TEXT: -  -
  Traveller 1248
  Bearers of the Flame
  Traveller 1248 Sourcebook 2
  Martin J Dougherty
  
  Charted Space in 1248
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  Political Boundaries in 1248
  Note: Regions in light grey are Wilds, or if within 5-0 
  parsecs of the borders of polities, frontier regions.
  NoteS oN the Cover
  The starship pictured is a refurbished 50,000 ton Huron 
  class bombardment cruiser, a design dating from the 950s. 
  This example, the Vindicator, was launched in 9, the 
  last of its class ever built. It  was completely refurbished in 
  242 after continuous service for over a century with the 
  remnants of the Gushemege Sector Navy and the Usdiki 
  Trade Federation. Through the decades, the Vindicator 
  has served with distinction in many battles with the Black 
  Imperium and the Dominate.
  One of the larger ships in service with the new Imperial 
  Navy, the class was designed for orbital bombardment, but 
  in the 248 Era the ship has been pressed into service 
  in many roles, none of which it was designed for. The 
  only example of its kind in the Navy, the ship is now with 
  the Reserve Fleet and is transferred to other commands 
  according to need. The Vindicator’s home port is the Usdiki 
  Naval base.
  In the background lies Usdiki, capital of the Fourth 
  Imperium. Usdiki is a desert world with a standard 
  atmosphere. Its population is about 9 billion.
  Cover Art: Michael Taylor (background) and Wayne 
  Peters AKA Scarecrow (3D rendering of Huron class 
  cruiser).
  the Logo of the fourth ImPerIum
  The phoenix rising from the ashes of the Third 
  Imperium.
  The Terran latin inscription “Ort Recens Quam Pura 
  Nites“ translated: “Newly Risen, How Brightly You Shine.”
  
  1248 Sourcebook 2: Bearers of the flame
  A Sourcebook for traveller
  Science Fiction Adventure in the Far Future
  BASED ON THE AWARD-WINNING TRAVELLER GAME UNIVERSE CREATED BY MARC MILLER
  Dedication: To those who Believe, and most especially Shane McLean, for a nudge at just the 
  right moment.
  CreDItS
  the Last, Best hope
  Martin J. Dougherty 
  Keepers of the flame
  Hunter Gordon 
  Marc Miller
  Dave Nilsen
  Loren Wiseman
  Images of the New era
  Bryan Gibson
  Scarecrow (for cover 3D artwork of Huron class Cruiser)
  Imperial Administrator
  William Andersen
  Imperial Interstellar Scout Service Cartographers
  Shane McLean
  Eric O’Dell
  Michael Taylor
  Imperial reconstruction Service Advisors
  Neil Frier
  David Gill
  Harold Hale
  Daniel Hammersley
  Jason ‘Flynn’ Kemp
  Martin Laurie
  Shane McLean
  John Muncy
  Mike West
  Michael Wightman
  Nate Zettle
  Special thanks to:
  those who playtested, preordered, encouraged, suggested, helped and otherwise bore the flame. 
  editorial Assistance and Layout
  Michael Taylor
  Copyright ©2006 Avenger Enterprises in Association with Comstar Media, LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
  ‘d20 System’ and the d20 System logo are Trademarks owned by Wizards of the Coast and are used with permission.
   2 3 4 5 6 7 8 9 0
  
  - 5 -
  tABLe of CoNteNtS
   
  Page
  6 
  About this Book
  6 
  Authors Introduction
  6 
  Standards and Assumptions
  7 
  Astrography
  8 
  Directions in Charted Space
  8 
  The New Era: 248 Milieu
  9 
  Chapter : Charted Space in the New Era
  2 
   
  Facts of Life
  5 
   
  Local Space
  9 
   
  Great and Lesser Powers of Charted Space
  22 
  Chapter 2: Gushemege Sector
  23 
   
  Map of Gushemege Sector
  25 
   
  Alpha Quadrant of Gushemege Sector
  27 
   
  Gamma Quadrant of Gushemege Sector
  3 
   
  Beta Quadrant of Gushemege Sector
  35 
   
  Delta Quadrant of Gushemege Sector
  40 
   
  Multiworld Groupings in Gushemege Sector
  44 
  Chapter 3: Dagudashaag Sector
  45 
   
  Map of Dagudashaag Sector
  47 
   
  Alpha Quadrant of Dagudashaag Sector
  5 
   
  Gamma Quadrant of Dagudashaag Sector
  55 
   
  Beta Quadrant of Dagudashaag Sector
  59 
   
  Delta Quadrant of Dagudashaag Sector
  63 
   
  Polities and States of Dagudashaag Sector
  67 
  Chapter 4: Ilelish Sector
  68 
   
  Map of Ilelish Sector
  70 
   
  Alpha Quadrant of Ilelish Sector
  74 
   
  Gamma Quadrant of Ilelish Sector
  77 
   
  Beta Quadrant of Ilelish Sector
  8 
   
  Delta Quadrant of Ilelish Sector
  84 
   
  Polities and States of Ilelish Sector
  87 
  Chapter 5: Zarushagar Sector
  88 
   
  Map of Zarushagar Sector
  90 
   
  Alpha Quadrant of Zarushagar Sector
  94 
   
  Gamma Quadrant of Zarushagar Sector
  97 
   
  Beta Quadrant of Zarushagar Sector
  0 
   
  Delta Quadrant of Zarushagar Sector
  05 
   
  Polities and States in Zarushagar Sector
  0 
  Chapter 6: The Fourth Imperium
   
   
  Overview
  22 
   
  The Imperial Nobility
  30 
   
  Military Forces of the Imperium
  3 
   
  The Imperial Navy
  38 
   
  The Imperial Marine Corps
  4 
   
  The Imperial Army
  52 
   
  The Armed Forces of Member Worlds
  55 
   
  The Imperial Interstellar Scout Service
  59 
   
  Corporations and Commercial Interests
  6 
   
  Cyms in the Fourth Imperium
  65 
   
  Final Notes
  
  - 6 -
  ABout thIS BooK
  This book is a complete game setting for Traveller or 
  any other science-fiction game system. As the second 
  sourcebook in the New Era 248 setting, it deals with one 
  of the ‘big players’ in the New Era – the Fourth Imperium. 
  This book contains all the information required to run 
  a game in the Fourth Imperium and the surrounding 
  regions.
  Additional volumes in the New Era: 248 series will 
  flesh out other parts of the game universe. 
  The 1248 game setting builds upon events in the Official 
  Traveller Universe described in the MegaTraveller 
  and Traveller: The New Era editions of the game, but 
  possession of these is not necessary. Out of the Darkness: 
  The New Era Sourcebook, which deals with the wider New 
  Era setting, will be useful but not essential. 
   
  Where possible, this book has been kept as ‘systemless’ 
  as possible, allowing play using any edition of the Traveller 
  rules. Since certain technological assumptions varied 
  between editions of the game, it has been necessary to 
  choose a baseline and in this case the original Classic 
  Traveller system has been chosen. This baseline has 
  been updated by the addition of concepts added in later 
  versions of the game, and where possible these are 
  integrated to create a coherent whole. 
  Author’S INtroDuCtIoN
  This book focuses on the Fourth Imperium, successor 
  to the Third (and thus the Rule of Man and the original 
  Ziru Sirka). The Fourth Imperium came into existence in 
  troubled times, a century after the collapse of the Third 
  Imperium in a bloody civil war. Other events are also afoot, 
  which will make the founding years of the new empire 
  more interesting than it would perhaps like. 
  My vision of the Imperium is that it is a basically 
  benevolent organization beset by compromises and 
  problems with no right answer. It is thus gray rather than 
  white or black. At times high-handed and overbearing and 
  at others indifferent to the problems of individual worlds, 
  the Imperial way of doing things is not to everyone’s liking. 
  However, on balance being part of it is better than being 
  out in the Wilds. 
  The Fourth Imperium tried to build on all that was best 
  in the Third while avoiding its worst mistakes. However, 
  everything about creating an interstellar society is 
  complicated, especially in the New Era, and nothing ever 
  works out quite like the planners had hoped. This applies 
  to in-game details too. While this book presents a broad 
  image of the Imperium as it is seen from ‘above’, as the 
  viewpoint is moved in to focus on one or another aspect 
  of the setting it will be seen that there is a lot of local 
  variation. One WorldCorp is not necessarily like another; 
  a given Imperial Baron is different from his neighboring 
  lord. There is plenty of room for individual Referees to add 
  or change details and make the setting their own.
  In short, this book is a framework, not a straitjacket. It is 
  a skeleton for the Referee to clothe in flesh and breathe life 
  into rather than a detailed roadmap showing every twist, 
  turn and blind alley. So: here is a general guide to the 
  Fourth Imperium and its surroundings. It’s yours now, not 
  ours. What you do with it is entirely your own business.
  StANDArDS AND ASSumPtIoNS
  Please note that Bearers of the Flame is not a standalone 
  game. In order to play this adventure you will need one or 
  another of the Traveller rules sets. 
  You will also need some dice as appropriate to your 
  chosen rules set. Pens, pencils and paper are useful, 
  plus maybe something to drink and munchies of some 
  kind. Avenger Enterprises plans to publish a supplement 
  dedicated entirely to player-pleasing recipes some day. 
  Dates: All dates correspond to the standard Imperial 
  calendar. Since the Fourth Imperium claims direct 
  succession from the Third, its dating system carries 
  directly on from that used by the Third Imperium. Most 
  other states also use this system as a result of historical 
  interactions or cultural legacy. For example, 054-248 is 
  
  - 7 -
  the 54th day of the 248th year since the founding of the 
  Third Imperium. 
  Dice and rules: Different versions of Traveller use 
  different dice. In order to preserve commonality, this book 
  uses only standard 6-sided dice. The abbreviation used 
  throughout is D, e.g. 3D means 3 six-sided dice. Modifiers 
  may be added to or subtracted from the total of these 
  dice, e.g. D-, 2D+3. To generate some valued fractional 
  dice are used, e.g. for a score of 0-2 we throw D and 
  take the result as -2=, 3-4=2, 5-6=3. From this score 
  we subtract . This procedure is mainly used in the UWP 
  generation rules. Most other parts of the book are entirely 
  game mechanic-free.
  AStrogrAPhY
  The basic unit of astrography is the sector, an area 
  of space measuring 32 parsecs by 40 parsecs. In the 
  Imperium, four sectors comprise a Domain. This is the 
  size of the area depicted in this book, though most of the 
  four sectors herein lie outside the current borders of the 
  Imperium. An entire domain represents a vast area, with 
  huge potential for many years of adventuring. Conditions 
  within a domain can vary considerably; one area may be 
  densely populated, another a frontier and yet another 
  little more than wilderness. Even a sector represents 
  more area than most campaigns will need, unless the 
  characters range very freely.
  A sector is subdivided into sixteen subsectors, each 8 by 
  0 parsecs across. Subsectors are designated by name 
  and by a letter A-P, assigned by rows from top left:
  A subsector will normally contain several worlds, and is 
  as much territory as need be detailed for most Traveller 
  campaigns. However, since players have a habit of 
  wandering off the edge of the map, we have introduced 
  an intermediate area between sector and subsector. This 
  area, a quadrant, represents an ideal size for a starting 
  Traveller campaign. The Referee need not detail every 
  world in the quadrant, but should have some idea what is 
  there in order to maintain the illusion of a living universe. 
  This book presents the various sectors by quadrant. 
  Below the sector level, each hex on the starmap is one 
  parsec across. This is the distance a Jump- starship can 
  cross in a single jump, and will contain a single (possibly 
  binary) star system or a region of empty space.
  Traveller defines star systems by their mainworld, but of 
  course it is possible to place other inhabited worlds in the 
  system if the referee chooses. Many developed systems 
  have a few outposts and installations on gas giant moons 
  or outsystem iceball worlds. 
  Astrography also makes reference to certain features of 
  the starmap. These include:
  mains and clusters:  A chain of worlds that can be 
  accessed by a Jump- starship is known as a “main”. 
  These mains are the highways of the stars, seeing 
  considerable traffic of all kinds. Mains are often named 
  for the region they cross or a major world on the main. A 
  main containing just a few worlds, or a “bunch” of stars 
  close together is termed a cluster. Many clusters are 
  named for the most important world they contain, but no 
  firm convention exists. A cluster of 5-10 worlds is an ideal 
  adventure setting, allowing the Referee to create enough 
  worlds to give great variety without needing to develop a 
  huge area. 
  rifts: An area with no stars is referred to as a rift, 
  though normally the term is reserved for gaps two or 
  more parsecs across. Some rifts (e.g. the Lesser Rift) 
  are enormous starless gulfs that cannot be crossed by 
  any starship, while others are merely small gaps between 
  mains or clusters. Rifts are often given nautical names, 
  such as the Great Atreill Deep. 
  empty Space: Empty hexes are not always completely 
  empty. Rogue planets, cometary bodies, gas clouds 
  and similar objects can be found in deep space, though 
  they are tiny compared to the vast gulf around them. It is 
  possible to jump to empty space (though without spare 
  fuel to return, this is merely a slow and expensive form of 
  suicide). Military and commercial concerns will sometimes 
  establish a deep-space refuelling depot, for example 
  to allow vessels to cross a rift or as a secret base of 
  operations. The chances of locating such a dump without 
  the proper coordinates are infinitesimally small.
  INTRODUCTION
  lie outside the current borders of the Imperium. An entire 
  domain represents a vast area, with huge potential for many 
  years of adventuring. Conditions within a domain can vary 
  considerably; one area may be densely populated, another 
  a frontier and yet another little more than wilderness. Even a 
  sector represents more area than most campaigns will need, 
  unless the characters range very freely.
   
  A 
  sector 
  is 
  subdivided 
  into 
  sixteen 
  subsectors, 
  each 8 by 10 parsecs 
  across. 
  Subsectors 
  are designated by 
  name and by a letter 
  A-P, 
  assigned 
  by 
  rows from top left:
   
  A 
  subsector 
  will normally contain 
  several worlds, and 
  is as much territory 
  as need be detailed 
  for 
  most 
  Traveller 
  campaigns. However, 
  since players have a 
  habit of wandering off 
  the edge of the map, 
  we have introduced 
  an intermediate area between sector and subsector. This area, 
  a quadrant, represents an ideal size for a starting Traveller 
  campaign. The Referee need not detail every world in the 
  quadrant, but should have some idea what is there in order to 
  maintain the illusion of a living universe. This book presents 
  the various sectors by quadrant. 
   
  Below the subsector level, each hex on the starmap is 
  one parsec across. This is the distance a Jump-1 starship 
  can cross in a single jump, and will contain a single (possibly 
  given nautical names, such as the Great Atreill Deep. 
   
  Empty Space: Empty hexes are not always completely 
  empty. Rogue planets, cometary bodies, gas clouds and 
  similar objects can be found in deep space, though they are 
  tiny compared to the vast gulf around them. It is possible to 
  jump to empty space (though without spare fuel to return, this 
  is merely a slow and expensive form of suicide). Military and 
  commercial concerns will sometimes establish a deep-space 
  refuelling depot, for example to allow vessels to cross a rift or 
  as a secret base of operations. The chances of locating such a 
  dump without the proper coordinates are infinitesimally small.
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  - 8 -
  DIreCtIoNS IN ChArteD SPACe
  North, south, east, west are insufficient terms for referring 
  to directions within the galaxy. Instead, the following 
  conventions have achieved widespread acceptance when 
  referring to direction: 
  Toward the galactic core is Coreward; away from it, in 
  the direction of the rim, is Rimward. In the direction in 
  which the galaxy is rotating is Spinward, and the opposite 
  direction is Trailing. In the OTU, these directions are widely 
  used in describing Imperial features and businesses. 
  For example, the Spinward Marches is a sector at the 
  extreme Spinward fringe of the Imperium; Rimward Lines 
  is an important interstellar transport company. The term 
  Coreward is also used within the Imperium of the OTU to 
  indicate the direction of Capital, the Imperial core. There 
  is some potential for confusion if the term is accepted out 
  of context.
  the NeW erA: 1248 mILIeu
  The Traveller roleplaying game has for a long time 
  used the concept of ‘milieux’. Each milieu is a distinct 
  astrographical or historical setting. For example, the 
  original supplements were published against the 
  background of the ‘Golden Age’ of the Third Imperium, in 
  the period 1107-1116 of the Official Traveller Universe. 
  Another version of the game was set in ‘Milieu 0’, at the 
  time of the founding of the Third Imperium.
  The rich and deep history of the Traveller game universe 
  allows for an almost infinite number of milieux. This book 
  concerns what is to date the latest period in the history 
  of the Traveller universe, a little more than a century 
  after the fall of the Third Imperium and the upheavals 
  that wracked Charted Space as a result. Some of the 
  events of the intervening century (known as the Recovery 
  Period) are detailed in the TNE (Traveller: The New Era) 
  supplements from GDW (now out of print), the Phoenix 
  novel series from QLI, and the TNE-200 adventures and 
  supplements from Avenger Enterprises. These products 
  are not necessary to use the 248 setting, but do provide 
  extra detail concerning the backstory. 
  As the Recovery Period went on, several ‘New Eras’ were 
  declared here and there. The one that became accepted 
  by historians was that declared by the Fourth Imperium, a 
  legitimate successor state to the Third Imperium. 
  The “New Era” proper begins in 1248, when the first 
  Emperor of the 4th Imperium ascends the Iridium Throne. 
  The worlds and polities which formed the 4th Imperium 
  agreed to honor the structure of the old Imperium, to strive 
  to equal all that was best in it, but not to elect an Emperor 
  until someone emerged who was clearly fit not only to rule 
  but to lead the 4th Imperium. That individual appeared in 
  the 240s but bleak memories of the worst aspects of the 
  old Imperial system resulted in strong opposition to his 
  coronation until 248. 
  The New Era setting is designed to provide the best of 
  all the Traveller settings. There is a stable main power in 
  the form of the 4th Imperium but it is young and growing, 
  with large areas of Wilds along its borders. The 4th 
  Imperium is only a sector or so in size, and there are other 
  equally powerful states on the far side of the buffer zones 
  of Wilds. Re-exploration and then reconstruction will take 
  decades so there is room for empire building out tin the 
  Wilds alongside the more formal reconstruction. Border 
  wars, political infighting, corporate intrigue, scientific 
  investigation… all the best aspects of the Traveller 
  universe are available in the New Era, with the added 
  advantage that the future is an unwritten page upon which 
  Traveller players can make their own entries.
  
  - 9 -
  ChAPter 1 
  ChArteD SPACe 
  IN the NeW erA
  The scourge of the 1248 era: The K’kree Dominate.
  
  - 0 -
  According to historians in the Fourth Imperium, a New 
  Era has dawned across Charted Space. The worst of 
  the Collapse and Recovery are in the past and it is time 
  to start building a proud future. For those outside the 
  Imperium, and indeed many of its citizens, things do not 
  look very different to five or ten years ago. The collapse of 
  the Third Imperium has left enough obstacles lying around 
  that reconstruction will be a long, slow and dangerous 
  process. Some decisions taken years ago may yet come 
  home to roost.
  hIStorY, ANCIeNt AND moDerN
  Virtually all citizens of the Fourth Imperium know that 
  Humaniti originated on Terra in the Solomani Rim. They, 
  and the Vargr (who were not then a sentient race but 
  were genetically uplifted from Terran canine stock), were 
  transplanted all across Charted space by a mysterious 
  group or species now referred to as the Ancients. The 
  Ancients built many wondrous devices and even artificial 
  worlds. Then they went away. The evidence points to 
  a fairly violent ‘going away’, and there may have been 
  more than one group of Ancients. Nobody in the Fourth 
  Imperium knows for sure.
  Some of the transplanted people did well. The Zhodani 
  and Vilani humans built great empires, while the people 
  that eventually became the Solomani back on Terra were 
  still learning to tie a rock to a stick. The Zhodani developed 
  powers of the mind, created a large and stable interstellar 
  society, and launched expeditions towards the Galactic 
  Core. Meanwhile the Vilani built the First Imperium, which 
  dominated most of Charted Space for millennia.
  The Solomani eventually developed a starfaring 
  technology and ventured out from their home system. 
  They met the decaying First Imperium after a series of 
  Interstellar Wars the First Imperium became the Second, 
  also known as the Rule of Man or the Ramshackle Empire. 
  When the Rule of Man collapsed 400 years later, the Long 
  Night began, and lasted for nearly 2000 years. There 
  was little space travel but a few worlds and clusters held 
  out. Empires arose and fell, and eventually an alliance 
  of worlds called the Sylean Federation grew powerful 
  enough to declare itself as the Third Imperium. 
  The Third Imperium met the Aslan, the Vargr, the Hivers, 
  Zhodani and the K’Kree, and all the minor and scattered 
  races. It weathered wars, crises and internal clashes for 
  over a thousand years. In the 00s, Emperor Strephon 
  saw that a great crisis was coming and took measures to 
  prepare for it.
  The Emperor’s plan backfired, resulting in his (apparent) 
  murder by Archduke Dulinor and the subsequent Final War. 
  Amid the chaos, four Emperors arose – the traitor Dulinor, 
  the madman Lucan, the corporate puppet Margaret and 
  the True Emperor, Strephon. 
  Strephon had been away from Capital at the time of 
  the plot; it was his ceremonial double that was murdered, 
  though it was his real family that died beside him. At first 
  Emperor Strephon led the fight to reclaim his throne but 
  as the situation became more desperate he made the 
  heroic decision to stop fighting. Thus Strephon, Marquis 
  of Usdiki, took those who would accept it could under his 
  protection and formed the Usdiki Pocket. No more would 
  he kill his own people for the throne. Instead he defended 
  those that came to him and abandoned the rest to their 
  madness.
  In 1130, the fighting resulted in the release of ‘Virus’ as 
  it became called; a sentient electronic life-form inimical to 
  organic life. The Viral Plague ended the Final War very 
  rapidly, smashing all the factions’ technological base and 
  slaughtering whole worlds. 
  The Usdiki Pocket fared better than most, since Strephon 
  had some warning and there were measures in place to 
  protect its computer systems from infection. All the same, 
  for many years it fought desperately for survival against 
  successive waves of the Viral Plague. All across Charted 
  Space the lights went out and contact was lost. 
  The people of the region around Usdiki struggled on 
  alone for many years, until eventually they were able to 
  contact other survivors. The Plague had largely burned 
  itself out though so-called Vampire ships still haunted the 
  spaceways. Contact was made with the Regency, which 
  at that time was friendly to the people of Usdiki; friendly 
  enough that Marquis Strephon had sent his son Avery to 
  them aboard the starship Arrival Vengeance. 
  Gradually it was discovered that others had survived. 
  Not all of them were friendly, and some were truly evil. The 
  Usdiki Trade Federation forged trade corridors through the 
  Wilds that had once been Imperial space, and eventually 
  took on the mantle of the Fourth Imperium as the Sylean 
  Federation had become the Third. It formed a Grand 
  Alliance to defeat the madness of the Black Imperium, the 
  perversion that had once been Lucan’s faction. In victory, 
  the fleets of Humaniti encountered a worse threat – the 
  Great Dominate of the Gods of Thunder. The Dominate is 
  an alliance of K’Kree and Viral entities determined to wipe 
  out all meat-eaters in the galaxy. 
  Wars raged across the old Imperium for years, drawing 
  off much of the fledgling Imperium’s strength. The lights 
  flickered and grew dim once again, threatening a new 
  Long Night or even total annihilation, but also there were 
  glimmers of hope. 
  Some of the viral entities encountered were sane and 
  friendly. They became known as Cyms (from Cymbelline, 
  a world in the Solomani Rim where their kind originated) 
  and were even accepted into society. One of them today 
  
  -  -
  heads an Imperial Supercorporation. The Aslan retook 
  their old homeworld, Kyusu, and the Imperials were able 
  to help them. For this and for other deeds, they are friends 
  to Fourth Imperium now. The Trade Corridors to Phoenix, 
  Nicosia and even Terra remain dangerous but passable. 
  The Imperials lead the way in connecting the beacons to 
  light the darkness.
  And Avery returned. The son of Strephon left the 
  Regency on a great voyage and was lost in deep space 
  for nearly a century, yet somehow he came home to his 
  birthplace and his people. At first he was a member of the 
  council that advised the Vacant Throne – it was decided 
  that the Imperium would have no Emperor until a worthy 
  individual came forth – but on the first day of this year, 
  248, Emperor Avery I took the Iridium Throne of the 
  Fourth Imperium.
  Avery is a hero to his people. He personally led the fleets 
  of the Grand Alliance against the Dominate, and broke its 
  power in the Second Battle of Gateway. They say that at 
  the end, mad Emperor Lucan came back from the dead to 
  join the fight, and allies unhoped-for emerged at just the 
  right moment. Few people know more than vague stories 
  about the conflict, though it is widely accepted that that 
  hardly anyone came through the battle alive. Seventeen 
  ships out of thousands were left at the end of the battle, 
  though some others escaped by Jumping out during 
  the fight. Most of them had crippling damage and were 
  probably lost in Jumpspace. Others may still be out there 
  somewhere. 
  One persistent legend claims that Arrival Vengeance 
  herself, reactivated a second time by the Regency, was 
  with the Grand Fleet, and that she made it out of the fight. 
  The story goes that she is limping homeward on another 
  epic voyage across Charted Space. 
  Today it is 248, or Year 0 of the New Era, the age of the 
  Fourth Imperium. The Imperium is something of a mess. 
  Barely a sector in size, it contains about 500 inhabited 
  worlds, many of them seriously regressed or abandoned. 
  The Imperium is divided into Duchies, Counties and 
  individual worlds, some of which are ruled by nobles and 
  some by other governments.  I many cases the head of a 
  world’s government gained a title when he or she brought 
  the world into the Imperium. WorldCorps are recolonizing 
  some worlds and rebuilding others, and will eventually 
  become the government of the society they create.
  Internal politics is complex and more than a bit grubby. 
  The Navy is nothing more than a skeleton, though 
  rebuilding it is the main priority of the Imperial planners. 
  There is unrest on some worlds, Vampire activity, warlords 
  on the frontier, rival great powers emerging out in the 
  Wilds, and billions of people looking to the Imperium and 
  its new Emperor to make things better for them. 
  Interesting times, to be sure. 
  
  - 2 -
  fACtS of LIfe 
  Certain facts influence the nature of life in the New Era. 
  Those that have a profound influence on life are detailed 
  here. 
  CommuNICAtIoNS
  There is still no way to send a message between star 
  systems any faster than by courier starship. A single Jump 
  takes one week, more or less, so the round-trip time to 
  the next system is never less than a fortnight. This has 
  important implications in all sectors: military, economic 
  and political. Personnel ‘on the spot’ must make do with 
  whatever resources are to hand, and must act decisively 
  when necessary, without detailed instructions from their 
  superiors.
  This means that whatever organization a local leader 
  represents (for example the Imperial Navy or a corporation), 
  he or she has a great deal of autonomy, subject to a set 
  of guidelines and established policies. Thus organizations 
  tend to favor an almost feudal structure, whereby leaders 
  have considerable latitude within their area of influence, 
  but must answer for their actions to the next level of 
  authority.
  This structure does make possible some shocking 
  instances of misuse of power, so any organization that 
  intends to be more than a collection of warlords kept 
  in check only by fear of more powerful overlords, must 
  maintain a system of checks and balances. Too much of 
  this, however, results in a hamstrung organization that is 
  incapable of reacting to a crisis.
  Most organizations follow precedents set down by the 
  Third Imperium in terms of structure and organization. 
  This is unpalatable to some, given that the Third Imperium 
  collapsed in a bloody civil war that slaughtered billions 
  and paved the way for the Viral Plague. However, there 
  are not many alternatives. Whatever name it is given, 
  the only way to govern a multi-star system organization 
  or political body is to appoint leaders and grant them the 
  power to act, then set up a system to ensure that they do 
  not abuse their power too much. Even a highly democratic 
  organization (which the Fourth Imperium is not) must use 
  representatives in this manner. 
  Many attempts have been made to solve this 
  communication problem. Psionics offers some possibilities, 
  though the work to date has recorded patchy and 
  intermittent progress, and much critical data was lost in 
  the Collapse. Other methods are more conventional, and 
  rely on improving the existing coverage of Jump-capable 
  couriers. Two attempts are particularly noteworthy: Jump 
  Torpedoes and Jump Boats.
  JumP torPeDoeS, JumP BoAtS AND 
  CourSe tAPeS
  Jump Torpedoes (J-Torps) have been experimented 
  with for centuries, though without notable success. 
  Theoretically, it should be possible to fit a Jump drive into a 
  small missile-like craft and install an astrogation computer. 
  Commercial starships often use pre-programmed ‘Course 
  Tapes’ rather than generate their own Jump vector, so an 
  unscrewed ship should also be able to do so. For some 
  reason, this does not work particularly well.
  The Course Tapes bought by commercial ships 
  are apparently time-sensitive in some way that is not 
  well understood. Even if corrections are built in for the 
  movement over time of all bodies in the departure and 
  arrival systems, vessels using Course Tapes tend to find 
  that the older a course is, the more variation it throws 
  up. While coming out at 20 diameters rather than 00 
  is no big deal for a device intended to simply arrive and 
  broadcast a data dump, the variation can be far larger than 
  this, and Course Tapes more than a few weeks old have 
  been found to significantly increase the risk of Misjump.
  Commercial ships generally use a Course Tape as the 
  basis for a Jump calculation for this reason, rather than as 
  it is presented. The ship’s Astrogator refines the course 
  using to his or her own skill and intuition, and creates a 
  Jump vector with less variation than if the raw course were 
  used. Jump torpedoes, lacking an Astrogator aboard, must 
  use a pre-programmed course. Even if this comes straight 
  from the Astrogator aboard a parent ship, there is still 
  variation and a considerable chance of a Misjump. A large 
  proportion of J-Torps Misjump, and given the expense of 
  building the device this is simply not viable except for the 
  most desperate or critical of ventures. 
  Jump Boats (Jump-capable craft of less than 00 
  displacement tons) are also prone to considerable 
  variation and a significant chance of Misjump (around 
  4% on a routine, well-used route, and higher in many 
  cases). This is thought to be due to the instability of such 
  a small Jump field. 4% may seem like a very low loss 
  rate, but when the volume of traffic required for effective 
  communication is considered it becomes apparent that 
  this is not an acceptable loss rate for crewed ships.  in 25 
  will be suffer a Misjump on average, with many of those 
  being lost. Life expectancy for a Jump Boat crew is thus 
  something like 2-4 years assuming a regular Jump cycle. 
  In the New Era, there are often reasons why risky 
  measures must be taken, but for routine matters torpedoes 
  and Jump Boats are not viable. They are carried by some 
  exploration vessels, and some frontier patrols may ship a 
  few as a last-ditch means of getting a warning home as 
  the patrol ship is overwhelmed. As a rule, however, they 
  are not used. Course Tapes are used in some ‘safe area’ 
  
  - 3 -
  systems, but most vessels have an Astrogator aboard as 
  insurance.
  vIruS AND vAmPIreS
  The release of the AI Virus in 30 brought the Imperial 
  Civil War to a crashing stop, and ironically ensured 
  that there was something left to rebuild with, where a 
  continuation of the war might have resulted in a death-
  spiral from which there was no escape, leading to a new 
  Long Night. However, the legacy of the Viral Plague haunts 
  the worlds of the New Era and casts a long shadow over 
  the lives of many inhabitants. 
  The Viral Plague has receded to a tolerable level, and 
  anti-viral measures are in place on every world that has 
  computer technology. However, these measures are not 
  always 00% effective. It is still possible for equipment 
  to become infected with a homicidal virus strain, and 
  of course there are still active installations, robots and 
  starships infected with Virus.
  Some of these Viral Entities, as already noted, are 
  willing and able to interact with organic life. However, 
  the vast majority either view humans as vastly inferior or 
  are actively hostile. Vampires (as starships infected with 
  Virus are called) raid wherever they please unless bought 
  off with tribute or driven away by capable defenses. For 
  most worlds out in the Wilds, the latter is impossible, and 
  bribery does not always work. Some worlds are Viral hells 
  inhabited by robots and infected installations that enslave 
  or hunt and kill the organic population. 
  Within the civilized states, the incidence is far less, 
  and indeed some areas have Viral beings as citizens, 
  a situation that gives rise to better antiviral measures in 
  most cases. In other areas, a Viral entity, however benign, 
  will inspire terror and a fanatical desire to destroy it. This 
  is particularly true in the deep Wilds of areas like Ilelish, 
  which suffered horribly at the hands of the original Viral 
  Plague.  
  the ‘emPreSS WAve’
  In 248, the so-called Empress Wave, an energy 
  phenomenon with a psionic component, is crossing the 
  Coreward end of Spinward Marches, Deneb, Corridor, 
  Vland, Lishun and Antares sectors. It is an immediate 
  concern to the people living in those areas, and a distant 
  worry to everyone else in Charted Space. 
  In fact, very little is known about the Empress Wave by 
  ordinary citizens of the civilized states, partly because 
  governments tend to downplay such distant threats and 
  partly due to a very real lack of information. Throughout 
  the Wilds, most people know nothing about it, or at best 
  have some vague legends that before the Third Imperium 
  fell there was some kind of spacial phenomenon going on 
  somewhere. 
  What is known, and this only to a small minority of 
  people in the various civilized states, is as follows:
   
  • 
  The Wave is some kind of electromagnetic 
  phenomenon with a psionic component. 
  • 
  It is advancing through the Coreward regions of 
  Charted Space at just about lightspeed. 
  • 
  The point of origin seems to be somewhere in the 
  Galactic Core.
  • 
  The ‘wavefront’ is actually several lightyears deep, 
  and is not uniform in either depth or intensity.
  • 
  The Wave is probably the cause of the chaos that 
  swept through the Zhodani Consulate from around 
  9 onwards.
  • 
  Although conditions within the wavefront are 
  somewhat inhospitable, it is possible for a starship 
  or an inhabited world to survive the physical effects 
  without much harm.
  • 
  Some authorities have likened the electromagnetic 
  conditions within the wavefront to those associated 
  with the Maghiz, the catastrophic nova event that 
  almost wiped out the Darrian civilization in the 
  distant past, though the Wave phenomena are much 
  weaker.
  • 
  The electromagnetic disturbance is considerably less 
  intense beyond the wavefront.
  • 
  Jumping into and out of a system where the wavefront 
  is present is risky, but entirely possible. 
  Very little else is known, and most researchers consider 
  these points to be observations or best-guesses rather 
  than hard facts. There is a general feeling that the 
  Empress Wave will cause ‘bad things’ to happen when it 
  arrives, but that it will be survivable. There are many clear 
  dangers in the here-and-now; the Empress Wave will be 
  faced when necessary. 
   
  ShIPS AND ShIPBuILDINg
  Many small powers cannot build new starships at all, 
  and are forced to rely on reactivated wrecks and relic 
  ships that may be over 200 years old. Some fascinating 
  hybrid vessels have been created by taking several non-
  functional vessels and combining them to make a working 
  ship. Not all the results are Frankensteinien monstrosities; 
  some very efficient vessels have been created this way, 
  though that is the exception rather than the rule.  
  It is not uncommon to encounter vessels that have had 
  high-tech equipment replaced with low-tech systems 
  when it wore out. This invariably degrades performance 
  and eats up space that might have been used for cargo, 
  weapons and other mission-critical systems. However, 
  when resources are limited it is necessary to manage 
  with what is available, and for most worlds and pocket 
  empires out in the Wilds, this is all that is possible. The 
  larger powers, with their relatively high tech levels and 
  large industrial bases, are in a somewhat better position, 
  
  - 4 -
  but even they are not able to afford luxuries. Multiworld 
  polities need starships and spacecraft for dozens of jobs, 
  and tradeoffs are necessary if needs must be met.
  ShIP DeSIgNS AND CoNStruCtIoN
  Most survivor states in the New Era have access to 
  Imperial or other Civil War-era designs, and many use 
  modified versions of these vessels. Indeed, in some areas 
  direct copies of Third Imperium vessels serve alongside 
  surviving members of the class. However, for the most part 
  the drop in tech level and economic power experienced by 
  most states has resulted in new ship designs becoming 
  necessary.  
  The ships that can be built by all powers in the New Era 
  tend to be smaller than their pre-Civil War equivalents. 
  It is simply not feasible to build and man a 500,000-
  ton dreadnought, except possibly as a one-off flagship 
  or a super-asset to deal with the most serious threats 
  – provided it can be in the right place at the right time. 
  Therefore, even the larger states rarely build anything over 
  00,000 displacement tons, and consider such vessels to 
  be super-dreadnoughts or command ships. 
  For the Fourth Imperium and states of a similar size, 
  such as the New Ziru Sirka and the Terran Commonwealth, 
  vessels are classified roughly by size into the following 
  groups:
  Under 100 tons: Utility craft, fighters, shuttles and so 
  forth
  Non-Jump 00-999  tons: Gunships, System Defense 
  Boats, Strike Boats
  Non-Jump 000-4999 tons: Light Monitors
  Non-Jump 5000-4,999 tons: Monitors
  Non-Jump 5,000-29,999 tons: Heavy Monitors
  Non-Jump 30,000 tons and up: Superheavy Monitors
  Jump-Capable 00-999 tons: Close Escorts, Patrol 
  Vessels, Corvettes
  Jump-Capable ,000-2,499 tons: Frigates, Escorts, 
  Escort Destroyers
  Jump-Capable 2,500-4,999 tons: Destroyers, Fleet 
  Destroyers
  Jump-Capable 5,000-9,999 tons: Light Cruisers
  Jump-Capable 20,000-39,999 tons: Heavy Cruisers, 
  Carriers
  Jump-Capable 40,000-59,000: Battlecruisers, Fleet 
  Carriers
  Jump-Capable 60,0000-99,999 tons: Battleships and 
  Dreadnoughts
  Jump-Capable 00,000 tons and above: Super-
  Dreadnoughts
  Compared with the Imperial Golden Age, destroyers 
  and patrol ships are not very different, but the larger 
  cruisers and line-of-battle ships are by necessity much 
  smaller than their predecessors. Most states simply do not 
  possess the build capacity to construct anything larger, 
  and could not afford to have so much money, industrial 
  and technological output and so many trained personnel 
  concentrated in one ship that might be out of position or in 
  dock for refit when it was needed.
  Different states have considerably differing design 
  philosophies and construction standards. As a general 
  rule, the smaller states of Charted Space in the New Era 
  do not need such high-Jump vessels as did the Third 
  Imperium, and tend to build to a fleet standard of Jump-
  3 or Jump-2 where they possess this capability, with 
  couriers and fast strike vessels possessing greater Jump 
  numbers.
  What vessels will be built to any given budget depends 
  greatly upon perceived needs and also available resources. 
  How the tradeoff between cargo capacity and combat 
  capability is made depends upon the level of threat that is 
  thought to exist. Whether a given state favors speed, or 
  armor, or armament, and prefers to concentrate capability 
  in a few powerful vessels or spread it to cover a wider 
  area, the one thing that is certain is that nobody can afford 
  all the ships with all the capability they desire. Tradeoffs 
  are a fact of life in the New Era.
  One compromise that has been tried in various regions is 
  the merchant-tender that carries naval fighters, gunships 
  or even monitors. The Jump-capable vessel can be quite 
  cheap and lightly defended, and yet the unit as a whole 
  may be highly effective since its striking arm is made 
  up of real naval vessels. However, the downside is that 
  tender/rider combinations can be very vulnerable in some 
  ways, and of course the destruction of the tender (easy to 
  accomplish if it can be found and attacked) renders the 
  riders unable to escape. The tender must risk this or hold 
  back some of its units for defense, weakening the force 
  as a whole.
  Another option is to build vessels to a standard design, 
  with a configurable ‘mission bay’ that can then be tailored 
  to whatever mission the ship finds itself on. Some states 
  save shipbuilding money by using a variant of this system. 
  Vessels are built to a standard design with a reasonable 
  level of capability, but leaving some space unused. 
  In the final fitting-out stage the vessel is set up in one 
  configuration or another according to its assigned role. 
  This method saves time and money by standardizing 90% 
  of the ship and allowing bulk construction, but does allow 
  a ship to be somewhat optimized. However, vessels of 
  this type can never be quite as good as ones that are 
  designed from the keel up for a given role, and the wider 
  the range of roles a hull can be configured to carry out, the 
  lower the overall capability of the vessel.
  The Reformation Coalition (later the Freedom League) 
  located far to Trailing of the Imperium is notable for getting 
  
  - 5 -
  round this problem in a novel way. The result was the 
  ‘clipper’, a vessel constructed from a spine containing 
  Jump drive and command facilities, to which modules 
  could be ‘clipped’ to reconfigure the vessel in a matter 
  of hours. The clipper concept was intended to wring 
  the absolute maximum mission capability from the few 
  Jump drives available to the Reformation Coalition, and 
  was extremely successful in terms of effectiveness per 
  Jump drive. Like all compromise ships, clippers were 
  not as effective as specialist vessels. Even with a full 
  complement of just the right modules, clippers were never 
  as efficient cargo movers as dedicated merchant ships, 
  nor as deadly in combat as a warship of equivalent size. 
  But in terms of getting the job done, whatever it was at the 
  time, the clipper concept made things possible that would 
  not otherwise have been. A single clipper could be part 
  transport and part warship in just the right mix, meaning 
  that other vessels could be assigned elsewhere. 
  Exactly what mix of starships is in use is one of the 
  factors that make the various states of Charted Space 
  unique.
  LoCAL SPACe
  The region considered to be ‘Local Space’ by the Fourth 
  Imperium can be considered to more or less consist of four 
  sectors – Dagudashaag, Ilelish, Zarushagar and Daibei. 
  The Imperium does not own, control nor even claim all 
  of this territory, though it exerts influence of one sort or 
  another –political, economic, cultural or military – over 
  much of it. Local Space is bounded to Rimward by the 
  lower ‘claw’ of the Great Rift and to Spinward-Trailing by 
  the upper claw. The Rift can be crossed at some points 
  to and from Imperial Regency space but this is quite an 
  undertaking, so it forms a fairly substantial barrier.
  Directly to Spinward lies a small area of territory on the 
  edge of the Great Rift that will eventually be absorbed. It 
  is not considered to be high priority since it is a difficult to 
  reach for any other power and can therefore be left to its 
  own devices while more pressing matters (such as the 
  Trailing Frontier) are dealt with. 
  The Trailing Frontier is open, ie it has no major 
  astrographic features to prevent encroachment by 
  other powers. Along the Trailing-Coreward end of the 
  frontier, the Imperium and the New Ziru Sirka share an 
  area of common interest, and this requires considerable 
  resources to protect Imperial interests and deter Vilani 
  expansion. Elsewhere the frontier opens onto the Wilds, 
  which presents other problems. 
  Naturally, the effects of the Collapse vary considerably 
  from region to region. Some areas were particularly hard 
  hit; others were within a ‘safe area’ and suffered relatively 
  little. In some cases these protected worlds might even 
  have flourished and advanced during the 120 years 
  between the Collapse and the dawn of the New Era. 
  Some regions are also subject to special considerations, 
  such as the worlds of the Black Imperium.
  Standard Traveller government codes apply in most 
  cases. However, a set of special codes are used to denote 
  governments specific to the New Era.
  the WILDS
  Between the civilized states of Charted Space lie large 
  expanses of Wilds, areas where the Collapse was almost 
  total. Many worlds in the Wilds are badly regressed; some 
  are completely dead. The Wilds is a dangerous place, even 
  on the trade corridors that link the civilized states. Away 
  from these more traveled routes there is little concrete 
  information about conditions, and the level of danger to 
  starfarers can be considerable. 
  Information about the Wilds may be available to the 
  Imperial authorities but not to independent ship captains 
  
  - 6 -
  unless they are well connected or willing to pay or trade 
  for it. Some information is shared (much of it inaccurate) 
  among ship crews, but the Wilds are never predictable. 
   
