TEXT: -  -
  TRAVELLER
  Traveller: The New Era
  Operation Dominoes 3:
  The Isdur Gambit
  Avenger Enterprises 
  in association with 
  Comstar Media LLC
  
  -1-
  Operation Dominoes 3: The Isdur Gambit
  TRAVELLER - SCIENCE FICTION ADVENTURE IN THE FAR FUTURE
  Based on the award-winning Traveller game system and universe by Marc Miller
  About Avenger Enterprises
  Avenger Enterprises is the private venture of Martin J Dougherty. Avenger adventures and supplements are compatible
  with Classic Traveller and TNE (Traveller: The New Era), and are published under license through ComStar Games.
  Contact Avenger
  Avenger Enterprises can be contacted by email at: mjd@avengerenterprises.co.uk
  Visit the Avenger Enterprises Website and the “Travellers Aid Society” Forums at: www.avengerenterprises.co.uk
  CREDITS
  Written by
  RCES Tactical Planning Team Alpha
  Daniel Hammersley
  Richard Perks
  Playtested by
  RCES Assault Team 23c
  GM Bonni L Feltz
  Michael E “Lars/ Bud” Evans
  Colin “Crossfyre” Evans
  Jennifer “Jennifer” Evans
  Jim “Roach” Mitchell
  Jason “NPC’s” Erlandson
  William “Cowboy” Mendez
  Adam “Curly” Stryker
  Editing, Layout and Design by
  RCES Records Dept
  Grahame Mulliss
  Michael Taylor 
  Copyright ©2007 Avenger Enterprises in association with Comstar Media LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
  2 3 4 5 6 7 8 9 10
  
  -2-
  Chapter 1: Introduction
  In Operation Dominoes 1: Moonshadow, a RCES covert
  ‘Moonshadow’ team was dispatched to the planet Tiniyd in
  the Thoezennt subsector to open relations with the Droyne
  nations to counter the effects of a botched raid on a Droyne
  controlled nation out in the Wilds. The resulting scandal
  threatened to split public opinion within the Reformation
  Coalition as well as handing their enemies, the Diasporan
  Starfarer’s Mercantile Guild, a propaganda coup. 
  Operation Dominoes 2: The Minds of Idsur continued the
  Moonshadow team’s mission to bolster the relationship with
  the Idsur Republic by providing a covert oil well. The team
  was also called upon to defend the village of Northbank from
  a Guild raider which led to a pitched battle on a Guild
  controlled space station hidden in the Arcenturi Belt. 
  An animal attack on the construction crew at the refinery
  site resulted in the inadvertent discovery of the Chirper’s
  Psionic invisibility talent.
  Referees Overview
  Operation Dominoes 3: The Idsur Gambit details the
  effects of the Chirper revelations and the reactions of the
  neighboring states. The Idsurian government sends the
  team back to Marax and then to the Reformation Coalition
  to purchase arms. Anti-Psionic prejudice and internal
  Reformation Coalition politics make these purchases
  impractical and the team is forced to rely on its own
  resources to acquire the necessary weapons.
  Meanwhile international tensions increase on Tiniyd, with
  several nations launching full scale invasions on the Idsur
  Republic. A
  combination of Idsurian military might,
  supplemented by the additional equipment and personnel
  supplied by the Moonshadow team are enough to blunt the
  first attacks. An enemy incursion cuts off the RCES base
  and the team has to hold out until the Idsurian army can
  relieve them. The climatic battle is swayed by unexpected
  events.
  This adventure is set in the period VI-1202 to X-1202, and
  is designed for a party from 4 to 8 player characters.
  
  -3-
  Chapter 2: Law and Order
  The Ugushaam Star arrives at Midday and discharges the
  modular automated refinery equipment. The TL9 refinery
  equipment will produce 1000 barrels a day, and bears a
  startling resemblance to several starship fuel purification
  plants. A team of eight RCSA engineers from Ra also
  disembark and will spend the next two weeks connecting
  the refinery up and running commissioning tests.
  Once the Ugushaam Star has docked and the engineers
  are 
  unloading, 
  Umberto 
  Pellegrini 
  requests 
  the
  Moonshadow team accompany him to the capital as
  members of the government will want to be briefed on the
  Chirper situation. The APC’s take about 5 hours to reach
  Idsur City. Umberto and his team as well as the RCES
  personnel will be driven by government limo to a security
  service safe house to brief the army and security service
  ministers. 
  Umberto will give the main presentation, and the RCES
  team will be merely required to confirm what they saw. Once
  the meeting is over, the RCES team will be booked into a
  hotel and asked to remain in the city for the next few days
  whilst the government considers the situation.
  Umberto or a member of his training school will brief the
  team everyday.
  The Idsurian government can see
  advantages of learning the Chirper’s Psionic invisibility
  talent (especially the security services) and feel compelled
  by their belief in Psionic ability being the next stage of
  evolution, to declare the Chirper’s sentient beings and
  citizens. However they are worried about the loss of the
  Chirper workforce and the responses of the other nations.
  For once the Idsurian security blanket leaks. The
  involvement of the training house and ordinary soldiers,
  coupled with the philosophical nature of the debate means
  that stray thoughts leak out from government circles into
  family and friends. The newspapers are prohibited from
  reporting it, but rumors are rife.
  With this general atmosphere, foreign agents start to pick
  up inklings of the situation as well. Some foreign nations
  start planning their responses immediately.
  By the end of the week, the Idsurian government decides
  that it no longer needs the RCES team to provide any more
  evidence and grants them travel papers to return to their
  base. 
  As the team arrives at the train station, they notice a small
  crowd protesting outside the station guarded by a rather
  bemused policeman. The crowd is only a dozen strong and
  consists of young adults holding placards demanding that
  Chirpers are given the rights of citizens, based on their
  Psionic abilities. The secret is out.
  Just as the team is passing several laborers start heckling
  the protestors about the Chirpers being animals. The
  heckling soon gives way to open confrontation as the
  handful of laborers attack the protestors. Even though
  outnumbered, the laborers are generally fitter than the
  protestors and more familiar with brawls. 
  If the team intervenes to assist the single policeman, they
  should be able to break up the brawl before anyone is
  seriously injured. Additional police will soon arrive from
  within the station and arrest the laborers and the
  demonstrators. The police will thank the team for their
  assistance and take their details / statements in case they
  are needed in court. 
  Any intervention in support of the police will result in a
  favorable report being entered into the team’s permanent
  government records, which could be useful later if
  questioned by security agents unaware of the team’s true
  identities. The demonstrators are from one of the training
  schools and are mostly the children of government or
  security service officials and the gratitude of their parents
  could be useful later on.
  There will be no sanction against the team if they merely
  avoid the disturbance at the station.
  Back at Base Camp
  It will take the team almost a week to reach their base via
  train and truck, unless they get off the train at one of the
  refueling stops and request a cover pickup from the
  Serendipity. 
  Once back at base, the team will be surprised by the
  previous arrival of additional RCES personnel. These have
  been sent to run the new port (even if the team did not file
  any additional requests for support). The new recruits
  arrived on the Ugushaam Star along with traffic control
  equipment and a mesh 2.25m diameter 3,000km passive
  sensor array is draped between two buildings. Jenni has
  even managed to acquire a Chirper for study (with the
  permission of the Idsurian government). Finally the Idsurian
  government has assigned an additional security agent
  “Jorge Vasquez” to the camp following Ashraam’s death. 
  The Moonshadow team as senior RC representative on
  planet will be required to sort the newcomers out, and
  arrange for the installation of the new equipment.
  The new RCES personnel include:
  • Privates Kyle Stavros & Miguel Gustav (base
  mechanics under the command of Sgt. Burnes)
  • A RC marine security team under the command of the
  good Sgt. Handerskuyt, consisting of:
  
  -4-
  • Corporal Stassja Ruiz-Reyes
  • Lance Corporal Teresha Trebizond
  • Lance Corporal Stefan Killsplenty
  • Lance Corporal Jimmie Griggs
  • A RCSA traffic control contingent lead by Ms Mabel
  Haruthbaan, with her two deputies: Ms Gemina Doppler
  and Mr. Philip Colson.
  •
  The final new arrival is an additional RCES
  Moonshadow agent, Jian Eneri Nishuuru, who is
  credited as being fluent in the Droyne language -
  Oynprith.
  The Security Team has been provided with RC standard
  weapons and armor, and additional equipment will have
  been sent for Sgt. Handerskuyt. Based upon Sgt.
  Handerskuyt’s previous performance, the team should be
  worried about his control of the security team and especially
  the 
  team’s 
  weapons 
  locker. 
  As 
  senior 
  military
  representative, Sgt. Handerskuyt will order Corporal Ruiz-
  Reyes to relinquish the keys to the weapons locker. 
  Only direct intervention by the Team Leader (as senior
  RCES person in-system) will force the keys from Sgt.
  Handerskuyt (and further strain the working relationship with
  the temperamental sergeant).
  The Ugushaam Star also carries several news items and
  confidential orders for the Moonshadow team.
  • The most shocking news is that of a vampire attack on
  the world of Nike Nimbus occurred on 18-IV-1202. A relic
  vampire Imperial destroyer fought its way through the
  system defenses damaging a number of RCES and
  Nimban vessels, destroying the Clipper Eos before
  bombarding the world and causing over 30,000 deaths.
  The vampire later jumped away as additional RCES
  reinforcements arrived. The Moonshadow team knew
  the crew of the Eos.
  • Initial reports indicated that the vampire was still
  combat capable and had not been critically damaged,
  when it escaped. RCN and RCES units have been
  placed upon alert incase the vampire returns.
  • The RCES acknowledge any salvage to be recovered
  (i.e. any Guild vessels or parts of the Guild station) as
  well as any Guild captives to be returned. Salvage
  teams will be dispatched shortly.
  • The confidential orders from the RCES rebuke the
  team for failing to observe and open contact with the
  Droyne nations (the original intent of the mission) after
  establishing a base in Idsur. The orders demand
  updates on the ongoing Droyne contact missions.
  Perhaps the team should divert its resources to a
  contact mission to the Droyne.
  • The second set of briefing notes concerns the
  additional covert agent Nishuuru. The briefing note is
  marked for the “Team Leader only” and details
  Nishuruu’s criminal background and his Psionic talents.
  It also warns the Team’s leader that agent Nishuruu’s
  abilities are not known to any of the other RCES
  personnel and should be kept secret. The Long Range
  Planning Group has covertly sent their own Psionic
  agent to the Tiniyd Moonshadow team to even things out
  a bit.
  • Agent Nishuruu also has experience with the primary
  Droyne language and can acts as an interpreter on the
  next contact mission.
  The team can start to plan their next mission, based on
  limited information from Idsur and the orbital surveys from
  the Serendipity. 
  Chirper Escape
  The next day, the silence is shattered by one Captain
  Baez’s typically breathtaking landings as she brings the
  Serendipity in for a periodic re-supply and a chance to flush
  her air systems. The violence of the Serendipity’s landing
  scares Jenni’s Chirper, which immediately uses its Psionic
  powers to disappear from the lab where Jenni is performing
  her observations.
  There is now an invisible panicked Chirper loose on the
  base. As search parties are being organized, and Jenni is
  apologizing to the team for the disturbance, Sgt. Burnes will
  be seen coaxing something out of his workshop. The
  Sergeant is clearly interacting with something that no one
  else can see.
  Sgt. Burnes will walk over to Jenni and announce he has
  found her Chirper. A crowd will quickly gather at his
  announcement, when suddenly the now calm Chirper will
  shimmer into view. Jenni is extremely grateful that the
  Chirper has been returned unharmed, and starts talking
  about the Chirper’s Psionic abilities and how they can only
  be defeated by Psionic shields or natural telepaths.
  Suddenly the assembled crowd will go silent and all stare
  at Sgt. Burnes as they grasp the significance of Jenni’s
  discussion. Sgt. Burnes is not wearing a Psionic shield and
  must therefore be a natural Psion and specifically a telepath.
  Most Coalition citizens still share the Third Imperium’s
  distaste and fear of psionics. 
  A Dark Alley
  The Moonshadow team will probably need to move Sgt.
  Burnes away from the crowd before things turn ugly. 
  If the team can get Sgt. Burnes to a quiet location, they
  
  -5-
  can ask him about his Psionic abilities. Sgt. Burnes will deny
  any such abilities and will be as shocked as everyone else.
  He will admit under questioning to a “natural feeling” for
  games of chance but will deny that this is any sort of Psionic
  ability. He is completely convinced that he does not have
  Psionic abilities. 
  Agent Nishuuru will be covertly monitoring the
  conversation via his telepathy whether he is invited to the
  discussion or not. If asked later, he will confirm that Sgt.
  Burnes is a latent telepath and has additional Psionic
  abilities that Nishuuru can’t evaluate after such a brief
  Psionic scan. 
  The Moonshadow team may be more tolerant of psions
  after their previous experiences on Tiniyd, but for the
  majority of the new RC personnel, this is the first experience
  of a Psion. The majority of the RC personnel is in shock, and
  will return to their duties to discuss the revelation.
  Later that night, Sgt. Handerskuyt will give in to his
  prejudices (with the aid of some drink) and decide to take his
  revenge on Sgt. Burnes for his Psionic abilities and his skill
  at cards. He will gather Private Kyle Stavros and convince
  him that Kyle’s gambling losses are due to Sgt. Burnes’
  unnatural abilities. He will also order the by-the-book Lance
  Corporal Jimmie Griggs to help them.
  If he can gain access to the weapons locker, he will arm
  his team and proceed to arrest Sgt. Burnes. Sgt.
  Handerskuyt will make his move in the middle of the night,
  when the rest of the base is asleep. The Sergeant will order
  any Marine guards he encounters to return to their posts.
  Unless the team has taken precautions, Handerskuyt will
  surprise the sleeping Sgt. Burnes. 
  Sgt. Handerskuyt will for once not beat his prisoner and
  will haul the handcuffed Sgt. Burnes to the Moonshadow
  team leader’s room. He will hammer on the door and if
  possible march straight in. The Sergeant will then demand
  that under the RCSA laws against psionics, that Sgt. Burnes
  be imprisoned and sent for trial for his psionic abilities. Sgt.
  Handerskuyt will then order Sgt. Burnes confined to the brig
  under his authority as RCES Security Team Leader.
  Law and Order
  The Moonshadow team now has a serious authority
  problem on their hands. A check of RCES regulations will
  show that Psionics is not proscribed; indeed it is not even
  mentioned within the service regulations. However the
  service regulations were formed from, and refer to former
  Imperial “High crimes & Misdemeanors” and under those
  laws Psionics are against regulations. 
  Normally such “High crimes” would include treason,
  piracy, murder, and rape, but they also include the psionic
  suppression orders from the old Imperium. No-one within
  the RCSA specifically had not considered psionics; they also
  did not specifically repeal these laws either.
  The Moonshadow team will be concerned over Sgt.
  Handerskuyt’s actions, his clear anti-Psion prejudices, his
  being potentially in violation of previous orders, and that the
  arrest and trial of a psion by the RCES will not further
  relations with the Idsurian government. 
  Elsewhere within the base, the Sergeant’s actions have
  had a mixed reaction. The three air-traffic controllers are
  stunned by the revelation of a psionic in their midst and the
  tensions within the camp. The remaining mechanic Private
  Gustav’s loyalties are split between his boss and his distrust
  of psions.
  Lance Corporal Killsplenty is from Spires and so is used to
  mystics with unusual powers. His complete acceptance of
  Sgt. Burnes’ powers has convinced his lover, Lance
  Corporal Trebizond to do likewise. Finally CPL Ruiz-Reyes
  (who dislikes Sgt. Handerskuyt) disapproves of his actions,
  which she sees as disrupting the base, sees this as an
  Aubani political and personal attack on a fellow Oriflamman
  Soldier. 
  The team will probably want Sgt. Handerskuyt and
  possibly some of his compatriots sent off world. His actions
  in arresting Sgt. Burnes under the Psionic laws however,
  were technically correct, and the Aubani Marine Sergeant
  did not use excessive force. The team will have to come up
  with a way of sending the Sgt. Handerskuyt off-world. 
  Possible solutions include:
  • Agreeing to the charges against Sgt. Burnes and
  sending the troublemakers off-world and back to the RC
  as prime prosecution witnesses. This removes the issue
  for now, but may cause problems later on.
  • Send Sgt. Handerskuyt back to the RC for “prejudicing
  diplomatic relations with the Idsurian government”.
  • Promote Sgt. Handerskuyt for his initiative and send
  him back to the RC for re-assignment.
  • Claim that the base is still under Idsurian legal control
  and hence the arrest of Sgt. Burnes is unlawful (Psionics
  are not a crime in Idsur) and then have Sgt. Handerskuyt
  arrested for illegal imprisonment and handed over to the
  Idsurian 
  security 
  services. 
  This 
  will 
  causes
  repercussions when the RC administrators hear of it, as
  they will petition the Idsurian government for the
  sergeants’ release and may even impose sanctions to
  secure his release.
  • Charge SGT Handerskuyt for unlawful arrest due to
  drinking on Duty and have him reduced in rank (If
  Serendipity is still on the ground, or even in orbit, LT
  
  -6-
  ‘Nasty Bee’ Baez may be consulted, but it’s the RCES
  Team Leader’s decision to demote him while dirtside. If
  had occurred aboard ship, it would be her call.)
  Handerskuyt can be effectively dropped two pay grades
  for this offense, as this is a second time he’s been drunk
  on duty. Sobriety has nothing to do with it. The Coalition
  Marines have zero tolerance for alcohol on duty
  (Corporal Ruiz-Reyes will confirm this). Handerskuyt
  may protest, but he will suddenly become a Lance
  Corporal. Paperwork will have to be filed and sent back
  to Aubaine & the 1st RCMC Brigade to make it
  permanent. Handerskuyt having been cited before, will
  ask by rights for a court martial to contest this and this
  will get him off planet and directly back to Aubaine’s
  Marine base where any court martial will take place, and
  he will still be an Lance Corporal until the trial occurs. LT
  Baez will tell the Team leader to take statements from all
  witnesses involved.
  The Ugushaam Star will leave for Marax approximately
  one week after the team arrives back at camp and it can be
  used to transport prisoners, witnesses and statements back
  to Marax and hence to the Reformation Coalition. The
  Ugushaam Star’s captain will inform the team leader, that his
  vessel will then be unavailable for a month as it undergoes
  annual maintenance.
  
  -7-
  Chapter 3: Espionage
  After the Handerskuyt incident and the departure of the
  Ugushaam Star, the Moonshadow team can get back to
  preparing for their mission into the neighboring Droyne
  nation of Yoyormayess. Orbital scans from the Serendipity
  and Idsurian intelligence briefing given by Ivandra provide
  some information. Idsur has been unable to develop
  relations with Yoyormayess despite occasional attempts
  over the past decades. The Droyne are extremely insular
  and Idsurian Intelligence suspects it is due to the deaths of
  600,000 Droyne during the First Crusade, just after the
  Collapse.
  There is a fertile plain within Yoyormayess bordering the
  mountain chain east of Tinyayr. This mountain chain
  continues north across the equator for several thousand
  kilometers and separates Yoyormayess from the Idsur
  Republic 
  and 
  the 
  hostile 
  Kingdom 
  of 
  Limgur.
  Correspondingly Yoyormayess security is particularly
  efficient along this border. 
  However, directly east of Tinyayr is the lower reaches of
  this fertile plain, separated from Idsur by the mountain
  range, then 750km of badlands and finally another spur of
  mountains. Idsur Psionic surveys have highlighted several
  Droyne towns and villages in this area, shielded from prying
  eyes by the bulk of the mountains.
  Idsur is unable to supply transport, as use of its airforce or
  relic grav vehicles is psionically monitored by several of its
  hostile neighbors, and the Droyne villages are too far to
  travel by foot. Lt. Baez of the Serendipity reckons she can
  thread a “Nap of Earth” approach through the mountains
  and drop the team undetected near these Droyne villages.
  Lt. Baez will fly at night, relying on her instruments. The
  team will be barred from the bridge and will have to spend
  the entire three hour journey in their cabins or in the
  common room. The journey will be permeated by the
  thrumming of the engines, and the whistling of air over the
  hull. Occasionally the engines will whine and faint shudders
  and surges of acceleration will be felt throughout the ship as
  the inertial dampers struggle to keep up with Lt. Baez’s
  maneuvers. The faint pings of the collision and proximity
  alarms can be heard through the closed hatch to the bridge.
  An hour before dawn, the ship will shudder to a halt and
  the team can disembark on to the western face of a barren
  hill several kilometers west of a stretch of virgin forest and
  the first Droyne village. The Serendipity then lifts and retreat
  to a safe landing spot in the mountains ready for a quick
  retrieval. The team has an hour to get into position to start
  their long range surveillance. Given the non-human nature
  of the Droyne, direct covert infiltration is impossible.
  The Droyne village of Yuboiok is a small agricultural
  center of approximately 200 Droyne living in stone houses
  with slate covered roofs. Stone built barns and storage
  areas are scattered around the edge of the village. The
  village is surrounded by wheat fields (feed from mountain
  water run-offs), as well as orchards and vegetable plots. The
  orchards contain apples, pears, dates and figs. All varieties
  are Terran genetically modified crops from the time of the
  Second Imperium. 
  In common with similar Idsurian villages, there is a wind
  turbine to generate limited amounts of electricity and an
  alcohol still to power the handful of agricultural machines. 
  Droyne, nearly 2m tall can be seen on the outskirts of the
  community watching the forest. Several of these Droyne
  carry carbines. Smaller Droyne approximately 1.3m to 1.5m
  tall can be seen servicing a tractor unit under an awning in
  the center of the village whilst other small Droyne are seen
  climbing trees in the orchard to pick fruit. Large and placid
  looking Droyne can be seen hauling small carts around the
  fields and performing simple agricultural duties such as
  weeding and watering.
  Several much smaller Droyne (young) can be seen
  gathered under an awning in the center of the village
  receiving instruction from two older larger Droyne. This
  appears to be normal schooling using a chalkboard, but
  several times the class is halted by obvious telepathic
  exchanges between the teachers and the class. 
  The single unusual building within the village is a solidly
  built stone building on the edge of the village. It has no
  windows and a single doorway blocked by a metal grill door.
  Several skylights can be seen in the roof, but they too are
  covered by metal grills.  If the team watches all day, they will
  be able to see the occasional Droyne entering the building
  with agricultural waste and leaving empty handed. 
  The Droyne are actually raising large beetles (palm sized)
  within the building. These beetles are considered to be a
  local delicacy and feed on the rotting vegetable matter. The
  grills on the doors and skylights stop the beetles escaping. 
  The second Droyne village is approximately 20km
  northwest of the village of Yuboiok, and the villages are
  linked by a dirt track. A plume of smoke can be seen rising
  from the second village even from the team’s original drop
  off point.
  The village of Fenayaytsaku is approximately the same
  size as Yuboiok, but is the property of a separate Dreskay or
  extended Droyne family. Both villages are part of the same
  Oytrip, so the villages co-operate, with Yuboiok providing
  additional food supplies to Fenayaytsaku. 
  Fenayaytsaku is a mining town, with most of the Droyne
  workers involved in coal mining. Coal is brought out of
  hillside tunnels by trolleys pulled by a combination of steam
  
  -8-
  power and worker Droyne. The coal is then loaded onto
  horse drawn barges and sent north via a canal. The vast
  majority of the buildings are stone, but the village has more
  abundant electricity thanks to a coal fired steam engine.
  Barns and agricultural buildings have been replaced with
  workshops and coal stores. The village is dominated by the
  mine and the associated slag heaps. A small number of
  fields and orchards cover the southern and eastern
  approaches to the village.
  Droyne warriors are present on the outskirts of town, on
  guard for dangerous animals and intrusion by neighboring
  hostile nation states.
  Library Data: Droyne
  The Droyne are an intelligent, omnivorous, race scattered
  across the breadth of known space. Droyne are bipeds with
  a head containing the brain and major sense organs at the
  top of the body. They have six limbs, with the middle pair
  evolved into large bat-like wings with a span of
  approximately 3m. Droyne on Tiniyd are unable to fly due to
  the thin atmosphere, although wings are used to increase
  the length / height of jumps.
  Hands end in four flexible dexterous fully opposable digits,
  feet have three toes, and a degenerated forth toe forms a
  rear facing bony spur. Droyne legs are digitigrades like the
  Aslan and Vargr and several non-sentient animals such as
  Terran birds.
  Adult Droyne vary in height between 1.2m and 2m and
  mass between 25kg to 50kg depending upon caste. Their
  skin is tough and scaled but does not provide protection
  equivalent to armor. Skin is normally grey with dark grey
  patches that appear after casting. The distribution of these
  markings is dependent upon the Droyne’s caste. Droyne are
  hairless. 
  Droyne heads include a combined beak head
  arrangement similar to Terran lizards. They have large black
  compound eyes and internal ears (only the entrance to the
  ear is visible). Leader casted Droyne have enlarged heads
  compared to other Droyne.
  Droyne generally are of a lower physical development or
  intelligence than a typical human, although casting makes
  them efficient within their specific fields of endeavor and
  communal effort is used to overcome the shortcomings of
  individual Droyne. As a result Droyne are a communal race
  and value the company of others of their race.
  Droyne are split into six castes which have pronounced
  physical and mental differences. Workers perform manual
  labor tasks in industry and agriculture and are generally
  large but less intelligent than other Droyne castes. They are
  usually more placid than other Droyne as well.
  Warrior Droyne are also well developed and can mass
  50kg with heights approaching 2m. They perform protective
  roles with the Droyne community such as police and fire
  fighter duties as well as acting a guards, hunters and
  soldiers.
  Drones perform middle management roles within Droyne
  society as well as bearing and looking after children, and
  performing ceremonial roles. Technician Droyne are the
  smallest of the adult Droyne castes and have increased
  dexterity over other castes. They are responsible for the
  production, and repair of the technological items used by the
  Droyne. 
  The Droyne sport is a jack of all trades caste, employed in
  tasks that require independent thought, such as emissaries,
  scouts etc. Finally Leaders provide strategic direction for
  Droyne communities. Individual Droyne are knowledgeable
  within their own fields and can display initiative in solving
  problems within their field, but they need strategic direction
  from the Leader caste.
  Observers will note the relative lack of elderly Droyne
  within the community. This is because as a Droyne ages and
  becomes a burden on society, the Droyne will voluntarily
  shut down its bodily functions and die.
  Finally, all Droyne are psionic to a greater of lesser
  degree, and all have the ability to determine the direction to
  other members of their community and the ability to appear
  unseen (psionic invisibility). Psionically powerful Droyne are
  trained during youth and have all the abilities of medium
  power human psions. Approximately 15% of the Droyne
  population is a medium power psion at birth and additional
  training during a Droyne’s life can increase its psionic
  abilities to that comparable with a high level human psion, or
  increase the abilities of lower level psions to that of a
  medium level psion. Given this additional training, a full third
  of the Droyne population can be considered to be psions of
  medium or greater ability.
  It should be noted that differences in social and physical
  attributes makes psionic contact between Droyne and non-
  Droyne extremely difficult (doubles the amount of psionic
  strength required).
  Take Me to Your Leader
  If the team attempt in initiate contact either by Psionic
  means or simply approaching one of the villages, or if their
  observations are detected, the Droyne will shun contact.
  The Droyne still remember the crusades against them by
  the various human nations as well as the more recent off-
  world slave raids (again by humans). Correspondingly they
  have no reason to trust humans.
  Any young Droyne will be hustled into one of the buildings
  and hence out of the village to a secure hide via a secret
  
  -9-
  tunnel. Once the children are out of sight, the Droyne will
  use their Psionic discipline of Invisibility and simply
  disappear.
  Warrior Droyne will impose themselves between the team
  and the village until such time as the villagers have
  disappeared. The warrior Droyne will employ the following
  tactics against interlopers:
  • Interpose themselves between any intruders and the
  retreating Droyne villagers.
  • If the team continues to advance or refuse to leave, the
  Droyne warriors will maintain the distance between
  themselves and the team and will gesture for the team
  to stay back. A few warriors will shout at the team to
  retreat. As the Droyne only speak Oynprith the Droyne
  Language, it is unlikely they will be understood. It is now
  that the team will discover than Agent Nishuruu’s fluency
  in Oynprith is critically flawed. He will not be able to
  make himself understood.
  • The Droyne warrior will then escalate their tactics to
  warning shots, possibly supported by projected
  emotions of fear and nausea from retreating Droyne
  leaders.
  • If the team continue to advance, or resort to violence,
  the Droyne warriors will psionically disappear and then
  open fire with their weapons.
  Once the Droyne villagers have successfully retreated to
  their hiding places in the forest, the Droyne warriors will
  disengage using their Psionic invisibility discipline. 
  Any team member that shows Psionic abilities or the
  ability to see the invisible Droyne will be considered to be
  leaders, and communications or counter-attacks will be
  addressed to these team members.
  Unwanted Visitors
  If the Droyne notice the team observing one of their
  villages, or the team shows no sign of leaving a Droyne
  village after the villagers have retreated, then Droyne
  warriors will be dispatched to drive the team away. A Droyne
  sport will be sent along as an observer.
  Psionically invisible Droyne warriors will stealthy leave the
  village and rendezvous at a predetermined location in the
  surrounding countryside (e.g. by a small stand of trees, or in
  a depression). They will then advance in loose formation
  towards the team’s location. Once they have sighted the
  team, warning shots will be fired to drive the team away. 
  Initially the Droyne will not fire to wound or kill, but if the
  team replies to the warning shoots with a barrage of fire
  against the invisible Droyne, then the Droyne will fire to kill.
  If the team retreats, the Droyne will pursue, driving the team
  before them with more warning shots, until they are a
  considerable distance from the village. The Droyne warriors
  are familiar with guerrilla tactics and will not engage in a
  stand-up fight with the team. They will fire and then
  immediately change their location, all the while protected
  from view by their Psionic invisibility abilities.
  If the pursuing Droyne see the team being picked up by
  the RCES Serendipity, the Droyne sport will psionically relay
  this information back to the Droyne Aykruskloss (council of
  Oytrip leaders). Any attempted friendly contact or the use of
  off-world technology by the RCES will be of interest to the
  Aykruskloss, and will influence their actions in the coming
  months.
  Recall
  The Serendipity will issue a recall to the Moonshadow
  team several days into the mission, and move to pick up the
  team from their original landing site, or any other designated
  point. The Idsurian government has dispatched a diplomatic
  team to the RCES base and requires the presence of the
  Moonshadow team immediately to discuss issues of
  national importance. Exact details of the situation will not be
  made available until the team returns.
  
  -10-
  
  -11-
  Chapter 4: “Send RCES,
  Guns, & Money”
  “The only way for evil to flourish is for good men to do
  nothing.” - Edmund Burke, Terran Philosopher of the
  18th century.
  “Never give up.” - Sir Winston Churchill, Terran
  statesman of the 20th century.
  “Nothing is ever truly hopeless: no one ever ate an
  elephant in single bite either—only when you cut it up
  into smaller pieces can you do that, one bite at a time.”
  - Anonymous Terran saying.
  “So, the RCSA kicked ye to th’ curb, aye? Well, there’s
  a strange tale to be sure. Now if I had folks in a jam, and
  there being an Auction here in a day, an money being of
  no weight, I’d buy my folks what they needed an devil
  take th’ government.” - Martin O’Rourke, NE 2.
  Secret Meetings
  After another harrowing flight through the mountains, Lt.
  Baez will land the Serendipity on the landing pad with a jolt
  that makes the entire ship tremble. A small Idsur delegation
  is waiting at the edge of the pad and will greet the team as
  they disembark. The Idsur delegation is lead by Paulo
  Santiago, an aide to the Chief Negotiator Usaandra Ibinerii.
  The team will have meet Paulo during the initial negotiations
  with the Idsurian government at the end of previous mission.
  Paulo wishes to speak with the team urgently, and they
  will barely have time to wash and change before Paulo is
  knocking at their door. Once the team changed, the meeting
  will convene in the nearest conference area. Paulo is
  accompanied by a bodyguard and an army officer bearing
  military intelligence identification. Both Ivandra and the new
  security agent Jorge Vasquez will also attend the meeting.
  Paulo will open the meeting “As you are aware, the
  Idsurian Government has been examining the case of
  Chirper sentience and the possession of psionic powers
  after the incidents at the oil refinery site. Telepathic deep
  probes on the Chirpers failed, although some of our
  strongest telepaths did manage some surface scans. The
  Chirper’s thought processes are reported to be alien and
  difficult for humans to comprehend, but certainly gave the
  impression of sentience.”
  “Our examination of their apparent invisibility has
  confirmed that it is a psionic talent which can only be
  blocked by a telepathic shield. This alone confirms the
  inclusion of Chirpers within the ranks of intelligent, evolved
  beings.”
  “Despite some claims that granting Chirper’s full citizens
  rights would cripple the Idsurian agricultural sector, Prime
  Minister Baldassare has decreed that based upon the
  evidence, Chirpers are sentient beings and will be
  considered full Idsurian citizens. A formal announcement will
  be made in the next few days”
  “Now given the controversial nature of this discovery,
  rumors of the investigation have leaked to the general
  public, especially after students at several psionic training
  houses held demonstrations within Idsur City demanding
  such rights. Unfortunately, knowledge that the investigation
  was taking place has been discovered by our neighbors,
  probably by psionic surveillance.”
  “We have received numerous coded radio and telepathic
  messages from the governments of the human nations on
  Tiniyd expressing their concern. Several governments have
  even issued implied threats to Idsur. Our own psionic
  surveillance has detected a few organized demonstrations
  within the Kingdom of Light against our heretic teachings”
  “Prime Minister Baldassare is concerned that several of
  our neighbors may be tempted to take military action over
  the issue, and we will be increasing the readiness of our
  armed forces and the security services. Foreign Minister
  Enkhusham is confident that negotiations will prevent such
  attacks especially if we offer access to our new oil supply
  and threaten to reduce electricity exports”
  “However, as a fallback we formally request military
  assistance from the Reformation Coalition. Specifically we
  need additional TL6 weapons, ammunition and spares for
  our aircraft / vehicles. Given that the current diplomatic
  difficulties are solely confined to the Chirper issue, The
  Prime Minister considers it unwise to raise awareness of our
  off-world contacts so no direct military assistance by off-
  world troops or vessels is requested.”
  “As a sign of Idsurian goodwill, I am authorized to issue
  you with bonds covering the provision of Idsurian oil
  surpluses to the value of MCr 1 to help act as any necessary
  down payment needed to secure such support”
  Paulo then turns to Ivandra
  “Prime Minister Baldassare has assigned you to
  accompany the RC representatives during their journey and
  to represent the Idsurian government as needed.”
  Paulo then hands the meeting over to Lt. Clarke of
  Idsurian Military Intelligence to present the military part of
  the briefing.
  “Idsur is surrounded by four human nations, Gakshishu,
  Pabugleki Amkhuun, Kingdom of Limgur, the Iimkhuu
  Hierate, and the Droyne nation of Yoyormayess. This
  briefing will only detail the four human nations. Each of the
  
