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Fighter craft

F-76 Thunderbolt TAC Fighter:

Piloted by the top guns of the Fleet, the TAC Fighter is a powerful attack craft designed to defend the fleet and support ground operations. It has a number of standard weapons fits, each tailored to a specific role and permitting the craft to be used against enemy flyers and Arachnid swarms or to deliver an atomic warhead with great accuracy. It is not as agile as some of its predecessors but until the Arachnids develop a large flying species that can successfully repel a squadron of TAC Fighters, this craft's heavy armor and superior load capacity is preferred.

Standard Weapons/Equipment:

Sixgun rotary cannon and two Rapier AA missile launchers.

Ground Support package:

Three Firestorm bombs

Four Scatter bombs

Tactical package:

Two Scatter bombs

Two Blizzard missile packs

Atomic package:

One Atomic Ajax munitions

TAC UAV:

Placed under the control of a senior trooper, a TAC UAV grants a squad a longer punch and better eyes. Circling above the battlefield, this craft is capable of reconnoitering an area and then lending support when the squad moves in. Twin Fifty autocannon and two scatter bombs give the TAC UAV a punch that cannot be underestimated and its ability to stay on station for hours before retiring to the rear lines to rearm and refuel enables a force to remain under its cover for entire missions.

Weapons/Equipment:

TwinFifty autocannon and two Scatter Bombs

Fire fox armored vital gunship:

The Firefox is a close in support fighter and is often thought of as a flying tank do to the amount of damage it can take but it real power comes from the fact it can stay on station for a long time period and are so easy to piloted almost anyone can fly them.

Weapons/Equipment:

Sixgun rotary cannon and two Rapier AA missile launchers

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Landing craft

Skyhook Retrieval Boat

Seen in use most often with light armor platoons, the small Skyhook is sometimes pressed into service to deploy single power suit squads or, in an emergency, lift them to safety before their position is overrun. Lightly armored and ungainly in flight, the Skyhook is cheap to produce and, in its unarmed civilian form, is sometimes the mainstay of orbital operations on many colony worlds. The Fleet model is armed with a Twin Fifty autocannon that is capable of clearing hot zones before landing.

Weapons/Equipment:

two Twin Fifty autocannon.

Viking Landing Boat

Similar to the Skyhook but much larger, the Viking has a far greater cargo capacity and is capable of deploying small platoons with ease. Its armor is not much thicker than that of its smaller cousin and it is no faster. However, despite being a much larger target, its sheer mass can often ensure the safe arrival of the troopers inside, so long as Arachnid plasma activity is suppressed beforehand.

Weapons/Equipment:

two Twin Fifty autocannon.

Slingshot Drop Boat

Heavenly Mercy package:

Med-a-vac

Standard Air Transport package :

Derringer light rotary cannon

Tactical package:

Five Scatter bombs

Two Blizzard missile packs

Derringer light rotary cannon

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Weapons

SW-414 Rapier AA Missile Launcher:

The Rapier AA missile launch system is an air asset's worst nightmare. These missile launchers are specifically designed to fire the M-780A5 'Birdbolt' missile, though rumors of other warheads shortly to be distributed are commonplace.

M-780A5 'Birdbolt' Missile:

The Birdbolt is the primary armament of the Rapier. It is specifically designed for a high in-flight speed and carries a penetrating nose charge to bring down even the toughest air assets. While not especially effective against ground targets, Birdbolts can be used against such in an emergency.

M-998A1 Atomic Pee-Wee Munitions and M-999A2 Atomic Ajax Munitions:

In the universe of Starship Troopers, nuclear weapons are still used during combatbut their implementation has changed nukes, warheads that leave clouds of deadlyfallout and massive radiation, have given way to short-termradioactive reactions and massive initial damage with fewside-effects or lingering traces other than massive areas of planetary ruin. SICON currently uses two main gradesof nuclear weapon – the fairly small Pee-Wee munitionsand the Ajax heavy tactical bomb. The latter is usuallydropped from orbit or placed as a devastating remotebomb, while the former is capable of being fired from amissile launcher.

MW-5050 Twin .50 Autocannon:

Usually encountered as a wall defense weapon, these guns are belt fed and have an operator's chairs or standing mount. A massive weapon, the Twin .50 requires a crew to operate effectively. Despite its cost in manpower, the rain of fire it can unleash against enemy models makes the MW-5050 well worth investing in during a heated battle.

