Serena Dawn Spaceport


  Body:  Structure in kills.
    WT:  Weight in tones.
  Arm:   Armor in kills.
  MV:   Maneuvering Value.  Taken off the pilot or navigators Reflex when flying the ship in difficult manuevers.
  Move:  Maneuvering speed.  Flight in a combat situation when the ship is dodging and weaving.  In km per turn.  Move is halvedmfor spacecraft in an atmosphere (if possible).  Dedicated Aerospace do not half their move.
  Mach:  Top atmospheric speed (Straight line).
  Orbit:  Maximum sublight speed in au / hour
  SR:  Ground Sensor Range in km.  Space sensor range x100.  Pereimter Alert is at x1000
  Communication range:   Range of ground based transmissions.  Orbital communication is automatic and unlimited within a star system  “Orbital” means a craft cannot land and is effectively unlimited. “FTL” means the ship can communication with tachyon beamers at a speed of 2 ly/day anywhere.
  Crew: Minimum crew to operate the craft as well as the maximum capacity of passengers
  Maneuverability: This is a special bonus or penalties to the craft in special conditions like ECM or penalties in an atmosphere.
  Additions:  Special systems.  “Full Stock” means everything that is available on the gear list including power loaders.
  Evacuation:  The type of escape procedure, whether it be parachutes, spacesuits, or EEVs
  Internal Armament:  The weapons stowed on board.
  Range:    Atmospheric:  In kilometers.  Usually for ground thrusters.  Unlimited means the space drive and the atmospheric drive are the same.
                    Orbital:  In AU.  Unlimited means it runs it has a FTL drive which provides more than enough power for orbital travel.  The standard velocity is 1 au / hour.
                  FTL:   Range of the FTL drive before it must shut down and recharge (see rules)
                  FTL Speed: Light years per day.
  Drop Slots:   Placed in the belly of a craft, each dropslot can hold either:  1 Cheyenne or 1 Stingray.   These are designed to eject craft quickly from the mother ship in one combat round.  The Snakefighter is too large to fit in a dropslot.
  Crafts Slots:  Top, side, or front loaded bays that allow craft to move easily back and forth.  Loading and unloading of craft take five combat rounds.  A cargo slot can carry either:  1 Narcissus, 1 Dutton, 1 TSAPC, 1 Snakefighter or 1 Cargo-Crawler.
  Cargo Slots:  How many 50 tone cargo spaces are on board.   These could be many small bays or one big one.  GMs discretion.  Are not designed to bay craft bay but are often used as vehicle bays (eg: The UD-4 Dropship can carry one M-577 APC in its bay).  All vehicles (including the TSAPC) can fit in one slot.
  Automatic Skill:  Basic Automatic Pilot skill.
  Hardpoints:  How many Hardpoints the vehicle has.  Each HP has one space…see weapons for space occupancy.
  Basic Armament:  Standard Payload.


    The UD-4 Cheyenne is a Dropship and tactical transport used by the CMC for a variety of roles. It has a primary place in the heart of an invading Marine Infantry Platoon. Entering into service at the end of the Tientsin conflict, the Cheyenne is a multi role light aerospace shuttle with a payload capability of 16,000 kg. It is ideal for it's role as a troop deployment weapon.

    It's main feature is it's ability to take off and land from unprepared sites. In addition to it's role as a transport, the Cheyenne can act as a gunship with it's weapons pods and fixed point rockets, as well as using it's internal cannon. All things considered, this is the ship of choice if you're getting into some heat.

    The payload bay is a 9.5 l x 4.5 w x 2.4 h meter (102.6 m3) volume with a 3.92 meter wide deck ramp suspended from four dual-hydraulic assemblies. The deck ramp can comfortable carry a fully-crewed M577 APC (with turret stowed) or a HALOS stores pallet, and is able to raise the cargo completely into the payload space from ground level. Within the bay, latches are automatically activated, extending to hold cargoes in place when the deck is raised. A 20 cm cavity to either side of the payload bay separates the cargo volume from the outer skin and contains the main structural members, cable runs and the blower pipes from the forward turbines to the aft lift nozzles.

   The spacious pressurized cockpit is accessed from the payload bay and features two crew positions, seated in tandem. Both crew sit in Martin-Siekert R2102 zero-zero ejection seats which are cleared for operation at any altitude below 10,000 m and speeds below Mach 1. In the event of an emergency, explosive cord blows the canopy off and the crew are ejected clear of the ship.  Canopy transparencies are made from single-crystal quartz, flash coated with gold, germanium, molybdenum and iridium to provide protection against bright light and short-wavelength lasers. The coatings also act as a radar reflecting surface, preventing the entire cockpit volume from becoming a radar reflecting cavity.

    The main fuselage also features the mounting points for the main weapons pods and the secondary weapons bay. The main weapons pods are attached to cross-folded pylons just forward of the ramrocket intakes, which at supersonic speeds, the 4.4 m pylons can be deployed crosswise to secure the ordnance within the pods. The total span of the pods when deployed is 15.3 m. The pods cannot be deployed at speeds above transonic because of the adverse effects of drag and the torsion caused by dynamic pressure on the pylons. The secondary bays also fold flush against the sides of the lifting body, and can be sprung out to expose all the weapon hardpoints and allow exhaust space for weapons launch. Unlike the main weapon pods, the secondary bays can be deployed at super-sonic speeds up to Mach 2.4 without adverse effects on dropship handling.

    It must be noted that even light damage can prevent a dropship from lifting into orbit. A breach of the fuselage skin will seriously compromise the ship's high-speed thermal protection, and even a tiny hole can cause oxidation or 'burn through' when atmospheric speeds exceed Mach 5.0. To prevent such accidents, a sensor net is bonded to the inside of the skinning to monitor for breaches, differential hull temperature and ionization. If a breach is detected, a warning is flashed to the cockpit monitors to notify the crew.

    The UD-4 is a reliable craft in all realms of it's aerospace operating platform, and is a popular craft with it's pilots. It handles well above the specific purpose for which it was designed, but with in the world of war, nothing can be expected to handle as it was designed, here the Cheyenne delivers above and beyond... but not as well as the pilots who push these craft to their limits would prefer.

    At subsonic speeds the lifting body configuration generates little lift and the pilot becomes increasingly reliant on the flight software and lift from the vectored thrust engines to deep the dropship stable in the air. Stall speed is very high, and as the Cheyenne approaches the stall it tends to fly increasingly nose-high. As transition is made through the stall speed, vertical lift from the nose and stern nozzles are bled in to prevent departure. Though the airframe is nominally stressed to +6 g, maneuvers in conventional flight greater than +3 g are prohibited due to the excessive stall speed, which can cause the Cheyenne to prematurely depart controlled flight. When fully loaded, turns greater than +1 g are prohibited. At very low speeds and at altitudes below 500m, VTOL hovering flight is recommended. The Cheyenne is at it's nimblest in the hover; here, response is crisp in all axes and the dropship is a very steady weapons platform.

    The Cheyenne has a crew of two, comprising a Pilot and a Crew Chief / Weapons Officer.  Flight control is quadruplex digital fly-by-light with automatic self-monitoring and reversion to back-up modes, all handled through the Herriman-Weston 5 / 480 flight computer. There is no manual reversion since the dropship is too unstable to be flown with direct control inputs. Engine thrust and nozzle settings are automatically moved to their optimum positions depending on speed, altitude, throttle and stick settings. An intelligent autopilot facility allows the automatics to fly all phases of the mission profile, including ingress and egress to the target zone as well as landing and docking cycles.

     Navigation combines an inertial system with ring laser gyros and strapdown accelerometers, backed up by Global Positioning from reference satellites where available.  Dropship communications are handled through a AN / ASC-155 digital datalink offering HF, VHF, UHF and SHF broadcast options. The hardware includes two 12-channel receiver / transmitters with the associated antennae capable of establishing high performance voice, video or computer links in a stressed environment.  Antijam features are classified, though they are known to include adaptive HF spectrum techniques to achieve a low probability of intercept and frequency hopping.