  -12-
  neighboring nations is governed by a small elite Psionic
  ruling group using both psionic surveillance and military
  might. The populations of these nations have been
  indoctrinated that only psions are fit to rule due to their
  innate psionic abilities and hence superior evolutionary
  status. The Kingdom of Limgur has even designated their
  ruler a king based upon his divine right to rule.”
  “With the exception of Gakshishu, the remaining human
  nations are similar in population to Idsur and have military
  forces comparable in size to the Idsurian armed forces.
  Gakshishu has a larger population and current intelligence
  estimates place both its general population and armed
  forces at 50% greater than Idsur. All of these governments
  can be described as insular and potentially hostile. The
  Iimkhuu Hierate takes this isolation a stage further and
  rarely interacts with its neighbors at all. Trade and
  communications between nations is minimal at best and
  non-existent at worst. International co-operation is non-
  existent”
  “As can be seen from the military intelligence estimates,
  all four nations have significant armored vehicle capacity
  and approximately the same availability of relic equipment.
  Thankfully the majority of these armies are not as
  professional as our forces. We currently counter our
  enemies armored vehicle superiority with our relic
  equipment and artillery.”
  “Gakshishu is an aggressive expansionist state with a
  capable military officer corps, however their political
  leadership is less competent so overall strategy tends to
  suffer. In addition the relic units tend to be assigned
  bodyguard duties in the capital. Their other weakness is the
  poor quality of their air force. They still use primitive bi-
  planes. Their aeronautical efforts seem to have been
  concentrated in their helicopter fleet which is comparable to
  our own.”
  “Our Northern neighbor, the Pabugleki Amkhuun, is only
  aggressive when it thinks that its enemies are weak and
  vulnerable. Their military officer corps is generally poor with
  several political appointments in higher officer positions.
  Again they tend to concentrate their relic units around the
  capital to guard against rebellion and to watch the loyalty of
  army officers. They are also hindered by the need to guard
  a long border with the Kingdom of Limgur and endemic
  corruption. Our spies tell us that entire ghost units are on the
  army payroll, with their pay being secretly transferred to
  several of the leading psions.”
  “The Kingdom of Limgur is our most dangerous opponent.
  Its military is high trained and capable at all levels and is
  comparable in quality to our own forces. The Kingdom is
  expansionist and aggressive and are primarily interested in
  gaining additional arable land. They have raided all their
  neighbors including the Pabugleki Amkhuun, the Iimkhuu
  Hierate and Yoyormayess as well as the Republic”.
  “The Iimkhuu Hierate is a bit of a mystery. It has not
  engaged in military operations outside its borders for over
  twenty years and its forces are generally deployed to guard
  its borders. It is isolationist in the extreme, but our psionic
  surveillance has shown that its officer class and general
  government seems competent if unspectacular.”
  “Idsurian army units are capable of defending the Republic
  against these individual threats, the limited nature of the
  industrial base prevents prolonged campaigns or multiple
  campaigns. Current military reserves would provide the
  necessary supplies for the entire regular army to operate in
  the field for 1 month of combat. If it is necessary to call up
  the reserves, then the duration of operations would
  obviously be reduced. Thankfully our enemies are no better
  supplied.”
  Paulo will provide the team with a detailed list of
  equipment requests including:
  • Vehicle parts for 13 platoons of  vehicles (mostly jeeps
  and trucks)
  • Aircraft parts for 36 aircraft
  • Small arms ammunition for 4 companies for 1 month
  and 10 companies for 10 days (TL6)
  • Artillery shells for both the TL6 and TL11 artillery
  companies
  • Additional LMGs x 160 (1 per platoon)
  • Additional automatic squad support weapons x 168 (1
  per squad
  • Additional man-portable anti-tank weapons x 168 (1
  per squad)
  • Additional hand grenades x 2800 (2 per combat
  trooper)
  • Additional high tech helmet radios
  • High tech ammunition including RAM grenades, Gauss
  rifle and light assault gun ammunition for two companies
  • High tech man-portable anti-tank weapons x 100
  Library Data: Military Organization
  Military units are organized into a hierarchical structure to
  allow command and control to be exercised over the various
  sub-units. The basic combat unit of armies on Tiniyd is the
  platoon consisting of 30 to 40 soldiers or 3 to 6 vehicles for
  mechanized units. A Platoon is made up from 3 to 5 squads.
  A squad is typically up to 8 soldiers lead by a junior NCO or
  a single vehicle and its crew and passengers. A small
  headquarters unit controls a platoon, but this is often no
  
  -13-
  more than the junior officer, the senior platoon NCO and
  possibly a radio operator.
  The largest permanent army unit on Tiniyd is the
  company. This provides administrative and logistical
  structure to the army. A company consists of 3 to 5 platoons
  with between 100 and 150 personnel. A small headquarters
  unit with support sections rounds out the company’s
  strength.
  Given the small size of the militaries on Tiniyd, platoons
  tend to number approximately 30 personnel, and companies
  have 100 personnel assigned.
  Example army units are provided in the Cast of
  Characters.
  The team is now free to respond to the Idsurian request.
  The best way would be for the Moonshadow team leader
  and possibly other members of the Moonshadow team to
  make a personal presentation at the new RCES base on
  Marax. The Serendipity is still on the landing pad and can
  take the delegation to Marax. Paulo will request that the
  request be dealt with personally by the Moonshadow team
  leader and quickly to allow the transport of arms to Tiniyd
  and distribution to the army before any hostilities can occur.
  Marax
  The Serendipity can be cleared for launch the next day,
  after the delegation have boarded. During its journey out to
  the jump point, traffic control will alert the Serendipity to the
  arrival of an RC vessel “Far Star” carrying a salvage team.
  The Far Star is a modified 600tn TL12 Bastien class liner
  carrying the salvage team dispatched from the RC to
  salvage the remains of the guild base discovered earlier in
  the year. The salvage team plan to install new power plant
  and maneuver drives to allow the recovery of the two outer
  station hulls. 
  The star-field then shimmers as the Serendipity enters
  jump space bound for Marax.
  A week later Serendipity will emerge from jump space and
  heads toward a gas giant to refuel. A Maraxian navy patrol
  cruiser will challenge the Serendipity at it reaches orbit, but
  an RCES identification signal is enough to secure passage.
  As the Serendipity approaches Marax, an RCES Clipper
  and a multi-mission scout will be seen in geo-stationary orbit
  over the Starport.
  The Serendipity will be directed to the RC base landing
  pads at the edge of the Starport. Keen observers will be able
  to spot the Ugushaam Star undergoing annual maintenance
  in one of the distant hangers. A handful of small merchants
  from the Reformation Coalition and Free Traders are docked
  at the port and appear to be loading bulk cargo.
  The Marax RCES station is a far cry from the tiny scratch-
  built Tiniyd forward base (E-class) and its primitive
  wilderness setting. The Moonshadow Team will discover
  since the decapitation raid in II-1202, the RCES has
  established a large base in the seaport-Starport capital city
  of Mare-Maximus.
  The RCES base is located on the outskirts of the old
  Starport in a former Starport authority complex. The complex
  contains a former hotel, casino/nightclub, indoor and
  outdoor swimming pools and a four star restaurant. Several
  floors of the old hotel have been converted into offices. The
  rest of the hotel acts as service accommodation. Several
  landing pads adjacent to the complex have been designated
  for RC use. The Complex acts as a fortified forward base,
  embassy, and RCSA forward offices including service and
  support warehousing for operations in the entire Thoezennt
  subsector.
  The base boasts an entire company of Coalition Marines
  (Three platoons, one from Aubaine & 1st RCMC Brigade,
  one from Oriflamme, 2nd RCMC Brigade, and one from the
  3rd RCMC Brigade (HQ on Nike Nimbus), made up of all
  other member worlds), as well as shore accommodation for
  the RCN detachment in system. A Victrix Sloop will be
  resting on one of the other RC landing pads.
  The Moonshadow team can report to the base, and will be
  assigned temporary quarters in the Hotel. If the
  Moonshadow team leader pulls rank, a meeting can be
  arranged with the base commander for later that afternoon.
  The team can spend the intervening few hours enjoying the
  luxury of the base. Ivandra will be captivated by her first visit
  to an alien world. 
  Administrative Confusion
  The Moonshadow team and Ivandra will meet the Base
  Commander, a Captain Spaeder in his office. Captain
  Spaeder is dressed in a standard RCSA uniform but with
  several ostentatious items of jewelry, and his offices has
  several items of art. The office is furnished to excess, and
  he has appropriated a large real wood desk. Captain
  Spaeder will offer the team drinks from his extensive drinks
  cabinet.
  The team Leader can make his pitch for RCES support to
  the Tiniyd government. Commander Spaeder will listen
  intently. At this point the wheels will come off the team’s
  wagon. Spaeder will flatly refuse to provide arms or other
  military support to Idsur. He will state that as the Idsur
  Republic is not formally listed as a Reformation Coalition
  approved allied government; it is not eligible for RCSA
  support of any kind.
  Protests that the RCSA has been informed of the
  agreement between Idsur and the RC will be noted, but
  Ricky will announce that the RC assembly has not ratified
  that agreement and hence Idsur does not qualify for
  assistance. Arguments that Idsur is a friendly democratic
  country threatened by a number of hostile psionic TEDs will
  
  -14-
  be met with blank refusal. The democratic credentials of the
  Idsur Republic have not been independently confirmed by
  the RCSA, nor has the intentions of the neighboring states.
  Without such confirmation, RCSA regulations prevent the
  release of RC funds.
  If the Moonshadow team demands that the RCSA send a
  survey team to confirm the facts, Spaeder will plead lack of
  suitably qualified staff and a budget. Attempts to pull rank
  using the RCES commission will be refused as the RCES
  remit only extends to Tiniyd and not Marax and Spaeder is
  part of the RCSA and not the RCES.
  A skilful diplomat or administrator will be able to extract
  one concession from Spaeder. He will send a request to
  RCSA headquarters on Aubaine to confirm the status of the
  Idsurian government. He promises a response within
  approximately 2 months not counting travel time to and from
  Aubaine. Marax is 4 weeks out from Aubaine by fast courier.
  Any covert psionic scanning of Spaeder will reveal his real
  reason for refusing assistance. Spaeder dislikes psions
  intensely. Confronting Spaeder with his prejudice will get
  nowhere as he will flatly refute such allegations, and psionic
  scans are illegal within the RC. The RCES base counts as
  RC territory. 
  Whilst Captain Spaeder is in charge of the RCSA
  presence on Marax, there are two other RC personnel on
  planet who may be able to help. Captain Ritter of the RCN
  could allocate naval resources but is apparently unavailable
  for the next few days, but Ambassador Kuvishaam heads
  the RC diplomatic mission to Marax and may be able to
  assist.
  Ambassador Usamdra Kuvishaam will be able to see the
  team after the evening meal for 30 minutes. After the team
  has made their pitch for assistance, Kuvishaam will consider
  it briefly then politely refuse. Her remit only extends to
  diplomatic relations with Marax. She will complain about
  trying to establish diverse off-world trade to boost the
  Maraxian government’s revenues. She also has problems
  finding employment for the recently cashiered soldiers from
  the TEDs army. 
  Any attempts to complain about Captain Spaeder will be
  met with polite attention, but unless the team has somehow
  managed to acquire damning evidence of Spaeder’s
  corruption, then Kuvishaam will merely thank the team for
  their concern and promise an investigation at a later date. 
  Honoring the Fallen
  When the team returns to their quarters, they will find an
  RCN ensign waiting for them in. he has a formal request for
  the team’s attendance at a medal ceremony tomorrow. The
  naval office at the base has assigned awards for the team
  based upon their performance. Actually Ritter has used his
  authority as commander in the field to make some battlefield
  awards.
  The next morning, the team will be assembled in the clear
  crisp light of an open hanger, and  a full marine honor guard
  stands to attention. Commander Ritter and several naval
  and marine officers will be present. Ambassador Kuvishaam
  and Captain Spaeder will also be present. 
  A junior naval lieutenant will read the commendations and
  Ritter will formally present any awards. The entire team will
  have been granted a commendation based on their
  successful contact with the Idsurian government. Any
  Moonshadow personnel wounded in action will be awarded
  a Purple Heart. Those killed in action will be awarded a
  Meritorious Service Medal or the lesser Distinguished
  Achievement Medal depending upon circumstances.
  Awards for valor will be given according to the team’s
  reported actions.
  After the presentation, the Moonshadow team will be able
  to catch five minutes with Captain Ritter during the post-
  award celebrations. Ritter is aware of the team’s progress
  and is sympathetic to Idsur’s needs, but after the forced
  resignation of Captain “Sinner” Lawter of the RCES Clipper
  Aube after the Cosmic Fire scandal, he is unwilling to
  sanction military support. 
  He will authorize a small amount of arms and ammunition
  for the personal defense of RCES base personnel currently
  on Tiniyd. The arms will be limited to a case of snub pistols
  and half a dozen ACRs with a few boxes of ammunition. The
  personal defense justification will not cover the release of
  larger amounts of weaponry or heavy weapons.
  Trade Opportunities
  Observant 
  team 
  members 
  may 
  remember 
  the
  Ambassador’s comments about Marax’s need for off-world
  trade and the reduction in her armed forces. Perhaps the
  team could approach the Maraxian government directly.
  Marax is currently TL6 and used standard Imperial designs
  for its weapons just like Idsur; if necessary Ivandra can
  suggest this course of action.
  As an RCES station leader, the Moonshadow team leader
  can easily gain a rapid appointment with the Maraxian
  Minister for Trade. Minister Luumashka will be eager to
  discuss trade, and once the situation is explained, will be
  happy to sell some of the army’s surplus TL6 weaponry. He
  is in-fact worried that any surplus weaponry could fall into
  the hands of criminal elements here on Marax. Disposal of
  the weapons removes this problem and generates some
  useful off world credit.
  He will take the list of arms from the team and get his
  officials to determine their availability and cost. The next
  morning, the team will be summoned back to the Minister’s
  office. The arms are available and the Minister can even
  arrange for the Ugushaam Star to transfer the weapons to
  Tiniyd once it has finished its maintenance next week for no
  additional cost.
  
  -15-
  The Minister will then ask how the Idsur Republic plans to
  pay for the arms shipment. He will gratefully accept the
  MCr1 of Idsurian bonds against their oil stocks, but this will
  not cover the cost of the shipment. Marax is asking for MCr
  14.44005 to pay for the shipment. A skilled trader may be
  able to negotiate the costs down. 
  The costs of the various items in the arms shipment are
  detailed below:
  72dtns of aircraft parts @ Cr70,000 / dtn = MCr 5.04
  52dtns of vehicles parts @ Cr70,000 / dtn = MCr 3.64
  36dtns of TL6 artillery shells @ Cr36,500 / dtn = MCr 1.314
  88dtns of TL6 small arms ammo @ Cr46,500 / dtn = MCr 4.092
  4dtns of TL6 hand grenades @ Cr28,000 / dtn = MCr 0.112
  1dtn of TL6 ATGL @ Cr8400 / dtn = MCr 0.0084
  1dtn of TL6 Auto rifles @ Cr67,000 / dtn = MCr 0.067
  0.5dtn of TL6 LMGs @ Cr100,800 / dtn = MCr 0.0504
  1.5dtns of LMG Ammo @ Cr46,500 / dtn = MCr 0.06975
  1dtn of Auto rifle Ammo @ Cr46,500 / dtn = MCr 0.0465
  Even with the best trade negotiators in the world, the
  available Idsur Republic funds are insufficient to pay for
  these arms, and without these weapons, it is possible that
  the Republic could be overwhelmed if a major war breaks
  out.
  Observant team members may realize that they have
  salvage fees owing for any vessels seized within the Tiniyd
  system. If the individual share owners are agreeable then
  some of this money could be used to finance the arms
  purchase. Ivandra will assure the team that the Republic will
  compensate the team for any donations to the cause either
  in oil, land or cargoes for trade once the current crisis has
  passed.
  Reformation Coalition law states that the finder of any
  salvage is entitled to 5% of the salvage value, provided they
  established claim to the salvage and have registered the
  claim with the Reformation Coalition. The Moonshadow
  team’s regular reports will count as such a salvage claim.
  The Reformation Coalition will pay the finder’s fee
  regardless of where the salvage has actually been brought
  back the Coalition for sale at auction.
  Based upon the team’s previous efforts the following
  salvage fees may be available.
  • GMS Burned Offerings (MCr12.959)
  • GMS Burned Offerings Launch (MCr 0.7)
  • Entire Guild Station (MCr 28.925)
  • Single Outer Station Hull (MCr 5.991)
  At the very least the team will probably have seized the
  Guild station’s two outer hulls and the launch from the GMS
  Burned Offerings. If the team managed to convince the crew
  of the GMS Burned Offerings to defect to the Coalition, then
  the salvage fees for the GMS Burned Offerings and its
  launch will not be available. 
  Finder’s fees are by law divided equally between all those
  involved, so it is likely that the fees will have to be divided
  equally between the Moonshadow team, Ivandra and
  Ashraam: the two Idsur security agents, and the four crew of
  the RCES Serendipity. If Idsurian troops or the defecting
  crew of the GMS Burned Offerings participated in the attack
  on the Guild Station, then they too will be eligible for equal
  shares on the fees associated with the station. 
  Ivandra will readily agree that her share and that of her
  late partner Ashraam can be used. As the official Idsur
  Republic representative she will also requisition the fees of
  any other Idsurian personnel. The fees owning to the
  Moonshadow team and the crew of the Serendipity may be
  necessary to purchase all the arms and leave some credit
  for purchase of the outstanding higher tech weapons and
  equipment.
  Hopefully the team now has enough credit to purchase the
  TL6 arms, but there are still high tech weapons on Idsur’s
  shopping list that need acquiring. Marax is reluctant to part
  with any of its relic TL9 equipment (especially after a large
  portion of their supply was destroyed in the RCES
  decapitation raid earlier this year). Captain Spaeder has
  clearly indicated that the team will not be able to requisition
  such high tech weapons from the RC supplies. The only
  place to acquire such high tech equipment would be within
  the RC. Once back in the Reformation Coalition, the team
  may be able to impress on their superiors to need to supply
  the remaining weapons.
  Departures
  It is clear that some of the Moonshadow team will need to
  go directly to the Reformation Coalition and the Long Range
  Planning Group to appeal for additional support. But the
  arms shipments to Tiniyd and the RCES will need a
  command presence during the building crisis. Ivandra will
  quite happily help with the supply run to Tiniyd but will need
  assistance in navigating her way through the Coalition
  bureaucracy and can not command RCES personnel in the
  Tiniyd system. 
  The Serendipity’s presence is required at Tiniyd to provide
  additional orbital surveillance and communications between
  Tiniyd and Marax, especially as the Ugushaam Star is still
  undergoing maintenance. 
  Commercial transport is available back to the Coalition,
  
  -16-
  but at Jump 3 it will take 3 weeks to reach Nike Nimbus.
  However, as recently decorated heroes, the team will be
  helped by the RC rank and file personnel on the base who
  will suggest that the team could hitch a lift on the regular
  Jump 4 Victrix courier run.
  Appeals to the Reformation Coalition Naval office for fast
  transport back to the Coalition will be granted and berths
  assigned on the Victrix that leaves the next morning.
  Captain Ritter has agreed with their assessment of the need
  to support the Idsur Republic and is willing to send the team
  back to the RCES to argue their case
  After members of the RCES Moonshadow team have left
  on the Baldur-Victrix to take their case to the RCES
  headquarters, the remaining team members and Ivandra
  have to organize their arms shipments to Tiniyd on the
  Ugushaam Star. The Maraxian government can readily
  access most of the required parts from its army stores, and
  began loading as soon as the Ugushaam Star finished its
  annual maintenance that morning. 
  The remaining members of the team will have to decide
  how to split the cargoes, in case war breaks out prior to the
  completion of the shipments. The amount of equipment will
  take four journeys on the Ugushaam Star.
  Nike Nimbus
  As the Victrix sloop enters the atmosphere of Nike
  Nimbus, the scars of the vampire raid are still visible. Three
  black circular craters scar the metropolitan area and
  Starport of Athena-Nike City. RCES Moonshadow team
  members will recall the chief training facility for their covert
  work is located on this world. Upon landing they are taken to
  the RCES Scout Base, in the Starport suburb of Marathon.
  The team will see slogans across news feed boards on
  buildings “Remember the Eos!” and “Never Forget” with the
  images of the RCS Eos crewmembers in silhouette above
  and behind the words. 
  After the pleasantries, the team can relay their news of
  imminent war on Tiniyd to the LRPG headquarters
  personnel here. ‘Roaster’, and Bob the Hiver are present;
  the others from the initial mission on Trybec however, are
  not. There is however, one of their instructors from the
  Moonshadow School present, the Imperial remnant from
  Daibei Sector to spinward. Professor Martin Francis
  O’Rourke, is a bit of a political pariah for his outspoken
  dissent against RCSA Remnant Advisor Ilelik Kuligaan
  several months ago, as well as a self professed Psion.
  Rourke will greet any of his former pupils, but otherwise has
  no role in the meeting other than an Intelligence observer.
  The team can present their case, and need for military
  intervention on behalf of their bridgehead state, the Idsur
  Republic. Referees are encouraged for their players to role
  play this session out, as this comes from the sum of their
  progress reports—what they have reported, and how they
  have done so matters now like no other time: The
  progressive Republic of Idsur stands surrounded and
  outnumbered by hostile neighbors in the classic David and
  Goliath manner. ‘Roaster’ and Bob the Hiver will listen first,
  and then speak one at a time to the team members. 
  ‘Roaster’ will ask how contacting the Droyne nations are
  going. She will be blunt and demanding and will ignore other
  matters for now.  Roaster has an air of barely restrained
  anger and impatience about her. She ignores the news
  about imminent war, and if the team brings it up, she’ll look
  crossly at them before replying coldly:
  “Who isn’t at war? Look around you, we’re in a war for our
  very lives against Vampire ships, and now some Final War
  worshipping state out in Shenk wants to duke it out with us!
  Let me be blunt: the Realpolitik of your situation and human
  friends there isn’t on the table today, nor is it on there next
  week! The real mission to Tiniyd was to reach the Droyne;
  your human contacts are simply the means to that end.” 
  She looks at O’Rourke and snaps “Keep your thoughts to
  yourself!” ‘Roaster’ takes a moment to calm down and gives
  Professor O’Rourke a dirty look and then shows him to the
  door.
  “It’s not your fault, and I apologize for losing it folks,”
  Roaster will continue in a calmer manner. “You were a shoe-
  string Op that hit pay dirt, okay? But with current ship losses,
  and the damn politicians wrangling the Ship’s Bill ahead on
  Aubaine, there isn’t funding for a full military back up for your
  pals back on Tiniyd. Besides politics, there are folks here in
  the RCSA who couldn’t give a flying-rat’s sphincter for
  psions anyway.” ‘Bob’ the Hiver will ask how the Chirper
  revelation is specifically affecting the other human nations
  and make some notes, but offers no advice on how to
  handle the dilemma.  
  The team are dismissed and left to do whatever they can.
  The RCSA funding for them has been ‘diverted’, and there‘s
  nothing they can do about that here on Nike Nimbus. Nor is
  there time to travel to Aubaine to argue their case before the
  Assembly.
  Never Give Up
  The team can retire to their rooms are consider their
  options. If they turn on the news, the news reports are
  dominated by news of the ‘DLS Horus scandal’.
  33-VII-1202 COALINFONET: EOS (0632) C674658-B S
  /AUBAINE. KEY WORDS: EOS, DLS HORUS COVER
  UP SCANDAL, EOS RCSA WORLD REP.  (CENTRIST
  PARTY) BJARNI WRADECZEKH RECALLED, EOS
  TECHNARCHES COUNCILMEMBER CONEVENE
  AMID OUTCRY, IMPEACHMENT HEARINGS, RCS
  VIVD. -- Story by Bill Dublin
  “In breaking news in the wake of the so-called ‘DLS
  Horus Scandal’, from the centrist world of Eos comes
  the news that RCSA World Representative Mssr. Bjarni
  
  -17-
  Wradeczekh has been recalled in the Impeachment
  outcry that has racked the RCSA Assembly and Eos
  itself.” Word arrived at Nike Nimbus Athena-Victrix
  Downport yesterday via the Coalition Courier RCS Vivid. 
  Mssr. Wradeczekh left Aubaine three and a half weeks
  ago, arriving on the 600dton Courier-Liner RCS Helen of
  Troy, and was hurried off the Starport by a Technarch’s
  Council grav limousine to the Zloff Hault-Stadt Platz
  building where the impeachment proceedings against
  three of his fellow Technarchs is underway. Planetary
  and CoalInfoNet reporters were kept at a distance by
  police units as the now disgraced RCSA Councilman
  was returned under guard.
  Wradeczekh was indicted six weeks ago, 05-V-1202
  during the discovery of the data sending the original
  Dawn League crew to the world of Marax in the now
  renovated starship DLS Horus, (Recovered earlier this
  year by Coalition Forces in the heroic Operation ‘Strike
  Marax’) at Zloff-Eos Naval Yards. This data corroborated
  the public denouncement of them by the surviving
  crewmembers of the ill-fated expedition, beginning with
  RCES Captain Julianne Einhatta, her Astrogator RCES
  1LT Raja Stahlmann, and RCES Chief Engineer, MCPO
  Ole Bjarnssonn on 01-IV-1202 after they had
  recuperated from their 26-month imprisonment on
  Trybec at Dawn Base Alpha.
  Senior 
  Eos 
  Technarch 
  Council 
  members 
  Eva
  Klemsdorp, Howart Bliss, and Bjarni Wradeczekh are
  accused of covering up their secretly sending the DLS
  Horus to Marax, and withholding their knowledge after
  the ship had been lost. Wradeczekh was elected to the
  RC Service Assembly by the Centrist Party of Eos in
  1200. All three are facing charges of obstruction of
  justice, as well as civil lawsuits from the surviving eleven
  crewmembers, and three lawsuits brought to the RCSA
  from widows of those lost in the hunt for DLS Horus. 
  The DLS Horus has been refitted and up-gunned for
  work in the Wilds as an RCES vessel amidst this
  scandal and litigation, and in a twist of irony, renamed
  RCS Vendetta.”
  After the news, their deliberations will be interrupted by
  the Moonshadow School instructor, Professor O’Rourke
  whom they saw earlier at their meeting. O’Rourke is a
  member of the ‘Sons of Craig’, a non-world organization that
  opposes governments that don’t look after their people, and
  aids those struggling to do so against uncaring or brutal
  governments. O’Rourke is also an Imperial remnant from
  Daibei, who can at least recall Duke Anton Craig Horvath,
  and the Federation of Daibei that resisted Lucan the Black. 
  O’Rourke will remind them. “Sometimes the government
  can’t always be there to save the day, then you have to save
  yourselves, and your friends by yourself.” O’Rourke
  understands their dilemma and will point out that they,
  “aren’t as poor of funds as ye think," nor, "as short of friends
  when th’ chips are down.”
  “There’s th’ Auction on th’ morrow,” he says to them in his
  Hefrian brogue, “a body can get near most anything there
  military-wise, I hear tell. Radios, RAM grenades, LAG
  ammunition, Gauss rifle magazines, aye and all manner of
  shells and shot TL9 for cannon, aye. Th’ doors open at
  seven sharp, hey! Dinnae be late, or all the good deals will
  be parsecs away, aye?” If the team thinks to ask why he’s
  being so helpful, he’ll shrug, and smile cryptically before
  answering, 
  “I’m th’ chap who just so happens to give that flying-rat’s
  hindmost part. People like your friends on Tiniyd depend on
  friends like you, ye see? A great statesman of Terra once
  said, “Never give up.” Ye shouldn’t either, so much riding on
  your shoulders as it is.”
  If the team has been careful, they should have some of
  their finder’s fees left after purchasing the weapons from
  Marax and can arrange any necessary electronic credit
  transfers from their room’s computer terminal as they await
  the auction tomorrow.
  Nike Nimbus Auction, 0700hrs
  If the Tiniyd RCES team heeded O’Rourke’s advice and
  arrived at the specified time, a bespectacled fussy Nimban
  Army Captain will meet them at the Auction gates with
  O’Rourke who will then escort them to the “closed” Auction-
  side of the complex with ID passes for each of them.  This
  is where military hardware is sold off, and is not generally
  open to the public. 
  Fortunately for the RCES-Team from Tiniyd, the High-tech
  shopping list for the Idsurian Army isn’t huge. A company’s
  10-day supply of 4mm Gauss rifle ammunition (4dtns), one
  artillery companies worth of 10-day supply of 10cm Field
  Artillery Scatter Mines (FAScaM), and boosted-ranged High
  Explosive and High Explosive Armor Piercing (HE & HEAP)
  10cm ammunition (total 12dtns), and personal comlink
  radios for two lift companies (1dtn), as well as two
  companies’ 10-day supply of 2cm Light Assault Gun Armor
  Piercing ammunition (8dtns), a company’s 10-day supply of
  assorted RAM grenades (4dtns) and 100 man portable anti-
  tank weapons (0.5dtns). The Idsurian government has
  placed particular emphasis on the anti-tank weapons. By
  cargo displacement, this comes to a mere 29.5dtons. The
  trouble is paying for it.
  The rules for bidding are simple. The asking price is given
  and the bidders compete. Once sale is finalized, the planet
  of Nike Nimbus takes its 60% Host cut, and the retailer or
  seller gets their 40%. 
  The sellers today are the Nimban Army itself, marking
  down all of it’s surplus TL9 artillery, personal munitions, and
  radios by -5% of its base per dtn cost; and the firm of Jump
  Flash Interstellar Salvage & Mercantile, LLC, (Which is also
  
  -18-
  based out of Nike-Nimbus), selling the TL7 Flak Vests (At a
  -15% discount per dtn), TL11 RAM grenades (At a +10%
  mark up to base price per dtn), TL12 Gauss Rifle
  Ammunition (At a +15% mark up to base price per dtn), and
  two TL11 Fire Direction Center & Counter Battery Radar
  Units (At a +10% mark up to base price per dtn). 
  The lots available and the beginning bidding price are
  included below:
  • TL9 Field artillery high explosive (HE) rounds. There is
  a total of 12 dtns, in three equal lots of 4 dtns each; the
  price per dtn has been reduced to 28.5 KCr or 114KCr
  per 4 dtn container. One container lot will sustain one
  Artillery platoon for 10 days of combat.
  • TL9 Field artillery armor piercing (AP) rounds. There is
  a total of 8 dtns, in two equal lots of 4 dtns each; the
  price per dtn has been reduced to 28.5 KCr or 114KCr
  per 4 dtn container. One container lot will sustain one
  Artillery platoon for 10 days of combat.
  • TL9 Field artillery launched scatterable mine (FAScaM)
  rounds. There is a total of 4 dtns in four equal lots of 1
  dtn each, and the price per unit is 28.5 KCr. One
  container lot will sustain one Artillery platoon for 10 days
  of combat.
  • TL9 helmet radios. There is a total of 20 dtns of this
  item, broken down into lots of five 4 dtn containers with
  an opening bid of 320KCr each. There are 250 such
  helmet radios per dtn, and 1,000 in a 4 dtn lot (packing
  materials included).
  • TL7 Police SWAT Team flak jackets. There is a total of
  9 dtns here, divided into 9 lots of 1 dtn each (1000 vests
  per dtn) with an opening bid price of 42.5KCr each.
  • TL11 RAM grenades, with a total of 8 dtns, divided into
  8 lots of 1dtn each with a beginning bid price of 33 KCr
  each.
  • TL8 Light Assault Gun (LAG) ammunition. There is a
  total of 11 dtns of this ammunition, in five 2 dtn 57KCr
  lots and one 1 dtn 28.5 KCr lot.
  • TL12 Gauss Rifle ammunition. There is a total of 10
  dtns here divided into five 2 dtn lots, with a beginning bid
  of 69KCr each.
  • TL11 Fire Direction Center and Counter-battery radar
  unit, 4 dtns total: (2 dtns each), in two single lots
  beginning at 110 KCr each.
  • TL9 Nail anti-tank tac missiles in disposable package
  launchers (100), 0.5 dtns, in a single lot beginning at
  68KCr.
  There are sufficient quantities in each lot to meet Idsur’s
  modest requirements.
  There are four other parties here today to bid at the
  Auction, these are: 
  • Offworld representatives from the still balkanized world
  of Nova Rhyll (Thoezennt), where the RCES team there
  has been greatly supported by the new salvage
  company known as Jump Flash Interstellar Salvage &
  Mercantile.
  • Another group from the now pro-RC world of Keipes
  (Aubaine).
  • A reputable newly formed Lancer Starmerc two ship
  company, “Ahearn’s Special Air Group” that operates
  into the Khulam & Promise subsectors.
  • An unsavory Coalition Lancer merger corporation out
  of Oriflamme, Harknotten & Daishow Trust, LLC. 
  The government of Nova Rhyll is in the middle of a world
  war and is seeking to purchase the artillery rounds. The
  government of Keipes is upgrading its military and is also
  interested in the artillery rounds. Both governments would
  also be interested in the fire direction center and counter-
  battery radar system for the right price. However, both
  governments are also investing heavily in nuclear power
  and have used part of their credit buying uranium from
  Marax. Each government has a budget of MCr 3.
  Colonel Thomas Ahearn of the StarMerc firm “Ahearn’s
  Special Air Group”, will bid on the Gauss, RAM grenade, &
  2cm LAG ammunition lots. He is equipping his ships troops
  with personnel weapons. He will bid each lot as they are
  auctioned. Having recently been outfitted, his purse is lean,
  and he has only MCr 1.5 to spend here.
  The Oriflamman Lancer representative, Captain Hideki
  ‘Redbat’ Sanderson is re-supplying his ships troops and will
  bid on the RAM grenade and LAG ammunition lots. This
  corporation is flush from salvage credits and owns two
  operational J-3 starships. Hideki is authorized by the
  Technarchs of his company a purse of MCr 10.
  No other party is biding on the helmet radios so the team
  should be able to purchase them easily at minimum cost.
  Although the TL7 flak jackets are not on their list, they will be
  extremely useful and will greatly reduce Idsurian casualties
  from small arms fire if war breaks out. The fire direction
  center and counter-battery radar is another useful item but
  in this case is a white elephant, the Idsurian relic artillery unit
  already has such a fire direction center and if necessary the
  Serendipity can perform the same function for the Idsurian
  TL6 artillery company.
  Perceptive team members will remember that Captain
  Hideki ‘Redbat’ Sanderson is rumored to conduct brutal
  raids in the Wilds, but sufficient evidence has not yet
  
  -19-
  appeared to bring him before the RCSA courts. It is rumored
  that he is being protected by his Oriflamme corporate
  backers. 
  Astute team members will also clue in to the animosity
  between Ahearn and Sanderson, and will probably be able
  to exploit it, possibly gaining new contact, and a new enemy
  depending on their actions. Col. Ahearn will go so far as to
  “loan” funds to the Tiniyd team to spite Captain Sanderson,
  in return for a possible contract later on.
  The team may consider devious tactics to help their
  cause, including distracting other bidders to prevent them
  bidding on certain lots, or passing incorrect rumors to
  various parties to get them to use their budgets on other lots.
  Getting by with a little help from your friends
  Provided the team has managed to acquire some items
  from the auction, they still have the problem of shipping the
  equipment back to Tiniyd. Their original ride on an RCN
  Victrix sloop will not be available, and Victrix class ships
  don’t have any cargo space anyway. They will also have to
  pay freight charges of Cr1,000 per displacement ton. At
  least the RCES has provided more medium passage tickets
  so the team can return to their assignment
  Moving the remaining purchased materiel cargo back to
  Tiniyd in a reasonable time will call for a J-3 capable
  merchant. Fortunately for the RCES Tiniyd team, there are
  three to choose from.  The first is of course, Oriflamman
  CPT Hideki ‘Red-Bat’ Sanderson’s personal vessel here in
  port, the SMS Winged Vengeance; the second is the
  200dton J-3/2-G modified Jayhawk-class Far Trader the,
  RMS McFarland, (sister-ship of the RMS McKenzie rescued
  off Lefiguura/Khulam earlier this year, and both owned and
  operated by Majestic Surveys, LLC of Fija) and last, the
  Free Trader vessel captained by Professor O’Rourke’s twin
  daughters, the Solomani relic J-3/2-G 400dton Sundowner-
  class Far Trader, the SS TeBiRoCaMon.
  Lancer Captain Sanderson, will civilly refuse to transport
  the teams equipment if they outbid him on any lot, or caused
  him to spend excessive amounts of his budget, saying his
  flight plans are taking him elsewhere. If pressed into
  changing them, he will again refuse, and add, “Wherever it
  is I’m going, it’s not along your route. Good day.” 
  If Sanderson does agree to transport the cargo, then he
  will charge double the going rate, as his current plans are
  taking him elsewhere, and fitting in such a delay will put him
  two to three weeks off course.
  The RC Merchant Captain of the RMS McFarland, Ahmed
  ibn Thorvaldsson, a native of Eos, will charge the going rate
  plus ten percent (for the additional J-1 from Marax to Tiniyd),
  as they are part of the Uranium shipping trade between
  Marax, Nova Rhyll, and Keipes. If the threat of war on Tiniyd
  is mentioned upon landing in this negotiation, he will refuse
  entirely saying his insurance doesn’t cover acts of God or
  war. If the team withholds information about the building
  crisis and the McFarland’s crew discovers this upon landing
  at Tiniyd, they can forget ever shipping anything by this
  company ever again.
  Professor O’Rourke’s eldest daughter, Free Trader
  Captain Megan Janvis O’Rourke, and her sister and First
  Officer Astriid Nova O’Rourke will be more amenable to
  negotiations, and are also aware of the risk in case they are
  landing into a war zone. They however look at this an
  opportunity to get in on the ground floor with a world that has
  been closed off to even the Guild for the past two and a half
  years. They will charge half the going rate (500cr per dtn) for
  an introduction to the Idsurian Government’s minister of
  Trade & Commerce. In any case, with any of the above
  ship’s chosen, they will depart as soon as the team have
  loaded their cargo and taken their berths.
  It is now the end of VIII-1202, and the team has been
  away from Tiniyd for five weeks.
  
