Description: The Gluv are a race of 1.3 meter tall humanoids that, without their green skin and gold eyes, could easily be mistaken for dwarves of Human folklore. A hardy and industrious people, the Gluv were more interested in building markets than starships for a considerable period of time. Only when the home system was fully colonized (and all markets fully exploited) did the Gluv venture into their first warp point survey. A total of six systems were surveyed and three extra-system colonies settled before they encountered the CPS (Commonwealth of Planetary States). At the time of the encounter the CPS was fully engaged against the Fendalen Kingdom and their abnormal allies the Dictate of Cazov. Though eager to engage in trade, the Gluv refused two offers for a military alliance with the CPS. Apart from fortifying the contact warp point and advancing technical projects (and building a few Shop Master CLEs after observing CPS fighter patrols), the Gluv went about business as usual. Eighteen months later a Cazov survey squadron entered the frontier system of the Gluv. First contact went smoothly, and there was even the signing of a trade treaty. That all ended drastically when the Cazov ambassador, upon hearing that the Gluv had not only been in contact with the CPS but were trading with them, succumbed to his race's penchant for quirkiness and shot his Gluv counterpart during a state dinner. Nothing more was needed to affirm that a war had started. Going on the offensive immediately, the Gluv Navy (the Starship Guild - SG) went through the Cazov warp point of contact and destroyed the eighteen destroyers stationed in the system. After an intense survey the SG found two additional warp points and deployed a rather large number of laser buoys with attending buoy control ships around them. Construction ships and transports carrying prefabricated base components were sent forward to the entry system as well. The wait wasn't a long one. A Cazov quick-reaction force arrived only to be decimated by laser buoys and then savaged by a good portion of the SG fleet. Due to their relatively small size and the intense work of the construction crews the prefabricated bases were built in time to face another Cazov attack. Unlike the first attack, the Cazov brought their carriers this time. The resulting fighter and gunboat strikes, along with a crystal-clear example of what anti-matter warheads could do, had the Gluv clamoring to the CPS for help. A few CPS cruiser squadrons and a light carrier task force were the only forces immediately available. However, no further reinforcements could be expected for months if not a year. The CPS warp point leading into Gluv space was further fortified; it was felt that the Gluv fleet would certainly be defeated within a year and that the contact point back into CPS space had to be better protected. Even with technical and military assistance from the CPS, the Council of Guild Masters realized that there was no realistic way of staving off eventual defeat. After a short, sobering and painful debate the Council decided, with the help of the CPS, to locate several outposts and colonies in a system well within the CPS proper. Meanwhile each warp point battle brought the Cazov closer, though the lavish production and use of laser buoys by the