is the only gun cruiser in active service.

    The Phoenix class gun cruiser carries first generation HOP drive, adequate armor and is armed with four medium laser cannons and six small anti-starfighter laser batteries. Despite its age and waning popularity, underestimating its capabilities and firepower is never a smart move. Phoenix ships are still proudly manufactured by Titan Shipworks on Luna who have, in many crews opinions, produced some of the finest warships to ever burn atoms. Few will ever forget the heroic sacrifice of the damaged and disabled Mursk when it detonated its own power cores, with a loss of all hands, to destroy two alien marauders that were intent on destroying a fleeing refugee convoy.

    Gun cruisers were also instrumental in quelling the native uprising on Egret II once it became obvious that the combatants were being supplied with advanced weaponry by the Xlech. Their orbital blockade was extremely effective at stopping blockade runners and smugglers. It allowed Legion shock troops and the local militia to regroup. Gun cruisers have also proven especially effective in high radiation areas as the ambient electromagnetic fields play havoc with missile guidance systems without expensive shielding being applied. The gun cruiser is a prime example of a ship verging on obsolescence, like an aging prizefighter, trying to prove that it still has fight left in it and, in this case, mostly proving its point. While the Phoenix ships arent going to be seen in major fleet operations, they are still ideally suited to trouble areas that cannot be spared a capital ship or a valuable missile cruiser but where more firepower is needed than be provided by a frigate or destroyer.

    In these types of low-intensity operations, the biggest advantage offered by the cruiser is its ability to operate as a flagship. Its orbital positioning allows for command and control integration with ground forces especially in regards to artillery oberservation and troop movement intelligence gathering. In secondary roles, it also allows for post-strike damage assessment, limited electronic warfare via jamming against theater-level enemy communications, and air traffic control for atmospheric strike craft. While the gun cruiser may no longer be the king of escort vessels, ironically, its non-direct combat functions make it valuable in a combat task force. Until Star Legion can put out enough missile cruisers to not make them automatically committed to fleet escort duties, the gun cruiser will continue to operate. Phoenix-class gun cruiserCA-1 Las Vegas CA-17 FlorenceCA-2 Manchester CA-18 NaplesCA-3 Kiev CA-19 TripoliCA-4 Kyoto CA-20 Los AngelesCA-5 Tucson CA-21 AmarilloCA-6 Mursk (lost in action) CA-22 TuscanyCA-7 Leeds CA-23 FlagstaffCA-8 Shanghai CA-24 KenyaCA-9 Saint PetersburgCA-10 TorontoCA-11 ChicagoCA-12 CharlotteCA-13 Newport NewsCA-14 Kansas CityCA-15 DublinCA-16 Columbus Era: 8Crew: 1738Weapons: variable payloadMAN: -1 GR: 0 DMG: as weapon AV: 3 SI: 10

    In some ways I miss my old days on the Kiev. There was something about being able to see the enemy down your gun scope rather than firing a missile and watching a screen to see if it hits. It steals away the fact that your fighting other men... in some ways it makes a faceless enemy and that scares me more than anything else. - Akira Obata, S.L.S. Jordan

  • Cruiser, Missile

    04

    CruisersCruisers are largely single-role ships to compliment larger capital ships such as starcraft carriers but are also capable to be flagships in small groups. Star Legion cruisers are sub-divided into gun cruisers and missile cruisers.

    Star Legion cruisers can operate out of virtually any shipyard baring, of course, some of the smaller facilities on fringe worlds which are better served by local patrol craft and/or destroyers. Guided Missile Cruiser (CGH)Despite the advances in gunnery computation, most fleet commanders have placed their faith in the guided missile for attacking the enemy far beyond visual range, relying on their long range sensors to detect the foe. Star Legion currently fields two classes of guided missile cruisers: the London class and the New York class. The London class missile cruiser is Star Legions newest cruiser. It carries second generation HOP drives. Armor protection is adequate for its size. Armaments consist of one light laser cannon and 4 Mk.IV Hellscream missile pods. Resolute Aerospace oversees production from their yards in Bristol, United Kingdom, Terra. Production delays and logistical errors have hampered the deployment of London class ships to replace the aging New York cruisers but wholesale replacement should begin within the next four galactic cycles. Until sufficient numbers of London ships are available, this next-generation cruiser is kept close to Terra or used sparingly in low-intensity conflicts much to the frustration of Resolute and their crews who are quite confident in their ships. London-class missile cruiser CGH-33 Iowa CGH-34 Poland CGH-35 Sweden CGH-36 Nevada CGH-37 Cuba CGH-38 Rhode Island CGH-39 Missouri CGH-40 Finland CGH-41 Georgia CGH-42 Ukraine CGH-43 Wales Era: 8 Crew: 473 Weapons: variable payload MAN: 0 GR: +1 DMG: as weapon AV: 3 SI: 11

    The New York class missile cruiser is the aging workhorse and bastard child of the missile cruiser fleet. Until the superior London ships arrive, the NYCs, as they are affectionately called, continue to serve on the front lines. Originally Phoenix class gun cruisers, the New York class had its guns largely removed and replaced by missile pods to counter the growing threat of alien missile technology. Like the cruisers they were created from, the New York class features a first generation HOP drive, adequate armor and is armed with one medium laser cannon, four small anti-starfighter laser batteries and two Hurricane missile pods. Despite being pushed into a role their designers never imagined them for, the NYCs have performed adequately. With a projected full deployment span of ten galactic cycles before London class cruisers can fully replace all NYCs, the crews of these aging craft can look forward to it being some time before their ships will be decommissioned.

    New York-class missile cruiser CGH-1 Texas CGH-17 Uganda CGH-2 Quebec CGH-18 Ireland CGH-3 Mexico CGH-19 Hawaii CGH-4 Virginia CGH-20 Japan CGH-5 Germany CGH-21 West Virginia CGH-6 China CGH-22 Brazil CGH-7 Australia CGH-23 France CGH-8 Arkansas CGH-24 North Carolina CGH-9 California CGH-25 New Zealand CGH-10 Mississippi CGH-26 Spain CGH-11 Italy CGH-27 Jordan CGH-12 South Carolina CGH-28 Taiwan CGH-13 Korea CGH-29 Idaho CGH-14 Saudi Arabia CGH-30 Montana CGH-15 Argentina CGH-31 Egypt CGH-16 Bermuda CGH-32 Alaska Era: 8 Crew: 578 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 3 SI: 10 Warheads Armed. Target Lock. Fire when ready.

    - Annie, Mk.I Fire Control Computer

  • 05

    DestroyerDestroyersDestroyers are small multi-purpose ships that operate as fleet escorts or as individual ships alone or in a group. They are well suited to localized low-intensity combat such as drug interdiction on the open starways. Because of their varied missions, destroyers are one of the few ships in the fleet to largely ignore the guns v. missiles animosity in favor of both. Destroyer captains will be the first to tell you that the right weapon depends upon the job. Inflexible equals slow and stubborn - either will get you killed.

    Destroyer (DD)Destroyers make up the bulk of fleet inventory. They are ideally suited to fast response operations and, because of their speed, can reach outward-lying planets quickly. While outgunned by larger ships, destroyers are not to be discounted because of their superior maneuverability and the capability to act as a group for concentrated firepower.

    Due to large numbers, the manufacture of destroyers is handled by many companies from central designs. The three biggest producers are Valkyrie Aerospace, Tripp- Hubbendale Corporation, and Amalgamated Galactic. Four classes of destroyers operate in the fleet: Stegman, Lawson, Hotta and Raminov.