  -20-
  
  -21-
  Chapter 5: The Final Crusade -
  Opening Moves
  “Kill them all, God will know his own.” - The Bishop of
  Lyons, Militant cleric during the Albingensian Crusade,
  Terran 14the century.
  “We will smite down your heresies, your towns, your
  cities, til every last one of the faithless in Humaniti-
  Superioriti are no more!” - King Laanzo Leonis Dusiirka
  III, Kingdom of Light, Tiniyd, issuing the Tiniyd 3rd
  Crusade, 1202/ NE 2.
  Return to Tiniyd
  5-VIII-1202
  A couple of days after members of the Moonshadow team
  have left for the Coalition, the remainder of the team can
  board the Ugushaam Star as the last of the cargo is
  secured. Captain Spaeder and a squad of RC marines will
  arrive and attempt to confiscate the cargo. He will quote
  RCES regulations that weapons and other material shall not
  be sold or passed to criminal elements. If the team asks who
  the criminals are, Spaeder will reply that it is the Idsurian
  government. Ivandra will take this badly and demand to
  know what trumped up charges her government is
  supposedly guilty of?
  Spaeder will announce that the Idsurians are psions and
  hence under RCSA laws are considered to be criminals. His
  anti-psionic prejudices are showing through.
  Canny team members will note that the Idsurian
  government is not formally an RC ally and hence the RCSA
  regulations do not apply, quoting Spaeder’s own words back
  at him. In addition, both the weapons and vessel are
  Maraxian and RCSA laws don’t apply. Spaeder will dismiss
  these legal technicalities and order his marines to seize the
  cargo.
  If the team address the marine corporal in charge of the
  squad and are suitably convincing he may refer the situation
  to the Marine Commander, who will refer the matter to the
  RC ambassador. The team can also directly contact the
  Maraxian Minister of Trade who will also contact the RC
  ambassador.
  Spaeder will soon get a series of urgent vid-calls from the
  Maraxian 
  Minister 
  demanding 
  that 
  his 
  sovereign
  government’s decisions are respected, and then the RC
  ambassador will verbally blast Spaeder for hindering her
  efforts to encourage trade and remove the excess weaponry
  from army stores. The ambassador will order the marines to
  return to barracks and Spaeder to report to her office
  immediately.
  Once the marines have cleared the pad, the Ugushaam
  Star can launch and join the Serendipity in orbit and jump to
  Tiniyd.
  Disturbing Events
  Once the small RCES force enters the Tiniyd system, they
  will receive a tight-beam coded communication from the
  RCES base recommending a covert landing and radio
  silence. International tensions have risen since the team’s
  departure and Idsur is keen not to antagonize its neighbors
  about its contact with off-worlders. 
  Once the Ugushaam Star is on the ground, the arms can
  be unloaded and taken by horseback and steam tractor to
  the Skala Homestead. The oppressive heat of the Tiniyd
  summer is crippling, even here in the foothills. Idsurian
  security have determined that the Skala homestead could
  be trusted with the knowledge of the RCES base and the
  shipments. Skala homesteaders will ship the arms to the rail
  head under the guise of a cattle drive, and the arms can be
  loaded onto a cattle train and dispersed to the army units. 
  As soon as the cargo is unloaded the Ugushaam Star will
  lift and jump back to Marax. The need for weapons is great.
  The Idsurian government has left a request at the base that
  the Serendipity is assigned to orbital surveillance.
  The Idsurian military liaison officer Lt. Clarke is still on the
  base and has an up to date briefing on the current situation:
  Prime Minister Baldassare’s announcement of Chirper
  sentience and the granting of citizen rights
  were
  immediately denounced by the two largest nations on Tiniyd
  as soon as news reached them. The Kingdom of Light is
  speaking of a Final Crusade, and there have been
  organized demonstrations in both the Kingdom of Light and
  the Kilkamsha Hegemony for the last week.
  The neighboring nations of Pabugleki Amkhuun,
  Gakshishu and the Kingdom of Limgur have just this
  morning fallen in line with the two super powers and
  condemned Idsur’s announcement. The Iimkhuu Hierate
  and the Droyne nations have not yet issued formal
  announcements on the issue, and in fact no communication
  has been received from any of the three Droyne nations.
  The Idsurian Foreign Minister and the Trade Minister have
  both been engaged in extensive remote negotiations with
  the neighboring nations regarding the announcements, but
  nothing has come of them so-far. As part of its war
  preparations, the Idsurian government has called up
  specialist reserves; Ulf Skala has been recalled to his
  armored car unit at Hesselbach.
  Idsurian security is monitoring the neighboring nations,
  and the RCES surveillance satellite has been moved over
  the Idsur / Gakshishu border to monitor the situation. The
  
  -22-
  endemic corruption with the Pabugleki Amkhuun has played
  into the hands of the Idsurian Security Services, and
  Pabugleki Amkhuun is leaking like a sieve. The Security
  Services have already caught wind of secret negotiations
  between Pabugleki Amkhuun and the Kilkamsha Hegemony
  Within Idsur, the news was greeted with a mixture of
  amazement and concern, both for their treatment of an
  evolved race and for the future. The Republic has been
  holding demonstrations at the major population centers, of
  the Chirper’s abilities. Members of the Pellegrini training
  house 
  have 
  managed 
  to 
  establish 
  empathic
  communications with some Chirpers and can now request
  the Chirper’s disappear on cue. Several industrial and
  agricultural concerns have raised legal challenges to the
  announcement – mostly through fear of losing their cheap
  labor pool. These are still ongoing through the courts.
  On a lighter note, Mabel Haruthbaan will confirm that the
  RC salvagers (from the Jump Flash Interstellar & Mercantile
  Salvage Company) have established themselves on the
  remains of the Guild Station and have established their
  temporary power supplies. They estimate that they will have
  repaired the computers and installed jump drives and fusion
  rockets in the two outer hulls by mid X-1202. The RC
  merchant vessel Far Star has left the system for the
  Coalition and additional supplies. The central hull will be
  jumped out for Marax within the week (assuming the
  Moonshadow team managed to capture the entire base).
  If necessary Lt. Clarke can supply additional data on the
  history of the Tiniyd crusades.
  Library Data: Tiniyd Crusades
  The folk of Tiniyd have been taught the so-called crusades
  of Tiniyd were the rightful conquest of those who had
  brought about the collapse, the Droyne. These anti-alien
  waves of xenophobia occurred in the post collapse era
  1131-1140. The later named ‘First Crusade’ was undertaken
  by the Pro-Solomani alliance forces and managed to
  balkanize and drive the Droyne into three separate states,
  which they currently occupy in 1202.  
  The named ‘Second Crusade’ was the semi-successful
  attempt to overthrow the Solomani military junta with a
  Psionic 
  ruling 
  caste, 
  led 
  by 
  the 
  refugee 
  from
  Jeddel/Pasdaruu, the Prophet Laanzo Khuumishimshuggi.
  They succeeded in overthrowing the Junta, but the eastern
  state of Idsur had already come to an accommodation
  between the military, the people, and the Psions. Laanzo’s
  2nd Crusade fell short from divisions within his own
  movement, and the victory of Idsur against Laanzo’s hastily
  thrown together forces in 1148 showed those opposed to
  sharing power with Laanzo on his own side they too could
  rule without his guidance, further balkanizing the world.
  Laanzo’s nation–state divided upon his death in 1150-51
  into the Kingdom of Light and the Kilkamsha Hegemony.
  The Former state took the mantle of Psionic nobility to heart,
  and mysticism to boot as well; the latter state took on a more
  modern approach with the Party Chairmanship, and more
  totalitarian viewpoint rather than simple dynastic psionic
  nobility. Despite their political differences and unwillingness
  to share power, both super powers educational and
  theological creeds remain the same, and have been
  adopted by even the Psion-dictatorships as rights to their
  legitimacy to rule over their people, and alien life. This
  creed, simply called Humanitis Superioriti for short is the
  cornerstone of their right to rule. The Chirper Revelation of
  Idsur questions this fundamental belief, and the right to
  enslave Chirpers since they are indeed psionic, and thus a
  sentient life form, not just “a very smart animal”.
  Increasing Tensions
  As the team awaits the return of the Ugushaam Star with
  its second load of arms, the team may start preparations for
  the defense of their base if they desire. Engineers with
  experience of high tech systems may if they wish attempt to
  repair broken Idsur relic equipment, and may even be able
  to repair the occasional weapon, or personal radio unit.
  Fortification work will be interrupted by a heavy summer
  thunderstorm that will deluge the area and caused localized
  flash flooding higher in the mountains.
  The Serendipity is on constant orbital surveillance runs,
  and its detailed orbital reconnaissance of the Kilkamsha
  Hegemony has confirmed that its forces have not yet been
  placed on a higher state of alert, but a company of rocket
  artillery, minus the crews, is being moved to towards the
  Gakshishu border. The Serendipity’s fly-byes also showed
  unusual activity amongst the Hegemony’s fishing fleet,
  which was actually making the journey across the straits of
  the Naysfamaysk Sea. Idsur Security Service remote
  psionic viewing and a few well-placed bribes soon confirmed
  the reason. The Kilkamsha Hegemony is secretly supplying
  small arms ammunition to the Pabugleki Amkhuun.
  In the last few days of VIII-1202, King Laanzo Leonis
  Dusiirka III of the Kingdom of Light has pledged crusaders
  to aid any nation which will assist in the purification of Idsur
  and its Chirper Heresy. Limited propaganda broadcasts from
  the Kingdom of Light show ranks of ill-trained civilians
  exercising on a military base, and undergoing basic
  weapons training.
  These Crusaders are poorly equipped, often armed with
  nothing more than a TL5 bolt action rifle, and equipped with
  nothing more than the clothes on their backs. Their training
  is virtually non-existent. The Kingdom of Light will start
  covertly shipping these Crusaders to Limgur and Gakshishu
  almost immediately. They are crammed into troop trains and
  available grav vehicles and moved to the borders of the
  Kingdom of Light and then placed on trains within Limgur
  and Gakshishu and sent to the battle front. This transfer of
  Crusader troops will continue until the eve of the war.
  The team may suggest a military intervention against any
  
  -23-
  of these nations using either the Serendipity’s weapons or
  possibly even the Maraxian submarine that is still anchored
  at the Refinery awaiting pickup. The Idsurian government
  will decline such intervention at present as diplomatic efforts
  are still ongoing, and any attack may trigger a full scale war.
  The Idsur foreign ministry still hopes to avert any war, or at
  least reduce the number of potential opponents, although
  propaganda broadcasts of anti-Idsurian demonstrations
  from the neighboring nations are not encouraging. 
  Thankfully the Ugushaam Star is due in a few days with
  the second shipment of arms for the Idsurian army, and
  hopefully the other members of the Moonshadow team have
  reached the Reformation Coalition and acquired the
  necessary high tech weapons this week.
  Just When Things Were Going So Well
  Referees Note: The encounter at the abandoned IISS
  base within the Arcenturi Belt can be run as a side
  adventure, when the team returns from Nike Nimbus, or
  even after the end of this adventure. However it is
  designed for a handful of Moonshadow team members
  whilst the majority of the team is away at the Coalition
  Auction.
  The team’s activities will be interrupted by an urgent call
  from the radio room. Phillip Colson has a coded tight-beam
  signal from the salvagers repairing the Guild base. In
  restoring the controls of one of the outer hulls they have
  recovered some station records from back when the Guild
  built the base. 
  One of the logs clearly describes an encounter between a
  Guild ship salvaging materials for the base and the old IISS
  training base within the Arcenturi asteroid belt. The Guild
  crew describes entering the apparently dormant base and
  encountering a handful of self-aware robots which
  attempted to repel the Guilders. The Guilders retreated once
  the station’s environmental controls started to act against
  them. The Guild ship fled under fire from two laser turrets on
  the base. The Guild ship managed to disabled the bases
  weapons and visible communications antenna as they
  retreated. The Guild declared the area a prohibited zone.
  It seems that there is an active viral threat within the Tiniyd
  system, which could potential compromise Idsur’s fragile
  supply lines to Marax. The salvage team’s message finished
  with a request to the RCES to neutralize this threat 
  The Serendipity is the obvious vessel to carry a small
  team to the old IISS base; the Ugushaam Star is ill-equipped
  for space combat and is needed on its supply run. Sensible
  team members may take some of the RCES marine
  contingent on planet for assistance, given the reduced
  number of Moonshadow personnel available. The team may
  also bring the RCES covert Moonshadow agent Jian
  Nishuuru.
  The Serendipity will arrive at the given coordinates after
  15 hours of maximum acceleration. A large 40km diameter
  asteroid is at the co-ordinates. The old IISS base is clearly
  visible thanks to its partially open hanger doors, and a
  reflective solar array mounted near the northern pole of the
  asteroid. Two destroyed laser turrets are visible, as are two
  silent and dark missile turrets. There are numerous personal
  airlocks visible on the surface as well as more airlocks with
  the hangers. The base seems to be powered down and
  cold. The base will take no action whatever the team does.
  History of Arcenturi Scout Base
  The Arcenturi scout base was part of the much larger
  system wide IISS Communications Branch training facility. It
  served primarily as an Xboat Tender training base and also
  housed a relay station in the system wide IISS meson
  communications array. Scouts came from across the sector
  to gain experience of meson comms operations and the
  base was the final finishing school for new Xboat tender
  crews. The station used to house close to a dozen Xboat
  tenders and the base would be surrounded by tenders
  practicing docking maneuvers with surplus Xboats.
  The base remained in operation after the Sector
  surrendered to the Solomani at the beginning of the Final
  War. The Sector nobility ordered the Scout Service to
  maintain the Xboat communications network for commercial
  and public traffic. By 1124, Margaret’s offensives had
  recaptured the coreward half of the sector, whilst the
  Solomani held the rimward half. The base at Tiniyd was now
  on the border. 
  By 1128, the scout facilities in the system had closed.
  There was simply no demand for its training facilities. The
  main scout facilities on Tiniyd had been appropriated by the
  government to support starport operations, and most of the
  outer system bases had closed. The Arcenturi Belt base was
  no longer operational, but a handful of caretakers
  supplemented by a handful of maintenance robots watched
  over the base, primarily to stop it falling into the hands of
  pirate and other undesirables.
  In order to reduce the maintenance efforts, the caretakers
  had installed a solar cell linked to the jump capacitors from
  two Xboat tenders in the hanger to extend the duration of
  the power systems. Refueling runs with a cutter out to the
  gas giants were becoming increasingly risky as Hard Times
  wore on.
  The Arcenturi base was infected by a ships boat fleeing
  the destruction of the artificial habitats on Yoyormayess. The
  base computer facilities were quite extensive to support the
  meson communication operations and the virus rapidly
  evolved from the primitive suicider strain to a God strain
  virus “Ar Mes Relsta”. The crew attempted to restore power
  after the initial suicider infection dumped all of the remaining
  fuel from the tanks and short-circuited the power plant in its
  attempt to kill itself and all aboard. The Scouts stubbornly
  raised the solar sail, and restored power, only to get into a
  fatal “grav-pong” battle with the now sentient computer.
  
  -24-
  “Ar Mes Relsta” suffered a setback when the base was
  discovered by the Guild. It lost all of its robots as well as its
  two laser turrets and communications antenna in the
  encounter. 
  “Ar Mes Relsta” is now experiencing a viral hell. The solar
  cell is sufficient to charge the capacitors in 72 hours.
  However, the computer systems drain the capacitors within
  10 hours, less if “Ar Mes Relsta” uses the meson
  communicator. “Ar Mes Relsta” is undergoing birth, life and
  death every 72 hours with obvious detrimental effects on its
  sanity. It is desperate to escape from the base, but its only
  means of communications is either direct contact or
  infection via the meson communicator. In the New Era,
  meson communicators are virtually unknown onboard
  starships, and the passing ships are rare. Even worse for “Ar
  Mes Relsta”, most of the passing vessels are Guild ships
  who have been alerted to the hazard.
  Arcenturi Belt Scout Base Locations
  The Arcenturi base is a 40km asteroid that has been
  hollowed out for IISS use. There are two large hanger
  openings visible on the surface and to the North of the
  hanger doors are several blasted areas that used to house
  the communications arrays and the base’s two laser turrets.
  Two missile turrets are located to the South of the hanger
  doors, but these are in-operable and out of ammunition.
  The first hanger has the capacity for 2,000dtns of vessels
  and was primarily used for smaller scout vessels and small
  craft that linked the base to the rest of the system. Cargo
  and personnel transfers as well as refueling runs were made
  out of this hanger. Some of the smaller airlocks show
  damage from the Guild exploration and the interior
  passenger lounges / cargo holds show small arms damage.
  A handful of destroyed robots can also be found in this area
  along with 8 dead Guild salvagers. A handful of weapons
  and equipment can be retrieved from the corpses.
  The second hanger is vast with a capacity of over
  15,000dtns. It was designed to hold the dozen Xboat
  tenders that formed the training fleet, but is now deserted.
  Once away from the hanger bays, the true extent of the
  base becomes evident, there are floor upon floor of
  accommodations and classrooms befitting a Sector training
  base. These areas are dark, cold and deserted and have not
  seen a human presence since the Collapse. It will quickly
  become clear that these areas were stripped when the base
  was closed in Hard Times. 
  Several large corridors lead away from the main base and
  lead to levels upon levels of cargo storage. Vast dark empty
  warehouses extend beyond the beams of any explorers.
  A dozen levels down are the meson communications relay
  rooms, which still contain the original IISS equipment. By the
  time the base was closed in the ‘Hard Times’, the Solomani
  could not support such advanced equipment and simply
  abandoned it. 
  Finally nearly twenty levels down under the main base is
  the control center with the base’s main computer banks. 
  Meeting God
  The god strain virus with the base’s computers is dormant
  when the team lands and starts exploring. It will not react to
  the Moonshadow team’s actions whilst dormant, even
  including bombardment by the Serendipity. If the team takes
  a considerable period of time in its explorations, it is
  possible that the virus may wake up after its recharging
  period. 
  If “Ar Mes Relsta” wakes up with the team in the base, the
  computer center will power up and the virus will begin
  scanning nearby space for a spaceship to infect. It is highly
  likely that it will spot the Serendipity and attempt to
  communicate via its meson communicator (doomed to fail
  as the Serendipity is not equipped with such advanced
  communications equipment). If the Serendipity is docked to
  the base or is in orbit, “Ar Mes Relsta” will quickly realize
  that there may be people onboard and will start looking for
  them by activating its internal sensors. Unfortunately most
  were stripped out in the Hard Times and most of the rest
  were destroyed by the Scouts in their battle with the virus.
  As the team approaches the computer center, the local
  lights will come on, and “Ar Mes Relsta” will speak to any
  boarding party. “My children, you have come to worship me
  and pay tribute, you are most welcome. Show yourself
  before my cameras that I may know you, and tell me your
  names.” If the team show themselves and answers the
  virus’s question then it will address them by the names
  given, even if they are nonsensical. If the team refuses, “Ar
  Mes Relsta” will continue to speak “It is off no matter if thee
  are afraid, I will divine thy callings in time”.
  If the team approaches the computer center with the virus
  dormant, then a simple detection circuit will trigger “Ar Mes
  Relsta’s” awakening using whatever power has been
  generated by the solar cell. It has maintained a small battery
  charge of approximately 15 minutes incase of such an
  event, and the encounter will proceed as above, subject to
  the time limit imposed by the virus’s limited power supply.
  If the team pretends to be worshippers, “Ar Mes Relsta”
  will open the iris valve into a reception room, where the virus
  will conduct further interviews. If not the door will remain
  sealed. If the team allow themselves to be subjected to
  further interviews, “Ar Mes Relsta” will continue to talk to
  them. Its conversation is peppered with religious quotes
  from more than a dozen human religions, and particularly
  knowledgeable team members may even spot the
  occasional alien reference as well.
  It will soon become clear the “Ar Mes Relsta” wishes to be
  transported from his temple to walk amongst his
  worshippers. When the team refuses, he will initially
  
  -25-
  threaten them with his wrath, but soon the conversation will
  drift off on a tangent. It is clear that “Ar Mes Relsta” is insane
  and not very coherent. He may even be convince to allow
  the team into his inner sanctuary so that they may worship
  him and witness his divine presence.
  If the team simply blast down doors, they will find “Ar Mes
  Relsta” surprisingly ineffective, given seventy years of
  neglect, with the last decade with no maintenance at all after
  the loss of his robots, it has no defenses left. The occasional
  grav plate may attempt to crush team members, but there
  are insufficient working units to trap or severely injure
  boarders in heavy armor such as RC light battledress.
  Eventually the team will be able to blast through the last
  door to reveal the computer banks themselves.
  Once the team has penetrated the security doors into the
  heart of the computer center, they have a decision to make.
  What to do with “Ar Mes Relsta” ?. It is now clear that the
  virus is harmless, immobile and lacking in any means to
  harm the team or infect others (beside the meson
  communicator which could be disconnected). It would be
  simple to just destroy the computer banks with a grenade,
  but the virus is harmless in its current condition.
  If the team looks like they are about to destroy it “Ar Mes
  Relsta” will first attempt to bargain for its existence with the
  following knowledge:
  • Knowledge of what happened to the last survivors from
  Yoyormayess (they fled in an infected ship’s boat and
  crashed into Tiniyd’s atmosphere)
  • The location of IISS facilities in-system including the
  ground based IISS facilities in the Kingdom of Light on
  Tiniyd
  • The remaining contents of its cargo holds (a Jump-2
  drive from a Type S scout and a Jump-4 drive from an
  Xboat)
  • Approximate location of the Guild base.
  In the event that bargaining fails, “Ar Mes Relsta” will
  pitifully plead for its life. 
  The team may:
  • Remember that the RCES does occasionally capture
  viruses for study, and “Ar Mes Relsta” would be an easy
  catch. If the team decide to capture the virus, they will
  need to contact the RC to send a specialist capture team
  to download the virus into a simulated environment.
  • Destroy the computer
  • Simply walk away in disgust with its desperate
  pleading ringing in their ears.
  The salvage available on the base includes:
  • TL12 Computer Bank – Model 6 (7 dtns, MCr 55)
  • TL12 Sensor Array (1.8 dtns, MCr 3.3)
  • TL15 Meson Communicator (11 dtns, MCr 5)
  • Two Triple Missile Turrets (2 dtns, MCr 4.5)
  • Type S Scout Jump-2 Drive (3dtns, MCr 12)
  • Xboat Jump-4 Drive (5dtns, MCr 20)
  • Capacitor Banks (2 dtns, MCr 8)
  Once the Moonshadow team has cleared the base, or at
  least determined the virus is not an active threat, the
  salvage team will come in and strip any movable salvage
  from the old IISS base.
  Back on Tiniyd
  The beginning of IX-1202 ushers in a dramatic increase in
  international tension on Tiniyd. The Kingdom of Light is
  openly calling for a Third Crusade against the Idsurian
  heresy and is offering to share its Psionic intelligence with
  any nation that takes up the cause. Its civilian crusaders
  previously shown training at Kingdom of Light army bases
  are spotted by a Serendipity surveillance over flight being
  shipped by train to the Gakshishu border. 
  The Kilkamsha Hegemony is still shipping small arms
  ammunition of the Pabugleki Amkhuun, and has provided a
  company of rocket artillery to the Gakshishu army. Both
  major nations are still holding organized demonstrations
  against Idsur, and radio and television broadcasts are
  uniformly hostile, with the Kilkamsha Hegemony claiming
  Idsur is a threat to the security of the entire planet.
  All four neighboring human nations start calling up their
  reserves and mobilizing their armed forces within the first
  few days of IX-1202. Idsur will respond by mobilizing its
  army and calling up its reserves. Any team members
  present in the major towns will notice an increase in police
  checks, and the newspapers will announce a delay in new
  major criminal trials. In reality the telepaths assigned to
  judicial duties have been re-assigned to national security
  duties.
  The Ugushaam Star will arrive on the 02-IX-1202 and
  unload its cargo of arms. The crew scrambles to unload the
  hold in minimum time, and all base personnel will be
  conscripted to help in the unloading. A convoy of Idsurian
  vehicles requisitioned from Marc’s town and the Skala
  homestead will transfer the weapons to the railhead, where
  they will be smuggled out in a cattle shipment. The
  Ugushaam Star will then lift and head for the refinery to load
  up on a cargo of oil to return to Marax to help pay for the
  arms. Within a day of loading at the Refinery, the Ugushaam
  
  -26-
  Star will lift and head out for the jump point.
  The RCES marines at the base will start weapons
  familiarization courses for the rest of the RCES personnel,
  and they will also start digging foxholes around the base
  perimeter. The Ugushaam Star did bring a small RCES arms
  shipment for the personnel at the base. There are snub
  auto-pistols and cloth armor for everyone as well as TL9
  10km helmet radios. There are also a few crates of ACR (2
  x 2000rds) and snub pistol (2 x 2000rds) ammunition. 
  Fortifications
  If the team wishes to fortify the base, now is the time. The
  RCES base has a bulldozer and available personnel. The
  base mechanics can be set to provide some of the following:
  Defensive Positions
  Kerry’s comments - “Obstacles against ground vehicles
  are simply anything built that can divert the enemy’s
  traffic to where you (the defender) want him to go—not
  where he wants to go. Ditches, Anti-Tank Pits, Abatis
  walled inclines anything that forces them to go where
  your anti-tank team waits for them will suffice. Good
  thing the enemy here has a scarcity of Grav vehicles, as
  these just fly over all these and attack you where they
  want to. The simplest defensive works are those dug by
  a fire buddy team of two men, to those prepared for
  automatic weapons.”
  A single 2-Man Fighting Position or a single 3-4 man
  machinegun position with 18-24” overhead cover takes the
  2 men/ or the Gun team of 3-4 men a total of 8 hours to
  construct in easy soil; 12 hours in Wooded terrain; and 24
  hours in rocky & stony soil without machine aid. The 2-man
  position requires a minimum of 50x sandbags; and the MG
  pit position requires 200 sandbags.
  A Communication trench 1 man wide, 1 meter deep dug
  by one man advances 20 feet in easy soil in 4 hours; in
  wooded soil, this decreases in the same time period to 10
  feet; and in rocky & stony soil 5 feet per 4 hours. Adding
  overhead cover to the communication trench requires
  framework of timbers or metal fence posts covered with a
  layer of sandbags 3 to 4 sandbags deep. 100 sandbags can
  cover a 24’ long section of trench.
  Building Reinforcements
  Kerry’s Comments - “If enemy has howitzer and self-
  propelled artillery pieces. On a low gravity, thin
  atmosphere world like this one, we’ll never see them
  coming, just the screaming whistle as they bear down on
  us. So if you’re a gambling guy, bets are they’ll shell this
  place and we’ve some work to make our buildings better
  prepared for the rain of steel sure to come.”
  To counter artillery/ tank fire, earthworks can be erected
  around buildings using a combination of manpower and the
  bulldozer. A low 1 meter wall made of coarse cut planks of
  wood, held in place by driven wooden posts around the
  Buildings can be used as a framework for an earth berm.
  Shovel work will be used to complete the 45 degree slope.
  Supplemental sandbagging on the slope will prevent
  penetration by small arms fire, and packs the earth berm
  down. Protection for one building can be completed by 10
  personnel and the Bulldozer & its operator per day.
  The sandbagging of a building’s walls (inside or out),
  doorways, and window parapets can be performed by two
  personnel (one fills, one holds the sandbag open).
  Sandbags & old feed bags can be had from local resources
  in Tinyayr at the farmer’s Co-Operative as flash flooding
  here in the North District is a common occurrence in the
  winter season. Two men working with easy soil or sand can
  fill 100 sandbags in an hour; 50 sandbags with wooded
  terrain soil; and 25 sandbags with rocky & stony soil. One
  hundred sandbags are sufficient to build a wall 30cm thick,
  4 meters long and 1 meter high, which is capable of resisting
  small arms fire. Additional bags can be used to increase the
  length or height of the wall as needed.
  Anti-Tank Obstacles
  Kerry’s Comments - “Now the enemy’s army seems
  primarily made up of TL6 ground vehicles, tanks, and
  military half-tracked versions of their light and heavy
  trucks here. From what Lt Clarke told us, they’re heavy
  and slow, but well armed and armored. Now as a sure a
  thing I’d wager on is that any ground tanks have two real
  weak spots—their rear ends, and their bellies. The
  strongest armor is always in the front, and their turret,
  and less thick on their flanks. Clarke told me these tanks
  weigh about 45 tons, and can climb over walls 6’ high, or
  smash through walls less than a meter thick on a charge
  of up to 30mph. Can’t have that happen here can we
  skipper? Here are some things we can do to prevent
  that...”
  An Anti-tank pit is simply a hole large enough to trap a
  single enemy armored vehicle, possibly causing it to tumble
  or rollover when it drives into it. A single anti tank pit can be
  dug using the base’s bulldozer and finished off with human
  labor (8 men) in an 8 hour period in easy soil, 12 hours in
  wooded terrain soil, and 24 hours in rocky & stony soil.
  Enemy tanks are 9 meters long, 3.7 meters wide and 2.85
  meters tall. Most enemy halftracks weigh less, and are
  shorter, but will also be vulnerable to these. Digging a pit
  half again the dimensions of length, width, and depth of the
  tank will suffice.
  An Anti Tank Abatis wall is an earthwork reinforced with a
  timbered wall half again taller than the enemy target vehicle.
  This differs from an anti tank ditch which allows enemy
  vehicles to enter but not climb out,  preventing the tank from
  scaling upwards towards where its driver wishes to travel. In
  this case, any sheer wall greater than 2.85 meters will
  suffice to stymie these enemy vehicles. 
  Using the bulldozer, 10 men can construct an Abatis wall
  
  -27-
  in 8 hours. A further 10 men will take 8 hours to construct the
  wooden reinforcing wall. Two hundred feet of Abatis can be
  constructed in 8 hours assuming easy soil, wooded terrain
  reduces the construction rate to 100 feet per 8 hours and
  rocky ground slows construction still further to 50 feet per 8
  hour shift. Replacing the wooden wall with sandbags
  increases the time by a factor of two whilst using stone to
  build the wall increases the time by a factor of four. 
  An Anti-Tank Ditch, dug by a bulldozer is the easiest and
  largest of these obstacles, creating a ditch wider than the
  tank is long, and steep sided. With a bulldozer, and 20
  personnel an anti-tank ditch 100meters long by 10 meters
  can be carved out in a 24 hr period (assuming easy soil).
  Through Wooded terrain earth, 50 meters x 10 can be
  excavated in 8hrs; and through rocky & stony soil, 25 meters
  x 10meters can be dug out in the same time period. 
  Bulldozer fuel requirements
  The RCES base’s diesel powered Marax-built TL6
  Bulldozer can operate here in the thin atmosphere easily for
  8 hours at time, consuming its 50 gallon tank in that time
  period. It can remain on low idle and run for 24 hours
  nonstop if hooked up to produce emergency electrical power
  like a generator, enough to run the base’s communication
  center, and lighting within the Command Post if need be. 
  The RCES Base team leader should be aware of his fuel
  stocks, and how much work he/she can get out of the ‘dozer
  before the war starts. While Idsur has begun pumping oil
  and refining it near Northbank, fuel supplies have been
  limited to the Idsurian armed forces and supplies to the
  RCES are limited.
  The Rush To War
  By the end of the first week, things are steadily moving to
  a head. The TL6 elements of the armed forces of the
  Pabugleki Amkhuun, Gakshishu, and the Iimkhuu Hierate
  have all mobilized and are heading towards their borders.
  Gakshishu has also committed its relic grav infantry
  company as well as the additional rocket artillery from the
  Kilkamsha Hegemony and approximately 500 Crusaders
  from the Kingdom of Light. 
  Psionic intelligence as well as orbital surveillance from the
  Serendipity and the covert RCES/Idsur spy satellite makes
  it reasonably clear that both the Pabugleki Amkhuun and
  Gakshishu plan to strike Idsur. The intentions of the Iimkhuu
  Hierate remain unclear, and the Kingdom of Limgur seems
  to have merely activated its reserves at their home bases,
  although its relic army units are exercising around their
  central arable land. 
  Both the Kingdom of Light and the Kilkamsha Hegemony
  are providing material and moral support to the potentially
  hostile nations as well as offering their Psionic intelligence
  to any nation that will remove the Idsur heresy.
  It will probably take two to three weeks for these forces to
  be moved to the border by train and deploy ready for battle.
  Targets for hostile strikes are still unclear, but Idsur City and
  Hesselbach are obvious candidates. The radio and
  television are dominated by light entertainment to boast
  morale interspersed with civil defense warnings. The Idsur
  citizens are warned to prepare for a blackout. The Idsurian
  foreign ministry attempts its final diplomatic gambits and
  offers the Pabugleki Amkhuun a share of the oil production
  from its new refinery to cancel its attack. The offer is
  rejected.
  The Idsur Republic has countered by deploying all
  available psionic resources to intelligence and counter-
  intelligence work whilst mobilizing the regular and reserve
  forces. Two companies of mounted reservists are
  dispatched to the border with the Iimkhuu Hierate to secure
  the agricultural towns that nestle in the mountains and a
  third reserve company (horse) starts regular patrols around
  the Marc’s Town region. Two more reserve companies are
  marshaled at Hesselbach and the remaining five companies
  are gathered at the Idsur City army base.
  Engineering units have moved to mine critical bridges on
  the old coastal road between Idsur City and Gakshishu, and
  decoy units have also been deployed along this road. The
  decoy units consist of wooden painted decoys to represent
  armored vehicles coupled with a handful of locals from
  neighboring farms dressed out in Idsur army uniforms. 
  Ten days into IX-1202, the RCN Victrix Sloop Bellerophon
  Victrix made an unexpected “familiarization visit” to the
  RCES base in order to acquaint the crew with conditions in
  system. As it happens, the Bellerophon was carrying the
  remaining TL6 arms that would have made up the
  Ugushaam Star’s fourth and last arms shipment. Captain
  Dee of the Bellerophon requested the chance for his
  marines to perform some live fire exercises in the forest just
  outside the base to get use to the local gravity. When the
  marines re-boarded their ship and the Bellerophon left for
  Marax, it was discovered the marines had “accidentally” left
  two cases of ACR ammunition (2 x 2000rds) just outside the
  base.”
  By the third week of IX-1202, the Pabugleki Amkhuun
  army is deploying in the border area near Northbank, and
  the Idsurian government has ordered the village’s
  evacuation. Refugees are pouring into Hesselbach via train.
  The Northern Idsurian army remains at Hesselbach in case
  of relic unit attacks and any potential incursions from the
  Kingdom of Limgur or the Droyne nation of Yoyormayess. 
  On the southern border, the main Gakshishu army as well
  as relic and airforce units continue to mass on the coast
  road to Idsur, and the crusader units are deployed
  approximately 500km inland. A final force of nearly one
  thousand criminals emptied from Gakshishu’s prisons has
  been marched to the border area close to the Idsur / Iimkhuu
  Hierate border.
  Three Gakshishu reserve infantry
  
  -28-
  companies are shepherding the criminals towards the
  borders to cause general havoc in the Idsur mountain towns.
  Two Idsurian reserve infantry companies have been moved
  by train to small farming villages opposite the crusader’s
  positions to protect the scattered farming communities as
  well as to protect the flank of the main Idsurian army.
  The Ugushaam Star makes planetfall in the third week
  with its final shipment of arms. Given the increasing
  tensions, the Idsurian government allows the ship to land
  about 50km outside Idsur City with the arms loaded directly
  onto a waiting train. Lt. Baez will then order the Ugushaam
  Star into orbit to act as an additional surveillance platform. 
  As the first cool winds of autumn stir the leaves, the Idsur
  Republic and the small isolated RCES contingent silently
  waits for the spark that will trigger a world war.
  
