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JANUARY 2701
Flares
Gun battery
Content Spotlight
Dart DF Missiles
StarSoldier
Supplement
Vampire HS Missiles
Pages 5-12
Visual Cloak
H Articles H
On the Wings of a Dralthi
28
Wherever there are cats, there are
Dralthi.
35
Introducing the 2701 Arrow V Eclipse, the first of its kind to offer a
Kilrathi cloaking device and Vampire missiles. The speed and reliability of the
Douglas Arrow meets the high tech future of space combat.
Red or black Sensi-Vinyl
standard, leather optional.
upholstery
DouglasAerospace
Douglas
H Sections H
Letters to the Editor
2
Tips and tricks from the best readers in
the galaxy!
Around the Galaxy
News fresh off the TNC wire.
57
H Supplements H
Know Your Foe
33
Learn these deadly Nephilim ship
silhouettes.
Fighter and Pilot
34
A review of the new Paktahn Mauler from
our sister publication FnP.
Gars Emporium
Special advertising supplement.
54
Have a question, comment or tip for your fellow warriors? Contact us at editor@
starsoldier.tnc.media or visit us on ReadyNet, keyword StarSoldier. StarHSoldier
published monthly in hard copy, e-text and Kilrathi language editions by Terran
News Channel Press. All content is 2701 The Rondell Corporation, unless specifically noted otherwise. For subscriptions, please contact subscriptions@starsoldier.
tnc.media. Bulk discounts available. Interested in advertising to a captive audience?
For details, contact ads@starsoldier.tnc.media.
Dear Soldier,
I recently salvaged a scanner unit off a 69 Thunderbolt... only problem is the damn
warbook doesnt identify ships half the time. I just get Destroyer or Transport
instead of ship class. Whats the deal?
Gash Dekker
Editor-in-Chief
editor@starsoldier.tnc.media
Confed got lazy at the end of the big war and started listing ships by their general
types alone. Not a big help for those of us in the real world who need to know if were
looking at a Kamekh torpedo-boat or a Kamrani gunship at a moments notice. Program this information into your system and youll be good:
Glory to Sivar!
Honorable Warriors,
I wish to offer the tribute of my hrai for
your decision to make your magazine
available in Kilrathi. Furthermore, the recent article (Blood Will Tell, 2700/5) on
my clans glorious war on the godless Sihkag was a welcome surprise. You have
done my people a great service, and we
are honor-bound to repay you. May we
meet in combat,
Kysh nar Sumn
kysh49@sumn.clan
Tigers Claws
Cpl. Almond
Hades Hellcats
I am a former Confederate black ops pilot who flew during the Border Worlds
conflict. My squadron served its country
proudly, and the arrival of the Nephilim
is outright proof that our methods were
sound. Its hard to believe that people
like you are still publishing lies about
us (Nails in the Lances Coffin, 2700/6).
Someday the galaxy will appreciate what
we did. Until then, sign me as an unreconstructed Tolwynist.
Colonel J. Bielawa
212th Special Operations
Evansville
Clarkson
Belleau Wood
Southampton
Tallahassee
Yorktown
Jakhari
Dukara
ShaKar
Kamrani
Ralarrad
Ralaxath
Caernaven
Fralthi II
There are a few that arent on here things like Wake and Harrier CVEs. You arent
likely to see any of those unless youre hunting in the Landreich, and their Navy has
the region pretty closed off.
taking down a former Lancer...
Never Forget
Correction:
In last months article, Mapping the Next Frontier, we referred to the Miller System
in the Shelus Quadrant. Miller spent four years cut off from the Confederation following jump line shifts resulting from the Hardwicke supernova. Its residents have
reapplied for Confederation membership as the Strevell System.
The Hellespont government has announced that it will withdraw from the Union of
Border Worlds immediately, following highly charged elections which ended with a
secession convention. Local lawmakers cite rising tariffs and increased government
centralization in their official announcement, though many observers believe that
the decision has more to with the increased political representation allowed less
industrialized UBW planets, which suffered less during the Nephilim invasion. In a
bloodless handover, Hellespont Militia units moved quickly to take control of the
systems shipyards and fortifications.
The situation is by no means isolated, with similar unrest evident in other founding
Border Worlds including Orestes and Peleus. Spokesmen for Governor Hodge insist
that these actions will not be treated lightly and that the Outerworlds Fleet Reserve
will be activated if it becomes necessary to hold the star nation together by force.
Hellespont is responsible for 5% of the Unions gross exports and is home to the Second Fleets drydock facilities.
Tungsten Rush
Residents of the Enigma Sector are on the move, bound for the Fiddlers Green System.
ES prospectors investigating the systems third planet, Scorpion, made an astounding
discovery: a massive cache of untapped Tungsten ore. The planet, previously thought
useless, is home to a single InSys Outpost. With over 99% of the planetary territory
unclaimed, it has quickly been recognized as an opportunity for erstwhile miners to
strike it rich by extracting the precious metal.
Tungsten has become especially precious in recent years, as it is an essential component of the advanced ceramic alloys used for tactical space armors. With the massive
depletion of the Nephilim War, many manufacturers have reverted to using layers of
heavier Durasteel Armor. This practice effectively slows present day fighter designs
significantly compared to those used by advanced military units. A new source of
Tungsten means that the mass production of significantly faster, better armored craft
may be on the horizon.
Lawmen Victorious
Militia Sheriff Jack Deadeye McClellan has got his man: after a five system manhunt,
his squadron has finally captured notorious outlaw Damon Two-GunsWilson. Wilson
is most famous for his brazen robbery of a Terran Confederation platinum transport
in the heart of the Vega System. He has been implicated in dozens of other attacks,
and has been formally charged with eleven counts of murder and fifteen counts of
piracy on the spacelanes.
To make the capture, which has eluded many other militia units for the past eighteen
months, McClellan devised a bold new tactic. Over the past thirty days, he systematically eliminated all nine members of Wilsons gang, effectively tightening the noose
with each kill. The final arrest was made in a Grey Town on Rostov III, where Wilson
was hiding among a Mopok survey group. He reportedly surrendered peacefully, realizing that he was surrounded by armed deputies.
Joans
Fighting Spacecraft
2700-2701
Epsilon Sector Supplement
Light Fighter
Medium Fighter
Length:
20 meters
Mass:
13 metric tonnes
Max. YPR:
125/125/125 dps
Max. Velocity:
645 kps
Max. Afterburner Velocity: 1275 kps2
Acceleration:
210 k/s
Shields:
200 cm
Armor:
220 cm
Weapons:
Laser Cannon (2)
Dart DF (2x19)
Porcupine Mine (3x10)
Devices:
Engine Power Core, Flares, Sonar
Jump Capable:
Yes
Manufacturer: Douglas Aerospace
Light Fighter
Length:
20 meters
Mass:
13.5 metric tonnes
Max. YPR:
160/160/160 dps
Max. Velocity:
570 kps
Max. Afterburner Velocity: 1085 kps2
Acceleration:
210 k/s
Shields:
200 cm
Armor:
300 cm
Weapons:
Meson Blaster (2)
Dart DF (2x20)
Vampire HS (1x4)
Devices:
Gun Battery, Cloak, Flares
Jump Capable:
Yes
Manufacturer: Douglas Aerospace
Medium Fighter
Length:
19 meters
Mass:
18 metric tonnes
Max. YPR:
75/75/75 dps
Max. Velocity:
365 kps
Max. Afterburner Velocity: 690 kps2
Acceleration:
150 k/s
Shields:
230 cm
Armor:
500 cm
Weapons:
Laser Cannon (2)
Neutron Gun (2)
Dart DF (4x20)
Porcupine Mine (3x5)
Devices:
Deployable Turret, Sonar, Gun
Power Core, Gun Battery
Jump Capable:
Yes
Manufacturer:
Origin Aerospace
Light Fighter
Length:
19 meters
Mass:
15 metric tonnes
Max. YPR:
90/90/90 dps
Max. Velocity:
415 kps
Max. Afterburner Velocity: 815 kps2
Acceleration:
150 k/s
Shields:
280 cm
Armor:
415 cm
Weapons:
Meson Blaster (2)
Tachyon Gun (2)
Dart DF (3x20)
Javelin HS (2x5)
Devices:
Sonar, Flares, Shield Battery,
Gun Power Core
Jump Capable:
Yes
Manufacturer:
Origin Aerospace
Medium Fighter
Length:
20 meters
Mass:
14 metric tonnes
Max. YPR:
90/90/90 dps
Max. Velocity:
470 kps
Max. Afterburner Velocity: 890 kps2
Acceleration:
210 k/s
Shields:
250 cm
Armor:
400 cm
Weapons:
Tachyon Gun (2)
Dart DF (3x20)
Spiculum IR (1x10)
Devices:
Shield Battery, Shield Power Core,
Flares, Deployable Turret, Sonar
Jump Capable:
Yes
Manufacturer: Douglas Aerospace
Length:
19 meters
Mass:
20 metric tonnes
Max. YPR:
65/65/65 dps
Max. Velocity:
300 kps
Max. Afterburner Velocity: 570 kps2
Acceleration:
150 k/s
Shields:
280 cm
Armor:
550 cm
Weapons:
Ionic Pulse Cannon (2)
Laser Cannon (2)
Dart DF (4x20)
Spiculum IR (2x10)
Devices:
Deployable Turret, Flares,
Shield Power Core, Shield Battery
Jump Capable:
Yes
Manufacturer:
Origin Aerospace
Darket Dragonfly
Bomber
Light Fighter
Length:
36 meters
Mass:
100 metric tonnes
Max. YPR:
65/65/65 dps
Max. Velocity:
300 kps
Max. Afterburner Velocity: 610 k/s2
Acceleration:
55 ks2
Shields:
410 cm
Armor:
1000 cm
Weapons:
Tachyon Gun (2)
Plasma Gun (2)
Dart DF (5x20)
Javelin HS (2x5)
Devices:
Tractor Beam, Deployable Turret,
Shield Power Core, Gun Battery,
Shield Battery, Bomber Turrets
Jump Capable:
Yes
Manufacturer:
Camelot Industries
Darket Raptor
Light Fighter
Bomber
Length:
36 meters
Mass:
110 metric tonnes
Max. YPR:
55/55/55 dps
Max. Velocity:
275 kps
Max. Afterburner Velocity: 520 kps2
Acceleration:
55 k/s
Shields:
410 cm
Armor:
1100 cm
Weapons:
Meson Blaster (2)
Neutron Gun (2)
Dart DF (5x20)
Torpedo (1x4)
Devices:
Gun Battery, Bomber Turrets,
Gun Power Core, Shield Battery,
Deployable Turret
Jump Capable:
Yes
Manufacturer:
Camelot Industries
Length:
24 meters
Mass:
12.5 metric tonnes
Max. YPR:
90/90/90 dps
Max. Velocity:
515 kps
Max. Afterburner Velocity: 975 kps2
Acceleration:
190 k/s
Shields:
130 cm
Armor:
310 cm
Weapons:
Meson Blaster (2)
Ionic Pulse Cannon (2)
Paw DF (2x20)
Claw HS (2x5)
Devices:
Shield Battery, Flares, Cloak
Jump Capable:
Yes
Manufacturer:
Kira Clan
Darket Stalker
Bomber
Length:
41 meters
Mass:
150 metric tonnes
Max. YPR:
70/70/70 dps
Max. Velocity:
225 kps
Max. Afterburner Velocity: 425 kps2
Acceleration:
55 k/s
Shields:
410 cm
Armor:
1350 cm
Weapons:
Tachyon Gun (2)
Neutron Gun (2)
Dart DF (5x20)
Torpedo (2x4)
Devices:
Engine Battery, Gun Battery, Shield
Battery, Bomber Turrets
Jump Capable:
Yes
Manufacturer:
Camelot Industries
Length:
24 meters
Mass:
12 metric tonnes
Max. YPR:
110/110/110 dps
Max. Velocity:
580 kps
Max. Afterburner Velocity: 1150 kps2
Acceleration:
190 k/s
Shields:
80 cm
Armor:
270 cm
Weapons:
Laser Cannon (2)
Tachyon Gun (2)
Paw DF (2x20)
Claw HS (1x5)
Devices:
Engine Power Core, Cloak, Sonar
Jump Capable:
Yes
Manufacturer:
Kira Clan
Light Fighter
Length:
27 meters
Mass:
14 metric tonnes
Max. YPR:
80/80/80 dps
Max. Velocity:
425 kps
Max. Afterburner Velocity: 800 kps2
Acceleration:
190 k/s
Shields:
80 cm
Armor:
390 cm
Weapons:
Laser Cannon (2)
Neutron Gun (2)
Paw DF (2x20)
Vampire HS (1x4)
Devices:
Gun Power Core, Cloak, Deployable
Turret
Jump Capable:
Yes
Manufacturer:
Kira Clan
Dralthi Striker
Paktahn Phantom
Medium Fighter
Bomber
Length:
31 meters
Mass:
15 metric tonnes
Max. YPR:
75/75/75 dps
Max. Velocity:
420 kps
Max. Afterburner Velocity: 815 kps2
Acceleration:
220 k/s
Shields:
170 cm
Armor:
385 cm
Weapons:
Laser Cannon (2)
Mass Driver Cannon (2)
Paw DF (4x20)
Vampire HS (1x4)
Devices:
Cloak, Flares, Gun Power Core,
Shield Battery
Jump Capable:
Yes
Manufacturer:
Caxki Clan
Dralthi Shank
Paktahn Tusk
Medium Fighter
Length:
38 meters
Mass:
18 metric tonnes
Max. YPR:
65/65/65 dps
Max. Velocity:
365 kps
Max. Afterburner Velocity: 690 kps2
Acceleration:
220 k/s
Shields:
120 cm
Armor:
460 cm
Weapons:
Meson Blaster (2)
Neutron Gun (2)
Paw DF (4x20)
Porcupine Mines (3x10)
Devices:
Sonar, Cloak, Shield Power Core,
Gun Battery
Jump Capable:
Yes
Manufacturer:
Caxki Clan
Dralthi Rhino
10
Bomber
Length:
37 meters
Mass:
35 metric tonnes
Max. YPR:
65/65/65 dps
Max. Velocity:
260 kps
Max. Afterburner Velocity: 495 kps2
Acceleration:
70 k/s
Shields:
320 cm
Armor:
1200 cm
Weapons:
Meson Blaster (2)
Ionic Pulse Cannon (2)
Paw DF (5x20)
Porcupine Mines (3x5)
Devices:
Gun Battery, Sonar, Deployable
Turret, Shield Power Core, Bomber
Turrets
Jump Capable:
Yes
Manufacturer:
Jatargk Clan
Paktahn Mauler
Medium Fighter
Length:
37 meters
Mass:
30 metric tonnes
Max. YPR:
75/75/75 dps
Max. Velocity:
300 kps
Max. Afterburner Velocity: 585 kps2
Acceleration:
70 k/s
Shields:
370 cm
Armor:
1000 cm
Weapons:
Mass Driver Cannon (2)
Plasma Gun (2)
Paw DF (5x20)
Torpedo (1x4)
Devices:
Gun Battery, Flares, Cloak, Shield
Battery, Bomber Turrets
Jump Capable:
Yes
Manufacturer:
Jatargk Clan
Bomber
Length:
38 meters
Mass:
21 metric tonnes
Max. YPR:
55/55/55 dps
Max. Velocity:
300 kps
Max. Afterburner Velocity: 570 kps2
Acceleration:
220 k/s
Shields:
170 cm
Armor:
580 cm
Weapons:
Tachyon Gun (2)
Plasma Gun (2)
Paw DF (2x20)
Claw HS (3x5)
Devices:
Cloak, Flares, Gun Power Core,
Shield Battery, Gun Battery
Jump Capable:
Yes
Manufacturer:
Caxki Clan
Length:
37 meters
Mass:
45 metric tonnes
Max. YPR:
50/50/50 dps
Max. Velocity:
215 kps
Max. Afterburner Velocity: 410 kps2
Acceleration:
70 k/s
Shields:
370 cm
Armor:
1300 cm
Weapons:
Tachyon Gun (2)
Neutron Gun (2)
Paw DF (5x20)
Torpedo (2x4)
Devices:
Engine Battery, Gun Battery, Gun
Power Core, Flares, Tractor Beam,
Bomber Turrets
Jump Capable:
Yes
Manufacturer:
Jatargk Clan
11
Midway
Heavy Carrier
The famed Midway-class formed the
nucleus of Earths wartime defense,
with the Midway herself at the head
of the fleet. Modified and improved
over the past twenty years, the
current Midway-class ships differ
only visually from the Confederation
flagship.
Length:
1830 meters
Mass:
200,000 metric tonnes
Max. YPR:
5/5/5 dps
Max. Velocity:
80 kps
Acceleration:
45 k/s2
Shields:
Phase Shields
Armor:
2000 cm
Weapons:
Dual Mount Laser Turret (25)
Heavy Ion cannon (6)
IR Missile Launcher (6)
CapShip Missile Launcher (6)
Fighter Complement:
252
Manufacturer:
TSY Arcology
Indomitable
Battlecruiser
Length:
1040 meters
Mass:
400,000 metric tonnes
Max. YPR:
4/4/4 dps
Max. Velocity:
100 kps2
Acceleration:
35 k/s
Shields:
None
Armor:
4500 cm
Weapons:
Dual Mount Laser Cannon (46)
Mk. V Plasma Cannon (16)
IR Missile Launcher (6)
Fighter Complement:
72
Manufacturer: Trojan IV Naval Yard
Kiranka
Battlecruiser
The Kilrathi based their battlecruisers
on a class of warship developed as
part of their Hari fleet. Though they
differ cosmetically from their human
counterparts, the Kiranka-class is
basically a pound for pound match
for the Indomitable.
