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star Legion

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

NOTES FROM THE AUTHOR


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 semisetting 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
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The (and
Weapons
Star Legion
The Weapons
rulesof
thereof)
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.

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)

Starcraft Carrier
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.

01

Ortiz-class carriers
CVH-1 Rosa Andrews
CVH-2 Charles Miramoto
CVH-3 Nigel Church
CVH-4 Bradford West
CVH-5 Bai Sun
CVH-6 Stephen McGunn
CVH-7 John Hafiz
CVH-8 Ozzy Ford
CVH-9 Dawn Laredo
Era: 8
Crew: 5815
Weapons: Variable payload
MAN: -2 GR: 0 DMG: as weapon AV: 3 SI: 12
Bauknight-class carriers
CVH-10 James Halifax
CVH-11 Alyson Piper
CVH-12 Thomas Smith
CVH-13 Paul Decker
CVH-14 Katherine Edmonds
Era: 8
Crew: 6275
Weapons: Variable payload
MAN: -2 GR: 0 DMG: as weapon AV: 4 SI: 12
Patton-class carriers
CV-12 David Alford
CV-17 Lewis Grant
CV-18 Ronald Chen
CV-21 Amanda Starr
Era: 8
Crew: 5881
Weapons: Variable payload
MAN: -2 GR: 0 DMG: as weapon AV: 5 SI: 13
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

Battleship
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

02

the 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 battleships
BB-1 Terra
BB-2 Luna
BB-3 Sol
BB-4 Mars (MIA)

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

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

Cruiser, Gun
Cruisers
Cruisers 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.

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.

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.

03

Phoenix-class gun cruiser


CA-1 Las Vegas
CA-17 Florence
CA-2 Manchester
CA-18 Naples
CA-3 Kiev
CA-19 Tripoli
CA-4 Kyoto
CA-20 Los Angeles
CA-5 Tucson
CA-21 Amarillo
CA-6 Mursk (lost in action) CA-22 Tuscany
CA-7 Leeds
CA-23 Flagstaff
CA-8 Shanghai
CA-24 Kenya
CA-9 Saint Petersburg
CA-10 Toronto
CA-11 Chicago
CA-12 Charlotte
CA-13 Newport News
CA-14 Kansas City
CA-15 Dublin
CA-16 Columbus
Era: 8
Crew: 1738
Weapons: variable payload
MAN: -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
Cruisers
Cruisers 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

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

Era: 8
Crew: 473
Weapons: variable payload
MAN: 0 GR: +1 DMG: as weapon AV: 3 SI: 11

Warheads Armed. Target Lock. Fire when ready.



- Annie, Mk.I Fire Control Computer

04

Destroyer
Destroyers
Destroyers 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.

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 innersystem 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.

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, TrippHubbendale 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-80 Dixon
DD-81 Corben
DD-82 Drew
DD-83 Garrity
DD-84 Tolbert
DD-85 Durham
DD-86 Gamble
DD-87 Redman
DD-88 Stohm
DD-89 Fischer
DD-90 Walker
DD-91 Rateliff
DD-92 Baker
DD-93 DeLong
DD-94 Ryan

DD-95 Donais
DD-111 Rice
DD-96 Weitz
DD-112 Grant
DD-97 Allen
DD-113 Bear
DD-98 Barclay
DD-114 Russell
DD-99 Eckelberry DD-115 Godwin
DD-100 Elias
DD-116 Okita
DD-101 Dickens
DD-117 Eldred
DD-102 Finch
DD-118 Daniel
DD-103 Perkins
DD-119 Harlick
DD-104 Clarke
DD-120 Cebulski
DD-105 Duncan
DD-121 Sudlow
DD-106 Wilkes
DD-122 Wright
DD-107 Cheung
DD-123 Rosen
DD-108 McFarland DD-124 Inoue
DD-109 Collins
DD-125 Pham
DD-110 Noonan
DD-126 Gray

Lawson-class destroyers
DD-1 Crispin
DD-2 Lynn
DD-3 Toshi
DD-4 Dexter
DD-5 Arnst
DD-6 Moss
DD-7 Seacrest
DD-8 Griffin
DD-9 Bassett
DD-10 Soroki
DD-11 Steffan
DD-12 Milton
DD-13 Ellis
DD-14 Specter
DD-15 Burton
DD-16 Frances
DD-17 Volkov
DD-18 Batali
DD-19 Dane
DD-20 Wells
DD-21 Jenkins
DD-22 Hardy
DD-23 Achebe
DD-24 Card
DD-25 Powell
DD-26 Mays
DD-27 Dunn
DD-28 Hunt
DD-29 Brin
DD-30 Spencer
DD-31 Godfrey
DD-32 Carter