    Stegman, Hotta and Raminov-class ships are virtually identical outside of minor navigation, gun control and life support software generational differences and a few outward cosmetic differences in superstructure. These ships all feature first generation HOP drives, a single light laser cannon and two pods of Saber missiles. Stegman, Hotta and Raminov-class destroyers

    DD-79 Williams DD-95 Donais DD-111 Rice DD-80 Dixon DD-96 Weitz DD-112 Grant DD-81 Corben DD-97 Allen DD-113 Bear DD-82 Drew DD-98 Barclay DD-114 Russell DD-83 Garrity DD-99 Eckelberry DD-115 Godwin DD-84 Tolbert DD-100 Elias DD-116 Okita DD-85 Durham DD-101 Dickens DD-117 Eldred DD-86 Gamble DD-102 Finch DD-118 Daniel DD-87 Redman DD-103 Perkins DD-119 Harlick DD-88 Stohm DD-104 Clarke DD-120 Cebulski DD-89 Fischer DD-105 Duncan DD-121 Sudlow DD-90 Walker DD-106 Wilkes DD-122 Wright DD-91 Rateliff DD-107 Cheung DD-123 Rosen DD-92 Baker DD-108 McFarland DD-124 Inoue DD-93 DeLong DD-109 Collins DD-125 Pham DD-94 Ryan DD-110 Noonan DD-126 Gray

    Era: 8 Crew: 296 Weapons: variable payload MAN: +1 GR: +1 DMG: as weapon AV: 1 SI: 9

    The Lawson-class is rapidly nearing the end of its service life. It lacks HOP capability and is armed with two light laser cannons and a single pod of Dragonfly missiles. Lawson destroyers are, by necessity, limited to inner- system patrol and defense. Despite looming obsolescence, Lawsons are readily found on the frontier and enjoy a secondary market to secondary powers who lack the funds or sanctions to acquire HOP technology. Lawson-class destroyers

    DD-1 Crispin DD-33 Henson DD-65 Dereske DD-2 Lynn DD-34 Moran DD-66 Spinelli DD-3 Toshi DD-35 Salvatore DD-67 Stasheff DD-4 Dexter DD-36 Martindale DD-68 Grundy DD-5 Arnst DD-37 Francisco DD-69 Holmes DD-6 Moss DD-38 Delhomme DD-70 Moore DD-7 Seacrest DD-39 Takahashi DD-71 Puttkamer DD-8 Griffin DD-40 Bogdanov DD-72 Thompson DD-9 Bassett DD-41 Maxwell DD-73 Vallario DD-10 Soroki DD-42 Burgundy DD-74 Peyton DD-11 Steffan DD-43 Mason DD-75 Guttridge DD-12 Milton DD-44 Weber DD-76 Bates DD-13 Ellis DD-45 Davies DD-77 Paddis DD-14 Specter DD-46 Reed DD-78 Nichols DD-15 Burton DD-47 Sagan DD-16 Frances DD-48 Cole DD-17 Volkov DD-49 Venkman DD-18 Batali DD-50 Sellers DD-19 Dane DD-51 Richards DD-20 Wells DD-52 Fanney DD-21 Jenkins DD-53 Bruno DD-22 Hardy DD-54 Hawk DD-23 Achebe DD-55 Knowles DD-24 Card DD-56 McCray DD-25 Powell DD-57 Friedman DD-26 Mays DD-58 Bennet DD-27 Dunn DD-59 Vornholt DD-28 Hunt DD-60 Attanasio DD-29 Brin DD-61 Culbreath DD-30 Spencer DD-62 Marshak DD-31 Godfrey DD-63 Blish DD-32 Carter DD-64 Gerrold Era: 8 Crew: 304 Weapons: variable payload MAN: +1 GR: 0 DMG: as weapon AV: 1 SI: 8

    Yeah, were one-hit wipeouts but youve got to get us first. Id rather be small and fast than a big old sitting armored duck. - Ron Jones, Gunnery Mate, DD-119 Harlick

  • 06

    FrigateFrigates Frigates occupy an odd spot in the fleet. They are officially no longer a currently designated classification of ship but they still operate and will do so for the untold future. Fleet Command has passed the frigate in favor of cruisers, yet the frigate still has its uses.

    Frigates are smaller than cruisers and are not equipped to operate as a flagship. However, they excel in specialized escort roles such as anti-starcraft or electronic warfare. Their top speeds are quicker than their cruiser rivals. Frigates also carry the benefit of being able to support an onboard starcraft and launching bay for recon or attack.

    Frigate (FF) Frigates are a dwindling part of fleet inventory as the current paradigm at Command is to compose task forces with fewer multi-purpose vessels rather than larger numbers of specialized ships. However, frigates still find use in secondary theaters where the supply of cruisers is limited or battle losses force their retirement from mothballing or the scrapyards.

    No current commissions exist for the production of new frigates although there have been rumors that the production schemantics for the last frigate class has been illegally sold to dissendents and anti-government forces on the frontier. Intelligence sees little cause for concern in this crime as it is widely known that these paramilitary forces lack the capacity for ship production and that the theft was likely for financial gain via sale to another party.

    Since the founding of Star Legion, Fleet Command has enjoyed the service of no less than six classes of frigates: Stein, Valdez, Barber, Johnson, Freeman and Martinez. Of these six, only the Martinez-class frigates have not been dismantled and scrapped. These vessels currently reside at the Fleet Reserve and Salvage yards at San Francisco, California, North America on Terra.

    The last generation of active frigates were before the deployment of HOP technology. Rather than retrofit the existing frigates with the new propulsion systems, it was decided that the new New York-class cruisers that were already being retrofitted from Phoenix-class ships recieve the drives as they were already in dock and that the work could be just condensed into one job rather than two.

    All Martinez frigates lack HOP drives but carry a medium laser cannon and a dual Dragonfly missile pods. In addition, they house a single F-59 Mantis starfighter in an internal launching bay. The Mantis is now hopelessly outdated for combat but still useful for reconnaissance and as a lauching platform for long-range torpedo strikes.

    Johnson and Freeman frigates lacked the launching bay and used a underbelly drop system for launching its fighter.

    They also featured two light laser cannons rather than the single heavier gun of the Martinez. Both classes did not carry missiles although there were variants on a few ships that equipped them with mini-rocket pods to repel smaller attack craft that were suicide drones or pirate boarding vessels.

    The Stein, Valdez and Barber-class frigates were the earliest in service. They, like the Johnson and Freeman-class ships, carried two light laser cannons and had first-generation electronics and less efficient nuclear fusion propulsion engines. They had no capacity for carrying or supporting a starfighter.

    Frigates currently are limited to inner-system operations especially on longer-distance missions such as long-range merchant escort. When pared with other warships, the frigate makes an outstanding anti-starship platform as it has the capability to provide fire-control to all fleet gun-nery systems (+1 GR to any combatant) except for cruisers, battleships and starcraft carriers as they carry their own firing control systems and gain no benefit from additional data being fed to those computers.

    When engaged in electronic warfare duties, the frigate can throw up a barrage of noise and jamming signals that confuse guided missile fire (-1 GR from that type of weapon to strike a protected ship). EW frigates are prime targets for enemy starfighters, hoping to cripple the defense of a convoy. Newer Fleet ships rely more on picket ships and long-range sensors to detect and destroy incoming fighters and missiles before they can cause any great damage to fleet efficiency or integrity. Martinez-class frigate FF-64 Nadelman FF-74 Sullivan FF-65 Hasegawa FF-75 Jaquays FF-66 Pondsmith FF-76 Melville FF-67 Wiseman FF-77 Petersen FF-68 Doubet FF-78 Barlowe FF-69 Farley FF-79 Voss FF-70 Meier FF-80 Winter FF-71 Sturgeon FF-81 Nakazono FF-72 Bradstreet FF-82 Priestly FF-73 Venters FF-83 Foster Era: 8 Crew: 329 Weapons: variable payload MAN: 0 GR: +1 DMG: as weapon AV: 1 SI: 7

    Experience and craftiness beats youth and strength any day. - Bipasha Chawla, Captain, FF-71 Sturgeon

  • 07

    Patrol Combat TypePatrol Combat TypePatrol Combatants are ships whose mission may extend beyond planetary defense duties and whose characteristics include adequate endurance providing a capability for operations exceeding forty-eight hours in full vacuum without support.

