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THE NEW AMERICAN REPUBLIC

He that would make his own liberty secure, must guard even his enemy from oppression; for if he violates this duty, he
establishes a precedent which will reach to himself

OVERVIEW
Territory: 1,000ly by 5,000ly peninsula lying along the border between the KessRith Empire and the Mochov District,
between 60,000 and 65,000 LY from earth.
Worlds: 10,872 worlds
Population: ~2.8 Billion per world
Demographics: 78% Human/Naram, 18% KessRith, 4% Other
Army: 40,000 Legions
Navy: 2,000 Battlegroups
The New American Republic consists of roughly 10,000 worlds scattered across 8,000 star systems located along
the rimward border between the KessRith Empire and the Mochov District. It covers a dense area of mainly older stars
some 5,000 lightyears long and 1,000ly wide. Administratively, it is divided into 103 States, with each state being made
of between two and ten provinces containing as few as one and as many as four dozen worlds. The Republic population is
majority human/naram, with a large KessRith minority and a smattering of other species.

THE GOVERNMENT
The governance of the Republic tends to sit lightly on its people, based on a combination of ancient American and
Greek ideals of republic. Individual worlds have the right to choose and organize their leadership in any fashion they
wish, from the local up to the planetary level. Most planets are governed by some form of representative democracy, but
oligarchies, plutocracies, monarchies, and KessRith inherited Clan-based arrangements are all present. Each world files
its defining governing documents and laws (usually one or more constitutions) with the Republic. So long as the
constitutions include absolute prohibitions against slavery in any form, freedom of passage, and the absolute equality
before the law of all sentient beings, the Republic will likely accept whatever character the planetary constitution shows.
These constitutions are, by Republic law, subject to change by a 2/3 supermajority of the planetary population, and any
citizen may bring suit against their government for any violations of that constitution.
The worlds in a given area are organized into provinces and then into states. Each State, like the worlds it rules,
sets its own form of governance within the limits set by the Republic at large. In the most typical version, the various
worlds in a State send one or more representatives to a State Congress, along with an executive elected by direct vote of
the worlds within the State. As with World governments, however, State governments do vary radically. The populace of
a State retains the same power to amend the State Constitution by general plebiscite as does the populace of a planet, and
a given planet within a state may under certain circumstances leave the state, either to join another nearby or to try to form
its own state. The provinces hold little power and importance in the modern Republic, having faded into the background
as the State governments consume more and more of what was once the provinces responsibilities.
The Republican Legislature is a Senate where each State has voting power based on a complex formula based on
population, economic potential, and military contribution. Executive power is held by a president elected once every six
years by the at-large population of the Republic. The current president, the wildly popular KessRith NanDaquam, is
unique in being the first non-human elected to the presidency. Her popularity as a retired, highly successful Fleet Admiral
has served to empower a resurgent War Party that feels the Republic should provide more support to the Commonwealth
in its conflict with the Terran Overlord Government, despite a large contingent of the human population that holds its
racial memory of enslavement by the KessRith more closely than its concerns about the slavery and oppression of the
TOG. Oddly, the animosity directed towards the KessRith Empire for its past actions does not extend to the large
KessRith population of the Republic. This is likely because many KessRith heroes have been duly lauded for their
efforts and sacrifices on behalf of the Republic against foreign foes, most notably the KessRith Empire itself.

THE POPULACE
The people of the Republic are, on average, free-wheeling, extroverted, and optimistic. When Alexander Trajans
rebellion started, the worlds that became the republic were too far from the core worlds of Humanity to receive much
direct support from Trajan. The rebellion was supported initially by Vauvasaur trade and armaments, and the Vauvasaur
are still highly regarded in the Republic. This national memory is so strong that Vauvasaur guests in the republic will
express surprise and some amusement at their inability to pay for their own drinks and the willingness of almost every
member of the Republic to tolerate the unending Vauvasaur curiosity with consistent good humor.
Weapons alone do not win wars, and the Vauvasaur, while not martially incompetent, are not a race of warriors.
The KessRith are such a race. Some KessRith clans supported the rebellion in secret for their own ends, even in the
earliest days, and on other worlds the human population had effectively become parts of the KessRith clan structure,
leading their clans to support the rebellion. Others, despite the brutal conflict of the rebellion came to find their loyalty
lay to their world and those who had fought for it, rather than to a distant KessRith Empire. Human and KessRith
brutality against the KessRith themselves during the rebellion ensured that the KessRith are a minority in the modern
Republic. Those who remain play a role that is outsized for their population, and most of the resentment for the past
enslavement of humanity is projected outward against the Empire, rather than held against the remaining KessRith
population of the Republic. KessRith of the Republic are more likely to be drawn to military roles than in the Empire,
though their confrontational character has been somewhat moderated by the heavy human and naram influence.
A thousand years under KessRith dominance stamped out most genetic and social distinctions between the naram
and human population, and the modern human populace is an almost undistinguishable mix of the two, speaking a
common tounge that mixes Naram, English, and Latin. The shared history of a successful revolt, freedoms and liberties
that are, they feel, unique in the civilized galaxy, and the relative wealth of the Republican populace driven by their
position as a trading hub between three large powers have all fed into common-feeling and lack of distinction between the
two peoples. Naram extended family structures, Human independence and self-focus, and KessRith clan allegiance and
militarism have resulted in a population that seems to outsiders almost schizophrenic. They are on average fiercely proud
of their independence while at the same time deeply invested in family, extended family, and government loyalties. They
display a focus on the arts and science and progress is coupled sometimes uncomfortably with a brutal martial spirit and
energy. They are a study in contrasts, in love with their own exceptionalism, and quietly confident that they are the
shining city on the hill that should be the model for the rest of the galaxy. To their minds, the KessRith Empire is cruel
and overly militaristic, the TOG little better, and less honest about it, and the Commonwealth, whilst laudable, is weighed
down by disunity, self-seeking, and corruption. One Commonwealth travel journalist summed them up as Loud, childish,
enthusiastic, drunk on their own self-importance, but friendly and charming for all of that.