  As a broad rule, the worlds and societies that will be 
  encountered in the Wilds can be broken down into the 
  following categories:
  BoNeYArDS
  As already mentioned, many worlds are entirely 
  uninhabited, or are home only to small groups of 
  scavengers or colonists who have arrived recently. 
  Boneyards are likely to have Virus-infected equipment 
  lying dormant.
  BLACK WAr SIteS
  A special case of Boneyard, some worlds that could 
  otherwise support life are now dead as a result of Black 
  Warfare operations; bioweapons, orbital bombardment 
  and so forth. In some cases the conditions that caused 
  the population to die out have passed, leaving a relatively 
  clean world for the taking. In other cases worlds are deep 
  in the throes of a nuclear winter, are highly radioactive, or 
  have bioweapon plagues still running wild. In some cases 
  segments of the population survive, usually as savages, 
  and may be partially immune to the conditions. 
  PoCKet emPIreS, rAmShACKLe 
  PoLItIeS AND trADINg ALLIANCeS
  A few worlds managed to cling onto enough of their 
  technology to keep some starships running and maintain 
  contact with their neighbors. Whether this resulted in a 
  tiny empire, a more equal political grouping or a single 
  world supporting itself on a trading fleet, depended upon 
  conditions and the characteristics of the leaders that 
  emerged during the chaos. Some of these tiny states are 
  benevolent and friendly, some are isolationist and some 
  are very nasty indeed. It is not always possible to tell 
  which a given state will turn out to be until considerable 
  interaction has taken place.
  Worlds that have maintained some kind of starfaring 
  capability are normally at a base TL of 7-9, with a reasonable 
  amount of relic equipment or actual manufacturing 
  capability available at TL 0-2. Higher tech levels are 
  very rare, other than the odd relic device or starship.
    
  SLAve WorLDS
  Some societies survive by offering tribute to an offworld 
  power. This is usually a Vampire ship or fleet. There is 
  usually some kind of local government but it is simply a 
  mouthpiece for the world’s overlord(s).
  SAvAge WorLDS
  Those worlds that have slid below TL4 are often highly 
  technophobic and almost always lack a unified world 
  government, unless the population is tiny. These ‘savage 
  worlds’ have usually suffered terribly at the hands of Virus 
  or during the Black War, and have lost the ability to rebuild 
  their tech base. Often the locals cannot comprehend 
  technological items they find, and have absolutely 
  no defense against Vampires or infected robots they 
  encounter. Savage worlds are likely to be stable at whatever 
  TL they have bottomed out at (0-3, tending towards 2-3) 
  but likely will never regain their technology without outside 
  help – which is likely to be most unwelcome. 
  tYPICAL regreSSeD WorLDS
  The typical world that can support life has fallen back to 
  around TL4-7, with a few examples of higher technology 
  available. Such worlds may or may not be stable. Some 
  are locked into a steady slide back to barbarism, while 
  others are gradually rebuilding. Generally such worlds 
  retain the memory of what is possible with technology, 
  and have found ways to duplicate the effects of some 
  high-tech systems with rather more bulky and primitive 
  equipment. Technophobia tends not to be so prevalent on 
  worlds that understand technology – only some systems 
  went mad and killed everyone in sight, so perhaps not all 
  technology is bad.
  Societies vary considerably from world to world, and it 
  is common for regressed worlds to have splintered into 
  many Balkanized states.
  vIrAL heLLS 
  On some worlds the Viral Plague did not burn itself 
  out. These worlds gradually fell under the control of Viral 
  Entities, most of which were insane and/or inimical to 
  humans. Organic life was either enslaved or driven into 
  hiding in remote regions. In 248, Viral Hells may be 
  populated by armies of robots, slave humans or some 
  combination of both. Viral Pocket Empires are entirely 
  possible.
  trADe CoDeS
  Trade Codes mainly serve to give an indication of the 
  general nature of a world. This will affect the kind of goods 
  that can be traded there, among other things. 
  Agricultural (Ag) worlds have large portions of their 
  economies devoted to agriculture. They must have an 
  Atmosphere of 4 through 9, Hydrographics of 4 through 8, 
  and a Population of 5 through 7.
  Barren (Ba) worlds have lost their population as a result 
  of the Collapse or later events. They may have been 
  abandoned or subject to fast or slow population die-off. 
  Barren worlds are sometimes called Boneyards.
  Non-agricultural (Na) worlds must import much of 
  their foodstuffs from off planet. While such a world may 
  produce synthetic foodstuffs for local consumption, it 
  probably imports quality foods as luxury items. A non-
  agricultural world must have an Atmosphere of 3 or less, 
  
  - 7 -
  Hydrographics of 3 or less, and a Population of 6 or 
  more.
  Industrial (In) worlds have large production bases and 
  can easily engage in the manufacture of finished goods. 
  Such a world must have an Atmosphere of 0, , 2, 4, 7, 
  or 9 (vacuum, trace, or tainted), and a Population of 9 or 
  greater.
  Non-industrial (Ni) worlds are forced to import much 
  of their finished goods. Non-industrial worlds must have a 
  Population of 6 or less.
  rich (ri) worlds have good climates and environments 
  and are sought after by most individuals as living places. 
  A rich world must have Government type 4 through 9, an 
  Atmosphere of 6 or 8, and a Population of 6 through 8.
  Poor (Po) worlds are undeveloped and marginal 
  backwaters. A poor world must have an Atmosphere of 2 
  through 5 and Hydrographics of 3 or less.
  Water worlds (Wa) are totally covered by seas and 
  oceans, i.e. Hydrographics A.
  Desert worlds (De) have no standing water, i.e. 
  Hydrographics 0.
  vacuum worlds (va) have no atmosphere i.e. 
  Atmosphere 0.
  Asteroid belts (As) are accumulations of small 
  planetoids in a belt around the central star of the system, 
  occupied by the majority of the system population and 
  thus considered to be the mainworld. Asteroid belts have 
  Size 0
  Ice-capped (Ic) worlds have water present only in the 
  form of ice caps; these are mostly vacuum worlds that 
  would ordinarily have no water. Ice-capped worlds must 
  have Atmosphere 0 or  and Hydrographics  or greater. 
  BASe CoDeS
  C trade Corridor forward Base (Imperial)
  m  military Base (Non-Imperial)
  N Naval Base (Imperial)
  S Scout Base (Imperial)
  t trade mission (Imperial)
  r ruined Base (Any)
  v vilani trade Base (Ziru Sirka)
  W Wilds trade Nexus (Neutral)
  Z Ziru Sirka Naval Installation (Ziru Sirka)
  trade Corridor forward Bases are Imperial facilities 
  constructed either in an outsystem or on a friendly world 
  outside the Imperial border. They serve the merchant, 
  courier and naval ships plying the Trade Corridors and 
  contribute greatly to the stability of the Trade Corridors. 
  military Bases are naval or other installations maintained 
  by non-Imperial powers. They normally identify the home 
  base of naval assets but can be major ground forces or 
  planetary defense installations. 
  Naval Bases are generally situated at or in the same 
  system as high-quality (type A or B) Starports. This is 
  partly to defend the port and partly to share facilities. Naval 
  bases vary from small facilities supporting a handful of 
  patrol and escort craft to major fleet bases home to cruiser 
  and battle squadrons. All naval bases are defended by 
  forces commensurate with their importance; i.e. a patrol 
  squadron base may have a handful of System Defense 
  Boats or fighters assigned to it while a fleet base will be 
  defended by squadrons of Monitors and hordes of SDBs. 
  Occasionally a naval base is built purely as a system 
  defense measure. There is an increasing tendency to 
  refer to systems possessing such assets as ‘Fortress 
  Worlds’. Imperial Marine forces are based out of naval 
  installations. 
  Scout Bases vary from small outposts designed to 
  support minor Scout missions (some of these are actually 
  outside the Imperial border either on friendly worlds or, 
  more often, on a moon or rockball in the outsystem of 
  a Wilds world) through communications bases holding 
  Xboats and couriers, to large bases normally termed Way 
  Stations where major Scout assets are marshaled. Scout 
  Bases are often located in backwater systems.
  trade missions are commercial bases maintained by 
  Imperial corporations outside the Imperial border. They 
  are located on friendly worlds and linked to Imperial 
  territory by a courier service and regular merchant 
  shipping runs. Trade Missions are often a focus for trade 
  to and from nearby worlds. The Navy sometimes provides 
  a guardship or includes the mission on a patrol route, but 
  more often defense is in the hands of the owner and the 
  extra-Imperial host. 
  ruined Bases are remains of pre-existing facilities of 
  various sorts. Sometimes salvage remains within such 
  a base, though anything that can easily and/or safely 
  be removed will be long gone. Ruins are sometimes 
  inhabited by corsairs, Vampires or refugees, and may 
  contain booby traps and other surprises left behind by the 
  previous owners, such as unstable nuclear warheads left 
  from the final destruction of the base. 
  vilani trade Bases are major Ziru Sirka facilities 
  serving commercial and communications needs in the 
  region. Some are outside the Ziru Sirka border, much like 
  Imperial Trade Missions, but most are within it. 
  Wilds trade Nexuses are not facilities as such, though 
  a starport of some kind will be present. These are worlds 
  where substantial trade passes through and (usually) 
  where Wilds Traders can find a safe port for refit and 
  some downtime. Many Trade Nexus worlds are civilized 
  and well policed but some are lawless freeports that may 
  be home to corsair bands.
  Ziru Sirka Naval Installations Are Vilani naval bases. 
  They are subject to similar comments to their Imperial 
  counterparts. 
  
  - 8 -
  SPeCIAL goverNmeNt CoDeS for 
  the NeW erA
  Most standard Traveller government codes apply, even 
  out in the Wilds. Normal or typical governments are entirely 
  possible even in the hardest-hit areas, though liberal 
  republics are rather rare in the Deep Wilds. Government 
  codes do not of course tell the whole story. A Mystic 
  Dictatorship might worship a Viral ‘god’ or a Charismatic 
  Dictator might turn out to be a Cym which enjoys the 
  support of the masses. A Technologically Elevated 
  Dictator may be benevolent and well-meaning, if a little 
  hard-nosed. However, several special codes are used to 
  denote certain government types peculiar to the New Era, 
  particularly in the Wilds. Additional comments applying to 
  existing government codes are also appended. 
  Q Interim government 
  m military Dictatorship or Junta 
  N Noble house
  t technologically elevated Dictator
  S Slave World 
  v viral hell 
  Interim Governments are temporary expedients put in 
  place by an emerging state or implemented as a result 
  of a disaster. Interim governments can end up being in 
  power for many years. They are characterized by frequent 
  changes and crises, so a Q code generally signifies an 
  unstable situation. The commonest interim governments 
  are cobbled-together coalitions which are constantly on the 
  verge of breaking down, and limited dictatorships where 
  an individual or small group has assumed emergency 
  powers.
   
  Military Dictatorships or Juntas are a special case of 
  dictatorships or oligarchies respectively. They are normally 
  the result of a military coup or assumption of emergency 
  powers by a military group, and often follow Interim 
  governments as power is solidified. In most ways a Code 
  M world can be assumed to resemble a Charismatic or 
  Non-charismatic Dictatorship. The government is backed 
  by at least one of the armed forces and tends towards 
  heavy-handedness. Not all Code M worlds are oppressive; 
  in some cases the ruling junta has the overwhelming 
  support of the population, especially where a crisis has 
  recently been weathered or where the junta is noticeably 
  making things better.
  Noble Houses rule some Imperial worlds directly. The 
  ‘ruling’ noble may be an absolute leader or the head of 
  state for a civil government. In many cases the noble 
  in question has been elevated to his or her rank as the 
  existing ruler, though some were appointed to take over 
  troubled worlds and deal with their problems. There 
  are many similarities between a Noble House and a 
  dictatorship of one sort or another. Noble rulers answer to 
  a superior noble or directly to the Emperor, and are held 
  personally responsible for the well-being of their people.  
  Slave Worlds are in thrall to a power of some kind. This 
  is usually a Vampire ship but may be a corsair band, a 
  Viral entity inhabiting a Highport, or other group able to 
  use force to coerce a helpless population. Some kind of 
  local administration usually exists but this serves only as a 
  mouthpiece for the overlord. Often the slave government 
  is forced to repress the general populace in order to avoid 
  savage reprisals for disobedience. Slave governments 
  may be willing or unwilling servants of the overlord. 
   
  technologically elevated Dictators are kept in their 
  position by control of technological items. In most cases 
  this is weapons and military equipment, but dictatorships 
  do exist where environmental machinery or other systems 
  necessary to survival are controlled. Generally speaking, 
  possession of industrial machinery may allow economic 
  dominance but is not sufficient to enable direct control of a 
  society. On a larger scale, a group that has a monopoly on 
  space flight and interstellar movement can be considered 
  to be a large-scale Technologically Elevated Dictatorship. 
  Viral Hells are worlds still overrun by Viral Entities and 
  controlled by them. There may be a single entity or several 
  engaged in competition and cooperation as they desire. 
  Not all Viral Hells are deathtraps for organics. Some 
  human populations live better under their Viral overlords 
  than their free cousins in the Wilds. In other areas organic 
  beings have been enslaved or driven to the very edge of 
  extinction. 
  ADDItIoNAL DAtA CoDeS
  In the Third Imperium, certain worlds were assigned 
  codes to indicate danger or entry prohibitions. These were 
  assigned by the Travellers’ Aid Society, a non-government 
  organization. These codes have become part of Imperial 
  culture and are now assigned by the Scout Service to 
  indicate unusual conditions. Within Imperial space code 
  assignment is fairly accurate. Beyond the Imperial borders 
  the necessary data is less readily available. As a general 
  rule, any system outside the Imperium can be considered  
  to be an Amber Zone. 
  A Amber Zone
  r red Zone
  Amber Zones are worlds where visitors are advised to 
  take extra care. The reasons vary widely and range from 
  hazardous climactic conditions to an unstable political 
  situation. Lack of an Amber code does not mean that a 
  world is 00% safe; it is still possible to drown, choke, 
  get shot or be trampled to death by livestock on a ‘green’ 
  world. Amber codes merely indicate that there is a specific 
  hazard beyond or more serious than the ordinary range 
  faced by starfarers. 
  
  - 9 -
  There are no entry restrictions on an Amber Zone world, 
  other than those imposed by local authorities. Visitors 
  might be advised not to leave certain areas, and may 
  encounter efforts to make this difficult, but there is no 
  general prohibition about visiting Amber Zoned worlds.
  Red Zones are prohibited or interdicted worlds. Red 
  Zone status can be applied for several reasons. Examples 
  include worlds with very unpleasant regimes that now lie 
  inside Imperial territory and are awaiting being ‘dealt with’, 
  Viral Hells and sites that the Imperium does not want the 
  general pubic to have access to. The latter range from live-
  fire naval ranges and special reserves to prison planets 
  and sites of abundant untapped salvage. Sometimes an 
  area of a planet is red zoned while the rest is accessed 
  normally.
  Visas can be obtained to visit some, but not all, Red 
  Zone worlds. They are always difficult to obtain and being 
  caught without one is a serious offense. Red Zones are 
  usually enforced by the Navy or by automated defenses 
  that will fire on any ship trying to run the blockade without 
  proper codes. 
  No reason is known for some Red Zones, and the 
  authorities are not obliged to publish the reason for 
  applying one. It is known that Red Zoning has been used 
  to punish rebellious or truculent worlds and their rulers or 
  to suppress a major uprising. The total cutoff of trade is 
  an effective sanction, while a Red Zone blockade allows 
  tight control over what goods reach the world – and who 
  receives them.
  greAt AND LeSSer 
  PoWerS of ChArteD 
  SPACe
  The Fourth Imperium is the focus of this book, and is thus 
  not dealt with here.  For the other powers, what follows is a 
  general overview of what is commonly known to a citizen 
  of the Fourth Imperium. Not all of the information below is 
  00% accurate and at best it is extremely sketchy. Powers 
  closer to the Fourth Imperium are dealt with in more detail 
  in the section on each sector.
  the ASLAN hIerAte
  To Spinward of the Imperium is the region of space once 
  ruled by the Aslan Hierate. The Aslan are a proud people 
  with long traditions of honor and duty as well as a warrior 
  ethos. The Hierate fell hard during the Collapse but Aslan 
  colonies across the Great Rift were able to retain their 
  technology. Now bands of Ihatei (‘second sons’) are 
  returning to the old Hierate to claim territory there, and 
  are gradually uplifting the remnants of their people just as 
  the Imperials are doing in the Wilds. 
  There are many Aslan Pocket Empires in the old 
  Hierate, and not all of them are friendly. However, the most 
  prominent group is a firm ally of the Imperium. This group, 
  which has retaken the old Hierate capital at Kusyu, heads 
  a loose alliance of small states and has joined forces with 
  the survivors on Kusyu, giving it a legitimacy that some 
  other Aorlakht (‘New Lords’) lack.
  The Aslan have a strict male/female social split; 
  Males are leaders, warriors and explorers, females are 
  scientists, technicians and businesspersons. Most Aslan 
  pocket empires are male-dominated and thus prone to 
  recklessness. Those where females have come to the 
  fore are more concerned with consolidation than a grab 
  for more territory and will probably fare better in the long 
  run. 
  the regeNCY AND the SPINWArD 
  StAteS
  To Spinward-Coreward of the Fourth Imperium, across 
  the Great Rift, lies the former territory of the Regency. 
  Although the Regency did weather the Collapse far better 
  than most states it eventually splintered into several 
  smaller polities. Of these, the Imperial Regency is the 
  most powerful in military terms. The Imperial Regency 
  is in economic decline and has not recovered from the 
  trauma of the Regency breakup, but nevertheless tries to 
  dominate the region through a combination of bluster and 
  actual, though waning, military power. 
  
  - 20 -
  The League of Deneb, the Republic of Regina and the 
  League of Spinward States are all former Regency states, 
  now charting their own path into the future. Tensions are 
  considerable and a state of ‘Cold War’ can be considered to 
  exist between at least some former Regency members.
  The Aslan Aorlakht (‘New Lords’) on the far side of the 
  Great Rift are also involved in this complex situation. 
  Some of these Aslan states were part of the Regency at 
  one time while others were outside its borders but part of 
  its sphere of influence. Today the New Lords are mostly 
  concerned with a return to former Aslan Hierate space 
  rather than meddling in events in former Regency space, 
  though they cannot help but be caught up in the general 
  situation. 
  Some of the Spinward States (notably the Republic of 
  Regina) are very pro-Imperium. The Imperial Regency 
  is not. Its attitude ranges from sullen to openly hostile, 
  though the chances of armed conflict are not great.
  the ZhoDANI CoNCorD
  Various successor states to the Zhodani Consulate 
  have emerged. Some are traditionally Zhodani, ruled by 
  psionic nobles with a happy and well-adjusted populace 
  guaranteed by the Tvarchedl, an organization that uses 
  psionics to help people become more contented with their 
  lot in life. Some other states have moved away from the 
  traditional government model, though most use psionics 
  in virtually all areas of endeavor. 
  Many post-Consulate states are not members of the 
  Concord (which is nothing more than a loose agreement 
  to be friendly and non-hostile to one another). There 
  are various reasons for this ranging from politics to 
  megalomania on the part of the rulers. Some Zhodani 
  states are madhouses by the standards of normal Zhodani 
  society and there are still large areas of Wilds in the former 
  Consulate.
  the vArgr SPLINterS AND the 
  JuLIAN ProteCtorAte
  To Coreward of the old Imperium lies an enormous 
  region where Vargr are the dominant sentient species. 
  This region butts up against former Zhodani space on its 
  Spinward frontier and away to Trailing for an unknown 
  distance. The Splinters are mostly Wilds with many pocket 
  empires and ‘raider kingdoms’ preying on one another. 
  The nature of Vargr culture is such that large groupings of 
  worlds rarely emerged even in more stable times. 
  The former Julian Protectorate, lying between the 
  Splinters and the Lesser Rift to Coreward-Trailing of the 
  Imperium, is mostly Wilds. A New Protectorate has arisen 
  but it is weak and divided, being made up of a loose 
  coalition of human, Vargr and mixed-race states which 
  rarely manage to agree on anything for long. The New 
  Protectorate has its hands (and paws) full dealing with 
  incursions by the Dominate and the Vargr Raider Kings.
  the NeW ZIru SIrKA
  The New Ziru Sirka, or Vilani Imperium, is the closest 
  major state to the Fourth Imperium. Operating on traditional 
  Vilani lines it is ruled by the Shadow Emperor from his 
  palace on Vland through the three great Bureaus. These 
  bureaus, Naasirka, Sharushid and Makhiidkarun, are 
  former Third Imperium Megacorporations (though before 
  that they were originally Bureaus of the original Ziru Sirka, 
  or Grand empire of Stars). They have enormous holdings 
  including some assets beyond the Vilani Imperium.
  The new Ziru Sirka (NZS) is active in local space and is 
  dealt with in more detail below. 
  the BLACK ImPerIum
  The former Imperial Core, ie the region around the 
  Third Imperium seat of government (Capital), is now a 
  war zone with little in the way of governmental structure. 
  Various powers control parts of what was the Black 
  Imperium and some of its military forces may still exist 
  somewhere, but the Black Imperium itself was thoroughly 
  broken, conquered and the pieces fought over for years 
  afterwards. There is no organized Black Imperium except 
  perhaps in the minds of propagandists.
  the greAt DomINAte of the goDS 
  of thuNDer AND the 2000 WorLDS
  The Dominate is an alliance of K’Kree and Viral entities 
  dedicated to wiping out all G’naak (vermin, or meat-eaters) 
  across charted space. It is not known how much territory 
  the Dominate currently controls, though it did originally 
  comprise most of the 2000 Worlds plus other areas in 
  Gateway sector and along the Lesser Rift. The former 
  holdings of the Dominate are thought to have become 
  badly fragmented after its defeat at the Second battle 
  of Gateway, with various leaders vying for supremacy. 
  Whether or not the Dominate will re-unite or will become 
  a group of successor states, remains to be seen. 
  The remnant of the 2000 Worlds, the former K’Kree 
  empire, that is not under Dominate control is rather small 
  and also fragmented. It is very far from Imperial space 
  and on the far side of the Dominate’s territory, so little is 
  known about conditions there. 
  the freeDom LeAgue AND the 
  uNIteD WorLDS
  The former Reformation Coalition, now having reinvented 
  itself as the Freedom League, is stable, friendly and not 
  expansionistic. Although it is far away, Imperial ships 
  voyage there for trade and diplomatic purposes and the 
  flow of information, while sparse, is fairly constant. The 
  League is a loose organization and more concerned with 
  improving the lot of its own people than annexing areas 
  
  - 2 -
  of the Wilds, though some worlds have been accepted to 
  join. These usually lie on important trade routes.
  The United Worlds, not far from the League, is 
  considered by many to be a client state. It is an important 
  trade nexus; a supposedly-neutral place where diplomats 
  from the Terran Commonwealth, Freedom league and 
  Fourth Imperium (and sometimes others) can meet and 
  discuss matters of import. The UW has a fairly weak and 
  small economy and can only exist through continued 
  trade. Since most of this trade comes via the League and 
  its allied worlds, so the United Worlds is gradually falling 
  under the sway of the League. Most likely it will become 
  an autonomous state within the League, leading to full 
  integration at some point in the future, though at present it 
  suits both parties to remain separate.
  the hIve feDerAtIoN
  Very little is known about events in the Hive Federation. 
  The Hivers seem to be quietly rebuilding their economy 
  and re-integrating their former holdings. This is a long-
  term undertaking but the Hivers are nothing if not patient. 
  They are under some pressure from the Dominate and 
  the Solomani Imperium, and possibly other quarters 
  too, but how serious this is remains unknown to Imperial 
  observers. 
  The Hivers have always been secretive and of course 
  there is doubt about any information that comes out of the 
  federation. Given the Hivers’ reputation for manipulation 
  and misinformation there are those who would walk 
  outdoors, look up and exclaim, ‘Blue sky huh? Or is that 
  just what they WANT us to believe we’re seeing?’
  Chances are the Hivers are in the same boat as 
  everyone else and struggling to rebuild after a hard fall. 
  There are wild rumors of ‘something happening’ on the far 
  side of Hiver space, far to Trailing-Rimward but there is no 
  way to verify this. 
  the SoLomANI ImPerIum
  The Solomani Imperium, or Second Rule of Man, is 
  by all accounts a thoroughly nasty place dominated by 
  jackbooted human-supremacist thugs. The Second Rule 
  of Man (SRoM) did contribute to the fight for survival 
  against the Dominate but it is openly hostile to most other 
  powers and wants nothing from them (excepting of course 
  the Terran Commonwealth, from which it intends to take 
  everything). 
  The Solomani Imperium occasionally trades with other 
  powers and sometimes sends diplomatic missions to 
  the Fourth Imperium or a neutral site in between, but 
  for the most part its borders are closed and goings-on 
  within them are a mystery. What is known is that the 
  SRoM is large, powerful and expansionistic, and that it 
  has openly stated that it means to someday conquer the 
  Terran Commonwealth, all of what used to be Solomani 
  Confederation territory, and probably the rest of Charted 
  Space too.
  the terrAN CommoNWeALth
  The Terran Commonwealth is a human-dominated state 
  to Rimward and Trailing of the Imperium. Although founded 
  on the old Solomani Confederation it is both moderate in 
  outlook and friendly to the Imperium. A trade corridor links 
  the two states, albeit tenuously. 
  The Commonwealth is a fairly loose organization which 
  currently has its hands full dealing with the expansionistic 
  ambitions of the other Solomani successor state, the 
  Second Rule of Man. There are some fairly considerable 
  differences of opinion between the Imperium and the 
  Commonwealth. Even though the Solomani Rim War 
  was fought 250 years ago there is still a strong cultural 
  heritage of mistrust and conflict, but on the whole both 
  powers would prefer to see the other prosper than any of 
  the alternatives. 
  The Commonwealth is not, apparently, making much 
  effort to reintegrate old Solomani Confederation territory 
  and is certainly not inclined to push out into new regions. 
  Its trade ships do brave the Wilds quite frequently however, 
  and there are unconfirmed rumors of Rimward expeditions 
  planned or underway.
  the DroYNe
  The Droyne have always been an enigma. Their worlds 
  are scattered across Charted Space and are very varied. 
  Some are high-technology industrial sites, some are 
  pastoral wildernesses. Some worlds have more than one 
  group of Droyne, with vastly different technological levels 
  and ways of life. Droyne ships are sometimes encountered 
  traveling across Charted Space on various errands, not 
  all of which are comprehensible to humans. The Droyne 
  are either culturally secretive or else just so different from 
  humans that their motivations are not obvious and might 
  not make any sense even if they were to explain them 
  – which they are not inclined to do.
  In short the Droyne are of minor importance and seem 
  to be somewhat active but are not doing anything that can 
  be identified or classified by human researchers. They 
  seem to have no common agenda. Given the difficulties of 
  studying Droyne and the pressing nature of other matters, 
  they tend to be largely ignored by the other powers of 
  Charted Space. 
  
  - 22 -
  ChAPter 2
  guShemege SeCtor
  Even in the “safe”: areas of the Fourth Imperium, traders and subsidized merchants (above) are armed in case of 
  attack.
  
  - 23 -
  
  - 24 -
  Virtually all of Gushemege Sector is Imperial territory. 
  Backing onto the Great Rift to Spinward-Coreward, 
  the sector is considered to be the Imperial Heartland. 
  Its dense mains and clusters make for relatively easy 
  interstellar trade and contact, and a general uplift program 
  is underway to rebuild the industrial capacity of the region. 
  However, rebuilding is a long, slow process and many 
  worlds are still struggling to establish a stable society, let 
  alone climb back onto the cosmic stage.
  There are no non-Imperial multiworld powers in 
  Gushemege Sector, though some of the world groupings 
  within the Imperium are relatively new additions and may 
  not have settled completely into their role as members of 
  the Imperium and vassals of the Emperor.
  There is one Droyne world in the sector; Draythnin. The 
  Oytrip ruling this world has agreed passage and territorial 
  rights with the Imperium. The Droyne of Draythnin keep to 
  themselves and rarely receive visitors.
  To Coreward of Gushemege sector is Corridor sector, 
  but other than about a subsector’s worth of worlds n the 
  Rimward-Trailing corner almost all of the inhabited worlds 
  are on the far side of the Great Rift which is two to two 
  and a half subsectors (average around 40 parsecs) deep. 
  A similar expanse of Rift must be crossed to Spinward-
  Coreward in order to reach Imperial Regency space. Reft 
  Sector lies to Spinward and offers a slightly easier crossing 
  of the Rift, but the Islands Subsectors in midrift are now 
  controlled by the Imperial Regency with is not friendly to 
  the Imperium, so contact in this direction has tailed off in 
  recent years. A small corner of Reft sector backing on to 
  the Rift but containing many potentially useful worlds may 
  be eventually claimed by the Imperium, if only to prevent 
  the Imperial Regency from creating a foothold there. 
  A handful of worlds in this region are already Regency 
  territory, though expansion is at this time unlikely.
  Verge sector, to Spinward-Rimward, contains about 
  four and half subsectors’ worth of useable worlds before 
  the Great Rift is encountered. Like Reft sector, it is 
  likely that this region will eventually be absorbed by the 
  Imperium though its isolation makes this a low-priority 
  consideration. In all other directions lie many parsecs of 
  Imperial territory.
  The oldest aliens in Charted Space, the Droyne have a less evolved but physically similar cousin called the 
  Chirpers (above).
  
  - 25 -
  
  - 26 -
  ALLegIANCe CoDeS
  Im  
  Imperial 
  Na 
  Non-Aligned
  Dr  
  Droyne World
  guShemege SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ruekhna 
  057 
  B96A776-6 
  S 
  Ri Wa 
   
  924 
  Im 
  K5 V
  Poecydriad 
  060 
  C86A853-6 
  C 
  Ri Wa 
   
  323 
  Im 
  G3 V
  Druurech 
  064 
  X200000-0 
   
  Ba De Va 
   
  023 
  Im 
  G7 V
  Saranipushag 
  067 
  E779200-6 
   
  Lo Ni 
   
  322 
  Im 
  F3 V
  Likhi 
  078 
  B79A67B-C 
  A 
  Ni Wa 
   
  200 
  Im 
  M8 V
  Kaakhaliigiki 
  0803 
  E7B3CB-8 
  C 
  Fl Lo Ni 
   
  500 
  Na 
  G8 IV* G7 V
  Swathys 
  080 
  C558622-7 
  S 
  Ag Ni 
   
  323 
  Im 
  M0 V* M0 V
  Daijhan 
  083 
  C355636-B 
   
  Ag Ni 
   
  50 
  Im 
  G0 V* [M7 V]
  Donoknogung 
  0820 
  C576798-7 
  M 
  Ag 
   
  500 
  Im 
  G3 V
  Kowhanga 
  092 
  C68377A-A 
  M 
  Ri 
   
  30 
  Im 
  K9 V* M4 V
  Guelrae 
  094 
  C57567B-5 
   
  Ag Ni 
   
  724 
  Im 
  G2 V* K5 V
  Uurke 
  0920 
  B5052-9 
   
  De Ni Po 
   
  723 
  Im 
  G0 V
  Hotoroh 
  03 
  A40473-E 
  N 
  De Lo Ni 
   
  84 
  Im 
  F5 V* M5 V
  USDIKI 
  05 
  A2609ND-F 
  N 
  De Hi 
   
  93 
  Im 
  G4 V
  Bapfata 
  08 
  D244400-9 
  S 
  Lo Ni 
   
  400 
  Im 
  G4 V* [D]
  Ladumdugikhii 
  09 
  A5656B6-A 
  N 
  Ag Ni 
   
  423 
  Im 
  G8 V
  Ugaragus 
  020 
  A004NC-D  
  De Lo Ni Va 
   
  222 
  Im 
  M3 V
  Dord 
  8 
  B33352-B 
  F 
  Ni 
   
  420 
  Im 
  K8 V
  Ishurkiika 
  9 
  B63760-B 
   
  Ni 
   
  204 
  Im 
  M8 V
  Keshubilanum 
  20 
  E50456A-7 
   
  Ic Ni Va 
   
  623 
  Im 
  M3 II* M5 V
  Hatdap 
  209 
  D426455-7 
   
  Lo Ni 
   
  934 
  Im 
  M4 V* M6 V
  Digukaagi 
  23 
  B8D063-C 
  N 
  De Ni 
   
  633 
  Im 
  M2 V
  Fyca 
  308 
  B3446TD-6 
   
  Ag Ni 
   
  423 
  Im 
  M5 V
  Awrcege 
  39 
  B570672-8 
  N 
  De Ni 
   
  533 
  Im 
  F0 V* [(K5 V M7 V)]
  Sikhii 
  407 
  EAF7ME-6  
  Lo Ni 
   
  0 
  Im 
  M4 V
  Kowhu 
  42 
  A83A345-C 
   
  Lo Ni Wa 
   
  00 
  Im 
  M7 V
  Paadezi 
  44 
  B9A9425-C 
  A 
  Fl Lo Ni 
   
  723 
  Im 
  K3 V
  Hararapu 
  47 
  C836200-7 
   
  Lo Ni 
   
  60 
  Im 
  G8 V
  Gakuum 
  507 
  B3006DH-9 
  A 
  De Na Ni Va 
  A 
  904 
  Im 
  G9 V* M2 V
  Mein 
  50 
  D5432T9-5 
   
  Lo Ni 
   
  60 
  Im 
  G6 V* [K6 III]
  Laradgugishud 
  52 
  B47423-7 
  N 
  Lo Ni 
   
  303 
  Im 
  K0 V
  Dagidad 
  58 
  D38263-4 
  S 
  Ni 
   
  803 
  Im 
  K6 V
  DATID 
  59 
  C569CB-7 
  M 
  Hi 
   
  900 
  Im 
  G3 V
  IKUGUUSHIGGU 520 
  A659N6-C 
   
  Hi Po 
   
  402 
  Im 
  A V K6 V*
  Khushimpim 
  605 
  E003M7-7 
   
  De Lo Ni Va 
   
  224 
  Im 
  G3 V
  Ughezor 
  62 
  D8993-6 
  S 
  Lo Ni 
   
  320 
  Im 
  F7 V
  Rati 
  63 
  E7A836C-8 
   
  Fl Lo Ni 
   
  923 
  Im 
  M V* M5 V
  Unergishshis 
  65 
  B445444-8 
  S 
  Lo Ni 
   
  724 
  Im 
  G6 V* M4 V
  IMPARLU 
  66 
  B556AB8-8 
  N 
  Hi 
   
  24 
  Im 
  G6 V
  Khisukidiskii 
  68 
  B60567-C 
   
  De Ni 
   
  93 
  Im 
  M0 II* M7 II [M9 V]
  DUREGURIKUKU 69 
  B50986-E 
  N 
  De Hi Po 
   
  403 
  Im 
  G6 V* M6 V
  Shinishshisha  
  620  B000679-C  S  
  As De Na Ni Va     
  924  
  Im  
  G5 III M8 D
  
  - 27 -
  
  - 28 -
  guShemege SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Useda 
  025 
  E265624-4 
   
  Ag Ni 
   
  25 
  Im 
  K0 V
  Sityn 
  026 
  B65A200-D 
  N 
  Lo Ni Wa 
   
  84 
  Im 
  G4 V* [K8 V]
  Shigimemkhigi 
  030 
  BAB689B-9 
   
  Fl 
   
  0 
  Im 
  G5 V K2 V*
  Sirir 
  03 
  D796344-5 
   
  Lo Ni 
   
  323 
  Im 
  M6 II K0 V*
  Sakam 
  032 
  D2602DG-6  
  De Lo Ni 
   
  220 
  Im 
  K7 V* [K8 V]
  Ledrow 
  035 
  X200000-0 
  R 
  Ba De Va 
   
  002 
  Na 
  M V
  Seneca 
  036 
  C4873AC-5 
  R 
  Lo Ni 
   
  323 
  Na 
  M2 III F0 V*
  USHULU 
  037 
  D782956-7 
   
  Hi 
   
  90 
  Na 
  K2 V
  Kalfy 
  038 
  X333000-0 
   
  Ba 
   
  002 
  Na 
  M8 V
  Gashe 
  040 
  X768000-0 
  R 
  Ba 
   
  000 
  Na 
  G6 V
  Kegeki 
  0222 
  C7766N4-B 
  A 
  Lo Ni 
   
  820 
  Im 
  G7 V
  Pethelbech 
  0223 
  A433479-A 
  N 
  Lo Ni 
   
  523 
  Im 
  A8 V
  Ali 
  0227 
  C86A88B-9 
  M 
  Ri Wa 
   
  52 
  Im 
  G5 V
  Agakakemi 
  0228 
  X652000-0 
   
  Ba Po 
   
  020 
  Na 
  G8 IV M9 V*
  Imamimibar 
  0229 
  X653000-0 
  R 
  Ba 
   
  00 
  Na 
  F V K5 V*
  Lidipnu 
  0230 
  A225486-B 
  A 
  Lo Ni 
   
  24 
  Im 
  M0 V
  Igimaapkisa 
  023 
  D503486-8 
   
  Ic Lo Ni Va 
   
  723 
  Im 
  K4 V* M0 V
  Opra 
  0233 
  D695-7 
  S 
  Lo Ni 
   
  70 
  Im 
  G7 V
  Karudashkig 
  0236 
  X8A5000-0 
   
  Ba Fl 
   
  04 
  Na 
  M5 V M9 V*
  Strand 
  0237 
  X8AA000-0 
   
  Ba Fl Wa 
   
  023 
  Na 
  K6 V* K6 V [M4 V]
  Codho 
  0239 
  X20000-0 
   
  Ba De Po 
   
  023 
  Na 
  F7 V M7 V*
  Hitakie        
  0327  A54053-A   N  
  De Ni Po          
  622  
  Im  
  M0 V M7 D 
  Uekethuda 
  0328 
  B343400-C 
  N 
  Lo Ni 
   
  2 
  Im 
  K V
  Orragh 
  0329 
  X55A36C- 
   
  Lo Ni Wa 
  R 
  900 
  Im 
  G5 V
  Panirmun 
  0332 
  D4722NE-8 
   
  Lo Ni 
   
  324 
  Im 
  G6 V* M0 V
  Attaa 
  0333 
  D5372TB-6 
   
  Lo Ni 
   
  423 
  Im 
  M0 V* M9 V
  Dugesh 
  0334 
  X55000-0 
  R 
  Ba Ic 
   
  03 
  Na 
  M4 V
  Ubimira 
  0338 
  E56076C-4 
  S 
  De Ri 
   
  324 
  Na 
  M0 II G4 V*
  SAGAL 
  0339 
  X88790-4 
  C 
  Hi 
  R 
  24 
  Na 
  K9 V
  Kiera          
  0422  B545N4-9     N  
  Ic Ni      
  603  
  Im  
  K0 V 
  Arguggashshi 
  0428 
   A265435-E 
  N 
  Lo Ni 
   
  700 
  Im 
  G8 V
  Tenets 
  0432 
  D573364-5 
  R 
  Lo Ni 
   
  723 
  Im 
  G4 V
  Linuukuur 
  0433 
  X646000-0 
   
  Ba 
   
  025 
  Na 
  F4 V* M7 V
  Imiishugarimi 
  0434 
  X230000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  M V
  Unishukakama 
  0435 
  X423000-0 
   