    Patrol Combatant (PG) Patrol combatant ships defy any real attempt at a standard definition or image. They are typically larger ships capable achieving escape velocity from planetary orbit but lack the ability to make extended or inter-planetary voyages. Most are off the shelf civilian pleasure craft in excess of twenty feet adapted for combat duties with modifications to accommodate weapons systems and other military electronics.

    These types of ships are normally reserved for orbital interception before an intruding vessel enters planetary atmosphere or enters orbit. They are not designed or armed to engage warships in a direct confrontation but these ships are ideally suited to ferry special operations troops to orbital targets, to harry lightly-armed support and logistics craft, light blockade breaking or the interception of contraband.

    One of the most widely used vessels for patrol combatant duties is the CV-5 SunRunner made by Nelson Sportcraft. It is a sturdy craft powered atmospherically by solar- hydrogen combustion propulsion.and converts to chemical thrust when it leaves planetary atmosphere. Renamed the OAV-8 (Orbital Assault Vessel) Thrush by Fleet Command, this ships reliability and ability to accommodate a light laser cannon with an auxiliary battery make it a popular choice among crews.

    In addition to its full crew compliment of sixteen, the Thrush carries room for a full squad of six assualt troopers or special operations soldiers along with their equipment. Few Thrushes run with the full compliment of crew unless they will be on extended duty. Eight crewmembers can handle all of the normal requiements to keep the vessel aloft.The ship is very simple to operate and this large amount of unused space has made it useful in the past for stints as a medical shuttle or for extraction operations out of dangerous situations.

    Most Thrush pilots, however, will tell you that they prefer staying out of the atmosphere as much as possible. The crafts speed, never great to begin with as expected from its yacht birthright, is sluggish due to the low-thrust nature of its hybrid solar-hydrogen engines. This makes maneuvering slow and evading ground small arms fire almost impossible. The OAV-8 has no armor or HOP drive and can only mount a single light laser cannon. Despite these limitations, the Thrush is popular with planetary militias, law enforcement

    agencies and other paramilitary groups who may have need to break orbit around their homeworld to combat minor threats to planetary security or governmental stability.

    Outside of its atmosphereic sluggishness, the Thrush suffers one other drawback. Due to its size, the laser cannon can only fire a limited number of times before its battery dies. The Thrush is popular because it can just squeeze in a spare battery giving it the ability to fire six times before bingo juice. This isnt considered a major drawback by crews because, according to them, if youre involved in a shootout - things have already gone badly and, with the lack of armor, your time is numbered anyway. Fatalism is a notorious trait amongst Thrush crewmembers.

    Other popular patrol combatant craft (with their military designation in parenthesis) are: the Turner-Aston Corporation R-Class (OAV-6 Magpie) and Sioned Space Systems XL-A Far Horizon (OAV-5 Kingfisher). Unlike the Thrush, both of these models lack the storage for an auxiliary battery and their cannons are limited to only four firings before their batteries are drained.

    OAV-8 Thrush Patrol Combatant

    PG-1 Gazelle PG-21 Smokey PG-2 Denton PG-22 Did I Do That? PG-3 Loose Moose PG-23 Law Dawg PG-4 San Antonio PG-24 Albatross PG-5 Anzio PG-25 Nine Lives PG-6 Darlington PG-26 Doberman PG-7 Grand Rapids PG-27 Buffalo PG-8 Asheville PG-28 Matthews PG-9 Beacon PG-29 Green Bay PG-10 College Station PG-30 Midnight Express PG-11 Gaston PG-31 Monkey Boy PG-12 Fork PG-32 Ocala PG-13 Aluminum Falcon PG-33 New Delhi PG-14 Possible PG-34 Mad Max PG-15 Wasp PG-35 Siesta PG-16 Gunnys Revenge PG-36 Cavalier PG-17 Target PG-37 Dillon PG-18 Devils Own PG-38 Knoxville PG-19 Abby PG-39 Mother Russia PG-20 Lady Jenny PG-40 Katherine

    Era: 8 Crew: 22 Weapons: variable payload MAN: 0 GR: 0 DMG: as weapon AV: 0 SI: 3

    Wouldnt you know it? They stick me in a glorified rich mans yacht and stripped out the wet bar! - Nigel Davies, Engineer, PG-38 Knoxville

  • 08

    Transatmospheric Assault Ship Transatmospheric Assault Ship While patrol combatant ships like the Thrush can carry a small number of soldiers and are suitable for small unit and special operations, they are woefully inadequate and inefficient for moving large numbers of troops. They also lack sufficient armor protection for safely entering a combat zone, delivering their cargo and supporting their troops with supplies and secondary fire.

    Transatmospheric Assault Ship (LHA) Assault ships rarely move great distances on their own. They typically convoy along with larger ships such as starcraft carriers, battleships or cruisers and detach themselves to move into orbit to discharge their troopers and fighters. That standard Star Legion LHA can accommodate up to five hundred soldiers and their equipment.

    The Boxer-class Transatmospheric Assault Ship is the only type of its class in service with Star Legion. It sacrifices armor for carrying capacity but is equipped with a first generation HOP drive. Outside of the limited atmospheric attack capability of its ten A-6 Asp VTOL gunships, the Boxer bristles with a single pod of Mk.IV Hellscream missiles for self-defense and four railrun turrets for orbital precision strikes against planetside targets that might threaten potential landing zones for her troops..

    The chief offensive weapon of the Boxer-class LHA is and always been its fighting men and aircrews. Each ship can carry up to five armored dropships as well as one hundred launch tubes for individual transatmospheric crew containers (TCC).

    The Boxer is manufactured under contract with McKinnon-Hotta Aerospace, the primary builders of starcraft carriers for Star Legion, at their Io shipyards. Much criticism has been directed at the survivibility of the LHA by both the media and former naval crew. McKinnon-Hotta spokesmen have assured Fleet that concerns are being addressed which many claim is merely a public-relations smokescreen while the real culprits and inadequacies are covered up by double-speak and creative accounting practices. Despite these rumored shortcomings, the Boxer has served the Fleet admirably for the past eleven years with only minor downtime for upgrades to its electronics and fire control systems. More than one marine has relied on this ship to be their safe passage down to war-torn surfaces and their ticket back up again either in victory, retreat or evacuation. Their large carrying capacity has also served well in times of peace acting as medical evacuation vessels or as humanitarian carriers for political refugees, Legion-sanctioned dissidents or those fleeing the devistation of natural disasters.

    The standard operational loadout for the Boxer can be

    varied somewhat depending upon the mission. Railgun turrets have been replaced before with a single torpedo launcher in an effort to forgo precision in favor of maximum destruction when planetary defenses around a landing zone are especially heavy or onerous. This same launcher can be substituted in favor of a rack of ten thruster bombs when destruction needs to be spread in an area.

    Like most orbital deployment ships, the Boxer is especially vulnerable when in orbit around a target and in the process of deploying its landing craft. Defensive fire is an impossiblity without endangering the departing troops and craft. Research has been done into the concept of launching cheap robotic kamikaze interceptor drones that would interpose themselves between enemy fire and troops. Early computer simulations have been promising but intercept percentages remain unacceptable for field use for the time being. Boxer-class Transatmospheric Assault Ship

    LHA-1 Asiga Harbor LHA-16 Taiwan LHA-2 Ushi Point LHA-17 Sicily LHA-3 Mount Lasso LHA-18 Tripoli LHA-4 White Beach LHA-19 Hal Crater LHA-5 Tinian LHA-20 Solar Mons LHA-6 Wonsan LHA-21 Makin Island LHA-7 Inchon LHA-22 Bataan LHA-8 Da Nang LHA-23 Kearsarge LHA-9 Sword Beach LHA-24 Essex LHA-10 Cape of Good Hope LHA-25 Guadalcanal LHA-11 Panama LHA-26 Okinawa LHA-12 Suez LHA-27 New Orleans LHA-13 Olympus Mons LHA-28 Maui LHA-14 Gibraltar LHA-29 Wake Island LHA-15 Iwo To LHA-30 Guam Era: 8 Crew: 2834 Weapons: variable payload MAN: -2 GR: 0 DMG: as weapon AV: 2 SI: 10

    After the Hoirkil invasion, The militia were routed. What few of us survived made our way up into the mountains. A lot of us didnt make it up.