THE MILITARY
The Republican Military is a mix of the traditions of the KessRith and the models adopted by the
Commonwealth. As such, they tend to focusing on firepower and resilience over mobility. Despite this, there is a thread
of the Naram inheritance in their armed services, and a focus on more agile forces is starting to have some effect in the
modern era.
The main fighting strength of the Republican Army consists of 40,000 Corps sized forces, roughly equivalent in
size to a TOG Strike Legion. Each Corps is fully grav-mechanized, using heavy classed vehicles for every role from
static defense to assault to cavalry. The primary role of these forces is to find and fix enemy forces for destruction by
artillery, air, or orbital support, in an attempt to minimize troop losses and maximize offensive power for a given volume
of spacelift capability as naval transports are far more expensive than the units they carry, best to get the absolute
maximum combat value out of a given transport. Training and proficiency in the Republican Army is consistently of the
highest quality, and peacetime is filled with regular live-fire and simulated exercises that can be continental in scope. The
heavy expenditures in the training budget do limit funds for acquisitions, so the Armys equipment, whilst capable, tends
to be somewhat older and often does not incorporate the newest breakthroughs.

The Republic Navy fields 2,000 Battlegroups. Each Battlegroup is organized into separate squadrons (usually
four), and is roughly equivalent to a TOG Battleship Group in cost, role, and deployment, whilst consisting of roughly
twice as many hulls. In general, Republican Navy ships are far smaller and cheaper than their compatriots in the TOG or
Commonwealth Navy, forcing the Navy to use multiple ships to accomplish the same objectives.
In addition to the Armys Corps and the Navys Battlegroups, each world and state in the Republic is responsible
for its local defense as it sees fit. As a result, local forces vary wildly in quality of equipment, though the overall martial
bent of the Republican populace ensures that the planetary militia tend to be relatively well trained, numerous, and high in
morale, even if equipped with nothing better than track-laying vehicles and chemically powered weapons for ground
forces and a mix of FTL Patrol Corvettes and Escorts for space.

THE REPUBLICAN NAVY


The Republican Navy is defined by the budgetary and technological constraints facing the nation. The Republic
has many naval commitments commerce protection, defense of far-flung trading posts, and the need for sufficient force
to present a strong front against the overwhelming might of the nearby KessRith and TOG fleets. To meet these
commitments, the Republic must accept certain constraints that do not impact their larger neighbors.
The mostly older worlds and systems that make up the majority of the Republic have limited mineral wealth. This
makes production of FTL drives expensive. Many of the same rare earth elements necessary for a T-Space Drive are also
required for production of sublight engines and the massive, gravitically-actuated spinal crowbars, and only a few
facilities can even handle production of the massive 50,000+ rated engines used on many modern capital ships.
To meet these challenges, naval designers have classically turned to smaller, more affordable vessels, to maximize
resilience and combat power for a given outlay in terms of required FTL and drive mass. Lacking the strategic resources
to easily build the massive spinal mounts found on most other navys ships, the designers have focused on large broadside
laser bays, leading to line of battle style tactics being a near absolute rule.
Far flung duty stations and a need to economize have also driven the design of crew stations on the vessel. A part
of the mass scavenged by avoiding profligately powerful main engines is set aside for increased crew comfort and
recreational facilities, as well as massive space set aside for fuel bunkerage and other consumables. This helps the navy
keep vessels on station for many months at a time, without requiring a constant resupply train that would itself require
warships to protect. Whereas most major powers ships have a month or less of supplies on board, vessels of the
Republican Navy have at least six months, and in some cases more than a year, of food, fuel, ammunition, and
replacement parts on board every time they leave port.
Finally, to help the smaller ships of the navy punch up against larger enemy vessels, most ships (barring a few
gun-focused cruisers that lack the space) carry as many fighters as possible, as well as a hefty squadron of FTL-Capable
Patrol Escorts in massive boat bays. Naval fighters are almost always very heavy multirole craft, designed to provide as
much firepower as possible in support of their parent craft.
The navy is organized into 2,000 battlegroups consisting of a varying number of squadrons, with different
squadrons being optimized for different sorts of duties. A notional Battlegroup is set out below, though the reader is
cautioned that this formation, whilst in some ways mathematically average, is in no way typical the typical battlegroup
would, among other things, likely be focused heavily into one or two roles, rather than having all four basic squadron
types. Procurement costs are included for comparison purposes.
BatGru (Battle Group) 57-10, The Exemplars
Battle Squadron:
2xBB, 2xCA, 4xFF, 8xDD. 65.8B Talents
Aviation Squadron:
1xCVA, 1xBC, 2x CE, 4xFF, 8xDD, 81.1B Talents
Strike Squadron:
1xBBF, 2xBC, 2xCF, 4xFF, 85.6B Talents
Raiding Squadron:
1xBC, 2xCF, 4xFF, 8xDD, 52.7B Talents
TOG Battleship Squadron The Conquerors
1x BB Shiva, 1x CA Tyrannus, 2x FF Octil, 4x DD Serpens. 66 Billion Talents.