DD-33 Henson
DD-34 Moran
DD-35 Salvatore
DD-36 Martindale
DD-37 Francisco
DD-38 Delhomme
DD-39 Takahashi
DD-40 Bogdanov
DD-41 Maxwell
DD-42 Burgundy
DD-43 Mason
DD-44 Weber
DD-45 Davies
DD-46 Reed
DD-47 Sagan
DD-48 Cole
DD-49 Venkman
DD-50 Sellers
DD-51 Richards
DD-52 Fanney
DD-53 Bruno
DD-54 Hawk
DD-55 Knowles
DD-56 McCray
DD-57 Friedman
DD-58 Bennet
DD-59 Vornholt
DD-60 Attanasio
DD-61 Culbreath
DD-62 Marshak
DD-63 Blish
DD-64 Gerrold

DD-65 Dereske
DD-66 Spinelli
DD-67 Stasheff
DD-68 Grundy
DD-69 Holmes
DD-70 Moore
DD-71 Puttkamer
DD-72 Thompson
DD-73 Vallario
DD-74 Peyton
DD-75 Guttridge
DD-76 Bates
DD-77 Paddis
DD-78 Nichols

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

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

05

Frigate
Frigates
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.

06

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 Freemanclass ships, carried two light laser cannons and had firstgeneration 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 gunnery 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-65 Hasegawa
FF-66 Pondsmith
FF-67 Wiseman
FF-68 Doubet
FF-69 Farley
FF-70 Meier
FF-71 Sturgeon
FF-72 Bradstreet
FF-73 Venters

FF-74 Sullivan
FF-75 Jaquays
FF-76 Melville
FF-77 Petersen
FF-78 Barlowe
FF-79 Voss
FF-80 Winter
FF-81 Nakazono
FF-82 Priestly
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

Patrol Combat Type


Patrol Combat Type
Patrol 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.

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.

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.

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.

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 solarhydrogen 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

07

OAV-8 Thrush Patrol Combatant


PG-1 Gazelle
PG-2 Denton
PG-3 Loose Moose
PG-4 San Antonio
PG-5 Anzio
PG-6 Darlington
PG-7 Grand Rapids
PG-8 Asheville
PG-9 Beacon
PG-10 College Station
PG-11 Gaston
PG-12 Fork
PG-13 Aluminum Falcon
PG-14 Possible
PG-15 Wasp
PG-16 Gunnys Revenge
PG-17 Target
PG-18 Devils Own
PG-19 Abby
PG-20 Lady Jenny

PG-21 Smokey
PG-22 Did I Do That?
PG-23 Law Dawg
PG-24 Albatross
PG-25 Nine Lives
PG-26 Doberman
PG-27 Buffalo
PG-28 Matthews
PG-29 Green Bay
PG-30 Midnight Express
PG-31 Monkey Boy
PG-32 Ocala
PG-33 New Delhi
PG-34 Mad Max
PG-35 Siesta
PG-36 Cavalier
PG-37 Dillon
PG-38 Knoxville
PG-39 Mother Russia
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

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 McKinnonHotta 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

08

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-2 Ushi Point
LHA-3 Mount Lasso
LHA-4 White Beach
LHA-5 Tinian
LHA-6 Wonsan
LHA-7 Inchon
LHA-8 Da Nang
LHA-9 Sword Beach
LHA-10 Cape of Good Hope
LHA-11 Panama
LHA-12 Suez
LHA-13 Olympus Mons
LHA-14 Gibraltar
LHA-15 Iwo To

LHA-16 Taiwan
LHA-17 Sicily
LHA-18 Tripoli
LHA-19 Hal Crater
LHA-20 Solar Mons
LHA-21 Makin Island
LHA-22 Bataan
LHA-23 Kearsarge
LHA-24 Essex
LHA-25 Guadalcanal
LHA-26 Okinawa
LHA-27 New Orleans
LHA-28 Maui
LHA-29 Wake Island
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

Transatmospheric Cargo Ship


Transatmospheric 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.

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.

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.

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 secondgeneration 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.