    The Fleet came to our rescue and fought off their gunships and marauders until a nice young man got us aboard a transport and up into orbit. I still miss my home but Im at least alive.

    - Henrietta OCollins

  • 09

    Transatmospheric Cargo ShipTransatmospheric Cargo Ship In much the same way as the assault ship ferries soldiers and their personal weapons to combat zones, the transatmospheric cargo ship is tasked with moving vital logistical supplies down to a planet. And, much like the OAV-8 Thrush, these ships are typically civilian craft converted for military duty.

    Transatmospheric Cargo Ship (LKA) It is impossible to list all the various producers of the many LKA-class ships currently serving in the fleet. While originally Fleet Command wanted a standard ship for ease of maintenance, the various conflicts, seizures of pirate vessels and commandeering of civilian and commercial craft when needed in an emergency has made such a policy a thing of the past.

    However, the most common vessels in service, due to their widespread abundance in civilian trade, is the SC-64 FreightMaster Atlas, the HL21 Pegasus from BolTech Space Ltd. and the Type 99 from MKI Industries. All are collectively, under Fleet terminology, lumped into the generic Burro-class of ship. This has both become a odd badge of pride for their pilots and a gentle joke among others, being called the jackasses. Many ships sport unflattering or flippant paintings of their animal namesake on them, many of which would send the more conservative members of Command into fits. One of the tamer ones capable of being printed is emblazoned with the phrase, deliveries made in the rear. We will leave the image to the mind of the reader.

    While cargo capacity of these vessels vary slightly by model, it is typically the heavy haulers that are graced with the Burro-class distinction. One of these large ships is more than capable of supplying 500 soldiers with ammunition, fuel, spare parts, food, water and mission-specific equipment and material for almost a week. As such, LKAs are commonly targeted by enemy aircraft and other anti-aircraft weaponry. Save our asses is a cause taken up frequently by the pilots of the A-6 Asp VTOL gunships that accompany LHAs inbound with the Burros.

    Most Burros are unarmed with the exception of an automated mini-gun turret in their underbellies to discourage small arms fire as they approach landfall. This weapon is useless when in a zero-gravity environement. On the plus side, these ships are remarkably resilient to damage. While they arent heavily armored, their structures are simple, redundant and reinforced. A Burro can take a pounding and not fall apart under its crew, always a chief concern for the slow moving ships.

    Even in times of peace, the Burros perform the heavy lifting for the fleet as well as on special loan to various humanitarian organizations. Their large cargo holds provide plenty of room for holding specialized medical treatment

    equipment, drugs and the medical professionals to bring aid to where it is needed the most. This is also true in the delivery of food, water and agricultural supplies to drought or famine striken areas. They can also be drafted into ferrying people although this duty is typically tasked to the LHAs unless there are no other suitable ships available. Cargo holds are not the most comfortable places to travel in.

    All Burro-class ships are equipped with a first generation HOP drive. However, the fuel expenditure needed to move its mass is substantial. Most LKAs carry enough fuel to make a single jump from a secured area of space to an area just outside of planetary orbit. The fuel needed for a return voyage is provided by on-site tankers. Transit industry rumors place MKI Industries currently working on a new prototype freighter, the Type C, that will feature second-generation HOP propulsion. If this is true and it reaches the production stage, it is undoubtedly sure that Star Legion will co-op many into service as the fuel efficiency and increased range can only be a benefit to the Legions increasing area of authority and responsibility. Burro-class Transatmospheric Cargo Ship

    LHA-1 Libra LHA-16 Whitemarsh LHA-2 Capricornus LHA-17 Oak Hill LHA-3 Cherokee LHA-18 Alamo LHA-4 Union LHA-19 Hermitage LHA-5 Washburn LHA-20 Melrose Park LHA-6 Blackfoot LHA-21 Lumbee LHA-7 Durham LHA-22 Arikara LHA-8 Mobile LHA-23 Wichita LHA-9 Seminole LHA-24 Geona LHA-10 Beufort LHA-25 Kingston LHA-11 Vermillion LHA-26 Lombard LHA-12 Yancey LHA-27 Lake Zurich LHA-13 Pensacola LHA-28 Bensenville LHA-14 Fort Cherry LHA-29 Villa Park LHA-15 Colonial LHA-30 Tillamook LKA-16 Tortuga LKA-31 Bryan LKA-17 Pawnee LKA-32 Frankfort LKA-18 Vernon Hills LKA-33 Choctaw Era: 8 Crew: 412 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 1 SI: 8

    Look, lieutenant, if you want your dirtboys eating delicious reheated canned mystery meat for their suppers tonight youd better keep those damn fighters off my big metal ass! - Rashad Barber, Pilot, LKA-4 Union

  • 10

    Transatmospheric Command ShipTransatmospheric Command Ship This type of ship exists for serving as the flagship for a planetary invasion. It houses the electronics, officers, staff and accommodations as well as work spaces for all command staff. While such vessels are still plentiful in fleet inventories, part of their purpose has fallen out of favor and their uses have been restricted to secondary phases of invasions.

    Transatmospheric Command Ship (LCC) The Denali-class is the active service command ship in Star Legion. It is manufactured at the Viking Starcraft shipyards in Olso, Norway, Terra. It carries medium armor plating, features a first-generation HOP drive and twin turreted railguns for anti-aircraft duties. The venerable Denali has been in service with the fleet for over twenty years with only minor modifications to its combat information control systems.

    The original purpose of the transatmospheric command ship was to descend with the LHAs and LKAs to provide firepower coordination, the establishment of a beachhead and the deployment of troops, vehicles and supplies. This doctrine has fallen out of favor in exchange for these functions being handled by command staff on a capital ship and the deployment of a LCC only after the landing area and its surrounding areas have been secured. This has not been a popular move by the ground troops who view this as cowardace and command being unwilling to take the same risks they are. Snipers welcome has been found spraypainted on more than one of these ships.

    Well-prepared defenses know that one of their early advantages during an invasion is to employ heavy electronic jamming or EMP bursts to disrupt or destroy the communication between vessels in orbit and units on or en route to landfall. This has been one of the major drawbacks to withholding command staff from the initial invasion stage. After the disastrous early days of the revolt on Arcturus II, Fleet Command took great pains to deflect blame away from their tactics to call question on the preparedness of the ground troops. This only accomplished driving another wedge between the Fleet and the Army and even the Marines. Nobody likes to be made to look like a fool especially when it wasnt their fault.

    Despite this debacle, LCCs still remain in orbit until landing zones are clear. This presents a choice target for ground-based missiles and aircraft. Valuable fighter assets, thst would be better alllocated to ground attack operations, must be diverted to close air support for the command structure. Many senior members of Command have raised vocal opposition to this practice but they, the aging breed of front-line warriors, are in a minority.

    The electronics offered by a LCC, however, are staggering. Holographic topographical displays of the

    planet along with real-time intergrated troop and vehicle positioning are all available. All communications are secured by quantum encryption and relayed through a laser-based satellite that the LCC deploys while in planetary orbit. In addition, the command ship can override air defense and artillery control from individual units and vehicles if the command staff feels target priorities need to be reassigned from the decisions of the field commanders. Ask any second lieutenant how he feels about this ability when hes got incoming enemy gunships and his AA missile units automatically fire at targets in the next sector.