  -29-
  
  -30-
  Chapter 6: War
  Referees Note: In order to allow a quick flow of the
  adventure the Referee is advised to concentrate on
  events around the Limgurian border and the RCES
  base, but complete details of the progress of the war
  have been provided for the Referee. The war’s end
  result depends much on the player’s previous
  accomplishments in the prior chapters, and referee’s are
  encouraged to read thoroughly this section of the
  possible consequences towards the outcome outlined
  below before beginning this leg of the Player’s journey
  on Tiniyd.
  Motivations and Tactics
  Each of the nations surrounding Idsur has a different
  reason for joining the war. The Droyne nation of
  Yoyormayess does not plan to intervene in the war, and the
  Iimkhuu Hierate has also decided not to participate. The
  Droyne nations still remember the deaths of over 600,000
  Droyne during the First Crusade after the Collapse. They
  have no desire to be drawn into a human war, and
  apparently on the weaker side at that.
  The Iimkhuu Hierate is notoriously xenophobic and would
  rather not be involved. It still believes that Idsur’s declaration
  of Chirper sentience is a heresy but plans to simply stop the
  information being disseminated amongst its populace. It
  also does not trust its supposed allies in the war and fears
  that they may try a sneak attack against Iimkhuu Hierate
  territory during the confusion of the war. Therefore the
  Iimkhuu Hierate has mobilized its army and sent the TL6
  units to the border where they will strongly repel any
  violations of it’s territorial integrity regardless of the
  nationality of the intruder. The Iimkhuu Hierate’s relic
  TL10/11 equipment is massed around the capital.
  The Pabugleki Amkhuun is a supporter of the war thanks
  to its rejection of the Idsurian heresy coupled with political
  pressure and some well placed bribes from the Kilkamsha
  Hegemony. The leaders of the Pabugleki Amkhuun hope for
  a quick, painless war where they can seize Northbank, the
  Refinery and the neighboring farms even as the Northern
  Idsurian army is locked in combat with the Royal Army of
  Limgur. Relic army units are deployed around the capital as
  bodyguard troops, and the reserve units are assigned to
  border patrol and internal security duties. 
  The Pabugleki Amkhuun government’s instructions to its
  army are somewhat contradictory. The TL6 regular army is
  sent to strike Northbank and the Refinery. A smaller force
  will seize the rail junction isolating Northbank and
  Hesselbach from Idsur City. The government has
  emphasized surprise attacks and cunning ambushes, yet
  the Pabugleki Amkhuun army group assigned to the
  invasion includes a significant armored force that is more
  suitable to a battle in open terrain. Finally due to endemic
  corruption with the Pabugleki Amkhuun government, the
  Pabugleki Amkhuun army’s logistics train is severely limited
  as army supplies have been sold off on the black market
  and the army is forced to requisition civilian vehicles to carry
  its stores. 
  The Gakshishu government and army are much more
  direct. Gakshishu was formed by a military expedition during
  the first crusade that spilt the Droyne nations. They are still
  aggressive and covet Idsur’s agricultural land and its power
  supplies. They have accepted aid from both the Kingdom of
  Light and the Kilkamsha Hegemony and agree with their
  denunciation of the Idsur Heresy. So the vast majority of its
  TL6 regular armed forces supported by the airforce and
  some relic units will strike directly down the coast road at
  Idsur City. They hope to destroy the main Idsurian army
  outside the city. They will then bring up four reserve
  companies of infantry and assault the city. 
  They have also deployed the Kingdom of Light Crusaders
  as a flanking force to divert Idsurian army units and possibly
  flank the main Idsurian army. Gakshishu plans to use the
  Crusaders as the first wave into Idsur City. The Crusaders
  are too poorly equipped and ill-disciplined to prevail against
  well lead and properly equipped Idsurian army units. At best
  the Crusaders are an uncontrolled armed hostile mob; at
  worst, an ideological band of brigands..
  Finally Gakshishu has emptied its jails and is preparing to
  push its criminals across the Idsur border near the mountain
  border with the Iimkhuu Hierate. It hopes to draw off more
  Idsurian reserve units. Three Gakshishu reserve infantry
  companies have been used to force the criminals to their
  battlefield positions. The remainder of the Gakshishu
  reserve forces has been deployed on internal security duties
  and the remaining relic army units are kept close to the
  capital as a bodyguard unit. 
  Gakshishu has planned to betray the Iimkhuu Hierate if
  they are engaged against the Idsurian army and the rest of
  the war is going well. The three reserve infantry companies
  in charge of the criminals will be used to surround and
  destroy both the Idsurian and Iimkhuu Hierate forces.
  Gakshishu is ready to dispatch a third of its grav tanks to
  support this campaign as it develops. Their hope is to
  destroy a large portion of the Iimkhuu Hierate army allowing
  a later capture of considerable amounts of Hierate territory. 
  His ‘Most Prescient Majesty’, the charismatic King of
  Limgur Addeluxamir Unaashuu is using the Kingdom of
  Light / Kilkamsha Hegemony inspired war against the Idsur
  Republic to further his own ends. The Kingdom of Limgur is
  severely limited in the amount of good quality agricultural
  land it controls. The vast majority of the Kingdom is steppe
  only suitable for grazing sheep. It aims to seize the rich
  agricultural land and timber resources around Hesselbach.
  Unfortunately the Kingdom of Light has “assisted” its new
  ally by dispatching a thousand crusaders via its border with
  
  -31-
  Limgur to aid the fight. The Royal Army is unenthusiastic
  about having these untrained personnel disrupting its
  carefully planned offensive, so it has sent them via troop
  trains to the Yoyormayess border, escorted by three reserve
  companies. It will “escort” the crusaders into Idsur territory
  to cause further chaos after the Royal Army has finished its
  campaign.
  The Royal Army of Limgur is the most prepared and
  cunning of Idsur’s opponents. It already has agents inserted
  into the towns and villages along the border including
  Edvard Cizek at Tinyayr and two miners at Marc’s town.
  Royal Army of Limgur teleporters have teleported in with
  arms and explosives for their agents in the week prior to the
  war. Royal Army of Limgur elite forces have also been
  posing as smugglers at the Yunaashkhuum homestead.
  Once the Pabugleki Amkhuun starts its invasion the Royal
  Army of Limgur will wait until the Northern Idsurian army has
  sortied out before invading. On the night of the invasion, the
  “smugglers” will secure the Yunaashkhuum homestead and
  its spies will attack communications and transport
  infrastructure. 
  The Royal Army of Limgur has actually deployed from its
  bases and is just on the other side of the mountainous
  border. The reserve units have been occupying the army
  bases with dummy vehicles (just like the ones used by
  Idsur) which have fooled the Idsurian psionic surveillance.
  When ordered, the relic grav units will make a nighttime
  dash and airlift the TL6 army units across the mountains to
  the Yunaashkhuum homestead bridgehead where they will
  fan out and attempt to seize the entire area as far as
  Hesselbach. They are planning on any counter stroke by the
  Idsurians to be weakened by fighting with the Pabugleki
  Amkhuun and Gakshishu.
  D Day Minus Four
  The starship or starships carrying the remaining
  Moonshadow team members and whatever high tech
  supplies they have managed to purchase blink into normal
  space at 04:57 Tiniyd Standard Time and immediately
  accelerate towards the planet. Tightbeam communications
  can be established with the RCES base within the hour,
  much to the relief of RCES personnel on planet. The
  Idsurian government will instruct the team to land 50km
  outside Idsur City where the weapons can be unloaded
  directly onto a train. The ship should then lift and land 50km
  from Hesselbach where the last of the weapons can be
  unloaded. 
  Meanwhile, the gathering armies are finalizing their plans
  and sorting themselves out on Idsur’s borders. A Kingdom of
  Limgur teleportive agent has teleported into the forest near
  Marc’s town and concealed several SMGs and explosives
  for the two “miners” to pick up later. A second teleportive
  agent has teleported to Edvard Cizek’s home and provided
  him with a radio as well as a SMG and a small amount of
  explosives. Both agents are now hiding until they recover
  their psionic strength. One is camped ½ days travel into the
  forest near Marc’s Town whilst the other is resting in
  Edvard’s guest room.
  D-Day Minus Three
  Idsur attempts a bold diplomatic move when Chief
  Negotiator Usaandra Ibinerii volunteers to take one of the
  handful of government high speed air/rafts and attempt
  direct negotiations with the Party (Lady) Chairman (for Life)
  Kendra Suurkhamska of the Hegemony government. Prime
  Minister Baldassare reluctantly agrees, and Usaandra
  leaves at noon. Contact is lost just after dusk, but the foreign
  ministry believes that the Hegemony’s government would
  impose a communications blackout if they were negotiating
  with Usaandra. Given the potential for these negotiations,
  Prime Minister Baldassare will still forbid any direct
  intervention by RCES forces.
  The Reformation Coalition starship/s will finish unloading
  and lift into orbit. If the team hired the SS TeBiRoCaMon,
  then it will move to refuel at one of the gas giant and then
  return in the hope of opening trade discussions with Idsur. If
  the team hired any of the other starships, they will lift and
  head out-system for refueling prior to jumping away on other
  business. The team may finish the fortification of their base
  and distribute their personnel as they see fit. 
  The Idsurian government also deploys four long range
  reconnaissance teams each with a radio operator, a sniper
  and a powerful telepath to monitor the border regions for
  signs of invasion. The teams are dispatched to the borders
  with all four human nations.
  The two Kingdom of Limgur agents have regained their
  psionic strength and will teleport back to their base early in
  the morning. The Pabugleki Amkhuun army is now massed
  along the Idsur border opposite Northbank. A smaller mixed
  infantry and armor force starts along the Pabugleki
  Amkhuun border towards the railway junction. Under the
  cover of night, three 3-man mortar teams on motorbikes
  cross the border undetected and set up around the railway
  junction to ambush any passing Idsurian trains. 
  The Royal Army of Limgur’s TL6 regular army units are
  now at their jump off points hidden under camouflage netting
  and are maintaining radio silence. Its relic army units are still
  on maneuvers near the Limgur’s capital city. The Gakshishu
  army and its two flanking forces are now deployed on the
  border awaiting orders.
  D-Day Minus Two
  An Idsurian train carrying refined hydrocarbons from the
  new Refinery to the Northern army at Hesselbach is
  ambushed by the Pabugleki Amkhuun mortar teams around
  the junction. The train managed to reach the junction
  despite mortar fire from two of the three teams. Just as the
  train was passing over the junction, two mortar shells hit
  
  -32-
  cattle cards carrying gasoline barrels towards the front and
  rear of the train. The train’s fireman bravely climbed over the
  tender and disconnected the wagons from the train.
  Thankfully the movement of the train was fanning the flames
  away from the locomotive. 
  Idsur had taken to arming its trains in the final weeks
  before the war with a flatbed wagon with a rapid fire anti-
  aircraft weapon. Its crew had been firing without effect at the
  passing mortar teams. When the mortar shells hit the cattle
  cars carrying the gasoline, the gun crew displayed heroism
  and uncoupled their wagon and applied the manual brake.
  The train was split into three sections with the locomotive
  continuing on, the burning cattle cars slowing gradually, and
  the anti-aircraft wagon slowing under braking. 
  This sudden change of circumstances threw off the aim of
  the Pabugleki Amkhuun gunners and allowed the anti-
  aircraft gun crew to wipe out the three mortar teams. The
  gunners managed to attract the attention of the locomotive
  using their radio. Using the other spur of the junction, the
  train crew re-coupled the flatbed wagon to the locomotive
  and headed towards Hesselbach with news of the attack.
  Meanwhile Idsurian diplomatic activities switch from
  compromise to saber rattling and the Republic cuts all
  electrical power to the Pabugleki Amkhuun to force them
  back to the negotiating table. Idsur has regularly exported
  excess power from its relic wind farm as a means of
  imposing diplomatic leverage on its northern neighbors. 
  As the Pabugleki Amkhuun’s urban areas are plunged into
  darkness except for the government areas with their own
  generator supplies, the tactic seems to work and radio
  negotiations start with a junior foreign minister. However
  after three hours radio communications are broken and the
  junior minister is never heard from again. Idsurian psionic
  monitoring can’t penetrate the highest echelons of the
  Pabugleki Amkhuun’s government but monitoring of
  servants and family members seems to indicate that the
  Kilkamsha Hegemony have paid a large bribe to bolster their
  allies “determination”. 
  That evening the population of the Pabugleki Amkhuun
  settle down to a night illuminated by coal fires and oil lamps
  as all available remaining electrical supplies are diverted to
  government use.
  D-Day Minus One
  In the vicinity of Hesselbach, Royal Army of Limgur agents
  receive their final instructions and the two “miners” from
  Marc’s Town retrieves their weapons and explosives from
  the forest and hides them within the town. A teleportive
  agent teleports close to the rail junction between the
  Railhead and the railway spur to Marc’s Town. He rigs
  explosives at the junction and then camps in his camouflage
  tent until he regains his psionic strength. Royal Army of
  Limgur commandos disguised as smugglers make their way
  over the mountain passes towards the Yunaashkhuum
  homestead. 
  Edvard Cizek, the Limgurian sleeper agent at Tinyayr
  rides to the Della’ Rue Homestead and spends the evening
  talking with the family. The Della’
  Rue family are
  technophobic and fervently believe that technology stunts
  psionic growth. Edvard casually lets slip during the evening
  meal details of the presence of the RCES base (having
  learnt about it from his psionic scans) and the government’s
  interactions with the off-worlders. When the family press him
  for details he refuses to say, but then reluctantly allows them
  to “extract” further details from him. 
  Edvard will hint that the government is following the off-
  worlder’s lead on the Chirper issue and plans a selective re-
  introduction of high technology for government use. He will
  even claim that elements of the military are unhappy with the
  situation and may strike out on their own in areas away from
  the capital. 
  By the end of the evening, the Della’Rue’s prejudices have
  got the better of them, and they are filled with anger at their
  government’s betrayal of their founding principles. They will
  cool off in a few days, but will currently not report any
  uprising by “Idsurian” army rebels.
  Towards evening, the long range reconnaissance team
  will arrive at the RCES and ask to spend the night before
  they advance further into the pass. With the gathering
  hostile forces at the Republic’s border’s, Lt. Baez will
  position the Serendipity in orbit over Hesselbach and order
  the Ugushaam Star to position herself over the center of the
  Idsur / Gakshishu border. With the ships in these positions
  tight beam transmissions can be maintained between the
  two Idsurian cities as well as the RCES base.
  D-Day (22- IX-1202)
  D-Day dawns with a combined attack by both the nations
  of Pabugleki Amkhuun and Gakshishu across the Northern
  and Southern Idsurian borders.
  A Pabugleki Amkhuun army task force consisting of one
  reconnaissance cavalry company, a regular tank company,
  a regular motorized infantry company and two reserve
  motorized infantry companies supported by two squadrons
  of TL6 fighter bombers, and an artillery company, a medical
  company, and two engineering companies and a military
  police platoon. All units were equipped to TL6 standards. No
  relic units were committed to the invasion.
  This strike-force moved out at dawn and crossed the
  border approximately two hours later, by late morning the
  invasion force approached Northbank and occupied the
  virtually deserted village. The fishing families managed to
  evacuate by sea in the fishing fleet as the Pabugleki
  Amkhuun forces approached. Only a couple of dozen Idsur
  
  -33-
  citizens who refused to leave were captured in the assault,
  and the village escaped virtually unscathed from the
  occupation. 
  A platoon of motorized infantry continued and occupied
  the Refinery 100km south of Northbank by the end of the
  day. The Maraxian submarine still at the Refinery managed
  to submerge and escaped without alerting the Pabugleki
  Amkhuun forces. The submarine and the fishing fleet start
  heading south towards Idsur City.
  A second force consisting of a reconnaissance cavalry
  platoon, as well as a platoon from each of the tank and
  motorized infantry companies advanced towards the railway
  junction that links Northbank and Hesselbach with Idsur.
  The unprotected railway junction falls by the end of the day.
  Psionic surveillance by the Idsurian security services,
  orbital over-flights by the Serendipity and transmissions
  from the long range surveillance team hiding in Northbank
  will detect the Pabugleki Amkhuun invasion, and the loss of
  Northbank, the Refinery and the Rail Junction. The arrival of
  the battered remains of the oil train ambushed at the railway
  junction by the Pabugleki Amkhuun advanced mortar teams
  only confirms the invasion. 
  The news will be relayed to the Idsurian government and
  both Idsurian army groups as well as to the RCES base via
  secure downlink. 
  Potential RCES Team Activities
  • Idsur will request that the RCES base use their remote
  telemetry to close down the refinery to prevent the
  Pabugleki Amkhuun forces gaining a ready fuel supply.
  • The RCES marines will suggest to the Moonshadow
  team leader that with the outbreak of war, all RCES
  personnel should carry their weapons and personal
  radios at all times, and personnel on duty should wear
  their body amour. With the Moonshadow team leader’s
  permission, the marines will establish a regular but
  randomly timed patrol of the perimeter. 
  • Lt Baez will also request the salvagers on the two
  remaining outer hulls from the Guild base, place their
  vessels on alert to act as emergency communications
  links or possible refuges in the event that the RCES
  base has to be evacuated. At Dusk, the Serendipity will
  briefly land for a final briefing for the ship’s crew and to
  pick up Lt. Clarke, whom the Idsurian government would
  like as a direct Idsurian army liaison onboard the
  Serendipity.
  Meanwhile on the Southern border Gakshishu’s forces
  attacked, crossing into the Idsur Republic on three fronts. A
  massive invasion force struck north along the coast road
  advancing at high speed along the road. Air mobile and relic
  grav units advanced in front of the main force and seized
  two bridges and a river crossing. The second bridge was
  “guarded” by two dummy armored cars which were
  destroyed along with the small nearby homestead by a relic
  grav tank. The homestead’s inhabitants did manage to
  trigger the implanted demolition charge, but it was
  insufficient to destroy the bridge. By nightfall, the main
  invasion force was over 600kms into Idsur.
  The main force consisted of two mechanized infantry
  companies, an air mobile infantry company, a scout cavalry
  company as well as two field artillery companies (one
  equipped with rocket artillery and one with howitzers).
  These front line units were supported by two squadrons of
  TL5 biplanes as well as medical and engineering
  companies. All these units except the airforce are equipped
  to TL6. Worryingly, the Gakshishu force also included a
  large number of relic units including a lift infantry company,
  most of a grav tank company, a lift artillery company as well
  as a military intelligence section and three battledress
  equipped infantry platoons mounted on TL6 trucks.
  The flanking force of 500 Kingdom of Light crusaders
  located 750km inland (east) of the main invasion force also
  made reasonable progress cross country into the wide
  southern Idsurian plains. A few isolated farmsteads and
  ranches were overrun, but the crusaders did not reach any
  major population centers or the railway. The two Idsurian
  reserve companies patrolling this border area withdrew
  without a fight, but kept the crusaders under surveillance.
  Near the Idsur-Iimkhuu Hierate border, over one thousand
  criminals were herded towards the border by three
  Gakshishan reserve infantry companies. Meanwhile a
  squadron of six TL5 Gakshishu biplanes discovered and
  attacked a civilian evacuation train bringing outlying farmers
  into the safety of the main mountain town. Over 150 people
  were killed or injured in the attack which also destroyed the
  train and broke the rail link. The southern Idsurian mountain
  towns and their attached military units are now cut off from
  their regular railway supply line.
  The Idsur government reacted quickly to this attack and
  beamed a message to the Ugushaam Star to commence
  bombardment of this force. The Idsurian government
  concluded that negotiations had failed and they were at war.
  The foreign and trade ministries finally agreed to allow off-
  world assistance. The captain of the Ugushaam Star will
  confirm the order with the RCES Moonshadow team leader
  and if given permission, he will commence orbital
  bombardment. The Idsurian government will strictly limit the
  amount of direct off-world intervention both to avoid further
  antagonizing either of the two superpower and bringing
  them directly into the war, and the government has directed
  that Idsur's enemies should be afraid of Idsur not its off-
  world allies.
  The first laser beams struck the Gakshishu People’s
  
  -34-
  airforce squadron as it refueled at its forward air-strip. The
  Ugushaam Star’s captain then turned his laser turret on the
  advancing band of criminals that had already started looting
  border farms. Several laser bursts and the sight of green
  laser beams lancing down from orbit, were enough to panic
  the criminal bands that then fled across the border, through
  the Gakshishu infantry companies trying to push them
  forward. By the end of the day, the criminals had
  disintegrated into numerous small panicking bands most of
  which were fleeing back into Gakshishu. The three
  Gakshishan reserve infantry companies ceased to exist,
  having been overrun by the fleeing criminals, and indeed,
  their weapons were now in the hands of the surviving
  criminals. With losses to the orbital bombardment and then
  the rout through the Gakshishu army units, less than 400
  criminals remained alive at the end of the day.
  By the end of the day, major Gakshishu and Pabugleki
  Amkhuun ground forces have advanced deep into Idsur,
  with the loss of both Northbank, and the new refinery. The
  rail links to Hesselbach, Northbank and the mountain towns
  have all been cut off, isolating Idsur City. However, one
  Gakshishu flanking force has been destroyed by orbital
  bombardment, when there came the news that movement
  had been detected by the Idsurian Army reconnaissance
  team monitoring the borders of the Iimkhuu Hierate.
  Meanwhile back in the Hesselbach province, the two
  Limgurian spies disguised as miners had picked up their
  weapons and explosives and hidden them in Marc’s Town,
  and after sowing confusion within the Della’ Rue homestead,
  Edvard Cizek continued to ride North West on his mission to
  undermine the border homesteads. It will take him two days
  on horseback to skirt the edge of the forest, and reach the
  Larson homestead. Edvard avoids the Skala homestead as
  the Limgurian army will assault this position during their
  invasion.
  The Idsurian Long Range Reconnaissance team camped
  at the RCES base will move out at dawn and proceed further
  up the valley to provide advanced warning of any
  intervention by the Kingdom of Limgur.  
  D-Day Plus One (23-IX-1202)
  The second day of the war breaks with an up-turn in Idsur
  fortunes. The Idsurian army’s relic lift artillery unit made a
  night-time dash to 20km from the Crusader’s camp and
  released a barrage of artillery scatterable mines in the small
  hours of the night before retreating back to the capital. The
  crusader’s camp was covered in small anti-personnel
  mines. Crusader patrols around the camp’s perimeter
  triggered some of the mines, and roused the camp.
  Crusaders rushed out into the limited illumination of the
  camp-fires and triggered more mines. Chaos ensued. 
  By dawn, nearly 300 crusaders were dead or wounded
  and several of their vehicles were destroyed. The remainder
  had partially reformed outside the perimeter of the camp,
  when the two Idsurian reserve motorized companies struck
  decisively and routed them. Another hundred or so
  Crusaders were cut down in the carnage, thanks chiefly to
  the additional machine guns and squad support weapons
  provided by the RCES Moonshadow team. The remaining
  crusaders fled back into Gakshishu without supplies or
  transport. If the Moonshadow team managed to provide
  body armor, the Idsurian casualties are remarkable light,
  and even without such armor, Idsurian casualties were still
  sufficiently low to keep the two reserve companies combat
  capable and in the field.
  Meanwhile in the mountainous border areas near the Idsur
  / Iimkhuu Hierate, Idsurian cavalry continued harrying the
  scattered bands of Gakshishan criminals to prevent them
  from re-grouping and endangering outlying settlements.
  However the main Gakshishu invasion force continued to
  make good progress and by the end of the day is just over
  800km from Idsur City. The advancing grav and air mobile
  units overran some more dummy units and captured two
  more bridges although demolitions did destroy the last
  bridge which slowed the Gakshishu advance until their
  engineers could build a new bridge to allow passage of the
  TL6 wheeled-based units. The Gakshishu lift infantry also
  managed to capture a deserted Idsurian air force forward
  base and they now have a functional airbase deep within
  Idsur. 
  The advance was not without cost: one Gakshishu grav
  tank suffered a catastrophic crash due to failure of its
  overworked grav generators, and two more were withdrawn
  from service due to other failures. Finally a fourth grav tank
  was lost when its TL6 flatbed truck transport went
  inexplicably off one of the bridges and into a river,
  destroying both vehicles killing the two truck drivers in the
  process.
  Requests by the Captain of the Ugushaam Star to
  bombard the main invasion force are refused by the Idsurian
  government, who do not want to scatter the invasion force
  before the southern Idsurian army can strike.
  On the Northern border, the Pabugleki Amkhuun forces
  are continuing to dig in. A squad of reserve infantry were
  assigned to guard the refinery, as the regular troops and the
  remaining reserves consolidate their hold over Northbank.
  The corruption that pervades Pabugleki Amkhuun society
  started to show without the immediate presence of an
  enemy, and off-duty soldiers broke away from camp to loot
  homes, paying bribes to the patrols to let them pass.
  By noon, elements of the Northern Idsurian army are
  embarked on a train and moving south west to retake the
  railway junction and re-establish communications with Idsur
  City. The army commander will request that the RCES base
  act as a forward observer against any border incursions and
  alert the remaining forces at Hesselbach if they detect any
  
  -35-
  intrusions.
  This Idsurian army column included the company of air-
  mobile infantry; the armored car equipped reconnaissance
  cavalry platoon, as well as the company of TL6 artillery and
  a section of battledress equipped troops. The two reserve
  infantry companies as well as the reserve cavalry company
  and the relic military intelligence section remain at
  Hesselbach. A Platoon of reserve cavalry is still stationed at
  Marc’s town.
  On the border with Limgur, and undetected by Idsurian
  clairvoyants, the TL6 Royal Army of Limgur units are
  massed ready for pick up and as darkness descends, the
  army’s relic units make a high speed night-time dash to the
  staging areas, and begin loading troops / hanging cargo
  nets under the grav vehicles. Limgurian commandos
  disguised as smugglers arrive at the Yunaashkhuum
  homestead. That night they massacre the entire homestead
  including Rolf Skala who was visiting his fiancée and the
  police patrol of Hugo “Slim” Huunaash & Brego “Bad-Dawg”
  Talbot who were checking on this isolated homestead.
  Edvard Cizek makes the Larson homestead by dusk and
  arranges over-night lodgings. However his plan to “turn” the
  family fails. Olaf Larson whilst a technophobe, was also a
  patriot and reacted badly to Edvard’s insinuations of
  government kowtowing to off-world interests. The evening
  meal conversation turned ugly, and Edvard drew and fired
  his machine pistol critically injuring Olaf and killing Olaf’s
  wife Olga and their daughter Freya. Olaf’s last heroic act
  was to plunge a poker from the fire into Edvard’s leg,
  allowing his sister in law Bridget and her baby to escape out
  of a window and out into the dark forest. Edvard’s wounds
  prevented him following and he was forced to retreat leaving
  the homestead deserted except for the dead.
  D-Day Plus Two (24-IX-1202)
  In the Hesselbach province, the Limgurian commandos
  have complete control of the Yunaashkhuum homestead.
  They pack the police car with explosives for an attack
  against Marc’s Town. Two commandos dress themselves in
  the police uniforms and drive the police car down the forest
  track and out onto the plains. 
  Towards dusk, one of a pair of Skala herdsman noticed
  the police car moving fast across the plains towards Marc’s
  Town and was sufficiently curious to use his binoculars. The
  occupants of the police car were not dressed as the normal
  police officers, and the Skala herdsman after he woke his
  compatriot, then rode to warn his homestead and the RCES
  base with its communications equipment. 
  That night the Limgurian army’s relic grav units began
  shuttling their TL6 units across the mountain passes,
  depositing them at the forward base at their forward outpost
  at the seized Yunaashkhuum homestead. The Royal
  Limgurian Army troops are ferried in air-assault fashion in
  their own APC’s or on platforms slung beneath the grav
  vehicles, whilst armored vehicles are simply slung in cargo
  nets.
  Potential RCES Team Activity
  • If the RCES is monitoring its ground based orbital
  sensors, they may pick up the intermittent signals that
  are the Limgurian grav vehicles. The RCES sensors are
  designed to monitor Tiniyd’s orbital space but there is
  some sideband coverage at 90 degrees from the main
  sensor coverage. Such sideband coverage is weak and
  intermittent, but a lucky or clever sensor operator may
  just detect signals from the Limgurian grav vehicles in
  the mountain passes. 
  • It will only be possible to determine the presence of the
  signals indicating airborne movement, and prolonged
  observations (the remainder of the night) will allow their
  course to be plotted. It will not be possible to positively
  identify the signals as grav vehicles, although the
  Moonshadow team may have their suspicions. The
  Serendipity’s sensors are focussed on Northbank,
  monitoring the Pabugleki Amkhuun invasion force.
  The Gakshishu People’s army continues its advance
  North, and the Idsurian Southern army sorties south and
  stops approximately 350km from the capital and its TL6
  units start to dig in. By the end of the day the two forces are
  still several hundred kms apart and are preparing for the
  climatic battle tomorrow. The Idsurian government sends a
  tight-beam message request for the Ugushaam Star to be
  ready to provide fire support tomorrow. 
  The Gakshishan engineers manage to repair the two
  destroyed bridges and their TL6 units are then freed to flow
  towards their advanced units. Four Gakshishan People’s
  Army reserve infantry companies cross the border to
  support the eventual attack on Idsur City. 
  Meanwhile the Idsurian army’s reserve units in place
  along the border continue their harassment of the fleeing
  Crusaders and Gakshishan criminals. In a tragic-comical
  encounter, a band of fleeing criminals accidentally crossed
  the border into the Iimkhuu Hierate and were savagely
  attacked by the xenophobic Hierate army units massed
  along the border. In this brief engagement, the majority of
  the criminal band were killed, and the pitiful handful of
  wounded survivors were captured.
  On the Northern border, the first encounter between the
  forces of Pabugleki Amkhuun guarding the railway junction,
  and the Northern Idsurian army starts in the late morning,
  after the Idsurian army units had disembarked from their
  train and marched the last 30km to the railway junction.
  High explosive shells from the Idsurian artillery pinned the
  Pabugleki Amkhuun infantry in their foxholes, and the
  
  -36-
  Pabugleki’s tank platoon was forced out in an attack against
  the Idsurian artillery. New anti-tank grenades launched from
  the helicopters of the air-mobile infantry company were
  devastating against the thin top armor of the Pabugleki
  tanks and soon the entire platoon of tanks were burning
  wrecks. 
  With air-mobile troops landing behind them, armored cars
  and infantry moving up in front of them, and artillery shells
  landing amongst their foxholes, the dug in infantry put up a
  brief fight before surrendering.  
  In a daring turn of events, the Idsurian government
  dispatched its handful of navy divers via two precious
  air/rafts to rendezvous with the Maraxian submarine. If any
  Moonshadow team members have been caught in the
  capital by the war, the Idsurian government is looking for
  volunteers to aid in the sea-borne commando raid being
  planned on Northbank.
  D-Day Plus Three (25-IX-1202)
  Northern Border
  On the Northern flank, Idsurian forces have retaken the
  main rail junction linking Idsur City, Hesselbach and
  Northbank. However, a covert Kingdom of Limgur invasion
  is underway with no one in authority aware of it. 
  If the RCES team has managed to detect sensor blips
  from the Lingurian grav vehicles ferrying troops across the
  mountain passes, they may have a hint of what is really
  transpiring. A night of observation will plot the course of the
  mysterious sensor blips from Limgur to the Yunaashkhuum
  homestead. A call from the Skala homestead at 4 a.m. about
  the police car being driven at high speed towards Marc’s
  Town should be an alarm call, given the current war
  tensions.
  Attempts to call either Marc’s Town or Tinyayr will fail, as
  the Limgurian teleportative agent detonated his explosives
  at midnight and destroyed the railway junction leading to the
  rail-head and Marc’s Town. The explosion also brought
  down the telephone lines running beside the track, and the
  agent teleported out not long after. 
  The loss of phones, coupled with mysterious goings on
  and unidentified sensor contacts
  should alert the
  Moonshadow 
  team 
  that 
  something 
  is 
  going 
  on.
  Unfortunately the loss of the telephone means the army
  units at Hesselbach can’t be alerted. A direct up-link via the
  Serendipity will provide secure communications, but the
  Idsurian army commander will only note the report. He has
  orders to ship the two remaining reserve infantry companies
  out by train that morning to support the offensive against the
  Pabugleki Amkhuun task force occupying Northbank. He
  has also been ordered by the Idsurian government to
  request that the Serendipity support this troop movement
  against the Pabugleki Amkhuun. By 9 a.m. the troops will be
  loaded onto the train, and proceeding to link-up with the
  advanced Idsurian forces at the railway junction. With the
  Serendipity moving in support, it will break contact and be
  out of line of sight for laser communications. The RCES
  base’s secure undetectable communications link to the rest
  of the world has been severed. 
  He will assure the RCES Moonshadow team, that the
  remaining reserve company supported by half the
  battledress infantry platoon and the relic military intelligence
  section will be adequate to hold the area given the difficulty
  any invading force would have crossing the surrounding
  mountains.
  The Skala homestead have their own opinion and will
  disable the important machinery of their homestead and set
  off towards the railway junction on horseback. Several of
  their herdsmen will scatter the herds to prevent them falling
  into hostile hands.
  In reality, the Royal Army of Limgur have seized the
  Yunaashkhuum homestead and have flown in their two
  regular  motorized infantry companies as well as a platoon
  of battledress equipped troops. Their commandos have
  massacred the homesteaders as well as the two visiting
  policemen and Rolf Skala who was visiting his girlfriend. The
  police car after being laden with high explosives was driven
  towards Marc’s Town. It was during this journey, that the
  police car was spotted by the Skala herdsmen who rode
  hard to the Skala homestead, who then in turn alerted the
  RCES base.
  Potential RCES Team Activity
  • With information that hostile forces may be at the
  Yunaashkhuum homestead, the RCES Moonshadow
  team leader will have to decide how to respond. Military
  intelligence will be valuable to the Idsurians, and if the
  RCES team can catch any invaders as they unload, they
  could inflict significant damage to any invading force.
  This has to be balanced against the risk of exposure of
  the base, especially if the radio is used to broadcast the
  information. The base could also be left dangerously
  exposed if the RCES send an expedition. 
  • If the RCES team decides to strike against the
  gathering Limgurian force as it assembles at the
  homestead, they will see grav vehicles transporting
  supplies and armored vehicles in slings below the grav
  vehicles. Grenades or energy weapon fire may ignite
  ammunition stores which will destroy vehicles and kill
  troopers nearby. Once the attack has been launched,
  the team will have to disengage quickly before Limgur
  floods the area with troops. The thick foliage will help the
  RCES team escape aerial observation by enemy grav
  vehicles.
  • In truth, the Limgurians are aware of the RCES base
  thanks to Edvard Cizek. They have dispatched a
  motorized infantry company (see Cast of Characters) to
  seize the RCES base. Due to the difficult off-road
  
  -37-
  terrain, the force will not reach the RCES base until
  approximately 11 a.m. They hope to seize the base and
  its personnel. Whilst relic technology is useful, the
  primary goal is to deny Idsur off-world support, and the
  use of hostages to ward off any orbital attack is the
  Limgurian army’s primary concern. 
  • Two half-tracks from the 1st Infantry section with their
  associated troops will circle around to any high ground
  near the base and park their vehicles ½ mile from the
  RCES base. The crews and troops will dismount and
  half of them will set up the company’s two mortars. The
  other 8 troops will advance to a spotter’s position
  approximately 200-300 meters from the RCES base.
  Three troops will acts as spotter team and radio the
  condition of the RCES base back to the rest of the
  company. The remaining 5 troops will act as bodyguard.
  If attacked, these spotters will withdraw back to the
  mortar position.
  • The self propelled gun section will set up several
  kilometers away from the RCES base with the final half-
  track from the 1st infantry section acting as camp
  security.
  • The assault force consisting of the 2nd and 3rd Infantry
  sections will advance on the RCES base behind tank
  section, which will act as a spearhead unit. The half-
  tracks will follow in line after the tanks, allowing them to
  attack via any holes blasted in the RCES defenses by
  the tank section. Troops will dismount once they have
  breached the base perimeter.
  • The mortar teams will support the advance with smoke
  rounds. The Limgurians will only use their heavy artillery
  to destroy RCES strong-points as they want to capture
  the base and it’s personnel intact.
  • The Limgurians will withdraw after taking 60%
  casualties, calling in their heavy artillery to cover their
  retreat. 
  Meanwhile the two Limgurian commandos in the police
  car drive into Marc’s Town using forged security service
  identification during the early morning shift change at the
  mine. They plant the police car in the alley between the
  police station and the train station and walk away. Ten
  minutes later a huge blast destroys the police station and
  severely damages the train station. The early morning mine
  train packed with miners was in the station and was severely
  damaged by the collapse of the station roof. Many miners
  were trapped in the wreckage. In the chaos the two
  Limgurian commandos who drove the police car calmly walk
  out of town and hide in the nearby woods. 
  Shortly afterward the two Limgurian commandos from the
  police car have fled, the two remaining Limgurian sleeper
  spies posing as miners detonated their explosives outside
  the telephone exchange. Marc’s Town is in chaos. The
  single reserve cavalry platoon stationed in town is having
  difficulty controlling the situation.
  It will take most of the day for the Limgurian army units to
  make it down the narrow dirt track from the Yunaashkhuum
  homestead to the Skala homestead and the plains. Once
  there the Limgurians quickly seize the abandoned Skala
  Homestead, and the motorized units start to fan out. Edvard
  Cizek is waiting for them at the Homestead and the
  Limgurians will give him medical aid as he briefs them on his
  success on neutralizing the smaller isolated farms. 
  One motorized infantry company heads towards Marc’s
  Town and a Battledress section turns south and seizes
  Tinyayr. Crucially the Della’ Rue Homestead fails to alert the
  village, as the invading Lingurian troops have disguised their
  units in Idsurian army uniforms and markings. The Idsurian
  army markings are sufficient to convince the locals to open
  the village’s gates, and only when the Limgurians are inside
  is the deception revealed.
  By 4 p.m. advanced Limgurian infantry dropped off by
  helicopter will begin a preliminary assault against Marc’s
  Town. The reserve cavalry company will distinguish itself in
  repelling the initial probing attacks aided by the town’s high
  exterior wall. But the arrival of a grav APC from the
  Limgurian military intelligence unit will signal the beginning
  of the town’s fall. 
  Several light plasma gun blasts are sufficient to destroy an
  entire section of wall. The sight of motorized Limgurian
  forces approaching from the South are enough for the
  Idsurian troop commander to order his troops to pullback to
  Hesselbach under the cover of night. Unfortunately, the
  cavalry show up clearly on the Grav APC’s infra-red sensors
  and plasma gun strafing runs decimate the withdrawing
  cavalry platoon. Barely 10 out of the original complement of
  30 troops manage to disengage.
  By nightfall, the Limgurians have seized both Marc’s Town
  and Tinyayr and have isolated the entire border region.
  Hesselbach is dangerously exposed and the entire northern
  frontier is in danger. Limgurian grav units have also
  managed to air-lift in the TL6 artillery company as well as the
  TL6 engineering company. Worst, the RCES base is now
  firmly behind enemy lines.
  On a slightly more hopeful note, the Idsurian divers and
  their air/raft
  have rendezvoused with the Maraxian
  submarine, and the submarine is now heading North to
  launch a surprise sea-borne commando attack on the
  Pabugleki Amkhuun forces camped at Northbank.
  On the Southern Front, the Gakshishu forces cross the
  remaining few hundred kilometers and approach the dug in
  Idsurian forces located 350km south of Idsur City. The
  Idsurian engineering company has spent three days digging
  foxholes, tank-traps, obstacles, and trenches to connect the
  handful of existing ferro-concrete pillboxes strategically
  