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 antiaircraft 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

09

Burro-class Transatmospheric Cargo Ship


LHA-1 Libra
LHA-2 Capricornus
LHA-3 Cherokee
LHA-4 Union
LHA-5 Washburn
LHA-6 Blackfoot
LHA-7 Durham
LHA-8 Mobile
LHA-9 Seminole
LHA-10 Beufort
LHA-11 Vermillion
LHA-12 Yancey
LHA-13 Pensacola
LHA-14 Fort Cherry
LHA-15 Colonial
LKA-16 Tortuga
LKA-17 Pawnee
LKA-18 Vernon Hills

LHA-16 Whitemarsh
LHA-17 Oak Hill
LHA-18 Alamo
LHA-19 Hermitage
LHA-20 Melrose Park
LHA-21 Lumbee
LHA-22 Arikara
LHA-23 Wichita
LHA-24 Geona
LHA-25 Kingston
LHA-26 Lombard
LHA-27 Lake Zurich
LHA-28 Bensenville
LHA-29 Villa Park
LHA-30 Tillamook
LKA-31 Bryan
LKA-32 Frankfort
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

Transatmospheric Command Ship


Transatmospheric 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

10

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

Tank Landing Ship


Tank 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.

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 Command, 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.

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.

Brisbane-class Tank Landing Ship

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 mediumsized 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

11

LST-1 Grant County


LST-2 Saginaw
LST-3 Polk County
LST-4 York County
LST-5 Blanco County
LST-6 Caddo Parrish
LST-7 Chase County
LST-8 Park County
LST-9 Sutton County
LST-10 Vernon County
LST-11 Sumter
LST-12 Newport
LST-13 Wood County
LST-14 Page County
LST-15 Nye County
LST-16 Suffolk County
LST-17 Cayuga
LST-18 Harlan County
LST-19 Waldo County
LST-20 Bulloch County
LST-21 Clarke County
LST-22 Iredell County
LST-23 Meeker County
LST-24 De Kalb County
LST-25 Pitkin County

LST-26 Tuscaloosa
LST-27 Fairfax County
LST-28 San Joaquin County
LST-29 Orleans Parrish
LST-30 Litchfield County
LST-31 Tallahatchie County
LST-32 Wexford County
LST-33 Peoria
LST-34 San Bernardino
LST-35 Spartanburg County
LST-36 Barnstable County
LST-37 Dukes County
LST-38 Jerome County
LST-39 Fresno
LST-40 Barbour County
LST-41 New London County
LST-42 Tioga County
LST-43 Pulaski County
LST-44 Traverse County
LST-45 Hampshire County
LST-46 Churchill County
LST-47 Floyd County
LST-48 Madera County
LST-49 Outagamie 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

Ammunition Ship
Ammunition 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 Olympusclass 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

12

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-2 Kiska

AE-3 Nitro
AE-4 Butte
AE-5 Haleakala
AE-6 Wrangell
AE-7 Shasta
AE-8 Flint
AE-9 Mount Hood
AE-10 Firedrake

AE-11 Mount Katmai


AE-12 Mauna Loa
AE-13 Diamond Head
AE-14 Great Sitkin
AE-15 Pryo
AE-16 Santa Barbara

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

Combat Store Ship


Combat 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.

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.

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

13

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

Replenishment Oiler
Replenishment Oiler
Designed 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 secondtier 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

14

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

Minesweeper
Minesweeper
Minesweepers 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.

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

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.

MSO-1 Conquest
MSO-2 Gallant
MSO-3 Dash
MSO-4 Pledge
MSO-5 Leader
MSO-6 Valor
MSO-7 Bastion
MSO-8 Strike
MSO-9 Prime
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

MSO-26 Bulwark
MSO-27 Excel
MSO-28 Reaper
MSO-29 Venture
MSO-30 Fearless
MSO-31 Salute
MSO-32 Affray
MSO-33 Bold
MSO-34 Impervious

Era: 8
Crew: 78
Weapons: variable payload
MAN: 0 GR: 0 DMG: as weapon AV: 1 SI: 4

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

15

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

Minehunter
Minehunter
Unlike 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

16

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

Repair Ship
Repair 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.

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.

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

17

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

Salvage & Rescue Ship


Salvage 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 breached, the extendable airlock can
be lowered down into the disabled ship for evacuation of
survivors or to allow the Nottinghams crew access.
As can be imagined, the pilots of salvage and rescue ships
are experts at precision flying. They practice constantly
with civilian and decommissioned military craft. Their
crews must have high security clearances to know about the
equipment and data that must be retreived or denied the enemy when entering dead ships. And all are crack shots with
their sidearms in case they have to discourage the enemy
aboard these ships while in the course of their duties.