CVA Enterprise (Lexington Shipyards)


Class: Battleship
Mass: 8,038,778 Tons
Cost: 28.8 Billion Talents
Engines:
Right Engine Rating: 34,000
Left Engine Rating:
34,000
Center Engine Rating: 33,000
Thrust 3
Shields: 4 (All)
Armor: 200 (All)
Supplies: 833 Tons Fuel/Day, 275 Tons Supplies/Day
Bays
Type:
50 Gun 37.5/10
50 Gun 37.5/10
50 Gun 30/10
50 Gun 30/10
50 Gun 37.5/10
50 Gun 37.5/10
50 Gun 30/10
50 Gun 30/10
50 Gun 37.5/5
50 Gun 37.5/5
50 Gun 37.5/5
50 Gun 37.5/5

Location:
(P)
(P)
(P)
(P)
(S)
(S)
(S)
(S)
(F)
(F)
(A)
(A)

1
9
9
8
8
9
9
8
8
8
8
8
8

2-3
8
8
6
6
8
8
6
6
6
6
6
6

Fighters: 1,800 at 300 tons


Small Craft: 180 at 3000 tons
Cargo: 500,000
Crew: 11,956
Passengers: 1,000
Marines: 20,000
Turrets: 6/6/5/4
Type E Missile System: 3@150
Extras: Carrier, AGD, Thrust
Endurance: 450 Days
4-6
7
7
5
5
7
7
5
5
5
5
5
5

7-10
6
6
4
4
6
6
4
4
4
4
4
4

11-15
5
5
3
3
5
5
3
3
3
3
3
3

16-20
3
3
3
3
1
1
1
1

Overview:
The Republics Enterprise class Fleet Carriers serve as the core of its most powerful offensive strike forces. As of 6841, the
oldest hulls of the class have been in service nearly a century. Extensively refits have kept the vessel in service throughout that time,
and though occasional noise is made about a replacement, the Lexington Shipyards have responded with design tweaks and upgrades
that have answered whatever concerns are raised about the ships. Even so, costs have grown with refit and redesign, and there is
political pressure to replace the Enterprise with something stripped down, able to provide the same level of fighter support at a more
reasonable cost. Service members and Lexington representatives have responded by stating that the Enterprise is nearly perfect, and
that any trimming would cost more than could be gained.
Capabilities:
This full up fleet carrier is the focus of much of the Republican Navys striking power. The full 5 wings of fighters, typical of
a battleship class carrier, are supported by massive small craft bays. Common to many current generation Republican warships, these
bays are usually filled with non-FTL capable patrol escorts, usually optimized for the strike or fleet defense role. These escorts,
while not so agile as the ships fighters, are much better suited to engaging incoming enemy missiles and small craft, and may use their
resilience to form the core of an offensive strike against high value targets. In other situations, the patrol escorts may serve as close
support for ground forces, or be replaced with LSTs to help bring a strike legion to the surface.
The huge cargo capacity of the Enterprise allows it to support itself, and its escorts, on extended patrol. At other times, the
cargo volume may be filled with the vehicles and weapons for the demi-legion that is its marine complement. When using its AntiGrav Drives, an Enterprise may come down into a target planets atmosphere, to directly disgorge fighter craft, grav-tanks, and gravdrop troops onto a high value target, all the while providing fire support.
The large spread of 50 Gun bays are optimized for the point defense role, though they do offer the ship extended range punch
equal to some heavy cruisers or second-rate battleships. This is coupled with the Class E Missile System that is near standard on
Republican ships. Though almost a side note compared to the firepower of its fighters and escorts, the Lassiter Class E Missile
System does provide additional punch in the last ditch defense role, either against threatening capital ships or to break up an
incoming fighter strike.
Deployment:
Most Enterprise class vessels spend their time on far stations and hot districts. Too valuable and too expensive to let sit idle,
their great cost and value also ensures that they are never seen without a vast host of escorts.

BBF Ah Peku (God of Death) (Bantal Corporation)


Class: Battleship
Mass: 5,712,051 Tons
Cost: 31.8 Billion Talents
Engines:
Right Engine Rating: 52,000
Left Engine Rating:
52,000
Center Engine Rating: 52,000
Thrust 3
Shields: 4 (All)
Armor: 200 (All)
Supplies: 623 Tons Fuel/Day, 41 Tons Food/Day
Bays
Type:
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5

Location:
(P)
(P)
(P)
(P)
(S)
(S)
(S)
(S)
(F)
(F)
(A)
(A)

1
20
20
20
20
20
20
20
20
15
15
15
15

2-3
18
18
18
18
18
18
18
18
13
13
13
13

Fighters: 144 at 300 tons


Small Craft: 36 at 3000 tons
Cargo: 200,000 tons
Crew: 3,770
Passengers: 200
Marines: 1000
Turrets: 6/6/5/4
Type E Missile System: 3@150
Extras: Anti Grav Drives, Thrust Option
Endurance: 301 Days
4-6
15
15
15
15
15
15
15
15
10
10
10
10