    One of the benefits of the LCC is that it is a mobile command post. Once planetfall is made, the ship can maneuver through the atmosphere or even back into orbit or space if it needs to relocate closer or further from the front or if it needs to move due to artillery fire or its position is discovered. Most planetary movement by LCCs, as are most craft, are done via nap-of-the-earth (NOE) flying to avoid enemy radar.

    The days of the LCC, however, may be numbered. The main purpose of the command ship was to provide a temporary command post until a field post could be established. Commands insistence on remaining away until things are secure has placed doubt on the necessity of these craft as Command itself seems to believe that things can be coordinated from the relative safety of their capital ships. Additonal pressure from Army and Marine commanders, who are tired of having their decision-making abilities taken away, endorse this thinking. Denali-class Transatmospheric Command Ship

    LCC-1 Spurr LCC-2 Palmer LCC-3 Red Butte LCC-4 Langley LCC-5 Liberty Cap LCC-6 Oglethorpe LCC-7 Hawkeye Point LCC-8 Greylock LCC-9 Monroe LCC-10 Mount Hood Era: 8 Crew: 1284 Weapons: variable payload MAN: 0 GR: 0 DMG: as weapon AV: 1 SI: 7

    Orders are orders, Lieutenant Smith. You will deploy your men on the north ridge. I dont care if youve got insurgent harassment to your south. They are not a major threat. - Maj. John Choi, LCC-8 Greylock

  • 11

    Tank Landing ShipTank Landing Ship Much like the LHAs are required to get troops down to the ground, the tank landing ships are a necessity to get their fighting and support vehicles down to them. These massive ships can carry large numbers of heavy vehicles that the smaller LHAs would be unable to accommodate.

    Tank Landing Ship (LST) The Brisbane-class tank landing ship is the sole LST in service with Star Legion and has held this honor for over thirty years, a standing accomplishment to its durability, adaptability and exempliary service record. It is manufactured by Caterpillar Tractor Company from their yards on Peoria, Illinois, United States, Terra.

    The Brisbane is equipped with excellent armor plating for a vessel of its size and has a first-generation HOP drive. In spite of its size, it only carries a single railgun turret for space combat and a mini-gun for atmospheric defense.

    Unlike in previous wars of the past, the role of the LST has changed. The LST has become a second wave ship rather than one of the ships that go in first to discharge heavy armored vehicles. This role has been largely replaced by the ability of starships to bombard planetary targets and the ability of LHAs and LKAs to bring in small to medium-sized vehicles such as jeeps, buggies and ATVs in the initial wave. Current doctrine of planetary assault relies more on speed, maneuverability and surprise rather than a massive overwhelming attack. The LST has become the ship needed to bring in the heavy vehicles to gain ground once the initial beachhead has been established and fighting has broken out in numerous theaters and strains the ability of the orbital fleet to concenrate firepower into a single area.

    A single Brisbane LST has the capacity ot carry four main battle tanks, six armored fighting vehicles/AA tracked vehicles, or twelve jeeps or buggies. Although it is unusual, it can also carry up to thirty ATVs or two A-6 Asp VTOL gunships in a folded wing configuration for reassembly by its flight crew on the ground. A mix of various vehicles can also be carried.

    Vehicles are loaded on Brisbanes in a RORO (Roll On Roll Off) order. The first vehicles in will be the last off the LST. The front of the Brisbane has a large cavernous drop ramp that can allow for vehicles to unload two abreast at a time when it is lowered upon planetfall. Most drivers and vehicle crew, in fact, refer to being in a LST as in the cave. or spelunking a ride.

    The Brisbane is unique in that it is double-hulled, which is a carryover from its former days of being sent in first into combat zones. It is impervious to most small arms fire and hits that penetrate the outer hull are unlikely to puncture the inner hull that protects its cargo. This fact is not lost upon

    its pilots who often will purposely ignore standing off from the first wave of an assualt to get their heavier vehicles down quickly. Many pilots and vehicle crews would rather get the heavy firepower on the ground to assist the infantry rather than hold back the help that bigger guns would give the men and women on the initial assault. While it is against fleet doctrine, most commanders look the other way or blame communication issues when this happens.

    The one thing that cannot be denied however is the bravery of the LST pilots both currently as well as those in the past. In fact, one of the current generals in Fleet Com-mand, Maj. Gen. Howard Deanda started his prestigious career as a LST pilot and the tales of his exploits remain legendary even with the inevitable embelishments over various alcoholic beverages in smoky officers clubs. Brisbane-class Tank Landing Ship

    LST-1 Grant County LST-26 Tuscaloosa LST-2 Saginaw LST-27 Fairfax County LST-3 Polk County LST-28 San Joaquin County LST-4 York County LST-29 Orleans Parrish LST-5 Blanco County LST-30 Litchfield County LST-6 Caddo Parrish LST-31 Tallahatchie County LST-7 Chase County LST-32 Wexford County LST-8 Park County LST-33 Peoria LST-9 Sutton County LST-34 San Bernardino LST-10 Vernon County LST-35 Spartanburg County LST-11 Sumter LST-36 Barnstable County LST-12 Newport LST-37 Dukes County LST-13 Wood County LST-38 Jerome County LST-14 Page County LST-39 Fresno LST-15 Nye County LST-40 Barbour County LST-16 Suffolk County LST-41 New London County LST-17 Cayuga LST-42 Tioga County LST-18 Harlan County LST-43 Pulaski County LST-19 Waldo County LST-44 Traverse County LST-20 Bulloch County LST-45 Hampshire County LST-21 Clarke County LST-46 Churchill County LST-22 Iredell County LST-47 Floyd County LST-23 Meeker County LST-48 Madera County LST-24 De Kalb County LST-49 Outagamie County LST-25 Pitkin County LST-50 St. Clair County Era: 8 Crew: 224 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 2 SI: 8

    Coming in hot. Feet down in five minutes. Brace yourselves, boys - Sgt. Nancy Brubaker, LST-17 Cayuga

  • 12

    Ammunition ShipAmmunition Ship While most warships carry sufficient ammunition stores for normal combat operations, a prolonged battle or times of extended combat cruises will require replenishment of a vessels magazines. Ammunition ships serve this function either being dispatched from nearby Fleet supply bases or, if expected beforehand, the ammunition ship will accompany the task force and remain at a safe distance until needed.

    Ammunition Ship (AE) The Everest-class ammunition ship is the newest of its type in Star Legion. However, numerous older Olympus-class ships, its predecessor, while aging, are still active in service. The biggest difference between the two are the amount of armor protection and the inclusion of a HOP drive in the Everest. The newer ship was created to alleviate somewhat the need for a ammo-low task force to have to divert to a supply post either by making the Everest capable of going out to meet the fleet in its current cruise or for the Everest to accompany the task force from the beginning.

    The earlier Olympus has been in fleet invetory for over fifteen years. Manufactured under contract by Ataru Global Shipworks, its original incarnation was as a commercial freighter, the AGS Model D. The biggest change to its stock model was the structural reinforcement, addition of blast doors and the further compartmentalization of its interior in an attempt to minimize damage in case of explosion.

    In comparison, the Everest was designed from the hull up for its military purpose rather than converted from a civilian vessel. As a result, it sports heavier armor and a first-generation HOP drive. The other major difference is that the Everest is hazmat certified to carry nuclear warheads and has a special containment hold for such hazardous weaponry. It is built by MKI Industries which also produces the Type 99 Transatmospheric Cargo Ship.

    In a pinch, the Everest or the Olympus can serve as a generic cargo ship but its general carrying capacity is greatly limited by its specialized nature as most of its interior is composed of a complex series of racks, mechanized conveyors and hoists to facilitate the loading and unloading of munitions. The cargomaster and his highly trained crew are especially trained in the storage and securing of potentially dangerous and explosive materials. Nerves of steel doesnt begin to describe the crew of ammunition ships as they are literally sitting at ground zero on one big bomb and the least little lapse of concentration or mistake can reduce them to their component atoms.