18

The usual targets for destruction are HOP drive technology,


communications equipment (especially those used in secure
communications), navigation databanks that contain the
location of Star Legion outposts and fleet movement, and
any commanders logs that may contain sensitive
information.
Salvage and rescue ships also contain one secret weapon
and that is Junior. Junior is a nickname for the U5 remote
drone that is normally used to penetrate wrecks with its
sensors and vid cameras where there is doubt as to the
safety of a live crew coming aboard. Junior, however,
contains a explosive secret - a small nuclear power core
that can be remotely detonated. Many times, salvage crews
have been run off a wreck only to leave their parting gift
behind to the final and fatal surprise of enemy scavengers.
Due to the danger and sensitive nature of their missions,
many members of SaR ships are Star Legion Intelligence
Operatives, this fact often unknown to their fellow
crewmembers.These agents are often deep undercover and
have thier own agendas that they will only reveal if their
own mission is in jeopardy and there is no other option but
to enlist the help of others. Failure to assist a SLI operative
is the same as treason under law.
Nottingham-class Salvage and Rescue Ship
ATS-1 Uxbridge
ATS-2 Glouchester
ATS-3 Trowbridge
ATS-4 Aintree
ATS-5 Ormskirk
ATS-6 Exeter
ATS-7 Langley
ATS-8 Wickham
ATS-9 Chadlington
ATS-10 Hackney
ATS-11 Maidenhead

Era: 8
Crew: 106
Weapons: variable payload
MAN: +1 GR: 0 DMG: as weapon AV: 1 SI: 6
Look, man, Ive seen things... some I can talk
about and some I sure cant. I can tell you that there
is nothing like going into a dead ship. It still gives
even the real hardasses the creeps. I know that I
sure dont wanna die like that.
- 2nd Lt. Marcus Haddick, ATS-6 Exeter

Auxiliary Tug
Auxiliary Tug
Tugs are the workhorse of the fleet shipyards and stardocks.
They assist vessels, both damaged and undamaged, into
port once they enter the yard and, on a frequent basis,
venture out to pull in ships from nearby that may be
disabled.
Auxiliary Tug (ATA)
Adapted from commercial shipyard tugs, the Papago-class
tug is not from any one manufacturer. It is instead a
collection of various ships lumped into one classification
for logistical simplification. Some of the more common
ships represented, however, are the BolTech Space Ltd.
STg, the Hercules Heavy Industries K-7 Harpoon, the Type
C from Hasegawa Corporation and the AST4 Narwhal from
Trenton Shipworks.
The Papago has been described by others as a bunch of
guys sitting on top of an engine and that is not far from
the truth. All tugs are built for maximum towing power so
much in the way of crew accommodation has been
sacrificed in favor of propulsion. The hours are long, the
work hard but essential to the smooth operation of all Star
Legion shipyards.

upswing in piracy, at least the military is offering a steady


paycheck rather than wondering day to day if the company
that youre working for will fold as many others have done.
Despite their status as civilians, no fault can be attributed to
the crew. These men and women are professionals in every
sense of the word. Most have been serving aboard tugs or
other local ships since they were of age to serve. For many,
their fathers, mothers and their grandparents served and
they are continuing the family tradition, partially out of
pride and partially out of the fact that this is the only life
they have ever known.
Star Legion has made comments about making their own
tug to replace and simplify the upkeep of the tugs that it is
contracting but, as usual, the Shipyard Pilots Union has
them locked into a unbreakable contract for the near future.
Papago-class Auxiliary Tug

The typical duty of a tug is simply assisting an incoming


ship in navigating the shipyard and mooring, a relatively
straightforward job but the dangerous assignments come in
when they must guide a damaged ship into the yard or they
have to venture outside of their yards to pull a nearby ship
in, especially ones that are damaged and/or in enemy
territory. While tugs arent high up on the target list for
enemy fighters, they are considered open season especially
if the ship to be towed contains something the enemy wants
badly enough.
Papagos do not have HOP drives, are unarmored and carry
no weapons. Their big advantage, when not towing a ship,
is that the tugs are extremely fast when they can put their
unencumbered thrust to use. Few crewmembers prefer to
cut a tow, however, in the case of attack instead relying on
escort ships to defend them or for the towed vessel, if
possible, to lend its own firepower.
The main method of towing by the Papagos is through its
tractor beam generator but the tug also has a backup system
of old fashioned titanium tow chains and mag-clamps if all
else fails. Using the chains, however, are extremely
dangerous as deceleration must be done extremely slowly
to avoid the inertia of the towed vessel plowing into the
stern of the tug.
One of the interesting things about military tugs is that the
only Star Legion crew onboard are the four officers that
command the ship. All other thirteen crewmen are civilian
contractors, many of whom are volunteers. While this may
sound altruistic, it isnt. With the economic blow placed
upon commerical shipping with the various wars and