  Ba 
   
  03 
  Na 
  (F6 V M3 V)
  Atgo 
  0436 
  C543433-5 
  C 
  Lo Ni 
   
  800 
  Na 
  G9 V
  Jaeyelya 
  0437 
  C484574-2 
  R 
  Ag Ni 
   
  202 
  Na 
  K0 V* [M2 V]
  Anushuni 
  0438 
  X532000-0 
   
  Ba Po 
   
  000 
  Na 
  M9 V
  Warwhale 
  0439 
  D453MD-7 S 
  Lo Ni 
   
  923 
  Na 
  F2 V
  Myrany 
  0526 
  D20020-7 
  S 
  De Lo Ni Va 
   
  824 
  Im 
  G9 V K7 V*
  Kishmushas 
  0527 
  B89532-D 
   
  Lo Ni 
   
  04 
  Im 
  G0 V* [M0 V]
  Resha 
  0529 
  D58458A-7 
  S 
  Ag Ni 
   
  320 
  Im 
  G5 V* [M8 V]
  Angitoda 
  0530 
  B662337-8 
  A 
  Lo Ni 
   
  8 
  Im 
  K4 V
  Kukhsanogo 
  053 
  D32552-7 
   
  Ni 
   
  3 
  Im 
  M6 V M7 V*
  Phillips 
  0532 
  D8D5220-6 
  C 
  Lo Ni 
   
  423 
  Im 
  M4 V
  Wookehare 
  0536 
  C96775-6 
  R 
  Ag 
   
  325 
  Na 
  F4 V* M3 V
  Ishkikunbu 
  0537 
  X764000-0 
   
  Ba 
   
  000 
  Na 
  F8 V* M3 V
  Uelag 
  0623 
  C657667-8 
  S 
  Ag Ni 
   
  304 
  Im 
  M4 III F0 V*
  Kaenzinir 
  0626 
  C2608DF-6 
   
  De 
   
  433 
  Im 
  G8 V
  Burkiisii 
  0627 
  D757223-4 
  S 
  Lo Ni 
   
  900 
  Im 
  K5 V
  Aswy 
  0628 
  C5747B-7 
   
  Lo Ni 
   
  324 
  Im 
  G V* M5 V
  Pazaridugi 
  0630 
  B5458N7-A 
   
   
   
  404 
  Im 
  G7 IV M V*
  Dashinashuuki 
  063 
  C594244-7 
  S 
  Lo Ni 
   
  92 
  Im 
  K3 V
  Ishirida 
  0632 
  X738000-0 
   
  Ba 
   
  000 
  Na 
  M V
  Ghakskhurokou 
  0634 
  XAD6000-0 
  R 
  Ba 
   
  000 
  Na 
  G V
  
  - 29 -
  guShemege SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ugarazhur 
  0639 
  C565300-6 
  W 
  Lo Ni 
   
  502 
  Na 
  M9 V
  Liikukaghi 
  0640 
  D20023-7 
   
  De Lo Ni Va 
   
  02 
  Na 
  (M V M8 V)
  Pamango 
  0722 
  B0200-B 
   
  De Lo Ni 
   
  225 
  Im 
  M7 II
  SHIENRI 
  0723 
  B5429A7-B 
  S 
  Hi In Po 
   
  220 
  Im 
  K7 V
  Irygan 
  0725 
  C432-B 
   
  Ic Lo Ni 
   
  704 
  Im 
  A2 V M4 V*
  Hodagdap 
  0727 
  E73A8B7-6 
   
  Wa 
   
  834 
  Im 
  G6 V K V*
  Aaga 
  0728 
  C333333-A 
  M 
  Lo Ni 
   
  60 
  Im 
  G6 V M8 V*
  Khirbaadkikii 
  0729 
  B300356-B 
  A 
  De Lo Ni Va 
   
  223 
  Im 
  (F8 V M4 V)
  Casaadin 
  0732 
  D00325-7 
   
  De Lo Ni Va 
   
  702 
  Im 
  M4 III M2 V*
  Upii 
  0733 
  D9C736A-9 
  R 
  Fl Lo Ni 
   
  323 
  Im 
  M9 V
  Kumaa 
  0737 
  X585000-0 
   
  Ba 
   
  00 
  Na 
  F3 V
  Dikaash 
  0738 
  D627446-7 
  R 
  Lo Ni 
   
  324 
  Na 
  G7 V
  Anarnigho 
  0740 
  X00000-0 
   
  Ba De Va 
   
  00 
  Na 
  M8 V
  Yrbaber 
  0824 
  D547456-8 
  S 
  Lo Ni 
   
  23 
  Im 
  G3 V
  KHUNSIGAMI 
  0826 
  B8B09N4-9 
  S 
  De Hi 
   
  324 
  Im 
  M8 V
  Estes 
  0827 
  D20365-8 
   
  Ic Lo Ni Va 
   
  623 
  Na 
  G3 V* M7 V
  Whapoka 
  0829 
  B645344-A 
  A 
  Lo Ni 
   
  403 
  Im 
  G4 V
  Iriimga 
  083 
  C79A4TH-5 
   
  Lo Ni Wa 
  A 
  6 
  Im 
  K3 V
  Ginupa 
  0839 
  D559800-7 
  S 
   
   
  222 
  Im 
  G4 V
  Rako 
  0840 
  X502000-0 
   
  Ba Ic Va 
   
  023 
  Na 
  M5 V
  Kumgiidshu 
  092 
  B534542-A 
  A 
  Ni 
   
  404 
  Im 
  M2 V* M9 V
  Inswasqa 
  0922 
  A7753-B 
  N 
  Lo Ni 
   
  624 
  Im 
  G9 V
  IGAENGU 
  0923 
  DA8A9B8-B  
  Hi Wa 
   
  323 
  Im 
  M4 V* M5 V
  Iirkishir 
  0924 
  B326236-9 
  M 
  Lo Ni 
   
  23 
  Im 
  K4 V* [M4 V]
  Delmotesk 
  0925 
  B87A758-9 
  A 
  Wa 
   
  25 
  Im 
  F2 V
  Fappadod 
  0926 
  B457669-A 
  N 
  Ag Ni 
   
  2 
  Im 
  G3 V
  Faencuun 
  0927 
  E678443-7 
   
  Lo Ni 
   
  23 
  Im 
  K0 V
  Gisa 
  0928 
  C692420-7 
  S 
  Lo Ni 
   
  325 
  Im 
  M5 V
  Raksosdae 
  0930 
  E442635-7 
   
  Ni Po 
   
  624 
  Im 
  K3 V
  Akekuka 
  0933 
  E3725MD-5  
  Ni 
   
  234 
  Im 
  G2 V* M V
  Ikiishbi 
  0934 
  D887500-3 
   
  Ag Ni 
   
  634 
  Im 
  G7 V* M3 V
  Urmagi 
  0935 
  C865MB-6 S 
  Lo Ni 
   
  300 
  Im 
  F5 V* [M5 V]
  Iikhur 
  0936 
  D56467-3 
   
  Lo Ni 
   
  54 
  Im 
  G2 V
  Chantry 
  0937 
  C3723-5 
  S 
  Lo Ni 
   
  700 
  Im 
  M5 V
  Puretata 
  0940 
  E000200-7 
   
  As Lo Ni 
   
  700 
  Im 
  M0 V* M5 V
  Ninsikhade 
  02 
  C47344-8 
   
  Lo Ni 
   
  400 
  Im 
  F7 V
  Kikha 
  023 
  X20000-0 
   
  Ba De Po 
   
  023 
  Na 
  A4 V
  Gumkiilumlam 
  025 
  C767569-9 
   
  Ag Ni 
   
  622 
  Im 
  K4 V M3 V*
  Joziah 
  026 
  E78A5N8-7 
   
  Ni Wa 
   
  620 
  Im 
  G3 V
  Seror 
  027 
  B200666-A 
  A 
  De Na Ni Va 
   
  724 
  Im 
  M3 V* [(K7 V M0 V)]
  Adgadrimi 
  029 
  C270674-8 
  M 
  De Ni 
   
  802 
  Im 
  G V
  Aanadunlii 
  033 
  C2403MC-5 R 
  De Lo Ni Po 
   
  724 
  Im 
  M3 V
  Shasurakuush 
  036 
  C678475-5 
  N 
  Lo Ni 
   
  3 
  Im 
  K2 V* M9 V
  Sharim 
  038 
  B435676-A 
  A 
  Ni 
   
  900 
  Im 
  M8 III F3 V*
  Daastroyd 
  039 
  D42423-7 
   
  Lo Ni 
   
  62 
  Im 
  F7 V M0 V*
  Ikiimadurkhu 
  22 
  E436355-6 
   
  Lo Ni 
   
  822 
  Im 
  M0 V* M9 V
  Gapha 
  23 
  C88A326-8 
  M 
  Lo Ni Wa 
   
  603 
  Im 
  G9 V
  Gikukhumgig 
  24 
  B52444-9 
  S 
  Lo Ni 
   
  525 
  Im 
  M V
  Reverence 
  25 
  A30056B-C 
   
  De Ni Va 
   
  90 
  Im 
  F7 V
  Kislesh 
  27 
  C223777-8 
  S 
  Na 
   
  623 
  Im 
  M5 V* M5 V
  Shemki 
  28 
  C350669-B 
   
  De Ni Po 
   
  84 
  Im 
  G2 V* M7 V
  Capca 
  29 
  B220300-D 
   
  De Lo Ni Po 
   
  335 
  Im 
  M3 III
  Kincaid 
  33 
  D53230-6 
   
  Lo Ni Po 
   
  323 
  Im 
  M9 V
  Lagdiishsag 
  35 
  D265872-3 
   
  Ri 
   
  424 
  Im 
  G7 V
  Aashulamushga 36 
  C5434N9-7 
  M 
  Lo Ni 
   
  24 
  Im 
  M9 V
  Khekhiirshii   
  37  C32644-C  S  
  Ic Na Ni           
  620  
  Im  
  M4 V M3 D M6 D
  
  - 30 -
  guShemege SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Cuisoth 
  39 
  B7A76MA-8 S 
  Fl Ni 
   
  03 
  Im 
  M V
  Ipgakugimi 
  40 
  E898200-5 
   
  Lo Ni 
   
  420 
  Im 
  M V
  Gikazushi 
  22 
  E40575-7 
   
  De Ni 
   
  924 
  Im 
  M4 III M9 V*
  Teirn 
  223 
  B363744-A 
  S 
  Ri 
   
  323 
  Im 
  M4 V M8 V*
  Shuknikalii 
  225 
  A3226C-C 
  A 
  Lo Ni Po 
   
  434 
  Im 
  M3 II
  Draythnin 
  227 
  C33632-8 
   
  Na Ni Po 
   
  234 
  Dr 
  (G6 V M4 V)
  Pufpodif 
  228 
  E455554-6 
   
  Ag Ni 
   
  524 
  Im 
  M0 V M6 V*
  Enimaliisini 
  23 
  D6754NC-5 
  S 
  Lo Ni 
   
  223 
  Im 
  G5 V
  Emkhash 
  233 
  C4404AB-7 
   
  De Lo Ni Po 
   
  724 
  Im 
  G6 V* K8 V
  Sidur Ishki 
  234 
  B324CE-9 
  N 
  Ic Lo Ni 
   
  700 
  Im 
  G V
  Dudamukiishi 
  235 
  D4343MD-6  
  Lo Ni 
   
  923 
  Im 
  M4 III* F2 IV
  SHIIKI 
  236 
  C559MD-7  
  Hi Po 
   
  320 
  Im 
  M V
  Dumun 
  237 
  E655777-0 
   
  Ag 
   
  922 
  Im 
  G8 V
  Tafat 
  239 
  C002NA-8 
  C 
  De Lo Ni Va 
   
  533 
  Im 
  K8 V
  Gogpap 
  32 
  C665300-8 
  M 
  Lo Ni 
   
  32 
  Im 
  M5 V
  Drolwras 
  322 
  B587444-B 
  A 
  Lo Ni 
   
  824 
  Im 
  G4 V* M V
  Zikhanamapi 
  328 
  B302N9-C 
   
  De Lo Ni Po 
   
  723 
  Na 
  M5 V
  Gimkhiimura 
  33 
  D3233-7 
   
  Lo Ni Po 
   
  40 
  Im 
  K4 V
  Isepugake 
  333 
  B877600-8 
  N 
  Ag Ni 
   
  720 
  Im 
  K7 V* M7 V
  Atupihi 
  334 
  B78643-6 
  S 
  Lo Ni 
   
  500 
  Im 
  G6 V
  Llafaeksou 
  337 
  C7453MF-7 
   
  Lo Ni 
   
  40 
  Im 
  M7 V
  Pigek 
  340 
  C443300-7 
  S 
  Lo Ni 
   
  322 
  Im 
  G4 V* G4 V [M V]
  Idiisshuu 
  422 
  C2628BB-4 
  M 
   
   
  922 
  Im 
  F7 V
  Nakhashkili 
  423 
  B4672-A 
  N 
  Ic Na Ni 
   
  53 
  Im 
  K2 V M8 V*
  Dakota 
  425 
  B00024-A 
  S 
  As Lo Ni 
   
  93 
  Im 
  K6 V M9 V*
  MEGUUKARU 
  426 
  B2639C6-C 
   
  Hi 
   
  335 
  Im 
  F9 V
  Neola 
  430 
  B5265N5-9 
  N 
  Ni 
   
  900 
  Im 
  K6 V* M V
  Togaeskuengu 
  43 
  D500200-7 
  R 
  De Lo Ni Va 
   
  600 
  Im 
  K8 V
  Shythytham 
  432 
  DAC4276-9 
   
  Fl Lo Ni 
   
  400 
  Na 
  M V
  Aenokosa 
  433 
  X629000-0 
  R 
  Ba 
   
  04 
  Na 
  F V F7 V*
  Nybasnat 
  434 
  B62647A-8 
   
  Lo Ni 
   
  25 
  Im 
  M8 V
  SHUPIN 
  439 
  D959974-6 
   
  Hi 
   
  73 
  Im 
  G8 V G9 V*
  Hazard 
  440 
  D635444-6 
  S 
  Lo Ni 
   
  700 
  Im 
  M7 V
  MUSHA 
  52 
  C7649DE-6 
   
  Hi 
   
  23 
  Im 
  M9 V
  Ynea 
  522 
  B56775-6 
  N 
  Ag Ri 
   
  725 
  Im 
  K6 V
  Ushuubardu 
  523 
  BAE722-9 
  A 
  Lo Ni 
   
  604 
  Im 
  M V
  Athrhia 
  525 
  C40222-B 
   
  De Lo Ni 
   
  523 
  Im 
  M3 V
  Faerglas 
  526 
  E362688-5 
   
  Ni Ri 
   
  04 
  Im 
  G2 V
  Sumtukken 
  528 
  B498567-9 
  A 
  Ag Ni 
   
  324 
  Im 
  K6 V* [M7 III]
  Zaakupagii 
  529 
  E44524-7 
   
  Ni Po 
   
  523 
  Im 
  M9 III G4 V*
  Papgofa 
  530 
  B42040-9 
  N 
  De Lo Ni Po 
   
  324 
  Im 
  M4 V
  Rukhamaada 
  53 
  C787450-7 
  S 
  Lo Ni 
   
  834 
  Im 
  K0 V
  Khudu 
  532 
  B54966A-6 
   
  Ni 
   
  400 
  Im 
  K7 V
  Raphota 
  534 
  B656775-A 
  N 
  Ag 
   
  403 
  Im 
  G7 V
  Nekeshasha 
  539 
  B4437AC-8 
  N 
   
   
  434 
  Im 
  G2 V
  Apisammuran 
  540 
  E555369-2 
   
  Lo Ni 
   
  30 
  Im 
  G V* [M6 V]
  Khur 
  622 
  C648447-8 
  S 
  Lo Ni 
   
  94 
  Im 
  G8 V
  Thanthen 
  623 
  C848565-8 
   
  Ag Ni 
   
  800 
  Im 
  G3 V
  Kadumiigerdi 
  624 
  C520469-7 
  S 
  De Lo Ni Po 
   
  23 
  Im 
  K0 V* K6 V
  Trynugpach 
  625 
  C264687-7 
  M 
  Ag Ni Ri 
   
  922 
  Im 
  G4 V* M7 V
  Oeth 
  627 
  D4000-9 
  S 
  De Lo Ni Va 
   
  60 
  Im 
  M4 V
  Sedaliishirum 
  629 
  C534532-B 
  M 
  Ni 
   
  623 
  Im 
  M4 II A9 V*
  Obofho 
  637 
  C233ME-7  
  Lo Ni 
   
  424 
  Im 
  M V* M4 V
  Doghi 
  638 
  B597257-8 
  R 
  Lo Ni 
   
  2 
  Im 
  G3 V
  Gakashashar 
  640 
  C78A369-4 
  S 
  Lo Ni Wa 
   
  82 
  Im 
  G3 V
  
  - 3 -
  
  - 32 -
  guShemege SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Gohrvaen 
  72 
  B757522-8 
  S 
  Ag Ni 
   
  424 
  Im 
  M2 V* [M8 V]
  Cwydra 
  75 
  B665730-9 
   
  Ag 
   
  602 
  Im 
  M5 V
  Nygt 
  77 
  D566458-7 
  S 
  Lo Ni 
   
  722 
  Im 
  M V M6 V*
  Trois 
  78 
  C74A200-9 
  S 
  Lo Ni Wa 
   
  600 
  Im 
  M9 V
  Kadzikakun 
  80 
  X30000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  M0 V
  Piidisudasii 
  80 
  D20200-7 
   
  De Lo Ni 
   
  500 
  Im 
  F5 V* M5 V
  Whemu 
  8 
  B583544-9 
  A 
  Ni 
   
  634 
  Im 
  F V* M5 V
  Tawa 
  84 
  B557889-A 
   
   
   
  3 
  Im 
  M3 V
  Wase 
  85 
  B423468-9 
  A 
  Lo Ni 
   
  900 
  Im 
  M5 V
  Kigikhishun 
  86 
  A3576-C 
  N 
  Ic Ni 
   
  00 
  Im 
  F7 V
  Uumimlumsha 
  88 
  C568357-3 
  M 
  Lo Ni 
   
  25 
  Im 
  M0 V* M5 V
  Shaduu 
  905 
  X7B0000-0 
  R 
  Ba De 
   
  024 
  Na 
  G4 V
  Kenouth 
  9 
  C45645-7 
  S 
  Lo Ni 
   
  624 
  Im 
  M3 V* M4 V
  Kidkur 
  94 
  E76A6N7-5 
   
  Ni Wa 
   
  822 
  Im 
  G4 V
  Gaagulalamme 
  95 
  E88A76C-6 
   
  Ri Wa 
   
  822 
  Im 
  G4 V
  Pynenwa 
  96 
  E50500-8 
   
  De Ni Po 
   
  900 
  Im 
  K4 V K7 V*
  Kuma 
  2007 
  D257AF-7 
   
  Po 
   
  25 
  Na 
  G8 V
  Wawy 
  2008 
  E552257-2 
   
  Lo Ni Po 
   
  634 
  Na 
  M5 V
  Dagerch 
  205 
  C585755-8 
   
  Ag Ri 
   
  700 
  Im 
  G0 V
  Alagankhika 
  208 
  B450687-B 
  N 
  De Ni Po 
   
  72 
  Im 
  G3 V
  Faga 
  209 
  C9D652-A 
   
  Ni 
   
  70 
  Im 
  G0 V
  Kakakhaguush 
  2020 
  D26467A-A 
   
  Ag Ni Ri 
   
  70 
  Im 
  G6 V
  Uurla 
  205 
  X332000-0 
   
  Ba Po 
   
  00 
  Na 
  F9 IV
  Haapod 
  206 
  D425354-7 
  R 
  Lo Ni 
   
  734 
  Im 
  M6 V
  Kadada 
  207 
  X232000-0 
   
  Ba Po 
   
  023 
  Na 
  K4 V* M V
  Ramipemu 
  208 
  X540000-0 
  R 
  Ba De Po 
   
  00 
  Na 
  K5 V
  Thymwenwe 
  20 
  D8A9256-8 
   
  Fl Lo Ni 
   
  320 
  Na 
  M4 V
  Anypul 
  23 
  E45369-3 
   
  Lo Ni Po 
   
  923 
  Im 
  G2 V* M9 V
  Swawe 
  25 
  D420595-7 
  S 
  De Ni Po 
   
  823 
  Im 
  G7 V K3 V*
  Ragpo 
  29 
  EAAA77A-9  
  Fl Wa 
   
  524 
  Im 
  G0 V
  Asisgusanmaki 
  220 
  D57000-5 
  S 
  De Lo Ni 
   
  700 
  Im 
  M2 V M8 V*
  Diishuusala 
  2202 
  D5557ME-3  
  Ag 
   
  924 
  Na 
  F7 V
  Apatotowha 
  2205 
  X22000-0 
  R 
  Ba Po 
   
  03 
  Na 
  K9 V* M2 V [M2 V]
  Whuta 
  2206 
  D547534-5 
  R 
  Ag Ni 
   
  04 
  Im 
  K6 V
  Irkhi 
  2207 
  D678274-5 
   
  Lo Ni 
   
  623 
  Im 
  G2 V
  Tawunga 
  220 
  D658756-2 
  S 
  Ag 
   
  922 
  Im 
  G6 V* M8 V
  Gesanemudan 
  223 
  C9B366A-9 
  M 
  Fl Ni 
   
  902 
  Im 
  M3 V
  Iimkimkaasaam 
  225 
  C5855-5 
   
  Ag Ni 
   
  700 
  Im 
  G6 V
  Khushagurush 
  226 
  C5A5474-9 
  S 
  Fl Lo Ni 
   
  223 
  Im 
  K5 V* M4 V
  Gurdasimesh 
  227 
  B222520-C 
  A 
  Ni Po 
   
  203 
  Im 
  M0 V
  Rake 
  2303 
  E8684AA-4 
  S 
  Lo Ni 
   
  323 
  Na 
  G V
  SHARENGA 
  2305 
  C6849MC-4  
  Hi 
   
  324 
  Na 
  K2 V
  Kamarlilir 
  2306 
  E797200-6 
   
  Lo Ni 
   
  224 
  Na 
  G9 V
  Dudelukadem 
  2307 
  D22335-7 
  R 
  Lo Ni Po 
   
  200 
  Im 
  M3 V
  Igiikuuniiki 
  2308 
  X340000-0 
   
  Ba De Po 
   
  004 
  Na 
  M7 V
  Raqashan 
  2309 
  D672300-5 
   
  Lo Ni 
   
  223 
  Im 
  G8 V* M7 V
  Muusig 
  230 
  D794577-5 
  S 
  Ag Ni 
   
  220 
  Im 
  K8 V* M2 V
  ED 
  233 
  A57AAAD-C S 
  Hi In Wa 
   
  02 
  Im 
  K7 V* [K4 V]
  Maakadiikuza 
  236 
  C647400-6 
  S 
  Lo Ni 
   
  00 
  Im 
  G V
  Shamibakugi 
  238 
  C87636B-6 
  M 
  Lo Ni 
   
  700 
  Im 
  G V
  Mipati 
  2320 
  C67457A-5 
   
  Ag Ni 
   
  700 
  Im 
  M2 V* M7 V
  Sanam 
  2404 
  D75967B-4 
   
  Ni 
   
  500 
  Na 
  G7 V
  Parish 
  2406 
  D73A368-6 
  C 
  Lo Ni Wa 
   
  43 
  Im 
  G V
  Bagothown 
  2408 
  X538000-0 
  R 
  Ba 
   
  004 
  Na 
  M9 V* [M5 V]
  Mutu 
  240 
  D88A37C-8 
   
  Lo Ni Wa 
   
  424 
  Im 
  M4 V
  
  - 33 -
  guShemege SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Rysath 
  24 
  C78A498-9 
  S 
  Lo Ni Wa 
   
  624 
  Im 
  K7 V
  Nahy 
  244 
  C00056D-7 
   
  As Ni 
   
  94 
  Im 
  G0 IV
  Olsnong 
  245 
  B77A5N5-B 
  A 
  Ni Wa 
   
  800 
  Im 
  M2 V M6 V*
  Kishgar 
  248 
  A62779-C 
   
  Na Po 
   
  300 
  Im 
  K0 V
  Anasne 
  250 
  E76A7TC-4 
  C 
  Wa 
   
  925 
  Na 
  F6 V
  Ongoe 
  2502 
  X735000-0 
   
  Ba 
   
  000 
  Na 
  F3 V
  Gugimkiikbugi 
  2503 
  X8B9000-0 
   
  Ba Fl 
   
  003 
  Na 
  (M5 V M6 V)
  Aedal 
  2504 
  D370M9-6 
   
  De Lo Ni 
   
  623 
  Na 
  F9 V* M V
  Shiramuunir 
  2507 
  D44487C-5 
  R 
   
   
  523 
  Na 
  M3 III G0 V*
  Hatpaha 
  2509 
  D9C7333-9 
   
  Fl Lo Ni 
   
  535 
  Im 
  M6 V* M6 V
  Tapfop 
  25 
  E736MG-6  
  Lo Ni 
   
  35 
  Im 
  M8 V
  Angkyl 
  252 
  D336576-8 
  S 
  Ni 
   
  924 
  Im 
  M5 V
  Masa 
  253 
  C22600-8 
   
  Na Ni Po 
   
  820 
  Im 
  G7 V* M0 V
  Ranlir 
  254 
  D637274-6 
   
  Lo Ni 
   
  624 
  Im 
  M4 V* M6 V
  Cyarf 
  257 
  D242278-A 
  S 
  Lo Ni Po 
   
  325 
  Im 
  G3 V* M2 V
  Whuaka 
  2609 
  D7A6342-8 
   
  Fl Lo Ni 
   
  502 
  Im 
  K6 V
  Trestaiedvy 
  260 
  X525000-0 
   
  Ba 
   
  000 
  Na 
  M II
  Diskha 
  262 
  D8C5520-A 
   
  Fl Ni 
   
  22 
  Im 
  M7 III* [M6 II]
  Aedz 
  263 
  D6474AD-7 
   
  Lo Ni 
   
  23 
  Im 
  K0 V* [K8 V]
  UMKUGEGIMMUG 264 D3589Q3-5 
   
  Hi 
   
  400 
  Im 
  F3 V* M7 V
  Knakhorzangu 
  265 
  D785400-6 
   
  Lo Ni 
   
  523 
  Im 
  M7 III G V*
  Kathonguella 
  267 
  D338200-8 
  S 
  Lo Ni 
   
  724 
  Im 
  F3 V
  Unashur 
  268 
  B64733-7 
   
  Lo Ni 
   
  94 
  Im 
  K V
  Dakhuezudhae 
  269 
  E334TF-7 
   
  Lo Ni 
   
  634 
  Im 
  M0 V
  Akushis 
  2620 
  D000272-7 
  S 
  As Lo Ni 
   
  82 
  Im 
  G5 V
  Ilenbas 
  270 
  CA9A224-7 
  R 
  Lo Ni Wa 
   
  320 
  Na 
  F3 V* M9 V
  Parotta 
  2704 
  XA7A000-0 
   
  Ba Wa 
   
  000 
  Na 
  F8 V
  Gagukashdirgu 
  2705 
  XAE4000-0 
  R 
  Ba 
   
  00 
  Na 
  M7 V
  Arweshan 
  2706 
  D3378-6 
   
  Lo Ni Po 
   
  300 
  Na 
  M7 V* [D]
  Gaensu 
  2707 
  E360769-4 
   
  De Ri 
   
  324 
  Na 
  G7 V* M3 V
  Lakhu 
  2709 
  D340400-6 
   
  De Lo Ni Po 
   
  603 
  Im 
  F8 V* K0 V
  Tafgatod 
  273 
  D8687AG-3 
   
  Ag 
   
  224 
  Im 
  G9 V
  Swari 
  275 
  C8B465-9 
  S 
  Fl Lo Ni 
   
  834 
  Im 
  M0 V
  Shakhamash 
  276 
  B94A888-B 
  N 
  Wa 
   
  22 
  Im 
  M V
  Oranugz 
  277 
  C587868-9 
   
  Ri 
   
  634 
  Im 
  G0 V
  Llaenirksor 
  280 
  D76566B-7 
   
  Ag Ni Ri 
   
  400 
  Na 
  F8 V
  Irikegsad 
  2802 
  X222000-0 
   
  Ba Po 
   
  024 
  Na 
  M V
  Thyis 
  2804 
  X544000-0 
   
  Ba 
   
  000 
  Na 
  M V* M3 V
  Larnaskusaga 
  2806 
  E96A553-3 
  C 
  Ni Wa 
   
  72 
  Na 
  G8 V* M5 V
  Coventry 
  2807 
  X380400-3 
   
  De Lo Ni 
  R 
  202 
  Na 
  F2 V
  Toodgo 
  2809 
  X32000-0 
  R 
  Ba Po 
   
  03 
  Na 
  M9 V
  Oddad 
  280 
  C584597-5 
   
  Ag Ni 
   
  520 
  Im 
  F2 V* M2 V [(F6 V K8 V)]
  Roukara 
  282 
  E466200-2 
   
  Lo Ni 
   
  924 
  Im 
  A3 V K V* M8 V
  Ushash 
  283 
  C55338A-4 
  M 
  Lo Ni 
   
  824 
  Im 
  K7 V
  Hardaw 
  284 
  C876576-7 
  R 
  Ag Ni 
   
  224 
  Im 
  M3 V
  Shanmaci       
  285 B6888N5-A   
   
  Ri              
   
  225  
  Im  
  M3 V 
  Swywer 
  2820 
  D895774-8 
   
  Ag 
   
  8 
  Im 
  K0 V
  Ishaameramgi 
  2904 
  X642000-0 
   
  Ba Po 
   
  024 
  Na 
  F6 V
  Diidaga 
  2905 
  D257400-7 
   
  Lo Ni 
   
  422 
  Im 
  K9 V
  Paru 
  2906 
  D898MC-5 R 
  Lo Ni 
   
  524 
  Na 
  F2 V
  Lishan 
  2907 
  C30457-8 
  M 
  De Lo Ni 
   
  524 
  Na 
  M9 II F4 V*
  Werysb 
  290 
  DAE7377-6 
  R 
  Lo Ni 
   
  90 
  Im 
  M6 II
  Digshiikiri 
  292 
  B84834-8 
   
  Lo Ni 
   
  24 
  Im 
  F8 V
  Irkariri 
  294 
  B000365-7 
  R 
  As Lo Ni 
   
  20 
  Im 
  G2 V
  Khegikiikhi 
  295 
  B4636C7-7 
  N 
  Ni 
   
  300 
  Im 
  G5 V
  
  - 34 -
  guShemege SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ekiibukkushi 
  296 
  C679476-8 
   
  Lo Ni 
   
  823 
  Im 
  G8 V G9 V*
  Tirrol 
  297 
  E242876-5 
   
  Po 
   
  723 
  Im 
  F7 V* [M6 V]
  Shesi 
  299 
  D44400-7 
   
  Lo Ni 
   
  200 
  Im 
  G4 V
  Namny 
  2920 
  E0006MG-8  
  As Na Ni 
   
  524 
  Im 
  G5 V
  Hamny 
  3002 
  X533000-0 
  R 
  Ba 
   
  00 
  Na 
  M9 V
  Kuguurassuun 
  3003 
  X40000-0 
   
  Ba De Po 
   
  003 
  Na 
  G V* [F V]
  Rithoegknur 
  3004 
  D555699-7 
   
  Ag Ni 
   
  600 
  Im 
  M5 III K9 V*
  Gariin 
  3006 
  C567373-4 
  M 
  Lo Ni 
   
  902 
  Na 
  K3 V* [M5 V]
  Mamamigigi 
  3007 
  D7563AA-3 
  S 
  Lo Ni 
   
  600 
  Im 
  K9 V* M9 V
  Gikimki 
  3008 
  X300000-0 
   
  Ba De Va 
   
  024 
  Na 
  (M4 V M9 V)
  Nipe 
  3009 
  D55332-2 
  S 
  Lo Ni 
   
  403 
  Im 
  K3 V* M4 V
  Fasbpowrm 
  302 
  D7898MF-4 
  S 
   
   
  734 
  Im 
  K6 V* M0 V [M5 V]
  Khapikhanii 
  303 
  C6324AC-6 
  M 
  Lo Ni Po 
   
  800 
  Im 
  M9 III M2 V*
  Shanisharmi 
  304 
  E667600-6 
   
  Ag Ni 
   
  333 
  Im 
  G V* M0 V
  Gumiirmasarge 
  305 
  D6B3345-8 
   
  Fl Lo Ni 
   
  72 
  Na 
  M5 V* M8 V
  Depot 
  306 
  B340576-B 
  N 
  De Ni Po 
   
  24 
  Im 
  G3 V
  Gagimnedam 
  307 
  C835400-7 
   
  Lo Ni 
   
  70 
  Im 
  M5 V* M7 V
  Shysyran 
  30 
  X7A4000-0 
  R 
  Ba Fl 
   
  000 
  Na 
  M5 V
  Gullakh 
  303 
  X8B0000-0 
   
  Ba De 
   
  023 
  Na 
  K4 V
  Kurrthar 
  304 
  X235000-0 
   
  Ba 
   
  02 
  Na 
  F V
  Kukhun 
  305 
  D648332-6 
   
  Lo Ni 
   
  223 
  Im 
  G6 V
  Llufha 
  306 
  X7A5000-0 
  R 
  Ba Fl 
   
  003 
  Na 
  M5 II M2 V*
  Khalansuliba 
  307 
  D58758A-8 
  C 
  Ag Ni 
   
  724 
  Im 
  F5 V
  Dauntless 
  30 
  D565468-8 
   
  Lo Ni 
   
  322 
  Im 
  M6 V
  Gvuenungllu 
  32 
  D2000-7 
  T 
  De Lo Ni 
   
  50 
  Na 
  M4 II* A3 V
  Tudzgvadhdze 
  36 
  E403279-7 
   
  Ic Lo Ni Va 
   
  23 
  Im 
  K IV
  Gumirka 
  37 
  C9B73SB-A  
  Fl Lo Ni 
   
  823 
  Im 
  M2 V M5 V*
  Mashy 
  38 
  E537300-6 
   
  Lo Ni 
   
  720 
  Im 
  M8 V
  Mygef 
  3202 
  X78A4TD-2 
   
  Lo Ni Wa 
  R 
  923 
  Na 
  G2 V* [M V]
  Jaentvip 
  3203 
  X779000-0 
  R 
  Ba 
   
  003 
  Na 
  G3 V
  Imzalapigugi 
  3205 
  D643373-7 
   
  Lo Ni 
   
  63 
  Im 
  K5 V
  Nenre 
  3206 
  D00CF-8 
   
  De Lo Ni Va 
   
  524 
  Im 
  M V M4 V*
  Dulir 
  3208 
  X638000-0 
  R 
  Ba 
   
  025 
  Na 
  (F5 V G3 V)
  Adhaf 
  320 
  D504430-7 
  S 
  Ic Lo Ni Va 
   
  503 
  Im 
  K5 V
  Latasel 
  32 
  B4577AB-7 
   
  Ag 
   
  700 
  Im 
  F9 V
  Gvae 
  322 
  B26533-8 
   
  Ni 
   
  304 
  Im 
  G4 V* M9 V
  Bast 
  324 
  D302AB-7 
  C 
  De Lo Ni 
   
  900 
  Im 
  F II* M5 V
  Gahap 
  327 
  X886000-0 
  R 
  Ba 
   
  034 
  Na 
  G8 V
  Senlis 
  328 
  E447859-8 
   
   
   
  225 
  Im 
  K7 V* M2 V
  Shusashamuu 
  329 
  C4444CB-5 
  S 
  Lo Ni 
   
  23 
  Im 
  G7 V
  
  - 35 -
  
  - 36 -
  guShemege SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ungaza 
  72 
  C000587-8 
  M 
  As Ni 
   
  400 
  Im 
  M4 V
  Sulikhi 
  722 
  A87A440-D 
   
  Lo Ni Wa 
   
  23 
  Im 
  M2 III G5 V*
  Khishkish 
  723 
  E36253-6 
   
  Ni 
   
  824 
  Im 
  F0 V* M9 V
  Cagodra 
  724 
  A77244-B 
  N 
  Lo Ni 
   
  534 
  Im 
  K V* [M0 V]
  Siniirgi 
  727 
  E424695-7 
   
  Ni 
   
  80 
  Im 
  M4 II
  Ciasyd 
  732 
  B873779-A 
   
   
   
  422 
  Im 
  G5 V* M7 V
  ARNUUKARA 
  733 
  B360A9A-A 
  M 
  De Hi 
   
  73 
  Im 
  F V* M0 V
  Kurshardii 
  734 
  B4275N6-8 
   
  Ni 
   
  73 
  Im 
  G V* M V
  Odda 
  735 
  C2002-9 
   
  De Lo Ni Va 
   
  0 
  Na 
  M2 III
  Dohpu 
  737 
  C595236-A 
  S 
  Lo Ni 
   
  724 
  Im 
  F7 V
  Ganalii 
  739 
  B333354-A 
  N 
  Lo Ni 
   
  300 
  Im 
  M4 III* M8 V
  Gidakukhera 
  740 
  B0020-C 
   
  De Lo Ni Va 
   
  20 
  Na 
  M V* M V
  Haggid 
  82 
  B244478-B 
  A 
  Lo Ni 
   
  634 
  Im 
  K7 V
  Ashka 
  822 
  B34436B-C 
  N 
  Lo Ni 
   
  624 
  Im 
  G V* M2 V
  Shilumar 
  823 
  AAF434-9 
   
  Lo Ni 
   
  422 
  Im 
  M4 V* M4 V
  Teddan 
  826 
  A89A55-C 
  N 
  Ni Wa 
   
  00 
  Im 
  M V
  Irshi 
  828 
  E20023-7 
   
  De Lo Ni Va 
   
  925 
  Im 
  M2 V
  Doat 
  832 
  A85A843-E 
  S 
  Wa 
   
  324 
  Im 
  K4 V* K5 V
  Parsash 
  833 
  E664688-4 
   
  Ag Ni Ri 
   
  33 
  Im 
  G6 V
  Toangaaku 
  835 
  A467620-C 
   
  Ag Ni 
   
  535 
  Im 
  F3 V
  Klan 
  839 
  C46567A-7 
  S 
  Ag Ni Ri 
   
  923 
  Im 
  M0 V
  Eswerea 
  92 
  E726240-7 
   
  Lo Ni 
   
  523 
  Na 
  M4 II* M V
  Tukozo 
  923 
  CA697NA-6  
  Ri 
   
  900 
  Im 
  K8 V
  Vervieprad 
  924 
  D777334-6 
   
  Lo Ni 
   
  823 
  Im 
  M V* M4 V
  Neathe 
  925 
  C778654-5 
  S 
  Ag Ni 
   
  233 
  Im 
  M7 V
  MOINGSY 
  926 
  B262978-D 
   
  Hi 
   
  22 
  Im 
  F V* K4 V
  Kikharilekhis 
  927 
  E75A675-5 
   
  Ni Wa 
   
  3 
  Im 
  K6 V
  UNLARDIGARD 930 
  A3099B-C 
  A 
  De Hi In Na 
   
  825 
  Im 
  F2 V M6 V*
  Rangvera 
  932 
  B467465-C 
  N 
  Lo Ni 
   
  824 
  Im 
  K0 V
  Shigu 
  933 
  D486476-8 
  S 
  Lo Ni 
   
  200 
  Im 
  M9 II G3 V*
  Katetea 
  935 
  E463677-7 
   
  Ni Ri 
   
  0 
  Im 
  K V
  Pagapap 
  936 
  C6795S7-5 
   
  Ni 
   
  20 
  Im 
  K2 V
  Riwire 
  202 
  D65779C-8 
  S 
  Ag 
   
  922 
  Im 
  F6 V* M6 V
  Kamikula 
  2022 
  B42578-A 
   
  Ni Po 
   
  823 
  Im 
  M9 V
  TRILL 
  2029 
  B784959-C 
   
  Hi 
   
  523 
  Im 
  F V
  Aapra 
  203 
  D222464-7 
  R 
  Lo Ni Po 
   
  02 
  Im 
  G3 V* M4 V
  GUSHIRDIIMI 
  2036 
  B44296A-E 
  A 
  Hi In Po 
   
  324 
  Im 
  K7 V
  LUDIKIMBUUMGE 2037 C424978-E 
   
  Hi In 
   
  424 
  Im 
  F8 V
  Pynshawyn 
  2038 
  B758686-A 
   
  Ag Ni 
   
  602 
  Im 
  G5 V
  Oudilaezae 
  2040 
  B23400-B 
  A 
  Lo Ni Po 
   
  234 
  Im 
  M7 V
  Erakgarla 
  22 
  E67A476-5 
   
  Lo Ni Wa 
   
  35 
  Im 
  M6 II M7 V*
  Giradkibir 
  222 
  B546BB-7 
  N 
  Ni Po 
   
  902 
  Im 
  G3 V
  Ofadgah 
  224 
  C2206A-B 
  S 
  De Lo Ni Po 
   
  624 
  Im 
  A4 V
  Imnimwe 
  225 
  D200258-7 
   
  De Lo Ni Va 
   
  823 
  Im 
  G9 V
  TLAUWAO 
  227 
  D330A78-9 
   
  De Hi Na Po 
   
  423 
  Im 
  K7 V
  Kiish 
  228 
  E549255-5 
   
  Lo Ni 
   
  725 
  Im 
  G2 V* [D]
  Irmimshagaa 
  230 
  B000246-C 
  N 
  As Lo Ni 
   
  30 
  Im 
  M3 III
  Niwu 
  23 
  C525347-9 
   
  Lo Ni 
   
  00 
  Na 
  M9 III M7 V* [M7 III]
  Okuhipiho 
  232 
  B556525-C 
  N 
  Ag Ni 
   
  234 
  Im 
  G6 V* K3 V
  Amends 
  234 
  B000578-E 
   
  As Ni 
   
  2 
  Im 
  M0 V
  Sakirkarkhu 
  236 
  D787400-4 
  S 
  Lo Ni 
   
  62 
  Im 
  K3 V* M9 V
  Iimisu 
  239 
  B696200-8 
   
  Lo Ni 
   
  604 
  Im 
  G V
  Nightfall 
  240 
  C50569-9 
  S 
  De Ni 
   
  70 
  Im 
  M4 V M8 V*
  Padca 
  222 
  C683576-7 
  S 
  Ni 
   
  600 
  Im 
  K9 V* M9 V
  Kurilakhuke 
  2223 
  E230200-6 
   
  De Lo Ni Po 
   
  80 
  Im 
  G7 V
  
  - 37 -
  guShemege SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Kamurinmur     
  2224  A6649DD-E  S  
  Hi                  
   