    As if transporting it isnt hazardous enough, docking and transfering ammunition between vessels is an experience to make even the most hardened veteran pale. This is

    primarily done by hoisting the ordinance from the hold and transfering it to the other ship via the large cranes on her deck. The risk of something dropping and detonating is always a fear when dealing with the unknown skill of the warships crew that will be unloading the cargo once transferred to its deck. A blast at this critical moment could severely damage or destroy both ships. Olympus-class Ammunition Ship

    AE-1 Suribachi AE-11 Mount Katmai AE-2 Kiska AE-12 Mauna Loa AE-3 Nitro AE-13 Diamond Head AE-4 Butte AE-14 Great Sitkin AE-5 Haleakala AE-15 Pryo AE-6 Wrangell AE-16 Santa Barbara AE-7 Shasta AE-8 Flint AE-9 Mount Hood AE-10 Firedrake Era: 8 Crew: 344 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 1 SI: 8 Everest-class Ammunition Ship

    AE-17 Colima AE-32 Sakurajima AE-18 Merapi AE-33 Sangay AE-19 Ulawun AE-34 Vesuvius AE-20 Teide AE-35 Paricutin AE-21 Mount Rainier AE-36 Kilauea AE-22 Galeras AE-37 Chara AE-23 Santorini AE-38 Mount Baker AE-24 Hecates Tholus AE-39 Mauna Kea AE-25 Ascraeus Mons AE-26 Koryakskaya Sopka AE-27 Mount Etna AE-28 Santiaguito AE-29 Taal AE-30 Mount Unzen AE-31 Avachinsky Era: 8 Crew: 395 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 2 SI: 8

    Darlin, just cause the universe started wid a big bang dont mean we want a reenactment! - Capt. Elise Arizona, AE-1 Suribachi

  • 13

    Combat Store ShipCombat Store Ship Much as the ammunition ship serves the ordinance needs of the fleet, the combat store ship serves as the supplier of the various and sundry items that a task force needs from the everyday items of its crew such as spare uniforms to personal tolietries to the vital spare parts needed to keep the ships running. These ships exist to serve task forces out on extended cruises, to assist in replacements needed after combat or for the repository of spare parts needed for the common to rare failure of shipboard equipment that could be considered anything from the cosmetic to the vital.

    Combat Store Ship (AFS) Star Legions need for combat store ships is filled by the Derry-class ship. Very much like the Olympia-class ammunition ships, it is a stock merchant freighter with slight modifications to fill its military role. The Derry is also not a single ship from one manufacturer. It is many different ships all lumped into a single designation. However, the most popular type is the KG-38A Orca from Sun Aerosystems. Other freighters represented are the YT200 from Voight-Tsu Incorporated and the VFTc Wren from Titan Shipworks.

    There is little difference between these vessels outside of hull shape and superstructure. Cargo capacity is close enough between them to be almost inconsequential. All, however, are modified in the interior with many racks and additional storage areas for cargo. As a joke, most shipping manifests carry the names of the crew and their weight.

    All Derry-class ships carry a first-generation HOP drive but they are not all used on a constant basis. While such ships may occassionally travel with a task force, it is unusual. Most combat store ships station themselves at waypoints along the route of the cruise to service ships that may need supplies upon arrival. There ships will periodically break station to travel to the cruising ships if an immediate need crops up. The Derry ships typically dock and make the various Star Legion supply outposts their home ports to make the mobilization of supplies as rapidly as possible.

    Transfer of cargo between the AFS happens much like that between an ammunition ship and another vessel. The two ships dock to each other and hoists transfer heavy material from the combat store ship to the hold or deck of its target. However, in the case of lighter or less material required, the AFS carries two ST-4 Sparrowhawk cargo shuttles on her deck for the transporting of materials between ships without the complicated and dangerous docking procedure.

    Due to its expected operating areas, Derry-class ships carry no weapons outside of the normal sidearms issued to the ships officers. Freighters and other logistics support ships, when traveling with a task force, will position themselves in the center of the group where the heavier armored ships can absorb enemy fire as well as provide anti-starcraft

    defense and cover the freighters in their electronic warfare bubble of jamming

    Rumors have surfaced to the effect that a specially equipped Derry nicknamed Dead Mans Hand has been outfitted by Star Legion Intelligence. This so-called D-Ship is disguised to mimic a damaged ship that is alone, damaged and aflame. Far from an easy target, this ship bristles with concealed weapons and added armor protection. This decoy is especially effective at luring pirate vessels or enemy fighter patrols that prey on stragglers in close to recieve a rather nasty (and fatal) surprise.

    A prototype, the AFS-X Sutherland, is currently undergoing testing. Unlike other Derry ships it is capable of entering atmospheres and cargo bays on the side have been designed for air drops of massive amounts of material. Assuming the ship meets the design requirements of Star Legion, this could allow for rapidly establishing a planetary chain of logistics, something essential in the opening hours of invasion as essential gear is expended in great amounts.

    If there is one defining quality about the men and women who fly and crew the combat store ships it is their dedication to their mission. They might be unarmed and outgunned but, by damned, their cargo is going to get through one way or the other. Ships dont run and, consequently dont fight, without their supplies and none of them want to be accused of stranding a ship that may mean the difference between a victory and a retreat. Derry-class Combat Store Ship

    AFS-1 Saturn AFS-2 Sylvania AFS-3 Concord AFS-4 White Plains AFS-5 Sirius AFS-6 Archer AFS-7 Holbrook AFS-8 Blue Springs AFS-9 Octavia AFS-10 Primrose Era: 8 Crew: 482 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 0 SI: 8

    Look, Chief, thats the second auxiliary isotopic protolyizer youve smoked out this cruise. These things dont grow on trees you know! I aint got many more o these - you keep that in mind. - Brandon Zipes, Quartermaster, AFS-6 Archer

  • 14

    Replenishment OilerReplenishment OilerDesigned to provide fuel to fleets already on cruise, the replenishment oiler serves the fuel, lubrication and other mechanical fluid requirements of the fleet.

    Replenishment Oiler (AOR) The replenishment oiler, like its name, is a bit of an anachronism in the main day-to-day operations of the fleet. Modern propulsion is incredibly efficient and battle group maneuvers and patrols routinely plan for fuel expenditure. Coupled with the fact that most engines now rely on radioactive isotopes for power make the idea of chemical or petroleum-based fuel still relied on is regulated to second-tier ships and smaller planetary based vessels that do not require the massive power expenditure of HOP jumps.

    This is not to say that the replenishment oiler does not have its uses. Oil as a petroleum is no longer in much demand among the fleet as synthetic libricants that are more efficient and provide better resistance against viscosity and heat buildup are the standard. However, these synthetics still do run out especially when equipment is damaged in battle. Warships do not carry much in the way of replacement fluids so these fluids must be replaced for engines to run without damaging themselves, causing a fire or worse.

    Typically oilers are dispatched to assist damaged vessels to get the fluids needed to either resume operations once repairs are completed or to give them enough lubricants so that they can navigate to the nearest repair dock. Many oilers have been equipped with a stern grappling system so that they can operate as a limited tug for heavily damaged vessels in the case of the latter, although standard operating procedure is to summon a tug.

    The oiler has a bit of a disreputable image in the current fleet. Theyre viewed as dirty and a thing of the past, useful only as far as whatever fuel crisis they may find themselves in. Getting tugged to a repair dock by an oiler is viewed by many officers and crew as a mark of shame and many will refuse the offer until a proper tug can arrive.