7-10
13
13
13
13
13
13
13
13
8
8
8
8

11-15
10
10
10
10
10
10
10
10
5
5
5
5

16-20
9
9
9
9
9
9
9
9
4
4
4
4

Overview:
The AhPkeu (A Death-God of old Naram Myth) is something of an anomaly in the modern Republican Navy, and the subject
of much debate. For forty years, the core of the Republican wall of battle has been the TasnaTak class Battleships. However, the
TasnaTak lacks the speed to keep up with a carrier task force or to rapidly respond to evolving in-system events and enemy
maneuvers. The TorRe class Battlecruisers, produced by the Bantal Corporation at Dancing-Blossoms, have the speed that the
TasnaTak lacks, but lose so much long range firepower that they can find themselves at a disadvantage against heavy enemy forces.
After a few years of design work, and allowing themselves the freedom of ignoring costs, the Bantal shipwrights asked, and
answered... why cant we have both.
It turned out one could have both. If one was willing to pay for it.
Capabilities:
The AnPeku does what it says on the label. A Fast Battleship, with drive performance matching a fast cruiser or standard
frigate, whilst carrying full up Battleship-Grade armor, shields, a full fighter wing, six squadrons of escorts, and nearly double the
broadside firepower of the famed Shiva class Battleships, the AnPeku is in the eyes of its designers and many fleet admirals the
perfect battleship. Relatively large marine complements can be turned into additional berthing to improve quality of life on long
deployments, and huge cargo bays allow for extended endurance.
Perfection has a cost, however. While only 20% more expensive than modern Battleships like the Ventatrix or Shiva (and
less expensive than the Iron Duke or Conflictor, not to mention the monstrous Illustris class vessels), it may still prove more than
conservative Fleet Procurement Officers are willing to pay. Further, the three massive Rolls Royce-Nimue Engines have shown some
instability at high speeds, and interference between the three sometimes requires stepping down output from the central engine, putting
the power distribution system of the vessel under some stress and resulting in occasional power loss when the vessels attempt to
redirect power from one subsystem to another.
Deployment:
Relatively AnPeku have entered service so far. Those that have are usually deployed as a part of a strike squadron capital
ship heavy squadrons where all vessels have drives to at least match the speed of a stock frigate. These squadrons are used in an
offensive role against targets too tough for typical raiders to handle, but where speed is still at a premium to get in, hit a single high
value target, and escape before slower defending KessRith or TOG squadrons can respond.

BB TasnaTak (Solid as Stone) (Standard Fleet Systems)


Class: Battleship
Mass: 2,771,387 Tons
Cost: 15.4 Billion Talents
Engines:
Right Engine Rating: 35,000
Left Engine Rating:
35,000
Center Engine Rating: 34,000
Thrust 2
Shields: 4 (All)
Armor: 200 (All)
Supplies: 220 Tons Fuel/Day, 35 Tons Food/Day
Bays
Type:
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5

Location:
(P)
(P)
(P)
(P)
(S)
(S)
(S)
(S)
(F)
(F)
(A)
(A)

1
20
20
20
20
20
20
20
20
15
15
15
15

2-3
18
18
18
18
18
18
18
18
13
13
13
13

Fighters: 144 at 300 tons


Small Craft: 36 at 3000 tons
Cargo: 100,000
Crew: 3,033
Passengers: 200
Marines: 1,000
Turrets: 6/6/5/4
Type E Missile System: 3@150
Extras: Anti Grav Drives
Endurance: 392 Days
4-6
15
15
15
15
15
15
15
15
10
10
10
10

7-10
13
13
13
13
13
13
13
13
8
8
8
8

11-15
10
10
10
10
10
10
10
10
5
5
5
5

16-20
9
9
9
9
9
9
9
9
4
4
4
4

Overview:
The TasnaTak class Battleship is nearly ubiquitous in NAR service. Since the first hull was laid down over fifty years ago
at the SFS core shipyards on We Made It!, it was obvious that the shipwrights of Standard Fleet Systems were on to something special.
Surrounded by far larger, stronger opponents, the NAR needed a design capable of standing in battle against the largest of enemy
vessels, while requiring a relative minimum of support, maintenance, and strategic resources. Designed to project firepower sufficient
to threaten the largest of opposing vessels, while minimalizing the cost in maintenance, strategic resources, and fleet support, this
classically KessRith design has rapidly replaced almost all older battleships in service.
Capabilities:
The Solid as Stone is built around several core principals. First and foremost was cost. The NAR needed as many capital
ships as possible as quickly as possible, and one way to get there was to minimize platform costs. By using engines at the bottom of
the Battleship class, and eschewing the heavy and power-hungry spinal mount, sufficient power was retained for heavy beam
armament while minimizing hull mass and costs.
With a limited energy budget and a need for maximum firepower, efficiency was demanded next. Long-rod lasers of
moderate diameter were long known to give the most punch for the least power input, and had the advantage of reaching out to very
long ranges. The cavernous hull volumes left by the installation of the light MagnaStar 30,000 series engines left plenty of space for 8
vast weapons bays. Smaller diameter weapons provide moderate firepower out the fore and aft, but the Stone is definitely focused on
broadside fighting.
The vessel had to be capable of extended endurance, to minimize travel time to and from station. Massive cargo bays provide
fuel bunkerage, missile reloads, and other consumables. The oversized marine contingent can serve as prize crews, damage control
specialists, or their barracks can be converted to increased crew berthing, to improve comfort and long term habitability.
Next, the Stone had to be self-escorting to as great a degree as possible. Not only does she carry the largest number of
fighters possible for a classic Battleship hullform, her massive boat bays provide a secondary force of up to thirty-six patrol escorts.
The escorts can serve to chop up incoming fighter and missile swarms, to cover the vessels under-protected fore and aft, and also as a
separate strike force, in addition to the fighters. Those same escort can be replaced with landing ships, and the fighter launch bays
can, in an atmosphere, be used to launch grav tanks for a planetary assault directly supported by the ships gunfire.
Deployment:
TasnaTak class vessels are present in almost every squadron, and represent over half of the battleships in the NAR Navy.
From line of battle to deep patrol, from planetary assault to planetary defense, the Stones have excelled at any task the NAR might
set before them.