  04  
  Im  
  M0 V M0 D M9 D 
  Argaaragarim 
  2225 
  D2056C-8 
   
  De Ni 
   
  824 
  Im 
  M8 V
  Swernin 
  2227 
  A693554-8 
  N 
  Ni 
   
  300 
  Im 
  G9 V
  Qihea 
  2228 
  B432564-9 
   
  Ni Po 
   
  924 
  Im 
  F V* M6 V
  Kurkamelamu 
  2229 
  C593655-7 
  S 
  Ni 
   
  223 
  Im 
  K8 V
  ZANISH 
  223 
  D677976-A 
  S 
  Hi In 
   
  402 
  Im 
  M4 III G7 V*
  Odfog 
  2233 
  E3538DD-2 
   
   
   
  82 
  Im 
  F8 V* M5 V
  Tupawhai 
  2237 
  D524224-7 
  R 
  Lo Ni 
   
  603 
  Im 
  G0 V G8 V*
  Imamsakirem 
  2240 
  E62200-7 
   
  Lo Ni Po 
   
  33 
  Im 
  M2 II F8 V*
  Piohano 
  2323 
  C4007BD-8 
  S 
  De Na Va 
   
  300 
  Im 
  M3 V
  DROUN 
  2325 
  B543A48-B 
  A 
  Hi In 
   
  920 
  Im 
  G V
  Galigi 
  2326 
  C655576-A 
   
  Ag Ni 
   
  723 
  Im 
  K6 V
  Rakenero 
  2330 
  D260848-5 
   
  De Ri 
   
  823 
  Im 
  G8 V
  Okatanga 
  233 
  D73A485-6 
  S 
  Lo Ni Wa 
   
  70 
  Im 
  K5 V* M6 V
  Asuus 
  2332 
  D67266B-5 
   
  Ni 
   
  734 
  Im 
  G5 V
  Angkerdon 
  2333 
  A000557-E 
  N 
  As Ni 
   
  903 
  Im 
  M0 V
  Wetha 
  2334 
  C252755-A 
   
  Po 
   
  24 
  Im 
  K0 II F6 V*
  Uumikhimkuu 
  2335 
  C66687C-8 
  S 
  Ri 
   
  523 
  Im 
  F V
  Atupu 
  2336 
  E40656-5 
   
  De Ni Po 
   
  403 
  Im 
  G2 V* [(G5 V K4 V)]
  Oekhaedz 
  2337 
  D53679-8 
  S 
  Ic Na Ni 
   
  724 
  Im 
  M7 V
  Maad 
  2339 
  D656473-6 
   
  Lo Ni 
   
  423 
  Im 
  G7 V* M4 V
  Linumunlugun 
  2340 
  C874569-6 
   
  Ag Ni 
   
  405 
  Im 
  G7 V
  Druor 
  2422 
  C785747-7 
   
  Ag Ri 
   
  600 
  Im 
  G V* M8 V
  Aanuurgi 
  2424 
  A332777-A 
  N 
  Na Po 
   
  90 
  Im 
  M2 V
  Daakiba 
  2425 
  E430400-7 
   
  De Lo Ni Po 
   
  522 
  Im 
  M4 III* M5 V
  Canam 
  2426 
  B592420-8 
  M 
  Lo Ni 
   
  525 
  Im 
  G2 V* M3 V
  Ngomu 
  2427 
  B502434-8 
  S 
  Ic Lo Ni Va 
   
  900 
  Na 
  M4 V
  Kharli 
  2428 
  D429244-7 
   
  Lo Ni 
   
  524 
  Na 
  M3 V
  Stadul 
  2429 
  X20000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  M7 V* [D]
  Fondanto 
  2430 
  C334532-7 
   
  Ni 
   
  423 
  Im 
  M4 V M5 V*
  Wethirhe 
  243 
  C583425-8 
  M 
  Lo Ni 
   
  622 
  Im 
  K0 V* [M5 V]
  Guerarkhu 
  2434 
  E365300-4 
   
  Lo Ni 
   
  24 
  Im 
  F6 V
  Hillalladi 
  2438 
  B50056D-C 
  A 
  De Ni Va 
   
  2 
  Im 
  M8 III
  Susadi         
  2439  A8C9DA-E   M  
  Fl Hi                
  924  
  Im  
  M3 V 
  Pagadog 
  2440 
  D45752-6 
   
  Ag Ni 
   
  524 
  Im 
  M9 V
  Ishirma 
  252 
  C8A9643-B 
   
  Fl Ni 
   
  43 
  Im 
  A7 IV
  Midii 
  2523 
  D546235-6 
  S 
  Lo Ni 
   
  600 
  Im 
  K3 V
  Miikhashu 
  2525 
  B6B2336-A 
  N 
  Fl Lo Ni 
   
  523 
  Im 
  M4 III* M4 V
  Meiotoe 
  2526 
  B30596-B 
  A 
  De Ni 
   
  4 
  Im 
  K2 V* M3 V
  Cadag 
  2527 
  B3665N5-A 
   
  Ag Ni 
   
  500 
  Im 
  G2 V* M9 V
  Apkhumi 
  2532 
  E88986A- 
   
  Ri 
   
  24 
  Im 
  K0 V
  Tsarsghod 
  2536 
  B404MC-7 N 
  De Lo Ni Po 
   
  702 
  Im 
  K V
  Dikkbest 
  2537 
  C98646A-7 
   
  Lo Ni 
   
  424 
  Im 
  G V
  Peitu 
  2538 
  X87A000-0 
  R 
  Ba Wa 
   
  022 
  Na 
  F8 V
  TSUNRRUGEFAE 2539 D988958-8 
  S 
  Hi 
   
  322 
  Im 
  M8 III F2 V*
  Gakiinmaaru 
  2540 
  E649677-5 
  C 
  Ni 
   
  92 
  Im 
  K3 V* [F4 V]
  Nguka 
  2625 
  E633320-8 
   
  Lo Ni 
   
  322 
  Im 
  G0 V
  Ukhiruka 
  2626 
  A948400-A 
   
  Lo Ni 
   
  30 
  Im 
  G4 V
  Imarshas 
  2627 
  C9C6766-9 
  S 
  Fl 
   
  30 
  Im 
  M8 V
  Kylrert 
  2628 
  C88554-A 
   
  Lo Ni 
   
  524 
  Im 
  M5 V
  Esaenaedha 
  2629 
  C69A554-6 
   
  Ni Wa 
   
  30 
  Im 
  F3 V
  Liraisg 
  2630 
  D8AA577-9 
   
  Fl Ni Wa 
   
  600 
  Im 
  M4 V
  Agumim 
  2632 
  C3508AG-9 
  M 
  De Po 
   
  424 
  Im 
  G3 V
  Bisuukeras 
  2633 
  E5433-6 
   
  Lo Ni 
   
  300 
  Im 
  F V
  Tobrogdas 
  2634 
  E336279-6 
   
  Lo Ni 
   
  623 
  Im 
  G8 V
  
  - 38 -
  guShemege SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Dinaebii 
  2637 
  C425MD-7  
  Lo Ni 
   
  60 
  Im 
  M0 V* [D]
  Tonaath 
  2639 
  E6877A8-6 
   
  Ag 
   
  820 
  Im 
  G2 V* M2 V
  Duathenae 
  2723 
  C49400-7 
  M 
  Lo Ni 
   
  800 
  Im 
  M9 V
  Arparkhi 
  2724 
  B340227-9 
  A 
  De Lo Ni Po 
   
  823 
  Im 
  M5 II K3 V*
  Aegis 
  2725 
  B636798-7 
  N 
   
   
  900 
  Im 
  G0 V* [D]
  Gharokna 
  2726 
  C45667C-C 
  M 
  Ag Ni 
   
  90 
  Im 
  K8 V
  IRTU 
  2730 
  C4509AA-5 
  S 
  De Hi Po 
   
  700 
  Im 
  G3 V* M4 V
  Gappago 
  2732 
  D30350-6 
  C 
  De Lo Ni Po 
   
  823 
  Im 
  M7 III
  Paitine 
  2734 
  C23400-7 
   
  Lo Ni 
   
  502 
  Im 
  M3 V
  Cynufnu 
  2735 
  B7587NA-8 
   
  Ag 
   
  523 
  Im 
  G6 V* M V
  Khekigiim 
  2737 
  X5A7000-0 
   
  Ba Fl 
   
  002 
  Na 
  M8 V
  Bemko 
  2738 
  E32M8-7 
   
  Lo Ni Po 
   
  23 
  Im 
  M V
  Umegesakhu 
  2740 
  B88800-7 
   
  Lo Ni 
   
  25 
  Im 
  M7 V
  Rupe 
  282 
  E45656-4 
   
  Ni Po 
   
  423 
  Im 
  K0 V* K5 V
  Athywys 
  2822 
  C68854-9 
   
  Ag Ni 
   
  500 
  Im 
  M5 V
  Ishishaap 
  2824 
  C26466A-4 
  S 
  Ag Ni Ri 
   
  522 
  Im 
  K5 V* M5 V
  USHUURI 
  2828 
  B83A989-B 
  A 
  Hi Wa 
   
  224 
  Im 
  G V* M9 V
  Gida 
  2829 
  B220533-A 
  A 
  De Ni Po 
   
  3 
  Im 
  G8 V* M3 V [(M7 V M8 V)]
  Apkhuumluku 
  2830 
  C200377-7 
   
  De Lo Ni Va 
   
  803 
  Im 
  M7 V
  Leri 
  283 
  D67243-6 
   
  Lo Ni 
   
  52 
  Im 
  K0 V
  Ratradad 
  2833 
  D403TD-7 
  S 
  De Lo Ni Po 
   
  924 
  Im 
  K2 V* [(K9 V M6 V)]
  Duna 
  2834 
  D666800-2 
   
   
   
  924 
  Im 
  M5 V* [D]
  Shelym 
  2835 
  D4243MC-7  
  Lo Ni 
   
  502 
  Im 
  K0 V
  Opop 
  2837 
  C38047B-6 
   
  De Lo Ni 
   
  924 
  Im 
  M0 V
  Ushakhii 
  2838 
  D7833NB-7 
  S 
  Lo Ni 
   
  80 
  Im 
  F2 V
  Kadar 
  2839 
  B442877-8 
   
  Po 
   
  400 
  Im 
  F V
  Uufaengo 
  2840 
  D23MB-6 
   
  Lo Ni Po 
   
  833 
  Im 
  M V
  Anddisg 
  292 
  B437845-C 
  N 
   
   
  602 
  Im 
  G4 V* M3 V
  Cacro 
  2923 
  C767630-7 
  S 
  Ag Ni 
   
  20 
  Im 
  F7 V* M2 V
  Berarer 
  2924 
  E33700-6 
   
  Lo Ni 
   
  3 
  Im 
  M3 V
  HKEAKEWOIREA 2925 C998945-A 
   
  Hi In 
   
  8 
  Im 
  K5 V
  Lumikhagekhu 
  2930 
  D887453-4 
   
  Lo Ni 
   
  804 
  Im 
  G9 V K9 V*
  Gakugiki 
  293 
  E7897N8-4 
   
   
   
  923 
  Im 
  M9 V
  Ylardawr 
  2937 
  CAB8200-8 
  S 
  Fl Lo Ni 
   
  324 
  Im 
  M2 V M3 V*
  Ghuduko 
  2938 
  D477369-5 
  R 
  Lo Ni 
   
  700 
  Im 
  M7 V M9 V*
  Llourrue 
  2939 
  D873345-5 
   
  Lo Ni 
   
  624 
  Im 
  F8 V
  Shuduluukas 
  3023 
  B0006AA-B 
  S 
  As Na Ni 
   
  402 
  Im 
  K3 V
  Desolation 
  3024 
  C756533-8 
  M 
  Ag Ni 
   
  70 
  Im 
  M2 V
  Upaggi 
  3026 
  D786586-7 
   
  Ag Ni 
   
  00 
  Im 
  G V* M4 V
  Cadbapa 
  3027 
  B5A6348-9 
   
  Fl Lo Ni 
   
  524 
  Im 
  M4 V
  Inres 
  3028 
  B798440-8 
  A 
  Lo Ni 
   
  903 
  Im 
  M4 II G7 V*
  Phaln          
  3029  B209BC-D   A  
  De Hi In Na Po      
  703  
  Im  
  K4 V M9 D
  Kala 
  303 
  E6054-5 
   
  De Ni 
   
  324 
  Im 
  G7 V* M0 V [M5 III]
  Ukikis 
  3033 
  C66500-7 
  S 
  Lo Ni 
   
  524 
  Im 
  G7 V
  Nasakiikaa 
  3034 
  D0433-7 
   
  De Lo Ni 
   
  22 
  Im 
  M4 III* K9 V
  Uengkanga 
  3035 
  B9578B9-7 
  A 
   
   
  4 
  Im 
  G2 V
  Kakingokati 
  3038 
  D66700-7 
  S 
  Lo Ni 
   
  700 
  Im 
  G6 V* [(F2 V D)]
  Cawa 
  3039 
  X55A000-0 
   
  Ba Wa 
   
  000 
  Na 
  G3 V
  Ethjani 
  322 
  D200549-8 
   
  De Ni Va 
   
  900 
  Im 
  K7 V
  Agar 
  326 
  B9C5375-C 
  A 
  Fl Lo Ni 
   
  624 
  Im 
  M V
  Gugiikhulagi 
  330 
  DA87553-5 
  S 
  Ag Ni 
   
  802 
  Im 
  G0 V
  Rhocenria 
  33 
  E763852-3 
   
  Ri 
   
  400 
  Im 
  F5 V* M8 V
  Nagnket 
  337 
  B766567-9 
  A 
  Ag Ni 
   
  30 
  Im 
  K3 V
  Kushikumiri 
  339 
  D8A95N9-9 
  C 
  Fl Ni 
   
  402 
  Im 
  K8 V M4 V*
  Lairdpence 
  340 
  B432497-9 
   
  Lo Ni Po 
   
  833 
  Im 
  G5 V M5 V*
  
  - 39 -
  guShemege SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Shina 
  3223 
  B0200-C 
  A 
  De Lo Ni 
   
  324 
  Im 
  F3 V* K7 V
  Arrghon 
  3224 
  C6566B5-5 
  M 
  Ag Ni 
   
  725 
  Im 
  K9 V
  Hagogah 
  3226 
  C546644-8 
   
  Ag Ni 
   
  435 
  Im 
  M0 V
  Rweg 
  3228 
  C200685-7 
  S 
  De Na Ni Va 
   
  225 
  Im 
  M0 III* M2 V
  Ghoganon 
  3230 
  B764599-B 
  A 
  Ag Ni 
   
  00 
  Im 
  M5 III F2 V*
  Pushanrarun 
  323 
  X200000-0 
   
  Ba De Va 
   
  000 
  Na 
  G5 V
  Rateltskatta 
  3235 
  D434M8-7 
  S 
  Lo Ni 
   
  320 
  Im 
  K6 II* M5 V
  Imumamga 
  3236 
  X596000-0 
  R 
  Ba 
   
  025 
  Na 
  F V
  Urars 
  3237 
  D9887N7-6 
  S 
  Ag 
   
  900 
  Im 
  G5 V
  Karu 
  3240 
  B332223-6 
  N 
  Lo Ni Po 
   
  3 
  Im 
  M3 V
  A grand entrance.
  
  - 40 -
  muLtIWorLD grouPINgS 
  of guShemege SeCtor
  Within Imperial space, more than half of the member 
  worlds owe fealty directly to the Iridium Throne. The 
  remainder are members of sub-groupings owing fealty 
  in a chain through a Count to a Duke and finally to the 
  Emperor. Those worlds that are that are part of a larger 
  grouping (County or Duchy) either came into the Imperium 
  as a grouping that was recognized by the Imperium as a 
  County or Duchy, or were added to one in order to make 
  administration simpler.
  In some cases a Duchy or County was created to give an 
  individual the power and resources to sort out a problem 
  or to pacify a region. For this reason areas close to the 
  Imperial border are more likely to have a feudal overlord 
  in charge of local affairs, allowing local resources to be 
  pooled and committed quickly and effectively. 
  Within Gushemege sector the following Duchies and 
  independent Counties exist. It should be noted that all 
  member worlds have an ‘administrative’ Count or Duke 
  assigned to represent them and to assist in local resolution 
  of problems, but these administrator-nobles do not wield 
  the direct power that their liege-lord peers have at their 
  disposal.
  Most Duchies are subdivided into Counties, with 
  some worlds as direct Duchy members. However, some 
  independent Counties do exist. Only the most prominent 
  of them are listed here. 
  the DuChY of hItAKIe
  Jaime Silversenn-Naamik, Duke Hitakie, is charged with 
  the defense of the Spinward border and with overseeing 
  both Imperial relations with and reconstruction assistance 
  in the frontier region between the Imperial border and 
  the edge of the Great Rift. Although the Imperial Navy 
  and Scout Service maintain several bases in the area, 
  resources are somewhat scanty at the Imperial bases on 
  Hitakie and Sityn (which lie within the Duchy and whose 
  commanders are generally willing to follow the Duke’s 
  instructions). Thus Duke Hitakie is forced to augment the 
  Imperial patrol forces with his own personal resources 
  and those loaned by his vassals. The result is a constant 
  state of strain and a general lurching from one crisis to 
  the next.
  However, the Duke, who is now an old man, is well 
  suited to the task. His grandmother was a cruiser captain 
  in service with Lucan’s faction during the civil war who, 
  sickened by what she and her fellows had just done 
  during a Black War raid on the region, faked a Misjump 
  and deserted, returning to the world she had just attacked 
  to stage a coup. From that point on her life’s work was 
  to make some recompense for the Black War attack by 
  protecting and guiding the people of Hitakie through the 
  dark times ahead.
  The leadership of Captain Naamik (and the protection 
  of her cruiser) enabled the world of Hitakie to survive the 
  remainder of the war and the subsequent Collapse. The 
  cruiser, renamed Atonement, was refitted as a Monitor for 
  system defense. She was lost with all hands engaging a 
  Vampire fleet in the late 1130s, and the office of Protector 
  passed to the captain’s daughter, and finally to her 
  grandson, Jaime. The Black War attack is still considered 
  to be a terrible stain on the honor of the ruling family – but 
  only by its members. Two generations of heroic leadership 
  have created a bond between the planetary ruling house 
  (whose office is now hereditary) and their subjects.
  At the time of incorporation into the Imperium Hitakie, 
  although possessing only limited starfaring capability, was 
  the center of a small trading alliance and had established 
  assistance programs on several worlds. Today, the Duke 
  is responsible for the safety and well-being of some  
  Imperial worlds. Thus far he has been extremely effective 
  in keeping the region stable without soaking up resources 
  needed elsewhere. However, there are doubts as to 
  whether the Duke’s daughter and only heir is made of the 
  same stuff as her father. 
  Relations between the Duchy and the County of Kiera 
  to Coreward are somewhat strained. The two rulers do 
  not respect one another’s methods or personalities, and 
  their somewhat different remits mean that Count Kiera is 
  forced to refuse requests for assistance from time to time, 
  which angers and saddens the Duke. 
  Duke Hitakie is a holder of an Iridium Baton, meaning 
  that he is a Marshal of the Imperium and empowered to 
  do whatever is necessary to deal with a crisis. He could in 
  theory command Count Kiera to release whatever assets 
  the Duke deemed necessary, but somewhere down 
  that road is an abuse of power that the Duke could not 
  stomach. He thus struggles to do what he can within his 
  normal powers, promising himself that next time a crisis 
  looms he will demand ships and troops from the Imperial 
  Reserves under Kiera’s administration.
  the DuChY of KAmurINmur
  Kamurinmur is the center of a 0-world grouping based 
  on the old Gushemege Mutual Defense Pact. Its tight block 
  of worlds are strongly loyalist in outlook and staunchly 
  support the Emperor in terms of Moot votes and supply 
  of personnel to the Imperial forces. One of the earliest 
  groupings to declare for the Imperium, Kamurinmur was 
  always an alliance of necessity, and over the years loyalty 
  to the Duke has been replaced by a feeling of direct fealty 
  to the Throne. This has gone so far that the Duchy could 
  
  - 4 -
  probably be dissolved without a protest from its leaders 
  or citizens. 
  The Duchy does act as a collective-bargaining 
  organization when worlds bid for funding or deal with 
  large corporate bodies, but overall its day has passed. 
  The contribution of the Duchy to the early development of 
  the Imperium was recognized with substantial investment, 
  allowing the creation of three Class A Starports on 
  Duchy worlds. This was accomplished at the expense 
  of neglecting the development of some other worlds; a 
  deficiency which is now being addressed. The minimal 
  ports on three of the Duchy’s worlds are currently being 
  upgraded to Class C installations, a task that will likely be 
  complete by the end of 25.
  Kamurinmur itself is an important world in the Imperium. 
  Its high-population, high-tech, industrialized cities were 
  brought back to life by assistance from Usdiki in the early 
  days and in turn were a key factor in the redevelopment 
  of several other worlds. Today several Supercorporations 
  have facilities in the Duchy (mainly on Kamurinmur) 
  and state-owned facilities provide advanced systems to 
  the Imperial services. The Ducal Yards produce Jump-5 
  couriers and small numbers of Rift Cruisers for the Navy. 
  Traditions of service to the Imperium are such that many 
  of the ships that come off the ways go into service with 
  Duchy citizens aboard them.
  the DuChY of KheKhIIrShII
  Like neighboring Hitakie, the Duchy of Khekhiirshii lies 
  close to the edge of Imperial space. However, Khekhiirshii 
  is much less of a frontier than Hitakie. Jump-2 access from 
  the Frontier region to Spinward-Rimward is limited and 
  adequately covered by naval assets based out of Chantry 
  and Sharim (which is not part of the Duchy). 
  Duchess Jasmine Taylor of Khekhiirshii rules over 
  some 9 worlds, one of the largest sub-groupings within 
  the Imperium. Her remit and focus is more on internal 
  development than on frontier security, and the Duchy is 
  the scene of some ambitious investment which, in the 
  long term, will probably create a terminus for Imperial 
  trade into the region to Spinward-Rimward between the 
  border and the Great Rift. Money is being pumped into 
  the regional economy from several corporations and 
  various reconstruction funds overseen by the Imperial 
  bureaucracy. 
  There are no less than six Scout bases in the Duchy. 
  These are not under the control of the Duchess, but have 
  a policy of information-sharing with her advisors. This 
  exchange is sanctioned by the top echelons of the Scout 
  Service and therefore (presumably) by the Emperor. Scout 
  missions are often accompanied by ‘trade assessors’ 
  from the Duchy’s commercial interests, which are in turn 
  followed by merchant ships out of Khekhiirshii. 
  It seems likely that the trade and scout activity from 
  Khekhiirshii is intended to complement military operations 
  overseen by the Duke of Hitakie and will in time contribute 
  to the pacification of the region. Perhaps there is a long-
  term goal to peacefully annex the Spinward frontier all 
  the way to the Great Rift but this has never been stated 
  by any of the great nobles involved, nor by the Imperial 
  administration. 
  Duchess Khekhiirshii owes Duke Hitakie several favors, 
  as it is usually his personal forces that come to the rescue 
  when a Khekhiirshii merchant ship goes missing across 
  the border. So far all that has been asked in return is 
  the loan of some small merchant ships as occasional 
  auxiliaries to support operations in the Frontier. Even in 
  the Moot, the two Duchies rarely support one another’s 
  motions though eventually Khekhiirshii may have to lend 
  its block vote to something Hitakie considers important. 
  the DuChY of PhALN
  Based around the industrialized, high-population world 
  of Phaln, the Duchy of the same name consists of eleven 
  worlds in the Trailing-Rimward corner of Gushemege 
  sector. Formed initially as a mutual defense and support 
  alliance, the Duchy was incorporated by the Imperium as 
  an alternative to fighting its not inconsequential defense 
  forces. A period of intense negotiations resulted in the 
  formation of one of the most autonomous (some would say 
  rebellious) groupings within the Imperium. Over time, trust 
  was built between the Imperium and its newest vassal and 
  today the Duchy is as loyal as any other region. However, 
  its people retain their stubborn and insubordinate streak, 
  and tend to be as loud in their protests as they are in 
  approbation of Imperial decrees that find favor among 
  them. 
  Duke Elize Ilethian (the choice of title – Duke or 
  Duchess – is a matter of choice and Duke Elize chooses 
  the traditional masculine/nonspecific form) is in fact 
  a descendant of Archduke Dulinor’s line, though her 
  ancestors were distant relations of the Archducal family. 
  This fact is rather unfairly used against her by certain press 
  organizations whenever she speaks out in opposition to 
  the Emperor. 
  In fact, Duke Elize and Emperor Avery are personal 
  friends, though they have been heard through the private 
  audience chamber doors shouting at one another over 
  matters of state. Disagreements have in the past gone 
  to the point of threats to secede from the Imperium, and 
  it is considered that if a decree can get past Duke Elize 
  without being shot to pieces then it stands a good chance 
  of being accepted by the Moot. Avery sometimes uses 
  Duke Elize as a sounding board for that purpose. 
  The Duchy is strong and stable, with real confidence 
  in the loud, defiant and hard-headed leadership of the 
  
  - 42 -
  Duke. Ducal Huscarles have been loaned to worlds along 
  the frontier from time to time, strengthening Duke Elize’s 
  position as a regional leader.  
   
  the DuChY of ShINIShShIShA
  The only Duchy to lie within what is considered to be 
  the ‘Imperial Heartland’ region, i.e. the large cluster to 
  Rimward and Rimward-Trailing of Usdiki, Shinishshisha 
  is the remains of a scatter of nine non-contiguous worlds 
  that joined the Imperium together. The nine had little 
  history as a unified group; three were allies for some years 
  before joining and the remainder had trading relations 
  with them. Deciding that collective bargaining for status 
  within the new Imperium was a better idea than seeking 
  individual membership, the nine worlds forged an alliance 
  of convenience. Since that time, two of the original 
  members have broken away from the Duchy to become 
  independent Imperial members, and one additional world 
  has pledged allegiance to Duke Shinishshisha.
  Scattered as its territory is, the Duchy is not primarily 
  a security organization. It does not need to be, since it 
  is situated deep in the Imperial Core and protected by 
  many parsecs of defended territory. Instead, the focus 
  of the Duchy is primarily upon ensuring that the rights of 
  individual worlds and sub-groupings are not eroded by the 
  consolidation of Imperial power. This places Duke Orlando 
  Adu Iphraim in direct and vocal opposition to Emperor 
  Avery over almost every issue raised in the Moot. There is 
  open dislike between the two, and while formal courtesies 
  are always observed, Duke Orlando pointedly avoids any 
  attempt to improve relations. 
  The Duchy is actively courting additional members 
  among the Imperial worlds of the heartland, and the 
  Duke’s long harangues in the Moot have swayed more 
  than a few nobles to vote against the Emperor. The Duchy 
  is scrupulously honest in its payment of taxes and other 
  obligations but makes absolutely no voluntary contribution 
  to the Imperium. Duke Orlando has repeatedly stated that 
  the Fourth Imperium is on a dangerous course; one that 
  will lead to internal dissent and perhaps a new civil war, 
  and campaigns tirelessly for a return to the ‘good old days’ 
  of a loose trade federation that did not seek direct rule of 
  its member worlds. 
   
  the CouNtY of KIerA
  An independent County owing allegiance directly to the 
  Throne rather than through a Duke, Kiera is a grouping 
  of six worlds containing the naval bases at Pethelbech, 
  Kiera and Pamango. The County was recently created 
  as an administrative move to bring these three bases 
  and their supporting logistics network under a single 
  administration. 
  Alex Churanni, Count Kiera, is a recent appointee 
  rather than a well established ruler. Accepted readily 
  enough by the population of his new home, the Count is 
  an administrator (some would say a bean-counter) rather 
  than a doer. This is exactly what the Imperium needs in 
  charge of the region, which is considered a ‘safe area’ 
  thanks to its position backing on to the Rift. The three 
  bases under Kiera’s jurisdiction house most of the Imperial 
  Reserves. These forces are made up of much-repaired 
  relic ships, the survivors of the Torpedo Service era, and 
  some ‘expedient’ vessels that are too fragile to be kept in 
  service now that the worst of the crisis has passed. 
  The Reserves are slowly being augmented by more 
  modern vessels, which are worked up to operational 
  status by a cadre of personnel who will eventually form 
  the core of their crews. Most are then placed in storage 
  in case a general call-up of reserves is needed, though 
  some are added to reserve squadrons which receive 
  additional training with the aim of eventually creating a 
  full fleet. Drafts from this force go out as replacements for 
  hard-hit units from time to time, but wherever possible the 
  reserve is kept intact.
  There is some doubt as to the wisdom of putting away 
  a proportion of new-build vessels rather than rushing 
  them to where the line is stretched the thinnest. Count 
  Kiera has ventured the opinion backed up by thousands 
  of years of military experience – that there must always 
  be something in reserve. Scattering all the vessels that 
  come off the ways to the various overstretched squadrons 
  would leave the Imperium with no concentrated reserve 
  to meet a desperate crisis, and the Emperor has decreed 
  that it is better to take more casualties on a day to day 
  basis (for lack of ships to deal with incidents properly) than 
  to risk total annihilation in the face of an overwhelming 
  threat. However, it is Count Kiera that has to explain this 
  to Admirals and Dukes who need just one squadron, or 
  even a handful of escorts, to save the lives of Imperial 
  personnel. The Count is arguably the least popular 
  member of the Imperial nobility as a result.
  The County actually has little industry. What does exist is 
  mainly at TL 9-A. The bases are a repository and training 
  ground rather than a construction facility. There are moves 
  afoot to change this and create a TL C industrial base 
  capable of supplying components to the bases’ modest 
  yards, but this is a long-term goal that is not likely to be 
  realized for many years.
  the CouNtY of ShANmACI
  With five member worlds, Shanmaci is one of the 
  largest independent Counties in the Imperium. Ruled over 
  by Count Roderick Delancey, the County was originally 
  a mutual-defense alliance based on Shanmaci. Although 
  neighboring Hardraw was devastated by Viral infection, 
  Shanmaci got off relatively lightly and was able to recover 
  some useable military equipment from the remains of her 
  military bases. A determined aerospace defense force 
  
  - 43 -
  operating spaceplanes and orbital interceptors defended 
  the world through the worst of the Dark Years while 
  a single Scout/Courier was somehow kept flying long 
  enough to allow salvage of other ships and the creation of 
  a ramshackle space fleet. 
  When the Gushemege Trade Federation was being 
  formed, Shanmaci stood at the head of an alliance of 
  five worlds and welcomed the return of starfaring trade. 
  Shanmaci Highport was an important stopover and source 
  of refits in those early days, and it was only fitting that 
  when the Federation became the Fourth Imperium the 
  alliance was brought in as a political unit. 
  The County lies close to the Coreward-Trailing edge of 
  the Imperium, and maintains its strong interests in trade 
  by sending out regular trans-border expeditions. These 
  are backed up by a substantial flotilla of light patrol ships. 
  Politically, Shanmaci is fairly neutral. The Imperium 
  has been good for it and its people, and has honored 
  its promises. While this continues, the loyalty of Count 
  Roderick and his people is assured. However, there has 
  never been any real test of the County’s commitment to 
  the Imperium so there is a possibility that Shanmaci is a 
  fair-weather friend.
   
  the CouNtY of SuSADI
  Susadi County consists of just two worlds, Susadi and 
  its subject world Linumunlugun. Susadi was hit hard by the 
  Collapse; hard enough that much of its industry survived 
  intact but was abandoned by the populace. In the chaos 
  that followed, governance of the world fell into the hands 
  of an extreme sect that forced its adherents to worship the 
  remaining technology. Research at the ‘holy places’ of the 
  cult led to the early re-emergence of a high-technology 
  society. This enabled the cult to secure its control over the 
  remainder of the world population and even to conquer 
  some local worlds. Since that time, Susadi’s hold on most 
  local worlds has been broken, but Linumunlugun remains 
  under the jurisdiction of the Holy Fathers on Susadi. 
  The Susadian Technological Brotherhood is a sexist, 
  oppressive sect that denies the benefits of technology to 
  all but ‘true believers’ (a status that can be revoked by the 
  priesthood), and forces its ordinary citizens into a lifestyle 
  of labor to support the priests and their ‘holy’ technology. 
  Relations with non-believer technological societies are 
  not good, especially in the case of those (i.e. nearly all) 
  that grant full equality to all citizens. The Sect pays lip 
  service at best to the Sentients’ Rights Accords. Not only 
  are females considered second-class citizens, but Cyms 
  are thought of as abominations, perversions of the holy 
  task of technology – which is to serve worthy men, not to 
  pretend to be people.
  Despite this, and over the protests of numerous Moot 
  members led by Duke Elize, Susadi was not merely 
  granted full membership of the Imperium but its Supreme 
  Ecclesiarch was given a County title in recognition of 
  the fact that he brought in a single subject world. The 
  recognition of Susadi is considered an act of profound 
  cynicism on the part of the Imperium, which needed the 
  TL E shipyards and factories of the world to fight the 
  Dominate.
  
  - 44 -
  ChAPter 3
  DAguDAShAAg SeCtor
  One of the many barren worlds of Charted Space, 
  strewn with the remnants of shattered civilization.
  
  - 45 -
  
  - 46 -
  DAguDAShAAg SeCtor
  Dagudashaag sector lies mostly beyond the Imperial 
  border. It is a frontier region between the Imperium and 
  the Ziru Sirka. In addition to many independent and non-
  aligned worlds, Dagudashaag contains several Imperial 
  client states and three major multiworld states, the 
  Munlamer Duchy, the Ikabi Exchange and the Legacy of 
  Khazaathun. An area a little smaller than a subsector falls 
  under the direct control of the Ziru Sirka.
  Much of the Imperial territory in Dagudashaag sector 
  is considered to be Frontier. That is, it is somewhat 
  hazardous and not by any means ‘tamed’ by the Imperial 
  forces. Reconstruction and redevelopment are underway 
  but things are more rough and ready than in the Imperial 
  core. The frontiers are patrolled as well as possible by the 
  Navy and Scout Service, and by forces belonging to local 
  corporations and nobles, but coverage is patchy.
  Beyond the frontier there is a large expanse of Wilds 
  leading eventually to the territory of the former Black 
  Imperium. Several small polities control regions within 
  the sector. The New Ziru Sirka influences all of them to a 
  greater or lesser degree, especially those at the Coreward 
  end of the sector. 
  The sector is a little less dense in terms of star systems 
  than Gushemege but still contains several large mains 
  and clusters. There are few places a Jump-2 vessel 
  cannot reach. 
   
  
  - 47 -
  
  - 48 -
  ALLegIANCe CoDeS
  Cs 
  Imperial Client State
  Ik 
  Ikabi Exchange
  Im 
  Imperial
  Na 
  Non-Aligned
  Lk 
  Legacy of Khazaathun
  Md 
  Munlamer Duchy
  Zs 
  New Ziru Sirka
  Nw 
  New Worlds Alliance
  DAguDAShAAg SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Kudukhu 
  003 
  C968669-7 
   
  Ag Ni Ri 
   
  224 
  Im 
  F8 V* M5 V
  Jenn 
  005 
  DAB369-8 
   
  Fl Lo Ni 
   
  62 
  Im 
  M V
  Akimu 
  006 
  D9B6477-8 
  C 
  Fl Lo Ni 
   
  323 
  Im 
  K6 V
  Khaagii 
  008 
  E5827MG-4  
   
   
  623 
  Im 
  G6 V
  Dagadaa 
  009 
  E6856TC-3 
   
  Ag Ni 
   
  624 
  Im 
  K4 V
  Gumlimii 
  00 
  D4424AD-7 
   
  Lo Ni Po 
   
  424 
  Im 
  K2 V
  Upag 
  0 
  B20574-9 
   
  De Ni 
   
  42 
  Im 
  M6 III G V*
  Mikurkhaadir 
  03 
  C977478-5 
  S 
  Lo Ni 
   
  802 
  Im 
  F5 V* M7 V [M2 V]
  Unaam 
  05 
  D8C422-9 
  C 
  Fl Lo Ni 
   
  820 
  Im 
  M8 V
  Kakhagugumi 
  07 
  E463349-4 
  S 
  Lo Ni 
   
  702 
  Im 
  G7 V* M0 V
  Dimirapa 
  020 
  X30000-0 
  R 
  Ba De 
   
  000 
  Na 
  M3 V
  Agudezi 
  0202 
  D675500-6 
  S 
  Ag Ni 
   
  723 
  Na 
  G0 V* K9 V
  Mimu 
  0208 
  C457676-5 
   
  Ag Ni 
   
  624 
  Im 
  G2 V* M5 V
  Wahira 
  020 
  C95A6MF-6 M 
  Ni Wa 
   
  2 
  Im 
  K8 V* M2 V
  Ishuurkeshu 
  02 
  D236300-7 
   
  Lo Ni 
   
  433 
  Im 
  K0 II
  Pysy 
  022 
  D565755-6 
  S 
  Ag Ri 
   
  934 
  Im 
  G3 V G5 V*
  Thwer 
  023 
  D2342MF-7 
   
  Lo Ni 
   
  24 
  Im 
  (M3 III F7 V)
  Nogemnet 
  024 
  D3485A8-9 
  S 
  Ag Ni 
   
  00 
  Im 
  G4 V* [K V]
  Edkiisamu 
  026 
  C46432-7 
  R 
  Lo Ni 
   
  54 
  Im 
  M2 V M3 V*
  Reshen 
  027 
  B4235DB-9 
   
  Ni 
   
  300 
  Im 
  M8 V M9 V*
  Wuka 
  0302 
  D4554TB-7 
  S 
  Lo Ni 
   
  824 
  Na 
  F7 V
  Kagigi 
  0307 
  X000000-0 
   
  As Ba 
   
  03 
  Na 
  G3 V
  Unishpiir 
  03 
  C86A700-8 
   
  Wa 
   
  325 
  Im 
  K V
  Malp 
  039 
  D0022-7 
  R 
  De Lo Ni Va 
   
  424 
  Im 
  M6 V
  Akkiramugka 
  0320 
  A544874-9 
  N 
   
   
  425 
  Im 
  G4 V
  Karlakhii 
  040 
  E868377- 
  C 
  Lo Ni 
   
  323 
  Na 
  M V
  Rimahi 
  0402 
  C6696DE-6 
  M 
  Ni 
   
  924 
  Na 
  K4 V
  Lanimimada 
  0405 
  X789000-0 
  R 
  Ba 
   
  000 
  Na 
  F5 V
  Destiny 
  0406 
  X000000-0 
   
  As Ba 
   
  00 
  Na 
  M3 V M6 V*
  Swyha 
  0407 
  X947000-0 
   
  Ba 
   
  024 
  Na 
  G9 V* M5 V
  Khugi 
  0408 
  E252300-5 
  R 
  Lo Ni Po 
   
  62 
  Na 
  M9 III G9 V*
  Durraadu 
  042 
  C33600-9 
   
  Lo Ni 
   
  524 
  Im 
  G2 V* M7 V
  Dudursha 
  049 
  D0457-7 
  S 
  De Lo Ni 
   
  60 
  Im 
  M4 V M5 V*
  Sird 
  0420 
  C36634-7 
   
  Ni 
   
  522 
  Im 
  G9 V
  Jostygir 
  0502 
  DA7A4VJ-5 
   
  Lo Ni Wa 
  R 
  300 
  Na 
  F9 V
  Opopowo 
  0503 
  X3000-0 
  R 
  Ba Ic 
   
  025 
  Na 
  M2 V
  Sagamudi 
  0504 
  E888679-4 
   
  Ag Ni Ri 
   
  72 
  Na 
  G V
  Kilalikegi 
  0505 
  X5A6000-0 
  R 
  Ba Fl 
   
  032 
  Na 
  F8 V
  Inwa 
  0506 
  X40000-0 
   
  Ba De Po 
   
  023 
  Na 
  F2 V G8 V*
  Gusaliikhari 
  0509 
  X578000-0 
   
  Ba 
   
  023 
  Na 
  K2 V* M8 V
  Cyrwyn 
  053 
  C4556AD-6 
  M 
  Ag Ni 
   
  520 
  Im 
  G9 V
  Aeraghsikha 
  054 
  D00068-9 
   
  As Lo Ni 
   
  22 
  Im 
  F V
  Usigadkhusha 
  055 
  D679530-5 
   
  Ni 
   
  220 
  Im 
  F0 V* G7 V
  Erwyr 
  057 
  C6688MG-8 S 
   
   
  233 
  Im 
  K3 V
  Dakushan 
  058 
  D2005ME-A  
  De Ni Va 
   
  900 
  Im 
  G5 V
  
  - 49 -
  DAguDAShAAg SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Putu 
  059 
  D625TE-7 
  R 
  Lo Ni 
   