    The Cheyenne is a very reliable and complex machine, not to mention a deadly weapon if deployed correctly.  Information on this craft can be broken down into 2 categories, with 3 divisions within each category. The first, "Characteristics," gives a general description of the UD-4 as a combat unit. The second category breaks the craft down into individual systems, where the main focus is specific tasks or advantages. The menu to the right gives you the option of viewing any of these files.  The UD-4 'Cheyenne' is a versatile dropship and tactical transport employed in a primary role in the United States Colonial Marine Corps. Derived from and original Department of Defense requirement formulated at the end of the Tientsin conflict for a multi-role light aerospace shuttle capable of lifting heavy payloads up 10 16,000 kg, the UD-4 has evolved into the definitive dropship design, influencing the shape of many derivatives and successors.

    The Cheyenne's unique flexibility comes from its ability to lift itself into orbit under its own power from unprepared landing sites with the aid of its vertical takeoff (VTOL) capability. In addition to carrying its large payload, the Cheyenne can operate in the close-support gunship role by deploying weapons pods and hardpoints for rockets and missiles, as well as using its own internal gun.


 - Original production variant powered by Atco Wyoming F23 lift turbines, producing 243 kN thrust each.   Shorter by 1.5 m than the later variants and with less payload space, this version was also equipped with the main weapons pods only.

 - A gunship variant, this was the first to employ the secondary weapon bays and a dedicated Gatling gun system.

  - This was the UD-4B re-engined with F29-L-13 turbines to give extended atmospheric range.

  - The definitive production variant of this type, the UD-4H included a major redesign of many systems and components. The fuselage was stretched by 1.5 m to allow an extra 16 m3 of payload space, making it the first variant capable of carrying the M577 APC, and the lift engines were upgraded to a broad-spectrum sensing array and command datalink. Secondary missile bays and the Gatling guns were now fitted as standard.

  - A USCMC life-extension program upgraded all existing UD-4B airframes to 'H' standard. This was designated the UD-4J.

  - An upgrade of the 'H' version assault transport, the UD-4L incorporates an improved sensor and fire control system as well as being the first to include a comprehensive defensive suite fit.


Variant  Body WT Armor MV Move Mach Orbit SR
UD-4B 3 30 1 -2 15 2.5 8.5 11
UD-4C 4 35 1 -3 20 2 7 11
UD-4E 3 35 2 -3  25 3 9 11
UD-4H 5 40 2 -2 30 3 11 20
UD-4J 4 30 2 -2 20 2.5 9 15
UD-4L 5 40 3 -1 30 3 10 20

    Communication range:   2300 km, 3000 for the 4H and 4L models
  Crew:   1 Pilot, 1 Co-Pilot, 1 optional gunner.  Life support for up to 50 personnel.
  Maneuverability: 4H and 4L models have a +2 dodge of guided missiles.  All have +1 Dodge in space.
  Additions:  Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  Parachutes--60
  Armament package:  1 Smart Gun, 6 Pulse Rifles, 4 Flamethrowers, 10 Pistols.  May be replaced by higher TL weapons.
  Range:    Atmospheric:  10 000 km (15 000 km for 4H and 4L)
                  Orbital:  80 AU
  Cargo Slots:  1
  Hardpoints:  4, 6 for the 4H and 4L
  Basic Armament: UD-4B: 1x25 mm "Gargoyle" Gatling, 8x120 mm rockets, UD-4C:  1x25 mm "Gargoyle" Gatling, 8x120 mm rockets, 32 x 150 mm rockets, UD-4E:  1x25 mm "Gargoyle" Gatling, 8x120 mm rockets, 8xAGM-220 missiles, UD-4H:  1x25 mm "Gargoyle" Gatling, 32 x 150 mm rockets, 3 x TSAM Missiles, 3xAIM-90 missiles, UD-4J: 1x25 mm "Gargoyle" Gatling, 32 x 150 mm rockets, UD-4L: 1x25 mm Gatling, 8x120 mm rockets, 32 x 150 mm rockets, 3 x TSAM Missiles, 3xAIM-90 missiles.


    Nicknamed the Snakefighter by its design team, the NTV Mk1 is a unique “super dropship” in that it provides a platoon with interstellar mobility and relative self-sufficiency.  Its flanks dominated by enormous thruster pods, the Snakefighter is capable of rapid atmospheric maneuvering, high sublight velocity in space, and substantial payload hauling.
   Standard crew complement is 10, comprising a pilot, copilot, weapons officer / navigator, and engineer.  In case of “crew attrition, “ (ie casualties), much of the ship’s functions can be handled by relatively inexperienced personnel, due to a high level of automation and user-friendly design.  The living quarters are spartan, and the lack of bunk space forces the crew members to rotate their eating and sleeping.  The medlab is fairly basic, intended for patching up non-lethal combat injuries.
    The main loading ramp is divided into two smaller loading ramps, which can be operated independently of each other.  A crane in the ceiling of the cargo bay aids vehicle maintenance and cab be used for storage. Adequate storage is necessary for any mechanic or Parts Geek that works on these elite vehicles. A Snakefighter Parts Geek needs space for tools and common replacement parts while out on long interstellar missions.
    The tactical command post is similar to a standard APC interior, with maps, monitors, and a sliding command chair.

Variant Body WT Armor MV Move Mach Orbit SR
NTVMk1 10 250 4 -5 10 2 15 100
  Communication range:  10 000, FTL
  Crew:  1 Pilot, 1 Co-Pilot, 1 Gunner, 1 Engineer.  Life support for up to 100 personnel.   Bunks for 30 passengers.
  Maneuverability:  +4 dodge of guided missiles.
  Additions:  Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  2 EEVs, 120 Parachutes
  Armament package:    Two Pistols.  4 Smart Guns, 30 Pulse Rifles 20 Flame-throwers, 200 Pistols, 30 Shotguns, up to 30 other  weapons. May be replaced with higher TL weapons.
    Range:    Atmospheric:  50 000 km
                  Orbital:  Unlimited
                  FTL:  4 ly
                  FTL Speed:  0.5 ly/day
  Cargo Slots:  2
  Hardpoints:  12
  Basic Armament: 2x25 mm "Gargoyle" Gatling, 16x120 mm rockets, 8xAGM-220 missiles, 64 x 150 mm rockets, 2 x TSAM Missiles, 3xAIM-90 missiles, 2 XIM-28A missiles


    The AD-17A Cougar is the youngest and perhaps fiercest generation of air superiority fighters in existence today. Designed by DigArch Corporation as an answer to an ever changing battlefield, the Cougar once again places the advantage into the hands of the USCM.
    The sole mission of the AD-17 is maintenance of a No-Air-Threat zone over the battlefield. It's fast and maneuverable control, combined with state of the art weapons delivery make it ideal for control of the skies. Logistically, the AD-17 is indispensable, both keeping enemy air activity under constant control and protecting allied warplanes from sudden attack by orbiting carrier-based gunships.

    Pilots of the AD-17 claim an overwhelming percentage of successful dogfights. This can be attributed to several distinguishing features in the AD-17 that combine to make the fighter not only highly stealthy, but also quick and agile. The Cougar can engage and destroy targets before anyone knows it's there. A highly advanced vector matrixing OBCS can provide for mach +4 NOE flight patterns. This plane can fly invisible, and leave faster than anyone else in the sky.
    The AD-17 Cougar Strikeship is the first of a new class of fighter aircraft, incorporating a distinctive Vector Control Directional Changing jet nozzle system. This new system allows for flight previously restricted to slow hover craft or high speed helicopters. This new improvement, although still classified, will undoubtedly spawn a new era of combat aircraft.
    However, several limiters had to be built in to the computer system to disallow the pilot freedom of movement.  UMF tests of the AD-17 gauged +23G's on standard maneuvers. This would be departmental to a pilot's health, so the System will perform a 12G lock-out. This still allows the pilot adequate room for pushing this craft to the limits in a dogfight, and the AD-17 remains the most maneuverable warcraft ever created.
    The Cougar incorporates a tail-less airframe, thus reducing radar signature and strengthening the airframe, allowing for high G maneuvers. The traditional tail fins which keep the plan in a straight line with it's AOL and indented direction have been replaced by Vector Thrust and computer rendered flight paths.  The AD-17 handles as well as a plane with tail fins, and the development of the new vectoring system has given the Cougar freedom of design.
    The AD-17 Cougar employs a Fredrickson 20mm "Gargoyle" servo-slaved gatling anti-aircraft cannon. With a cyclic rate of 300 shells a minute, this is an extremely powerful addition to the Cougar, and allows for greater air dominance and flexibility in missions. The 20mm "Gargoyle" is contained just to the upper right of the cockpit, and has a Jullet cooling system running from the engines to cool the gun during use.
    Carried in the belly of the AD-17 is a TIAS controlled missile rack. Hidden from view during normal flight, the offensive weapons of the Cougar can be protected and subtracted from the total air resistance of the plane. When entering combat, the unique system will cycle out missiles one at a time, moments before the actual firing of the weapon. This gives the AD-17 an advantage over normal craft in speed and maneuverability.
 The Cougar can carry two types of missiles, with a third type being introduced into the new AD-17i versions of the plane. Up to twelve AGM-204A's or 16 AIM-90E's can be carried on each missile rack, and with two racks the total number of Missiles is increased to 32 AIM-90's or 24 AGM-204A's. The AD-17i is fitted with a separate targeting system which controls a new rack, replacing one of the older ones in the plane. This new missile rack can carry and launch two XIM-28A Long Lance anti-satellite missiles.