BC Tor Re (Constitution) (Bantal Corporation)


Class: Battleship
Mass: 2,454,087 Tons
Cost: 14.7 Billion Talents
Engines:
Right Engine Rating: 38,000
Left Engine Rating:
38,000
Center Engine Rating: 38,000
Thrust 3
Shields: 4 (All)
Armor: 200 (All)
Supplies: 283 Tons Fuel/Day, 32 Tons Food/Day
Bays
Type:
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/15
100 Gun 37.5/15
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5
100 Gun 37.5/5

Location:
(P)
(P)
(P)
(P)
(S)
(S)
(S)
(S)
(F)
(F)
(A)
(A)

1
20
20
15
15
20
20
15
15
15
15
15
15

2-3
18
18
13
13
18
18
13
13
13
13
13
13

Fighters: 144 at 300 tons


Small Craft: 36 at 3000 tons
Cargo: 100,000
Crew: 2,690
Passengers: 200
Marines: 1000
Turrets: 6/6/5/4
Type E Missile System: 3@150
Extras: Thrust Option, Anti-Grav Drives
Endurance: 317 Days
4-6
15
15
10
10
15
15
10
10
10
10
10
10

7-10
13
13
8
8
13
13
8
8
8
8
8
8

11-15
10
10
5
5
10
10
5
5
5
5
5
5

16-20
9
9
4
4
9
9
4
4
4
4
4
4

Overview:
The Bantal corporation had long wanted to break into the lucrative and prestigious Capital ship market. With Lexington
shipyards providing the bulk of the Republic Navys Fleet Carriers and Standard Fleet Systems having the only significant Battleship
contract locked down for decades, Bantal needed an opening.
They found it in the Battlecruiser. Lexingtons Atlanta class Escort Cruisers normally formed the backbone of Carrier Escort
squadrons. Though usually highly successful in that role, the cruiser-hulled escorts lacked the big gun firepower and reach to hold off
enemy capital ships if the carriers squadron was absent. Based on this, the Bantal corporation self-funded a design study for a
Battlecruiser, a class long extinct in the Republican Order of Battle.
Though the Naval Procurement Bureau was initially doubtful, as the TorRe design cost very nearly as much as a Battleship
while carrying only around 70% of the firepower, the pressure from the Carrier Admirals eventually overcame their resistance, and
for the last twenty years, the Tor Re has been supplementing Carrier Strike forces throughout the Republican order of battle.
Capabilities:
As a Republican Battlecruiser, the Tor Re has all the qualities one would expect maximum defenses, a huge missile battery,
and drives to match a typical frigate or upengined cruiser. A part of the classic battleships broadside firepower is lost, with the
installation of 400 5cm diameter Rheinmetall E-Line Lasers in place of the usual 15cm C-Line bays.
The existing MagnaStar 30,000 series engines were reused for the Tor Re, though it was necessary to uprate the drives. This
increased both fuel consumption and maintenance requirements, as the 38K series engines run very hot, compared to their 35K series
forbearers, but the vast cargo bays that have become standard on Republican vessels provide more than enough space for both fuel
bunkerage and spare parts.
Deployment:
Though initially marketed to the Naval Procurement Bureau as a carrier escort, the Tor Re has begun finding a place as a
heavy raider a division of these battlecruisers can overwhelm almost any system defense picket, and can run rampant through even
heavily defended systems due to their ability to outmaneuver defending battleships. Despite moderate success when forced into the
wall of battle, fleet command has made every effort to ensure that these vessels are not forced to deploy into a role for which they
were not designed.

CF Taqon (Messenger) (Bantal Corporation)


Class: Cruiser
Mass: 503,803 Tons
Cost: 6.2 Billion Talents
Engines:
Right Engine Rating: 33,000
Left Engine Rating:
34,000
Center Engine Rating: 33,000
Thrust 3
Shields: 2 Fore/Aft, 4 Flanks
Armor: 100 (All)
Supplies: 84 Tons Fuel/Day, 12 Tons Supplies/Day
Bays
Type:
100 Gun 30/10
100 Gun 22.5/15
100 Gun 7.5/20
100 Gun 30/10
100 Gun 22.5/15
100 Gun 7.5/20
100 Gun 7.5/15
100 Gun 7.5/15
50 Gun 7.5/25
50 Gun 7.5/25

Location:
(P)
(P)
(P)
(S)
(S)
(S)
(F)
(F)
(A)
(A)

1
15
15
13
15
15
13
10
10
8
8

2-3
13
13
10
13
13
10
8
8
6
6

Fighters: 0
Small Craft: 2 at 3000 tons
Cargo: 30,000
Crew: 732
Passengers: 200
Marines: 500
Turrets: 5/5/4/3
Type E Missile System: 3@150
Extras: Thrust Option, Anti-Grav Drives
Endurance: 312 Days
4-6
10
10
0
10
10
0
0
0
0
0

