TEXT: (RAL.0) The Altaran Confederation  
  (RAL.1) Altaran Background 
  The Altaran Confederation represent the last remnants of a canine race descended from the same stock as the 
  Lyrans, Kzinti, and the Carnivons.  Larger and more wolf like than their relatives, the Altarans were also slower to 
  develop and expand.  In the late early years period (Y120-125) the Altarans were located along the Carnivon-Kzinti 
  border occupying just six systems.  Where their neighbors were fielding their first true tactical warp ships, the 
  Altarans had just begun to convert to Non-Tactical Warp armored hulls with experimental new drives.  Without an 
  ally, they had to take drastic action to remain a free people. 
  The Altarans would have become just another pack among the Carnivon if the most influential alphas had not seen 
  the writing on the wall.  The Carnivon were losing the war and one more allied pack with inferior ships was not going 
  to save them.  Contact with the Kzinti was attempted, but proved unwise as the cats had already decided that 
  genocide was the only answer to the canine conflict.  While the Altarans were aware of the existence of the Lyrans, 
  but they were simply too far away to be contacted, much less provide any aid. 
  Given their lag in technological development and small size, the Altarans were not going to survive the ongoing 
  conflict.  In early Y135, with the Kzinti massing fleets to continue the war of extermination, those alphas who could 
  seized the nascent tactical warp fleet and fled with their pack mates for the interior of the galaxy.  They left behind 
  over two thirds of their population to share the fate of the Carnivons.  The refugees intended to establish a new 
  empire out of reach of their genocidal cousins and build strength for a fight they viewed as inevitable.  The shock of 
  finding the core so teeming with life would leave them with little chance to build that strength. 
  Sandwiched between the Promethians and the Urzahn, the Altarans found relative peace and a chance to rebuild.  
  After selling half of their initial ships to the Promethians to provide construction supplies, the Altarans began again 
  with a stronger government that could hold the packs together and build the technology base that was needed to 
  survive. 
  The Altarans are approximately 2 meters tall with some of the larger males reaching 2.2 meters.  Their average 
  weight is 150 pounds for males and 120 pounds for females.  They have developed opposable thumbs and have 
  colors ranging from pure white to red to black.  While a strong pack history has been prevalent in the Altaran 
  society, the pack mentality has diminished within since the relocation.  The confederation is composed of leaders 
  from all of the packs. The ruling board has full authority over all internal and external disputes, and their decisions 
  are rarely disputed. 
  1
  
  (RAL.2) Altaran National Fleet 
  Battleships and Variants: 
  (RAL.3) BATTLESHIP (BB) The Battleship was the largest of the Altaran ships ever constructed.  It was initially 
  built by a pack that was very wealthy, but had little political power.  The ship was quickly duplicated by the rulers of 
  the confederation out of fear of a possible coup.  The ship proved too costly to use in regular operations, and was 
  used for diplomatic missions when a show of strength was needed.  Only 2 were ever built.  Command 10, 
  Explosion Strength 42.  True Pft.  Carries 6 PF�s. 
  Dreadnoughts and Variants: 
  (RAL.4) DREADNOUGHT (DN) The most common of the large capital ships.  It was designed in response to the 
  development Urzahn Hammerhead Battle Crusier.  The ship was often used by the leaders of the stronger packs as 
  command ships for major fleet engagements.  Command 10, Explosion Strength 30. 
  (RAL.5) HEAVY CARRIER (CVA) Filling a need for larger carriers, the Altarans started to convert Dreadnoughts 
  to CVA�s.  Production ended after PF�s entered service, as the SCS became the attrition carrier of choice.  It has 3 
  landing bays.  Command 10, Explosion Strength 35, Carries 24 fighters. 
  (RAL.6) SPACE CONTROL SHIP (SCS) With the development of PF�s, the Dreadnoughts were converted to the 
  SCS.  Command 10, Explosion Strength 30, Carries 8 fighters and 6 PFs. 
  Heavy Battle Cruisers and Variants: 
  (RAL.7) HEAVY BATTLE CRUISER (BCH) – The Heavy Battle Crusier was developed initially by pack leaders 
  who did not have the financial strength to build Dreadnoughts.  As the high command realized the need for heavy 
  carriers and space control ships, the pack leaders began to adopt the smaller yet quite capable BCH for their 
  command ships. Command 10, Explosion Strength 22. 
  Heavy Cruisers and Variants: 
  (RAL.8) COMMAND CRUISER (CC) This was the early command hull for the fleet.  This was the first ship 
  created that could handle the stress of 4 Electromagnetic Guns.  These hulls were converted from the original ships 
  that emigrated from the known galaxy. Command 9, Explosion Strength 19. 
  2
  