SG paid a heavy toll on the lead Cazov waves. The final battle of the home system saw the first and only use of the recently deployed primary beam-armed bases and AFSC. Six Cazov carriers, loaded with anti-matter armed fighters, were destroyed shortly after making transit when those primaries pierced their hanger bays. Until the reserve carriers were allowed to enter, it was mainly a ship to ship fight. The six Terpla'n crewed Kiosho class cruisers, along with the surviving Gluv forces, exacted as much damage as possible before succumbing to x-ray laser fire of the Cazov battleships. Using their missile advantage, the Cazov took out the Gluv homeworld's defenses without having to come within range of their weapons. No ground troops were used as the planet surrendered rather than face a destructive and protracted ground battle. A land battle was what the Cazov wanted, but their senior Fendalen allies firmly told the Cazov Dictate that it was better to have the Gluv industrial and economic structure intact to support the war effort. However, this didn't prevent the Cazov from ruling the Gluv harshly even as they advanced the economy forward so it could produce more efficiently. A resistance movement was an expected development of such treatment, and the various guilds implemented secret cadres of saboteurs. Even this low level of activity irritated the Cazov immensely. Major reprisals were few and far between, but they were bad enough. Three years later saw a reversal of Cazov gains. Two CPS fleets launched an offensive aimed on liberating Gluv and thereby depriving the Cazov of resources. Once the warp point defenses leading up to the Gluv home system were eliminated the Cazov commander in charge had a fit of madness characteristic of his race. He ordered the major industrial centers on Gluv to be razed with an antimatter bombardment. The rather small space station, built during the occupation to handle shipping and supportive shipyard capability, was destroyed without having the crew evacuated. The hostile environment colonies were left alone, but all asteroid mining outposts were destroyed by beam fire, for the commander wanted to conserve his remaining ammunition when the CPS reached the system. When the attack came it was very reminiscent of the final battle in the Asteroid Axis home system. Cazov ships closed in for ramming attempts against the minesweepers that followed the SBMHAWK bombardment. Even the carriers participated in ramming, for there was no way out of the system. It took the loss of seven CPS battle carriers to turn the tide, for it was their fighters that finished off the Cazov gunboats and fighters. Jubilant in victory, the CPS survivors had their enthusiasm crushed when they reached the inner system. Over twenty percent of the Gluv homeworld's population, 900 million, were killed in the bombardment as well as the 60,000 that inhabited the asteroid outposts. Those bombardments were a sign of desperation. Useful and battlehardy as they were, the Cazov became a major liability to the Fendalens because of the way one Cazovian commander conducted himself in opening talks between the Kingdom and the Duchy of Xhali. Just under two years time the Dictate of Cazov was finished, having come under attack from its former Fendalen allies and the CPS. Three