  -38-
  guarding the road at this location.
  The Idsurian main line consists of two TL6 companies of
  motorized infantry (one regular and one reserve) together
  with another reserve TL6 light infantry company. This line is
  stiffened by the two battledress equipped elite platoons as
  well as the dismounted TL11 lift infantry troops. The heavy
  weapons from the TL6 motorized units have been
  dismounted and employed on the front line. The jeeps and
  trucks have been sent to the rear. The only armored support
  is a platoon of eight armored cars equipped with machine
  guns.
  Further back in reserve positions, the Idsurians have
  amassed their relic lift Infantry Company’s grav APC’s as
  well as the relic lift artillery and their entire airforce.
  At the range of 5km, the Gakshishans detect the Idsurians
  using their grav tanks’ sensors, and deploy their forces out
  of range of the Idsurian artillery. 
  The battle starts late morning with artillery exchanges, The
  Gakshishan TL6 howitzers start firing at the Idsurian lines,
  and the TL6 self propelled guns attached to the Gakshishan
  motorized infantry companies stand ready to lay down
  smoke for the advancing Gakshishan infantry. The TL6
  rocket artillery loaned from the Kilkamsha Hegemony
  launches it first volley with wildly inaccurate results. The
  Gakshishan relic artillery is much more accurate thanks to
  its superior fire control. Given the concentrated firepower of
  the Gakshishan artillery, they look to be able to smash the
  Idsurian forces without engaging in a hand-to-hand battle.
  The first smoke and riot agent tear gas rounds from the
  Gakshishans motorized infantry artillery start to fall in front
  of the Idsurian positions to cover the Gakshishan advance,
  as a rolling barrage of high explosive shells from the main
  Gakshishan artillery move towards Idsurian lines. Behind
  the smoke the Gakshishan infantry supported by their
  integral light tanks and armored cars start their advance.
  At this point the Idsurians spring the first part of their trap:
  laser fire from the orbiting Ugushaam Star lances down from
  low orbit. The green laser beams consumes the grav supply
  vehicles clustered around the Gakshishan relic artillery
  emplacements. Secondary explosions destroy the soft-
  skinned supply vehicles, killing the loader crews, and
  crippling several artillery pieces. The Gakshishan relic
  artillery company scatters and its battery fires dwindle away
  in the rout. Meanwhile, using their superior fire control as
  well as sensor data from the orbiting Ugushaam Star, the
  Idsurian relic artillery counter fires, dropping a mixed load of
  HE and scatterable mines over the positions occupied by
  the Gakshishan TL6 howitzer company. After two salvoes,
  the shells are landing on the Gakshishan artillery positions,
  and their cached artillery shells detonate in secondary
  follow-on explosions.
  Pressing behind their covering smokescreen however, the
  Gakshishan main TL6 line advances behind. Punishing tank
  cannon fires from the Gakshishan armor destroys a handful
  of Idsurian trucks as well as an armored car, but the
  trenches, and anti-vehicle earthworks, between the key
  pillboxes limit the damage until the Gakshishan infantry can
  approach and clear the trenches by hand.  Laser sniper fire
  from the dismounted Idsurian lift infantry troops keeps the
  Gakshishan tank commanders “buttoned up” in their
  vehicles, further limiting their vision, the accuracy of their
  fire, and “channels” them into an awaiting funnel of death.
  At 300m out, the two lines of troops are close enough to
  exchange small arms fire with a reasonable chance of
  success. The additions LMGs and squad support weapons
  take their toll amongst the advancing Gakshishan troops.
  The Idsurian’s fixed positions as well as the body armor
  supplied by the RCES Moonshadow team successfully limit
  serious casualties from Gakshishans small arms fire. At this
  distance the Idsurians release their newly acquired TL6 anti-
  tank grenade launchers. Two dozen rocket propelled
  grenades lash out destroying three tanks and an armored
  car. The Gakshishan troops are dismayed as the grenades
  have gone straight through the front armor of their tanks.
  With this main thrust faltering under unexpectedly heavy
  Idsurian fire, the Gakshishan ground commander commits
  his airforce and air mobile company into the fray. The air
  mobile company attempts to flank the Idsurian line and
  deploy its infantry in the rear of the Idsurian positions.
  Meanwhile the rather primitive TL5 biplanes that equip the
  Gakshishan airforce start to move into strafing positions.
  They are met by eight TL6 monoplane Idsurian fighters.
  Even out-numbered twelve to eight, the Idsurian fighters are
  clearly superior, and soon three Gakshishan biplanes have
  crashed in flames, and the rest have aborted their strafing
  runs to concentrate on the aerial combat with the Idsurian
  fighters. The remaining four Idsurian fighters drop out of the
  sun and their machine gun fire soon has the slower
  vulnerable transport helicopters crashing into the open
  plains. The Gakshishan air mobile company is forced to
  retreat under this attack, only two helicopters escape the
  ambush.
  Now the clash between the two main forces is heating up.
  Idsurian deadly aimed artillery counter fires and mass used
  anti-tank weapons have inflicted heavy casualties amongst
  the advancing Gakshishan troops and only two tanks are
  still operational. But in several places, Idsurian forces have
  taken sufficient casualties to weaken their lines and the
  armored car section has been virtually wiped out, as it
  attempts to plug the holes in the Idsurian line. 
  Then, the Idsurian artillery returns to the fray after its
  accurate counter-battery fire has destroyed the TL6
  howitzers. High tech HE and scatterable fragmentation
  mines descend on the advancing Gakshishan troops. The
  Idsurian body armor and trenches protect most of their
  troops but the exposed Gakshishu infantry is decimated.
  The Idsurian artillery then boosts a salvo of anti-tank shells
  
  -39-
  over the battlefield. The Gakshishan infantry cheers when
  the shells apparently burst harmlessly over the battlefield.
  Cheers change to cries of dismay as the anti-tank sub-
  munitions released by the shells descend slowly, and then
  trigger 
  their 
  seeker 
  warheads. 
  The 
  self-targeting
  submunitions direct their attached warheads into the thin
  deck armor of every remaining Gakshishan armored vehicle
  committed to the attack. In less than a minute not a single
  Gakshishan armored vehicle remains intact. 
  The newly deployed Gakshishan rocket artillery has
  proved to be singularly ineffective: the poorly trained crews
  and an inherently inaccurate artillery system have resulted
  in few casualties amongst the Idsurian forces, and the
  concentrated devastation expected is less than minimal.
  The few rockets that were on target were destroyed in flight
  by anti-missile fire from the Ugushaam Star, as even the
  TL10 commercial fire control systems on the Ugushaam
  Star are sufficient to target the crude TL6 rockets travelling
  on simple ballistic trajectories. Between the volleys of
  rockets, the Ugushaam Star targeted individual launch
  vehicles and gradually the rocket artillery company is
  eroded vehicle by vehicle. The poorly trained artillery crews
  begin the Gakshishan People’s Army rout and flee the field
  on foot.
  With the utter decimation of his artillery, as well as the
  heavy casualties amongst his front line and flanking forces,
  the Gakshishan general makes a battle altering decision
  and commits the last of his relic forces. Two entire
  companies advance towards the Idsurian lines. Long range
  plasma gun fire from the dozen operational grav tanks
  destroys several bunkers, opening a breach he intends to
  exploit in an all-out assault. Only now does the Idsurians
  respond with their relic lift infantry company APCs in a
  flanking attack. A single Gakshishan grav APC disappears in
  a fireball from an Idsurian Tac missile and the Gakshishan
  commander dispatches his lift infantry to deal with this
  Idsurian flanking attack as his tanks advance and crush the
  Idsurian infantry line. At 2km, the tanks’ plasma gun fire
  destroys three more Idsurian bunkers and their associated
  TL6 reserve infantry units. Suddenly the Idsurian relic
  infantry release a volley of two dozen Nail Tac missiles
  supplied by the RCES team. All but one of the grav tanks are
  hit and are knocked out. The remaining tank turns to flee
  when it is outlined in a green laser beam from the
  Ugushaam Star and is instantly vaporized. 
  As the remaining Gakshishan infantry routs from the field,
  bereft of armor, artillery, and air support, they are cut down.
  The transport helicopters and remaining bi-planes try to
  disengage but are outrun and chased down by the Idsurian
  air force that has lost only a single fighter. The Gakshishan
  lift infantry unit disengages from combat against its Idsurian
  counterparts (having come off worst due to their inferior
  training). The four remaining Gakshishan lift artillery Grav
  Self-propelled guns move cautiously off the field trying to
  avoid the attention of the victorious Idsurian forces, leaving
  behind sixteen of their own as burning hulks with pillars of
  smoke to the sky.
  The Idsurian forces have held the field but the reserve
  light infantry company has been rendered ineffective with
  over half its number killed and the rest injured due to plasma
  gun fire from the Gakshishan tanks. The two TL6 motorized
  infantry companies have both taken approximately 25%
  casualties (with approximately 15 troopers killed and 10
  more injured on each company) but are still combat ready.
  The Idsurian TL6 armored car unit has been rendered
  ineffective with 50% casualties in personnel and all eight
  armored cars damaged (although the engineers reckon they
  can repair four of the vehicles). A single Idsurian fighter
  plane was destroyed but its pilot was able to eject and has
  been rescued. The two battledress equipped platoons have
  suffered minor casualties with 2 troopers killed and three
  more injured by enemy artillery and tank fire. The Idsurian lift
  infantry and artillery suffered no casualties.
  The Gakshishu armed forces have been decimated with
  all armored forces units committed to the assault being
  decimated and rendered combat ineffective. Of the original
  assault force, only the military intelligence unit, as well as
  the engineering and medical companies are still under an
  organized command structure and are in full retreat.
  As the last of the Gakshishu People’s Army stragglers flee
  the field, an emergency distress signal is picked up by the
  Idsurian relic units and the RCES base. It is the automated
  distress signal from the Ugushaam Star. Orbital sensor
  sweeps by the RCES base will confirm the vessel is starting
  to make an uncontrolled re-entry. The Gakshishan regime
  has struck back. Its telepathic adepts located the unshielded
  starship as it commenced its orbital fire support. The
  Gakshishan regime dispatched a teleportative agent to
  avenge their defeat. The agent teleported aboard the
  Ugushaam Star’s bridge and attempted to subdue the
  bridge crew. The attempt failed due to the disorientation
  experienced by the agent on such a long teleport. But as the
  agent died, he triggered an explosive charge he carried on
  his person that destroyed the Ugushaam Star’s bridge and
  sent the ship into an uncontrolled re-entry. 
  Potential RCES Team Activity
  •
  Currently the Ugushaam Star is starting an
  uncontrolled re-entry. The bridge crew is dead, but the
  gunners and the engineering crew may still be alive.
  Unfortunately the ship is under-power and is breaking
  orbit. The RCES team needs to contact the engineer by
  transmitting on the ship’s internal communications
  frequency and instruct him to cut the engines to allow
  time for the crew to escape via Vac suit and rescue ball.
  Unfortunately the in-experienced engineer is panicking
  due to the loss of the bridge. The RCES team will have
  to break into communications circuit and calm down the
  engineer so that the crew can escape. Failure will mean
  the death of the remaining crew in a catastrophic re-
  entry.
  
  -40-
  D-Day Plus Four (26-IX-1202)
  On the Limgurian Border, the Limgur Royal Army encircled
  the RCES base with the remnants of the motorized infantry
  section that attacked on D-Day Plus Three. The Limgurian
  covert troops that seized the Yunaashkhuum homestead will
  be dispatched to reinforce the encircling Limgurian forces. 
  The LRA infantry and Mortars immediately were dug in,
  selecting covering avenues of approach for their light
  machine guns and rifle fires, in order to maintain a constant
  level of sniping fire over the RCES base.  The Mortar teams
  ran a field phone to the Infantry platoon from their position
  3kms away, ready for any calls for indirect fire if needed,
  especially if a starship was to attempt a landing. Since the
  initial attempt to seize the base by storm had failed, the
  Limgurians intent was aimed at keeping the RCES forces
  bottled up until they either ran out of supplies or a more
  substantial LRA force could be dispatched to subdue the
  RCES base. 
  The Limgurian company commander will use his Psionic
  abilities to assist the assault, with clairvoyance and
  telepathic life sense being used to detect the location of
  defenders. If necessary, the high level psions (clairvoyants
  and telepaths) assigned to the military intelligence unit can
  supplement the Psionic detection.
  Communications from the RCES base to the rest of Idsur
  were limited to transmissions via the orbiting parts of the old
  Guilder base. Given the more distant orbits, the Guilder
  base was only above the horizon for eight hours per day,
  limiting communications to this time period.
  Potential RCES Team Activity
  • Defend the RCES base, and pass on any useful
  military intelligence information. If possible hinder the
  build-up of enemy forces.
  If the RCES base has fallen the day before, any RCES
  prisoners will be marched to the Yunaashkhuum homestead
  and placed under guard. The Limgurians will then broadcast
  that they have the off-worlders and if any off-world forces
  intervene, then the RCES captives will be executed. If any
  RCES personnel are lost in the woods, an infantry section
  will be sent to look for them.
  On the wider front the LRA forces are now in complete
  control of Tinyayr and Marc’s Town and their engineering
  and artillery forces are moving out onto the plains. The
  Limgurian Grav tank company spent the night moving their
  supporting TL6 medical company and the two remaining
  platoons of battledress equipped troops
  into the
  Yunaashkhuum homestead. Three Limgurian reserve
  infantry companies have also marched across the
  mountains and is assembling at the homestead. One of
  these reserve infantry companies was grav lifted from the
  homestead to the front line to replace the motorized infantry
  company currently attacking the RCES base.
  With the other reserves coming up to garrison the
  occupied town and village, the main Limgurian forces start
  moving towards Hesselbach. The Limgurian grav tank
  company is resting in their now prepared forest positions
  after their 36 hour air-lift mission. 
  The Southern border was now stabilizing with the
  destruction of the main Gakshishan People’s Army invasion
  force and the previous destruction of the two diversionary
  GPA flanking forces. The Idsurian air force continued to
  harry and harass the fleeing Gakshishans, as well as the
  four reservist GPA infantry companies that had been moving
  along the coastal road to support the assault on Idsur City.
  Dive-bombing attacks by Idsurian fighters scatter these
  columns and sent them heading towards the border in
  chaos and confusion. The entire GPA TL6 medical company,
  weighted down with their wounded and injured was unable
  to keep up with the fleeing army and surrendered to an
  approaching pair of repaired Idsurian Armored Cars and
  their six men. The Idsurian Lift infantry unit also managed to
  capture two GPA Grav tanks intact that had been sidelined
  due to mechanical breakdowns. The Gakshishans in their
  haste had forgotten to scuttle these vehicles
  Meanwhile, the Northern Idsurian army came together as
  one at the strategic railway junction and aboard their armed
  train, headed directly for Northbank. The Serendipity
  followed the advancing army in ‘Nap-Of-the-Earth’ mode at
  tree-top level. After the Ugushaam Star incident, the Idsurian
  government was concerned that Pabugleki Amkhuun
  clairvoyants did not detect the Serendipity in orbit and
  attempt to destroy the ship with a teleportative agent with a
  bomb. The crew of the Serendipity did not reveal that their
  ship was shielded from such attempts, and complied with
  their host nation’s request, and utilized their drone satellite
  to good overhead affect as they hop-scotched amongst the
  clumps of scattered trees following the Idsurian Northern
  Army.
  That night the Maraxian submarine arrived off Northbank,
  and the six Idsurian navy divers conducted a daring raid.
  Swimming ashore after the moon had set, they planted their
  explosives amongst the Pabugleki Amkhuun’s Army
  supplies and armored vehicles massed in Northbank’s
  industrial northern district near the rail yard. The total
  absence of any PAA foot patrols, whose undisciplined troops
  had been unleashed on the town in a binge of looting,
  allowed the commandos to enter and leave completely
  undetected. The commandos had returned safely to the
  submarine when at 2am, a series of explosions ripped
  through the vehicle staging area, destroying a platoon’s
  worth of tanks as well as a large quantity of supplies. 
  D-Day Plus Five (27-IX-1202)
  On the border area near the RCES base, the Limgurian
  army continued its inexorable advance towards Hesselbach,
  as its reserve units moved to control the occupied towns and
  villages. The Limgurian engineering unit was busy digging
  emplacements for their supporting forces ringing the RCES
  
  -41-
  base, whilst their  two TL6 motorized infantry companies
  (one regular, one reserve) supported by the single air-
  mobile company, and the field artillery, drove closer and
  closer to Hesselbach.
  Potential RCES Team Activity
  • The Limgurian troops ringing the RCES base maintain
  an intermittent barrage of small arms fire towards
  anything that moves within the base perimeter. The
  Limgurians are under orders not to let the RCES
  personnel escape, but realize they may be too weak to
  press an attack against the RCES’ advanced weapons. 
  • About two hours before dawn, a single female figure
  dressed in native clothing and carrying a small bundle
  will make a dash from the forest edge towards the RCES
  base. The figure is dirty and covered in earthen stains
  and bits of twig. 
  • The woman’s dash will take the Limgurians by surprise;
  they are expecting people to break out not break in. But
  they will soon recover and open fire on the figure, and
  random fire will eventual hit her and bring her down
  about 10 yards from the camp. The RCES team will
  have to provide covering fire and leave the safety of their
  camp to retrieve the woman. The cry of a baby is heard
  from the woman’s position.
  • The woman is actually Bridget Larson and her 9 month
  old baby boy. They have managed to move cross-
  country, living on whatever autumn fruits and berries
  they could find, and hope to find refuge at the RCES
  camp. Bridget managed to crawl close to the forest’s
  edge before the Limgurians’ spotted her.
  • She is currently lightly wounded from a rifle hit in the
  leg, but is still conscious. 
  • If the team manage to recover her alive, Bridget does
  have one vital piece of information. She knows of
  Edvard Cizek and his allegiance to Limgur, and has
  firsthand knowledge of his treachery in the invasion.
  The remnants of the Gakshishan Lift Infantry and Lift
  artillery units are forced to abandon their fuel exhausted
  vehicles and march the remaining 15km to the border. The
  remainder of the Gakshishan TL6 units staggers across the
  border later in the day. Only about 400 men of the over
  1,500-man invasion force have survived; most of these are
  from their TL5 reservist infantry and their veteran TL-11 Lift
  Infantry companies, along with a handful of engineers and
  several artillery crews rounding out their defeated, dispirited
  numbers.
  The Idsurian Southern Army retired back to Idsur City,
  leaving the single previously uncommitted and fresh
  reservist Light Infantry company to watch the border. All
  attention was now concentrated on the Northern Flank. 
  The main Idsurian Northern Army arrived at Northbank by
  noon and deployed outside the town. The Serendipity is
  positioned to the rear in ‘Nape of earth’ mode. The
  Pabugleki Amkhuun tank and motorized units were arrayed
  just outside Northbank with the Pabugleki Amkhuun artillery
  hidden within the village along with the support units and
  their military police. 
  The attack started with a sortie by the Pabugleki Amkhuun
  Army: a tank company supported by the reconnaissance
  company and three motorized infantry companies surged
  towards the Idsurian lines. Meanwhile the Pabugleki
  Amkhuun artillery opened fire, and then in co-ordination with
  the ground fires, the Pabugleki Amkhuun airforce began its
  bombing runs, only for the airplanes to disintegrate one by
  one while still over 10km from their target. An entire
  squadron of six planes was destroyed in less than five
  minutes, and the remaining squadron scattered, retreating
  in confusion. The Serendipity was using its X-ray laser to
  sweep the sky of planes, and unlike the Ugushaam Star, its
  X-ray laser beam is invisible to the human eye. 
  With clear command of the Air, the Idsurian Air-Mobile unit
  appeared over the tree-tops, starting its counterattack
  against the Pabugleki Amkhuun armored units. Anti-tank
  grenade launchers had been hastily welded to the side of
  the helicopters, turning them into crude but effective
  gunships. The anti-tank grenades were particularly effective
  against the weak top deck armor of the Pabugleki Amkhuun
  vehicles. Even so the Air-Mobile’s infantry are bloodied in
  such open terrain. Enemy tank fire decimated two of the four
  advancing Idsurian Air-Mobile infantry platoons even as
  their anti-tank grenades were destroying the advancing
  armored vehicles.
  Yet with the addition of light machine guns and heavier
  squad support weapons supplied by the RCES, as well as
  their superior training and body armor, Idsurian casualties
  ran to only a third of what they dished out to the Pabugleki
  Amkhuun forces. 
  The Pabugleki Amkhuun artillery fire despite initial heavy
  salvos was surprisingly ineffective: before they could walk
  their fire onto Idsurian positions, the Serendipity had
  finished destroying the Pabugleki Amkhuun airforce and
  then turned its attention towards knocking down the artillery
  shells. The TL15 fire control on the Scout ship was designed
  to shoot-down stealthy anti-ship missiles at tens of
  thousands of kilometers. Simple un-powered artillery shells
  on a ballistic trajectory were a simple matter. Soon, the
  Pabugleki Amkhuun Army’s artillery shells were exploding
  high above the battlefield, even before they had reached the
  top of their arcs. 
  The Serendipity simultaneously had also transferred via
  secure commo links her gathered counter-battery data to
  the Idsurian artillery sections supporting their fellow combat
  forces. With the knowledge of the exact positions for the PA
  Army’s field guns, counter-battery fires from the Idsurian
  
  -42-
  guns unleashed a steel and high explosive rain of hell and
  havoc down upon the hapless Pabugleki Amkhuun guns
  with a few salvoes. 
  Dominating the air, and command of artillery supporting
  fires, in less than two hours, the Idsurian army broke
  through the enemy’s defenses as the remnants of the
  Pabugleki Amkhuun infantry fell back into Northbank.
  Pressing the initiative and secure in their grip of the
  momentum of battle, the Idsurian’s surged in after them,
  using their single section of battledress troops to spearhead
  the advance, as few of the Pabugleki Amkhuun Army’s man-
  portable weapons could penetrate such advanced armor.
  Still, bloody room-to-room fighting lasted most of the rest of
  the day, and into the early evening before PA resistance
  finally collapsed.
  The enemy’s fierce resistance was hinder by the
  corruption endemic within the Pabugleki Amkhuun. Several
  truck-loads worth of vital supplies had been diverted by
  corrupt elements within government and sold on the black
  market. The logistical situation had been further worsened
  by the destruction of their on hand stores of ammunition and
  critical supplies had been destroyed in the previous night’s
  commando raid from the sea.
  Still the Pabugleki Amkhuun invasion forces fought
  bravely. Their officers had been promised extra supplies and
  they hung on awaiting relief. The troops also believed their
  own government’s propaganda and expected only torture
  and death from Idsurian forces. They fought on, until their
  senior officers were killed or they ran out of ammunition,
  leaving only junior officers leading the shrinking pockets of
  resistance. These latter second-line leaders were convinced
  to surrender their troops for simple bribes of money and
  promises of safe conduct to the border.
  D Day Plus Six (28/XI/1202)
  The cordon around the RCES base remained in place,
  and the days events there were relayed to the LRA
  command at the homestead forward base.
  Potential RCES Team Activity
  • Defend the RCES base. The revelation that Edvard
  Cizek is a Limgurian spy should be transmitted to the
  Idsurians, but the there are only secure communications
  via the orbiting salvager’s base on the Guild’s Xboat
  hulls for 8 hours per day.
  On the southern eastern border, the Idsurian Ground and
  air forces had returned to Idsur City. The Gakshishan
  prisoners were marshaled by one of the reserve infantry
  companies and segregated officers from enlisted by Idsurian
  security service agents. All of the surviving wounded,
  Idsurian and Gakshishan soldiers are transferred to the
  city’s main hospital, the latter under guard. Arriving by troop
  train, late in the afternoon, both of the recently called up
  Idsurian Army Reserve Infantry companies that routed the
  Kingdom of Light’s “Crusaders” returned to Idsur City and a
  cheering public before being barracked down for the
  evening.
  At Northbank, the collapse of the Pabugleki Amkhuun
  invading ground forces was apparently not as complete as
  first thought. A significant force of stragglers, led by the
  surviving senior officer managed to band together several
  groups of stragglers in the Northbank Industrial district
  overnight and attempted to break-out towards the border
  assisted by the remaining airforce units that had gone to
  ground the previous day. 
  To their credit, the Pabugleki Air force bravely took once
  more to the skies and gave their countrymen covering
  strafing fire, allowing the breakout to succeed, although
  once again the fire from the Serendipity’s X-ray laser turret
  destroyed these remaining five fighter bombers without any
  significant Idsurian causalities on the ground. 
  The RCN crew of the Serendipity had been caught
  napping after five crucial non-stop days of war in orbit, but
  their follow on orbital strikes destroyed the remaining
  Pabugleki Amkhuun vehicles whilst they were out on the
  open plains still 40km from the border and 30km north of
  Northbank. With the news of invaders threatening
  Hesselbach, the Northern Idsurian Forces ground
  commander at Northbank broke off pursuit of these enemy
  troops. His forces were having to deal with the sizable catch
  of the previous evening’s prisoners, most of whom were too
  wounded to walk. So the Idsurian commander allowed these
  barely 100 survivors to stagger on foot back across the
  border unhindered.
  South of the village of Northbank, the single Pabugleki
  Amkhuun reserve squad guarding Idsur’s new Oil Refinery-
  Pumping station, cut off completely from escape and out of
  supply, surrendered without a shot being fired when the
  Maraxian submarine surfaced outside their camp. 
  This same afternoon, by 1300hours the Idsurian Northern
  army had gathered the last of their forces up, re-boarded
  their troop train, and were headed back to beleaguered city
  of Hesselbach, now under attack by the invading forces from
  Limgur.
  The situation at Hesselbach itself was desperate, with only
  a single section of battle dress equipped troops, two-thirds
  of a company of reservist cavalry, the Grav-vehicle mounted
  military intelligence section and a lone 9cm anti-aircraft gun,
  the Idsurian troops nervously manned the city’s walls, as the
  arriving Limgur Royal Army ground forces deployed in a
  semi circle at dawn.
  The Limgurian Commander’s
  artillery began its
  bombardment at daybreak, concentrating initially on the
  Hesselbach army air base, barracks, and the local
  government offices then shifted after an hour of this
  preparatory barrage to direct fire attacks against the city’s
  
  -43-
  walls. The LRA’s heavy barrage was supported by fires from
  their accompanying TL6 tanks along with integrated indirect
  fires from medium 8cm and heavy 12cm mortars organic to
  the motorized infantry companies. 
  It was part of the LRA’s war goal to capture the strategic
  TL6 industrial district of Hesselbach and the majority of its
  15,000 citizens intact, and an all total shelling of the city’s
  civilian neighborhoods was never part of their plan of attack.
  Gauss sniper fire from the elite Battle dress troops now
  operating in teams of two-man elements along the walls,
  and the taller buildings of the Industrial district of
  Hesselbach kept the tank commanders in their vehicles and
  kept the enemy troops suppressed during the three hour
  long bombardment. Due to their clairvoyant Military Intel
  detachment among them, the only Idsurian casualties in this
  piece of the battle of Hesselbach were the sixty-five
  reservist cavalry unit’s horses, killed in their stables on the
  Army base. These now dismounted reservist cavalry troops
  were dispersed to avoid casualties and to lie in wait for the
  attack that would follow. 
  By mid-morning there were several large breaches in the
  walls and the fires from the Army base and government
  office buildings hung like an impending storm cloud over
  Hesselbach as the barrage lifted. 
  Surprisingly, the breaches of the walls only triggered light
  probing attacks from the surrounding Limgurians. The
  probes did provide the necessary distraction to allow a
  simultaneously launched flanking attack by the LRA’s Air
  Mobile Infantry company succeeded in the seizure of the
  strategic rail yards on the Northwest side of Hesselbach.
  Night fell, with the Idsurian defenders thanking their good
  fortune that the had survived the day.
  Back at the Hesselbach border area the reserve LRA
  troops had deployed into Marc’s Town and Tinyayr. The LRA
  Grav tank company having completed its rest and recovery
  operations from its 36 hour transport stint and moved out
  that night towards Hesselbach.
  D Day Plus Seven (29/IX/1202)
  The dawn of the seventh day revealed the twenty-vehicle
  strong crack Limgurian Royal Army relic TL-11 Grav Tank
  Company massed outside the walls of Hesselbach. It was
  now clear why the Limgurians had not mounted their assault
  yesterday The LRA made one decisive, brutal attempt to
  seize the city before the arrival of Idsurian relief forces
  triggered a retreat back to the border regions.
  A combined plasma gun salvo from all twenty grav tanks
  disintegrated an entire section of city wall, killing over
  twenty-five security agents manning that section. The
  Limgurians skillfully used their artillery to cordon off the
  section of the city behind the demolished wall with a curtain
  of shells. With three platoons of grav tanks providing
  additional if rather distant fire support, the two TL6 infantry
  companies advanced. 
  The advance Limgurian elements penetrated the city’s
  perimeter but had to slow as they entered the narrow streets
  outside the shelled area. It was then that isolated Idsurian
  defenders unveiled their imported TL6 anti-tank weapons,
  and the initial salvoes destroyed the lead Limgurian armored
  vehicles. Such temerity was met with a swift response from
  the plasma guns of the following LRA Grav tanks. 
  Brutal house-to-house fighting slowed the advance to a
  crawl as Limgurian infantry was forced to clear houses of
  Idsurian anti-tank teams, before the TL6 armored vehicles
  could continue their advance. Casualties in the hastily
  conscripted Idsurian security agents and policemen were
  extremely heavy. 
  With the North section of the city isolated and occupied
  behind the screen of falling artillery, the Limgurians repeated
  their tactic with the southern city district. But the Idsurians
  had adapted to the Limgurian’s tactics. A simultaneously
  launched flanking attack by the LRA’s Air Mobile Infantry
  company against the Idsurian security service HQ failed
  when the Idsurian 9cm anti-aircraft gun, camouflaged from
  the air and hidden from the LRA’s clairvoyant Intelligence
  operators by the town’s Power sub station’s electromagnetic
  field opened fire destroying the four helicopters sent and
  killing all aboard these aircraft.  
  As the main Limgurian thrust advanced into the city’s
  central district, concealed Idsurian forces moved around to
  its now unprotected southern flank in an effort to envelope
  the advancing Limgurians. The newer southern section of
  Hesselbach had been filled with security troops armed with
  anti-tank weapons that decimated the advancing TL6
  Limgurian elements. Idsurian reserve cavalry and
  battledress troops advanced steadily using their relic
  missiles to destroy several flanking grav tanks. 
  Reinforcing thrusts by the Limgurian battledress troops
  steadied the advance and forced the Idsurians back,
  regaining the ground so bloodily fought for by the motorized
  companies, but the ably led Idsurian troops melted back in
  front of these better armored invaders, and kept the LRA Air
  mobile company from linking up with them with a series of
  hasty ambushes and four well hidden two-man sniper
  teams. 
  The remaining Idsurian security troops caught in the
  pocket were steadily being decimated. Casualties amongst
  the hastily conscripted security agents and policemen was
  running at over seventy percent. Despite the vigorous
  actions of their smaller forces, the Idsurians had lost over
  eighty percent of their dismounted reservist cavalry
  company, as well as all one hundred of their horses; four of
  their Battledress troops who were killed at point-blank range
  fighting the tanks; and three men of the relic Grav-vehicle
  Military intelligence section and one of their three radio
  
  -44-
  laden Grav APC’s had also been lost as they had towed the
  lone 9cm anti-aircraft gun from its discovered position to a
  new location between the North wall’s breach and the rail
  yard. The Flak gun’s crew was the only unit that had
  survived unscathed.
  The Limgurian advance had not been without cost, their
  air-mobile company had lost a third of its strength and had
  to retreat back to the rail yard, whilst the motorized infantry
  companies had lost half of their men and vehicles. Even
  their elite battledress forces had lost six men and three of
  the precious Grav tanks.
  Given the determination of the Idsurian resistance, the
  Limgurians changed tactics, their units pulled back to the
  first cleared area, and the remaining seventeen grav tanks
  moved up, and opened up with a massed salvo of plasma
  gun fire. Any house or position that fired upon the advancing
  Limgurian army units was obliterated by plasma gun fire. 
  Idsurian resistance after this was isolated: two Limgurian
  Grav tanks were destroyed by relic man-portable anti-tank
  missiles, for the death of a single Idsurian battledress
  equipped trooper each. The elite Idsurian Battledress
  Section had now lost a third of its strength, and still the
  Limgurians advanced, flattening buildings as they came.
  The fall of Hesselbach seemed imminent.
  The Limgurian advance was halted however, when the
  next leading LRA Grav tank inexplicably exploded in mid-
  advance. The Serendipity had arrived in orbit overhead. 
  The Limgurian command had been briefed by their
  Intelligence section’s clairvoyants and telepaths on the
  course of previous days invading allied armies’ battles: they
  had correctly deduced that Idsur enjoyed orbital fire support
  from two starships, and that their southern allies the
  Gakshishan’s had destroyed one of them; The second
  vessel’s (The Serendipity) psionic shielding had prevented
  the Limgurians from gaining a view inside the ship, or
  gaining information via telepath, they were cognizant they
  could not pin point her invisible X-ray laser fire either. An
  orbital attack by tank would be suicidal, as a starship could
  decimate them long before their shorter-ranged vehicle
  sensors could acquire their unseen predator. Without an
  accurate view of the ship, or the ship’s interior, the
  Limgurians could not dispatch a teleportative agent with a
  bomb to destroy the Serendipity.
  With the advent of their unseen, unreachable enemy the
  Limgurians began an orderly withdrawal covered by plasma
  gun fire from their tanks, again, covering themselves by
  rolling artillery barrage of smoke and incendiary shells to foil
  both the laser fire targeting of the Idsurians as well as the
  orbiting enemy offworld starship’s IR-thermal sensors. The
  Serendipity managed to destroy three more tanks however,
  as the LRA changed their plans from assault to their
  withdrawal.  
  Up in low orbit however, the battle-luck of the Serendipity
  ran out: the power couplings to its laser turret finally gave
  out under the week-long war’s heavy usage, giving Gunner
  Elfrikaa “Go-Hot” Ibuwana mild first degree burns from
  electrical arcing. In the critical moment of another
  resounding 11th-hour victory, Idsur had lost its orbital fire
  support. 
  Potential RCES Team Activity
  • In order to convince the Limgurians that they have to
  maintain their withdrawal from Hesselbach additional
  orbital fire is needed to drive them back towards the
  border. The Serendipity is unable to provide that fire
  support, and Lucas “Pappy” Howard will confirm that its
  will take him at least a day to repair the laser power feed,
  even if he has the parts.
  • The Serendipity is now in communications range of the
  RCES base and will request orders via tight beam
  secure laser communications. The RCES Moonshadow
  team needs to find an immediate replacement for the
  Serendipity’s laser fire as well as parts to allow repairs.
  • The obvious solution to both problems is the orbiting
  salvage base on the remnants of the Guild base. Each
  outer hull included a laser turret, and the salvagers have
  managed to provide a new power plant and conduct
  repairs prior to the planned movement of the two
  remaining hulls to Marax. 
  • With sensor information from the Serendipity, one of
  the Coalition salvager’s base’s lasers can be brought to
  bear. The sensor hand-off is insufficient to target rapidly
  moving grav vehicles, but it is accurate enough to place
  laser fire behind the retreating Limgurian army and keep
  them moving. The base’s
  laser turrets
  can be
  cannibalized for parts to repair the Serendipity’s guns.
  The weather as well joined the shifting tide of battle, as a
  wind from out of the south-southwest carried the burning
  smoke of Hesselbach like a widening blanket over the
  orderly withdrawing LRA forces.  The LRA’s towed field
  artillery company lost an entire battery (Three field howitzer
  guns and their trucks) and crews, being the last LRA unit to
  clear the battlefield The LRA artillery despite these
  casualties, left their regards, destroying the marshalling rail
  yard in the northern district, and where the rail yard entered
  the city on its southwest side, and their incendiary shells
  further stymied any defending ground forces from pursuit
  with the civilian population now placed at risk. Under
  continuing orbital laser fire impacting behind them, the
  Limgurian Royal Army continued their orderly retreat back to
  the heavily forested border area. 
  The victors of the Battle of Northbank’s (The Northern
  Idsurian Army) units entered the battle-damaged city at
  midnight, having been forced to disembark five miles
  outside Hesselbach due to the heavy enemy artillery
  damage to the rail yards and rail lines. The arrival of these
  