7-10
8
8
0
8
8
0
0
0
0
0

11-15
5
0
0
5
0
0
0
0
0
0

16-20
0
0
0
0
0
0
0
0
0
0

CA DezMonEs (Reliable)(Standard Fleet Systems)


Class: Cruiser
Mass: 484,390 Tons
Cost: 4.7 Billion Talents
Engines:
Right Engine Rating: 26,000
Left Engine Rating:
25,000
Center Engine Rating: 26,000
Thrust 2
Shields: 2 Fore/Aft, 4 Flanks
Armor: 100 (All)
Supplies: 58 Tons Fuel/Day, 12 Tons Supplies/Day
Bays
Type:
100 Gun 30/10
100 Gun 22.5/15
100 Gun 7.5/25
100 Gun 30/10
100 Gun 22.5/15
100 Gun 7.5/25
100 Gun 7.5/20
100 Gun 7.5/20
50 Gun 7.5/25
50 Gun 7.5/25

Location:
(P)
(P)
(P)
(S)
(S)
(S)
(F)
(F)
(A)
(A)

1
15
15
15
15
15
15
13
13
8
8

2-3
13
13
13
13
13
13
10
10
6
6

Fighters: 0
Small Craft: 2 at 3000 tons
Cargo: 30,000
Crew: 743
Passengers: 200
Marines: 500
Turrets: 5/5/4/3
Type E Missile System: 3@150
Extras: Anti-Grav Drives
Endurance: 428 Days
4-6
10
10
0
10
10
0
0
0
0
0

7-10
8
8
0
8
8
0
0
0
0
0

11-15
5
0
0
5
0
0
0
0
0
0

16-20
0
0
0
0
0
0
0
0
0
0

CE Atlanta (Lexington Shipyards)


Class: Cruiser
Mass: 823,072 Tons
Cost: 6 Billion Talents
Engines:
Right Engine Rating: 26,000
Left Engine Rating:
26,000
Center Engine Rating: 26,000
Thrust 3
Shields: 2 Fore/Aft, 4 Flanks
Armor: 100 (All)
Supplies: 108 Tons Fuel/Day, 16 Tons Supplies/Day
Bays
Type:
100 Gun 15/15
100 Gun 15/15
100 Gun 15/15
100 Gun 15/15
100 Gun 15/15
100 Gun 15/15
100 Gun 15/15
100 Gun 15/15

Location:
(P)
(P)
(S)
(S)
(F)
(F)
(A)
(A)

1
13
13
13
13
13
13
13
13

2-3
10
10
10
10
10
10
10
10

Fighters: 72 at 300 tons


Small Craft: 18 at 3000 tons
Cargo: 50,000
Crew: 1,179
Passengers: 200
Marines: 500
Turrets: 5/5/4/3
Type E Missile System: 3@150
Extras: Thrust Option, Anti-Grav Drives
Endurance: 403 Days

4-6
8
8
8
8
8
8
8
8

7-10
0
0
0
0
0
0
0
0

11-15
0
0
0
0
0
0
0
0

16-20
0
0
0
0
0
0
0
0

FFG ShasTla (War Knife) (Standard Fleet Systems)


Class: Frigate
Mass: 416,272 Tons
Cost: 3 Billion Talents
Engines:
Right Engine Rating: 18,000
Left Engine Rating:
17,000
Center Engine Rating: 18,000
Thrust 3
Shields: 2 Fore/Aft, 3 Flanks
Armor: 80 (All)
Supplies: 59 Tons Fuel/Day, 12 Tons Supplies/Day
Bays
Type:
100 Gun 15/20
100 Gun 7.5/15
100 Gun 15/20
100 Gun 7.5/15
100 Gun 7.5/15
100 Gun 7.5/15
100 Gun 7.5/15
100 Gun 7.5/15

Location:
(P)
(P)
(S)
(S)
(F)
(F)
(A)
(A)

1
15
10
15
10
10
10
10
10

2-3
13
8
13
8
8
8
8
8

Fighters: 48 at 300
Small Craft: 6 at 3000
Cargo: 20,000
Crew: 738
Passengers: 200
Marines: 500
Turrets: 4/4/3/2
Type E Missile System: 3@150
Extras: Anti-Grav
Endurance: 282 Days
4-6
10
0
10
0
0
0
0
0

7-10
0
0
0
0
0
0
0
0

11-15
0
0
0
0
0
0
0
0

16-20
0
0
0
0
0
0
0
0

DDE Fletcher (Lexington Shipyards)


Class: Destroyer
Mass: 186,854 Tons
Cost: 1.7 Billion Talents
Engines:
Right Engine Rating: 16,000
Left Engine Rating:
16,000
Center Engine Rating: 16,000
Thrust 4
Shields: 2 All
Armor: 50 (All)
Supplies: 41 Tons Fuel/Day, 5 Tons Supplies/Day
Bays
Type:
100 Gun 7.5/20
100 Gun 7.5/20
100 Gun 7.5/20
100 Gun 7.5/20
100 Gun 7.5/20
100 Gun 7.5/20

Location:
(P)
(P)
(S)
(S)
(F)
(A)

1
13
13
13
13
13
13

2-3
10
10
10
10
10
10

Fighters: 0
Small Craft: 2 at 1000
Cargo: 15,000
Crew: 328
Passengers: 50
Marines: 200
Turrets: 3/3/2/1
Type G Missile System: 3@50
Extras: Anti-Grav, Streamlining
Endurance: 326 Days
4-6
0
0
0
0
0
0