    - Original production and still the only version used in battle. Varies only slightly from the XT-94T, the final experimental version, the changes made to the battlefield Cougar are few, but due include downgrading the computer and structural wireframe, cutting the effectiveness of the AD-17 by only 12%, but cutting the cost of each unit in half.
    AD-17i (TL 4)
    - Not yet employed on the battlefield, this craft has a ceiling of well above low-orbit. Carrying up to two Long Lance anti ship missiles, the AD-17i can engress orbital targets and fire before returning to NOE cover and returning to forward base. The engress time of the AD-17i is approximately one tenth that of a conventional gunship or shuttle, making it a difficult target to intercept.


Variant Body WT Armor MV Move Mach Orbit SR
AD-17A 4 14 2 0 20
4 - 20
AD-17I 4 14 2  +1 25  5 12 20
  Communication range: 3000 km
  Crew:  1 Pilot.  Life support for 2 personnel.
  Maneuverability:  +2 dodge of guided missiles.
  Additions:  Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
  Evacuation:  1 Parachute, 1 Space Suit.
  Armament package: 2 Pistols.
  Range:    Atmospheric:  7 000 km
                  Orbital:  5 AU for the 17I only
  Hardpoints:  7, 8 for 17I
  Basic Armament:  AD-17A:  1x25mm "Gargoyle" gatling, 12 AGM-204A's or 16 AIM-90E's can be carried on each of two missile racks, AD-17I: 1x20mm "Gargoyle" gatling cannon, 12 AGM-204A's or 16 AIM-90E's can be carried on each of two missile racks, 2 XIM-28A missiles.

    The Stingray is a new prototype fighter.  Under funding by several corporations, the CMC made a generic open call to all military contractors to design and pitch a space-superiority fighter designed for escort of cargo fleets and support of dropships while they are traversing the vulnerable re-entry zone.
    After several years, three designs trickled to the surface:  The UD-5 Thunderbolt, the AD-19 Apache, and the HA-117 Stingray.  The designs were solid and competition was close.  Sabotage was suspected when the AD-19 Apache by Alphatech crashed in a routine maneuver.  The UD-5 had superior maneuverability but the HA-117 won over with a robust design with a very pleasing simplistic schematic.  Very little can be seen going wrong with future variants.  Basically put, the Stingray was cheaper.

    The UD-5 Prototype promptly vanished from the Test Bed a month later.  Rumors indicate that the design was sold to a rival group.  Rival or not, a month before the official release of the HA-117, an identical design was spotted in a UPP patrol group, indicating that the design specs were either sold to the UPP or stolen.   The CMC’s findings were inconclusive.  Whatever the cause, the HA-117 is now operated by rival territories.  As of yet, direct military conflicts with these fighters have not occurred.  It is hoped the upgrade capability with the Stingray will allow the arms race to continue.

    The HA-117 is more related to the Cheyenne than the Cougar.  It was developed as a fighter designed purely for space.  Its small wingspan adds maneuverability but pound for pound, the Cougar will defeat it in an atmosphere.  Just from a size comparison, the Stingray is three times more massive.   On the other hand, the Stingray has pure strength.  It was not designed to take out ground armor like the Cougar, instead, it was designed to fly in squads and take down the monstrous battlecruisers orbiting above planet.

    The Stingray is equipped with a nose mounted, “Thunderhawk” 30 mm Railcannon designed to operate purely in space.  It does not have a high cyclic rate so its effectiveness against fast moving ground targets is limited.  It is also equipped 8 XIM-28A Long Lance anti-satellite missiles and two NIC-79 Captor Missiles on Hardpoints. 24 150 mm rockets are also internally mounted.


Variant Body WT Armor MV Move Mach Orbit SR
HA-117 6 35 2 -3 30 4 30 100
    Communication range: 5000 km
  Crew:  1 Pilot.  1 Co-Pilot Life support for 4 personnel.  Bunks for 2
  Maneuverability:  +1 dodge of guided missiles.  +2 in space.
  Additions:  Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
  Evacuation:  3 Parachutes, 2 Space Suits.
  Armament package:    2 Pulse Rifles, 2.  May be replaced with high TL weapons
  Range:    Atmospheric:  20 000 km
                  Orbital:  500 AU
  Hardpoints:  9
    Basic Armament: 30 mm Railcannon, 8 XIM-28A missiles, 2 NIC-79 Missiles, 24 150 mm rockets


     The TSAPC project team attempted to cross breed a dropship with an APC.  Bearing more than a passing resemblance to its ground-based counterpart, the TSAPC bears several radical differences.  The first, an aero-formed body, although not a lifting form like the UD-4, prevents air drag.  The TSAPC measures larger, at 15.4 meters long and 2.5 meters high.  When grounded, the TSAPC and the APC are almost identical.  Capability-wise, when grounded, the TSAPC is less armored with a slight change in weaponry, replacing its shell cannons with Particle Beams.  The most notable change is the absence of a gunnery turret, which was removed to lower weight and reduce drag.

    When preparing for flight, the reactor engines move out of the sides and stabilizer wings fold from the top.  These are maneuvering wings with thrusters installed to help stability.  They offer little stability in an atmosphere.  If the VTOL engines went off line, the TSAPC would drop like a rock.  As it lifts off, its wheels fold in slightly and engines scream.
    In space, the TSAPC is slow and clumsy.  Not nearly as armored as the UD-4, it serves usually as support craft for large groups of Dropships to carry additional troops when UD-4s  are not available.  This is not to mean that the TSAPC is inferior.  Far from.  The M-1000 has a very powerful, rapid fire, triple-barreled particle turret on the nose that is more powerful than any other primary weapon.  It still doesn’t beat the warhead capacity of the UD-4 or the heavy particle cannon of the standard APC, but its accuracy is unparalleled.

    The M-1000 is also fast on the ground.  Even though it is larger, it is almost 60% lighter because of the absence of a primary turret and shell weapons and the decrease in armor.  In a one-on-one fight, the odds are even.  Even though the M-577 has the turret, the M-1000 is much more maneuverable.  That and the fact that the after a quick 30 second prep, can achieve flight.  Thus comes the final great advantage.

    When you look at it as a dropship, the M-1000 is slow and clumsy.  As an APC, it is far superior.  NO longer does a strike team need to waste precious time waiting for the dropship to pick them up.  The TSAPC can just take off.  At TL 6, the TSAPC is still a rarity even though it becomes standard equipment on Bouganville Attack Transports.  At this TL, the armor is equipped with Grant Corp nutra-gel to combat xenomorphic acid.