    Oiler crews know better. While busting atoms might be the new darling, many many men before these snot-nosed kids went off into the stars under good old reliable chemical fuel and its that self-same fuel that reliably power more ships in the universe than these new-fangled atom bombs. They might be the way of the future but good old chemcial propulsion is not going to be the dinosaurs that quietly slip away in the night. They might have to service these new ships but they dont have to like them.

    Like most of the logistical support arm of the fleet, replenishment oilers are not a single type of ship. They are however all considered Houston-class ships for classification purposes. The most common manufacture

    of ship represented amongst the oilers is the POL4 Tanker from Braddock Industrial Shipworks based out of the moon of Nix orbiting Pluto. These ships, originally designed for transporting condensed methane, have proven exceptionally adaptable for the transport of liquids. Other ships represented include the ancient T9 Oceanic from MKI Industries, the Ic7 Vladamir from Benz-Volgo and the Type CL from Victoria Industrials.

    None of the Houston-class oilers are equipped with HOP drives. However, their lack of hyperspace travel is partially compensated for by the heavy armor that protects their flammable cargoes. Star Legion tries to keep an oiler present in most major star systems and will actively move oilers to compensate for future fleet operations. This is a fact that has not been lost on Star Legion Intelligence and they worry about enemy spies discovering this fact and laying a disastrous ambush for the fleet. Secretly, Military Intelligence has been inserting agents into oiler crews for almost a year now and their reports on fringe activity have been invaluable.

    Most replenishment oilers are based in secondary theaters of operation where there are greater numbers of chemically powered ships with only a small handful reserved on emergency standby for the main fleet. Despite their age and reputation, the Houston ships see plenty of service in the fringe systems where enemy raiding incursions, piracy and insurgency are rife. Houston-class Replenishment Oilers

    AOR-1 Savannah AOR-2 Roanoke AOR-3 Cimarron AOR-4 Merrimack AOR-5 Waccamaw AOR-6 Pecos AOR-7 Yukon AOR-8 Laramie AOR-9 Sabine AOR-10 Navasota Era: 8 Crew: 457 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 3 SI: 10

    I dont give a good godsdamn about your rank or who your daddy is, glowhead. You can either take our tow or we can leave you for the next pirate that comes along n theyd love to get ahold of your shiny overpriced tin can. - Staff Sgt. Maureen Diaz, AOR-6 Archer

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    MinesweeperMinesweeperMinesweepers are ships designed to seek out and destroy spaceborn mines in planetary orbit as well as those seeded in military and merchant space lanes.

    Minesweeper (MSO) Minesweepers use a combination of techniques to find and destroy mines. The preferred method for dealing with mines in orbit around a planet is to either individually destroy them with a laser or to use a low-yield nuclear warhead to take out many at once. The technique employed depends upon the mine density and the time scheduled for clearance. Free-floating mines in space are usually rendered useless with electromagnetic pulse or destroyed with the laser or by concussion rockets.

    Of all the ships in the fleet, the minesweeper, and its counterpoint the minehunter, are the smallest ships in the fleet. Although they travel with a task force, they are not considered a warship as their armor is light and a minesweeper doesnt equip any weapons that would be considered a threat against a large warship.

    Despite its small size, it is a fast ship and is equipped with a first-generation HOP drive but using it severely drains the ships power leaving it running all systems including life support at minimum levels. A generator failure shortly after a jump due to a mechanical failure or through battle damage is almost guaranteed to be fatal.

    It is, in fact, this modification that has transformed the Dauntless from an adequate planetary-based ship into a deathtrap if you ask those who have served aboard them. The Fleets pell-mell rush to equip anything and everything spaceworthy with their darling technology has blinded them to the well-being of the men and women who serve aboard their ships. Their own vessels have become extremely and notoriously unreliable as the power demands placed upon them overload vital electronics and software. Even the typical hazard pay awarded to minesweeper crews is beginning to lose its luster except among the most foolhardy or suicidal.

    The Dauntless-class is the standard minesweeper of Star Legion and has been for the last ten cycles with the only significant upgrade to the ship being the addition of EMP generators six years ago. The most unique feature of these ships however is the heavy shielding around all electronic equipment on the ship from its own EMP. Crew are collectively known as nukees among the fleet.

    This EMP weapon has led to several unique tactics for the minesweepers. The dead zone bubble created around the ship has been used as an anti-missile defense in more desperate moments to fuse the proximity detectors and detonators on incoming warheads. This blast is also a particularily effective anti-satellite weapon. Taking out

    a planets communication and surveilance system early can be extremely beneficial and a minesweeper allows for a unique first strike capability against these vital targets without endangering a larger capital ship against any orbital weapon platforms.

    The other unique weapon carried by the Dauntless is the concussion rocket. These rockets, fired in quantity, explode and create a shockwave along with metal fragments that is very deadly to unarmored mines. Rockets are employed when a strike must be made from a distance or the minefield is very dense where the odds of disabling multiple mines with a single strike is high. The minesweepers laser is used when there are fewer targets.

    Dauntless-class Minesweeper

    MSO-1 Conquest MSO-26 Bulwark MSO-2 Gallant MSO-27 Excel MSO-3 Dash MSO-28 Reaper MSO-4 Pledge MSO-29 Venture MSO-5 Leader MSO-30 Fearless MSO-6 Valor MSO-31 Salute MSO-7 Bastion MSO-32 Affray MSO-8 Strike MSO-33 Bold MSO-9 Prime MSO-34 Impervious MSO-10 Observer MSO-11 Sentinel MSO-12 Persistent MSO-13 Adroit MSO-14 Pinnacle MSO-15 Force MSO-16 Fist MSO-17 Sharp MSO-18 Detector MSO-19 Guard MSO-20 Acme MSO-21 Fortify MSO-22 Guide MSO-23 Inflict MSO-24 Lucid MSO-25 Valiant Era: 8 Crew: 78 Weapons: variable payload MAN: 0 GR: 0 DMG: as weapon AV: 1 SI: 4

    Look, Admiral, none of us like to go boom... you can have us there safe or dead. Pick one. - Capt. Drew Harrison, MSO-3 Dash

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    MinehunterMinehunterUnlike its cousin, the minesweeper, the minehunter takes the destruction of mines to a far more dangerous extreme - the disarming or neutralizing of a mine up close rather than at range. A minehunter is also not designed to leave planetary orbit and is intended to deal with explosive devices planted against orbital vital assets that cannot be sacrificed such as limpet mines on communication satellites or defense platforms.

    Minehunter (MHC) The Eagle-class minehunter is the standard ship in Star Legion inventory for this specialized duty. It is a relatively new ship, being the replacement for the older Kestral-class ships that have all been dismantled. Unlike most newer ships, the Eagle has no HOP drive as these ships are designed to be planet-based or, in exceptional cases, towed along with a specialized task force. Ion propulsion is the locomotive force employed by this unique ship. The low-yield engines wont be winning any races but their power output helps mask the vessel from infrared and radiation sensors that would easily pick up the exhaust of traditional chemical burners or nuclear powered ships.