years after the war the Gluv recovered to the point where they could contribute meaningfully to the CPS. That was all the well and good for that was when the Pulurtan Monarchy revealed its existence. Gluv resources, in the form of freighters, went a long way to secure the victory in that conflict, but that's another story. The Starship Guild (SG) Having no combat experience until it encountered the Cazov, the SG built what it felt were balanced ships. On the whole the ships could engage opponents at all ranges, but that mattered little to an enemy equipped with strikefighters. The gun missile and advanced missile launchers were replaced as quickly as possible with gun/missile launchers so that SG ships had a more effective point-blank anti-fighter defense. Having a simplified ammunition plan was a side benefit. Only the Apprentice class retained their gun missile systems as this kept them effective in ship-to-ship combat. More Shop Master CLEs were built to counter Cazov fighters and gunboats. There were practically no running engagements in the war; the SG concentrated on warp point battles and accepted to do as much damage on Cazov ships as possible before being destroyed themselves. The SG, during the four years between the wars concentrated on building a defense force and coordinating with the CPS. For a few exceptions, the SG used CPS ship designs and, when the alliance was formalized, technology to keep their forces up to date. Later, when the Pulurtan War started, the SG was able to provide auxiliary support in the form of freighters. Only at the end of that war was the SG able to field relatively modern warships at the front lines. |
Journeyman class CA AC 12
XO Racks 60 Hull TL 4 (3)(Sx6)(Ax6)ZH(BbS)(II)RaGmgF(II)T(XR)(M1)Q(II)RaGmgF(II)DQD(Lh)(II)(II)(6) 60 RCP 40 MCP Trg: 2 Cost = 936mc/140.4mc HTK 43 S x 6 A x 6 D x 2 Ra x 2 G x 2 F x 2 T x 1 mg x 2 2 cutters 1 mg - G/XO Rack ammo 1 mg - Ra ammo W Refit - Replace G and Ra with W. 926mc/138.9mc Tech Level 5 Refit - includes W refit. Add advanced maneuvering and change armor to 10 Ai. Add !1. One mg to ?0. H to Hs, Ai. 1078mc/161.7mc (2)(Sx6)(Aix11)ZHs(BbS)(II)(II)QT(XR)WWF(M1)?0(II)(II)WWmg(Lh)DDQ!1F(II)(II)(6) |
Guild Master class CA(C)
AC 12 XO Racks 60 Hull
TL 4 (3)(Sx6)(Ax6)ZH(BbS)(II)RaGF(II)T(XR)(M1)Q(II)GmgF(II)(CIC)DQD(Lh)(II)(II)(6) 60 RCP 40 MCP Trg: 2 Cost = 951mc/142.7mc HTK 42 S x 6 A x 6 D x 2 Ra x 1 G x 2 F x 2 T x 1 mg x 1 (Ra/G/XO Rack ammo) 2 cutters W Refit - Replace G and Ra with W. 951mc/142.7mc Tech Level 5 Refit - includes W refit. Add advanced maneuvering and change armor to 10 Ai. Add !1. M1 to ?0. H to Hs, Ai. 1103mc/165.5mc (2)(Sx6)(Aix11)ZHs(BbS)(II)(II)QT(XR)WF?0(II)(II)(CIC)WWmg(Lh)DDQ!F(II)(II)(6) |
Guild Hall class CA(V)
AM AC 12 XO
Racks 60 Hull TL 5 Wartime
new construction/refits of Journeyman CAs (2)(Sx6)(Aix11)ZHs(BbS)(II)(II)Q(XR)[BbLx8]?0(II)(II)(Lh)DDQ!1(II)(II)(6) 60 RCP 40 MCP Trg: 1 Bmp +1 Tem -1 Cost = 1058mc/158.7mc HTK 48 S x 6 Ai x 11 D x 2 2 cutters 24 AFSC* |
Apprentice class CL AC
9 XO Racks 45 Hull TL 3 (3)(Sx4)(Ax4)ZH(BbS)(I)WWGmg(II)Qs(I)WWGmg(II)DDQs(I)(II)(6) 45 RCP 5 MCP Trg: 1 Cost = 625mc/93.8mc HTK 32 S x 4 A x 4 D x 2 W x 4 G x 2 mg x 2 2 cutters 1 mg - G/XO Rack ammo 1 mg - W ammo Tech Level 5 Refit - Add advanced maneuvering and change armor to 6 Ai. Add !1. One mg to ?0. H to Hs, Ai. 750mc/112.5mc (2)(Sx4)(Aix7)ZHs(BbS)(I)(II)QsWWG?0(I)(II)WWGmgDD!1Qs(I)(II)(6) |