Variant Body WT Armor MV G.Move A.Move Mach Orbit SR
M-1000 3 25 2 -3 * 7 0.5 5 10
*Meaning 175 kmph with a 30 km acceleration.
  Communication range: 500 km, FTL.
  Crew:  1 Driver.  1 optional Gunner.  Life support for 30 personnel.  Bunks for 15.  1 cryotube.
  Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
  Evacuation:  35 Parachutes
  Armament package:    4 Smart Guns, 20 Pulse Rifles, 10 Flamethrowers, 30 Pistols, 10 Shotguns.  May be replaced with higher TL weapons.
  Range:    Atmospheric:  1 000 km
                  Orbital:  500 AU
  Hardpoints:  1
  Basic Armament:  Triple Barreled Particle Beam




   The Conestoga class vessels were originally designed as a troop and logistic transports with a limited defensive capability, however, this role has evolved over years of operational use from a fleet prime mover into that of a light assault ship with secondary responsibilities for space control and orbital bombardment support.  Of the 36 Conestogas built, 27 remain in service at TL3, 35 at TL4, 25 at TL 5 and less than 10 at TL6, filling a niche in the CMC/Marine inventory that will not be filled until the commissioning next year of the first of the new Bougainville class attack transports.

      Over 385 meters in length and massing some 78,000 metric tons, the Conestogas are designed to an 8-17-0 layout, an asymmetric configuration which offers the optimum cargo capacity within a compact and well-armored hull. The spaceframe extends forward and aft of the vessel's primary power system, a Westingland A-59 fusion reactor with a maximum generating output of 3.6 Terawatts. Like most military vessels, the Conestogas use a lithium-hydride or 'dry' fusion plant. The basic fuel for the plant is the crystalline powder form of lithium-hydride. The specific gravity of the fuel is 0.82 metric tons per cubic meter, making it extremely space efficient, avoiding the problems of cryogenic storage associated with civilian reactors fueled by heavy hydrogen isotopes such as deuterium and tritium.  The LiH plant accepts the powder in very fine form, allowing it to be shipped and pumped as if it were a liquid, and administered into the powerplant as a blown dust. The powder must be stored in double-lined containers to prevent contact with water, otherwise it will dissociate and react violently.

    All propulsion units are located aft of the Conestoga’s main reactor. All Conestoga class vessels employ a dual drive method for sublight and Faster Than Light (FTL) movement. To maneuver in realspace at sublight speeds, the Conestoga is equipped with four Gates-Heidman GF-240 rockets than derive power from the main reactor. At maximum power, each rocket provides a thrust of more than 35,100 metric tons. However, fuel consumption is astronomical, allowing maximum thrust for short periods. When FTL travel is necessary, the Conestoga employs a Romberg-Rockwell Cygnus 5 tachyon shunt hyperdrive. The normal cruising speed sustainable by these units is .74 light years per Terran day.

    Spaceframe composition consists of bonded alloy and composite beams. These materials provide enough strength for massive acceleration while remaining flexible enough to withstand atmospheric re-entry. Hull armor consists of one armored skin, heavier than that on civilian transports. The armor is composed of laminated insulators, micrometeorite shielding, composite material, and aerogel. Protection against projectile weapons is limited, as with all spacecraft, but the aerogel is capable of dissipating radiation from lasers and particle beams. The hull is also covered with radar absorbent material. The engines vents are provided with infrared suppression/dispersion.  The hull coating is laser absorbent to reduce lidar detection. The ship is colored in a dark charcoal scheme to reduce visibility. The foremost hull section provides the main cargo area for the Conestoga.  Five 25x10 meter cargo doors on each side of the hull provide access. They have even been retrofitted into improvised dropship/shuttle launch bays. Underneath the cargo area reside the Conestoga's dedicated dropship/shuttle hangar with capacity for up to four UD-4L Cheyenne dropships.

    To reduce crew workload, and increase efficiency and safety, operation of the is fully automated. The Conestoga is equipped with a 28 Terabyte, carbon-60 based core mainframe. In effect, the ship could pilot itself and fight a space battle even if the crew were all dead or in hypersleep. However, at any time, combat or navigational decisions made by the ship can be overridden by the commanding officer. Backup is provided by an 8 terabyte mainframe and local terminals dispersed throughout the ship.
    Most damage control is automated by the Conestoga's mainframe. If the reactor suffers severe damage, the entire assembly can be jettisoned before an explosion occurs. If the vehicle is damaged to the point it becomes untenable, emergency evac is prompted by the CO or automated systems. The Conestoga carries 8 type 337 emergency escape vehicles. If the crew is in hypersleep, their capsules will be loaded by the automatic systems. The ship may also be scuttled by the CO. Self-destruct protocols are initiated manually, causing the reactor to go supercritical fifteen minutes after initiation.

   The Conestoga carries a light complement of weaponry that allows it to function as a light cruiser. The main space-to-space punch is provided by eight XIM-28A Long Lance ASAT missiles within a dorsal launch bay. The missile is self guiding, and is capable of homing through the reception of several different formats of energy emission from the target. Its warhead is a forged fragment ring that creates a lethal burst of fragments. Secondary punch is provided by several systems. Twin 800 megavolt particle beams run parallel to the ship's main axis.  These weapons are powered from storage cells between the main reactor and the weapons. For close combat, the Conestoga mounts twin railguns in dorsal and ventral turrets. Muzzle velocities exceed 12 km per second, with a practical range of 100 km. A single hit from a railgun round is often enough to cripple a ship. Close-in defense is handled by port and starboard laser turrets. The Conestoga mounts 80 megawatt infrared lasers capable of vaporizing railgun fire or crippling incoming missiles and fighters. A ventral launch bay carries 60 orbital mines, enough to deny low orbit to large ships. A dorsal bay amidships also carries 20 decoys designed to present a radar signature mimicking the Conestoga's. There are also two maneuvering drones designed to confuse enemy spacecraft.  Space-to-surface capability is provided by a magazine below the cargo bay and forward of the dropship hangar. 80 free-fall, self-guiding re-entry vehicles are carried. The armament carried by the Conestoga enhances her flexibility, allowing her to function as a multi-role platform independent of a fleet  or taskforce. She can carry a sizable Marine complement while defending herself from attack, or provide orbital bombardment in support of a Marine landing or planetary action. This has made the Conestoga the prime movers of the Marine fleet for almost two decades.

Variant Body WT Armor MV Move Mach Orbit SR
Conestoga 20 78,000 8 -8 8
- 10 100
   Communication range:  Orbital, FTL
    Crew:  1 Navigator, 1 Engineer, Capsules for 90 crew, 2 000 more capable in Cargo
    Maneuverability:  +8 dodge of guided missiles.
  Additions:  Full stock.  Everything on the gear list.
  Evacuation:  8 EEVs, 200 space suits 80 Re-Entry Pods.
  Armament package:    10 Smart Guns, 100 Pulse Rifles 20 Flamethrowers, 200 Pistols, 30 Shotguns, up to 30 other weapons. May be replaced with higher TL weapons.
  Range:    Orbital:  Unlimited
                   FTL:  15
  FTL Speed:   0.74 ly/day
  Drop Slots:  4
  Craft Slots:  1
  Cargo Slots:  6
  Automatic Systems:  Base 11 skill.
  Hardpoints:  n/a  Weapons are fixed.
  Basic Armament:  8 XIM-28A missiles, 2 Particle Beams, 4 30 mm railgcannon turrets (each turret has two linked guns), 6  infrared lasers on turrets, 60 orbital mines, 20 decoys, 2 maneuvering drones

    Z-1 RAZZIA

     The Razzia is simply put, the largest spacecraft ever constructed.  Oh sure, some space stations and mining platforms have measured larger.  But for pure bulk, the Razzia is the largest man made creation that can move under its own power.   At TL 2, there is only the prototype.  By TL 4, the second model was released.  Two more rolled off the construction by TL 5.   Only one, the original, survives the war by TL 6.


   The Razzia and its sisters are all owned by Grant-Corp but are often leased to whomever needs them. Grant Corp uses them almost exclusively.  The Prototype is currently on indefinite loan to the CMC at TL3 for an exchange of information.

