Federation News Network 1
Universe
Right off the bat I have to address the universe in which these Starship Troopers (SST) elements come from. As you are no doubt aware there in the Book, the TV show and the film franchise, but there is one more you may not be aware of the mongoose publishing SST universe (MPSSTU or MPU). The MPU used elements from the book, movie 1 and 2, and the television show, and their own imagination to produce a miniature game, comics, and a Role-playing game that did very well in its first years. Then movie 3 came out and it died, I don't know if the events were related but the movie was not that good (under statement I know). Anyway in addition to the MPU I will be using elements from movie 4 as I feel that it has more in common with MPU then the film franchise.
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Power Suit, Power Armor what the difference?
Well there is one, a Power Suit is form fitting and warn under the armor; in essence it is a muscle suit and with a helmet it is space worthy. Power Armor goes over the suit allowing the owner protection and multiple weapons as well as various other tech enhancements. You can in fact wear a power suit with regular armor, and in fact until after the Marauder X Program that is what most troopers outside the light armor companies wore into combat. After that program was abandon the tech involved was disseminated for other uses.
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Space Travel
Cherenkov Drive
The main form of FTL is called the Cherenkov Drive and relies on a form of magnetic phase shift that protects a vessel and insulates it from the mass-increasing effects of relativistic speeds in physical space.
Point Singularity Drive
The second most common form of travel used by the Terrans is the Point Singularity Drive designed using modified skinnie harmonic shield tech, the PSD works by creating a wormhole by using large amounts of energy, as of yet no ship can produce this level of power on its own to produce a wormhole so a bypass was designed by taking a ship in close obit of a black hole allowing the energy to build up into a burst so the PSD can be activated. It is not a perfect science yet as sometimes you still end up days from your destination ether because you did not get close enough or you over shot your destination. The distance traveled has ranged from 50 ly to 1000ly but it believed it can go further with ether more power or a bigger black hole.
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Armor
Federation ships have armor designed to take a hit from a plasma bug using a steal alloy frame with 2 inch panels, above that there a 4 inch panels of Ceramic armor running the length of the ship, layered on top of that is coating designed dispelling heat from plasma based attacks.
Shields
None
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Power generation
A starship requires the use of hydrogen fuel. While this is stored in large tanks that run along the armored underside of most vessels, a starship's primary means of fuelling itself for any transit is the atomic scoop mounted to all ships that are expected to make voyages between stars (as opposed to intersystem ships that never leave the orbital rings of a given star). This induction device takes in stray elements in the form of gas and manufactures hydrogen. In this way, starships in motion generate some of their own required fuel.
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Ships
Destroyer: DD
Date entered serves: 2324
Sizes: 250
Top Speed: 20 Ly/hr
Max Crew: 200
Summary: in order to deal with the skinnie hegemony slaver fleets a new ship was designed for recon, tracking missions, boarding actions, and given enough fire power to paralyze a skinnie vassal. She is also one of the few ships capable of landing on planets (the others being the Sciences vessel and scout recon) thus given troopers a mobile base and hospital on the planet Making the ship a standard on all fronts.
Armament: 2 double turrets armed with High density laser canons and 8 High density laser turrets and a verity of missiles.
Corvette: CV
Date entered serves: 2194
Sizes: 550 meter
Top Speed: 15 Ly/hr
Average Crew: 500
Summary: the back bone of the military the Corvettes are used for many roles, Troop Transport capable of bringing in entire platoons , Cargo Transport, Carriers of a couple dozen fighters , Frigates with 8 High density lasers canons, hospital, Fuel Tenders, ect..
Armament: 4 High density lasers canons and 4 High density lasers turrets or 8 High density lasers canons
Dreadnaught John A. warden Class: DR
Date entered serves: 2327
Sizes: 650
Top Speed: 15 Ly/hr
Max Crew: 375
Summary: A relatively new classification with less than a decade of time in service, dreadnoughts is designed for one purpose – space superiority. Armed with more than three dozen primary weapons systems including heavy cannons and torpedo launchers, there is nothing in the sphere of SICON's experience in space that a dreadnought cannot destroy. The high cost in building a dreadnought and maintaining it while on maneuvers makes it prohibitive to have any more than a handful on a single front at any given time.
Armament: 12 heavy High density lasers canons mounted on duel turrets, 8 High density lasers canons mounted on duel turrets, 24 High density lasers turrets, various torpedoes/ missiles.
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Slingshot Drop Ship.