  434 
  Na 
  M4 V
  Kushigerrasa 
  0520 
  C69A579-6 
   
  Ni Wa 
   
  22 
  Im 
  K7 V
  Ziisigaa 
  060 
  X344000-0 
   
  Ba 
   
  023 
  Na 
  K9 V
  Lirilupashi 
  0604 
  X222000-0 
  R 
  Ba Po 
   
  000 
  Na 
  M4 V
  Amiramsha 
  060 
  D7A52MB-8  
  Fl Lo Ni 
   
  624 
  Na 
  G7 V* M4 V
  Gigu 
  063 
  B6577DE-A 
  R 
  Ag 
   
  623 
  Im 
  M0 II K7 V*
  Okapoha 
  064 
  D9D53CA-7 C 
  Lo Ni 
   
  00 
  Im 
  K2 II M9 V*
  Mima 
  065 
  C3405AE-5 
  S 
  De Ni Po 
   
  700 
  Im 
  G3 V
  Ganuu 
  069 
  B4534A8-7 
  N 
  Lo Ni 
   
  523 
  Im 
  F5 V
  Giinuulim 
  0620 
  C6A456A-8 
   
  Fl Ni 
   
  335 
  Na 
  G V* M7 V
  Zuiar 
  0705 
  C4506TC-5 
  C 
  De Ni Po 
   
  62 
  Na 
  G8 V* [M9 V]
  Aashmasu 
  0707 
  E564MC-4 S 
  Lo Ni 
   
  20 
  Cs 
  F8 V* K4 V
  Gigaakulii 
  0708 
  C758752-4 
  R 
  Ag 
   
  05 
  Na 
  K5 V
  Tutawheko 
  0709 
  D94A00-5 
   
  Lo Ni Wa 
   
  423 
  Na 
  M5 V
  Swinarwe 
  07 
  C52267B-7 
   
  Na Ni Po 
   
  323 
  Cs 
  G3 V
  Diishalum 
  074 
  B207CE-A 
  S 
  De Na Po 
   
  2 
  Im 
  M9 III F6 V*
  Kadange 
  076 
  B5782Q4-8 
  A 
  Lo Ni 
   
  324 
  Im 
  M5 V* M5 V
  Iimirkhiikasi 
  078 
  C243645-6 
   
  Ni 
   
  60 
  Na 
  F0 V* [M9 V]
  Arulebisukhaa 
  079 
  C20477-7 
   
  De Lo Ni 
   
  20 
  Im 
  G4 V
  Ashkhu 
  080 
  X62000-0 
   
  Ba Ic 
   
  0 
  Na 
  G4 V M8 V*
  Kaslen 
  0802 
  X89A000-0 
  R 
  Ba Wa 
   
  024 
  Na 
  G6 V
  Khagurdu 
  0803 
  X23000-0 
   
  Ba Po 
   
  02 
  Na 
  K4 V
  Khikukhara 
  080 
  D37200-6 
  R 
  Lo Ni 
   
  200 
  Cs 
  K4 V
  Idguu 
  08 
  C54300-6 
   
  Lo Ni Po 
   
  724 
  Cs 
  F5 V* M V
  Nysea 
  082 
  C424AC-7 
  C 
  Lo Ni Po 
   
  623 
  Cs 
  M9 II
  Usdarkunsheka 
  085 
  D676266-5 
   
  Lo Ni 
   
  400 
  Im 
  G8 V
  Urashagdaashe 086 
  X9AA000-0 
   
  Ba Fl Wa 
   
  04 
  Na 
  G6 V
  Nieqes 
  088 
  D666650-9 
   
  Ag Ni Ri 
   
  223 
  Na 
  F2 V G4 V*
  Entlu 
  089 
  C0000-7 
  A 
  De Lo Ni Va 
   
  723 
  Na 
  (G6 V M8 V)
  Thognaerr 
  0820 
  C99A400-8 
   
  Lo Ni Wa 
   
  524 
  Im 
  K6 V K8 V*
  Oegvang 
  090 
  X9B0000-0 
  R 
  Ba De 
   
  024 
  Na 
  K6 III K8 V*
  Raa 
  0902 
  XAAA000-0 
   
  Ba Fl Wa 
   
  020 
  Na 
  M7 III* F6 V M6 V
  Hefaesses 
  0904 
  X403000-0 
   
  Ba Ic Va 
   
  003 
  Na 
  M5 V* M8 V
  Luukhakardu 
  0905 
  E552275-4 
   
  Lo Ni Po 
   
  424 
  Na 
  G8 V
  Shikigashii 
  0906 
  D8676TE-5 
   
  Ag Ni 
   
  524 
  Na 
  M0 V
  Munili 
  0909 
  X6B000-0 
  R 
  Ba Fl 
   
  024 
  Na 
  M3 V
  Ookorowhe 
  090 
  D653479-2 
   
  Lo Ni 
   
  224 
  Cs 
  M7 V
  Iimus 
  094 
  X000000-0 
   
  As Ba 
   
  023 
  Na 
  K3 III
  Synchros 
  096 
  E777400-6 
   
  Lo Ni 
   
  423 
  Na 
  G2 V* [G2 V]
  Kendrick 
  0920 
  X545000-0 
  R 
  Ba 
   
  034 
  Na 
  F V
  Sharii 
  004 
  X5A4000-0 
  R 
  Ba Fl 
   
  000 
  Na 
  M6 V
  Aporowhu 
  005 
  X237000-0 
   
  Ba 
   
  022 
  Na 
  F2 V
  Akhuenouts 
  007 
  X227000-0 
   
  Ba 
   
  023 
  Na 
  K8 V
  Lidukiikhu 
  00 
  D527325-8 
   
  Lo Ni 
   
  2 
  Cs 
  M0 V* [D]
  Agap 
  0 
  X679000-0 
   
  Ba 
   
  024 
  Na 
  M3 V
  Ushra 
  06 
  X22000-0 
   
  Ba Po 
   
  022 
  Na 
  M2 V* M8 V [M0 V M3 V]
  Ohoag 
  07 
  X375000-0 
  R 
  Ba 
   
  000 
  Na 
  G2 V
  Limu 
  020 
  X535000-0 
   
  Ba 
   
  022 
  Na 
  M V* M7 V
  Basilica 
  02 
  X4465SE-5 
   
  Ag Ni 
  R 
  22 
  Na 
  K6 V* M V
  Dietzin 
  05 
  X40000-0 
  R 
  Ba De Po 
   
  03 
  Na 
  F5 V
  Topdopad 
  07 
  X220000-0 
   
  Ba De Po 
   
  024 
  Na 
  K8 V
  Garkagina 
  08 
  X8B6000-0 
   
  Ba Fl 
   
  002 
  Na 
  M7 V
  Tetahiwhea 
  0 
  X743000-0 
   
  Ba 
   
  00 
  Na 
  K2 V
  Gaarfogho 
  3 
  X52000-0 
   
  Ba Po 
   
  024 
  Na 
  F4 V M8 V*
  Wyisryn 
  4 
  X89A000-0 
   
  Ba Wa 
   
  003 
  Na 
  G5 V
  
  - 50 -
  DAguDAShAAg SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Arrzaghasuke 
  5 
  X9A5000-0 
   
  Ba Fl 
   
  020 
  Na 
  K7 V M V*
  Lakkenbron 
  7 
  X445000-0 
   
  Ba 
   
  000 
  Na 
  G8 V* M7 V
  Guureli 
  8 
  X686300-0 
  R 
  Lo Ni 
  R 
  525 
  Na 
  F2 IV K3 V*
  Iramgashush 
  202 
  X567000-0 
   
  Ba 
   
  02 
  Na 
  F0 V
  Agigu 
  204 
  X977000-0 
   
  Ba 
   
  020 
  Na 
  M6 III G V*
  Codapap 
  206 
  X20000-0 
  R 
  Ba De 
   
  022 
  Na 
  M0 V
  Khasha 
  207 
  X564000-0 
   
  Ba 
   
  024 
  Na 
  M3 III K8 V*
  Shakuraa 
  208 
  X5A4000-0 
   
  Ba Fl 
   
  02 
  Na 
  K7 III
  Doda 
  22 
  X7C2000-0 
   
  Ba Fl 
   
  022 
  Na 
  F5 V
  Giidirur 
  28 
  D625300-8 
  R 
  Lo Ni 
   
  62 
  Na 
  F9 V
  Afap 
  220 
  X40000-0 
   
  Ba De 
   
  022 
  Na 
  G8 V
  Sukhuma 
  302 
  X9C5000-0 
   
  Ba Fl 
   
  023 
  Na 
  G9 V
  Bikhan 
  34 
  X594000-0 
   
  Ba 
   
  023 
  Na 
  K6 V
  ARGILUU 
  37 
  D68A9DE-4 T 
  Hi Wa 
   
  03 
  Na 
  G5 V* [M7 V]
  Kiaratara 
  38 
  X344000-0 
   
  Ba 
   
  025 
  Na 
  K4 V* M V
  Aadushi 
  39 
  X553000-0 
  R 
  Ba 
   
  003 
  Na 
  G3 V
  Fifybmul 
  320 
  X30000-0 
   
  Ba De Po 
   
  024 
  Na 
  M4 V M6 V*
  Taho 
  40 
  X425000-0 
   
  Ba 
   
  04 
  Na 
  A8 IV* M7 V
  Lasra 
  402 
  X697000-0 
   
  Ba 
   
  034 
  Na 
  M7 V
  Cadpugi 
  406 
  D3655MB-4  
  Ag Ni 
   
  225 
  Na 
  F6 V
  Sanders 
  409 
  D7694-4 
   
  Lo Ni 
   
  80 
  Na 
  K7 V
  Zikhiiziiri 
  44 
  X00000-0 
   
  Ba De Va 
   
  00 
  Na 
  M7 V
  Ayni 
  46 
  D555376-6 
   
  Lo Ni 
   
  902 
  Na 
  G5 V
  Kisha 
  48 
  X430000-0 
  R 
  Ba De Po 
   
  022 
  Na 
  G9 V M7 V*
  Gamble 
  420 
  E7552DF-3 
   
  Lo Ni 
   
  624 
  Na 
  K8 V* M4 V
  Giinashkhid 
  502 
  X9B6000-0 
  R 
  Ba Fl 
   
  033 
  Na 
  F3 V
  Padrana 
  503 
  X667000-0 
   
  Ba 
   
  024 
  Na 
  M2 V
  Kimalad 
  506 
  C78570Q3-8 C 
  Ag 
   
  925 
  Na 
  F V
  Padadra 
  507 
  X957000-0 
   
  Ba 
   
  020 
  Na 
  G V
  Wishyr 
  5 
  X0000-0 
   
  Ba De 
   
  024 
  Na 
  G8 V* [K9 V]
  Nadradakika 
  56 
  X676000-0 
   
  Ba 
   
  024 
  Na 
  M6 V M8 V*
  Arapuresh 
  520 
  X76520-0 
   
  Lo Ni 
  R 
  50 
  Na 
  G5 V
  Tarjy 
  602 
  X435000-0 
  R 
  Ba 
   
  024 
  Na 
  M3 V
  Animus 
  604 
  E5627B-4 
   
  Lo Ni 
   
  903 
  Na 
  K0 V* M3 V
  Neny 
  605 
  E3503AG-2 
   
  De Lo Ni Po 
   
  2 
  Na 
  K0 V* [M2 V]
  Liki 
  62 
  X689300- 
  R 
  Lo Ni 
  R 
  234 
  Na 
  G V
  Ugzouts 
  63 
  X9E3000-0 
   
  Ba 
   
  024 
  Na 
  K0 V
  Lasythian 
  65 
  X35000-0 
   
  Ba Po 
   
  000 
  Na 
  A6 V K3 V*
  Piratati 
  68 
  X445000-0 
   
  Ba 
   
  023 
  Na 
  F0 V
  
  - 5 -
  
  - 52 -
  DAguDAShAAg SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Kikh 
  023 
  D555300-4 
  C 
  Lo Ni 
   
  723 
  Im 
  G0 V K7 V*
  Ufutsoun 
  026 
  D665568-2 
   
  Ag Ni 
   
  62 
  Im 
  F9 V
  Namswe 
  029 
  C7244MC-7 S 
  Lo Ni 
   
  524 
  Im 
  M4 V
  Danargigingu 
  037 
  C5683Q4-6 
  M 
  Lo Ni 
   
  825 
  Im 
  K4 V
  Onghoug 
  038 
  D206C-8 
  S 
  Ic Lo Ni Va 
   
  335 
  Na 
  K V* M9 V
  Kanguhawi 
  0222 
  D200AB-8 
  R 
  De Lo Ni Va 
   
  924 
  Na 
  M2 V
  Gapap 
  0223 
  C446MC-5  
  Lo Ni 
   
  603 
  Im 
  K8 V
  Dadof 
  0227 
  C7A93MB-A M 
  Fl Lo Ni 
   
  723 
  Im 
  M4 II M7 V*
  Adar 
  0228 
  D545AB-7 
  S 
  Lo Ni 
   
  903 
  Im 
  G4 V G6 V*
  Swea 
  0229 
  D8B6358-8 
   
  Fl Lo Ni 
   
  90 
  Im 
  F6 V* M V
  Dudin 
  0230 
  B9CA400-9 
   
  Fl Lo Ni Wa 
   
  800 
  Im 
  F2 V
  Awhahuta 
  0232 
  D9B4253-8 
  R 
  Fl Lo Ni 
   
  20 
  Im 
  M3 V M9 V*
  Ikurasis 
  0235 
  D778300-5 
  S 
  Lo Ni 
   
  423 
  Im 
  K V* K3 V
  Khuurgimu 
  0236 
  D435652-7 
   
  Ni 
   
  703 
  Im 
  F5 V* M4 V
  Bolivar 
  0240 
  C786800-7 
   
   
   
  435 
  Im 
  M6 V
  Ergalinga 
  032 
  C4454AF-5 
  S 
  Lo Ni 
   
  200 
  Im 
  K9 V
  Aetherwyn 
  0322 
  D2000-7 
  S 
  De Lo Ni 
   
  924 
  Na 
  M0 V M5 V*
  BIIK 
  0323 
  D557ABC-4 S 
  Hi 
   
  724 
  Im 
  K V
  Urgalishashun 
  0324 
  X22000-0 
   
  Ba Lo  Po 
   
  022 
  Na 
  K4 V M3 D
  Iim 
  0325 
  C986779-C 
  M 
   
   
  300 
  Im 
  G0 V
  Negi 
  0329 
  C966757-B 
   
  Ag Ri 
   
  72 
  Im 
  K3 V
  Rudur 
  033 
  E79A676-5 
   
  Ni Wa 
   
  924 
  Im 
  G2 V
  Dahagda 
  042 
  X322000-0 
  R 
  Ba Po 
   
  034 
  Na 
  K V M7 V*
  IKHIRMIMSHER 0423 
  C250ASB-C S 
  De Hi Po 
   
  324 
  Im 
  G4 V
  Gakhalug 
  0425 
  C877273-A 
  M 
  Lo Ni 
   
  7 
  Im 
  K3 V M7 V
  Whapa 
  0426 
  D8C3458-8 
   
  Fl Lo Ni 
   
  624 
  Na 
  K V
  Bedshagimad 
  0440 
  B77532-9 
  A 
  Lo Ni 
   
  424 
  Im 
  M2 III K4 V*
  Khuniridukar 
  052 
  D340476-9 
   
  De Lo Ni Po 
   
  922 
  Na 
  K5 V
  Dethysbuun 
  0523 
  D8993TF-6 
  S 
  Lo Ni 
   
  523 
  Im 
  G2 V
  Catraf 
  0524 
  D577-C 
   
  Ic Lo Ni 
   
  02 
  Im 
  M8 V
  Sudoko 
  0526 
  X86A3N7-6 
   
  Lo Ni Wa 
   
  522 
  Na 
  K9 V M7 V
  Dagimi 
  0528 
  C683TE-4 
   
  Lo Ni 
   
  800 
  Na 
  M4 V
  Relashy 
  0530 
  X230000-0 
  R 
  Ba De Po 
   
  034 
  Na 
  M2 V
  EDDUM 
  053 
  D7979TA-7 
   
  Hi In 
   
  202 
  Im 
  F3 V
  Tahgafha 
  0535 
  C02C9-7 
  S 
  De Lo Ni 
   
  224 
  Im 
  M9 V
  Iishgamkhukhi 
  0539 
  B200252-7 
  N 
  De Lo Ni Va 
   
  500 
  Im 
  K6 V
  Drythyr 
  0540 
  D000500-7 
   
  As Ni 
   
  224 
  Im 
  M3 V
  Gorgafi 
  0621 
  D1202MD-9 C 
  De Lo Ni Po 
   
  623 
  Na 
  M7 V
  Kenylsbruud 
  0622 
  D53046A-8 
   
  De Lo Ni Po 
   
  224 
  Na 
  G8 V
  Ukse 
  0625 
  B6665N2-7 
  S 
  Ag Ni 
   
  425 
  Im 
  G4 V
  Erdulikagii 
  0628 
  E7964MB-5 
   
  Lo Ni 
   
  3 
  Na 
  M0 V* M7 V
  Cipo 
  063 
  D3002TD-7 
   
  De Lo Ni Va 
   
  434 
  Im 
  M2 V
  Bukumulii 
  0633 
  C637T9-8 
   
  Lo Ni 
   
  703 
  Im 
  M0 V* M V
  Cigap 
  0635 
  X500000-0 
  R 
  Ba De Va 
   
  024 
  Na 
  M2 V
  Irsanka 
  0636 
  C54600-9 
   
  Lo Ni 
   
  93 
  Im 
  F0 V
  Ushkhakhin 
  0638 
  B543MA-8 
  S 
  Lo Ni Po 
   
  92 
  Im 
  G4 V* M5 V
  Dim 
  0639 
  B2068-7 
   
  De Lo Ni Po 
   
  20 
  Im 
  F5 V
  Zeda 
  072 
  C87386-6 
  C 
   
   
  524 
  Im 
  M8 V
  Dhagizu 
  0723 
  C9AAA9-8 
  S 
  Fl Lo Ni Wa 
   
  924 
  Na 
  (F6 V M6 V)
  Knaesufukh 
  0724 
  D5079-7 
   
  De Lo Ni 
   
  933 
  Na 
  M0 V
  Ginugmuu 
  0725 
  C3002M8-B M 
  De Lo Ni Va 
   
  922 
  Im 
  K2 V
  Atagu 
  0729 
  B89A678-7 
  A 
  Ni Wa 
   
  63 
  Im 
  G9 V
  Giinshukhu 
  0733 
  C436500-6 
   
  Ni 
   
  724 
  Im 
  M8 V
  Erushaa 
  0734 
  D9AA2AF-8  
  Fl Lo Ni Wa 
   
  600 
  Im 
  F7 V
  Sweqynre 
  0735 
  B595773-6 
  N 
  Ag 
   
  904 
  Im 
  M6 V* M7 V [G5 V]
  
  - 53 -
  DAguDAShAAg SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  NIMUIN 
  0736 
  C7539AA-8 
   
  Hi 
   
  935 
  Im 
  M0 V
  Randenngu 
  0738 
  D866420-8 
  S 
  Lo Ni 
   
  20 
  Im 
  K5 V M3 V*
  Eronguluuk 
  0739 
  D0036B-A 
  C 
  De Lo Ni Va 
   
  82 
  Im 
  (K II M5 V)
  Dudkuli 
  082 
  C8B247A-9 
  S 
  Fl Lo Ni 
   
  422 
  Na 
  G2 V
  URGU 
  0823 
  EA8A996-7 
   
  Hi Wa 
   
  05 
  Na 
  K4 V
  Luurii 
  0825 
  C375788-7 
   
  Ag 
   
  324 
  Im 
  M0 V M0 D
  Theshan 
  0828 
  C00AB-7 
   
  De Lo Ni Va 
   
  923 
  Im 
  M6 V
  Likhunllounak 
  083 
  D200427-7 
  S 
  De Lo Ni Va 
   
  820 
  Im 
  K5 V M7 V*
  Ukiirsirur 
  0832 
  C3244DB-7 
   
  Lo Ni 
   
  70 
  Im 
  K9 V* M6 V
  Sheaspyn 
  0833 
  B453566-8 
  A 
  Ni 
   
  434 
  Im 
  F0 V
  Paran 
  0835 
  D555433-2 
   
  Lo Ni 
   
  25 
  Im 
  F5 V
  Gorkoekhuer 
  0839 
  D748377-6 
  S 
  Lo Ni 
   
  824 
  Im 
  M9 V* [M0 V]
  Adishikada 
  0840 
  C563AD-7 
   
  Lo Ni 
   
  23 
  Im 
  F5 V* [G4 V]
  Braefysluu 
  092 
  D340367-6 
   
  De Lo Ni Po 
   
  82 
  Na 
  G5 V* K4 V
  Shaeanwi 
  0924 
  XAE7000-0 
   
  Ba 
   
  020 
  Na 
  M5 III
  Cwadadduur 
  0926 
  X533000-0 
  R 
  Ba 
   
  033 
  Na 
  M0 V* M4 V
  Ersiimaadi 
  0927 
  D4662AE-6 
   
  Lo Ni 
   
  702 
  Na 
  K0 V* [K4 V]
  Uumshi 
  0928 
  X7B0000-0 
   
  Ba De 
   
  000 
  Na 
  F9 V
  Alugz 
  0930 
  X8B4000-0 
  R 
  Ba Fl 
   
  025 
  Na 
  A5 V* G2 V
  Dota 
  093 
  X6637DD- 
   
  R 
   
  720 
  Na 
  F V
  Rika 
  0932 
  E888344-4 
   
  Lo Ni 
   
  922 
  Im 
  G0 V
  Kapaora 
  0933 
  DAD33-6 
   
  Lo Ni 
   
  723 
  Im 
  M5 V
  Miir 
  0935 
  D98A4DD-3 S 
  Lo Ni Wa 
   
  22 
  Im 
  G7 V* M7 V
  Kaapa 
  0936 
  D6824S6-4 
   
  Lo Ni 
   
  322 
  Im 
  K6 V* M4 V
  Thagvusaek 
  0940 
  D57926C-6 
  C 
  Lo Ni 
   
  23 
  Im 
  K6 V
  Kepiiwato 
  02 
  E65478-0 
   
  Lo Ni Po 
   
  724 
  Na 
  G8 V
  Ukhadikii 
  023 
  X324000-0 
   
  Ba 
   
  04 
  Na 
  G3 V
  Radag 
  025 
  X400000-0 
  R 
  Ba De Va 
   
  002 
  Na 
  K7 V* [M3 V]
  Coch 
  026 
  X674000-0 
   
  Ba 
   
  020 
  Na 
  K4 V
  Uumikhidu 
  027 
  X342000-0 
   
  Ba Po 
   
  000 
  Na 
  F5 V
  Sadgeram 
  029 
  C66446D-6 
  T 
  Lo Ni 
   
  724 
  Cs 
  M3 II K3 V*
  Huhgapo 
  032 
  E56432-0 
   
  Lo Ni 
   
  734 
  Na 
  G4 V
  Ryre 
  039 
  E354M9-5 
   
  Lo Ni 
   
  62 
  Im 
  K9 V* [M8 V]
  Rrozang 
  040 
  X225000-0 
   
  Ba 
   
  022 
  Na 
  M II* M V
  Puissant 
  2 
  C68856C-7 
   
  Ag Ni 
   
  32 
  Na 
  K V
  Prospect 
  24 
  D252375-5 
  S 
  Lo Ni Po 
   
  00 
  Cs 
  K5 V* M3 V
  Reshi 
  26 
  D488MC-5  
  Lo Ni 
   
  322 
  Na 
  K8 V
  Thereisly 
  29 
  E66457B-6 
  R 
  Ag Ni 
   
  524 
  Na 
  G0 V* [K4 V]
  Dwydma 
  34 
  X434000-0 
   
  Ba 
   
  022 
  Na 
  M5 II
  Gapral 
  38 
  X4647-3 
   
  Lo Ni 
  R 
  2 
  Na 
  G7 V
  Ispumer 
  222 
  E334468-6 
   
  Lo Ni 
   
  823 
  Na 
  M6 V
  Thueroe 
  223 
  X00000-0 
  R 
  Ba De Va 
   
  02 
  Na 
  M2 V
  Uvoyd 
  227 
  X54000-0 
   
  Ba Po 
   
  000 
  Na 
  F9 V* [G0 V]
  Wycce 
  228 
  X426000-0 
   
  Ba 
   
  003 
  Na 
  M9 III
  Pacapath 
  234 
  X9C4000-0 
  R 
  Ba Fl 
   
  022 
  Na 
  G5 V
  Ceswas 
  235 
  D678367-5 
   
  Lo Ni 
   
  25 
  Md 
  F0 V
  Shankida 
  32 
  E452866-7 
   
  Po 
   
  535 
  Na 
  K9 V* M4 V
  Amiti 
  323 
  X8A5000-0 
   
  Ba Fl 
   
  003 
  Na 
  K II
  Uedora 
  325 
  E4644TH-4 
   
  Lo Ni 
  A 
  522 
  Na 
  G5 V
  Whuwa 
  33 
  E98A34-3 
  R 
  Lo Ni Wa 
   
  424 
  Na 
  G7 V
  Maalargiikuu 
  333 
  X2502T9-4 
   
  De Lo Ni Po 
  R 
  524 
  Na 
  G5 V K2 V*
  Papipop 
  335 
  D6A4643-9 
  S 
  Fl Ni 
   
  622 
  Md 
  K0 IV K2 V*
  Kharrnoell 
  336 
  D58526E-4 
   
  Lo Ni 
   
  425 
  Md 
  M9 III G4 V*
  Gagiidse 
  339 
  DA8A2VD-4  
  Lo Ni Wa 
   
  224 
  Na 
  M2 V M8 V*
  Dagmarv 
  422 
  E363266- 
   
  Lo Ni 
   
  72 
  Na 
  G4 V
  
  - 54 -
  DAguDAShAAg SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ninne 
  424 
  E587677- 
   
  Ag Ni Ri 
   
  323 
  Na 
  F4 V
  Sagiiga 
  428 
  X735000-0 
  R 
  Ba 
   
  04 
  Na 
  M9 V
  Hylorei 
  430 
  XAAA000-0 
  R 
  Ba Fl Wa 
   
  002 
  Na 
  M5 III
  Argi 
  43 
  X330000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  G3 V* K8 V
  Naswarran 
  432 
  D56854-3 
   
  Ag Ni 
   
  234 
  Md 
  K4 V* M5 V
  Grakaar 
  433 
  D69326A-5 
   
  Lo Ni 
   
  40 
  Md 
  F9 V
  Chunkrah 
  437 
  X7C000-0 
   
  Ba Fl 
   
  020 
  Na 
  (M2 V M6 V)
  Gimukiikkulir 
  523 
  XA5A000-0 
  R 
  Ba Wa 
   
  023 
  Na 
  G3 V* M0 V
  Dargeshiish 
  525 
  X639000-0 
   
  Ba 
   
  02 
  Na 
  G8 IV
  Idmaa 
  526 
  E565275-2 
   
  Lo Ni 
   
  225 
  Na 
  K3 V
  Laakkankalu 
  528 
  D602SC-7 
  R 
  De Lo Ni 
   
  90 
  Ie 
  K4 V
  Ffaipam 
  529 
  E5566-2 
   
  Lo Ni Po 
   
  22 
  Ie 
  G0 V
  Cisgis 
  530 
  D464378-6 
   
  Lo Ni 
   
  20 
  Ie 
  K5 V
  Hieura 
  532 
  X400000-0 
   
  Ba De Va 
   
  034 
  Na 
  M0 V M4 V*
  Munlamer 
  534 
  C65A569-9 
  S 
  Ni Wa 
   
  722 
  Md 
  G V* [M7 V]
  Imuu 
  535 
  X20000-0 
  R 
  Ba Ic Va 
   
  022 
  Na 
  M4 V
  Cadadad 
  537 
  X40000-0 
   
  Ba De 
   
  002 
  Na 
  M5 V
  Lepamkashuka 
  538 
  X97A000-0 
   
  Ba Wa 
   
  03 
  Na 
  K6 V* M9 V
  Kigarunzumi 
  539 
  X232000-0 
   
  Ba Po 
   
  004 
  Na 
  M7 V
  Svomef 
  622 
  X8AA000-0 
   
  Ba Fl Wa 
   
  020 
  Na 
  M4 V
  Zesagak 
  625 
  X32000-0 
   
  Ba Po 
   
  023 
  Na 
  M2 V
  Kiiruumikiiki 
  626 
  E7884TC-3 
  R 
  Lo Ni 
   
  702 
  Na 
  G2 V* [M3 V]
  Kumam 
  629 
  D534230-7 
   
  Lo Ni 
   
  422 
  Ie 
  K9 V* M5 V
  Ietia 
  630 
  D548223-6 
   
  Lo Ni 
   
  423 
  Ie 
  M9 II G0 V* [K9 II]
  Cyragphadd 
  63 
  D4942D9-5 
   
  Lo Ni 
   
  432 
  Ie 
  G0 V
  Ladapumama 
  633 
  X9E7000-0 
  R 
  Ba 
   
  03 
  Na 
  M0 III* M9 V
  Encydd 
  635 
  X344000-0 
   
  Ba 
   
  04 
  Na 
  A2 V G9 V*
  Copenhagen 
  636 
  X30000-0 
   
  Ba De Po 
   
  00 
  Na 
  M2 V
  Dimzudugegu 
  638 
  X20000-0 
  R 
  Ba De 
   
  024 
  Na 
  M3 V
  Lenashuuk 
  640 
  X7A8000-0 
   
  Ba Fl 
   
  000 
  Na 
  G5 V
  
  - 55 -
  
  - 56 -
  DAguDAShAAg SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Shisadakhu 
  702 
  D6A4423-8 
   
  Fl Lo Ni 
   
  502 
  Zs 
  G0 V M2 V*
  Adukagharr 
  703 
  X835000-0 
   
  Ba 
   
  023 
  Na 
  M4 V
  Aedza 
  705 
  X687000-0 
   
  Ba 
   
  023 
  Na 
  F6 V* [M6 V]
  Shadira 
  709 
  C55533-5 
  W 
  Lo Ni 
   
  723 
  Na 
  M9 III K4 V*
  Nashirdi 
  70 
  E457224-3 
  S 
  Lo Ni 
   
  323 
  Na 
  G6 V
  Akanarade 
  7 
  X3502AA-3 
   
  De Lo Ni Po   R 
  93 
  Na 
  K3 V
  Ekagkagare 
  72 
  X7AA000-0 
   
  Ba Fl Wa 
   
  022 
  Na 
  K V* M2 V
  Dukapbukhun 
  73 
  X300000-0 
   
  Ba De Va 
   
  023 
  Na 
  K6 V* M0 V
  Irzamapa 
  77 
  X200000-0 
  R 
  Ba De Va 
   
  024 
  Na 
  M9 V
  Areil 
  78 
  X00000-0 
   
  Ba De Va 
   
  024 
  Na 
  K4 V M V*
  Gushuluni 
  80 
  D547375-6 
   
  Lo Ni 
   
  82 
  Zs 
  M7 V F4 V*
  Uudeblerr 
  803 
  X200000-0 
  R 
  Ba De Va 
   
  022 
  Na 
  K5 V
  Fihidd 
  809 
  X343000-0 
   
  Ba 
   
  023 
  Na 
  F6 V
  Muurunga 
  83 
  X7AA000-0 
   
  Ba Fl Wa 
   
  020 
  Na 
  G6 V
  Gophono 
  86 
  X4000-0 
   
  Ba Ic 
   
  025 
  Na 
  M8 V* M9 V
  Zergidudika 
  90 
  X663000-0 
   
  Ba 
   
  024 
  Na 
  G0 V K3 V*
  Uegigosuu 
  903 
  X9B4000-0 
   
  Ba Fl 
   
  00 
  Na 
  K4 V* M9 V
  Zerumidaar 
  904 
  D253SB-6 
   
  Lo Ni 
   
  63 
  Na 
  K5 V* [M4 V]
  Hahawa 
  905 
  X77A000-0 
   
  Ba Wa 
   
  020 
  Na 
  G7 V* K8 V
  Khugugdaggii 
  906 
  D68425-4 
  R 
  Lo Ni 
   
  523 
  Na 
  F8 V* M5 V
  Mokahauko 
  90 
  X7C4000-0 
   
  Ba Fl 
   
  023 
  Na 
  A3 V K5 V*
  Lynden 
  9 
  X000000-0 
   
  As Ba 
   
  024 
  Na 
  G4 V K9 V*
  Stonepen 
  92 
  X300000-0 
  R 
  Ba De Va 
   
  002 
  Na 
  M6 III
  Ymodri 
  93 
  E458265-5 
   
  Lo Ni 
   
  803 
  Na 
  G6 V
  Rukhigu 
  98 
  X40000-0 
   
  Ba De 
   
  00 
  Na 
  M6 V
  Higashi 
  99 
  XA75000-0 
   
  Ba 
   
  024 
  Na 
  F0 V
  Riti 
  920 
  X8B0000-0 
   
  Ba De 
   
  025 
  Na 
  M3 V* M7 V
  Ashakumdisha 
  2002 
  C54943-7 
   
  Lo Ni 
   
  20 
  Na 
  K2 V* M4 V
  Khiishirum 
  2005 
  X50000-0 
  R 
  Ba De 
   
  020 
  Na 
  F4 IV* K2 V
  Gobdraegar 
  2007 
  C6772DD-7 
  W 
  Lo Ni 
   
  533 
  Na 
  G6 V
  Dagigiishugar 
  200 
  X523000-0 
   
  Ba 
   
  05 
  Na 
  A6 V* [M5 V]
  Kau 
  203 
  D453442-5 
   
  Lo Ni 
   
  32 
  Na 
  F6 V* [M7 V]
  SHIBISHLIM 
  205 
  D46692-6 
   
  Hi 
   
  84 
  Na 
  F0 V
  Ishadimaa 
  2020 
  X30000-0 
   
  Ba De 
   
  02 
  Na 
  F8 V M V*
  Otsakou 
  204 
  X320000-0 
   
  Ba De Po 
   
  024 
  Na 
  M4 II K8 V*
  Lendan 
  206 
  X000000-0 
   
  As Ba 
   
  024 
  Na 
  K6 V M6 V*
  Puiewhai 
  208 
  C30A9-6 
   
  De Lo Ni Po 
  924 
  Na 
  K4 V
  Bikisamar 
  20 
  X472000-0 
  R 
  Ba 
   
  000 
  Na 
  K V
  Trymar 
  2 
  X000000-0 
   
  As Ba 
   
  02 
  Na 
  M V
  Renynni 
  23 
  X443000-0 
   
  Ba 
   
  024 
  Na 
  K6 V* M4 V
  Khandi 
  29 
  X222000-0 
   
  Ba Po 
   
  023 
  Na 
  F6 V
  Dirish 
  2202 
  X527000-0 
   
  Ba 
   
  025 
  Na 
  M7 V
  Pomua 
  2203 
  D769775-3 
   
  Ri 
   
  62 
  Na 
  G2 V
  Likhukam 
  2204 
  C2003Q6-7 
  V 
  De Lo Ni Va 
  525 
  Zs 
  F8 V
  Mununkus 
  2205 
  X627000-0 
   
  Ba 
   
  00 
  Na 
  K5 V
  Kimaduurde 
  2208 
  X00000-0 
  R 
  Ba De Va 
   
  024 
  Na 
  K3 V* [(G8 V M0 V)]
  Dimirargakii 
  226 
  X2C0000-0 
   
  Ba De 
   
  04 
  Na 
  M4 V
  Khiikamugaar 
  2302 
  D546446-5 
   
  Lo Ni 
   
  703 
  Zs 
  G4 V
  Whoeka 
  2304 
  C8A84B8-9 
   
  Fl Lo Ni 
   
  600 
  Na 
  M6 V
  Argemir 
  2308 
  E3530-0 
  R 
  Lo Ni Po 
   
  523 
  Na 
  F5 V
  Izim 
  2309 
  X333000-0 
   
  Ba 
   
  0 
  Na 
  M0 V* M6 V
  Gurdupugu 
  237 
  D74A53-6 
   
  Ni Wa 
   
  303 
  Lk 
  G8 V
  Zashiimu 
  238 
  D30026B-7 
   
  De Lo Ni Va 
   
  823 
  Lk 
  M0 V* M0 V
  Umiimsira 
  2320 
  X8D3000-0 
   
  Ba 
   
  022 
  Na 
  M8 V
  Mosferanze 
  2402 
  C986200-5 
   
  Lo Ni 
   
  803 
  Zs 
  M8 V* [M5 V]
  
  - 57 -
  DAguDAShAAg SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Shukikumsi 
  2405 
  C403-8 
  Z 
  De Lo Ni Po 
   
  634 
  Zs 
  G6 V
  Tata 
  2406 
  D300335-7 
   
  De Lo Ni Va 
   
  24 
  Zs 
  G5 V
  GIGUG 
  2408 
  C3659CD-4 
   
  Hi 
   
  02 
  Na 
  G V
  Baakhilalush 
  2409 
  D462587-3 
   
  Ni 
   
  824 
  Na 
  G9 V
  Ushingamush 
  240 
  X59000-0 
   
  Ba 
   
  025 
  Na 
  K V
  Tatakuteto 
  242 
  X226000-0 
  R 
  Ba 
   
  022 
  Na 
  M6 V* M9 V
  Hapappa 
  243 
  X400000-0 
  R 
  Ba De Va 
   
  024 
  Na 
  M5 V
  Warrant 
  245 
  D000400-8 
   
  As Lo Ni 
   
  724 
  Lk 
  M7 V
  Gushiramkii 
  246 
  D33500-8 
   
  Ni Po 
   
  202 
  Lk 
  K7 II M0 V*
  Khazaathun 
  248 
  B454469-9 
   
  Lo Ni 
   
  723 
  Lk 
  G2 V
  Dukhaslapi 
  2505 
  D77624-6 
   
  Lo Ni 
   
  323 
  Zs 
  F V
  Khizaagoa 
  2506 
  C2724T9-6 
   
  Lo Ni 
   
  300 
  Na 
  K6 V* M5 V
  Shayn 
  252 
  X220000-0 
  R 
  Ba De Po 
   
  000 
  Na 
  F6 V
  Gariisikena 
  253 
  X8A4000-0 
   
  Ba Fl 
   
  024 
  Na 
  M9 III* M V
  Mupudazi 
  254 
  D237357-6 
   
  Lo Ni 
   
  824 
  Lk 
  M3 V
  Khikhiragera 
  255 
  D0595-7 
   
  De Ni 
   
  500 
  Lk 
  F3 V* M3 V
  Lasamgiraa 
  257 
  X436000-0 
  R 
  Ba 
   
  002 
  Na 
  A3 IV* M8 V
  Arshishid 
  258 
  D423547-7 
   
  Ni 
   
  23 
  Lk 
  M5 II
  Thyllfayn 
  260 
  D8B8356-8 
   
  Fl Lo Ni 
   
  723 
  Zs 
  M9 V
  Dimsiigiir 
  2602 
  D00044-7 
   
  As Lo Ni 
   
  222 
  Zs 
  M4 II* M2 V
  Waurakau 
  2603 
  C6854DD-5 
  V 
  Lo Ni 
   
  52 
  Zs 
  G6 V* [G2 V]
  Badanumi 
  2604 
  D884797-7 
   
  Ag Ri 
   
  932 
  Zs 
  G8 V
  Ashlabeniima 
  2605 
  D64347A-5 
   
  Lo Ni 
   
  200 
  Zs 
  K4 V* M5 V
  Pahahi 
  2609 
  X628000-0 
   
  Ba 
   
  004 
  Na 
  (M0 V M V)
  Aagagur 
  262 
  X8C8000-0 
  R 
  Ba Fl 
   
  000 
  Na 
  G8 V
  Dagimir 
  265 
  D000552-7 
   
  As Ni 
   
  622 
  Lk 
  M4 V
  Nangi 
  267 
  D87636A-5 
  R 
  Lo Ni 
   
  300 
  Lk 
  G7 V
  Yrthy 
  268 
  D57342-5 
   
  Lo Ni 
   
  92 
  Lk 
  K8 V
  Dapogot 
  2703 
  D6492AE-5 
   
  Lo Ni 
   
  223 
  Zs 
  F3 V* K9 V
  Pacogra 
  2706 
  B542400-7 
   
  Lo Ni Po 
   
  34 
  Zs 
  K5 V
  Miikursiiras 
  2708 
  X420000-0 
   
  Ba De Po 
   
  000 
  Na 
  F V M V*
  Larmige 
  2709 
  C775545-7 
   
  Ag Ni 
   
  90 
  Na 
  M0 V M2 V*
  Thaegiitsuu 
  270 
  C96A6TJ-5 
   
  Ni Wa 
  A 
  53 
  Na 
  F V* F4 V
  Liidukhirkadi 
  27 
  X577000-0 
  R 
  Ba 
   