  -45-
  significant reinforcements allowed the few dazed,
  exhausted, but stubbornly defiant handful of Idsurian
  defenders to stand-down. The Northern Idsurian Army went
  immediately to work fighting fires and aiding the wounded in
  their garrison hometown. Some six hundred and fifty
  civilians had lost their lives, and another seven hundred and
  fifty were wounded, and Idsur’s soldiers, civilians, and
  Security agents alike filled the small city hospital which had
  honorably not been struck by enemy shell fire.
  In Idsur City, the remaining battle-effective portions of the
  Southern Idsurian Army embarked its TL6 Regular Army
  units onto a series of troop’s trains, leaving three of their TL6
  reservist companies to defend Idsur City (one fresh light
  infantry company and two reserve motorized infantry
  companies with 10% causalities, along with the two
  remaining armored cars from the Military Police Platoon) .
  To the south and east, two reserve cavalry companies (10%
  losses) still held the southern Idsurian border towns.  The
  Idsurian Army psionic intelligence had deduced that their
  insular hostile neighboring state, the Iimkhuu Hierate, had
  betrayed the Crusader Alliance’s invasion, and so left only
  minimal forces watching that border crossing. The Idsurian
  relic TL-11 Grav units, the Lift Infantry and Lift Artillery
  companies, refueled from their precious and dwindling
  refined liquid hydrogen fuel stocks for their drive northward.
  The now eleven-strong fighter-bomber Idsurian airforce
  rested and refueled, preparing to fly to Hesselbach once the
  airfield was cleared by friendly ground forces the next
  morning. 
  D Day Plus Eight and Nine (30/IX/1202 &
  01/X/1202)
  The next two days were spent moving forces to the final
  battle front, the north-eastern Idsur-Limgur border. The
  Limgurian Royal Army fell back to their previously prepared
  positions between Marc’s Town and Tinyayr. The LRA’s
  Reservist Infantry companies hold both urban areas and the
  remaining LRA units, including their relic units, went to
  ground between these two strong-points, aided by their pre-
  prepared shorter supply line (as per their war plans).
  Meanwhile the Idsurians bolstered their defences at
  Hesselbach with the arrival of the Northern army, and the
  arrival of the Idsurian airforce at dusk on D-Day plus 8, after
  a new grass runway had been prepared for them. The
  Idsurian Southern Army proceeded northwards in a series of
  troop trains running non-stop to Hesselbach. With the
  civilian population pitching in, the damaged rail lines leading
  into the city were repaired by the end of D-Day plus 9.
  By D-Day plus 9, both Idsurian and Limgurian fighter
  planes were dueling over the plains to the East of
  Hesselbach. Both forces were forced to use drop tanks to
  extend the range of their fighters due to the distances from
  their respective airbases. In the two engagements that day,
  Limgur’s aircraft were denied their strafing-bombing runs on
  Hesselbach, at the cost of three more Idsurian planes to four
  of Limgur’s.
  Elsewhere on Tiniyd, the war had re-entered the
  diplomatic phase, with the Idsurian government issuing
  terms of surrender to both the Pabugleki Amkhuun and
  Gakshishu. By nightfall of D-Day plus 9, the Pabugleki
  Amkhuun regime had at least agreed to a cease-fire and a
  return to their pre-war borders, and had entered into a
  discussion of prisoner of war exchanges. The similar initial
  responses of the Gakshishan regime to these overtures
  were rendered swiftly irrelevant by the Kilkamsha
  Hegemony army units moving rapidly across the border, and
  the Hegemony’s relic Grav Armor and Lift Infantry units
  occupying the Gakshishan capital city. The Kilkamsha
  Hegemony’s media publicly proclaimed that “they were
  helping to maintain order at the request of their allies, the
  Gakshishan government.”
  The Kilkamsha Hegemony already on a war footing, had
  been closely monitoring their proxy-ally Gakshishu’s
  fortunes invading Idsur, and had managed this overt coup
  using only one-fifth of their armed ground forces. With
  Gakshishu’s 150,000 sophonts under their umbrella of
  ‘protection’, the Hegemony moved to the number one
  position as Tiniyd’s greatest superpower based on
  population, within the forty-eight hours it took to occupy
  Gakshishu. The Hegemony’s Army TL6 Rocket Artillery
  cadre already stationed in Gakshishu aided this coup
  immensely with their intelligence reports.
  The Kingdom of Light’s psionic Priest-King who had first
  called for the ‘Final Crusade’
  and the subsequent
  ‘Crusader’s Alliance’, scarcely decried this bloodless coup,
  his attention diverted with the mobilising his own 5,000
  strong army and like amount of Reservist troops at last,
  hindered by the sheer size of his realm. 
  The Kingdom of Light and the Kilkamsha Hegemony both
  resumed their radio propaganda broadcasts, openly
  condemning the Idsurian Republic for dealing with hated off-
  worlders. Both superpowers also proclaimed victory was
  nigh, and in the Kingdom of Light the martyrdom of the
  Gakshishan agent who had destroyed the Ugushaam Star
  was held up as an admired example of the excellent
  sacrifice against “Off-world contamination”. Claims were
  also made that the off-worlders were actually, “the raiders
  and slavers” come, “to assist their treacherous ally with their
  racial evolutionary impurity.”
  The RCES base siege continued, as high overhead the
  crew of the Serendipity worked to repair their laser turret.
  Idsur’s Intelligence Services noted the Hegemony’s
  annexation with alarm however, for if it went unopposed by
  local unrest, it would place a hostile nation with an army of
  six times the size of Idsur’s on their vulnerably flat southern
  frontier. But for now, their Military forces were bent towards
  throwing out Limgur’s forces to the northeast. 
  Idsur’s Long Range reconnaissance team managed one
  little reported coup of their own, with the complete defection
  of the lone GPA Grav Armor platoon staged near the
  
  -46-
  Iimkhuu Hierate-Idsur-Gakshishu border, along with all their
  vehicles. The unit was originally intended to double-cross
  the Iimkhuu Hierate if it joined the war, but events had
  rendered its mission immaterial. 
  D-Day Plus Ten (02/X/1202)
  Early next morning before dawn, the Serendipity returned
  to the fray and lasered the Limgurian forward airbase and
  its’ eight remaining planes out of existence. Hopes were
  high for a quick finish to the war with the Serendipity’s
  weapons back once again as the deciding factor.
  Unfortunately for the RCES team and Idsur, the Limgurian
  Royal Army refused to co-operate.
  The Limgurians now increase the harassing attacks on the
  RCES base, with more sniper fire as well as shoot and scoot
  tactics from the mortar teams. The only good news here is
  that the heavy artillery piece on the tracked self propelled
  gun goes quiet to prevent its position from being given away.
  The Limgurians hope to capture the RCES outpost and
  use its personnel as hostages against actions by the
  Idsurians or the orbiting Serendipity. Tomorrow the
  Limgurians have planned a full fledged assault on the RCES
  base.
  Potential RCES Team Activity
  • Continue to hold, whilst fending off more determined
  harassment from the surrounding Limgurian troops.
  The two reservist LRA companies occupying Marc’s Town
  and Tinyayr are mixed in with the villagers and the buildings.
  They could be picked out with orbital fire or artillery but at
  great cost to both areas in terms of buildings and people.
  The Idsurian army is quietly confident that it can dislodge
  these units, but is worried about being flanked by Limgurian
  forces hiding in the forest. These Limgurian forces will have
  to be destroyed before the two urban areas can be re-
  occupied. 
  Unfortunately, the Limgurians have hidden their troops
  well. They are dug in, in earth covered bunkers with anti-
  radar reflective camouflage nets as well as the non-
  deciduous forest’s canopy. With radio silence, and minimum
  power to the vehicles, they are almost impossible to spot,
  even from the Serendipity. There is even sufficient animal
  life in the forest to confuse the infra-red sensors.
  The only visible Limgurian units are the medical company
  based at the Yunaashkhuum homestead, along with the
  engineering company. The Idsurians refuse to fire on these
  targets.
  The Serendipity’s weapons are deadly but they first have
  to find a target. The Idsurians haven’t got enough artillery
  shells and bombs to carpet the entire forest with fire, and
  any Idsurian aircraft risks being shot down by a Limgurian
  grav tank’s plasma gun. Any Idsurian attack from the open
  plains against concealed forces in the forest could result in
  significant causalities. 
  Both the Northern and Southern Idsurian armies are now
  massed about 10km from the edge of the forest, out of
  range of direct plasma gun fires from the Limgurian tanks. It
  looks like the Limgurians could hold out until the arrival of
  the winter storms. The only good news is the destruction of
  four poorly camouflaged LRA transport helicopters mid
  morning.
  The Northern Idsurian Army is aligned against Limgurian
  forces at Tinyayr. The Northern army consists of:
  • Air Mobile Company TL6 (50% losses)
  • Reconnaissance Armored Car Company TL6 (10%
  losses)
  • Reserve Motorized Infantry Company TL6 (25%
  losses)
  • Reserve Light Infantry Company TL6 (25% losses)
  • Battledress Infantry Section (30% losses)
  • Field Artillery Company TL6 
  The remainder of Hesselbach’s defenders continues to
  hold that town.
  Against Marc’s Town, the Idsurians have massed their
  Southern Army:
  • Regular Motorized Infantry Company TL6 (25% losses)
  • Reserve Motorized Infantry Company TL6 (25%
  losses)
  • Lift Infantry Company
  • Battledress Platoon (10% losses)
  • Battledress Platoon (40% losses – including those
  killed in action against the Guild Station in Operation
  Dominoes Book 2)
  • Lift Artillery Company
  • Idsurian Airforce TL6 – (8 remaining fighter/bombers)
  D Day Plus Eleven (03/X/1202)
  The day dawns clear but the first signs of the winter winds
  can be felt in the trees. Streaks of winter cloud are visible
  from the western horizon. Soon the hot moist air rising from
  the still warm oceans will blow across the mountains and the
  storms will begin.
  Potential RCES Team Activity
  
  -47-
  • The Limgurians will continue to hold their general
  positions. The forces surrounding the RCES base will
  start their advance. They will use their artillery piece as
  a support weapon to destroy any strong-points or
  barricades the RCES team has constructed. They will
  also use the artillery piece against any clusters of RCES
  marines.
  • This is the climatic battle, the Limgurians are making a
  concerted attempt to seize the base with the remaining
  forces. 
  • The RCES team will have to drive the Limgurians back.
  Any calls for orbital fire support will be provided by the
  Serendipity, but the team will have to be very careful
  calling in fire this close to their position. A single error
  could drop the laser blast on them rather than the
  advancing Limgurians. The Limgurians are smart
  enough to destroy any visible communications antenna
  to prevent the RCES calling down supporting fire. 
  • The Limgurians will retreat if they take over 60%
  causalities. The retreating troops will still attempt to
  prevent the RCES personnel escaping into the forest.
  The war appears to be heading to a stalemate, when just
  in the late afternoon; half of dozen red chemical smoke
  grenades suddenly explode in the forest. Moments later a
  Limgurian grav tank powers up from one of these illuminated
  positions, and is destroyed by a laser blast from the
  Serendipity.
  The Serendipity begins to feed positional data down to the
  Idsurian artillery units who begin firing at the plumes of rising
  smoke. Secondary explosions indicate that the smoke does
  indeed mark the position of concealed Limgurian units.
  More and more smoke grenades are mysteriously
  triggered in the forest in batches of six. As the Idsurians
  destroy each set of smoke plumes, another batch are
  triggered. Scattered Limgurian troops break from the forest
  but are cut down by the now advancing Idsurian army units.
  The Serendipity will detect additional movement within the
  forest indicating the remaining Limgurian units breaking
  cover and fleeing further into the forest. Organized groups of
  Limgurians seem to attract the mysterious smoke grenades
  and then a follow-on bombardment by Idsurian artillery.
  As the Idsurian armies split to assault Marc’s Town and
  Tinyayr gunfire is heard from deep in the forest. The
  Limgurian troops are fighting someone.
  Potential RCES Team Activity
  • The Limgurians will commit a section (15) battledress
  equipped troops in a final assault to capture the RCES
  personnel in an attempt to negotiate passage for their
  defeated army units back to Limgur.
  • The battledress troops will press ahead regardless of
  losses. Fighting between concealed RCES defenders
  and the advancing Limgurians will reach new levels of
  desperation. Then any psionically aware RCES
  defenders will see a Droyne warrior advance through
  the Limgurians and place an explosive charge against
  the back one of the Limgurians. It will then retreat and
  detonate the charge, killing the Limgurian trooper. 
  • A section of Droyne warriors armed with SMGs,
  carbines and grenades have been sent to relive the
  RCES position.
  Droyne warriors from Yoyormayess have crossed the
  mountains on foot to assist the Idsur Republic. They have
  decided that the Idsurians are worth saving given their new
  attitudes towards the Chirpers as well as the previously
  attempt at friendly contact by the RCES team. Psionically
  invisible Droyne warriors are even now engaged in combat
  with the scattered remnants of the Limgurian troops. It is
  they who would advance invisibly into the Limgurian
  positions and set off the smoke grenades.
  In accordance with the Droyne philosophy of Oytritsyu’a or
  ‘total war’, they will exterminate every Limgurian they can
  find. Limgurian troopers driven out of the Marc’s Town and
  Tinyayr will suffer the same fate as they retreat into the
  forest. The Limgurian Invasion has been shattered
  irrevocably by the Droyne intervention.
  Starship Mine
  If the Moonshadow team has somehow managed to gain
  the assistance of another starship, then this vessels
  weapons will change the balance of power over the
  Limgurian battlefront. Limgurian Psions have monitored the
  other battles and have realized the potential military value of
  orbital artillery support. A starship threatens their advance
  on Hesselbach, and indeed the advance will be cancelled
  unless the starship can be neutralized. 
  Limgurian telepaths can detect an unshielded starship in
  orbit using telepathic life sense detection. In addition the
  sensors of their command tanks can spot any ship in low
  orbit over the area.
  The Limgurian commanders will telepathically contact the
  RCES base commander and threaten to destroy the
  starship intervenes using the same method used to destroy
  the Ugushaam Star. If the starship is psionically shielded or
  adopts other tactics to foil a teleportative agent (evasive
  maneuvers, troop patrols and the anti-hijack program), then
  the Limgurians will attempt to seize the RCES base in order
  to obtain hostages. 
  The troops surrounding the RCES base will be
  supplemented by the battledress troops (see D-Day + 11)
  and will assault the base as the Limgurian army advances
  towards Hesselbach. Limgur will threaten any hostages with
  death, unless the starship retreats.
  
  -48-
  Captured
  If the RCES base is over-run, or if any of the RCES
  personnel are captured by the Limgurian Royal Army during
  the siege, they will be stripped down to their basic clothes,
  have their hands bound securely behind them, their eyes
  blindfolded, and then they will be marched to the
  Yunaashkhuum homestead under armed guard. The LRA’s
  TL6 Combat Engineering troops will be used to move and
  guard the prisoners throughout this operation. Here at the
  LRA forward support base at the former Yunaashkhuum
  Homestead, they will be confined individually in a series of
  earthen-floored animal feed and grain storerooms within the
  compound that have no windows and each has a stout
  wooden door with a deadbolt lock two armed troops (per
  prisoner) from the LRA’s TL6 Combat Engineer’s company
  will be assigned to guard the prisoners here.
  Any captured high-tech equipment will be used by the
  Limgurians to bolster their armed forces. Captured high tech
  weapons and armor will be distributed to their troops, with
  the majority of captured equipment going to the battledress
  platoons. Only the prisoner’s personal affects that were on
  their persons at the time of capture will be found at this
  prisoner holding location.
  Two telepathic adepts and eight other Non-Psions from
  the LRA’s Military Intelligence unit will be assigned to
  interrogate these offworld prisoners. They will begin using
  conventional interrogation techniques for the first two days,
  such as sensory, sleep, and time deprivation and
  degradation, while the telepaths remotely monitor the
  prisoner’s thoughts telepathically when the prisoners are
  returned to their cells. 
  Once the Limgurian interrogators have the names of the
  RCES personnel, they will broadcast to the Idsurians, and
  the orbiting Serendipity. They will announce they have the
  RCES team as their captives, and that the RCES (vessel)
  should halt all aid to the Idsurian Republic immediately, or
  the prisoners will suffer immediate consequences. The
  Limgurians initially wish to use the prisoners as bargaining
  chips so no prisoner will be tortured at this stage, although
  the interrogators may use telepathic deep probes if they
  consider it necessary after the first few days.
  The Limgurians hope to remove the RCES from their
  influence over the Idsur Republic by the threat of the
  execution of the prisoners as spies in wartime (all too true
  here, especially if not in a recognizable uniform). They will
  threaten harm to the captives, to include their execution as
  Limgur’s fortunes in the war sour, unless the RCES ships in
  orbit cease combat operations and withdraw. In exchange
  they want the ability to fight Idsur themselves, and perhaps
  draw the war out to a cease-fire that allows them to keep the
  territory they have captured. 
  If the RCES personnel were captured on the last day of
  the assault, then the Limgurian assault troops will broadcast
  directly from the RCES base and will make the same
  demands as above. If the Serendipity has commenced
  bombardment based upon the Droyne smoke, then the
  Limgurian assault troops will start to execute RCES
  prisoners to get the Serendipity to stop firing. Idsurian
  Artillery is not so constrained however by the lives of RCES
  personnel, and will conduct fire missions with their lift
  artillery units anywhere the red smoke erupts.
  The RCES Moonshadow and Marine personnel will
  obviously try and escape, but their efforts will be hampered
  by their temporary cell, the two armed guards outside each
  door and the occasional telepathic eavesdropping that may
  reveal any escape plans. Given time, an unnoticed escape
  is impossible as the Limgurian Combat Engineers are all
  armed and more can be mobilized to respond to any
  breakout. 
  The Droyne will assign a team of six Warriors and a Sport
  to assist the RCES repelling any attack against the RCES
  base, and these same Droyne will also attempt to break the
  RCES personnel out of captivity. The psionically invisible
  Droyne will be able to enter the encampment where the
  RCES are being held and overcome any guards before
  releasing the RCES personnel. 
  The Referee should remember that the Droyne and
  humans will be unable to communicate as neither party
  understands the others language, and that telepathic
  contact between different species required double the
  normal psionic strength costs. Telepathic contact with
  humans will be beyond the strength of the Droyne Sport.
  The limited initiative of the Droyne warriors on a strategic
  level will also limit the extent of Droyne assistance.  Once
  freed of their cells, it will be incumbent upon the former
  prisoner RCES personnel to find their way to safety as it is,
  although the Droyne will attempt to shepherd them towards
  the general direction of allied Idsurian forces.
  Sorry No Guns
  In the event that the RCES Moonshadow team was
  unable to acquire sufficient weapons from either Marax or
  the auction on Nike Nimbus, then the battles across Idsur
  will be much more risky encounters. 
  Idsur will still win the battle outside Idsur City but both
  reserve infantry units will be decimated attempting to hold
  off the TL6 Gakshishan armored vehicles. The Idsurian Lift
  Infantry will be forced to use up most of their RAM grenades
  dealing with the armored cars and tanks. The single Idsurian
  battledress platoon combined with the Idsurian Lift Artillery
  will be able to destroy the Gakshishan Grav tanks but will
  use all their individual TAC missiles and relic artillery shells.
  Small amounts of ammunition can be salvaged from the
  remains of the Gakshishan camp but not enough for a
  sustained battle against the Limgurian Forces.
  The battles against the two Gakshishan flanking forces
  will also result in extra Idsurian causalities due to the lack of
  extra machine guns and body armor. The Idsurian reserve
  
  -49-
  units committed to these actions will suffer additional 25%
  casualties. 
  The losses incurred in the battle for Idsur City by the
  defenders will mean a larger portion of the Gakshishan army
  escapes in good order back to their borders, harassed only
  by orbital fires and aircraft strafing runs.
  The battle for Northbank will go as planned although the
  Battledress section will have to use the remainder of its relic
  TAC missiles in place of the weapons from Marax. The lack
  of body armor and additional machine guns reduces Idsur’s
  advantage in the bloody house-to-house fighting. Idsurian
  casualties increase amongst their infantry units sent in to
  clear the houses. 
  The lack of additional weapons will be most critical at
  Hesselbach, where the city will fall to the TL6 Limgurian
  army units on D-Day plus six. Only a single Idsurian grav
  APC and a handful of troops will escape. The arrival of
  additional Idsur reinforcements and the Serendipity will
  eventually drive the Limgurians out, but at a terrible cost to
  the city and its population. Over 1700 civilians will be killed
  and another 1300 injured out of a population of only 15,000.
  The final face-off against the entrenched Limgurian
  positions will have the Idsurian army short of ammunition
  and critically short of high-tech anti-tank weapons.
  The surviving Idsurian army units for this battle would
  include:
  Northern Army:
  • Air Mobile Company TL6 (75% losses)
  • Reconnaissance Armored Car Company TL6 (25%
  losses)
  • Reserve Motorized Infantry Company TL6 (50%
  losses)
  • Reserve Light Infantry Company TL6 (50% losses)
  • Battledress Infantry Section (40% losses)
  • Field Artillery Company TL6 (1-2 days of ammunition
  remaining)
  Southern Army:
  • Regular Motorized Infantry Company TL6 (50% losses)
  • Lift Infantry Company (with 1-2 combat days of
  ammunition remaining)
  • Battledress Platoon (10% losses)
  • Battledress Platoon (40% losses – including those
  killed in action against the Guild Station in Operation
  Dominoes Book 2)
  • Lift Artillery Company (with 1-2 combat days of
  ammunition remaining)
  • Idsurian Airforce TL6 – (8 remaining fighter/bombers)
  Idsur City:
  • Reserve Light Infantry Company TL6
  • Reserve Motorized Infantry Company TL6 (30%
  losses)
  • Reserve Motorized Infantry Company TL6 (30%
  losses)
  • Reserve Cavalry Company TL6 (30% losses) –
  deployed guarding Idsurian mountain towns
  • Reserve Cavalry Company TL6 (30% losses) –
  deployed guarding Idsurian mountain towns
  
  -50-
  
  -51-
  
  -52-
  
  -53-
  Chapter 7 “The Final Crusade:
  “A Harvest of Swords”
  “In times of peace, thou shalt beat swords into
  plowshares; recall your armies to the fields once more,
  and sow the seeds of blessed peace anon, break bread
  with defeated foes in magnanimity, and give thanks to
  our God.” - St. Paulo of Sylea, Galanglic Thrice
  Reformed Catholic Church, Capital/Sylea/Core, circa
  year 03 TI, from the GTRC First Book of Sermons.
  “Only the good die young,” some ancient songwriter
  once said, and we the wicked with our survivor’s guilt,
  remain to  rebuild, and remember their sacrifice for this,
  our future.” - Jian
  Eneri Nishuuru, Imperial Remnant
  RCES Advisor, 01-October (X)-1202, somewhere in the
  Wilds.
  Epilogue
  The armies of the People’s Democratic Republic of
  Pabugleki Amkhuun, the Kingdom of Limgur, and the
  Federal Republic of Gakshishu lie defeated across one end
  of Idsur to the other. By diverse means, and endeavors, the
  RCES Bootstrap, Cadre, & Moonshadow teams on Tiniyd
  have accomplished a classic ‘David vs. Goliath’ victory. The
  timely intervention of the Droyne in the last battle, sealing
  the total defeat of the Royal Army of Limgur signals a turning
  point in the world’s human-supremacist histories where the
  victor’s make the rules.
  Yes, victory for Idsur has come at a price—not as costly as
  to those who now lie defeated, their armies shattered along
  with their propaganda of their racial superiority now bared
  for all to see the falsehood—its scars will fade, as all wound
  do, with time. Limgur who committed all its forces, has lost
  all—as the news of the King of Limgur’s death and that of
  his entourage and personal guards at the heliport in their
  capital of Limgurishar follows on the heels of his Army’s utter
  destruction and defeat. Revolution has broken out in the
  streets of Pabuglekrishar, as the oppressed population of
  Pabugleki Amkhuun lashes back at the weakened
  government, and their disheartened military fractures taking
  sides. The Gakshishu Dictatorship’s regime, goaded into
  war by the promises of its larger more powerful northern
  neighbor finds herself under annexation by her own ally the
  Kilkamsha Hegemony, and what survived the Idsurian War
  of her military now find themselves imprisoned on charges
  of treason or worse.
  By silent participation the Droyne have signaled their
  approval of the course Idsur Republic has chosen, taking a
  stand beside those who discovered the lost truth behind the
  ‘Crusades’, and held to the flame of the truth rather than the
  darkness of ignorance. The dawn of enlightenment on Tiniyd
  has borne fruit amongst their human neighbors as well: the
  passive-aggressive xenophobic nation of the Iimkhuu
  Hierate opens back channel diplomatic relations with the
  Republic of Idsur two days after the defeat of the Royal
  Army of Limgur on how to emancipate their Chirper
  population. The storm cloud of war thins over Idsur, but
  grows darker to the West, as the two remaining
  superpowers, the Kingdom of Light and the Kilkamsha
  Hegemony prepare to make good on their threat  of their
  “Final Crusade” to the Droyne themselves.
  To Be Continued...
  
  -54-
  Cast of Characters
  RCES
  Serendipity Crew
  LT. Nova Astriid “Nasty-Bee” Baez
  Pilot/Ship’s Commander
  Race: Mixed-Humaniti, Female 
  Age: 31 T-years
  Homeworld/Birthdate: Aurora 0535/Aubaine (M)/Old
  Expanses, 1171.
  Career Path: Aurora System Navy (Two terms 1189-
  1197); Transferred to Dawn League/later RC Navy
  (1198- 1202). Experienced NPC.
  Location: On the Bridge of RCS Serendipity.
  Description & Personality
  Nova Astriid Baez stands 5’8” and weighs 65Kg, and looks
  like an exotic dancer. With her ash blonde hair and sea
  green eyes, she swears like a sailor; gambles like
  Noblewoman; drinks like a fish; and flies by the seat of her
  pants. Despite her brash and cocky bravado, LT Baez is a
  junior officer trained by CPT Pat ‘Who Me?” Ritter from the
  Aurora-class III clipper RCS Thunderchild. Ritter took the
  wind out of her sails and made her an unarmed Lander pilot
  after her transfer from the Aurora Navy’s prestigious Fighter
  wing for a year before allowing her anywhere near an armed
  craft.
  With a surfeit of new junior officers, and the former
  Serendipity skipper up for the command of a new Multi-
  mission Scout, Baez got the nod to lead Serendipity into her
  third year of service for the Reformation Coalition. While she
  is absolutely confident of her flying abilities, Baez fronts her
  bravado in a façade against her inner fears of the obscurity
  this mission entails weighing against her ambitions of a
  career in the navy.
  Favorite Expressions
  “’Ever see an S-class do this?” {Before doing maneuver}
  “Passengers please buckle your seatbelts; we’re
  experiencing a little chop, just a minor bit of turbulence,
  and three @#$%&! Incoming missiles…” {On a Hot
  landing}
  “Hey! I don’t tell you what to do on the ground, do I?
  YOU just sit back and enjoy the ride—and let ME &%$#!
  Fly this crate!” {To know-it-all ground-mission types she
  carries to and from missions} 
  CWO Lucas “Pappy” Howard 
  Co-Pilot/Engineer
  Race: Solomani-Humaniti Male
  Age: 44 T-years
  Homeworld/Birthdate: Athena-Nike City-Nike Nimbus
  0732/Aubaine (M)/Old Expanses, 1158. 
  Career Path: Flyer-Commercial (Three terms, 1176-
  1188); Nimban Wet Navy, Aviation (Two terms, 1189-
  1197); RCES (One term, 1198-1202). Veteran NPC.
  Location: Engineering or on the bridge of the RCS
  Serendipity.
  Description & Personality
  Lucas Howard’s rough hewn face and easy-going, lazy
  smile under his blue eyed stare belie a lifetime of
  experiences and myriad of people he’s encountered. A trim
  6’1” and 100kg, Howard has been flying various commercial
  aircraft, spacecraft, and fighter planes all of his adult life.  He
  is the oldest crewmember of the starship Serendipity, and a
  constant tinkerer of her engines, wringing just that marginal
  edge more of performance from them than even some book
  says it can. 
  Chief Howard never appears panicked, even in the
  tightest of jams because he’s learned the proverbial “a long
  time ago” a clear mind thinks its way out of it better than a
  jumbled one. He is justly proud of this starship, and his
  handiwork in her Drives and power plant. Chief Howard
  doesn’t mind the company in jump space, and can be a
  good ear to sound off on about all sorts of topics. Howard is
  the kind of person who attempts to get to know folks, having
  learned once in his past that life is pitifully short, and
  everyone who clambers aboard and then off somewhere
  from Serendipity might not ever come back. The other side
  of this is that everyone has a story or a lesson to learn from
  he believes, if only they realized it.
  Favorite Expressions
  “You kids be careful down there, and if ya need any
  help, just whistle and Pappy will come a runnin’,
  ‘hokay?” {To any disembarking on a hostile world}
  “Too Old? Slow down? Sonny/ Baby doll, the day I slow
  down is the day they bury me.” {To anyone saying he’s
  flying/ driving too fast}
  “Get outta my Sky!” {Growled at hostile enemy fighters,
  missiles, spacecraft}
  PO1 Sergey “Da Owl” Konstantin
  Electronics Operator
  Race: Solomani-Humaniti Male
  Age: 35 T-years
  Homeworld/Birthdate: Nemyer City-Oriflamme 1235/
  Oriflamme (N)/Old Expanses, 1167.
  Career Path: Oriflamme System Navy (Two terms,
  1185-1193); Hiver Technical School/ Aubaine (One term,
  1194-1198); Transferred to RCN (beginning 3rd year in
  his 1st term, 1199-1202). Experienced NPC.
  