19

ATA-1 Apache
ATA-2 Sioux
ATA-3 Mohawk
ATA-4 Navajo
ATA-5 Catawba
ATA-6 Narragansett
ATA-7 Powhatan
ATA-8 Utina
ATA-9 Shakori
ATA-10 Salinan
ATA-11 Paiute
ATA-12 Mosopelea
ATA-13 Nipmuc
ATA-14 Luiseno
ATA-15 Cusabo
ATA-16 Chimariko
ATA-17 Atakapa
ATA-18 Achomawi
ATA-19 Tawakoni
ATA-20 Takelma
ATA-21 Quapaw
ATA-22 Molala
ATA-23 Moctobi
ATA-24 Jicarilla
ATA-25 Hitchiti

ATA-26 Hidatsa
ATA-27 Cocopa
ATA-28 Chowanoc
ATA-29 Arikara
ATA-30 Abnaki
ATA-31 Tekesta
ATA-32 Seneca
ATA-33 Pinto
ATA-34 Bannock

Era: 8
Crew: 17
Weapons: variable payload
MAN: -1 GR: 0 DMG: as weapon AV: 0 SI: 3
Tractor locked. Engines to full... annnddd... get
comfortable, gentlemen.
- Gerard Berry, ATA-15 Cusabo

Hospital Ship
Hospital Ship
Hospital ships allow for mobile emergency medical
treatment of fleet personel when traditional medical
facilities are not available or out of range to accommodate
the crisis at hand.
Hospital Ship (AH)
Modified from the Zeus-class repair ship due to its immense
amount of space, the Savior-class hospital ship is a marvel
of medical technology. While only eight ships of its type
exist in Star Legion, their value is incalculable. The cost of
each ship is astronomical but the medical care afforded by
these ships have saved countless lives that would have been
lost otherwise.
The Saviors are equipped with a second-generation HOP
drive, the only other ship in the fleet outside of the vaunted
Bauknight-class starcraft carrier. This drive is made even
more efficient by the removal of the heavy armor plate
sported by the Zeus. The hospital ships are completely
unarmored but, then again, it is against all galactic
conventions of war to fire upon a medical ship. Likewise,
the hospital ship carries no weapons.
The deck of a Savior resembles the deck of a starcraft
carrier more than a medical ship. It is crowded with over
forty ambulance shuttles serviced by a full deck crew and
orderies standing by the numerous deck elevators to recieve
the incoming wounded. The flight crews are so efficient
that a shuttle can land, unload and refuel in less than fifteen
minutes.
Below the decks of a Savior a visitor will find hundreds of
operating rooms, beds, laboratories, cybernetic facilites and
physical rehabilitation quarters. These ships equal if not
surpass many planet-based hospitals. The reason for this
all-inclusive nature is due to the immediate yet unknown
need of wounded combat personel. Having to transfer
someone to a planetary medical facility in those first hours
of injury could very well mean the difference between life
and death.
The physicians, nurses and technicians employed aboard
all Saviors are at the top of their fields. In fact, duty aboard
hospital ships are considered choice positions for the up
and coming in the fields of medicine, biology, chemistry
and human-machine interfacing. Morbidly enough,
being assigned to Saviors ensures that the candidate will
see the worst offered by war. It has also been proven that
Star Legion is not adverse to the testing of experimental
procedures if there is a chance of success.
The standard deployment of hospital ships pairs them with
the task force command ship once an area of space near the
combat zone is secured. Until that point, the hospital ship
stays within HOP range with a small escort for defense in
case it is discovered. Once safe, the Savior jumps in and
begins to receive the wounded from the combat area.

20

In addition to acting as a hospital ship, the Savior also


has the grim and unpleasant task of also being a mortuary
where the dead are kept until the remains can either have
a proper funeral or their next of kin can claim the body. A
large morgue is kept cryogenically cold in the hold of the
ship to preserve bodies as well as they can. In this
mortuary is also found the forensics departments concerned
with record keeping of the dead and human and xeno
remains identification. Both forensics investigators as well
as a homicide detective serving as a liason of the military
police serve here.
If the Savior-class hospital ship has one disadvantage it is
the quick expenditure rate of critical supplies that it tends to
use up in copious quantity. Even with the help of the onsite
manufacture of synthetic blood and the genetic cloning
of limbs, skin and organs, supplies still get used up at an
alarming rate during combat. Depending upon inpatient
flow, a single Savior-class ship can remain on station for
as little as one week to three months. Star Legion tends to
rotate ships on and off station so that one ship can relieve
the other. In rare occurances, a three-ship rotation is used
when battle has been especially costly.
Hospital ships also have the capability of acting as a orbital
quarantine in times of planetary emergencies. If caught
early enough, infected individuals can be removed from
the planetary surface and quarantined in orbit rather than
continue to present a threat to the populace. Even at later
stages of infection, the ship with its trained biohazard crew
can at least help curtail the spread by moving fresh cases up
to the ship.
Savior-class Hospital Ship
AH-1 Peace
AH-2 Haven
AH-3 Consolation
AH-4 Lucidity
AH-5 Repose
AH-6 Sanctuary
AH-7 Mercy
AH-8 Comfort