    The Razzia is over 3.5 kilometers long.  It is an armored strong point and flagship for whatever flag it flies under.  Like the Conestoga, it is mostly automated, carrying mostly support and mission personnel.  The base crew is fifteen.  At least three must operate the flight controls when near a strong gravity field.  The Razzia is somewhat flawed this way.  It must keep clear from any maneuvers that could cause it to dangerously approach a planet.  It is not even alowed to slingshot around gravity fields like Conestoga’s can.  The Razzia is a fast jump ship but a slug at sublight.  What it looses it speed, it makes up for in strength.  It may be slow, but it offers the comfort and power of pure mass.

    The Razzia has the largest jump drive ever constructed., the McKinnley Ion Mark 1.  With it, it can traverse half way across the core worlds without refueling at a top speed of 1.1 light years a day.  Four Grant-Corp Pulse Drives occupy the rear of the ship for sublight travel.  Even with its awesome thrust capacity, the ship still crawls through a star system.

    Besides its base crew capacity, the Razzia is equipped with over 500 cryotubes.  That may seem small but the cargo bays can be filled to an unprecedented 15 000.  The Razzia, sometimes, is employed as a colonizer ship, transporting huge populaces through militarized zones.  Additionally, the Razzia is great for massive evacuations from combat areas.  The crew compartments are extremely cosey.

    Armament-wise, this monstrosity can level entire planets on its own.  Its firepower is effectively triple that of the Conestoga with an additional nuclear payload added for good measure.  The Razzia has been prohibited from entering large trafficked systems by major groups because of its mass and its potential of armageddon if a catastrophic failure were to occur on board.  The Razzia is an experiment in the feasibility of creating  one ship to do the job of many.  In every field, it succeeds, except in one, cost.  The Razzia is a juggernaut and requires many a dollar to maintain.  Multiple contracts run at once on board as a result.  As a money-maker, the Razzia is not much to speak of, but as a weapon of war, it is unstoppable


Variant  Body WT Armor MV Move Mach Orbit SR
Razzia 100 950 000 10 -12 5
-- 7 200

  Communication range:  Orbital, FTL
  Crew:  3 Navigator, 10 Engineer, Capsules for 500 crew, 15 000 more capable in Cargo
  Additions:  Full stock.
  Evacuation:  30 EEVs, 500 Space Suits, 100 Re-Entry Pods.
  Armament package:  Full Stock.
  Range:    Orbital:  Unlimited
                  FTL:  30
                  FTL Speed:  1.1 ly/day
  Drop Slots:  1 special holding the Razzia Dropship, 10 regular.
  Craft Slots:   30
  Cargo Slots:   100
  Automatic Controls: 12 base skill
  Hardpoints:  n/a
  Basic Armament:  20 XIM-28A missiles, 6 Particle Beams (two forward, two to the sides, one up, and one aft), 12 30 mm railcannon turrets (each turret has two linked guns), 18 infrared lasers on turrets, 100 orbital mines, 60 decoys, 9 maneuvering drones, 8 Nuclear Captor Missiles, 4 STG Ballistic Missiles.


Variant Body WT Armor MV Move Mach Orbit SR
Razzia Dropship 15 1 850 6 -9 10
3 15 100
    Communication range:   5000
  Crew:  1 Pilot, 1 Co-Pilot, 2 Engineer, Life Support for 500
  Maneuverability:  +1 in space.
  Additions:  Full Stock.
  Evacuation:  200 Space Suits, 200 Parachutes.
  Armament package:    10 Smart Guns, 100 Pulse Rifles 30 Flamethrowers, 200 Pistols, 50 Shotguns, May be replaced with higher TL weapons.  Up to 30 other weapons.
  Range: Atmosphere:  unlimited
    Orbital:  Unlimited
  Cargo Slots:  3
  Hardpoints:  n/a
  Basic Armament: 3x25 mm "Gargoyle" Gatling, 14xAGM-220 missiles, 6 x TSAM Missiles, 6xAIM-90 missiles, 2 XIM-28A missiles


    Measuring more than 500 meters, the Bougainville is the largest spacecraft currently in operation by the CMC.  At TL 2, only the prototype is currently in operation.  At TL3, 4 are in operation and 6 more are introduced at TL4.  By TL6, they have all but replaced the Conestoga.  At TL6, the few that are around are specifically used as Xenomorphic extermination.

    Two Westingland A-59 fusion reactors  with a maximum generating output of 3.6 Terawatts power the N-1.  Auxiliary power is provided by a cluster of four Continental Electric AS-4B/AV5 magnetohydrodynamic turbines, each unit capable of generating 20 to 40 megawatts.  Unlike the Conestoga, the N-1 uses the new Ryansite tachyon pulse hyperdrive making it faster with a longer range.

    Hull armor consists of two layers of ceramic and plastic alloy, thicker but lighter than that on other frigates.  The hull is also covered with radar absorbent material. The engines vents are provided with infrared suppression/dispersion.   The hull is constructed in segmented plates, making it easier to simply replace hole section rather than patching holes.  Upon closer inspection, the hull is comprised of a honeycomb arrangement if interchanging hexagons.  This absorbs the shock of incoming fire.

    The Cargo, however, is surprisingly smaller that the Conestoga.  It has two cargo bays instead of four with a third specially design to launch a forward mounted M-1000 TSAPC.  The two drop-bays can hold either Snakefighers or Cheyennes.

    Cryogenic hypersleep capsules are provided for sixty crew, marines, and passengers, but there are provisions for troop transport configurations of up to 4000 capsules in the cargo bay. Artificial gravity is provided by field generators parallel to the main axis of the ship.

    Like the Conestoga, the N-1 is fully automated, being equipped with a 36 Terabyte, carbon-60 based core mainframe. In effect, the ship could pilot itself and fight a space battle even if the crew were all dead or in hypersleep. However, at any time, combat or navigational decisions made by the ship can be overridden by the commanding officer.  The biggest change is that, unlike the Conestoga, the Bougainville is capable of landing.  It is extremely tricky and not recommended but the ship is equipped with landing gear.   It must land on a flat surface and takes more than twenty minutes to accomplish.  Taking off takes less time (fifteen minutes or less).   All weapons still function but all ships in the drop slots are stuck.  Also, the cargo slots can all feed through a main cargo ramp, allowing vehicles to directly load out and in.

    The Bougainville’s classification was given a general purpose charter, making the craft available for a variety of purposes.  The Conestoga is still a useful troop transport but are often flanked now by is more heavily armored that is cousin ship.  It carries less but sports heavier armor and more weapons. The assault is provided by twelve XIM-28A Long Lance ASAT missiles hidden in concealed bays.  Three 800 megavolt particle beams are built right into the hull, fixed forward, one points aft.  These weapons are powered from storage cells between the main reactor and the weapons.  The N-1 mounts railguns and laser turrets as well a 80 megawatt infrared lasers.  Eighty orbital mines, and forty decoys are also equipped.


Variant Body WT Armor MV Move Mach Orbit SR
N-1 20 75 000 10 -8  10 0.5 15 150

Communication range:  Orbital, FTL
  Crew:   1 Navigator, 2 Engineer, Capsules for 60 crew, 4 000 more capable in Cargo
  Maneuverability:  +8 to guided missiles.
  Additions:  Full Stock
  Evacuation:  4 EEVs, 300 Space Suits, 30 Drop Pods.
  Armament package:  10 Smart Guns, 100 Pulse Rifles 30 Flamethrowers, 200 Pistols, 50    Shotguns, May be replaced with higher TL weapons.  Up to 30 other weapons.
    Range:    Orbital:  Unlimited
                  FTL:  15
                  FTL Speed:  0.9 ly/day
  Drop Slots:   2 with a third for the TSAPC.
  Craft Slots:  2
  Cargo Slots:  8
  Automatic Controls:  Base 12 skill
  Hardpoints:  n/a
  Basic Armament:  12 XIM-28A missiles, 3 800 particle beams, 6 30mm railgcannon turrets (each turret has two linked guns), 9 infrared lasers on turrets, 80 orbital mines, and 40 decoys



  The a M class is one of a large group of transports that seem to change daily.  New freighter designs pop up every year.  Other, have been modified so much, are almost unrecognizable to their original specifications.  What makes the “Mega” class apart from the rest is it pure size.  It is the largest of the standard unmodified freighters…but what makes it the most common was that all current models built (and all the ones refitted It was refitted to be a commercial towing vehicle in 2116, after that, the M Class have largely been employed running automated ore and oil refineries between systems.