7-10
0
0
0
0
0
0

11-15
0
0
0
0
0
0

16-20
0
0
0
0
0
0

DDG Machachem (Reverence)(Bantal Corporation)


Class: Destroyer
Mass: 263,151 Tons
Cost: 1.7 Billion Talents
Engines:
Right Engine Rating: 11,000
Left Engine Rating:
11,000
Center Engine Rating: 11,000
Thrust 5
Shields: 2 All
Armor: 50 (All)
Supplies: 55 Tons Fuel/Day, 7 Tons Supplies/Day
Bays
Type:
50 Gun 7.5/25
50 Gun 7.5/25
50 Gun 7.5/25
50 Gun 7.5/25

Location:
(P)
(S)
(F)
(A)

1
8
8
8
8

2-3
6
6
6
6

Fighters: 12 at 300
Small Craft: 6 at 3000
Cargo: 15,000
Crew: 421
Passengers: 100
Marines: 300
Turrets: 3/3/2/1
Type E Missile System: 3@150
Extras: Thrust, Anti-Grav, Streamlining
Endurance: 242 Days
4-6
0
0
0
0

7-10
0
0
0
0

11-15
0
0
0
0

16-20
0
0
0
0

PE Zorya (Standard Fleet Systems)


Class: Patrol Escort (7 Crew)
Mass: 2765
Cost: 37,156,000 Talents
Engines:
Center Engine Rating: 10,000
Left Engine Rating:
10,000
Right Engine Rating: 10,000
Thrust: 5

Shields: 130/110/110/120
Armor: 200 (All Facings)
Cargo: 100 Tons
Armament:
Type: 7.5/6 x 5 (Turret 1)
Type: 7.5/6 x 5 (Turret 2)
Type: 7.5/6 x 5 (Turret 3)
Extras: Streamlining, Antigrav, FTL

Leviathan Values:
Thrust 5
Turret Values: 8/6/5

Shields 8 (2F, 2A, 1ea remainder)


Armor: 10/Side

Hellhammer (Lexington Shipyards)


Class: Heavy Fighter (3 Crew)
Mass: 294
Cost: 5,730,000 (Ground Attack), 5,264,000 (Anti-Shipping) 4,556,000 (Space Superiority),
3,978,000 (Interceptor), 3,411,000 (Recon)
Engines:
Center Engine Rating: 500
Left Engine Rating:
1000
Right Engine Rating
1000
Thrust:

4 (Ground Attack Variant - Below)


4 (Anti-Shipping: 10 Bow Hardpoints, 2 Turrets, each 1xNPC20, TPP20, 7.5/6)
6 (Space Superiority Variant, 4 Bow 7.5/6, 6 Hardpoints in 2 Turrets)
8 (Interceptor Variant, 2 Bow 7.5/6, 4 Hardpoints in 2 Turrets)
11 (Recon Variant, no lasers, 5 Hardpoints)

Streamlining:
AntiGrav:

No
Yes

Shields:
Bow
Right
Left
Stern
Weapons:
Type:
7.5/6 Laser x 4
7.5/6 Laser x 4
Hardpoints x 6

80
60
60
70

Armor
Bow
Right
Left
Stern
Location
Turret 1
Turret 2
Bow

100
100
100
100
1
10
10

2-3
9
9

4-6
8
8

7-10
7
7

11-15
6
6

Background:
Despite nearly 60 years in service, the Lexington Shipyards Hellhammer class fighter remains the mainstay of almost all
carrier fighter operations in the Republican Navy. Originally intended as an anti-ship strike bomber and as a ground support gunship,
during its time in service its role has expanded to include interception and even reconnaissance roles.
The Hammer is practically unique among fighters in service in any galactic military. First, its pure size. At very nearly 300
Tons in standard configuration, with an unheard of three man crew supporting a pair of turrets, the Hellhammer is massive. Secondly,
its flexibility. By the use of universal connections and fast release modular components, the Hellhammer is quickly reconfigured from
a heavy assault boat to more agile space superiority and interceptor role or a blindingly fast recon variant. Finally, its cost is also
unique. At nearly six million dollars per fighter, it is half again as expensive as the heavy fighters of most navies.
In its standard configuration, the Hammer boasts 8 heavy lasers, each in its own turret. A full burn from both turrets can
easily destroy any other fighter in space, and they present a lethal threat to any ground forces in a strafing attack. Further, the
placement of those armament in turrets serves to offset the Hammers poor handling, as there is no safe aspect to attack. Maximum
armor and heavy shielding complement the package, as do a sextet of missiles sufficient to threaten, or kill, a fighter in a single
strike. The modular nature of the craft expands its possible roles, allowing the CAG to deploy his entire fighter strength in whatever
role is needed at the moment and greatly complicating the task of their opponents.
Deployment:
The Hellhammers resilience, flexibility, and power has made it the primary (and nearly exclusive) carrier-borne fighter in the
Republican Navy. Though its cost is high, it is trivial compared to the cost of the carriers that field them. For similar reasons, it
dominates the air groups assigned in support of ground forces.
This same cost has prevented the Hellhammer from seeing much defensive service. For roles where numbers and breadth of
deployment matter more than maximizing combat power in every fighter bay, the Hellhammer is singularly unsuitable.