Era: 8
Crew: 701
Weapons: variable payload
MAN: -1 GR: 0 DMG: as weapon AV: 1 SI: 8
Weve got patients incoming! ETA is fifteen minutes! I want a full triage set up stat! Cunningham,
were going to need blood and lots of it! Get the
synth-lab on the horn!
- Dr. Shingo McCall, AH-5 Repose

EVA Suits
EVA Suits
EVA (Extra-Vehicular Activity) suits are designed to allow
Star Legion personel to operate outside of the confines of
their vehicles in a zero gravity environment. These suits
may or may not be reinforced with an exoskeleton.
Transatmospheric Crew Container (TCC)
Less of a suit than a shell that is bolted around the
passenger, this dropsuit is used by soldiers needing a fast
way down to a planets surface. This heavily heat shielded
shell has a super efficient cooling system inside that
protects its occupant. Nicknamed, ticks by the more
favorable and Tin Can Coffins by those not, these shells
are released into a freefall trajectory towards a planet.
Computers calculate the rate of fall and air resistance to
adjust the TCCs path to land where it is targeted.
Transatmospheric Crew Container

Era: 8
Crew: 1
Weapons: none
MAN: 3 GR: 0 DMG: n/a AV: 1 SI: 2

Mk II VSa Light VacSuit


This is the standard light spacesuit for Star Legion personel
and is typically used for light maintenance duties or very
brief excursions outside of a spaceship. A light mechanical
pressure balancing system helps to fortify the suit against
the elements.
Mk II VSa Light VacSuit

Era: 8
Crew: 1
Weapons: n/a
MAN: 0 GR: 0 DMG: n/a AV: 0 SI: 1

Mk XI VSx Heavy VacSuit


This is the heavy spacesuit for Star Legion. It is intended
for heavy maintenace duties, high radiation or hazardous
environments or extended periods of time in zero gravity.
A heavy exoskeleton provides rigidity against prolonged
exposure to vacuum.
Mk XI VSx Heavy VacSuit

Era: 8
Crew: 1
Weapons: n/a
MAN: 0 GR: 0 DMG: n/a AV: 1 SI: 1

21

Fighters & Fighter-Bombers


Space Superiority Fighters
The purpose of fighter craft is to establish space superiority
through the destruction of enemy fighters for captial ship
operations. These roles include preemptive strikes, interception or combat patrol to maintain dominance.

Fighter-Bombers
Designed for operations against captial ships, fighterbombers are also equipped with a limited anti-starcraft
capability for when they are attacked before or after their
strike runs.

General Aerospace F-185A Black Widow


The Widow is the newest and nimblist fighter in Star
Legion, utilizing the newest technologies in thrust
vectoring. It carries a single light laser and eight Francisca
anti-starcraft missiles.

Yoshihama Industries FB-212 Claymore


The newest and heaviest armed fighter-bomber in fleet
rosters, the Claymore has heavy armor and has a single
railgun, two Francisca anti-starcraft missiles and can carry
up to 5000 pounds of thruster bombs.

F-185A Black Widow Space Superiority Fighter

Era: 8
Crew: 2
Weapons: variable paylood
MAN: +2 GR: +1 DMG: as weapon AV: 0 SI: 2

Martin-Carrow F-61D Thresher


The Thresher is the standard fighter of the armed forces.
Like its namesake, its oversized fins make it distinctive but
is the only fighter capable of safely entering atmosphere.
The Tresher has a standard payload of a single railgun and
eight Francisca anti-starcraft missiles.
F-61 Thresher Space Superiority Fighter

Era: 8
Crew: 1
Weapons: variable payload
MAN: +1 GR: +1 DMG: as weapon AV: 0 SI: 2

Martin-Carrow F-59H Mantis


The successor to the F-61, the Mantis is currently being
phased out but still remains in service in secondary theaters
from older carriers, frigates and space stations. The Mantis
carries a railgun and six Azura aiti-starcraft missiles.
F-59 Mantis Space Superiority Fighter

Era: 8
Crew: 1
Weapons: variable payload
MAN: +1 GR: 0 DMG: as weapon AV: 0 SI: 2