  020 
  Na 
  G2 V
  Kukara 
  274 
  X240000-0 
   
  Ba De Po 
   
  023 
  Na 
  M6 II M6 V*
  Sidimnamamga 
  275 
  CE95A344-3 M 
  Lo Ni Wa 
   
  00 
  Lk 
  K9 V* M6 V
  Dopfa 
  277 
  D63599-6 
   
  Ni Po 
   
  700 
  Lk 
  K5 V M V*
  Udigamudike 
  279 
  E565475-2 
  R 
  Lo Ni 
   
  04 
  Lk 
  K V
  Kulimbash 
  280 
  X430000-0 
   
  Ba De Po 
   
  022 
  Na 
  F2 V
  Haddocop 
  2802 
  X300000-0 
   
  Ba De Va 
   
  02 
  Na 
  M2 V
  Ghaena 
  2803 
  C569745-5 
  V 
  Ri 
   
  25 
  Zs 
  K4 V
  Koeiho 
  2807 
  X200000-0 
  R 
  Ba De Va 
   
  020 
  Na 
  M7 II M9 V*
  Nari 
  287 
  X8B3000-0 
   
  Ba Fl 
   
  000 
  Na 
  M6 III
  Nisisukas 
  289 
  D5532TJ-7 
   
  Lo Ni 
  A 
  503 
  Lk 
  K0 V
  Potod 
  2904 
  D97A254-5 
   
  Lo Ni Wa 
   
  700 
  Zs 
  F7 V
  Wiswea 
  2908 
  X200000-0 
   
  Ba De Va 
   
  04 
  Na 
  K5 V
  Shaarku 
  298 
  XA9A000-0 
  R 
  Ba Wa 
   
  00 
  Na 
  K3 V* M V
  Haddoco 
  299 
  D254277-6 
   
  Lo Ni 
   
  724 
  Lk 
  K5 V
  Eraki 
  2920 
  B999575-9 
  S 
  Ni 
   
  324 
  Lk 
  G3 V
  Kugerakiirii 
  300 
  C89A3M7-6  
  Lo Ni Wa 
   
  24 
  Zs 
  G V
  Milam 
  3004 
  D57577-5 
   
  Ni 
   
  700 
  Zs 
  M9 V
  Shasadugu 
  3005 
  C689476-5 
   
  Lo Ni 
   
  424 
  Zs 
  G2 V
  Uudamsha 
  3006 
  D5444DC-5 
   
  Lo Ni 
   
  402 
  Zs 
  M7 V
  Iiradli 
  3008 
  C542868-6 
   
  Po 
   
  400 
  Na 
  K5 V M4 V*
  Rensi 
  302 
  X0000-0 
   
  Ba De 
   
  023 
  Na 
  M8 V
  
  - 58 -
  DAguDAShAAg SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Sehashea 
  303 
  X402000-0 
   
  Ba Ic Va 
   
  03 
  Na 
  F4 V
  Giikkar 
  304 
  X200000-0 
  R 
  Ba De Va 
   
  020 
  Na 
  M5 V
  Makunulud 
  305 
  X796000-0 
   
  Ba 
   
  0 
  Na 
  K4 V* M0 V
  Sashipigushi 
  306 
  X797000-0 
   
  Ba 
   
  024 
  Na 
  M0 V
  Duezdats 
  308 
  D6464TA-5 
   
  Lo Ni 
   
  923 
  Lk 
  F5 V
  Nakuudiriseka 
  309 
  D37432-5 
   
  Lo Ni 
   
  224 
  Lk 
  K7 V M4 V*
  Urgadashur 
  30 
  C552244-8 
   
  Lo Ni Po 
   
  522 
  Zs 
  G0 V
  Pakumukuushim 303 
  X7AA000-0 
  R 
  Ba Fl Wa 
   
  023 
  Na 
  G2 V
  Sokono 
  307 
  C768773-7 
  Z 
  Ag Ri 
   
  223 
  Zs 
  M6 V
  Ushkim 
  30 
  C46756C-8 
  M 
  Ag Ni 
   
  635 
  Na 
  G2 V
  Bunikida 
  3 
  X7A9000-0 
  R 
  Ba Fl 
   
  024 
  Na 
  M7 V
  Goca 
  34 
  C48864-5 
  C 
  Ag Ni 
   
  50 
  Na 
  M7 III F9 V*
  Ugashka 
  35 
  X355000-0 
   
  Ba 
   
  000 
  Na 
  F8 V* M7 V [M5 V]
  Nanaakishu 
  37 
  X442000-0 
   
  Ba Po 
   
  020 
  Na 
  G3 V
  Ankh 
  320 
  C4280-7 
   
  Lo Ni 
   
  43 
  Lk 
  F6 V
  Iirsha 
  3202 
  X476000-0 
  R 
  Ba 
   
  02 
  Na 
  G0 V* [K8 V]
  Liimergalii 
  3205 
  X000000-0 
   
  As Ba 
   
  022 
  Na 
  (M8 V M9 V) [M4 V]
  Umiish 
  3206 
  D20485-8 
   
  Ic Lo Ni Va 
   
  924 
  Zs 
  M4 V M5 V*
  Giikishnula 
  3208 
  X898000-0 
   
  Ba 
   
  023 
  Na 
  F7 V K8 V* M5 V
  Bulliame 
  3209 
  X536000-0 
   
  Ba 
   
  034 
  Na 
  M6 V* M9 V
  Uubididukesu 
  3220 
  D6342MC-6  
  Lo Ni 
   
  623 
  Lk 
  G6 V
  
  - 59 -
  
  - 60 -
  DAguDAShAAg SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Duzkhur 
  722 
  X99A000-0 
   
  Ba Wa 
   
  034 
  Na 
  K4 V M7 V*
  Dashi 
  723 
  E50775-7 
   
  De Po 
   
  734 
  Na 
  F8 V
  Sporantis 
  726 
  XAAA000-0 
   
  Ba Fl Wa 
   
  022 
  Na 
  K3 III* M2 V
  Ekhugush 
  728 
  D636S9-7 
   
  Lo Ni 
   
  523 
  Ie 
  K9 V
  Phader 
  729 
  X86A000-0 
   
  Ba Wa 
   
  024 
  Na 
  K5 V M3 V*
  Ukanarshida 
  730 
  D20344-7 
   
  Ic Lo Ni Va 
   
  924 
  Ie 
  M V
  Savaerrsungoz 
  732 
  X222000-0 
   
  Ba Po 
   
  025 
  Na 
  G9 V
  Mamibukir 
  733 
  X536000-0 
   
  Ba 
   
  02 
  Na 
  K6 V
  Durgaarur 
  735 
  X334000-0 
  R 
  Ba 
   
  022 
  Na 
  F0 V
  Ruddles 
  736 
  X674000-0 
   
  Ba 
   
  000 
  Na 
  G8 V
  Miilaakiiki 
  737 
  X000000-0 
   
  As Ba 
   
  035 
  Na 
  G3 IV
  Anmaeas 
  738 
  X437000-0 
   
  Ba 
   
  022 
  Na 
  M8 II* G4 V
  Arlusigaa 
  82 
  X572000-0 
   
  Ba 
   
  020 
  Na 
  F5 V* M9 V [M9 V]
  Sharnigii 
  822 
  X246000-0 
  R 
  Ba 
   
  023 
  Na 
  K5 V
  Darhaptra 
  823 
  C4576T9-5 
  W 
  Ag Ni 
   
  522 
  Na 
  K6 V
  Sukotogi 
  824 
  X436000-0 
   
  Ba 
   
  024 
  Na 
  M II* M9 V
  Thahayr 
  829 
  E383267- 
   
  Lo Ni 
   
  604 
  Ie 
  K9 V* [M6 V]
  Semish 
  830 
  X7893AB-0 
   
  Lo Ni 
  R 
  923 
  Na 
  G6 V* M7 V
  Lashunmakhasu 833 
  E7842S9-0 
   
  Lo Ni 
   
  622 
  Na 
  F4 V
  Forsaken 
  836 
  X502000-0 
  R 
  Ba Ic Va 
   
  024 
  Na 
  M III M4 V*
  Kishaka 
  839 
  E4584MB-0 
   
  Lo Ni 
   
  633 
  Na 
  G9 V
  Spyes 
  840 
  X725000-0 
   
  Ba 
   
  022 
  Na 
  M7 V
  Imizikhila 
  924 
  X34000-0 
   
  Ba Po 
   
  022 
  Na 
  G IV K2 V*
  Amdake 
  926 
  C200568-8 
  M 
  De Lo Ni Va 
   
  623 
  Ie 
  M4 V
  Herbar 
  927 
  D486578-3 
   
  Ag Ni 
   
  500 
  Ie 
  G V
  Tipa 
  928 
  D335488-9 
   
  Lo Ni 
   
  803 
  Ie 
  G0 V
  Ikabi 
  929 
  C0005B9-9 
  M 
  As Ni 
   
  900 
  Ie 
  M6 III G4 V*
  Kemirde 
  930 
  X40000-0 
   
  Ba Ic Va 
   
  024 
  Na 
  M5 V* M9 V
  Anertfo 
  93 
  X403000-0 
  R 
  Ba Ic Va 
   
  023 
  Na 
  M8 V
  Fadco 
  934 
  X547000-0 
   
  Ba 
   
  02 
  Na 
  G4 IV K4 V*
  Azirlulameshe 
  935 
  X8D5000-0 
   
  Ba 
   
  03 
  Na 
  M0 V* M5 V
  Ynthan 
  936 
  X8B6000-0 
   
  Ba Fl 
   
  024 
  Na 
  F4 IV
  Erfalad 
  939 
  E88A4B9-0 
   
  Lo Ni Wa 
   
  723 
  Na 
  G4 V* K3 V
  Stalrieger 
  940 
  XA9A000-0 
   
  Ba Wa 
   
  022 
  Na 
  F6 V
  Saki 
  2022 
  X220000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  M9 II* M9 II
  Kinlikha 
  2023 
  X2000-0 
   
  Ba Ic 
   
  024 
  Na 
  K7 V* M2 V [M0 V]
  Badabad 
  2024 
  X52000-0 
   
  Ba Ic 
   
  024 
  Na 
  M V* M2 V
  Gimaashaani 
  2026 
  X40000-0 
  R 
  Ba Ic Va 
   
  025 
  Na 
  M V
  Khinum 
  2028 
  E664ME-3 
   
  Lo Ni 
   
  523 
  Ie 
  G0 V
  Rhada 
  2030 
  X6B2000-0 
   
  Ba Fl 
   
  022 
  Na 
  M5 V* M8 V
  Kiawhau 
  2035 
  E55866A-2 
   
  Ag Ni 
   
  823 
  Na 
  K V
  Ddebaesb 
  2036 
  X799000-0 
   
  Ba 
   
  024 
  Na 
  M4 V
  Jerbom 
  2037 
  XAE2000-0 
   
  Ba 
   
  024 
  Na 
  M V
  Gracilis 
  2038 
  X520000-0 
  R 
  Ba De Po 
   
  023 
  Na 
  F5 V
  Keroka 
  222 
  X996000-0 
   
  Ba 
   
  033 
  Na 
  M III F5 V*
  Atateti 
  223 
  X778000-0 
   
  Ba 
   
  000 
  Na 
  K7 V
  Medurma 
  224 
  C673579-7 
  M 
  Ni 
   
  63 
  Na 
  G V
  Gygan 
  227 
  E56A3MH-3  
  Lo Ni Wa 
   
  83 
  Na 
  G6 V
  Thaelan 
  230 
  X30000-0 
  R 
  Ba De Po 
   
  034 
  Na 
  A V
  Damuu 
  235 
  X233000-0 
   
  Ba 
   
  035 
  Na 
  M2 V
  Justice 
  237 
  X977000-0 
   
  Ba 
   
  023 
  Na 
  G V
  Kikili 
  239 
  X52000-0 
   
  Ba Po 
   
  002 
  Na 
  M8 III M8 V*
  Gafadpo 
  240 
  X649000-0 
   
  Ba 
   
  004 
  Na 
  G3 V* M V
  Dipa 
  2223 
  X200000-0 
  R 
  Ba De Va 
   
  025 
  Na 
  G7 V
  Pigume 
  2225 
  D66646B- 
   
  Lo Ni 
   
  404 
  Na 
  K V
  
  - 6 -
  DAguDAShAAg SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Lawa 
  2226 
  X424000-0 
   
  Ba 
   
  002 
  Na 
  K4 V
  Mikhaakigu 
  2227 
  X546000-0 
   
  Ba 
   
  00 
  Na 
  K4 V
  Aguurgupa 
  2228 
  X40000-0 
  R 
  Ba Ic Va 
   
  033 
  Na 
  K7 V* M6 V
  Ruenthuksagar 
  2232 
  X68000-0 
   
  Ba 
   
  00 
  Na 
  F5 V* K6 V
  Ashange 
  2234 
  X538000-0 
   
  Ba 
   
  03 
  Na 
  M5 V
  Imargunkangu 
  2235 
  X4C0000-0 
   
  Ba De 
   
  024 
  Na 
  M5 III G4 V*
  Pagat 
  2237 
  X6572SB-0 
   
  Lo Ni 
  R 
  703 
  Na 
  G3 V
  Ezukar 
  2239 
  X30000-0 
  R 
  Ba De Po 
   
  034 
  Na 
  K2 V M0 V*
  Badapdap 
  2322 
  X00000-0 
  R 
  Ba De Va 
   
  003 
  Na 
  K6 V
  Uninuk 
  2324 
  X233000-0 
  R 
  Ba 
   
  020 
  Na 
  G7 IV
  Kirbiirkhidis 
  2327 
  X60000-0 
   
  Ba De 
   
  035 
  Na 
  G3 V
  Rokoruro 
  233 
  X475000-0 
  R 
  Ba 
   
  000 
  Na 
  G0 V* M4 V
  Lukhu 
  2339 
  X6556VA-0 
   
  Ag Ni 
  R 
  82 
  Na 
  M2 V
  Girkhages 
  2424 
  X335000-0 
  R 
  Ba 
   
  025 
  Na 
  M3 V
  Kohe 
  2426 
  X623000-0 
   
  Ba 
   
  02 
  Na 
  K4 V
  Shanigurganii 
  2433 
  E5674AD- 
   
  Lo Ni 
   
  80 
  Na 
  K0 V* M6 V
  Madumgu 
  2434 
  X00000-0 
   
  Ba De Va 
   
  035 
  Na 
  (M3 II G3 IV)
  Sanshishishum 
  2436 
  X30000-0 
   
  Ba De Po 
   
  023 
  Na 
  M6 V
  Ekampagmi 
  2437 
  X00000-0 
  R 
  Ba De Va 
   
  033 
  Na 
  F3 V
  Gapod 
  2439 
  E6632MF-2 
   
  Lo Ni 
   
  725 
  Na 
  G4 V
  Kiskilupiga 
  2440 
  X354000-0 
  R 
  Ba 
   
  02 
  Na 
  G4 V
  Shekadigi 
  252 
  X424000-0 
   
  Ba 
   
  024 
  Na 
  M5 V
  Sequin 
  2522 
  E55526D-3 
   
  Lo Ni 
   
  434 
  Na 
  G8 V
  Khusgulur 
  2525 
  X373000-0 
   
  Ba 
   
  0 
  Na 
  K V* M V
  Disbibiru 
  2526 
  X775000-0 
   
  Ba 
   
  002 
  Na 
  F6 V* M0 V
  Dummur 
  2529 
  X529000-0 
  R 
  Ba 
   
  023 
  Na 
  F7 V* M6 V
  Dhorzuek 
  253 
  X527000-0 
   
  Ba 
   
  00 
  Na 
  M5 II K3 V*
  Ipomii 
  2533 
  X552000-0 
  R 
  Ba Po 
   
  025 
  Na 
  K3 V M2 V*
  Theswa 
  2536 
  X8A7000-0 
   
  Ba Fl 
   
  034 
  Na 
  G7 V M0 V*
  Sacellum 
  2623 
  X432000-0 
   
  Ba Po 
   
  02 
  Na 
  M9 V
  Rootete 
  2624 
  X748000-0 
  R 
  Ba 
   
  023 
  Na 
  F5 V
  Dwehidd 
  2625 
  X540000-0 
   
  Ba De Po 
   
  003 
  Na 
  F6 V
  Uudam 
  2627 
  X672000-0 
   
  Ba 
   
  000 
  Na 
  K5 V
  Ankhurii 
  263 
  X742000-0 
   
  Ba Po 
   
  020 
  Na 
  M0 V M3 V*
  Agishiigi 
  2634 
  X527000-0 
  R 
  Ba 
   
  023 
  Na 
  M4 V
  Reka 
  2635 
  D5522D9-3 
   
  Lo Ni Po 
   
  24 
  Na 
  G7 V* K7 V
  Ghaegudiro 
  2637 
  X60000-0 
  R 
  Ba De 
   
  023 
  Na 
  K0 V
  Fegeth 
  272 
  D6693SD-3 
   
  Lo Ni 
   
  523 
  Na 
  G0 V* M5 V
  Halthome 
  2725 
  D34220-5 
   
  Lo Ni Po 
   
  724 
  Na 
  K9 V
  Kondrick 
  2727 
  X535000-0 
  R 
  Ba 
   
  02 
  Na 
  M0 V
  Disuugirdami 
  2728 
  X3C0000-0 
   
  Ba De 
   
  024 
  Na 
  M4 V
  Sakami 
  2729 
  X655464-0 
  R 
  Lo Ni 
  R 
  9 
  Na 
  G4 V* [M0 V]
  Pahapoe 
  2734 
  X547000-0 
   
  Ba 
   
  03 
  Na 
  G2 V
  Merven 
  2735 
  X99A000-0 
  R 
  Ba Wa 
   
  00 
  Na 
  K9 II F7 V*
  Gwaa 
  2736 
  X9D6000-0 
  R 
  Ba 
   
  024 
  Na 
  M5 V* M7 V
  Shidupigaki 
  2737 
  X894000-0 
   
  Ba 
   
  000 
  Na 
  G0 V* M2 V
  Synswinshe 
  2738 
  X203000-0 
   
  Ba Ic Va 
   
  022 
  Na 
  F5 V* M8 V
  Uuragiiza 
  2739 
  X645000-0 
   
  Ba 
   
  0 
  Na 
  M0 V
  Wamna 
  282 
  X224000-0 
   
  Ba 
   
  004 
  Na 
  (M6 III M5 V)
  Llurrgol 
  2822 
  X65000-0 
   
  Ba Po 
   
  02 
  Na 
  G4 V* M3 V
  Ilurish 
  2827 
  X00000-0 
   
  Ba De Va 
   
  00 
  Na 
  K2 V
  Ushergashi 
  2828 
  E98A00-0 
  R 
  Lo Ni Wa 
   
  503 
  Na 
  K8 V
  Unerkhigaagi 
  2830 
  X77A000-0 
   
  Ba Wa 
   
  023 
  Na 
  G0 V
  Ddeton 
  283 
  X76840-0 
   
  Lo Ni 
  R 
  323 
  Na 
  M2 III F9 V*
  Shasmarsagi 
  2836 
  X777000-0 
  R 
  Ba 
   
  024 
  Na 
  F V* M6 V
  
  - 62 -
  DAguDAShAAg SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Udigeguumka 
  2837 
  X382SF-5 
   
  Lo Ni 
  R 
  822 
  Na 
  K0 V* [D]
  Ukhizo 
  2838 
  X543000-0 
   
  Ba 
   
  024 
  Na 
  G7 V* M2 V
  Nukhaashu 
  2922 
  X303000-0 
  R 
  Ba Ic Va 
   
  02 
  Na 
  M6 V
  Nerkhishashu 
  2923 
  X343000-0 
   
  Ba 
   
  024 
  Na 
  G2 V
  Shea 
  2927 
  X64000-0 
   
  Ba Po 
   
  033 
  Na 
  K V
  Uranguupu 
  2928 
  X234000-0 
  R 
  Ba 
   
  000 
  Na 
  M6 II K7 V*
  Urashishii 
  2932 
  X20000-0 
   
  Ba De 
   
  003 
  Na 
  K3 II
  Voudaeksa 
  2935 
  D7886TC- 
  W 
  Ag Ni 
   
  323 
  Na 
  F8 V* G0 V
  Medtyr 
  2936 
  E6876-2 
   
  Ag Ni 
   
  623 
  Na 
  G6 V
  Kakar 
  2937 
  X00000-0 
  R 
  Ba De Va 
   
  000 
  Na 
  M7 V* M9 V [M5 V]
  Ollarrang 
  2938 
  X758000-0 
   
  Ba 
   
  004 
  Na 
  G8 V
  Taguhdo 
  3024 
  E78534-2 
   
  Lo Ni 
   
  62 
  Na 
  G3 V* M9 V [G3 V]
  Reknown 
  3027 
  X576000-0 
   
  Ba 
   
  000 
  Na 
  K3 V
  Guushkhuu 
  3028 
  X7684DD-0 
  R 
  Lo Ni 
  R 
  24 
  Na 
  G3 V
  Giidgi 
  3029 
  X36000-0 
   
  Ba 
   
  000 
  Na 
  K0 V
  Khugga 
  3030 
  X230000-0 
   
  Ba De Po 
   
  000 
  Na 
  M2 V M9 V*
  Taru 
  303 
  E85A75-0 
   
  Lo Ni Wa 
   
  205 
  Na 
  G5 V* M V
  Uumirsa 
  3032 
  X000000-0 
   
  As Ba 
   
  024 
  Na 
  K V* M3 V
  Samqaem 
  3035 
  X8B5000-0 
  R 
  Ba Fl 
   
  004 
  Na 
  F4 V G V*
  Nondottbond 
  3037 
  X543000-0 
   
  Ba 
   
  005 
  Na 
  G4 V
  Iirir 
  3039 
  D3726B-5 
   
  Lo 
   
  022 
  Nw 
  G8 V
  Depot 
  32 
  X30000-0 
  R 
  Ba De 
   
  00 
  Na 
  K0 V
  Tsoellangu 
  322 
  X20000-0 
   
  Ba De Po 
   
  002 
  Na 
  M7 V
  Alal 
  324 
  X74A000-0 
   
  Ba Wa 
   
  023 
  Na 
  G6 V
  Gigatad 
  326 
  X433000-0 
   
  Ba 
   
  023 
  Na 
  M9 V
  Shiiligadar 
  335 
  X245000-0 
   
  Ba 
   
  023 
  Na 
  K V* M6 V
  Kadushi 
  336 
  X8896TD-4 
  R 
  Ni 
  R 
  04 
  Na 
  K V
  Valdelt 
  338 
  X542000-0 
   
  Ba Po 
   
  023 
  Na 
  K7 V M7 V*
  Cagap 
  339 
  D433586-6 
   
  Ni 
   
  404 
  Nw 
  M6 V
  Tamino 
  322 
  X76A000-0 
  R 
  Ba Wa 
   
  022 
  Na 
  M4 V* [K V]
  Sharkalem 
  3222 
  X20000-0 
  R 
  Ba De Po 
   
  000 
  Na 
  A3 V
  Laroddbroch 
  3223 
  X495000-0 
   
  Ba 
   
  003 
  Na 
  K2 V
  Manshuruk 
  3227 
  E6652DC-0 
   
  Lo Ni 
   
  600 
  Na 
  M6 V
  Inim 
  3228 
  X000000-0 
  R 
  As Ba 
   
  000 
  Na 
  A2 V
  Iwrteg 
  323 
  C580375-5 
   
  De Lo Ni 
   
  84 
  Na 
  K6 V
  Tiponuhu 
  3235 
  X594000-0 
   
  Ba 
   
  023 
  Na 
  K2 V
  Shardi 
  3236 
  X326000-0 
  R 
  Ba 
   
  023 
  Na 
  G2 V* [D]
  Redhaek 
  3238 
  E4584-2 
   
  Lo Ni 
   
  835 
  Nw 
  G8 V* M9 V
  Tigoad 
  3239 
  DA7A30-5 
   
  Lo Ni Wa 
   
  324 
  Nw 
  F8 V* M9 V
  Kuugamukhikhi 
  3240 
  C5A054-9 
   
  De Ni 
   
  803 
  Nw 
  K3 V
  
  - 63 -
  PoLItIeS AND StAteS of 
  DAguDAShAAg SeCtor
  In addition to a border region belonging to the Fourth 
  Imperium, Dagudashaag sector contains a number of 
  Imperial Client States; worlds closely tied to the Imperium 
  but not, for whatever reason, full members. A corner of 
  the New Ziru Sirka also extends into the sector. There are 
  five major multiworld states in the sector. These are all 
  influenced to a greater or lesser degree by the Imperium 
  and the Ziru Sirka, but remain committed to maintaining 
  their independence. 
  the fourth ImPerIum IN 
  DAguDAShAAg SeCtor
  The Imperium holds relatively little territory in 
  Dagudashaag sector, being confined to a strip a few 
  parsecs wide down the Spinward edge of the sector. 
  Imperial influence does reach far out into the sector, 
  however, in the form of trade ships, naval patrols and 
  advisors to friendly governments. As much effort is 
  expended to prevent other powers from increasing their 
  influence as on developing Imperial interests. One such 
  project is the Strategic Independent World Program, or 
  SIWP, which is rather unkindly referred to as the ‘soup 
  program’ by detractors. 
  SIWP is a program of targeted investment intended 
  to help friendly independent worlds remain that way. 
  Technological and industrial assistance and investment 
  are made available, but most of the funding goes on 
  ‘hardening’ the world against both direct threats and a 
  change in attitude. Internal security and ‘popular opinion 
  management’ programs are funded alongside the more 
  usual training of ground and space forces. 
  This does mean that in some cases the Imperium is 
  involved in propping up an oppressive dictatorship, but this 
  is seen as a necessity in cases where a world occupies, 
  say, one end of an important Jump-2 link. A strong, stable 
  but ‘bad’ government is considered better than a weak 
  but well-intentioned one that might be subject to extra-
  Imperial influence. In at least one case, the Imperium is 
  actively funding a government made up of renegades 
  from the Imperium who have taken over a Wilds planet 
  and now rule it with an iron fist. 
  Imperial influence in the region is primarily low-key 
  and economic/advisory rather than direct application of 
  power. The Dagudashaag Fleet of the Imperial Navy is 
  small and weak, being mainly a patrol and ‘tripwire’ force. 
  Support is available from heavier units based deeper in 
  the Imperium. The fleet is mostly made up of corvettes 
  and frigates, though there are a handful of cruisers. These 
  are frequently redeployed with altered pennant numbers 
  to create the illusion of greater strength. Most of them are 
  old and several are reactivated Third Imperium ships of 
  somewhat limited capability, though compared to what is 
  available in the Wilds they are still impressive. 
  Warships of the Dagudashaag fleet patrol well beyond 
  the Imperial borders in the Coreward end of the sector, 
  and less far out elsewhere. Much of the sector is rated 
  as ‘Frontier’ at best, with some areas still considered to 
  be Deep Wilds. However, the stabilizing influence of the 
  regional powers is spreading. 
  Imperial influence is somewhat chaotic in Dagudashaag 
  sector. Several official Imperial bodies, Noble houses 
  and corporations have interests in the region, and 
  can sometimes end up operating at cross-purposes. 
  This it particularly true where highly secret operations 
  are underway. More than once Naval Intelligence has 
  detected suspicious activity and sent in ships to deal 
  with a suspected pirate haven, only to find an Imperial 
  corporation trying to steal a march on competitors by 
  setting up a secret trade deal or forward base for legitimate 
  commercial operations.
  Most Imperial worlds of Dagudashaag sector are 
  independent members; i.e. they are not part of a Duchy or 
  County. Indeed, there is only one multiworld grouping in 
  the sector. This is the newly-established County of Ukse, 
  fief of Count Josef Uskemii, a hero of the Second Battle of 
  Gateway. Count Josef has been charged with improving 
  the stability of the region and the economic strength of the 
  border zone, starting with the three worlds of his County 
  and spreading out as the effects of such a development 
  package are wont to do.
   
  the NeW ZIru SIrKA IN 
  DAguDAShAAg SeCtor
  The Vilani Imperium is ruled by the Shadow Emperor 
  through three ‘bureaus’. The have for much of their history 
  been Megacorporations but have now reverted to their 
  original role.  Under the first Ziru Sirka, the bureaus had a 
  political role, each being responsible for a region of Vilani 
  space and affairs along its border. 
  The Bureau responsible for affairs in Dagudashaag 
  sector is Naasirka, which claims 29 worlds in the area. 
  The Bureau owns some manufacturing assets in the 
  sector, but for the most part its Dagudashaag possessions 
  are newly acquired and represent a ‘landgrab’ to create 
  a border zone to keep the Imperium at bay rather than 
  major economic assets. 
  No Ziru Sirka world in the sector is above tech level 
  9, which suits the Vilani mindset. The less provincial 
  worlds that can build starships, the smaller the chance 
  of a challenge to central authority. The Naasirka regional 
  
  - 64 -
  headquarters is located at Mosferanze, a low-population 
  world taken over specifically for the purpose. The starport 
  is being extensively upgraded to include a naval base, 
  and Naasirka trade ships provide a regular service both 
  into the Ziru Sirka core regions and across the border into 
  the frontier zone. 
  The Vilani Imperium manages to maintain a fairly 
  strong naval presence in the region. This force is backed 
  up by Naasirka’s own combat vessels which range from 
  small escorts to heavy cruisers. Patrols across the border 
  are common, and Vilani ships regularly conduct ‘flag-
  showing’ exercises in neutral space. Naval squadrons 
  and intelligence ships operate close to Imperial space, 
  resulting in occasional incidents. However, there have 
  also been cases of Imperial and Vilani ships cooperating 
  to deal with a threat if it was felt that this was in the 
  common interest.
  It is likely that the Ziru Sirka operates a number of 
  reconnaissance ships disguised as Wilds traders. Certainly 
  Naasirka has cultivated a web of contacts in the Coreward 
  half of the sector and routinely collects information from 
  them. Some investment money has been made available 
  to Wilds governments in recent years. This funding has 
  been blatantly directed towards governments showing 
  pro-Vilani (or anti-Imperial) sentiment. 
  Imperial ships do cross the border into Vilani territory, 
  but relations are strained and crews are subject to 
  harassment. Intelligence – gathering operations suggest 
  that the Vilani are in the process of fortifying some worlds 
  in the sector with orbital and ground defenses, and 
  ‘hardening’ those able to support their own space defense 
  force by supplying advisors and funding for additional 
  vessels. Whether this policy is intended to allow Vilani 
  naval assets to be redeployed out of the region or it is part 
  of a long-term policy to insure against defeat in a future 
  conflict with the Imperium cannot yet be determined. 
  What is certain is that the Ziru Sirka is gradually 
  tightening its hold on the worlds it possesses in the sector, 
  and continues to increase its influence over the border 
  region by economic, political and military means. This 
  does nothing to improve relations with the Imperium.
  the IKABI eXChANge
  Comprising 7 worlds in a contiguous chain, the Ikabi 
  Exchange is, in theory at least, a sizable power in the 
  region. However, the truth is that Exchange is a rather 
  loose organization with little central authority to improve 
  matters. There are only worlds capable of constructing 
  starship components in the Exchange, but only one of 
  those has any real industrial capability. 
  The strength of the Exchange lies in its fleet of relic 
  merchant starships. Many of these were originally built in 
  the latter days of the Third Imperium, on a ‘quick & dirty’ 
  build program intended to replace shipping losses during 
  the Black War. Similar to the Liberty Ships of ancient Terra, 
  hundreds of these Jump- cargo vessels were thrown 
  together with minimal attention paid to quality control. 
  Losses were quite high even without commerce raiding; 
  most of these interim vessels were only intended to last 
  a few years in service and many developed serious faults 
  long before that.
  Although the shipyards of Ikabi were blasted to wreckage 
  in the 20s, a cache of nearly 00 vessels was concealed 
  elsewhere in the system and remained intact. Today,  of 
  those ships are still in service as merchantmen, with three 
  more as monitors and two rebuilt as carriers for some 
  extremely crude space fighters. The Ikabian Trade Fleet is 
  looking increasingly ramshackle these days, but continues 
  to soldier on for lack of anything better. Forays outside 
  the Exchange are quite rare, though at one time a regular 
  service into the Munlamer Duchy was maintained. 
  The Exchange is clearly in a downward spiral and 
  has become increasingly inward-looking as it attempts 
  (unsuccessfully) to stave off the collapse of its commercial 
  lifeline. The loss of Munlamer trade and the chance to 
  obtain spares from the stocks that at that time existed 
  in the Duchy coincided with an increase in the amount 
  of Imperial trade ships entering the Exchange. These 
  Jump-2 and even Jump-3 vessels were as often as not 
  new-built and sleek vessels carrying high-tech goods that 
  the Exchange desperately needed but could not afford. 
  A number of bad decisions regarding what to purchase 
  from the Imperials and what to concede in return has 
  exhausted the Exchange’s fragile economy.
  Probably the only hope for the Exchange is to apply 
  to the Imperium for assistance, offering basing rights or 
  allowing an Imperial Trade Mission to be set up on an 
  Exchange world. This is not an option that the weak 
  central council is willing to consider, however, not least 
  because its power rests upon the ownership of all the 
  Exchange’s starfaring vessels and ports. Imperial money 
  might save the Exchange but it would effectively finish off 
  the council.
  eXChANge mILItArY
  The Ikabi Exchange has a tiny security force that guards 
  its ports and mans a handful of missile batteries, but 
  otherwise planetary defense is left to the world in question 
  (and is often virtually non-existent). The two fighter-carriers 
  patrol the systems of the Exchange whenever they are not 
  laid up for emergency repairs. All three monitors guard the 
  capital, Ikabi, though their combat efficiency is doubtful. 
  The only other Jump-capable ship in the Exchange is a 
  Scout/Courier used as a VIP transport and armed with a 
  missile battery. 
  
  - 65 -
  A single frigate, or even a handful of corvettes, could 
  carve right through the Exchange ‘navy’. Were it not 
  for the fact that long-range Imperial patrols keep down 
  Vampire activity in the region, such a massacre would 
  surely already have occurred.
   
  the LegACY of KhAZAAthuN
  The 20 worlds of the Legacy of Khazaathun lie perilously 
  close to what used to be the ‘event horizon’ of the Black 
  Imperium; closer than any other surviving multiworld 
  power. As a result, the Legacy is a mere shadow of its 
  original self, having been battered by intermittent waves 
  of Vampire ships for decades. 
  The Legacy boasts two worlds capable of building and 
  servicing starships, and these two worlds turn out a slow 
  trickle of vessels from yards that are little more than a 
  cottage industry. Their yards are the result of a Collapse-
  era program to disperse ship servicing and construction 
  in case of Black War strikes. Those strikes eventually 
  came, gradually battering through the defenses to take 
  out Highports and shipyards across all of what is now 
  Legacy space. When the fleets moved on to find new 
  targets, salvage operations were able to provide a minimal 
  set of equipment to the dispersed construction facilities 
  which then struggled agonizingly to rebuild some kind of 
  defensive capability.
  The Legacy worlds were hit hard by the Viral Plague 
  and raids from the Black Imperium (though the identity of 
  the Vampire ships that carried out the raids was unknown 
  at the time) continued until the 220s. Today, the Legacy 
  is a collection of mid-tech worlds bound together by a 
  history of cooperation and shared troubles. A handful of 
  starships plies the trade lanes between the worlds and 
  fends off raids whenever possible. 
  For the past 5 years or so, the production of ships in the 
  two Legacy yards has outstripped the gradual wearing-out 
  of other vessels, though only just. The Legacy now has 
  about two dozen vessels, mainly based on the traditional 
  Subsidized Merchant design, operating among its worlds. 
  Some of these vessels are old and tired, but most are in 
  good repair and crewed by smart, motivated personnel. 
  The Legacy is reasonably stable, both economically and 
  socially, but its production capability is so low as a result 
  of its traumatic history that it might be centuries before the 
  Legacy becomes a major power. However, the process is 
  being kick-started by investment from Imperial and Ziru 
  Sirka sources. The Legacy’s leaders are well aware of the 
  rivalry between the two great powers, and hope to coax 
  ever-greater assistance out of both by playing them off 
  against one another. There is always the risk of becoming 
  a vassal of one or the other power, so the Legacy is 
  treading carefully.  
  Foreign merchant ships are welcomed in the ports of 
  the Legacy, though there is little left over to trade with 
  after subsistence needs have been met. Warships are 
  less welcome, and so far the Legacy has refused offers 
  to station guardships in its territory, though it does permit 
  Imperial missions into former Black Imperium space to 
  stage out of its worlds. 
  The current capital of the Legacy is not on Khazaathun, 
  as might be expected, but on Eraki. Although the various 
  worlds govern themselves using a variety of systems the 
  Legacy as a whole is a Representative Democracy, with 
  votes apportioned according to population and industrial 
  capability, weighted for technology. This system makes 
  Eraki the most influential world in the polity and a natural 
  choice of capital.
   
  LegACY mILItArY
  The Legacy has virtually no military capability. A unified 
  Legacy Security Service fulfils police duties and acts as a 
  cadre for local militias which are equipped with whatever 
  weaponry is available to the host world. A handful of 
  surviving system defense craft are manned by volunteers 
  on secondment from the Legacy Merchant Navy, and 
  worlds with TL-7 or better capabilities generally have a 
  mix of relic system and planetary defense equipment 
  available to be brought out at dire need. Otherwise, 
  planetary defense is in the hands of Security Service 
  personnel manning TL 8 missile batteries or any armed 
  merchant ships that happen to be in system when an 
  incident occurs. 
   
  Moves are afoot to purchase some combat-worthy 
  vessels, but thus far the program has been limited to the 
  acquisition of a ‘training squadron’ of light fighters based at 
  Eraki. This force was bought from the Imperium with Vilani 
  investment money ostensibly intended for an education 
  program, and caused a certain amount of friction with both 
  powers. At present, investment in starports and industry 
  takes precedence over acquisition of a fleet. In the long 
  term this is a beneficial approach but in the meantime the 
  Legacy is horribly open to attack.
  the muNLAmer DuChY
  Comprising two starfaring ‘capital’ worlds and four 
  heavily regressed ‘subject’ worlds (which in three cases 
  are inhabited only by a token population to allow a territorial 
  claim to be maintained), the Duchy of Munlamer is the 
  smallest multiworld power recognized by the Imperium. 
  Its ruling noble clan, House Gragho, claim lineage all 
  the way back to the nobility of the Third Imperium, and 
  have stated a claim to the Iridium Throne of the Fourth 
  Imperium. This claim was rejected on the grounds of 
  absurdity (House Gragho is not an Imperial house and 
  Munlamer is not a member state of the Imperium!), but it 
  is still proudly maintained. What the point of this may be 
  is anyone’s guess.
  
  - 66 -
  Despite this slight difference of opinion, relations with the 
  Imperium are actually quite good. There is a move towards 
  opening up Dwydma as a stopover to allow easier Jump-
  2 transit into the Duchy, but at present the most frequent 
  Imperial visitors are Jump-3 patrol ships out of Kaapa, 
  which are permitted to use Munlamer’s ports as a staging 
  ground for long-range deployments further to Trailing. 
  Entire Imperial squadrons sometimes transit through 
  Munlamer space and receive what support is available 
  from the Duchy’s limited ports. In return, the Imperium 
  maintains a Guardship deployment over Munlamer and 
  ‘not less than one’ other patrol vessel in Munlamer space. 
  The actual size of this deployment depends upon needs 
  and ship availability to some extent, but has just as much 
  to do with local politics.
  The overall political structure of the Duchy is feudal, 
  with local governors owing allegiance to the Duke on 
  Munlamer. However, the feudal system is riddled with 
  internal disputes and even the odd vendetta, such that 
  all three of the Duchy’s worlds that actually have a useful 
  population are considered to be Balkanized. 
  At present the Duke is sufficiently powerful (and has 
  made good enough alliances) that he can generally keep 
  his vassals in line. However, were he to lose face, or were 
  the Imperial vessels in the Duchy (which are pledged to 
  support the Duke against internal revolt) to be withdrawn, 
  then Munlamer might become a powder-keg. 
  All starships owned by the Duchy are personal 
  possessions of the Duke. There are only a handful of 
  them, all old and much-patched-up. Munlamer inherited 
  a sizable collection of spares and derelict vessels that 
  could be cannibalized among the wreckage of the old 
  Highport, but this resource is now exhausted. The Duke 
  is negotiating service contracts with Imperial shipowners 
  to replace his vessels, but would prefer to obtain some 
  vessels outright. As an interim measure, salvaged starship 
  parts (in whatever condition) command a good price on 
  Munlamer.
  Relations with the Ikabi Exchange have been poor of 
  late. Both states have suffered as a result and while there 
  is no real chance for (or capability of) active conflict, the 
  souring of relations has had economic effects that may 
  eventually spell disaster for one or both powers.
   
  DuChY mILItArY
  The armed forces of Munlamer serve in a civil defense, 
  police and of course combat role. They owe direct 
  allegiance to the Duke, and there are strict limits on what 
  forces any other noble is permitted to raise. These limits 
  have been ignored in some cases and circumvented in 
  others. The only area where the law is strictly enforced is 
  in terms of space combat capability. Any noble can own 
  a handful of small craft, and may arm them, but military 
  craft are under the control of the Duke. This includes 
  several ersatz system defense boats created from hulls 
  and salvage found in the Highport. 
  The Duchy has three Jump-capable warships, none 
  larger than a corvette. Only one of these ships can make 
  better than Jump-, so transiting from one half of the Duchy 
  to the other requires a stopover at a specially-constructed 
  deep space refueling point.  Imperial forces deployed in 
  the Duchy, however trivial, serve as an effective deterrent 
  to aggression. Without them, it is unlikely that Munlamer 
  could survive for very long. In truth, the Duchy of Munlamer 
  is dependent upon Imperial goodwill for her security and 
  continued existence.
  the NeW WorLDS ALLIANCe
  The New Worlds Alliance is centered in Zarushagar 
  sector and holds only five worlds (none of any great 
  consequence) in Dagudashaag sector.  It is therefore 
  dealt with in that section.
   
  
  - 67 -
  ChAPter 3
  ILeLISh SeCtor
  Being hunted by viral entities on a Viral Hell world – a truly pleasant experience.
  
  - 68 -
  
  - 69 -
  Bounded to Rimward by the ‘lower claw’ of the Great 
  Rift, Ilelish Sector is fairly dense except in its Rimward 
  extremity. The region was hit extremely hard by the initial 
  stages of the Viral Plague, and is mostly rated as Wilds or 
  Holocaust regions. There are a handful of Imperial worlds 
  in the Coreward-Trailing corner of the sector, plus three 
  multiworld polities. 
  The largest of the sector’s survivor states is the 
  Ludamikha Territories, a grouping of ten worlds containing 
  Dlan, once the seat of the Domain capital. The Jubilee 
  Confederation and Hongydeff Worlds have four star 
  systems each and are surrounded by a sea of Wilds. 
  Bordered to Rimward by the lower claw of the Great 
  Rift and devastated by the Viral Plague, Ilelish has 
  a low priority in Imperial planning. Bringing it up to a 
  useful technological and industrial base would be vastly 
  expensive, and the level of threat coming out of or through 
  the region is fairly low. Most of the Imperial activity in 
  Ilelish is entrepreneurial and small-scale.
  The navy of the Third Imperium 
  tore itself apart in the Civil War, 
  but nothing could have prepared 
  the its Fleets for the holocaust 
  of Virus. The remnants of the 
  Third Imperium’s Navy won the 
  gratitude of the people for their 
  desperate stands right through 
  the darkness of the New Era.
  