SW-490 Blizzard Missile Pack:

The Blizzard missile pack comes with nine primed missiles which are fired together as a single attack. These missiles have their own guidance software and cannot be directed from the launching station once fired. It is a superb area saturation device, capable of halting an entire swarm of Arachnids..

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Ground Vehicles

Geckos

Sometimes referred to in the Mobile Infantry as a poor man's Marauder suit, Gecko, as it is affectionately known, is primarily used to move troopers quickly from one hotspot to another nearby. Usually Lacking any serious firepower, the Geckos can often be found serving as a mobile command point for troopers on extended missions or with P.O.A.'s that necessitate a large number of short trips, journeys that would be impractical for Fleet to perform. Geckos are much cheaper to build, maintain and replace than Marauder suits and attack aircraft, thus their prevalence, and goes a long way towards explaining their continued use by SICON.

GK-12 Gecko Armored Personnel Carrier

Armament: Twin fifty autocannon

GK-15 Gecko Command Carrier

Armament: Twin fifty autocannon

GK-16 Gecko MLRS

Armament: Twin fifty autocannon / six Blizzard missiles packs

GK-19 Gecko Field Hospital

Armament: Twin fifty autocannon

GK-22 heavy gecko

Armament: Twin fifty autocannon/ thunderstrike cannon

MAC Haulers

Summary: A very common vehicle designed for a very common duty, the MAC hauler is found on many shapes and sizes throughout the Federation doing the same thing day in and day out – carting supplies and materials from one end of a planet to the other. Built to last and economical enough to be affordable to virtually any size business, they are reliable enough to be one of the only civilian made vehicles ever to be adopted into SICON service. As such, troopers become very familiar with the sight of MAC haulers on military bases and may well have had some of their official driver training behind the rudimentary controls of one.

Armament: officially none but in this instance the anti space craft plasma guns are mounted on the back of them

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Pistols

Brunham TW-102-s 'Peacemaker' Pistol:

The Peacemaker is the culmination of handgun technology dating back to before the long wars and the formation of the Federation. Capable of killing a man in a single shot and seriously injuring a bug, it is a Mobile Infantry trooper's standard sidearm and arguably their most important possession next to their Morita rifle. There is talk of a TW-102-a with the ability for a controlled three-round burst, but field trials have failed to produce a version stable or dependable enough for general issue.

Brunham TW-109-e 'Emancipator' Heavy Pistol:

The 'Emancipator' is the big brother of the ever-popular Peacemaker handgun. This weighty addition to the Brunham catalogue chambers the same 7.62mm munitions more commonly linked with the Morita Arms Company's assault rifles. Despite its active suspensor and recoil suppression systems, the TW-109-e is not recommended for use by anyone not wearing some form of powered suit as the recoil generated by this weapon is capable of shattering bones.

Brunham TW-111-p 'Reaper' Pistol:

So-called because if it most often seen in the hands of black-clad Military Intelligence officers, the TW-111-p is a deadly handgun designed for armor penetration and concealment. It is generally accepted as fact that a 'Reaper' handgun only has eight shots that can be used in combat because Military Intelligence is ordered to save the last round for themselves.

Mw-97 thunderstrike cannon

140mm bore main tank gun

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Federation A.I.

Federation A.I. is at its core a learning computer the longer one is in serves the better, faster, and smarter it works. Though all AI is built the same what they inhabit shows effects.

CHAS

CHAS unit AI have been seen to take on a male personality type as they get older, and follow a few simple rules, protect your squad mates at all cost, follower your commander orders, and learn to do the above better. This has resulted in most CHAS units giving up their own lives for their squad within 1 years of assignment but those that serve past that date have become very human in thinking and have actually been promoted in the field to NCO positions serving as the second in command of platoons, but that is as far as they are allowed to go they can never become an officer and will most likely end up as training sergeants once the war is over.