    The Eagle has little by way of weaponry outside of a single railgun turret. Armor is sacrificed in favor of speed. However, the Eagle does boast a carbon-nanofiber skin that helps shield it from sensor arrays and metal proximity detonators. The main weapons of the ship however are the special forces troops that it was designed to transport. Designed and manufactured by Star Legions own SCSPI (Small Craft Special Purpose Initiative) through its secretive Department Two at Star Legion Intelligence, the Eagle has fueled speculation, both considered and wild, as to what other vessels or technology D2 is currently fielding or testing. The carbon-nanofiber coating especially consideirng the stealth capabilility that could be granted to ships using it. Many wonder if there is not already a stealth starfighter being used in black operations. Despite these rumors, the Eagle is a ship well-suited to its chosen purpose. Unlike a minesweeper, the minehunters only real concern is to get as close as possible to discharge its EOD (Explosive Ordinance Disposal) crew or special operations troops so they can perform their dangerous jobs. And, in many ways, the Eagle is just a small glorified underarmed troop carrier with a bit of extra features bolted on with a steep price tag. Its ability to ferry special forces is also a notable mention even though it is glossed over in most Star Legion documentation. Eagle-class ships have already proven extremely valuable as covert insertion vessels especially in orbital hostage situations. Their sensor-resistant skin and

    low detection energy footprints make them ideally suited to approaching captured starships, space stations or other orbital objects that boast detection capabilities and yet need to be boarded. Each ship carries enough gear and/or weaponry for sixteen troopers or EOD technicians, including the latest in explosive forensics apparatus, portable electronic countermeasures, and entry gear. The ships armory, while small, carries various types of non-lethal weapons, semiautomatic ceramic firearms, heavy hull-bursting rocket launchers and satchel charges. Eagle-class ships have also been put to use in the covert extraction of political dissidents, important defectors and abductions of target personnel. Very little is known about these missions as they are under heavy information lockdown by Star Legion Intelligence and it is unlikely that the true details will ever be known. What is know is that the thrilling holovidcasts of the daring SLSF (Star Legion Special Forces) raid on the Paris embassy to rescue workers captured by terrorists still play frequently on the networks and is ingrained in the memories of anyone who lived during the time of the event. Eagle-class Minehunter

    MHC-1 Kingfisher MHC-2 Black Hawk MHC-3 Osprey MHC-4 Raven MHC-5 Shrike MHC-6 Bittern MHC-7 Heron MHC-8 Cardinal MHC-9 Pelican MHC-10 Robin MHC-11 Oriole MHC-12 Cormorant MHC-13 Falcon

    Era: 8 Crew: 51 Weapons: variable payload MAN: -2 GR: 0 DMG: as weapon AV: 0 SI: 3

    Fifteen kilometers. Ten. Five. Magnets on... contact... and lock. Alright, Corporal, were now attached to the Oberon. Im priming the airlock. You and your boys be careful out there. Im not paid to haul back bodies. - Sgt. Brandi Guilford, MHC-7 Heron

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    Repair ShipRepair Ship The repair ship exists in Star Fleet inventory for use in the most dire situations. They exist to service ships too badly damaged to move, multiple ships in a task force that have suffered damage or in an area that is too remote or dangerous for a tug to enter. Repair Ship (AR)The Zeus-class repair ship is the only of its type in Star Legion. It is manufactured exclusively by BolTech Space Limited and is a modified version of their popular HL21 Pegasus heavy freighter to accommodate the power requirements and space for its many repair facilities. The Zeus is equipped with a first-generation HOP drive. Its armor is superior for a vessel of its size but the ship itself carries no weapons, although it is equipped with an electronic countermeasures pod. It is rare for a Zeus to travel without an escort due to the large amount of valuable stores that the ship carries. The wealth of spare parts and trained maintenance crews onboard make them an attractive target to pirates or enemies that lack the resources of Star Legion-backed worlds. Zeus ships are typically paired with salvage vessels and accompany a fleet along to battle zones, hanging back until the hostilities are over. Many call this paring vultures because of this, moving in to pick over the charred and twisted scraps that are left over. Which isnt true really in the case of the repair ship as ships that are obvious losses and cant be fixed are left to the salvage vessel. Still, that hasnt stopped the moniker from being applied through guilt by association. Repair ships are typically called in in three different situations. The biggest, naturally, is that multiple ships have taken damage that exceeds the ability of local tugs (if any) to accommodate and repairs need to be fixed on site. The other possibility is that the damaged vessel is outside the range of tugs or are in a hostile area that is too dangerous for the lighter-armored tugs to enter. The most common event, however, is that a ship is just too damaged to move on its own and a repair ship is in the area. The Zeus is loaded with technicians, mechanics and specialized shops that can fix anything short of major structural damage and, even then, they can usually patch and brace things enough to get it able to move again without cracking up so that it can get to a proper spaceyard for the care it needs. Repairs are typically originated from the repair ship with ferries being done by shuttle between it and the damaged ship. For extensive jobs, repair crew may temporarily take quarters onboard the vessel to be fixed. Even though the Zeus has a tractor beam generator, it is rarely used. Most repair ship crews take it as a personal offense if they cant get a vessel moving under its own power but there are times when the situation, such as the

    vessel being in enemy territory, demands a tow and everyone crosses their fingers, in the case of a structurally weakened ship, and hopes that it doesnt break up. The bulk of the ship is taken up by its various repair bays from robotic tool and dye to computer system debugging. Deck elevators allow for shuttles to be raised from the belowdecks hangar. A system of robot trolleys run throughout the ship to facilitate the movement of crew and material to the various bays. In fact, it is a closely guarded secret among the fleet that Zeus crews have the most luxurious accommodations including personal holovid players at each bunk, olympic sized pools, gymnasiums, recreation rooms and, most importantly, executive chefs. The huge bulk of the ship allows for these priviledges and the highly skilled crew and hard work that they do justify it according to the ship commanders This pampering doesnt just extend to quarters. Discipline on repair ships is notoriously lax. Crew consider themselves professionals that know how to do their jobs. They answer directly to their crew chiefs, who are NCOs, rather than an officer. Officers learn to accept this or find themselves another post because the crew can make thier lives a living hell. They learn to keep their concerns on running the ship rather than butting into repair operations. Ironically, the ships seem to run better this way and smart officers learn to smile and accept the accolades rather than spill the beans on their true lack of control. Zeus-class Repair Ship

    AR-1 Iobates AR-2 Bellerophon AR-3 Theseus AR-4 Perseus AR-5 Cadmus AR-6 Vulcan AR-7 Amphion AR-8 Ajax AR-9 Hector AR-10 Briareus AR-11 Jason

    Era: 8 Crew: 978 Weapons: variable payload MAN: -1 GR: 0 DMG: as weapon AV: 1 SI: 8

    By all the gods in the heavens, Commander, exactly WHAT in the hell did you do to your ship?! Hope youre not in a rush cause were gonna be here awhile. - Chief DeTrey Smith, AR-4 Perseus

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    Salvage & Rescue ShipSalvage and Rescue Ship These ships are designed to enter a post-combat area for the retrieval, scuttling or destruction of dead ships and the possible rescue of any surviving crew remaining on these stricken vessels. Salvage and Rescue Ship (ATS) Having the odd duality of both mortician as well as savior, the Nottingham-class ship is the only currently serving vessel in fleet inventory for this duty. Typically found paired with a repair ship, the salvage and rescue ship hangs back from combat zones and moves in after action. Its first priority is the rescue of any surviving crew on derelict ships and then the retrieval of any valuable or sensitive equipment from ships deemed irrepairable. Once that is accomplished, it is the duty of the SaR ship to make the dead ship unusable by the enemy by either scuttling it or otherwise ensuring that it is destroyed. Unlike the repair ship, however, the salvage and rescue ship is armored and carries two turreted medium laser cannons. Often damaged ships have their defense systems operational but damaged and that has led to more than one friendly ship being lost due to friendly fire from a dead vessel. These lasers have done more damage to Star Legion ships than the enemy. Needless to say, crew of salvage and rescue ships receive double hazard pay. The only other weapon found aboard a SaR ship is the twin robotic pincher arms that can rip through armor plate but they have never been used for such. Nottinghams are not equipped with HOP drives and rely on either traditional chemical propulsion for standard movement but can switch to smaller ion maneuvering engines for precise positioning when amongst wreckage. Salvage and rescue ships typically piggyback on the decks of repair ships, or another larger auxiliary vessel, until needed. And few SaR crewmembers are going to turn down the hospitality and superior grub offered aboard Zeus ships. The most unique feature about the Nottinghams, however, is the magnetic grappling ring with an extendable airlock. This device can attach itself to the airlock or hull of a ship if an airlock is not available or damaged. Once attached, imbeded rotating plasma torches in the ring can quickly cut through the hull. Once


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