  - 70 -
  
  - 7 -
  ALLegIANCe CoDeS
  Cs 
  Imperial Client State
  Im 
  Imperial
  Hw 
  Hongydeff Worlds
  Jc 
  Jubilee Confederation
  Lt 
  Ludamikha Territories
  Na 
  Non-Aligned
  ILeLISh SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ghull 
  00 
  X00000-0 
  R 
  Ba De Va 
   
  00 
  Na 
  M8 V
  Gahadto 
  002 
  X446000-0 
   
  Ba 
   
  000 
  Na 
  K8 V
  Kuukhidir 
  008 
  D599476-6 
   
  Lo Ni 
   
  524 
  Na 
  K3 V* [M0 V]
  Iogysb 
  00 
  D34200-5 
   
  Lo Ni Po 
   
  423 
  Na 
  G3 V
  Irarduk 
  03 
  X323000-0 
  R 
  Ba 
   
  003 
  Na 
  F V
  Ngomaawu 
  06 
  X30000-0 
   
  Ba De Po 
   
  024 
  Na 
  G2 V
  Tarapiko 
  0204 
  X546000-0 
   
  Ba 
   
  020 
  Na 
  G3 V
  Llugongath 
  0205 
  D4445-5 
   
  Lo Ni 
   
  82 
  Na 
  G0 V* M6 V
  Swaneni 
  0206 
  X476000-0 
  R 
  Ba 
   
  000 
  Na 
  M6 III G0 V*
  Nasi 
  0207 
  D20042-8 
  S 
  De Lo Ni Va 
   
  73 
  Na 
  G7 V* M3 V
  Anhkeshkarra 
  0208 
  D786473-3 
   
  Lo Ni 
   
  400 
  Na 
  K8 V
  Ketua 
  0209 
  B55264-A 
   
  Ni Po 
   
  43 
  Na 
  F9 V
  Degnlos 
  02 
  X535000-0 
  R 
  Ba 
   
  002 
  Na 
  M4 V
  Ashsambi 
  022 
  X654000-0 
   
  Ba 
   
  000 
  Na 
  G3 V
  Ziisdush 
  027 
  X20000-0 
   
  Ba De 
   
  04 
  Na 
  K9 V
  Uukasga 
  028 
  X8D4000-0 
   
  Ba 
   
  02 
  Na 
  K2 V* [(M3 V M8 V)]
  Gagerlamas 
  0220 
  X0000-0 
   
  Ba De 
   
  000 
  Na 
  M5 V M7 V*
  Mifon 
  0303 
  C222200-7 
   
  Lo Ni Po 
   
  60 
  Na 
  F7 V
  Fono 
  0305 
  X94A000-0 
   
  Ba Wa 
   
  023 
  Na 
  K0 V
  Tylio 
  0307 
  D6467MC-7 S 
  Ag 
   
  834 
  Na 
  M4 V
  Nashiraa 
  0309 
  C5586TF-6 
  R 
  Ag Ni 
   
  223 
  Na 
  M4 V M6 V* [M7 V]
  Lealyshe 
  032 
  E565300- 
   
  Lo Ni 
   
  92 
  Na 
  M8 V
  Adelphi 
  033 
  X20000-0 
  R 
  Ba De 
   
  025 
  Na 
  K5 V* K7 V M3 V
  Ysgly 
  034 
  X20000-0 
   
  Ba De 
   
  024 
  Na 
  M7 II* F8 IV
  Asre 
  035 
  X442000-0 
   
  Ba Po 
   
  03 
  Na 
  F3 V
  Lanpe 
  036 
  E557255-7 
   
  Lo Ni 
   
  722 
  Na 
  K9 V
  Maaddarlu 
  038 
  X879000-0 
  R 
  Ba 
   
  025 
  Na 
  M4 II G0 V*
  Isprelurmo 
  039 
  X795000-0 
  R 
  Ba 
   
  000 
  Na 
  K2 V
  Eggii 
  040 
  X300000-0 
  R 
  Ba De Va 
   
  022 
  Na 
  G6 V
  Iisupmir 
  0402 
  D6722-5 
  T 
  Lo Ni 
   
  300 
  Na 
  G5 V
  Ansha 
  0403 
  X5527D9-3 
   
  Po 
  R 
  622 
  Na 
  G9 V
  Kkikla 
  0406 
  D693844-6 
   
   
   
  924 
  Na 
  M8 II M7 V*
  Khishagaki 
  0407 
  C88845-7 
   
  Lo Ni 
   
  222 
  Na 
  F4 V F8 V*
  Dressyll 
  0409 
  XAC8000-0 
   
  Ba Fl 
   
  024 
  Na 
  M7 V
  Ripipareta 
  040 
  D200200-7 
   
  De Lo Ni Va 
   
  224 
  Na 
  F5 V* [M4 II]
  Arkishliga 
  043 
  X79A000-0 
   
  Ba Wa 
   
  024 
  Na 
  G6 V
  Papoffu 
  047 
  X44000-0 
   
  Ba Ic 
   
  02 
  Na 
  M6 V
  Whiatuta 
  049 
  D23277-8 
   
  Lo Ni Po 
   
  823 
  Na 
  K8 V
  Ghakagii 
  0420 
  X22000-0 
   
  Ba Po 
   
  00 
  Na 
  K4 II* M6 V
  KAGAKI 
  0502 
  D4829AB-8 
  W 
  Hi 
   
  00 
  Na 
  M4 V
  Pogrom 
  0505 
  X476000-0 
   
  Ba 
   
  020 
  Na 
  G2 V
  Dhonaego 
  0506 
  E4695AC-2 
   
  Ni 
   
  324 
  Na 
  M6 V
  Arlumer 
  050 
  D37236E-5 
  R 
  Lo Ni 
   
  25 
  Na 
  G9 V* [M6 V]
  Rogue’s Haven 
  05 
  X773000-0 
   
  Ba 
   
  002 
  Na 
  K7 V
  Filep 
  052 
  E3533-3 
  R 
  Lo Ni Po 
   
  42 
  Na 
  K8 V
  Camcao 
  055 
  D764666-3 
   
  Ag Ni Ri 
   
  804 
  Na 
  F7 V* [(F5 V M0 V)]
  Thethe 
  057 
  X234000-0 
  R 
  Ba 
   
  02 
  Na 
  K2 V
  
  - 72 -
  ILeLISh SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ikugakhuu 
  0520 
  X20000-0 
   
  Ba De 
   
  024 
  Na 
  M2 II
  Voyager 
  0602 
  D686265-4 
  R 
  Lo Ni 
   
  00 
  Na 
  G5 V
  Migardikagi 
  0605 
  D3623ME-7  
  Lo Ni 
   
  823 
  Na 
  M3 V
  Pahutukamo 
  0607 
  D56726-4 
   
  Lo Ni 
   
  224 
  Na 
  K V
  Lushi 
  063 
  X342000-0 
   
  Ba Po 
   
  04 
  Na 
  G5 V
  Ikagidim 
  065 
  X242000-0 
   
  Ba Po 
   
  024 
  Na 
  K V M5 V*
  Eneri’s World 
  066 
  X573000-0 
   
  Ba 
   
  000 
  Na 
  M V
  Binshasushi 
  068 
  X686200-3 
   
  Lo Ni 
  R 
  20 
  Na 
  K6 V
  Gegamuulam 
  069 
  X574000-0 
   
  Ba 
   
  023 
  Na 
  K V* M0 V
  Shashinke 
  0620 
  X686800-5 
   
   
  R 
  400 
  Na 
  G3 V
  Abaa 
  0704 
  D553ME-4  
  Lo Ni 
   
  224 
  Na 
  G7 V* M6 V [M4 V]
  Shamsheshi 
  0705 
  D444477-5 
  R 
  Lo Ni 
   
  724 
  Na 
  F V* M9 V
  Kouri 
  0706 
  XAAA000-0 
   
  Ba Fl Wa 
   
  023 
  Na 
  G6 V
  Khu Adia 
  0708 
  E3476A9-7 
   
  Ag Ni 
   
  623 
  Na 
  G7 V* M9 V
  Hutotai 
  0709 
  D667400-6 
   
  Lo Ni 
   
  424 
  Na 
  M6 V
  Rughl 
  072 
  X000000-0 
  R 
  As Ba 
   
  022 
  Na 
  M7 V
  Khegi 
  073 
  D5943TB-6 
   
  Lo Ni 
   
  43 
  Na 
  G3 V
  Tahap 
  075 
  X79A000-0 
   
  Ba Wa 
   
  025 
  Na 
  G6 V
  Stahlwad 
  076 
  X534000-0 
   
  Ba 
   
  034 
  Na 
  M V
  Duel 
  079 
  X536376-7 
   
  Lo Ni 
  R 
  52 
  Na 
  G7 V* M7 V
  Irukhiinu 
  0720 
  X546000-0 
  R 
  Ba 
   
  02 
  Na 
  F2 V
  Irkhumishar 
  0806 
  X85A000-0 
   
  Ba Wa 
   
  002 
  Na 
  G5 V* K9 V
  Gakemii 
  0808 
  X322000-0 
  R 
  Ba Po 
   
  034 
  Na 
  K V
  Lonwansio 
  080 
  X330000-0 
   
  Ba De Po 
   
  000 
  Na 
  K3 V* M V
  Ekih 
  08 
  E65566C-6 
   
  Ag Ni 
   
  03 
  Na 
  G0 V
  Cymwiin 
  082 
  E253278- 
   
  Lo Ni 
   
  90 
  Na 
  G8 V
  Imugagina 
  083 
  E4646TH-4 
   
  Ag Ni 
  A 
  622 
  Na 
  F9 V* M7 V
  Khezigiisa 
  087 
  X68372-4 
  C 
   
  R 
  623 
  Na 
  F0 V
  Garamond 
  089 
  X437000-0 
   
  Ba 
   
  000 
  Na 
  M6 III* A4 IV
  Guim 
  0903 
  X400000-0 
  R 
  Ba De Va 
   
  00 
  Na 
  G5 V* M9 V
  Umirgusade 
  0906 
  D8984TD-5 
   
  Lo Ni 
   
  702 
  Ju 
  M0 V
  Umar 
  0908 
  X673000-0 
   
  Ba 
   
  025 
  Na 
  M3 V
  Daamgamgu 
  0909 
  X532000-0 
   
  Ba Po 
   
  022 
  Na 
  M5 III F4 V*
  Shinush 
  09 
  E8997DA-5 
  R 
   
   
  224 
  Na 
  M V M3 V*
  Hesin 
  092 
  X438000-0 
   
  Ba 
   
  002 
  Na 
  M V
  Enguerae 
  094 
  X400000-0 
   
  Ba De Va 
   
  022 
  Na 
  M6 II
  Isgimi 
  095 
  X300000-0 
   
  Ba De Va 
   
  024 
  Na 
  G6 V* M7 V
  Arekhami 
  096 
  X83A000-0 
   
  Ba Wa 
   
  0 
  Na 
  M V* M9 V
  Kimki 
  0920 
  X7B2000-0 
  R 
  Ba Fl 
   
  025 
  Na 
  F7 V
  Millenium 
  00 
  D8992MH-5  
  Lo Ni 
   
  203 
  Im 
  M2 V* M9 V
  Relief 
  003 
  CAD925-7 
  T 
  Lo Ni 
   
  524 
  Ju 
  M8 V
  Dythmo 
  004 
  D223300-8 
   
  Lo Ni 
   
  623 
  Ju 
  M7 V
  Jubilee 
  005 
  C5547C9-9 
  M 
  Ag 
   
  624 
  Ju 
  F8 V
  Upsin 
  006 
  X400000-0 
   
  Ba De Va 
   
  024 
  Na 
  F V
  Mereopi 
  009 
  X9C5000-0 
  R 
  Ba Fl 
   
  024 
  Na 
  M5 V
  Kloboyn 
  02 
  X576000-0 
   
  Ba 
   
  024 
  Na 
  K7 V
  Rununurmu 
  03 
  X300000-0 
   
  Ba De Va 
   
  00 
  Na 
  M0 V
  Rynsk 
  07 
  X465000-0 
   
  Ba 
   
  033 
  Na 
  G7 V* [M5 V]
  Drefod 
  08 
  E9883BF-3 
   
  Lo Ni 
   
  922 
  Lu 
  G5 V
  Ludamikha 
  09 
  B588589-A 
  M 
  Ag Ni 
   
   
  Lu 
  F3 V
  Khidurdash 
  020 
  D67532-5 
   
  Lo Ni 
   
  20 
  Lu 
  G9 V
  Weai 
  0 
  C245400-6 
   
  Lo Ni 
   
  224 
  Im 
  M7 V* M8 V
  Sahetromi 
  02 
  C4003TA-8 
  M 
  De Lo Ni Va 
   
  400 
  Na 
  M9 V
  Miruumga 
  07 
  C352585-3 
   
  Ni Po 
   
  722 
  Na 
  M3 V* [M5 II]
  Drwy 
   
  X55230-0 
   
  Lo Ni Po 
  R 
  622 
  Na 
  G3 V
  
  - 73 -
  ILeLISh SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Kakushira 
  4 
  X454000-0 
  R 
  Ba 
   
  034 
  Na 
  G0 V
  Edshushiinu 
  7 
  X595000-0 
   
  Ba 
   
  024 
  Na 
  F3 V
  Lafe 
  8 
  D6494B7-6 
  C 
  Lo Ni 
   
  423 
  Lu 
  G V
  Maagi 
  9 
  E88940-4 
   
  Lo Ni 
   
  923 
  Lu 
  G8 V
  Ikeshgukhaa 
  20 
  X332000-0 
   
  Ba Po 
   
  022 
  Na 
  M8 II
  Adia 
  203 
  D859865-8 
   
   
   
  735 
  Na 
  M5 III G4 V*
  Djinnasa 
  204 
  X60000-0 
   
  Ba De 
   
  003 
  Na 
  M4 V
  Lukan 
  206 
  X9C6000-0 
   
  Ba Fl 
   
  024 
  Na 
  K2 V
  Miigimpukir 
  209 
  D640-5 
  C 
  Lo Ni Po 
   
  724 
  Na 
  K2 V
  Biilanii 
  2 
  X340000-0 
   
  Ba De Po 
   
  035 
  Na 
  F8 V
  Ddygon 
  22 
  X432000-0 
   
  Ba Po 
   
  00 
  Na 
  K3 V
  Virulence 
  25 
  X696000-0 
   
  Ba 
   
  024 
  Na 
  G5 V* [M V]
  Nekhi 
  27 
  D647367-5 
   
  Lo Ni 
   
  623 
  Lu 
  F0 V
  Wymlaca 
  28 
  X30000-0 
   
  Ba De 
   
  003 
  Na 
  F9 V
  Kroeg’s World 
  29 
  D465455-5 
  R 
  Lo Ni 
   
  922 
  Lu 
  M6 V* [M9 V]
  Apahatane 
  220 
  X00000-0 
   
  Ba De Va 
   
  000 
  Na 
  M0 V
  Kuukideligi 
  303 
  D00033-9 
  R 
  As Lo Ni 
   
  700 
  Na 
  F9 V K V*
  Caha 
  308 
  X00000-0 
   
  Ba De Va 
   
  024 
  Na 
  D M7 V*
  Capiat 
  309 
  X000000-0 
  R 
  As Ba 
   
  03 
  Na 
  M3 V
  Murda 
  3 
  E766873-3 
   
  Ri 
   
  62 
  Na 
  G2 V
  Ladusu 
  32 
  X443000-0 
   
  Ba 
   
  024 
  Na 
  G7 V
  Zugamir 
  36 
  X577000-0 
   
  Ba 
   
  025 
  Na 
  F9 V
  Siki 
  37 
  D76546D-7 
   
  Lo Ni 
   
  620 
  Lu 
  G0 V* M3 V
  Sirushi 
  38 
  X320000-0 
   
  Ba De Po 
   
  000 
  Na 
  M8 V
  Cabo 
  320 
  E66A4VF-2 
  R 
  Lo Ni Wa 
  A 
  00 
  Na 
  G4 V
  Ursaenor 
  40 
  D43357-6 
   
  Lo Ni Po 
   
  400 
  Im 
  M7 II M2 V*
  Kikiwhata 
  404 
  D57265-5 
  R 
  Lo Ni 
   
  82 
  Na 
  G6 V
  Kohiato 
  406 
  X95A000-0 
   
  Ba Wa 
   
  023 
  Na 
  F V
  Ukhamuku 
  407 
  D573324-5 
   
  Lo Ni 
   
  80 
  Na 
  F3 V* M3 V
  Gygiong 
  409 
  E665274-3 
   
  Lo Ni 
   
  834 
  Na 
  G8 V
  Nokuevo 
  40 
  C555ME-6  
  Ni Po 
   
  302 
  Na 
  M6 V
  Gaha 
  42 
  X66350-2 
   
  Ni 
  R 
  702 
  Na 
  G6 V* [M2 V]
  Imginarki 
  43 
  X332000-0 
   
  Ba Po 
   
  022 
  Na 
  M0 V* M2 V
  Declode 
  48 
  X729000-0 
  R 
  Ba 
   
  023 
  Na 
  F0 V
  Pebonn 
  49 
  X998000-0 
   
  Ba 
   
  034 
  Na 
  G7 V* K5 V
  Mushamsurpu 
  50 
  E58627-4 
   
  Lo Ni 
   
  72 
  Im 
  G7 V
  Hiwokirawa 
  502 
  D36542-6 
  S 
  Lo Ni 
   
  200 
  Im 
  G7 V M9 V*
  Emiliiru 
  503 
  B65646B-8 
   
  Lo Ni 
   
  00 
  Im 
  M3 V
  Qalalar 
  505 
  C503-5 
  M 
  De Lo Ni Po 
   
  302 
  Im 
  G3 V
  Shaam 
  50 
  X000000-0 
   
  As Ba 
   
  002 
  Na 
  M4 V M7 V*
  Raagop 
  5 
  X333000-0 
  R 
  Ba 
   
  02 
  Na 
  M2 III
  Untsue 
  57 
  X330000-0 
   
  Ba De Po 
   
  024 
  Na 
  M V
  Kapa 
  60 
  D533367-6 
   
  Lo Ni 
   
  422 
  Im 
  K3 V* [M V]
  Kamkiisaa 
  603 
  D497500-5 
  R 
  Ag Ni 
   
  224 
  Im 
  G3 V
  Kigagirru 
  604 
  X424000-0 
   
  Ba 
   
  022 
  Na 
  G IV M5 V*
  Urreshguana 
  605 
  E758458-7 
   
  Lo Ni 
   
  323 
  Im 
  M6 V
  Myneir 
  608 
  D000B8-7 
   
  As Lo Ni 
   
  403 
  Na 
  G3 V M3 V*
  Pashakaga 
  6 
  X535000-0 
   
  Ba 
   
  000 
  Na 
  M0 V M3 V M7 V*
  Dikhamgii 
  63 
  X694000-0 
   
  Ba 
   
  023 
  Na 
  F9 V
  Limalunu 
  65 
  X675000-0 
   
  Ba 
   
  025 
  Na 
  G0 IV G9 V*
  Gikanmi 
  67 
  X473000-0 
   
  Ba 
   
  022 
  Na 
  K6 V
  Lugun 
  68 
  D9887DD-7 
   
  Ag 
   
  423 
  Na 
  K V
  
  - 74 -
  
  - 75 -
  ILeLISh SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Nanarwi 
  027 
  X575000-0 
   
  Ba 
   
  022 
  Na 
  G4 V* M7 V
  Tutinoreta 
  028 
  X893000-0 
   
  Ba 
   
  00 
  Na 
  M3 V* M3 V
  Stelios 
  032 
  X994000-0 
   
  Ba 
   
  020 
  Na 
  K8 V
  Jonric 
  033 
  X765000-0 
   
  Ba 
   
  003 
  Na 
  M2 V
  Epikua 
  0226 
  XA9A000-0 
  R 
  Ba Wa 
   
  000 
  Na 
  F6 V* G6 V
  Lissisham 
  0227 
  X798000-0 
   
  Ba 
   
  022 
  Na 
  F9 V
  Iira 
  023 
  X756000-0 
   
  Ba 
   
  025 
  Na 
  G4 V* M8 V
  Cedric 
  0232 
  X528000-0 
   
  Ba 
   
  024 
  Na 
  M7 V
  Segakhe 
  0233 
  X224000-0 
  R 
  Ba 
   
  024 
  Na 
  M5 III* M5 V
  Kemiirnuzakha 
  0322 
  XAD6000-0 
   
  Ba 
   
  022 
  Na 
  G7 V M9 V*
  Kiraaplilin 
  0328 
  X849000-0 
   
  Ba 
   
  003 
  Na 
  K2 V
  Rekagun 
  0330 
  X326000-0 
  R 
  Ba 
   
  024 
  Na 
  F8 V* M9 V
  Lihare 
  033 
  X5C0000-0 
   
  Ba De 
   
  024 
  Na 
  M9 II* [D]
  Sagaki 
  042 
  E568366- 
   
  Lo Ni 
   
  62 
  Na 
  G3 V
  Narraguuka 
  0426 
  D5563S8-0 
   
  Lo Ni 
   
  524 
  Na 
  G7 V
  Cefa 
  0427 
  X220000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  F5 V M9 V*
  Rawea 
  0433 
  X574000-0 
   
  Ba 
   
  023 
  Na 
  M5 V
  Gaakirgika 
  052 
  X000000-0 
   
  As Ba 
   
  000 
  Na 
  K3 V
  Certiaduth 
  0524 
  X533000-0 
   
  Ba 
   
  05 
  Na 
  M7 V
  Lirkerakaas 
  0525 
  E652S9-2 
  R 
  Lo Ni Po 
   
  733 
  Na 
  G2 V
  Laksatdoknun 
  0526 
  X84A000-0 
   
  Ba Wa 
   
  022 
  Na 
  K6 V* M6 V
  Sugi 
  0527 
  D6866BC-6 
  W 
  Ag Ni 
   
  23 
  Na 
  G6 V* M6 V
  Endrallyr 
  0532 
  X200000-0 
   
  Ba De Va 
   
  024 
  Na 
  (M V M2 V)
  Gukiru 
  0623 
  X323000-0 
   
  Ba 
   
  035 
  Na 
  F3 V
  Ligaskha 
  0625 
  D669679-3 
   
  Ni Ri 
   
  434 
  Na 
  G0 V
  Carapace 
  0627 
  X5000-0 
  R 
  Ba Ic 
   
  023 
  Na 
  K V* M6 V
  Pakag 
  0724 
  X000000-0 
   
  As Ba 
   
  034 
  Na 
  M0 V M5 V*
  Rohi 
  0729 
  X000000-0 
  R 
  As Ba 
   
  023 
  Na 
  M0 II
  Dryth 
  0732 
  X472000-0 
   
  Ba 
   
  003 
  Na 
  K5 V* M5 V
  Dorbyora 
  082 
  X422000-0 
  R 
  Ba Po 
   
  000 
  Na 
  M6 II F9 V*
  Hana 
  0823 
  X340000-0 
   
  Ba De Po 
   
  024 
  Na 
  F5 V* M9 V
  Naga 
  0826 
  X20000-0 
   
  Ba De Po 
   
  024 
  Na 
  F7 V
  Nashea 
  0827 
  X20000-0 
   
  Ba De Po 
   
  025 
  Na 
  F4 V
  Nanen 
  0829 
  E975T9-6 
  W 
   
   
  022 
  Na 
  K2 V
  Khemangiraa 
  0830 
  X40000-0 
   
  Ba De 
   
  024 
  Na 
  F7 V
  Kaashkaalishi 
  083 
  X95A0-4 
   
  Lo Ni Wa 
  R 
  524 
  Na 
  A0 V G4 V*
  Sayuri 
  0832 
  X326000-0 
  R 
  Ba 
   
  024 
  Na 
  M4 V
  Enimkhiida 
  092 
  X768000-0 
   
  Ba 
   
  000 
  Na 
  K7 V* M7 V
  Fekbiaski 
  0923 
  X20000-0 
  R 
  Ba De 
   
  023 
  Na 
  M3 II* K5 V
  Giidudekurgen 
  0925 
  X423000-0 
   
  Ba 
   
  03 
  Na 
  M4 V M8 V*
  Sharudiidashu 
  0926 
  X40000-0 
   
  Ba De 
   
  0 
  Na 
  M2 V M5 V*
  Kurorote 
  0927 
  X225000-0 
  R 
  Ba 
   
  000 
  Na 
  G6 V
  Duugiikegesh 
  0928 
  X777000-0 
   
  Ba 
   
  003 
  Na 
  M9 V
  Opha 
  0929 
  X2000-0 
   
  Ba Ic 
   
  032 
  Na 
  M8 V
  Ashgigashla 
  0932 
  X7B3000-0 
   
  Ba Fl 
   
  022 
  Na 
  M0 V M4 V*
  Dlan 
  02 
  D8D530-8 
   
  Ni 
   
  623 
  Lu 
  F3 V
  Depot 
  022 
  D362476-0 
  R 
  Lo Ni 
   
  603 
  Lu 
  F8 V
  Oekhaesagaa 
  024 
  X432000-0 
   
  Ba Po 
   
  032 
  Na 
  M5 V* M7 V
  Desjangle 
  03 
  X9AA000-0 
  R 
  Ba Fl Wa 
   
  023 
  Na 
  M4 V
  Inukurdaa 
  032 
  X593000-0 
   
  Ba 
   
  00 
  Na 
  M5 V
  Proniolerch 
  22 
  D370535-5 
   
  De Ni 
   
  624 
  Lu 
  G5 V* M8 V
  Aomuroko 
  24 
  X99A000-0 
   
  Ba Wa 
   
  000 
  Na 
  G6 V
  Asidelar 
  26 
  X373000-0 
  R 
  Ba 
   
  04 
  Na 
  M6 V
  Iengbeg 
  29 
  X40000-0 
  R 
  Ba De 
   
  0 
  Na 
  G3 V
  Airo 
  30 
  X333000-0 
   
  Ba 
   
  024 
  Na 
  F3 V
  
  - 76 -
  ILeLISh SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Faerrg 
  3 
  D565268-2 
   
  Lo Ni 
   
  323 
  Na 
  F4 V
  Giaba 
  32 
  X574000-0 
   
  Ba 
   
  024 
  Na 
  G9 V
  Pakahowna 
  22 
  D75726B-5 
   
  Lo Ni 
   
  92 
  Lu 
  K6 V K7 V*
  Aru 
  224 
  X000000-0 
  R 
  As Ba 
   
  023 
  Na 
  M0 V
  Paphadde 
  229 
  X9B2000-0 
  R 
  Ba Fl 
   
  024 
  Na 
  M6 V* M7 V
  Rukatukipa 
  230 
  X300000-0 
   
  Ba De Va 
   
  03 
  Na 
  K0 V
  Shagipka 
  32 
  D675TE-6 
   
  Ni 
   
  523 
  Na 
  G7 V
  Shunim 
  323 
  E7687S9-5 
   
  Ag 
   
  90 
  Na 
  M0 V
  Onezuerrat 
  325 
  XAAA000-0 
   
  Ba Fl Wa 
   
  023 
  Na 
  M9 V
  Agashaga 
  326 
  X879000-0 
   
  Ba 
   
  002 
  Na 
  K6 V
  Liksuki 
  328 
  E887479-3 
  R 
  Lo Ni 
   
  722 
  Na 
  G7 V* M3 V
  Wynninnis 
  329 
  X400000-0 
  R 
  Ba De Va 
   
  00 
  Na 
  A V
  Shurarkhura 
  330 
  X43000-0 
   
  Ba Po 
   
  024 
  Na 
  G8 V
  Reckless 
  424 
  X55446B-0 
   
  Lo Ni 
  R 
  523 
  Na 
  M V
  Khashudku 
  436 
  X647000-0 
   
  Ba 
   
  034 
  Na 
  K9 V
  Iimzashu 
  523 
  E86AVF-0 
   
  Lo Ni Wa 
  A 
  325 
  Na 
  K4 V
  Gashirmakash 
  525 
  X20000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  M V* M9 V
  Thasha 
  526 
  X484669-4 
   
  Ag Ni Ri 
  R 
  704 
  Na 
  G3 V
  Famlukett 
  527 
  X220000-0 
   
  Ba De Po 
   
  022 
  Na 
  K0 V* M2 V M3 V
  Hoptar 
  530 
  X844000-0 
   
  Ba 
   
  035 
  Na 
  G2 V* G3 V
  Garegabushar 
  623 
  X202000-0 
   
  Ba Ic Va 
   
  005 
  Na 
  M8 V
  Emese 
  624 
  X300000-0 
  R 
  Ba De Va 
   
  000 
  Na 
  M2 V
  Lagashaa 
  627 
  X595000-0 
   
  Ba 
   
  023 
  Na 
  K5 V* [D]
  Teyle 
  628 
  E86756D- 
   
  Ag Ni 
   
  22 
  Na 
  M7 V
  Lyceum 
  630 
  X23000-0 
   
  Ba Po 
   
  0 
  Na 
  G9 V
  Akeao 
  63 
  X9A5000-0 
   
  Ba Fl 
   
  02 
  Na 
  M7 V
  
  - 77 -
  
  - 78 -
  ILeLISh SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Base  
  70 
  X325000-0 
  R 
  Ba 
   
  000 
  Na 
  G2 V* M8 V
  Drywater 
  703 
  D464ME-6  
  Lo Ni 
   
  400 
  Im 
  K7 V
  Beaumonde 
  704 
  B45456D-A 
   
  Ag Ni 
   
  723 
  Im 
  K3 V
  Maxwell’s Roc 
  708 
  X20000-0 
  R 
  Ba Ic Va 
   
  000 
  Na 
  (M3 V M6 V)
  Granite 
  709 
  X50000-0 
   
  Ba De 
   
  02 
  Na 
  M2 V
  Vesper 
  70 
  C4825-5 
  S 
  Lo Ni 
   
  535 
  Na 
  G3 V* M2 V
  Pharsalus 
  7 
  X420000-0 
   
  Ba De Po 
   
  000 
  Na 
  G5 V K2 V*
  Squee’twok 
  75 
  X89A000-0 
   
  Ba Wa 
   
  032 
  Na 
  K2 V* M3 V
  Krysse 
  79 
  X4000-0 
   
  Ba Ic 
   
  020 
  Na 
  M3 V M5 V*
  Brobdignag 
  720 
  X999000-0 
  R 
  Ba 
   
  020 
  Na 
  K4 V* M9 V
  Ultima Thule 
  80 
  D675479-5 
   
  Lo Ni 
   
  423 
  Im 
  K0 V
  Ranchero 
  807 
  C57853-8 
  T 
  Ag Ni 
   
  823 
  Na 
  G0 V* M8 V
  Penance 
  808 
  X333000-0 
   
  Ba 
   
  022 
  Na 
  M6 V* M6 V
  Ganesha 
  85 
  E56557B-0 
   
  Ag Ni 
   
  523 
  Na 
  M9 V
  Naragyb 
  87 
  E7864SB-2 
   
  Lo Ni 
   
  64 
  Na 
  F2 V
  Hongydeff 
  820 
  C343679-9 
  M 
  Ni 
   
  700 
  Hw 
  M6 V
  Base 903 
  903 
  X442000-0 
  R 
  Ba Po 
   
  03 
  Na 
  G V
  Monda Bella 
  906 
  D364679-4 
  S 
  Ag Ni Ri 
   
  933 
  Cs 
  G6 V
  Hogan 
  907 
  D0044-8 
   
  De Lo Ni Va 
   
  603 
  Na 
  M V M7 V*
  Aramco 
  908 
  X6A7000-0 
   
  Ba Fl 
   
  022 
  Na 
  M7 III A8 V*
  Darkhush 
  9 
  E5536B- 
   
  Lo Ni Po 
   
  40 
  Na 
  K6 V
  Kimiimunmi 
  95 
  X638000-0 
   
  Ba 
   
  023 
  Na 
  M0 V
  Scirocco 
  96 
  E25026E- 
   
  De Lo Ni Po 
   
  23 
  Na 
  K2 V
  Pomona 
  99 
  X6845SA-2 
   
  Ag Ni 
  R 
  50 
  Na 
  K2 V* M0 V
  Cornucopia 
  200 
  D667543-8 
   
  Ag Ni 
   
  404 
  Im 
  K5 V
  Warhead 
  2002 
  X322000-0 
  R 
  Ba Po 
   
  000 
  Na 
  F8 V* M V
  K28 
  2004 
  D000-7 
  R 
  De Lo Ni Va 
   
  322 
  Na 
  M4 V
  Grubstake 
  2005 
  X439000-0 
   
  Ba 
   
  000 
  Na 
  F6 V* M4 V
  Atte 
  203 
  D5294DA-7 
  W 
  Lo Ni 
   
  600 
  Na 
  K3 V
  Lugagkida 
  204 
  X443000-0 
  R 
  Ba 
   
  024 
  Na 
  F2 V
  Shiguukiimiir 
  206 
  X788000-0 
   
  Ba 
   
  023 
  Na 
  K0 V* M0 V
  Shalud 
  209 
  E3602TF-3 
   
  De Lo Ni 
   
  32 
  Na 
  G8 V M9 V*
  Shume 
  20 
  D024-8 
   
  De Lo Ni 
   
  63 
  Na 
  F7 V* [M8 V]
  Dyson’s World 
  202 
  D00375-7 
   
  De Lo Ni Va 
   
  80 
  Im 
  K3 V* M3 V
  Gobi 
  203 
  C560576-3 
  S 
  De Ni 
   
  535 
  Im 
  F9 V* G V
  Pax 
  205 
  D6878TD-6 
   
   
   
  04 
  Na 
  M8 V
  Aurora 
  206 
  D66564-3 
   
  Lo Ni 
   
  422 
  Na 
  M6 V
  Flora 
  208 
  D564568-4 
   
  Ag Ni 
   
  922 
  Na 
  G2 V* M5 V
  Krasny Norad 
  23 
  X5563DE-0 
   
  Lo Ni 
  R 
  403 
  Na 
  K6 V
  Base 27 
  24 
  X302000-0 
   
  Ba Ic Va 
   
  020 
  Na 
  M6 V
  Guardian 
  25 
  X6000-0 
   
  Ba Ic 
   
  023 
  Na 
  M7 V
  Talbot 
  27 
  D688466-4 
  R 
  Lo Ni 
   
  223 
  Na 
  G0 V
  Mountain Home 
  28 
  X7642VJ-2 
   
  Lo Ni 
  R 
  20 
  Na 
  G0 V* M0 V
  Migid 
  220 
  D6578A9-6 
   
   
   
  702 
  Im 
  F6 V* M3 V
  Lashaar 
  2204 
  E9973DB-7 
   
  Lo Ni 
   
  72 
  Na 
  K8 V
  Retreat 
  2207 
  X435000-0 
  R 
  Ba 
   
  033 
  Na 
  M8 V
  Khirar 
  2208 
  D6447A8-8 
   
  Ag 
   
  00 
  Na 
  K5 V* M2 V
  Nanthe 
  223 
  X435000-0 
   
  Ba 
   
  034 
  Na 
  M3 V
  Fywddphedd 
  225 
  X235000-0 
   
  Ba 
   
  03 
  Na 
  M7 V M9 V*
  Imsaggir 
  226 
  E4495S8-6 
   
  Ni 
   
  923 
  Na 
  G9 V
  Reserve 
  227 
  X776000-0 
   
  Ba 
   
  024 
  Na 
  A8 V G2 V*
  Shaddimir 
  228 
  X543000-0 
   
  Ba 
   
  025 
  Na 
  M V
  Gumeluukhaagi 
  229 
  X40000-0 
  R 
  Ba Ic Va 
   
  024 
  Na 
  M5 V
  Islands 
  230 
  E659674-4 
   
  Ni 
   
  622 
  Im 
  G V* [M7 V]
  Enclave 
  2302 
  E542373-5 
   
  Lo Ni Po 
   
  00 
  Im 
  K2 V
  
  - 79 -
  ILeLISh SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  ‘Tlak 
  2305 
  D88A666-7 
  S 
  Ni Ri Wa 
   
  324 
  Na 
  K4 III F3 V*
  Wotan 
  2307 
  X672000-0 
   
  Ba 
   
  034 
  Na 
  M4 V M8 V*
  Wendover 
  230 
  X430000-0 
  R 
  Ba De Po 
   
  022 
  Na 
  M V* M8 V
  Tellus Nova 
  23 
  E784576-0 
   
  Ag Ni 
   
  724 
  Na 
  G4 V
  Yggsdrasil 
  232 
  E9B5VJ-8 
   
  Fl Lo Ni 
  R 
  22 
  Na 
  F9 V K3 V*
  Chevron 
  233 
  X7C4000-0 
  R 
  Ba Fl 
   
  002 
  Na 
  M5 V
  N’gorongoro 
  234 
  X796000-0 
   
  Ba 
   
  024 
  Na 
  G6 V
  Umgiidishishs 
  235 
  X577000-0 
   
  Ba 
   
  000 
  Na 
  F0 IV G5 V*
  K’laktash 
  236 
  X67A000-0 
   
  Ba Wa 
   
  024 
  Na 
  M5 II G6 V*
  K’lakt’squa 
  2320 
  X98A000-0 
   
  Ba Wa 
   
  020 
  Na 
  K V
  Hadley 
  240 
  D684367-8 
   
  Lo Ni 
   
  54 
  Im 
  G2 V* K8 V
  Cordelia 
  2402 
  D574578-5 
   
  Ag Ni 
   
  600 
  Im 
  M9 III G5 V*
  Sony 
  2403 
  X200000-0 
   
  Ba De Va 
   
  04 
  Na 
  M7 V
  Orcim 
  2404 
  X34000-0 
  R 
  Ba Po 
   
  002 
  Na 
  G0 V
  ‘Twee 
  2408 
  D55A46B-3 
   
  Lo Ni Wa 
   
  324 
  Na 
  G9 V* [D]
  Rayaloybex 
  240 
  C546420-8 
   
  Lo Ni 
   
  624 
  Cs 
  F7 V
  Petroleos 
  24 
  X5A9000-0 
  R 
  Ba Fl 
   
  034 
  Na 
  M0 V
  Ghost Town 
  248 
  X342000-0 
   
  Ba Po 
   
  022 
  Na 
  M0 V
  Kirsten’s Roc 
  250 
  X300000-0 
   
  Ba De Va 
   
  023 
  Na 
  G7 V
  Wilkenson 
  2503 
  D64443-5 
  S 
  Lo Ni 
   
  524 
  Im 
  F2 V M5 V*
  Squee’kak 
  2506 
  CA9A2D8-6  
  Lo Ni Wa 
   
  924 
  Na 
  F V* [(M0 V M V)]
  Freedom 
  2507 
  X639000-0 
   
  Ba 
   
  033 
  Na 
  M3 V
  Tanith 
  2508 
  C766300-5 
   
  Lo Ni 
   
  634 
  Na 
  K8 V* M8 V
  Mordred 
  2509 
  XAB8000-0 
  R 
  Ba Fl 
   
  025 
  Na 
  G6 V* G8 V
  Manarerasi 
  252 
  X333000-0 
   
  Ba 
   
  02 
  Na 
  K7 V* M8 V
  Yuma 
  253 
  X350000-0 
   
  Ba De Po 
   
  023 
  Na 
  M6 V* [F3 V]
  Blessed 
  256 
  D658369-0 
  W 
  Lo Ni 
   
  624 
  Na 
  M V
  Fluorine 
  257 
  X7C3000-0 
   
  Ba Fl 
   
  022 
  Na 
  M4 V
  Sandpile 
  258 
  X240000-0 
   
  Ba De Po 
   
  02 
  Na 
  F2 V
  Riverine 
  259 
  X774000-0 
   
  Ba 
   
  024 
  Na 
  G7 V
  Irlariir 
  2520 
  E7576B8-3 
   
  Ag Ni 
   
  90 
  Na 
  M9 V
  Yard 0 
  260 
  X300000-0 
   
  Ba De Va 
   
  023 
  Na 
  M5 V
  Volcano 
  2604 
  D376420-5 
  R 
  Lo Ni 
   
  503 
  Na 
  G2 V* G7 V [K5 V]
  Colony 8 
  2606 
  E759-4 
   
  Lo Ni 
   
  524 
  Na 
  K7 V
  Gakhu 
  2607 
  D4744A9-6 
   
  Lo Ni 
   
  824 
  Na 
  M2 V
  Rodina 
  2609 
  C795487-5 
   
  Lo Ni 
   
  632 
  Cs 
  G9 V
  Garden 
  260 
  C664785-7 
  T 
  Ag Ri 
   
  333 
  Na 
  M3 III K6 V*
  Hell 
  263 
  X9C2000-0 
   
  Ba Fl 
   
  022 
  Na 
  A V K6 V*
  Dilfer Station 
  265 
  X000000-0 
   
  As Ba 
   
  023 
  Na 
  (M6 III M8 V)
  Plateau 
  2620 
  E7865TF- 
   
  Ag Ni 
   
  800 
  Na 
  M6 II F9 V*
  Depot 2 
  2702 
  D222435-7 
   
  Lo Ni Po 
   
  400 
  Im 
  M4 V
  Gamma Lupus 2 2704 
  X6B4000-0 
   
  Ba Fl 
   
  024 
  Na 
  M0 V* M5 V
  Hardy 
  2707 
  X877000-0 
  R 
  Ba 
   
  02 
  Na 
  K0 V* M V
  Squee’qua 
  2708 
  D58A69-3 
  R 
  Lo Ni Wa 
   
  900 
  Na 
  K7 V
  Zhiphar 
  27 
  E6686M9-2 
   
  Ag Ni 
   
  523 
  Na 
  G0 V* M2 V
  Mylell 
  272 
  C55326B-5 
   
  Lo Ni 
   
  04 
  Na 
  F V* K9 V
  Homestead 
  275 
  X876000-0 
  R 
  Ba 
   
  034 
  Na 
  M4 V
  New Dakota 
  276 
  E68863-2 
   
  Ag Ni 
   
  822 
  Na 
  K V* M3 V
  Thor 
  277 
  D895BA-6 
   
  Lo Ni 
   
  24 
  Na 
  F5 V
  Ghadhurrang 
  278 
  E452DJ-3 
   
  Lo Ni Po 
  A 
  724 
  Na 
  G9 V
  Windsong 
  2803 
  C240300-7 
   
  De Lo Ni Po 
   
  223 
  Im 
  G8 V* K2 V
  Haven 
  2806 
  E6695M9-4 
  C 
  Ni 
   
  24 
  Na 
  M0 V
  Dilipuu 
  2807 
  D6728TD-6 
  S 
   
   
  624 
  Na 
  G8 V
  Canyon 
  280 
  D38623-5 
   
  Lo Ni 
   
  634 
  Cs 
  G7 V
  Maffei 
  282 
  E4655VD-0 
   
  Ag Ni 
   
  203 
  Na 
  M0 III G7 V*
  
  - 80 -
  ILeLISh SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Goerke’s Rock 
  283 
  X0000-0 
   