12
Length:
980 meters
Mass:
380,000 metric tonnes
Max. YPR:
8/8/8 dps
Max. Velocity:
90 kps
Acceleration:
40 k/s2
Shields:
None
Armor:
5000 cm
Weapons:
Dual Mount Laser Cannon (46)
Mk. V Plasma Cannon (16)
IR Missile Launcher (6)
Fighter Complement:
88
Manufacturer:
Nokhtak Clan
This month were profiling the top twelve mercenary pilots flying today. Per your requests, we have made our decision based on kill score rather than by credit value...
since thats the one number that truly matters in combat. Theyre a surprisingly varied
lot and one novice readers would do well to avoid in battle.
Stingray has more brass on his chest than any other pilot flying today:
he is a retired Confederate General who was mentored by Christopher
Blair himself. Wright commanded entire fleets against the Nephilim,
winning praise for his improvised tactics at Third Warsaw. He has returned to flying fighters following his military retirement, claiming that no one is too
old to keep fighting a belief which the kill markings on the nose of his Rapier lend
much support to. Stingray is a cautious pilot, unafraid to wait for minutes at a time
until a good opportunity for a strike presents itself.
13
Havoc is the youngest pilot to make our list by a long shot. Unlike
the rest of the big twelve, she is not a military veteran of any sort. She
was a former bartender turned down by both the Space Forces Academy and her local ROTC programs. As a result, she applied for a Letter
of Marque through the Oasian government and traded a small fortune for a slightly
used Arrow Scout. She has quickly proven herself in combat, successfully completing
the most difficult missions from the most demanding employers.
Skigha earned his nickname during a famous raid on the Circe System,
where he captured a Border Worlds weapons transport laden with
Mace Tactical Nuclear Missiles. He disseminated these weapons to Sivarist cells, which continue to use them to wreak havoc on an already
scarred frontier. In spite of all this, Skigha is neither idealist nor zealot: he flies for the
highest bidder.
14
Kur is a kil with a chip on his shoulder: his Grikath squadron was ambushed by none other than the Heart of the Tiger himself during the
Enigma campaign. Kur was shot down, but not allowed to die with
honor. As a result, he has sworn the right of vengeance against all human pilots. Unlike many of his contemporaries, he refused to fly alongside human
squadrons during the Nephilim invasion. He is widely considered to be the finest
bomber pilot flying today. His kill score includes dozens of Nephilim cruisers... and
human battlecruisers.
1196
1195
1191
1185
1182
1181
1178
1177
1175
1172
1170
1170
1163
1163
1162
1157
1144
1142
15
16
1140
1136
1124
1117
1111
1108
1105
1094
1092
1091
1086
1084
1080
1079
1074
1073
1064
1057
1054
1050
1046
1040
1039
1038
1032
1028
1017
1015
1012
999
996
989
989
988
979
979
971
965
957
954
953
953
947
946
945
943
941
941
939
936
932
930
926
924
918
918
916
916
903
903
902
900
899
897
897
897
896
893
893
891
890
889
888
884
881
876
876
873
870
865
864
859
859
857
846
845
845
841
838
838
837
837
833
832
828
824
823
815
812
804
799
792
785
777
773
770
769
768
768
768
763
760
758
757
757
746
741
741
741
736
732
732
720
717
716
714
713
713
707
691
687
687
687
681
680
677
677
675
667
661
661
657
654
653
651
646
640
637
634
630
623
623
622
621
621
616
614
609
605
599
594
593
592
591
584
579
578
577
574
573
569
562
554
553
552
549
549
549
545
543
537
532
529
528
527
527
523
522
520
518
518
511
506
501
500
489
488
482
481
479
474
467
463
460
457
456
452
451
450
446
443
443
442
434
432
430
430
425
424
423
418
417
414
408
405
403
399
394
390
386
384
384
375
375
373
373
372
369
363
361
17
352
348
343
343
339
338
331
331
331
330
328
327
318
317
315
313
308
299
298
292
288
Youve just read a list of the galaxys hottest private fighter pilots. Did you make the
cut? If not, keep trying and well publish a new killboard next month. Next, read on to
learn more about six pilots we think show exceptional promise. Simply scoring a high
number of kills doesnt necessarily define the finest fighter pilots. Since its very hard
to crack our top twelve weve included six men and kils who have the right stuff. This
ranking is based on number of kils, mission profit ratio and sheer notoriety.
Up & Coming
Tyra Hunter is a Kilrathi War veteran who won the Medal of Valor and three Distinguished Service Crosses serving with the 82nd Marine Spacecraft Wing. She later
made a name for herself as a mercenary operating between Felicity and New Damascus.
18
Antares
by D. Bortman
The Killing Fields is StarHSoldiers regular look at the most profitable hotspots in the
galaxy. This month we investigate the Antares Quadrant, a longtime flashpoint between Terrans and Kilrathi. Antares is also home to the Firekkan Planetary Alliance, a
growing powerhouse in galactic affairs. Weve selected nine locations where a skilled
mercenary can see some action and make a quick credit...
The Antares Quadrant is the bleeding edge of the TerranKilrathi frontier... and its no place for inexperienced pilots.
With that in mind, those accustomed to the leisurely pace
of places like the Argent Sector should make tracks for the
Circe Systems asteroid belt. The region is acknowledged
as something of an informal training area for mercenary
pilots. Fighter pilots can practice maneuvers, dogfights,
upgrades and the like without the fatal danger found
throughout the rest of the region. If you can make it here,
youll have a reasonable shot anywhere.
Number of Planets
Inhabited Worlds:
Allegiance:
Settled:
17
Circe V, Circe VII
Circe Alliance
2560 / 2525
Population:
Orbital Period:
Climate:
Ace Rating:
8,317,955 / 4,191,981
307 days / 413 days
Deciduous Ice / Forest
HH
Analysis: The Circe System was gutted by a proxy war in the 2670s. Confederationsupported rebels fought a Border Worlds-allied government with everything from
conventional tanks to chemical bombs. The conflict effectively ended in 2675 as both
larger governments had become more interested in investing men and materiel in
the Kilrathi civil war quagmire. Circe has thrived in recent years, though efforts to
repair the scars of war render it something of a utilitarian destination.
19
12
Odell
Terran Independent
2300
Population:
Orbital Period:
Climate:
Ace Rating:
1,007,366,421,843
588 days
Urban
HHHHH
Analysis: Antares, the long-time capital of the sector, is the single most industrialized human world in the Epsilon Sector. The planet is famous for its all-encompassing
cityscape, which has served as the model for worlds as far away as Grissom and New
Detroit. Unfortunately huge tracts of arcologies were rendered molten debris by a
series of calculated Nephilim vengeance strikes during the final stages of the war.
Work continues to return the planet to its former glory.
Population:
Orbital Period:
Climate:
Ace Rating:
3,981,111,945
700 days
Aquatic
Analysis: The Corsair System suffered greatly during the war due to its proximity to a
Wormhole Gate. The system was rapidly converted into a marshalling yard and its resources were stripped bare and sent en masse through the gate to hold the desperate
beachhead. In recent years its tenure as capital of New Confed has only exacerbated
problems: the world has become the de facto destination for displaced civilians.
10
Quarto
Outerworlds Provenance
2575
Population:
Orbital Period:
Climate:
Ace Rating:
25,450,988
125 days
Bio-Haz
Analysis: Visiting Trafalgar itself is a bad idea, unless you are willing to invest in expensive bio-suits and decontamination procedures. The systems inhabited world was hit
by a Kilrathi pandemic in 2669 and has in no shape recovered. Life goes on in the
systems asteroid fields, where millions struggle to live on hundreds of mining bases
and refinery outposts.
20
Overpowered, overloaded and requiring a new naval doctrine reminiscent of the one developed for
Texas-class battleships of the 2630s, battlecruisers nevertheless left an indelible mark on the war:
from the signing of the Terran-Kilrathi alliance on the deck of the TCS Conqueror to the last desperate
line during the defense of Ardai. At Dakota a single human battlecruiser held four Kraken squadrons
at bay until reinforcements could arrive. During the evacuation of Torgo, the KAS Vraxhmal alone
closed the alien wormhole long enough for the transport fleet to escape. It was a proud fleet of battlecruisers, painted white and blue, which carried President Harrison to Kabla Meth on .222.
The most famous battlecruiser of all was unquestionably the TCS Lawrence, which rescued the TCS
Midway after Zhrtxs Doublecross. Her sudden arrival at the height of the battle prompted Colonel
Casey himself to exclaim that she was the ugliest, most beautiful thing Ive ever seen. The Lawrence
went on to serve as the head of the 34th Task Force, the first group which penetrated 100,000 ly into
the Aligned Peoples homeworlds. She continues to serve today, defending Farragut Naval Station
from foreign foes.