    The ships mass, 63,000 metric tons, the M Class’s spaceframe is based on a modified Lockmart CM-88B Bison transporter. It is designed to a 6-10-4 layout with three pressurized decks and four main cargo holds. The spare volume is taken by the fuel tanking for the fusion reactor and the reaction mass for the thrust engines. An off-axis hooded frame mounts the docking latches for the towed cargo. The M-Class is sturdy enough of a vehicle to withstand atmospheric re-entries and for surface landings is supported by three main landing shocks. The micrometeorite and particulate shielding is sufficient enough to withstand rough re-entries.

    The in-flight systems are all controlled by the central "Mother" processor. Mother is a 2.1 Terabyte intelligent mainframe which monitors all of the ship's flight and autonomic functions. A 2.0 Terabyte backup mainframe comes on line in an event of a CPU failure, and a third tier of automatics is also capable of sustaining an autonomic functions should the backup fail as well.

    The communications fit is standard, it compromises of a 10 and 4 meter hyperstate antenna for any interstellar communications and short-range UHF/VHF/HF radio/video links. The sensors are mounted on pylons which are clustered around the forward hull of the ship and have two 2 m aperture telescopes which are capable of optical, spectrographic and infrared resolution; a gas chromatograph; centimetric navigation and landing radar; a synthetic aperture ground mapping  radar; and a mass counter for supralight navigation.

    The M-Class power core is a Laretel WF-15 2.8 Terawatt fusion reactor. The fusion process is a deuterium/tritium reaction that can fuse the fuel elements in a containment chamber using conversionlasers. The He4 byproduct of the reaction is kept separately and is vented at regular intervals. The power is drawn off of the reactor by a closed-cycle liquid potassium cooling system. Running off into a induction torus which can use the intense magnetic field created by the superheated potassium to generate electric power. The ship may be destroyed by an authorized crewmember by overriding the reactor cooling system and bleed off coolant, which initiates a supercritical reaction in the containment area. After the activation of the self-destruct device, the crew has ten minutes to get far enough from the ship before it's reactor explodes.

    The supralight drive is a Yutani T7A NLS tachyon shunt which is capable of unladen high cruise up to 0.42 ly per sidereal day (153 cee). When it is towing large amounts of cargo such as automated refineries, the maximum sustainable cruise speed drops radically, about 0.1-0.12 ly per sidereal day (40-45 cee). For maneuvering at sublight speeds when towing large amounts of cargo, the immensely powerful mass reaction engines are required. On the M-Class, the original Saturn J-3000 engines have been replaced to two Rolls-Royce N66 Cyclone thrust tunnels with bipolar vectoring for midline lifting functions. Each of the powerplants develop a 65,830 metric ton of thrust, using water for reaction mass. When running wideopen, both of the engines give a high impulse thrust totaling of 131,660 kN.

    The lifesystems comprise of three decks, which include the bridge, crews quarters, and dining area.  Others include the science station, the CPU module, medical bays, four main cargo bays, storing areas, and the engineering stations. All of these compromise 1.1 million cubic meters of pressurized volume, including all of the air ducts and the air scrubbing plant. The M-Class has a crew of seven-Ship's Master, First Officer, Executive Officer, Navigation Officer, Science Officer, Chief Engineer, and Engineer's Mate. There are seven hypersleep capsules that have been installed for any long-duration flight. The polarized gravity generators provide the internal gravity and the internal dampening. Beneath the hull, is an external docking bay for a shuttlecraft. The shuttlecraft is capable of being a lifeboat in the case of a ship's evacuation is necessary.

Variant Body WT Armor  MV Move Mach Orbit SR
M-Class 15 63 000 2 -10 3 0.5 7 50
  Communication Range:  5 000, FTL
  Crew:  7--Captain, First Officer, Exec. Officer, Navigator, Science, Engineer, and Engineer's Mate.  Life support for up to 30.
  Evacuation:  1 EEV, 20 space suits.
  Armament Package:  3 Stunner, 2 Flamethrowers
  Range:    Atmosphere:  Unlimited.
                  Orbital:  Unlimited
                  FTL:  10
                  FTL Speed:  0.1 to 0.4
  Craft Slots: 1—Narcissus Shuttle
  Cargo Slots:  100
  Automatic Systems:  8 Base skill
  Hardpoints:  None


  The mass of this shuttlecraft is 48 metric tons, the Shuttle is configured around a single 108 m3 pressure cabin. Which holds storage space and lockers for supplies and any necessary equipment. The spaceframe is of a conventional composite construction, with a ceramic and composite outer skinning. A tricycle undercarriage extends for any surface landings. There are three crew stations for the pilot, co-pilot and a scientist.  Though additional seating can be installed.

    For any long duration in-system flight or interstellar travel, one hypersleep capsule is installed. The Shuttle is powered by a 9 gW microfusion reactor which drives the two Newington A-24 rocket motors which employ water as a reaction mass. The rocket thrust is vectored through the four aft or two forward thrust tunnels. For the interstellar travel, a Romberg 100c tachyon shunt can drive the shuttlecraft at a low supralight speed.  The Lockmart can enter an atmosphere but don’t expect it to maneuver much.

Variant  Body WT Armor MV Move Mach Orbit SR
SLI Shuttle 4 150 1 -8 2 - 10 50

  Communication Range:  1000, FTL
  Crew:  1 with up to three passengers.  1 cryotube.
  Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  3 Space Suits.
  Armament Package:  None
  Range:    Atmosphere:  10 000
                  Orbital:  Unlimited
                  FTL:  3
                  FTL Speed: 0.1
  Automatic Systems:  10
  Hardpoints:  1
  Basic Armament:  None


     It was a lot cheaper to abandon a ship than retro-fit and refuel especially the old style Nuclear Jobs.  A lot of the Industrials just dumped them in decaying orbit, waiting for gravity and atmospheric burn-up to solve their problem.  That worked until one of the flamers crashed half-intact near a coffee plantation on the island Hawaii.  The radiation killed the indigenous population and made it damn near impossible to find a good cup of “Kona.”

    So now the Coast Guard tags the floaters and blasts them before they can decay into the atmosphere.  It keeps the world safe and gives the guard boys something to do between poker games.  They still call them the coast guard, even though the coast they’re guarding is three or four hundred miles in space.

    The Dutton is their prime craft, designed for speed and maneuverability, but not range.  It is small enough to be carried in spacecraft bays but it doesn’t often get transported unless it is being moved to its current port.  Its lack of a Tachyon drive decreases its weight.  The Two Lase Photon Drives produce twice the thrust of the UD-4 Cheyenne.  The large wing surface allows the craft to operate equally in an atmosphere and in space.

     It is lightly armored, giving it up for maneuverability and speed.  Weapons are minor but formidable, with a single particle beam and a battery of rockets.

Variant Body WT Armor MV Move Mach Orbit SR
Dutton 3 120 1 0 15 3
15 100
   Communication Range:  10 000
  Crew:  2 Pilots, Life support for up to six.
  Additions:  Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  1 Drop Pod, two space suits.
  Armament Package:  Four shotguns, four pistols.
  Range:    Atmosphere:  Unlimited
                  Orbital:  Unlimited
  Hardpoints:  3
  Basic Armament:  1 Particle Beam, 6 AIM-90 missiles


    The TF-Alphas one of the most widely used short-range freighter around.  It was created more than a hundred years ago and the design is virtually untouched.  Some have nicknamed it the “bug”, comparing it to the 20th century Volkswagen automobile.

Using a modular design, the TF-Alpha can be fitted with a variety of cargo modules although the basic design can only carry one.   These modules have been widely  even before this freighter was introduced.  The connecting brackets were a cheap modification to the existing modules.  These crates have been found on worlds that don’t even operate Cargo-Crawlers.  The TF-Alpha can detach or re-attach a module in under 30 seconds.