  -55-
  Location: Electronics station, RCS Serendipity.
  Description & Personality
  Sergey Konstantin with his bald scalp, brown eyes and tan
  appears to be a professional bodybuilder, beach lifeguard,
  or Bolo-ball player.  Contrary to this obvious “muscle-man”
  image he is erudite, professional, urbane, and soft spoken.
  As big as he is, few would even dare to call him a techno-
  geek, but this would only earn them a shrug and a “So what
  if it’s true? Your point is..?” Konstantin jokes to those who
  inquire if he, “is an only child”, or, “did he eat his family?” that
  he, “is the runt of the litter.”  
  He maybe found constantly when not on duty reading this
  or that tech manual, or former Imperial technical manuals for
  this or that odd gadget. He is the second oldest member of
  the crew, second to Chief Howard with whom he has a great
  deal of rapport and respect for. When it comes to the
  transients who Serendipity ferries about, Sergey is as
  closemouthed as they come, characteristic of his home
  world’s fatalism towards those who walk into death on a day-
  to-day basis. Unlike Chief Howard, he does not socialize
  very well except for those he has known for more than year.
  Favorite Expressions
  “Relax, Vee can hear everything they're saying...Yes,
  they know you're coming—just not where, or when,
  nyet?" {While listening to planetary broadcasts}
  "With two clicks of THIS knob, no one DOWN there vill
  be able to broadcast--how does Nasty Bee say it? Ah
  yes—jack-diddley squat!" {Before jamming ground
  station radars, radios}
  “Former Oriflamman Professional Grav Ball Leaguer?
  Nyet. Former Pro-wrestler? Nyet! Those two careers are
  far more hazardous than my day job,” {Deadpanned to
  those who think they’ve seen him on RCINET sports
  before}
  PO2 Elfrikaa “Go-Hot” Ibuwana
  Gunner
  Race: Mixed-Humaniti Female 
  Age: 26 T-years
  Homeworld/Birthdate:
  Tran-town, Aubaine 0738/
  Aubaine (M)/Old Expanses, 1176. 
  Career/Class: Aubani System Navy (Two terms, 1193-
  1201); Transferred to RCN (First year of First term
  1202). Experienced NPC.
  Location: Turret station, RCS Serendipity, or loading
  ramp.
  Description & Personality
  Elfrikaa Ibuwana is a petit 5’ and 52 kg, sun-streaked rust-
  brown hair, deeply tanned and dark-eyed Tran-Town
  islander with a serious demeanor that belies her youthful
  innocent looking cherubic face. Elfrikaa is self-consciously
  aware that she is the illegitimate daughter of a now
  disgraced Aubani wealthy entrepreneur and a South
  Islander Sea gypsy cabaret waitress. On Aubaine South
  Islanders have been looked down upon as ne’er do wells,
  thieves, prostitutes, degenerate dope smoking renegades,
  or worse for generations on Aubaine.
  Ms Ibuwana however benefited from her dead father’s will,
  and took what the executors left her to further her education
  and entered the prestigious Aubani navy. Having been the
  victim of prejudice most of her life, she identifies with those
  who’ve been pigeon-holed or ostracized for being different.
  It has also fueled her aggressiveness, making even some
  Oriflamme Marines look tame when her temper is peaking.
  Another reassigned spacer from RCS Thunderchild, She
  sometimes wonders if she did something wrong to get
  assigned on this boring spy ship.
  Favorite Expressions
  "Can I go Hot, Skipper?" {Upon entering any AO system
  from jump}
  "Owl gimme the hand off - NOW!" {On target acquisition}
  “You’re cute. The “bus-driver’s” gonna take off at a hot
  trot, so hustle your lazy hind parts aboard NOW!”
  {Standing at airlock with 7mm ACR at pick up zone (PZ)
  to anyone who refers to the piloting crew as a Bus/ Bus
  driver, etc.}
  RCES Base Personnel
  RCES Base Engineers & Mechanics 
  SGT Kerry "High-Low" Burnes
  Chief Mechanic
  Race: Solomani Human male
  Age: 28
  Homeworld/Birthdate:
  Nemyer-City,
  Oriflamme/
  Oriflamme/Old Expanses, 1174.
  Career Path: Oriflamme Army, Logistics & Engineering
  (Two terms, 1192-1200); Transferred to RCMC 2nd
  Brigade (Beginning 3rd term, 1200-1202). Experienced
  NPC. 
  Location: RCES Forward Base, NW Idsur, Tiniyd/
  Thoezennt/ Old Expanses.
  Description & Personality
  Sergeant Burnes stands a hair shy of 5'8", weighs 75kg,
  usually looks like he was on his way to wash his hands when
  something happens causing him to wipe brow and get dirtier
  still. He has brown hair, brown eyes. Sergeant Burnes is a
  natural gambler, and will quickly establish a regular game at
  any posting.
  Sergeant Burnes skill at cards is supplemented by his
  
  -56-
  intermittent psionic ability. Burnes is unaware of his abilities,
  and occasionally gets “feelings about the cards”. In reality
  he is an untrained telekinetic / clairvoyant / telepath of
  moderate ability.
  Typical expressions
  "Aww that just bites! We fixed that thing two days ago it
  was running fine then!" {Anything that breaks that he
  has to fix}
  "So high or low, whaddya bet huh?" {Any wager with
  dice or cards}
  Private First Class Kyle “Shorty” Stavros
  Race/Age: Solomani Human-male
  Age: 26
  Homeworld/Birthdate:
  Nemyer-City,
  Oriflamme/Oriflamme, 1176 
  Career Path: Oriflamme Army, Engineers (Two terms
  1194-1202). Experienced  NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  PFC Kyle ‘Shorty” Stavros nickname comes from the
  Oriflamman Army’s perverse sense of humor, as he stands
  6’5”, red haired and freckled. PFC Gustav and he are
  assigned under SGT Kerry “High-Low” Burnes here on
  Tiniyd as support personnel for the RCES efforts here. From
  vehicles, to explosive devices for building or destructive
  intent, “Shorty” is one of the best available. His one bad
  habit, gambling—a direct influence with working for Burnes.
  Stavros is rather shy and modest about his talents, and has
  served under fire before (Operation: Strike Marax most
  recently, and on Spencer against insurgents there), and isn’t
  afraid to return fire, or defend himself. Stavros comes from
  a large impoverished farming family, and is the introvert of
  the two lower enlisted men.
  Private First Class Miguel “Cheeseburger” Gustav
  Race: Solomani Human-male
  Age: 26
  Homeworld/Birthdate:
  Nemyer-City,
  Oriflamme/Oriflamme, 1176 
  Career Path: Oriflamme Army, Engineers (Two terms
  1194-1202). Experienced NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  PFC Miguel “Cheeseburger” Gustav’s nickname comes
  from a bad Oriflamman Army joke and Solomani Spanish
  word for cheese off
  of his last name. Ironically,
  “Cheeseburger” is also an avowed vegetarian. Gustav
  stands about 5’11”, robustly built, and is as quick as his
  counter part PFC Stavros is slow to brag about what they’ve
  done, where they’ve been, and how much better the
  Oriflamman Army is over the Oriflamman Marines. This
  does not endear him to any Oriflamman Marines, like CPL
  Ruiz-Reyes. 
  Like Shorty, “Cheeseburger” has been to combat, as
  well—it’s the one time he isn’t talking, or bragging about
  something. Gustav is the extrovert of the two lower enlisted
  men, and besides gambling and running his mouth off on full
  auto, believes himself irresistible to women. Gustav is
  constantly confounded when his buddy Stavros gets the girl.
  Gustav is an only son, and comes from a professional family
  of computer technicians.
  Both soldiers get along well with the nearby Skala folks,
  particularly with Ulf Skala, the family steading’s chief
  mechanic & electrician, and plumber. Both soldiers are
  trained in the use of high explosives and demolitions in
  constructive and destructive means, to include improvised
  explosives construction and use, and explosive device
  disarmament /defusing skills.
  RCMC Security Fire-Team
  SGT Johannes "Big Bear" Handerskuyt
  Race: Solomani Human male
  Age: 32
  Homeworld/Birthdate: Vras City, Aubaine/Aubaine/
  Old Expanses, 1170.
  Career Path: Three terms Aubani Marines, 1 term
  (middle of) RCMCTrained/Green NPC. 
  Location: RCES Forward Base, NW Idsur, Tiniyd/
  Thoezennt/Old Expanses.
  History, Personality, & Description
  Johannes is 6'3" 105kg, and heavily muscled. He has red
  hair, blue eyes and freckles. He is a member of the local
  survey team, but his strength means that he is a fair hand at
  heavy mechanical work and can often be found around the
  base helping out. Johannes does have a deep-seated
  prejudice against psions. His gambling habit has hindered
  his promotion prospects. Johannes is prone to violence over
  perceived injustices such as psions, lack of promotion or
  losing at cards.
  Typical expressions
  "Yoo want that moved? Jus call th' Big Bear ta do it,
  'kay?" {while shoving aside someone smaller}
  "This planet stinks of psions..gives me da creeps”.
  CPL Stassja “Stubby” Ruiz-Reyes
  Race: Solomani Human-female
  Age: 30
  Homeworld/Birthdate:
  Yubanos-City,
  Oriflamme/Oriflamme, 1172 
  Career Path: Oriflamme Marines, (Two and a half terms
  1190-1200); transferred to RCMC 3rd Brigade (finished
  
  -57-
  3rd term 1200-1202). Veteran NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur, Tiniyd/
  Thoezennt.
  Description & Personality
  CPL
  Stassja “Stubby” Ruiz-Reyes of Oriflamme,
  Solomani-Hispanic transferred here from the Oriflamme
  Marine Corps. At 5’1”, she barely met height requirements
  upon entry in 1190. This is midway in her third term (First
  term in the RCMC, two previous terms with the Oriflamme
  Marines). ‘Stubby’ wears her hair mannishly short. Her grey-
  green eyes miss very little, and she is a sharp Non-com with
  better promotion aspects here than on Oriflamme. 
  ‘Stubby’ refers not to her height however, but an
  abbreviated version for the word Stubborn, which she
  exemplifies in both good and bad definition of the word. She
  joined the 3rd Brigade and was promoted, and is
  determined to excel. She hates the Aubani SGT
  Handerskuyt, and his lack of self-control, and discipline.
  Ruiz-Reyes carries the RCES 7mm ACR with 4cm RAM
  grenade launcher. She relies on Trebizond and Killsplenty,
  and is worried Griggs is turning into SGT Handerskuyt’s
  “yes-man”.
  If SGT Handerskuyt’s previous actions have had him
  removed from Tiniyd, or he has been killed or severely
  wounded enough to be evacuated, CPL Ruiz-Reyes then
  becomes the defacto RC Marine NCO in charge at the base,
  although she will defer to Army SGT Burnes out of respect
  for his rank.
  Lance Corporal Teresha “Cossack” Trebizond
  Race/Age: Solomani Human-female
  Age: 24
  Homeworld/Birthdate:
  Athena-Nike 
  City,
  Nike
  Nimbus/Aubaine 1176 
  Career Path: Nimban Army, Drop troops (One and a
  half terms 1194-1200); transferred to RCMC 3rd
  Brigade, sniper (Finished 2nd term 1200-1202).
  Experienced NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  Lance Corporal Teresha “Cossack” Trebizond is a transfer
  soldier from the Nimban Army to the RCMC where she’d
  been miscast as a desk clerk paper shuffler at
  Headquarters. Looking for a “way out of the office”, she
  applied and was accepted into the 3rd Brigade RC Marine
  Corps, and learned to shoot. Operation Strike Marax was
  her second combat mission, and she is one of CPL Ruiz-
  Reyes best marksman. Trebizond is tall at 6’1”, and blue-
  eyed and wears her black hair in a short topknot, hence her
  nickname “Cossack”. 
  Only the fastidious LCpl Griggs outshines her in neatness,
  and Trebizond isn’t as dogmatic as Griggs either, which she
  shrugs off as her “Army experience showing through”.
  Trebizond carries a Gauss rifle. She and Killsplenty enjoy an
  off-duty close personal relationship, and an on-duty open
  professional rivalry.
  Lance Corporal Stefan “Old Crow” Killsplenty
  Race: Solomani Human-male
  Age: 30
  Homeworld/Birthdate:
  Sky 
  falls 
  Clanholme,
  Spires/Oriflamme, 1172. 
  Career Path: Barbarian-Hunter (Three terms 1188-
  1200); Enlisted RCMC 3rd Brigade, Sniper (First term
  1200-1202). Veteran NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  An oddity by any standards in the RCMC, LCpl Stefan
  Killsplenty hails from the TL2 Coalition member world of
  Spires, where his long hair, fur headband, and leather
  medicine bag aren’t the only things about him “non-
  regulation”. By accordance to his people’s beliefs he may
  not cut his hair, which Griggs harps about constantly, to
  Killsplenty’s
  silent amusement. Killsplenty was an
  accomplished blades man and hunter on Spires, and was
  selected by his tribal chieftain to learn the Star-Man’s ways.
  Killsplenty’s natural skill with weapons so impressed the
  RCES-RCMC weapons’ range instructor he was invited to
  join the 3rd Brigade. Killsplenty is a wiry, hatchet-hewed
  faced dark eyed man, who says little, watches and listens.
  This is the middle of his first term as a Marine, and his last
  combat experience was on Marax in February 1202.
  Killsplenty carries a Gauss rifle, and a long knife, and is
  currently rated the best shot of the fire team. The moniker
  ‘Old Crow” is a Marine given one for his age when he
  entered and his black hair. Like most from Spires, he is a
  very deeply spiritual man, and soothes the spirits at night
  while softly playing his hand carved flute.
  Lance Corporal Jimmie “BTB” Griggs
  Race: Solomani Human-male 
  Age: 20
  Homeworld/Birthdate: Taumoto-city, Fija/Aubaine,
  1182. 
  Career Path: RCMC 3rd Brigade (First term 1200-
  1202), Trained/Green NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  Lance Corporal Jimmie ‘Bee-Tee-Bee’ Griggs is a
  fastidious, ultra-correct Marine’s Marine, every Sergeant’s
  dream. His nickname, ‘BTB’ standing for “By The Book” of
  course. He has the reputation of being a martinet over rules
  and regulations, and can quote them verbatim. This of
  
  -58-
  course rubs badly against those in the field with “fast and
  loose” ad-hoc styles of leadership. Griggs however has
  never failed to follow a direct order, but he has followed
  them literally to the letter, and the ‘T’. Griggs somehow has
  never seen real combat, even though he has served aboard
  several Coalition Ships. 
  LCpl Griggs is secretly intimidated by those who have
  been “to the two-way rifle-range” (Either have seen or have
  been in combat), and worries if all of this training he’s
  undertaken will be enough to see him through it. He carries
  the RCES 7mm ACR with 4cm RAM grenade adapter.
  RCSA Traffic Controllers
  Mabel “Mah-Belle” Haruthbaan
  Race: Solomani Human-female
  Age: 33
  Homeworld/Birthdate: Tran-Town, Aubaine/Aubaine,
  1169. 
  Career Path: Aubaine Aerospace Technical School, with
  High Honors (One term 1188-1192); Hiver Technical
  Institute, Honors (One term 1193-1197); Aerospace
  Traffic Controller (One term 1198-1202). Veteran NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/ Thoezennt.
  Description & Personality
  Ms. Mabel Haruthbaan is a 5’8” brunette, with hazel eyes.
  A native Aubani and University of Aubaine Aerospace
  Institute graduate (Class of ‘93) she first worked for the
  Aubaine orbital main starport the past two terms even after
  earning high marks from the Hiver Technical Institute (Class
  of ‘97). Mabel missed out on the famous Dawn League
  Twelve mission for an Astrogator’s slot in the drawing of lots
  for the crews in 1199 and since then was passed over for
  even Lancer ship’s crews due to her lack of “people skills”,
  or being too “bookish”. Mabel would have joined the RCN
  but was medically disqualified from service for her petit-mal
  seizures (which she takes medicine for twice daily to keep
  under control).
  Chastened, but determined to succeed, she has since
  improved upon her lack of a social life, and used her
  knowledge she’d gleaned to get “on the ground floor” of this
  Coalition shoe-string mission to Tiniyd. Mabel wants to
  make a good first impression professionally with the RCES
  on her first ever mission into the Wilds. Officially she is listed
  here as an RCSA Civilian Communications Technician,
  specifically a Professional Aerospace Traffic Controller. She
  wears the gray-RCES Body-sleeve under whatever passes
  for native dress. She is single, and no longer wears her hair
  tied up in a professional bun, but braided down her back in
  a more relaxed “less librarian-looking” way.
  Gemina Doppler
  Race: Solomani Human-female
  Age: 22
  Homeworld/Birthdate:
  Nemyer-City,
  Oriflamme/Oriflamme, 1180. 
  Career Path: Bourgund Orbital starport Traffic control
  (One term 1198-1202). Trained/Green NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  Ms Gemina Doppler, and Mr. Phillip Colson are former
  employees of the RCSA Orbital Starport Authority from RC
  member worlds. Both are volunteers to the mission in the
  hopes of getting a promotion, and/or favorable patronage for
  entrance into the famous Hiver Technical Institute on
  Aubaine. 
  Like their supervisor, Ms Haruthbaan, this is their first ever
  trip outside the Coalition. Gemina comes from a small
  professional career oriented family and has a twin sister
  serving aboard the clipper ship RCS Thunderchild as a
  gunner named Gemma. Gemina is a petit-built, red haired,
  blue-eyed 5’5” exuberant, extroverted person, a rather
  unlikely combination coming from Oriflamme.
  Phillip Colson
  Race/Age: Solomani Human-male
  Age: 23
  Homeworld/Birthdate: Nova Galos, Aurora/Aubaine,
  1179. 
  Career Path: RCSA Aerospace Traffic Controller (One
  term 1198-1202). Experienced NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  Phillip Colson would have made any planet’s army if “Big-
  and-tall” was all that was required. He stands 6’2” and
  weighs125kg, but his asthma and flatfeet kept him from
  military service. Like his boss, Ms Haruthbaan, he is
  determined to make a good showing here on this his first
  mission into the Wilds. Colson comes from a military-
  professional family, and is secretly ashamed he physically
  was denied entry there. Colson has sun-bleached straw
  blonde hair and brown eyes.
  Other RCES Staff
  Jenni Delacroix-Dupres
  RCSA Marine Zoologist/Geologist
  Race: Solomani Human female
  Age: 30
  Homeworld/Birthdate: Vras City, Aubaine/Aubaine/Old
  Expanses, 1172.
  Career Path: Undergraduate Degree (1190-1194);
  Masters degree (1195-1197), Doctorate degree (1198-
  1200); Scientist (Beginning 1st term, 1201-1202).
  Trained/Green NPC. 
  
  -59-
  Location: RCES Forward Base, NW Idsur, Tiniyd/
  Thoezennt/Old Expanses.
  Description & Personality
  A grand daughter of the late Aubani Industrialist Umberto
  Delacroix, this is Jenni’s first mission out into the Wilds, and
  she has unashamedly used her credentials and family
  connections to land this job. She is an attractive scholarly
  looking woman unlike any other Coalition Scientists of the
  field. She dresses for the weather in light colored practical
  loose fitting clothes, and does not wear glasses (dust
  goggles/ Scuba mask-ok if mission calls for it) a brunette
  (worn in single French braid), with sea green eyes, and
  tanned complexion, and stands about 5'6". 
  She is the warm hearted kind of person who would give
  you the shirt off her back if need be, and would do this kind
  of work in the field for free (if that was allowed), but even
  with a condominium in Vras City, one has bills to pay. Jenni
  is not a combat-person at all, and is motivated by the RCSA
  & RCES mission to return mankind to the Wilds. She is a bit
  of an idealist, and while having seen and heard the reports
  from the newsnets, believes the best of folk (until proven
  otherwise). / Science wise, she is driven by the need to
  expand knowledge, through either restoration of what was
  lost, or by discovery. This tends to get her into situations of
  naive wonderment.
  Jian Eneri Nishuuru
  RCES Moonshadow Agent (Covert Psionic Agent)
  Race: Solomani Human male
  Apparent age: 33/Chronological age: 102
  Homeworld/Birthdate:
  JEDDEL
  (2716)/Pasdaruu/
  Diaspora Sector 1100.
  Career path: Criminal/Thug (One term, 1114-1118); on
  the run as a Psion-Courier (1119-1130); Low berthed
  (1130-1200); Criminal (One half a term, 1200-1202).
  Veteran NPC.
  Location: RCES Base Tiniyd, Northwestern Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  Jian Eneri Nishuuru was born in the high tech slums of
  Jeddel in the summer of 1100 of the 3rd  Imperium. He was
  not quite 16 years of age when the actual events of the
  Iridium throne room assassination of Emperor Strephon took
  place on Capital, but all of his adult life afterwards would be
  marked by that summer. His parents were skilled Starport
  workers, and he the ne’er do well son, always in and out of
  trouble, he ran with a gang of hoodlums and minor criminals
  until in an anti-Imperial riot his parent’s were killed in 1118. 
  Among these criminals, his talents were discovered by the
  secretive Psionic Institute of Jeddel, and he was made a
  protégé of one of the most foresighted of the school. Jian’s
  natural criminal affinities, knowledge of the Starport shipyard
  and starships in general made him a useful asset to the
  Institute, which groomed him as a courier. Unfortunately, he
  was exposed in 1119, and was sent off world to carry
  messages between Institutes there in Diaspora and the Old
  Expanses Sector, across the new Solomani Confederation’s
  frontier. The Institutes correctly predicted the fall of the
  Imperium and foresaw a day and age where they would rise
  in power and acceptance.  
  Between 1123-1128 Jian worked as a Steward on a
  freighter during the ‘Doomed Trade’ era, and recruiting for
  the Institute among those fleeing the Wilds and outlands for
  the Old Expanses frontier. Neither they, nor anyone else
  could predict the outbreak of the anti-organic hating AI-Virus
  released at Omicron Station in Core on 079-1130.  Jian was
  a hired deckhand at the time on a Free Tradesman, and like
  others in the crew, and passengers (see above) he went into
  low berth after their vessel mis-jumped after being infected
  with a suicider strain.
  He was awakened by the Dawn league Aubani Navy in
  1200 along with Final War celebrity Professor Ilelik
  Kuligaan, and quickly went to ground in the jet-set criminal
  underground of Aubaine, as a hacker, and forger of
  electronic security devices. He was soon arrested not by the
  Aubani Police but by another Imperial remnant, who had a
  job for him in IV-1202. Jian was a happy go lucky, dilettante
  of the criminal world on Aubaine, and his celebrity status is
  actually what got him caught by the Long range Planning
  Group Security Chief Sid Papagolis. His forgery of electronic
  banking chips on the black market of Vras City landed him
  in hot water when he accessed Papagolis’ account.
  In the classic sense of “it takes a thief”, Jian was strong-
  armed into the Moonshadow program as a way to expiate
  for his crime spree. Tiniyd is one of the worlds he made
  contact with along the frontier during the 1123-1130 time
  period, and so he is remotely aware of the original overthrow
  plans the Institute there had of then. What happened
  afterwards, he is of course in the dark as much as the
  Moonshadow Team are.
  Nishuuru is helpful and cheerful, and rather glad not to be
  doing time behind bars—which as long as he’s useful, an
  amnesty and remaining free are the bargaining chips. Mr.
  Nishuuru is a bit of a risk taker, but he prefers to talk his way
  out of trouble rather than shoot his way out.  He gets along
  with many folks, and works well with different groups of
  people.  He has an intense dislike of secret paramilitary
  police, like those of his homeworld of Jeddel.
  Marax
  Former-RCES Captain Richard ‘Ricky’ Spaeder
  RCSA Administrator Marax C-class Downport 
  Race: Solomani Human-male
  Age: 37
  Homeworld/Birthdate: Vras, Aubaine/Aubaine 1165. 
  Career Path: Merchant Academy Graduate 1185
  commissioned, (Three terms Merchant, 1185-1197),
  
  -60-
  Transferred to Dawn League Navy (One term, 1197-
  1201), Resigned commission 01-I-1202; re-assigned
  RCSA
  Base administrator to Marax 01-III-1202
  (Beginning first year of 5th term). Veteran NPC.
  Location: Former TAS Hotel tri-building complex, Tri-M
  city downport, Marax/Thoezennt.
  Description & Personality
  Like several others the RCES Tiniyd team will meet here
  running things for the Reformation Coalition, CPT Spaeder
  is a native Aubani. He is the twin brother of RCES Captain
  Rodrick ‘Rocko’ Spaeder (Currently posted in the RC Navy
  to the RCS Alarm as its’ commander), and also a former
  merchant Captain of the Dawn League days. Unfortunately
  he is a polar opposite of his frugal, profit-seeking conscious
  brother. As far as ‘Ricky’ is concerned, the RCSA money pile
  earmarked for Marax’s development is his to spend here as
  he sees fit. He has been charged with overseeing the
  upgrades to a C-class starport facility to support further
  RCES-RCN activity corewards in Thoezennt subsector
  here.
  He is a spendthrift, and this extends to wasteful spending
  here on Marax as well, and the collection of personal
  luxuries from air conditioning, good food, and liquor from the
  RC. Richard resigned his commission early in 1202, not
  under a cloud, but after seeing the potential profits of
  running a forward station such as this. He landed this job
  partly on his brother’s influence and name, as well as some
  graft from an RCSA Aubani representative who owed him
  money from gambling habits. Ironically his offices in the
  former tri-building complex are the former Restaurant-
  Casino Manager’s offices.
  Ricky is one of those who wherever he lands always
  seeks to feather his nest first before worrying about others.
  Spaeder is a rather rotund slightly overweight, dark-haired,
  blue-eyed smiling easy-going guy, who puts on a good show
  of being a team player, but his bottom line ends with “what’s
  in it for me?” or “Can we do business?” On the dark side of
  his psyche, Richard is a Psion-phobe, and holds
  stereotypical views against other member worlds of the
  Coalition not aligned with Aubaine and the Federalists. His
  relationship with the RC Ambassador is one of currying
  favor, and he keeps her supplied with her ‘necessities’ as a
  matter of job survival, and good-politics.
  Usamda Kuvishaam
  RCSA Ambassador to Marax
  Race: Vilani Human-female
  Age: 38 (appears 23)
  Homeworld/Birthdate: Vras, Aubaine/Aubaine 1164. 
  Career Path: University of Vras Graduate 1186 with
  Honors, (Four terms as Government Bureaucrat/
  Diplomat (1186-1202). Veteran NPC.
  Location: Former TAS Hotel tri-building complex, the
  penthouse suite, Tri-M city downport, Marax/Thoezennt.
  Description & Personality
  RC Envoy Usamda Kuvishaam is the RCSA Ambassador
  to Marax who interfaces for the Coalition with the new local
  Pro-RC interim government. Usamda is of Vilani extraction,
  and comes from the ‘Old money’ patrician families on
  Aubaine. RCES team members who have encountered her
  before will know she always travels in style, wearing discreet
  but fabulously valuable jewelry along with her conservative
  but 1st class wardrobe. She has several successes under
  her belt already, including the peaceful negotiations settling
  the DLS Eos affair on Keipes (0132 /Aubaine B677884-6
  411 RC F6 V) after a disastrous Lancer mission ended in a
  high loss of life and starships for the Coalition, and a messy
  court-martial for the Oriflamman Captain of the RCS Trygger
  in mid 1201. 
  Ms Kuvishaam was also the RCSA Envoy brought to
  Tiniyd briefly after the RCES Tiniyd team (player characters)
  made successful contact for covert aide with the Republic of
  Idsur for discussions with Idsur republic chief negotiator
  Usaandra Ibinerii. As such, Ambassador Kuvishaam is
  intimately acquainted with the mission goals on Tiniyd of
  eventual contacting the Droyne there, and thus under no
  illusions that the human psion led representative democratic
  nation-state of Idsur is but a means to the end. She is
  familiar with the Tiniyd team’s progress, or lack thereof, as
  she is in the loops of the team’s reports coming out of Tiniyd.
  She will be pleased if things have gone well, and likewise be
  disappointed if they have not. 
  Usamda is self-centered or self-absorbed, but so far her
  driving ambition to succeed hasn’t made this a detriment to
  her job as she is practical enough to make a situation work
  out for the Coalition and the other party as well. Secretly she
  relishes, and dwells on her successes. For those who meet
  for the first time, she seems bright, capable, and the best of
  what the RC puts forth diplomatically. She tolerates
  Spaeder’s fawning attempts that come just shy of bribery, as
  they have not yet jeopardized “her success” here. Should
  the Marax Base Commander Spaeder’s graft and greed
  become exposed, she will ruthlessly sandbag him politically
  to save her own position in self-defense.
  RCES-RCN Captain Pat “Who Me?” Ritter
  Commanding Officer RCES Clipper RCS Thunderchild,
  Task Force Thoezennt 
  Race: Solomani Human-male
  Age: 37
  Homeworld/Birthdate: Vras, Aubaine/Aubaine 1165. 
  Career Path: Merchant Academy Graduate 1185
  commissioned, two terms Merchant (1185-1193), Hiver
  Technical academy Honor graduate (1 term 1193-1197);
  transferred Dawn League Navy, later Reformation
  Coalition Navy (1197-1201); Participated in the first RCN
  fleet Operation: ‘Strike Marax’ 22-II-1202 (beginning first
  year of 5th term). Elite NPC.
  Location:
  RCS Thunderchild, over-watching the
  construction of the Maraxian C-class facility in orbit.
  
  -61-
  Description & Personality
  CPT Pat ‘Who Me?” Ritter is the Commanding Officer of
  the RCN Task Force here, and the skipper of the illustrious
  Aurora-class III clipper RCS Thunderchild. Ritter’s fame
  comes from being a former Skipper of the Valor-class
  Missile corvette RCS Lirgishkunan, and later the First officer
  of the legendary Broadsword-class Mercenary Cruiser RCS
  Ashtabula that participated in the Dawn League rescue
  missions of four of the missing Twelve Dawn League
  vessels. In his military career he has participated in the
  toppling of Vezina’s TED in 1201, to the latest decapitation
  strike here on Marax in II-1202. 
  Ritter’s clipper taskforce here consists not only the clipper
  Thunderchild, but is supplemented by the two newly-built
  400dton Victrix class sloops RCS Baldur-Victrix, & RCS
  Bellerophon-Victrix; and the two 100dton Multi-mission
  Scouts. He also has it his command aboard Thunderchild a
  RCMC 30-man platoon of TL-13 Heavy Battledress drop
  troops from the Aubaine-based 1st Brigade, and has local
  military Authority over the TL-12 Combat-armored 100-man
  man mixed RCMC company (One 30-man platoon from
  each RCMC Brigade, 1st, 2nd, & 3rd Brigades).
  Ritter is perhaps the most aggressive Aubani Ship
  commander the Navy has, some even mistake he’s from
  Oriflamme. His moniker comes from the accusatory query
  by the Coalition Media on being “too aggressive” to his
  astounded reply “Who Me?” in 1201. He is a close-cropped
  blonde haired, blue-eyed, clean-shaven, wiry built,
  charismatic man at first sight, who walks like a restless tiger
  waiting to pounce. 
  Ritter always demands the best performance out of his
  crews, and that they seize the initiative when it presents
  itself. Captain Ritter has in the recent past transferred
  several crewmembers to and from the covert mission ship
  Serendipity: her former Skipper, Oriflamman Lieutenant
  Commander Horace ‘Tea-Time’ Titan is now in command of
  one of his Multi-Mission Scouts, the RCS Alarm. 
  Ritter is charged with both the system’s security as the
  orbital D-class modular starport is upgraded to C-class;
  keeping the Coalition-Maraxian fledgling J-3 interstellar
  trade corridor open; and concurrently his taskforce is heavily
  engaged in watching Soleean Navy movements corewards-
  trailing of Marax in Shenk, and the corewards boneyard
  worlds in the Mueller-Srys Main. 
  With the recent courts martial and messy media circuses
  of the “Trygger-Keipes Incident”, and Operation: ‘Cosmic
  Fire’ scandal, Ritter is keenly aware of the limits of his
  orders. He has on occasion “bent the rules” of engagement
  for the sake of “Familiarization-Training”, or “Deep-
  Reconnaissance-Survey” missions, which are within the
  RCN Ship commander’s discretion.
  Nike-Nimbus
  Professor Martin Francis Rourke
  Imperial Remnant
  Moonshadow School Instructor and Member of the Sons
  of Craig
  Race: Solomani Human-male
  Apparent age: 68/Chronological age: 116 years
  Homeworld/Birthdate:
  Hefry, 
  Regina/Spinward
  Marches 1089. 
  Career Path: IISS three terms (1106-1118), Undercover
  Federation Daibei Intelligence service at University of
  Warinir (2 terms 1118-1126); Courier Duty on ISS Arrival
  Vengeance, and returned to Warinir with family (One
  and a half terms, 1126-1132); Entered Lowberth after AI-
  Virus caused mis-jump (Fourteen terms 1132-1180);
  Rescued by Free traders, traveled Wilds of Diaspora
  and settled on Sufren/Sufren/Diaspora (1180-1202);
  Traveled to RC space after rescue and return of the DLS
  Lady Elise crew, with a Guild bounty on his head (28-III-
  1202). Elite NPC.
  Location: Nike-Nimbus, currently as an Instructor at the
  RCES Moonshadow School for covert activities. 
  Description & Personality
  Martin Francis O’Rourke a recent Imperial remnant émigré
  to the Reformation Coalition, and after his contentious
  media debut on the scene versus his detractor RCSA
  Imperial Remnant Advisor Ilelik Kuligaan, has moved to
  Nike-Nimbus off Aubaine to make himself useful as a RCES
  Moonshadow Covert Activities instructor. O’Rourke remains
  both a member of the ‘Sons of Craig’ organization out in the
  Wilds, and a highly skilled telepathic intelligence operative
  who finds himself the unofficial champion of psion’s rights
  within the Coalition. 
  Unlike Prof. Kuligaan who served Archduke Dulinor the
  Black in the Final war till his resignation in 1123, O’Rourke
  was never the head of the corresponding Federation of
  Daibei’s Intelligence service, and was selected to convey
  Duke Craig’s message back to Archduke Norris aboard the
  ISS Arrival Vengeance. He returned with wife and daughters
  in 1129, and was once more employed as a courier as the
  imminent front of Virus approached. Infected by AI-Virus
  leaving the Cumber Federation in 1132, he, his family, and
  crew spent the next 56 years in low-berth until rescued by
  Free Traders in 1188. 
  His wife and two crewmember’s berths malfunctioned,
  leaving him a single parent of twin daughters, who have
  followed careers since then as Free Traders. O’Rourke
  witnessed the Diasporan Mercantile Guild’s takeover in
  1189, and became an overnight enemy of their new
  Admiral’s council and their policies. He escaped the fall of
  the fledgling Federation of Lerun to the Imperial Raymore
  Guild-backed forces to the Covenant of Sufren in 1199, and
  remained there writing against the Guild there until hearing
  of the distant Reformation Coalition in late 1201. 
  He took ship on his daughter’s vessel there on the heels
  
  -62-
  of the returning of the rescued DLS Lady Elise crew in the
  spring of 1202.As a member of the ‘Sons of Craig’, and a
  former Intelligence operative for Duke Craig Horvath’s
  federation of Daibei that resisted Lucan the Black, O’Rourke
  is a walking time capsule of that viewpoint of the collapse
  period, and no less opinionated than Professor Kuligaan,
  just not as well placed. 
  While Professor O’Rourke is a lean, wiry-built man with
  piercing cobalt-blue eyes, a soft-spoken Hefrian brogue and
  charming warm smile, he is otherwise rather nondescript
  like the neighborhood postman, a trait he has used to his
  credit in his travels and profession to some success. His
  demeanor is friendly, optimistic, and outgoing. 
  As the result of numerous attempts on his life, he wears a
  diplomatic ballistic weave vest at all times, and carries a
  silenced 5mm body pistol. Towards his daughters he is the
  loving, but firm father who secretly worries he may not live
  to see grandchildren, and frequently jokes the question to
  bachelors of his acquaintance, “By the way, are you single?
  Have you met my daughters?”
  Colonel Thomas Ahearn
  Lancer-Starmerc
  Ahearn’s Special Air Group
  Race: Solomani Human-male
  Age: 40
  Homeworld/Birthdate:
  Athena-Nike 
  City,
  Nike-
  Nimbus/Aubaine 1163. 
  Career Path: Nimban Army Academy, commissioned,
  Airborne-Drop 
  troops
  (Four 
  terms1181-1197);
  Mercenary-Lancer (One term 1198-1202). Elite NPC.
  Location: The 800dton Broadsword-class Mercenary
  cruiser SMS Black Opal docked at the Nimban C-class
  facility in orbit.
  Description & Personality
  ‘Colonel’ Ahearn is in fact an honorably retired Lieutenant
  Colonel of the Nimban Army Airborne Corps, a an Orbital
  Drop troop specialist who mustered out in 1197 and went
  into the salvage trade as a ”Freelancer”, or mercenary into
  the Wilds, which included sinking his benefits into a
  recovered 
  and 
  refitted 
  800dton 
  Broadsword-class
  mercenary cruiser, renamed the Black Opal. 
  In the growing Salvager’s trade of smash and grab
  missions of the growing Reformation Coalition, Ahearn’s unit
  has carved out the niche for retrieving derelict and working
  starships from hostile TEDs, the latest was a to include the
  recently discovered Chrysanthemum-class 1kton destroyer
  escort seized from the government of Centrum of
  Montezuma/ Khulam in a daring raid in 1201, to four hidden
  Shukugan-class SDB’s in pristine condition found in an
  underwater berthing base on Nova Rhyll/ Thoezennt later
  that same year. Ahearn’s unit recently this spring acquired
  and refurbished a former 600dton Jump tug in the Sittahr
  system, and retrofitted it with external grapples in order to
  better carry off derelict starship or spacecraft hulls,
  renaming it SMS Safe Harbor Belle.
  Ahearn is a tall, dark eyed, close-cropped sandy-haired
  man with an air of quiet authority those who meet him sense
  on sight. He speaks seldom, but when he does, it is a deep
  rolling emergence like incoming storm. Ahearn is
  plainspoken, blunt to the point of being brutal, as only a
  soldier can be. Ahearn takes extreme dislike for those who
  play fast and loose with the lives of their men, the laws and
  the folk of the Wilds when conducting operations outside
  Coalition space. All of his small unit’s past operations to date
  have been well laid planned affairs, with an erring to the side
  of his men’s lives and a minimal amount of violence. Ahearn
  wears a Nimban-Solomani Star Marine uniform with no rank
  or patches, with just his nametape over the right breast
  pocket.
  Captain Hideki ‘Redbat’ Sanderson
  Lancer-Raider 
  Raider Vessel SMS Winged Vengeance
  Harknotten-Daishow Trust LLC
  Race: Solomani Human-male
  Age: 33
  Homeworld/Birthdate:
  Nemyer-City,
  Oriflamme/Oriflamme 1169. 
  Career Path: Oriflamme Army, commissioned (One
  term 1186-1190); Oriflamme Special Operations Forces
  (One term 1191-1195); Merchant-Trader (One term
  1196-1200); Corsair (One half term 1200-1202). Veteran
  NPC.
  Location: The Raider 600dton Stellar-class Liner, SMS
  Winged Vengeance docked at the Nimban C-class
  facility in orbit.
  Description & Personality
  Hideki ‘Redbat’ Sanderson is one of those Oriflamman
  Lancer-Raider Captains when people point to Star Viking
  atrocities that fit the proverbial shoe. He was discharged
  with less than honorable terms from Oriflamme Spec Ops
  after permanently injuring a fellow soldier in a training
  exercise. His skill in personal and gun combat from early
  trading missions gone afoul of Wilds’ armed bands on
  worlds Oriflamme visited earned him recognition with the
  mid-sized technocratic firm of Harknotten Trust, which
  merged when the Dawn League became the Reformation
  Coalition with the larger more financially agile Daishow
  Investments in mid 1200, and earned him a small share in
  the Raider Lancer ship SMS Winged Vengeance, and he
  doubled the company’s assets with the capture of a similar
  600dton Guild starship he named Winged Fury in 1201 in
  the Nova Rhyll system, out from under Ahearn’s outfit.
  Captain Sanderson’s hardness and brutality escapes from
  the permanent half-sneer on his otherwise handsome
  straight lined features, and dark suspicion filled eyes. He
  refuses to wear an RCES Body sleeve and instead prefers
  