Two primary battlecruiser designs served with the allied navies: the Terran Confederations Indomitable-class and the Kilrathi Assembly of Clans Kiranka-class. Both ships are visually similar, owing to
the technology-sharing agreement established by the alliance treaty though the natural battering
ram purpose of the ships makes their similarities less jarring than the so-called Kilrathi Midway. The
indomitable brings additional plasma guns to the fight while the Kiranka expends additional armor
to include an elaborate system of vacuum tight hull compartments.
Produced by the thousands, war-surplus battlecruisers now occupy hundreds of boneyards and
mothball facilities across the galaxy. The staggering amount of Durasteel used in their construction
is enough to provide armor for an entire fleet of starfighters. Many others have become the centerpieces of private fleets on the frontier. Crewed by warlords, mercenaries and pirates, the ships have
given a literal meaning to the concept of gunboat diplomacy.
21
Information is power, and in the asteroid belt of the Natanya System, that power is defined by satellites. History
buffs may remember that Natanya formerly NTanya
was one of the first star systems to break away from the
Kilrathi Empire. As a result, it has one of the few truly mixed
populations in the galaxy, roughly half human and half kil.
With rising post-war tensions, the inherent contest between the two groups has quickly shifted out of the political arena. There are always jobs for talented Privateers willing to help take control of the systems outlying communications network... on either
side!
Number of Planets
Inhabited Worlds:
Allegiance:
Settled:
1
Natanya
Union of Border Worlds
2550
Population:
Orbital Period:
Climate:
Ace Rating:
7,121,486,355
360 days
Arboreal
HHHHH
Analysis: One of the reasons humans have flocked to Natanya in recent times is that
it is an incredibly Earth-like world. Prince Thrakhaths refusal to pursue rebel systems
past 2667 means that it was nearly untouched by the war. Historically inclined tourists can visit cat towns which continue to function in much the same way as they did
when the systems name was still written in Kilrathi.
12
Sthant
Firekkan Alliance
2675
Population:
Orbital Period:
Climate:
Ace Rating:
1,815,322,515
410 days
Subtropical
HHH
Analysis: The locals are welcoming and the planets frontier bars are a rare source of
kikali, the famous Firekkan Firewater. Just make sure not to sample any before a
pit match! Those not interested in actually engaging in a death match can purchase
standing room passes for c50. Regal box seats can range as high as c5,000 per day.
A shuttle runs back and forth between Tkirsa IV and the orbital station five times
daily.
30
Sting
Qarg Governorship
2511
Population:
Orbital Period:
Climate:
Ace Rating:
88,762,445,912
1000 days
Desert
HH
Analysis: Those seeking massive sandworms and powerful dust storms had best head
for Rigel - Midgard is the most peaceful desert planet in the inhabited galaxy. Enormous Kilrathi hover-cities float elegantly above sprawling sand flats. Many Kilrathi
have relocated to Midgard in recent years as the climate reminds them of long-destroyed Kilrah. The amazing Ghorx Chasm, the deepest in known space, is worth seeing twice.
22
Port Broughton was second only to the fabled Midway herself in terms of wartime achievements.
When the Confederation began regular raids into Nephilim fluid-space the Port Broughton was one
of the first ships modified to fight effectively across the barrier. When the Sirius wormhole was destroyed in the middle of her seventh raid she was reported overdue and presumed lost only to
emerge from Charybdis eighteen months later.
Despite years of hard fighting the proud ship was never retired to a secondary theater. She met her
end in TCSN service while leading a desperate last delaying action. Her captains gamble paid off,
slowing the Nephilim encroachment long enough for the combined 18th Fleet to arrive from Yelkin
II to fortify Firekka. Crippled and unable to continue the fight the commodore ordered her scuttled.
The final log entry records:
Final Log Entry: We have won, but at a terrible cost. As I record this, Port Broughton is
burning in space and 450 of my crew are dead. The Tiamat battlegroups threatening
Firekka have been eliminated... but intell misjudged the insects again. Their new cruisers had the range and capacity to do serious damage... and my carrier is a write-off.
With general orders to withdraw to Proxima, I have ordered her scuttled and transferred my flag to the Krakatoa. She was a proud ship, and history will not forget what
she did here. Long Live the Confederation,
Commodore C. Strevell, TCSN
Corsair System 2694.170
The carrier, gutted by alien torpedoes and her own scuttling charges, was recovered by human militia
and used in their own desperate defense of the quadrant four years later. For a time it formed the
center of a seven system alliance known as the New Confederation. Like the political alliances it came to represent, the carrier fell into disrepair without
support from the core worlds. Regardless, it remains one of the most
important ships in the Epsilon Sector...
23
9
None
Murraghs Empire
2433
Population:
Orbital Period:
Climate:
Ace Rating:
4,388
n/a
Vacuum
Analysis: Be careful if you bail out in Sthran-Pak then youre in for a long walk
home. Although the system is a strategic lynchpin in the ongoing conflict for the
former Empires sphere of influence, it lacks any inhabited worlds. There are a number of Kilrathi defense posts, including a large space station at L5. None of these are
especially welcoming of tourists. A single medical bubble has been established near
the dueling area, although it is chronically undefended.
Antares Quadrant
Circe
Granita
Bistangio
Veronica
Charon
Kta Mek
Tkirsa
Antares
Trafalgar
Firekka
Migard
Natanya
Corsair
Shariha
Sthran-Pak
Dvd Tang
Kk-Tahn
Tvx Aq
Khar Tahk
Khar-Sa
The Epsilon Sector is a region of space twice burned: it was front line for both the Kilrathi and Nephilim conflicts. It consists of the Antares, Deneb, SaKahn and TrL Rass quadrants. The predominantly human worlds were settled early, during the gold rush of the 25th century. The Kilrathi regions consist
primarily of the former Wu Hegemony, conquered and enslaved to near extinction in 2544.
4
Ghorax Tha
Kiranka Overlay
2489
Population:
Orbital Period:
Climate:
Ace Rating:
19,498,335,783
200 days
Temperate
HHHHH
Analysis: In an example of galactic irony the home of the hellish boneyard is also the
location of the largest Kilrathi pleasure world ever established. The notorious warpalaces on Charon III have been quenching warriors thirsts for generations. Humans
are advised to visit with caution, as Kilrathi customs are often distinctly different than
their own. Still, the chance to experience a live kgharg ceremony is worth the price
of admission.
24
Epsilon was the location of the Terran Confederations first major offensive push against the Kilrathi,
the failed Epsilon Initiative in 2644. An enemy counter-offensive two years later brought about even
greater casualties and led directly to First Repleetah, an infantry battle lasting five years. Prince Thrakhath made a successful ploy for the Deneb Quadrant in 2667, enslaving half of the sector for the
duration of the war.
This string of military debacles created a stark independent streak among the sectors inhabitants.
The belief that they could not rely on the core worlds for military support led to increasingly strained
relations in Antares: Firekka formally broke with the Confederation during the False Peace, followed
shortly by the Trafalgar Outerworlds. Between the wars, many systems in Epsilon helped form the
Union of Border Worlds.
The sector was initially spared many of the horrors of the Nephilim as the insects focused their attacks
on Vega and the homeworlds. This all changed in 2691 when the Aligned Peoples deployed their
largest fleet to date following the discovery of a massive Steltek derelict in the region. Nephilim fleets
launched attack after attack on a violent quest for similar artifacts.
Antares remains extremely volatile today. It is a powder keg of human governments carving out their
own private fiefdoms alongside Kilrathi warlords under increasing pressure to restore the Empires
former borders. The unprecedented amount of surplus weapons now in civilian hands may be the
spark which sets it off...
Advertisement
Maniac
Speaks!
IX
Advertisement
Chapter Nine
Back in the Saddle
Autopilot, had to be autopilot. Ive heard this story fifty different ways, and theres no
way it was intentional...
- Rear Admiral Jason Bear Bondarevsky, FRLN (Ret.)
In the summer of 58 I finally got the big news I had been waiting for. After
two years of flying the hottest experimental jobs in the universe I was finally going to get another
crack at the furballs. In short order I was part of the 998th FW, flying Arrow lighters as part of
Ralphs Raiders squadron. We shipped out aboard the TCS Camden as an essential part of Operation Lamplight, the spearhead of Confeds big Deneb Sector push.
The mood was all around good. Our task force was the largest Id ever seen: two carrier air
groups and two cruiser squadrons escorting almost one hundred Army troopships. Wed learned
our lesson after KTithrak Mang. This time we were going straight in, guns blazing alongside a
truly awesome occupation force. Our job was to cover an amphibious assault on TRel Meh, a
Kilrathi border planet that would be the lynchpin of the entire campaign. Capturing and fortifying
the planet would give Confed the ability to push deeper and deeper into cat territory.
The minute we crossed the border, the careful planning fell apart. Long range recon revealed a
huge concentration of Kilrathi troopships moving across the system. Kilrathi shock troops could
cross the border and beat up our colonies, or even worse they could double back around and nail
our entire invasion force. General Sturdivan made the call, we had to nail the bastards. We put
every Sabre and Broadsword we had into space, alongside all three of the escort cruisers. Even
those were long odds, since that many freighters dont go anywhere without a destroyer escort.