A Slingshot Drop Ship is designed to take two squads into an extremely hostile combat zone these craft carry the most fire power of any light transports. Slingshots can certainly take care of themselves as they are designed to handle nearly any aerial need from rescue to bombardment.
Slingshot ground support package
Six Firestorm bombs
Three Scatter bombs
Derringer light rotary cannon
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The Milky Way
Using Andromeda as the North Star for the galaxy it was first divided in to four quitrents. The north the area closes to Andromeda is known to host the Coven Expeditionary Forces and the remains of Sprange Rebellion; the east and area is now know to at least host the Forth The True Democracy as a major power, the west the area that the home Wolds of Terran Federation, Coven Republics and the Arachnid Empire exist in, and the southern area which is ruled by the barbaric Skinnies Hegemony. It was then expanded to include the Core as it own area since ships have to go around for ease of travel and the lower and higher plains that surround the Milky way. In all the Milky Way is thought to be 100,000 Ly in diameter.
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Rank Structure of the Mobile Infantry, and Military Intelligence
Recruit (Rct.): boot camp only
Private (Pvt.):
Lance Corporal (L. Cpl.):
Corporal (Cpl.): half a Squad
Sergeant (Sgt.): Squad
Sergeant Major (Sgt. Maj.): Two squads
Officers
Lieutenant Third Class (Lt. 3rd): Two squads, officer training rank
Lieutenant Second Class (Lt. 2nd): Platoon
Lieutenant First Class (Lt.): Platoon
Captain (Cpt.): Company
Major (Maj.): Company
Lieutenant Colonel (Lt. Col.): Battalion
Colonel (Col.): Regiment
Brigadier General ( .):Brigade
Major General ( .): Division
Lieutenant General (Lt .Gen.): Corps
General (Gen.): Army
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Rank Structure of the Fleet and Fleet Engineers
Cadet (Cdt.): Fleet Academy only
Petty officer Third class (PO3):
Petty officer second class (PO2): half a squad
Petty officer first class (PO1): squad
Chief Petty Officer (CPO): Two squads
Officers
Master Chief Petty Officer (MCPO): Platoon
Master Chief Petty Officer of the fleet (MCPOF): Company
Ensign (Ens.):
Lieutenant Junior Grade (Lt.J.G.) bridge and fighter crew
Lieutenant (Lt.): Ship
Lieutenant Commander (Lt. Cdr.): Ship or Flotilla
Commander (Cdr.): Flotilla
Captain (Cpt.): Squadron
Commodore (Com.): Task group
Rear Admiral (Rr. Adml.): Task Force
Vice Admiral ( .): Battle Fleet,
Admiral (Adml.): Fleet
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Solder type
Fleet Engineers
Fleet Engineers squad: 5 to 10 Troopers including a Petty officer first class And a Petty officer second class:Troopers counter 10
Fleet Engineers Platoon: 1 to 3 Squads including 1 Master Chief Petty Officer and 1 Chief Petty Officer Troopers counter 32
You usually won't see Fleet Engineers in anything bigger then a squad as they are mostly used for securing alien ships or tech as they are less likely to accidentally blow it up. You may also see them during a battle when fortification need to be brought back up or constructed under fire. The higher ranks in Fleet engineers are used for the staff at navel yards, where they are involved in designing new ships, weapons and back engineering tech that they have recovered.
Mobile Infantry Structure
K9 Squad: 5 to 8 troopers and 5 to 8 neo dogs including a Sergeant and a Corporal: Troopers counter 16
K9 Platoon: 1 to 3 Squads including 1 Lieutenant Second Class or Lieutenant First Class and 1 Sergeant Major and 1 Lieutenant Third Class: Troopers counter 51
Neo dogs have existed, in one form or another, for decades. Originally, they were wolf/Alsatian hybrids, genetically modified to produce a creature with heightened senses and intelligence. Later incarnations, primarily those used by the Pathfinders, incorporated a greater degree of cybernetics, including sensory implants and an explosive charge which would both cut short the suffering of any badly wounded neo dog and make one last deadly strike against nearby enemies. The advantages of using man's best friend in the field are the same as they are today giving troopers the ability to track down targets and detect traps before they enter them.
Neo dogs must be handled by troopers specially trained for the task. This requires a cable bond to be formed between man and animal and this bond is firm indeed. The level of empathy shared by bonded individuals is incredible and the death of either dog or handler can easily lead to the complete mental breakdown of the other.