  (RAL.9) HEAVY CRUISER (CA) – Mainstay of the Altaran Fleet.  It was the most common of all ships built.  
  These ships were used as strike fleets for the Confederation. Command 8 Explosion Strength 18. 
  (RAL.10) SURVEY CRUISER (SC) – The survey cruiser is the Altarans fleet scout.  It was built in large numbers 
  serving as a powerful EW platform.  Command 8, Explosion Strength 18 
  (RAL.11) CARRIER (CV) – The first result of the light cruiser test program, this was first carrier designed by the 
  Altarans.  Designed to be a true carrier, it was later replaced in front line service by the CVA. Has 2 landing bays for 
  its fighters.  Command 6, Explosion Strength 12, Carries 12 fighters.   
  (RAL.19) NEW HEAVY CRUISER (NCA) 
  War Cruisers and Variants: 
  (RAL.13) ASSAULT CRUISER (CW) – The attack cruiser was built as the fast ship to be put in harms way.  It 
  was designed to have improved speed over the heavy cruiser to match other CW�s that major races were 
  producing.  Command 7, Explosion Strength 17. 
  Light Cruisers and Variants: 
  (RAL.12) PF TENDER (PFT) – With the development of the PF, the high command decided that all carriers 
  currently in production would be converted to carry PFs.  This provided increased firepower for the hull, and uses for 
  antiquated carrier hulls.  Carries 6 PFs.  It has 2 Sensor channels.  Command 6, Explosion Strength 14. 
  Destroyers and Variants: 
  (RAL.14) DESTROYER (DD) – The destroyer was the largest produced size class 4 warship that the Altarans 
  produced.  The destroyer was designed by the Confederation, and often worked in squadrons to provide security in 
  critical sectors.  The ship was also used to fill out Confederation Fleets when heavy cruisers were unavailable.  The 
  destroyer was eventually used as a convoy leader.  Command 5, Explosion Strength 12 
  (RAL.21) ESCORT DESTROYER (DE) 
  Altaran Pack Fleet 
  Light Cruisers and Variants: 
  (RAL.15) LIGHT CRUISER (CL) – Initially produced as a test bed for use in carrier operations, the Altarans found 
  3
  
  that the hull was also a very capable command ship against raiders.  It was common for the Light Cruiser to be used 
  in command of destroyer squadrons.  These squadrons were used as the punishment brigade against such 
  outposts.  Command 6, Explosion Strength 14. 
  Destroyers and Variants: 
  (RAL.16) SCOUT DESTROYER (DDS) – The scout destroyer was produced in significant quantities.  It held 
  many roles in the Confederation.  The ship was used to supplement the SC in larger battles, provide support for 
  suppression of pirates and raiders, and it was used to support destroyer squadrons.  Command 5, Explosion 
  Strength 10. 
  Frigates and Police Ships: 
  (RAL.17) FRIGATE (FF) – Essentially the police ship of the Altaran fleet.  The frigate excelled in convoy duty, 
  proving to be a very reliable hull.  It was not uncommon to be paired up with other frigates and a destroyer for use in 
  more important escort duty.  Command 4, Explosion Strength 9. 
  Miscellaneous Classes: 
  (RAL.18) TUG (Tug) – The tug provided support services for the Altaran Fleet.  Can carry 2 single weight pods, or 
  1 double weight pod.  The Altarans use the generic repair pods and cargo pods.  Battle pods will be published in the 
  future.  Command 6 Explosion Strength 15. 
  (RAL.J0) Altaran Attrition Units 
  The Altarans built 4 different types of fighters, the Hurricane, Tempest, Tornado, and Typhoon. Altaran fighters may 
  fire 2 Flak Cannon charges per turn. The Typhoon is a 2 space Heavy Fighter. It may fire 1 EMG charge per turn. 
  The EMG has a maximum range of 10. All PG1�s have a maximum range of 15. The Flak Cannon requires 1 deck 
  crew action per charge to reload. The EMG requires 2 deck crew actions per charge to reload. The Altarans build 
  standard, leader, and scout PFs. 
  Altaran Fighters 
  Altaran Fast Patrol Ships 
    