    The Cargo Crawler has been manufactured in the hundreds and is used by practically ever corporation and government.  The design is often modified but the standard model run off a regular assembly line hasn’t been changed since it was released.   Its charter is to be short range craft but the first modification often given is range booster.  This does not cut down on cargo space or speed.  The current drive capacity is a pair of McKinnley Ion drives set on slow burn.  The TF-ALPHA is slow but uses its fuel wisely.   In an atmosphere, the ship usually only  raises and lower altitude and doesn’t maneuver much.

    The ship is not often used in single sorties but is often used in group of three of more, transporting large supplies across star systems.  When used alone, they are usually only utilized in-system.  The crew compliment need only be one, but three more can be carried.  The module can carry its won life support system and can transport up to 500 cryotubes.

Variant Body WT Armor MV Move Mach Orbit SR
TF-Alpha-1 3 350 1 -5 4 0.5 8 10
    Communication Range: 1000, FTL
  Crew:  1, up to three passengers.  Two cryotubes.
  Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  Three Spacesuits
  Armament Package:   Pistol, Stunner.
  Range:    Atmosphere:  10 000
                  Orbital:  Unlimited
                  FTL:  4
                    FTL Speed:  0.2
  Cargo Slots:  2
  Automatic Systems:  8 base skill


    The desire for a long range cargo ship resulted in the Dolomite.   It can both carry cargo internally and tow behind it.  It is meant to a successor to the M-Class Freighter.  The new Dolomite cannot link directly to a cargo module but can tow behind using cable lines.  However the robust design of the M-class assures its future.  The Dolomite’s fate is cloudy.
    It is powered by a massive Pratt Mark II Ion Drive that makes it fast and extremely maneuverable for a freighter.  The Dolomite has been favored by the CMC as a weapons transport and relief freighter because it can keep up with the massive Conestogas Frigates.  The Dolomite is not allowed to have weapons but the CMC and some corporations have installed mild weapons for defensive purposes.
    The Dolomite is used mostly within the core systems more as people transports than cargo transports.  Very little modifications need to be made to transport up 500 cryotubes.

Variant Body WT Armor MV Move Mach Orbit SR
Dolomite 20 45 000 3 -7 4 1 10 50
   Communication Range:  5 000, FTL
  Crew:   3-- support for up to 500.  Up to 500 more in cryotubes
  Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  1 EEV, 100 space suits.
  Armament Package:  3 Stunner, 2 Flamethrowers
  Range:    Atmosphere:  Unlimited.
                    Orbital:  Unlimited
                  FTL:  10
                  FTL Speed:  0.7
  Craft Slots: 1—Narcissus Shuttle
  Cargo Slots:  60
  Automatic Systems:  8 Base skill
  Hardpoints:  One
  Basic Armament:  None.


    Z.C.T. created their own small freighter designed to move cargo quickly from their deep space outposts.  The large clumsy monstrosities were to inefficient and the small TF-Alphas were to limited in range to be of any use.  To combat this problem, ACT made their Cargo ship, simply called that ZCTV.
    The most notable feature of the Vessel is its three Wagner Photon Engines and the enormous Romberg-Rockwell Cygnus 5 tachyon shunt hyperdrive.  This makes the ZCTV one of the fastest craft in operation, just short of the fighter craft employed by the CMC.  Too bad, ZCT won’t sell its craft to outside sources.  The number of chartered flights is slim.  ZCT keeps the design schematics under tight wraps.
     The mass occupied by main drive sacrifices space.  As it is, the ZCTV carries not much more than the TF-Alpha, eve though it is almost three times larger than its small cousin.  It can’t carry any vehicles, so it simply is utilized as a basic cargo transport.  It moves food and supplies back and forth from labs and colonies.  The crew compartment is surprisingly small, only requiring a three crew to operate.  Transporting passengers is a common occurrence and ZCT have even permanently modified these craft as passenger liners.   ZCTV are also often used by pirates.
Variant Body WT Armor MV Move Mach Orbit SR
ZCTV 10 1350 2 -6 10 2 10 50
  Communication Range:  5000 km
  Crew:   Pilot, Co-Pilot, Engineer, can carry 50 passengers unmodified.  Up to 200 can be carried with little modification.
  Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Maneuverability:  +2 in Space
  Evacuation:  1 EEV, 20 Space Suits.  20 Parachutes.
  Armament Package:  Various, usually Two shot guns and two pistols.
  Range:    Atmosphere:  Unlimited
                  Orbital:  Unlimited
                  FTL:  4
                  FTL Speed:  0.75
  Cargo Slots:  2
  Automatic Systems:  Base 10 skill
  Hardpoints:  1
  Basic Armament:   None.

    The Weyland Yutani Trader was constructed to be a cheap transport WY could utilize for its colony demands.  They shunted supplies back and forth…One shipment could equip a colony for months.  These ships were huge but could not tow any cargo.  They have the largest cargo capacity of any freighter.  Like ZCT, WY does not openly sell the Traders on the open market.  The Traders are shipped off to new colonies and can often set them up with one ship.
    More than 70% of the vessel is open cargo space with the remaining are spent on spartan living conditions.  Some Traders have been retrofitted with hardpoints and crew compartment and thus were turned into a massive troop transport.  Up to 1000 Marines can be carried on board the retrofitted ships.  However, these ships are still operated by Weyland Yutani so are only used as a transport.  The ship and its crew are lent by WY.  Unlike some freighters, the Trader is a dedicated space transport.  It can travel between stations with ease but cannot enter at atmosphere unless it wants to hard land.  Either way, it is not taking off again.
    The unfortunate news is that the WY Trader has been seem under operation of smugglers.  The design is very robust and the immense size makes it a very efficient transport.  It runs of a quad set of Tachyon Shunt Drives that give it good speed and good range.


Variant Body WT Armor MV Move Mach Orbit SR
Trader 10 58 000 2 -8 4 -- 10

  Communication Range:  Orbital, FTL
  Crew:  3, standard Life support allows up to 50…can be modified to hold over 1000
  Evacuation:  1 EEV, 10 space suits.
  Armament Package:  2 Stunner, 1 Flamethrowers, 3 Pistols
  Range:    Orbital:  Unlimited
                    FTL:   8
                    FTL Speed:  0.6
  Cargo Slots:  150
  Automatic Systems:  8 Base skill
  Hardpoints:  None


    The Reliant is a small orbital (Non Atmospheric) space vehicle usually only used for short system-to-system jumps.  Often employed and operated by colonies, the SV-90 is so widely used, no on is entirely sure who originated the design.  Rival corps, groups, and governments all use the ship, and modify it heavily.  The CMC is no exception.  It is usually classed as a larger version of the TF-Alpha because of its detachable Cargo pod.  Unlike the TF-Alpha, the pod is not useful other than being transported by the SV-90.  The pod is too large for most places where a TF can land.

    The huge Arrow Ion Pulse Drive is extremely efficient and makes the SV-90 extremely fast.  As a result, the one group that uses the Reliant the most is the CMC.  It has turn into one of the Marine Corps most widely used cargo ships.  It can be equipped with weapons and configured to carry over 400 troops, and being half the size of the Conestoga, it has been known to slip in through sensor nets and orbital minefields to strike enemy starports and drydocks.  In an emergency, like the TF-Alpha, the SV-90 can detach its cargo pod and leave the men behind while it fights.  This gives he craft exceptional maneuverability as it drops almost half its weight.  The Cargo pod has also been configured to be a massive gunboat, carried under the freighter.
    The CMC owns and operates a substantial fleet of SV-90 and often sends them if the larger Conestoga can’t be sent in because of political or budgetary reasons.  The SV-90 is substantially cheaper than the Conestoga.  It does have thin armor and can’t carry internal spacecraft.  It is primarily used as a troop transport.  Large battalions usually consist of two SV-90 for every one Conestoga.  This ratio can double as the fleet gets larger and the Reliants are configured for a variety of uses.   The capabilities and uses of the Reliant is almost endless.