I was the squadron XO at the time and I think Ralph really looked up to me. Hed gotten to
where he was flying backwater patrols, while Id done hard fighting everywhere from Vega to
Terra itself. On the day in question he took Alpha Flight to help cover the massed strike and left
me command of the rest of the squadron, with orders to run standard patrols. I opted to fly CAP,
covering the troopships and our carriers at close range. Three hours in we got a laser lock message
from the attack fleet: kitty defenses were minimal, it was a turkey shoot. The expected escorts had
never appeared and our heavy cruisers were tearing it up.
I banked around the Camden to get a look at our own armada... and suddenly, there they were:
a pair of Ralatha battleships bearing straight down on our fleet. These things were killers and the
only thing that could scratch their paint was a bomber. All our bombers were three hours away.
Ill admit it now: for a split second I panicked. I honestly believed I was going to watch these cat
boxes slaughter a hundred thousand Terran soldiers right then and there plus two precious fleet
carriers for good measure.
The huge warships loomed overhead, giant rounded specters bearing down on their defenseless prey. Every second got them closer to unleashing a volley of antimatter weapons. I looked at
my VDU, confirming what I already know: no torpedoes, no plasma weapons, nothing but a pair
of lasers. I realized then and there that my only hope was to trick the two ships into colliding...
Read this and a hundred other exciting adventures
IN
Me: The Life and Battles of Maniac Marshall
On the Wings of a
Dralthi
Not a Dralthi
Many pilots confuse this ship, the KF-507 Drakhri, with the classic Dralthi. Its
actually a completely different fighter, though the Dralthi VII did later incorporate its revolutionary over-the-cockpit missile rack.
Dralthi III
The Dralthi III, introduced in 2658, began the famous bat wing
style still seen in the modern Dralthi IX. These light fighters differ
significantly from the current designs by emphasizing speed over
weaponry. The Dralthi III holds a Kilrathi speed record which has
remained unchallenged for nearly five decades.
Kilrathi designers are often cited for the simplicity and amount of reuse which goes
into their spacecraft. In the most famous example, the Dorkar transport, Kamar blockade runner, Ralar destroyer and Naukar carrier all use the same hull in different sizes
and layout configurations. It comes as something of a surprise, then, that the signature
Dralthi fighter has gone through ten complete hull redesigns during its long lifetime.
The current model, the Dralthi IX, is currently heating up the space lanes with three
models: the Striker, Rhino and Shank. With that in mind it seemed only appropriate to
briefly look back at some of the major Dralthi of years (and wars) past...
KF-100 Dralthi
Dralthi
The Dralthi introduces the designs famous gull wings, a silhouette which still strikes fear into the hearts of anyone who lived
through the war in a front line system. These ships have over four
times the range of the original KF-100, allowing them to strike
human colonies from distant carriers an ability they amply
proved during their 2645 rollout by attacking the Epsilon Prima
System. Due to a mid-2650s Kilrathi lend-lease program many
less developed species continue to fly surplus Dralthi of this type.
Dralthi Mk. II
28
Dralthi IV
The fourth Dralthi layout is even more circular than the mid-war
version. These elite fighters were deployed only with independent raiding units and fleets carrying special honors. The first
Dralthi VII appeared in 2667 and quickly became famous for their
highly effective hit and run raids in sectors like Gemini. A single
Dralthi, operating independently, could often wreak havoc on unprotected shipping. A significant upgrade in 69 added the first
operational fusion cannon.
Dralthi IX
Reaping
the
Rewards
On the frontier, pilots live and die by their reputations... and as a result, they have
formed an organized system to measure their achievements. Unlike the crew of a space
carrier, the average mercenary collects his medals and awards from every side. An experienced Privateers footlocker will contain sigils from both Terrans and Kilrathi. Heres
a quick key to what they mean:
Dogfight - Pilot has won a one-on-one engagement.
Gunfighter - Pilot has scored eighteen kills... in eighteen different fighters.
Paladin - Pilot has scored one thousand kills.
Navigator - Pilot has explored every jump gate in the quadrant.
Ace - Pilot has scored five kills in a single mission without being shot down.
Commando - Pilot has scored fifteen kills in a single melee.
Hot Dog - Pilot has completed every difficulty of the Ring Game.
Hibernation - Pilot has scored five straight kills in the Bear Pit.
Deathstroke - Pilot came out first in a free-for-all dogfight.
Retro - Pilot has defended a satellite network from ten waves of meteors.
Untouchable - Pilot has fought off ten waves of the enemy gauntlet without taking any damage.
TCS Tigers Claw - Pilot has completed a sixteen-fighter capital ship engagement.
Advertisements
Advanced
Fighter
Maneuvers
by T. Bruckner, Aerodynamicist
Advanced space combat maneuvers are the difference between collecting a bounty
and sucking void. Kilrathi Clan halls are littered with the mounted bones of pilots who
thought they could improvise when a situation got hairy. Learn these tricks as though
your life depends on them. Someday, it might.
Afterburners:
The best way to get out of or into a heated furball is with afterburners which offer you
a quick burst of speed. Theyre standard in all
modern fighters... click on both sticks at once to
activate them.
Loop:
Inverted Loop:
Immelman Turn:
Satellite Techniques
As the reconstruction of
the galaxy continues, there
are a lot of employers looking
for mercenary pilots with experience
working with commsats that means
30
31
The Basics
Most of our readers have been in more than a few combat situations... but any good soldier knows
that he needs to practice the basics constantly. Heres a quick cheat sheet for those who have been
out of practice for too long:
Device Selection:
Activate Devices:
Switch Views:
Activate Turrets:
Fire Guns:
Fire Missiles:
X Button
A Button
B Button
Y Button
L and R Triggers
L and R Bumpers
180 Turn:
Barrel Roll:
Rock and roll! A barrel roll is a spectacular looking move that allows the trained fighter pilot
complete control over a dogfight. Push your
stick right and then left or left and then right,
depending on the direction you wish to roll.
Strafe:
Facing off against a whole fleet? Then try strafing right or left... youll minimize your own ships
silhouette while filling the space ahead of you
with your lasers. Simply push your right stick in
the direction you wish to strafe.
Support Craft
Reverse Thrust:
Dip:
Hop:
Supplement
From the pages of
For more of the best starfighter news and reviews, point your DataZig- or Quine-compliant console
to fighterandpilot.tnc.media, hard copy available. Kilrathi language coming soon!
Arming Yourself
by Capt. Taryn Cross, E.S.
With the massive space carriers busy defending the core and the galaxys base infrastructure crippled by the Nephilim, modern combat craft often need to operate for
days or even weeks at a time without servicing. As a result, the current generation of
repair droids are designed to automatically tractor onboard spaceborne debris to better facilitate operations. This brief guide will tell you exactly what kind of pick ups your
droid can take advantage of.
35
Arming Yourself
Engine Upgrades
Repair Upgrades
EM-1 Turbo: A quick boost of extra fuel gives your fighter a higher top speed.
EM-2 Kickstart: A small fission burst tricks your engines into increasing their recharge rate.
EM-3 Tuners: Makes your engine purr tuning decreases the
total engine cost.
RX-4 Repair All: This single fix combines Repair Engine, Repair
Shields and Repair Hull.
Special Upgrades
Refills
SU-1 Refill Weapons, Repair Armor: Your average fighter depletes two things quickly: missiles and armor. This upgrade
solves that problem fast, adding replacement armor and refilling
expended hardpoints.
RL-1 Refill Guns: This energy burst reloads your gun capacitor
quickly - very useful during a long dogfight.
SU-3 Free Lunch: This major engine-capacitor fix decreases energy cost while it increases recharge rates.
SU-4 Stealth: Allows your fighter to piece together a visual
cloak, enough to cover a quick getaway.
RL-3 Refill All: This larger pickup combines both the Refill Weapons and the Refill Guns upgrades into a single powerful unit.
SU-5 Clone: Not so much a pickup as a call for help grab one
of these comm beacons to request an emergency wingman
courtesy of Merc Inc.
Repair Upgrades
RX-1 Repair Engine: Contains a reserve of hydrogen which can
reload a depleted engine system to 100% capacity. Perfect for
evening the odds in a dogfight gone wrong.
36
Rare Upgrades:
MX-1 Nuke: Adds a Mace Tactical Nuclear Mine to your arsenal.
MX-1A Nuke Rod: Adds one part of the aforementioned mine;
collect several to reach critical mass.
RG-1 Ring Game: Distributed throughout the Bearpit to allow
activation of the Ring Game reward contest.
37
Arming Yourself
Recharge Stations
Weapons Recharge Satellite
Class:
Radius:
Weapons:
Mass:
Cicada
50 meters
None
500 tonnes
DigitalHolovid
Presents
Color class yellow. This satellite variant contain extensive weapons stores and
are capable of quickly reloading the expendable munitions of any standard fighter class. Whether you
simply need an extra rack of Dumb Fire rockets or a replacement Vampire HS, this is the place to go.