Shop Master class CL(E)
AC 9 XO Racks 45 Hull TL 3 (3)(Sx7)(Ax7)ZH(BbS)(I)DDD(II)(XR)Qs(I)DDD(II)DDQs(I)(II)(6) 45 RCP 5 MCP Trg: 1 Cost = 713mc/107mc HTK 37 S x 7 A x 7 D x 8 2 cutters Tech Level 5 Refit - Add advanced maneuvering and change 7 A to 11 Ai. H to Hs. Add ?0, !1. 858mc/128.7mc (2)(Sx7)(Aix11)ZHs(BbS)(I)(II)Qs(XR)DDDD?0(I)(II)DDDD!1Qs(I)(II)(6) |
Coopersmith class DD AC 6
XO Racks 30 Hull TL 4 (3)(Sx3)(Ax3)ZH(I)(I)Qs(I)(I)WGmgF(I)D?0Qs(I)(I)(7) 30 RCP 20 MCP Trg: 1 Bmp +1 Cost = 439mc/65.9mc HTK 23 S x 3 A x 3 D x 1 W x 1 G x 1 F x 1 mg x 1 (W/G/XO Rack ammo) W Refit - Replace G with W. 444mc/66.6mc Tech Level 5 Refit - includes W Refit. Add advanced maneuvering and change armor to 4 Ai. Add !1. H to Hs, Ai. Mg to Mgm, Ai. First Qs to Qf. Add Ai. 544mc/81.6mc (2)(Sx3)(Aix7)ZHs(I)(I)Qf(I)?0(I)WWmgm(I)DQs!1F(I)(I)(7) 30 RCP 7 MCP |
Vendor class CT AC
3 XO Racks 16 Hull TL 4 (2)SSAAZHs(I)(I)FD?0Qs(Ii)(7) 16 RCP 9 MCP Trg: 1 Bmp +1 Cost = 241mc/36.2mc HTK 14 S x 2 A x 2 D x 1 F x 1 Tech Level 5 Refit - Add advanced maneuvering and change armor to 4 Ai. Force beam to laser. 261mc/39.2mc (1)SS(Aix4)ZHs(I)(I)QsD?0L(Ii)(7) |
Retail class FT6 AC 6 XO
Racks 60 Hull TL 4 (3)SSAAH(BbM)(Hx15)TPb(IcIc)(CHS)(IcIc)RamgDQs(IcIc)(3) 20 RCP 5 MCP Trg: 1 Cost = 516mc/38.7mc HTK 34 S x 2 A x 2 D x 1 Ra x 1 T x 1 Pb x 1 mg x 1 (Ra/XO Rack ammo) 2 shuttles Tech Level 5 refit - 2 A to 4 Ai. Add Z. 568mc/42.6mc |
Delivery class FT6 (Prefab Transport)
AC 6 XO Racks 60 Hull TL 4 (3)SSAH(BbS)(IcIc)(Hx36)(IcIc)RamgDQs(IcIc)(3) 20 RCP 5 MCP Trg: 1 Cost = 526mc/39.5mc HTK 51 S x 2 A x 1 D x 1 Ra x 1 mg x 1 (Ra/XO Rack ammo) 1 shuttle Tech Level 5 refit - A to 2 Ai. Add Z. First H to Hs, mg to mgm. Add Tf after last H. 575mc/43.2mc |
Wholesale class FT6 (Bulk Transport)
AC 6 XO 60 Hull TL 3 (3)SSAH(BbS)(IcIc)(Hx40)(IcIc)DQs(IcIc)(3) 20 RCP 5 MCP Trg: 1 Cost = 374mc/28.1mc HTK 53 S x 2 A x 1 D x 1 1 shuttle Tech Level 5 refit - First H to Hs. One S to Ai. Add Tf after last H. 379mc/28.5mc |
Discount class FT3 AC
2 XO Racks 22 Hull TL 4 (2)S(Hx9)TPbH(Ic)DQs(Ic)(3) 8 RCP 17 MCP Trg: 1 Cost = 155mc/11.7mc HTK 17 S x 1 D x 1 T x 1 Pb x 1 Tech Level 5 refit - T, Pb to 2 H, Tf, BbS. Qs to Qf, Ai. 151mc/11.4mc add shuttle 8 RCP up to 4 personnel points (2)SAi(Hx11)TfH(Ic)(BbS)DQf(Ic)(3) |
Distributor class BS3(R) 12 XO
Racks 60 Hull TL 4 (0)(Sx6)(Ax6)ZH(BbS)(GRax6)mgmg(M1)DQD(Lh)Qs(0) 60 RCP 15 MCP Trg: 2 Cost = 753mc/37.7mc HTK 35 S x 6 A x 6 D x 2 Ra x 6 G x 6 mg x 2 (1 mg - Ra/XO Rack ammo 1 mg - G ammo) 1 shuttle |
Distributor class BS3(R) Tech Level 5
Refit 12 XO Racks 60 Hull TL 5 (0)(Sx6)(Aix11)ZHs(BbS)Q(Lh)(RaRaRamgPDx2)D(M1)Qs!1PP(0) 60 RCP 15 MCP Trg: 2 Tem -1 Cost = 970mc/48.5mc HTK 40 S x 6 Ai x 11 D x 3 Ra x 6 P x 4 mg x 2 (Ra/XO Rack ammo) 1 shuttle |
Service Center class
BS3(Rc) 12 XO Racks 60 Hull
TL 5 wartime new construction (0)(Sx6)(Aix12)ZHs(BbS)Q(Lh)(M1)mgm[(Rcx3)Dx2]mgDQs!1P(0) 60 RCP 15 MCP Trg: 2 Tem -1 Cost = 882mc/44.1mc HTK 38 S x 6 Ai x 12 D x 3 Rc x 6 P x 1 mg x 1 mgm x 1 (both Rc/XO Rack ammo) 1 shuttle |
Deal Closer class BS3(B)