Variant Body WT Armor MV Move Mach Orbit SR
SV-90 8 38,000  1-3  -9* 4 - 10 10
*: -6 if pod is dropped
  Communication range:  Orbital, FTL
  Crew:  3 Navigator, 2 Engineer, Capsules for 8 crew.  400 more capable in Cargo Pod is configured.
  Maneuverability:  +6 dodge of guided missiles if configured
  Additions:  Survival gear.  Full stock if configured.
  Evacuation:  10 Space Suits.  400 space suits and 10 Re-Entry Pods if configured.
  Armament package:  Two Pistols.  4 Smart Guns, 30 Pulse Rifles 20 Flamethrowers, 200 Pistols, 30 Shotguns, up to 30 other weapons. May be replaced with higher TL weapons.
  Range:    Orbital:  Unlimited
                  FTL:  10
                  FTL Speed:  0.7 ly/day
  Cargo Slots:  50
  Automatic Systems:  Base 8 skill.
  Hardpoints:  3.
  Basic Armament:  None


        RE-ENTRY POD

    The Re-Entry pod is a controlled rock.  It is built and is operated by almost ever military ship.  It is an unarmored, quick drop to lower up to 10 soldiers into a combat area.  It was first designed as a combat drop pod for spacecraft too small to carry armed dropships.  However, Re-Entry pods  have since been modified and re-designed by major groups as a cheap alternative to the EEV.  The EEV is completely automated and advanced.  The REP should only be used above planets.

   It  is dropped above.  It burns through the atmosphere.  Upon clearing the upper layer, it fires it engines for decelerations and finally uses a HALO-style, low altitude parachute deployment to quickly slow it speed down, setting down with a thump.  The crew can then deploy quickly.  The one problem with this approach to the dropship is that that REP cannot take over.  It is a one way trip.  It is also totally unarmed.  Not like anyone can hit it.  It drops to quickly, the only time it is vulnerable is when it slams into the Earth.

    Onboard computers handle the entry and deceleration. The craft can make mild maneuvers, avoiding obstacles and landing at the best possible position.  It also changes it course for the type of landing.   The ship can land so softly, it wouldn’t crack and egg.  Some others needs to be dropped so quickly, the ship is partially destroyed in the landing, having been designed that way to absorb all damage and prevent the crew compartment from being crushed.

    The sinister variation of the REP is the direct drop odanance which drops explsive warheads through the atmospher, directly on ground targets.  Weapon loads can vary

Variant Body WT Armor MV Move Mach Orbit SR
REP 2 10 1 -10 2 8* -- --
*:  Straight Down.
  Communication Range:  1000, FTL
  Crew:   1, Up to ten passengers.
  Maneuverability:  +5 against guided missiles.
  Additions:  Full survival suit: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  None…it IS an evacuation
  Armament Package:  None.
  Range:    Atmosphere:  None…it lands.
                  Orbital:  None
                  FTL:  None
                  FTL Speed:  None
  Automatic Systems:  8 Base skill

    BD-409 EEV (Emergency Escape Vehicle)

      The BD-409 is a small escape craft which is capable of carrying up to 16 passengers. It is 13.2 meters long with an L shaped configuration. At the edge of the craft is three large titanium support struts which hold ICC Standard retainer lugs for connection to it's mother ship. The underside is latched directly to the mother ship's escape hatches and access is made through these hatches via a large docking ring. The L shaped wedge holds the life support and drive section equipment which is accessed to the mother ship with a outboard umbilical up until the movement of it's launch. The vehicles hull is made from carbon alloy and ceramic composites and is able to withstand severe re-entry angles.
     Certain mission profiles for the EEV can vary according to the mission situation. In an event of disaster aboard the mother ship, the decision to abandon is given by the commanding officer. But, because of interstellar space travel, the crews are to be in hypersleep. If there is a crisis when the crew is in hibernation, then there might not be enough time for the crew to revive and the escape procedure would have to be handled automatically. In these situations then, the crisis management computers would bear the burden of escape of the mother ship. The ICC sets up the protocols for the crisis management computers to make sure that the evacuation of the ship is indeed initiated, when and only when, failure to do so would result in death. If this point is reached, then the computers on the mother ship will then send out a distress signal and then begin the escape procedures.
     Immediately, all the units aboard the ship will begin to prepare for departure. EEV's are kept on a permanent 30 second standby, then at this point the escape vehicles computers will start up with the command menus and have the mission data downloaded to them from the mother ship's mainframe. On the mother ship, the computers will automatically disconnect the sleep capsules from the cryogenic umbiblicals and then the hypersleep capsules will be dropped into a series of tubes towards the nearest escape vehicle. As soon as the capsules are on board, the capsules are then installed into the EEV's life support systems and then the computer on the escape vehicle logs out of the mother ship's mainframe and initiates its own launch program.
     At the time of launch, minus five seconds, if the override to stop the evacuation is not given to the
mother ships computer, the retaining lugs that secure the EEV to the mother ship are then pulled and the outboard umbilical is detached. At launch minus two, the primary hull is latched to the docking ring release so the vehicle is attached by two explosive retaining bolts. At launch minus zero, the escape vehicles computers then blow the remaining two retaining bolts which allows the pressure of the ship's atmosphere on the escape hatch to flush the vehicle from the mother ship. The entire evacuation decision to abandon ship to it's initial launch should take 45 seconds.
     As soon as the EEV is clear from the mother ship, the computers then start to initiate a search and rescuer procedure, which is to turn on a powerful distress signal and a location beacon while scanning the immediate sector of space for suitable landing site or a rescue vehicle. The flight pattern and landing site would have been determined by the mother ships computers before it had launched and downloaded to the EEV. But, the EEV's computers are totally capable of overriding the mother ships decision should something better should come up.
     In other words, the EEV will attempt to home in on the closest navigational beacon like a spacestation or a colony world and will set a course for that location.  The BD-409's hyperdrive unit has a short range and the guidance systems will make sure that it'll retain a sufficient amount of fuel of the thrusters for an in-system docking or a powered entry to a colonized world. Since the life support capabilities are limited, it will keep the crew aboard in hypersleep for the journey, which it will monitor their status by the use of internal bio-function monitors and catscanners.  Only wakening them for the terminal phase of the mission when the rescue is imminent.
     If the rescue ship appears within the scanning range of the EEV, the onboard computers will try to hail the ship via their beacon and will try to maneuver itself to meet it. If there are no rescue ships around, the EEV will continue to its programmed destination and will try to attempt planetfall. The BD-409 has enough fuel for a single powered re-entry, but not near enough to sustain an orbit. So, it will follow the colonies landing beam directly down to the landing pad. If there is no beam, then the EEV will select a site from orbit and attempt a planetfall there.
     The BD-409 is nothing but a 'dead-drop' vehicle which is designed to fall unpowered from orbit until it reaches a lower atmosphere, where it will use the thrusters to try to break it's descent. At this stage,the EEV deploys its tricycle undercarriage and 'flies' on its remaining fuel reserves for the landing site.  If planetfall is made on an uncolonized world, the onboard systems may choose to keep the crew in hypersleep to await a rescue. But in most cases, the EEV will revive the crew once as touchdown is achieved. If the crew has survived the touchdown and find out that they have a long wait for a rescue, there are storage lockers which contain all the essential survival gear. A months rations, and first aid equipment and whatever else is necessary to keep the crew alive. There are enough supplies for each crew member on board so to ensure that the crew won't have any kind of shortages.
     The BD-409 EEV system has been noted for it's flexibility and reliability, but the nature of space
disasters can make the egress from the mother ship quite a hazardous journey. Despite the advances in technology, there are still lives lost in an escape attempt from the mother ship. The escape procedures are made to be so elaborate that the malfunction of one thing, which is very likely when escaping from the mother ship, can become very harrowing to the entire evacuation. Even if everything goes correct to the computers, there is still no guarantee of a very successful rescue from the immenseness of space. But, some chances are way better than none, and given the most lethal situations in space, it is quite hard to argue that the old wisdom used by old space explorers, 'When in doubt, bail out!'

Variant Body WT Armor MV Move Mach Orbit SR
BD-409 3 50 1 -- --
0.5 2 100
  Communication Range:  Orbital, FTL
  Crew:  16 Passengers in Cryo tubes
  Maneuverability:  0
  Additions:  Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
  Evacuation:  None…It is an evacuation vehicle.
  Range:    Orbital:  Unlimited
                  FTL:  4
                  FTL Speed:  0.2 ly/day
  Automatic Systems:  10 base skill