Tesla-Cole-Glenn Corp. F-2 Vector Hawk


Obsolete and only serving in fringe sectors, the Vector
Hawk has a single railgun and four Azura missiles.
TCG F-2 Vector Hawk Space Superiority Fighter

Era: 8
Crew: 2
Weapons: variable payload
MAN: 0 GR: 0 DMG: as weapon AV: 0 SI: 1

22

Yoshihama Industries FB-212 Claymore fighter-bomber

Era: 8
Crew: 2
Weapons: variable payload
MAN: 0 GR: +2 DMG: as weapon AV: 1 SI: 2

Texas Aerosystems FB-200C Nagimaki


The workhorse of the fighter-bomber fleet, the Nagimaki
has been in service for ten years. It sports a single railgun,
two Azura missiles and can carry up to 4000 pounds of
thruster bombs.
Texas Aerosystems FB-200 Nagimaki fighter-bomber

Era: 8
Crew: 2
Weapons: variable payload
MAN: 0 GR: +1 DMG: as weapon AV: 1 SI: 2

Yoshihama Industries FB-199J Scimitar


Older but still found in service, the Scimitar is mainly
found in lower threat sectors. It carries a single railgun, two
Azura missiles and carries up to 3500 pounds of thruster
bombs.
Yoshihama Industries FB-199 Scimitar fighter-bomber

Era: 8
Crew: 2
Weapons: variable payload
MAN: 0 GR: 0 DMG: as weapon AV: 1 SI: 1

Torpedo Bombers & Recon Ships


Torpedo Bomber
Torpedo bombers are the largest ships fielded by Star
Legion and they are also the greatest threat to enemy
capital ships. However, they are slow due to their payload
and armor and need to be protected on their approaches to
a target and while the torpedo bombers weapons officer
guides their weapon in.

Reconnaissance Ships
Reconnaissance ships serve the role of collecting vital intelligence outside of sensor range or confirming sensor readings. These ships are lightly-armed and armored, built more
for speed and evasion rather than fighting ability. What
these vessels lack in combat they make up for in
electronics, carrying a sophistocated array of sensors,
holovid cameras and secure subspace communications gear.

Amalgamated Galactic B-88B Sledgehammer


The premier bomber currently in service. The heavilyarmored Sledgehammer was designed and rolled out
quickly to address the need of the fleet for a weapons
platform that was more accurate and capable of delivering
the new Mk IV torpedo. The B-88 is eqipped with a light
laser turret and can carry up to four torpedoes.

Menington Corp. P-21Bl Pathfinder


The Pathfinder is the long-range reconnaissance ship of
the fleet. It is designed around its HOP drive and, as such,
dwarfs any other ship of its type. Its other unique feature is
the experimental hyperspace communications system that,
when it works, is revolutionary.

Amalgamated Galactic B-88 Sledgehammer bomber

Menington Corp. P-21 Pathfinder recon ship

Era: 8
Crew: 5
Weapons: variable payload
MAN: 0 GR: +1 DMG: as weapon AV: 2 SI: 3

Era: 8
Crew: 3
Weapons: n/a
MAN: +2 GR: 0 DMG: n/a AV: 1 SI: 3

Valkyrie Aerospace B-74D Chainsaw


Chainsaws, while not officially in Star Legion service, still
serve unofficially on carriers out on the fringe, the orders to
scrap them ignored until they can get a replacement torpedo
bomber. Their numbers are dwindling as spare parts run out
and damaged ships are cannibalized to keep others flying.
The B-74 carries a railgun turret and two torpedoes.
Valkyrie Aerospace B-74 Chainsaw bomber

Era: 8
Crew: 5
Weapons: variable payload
MAN: 0 GR: 0 DMG:as weapon AV: 1 SI: 3

Titan Spaceworks P-34Am Outrider


The medium range recon vessel of the fleet, the Outrider is
well suited to its job. While it, like other recon ships, is
unarmed, it pickets the outside of a task force giving
advanced warning of enemies or other hazards so that
fighters and/or defense systems can be activated. The
Outrider also has air-control capabilites that can vector
fighter craft towards detected threats.
Titan Spaceworks P-34 Outrider recon ship

Era: 8
Crew: 2
Weapons: variable payload
MAN: +2 GR: 0 DMG: n/a AV: 1 SI: 2

MKI Industries BX Hacksaw


This is what was once a damaged OAV-8 Thrush, is now
unrecognizible from what it was. These patrol combat ships
have been converted into makeshift torpedo bombers to
make up for the dwindling numbers of Chainsaws. These
ships are not acknowledged by Fleet Command and they
are ill-suited to the role but they are thrown into the fray
to make up for shortages. The Hacksaw can only carry a
single torpedo but still retains the limited life light laser.
MKI Industries BX Hacksaw bomber