12 XO Racks 60 Hull TL 4 (0)(Sx7)(Ax7)ZH(BbS)(Fx9)(M1)DQD(Lh)Qs(0) 60 RCP 15 MCP Trg: 2 Cost = 829mc/41.5mc HTK 32 S x 7 A x 7 D x 2 F x 9 1 shuttle Tech Level 5 Refit - All F to P. Change armor to 12 Ai. Add !1. H to Hs, Ai. 1007mc/50.4mc (0)(Sx7)(Aix13)ZHs(BbS)Q(Lh)(PPPPDx2)(M1)Qs!1P(0) |
Home Office class BS3(B)(Buoy Control)
12 XO Racks 60 Hull TL 4 (0)(Sx6)(Ax6)ZH(BbS)(Fx7)(M1)(XR)(DCS)DQD(Lh)Qs(0) 60 RCP 15 MCP Trg: 2 Cost = 893mc/44.7mc HTK 30 S x 6 A x 6 D x 2 F x 7 1 shuttle Tech Level 5 Refit - All F to P. Change armor to 10 Ai. Add !1. H to Hs, Ai. 1045mc/52.3mc (0)(Sx6)(Aix11)ZHs(BbS)Q(Lh)(PPPDx2)(M1)(XR)(DCS)Qs!1P(0) |
Warehouse class
BS3(V) 12 XO Racks 60
Hull TL 5 wartime new construction (0)(Sx6)(Aix9)ZHs(BbS)Q(Lh)[BbLx10]DD(XR)Qs!1PP(0) 60 RCP 15 MCP Trg: 1 Tem -1 Cost = 877mc/43.9mc HTK 37 S x 6 Ai x 9 D x 2 P x 2 1 shuttle 30 AFSC* |
Loadmaster FT3(TG) AC 2
XO Racks 22 Hull TL 3 (2)SHQs[(Ic)x5]T(Ic)DQs(Ic)(3) 8 RCP 17 MCP Trg: 1 Cost = 171mc/12.9mc HTK 13 S x 1 D x 1 T x 1 25 personnel points Tech Level 5 refit - H to Hs, Ai. 175mc/13.2mc |
Trooper class FT3(T) AC 2
XO Racks 22 Hull TL 3 (2)S(HHHQQx2)(Lh)(BbL)(Ic)DQs(Ic)(3) 8 RCP 17 MCP Trg: 1 Cost = 191mc/14.4mc HTK 17 S x 1 D x 1 3 assault shuttles Can carry a maximum of 12 PCF-x or 11 PCF-xa or 200 personnel points. |
Galactic Bus class FT3(T) (Personnel
Transport) AC 2 XO Racks 22 Hull
TL 3 (2)SH[(Qx5)(Lh)x2](BbS)(Ic)DQs(Ic)(3) 8 RCP 17 MCP Trg: 1 Cost = 226mc/17mc HTK 19 S x 1 D x 1 1 shuttle Can carry a maximum of 2 PCF-x or 1 PCF-xa or 500 personnel points. |
Constructor class FT5(SYM) AC
4 XO Racks 45 Hull TL 4 (3)SSAAHH(Ic)H(BbS)(IcIc)D(SYM4)Qs(Icic)(3) 15 RCP 10 MCP Trg: 1 Cost = 407mc/19.3mc HTK 18 S x 2 A x 2 D x 1 1 shuttle Tech Level 5 Refit - 2 A to 3 Ai. Add Hs in front of BbS. 416mc/20mc |
Repairsmith class FT5(RS) AC
4 XO Racks 45 Hull TL 4 (3)SSAAHH(Ic)H(BbS)(IcIc)D(MS4)Qs(Icic)(3) 15 RCP 10 MCP Trg: 1 Cost = 357mc/19.3mc HTK 18 S x 2 A x 2 D x 1 1 shuttle Tech Level 5 Refit - 2 A to 3 Ai. Add Hs in front of BbS. 366mc/20mc |
DD(Buoy Tender) AC 6 XO
Racks 30 Hull TL 4 (3)SSAZH(I)(Hx7)TPb(BbS)(I)Qs(I)(XR)(I)(I)D?0Qs(I)(I)(7) 30 RCP 20 MCP Trg: 1 Bmp +1 Cost = 433mc/65mc HTK 27 S x 2 A x 1 D x 1 T x 1 Pb x 1 1 shuttle Tech Level 5 Refit - Add advanced maneuvering, A to 2 Ai. First H to Hs, Ai. T to 2 H. Pb to 2 Tf. 470mc/70.5mc |
DD(Buoy Controller) AC 6
XO Racks 30 Hull TL 4 (3)SAZH(I)HTPb(I)Qs(I)(XR)(I)(DCS)(I)D?0Qs(I)(I)(7) 30 RCP 20 MCP Trg: 1 Bmp +1 Cost = 513mc/77mc HTK 20 S x 1 A x 1 D x 1 T x 1 Pb x 1 Tech Level 5 Refit - Add advanced maneuvering, A to 2 Ai. First H to Hs, Ai. T to 2 H. Pb to 2 Tf. 550mc/82.5mc |
CA(Buoy and Mine
Sweeper) AC 12 XO Racks 60 Hull
TL 4 new construction (3)(Sx3)(Ax15)ZH(BbS)Q[(II)(II)DDDD(M3)x2](XR)DQ?0D(Lh)(II)(II)(6) 60 RCP 40 MCP Trg: 7 Bmp +1 Cost = 1042mc/156.3mc HTK 43 S x 3 A x 15 D x 10 2 cutters Tech Level 5 Refit - Add advanced maneuvering and change armor to 28 Ai. Add !1 after last D. H to Hs, Ai. Both M3 to M4. 1268mc/190.2mc |
FG(Sry) AC 4 XO Racks
22 Hull TL 4 (2)SSAH(I)(I)(BbL)(I)(I)(XR)D?0QsXc(I)(7) 22 RCP 3 MCP Trg: 1 Bmp +1 Cost = 526mc/78.9mc HTK 15 S x 2 A x 1 D x 1 3 shuttles Tech Level 5 Refit - A to 2 Ai. 532mc/79.8mc |
CT(Sry) AC 3 XO
Racks 16 Hull TL 4 (2)SSAHs(I)(I)(BbS)(XR)D?0QsXi(Ii)(7) 16 RCP 9 MCP Trg: 1 Bmp +1 Cost = 319mc/47.9mc HTK 14 S x 2 A x 1 D x 1 1 shuttle Tech Level 5 Refit - A to 2 Ai. 325mc/48.8mc |