Aphid
52 meters
None
550 tonnes
Color class green. This satellite variant carries numerous plates of extra Durasteel armor alongside a set of repair droids capable of quickly welding them to the frame of a
docked fighter. If youve taken one too many laser hits, seek out one of these bases immediately.
Scarab
48 meters
None
525 tonnes
Color class blue. This satellite variant mounts an especially impressive atomic
power core capable of quickly recharging the shields, weapons and engines of a docked fighter. Especially useful for heavier bombers, these stations can save a life if activated efficiently.
Communications Satellite
Class:
Radius:
Weapons:
Mass:
Luna Moth
45 meters
None
480 tonnes
Color class gray. These satellites are a simplified version of the upgrade and
repair bases listed above. They contain a docking collar for crew and ownership transfer but maintain
no ship repair facilities.
Mini-Jump Point
Class:
Radius:
Weapons:
Mass:
n/a
75 meters
None
50 tonnes
Prototype
Class:
Radius:
Weapons:
Mass:
n/a
variable
Fusion Powerplant
variable
Ultraviolence
Android Nudity
Looking Back
A Century of Turmoil
More so than any other era in history, the 27th century was defined by warfare. In forty
years of fighting the Kilrathi, more Terrans lost their lives than in all previous recorded
wars combined a terrifying record that was almost immediately shattered by the arrival of the Nephilim. In honor of our first issues of the 2700s, StarHSoldier is cataloging these conflicts by reprinting excerpts from Dr. Guthrig Andropolos seminal Official
Terran Confederation Navy History. As we continue the fight to keep the universe free,
it is imperative that we remember those who have given the ultimate sacrifice to our
cause
2615
The Terran Confederation begins the initial exploration of the Vega Sector.
2629.105
Iason encounters a spacecraft of unknown origin. Commander Jedora Andropolos on board Iason transmits a
wide-band, non-verbal greeting and
waits for a response. Less than twenty
minutes later, the still-unidentified ship
opens fire with full lasers, completely
destroying Iason and its crew. Although
the identity of the attacking ship is never
definitively established, Confederation
deep space tracking computers point
to a possible point of origin from a previously unexplored planet, soon to be
known by its native name, Kilrah.
2630-2634
2631-2635
2634.186
The Anna Magdelena, a refitted transport ship ferrying orphans to their new
homes on Dieno, is openly attacked by a
pair of Kilrathi fighters. No one survives.
In retaliation for this and the five-year
string of equally heinous abuses of all
known laws of civility, the Terran Confederation officially declares war on the
Empire of Kilrah.
2634.228
TCN cryptographer Ches M. Penney intercepts and decodes a stray Kilrathi cipher implying that a strike will soon be
2639.040
2634.235
The two sides settle into a long and unending stalemate, creating tension along
the frontier. Several Terran worlds declare independence from the Confederation as a prelude to declaring neutrality
in the conflict.
2634.239
2639.033
2639.036
2639.038
Simultaneously, TCN fighters drop porcupine mines in regions of space near the
colonies where principal jump points are
located. Kilrathi ships stay clear of the
mined region, allowing the inception of
Phase Two of the operation in which a
scrambled radio signal detonates certain
specially modified mines. This clears the
way for the arrival of a sizable Terran reinforcement fleet through the jump point.
Terran forces make an immediate strike
against the gunships, threatening the
population centers. The mines split the
gunships and the fleet units assigned to
intercept the Raptors, allowing the two
Confederation forces to form a final pincer around the enemy fleet.
2642.082
2644
2645-2653
2646.005
Beginning with Bairds Star, seven systems declare independence from the
Terran Confederation. Confed attempts
to break the stalemate and prevent other
worlds from seceding by changing their
strategic aims from direct engagement
to intelligence and particularly cryptography.
2648.305
41
2649.189
2649.205
2653
Because of recent heavy losses in battle against the Kilrathi, the 201st Plebe
class of the Confederations Space Naval Academy replaces the regular flight
crew aboard the refurbished Tigers
Claw, Commodore Geoffrey Tolwyn
commanding. The cadets are supposed
to complete their course of instruction
while performing routine patrols and
flight training. But, in war, anything can
happen...
2654.074
2654.079
2654.130
Pilgrim explorers thought lost for generations return to known space to collect
their descendants. They briefly make war
on both Terrans and Kilrathi before leaving from the galaxy and virtually eliminating the Pilgrim religion.
2654.131
2654.162
2654.176
2654.184
The Empire its first stealth fighter, a specially modified Sartha with radar-reflective paint and a low-emission drive. It is
code-named Strakha, meaning hidden
2654.185
The KIS Naoukeric attacks Oasis, shattering a two-decade long neutrality agreement regarding the planet. The Kilrathi
carrier is destroyed under mysterious
circumstances.
fighting of the entire war. In trench warfare reminiscent of Earths ancient World
War I, each side fights with dogged determination and in full bio-resistant suits.
Meager gains are bought with hundreds
of lives, only to be lost to the next counter-attack.
Since Repleetah quickly loses any strategic significance it might have had, it
comes to represent what each side can
win with as little investment as possible.
Neither side is willing to commit anything more than ground troops, even
though a single, thorough space strike
could end the battle victoriously. The
bloodshed continues unabated.
2654.287
2654.293
2654.190
Terran Intelligence reports that the Kilrathi High Command is directing war
efforts from Venice System. Reconnaissance patrols identify Kilrathi ships and
boldly give chase, uncovering an Imperial starbase. Terran patrols are lost, but
not before relaying their coordinates
back to HQ.
A small Terran fleet of elite fighters is
dispatched to the Imperial starbase. The
Kilrathi launch a significant resistance,
but are eventually overpowered. Badly
beaten, the Kilrathi move their central
military command back to their homeworld of Kilrah.
Simultaneously, on the far side of the
galaxy, the celebrated Battle of Repleetah unfolds. The small research planet of
Repleetah has long been home to dedicated researchers from various corners
of the universe. Once the declaration of
war against the Kilrathi makes its way
to this distant outpost, Terran scientists
vote to pay a visit to a Kilrathi research
facility. The goal of the Terran scientists is
to reaffirm their dedication to the unfettered pursuit of knowledge and to offer
a peaceful co-existence with their fellow
scientists.
Instead, the Terrans are exterminated in a
surprise biological attack by the Kilrathi.
Marines from both sides of the Terran-Kilrathi conflict rush to Repleetah and engage in the most sustained land-based
2654.326
2655
2653-2655
2656-2667
Over the next eleven years, Confederation forces attempt to remove the Kilrathi from Enigma Sector, where strategic jump nodes lead directly to human
homeworlds. An attack on the Kilrathi
headquarters at KTithrak Mang falls
short when the renowned Tigers Claw
is ambushed and destroyed by Kilrathi
stealth fighters. Still, Confederation forces
are able to successfully defend Olympus
Station - a Terran starbase established for
44
2667
2668
2669
2669.221
2669.233
The Trafalgar Outerworlds report a devastating outbreak of disease that eradicates in excess of four percent of the
systems population. The disease vector
is proven to be human blood, most commonly found in the worlds contaminated
blood supply. Trafalgar Disease Control
halts the mortality rate at 23 deaths per
day and identifies biochemical weaponry as the guilty carrier.
Simultaneously, the Kilrathi mount a constant series of similar bioweapons attacks
in Locanda and Delius systems. The presence of the Victory spared all but one of
the Locanda worlds, but several colonies
in Delius were eliminated before Confed
forces could respond to the attacks. The
accountable death toll was last reported
at 2,867.
Linguistics specialists at the University
of Hawaii on Earth make marked progress in deciphering the intricacies of the
Kilrathi language and begin publishing
their research in leading journals. Civilian
research to these discoveries becomes
sharply restricted after this news causes
Kilrathi forces to adopt another encryption scheme.
2669.242
Confed forces liberate the enslaved population of Cabrea System. But the TCN
Human Relations Agency clamps down
on all vid-transmissions from the system,
citing the interests of Confed-security.
Reports emerge that horrific conditions
exist within the system. A psychological
assistance team en route to counsel survivors and deliver supplies is obliterated
in a surprise attack as they pass through
a normally peaceful asteroid belt. Trans46
2669.247
2669.262
Confederation forces break through Kilrathi lines into Freya and Hyperion Sectors, where they meet heavy Kilrathi resistance. Facing an imminent homeworld
invasion, the enemy boosts its forces
here and eases up attacks on outlying
colonial worlds. Construction begins on
temporary bases, and Confed transmissions in and out of the area are encoded
with the newly discovered UUENSX-17
encryption system. The conflict index
reaches 10.2, the highest average posted
in the wars history. Galaxy Red Cross
troops run medical supplies, food and
fuel dangerously close to the front lines,
losing approximately 1/3 of their transports to ambushes. The Civilian Pilots
Association volunteers troop and supply transport runs as the war progresses
closer and closer to the Kilrathi sector.