SHIP

Ship A.I. have been seen to take on a Female personality as they get older, this is assumed to happen do to captain referring to the ships as a she. Their main order are similar to a CHAS units, Protect you Crew, Serve you Captain, and safe guard your ship. The similar AI on ships grew more complex then that seen in CHAS this is assumed to have happen due to more computing power than that of CHAS but it quickly became a problem for some officer who worried about the possibility of an AI take over, so restriction were put in place on most ships to prevent that idea. But some captain like smart AI and remove these restrictions during their tenure, which has resulted in the odd thing that has caused much study. In the case of the AI of the Destroyer Normandy had grown to have a blood thirsty attitude under her first commander tenure but her second commander her put the restriction back in place, when the third commander took them off again the Normandy grew to have more of a motherly attitude towered the crew and was almost against violence except when it was needed. This has led to the confirmation of the theory that the AI evolves depending on how the captain acts around them, meaning that they are in essences the captain child, which has resulted in some movement in court cases to figure out what to do with them beyond thinking of them as simple tools.

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Arachnid Empire

The most feared animal in the galaxy is the bugs, their ability to adapt and manipulate there genetic code has given they the ability to even colonize space meaning they may never be completely killed off. What worse is they have the intelligence thanks to the Queens, Brains and Overseers bugs to use this ability to it full effect, if the federation releases bug spray on a planet they simply change the genes so it no longer affective, federation get bigger guns, bugs get better armor and so on and so forth. The bugs treat genes like humanity treats tech making them the greatest enemy the federation has ever faced.

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Bugs

Warrior bugs

Warrior bugs are the primary fighting force for the Arachnid Empire. Adaptable for virtually any climate, warriors are easily bred, tremendously strong and incredibly resilient. They are capable of tearing an armored man in half and entering hibernation for long periods of time, traits that create Arachnid colonies with instant defenses that are only functional when they are needed. Warriors are generally found in swarms or small packs.

Common Worker Bugs

Common workers, usually just called workers, are the laborers of the colony. They are not specialized for any particular task like breeders or chariots bugs but they are instead all-purpose workers. Common workers are hatched from the simplest of all Arachnid eggs and thus share a great deal of their morphology with the warrior bugs with whom they are frequently confused.

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Ships

Escort Corvette: ECV

Date entered serves: 2195

Sizes: 250 meter

Top Speed: 15 Ly/hr

Max Crew: 200

Summary: a smaller version of a corvette they a designed to do a very similar list of things. small Troop Transport, Cargo Transport, Carriers of a dozen fighters , Gun ship with 6 High density lasers canons

Armament: 6 High density lasers turrets 4 High density lasers canons

Fire Fox Armored Vtol Gunship

Date entered serves: 2322

Sizes: 27 meter

Max Crew: 2

Summary: The Firefox is a close in support fighter and is often thought of as a flying tank do to the amount of damage it can take but it real power comes from the fact it can stay on station for a long time period and are so easy to piloted almost anyone can fly them.

Armament: Sixgun rotary cannon and two Rapier AA missile launchers

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Citizenship

Interesting thing, you can gain citizenship in the federation for military service OR something of equivalent risk.

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Soap Box

Firefly or whatever you want to call it Xover with Starship Troopers

You know this also should have happen already guys; the main bad guys of that show wore the armor from the movies. Any way large X over would be best as it hard to do a merge when earth is dead. But a rewrite merge could work just make the feds be trying to unite all of humanity under one banner in order to deal with the bugs maybe. Ah have fun with idea you'll come up with something.

Warhammer 40k x Starship trooper

I DO NOT BELIEVE YOU CAN DO ANY KIND OF MERGE WITH WARHAMMER PERIOD. And you can only do a large cross . Other than that It could be interesting who win in a fight a tanker bug or space marine?

Galactic Civilization

Galactic Civilization Starship Troopers edition sounds like a interesting 4x game but as a cross over hmm… large maybe, merge maybe, rewrite merge maybe. in this case it depends on the talent of the person writing it more then anything.

Halo

Halo… Oh why are you so difficult… not the game I'm sure that difficult to but the story almost makes it impossible to write a crossover and merge. Okay this is going to be a rant on the mantel in every story I have seen it used it becomes a cheat sheet for dealing with the new universe so if you're doing a rewrite merge forget about the mantel. Second master chief can't happen in SST it sucks but he can't the most important decision in the federation is the choice to join the military and become a citizen and you can't join till your 18… that doctor who made the Spartans would be hanged on national tv if she did that to kids. But maybe there something I'm not seeing… oh wait there is a cross over there and no mantel I see and there no federation it just bring the bugs in to that universe… *goes to read over it again*.

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