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

23

Electronic Warfare Ship & Gunships


Electronic Warfare Ship
Electronic Warfare (EW) ships serve many purposes for the
fleet. Its biggest being anti-missile defense through active
jamming. Other duties it serves is disrupting enemy
communications, sensors and ghosting electronic decoys
as diversions for incoming strikes.
Tesla-Cole-Glenn Corp. E-12 Spectre
The E-12 Spectre is the successor to the E-9 Ghost. It has
improved electronics and range. The Spectre is lightly
armored and carries a EW pod for its own defense but is
otherwise unarmed.
TCG Corp. E-12 Spectre Electronic Warfare Ship

Era: 8
Crew: 2
Weapons: variable payload
MAN: 0 GR: 0 DMG: n/a AV: 1 SI: 2

Gunship
Gunships eschew the missile-centric payloads of most
fighter starcraft in favor over delivering overwhelming
firepower through heavy caliber cannons or directed energy
weapons. Defenseless at range but absolutely devistating
within gun range, gunships serve a limited role but, in the
right situations, can be pivotal to the flow of a battle.
Tripp-Hubbendale Corp. A-6 Asp VTOL Gunship
The penultimate example of the gunship, the Asp boasts
the heaviest armor of any small starcraft in the fleet and its
quad linked light lasers amplify its ordinarily hitting power
from that weapon. As a bonus, the Asp can also accommodate two 500 pound thruster bombs or Azura missiles on
each wing.
Tripp-Hubbendale Corp. A-6 Asp Gunship

Tesla-Cole-Glenn Corp. E-9 Ghost

The Ghost still remains in service in secondary


theatres of operation but is significantly inferior to the
Spectre. It is slower, not armored and its equipment is
not as effective. Still, when it is all that is available,
you make do with what you have.
TCG Corp. E-12 Spectre Electronic Warfare Ship

Era: 8
Crew: 2
Weapons: variable payload
MAN: 0 GR: 0 DMG: n/a AV: 0 SI: 2

Era: 8
Crew: 2
Weapons: variable payload
MAN: +1 GR: +1 DMG: as weapon AV: 2 SI: 3

Tripp-Hubbendale Corp. A-5 Rattler Gunship


The Rattler is an earlier gunship from Tripp-Hubbendale
but without the vertical takeoff and landing capability. It
has slightly less armor plate, making it a bit more nimble
but it only has quad-linked railguns and no ability to carry
missiles, rockets or bombs.
Tripp-Hubbendale Corp. A-5 Rattler Gunship

Era: 8
Crew: 2
Weapons: variable payload
MAN: 0 GR: +1 DMG: as weapon AV: 1 SI: 2

24

Shuttles & Unmanned Vehicles


Shuttles
Shuttles are the backbone of the fleet. Outside of large
transatmospheric assault ships, they carry the men and
women of the fleet from ship to ship or down to planets
in smaller groups. Command staff and special operations
troops use shuttles almost exclusively. Also, the amount of
specialization of shuttles vary wildly in use from
ambulances to improvised gunships.
Sheppard Transit Inc. ST-4 Sparrowhawk
Carrying a crew of two and a passenger capacity of eight,
the Sparrowhawk is the only shuttle in service due to its
reliability, cost and ease of mantenance. They are found on
hospital ships as ambulances (ST-4m Angels), command
staff yacht (ST-4c Regals), ordinance transport (ST-4a
Blowfish), and modified single railgun turret platform
(AST-4 Gunhawk) used by special forces for extraction.
Sheppard Transit Inc. ST-4 Sparrowhawk shuttle

Era: 8
Crew: 10
Weapons: variable payload
MAN: +1 GR: 0 DMG: as weapon AV: 0 SI: 3

Unmanned Vehicles
After the AI Wars, mankind passed laws stipulating that no
vehicles that bore weapons could be computer controlled
or, if they did, they must have a kill routine that is not
capable of being overrode. As a result, UVs are primarily
used for reconnaissance or for target drones.
United Robotics U5 Remote Drone
The U5 is a drone that is almost exclusive to use aboard
the Nottingham-class salvage and rescue ships. Its boxlike
shape doesnt inspire any aesthetic sensibilities but it
allows for lots of sensors and equipment to be jammed
inside. When used for other operations, it, much like with
the SaR ships, is for intelligence gathering. The vessel is
unarmed and only sports holovid cameras and various types
of sensors.
United Robotics U5 Remote Drone

Era: 8
Crew: n/a
Weapons: n/a
MAN: +1 GR: 0 DMG: n/a AV: 0 SI: 2

25

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