Butterfly (Warrington Aerospace)


Class: Light Fighter
Mass: 80
Cost: 2,519,400
Engines:
Center Engine Rating: 500
Left Engine Rating:
500
Right Engine Rating
500
Thrust:

9 (also 9 for Strike Variant replaces EPCs with 8 more Hardpoints)

Streamlining:
AntiGrav:

Yes
No

Shields:

Armor
Bow
Right
Left
Stern

Bow
Right
Left
Stern

50
40
40
50

Weapons:
Type:
EPC-18
EPC-18
Hardpoints x 2
Hardpoints x 2

Location
Right Wing
Left Wing
Right Wing
Left Wing

50
40
40
40
1
18
18

2-3
9
9

4-6
3
3

7-10
3
3

11-15
0
0

2-3
9

4-6
3

7-10
3

11-15
0

Wasp (Warrington Aerospace)


Class: Light Fighter
Mass: 62
Cost: 2,343,300
Engines:
Center Engine Rating: 500
Left Engine Rating:
500
Right Engine Rating
500
Thrust:

Streamlining:
AntiGrav:

Yes
No

Shields:
Bow
Right
Left
Stern
Weapons:
Type:
EPC-18
Hardpoints x 2

100
80
80
90

Armor
Bow
Right
Left
Stern
Location
Nose
Nose

60
40
40
50
1
18

Monarch (Warrington Aerospace)


Class: Heavy Fighter
Mass: 195
Cost: 4,278,000
Engines:
Center Engine Rating: 500
Left Engine Rating:
1000
Right Engine Rating
1000
Thrust:

Streamlining:
AntiGrav:

Yes
No

Shields:

Armor
Bow
Right
Left
Stern

Bow
Right
Left
Stern

90
70
70
80

Weapons:
Type:
7.5/4 Laser x4
Hardpoints x 3
Hardpoints x 2
Hardpoints x 2

Location
Turret
Nose
Left Wing
Right Wing

100
100
100
90
1
8

2-3
7

4-6
6

7-10
5

11-15
4

2-3
7

4-6
6

7-10
5

11-15
4

Hornet (Warrington Aerospace)


Class: Heavy Fighter
Mass: 200
Cost: 4,312,000
Engines:
Center Engine Rating: 500
Left Engine Rating:
1000
Right Engine Rating
1000
Thrust:

Streamlining:
AntiGrav:

Yes
No

Shields:
Bow
Right
Left
Stern
Weapons:
Type:
7.5/4 Laser x4
Hardpoints x 3
Hardpoints x 3
Hardpoints x 3

110
90
90
100

Armor
Bow
Right
Left
Stern
Location
Turret
Nose
Left Wing
Right Wing

100
100
100
100
1
8

Wellington
Class:
Mass/Engine:
Thrust:

Heavy Grav Tank


300/2500
5

Role: Main Battle Tank


Cost: 3,107,200 Talents (32SP)
Extras: Infantry

Shields:

Armor:
Front: 100
Side: 90
Rear: 80
Bottom:60
Turret: 100

Front: 90
Side: 80
Stern: 80
Bottom:70
Weapons:
Type:
150mm Gauss
7.5/6
7.5/6
7.5/6
AP Laser
SMLM 2
TVLG 4

Location
Turret
Turret
Turret
Turret
Turret
Hull 1
Hull 2

Damage
T
10
10
10
S
T
T

Range
15
20
20
20
3
10
6

Lancaster
Class:
Mass/Engine:
Thrust:

Heavy Grav Tank


298/2500
6

Role: Main Battle Tank


Cost: 2,585,600,640 Talents (26SP)
Extras: Infantry

Shields:

Armor:
Front: 100
Right: 100
Left: 100
Rear: 100
Bottom:100
Turret: 100

Front: 90
Right: 80
Left: 80
Stern: 80
Bottom:70
Weapons:
Type:
200mm Gauss
AP Laser
AP Laser
SMLM 2
SMLM 2
TVLG 4
TVLG 4

Location
Turret
Turret
Hull 1
Hull 1
Hull 2
Hull 1
Hull 2

Damage
T
S
S
T
T
T
T

Range
15
3
3
10
10
6
6

BataNam (Mongoose)
Class:
Mass/Engine:
Thrust:

Heavy Grav Tank


255/2500
8

Role: Light Tank


Cost: 2,967,700 Talents (30SP)
Extras: Infantry

Shields:

Armor:
Front: 100
Right: 90
Left: 90
Rear: 80
Bottom:60
Turret: 100

Front: 80
Right: 70
Left: 70
Stern: 60
Bottom:50
Weapons:
Type:
7.5/6 Laser
7.5/6 Laser
5/6 Laser
5/6 Laser
AP Laser
AP Laser
SMLM 2
TVLG 4

Location
Turret
Turret
Turret
Turret
Turret
Hull 1
Hull 1
Hull 2

Damage
10
10
9
9
S
S
T
T

Range
20
20
20
20
3
3
10
6

Rastal (Viper)
Class:
Mass/Engine:
Thrust:

Heavy Grav Tank


228/2500
9

Role: Recon Tank


Cost: 2,527,100 Talents (26SP)
Extras: Infantry

Shields:

Armor:
Front: 100
Right: 100
Left: 100
Rear: 100
Bottom:100
Turret: 100

Front: 80
Right: 70
Left: 70
Stern: 70
Bottom:60
Weapons:
Type:
7.5/6 Laser
7.5/6 Laser
AP Laser
AP Laser
SMLM 2
SMLM 2
TVLG 2
TVLG 2

Location
Turret
Turret
Turret
Hull 1
Hull 1
Hull 2
Hull 1
Hull 2

Damage
10
10
S
S
T
T
T
T

Range
20
20
3
3
10
10
6
6

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