  4
  
  (WP.1) ELECTROMAGNETIC GUN 
  WP1.1 Designation: 
  Each Electromagnetic gun is designated EMG on the SSD, and represents one electromagnetic gun. 
  WP1.2 Arming Procedure: 
  WP1.21 Procedure: Electromagnetic guns are armed in one turn by allocating 4 points of power from any source 
  per weapon. 
  WP1.22 Firing: The EMG is fired in during the Direct Fire Weapons Fire Stage of the Impulse Procedure Chart. 
  WP1.23 Holding: The EMG cannot be held. 
  WP1.24 Overload: There is no overload function for the weapon. 
  WP1.3 Firing Procedure: 
  WP1.31 Procedure: The number of damage points scored by an electromagnetic gun is determined by 2 factors.  
  The first factor is range, and the second factor is the shield status of the target vessel.  Roll a die, determine the hit 
  at the range to the target, and adjust the damage according to whether or not the target is shielded. 
  WP1.32 Range: The maximum range of an electromagnetic gun is 30 hexes. 
  WP1.33 Weapon Degradation: When an electromagnetic gun is fired in consecutive turns, the accuracy of the 
  weapon is degraded.  The electromagnetic gun suffers a +1 shift for each turn that the weapon is fired cumulatively.  
  Example:  On the second turn there would be a plus one shift against the firing unit, on the third turn it would be a 
  +2 shift against the firing vessel.  This shift is cumulative to all other EW that is effecting the firing vessel. 
  WP1.34 Cool Down: If an electromagnetic gun is unpowered for an entire turn, the shift modifier is reset to zero. 
  WP1.35 Shielded Targets: Units with operating facing shields during the fire decision stage, general reinforcement 
  during any damage allocation phase, Mechad energy fields, PA panels, Soul Shields and Leopan armor systems.  
  For new technologies not developed, consider systems that create a powered field around the ship as shielded.  
  The EMG does not interact with the IPG or the ESG. 
  5
  
  WP1.36 Unshielded Targets: Armor and units with a down or inactive shield, this includes the Scon Manifestation 
  Energy Absorption Cells. 
  WP1.37 Damage Resolution: Damage from an EMG is resolved as the first damage scored in any volley.  If any 
  shielding is in operation, be it from the original shield, specific reinforcement, or general reinforcement, then the 
  damage from the weapon is struck as if the target is shielded for ALL EMG�s fired in a given impulse.  If no shielding 
  is available then the damage is increase by � of the damage against a shielded target. 
   
  WP1.37 Fire against Drones: The EMG is a heavy weapon and is penalized against drones like a photon. 
  WP1.38 Destruction: The Electromagnetic Gun is considered a Torpedo weapon on the Damage Allocation Chart. 
  WP1.4 Repair Cost: 8. 
  WP1.5 Option Mounts: The electromagnetic gun may not be placed in option mounts.  The weapon is indigenous 
  to the race. 
  WP1.6 Atmosphere: Reduce damage by 25%, rounding all fractions down for each hex of atmosphere fired 
  through.  There is no penalty for firing out of one hex of atmosphere. 
  WP1.7 – Other interaction: The EMG cannot fire through Web.  It is also not affected by ESG fields.  
  (WP2.1) PARTICLE GUN 
  WP2.1 Particle Guns 
  WP2.11 Designation: The particle gun is designated as PG-1 on the SSD. 
  WP2.12 Arming: Each particle gun costs 1 to arm.  It may not be downloaded. 
  WP2.12 Repair Cost: 5 
  WP2.14 For all other rule considerations, consider the particle gun to be a phaser. 
   
  6
  
  (WP3.1) FLAK CANNON 
  WP3.1 Flak Cannon 
  WP3.11 Designation: The flak cannon is designated as FC- on the SSD 
  WP3.12 Arming: The flak cannon is armed based on the number of charges in the flak cannon.  It cost .5 power 
  from any source per charge in the flak cannon.  The number after the FC on the SSD indicates how many charges 
  are on the flak cannon.  Thus a FC-3 has 3 charges.  The Flak Cannon is armed completely at weapon status 1 and 
  has a capacitor system equal to the total number of charges in the Flak Cannon.  The charges cannot be shared 
  between Flak Cannons. 
  WP3.13 Firing Restrictions: The Flak cannon may only fire one charge per impulse.  There is an 8 impulse delay 
  between turns for firing a Flak Cannon that has fired all of its charges.  You may not fire more than your Flak 
  Cannon�s capacitor in eight impulses. 
  WP3.14 Damage: The Flak Cannon does 2 points of damage versus size class 1-5, 4 points of damage versus size 
  class 6 targets, and 8 points of damage versus size class 7 targets. The Flak Cannon damages plasma torpedoes 
  as phasers and they consider plasma as a size class 6 target for damage purposes. 
   
  WP3.14 Repair Cost: Flak Cannon 1: 3 points, Flak Cannon 2: 4 Points, Flak Cannon 3: 5 points.  Flak Cannons 
  can be repaired to a lesser charged Flak Cannon. 
  WP3.15 Atmosphere: Reduce damage of weapon by 1 per hex of atmosphere fired through.  There is no penalty 
  for firing out of one hex of atmosphere. 
  WP3.16 Fighters: Flak Cannon�s on fighters are FA.  A fighter may fire up to 2 of its total number of flak charges in 
  a given turn. 
  WP3.17 Destruction: The Flak Cannon is destroyed on Drone hits on the Damage Allocation Chart. 
   
  7
  
  8
  
  9
  
  10
  
  11
  
  12
  
  13
  
  14
  
  15
  
  16
  
  17
  
  18
  
  19
  
  20
  
  21
  
  22
  
  23
  
  24
  
   
  25
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/SFB - New Race 1 - Altaran Confederation.pdf