Gluv Mercantile Council
(Guild Syndicate)
Warships
Tug
Buoy Ships
Auxiliaries
Transports
Survey Ships
Bases
Mobile Shipyards and Repair Ships

Tech Levels 4 & 5
Futher Background and TL 11 -16 Ships

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.

 

Warships
* = Due to the tech difference AFSC cost twice as much to construct.
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)


Auxiliaries
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)


Bases
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*


Tug
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


Transports
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.


Mobile Shipyards and Repair Ships
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


Buoy Ships
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


Survey Ships
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


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