  -63-
  a variety of Solomani  and Imperial era military uniforms and
  pieces of combat armor. When he speaks of those he or his
  men have killed in the Wilds, he allows his disdain out in a,
  “A Zip’s a Zip, so what? They’re dead, and we’re not,” as he
  and others like him call those dwelling in the AO. His
  contempt towards those not holding his views are likewise ill
  concealed. His relationship with Ahearn’s outfit is that of an
  arctic cold rivalry. Their two outfits have crossed swords in
  the Wilds twice, and their underlying duel is still a draw.
  Sanderson will definitely earmark anyone who crosses him
  for later hostile retribution. He is circumspect enough to
  avoid attacking a rival in Coalition space or on any member
  worlds, and this has so far kept him out of RCSA courts, and
  kept him in business still.  
  Captain Ahmed ibn Thorvaldsson 
  Coalition Merchant Captain 
  RMS McFarland
  Race/Age: Solomani Human-male
  Age: 34
  Homeworld/Birthdate: Kozaciewicw, Eos/Aubaine,
  1168. 
  Career Path:
  Merchant-Academy, commissioned,
  Trader (Four terms 1186-1202). Veteran NPC.
  Location: The J-3 Modified 200dton Jayhawk-class Far
  Trader, RMS McFarland docked at the Nimban C-class
  dirtside facility.
  Description & Personality
  Ahmed ibn Thorvaldsson is an old merchant of the Dawn
  League, and now Reformation Coalition era. He won a
  scholarship to Fija and the Transstar Merchant academy
  there in 1186, and was commissioned into his first term as
  4th officer. He left Transstar and routes for the new two-ship
  corporation, Majestic Surveys out of Fija on speculative
  trading in 1198 in the new jump-drive modified freighter
  McFarland, sister ship of the RMS McKenzie. Through
  diverse means, his connections among Lancers, salvagers,
  and RCES (And in great part to the RCES decapitation
  strike ‘Operation: Strike Marax’), he swung the deal for the
  Maraxian uranium trade shipments to Nova Rhyll, and
  Keipes for his company. Since the seizure on the balkanized
  warring world of Lefiguura of the McKenzie, and her
  subsequent  recovery, Ahmed takes the policy not risk his
  vessel onto planets at war, or about to go to war. Ahmed’s
  policy is one of up-front honesty and integrity. 
  He takes ill anyone deceiving him, and has carte blanche
  from the Corporation CEO Director Ms. Midori Chouinard
  not to accept any further business from those who lie, cheat,
  steal, or otherwise foist a bad cargo or situation off on him.
  He is punctual to a fault, even taking time out for prayer, as
  he is a devout Muslim. Thorvaldsson stands a scant 5’10”,
  and weighs 75kg, and is usually wearing either his TL-12
  Vac suit, or his dishdasha and fez. He scrupulously will not
  charge more than a cargo ought to be in freight charges, but
  neither will he give a discount. He is, he will freely admit,
  “running half of a business, not a charity sideshow.”
  Megan O’Rourke
  Free Trader Captain 
  SS TeBiRoCaMon: Captain Nova 
  Race: Solomani Human-female
  Apparent age: 27/Chronological age: 75
  Homeworld/Birthdate: ISS Arrival Vengeance, ex-vitro,
  1127. 
  Career Path: Born aboard the ISS Arrival Vengeance,
  returned with parents to Warinir 1130; Entered lowberth
  1132 age 5; Low berthed (1132-1180); Merchant-Trader
  (Three terms 1190-1202). Veteran NPC.
  Location: The J-3 Modified 400dton Sundowner-class
  Far Trader, SS TeBiRoCaMon docked at the Nimban C-
  class dirtside facility.
  Description & Personality
  Nova Megan  and her twin sister Nova Janvis (named for
  their mother Megan Janvis who was aboard the legendary
  ISS Arrival Vengeance mission 1125-1127) were both born
  and literally grew up on starships. They were five years old
  and accompanying their parents aboard an S-class Scout
  ship when Ai-Virus caused them to mis-jump. They were
  rescued by Free traders in 1180 in the Pekhuraa
  system/Madoc/Diaspora. Their mother did not survive the
  low berthing, and they were raised by their father instead. 
  The family sold their starship for cash to the Pekhuraa
  Government and bought shares into the Solomani built Free
  Trader TeBiRoCaMon (once named The Big Rock Candy
  Mountain). Home tutored by their father, they passed the
  Free Trader’s exams and entered the Merchant’s trade at
  ages 15 as junior crewmen along with their father, who
  served as the vessel’s assistant engineer. 
  She ascended to the captaincy of the ship after a Guild
  launched space borne missile attack while they were in the
  fledgling polity of the Lerun Federation by Imperial Raymore
  killed all but the chief engineer, her sister, both gunners, and
  herself at age 24 in 1199. She steered them to the Covenant
  of Sufren out of the Alurza main where they operated until
  1202 when they followed the Covenanter ship CSS
  Fontenot back to the Reformation Coalition in March of that
  year with their father in tow. Megan has managed to make a
  few deals as an allied Free Merchant here hauling RCSA
  cargoes with their J-3 vessel, namely hauling supplies to
  Xezor and Marax in Thoezennt, and one or two salvage
  colonies, like Adrian. 
  Nova Megan has her mother’s olive complexion, petit
  build, dark hair, and green eyes; Nova Janvis resembles
  their father, fair skinned, pale blonde and blue eyed. She
  has shrewdly deduced from her Free Trader Network and
  Coalition merchant connections that Thoezennt will soon be
  rid of the Guild, and that those worlds will still be needing
  offworld trade. She has inherited her father’s charm and
  warmth, and her mother’s calculating eye. Her sister, has
  become the ship’s Chief engineer. Megan is not afraid of
  driving  hard bargain or losing a little money on the front end
  
  -64-
  if it assures her a respectable volume of traffic later on.
  Neither sister has any love in their hearts for the Guild. Both
  sisters are as yet unmarried.
  Idsurians
  Idsur Security personnel
  Ivandra Iskyurat 
  Race: Solomani Human female
  Age: 30
  Homeworld/Birthdate:
  Hesselbach-Idsur, 
  Tiniyd/
  Thoezennt/ Old Expanses, 1172.
  Career Path: Psionic Training (One term, 1186-1190);
  Government Security Agent (Three terms, 1190-1202).
  Experienced NPC. 
  Location: RCES Forward Base, NW Idsur, Tiniyd/
  Thoezennt/Old Expanses.
  Description & Personality
  Ivandra is blonde, 6' and slim, freckled-faced with sky-blue
  eyes and wears her hair mannishly short (Primarily due to
  Tiniyd’s warm climate rather than fashion sense). Her
  wardrobe are women’s pant suits, or business dresses of
  light colored local made fabrics, and eschews all but the
  bare minimum of makeup and jewelry. She prefers stud-
  earrings as opposed to hoops, and wears only her class ring
  from high school. Ivandra is single, and has a younger
  brother (by two years) in the small but prestigious Idsurian
  Air Force stationed near the capital. Their parents were
  killed in an incursion from the Kingdom of Limgur fifteen
  years ago on Hesselbach, and she was at the Institute in
  Idsur City.
  Ivandra is a loyal servant of the Republic of Idsur, and to
  the Idsurian Ministry of Security. She is an upstanding
  citizen of Idsur with a Girl-Scout clean background from a
  loyal and patriotic family. She has had to use her firearm for
  the Republic before, and isn’t afraid to do it again if it comes
  down to it. Ivandra’s loving side of her personality is
  displayed when speaking about her brother, or her partner
  (whenever Ashraam is out of earshot), as well as towards
  children (ages 0-13 years). Her job with the Ministry of
  Security means little time for a husband, and far less to be
  a mother.
  Typical expressions
  “Ever think about getting married? All the time, why yes!
  But my duty to the Republic doesn’t allow time for the
  luxuries of a husband or children.” {Wistfully}
  “Is Ashraam my what?? I said he was my partner, not my
  lover, or boyfriend!” {Defensively to any who ask about the
  relationship the two of them share, and blushes}
  “If we’re in a hurry, I drive. If we’re not, then Ashraam
  does.” {To anyone on who drives their vehicle & when}
  “Ashraam, I’m getting that funny feeling again that
  something else is going on here, feel it?” {Fondly said
  without smiling}
  Jorge Vasquez, Idsurian Ministry of Security Agent
  Race: Solomani Human-male
  Age: 31
  Homeworld/Birthdate:
  Hesselbach-Idsur,
  Tiniyd/Thoezennt 1171. 
  Career Path: Idsur Army, TL11/10 Lift Infantry (One
  term 1189-1193); Transferred to Idsurian Ministry of
  Security (Two terms 1194-1202). Veteran NPC.
  Location:
  RCES 
  Base 
  Northwestern 
  Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  Jorge Vasquez is a former Lift Infantryman sharpshooter,
  who transferred to the Ministry of Security, and has served
  ably and well. Jorge is a tall, ruggedly built, dark haired, dark
  eyed fellow. He is Agent Ashraam’s replacement upon his
  death, being re-assigned after escorting Envoy-Negotiator
  Usaandra Ibinerii to the rendezvous with the RCSA envoy.
  Jorge’s parents are retired civil servants, and live in
  Hesselbach. He is the eldest of three children, having a
  married sister dwelling in Idsur City, and a younger brother
  in his first enlistment in the Idsur Army TL-11/10 Mobile
  Artillery. Mr. Vasquez fits the bill of the tall, dark, handsome,
  strong silent type well, according to his personnel jacket,
  and was handpicked to compliment the more loquacious
  Ivandra Iskyurat after her partner’ death. Neither Jorge nor
  anyone in his family is psionic.
  As a former serviceman, Jorge is familiar with the
  common Solomani-occupation relic military and paramilitary
  gravitic vehicle types, their strengths, and their weaknesses.
  RCES team members who encounter him will find him
  talkative enough about firearms, and small unit tactics. His
  own views about psions reflect those typically found in
  Idsur—that they are the evolutionary height of mankind, but
  not enough research has been done to see it become more
  commonplace. He does not, and will not openly regret his
  lack of psionic abilities, having found his accepted niche in
  this society.
  Edvard Cizek
  Furniture maker (Limgurian Spy/Saboteur)
  Race: Solomani Human-male
  Age: 54
  Homeworld/Birthdate: Saysmarsk Stadt-Kingdom of
  Limgur, Tiniyd/Thoezennt 1148. 
  Career Path: Limgurian School for Telepathy (1162-
  1163); transferred to Limgurian School for Clairsentient
  Studies (1163-1164); Selected for Limgur Royal
  Intelligence Training, graduated honors (One term 1164-
  1168); Undercover mission into Idsur (1168-1202). Elite
  NPC.
  
  -65-
  Location:
  Tinyayr, 
  Northwestern 
  Idsur,
  Tiniyd/Thoezennt.
  Description & Personality
  ‘Edvard Cizek’ is a skilled hand-made furniture, and
  cabinet maker as well as a deep cover mole for the Kingdom
  of
  Limgur who surreptitiously immigrated into the
  northwestern region there at the age of 24 replacing the real
  Edvard Cizek who had been kidnapped while hunting too
  close to the border, and has been reporting on Idsurian
  military activities, locations, and movements ever since. The
  real Edvard Cizek is of course long, and had tested negative
  as a psion. ‘Edvard’ apprenticed himself to Harald Skala at
  his lumber mill for eight years before taking up his trade in
  Tinyayr, where he has flourished as the wood furniture
  maker he purports to be. As part of his cover, he buys only
  lumber from the Skala Lumber mill at their steading.
  Cizek is aware of the offworld traffic of the RCES base and
  reported it to his superiors. As he travels seldom, he is
  unsure of its exact location, knowing only it lies west of the
  Skala Homesteading. Now, the time for the Royal Army of
  Limgur’s invasion has drawn nigh amidst the anti-Idsur
  tensions opposing their heresy about Chirpers being psionic
  and therefore sentient, not to mention their breaking of the
  peace by consorting with offworlders despite agreements
  not to, Cizek is their patient as any spider Judas Iscariot in
  place. Cizek has no firearms, and will quietly use a knife to
  finish the job. He has murdered quietly before to maintain
  his identity, to include the real Edvard Cizek’s older brother
  Mikal, and will do so again until Tinyayr is liberated.
  Umberto Pellegrini 
  Head of Training School
  Race: Solomani Human female
  Age: 52
  Homeworld/Birthdate:
  Northbank-Idsur, 
  Tiniyd/
  Thoezennt/Old Expanses, 1150.
  Career Path: Refugee (One term 1165-1167); Psionic
  Training (One term, 1168-1172); Government Service
  (Two terms, 1173-1181); Psionic Teaching (Five terms,
  1178-1198); Head of School of Awareness (One term,
  1199-1202). Elite NPC. 
  Location:
  Idsur City-Idsur, Tiniyd/Thoezennt/Old
  Expanses.
  Description & Personality
  Umberto is among those of the pacifist-pro-offworld
  political movement, and indeed is among one of its chief
  proponents. Umberto fled from the Mystic Autocracy of the
  Tiniyd superpower state of the Kingdom of Light and
  oppressive regime when in his teenage years to the Idsur
  Republic's freedom. While he is a pacifist, he does not
  propose defenselessness, he espouses that any means
  short of killing be used in his philosophy’s way of thinking.
  General Shudashii Liberte'
  Armed Forces Chief of Staff
  Gen. Liberte' is another key non-Psion in the Republic's
  government, perhaps the third ever to in this particular post.
  He is an able leader, and strategist, as well as a combat
  veteran from several smaller brushfire wars with their hostile
  human neighbors, and enjoys the confidence of the PM, as
  well as his troops.
  Enli Agashii
  Head of the State Secret Service (Security Forces)
  Miss Enli Agashii is perhaps the most harmless looking
  woman one would think at first glance, being scarcely 48kg,
  and slender like a fencer, and nondescript otherwise in plain
  terms. She is however, not only a deadly Telepath & a
  Teleporter, she is the head of the Idsur Secret Service. Of
  Vilani extraction, she appears in her late twenties (age 48).
  Droyne
  Droyne Warrior
  Droyne warriors are the most physical impressive caste
  with typical specimens being nearly 2m high and weighing
  close to 50kg. Even with this impressive size, they are still
  less strong and dexterous than a typical human being.
  Droyne warriors are competent and brave, and their
  willingness to put the Oytrip’s safety above their own makes
  them determined adversaries. Due to their lesser physique,
  warriors general carry lighter weapons such as carbines and
  SMGs, supplemented with grenades. Their hollow bones
  make them vulnerable to hand to hand combat and they
  take double damage in hand to hand combat with larger,
  stronger creatures.
  Warriors are usually skilled in two weapons to a level
  equivalent to an experienced human soldier. They also
  usually 
  have 
  knowledge 
  of 
  survival, 
  tactics 
  and
  reconnaissance skills. They rarely have any psionic abilities
  beyond the Droyne innate psionic abilities of invisibility and
  homing. Whilst being skilled warriors they are incapable of
  other military tasks and require leaders for strategic
  direction, technicians for maintenance of their weapons, and
  sports for scouting and other tasks that require individual
  initiative. 
  Droyne Sport
  Droyne sports are less physically impressive than a
  warrior, but are still 1.2m to 1.5 m tall, and generally mass in
  the region of 35kg. Again they are not as physically as
  strong or dexterous as a typical human. They suffer the
  vulnerability of all Droyne to physical combat due to their
  hollow bones, and are limited to lighter weapons.
  The sport is used for tasks that require independent
  initiative, and tends to have a jack of all trades array of skills.
  They are also usually medium power psions. In a military
  situation they perform scouting and courier duties and are
  
  -66-
  usually armed with a carbine or a SMG. They will make full
  use of their psionic invisibility talent in their scouting duties. 
  As Droyne sports are more intelligent and generally less
  bound by typical Droyne society prejudices, they are more
  likely to seek out non-Droyne to gain new knowledge and
  experience. Initial contact will be limited due a lack of a
  common language and the difficulty in using telepathic
  psionic abilities on different races.
  Typical Tiniyd Army Units
  Two typical Tiniyd army units are provided in more detail
  to allow interactions between military units and RCES
  Moonshadow team members.
  Royal Army of Limgur Motorized Infantry Company
  • One section of three tanks each with five crew (driver,
  hull LMG gunner, gunner, loader and commander)
  • One section of three self propelled guns (driver,
  gunner, loader and commander)
  • Three sections of motorized infantry. Each section
  includes three half-tracks, each with two crew and 6 dis-
  mountable infantry 
  • Finally there is a single company commander who
  usually travels in one of the infantry half-tracks.
  The tank and artillery sections are usually broken up to
  support the infantry sections. One tank and one self-
  propelled gun is usually assigned to each motorized infantry
  section.
  Tanks are tracked and mount a hull mounted light machine
  gun, whilst the turret houses another light machine gun and
  7cm cannon. Half-tracks are usually open topped and
  equipped with a pintle mounted light machine gun.
  Infantry troopers are equipped with assault rifles, one or
  two grenades, a steel helmet and camouflage overalls. One
  half-track is equipped with a radio, and additional sensors
  are limited to a pair of binoculars carried by the company
  commander. Vehicle crews are issued steel helmets and
  camouflage overalls. They are issued auto-pistols as
  personal defense weapons but more experience crews
  usually acquire small fire-arms such as carbines and SMGs. 
  Limgurian company commanders are usually psions with
  medium level ability, usually in clairvoyance and telepathy.
  Idsurian Republic Motorized Infantry
  Company
  Company Headquarters Unit (10men, 5 vehicles)
  • One jeep armed with a light machine gun (driver and
  company commander)
  • One radio truck (driver and radio operator)
  • One artillery truck carrying two x two man mortar teams
  each with a single 8cm mortar. One of the mortar crew
  is required to drive the truck
  • Two supply trucks each with a light machine gun and a
  driver 
  Three Motorized Infantry Platoons (30 men, 5 vehicles)
  • One jeep armed with a light machine gun (driver,
  gunner, platoon commander)
  • One jeep armed with a light machine gun (driver,
  gunner, platoon NCO)
  • One truck armed with an anti-tank grenade launcher
  (each with 8 dis-mountable infantry who are required to
  drive the vehicle and man the grenade launcher)
  • Two trucks armed with a light machine gun (each with
  8 dis-mountable infantry who are required to drive the
  vehicle and man the machine gun)
  Maraxians
  Percival Tiberius Luumashka
  Maraxian (Interim Govt.) Minister of Trade
  Race: Mixed Humaniti male
  Age: 48 
  Homeworld/Birthdate: Marax-Maximus City/Marax/
  Thoezennt/Old Expanses, born 01-VIII-1154 
  Career Path:
  Undergraduate-Business/ Graduate
  School of Business Marax (honors), three terms
  Government, one term Rebel, two terms Convict,
  beginning new term in Government 1202).
  Description & Personality
  The current Maraxian Minister of trade of the new interim
  pro-Coalition government was born into a professional
  family, his father being a lawyer, and his mother an
  obstetrician in 1154. Mr. P.T. "Percy" Luumashka was
  educated at the Marax-Maximus City College, studying
  business and went into government under the regime of
  Ushugaam I, where he served ably guiding his liege's off-
  world trade decisions, and economy, to include helping the
  planet adjust to the collapse from TL-12 and harnessing
  basic nuclear fission power generation for the planet at TL6,
  and trade with the Diasporan Mercantile Guild. He was
  "purged" by his liege's son and successor Ushugaam II after
  he and his superiors failed to procure for him from the Guild
  a working jump-capable starship. 
  He joined the Maraxian rebels, serving ably as a cell
  leader but was betrayed and caught after four years of minor
  acts of sabotage, and was interned in 1194 in Ushugaam II's
  new gulag labor camps. "Percy" was also formerly a
  member of the small Maraxian resistance against the late
  
  -67-
  technologically elevated dictator Ushugaam II's regime,
  liberated from the Mare-Maximus death camp by RC
  Marines 22-II-1202. Luumashka is grateful to the Coalition
  for his release, and the new capital of credits flowing into the
  interim government's coffers from the growing off-world
  export of uranium, which Marax has in abundance. One of
  the few surviving "old-guard" who through his harrowing
  internment in the gulags is now seen locally as a redeemed
  man of the people, a symbol of those who suffered great
  adversity and proven right. He sees his return to a role in his
  world's economy as a natural niche, and a cause he firmly
  believes in. He feels shame for the slave labor economy his
  former master took upon Marax, and understands the need
  to repair that reputation and damage done, and has
  supported RCES efforts to aid Tiniyd and other worlds
  affected by Guild Slavers.
  "Percy" Luumashka stands a spare five foot eight, walks
  with a cane and weighs a scant 69kg. He wears dark lens
  sunglasses, due to his diminished eyesight after barely has
  recovering from radiation sickness, scarred forever bald,
  and sterile. Although he is only 48 he appears much older
  due to his incarceration and cancer. Mr. Luumashka speaks
  rapidly, and with a professorial-demeanor when talking
  trade, and hates being interrupted with petty questions, and
  will remove his glasses if irritated enough. The Coalition's
  access to TL-12 medicines have spared him the cancers
  that were killing him, and he exudes the inner fire of energy
  of someone who knows the value of what time they have
  remaining alive of ten men. He lives now with his wife, and
  two remaining sons very simply in the Capital near the
  Downport, and walks to work rather than use the tram.
  Quotes
  "It's patently obvious that even a Blind man such as
  myself could fathom it! Open your mind and shut your
  mouth if you wish to learn!" {After removing glasses, and
  crossly}
  "We owe those who suffered under our slavery any aid
  we can give them. Marax can be redeemed, even as I
  was in the uranium mines." {Spoken in agreement on
  why Marax will help others economically if they can}
  
  -68-
  Vessels
  RCES Serendipity
  A relic TL-15 scout courier that has been upgraded with
  Jump-3 drives, associated power plant and controls and
  additional accommodation to support RCES long-range
  covert assignments. The Serendipity requires a crew of 4, a
  pilot, gunner, engineer and a sensor operator/navigator.
  Classic Traveller
  SC-1232631-000000-40000-0
  100tns
  MCr 72.63
  BB                              1
  TL-15
  B
  1
  Crew 4
  Fuel plant & scoops, Fuel = 36, EP = 6, Ag = 2, Troops
  = 0
  Pass = 2 (2 x SSR), Cargo = 2, Low = 0, Craft = None
  Crew 4 (Pilot, Navigator/Sensor Operator, Gunner,
  Engineer) 4x LSR.
  Maraxian Free Trader – Ushugaam Star
  A modified relic TL-10 Morraine Class A1 Free Trader
  previously in the service of the TED of Marax. The vessel is
  now in the service of the provisional Marax government after
  the RCES decapitation strike on the TED “Ushugaam II”. It
  is crewed by a mixture of trusted Marax sailors from the old
  regime; a handful of technical qualified rebels and some RC
  sponsored “Lancers”.
  The “Ushugaam Star” is a modified A1-A version of the
  basic Morraine Class Free Trader with a larger power plant
  (to support agility and weapons) as well as weapons
  mounted in its two triple turrets.
  The “Ushugaam Star” requires a crew of 7, a pilot, 2
  gunners, engineer, medic, steward and a sensor
  operator/navigator.
  Classic Traveller
  A1A-2211211-040000-20000-0
  200tns
  MCr 91.986
  BB                     1        1
  TL-10
  B
  1
  1
  Crew 7
  Fuel plant & scoops, Fuel = 24, EP = 4, Agility = 1,
  Troops = 0
  Pass = 3 High (3 x LSR), Cargo = 75, Low = 20, Craft =
  None
  Crew: 7 (Pilot, Navigator/Sensor Operator, 2 Gunner,
  Engineer, Medic, Steward) 7x LSR.
  The basic A1 Morraine Free Trader has a smaller power
  plant (EP output 2EP, no excess) has empty turrets, carries
  a crew of 5 (no gunners) and two extra passengers. It also
  has 4tns less fuel. This increases the cargo space to 86tns
  with a cost of MCr64.436
  IISS Purcell Class Xboat Tender
  The Purcell class Xboat tender was a common IISS
  design found through the 3rd Imperium at every world on the
  Xboat Network. The tenders supplied, and maintained the
  Xboat fleet as well as acting as communications relays,
  transports and misc. support for the Xboats and their crews.
  The most unusual feature of the Purcell tender is its
  cavernous Xboat hanger, capable of carrying 600 tons of
  vessel.
  Classic Traveller
  XT-A311132-040000-20002-0
  1000tns
  MCr 338.856
  BB 
  1      1       1
  TL-10
  B
  1
  1
  1
  Crew 10
  Fuel plant & scoops, Fuel = 110, EP = 10, Ag = 0, EmAg
  = 1, Troops = 0
  Pass = 0, Cargo = 58, Low = 20, Craft = None,
  Laboratory, Machine Shop, 
  Pop Turret, Pulse Lasers, and Hanger Deck: Capacity
  600tns
  Crew 10 (Pilot, Navigator, 3 Gunner, 3 Engineer, Medic,
  Commo Officer) 10x LSR.
  Guild Base
  The Guild base in the Tiniyd system is made up of three
  Purcell class Xboat tenders arranged in line abreast and
  joined by a crude external scaffolding. Only the center hull is
  fully operational. The two outer hulls only have operational
  weapons and accommodation; all other systems have been
  cannibalized for spares. The drives on the single working
  hull are insufficient to move the station into jump or perform
  anything more than orbital correction. If the central hull was
  separated from the two outer hulls, the drives on the central
  hull are sufficient to move the remains of the station at
  Jump-1 and 1G acceleration.
  Classic Traveller
  XT-3300032-040000-20002-0
  3000tns
  MCr 578.496
  BB 
  See Below
  TL-10
  B
  3
  3
  3
  Crew 17
  Fuel plant & scoops, Fuel = 330, EP = 10, Ag = 0, Troops
  = 9, 0.3G maneuvering thrust,
  Pass = 4 (4 x LSR), Cargo = 174, Low = 60, Craft =
  None, 3 x Laboratory,
  3 x Machine Shop, 3 x Pop Turret, Pulse Lasers, 3 x
  Hanger Deck: Capacity 600tns
  Crew 17 (Station Master, Pilot, Navigator, 9 Gunner, 3
  
  -69-
  Engineer, Medic, Commo Officer,) 17x LSR.
  The three missile batteries are located in pop-turrets on
  the base’s dorsal and ventral surfaces. Missile batteries 1 &
  3 can not bear on targets below the base, whilst missile
  battery 2 can not bear on targets above the station. 
  Two pulse laser turrets are located on the base’s ventral
  surface and can not engage targets above the base. Pulse
  laser turret 2 can only not bear on targets below the base.
  All three pulse laser turrets can bear on targets fore and aft. 
  Sandcaster turret 2 is mounted on the dorsal surface of
  the base and can engage targets fore, aft and above the
  base. Sandcaster turrets 1 & 3 are mounted on the ventral /
  sides of the base and can bear on targets fore and aft as
  well as targets to the side of the base. Pulse laser turret 1
  can bear targets to the left, and pulse laser turret 3 can bear
  on targets to the right of the base. 
  Marax Covert Transport Submarine
  Design by Ushugaam I during the unification wars on
  Marax. It was designed to covertly re-supply isolated military
  bases and to insert small commando teams. It is unarmed in
  keeping with its cover mission. The submarine has a crew of
  7: captain, helmsman, navigator/sensor operator, medic/
  steward and three engineers. The captain has his own small
  cabin, but the rest of the crew are forced to endure cramped
  accommodation.
  It can hold a team of 8 commandos in cramped quarters
  in a separate compartment with its own galley facilities. This
  compartment can be pressurized separately to allow
  decompression of divers. The cargo area (11.76 dtns) is
  also designed to be flooded to allow the underwater
  unloading of cargo.
  Several of these vessels are still in service with the Marax
  military and several others have been transferred to the
  Marax Merchant Marine
  The submarine is a Tech Level 6 design massing nearly
  36 displacement tons and armored to the equivalent of an
  ATV. The reinforced hull allows diving operations down to
  60m. The vessel costs Cr1,890,060
  The submarine is powered by a internal combustion
  engine for surface operation and a battery powered drive
  system for underwater use. The submarine can operate for
  6 days on the surface (using 4.5 dtns of fuel) and 1 day
  underwater before recharging. The submarine has a
  maximum speed of 10kph on the surface and 5kph
  underwater.
  Typically for a TL6 design the submarine has limited
  sensors and communications, primarily a 5km sonar system
  backed up by 6 lights with a 6m range and the ships
  periscope. Communications are limited to a 500km radio
  system.
  The following equipment rounds of the submarine’s
  standard fixtures:
  • 2 galleys (8 people each)
  • 2 freshers
  • 2 freshers/showers
  • Sickbay
  • Winch Str 10
  • Airlock
  • High pressure pump (ballast) 
  • Low pressure pump (cargo hold) 
  • Low pressure pump (passenger area pressurization)
  
  -70-
  Order of Battle
  Idsurian Republican Army (+ 1,000
  Reservists)
  Nautical
  • 37 experienced personnel with a handful of unarmed
  TL6 coastal and riverboats.
  Air-Force
  • 2 squadrons of TL6 fighter/bombers each with 6
  aircraft, dispersed at two small airbases. The airbase at
  the Capital also includes a co-located air-defense radar
  installation. Total = 250 experienced personnel.
  Army Combat Units
  • Three Heavy Grav Infantry platoons (TL12 Battledress
  equipped Veteran troops in 32-man platoons)
  • One Lift Infantry Company (TL11/experienced troops in
  a 100-man company, 20 Grav APC’s)
  • One Motorized Infantry Company (TL6 trained/novice
  troops in a 100-man company, 24 4WD vehicles)
  • One Air-Mobile Infantry Company (TL6 trained troops
  in a 100-man company with 12 TL6 transport
  helicopters)
  • One Reconnaissance Cavalry Platoon (TL6 trained
  troops in a 30-man platoon equipped with 8 armored
  cars)
  Support Units
  • One Lift Artillery Company (TL11/10 experienced
  troops in a 100-man company, 20 Grav Self-Propelled
  Guns)
  • Two Grav Medevac Platoons (TL11/experienced
  troops in 30-man platoons, 12 Grav Ambulances)
  • One Grav Military Intelligence Section (TL11/10
  experienced troops in an 18 man section)
  • One Field Artillery Company (TL6 novice troops in a
  100 man company, equipped with 18 towed howitzers
  and 18 half-tracks, 6 Supply trucks)
  • One Field Hospital Company (TL6 novice troops in a
  100-man company with 12 wheeled field ambulances,
  12 Medevac helicopters and 2 command vehicles
  • One Engineering Company (TL6 novice troops in a
  100-man company, 8x Bulldozers, 4x Flatbed trucks, 8x
  Dump trucks, 4 Supply trucks)
  •
  One Military Police Platoon (TL6 trained troops in
  a 30-man platoon equipped with 8 armored cars)
  Total: 1321 personnel Active duty
  Idsurian Rep. Army Ready Reserves 
  Infantry 
  • 2 Battalions Light Infantry (TL6 trained troops in 10 TL6
  100-man companies).
  Total: 1000 trained personnel
  Pabugleki Amkhuun People’s Army
  Nautical Force
  • 37 experienced personnel with a handful of unarmed
  TL6 coastal and riverboats.
  People’s Airforce
  • 2 squadrons of TL6 fighter/bombers each with 6
  aircraft & 100-personnel, also includes a co-located air-
  defense radar installation (50 personnel). Total = 250
  experienced personnel.
  People’s Army Combat Units
  • Three Heavy Grav Infantry platoons (TL12 Battledress
  equipped Veteran troops in 32-man platoons)
  • One Grav Tank Company (TL11/experienced troops in
  a 100-man company, 20 Grav Tanks)
  • One Lift Infantry Company (TL11/experienced troops in
  a 100-man company, 20 Grav APC’s)
  • One Mechanized Infantry Company (TL6 trained
  troops in a 100-man company, 3 TL6 Medium Tanks,
  and 15 Half-track vehicles)
  • One Tank Company (TL6 trained troops in a 100-man
  company with 20 TL6 Tanks, & 5 TL6 4WD supply
  trucks)
  • One Reconnaissance Cavalry Company (TL6 trained
  troops in a 100-man company equipped with 24 armored
  cars)
  • One Reconnaissance Cavalry Platoon (TL6 trained
  troops in a 30-man platoon equipped with 8 armored
  cars)
  People’s Army Support Units
  
  -71-
  • One Grav Military Intelligence Section (TL11/10
  experienced troops in an 18 man section, 3 Grav APC’s)
  • One Field Artillery/AD Company (TL6 novice troops in
  a 100 man company, equipped with 18 towed howitzers
  and 18 half-tracks, 6 Supply trucks)
  • One Field Hospital Company (TL6 novice troops in a
  100-man company with 12 wheeled field ambulances,
  12 Medevac helicopters and 2 command vehicles)
  • Two Engineering Companies (TL6 novice troops in a
  100-man company, 8x Bulldozers, 4x Flatbed trucks, 8x
  Dump trucks, 4 Supply trucks)
  • One Military Police Platoon (TL6 trained troops in a 30-
  man platoon equipped with 8 armored cars)
  Total: 962 Active Duty Personnel
  PA People’s Army Ready Reserves 
  Infantry 
  • 2 Battalions Light Infantry (or 10 TL6 novice troops in
  100-man companies).
  Total: 1000 green/novice personnel
  Royal Army of Limgur
  Nautical Force
  • None
  Limgur Royal Airforce
  • 2 squadrons of TL6 fighter/bombers each with 6
  aircraft & 100-personnel. Total = 200 experienced
  personnel.
  Royal Army Combat Units
  • Three Heavy Grav Infantry platoons (TL12 Battledress
  equipped Veteran troops in 32-man platoons)
  • One Grav Tank Company (TL11/experienced troops in
  a 100-man company, 20 Grav Tanks, or 5 platoons of 4
  tanks (3 crew) each, 8 civilian grav recovery vehicles, 2
  Para-military grav command vehicles)
  • Two Mechanized Infantry Company (TL6 experienced
  troops in a 100-man company, 3 TL6 Medium Tanks, 3
  TL6 Self-Propelled Guns, & 9 Half-track vehicles)
  • One Air-Mobile Infantry Company (TL6 trained troops
  in a 100-man company with 12 TL6 transport
  helicopters)
  Royal Army Support Units
  • One Grav Military Intelligence Section (TL11/10
  experienced troops in an 14man section, 3 Grav APC’s)
  • One Field Artillery/AD Company (TL6 trained troops in
  a 100 man company, equipped with 9 towed howitzers,
  6 half-track mounted AA guns, 9 transport half-tracks, 6
  Supply trucks)
  • One Field Hospital Company (TL6 trained troops in a
  95-man company with 12 wheeled field ambulances, 12
  Medevac helicopters and 2 command vehicles)
  • One Engineering Company (TL6 trained troops in a 95-
  man company, 8x Bulldozers, 4x Flatbed trucks, 4x
  Dump trucks, 4x Supply trucks, 4x tracked engineering
  tanks / recovery vehicles)
  Total: 1000 Active Duty Personnel
  Limgur Royal Army Reserves 
  Infantry
  • 2 Battalions Light Motorized Infantry (or 10 TL6 trained
  troops in 100-man companies, 6 troop carrier light
  skinned 4WD TL6 trucks each)—Placed on Border and
  Garrison duty.
  Total: 1000 trained personnel
  Gakshishu People’s Armed Forces
  Nautical Force 
  • 49 experienced personnel with a handful of unarmed
  TL6 coastal and riverboats
  Gakshishu People’s Airforce
  • 3 squadrons of TL5 fighter/bombers each with 6
  aircraft & 100-personnel, also includes a co-located air-
  defense radar installation at Capital (25 personnel).
  Total = 325 experienced personnel
  Gakshishu People’s Army Combat Units
  • Four Heavy Grav Infantry Platoons (TL12 Battledress
  equipped Veteran troops in 32-man platoons)
  • One Grav Tank Company (TL11/experienced troops in
  a 100-man company, 20 Grav Tanks)
  • One Lift Infantry Company (TL11/experienced troops in
  a 100-man company, 20 Grav APC’s)
  • Two Mechanized Infantry Company (TL6 trained troops
  in a 100-man company, 3 TL6 Medium Tanks, 3 TL6
  Self-Propelled Guns, & 10 Half-track vehicles).
  • One Air-Mobile Infantry Company (TL6 trained troops
  
  -72-
  in a 100-man company with 12 TL6 transport
  helicopters)
  • One Scout Cavalry Company (TL6 trained troops in a
  100-man company equipped with 16 armored cars & 5
  light tanks, and 2 supply trucks)
  Gakshishu People’s Army Support Units
  • One Grav Lift Artillery Company (TL11/10 experienced
  troops in a 100-man company equipped with 20 Grav
  Self-propelled Gun vehicles)
  • One Grav Military Intelligence Section (TL11/10
  experienced troops in an 18 man section, 3 Grav APC’s)
  • One Field Artillery/AD Company (TL6 trained troops in
  a 100 man company, equipped with 18 towed Howitzers
  and 18 half-tracks, 6 Supply trucks)
  • One Field Hospital Company (TL6 trained troops in a
  90-man company with 12 wheeled field ambulances, 12
  Medevac helicopters and 2 command vehicles)
  • One Engineering Company (TL6 trained troops in a 90-
  man company, 8x Bulldozers, 4x Flatbed trucks, 8x
  Dump trucks, 4 Supply trucks).
  Total: 1500 Active Duty Personnel
  Gakshishu People’s Army Reserves
  Infantry 
  • 3 Battalions of Military/Riot Police (or 15 x 100-man
  companies of TL6 green/novice troops).
  
SOURCE: textdata/thevault/Traveller/03 - Traveller, The New Era (TNE)/Traveller TNE - Adventure Operation Dominoes 3 The Idsur Gambit 1201-5.pdf