Power suit /Armor squad: 5 to 8 Troopers including a Sergeant and a Corporal: Troopers counter 8
Power suit/Armor Platoon: 2 to 6 Squads including 1 Lieutenant Second Class or Lieutenant First Class and 1 Sergeant Major and 1 Lieutenant Third Class: Troopers counter 51
Considered to be the standard by which other platoons measure themselves, there is little that a few squads of standard Cap troopers cannot achieve. They have a tactical flexibility that is second to none and access to the greatest range of equipment and weapon options. If you are looking for a solid force that can handle anything that the enemy throws, then there is no better choice.
At company level you will sometimes see a mix of unit types but that mostly happens at battalion level. Either way this is the rules at this point.
Company: four platoons plus a Captain or Major
Battalion: four Companies plus a Lieutenant Colonel
Regiment: four Battalions plus a Colonel
Brigade: four Regiments plus a Brigadier General
Division: four Brigades plus a Major General
Corps: four Divisions plus a Lieutenant General
Army: four Corps plus a General
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Military intelligences agents
Outside of pathfinder Military intelligences has no lower command, but you will sometimes see Military Intelligences agents with squads or platoons of mobile infantry on the battlefield. This is ether because they have psychic powers that will be of use in the mission or because they had a hand in planning the operation that unit is participating in but in combat they usually defer to the commander of said unit even if they out rank them.
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Forth the True Democracy
The Forth is often described as the bastered child of a Roswell grey and a snake do to how they look. Though the shortest intelligent race found so for the forth make up for their low stature and week bodies with massive intelligence. They also seem to have a love for War mech and drones armies as they can field massive armies of them. It is hard to tell if there is any rank Structure in their Military as each craft seems to have a custom paint job. The Forth are immune to psychic's power causing pain and in rare cases death to those who try but appear to be the only race not to have psychic powers.
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Weapon
TW-203-a Morita Assault Rifle: Fields tested and combat ready, this improvement to the 201-s, this version of the weapon is a more precise killing machine. Capable of a three round burst that does not waste ammunition, the 203-a was designed to deal with Skinny activity in the galaxy. The Skinnie's do not require mass firepower to kill, making it more efficient to use three round bursts to penetrate their powered armor. Against bugs, the 203-a is just as effective as any other rifle; cap troopers swear by the new weapon's burst fire feature as it allows them to accurately gauge how many rounds they are using against each target. The TW-203-a comes with an underslung XW-110-G1 Grenade Launcher as standard.
XW-110-G1 Grenade Launcher: An underslung option for the Morita that attaches to the bottom of the rifle's barrel and is operated with one hand, the XW-110-G1 grenade launcher can chamber several different forms of ordnance. This makes the addition very tactically diverse and allows the Mobile Infantry to tailor their Morita assault rifles to the mission at hand. While rarely as powerful as a normal squad weapon, the XW- 110-G1 underslung launcher is the perfect complement to an already excellent firearm. A XW-110-G1 grenade launcher can use any of the following three ammunition types:
M-290 Flechette: Flechette rounds are narrow slivers of hardened steel bound in a grenade casing. When fired, the casing is discarded while the rounds travel at ballistic speeds towards a target. They have excellent penetration and can slice through chitin and armor plate with very little effort.
M-291 Frag: Fragmentation grenades work on much the same principles as flechette rounds. The only real difference is that fragmentation rounds travel to the target before exploding into deadly shards. This forms a lethal area around the point of impact and can take out a number of enemies instead of concentrating on one target. This spread of effect does make them somewhat less effective than a flechette round; the area of effect is usually worth the loss.
M-295 Bugshot: A specialized form of grenade that fires several hundred steel pellets at an incredible rate, these rounds have been shown to have great effect against the chitinous carapaces of Arachnid targets. The multiple impacts in a confined space effectively punch through an enemy, leaving behind a crater or hole. These rounds are slower to chamber, making them less useful in a close-in firefight than some other grenades.
SW-225-f Morita Marauder rifle: wasoriginally designed to give the troopers in the Marauder X Program a light, nearly infinite ammo weapon, but after the program was found to be too expensive for the results they were getting the rifle was moved to standard serves in the fleet, allowing boarding the use of Plasma based weapon that would not pierced a ship's hull.
Morita TW-202-l Sniper Rifle: Becoming known as the'Hawkeye' Morita, this variant of the Mobile Infantry staple is larger, has a longer ranged while retaining most of the familiar ballistic qualities. Chambering a slightly larger round and generating more power behind it for better range, the TW-202-l sacrifices some ammunition capacity in exchange for a harder punch and better penetration.