The Temblor test project enters the completion stage and the prototype model
is successfully detonated on a seismographic fault in Hyperion System. Dr. Severin is subsequently named an honorary
captain in the Terran Navy and awarded
a research bonus of 1.2 million credits.
2669.267
2669.322
2670
2669-2671
2671-2672
2672
2673.219
2675
2680
2681
The Nephilim, a race of insect-like creatures from outside our galaxy, terrorizes
remote Confederation installations. Their
motives are unknown, but Confed reacts
in force, sending out the newly commissioned Super Carrier Midway to assist
in quelling the threat. After intensive
engagements over the course of several
months the Nephilim are defeated in the
Kilrah System.
This feature concludes next month with a 2681-2700 timeline of the Nephilim War,
starting with the first Confederation counter-attacks on Reef 68C-Delta.
49
Life at
Port Broughton
by Chandra Karr
The bridge is empty now. The massive plate windows which once commanded the
expanse of the Confederations fleets now reveal only an asymmetrical mass of towers and habipods running the length of her hull. Bank after bank of terminals stare
back at me with empty eyes, long ago stripped of their precious ICIS computers. To
the left there is an uncomfortable void left by her
commissioning pennant, removed by Commodore Strevell after Firekka. On the opposite bulkhead a sloppy coat of gray matte barely obscures
the nine-pointed star of the New Confederation. I
stare out into space, losing myself in the moment.
to pin down because of the constant movement of refugees on and off of her flight
decks. Once praised for her ability to comfortably support a few thousand sailors and
spacemen, the Port Broughton is now packed to overflowing with all forms and walks
of life. New hull constructions are erected weekly, expanding her capacity outside her
shield barrier. In spite of all this, the bridge is an island of calm, a respected tomb left
bare to honor her service. From here above she seems a sleeping giant which can
never awaken, military honors traded for an unlikely new purpose. I take the turbolift
down, putting this out of my mind.
I step into an unusually preserved hallway. Here, perfectly presented, are the carriers
50
framed plaques displaying the first ten Midways. Someone is still devoting precious
resources to taking care of them, treating them almost like religious shrines. I run
through the list, wondering where they are today. Midway... Mistral Sea... Tafanda Bay...
Coral Sea... Jutland... Ptolomans Rift... Enyo
III... Bataan... Tripoli... and then this ship, Port
Broughton. I know Mistral Sea and Jutland are
gone and that Bataan is lost in alien territory.
A host of small candles light Tripolis plaque,
though I havent heard any news. Are the others still out there, defending whatever was left
of the Confederation? I hope so. At the end of
the corridor I can see the open deck.
The flight deck is a shock to the senses. Gone
is the ordered dance of mechanics and weapons loaders, traded for an impossible hustle The Port Broughtons locker room.
of life which assaults the senses. Thousands
upon thousands of refugees line up facing makeshift customs stations where their
arrivals are barely acknowledged. Countless others make their homes in plain sight.
Canvas tents form a cityscape across former runways. Even the burned skeleton of a
Shrike bomber has become home to a family of Jarma lizards. In the distant sky, lines
of freighters wait for days at a time for their chance to dock.
I turn left, into a tent city. Suddenly the cavernous flight deck has become a claustrophobic bazaar. Local merchants hawk goods of all sorts: platolum jewelry, scrap
metals, optic nerves, Firekkan feather trinkets, Marine dog tags. I wave away a man
in a tattered leather jacket who shoves a tray of Varni potato geodes at my chest. A
bartender of sorts offers me a Hells Kitchen equal parts Bourbon, Tennessee and
Brimstone whiskeys with a splash of tabasco. I turn him down, never one to drink
on an empty stomach. Spices of all sorts vie for control of my nose as pots of delicacies from around the galaxy stew to all sides. I turn
down a raw Kilrathi guave-ape but hand over a
credit chit for a Terran hamburger. The meat tastes
almost real.
A huge swath
of Durasteel
I pass a crippled human playing a Wu stringo, stopping to put a two-dol chit in his hat. He looks up at
me with unmasked disgust. I walk for what seems has been cut
like hours, passing through a thousand universes.
Huge Kilrathi fighters offer to inscribe war-tattoos; away...
ladies of the evening ply their avocation; mission
fixers call out bids for mercenaries. I stop once to ask directions and regret that I
never learned to speak Gorth. A dealer in a faux-arthrosquid jacket flashes me his
wares: Brilliance, Ultimate, Elysium, Warp Steroids, Happy Death, Kilnip... anything to
escape life here. I wave my hand no, he responds with a vacant stare. Finally, I reach
my destination: the carriers hull. A huge swath of Durasteel has been cut away, removing metal which once divided artificial gravity from deadly vacuum. Here, as a
dozen other places around the hull, an enormous cargo container has been mated to
the ship. This single habitat, Kennedy, provides living space for a thousand families. I
step through.
Dozens
run over
themselves
towards the I spend another half hour trying to flag down
in the common area for another interview. I am turned down by everyone from a Sorn
main hull someone
weaver to a Ka threemale in a medical vest. Then a
man in a purple jumpsuit taps my shoulder:
exit... short
Hector Paz. What can I do for you? Mr. Paz is a hu-
man, roughly seventy. Not old by any means for a core civilian, but an amount of years
which can take its toll on the frontier. I accept his introduction without question, as
he has the build and the standing of a Confederate Marine. In fact, I realize as I start
to reply he is not wearing a jumpsuit but a chameleon BDU which has long ago malfunctioned. Well, I
Everything stops. The red haze is interrupted by a flashing blue strobe. The collected
masses go quiet in unison, replaced with a blaring alarm that seems all the more
deafening for its ability to silence. Panic. Dozens run over themselves towards the main
hull exit as others stare stone faced at the
large window. Mothers cover their children.
Men and women in the casual uniform of the
carriers police force rush through the scene.
I realize quickly: Port Broughton is under attack.
The ship is a constant target for everyone from
Sivarist terrorists to Terran megacorporations
seeking to alter the flow of commerce. On an
average day there are four such alarms, at
A Paktahn bomber approaches Port least one of which is serious. Everyone around
Broughton.
me realizes the truth of the situation, that an
external habitat is the worst place on the ship to be during a battle. Not protected
by the carriers massive phase shields, a single, well placed missile will open them to
space.
52
There, illuminated by the prominence, are the bat wings of a dozen Dralthi Rhino
fighters. The tiny, knife-like fighters bear straight down on the megacarrier. Missile
flashes escape from their hardpoints, impacting seconds later. The room begins to
shake and feels as though it will never stop. Out the window, the results of the first
strike become deadly serious as a wave of debris fans out from the left. Another habitat has been destroyed; over eight hundred are dead. There is a collective gasp as the
realization spreads.
Then space flashes white. And again. And
again. And again.
There is a deafening thunder as a perfect diamond of space fighters buzzes the side of the
carrier, crossing our view port; F-44X Rapier II
Cavaliers, bearing the white with blue flames
of the 3129th InSys. The sweetest thing I have
ever seen. The shaking dies down as dogfights
erupt around the carrier. Only a fraction of the
sky is visible from An overview of Kennedy Annex.
where
I
stand. Blasters fire, missiles impact, explosions
erupt around... but it is impossible to track the
action from my perspective. My survival is in the
hands of a thin line of fighter pilots willing to risk
all for thousands they do not know. Neutron bolts
cut the sky. Missiles lance out towards unseen targets. Chains of lasers fly in all directions as Port
Broughtons defense net sluggishly comes alive.
Suddenly, a massive Rhino ducks in from above my view, its elaborate wing markings
filling the view port. It is followed closely by a Rapier, firing all guns. Half a second later
the Rhino is an expanding field of space debris. The modules collected inhabitants
erupt in a cheer.
Everyone
lived through
too much in
that war...
Long minutes seem like hours. Finally, the all clear sounds.
Life continues.
G U N S
...................................2,500c
B
U
C
K
C
H
E
A
P
1300 kps
0.4 s
8 GJ
3.2 cm
.........................5,000c
Velocity:
Refire delay:
Energy use:
Armor penetration:
O
M
G
O
M
G
..................................1,500c
OW EY
N!
!
Velocity:
Refire delay:
Energy use:
Armor penetration:
1100 kps
.35 s
6 GJ
2.6 cm
........................80,000c
Velocity:
Refire Delay:
Energy Use:
Armor Penetration:
840 kps
0.8 s
22 GJ
7.2 cm
900 kps
0.65 s
18 GJ
6.2 cm
Mk.44L
Ionic Pulse
Cannon
Velocity:
Refire Delay:
Energy Use:
Armor Penetration:
Velocity:
Refire delay:
Energy use:
Armor penetration:
M
U
C
H
C
H
E
A
N
O
M
P
D ON
N
O
F
A
B
Velocity:
Refire delay:
Energy use:
Armor penetration:
C
O
O
L
F
A
B
High munition costs got you down? Need to buy in volume? Look no further! Gars Emporium can fill your bill.
...................................1,000c
O
M
G
Gars Emporium
Mk.30AMassDrivercannon
C
H
E
A
P
E!