SW-408 Shredder Squad Support Cannon: A water-cooled barrel permits an impressive firing rate, and the Shredder is becoming renowned for the hail of fire it can unleash into an Arachnid swarm. Though magazines are capacious by any standard, the sheer weight of fire this weapon is capable of can put a strain on ammunition reserves and sometimes cause the Shredder to fall silent just as the bugs close in. However, troopers are well trained in the use of this weapon and have the discipline required to use it effectively on the battlefield.
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Heavy weapons
M-997 Firestorm Bomb: The Firestorm is an adaptation to the M-908P. Both larger and more powerful than the plasma 'grenade', a Firestorm consumes its plasma core within moments. This creates a much hotter kill zone but does not have the persistent nature of its smaller predecessor.
M-918 Scatter Bomb: An impressive weapon, the one shot M-918 is typically delivered via an air strike and detonates in mid-air to scatter its deadly cargo of high explosive charges over a relatively wide area. Dangerous if it lands accurately into a unit of enemy models, it causes an incredibly powerful explosion all but guaranteed to damage anything in its blast radius
MW-206 Derringer Light Rotary Cannon: A refinement of rotary machine-gun technology, the MW- 206 is a light version of the Sixgun weapon that graces the Marauder suit, among other chassis. It sacrifices a limited range and punch for a much greater rate of fire, allowing the Marauder to engage multiple targets at a shorter distance.
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Space to ground weapons
AGM-716 Flamberge Heavy Ground Attack Missile: The AGM-716 Flamberge is a large missile normally and has a standoff attack range of 75 kilometers but is more accurate if delivered closer to the target. Guidance is a combination of inertial, terrain-recognition and remote updates from the launching craft or satellite. The Flamberge is capable of 'smart' homing and can even abort an attack run and come back from a different angle if its operator or on-board tactical computer decides this will give a better chance of a successful attack. The Flamberge is normally used to deliver a standard Scatter bomb but Firestorm warheads are available. The Flamberge can also deliver air-scattered mines, cluster munitions or carry a reconnaissance pod. Nuclear warheads are also available but are subject to the usual special 'nuclear release' protocols.
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Soap box
If you made this far you have won the prize of me standing on a soap box explaining my theory of Crossover fiction and explain that at the end of each chapter I will have a Soap box that will basically be me giving out ideas in hopes of inspire other cross over's involving Starship troopers Universe ether as I detailed here or modified for your uses.
There are in my opinion four kinds of crossovers.
Small crossover: this is when a person or a group arrives in another universe, from what I have seen you will find a lot of slash fic's here.
Large crossover: this is when 100 or more people show up in another universe, this is one of those.
A merging: when you try and make 2 or more universes be the same one, Battlestar Galactica crossing over with Stargate is often one of these.
Rewrite Merging: when you try and combine 2 or more universe, but they don't fit at all so you change things to make them fit, I have no good example because I don't read these.
Star Wars and Starship Troopers
let's start with one of the other STARS... yeah that sucked... give me a break i'm doing this so i don't get side track by doing the story my self.
a Large crossover here would be interesting mobile infantry versus clones or storm troopers but it might be better to do a merge with this universe as in all cases i can think of there a united front that would crush any force that arrived in that universe.
a Merge and re-wright merge would work best i feel because it would be even odds, for a merge you can place SST in the milky way and have some experiment with forth tech send a group to Andromeda(it's pretty much where everyone agrees star wars would be) then you have the chance for reinforcements later on.
for a re-wright merge shrinking the area of space the starship troopers stuff inhabits and placing it in that area called wild space would probably work but i'm not an expert on star wars out side on the new jedi order books.
Starship trooper x Star trek
*don't make star joke don't make star joke don't make star joke* hey there sure was a lot of star out last night. *is stoned by angry crowd* Why has this not happen yet? No seriously why? sure you can't do a merge so you're limited to a rewrite merge where you put the terran in a mirror universe or just make them not earth based but for large crossover this is a gold mine! Okay let me explain star fleet in a non military organization according to them and that federation is the ultimate pacifies. The Terran federation is all military all the time in fact if you're not military you get no respect from them. These guys are the polar opposites of each other so I would love to see them interact. Of course you could make a rewrite merge during the enterprise era and have the volcans find the terran as there just starting to leave there solar system… ahh I just hope someone get inspired by this and dose something.
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