L
SA
2000 kps
0.3 s
4 GJ
1.8 cm
....................................20,000c
Velocity:
1200 kps Refire Delay:
0.7 s Energy Use:
15 GJ Armor Penetration:
5.4 cm
1250 kps
0.4 s
8 GJ
3.7 cm
......................................40,000c
WA
S 0.9%
FIN
O
G AS L
N
I
C
N
A
C
O
O
L
C
O
O
L
N
O
N
O
M
U
C
H
M
U
C
H
B
U
C
K
B
U
C
K
Gars Emporium
High munition costs got you down? Need to buy in volume? Look no further! Gars Emporium can fill your bill.
M I S S I L E S
Dart DF
Spiculum IR
Pilots who dont want to worry about the
difficulty of leading a Dart or locking a
Javelin would be well advised to stick to
the Spiculum. The electronics involved
are more expensive, but its almost a
sure hit!
.........................................74c
Lock:
Speed:
Armor Penetration:
Image Recognition
850 kps
50 cm
***.........................................
ALSO IN STOCK: PAW DF *** 20c
Lock:
Speed:
Armor Penetration:
Vampire HS
F
A
B
Dumb Fire
1000 kps
30 cm
One of the Confederations rarest high tech weapons is now on the civilian
market! The Vampire doesnt cause physical damage; instead, it delivers an
EMP pulse that briefly knocks holes in a targets shields.
...............................................................................90c
Lock:
Speed:
Armor Penetration:
Heat Seeking
800 kps
0 cm
Lance Torpedo
The oldest targeting missile is still going
strong. Once youre on a bogies tail, fire
off a Javelin it will lock into his heat
signature and turn him into space debris.
.........................................35c
Want to make a big bang? Torpedoes are
a must for anyone planning on attacking a capital ship... but a carefully placed
shot can also deliver the killing blow to
any fighter!
.......................................100c
C
H
E
A
P
O
M
G
C
O
O
L
N
O
Lock:
Speed:
Armor Penetration:
F
A
B
Dumb Fire
1200 kps
500 cm
M
U
C
H
B
U
C
K
F
A
B
C
H
E
A
P
O
M
G
C
O
O
L
N
O
M
U
C
H
B
U
C
K
Gars Emporium
High munition costs got you down? Need to buy in volume? Look no further! Gars Emporium can fill your bill.
D E V I C E S
............................................................15,000c
A larger power reserve
means a bigger gun capacitor, a bigger fuel reserve or thicker shields.
Power cores give you just
that. Available for engines,
shields or guns improve
the system you use the
most!
Blackfish Cloak
EMP-7 Sonar
In space, all cats are cloaked...
so pick up a sonar system to
turn the tables on your invisible
foes! Electromagnetic pulses
will identify cloaked fighters and
mines!
................100,000c ea.
..........................75,000c
................100,000c
OW
!!
Cover your rear with a turret or turret system! Turret networks can be installed in
heavier bomber craft... and separate autoMark XII Fusion Batteries
mated deployable turrets are also available! Less time recharging means more time fight........................................70,000c ing. A larger power reserve gives you a bigger gun capacitor, a bigger fuel reserve or
thicker shields. Available for engines, shields
and guns improve the system you use the
most!
....................................50,000c ea.
................2,000c
DC-V.15
Flares
F
A
B
C
H
E
A
P
O
M
G
C
O
O
L
N
O
M
U
C
H
B
U
C
K
CLASSIFIEDS
H Patriots, the True Terran Militia Wants You! Lancers, Pirates,
Kilrathi, Nephilim and others
threaten our homes - the center
must hold!
Contact filho@circe.government
H HELP! Family stranded on Port
Broughton. Will pay c500 for escort tosafety on Circe.
Contact
ninja@avalon.government
H Single Orange Kil seeks WingCat, Lair Mate for blood-feud
against nar Qarg. Enjoys bare-claw
hunting, Maxims of Xag and the
true path of Sivar. No hairlesses.
Contact dshrill@sommers.clan
H The Path to Sivar is one of sacrifice. Honored warriors are reminded they *MUST* tithe 20% of
mission profit to local Priestesses.
H DO NOT APPROACH NEPHILIM
DERELICTS. Disease risk is at an
all time high! Public service message from Military Governor Masterson.
H The Jetlag Corporation Wants
You! Experienced long-haul pilots
needed for mission to Isaac System. Dedicated freighter crews
needed for three to five year Hopper flights. Unexplored region of
space home to precious Titan Alloys, astounding Pleasure Borgs
and more. Percentage of profits
guaranteed!
Contact
jbiermann@jetlag.corporation
H Expert assassin needed. Governor Murphy of Bistango System has declared ruins off limits,
costing loyal citizens trillions in
tourism credits. Pilot willing to
take justice into his own hands
wanted. Pays c150,000.
Contact
omatta@watchmaker.corporation
H Free to Good Home: litter of Dioscurian Ovizards. Stealthy, eggchomping space weirdos are all
the rage in Sol!
Contact creid@dioscuri.science
Want
to
advertise?
Ten centicredits per letter.
Contact:
classifieds@starsoldier.tnc.
media.
57
Next Month
Joans Fighting Ships, Vega Sector Supplement - We profile Confleets first line
of defense, the Fury, Hurricane II and Aurora fighters. Also includes full specifications
on six types of fighting freighters: Barque (UBW), Dramik (FA), Fluyt (UBW), Vrystall
(FA), Merchantman (UBW) and Warrax (FA).
Ghosts of the Vacuum - From Ghorah Khar to Vukar Tag the Jutland class carriers
took the fight to the Kilrathi. We tour the last surviving example, the ex-TCS Philippine Sea, to see what held her together.
Looking Back, Part II - From the Brimstone Massacre to the Burning Battle, we
chronicle the darkest days of the Nephilim War.
Interview With a Vampire - The editor sits down with Lieutenant Colonel Jean Tal-
vert, the Confederations top-scoring F-109 pilot. Find out what fighting the bugs was
like from a true pro.
Laser Bolts vs. Ammunition - We settle the age old argument as to which is superior for use during ship-to-ship boarding actions the only way we know how - by
testing them both in action!
Back Issues
Interested in completing your StarHSoldier collection or simply owning a piece of
history? Contact backissues@starsoldier.tnc.media for pricing and availability. Samples include:
April 2654 (Vol. I, No. 4) - The Front Line Heats Up! Gilkargs failed push for Earth
leads to the wars heaviest fighting on the front lines of the famed Vega Sector.
April 2665 (Vol. XI, No. 4) - A Riddle Wrapped in Enigma: Why Prince Thrakhath
plants to overtake Ghorah Khar, Fiddlers Green and beyond.
October 2669 (Vol. XV, No. 10) - PEACE IN OUR TIME! What the Kilrathi armistice
means for the working mercenary. Also: stunning Steltek discovery in the Gemini Sector.
July 2673 (Vol. XIX, No. 7) - War Is Good For Business: Why the Landreich and
other border worlds are building up their navies.
February 2681 (Vol. XXVII, No. 2) - INSECT INVASION?! How do the alien craft
stack up against humanitys finest? We take you aboard the TCS Eisen as it moves to
intercept.
Company
Armadillo Firearms
Digital Holovid
Douglas Aerospace
Enterprise Press
Gars Emporium
Space Force
58
Advertisers Index
Product
Firearms
No Mercy
Arrow V Eclipse
Maniac Speaks!
Spacecraft Upgrades
Military Service
Page
30
39
A
25-26
54-56
BG
The Space Force wants you for the adventure of a lifetime serve
your country and see the galaxy! Whether its fighting off Kilrathi
or deploying relief supplies to a supernova zone, the Terran
Confederation Space Force is there! Now you can join the excitement
and help save the universe, all while earning up to 75,000 credits
for college. Kilrathi who serve a six year term are guaranteed
Confederation citizenship!
Contact recruitment@tcsf.military for more information and a free
holodisk action scenario.
The Terran Confederation Space Force is unable to accept recruits
from the Vega and Epsilon Sectors due to the current political
situation on the frontier.
BG
1
6
9
3
5
2
10
4
11
HUD Items
1) Multi-Function Display
4) Engine Power
7) Missiles Remaining
10) Radar
2) Shield Power
5) Armor
8) Speed
11) Active Device
3) Gun Power
6) Crosshairs
9) Long-Range Scanner
Advanced Maneuvers
Select Device
Engage Afterburners
(Click and Hold)
BH
Change View
Use Device
Reverse Thrust:
Strafe Sideways:
Perform a Dip:
Perform a Hop:
Perform a Loop
Inverted Loop:
Immelman Turn:
(During a Loop)
180 Turn:
(Fighters Only)
Barrel Roll:
Un-dock:
G r a y son
B u r r o w s
Wanted
Dead
or
Alive
Age:
56
Height:
511
Weight:
180 lbs
Build: Medium
Eyes:
Hair:
Nationality:
Known Alias:
Brown
Brown
Confederate
Aaron Burton