  Ba De 
   
  024 
  Na 
  F8 V* M4 V
  Viques 
  284 
  X30000-0 
  R 
  Ba De Po 
   
  023 
  Na 
  M2 V* M4 V
  Poseidon 
  285 
  X77A000-0 
   
  Ba Wa 
   
  020 
  Na 
  G5 V
  Shudash 
  287 
  X526000-0 
  R 
  Ba 
   
  023 
  Na 
  M7 III M8 V*
  Target 
  289 
  X400000-0 
   
  Ba De Va 
   
  022 
  Na 
  NO STARS
  Delta 2 
  2820 
  X377000-0 
   
  Ba 
   
  00 
  Na 
  G2 V* M2 V M6 V
  Ilelish 
  2907 
  E674776-5 
   
  Ag 
   
  723 
  Na 
  G6 V
  Haleakala 
  2909 
  D5583TD-5 
   
  Lo Ni 
   
  00 
  Na 
  M V M4 V*
  Imur 
  29 
  X525000-0 
   
  Ba 
   
  024 
  Na 
  M0 V M8 V*
  Outpost 
  293 
  X653000-0 
   
  Ba 
   
  022 
  Na 
  M2 V
  Nihon 
  295 
  X674000-0 
   
  Ba 
   
  025 
  Na 
  K2 V
  Icehouse 
  299 
  XA9A000-0 
   
  Ba Wa 
   
  033 
  Na 
  G4 V
  Locus 
  300 
  C44500-5 
   
  Lo Ni 
   
  702 
  Im 
  K7 V
  Shudiikii 
  3003 
  X500000-0 
   
  Ba De Va 
   
  00 
  Na 
  M2 V* M3 V
  Kigaru 
  3004 
  X594000-0 
   
  Ba 
   
  022 
  Na 
  K3 V
  Beta Cygnus 4 
  3006 
  D500556-7 
   
  De Ni Va 
   
  70 
  Cs 
  M8 V
  Freya 
  3008 
  D7856TH-4 
   
  Ag Ni 
  A 
  34 
  Cs 
  M V* M V
  Sean’s Landing 
  3009 
  D436345-7 
   
  Lo Ni 
   
  834 
  Cs 
  M4 V
  Betio Station 
  302 
  X000000-0 
   
  As Ba 
   
  024 
  Na 
  A0 V
  Jem 
  305 
  X767000-0 
  R 
  Ba 
   
  024 
  Na 
  F V* M8 V
  Granery 
  306 
  X344000-0 
   
  Ba 
   
  022 
  Na 
  G5 V* [M8 V]
  Barrington 
  308 
  X535000-0 
   
  Ba 
   
  004 
  Na 
  A3 V
  Snohomish 
  3020 
  X886000-0 
   
  Ba 
   
  020 
  Na 
  G4 V* [K5 III]
  Avery 
  30 
  D887666-5 
  R 
  Ag Ni Ri 
   
  4 
  Im 
  G5 V* M3 V
  Squee’tak 
  303 
  E95A400-4 
   
  Lo Ni Wa 
   
  94 
  Im 
  M5 V M7 V*
  Spring 
  306 
  C67543-6 
   
  Lo Ni 
   
  24 
  Na 
  F2 V
  Hiroshi 
  308 
  C4956A-5 
  C 
  Lo Ni 
   
  300 
  Na 
  K4 V
  Cupertino 
  30 
  X676000-0 
   
  Ba 
   
  003 
  Na 
  G4 V
  Sigma Station 
  39 
  X56000-0 
   
  Ba 
   
  024 
  Na 
  F5 V* G V
  Halcyon 
  3203 
  X656000-0 
   
  Ba 
   
  025 
  Na 
  F0 V
  Khali 
  3204 
  C4542DA-2 
  R 
  Lo Ni 
   
  924 
  Na 
  M V
  Crystal 
  3209 
  E7AA2CD-8 C 
  Fl Lo Ni Wa 
   
  900 
  Na 
  M0 V
  Umarum 
  326 
  X300000-0 
   
  Ba De Va 
   
  023 
  Na 
  K2 V M9 V*
  Khu Ansha 
  328 
  D7876MB-8  
  Ag Ni 
   
  92 
  Na 
  G8 V
  Zephyr 
  329 
  E50DJ-4 
   
  De Lo Ni Po 
  A 
  83 
  Na 
  G7 V
  
  - 8 -
  
  - 82 -
  ILeLISh SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Orugusha 
  72 
  D69527B-5 
   
  Lo Ni 
   
  534 
  Hw 
  M3 V* M6 V
  Kowhotara 
  723 
  X432000-0 
   
  Ba Po 
   
  024 
  Na 
  G9 V* M6 V
  Haagap 
  725 
  X344000-0 
   
  Ba 
   
  022 
  Na 
  G V
  Bipir 
  726 
  X537000-0 
   
  Ba 
   
  022 
  Na 
  A4 V M2 V*
  Thasa 
  727 
  E3606TC-4 
   
  De Ni 
   
  424 
  Na 
  F6 V* [K4 V]
  Sikalumam 
  728 
  X9CA000-0 
   
  Ba Fl Wa 
   
  00 
  Na 
  G7 V
  Enaaskhi 
  729 
  X526000-0 
   
  Ba 
   
  025 
  Na 
  M7 V
  Bashukhus 
  824 
  X839000-0 
   
  Ba 
   
  024 
  Na 
  M8 II M7 V*
  Fuemlolch 
  922 
  D9C343-9 
  R 
  Fl Lo Ni 
   
  924 
  Hw 
  M7 V
  Mulyosh 
  923 
  D99A3MA-8  
  Lo Ni Wa 
   
  522 
  Hw 
  G3 V
  Driethys 
  924 
  XAA8000-0 
   
  Ba Fl 
   
  034 
  Na 
  F V
  Amadmukii 
  925 
  X673000-0 
   
  Ba 
   
  024 
  Na 
  F4 V* [M7 V]
  Irnunshii 
  926 
  X672000-0 
   
  Ba 
   
  00 
  Na 
  F2 V
  Druil 
  928 
  X794000-0 
  R 
  Ba 
   
  020 
  Na 
  K V* K3 V
  Imasimudi 
  929 
  XAC7000-0 
   
  Ba Fl 
   
  022 
  Na 
  K8 V
  Padaod 
  930 
  X20000-0 
   
  Ba De Po 
   
  023 
  Na 
  M3 II M4 V*
  Anguma 
  202 
  XAA9000-0 
   
  Ba Fl 
   
  023 
  Na 
  M9 II* K6 V
  Agaru 
  2024 
  X330000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  G9 V
  Sashlunsdham 
  2027 
  EA8A8DB-4  
  Wa 
   
  44 
  Na 
  G2 V
  Idedidak 
  2029 
  X9AA000-0 
  R 
  Ba Fl Wa 
   
  035 
  Na 
  M V
  Umbrage 
  2030 
  X230000-0 
   
  Ba De Po 
   
  03 
  Na 
  F2 V* G3 V
  Uzar 
  223 
  X727000-0 
   
  Ba 
   
  0 
  Na 
  K3 V
  Aamuri 
  227 
  X4C3000-0 
  R 
  Ba Fl 
   
  03 
  Na 
  G3 V* M3 V
  Kholu 
  229 
  X544000-0 
   
  Ba 
   
  004 
  Na 
  K4 V* [(M7 III M4 V)]
  Ukikishu 
  222 
  X7C8000-0 
   
  Ba Fl 
   
  034 
  Na 
  G5 V M9 V*
  Panalii 
  2222 
  X448000-0 
   
  Ba 
   
  023 
  Na 
  F2 V G0 V*
  Agari 
  2224 
  D4626BE-4 
   
  Ni 
   
  602 
  Na 
  G2 V
  Humpstead 
  2226 
  X766000-0 
   
  Ba 
   
  024 
  Na 
  M8 V
  Enkunurdii 
  2323 
  X7A4000-0 
  R 
  Ba Fl 
   
  023 
  Na 
  K9 V* M2 V
  Mynyha 
  2325 
  X000000-0 
   
  As Ba 
   
  023 
  Na 
  M3 V
  Fymadd 
  2326 
  X73A000-0 
   
  Ba Wa 
   
  000 
  Na 
  M0 V* M4 V
  Zaadurar 
  2330 
  X302000-0 
   
  Ba Ic Va 
   
  000 
  Na 
  G6 V* M9 V
  Khuuna 
  2422 
  E9875-3 
   
  Ag Ni 
   
  922 
  Na 
  G0 V* M9 V
  Idga 
  2425 
  X64A000-0 
   
  Ba Wa 
   
  000 
  Na 
  G4 V
  Giikignula 
  2427 
  X40000-0 
   
  Ba Ic Va 
   
  024 
  Na 
  M5 V
  Siishem 
  2428 
  X7A9000-0 
   
  Ba Fl 
   
  024 
  Na 
  M7 V
  Ugursi 
  252 
  X00000-0 
   
  Ba De Va 
   
  025 
  Na 
  M5 V* M6 V
  Ryas 
  2523 
  X748000-0 
   
  Ba 
   
  000 
  Na 
  F5 V
  Enmity 
  2524 
  X662769-3 
   
  Ri 
  R 
  622 
  Na 
  G V
  Malachite 
  2526 
  D46440-2 
   
  Lo Ni 
   
  334 
  Na 
  G0 V
  Ranas 
  2527 
  X5A4000-0 
   
  Ba Fl 
   
  00 
  Na 
  M6 V M8 V*
  Pangnuk 
  2528 
  X5AA000-0 
   
  Ba Fl Wa 
   
  000 
  Na 
  K V* M5 V
  Sikekurla 
  2529 
  X677000-0 
   
  Ba 
   
  023 
  Na 
  G3 V
  Amunini 
  2624 
  X835000-0 
  R 
  Ba 
   
  023 
  Na 
  M9 V
  Khiilakidi 
  2625 
  D76A476-0 
   
  Lo Ni Wa 
   
  803 
  Na 
  K5 V
  Godit 
  2627 
  E8882DG-2 
   
  Lo Ni 
   
  423 
  Na 
  K6 V
  Shyrwanin 
  2629 
  X426000-0 
  R 
  Ba 
   
  02 
  Na 
  K6 V
  Urshadirmuu 
  2723 
  X79A000-0 
  R 
  Ba Wa 
   
  03 
  Na 
  G0 V
  Lergiimii 
  2728 
  X789000-0 
   
  Ba 
   
  000 
  Na 
  F6 V
  Ghali 
  282 
  X9C9000-0 
   
  Ba Fl 
   
  024 
  Na 
  G6 V
  Tredandt 
  2822 
  E98AAF- 
   
  Lo Ni Wa 
   
  834 
  Na 
  G0 V
  Anamgupish 
  2824 
  X898000-0 
   
  Ba 
   
  025 
  Na 
  G8 V
  Fervor 
  2825 
  X542000-0 
  R 
  Ba Po 
   
  02 
  Na 
  G5 V* M5 V
  Ruerhies 
  2826 
  X333000-0 
   
  Ba 
   
  03 
  Na 
  A9 V G V*
  Maanshugumi 
  2828 
  X646000-0 
  R 
  Ba 
   
  022 
  Na 
  F3 V K5 V*
  
  - 83 -
  ILeLISh SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Clarion 
  2922 
  X562000-0 
   
  Ba 
   
  024 
  Na 
  G0 V M6 V*
  Shakiigidi 
  2923 
  X333000-0 
  R 
  Ba 
   
  02 
  Na 
  F7 V
  Shaddimir 
  2925 
  E2524SE-2 
  R 
  Lo Ni Po 
   
  434 
  Na 
  G9 V
  Anrera 
  2929 
  X576000-0 
   
  Ba 
   
  025 
  Na 
  G8 V* M3 V
  Guulirum 
  3022 
  D502TD- 
  R 
  De Lo Ni Po 
   
  70 
  Na 
  K4 V
  Agimashluu 
  3024 
  X766568- 
   
  Ag Ni 
  R 
  402 
  Na 
  K0 V
  Shupeshulur 
  3025 
  X496000-0 
   
  Ba 
   
  025 
  Na 
  F2 V
  Whaka 
  3027 
  X9A5000-0 
  R 
  Ba Fl 
   
  023 
  Na 
  F4 V G2 V*
  Gadirur 
  32 
  X4000-0 
  R 
  Ba Ic 
   
  024 
  Na 
  G5 V
  Kherii 
  324 
  E5552TC-3 
   
  Lo Ni 
   
  824 
  Na 
  G4 V
  Ukuuki 
  327 
  X000000-0 
   
  As Ba 
   
  023 
  Na 
  F6 V
  Thoegnuth 
  328 
  E7562SA-3 
   
  Lo Ni 
   
  202 
  Na 
  G6 V
  Nikolai 
  3223 
  X596000-0 
   
  Ba 
   
  020 
  Na 
  G0 V
  Tuariro 
  3225 
  E767TH-2 
  R 
  Lo Ni 
  A 
  323 
  Na 
  G V* M4 V
  Gunde 
  3226 
  X333000-0 
  R 
  Ba 
   
  023 
  Na 
  F6 V
  Maukowhi 
  3228 
  X676000-0 
   
  Ba 
   
  024 
  Na 
  G5 V* M V
  
  - 84 -
  PoLItIeS AND StAteS IN 
  ILeLISh SeCtor
  Ilelish Sector was hit very hard by the Viral Plague. 
  Indeed, some worlds are still in the throes of Viral 
  infestation. Civilization is returning to the stars of the 
  region, but the process is slow and painful. The Imperium 
  holds a narrow strip across the Coreward-Trailing edge 
  of the sector and is cultivating a few client states in the 
  region. However, rebuilding is slow when so much of the 
  original infrastructure was destroyed or corrupted to serve 
  Viral masters. 
  the fourth ImPerIum IN ILeLISh 
  SeCtor
  The Imperium holds little territory in Ilelish sector, and 
  is less interested in acquiring more than in Dagudashaag 
  sector. This is mainly due to the lack of a major rival state 
  to compete against. Measures are underway to contain 
  threats and gradually pacify the area, but the Imperial 
  presence is noticeably lacking on this Spinward-Rimward 
  frontier. There is a feeling that Ilelish can be left alone for 
  now. With the Rift and Imperial space blocking out most 
  influences, this is a reasonable assumption.
  Navy patrols belonging to the tiny Ilelish Fleet of the 
  Imperial Navy do sweep systems within 3-6 parsecs of 
  the border, but only intermittently. What Imperial presence 
  there is in the region is either low-key (e.g. a handful of 
  Reconstruction Service personnel) or private (e.g. a 
  corporate venture without central backing).
  The lack of official Imperial interest in Ilelish means 
  that the region is an ideal location for ambitious private 
  ventures. Even a single world, noble house or corporation 
  based in the Imperium has huge advantages over a 
  recovering society located in what was until quite recently 
  a Holocaust region. Thus influence is not hard to bring 
  to bear, and forces that would be insignificant in Imperial 
  space are overwhelming when compared to what a Wilds 
  state can muster.
  The upshot of all this is that along with some quite 
  legitimate private transborder operations, a number of less 
  savory projects are going on in Ilelish. Renegade Imperial 
  nobles, stripped of their titles, have found it profitable to 
  head out into Ilelish and set up power base there. There 
  are rumors of empire-building and covert funding of piracy 
  among the worlds of Ilelish sector. It is likely that the 
  Imperium will have to deal with this self-created problem 
  sooner or later but for now the resources are simply not 
  available.
  the JuBILee CoNfeDerAtIoN
  A four-world state close to the Imperial border, the 
  Jubilee Confederation is likely to become Jubilee County 
  as soon as the Imperium begins accepting new members. 
  The Confederation has been stable for some decades 
  now and while it did not elect to join the Imperium when 
  it had the chance, relations have been warming steadily 
  over the years. 
  The Confederation has a maximum tech level of 9 but 
  does not possess any shipbuilding capability of its own. 
  Instead the few vessels it possesses are mostly ex-free 
  traders or mercenaries who have been offered a salary. 
  Most vessels are in reasonable condition, having been 
  sent to Imperial worlds in Gushemege sector for refit and 
  upgrade. A number of private Imperial ship operators 
  have now entered into contracts with the Confederation, 
  creating a regular Jump-2 service to and from Imperial 
  space. 
  Jubilee itself is the seat of the Confederation Parliament, 
  a legislatory body that directs general policy within the 
  Confederation but has little power to enforce its decrees 
  on the member worlds. The parliament has made wise 
  decisions in the past and has considerable support, so 
  variations from policy are few and minor. 
   
  CoNfeDerAtIoN mILItArY
  The military arm of the Confederation consists of a few 
  companies of security volunteers and an ad-hoc collection 
  of mercenaries and contracted shipowners. Orbital 
  defenses in the form of missiles and mines are available, 
  but not in any great numbers. The Confederation would 
  like to place itself under the protection of the Imperium but 
  the lack of Imperial assets makes this impractical. 
  the LuDAmIKhA terrItorIeS
  The Territories are a region of 0 worlds claimed by the 
  government of Ludamikha. These worlds include Dlan, 
  former capital of the Domain of Ilelish and seat of the 
  Archduke Dulinor, and Depot, a major naval base in the 
  days of the Third Imperium. The region was extremely hard 
  hit by the Viral Plague as vessels of Dulinor’s Coronation 
  Fleet staggered home with the proto-Virus incubating in 
  their computers. 
  The fall of civilization in the area around Dlan was hard 
  and fast, and few worlds were able to hold onto starfaring 
  technology. Ironically, this meant that there were rich 
  resources available for the few societies able to survive 
  in a Vampire-haunted holocaust region. It is a measure 
  of the character of the ruling Ludamikha government that 
  even with these resources available, most of the worlds of 
  the Territories are extremely low-tech when the means for 
  a reconstruction is available. 
  
  - 85 -
  Only Ludamikha itself is capable of building spacecraft 
  or possesses high technology manufacturing capability, 
  making it easy to maintain control over the shattered worlds 
  of the area. High-tech enclaves exist on all subject worlds 
  as occupation bases and governmental residencies, while 
  the majority of the population lack even clean drinking 
  water on some worlds. 
  The Territories have benefited from salvaging the old 
  Imperial naval base at Depot. Even ravaged by the Viral 
  Plague, a naval depot represents an immense treasure-
  trove of salvage. The main base facilities are located in 
  the outsystem and are considered far more important than 
  the mainworld. So far the Territories have been unable to 
  reactivate the shipyards of Depot, so salvage is loaded 
  into transports and taken to Ludamikha for use at the 
  yards there. 
  The Territories see Imperial expansion in the region 
  as a threat to their position and actively oppose Imperial 
  activities. No direct action can be taken, of course, since 
  the Imperial Navy would be forced to respond in force. 
  Instead a campaign of harassment, support for anti-
  Imperial groups and even covert operations has been 
  quite successful in slowing Imperial expansion in the 
  region. 
  There are suspicions that Ludamikha is supporting 
  pirates operating along the Imperial fringe. No evidence 
  has ever been discovered that raider ships are allowed 
  into Ludamikha space, but the Territories are noticeably 
  lax in their pursuit of pirates and other wrong-doers along 
  their Coreward fringe. Rumors of transports from Depot 
  heading out to secret bases in the Wilds to fit out raiding 
  ships have never been proven.
  The Territories are also expansionistic. A slow but 
  steady landgrab has been ongoing since 85 or earlier. 
  Most recently the world of Siki was forcibly added to the 
  Territories. The overmatched TL 7 forces of that world 
  put up a stubborn fight and even asked the Imperium 
  for assistance. Nothing was forthcoming and after a few 
  months of guerrilla resistance Siki caved in and became 
  a territory of Ludamikha. This was in 24, and since that 
  time the Territories have consolidated their hold over the 
  world.
  It is likely that further expansion will take place quite 
  soon. ‘Trade ships’ have carried out surveys of several 
  worlds. The Territories seem to have no real interest in 
  uplifting worlds they annex. Instead the resources (and 
  any salvage) of each world goes to fuel the industrial 
  and technological growth of the capital. Some minor 
  manufacturing facilities have been built on subject 
  worlds but this is mainly to create a source of spares and 
  ammunition close to the forces needing them. 
   
  terrItorIeS mILItArY
  The Territories are defended by a force drawn from many 
  of the subject worlds as well as the capital, though officers 
  are mostly native Ludamikhans. Many of the ground units 
  fielded by the Territories are ‘occupation’ units equipped 
  with light infantry weapons and security vehicles. Quite 
  capable of holding down an occupied city, these units are 
  not able to stand up to regular combat forces such as the 
  Imperial Army. ‘Warfighting’ formations do exist but these 
  are less common and generally held in reserve on bases 
  away from population centers. 
  Space forces are unusually well equipped for a ‘Wilds’ 
  power. Although only TL A vessels can be constructed 
  new, substantial quantities of higher-tech equipment have 
  been salvaged and used to construct hybrid vessels. 
  Quantities of salvage are sufficiently high that whole 
  classes of vessel have been built using relic equipment. 
  The bulk of the fleet is made up of Jump-1 vessels of no 
  great size (1-3000 tons) equipped with TL E-F fire control 
  and weapon systems salvaged from ships found at depot. 
  However, a handful of one-off vessels are in service. 
  These include a Third Imperium-era heavy cruiser rebuilt 
  with salvaged equipment as a monitor to defend the 
  capital, and a rumored light cruiser sized ship armed with 
  an experimental weapon system. This has been described 
  as a disintegrator, but so far there is no proof of this wild 
  speculation. 
  Overall, the Territories are hostile to the Imperium and 
  well enough armed to be able to get away with it – for now. 
  Time will tell whether an accommodation can be reached 
  or a military solution becomes inevitable. 
  the hoNgYDeff WorLDS
  The four ‘Hongydeff worlds’ lie almost in the exact 
  center of the sector. Violently opposed to the Imperium 
  and everything it stands for, the world of Hongydeff is 
  Balkanized and run as what amounts to a set of pirate 
  kingdoms and warlord-ruled city-states. The other three 
  worlds are claimed by the pirate kingdoms, either as a 
  single possession or carved up into areas of exploitation. 
  The Hongydeff regime is brutal at best. The various 
  states are ruled by strongmen and warlords who enforce 
  their will through intimidation and murder. Not all of them 
  are pirates (at least not openly) but all of them came to 
  rulership by arriving on the planet with armed followers 
  and carving out a niche at the expense of others. 
  Some of the Hongydeff rulers are ex-Imperials, or hail 
  from worlds that were about to join the Imperium when the 
  renegades upped and left. Many such groups headed out 
  into the Wilds of Ilelish and brought with them quantities 
  of Imperial equipment. Most of it has now worn out, but 
  Hongydeff is capable of producing serviceable TL 9 
  
  - 86 -
  replacements for high-tech equipment – and it is possible 
  that the warlords and pirate kings can obtain equipment 
  from other sources. 
  Co-operation between rulers is limited to non-existent. 
  Alliances form and break constantly, and only a major 
  threat to the survival of all can force the warlords to work 
  together. Even then, operations are hampered by a need 
  to avoid being stabbed in the moment of victory. As a 
  result Hongydeff is not a very efficient political force.
  Relations with Ludamikha are surprisingly good at 
  present. The Hongydeff warlords know better than to raid 
  a well-defended power like the Territories and a common 
  interest in keeping Imperial influences out of the sector 
  prompts at least mutual tolerance. 
  The Hongydeff economy is based on raiding and plunder 
  for the most part, or trading with the least scrupulous 
  merchants in the sector. Almost all the ills of civilization 
  can be found on these four worlds – slavery, exploitation, 
  brutality and gun law are facts of life. The only career that 
  offers any prospects is enlistment in service of one of the 
  warlords, or service aboard a merchant ship operating out 
  of the port. Many of these merchants are slavers or part-
  time pirates anyway, so the end result is much the same. 
  It seems likely that the Imperium will smash this nest 
  of vipers at some point in the future, but at present there 
  is a marked reluctance to do more than mount deterrent 
  patrols outside the Imperial border and make the odd 
  token antipiracy sweep. Once Imperial Navy resources 
  become more plentiful, surely Hongydeff’s days will be 
  numbered.  
  hoNgYDeff mILItArY
  There is no such thing as a military force on Hongydeff 
  or its possessions, but each warlord or pirate has a sizable 
  body of armed followers. Some of these bands are armed 
  and organized as ‘true’ combat units rather than raiders. 
  The majority are just thugs with guns, however. 
  A number of armed ships, mainly corsairs and armed 
  merchants, are available to the various rulers. The most 
  powerful ship in the Hongydeff ‘fleet’ is an ex-Imperial 
  destroyer brought in by her mutinous crew and now owing 
  a complex and unstable allegiance to the world’s most 
  powerful pirate lord. This vessel, now named Vengeance-
  Taker, often operates in company with either a merchant 
  ship (to carry loot) or a group of other, lesser, corsairs. 
  Vengeance-Taker can carve up most vessels operating in 
  the region and her loss is a major embarrassment to the 
  Imperial Navy. 
  
  - 87 -
  ChAPter 5
  ZAruShAgAr SeCtor
  
  - 88 -
  
  - 89 -
  Zarushagar sector is astrographically a little less dense 
  than others in the region. Although it has many Jump- 
  mains and clusters, navigation is a little more difficult than 
  in some other sectors. The main astrographical feature 
  is the very tip of the ‘lower claw’ of the Great Rift, which 
  projects into the Spinward-Rimward end of the sector. 
  Although a scattering of worlds in this area of rift space 
  makes high-Jump navigation possible, it is still necessary 
  for most vessels to go around the rift. The Imperial Trade 
  Corridor to the United Worlds and thence on to the 
  Freedom League and Terran Commonwealth runs past 
  the tip of the rift. Imperial influence is felt most strongly in 
  this region, but the area is far from pacified.
  In addition to several areas of Wilds, the sector is 
  home to five multiworld powers. Of these, the Lords of 
  New Zarushagar is the largest. However, its position, with 
  borders adjacent to three other powers, is something of a 
  mixed blessing. Elsewhere, much of the sector remains 
  at best semi-tamed; corsair and Vampire vessels roam 
  the spacelanes as they will, and petty warlords vie for the 
  crumbs of power left over from the golden age of the Third 
  Imperium.
   
  ALLegIANCe CoDeS
  Cs 
  Imperial Client State
  Im 
  Imperial
  Gc 
  Gaidraan Coalition
  Kp 
  Kdept Protectorate
  Lz 
  Lords of New Zarushagar
  Na 
  Non-Aligned
  Ne 
  Nalaashii Empire
  Nw 
  New Worlds Alliance
  Page 87 Picture: Somewhere in the trade corridor linking 
  the Fourth Imperium with the United Worlds and the 
  Terran Commonwealth, an armed trader comes under 
  attack from corsair fighters.
   
  
  - 90 -
  
  - 9 -
  ZAruShAgAr SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Balimiishi 
  00 
  X300000-0 
  R 
  Ba De Va 
   
  022 
  Na 
  M6 V
  Gakugani 
  006 
  X40000-0 
   
  Ba De 
   
  00 
  Na 
  F0 V* M4 V
  Shikhafii 
  0108 
  X9B7000-0 
   
  Ba Fl 
   
  024 
  Na 
  M9 III
  Shudugiis 
  009 
  X544000-0 
   
  Ba 
   
  034 
  Na 
  K V
  Llarruu 
  00 
  X22000-0 
   
  Ba Po 
   
  035 
  Na 
  (F3 V M2 V)*
  Numdaag 
  02 
  D87964-8 
  T 
  Ni 
   
  223 
  Na 
  K0 V
  Irkaa 
  04 
  X525000-0 
  R 
  Ba 
   
  02 
  Na 
  M V
  Karma 
  05 
  X447000-0 
   
  Ba 
   
  00 
  Na 
  M2 V
  Whawa 
  06 
  D756400-7 
  T 
  Lo Ni 
   
  223 
  Na 
  M7 V* [G0 V]
  Th’sula 
  020 
  X440000-0 
   
  Ba De Po 
   
  03 
  Na 
  K0 V
  Sarskudhu 
  020 
  X444000-0 
   
  Ba 
   
  002 
  Na 
  G2 V
  Duumimkulii 
  0204 
  E8892VE-3 
  R 
  Lo Ni 
   
  24 
  Na 
  K0 V
  Ruha 
  0209 
  X687000-0 
   
  Ba 
   
  024 
  Na 
  M V
  Wuharakiha 
  027 
  X7A000-0 
   
  Ba Fl 
   
  034 
  Na 
  M9 V
  Karanarkaruur 
  029 
  X444000-0 
  R 
  Ba 
   
  024 
  Na 
  M0 V
  Gugirlupkhiga 
  0220 
  X7B2000-0 
   
  Ba Fl 
   
  024 
  Na 
  G5 V
  Arikem 
  0302 
  X340000-0 
   
  Ba De Po 
   
  002 
  Na 
  M0 V* M7 V
  Kotikio 
  0304 
  D757200-0 
  T 
  Lo Ni 
   
  80 
  Na 
  G3 V
  Wutamu 
  0305 
  X42000-0 
   
  Ba Ic 
   
  023 
  Na 
  F V
  Soudaska 
  0306 
  E58TC-0 
   
  Lo Ni 
   
  42 
  Na 
  G8 V
  Thesys 
  0309 
  D9A267-8 
   
  Fl Lo 
   
  024 
  Na 
  M4 V
  Rirgaapudi 
  030 
  DAA426B-8 
   
  Fl Lo 
   
  022 
  Na 
  G9 V M V M4 V*
  Tapopop 
  035 
  X9C5000-0 
   
  Ba Fl 
   
  02 
  Na 
  M3 V
  Pukhiishagaba 
  037 
  X555000-0 
  R 
  Ba 
   
  025 
  Na 
  F4 V
  Gagasashap 
  038 
  X50000-0 
   
  Ba De 
   
  023 
  Na 
  M5 V
  Arkikar 
  0320 
  X886000-0 
   
  Ba 
   
  03 
  Na 
  F2 V* G8 V
  Surgek 
  0402 
  D465533- 
  R 
  Ag Ni 
   
  70 
  Na 
  M4 V M5 V*
  Urakikugida 
  0404 
  X443000-0 
   
  Ba 
   
  022 
  Na 
  M V
  Howhakiruo 
  0405 
  E689467-2 
   
  Lo Ni 
   
  823 
  Na 
  G9 V
  Era 
  0406 
  D43378-0 
   
  Lo Ni Po 
   
  52 
  Na 
  M2 V* [D]
  Strela 
  0407 
  D6956SC-5 
   
  Ag Ni 
   
  224 
  Na 
  G0 V
  Guudimikush 
  04 
  D453269-5 
  T 
  Lo Ni 
   
  522 
  Na 
  K7 V
  Khunashurkii 
  0502 
  X320000-0 
   
  Ba De Po 
   
  025 
  Na 
  M0 V
  Dugemaa 
  0503 
  X470000-0 
  R 
  Ba De 
   
  022 
  Na 
  G2 V M0 V*
  Crafyr 
  0504 
  X546000-0 
   
  Ba 
   
  023 
  Na 
  G3 V
  Khangush 
  050 
  X347000-0 
   
  Ba 
   
  023 
  Na 
  F2 V
  Llilrag 
  053 
  E2502TC-6 
  T 
  De Lo Ni Po 
   
  423 
  Na 
  G0 V* [D]
  Hisa 
  057 
  E5603TC-0 
   
  De Lo Ni 
   
  224 
  Na 
  K9 V* M9 V
  Gugur 
  058 
  X000000-0 
   
  As Ba 
   
  04 
  Na 
  F V M5 V*
  Tregt 
  059 
  X240000-0 
   
  Ba De Po 
   
  025 
  Na 
  M0 V* M2 V
  Priath 
  0520 
  X479000-0 
   
  Ba 
   
  0 
  Na 
  F0 V
  Slur 
  0605 
  D86A50-6 
  T 
  Ni Wa 
   
  623 
  Na 
  K7 V
  Umshushmi 
  0606 
  X260000-0 
   
  Ba De 
   
  024 
  Na 
  M6 II M9 V*
  Kadugenamakaa 0607 
  X342000-0 
  R 
  Ba Po 
   
  003 
  Na 
  F V* K8 V M V
  Gagii 
  064 
  D20269-7 
  R 
  De Lo 
   
  024 
  Na 
  M0 V
  Ekhdoroe 
  068 
  X203000-0 
   
  Ba Ic Va 
   
  023 
  Na 
  M2 V
  Waqeaswan 
  070 
  X530000-0 
   
  Ba De Po 
   
  024 
  Na 
  M0 V
  Gaka 
  0704 
  X40000-0 
   
  Ba De 
   
  020 
  Na 
  K3 V
  Lenten 
  0708 
  X6B4000-0 
   
  Ba Fl 
   
  02 
  Na 
  G8 V* M6 V
  Kursigegu 
  070 
  X778000-0 
   
  Ba 
   
  02 
  Na 
  G2 V* G4 V
  Iimii 
  075 
  X99A000-0 
   
  Ba Wa 
   
  000 
  Na 
  G2 V
  Thiqas 
  079 
  X2605TJ-0 
   
  De Ni 
  R 
  423 
  Na 
  G6 V
  Erawhaki 
  080 
  E5604TG-0 
  R 
  De Lo Ni 
   
  33 
  Na 
  G9 V* K4 V
  Shargi 
  0802 
  X350000-0 
   
  Ba De Po 
   
  023 
  Na 
  F0 V* M8 V
  Gakves 
  0803 
  X320000-0 
   
  Ba De Po 
   
  023 
  Na 
  M0 V
  
  - 92 -
  ZAruShAgAr SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Gishin 
  0804 
  E25060-4 
  C 
  De Ni Po 
   
  824 
  Na 
  G7 V* [M5 III]
  Ginshe 
  0805 
  X442000-0 
   
  Ba Po 
   
  002 
  Na 
  G0 V* M9 V
  Kakishkhikhun 
  0806 
  D5682DB-3 
   
  Lo Ni 
   
  324 
  Na 
  G5 V
  Gronvoyngar 
  082 
  X540000-0 
   
  Ba De Po 
   
  002 
  Na 
  K0 V* [M5 V]
  Udireskage 
  085 
  D23400-9 
  T 
  Lo Ni 
   
  624 
  Na 
  M7 V
  Suethnunurs 
  086 
  X444000-0 
   
  Ba 
   
  000 
  Na 
  G0 V* M8 V
  Dagir 
  087 
  X543000-0 
  R 
  Ba 
   
  024 
  Na 
  G0 V* [M7 V]
  Ikamasur 
  088 
  X547000-0 
   
  Ba 
   
  034 
  Na 
  F0 V
  Eplibama 
  090 
  X436000-0 
   
  Ba 
   
  020 
  Na 
  G4 V
  Shynni 
  0905 
  D68A2DE-  
  Lo Ni Wa 
   
  524 
  Na 
  G5 V* M4 V M4 V
  Unkherashapa 
  0909 
  D45727C-2 
   
  Lo Ni 
   
  920 
  Na 
  F6 V
  Khipge 
  094 
  X472000-0 
  R 
  Ba 
   
  024 
  Na 
  K7 V* [M9 III]
  Deyis Ii 
  097 
  X332000-0 
   
  Ba Po 
   
  000 
  Na 
  M2 III M6 III*
  Hirah 
  098 
  D2602AB-0 
   
  De Lo Ni 
   
  734 
  Na 
  M4 V
  Umkhagelera 
  00 
  X303000-0 
   
  Ba Ic Va 
   
  023 
  Na 
  M8 V
  Nova Khasha 
  007 
  X22000-0 
   
  Ba Ic 
   
  000 
  Na 
  M7 V
  Belebrat 
  0 
  E4630-0 
   
  Lo Ni 
   
  622 
  Na 
  G V K2 V*
  Resra 
  02 
  X548000-0 
   
  Ba 
   
  024 
  Na 
  K V* M5 V
  Pleru 
  09 
  X220000-0 
   
  Ba De Po 
   
  00 
  Na 
  M V* M8 V
  Volukaan 
  02 
  X530000-0 
   
  Ba De Po 
   
  0 
  Na 
  K7 V* [K3 III]
  Iika 
  03 
  X450000-0 
  R 
  Ba De Po 
   
  000 
  Na 
  K9 V
  Deraeg 
  04 
  X445000-0 
   
  Ba 
   
  023 
  Na 
  F9 V* K4 V
  Atekoru 
  05 
  X626000-0 
   
  Ba 
   
  00 
  Na 
  A9 V M7 V*
  Kohoeru 
  06 
  X300000-0 
   
  Ba De Va 
   
  034 
  Na 
  K8 V
  Sianu 
  07 
  X334000-0 
   
  Ba 
   
  023 
  Na 
  M9 V
  Kigaakhar 
  09 
  X225000-0 
   
  Ba 
   
  00 
  Na 
  K8 V* M4 V
  Alvo 
  0 
  X200000-0 
  R 
  Ba De Va 
   
  020 
  Na 
  M5 III* G4 V
  Ramer 
  2 
  X87A000-0 
   
  Ba Wa 
   
  000 
  Na 
  G7 V K9 V*
  N’mra 
  3 
  E565BA-0 
   
  Ni 
   
  92 
  Na 
  M9 V
  Rawin 
  4 
  X584000-0 
   
  Ba 
   
  004 
  Na 
  K V
  Odew 
  6 
  X474000-0 
   
  Ba 
   
  035 
  Na 
  G3 V
  Rotek 
  9 
  D889377-0 
  T 
  Lo Ni 
   
  425 
  Na 
  F8 V* K6 V
  Khemaashu 
  204 
  X423000-0 
  R 
  Ba 
   
  00 
  Na 
  A8 V
  Akkar 
  205 
  X000000-0 
  R 
  As Ba 
   
  035 
  Na 
  M3 V* M4 V [M3 V]
  Karepuiu 
  209 
  X77A000-0 
   
  Ba Wa 
   
  034 
  Na 
  M6 V
  Stennelmer 
  20 
  X443000-0 
   
  Ba 
   
  024 
  Na 
  G0 V* M0 V
  Carlson’s De 
  24 
  X220000-0 
   
  Ba De Po 
   
  023 
  Na 
  K5 V M2 V*
  Surisager 
  303 
  X000000-0 
  R 
  As Ba 
   
  00 
  Na 
  M V
  Ingirrrrue 
  306 
  E768DD-0 
   
  Lo Ni 
   
  25 
  Na 
  F8 V
  Mashkhakidesh 
  309 
  X445000-0 
   
  Ba 
   
  034 
  Na 
  G8 V
  Keeli-ho 
  34 
  X243000-0 
   
  Ba 
   
  024 
  Na 
  F8 V* M9 V
  Arneua 
  39 
  X440000-0 
   
  Ba De Po 
   
  024 
  Na 
  F8 V
  Tree 
  320 
  D597368-6 
   
  Lo 
   
  024 
  Na 
  G5 V
  Kisuni 
  406 
  X325000-0 
   
  Ba 
   
  023 
  Na 
  K8 V
  Shiimu 
  407 
  X332000-0 
  R 
  Ba Po 
   
  000 
  Na 
  M3 V M9 V*
  Khagiidinkas 
  408 
  D432BE-6 
   
  Lo Ni Po 
   
  825 
  Na 
  K7 V
  Tuhitaa 
  409 
  X443000-0 
   
  Ba 
   
  000 
  Na 
  K2 V* M7 V
  Adi 
  40 
  X540000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  M3 V
  Niver 
  4 
  E5837-0 
   
  Lo Ni 
   
  902 
  Na 
  G7 V
  Vugaash 
  44 
  X000000-0 
   
  As Ba 
   
  02 
  Na 
  M0 V
  Stonie 
  45 
  D48036E-5 
  R 
  De Lo Ni 
   
  634 
  Lz 
  M II G4 V*
  Kawa-kwi 
  420 
  X89A000-0 
   
  Ba Wa 
   
  024 
  Na 
  G3 V* M3 V
  Isaelwyn 
  50 
  E56726C-0 
   
  Lo Ni 
   
  4 
  Na 
  G2 V
  Bamagirsar 
  502 
  X3000-0 
   
  Ba Ic 
   
  003 
  Na 
  K0 IV
  Ilimnuga 
  504 
  X320000-0 
   
  Ba De Po 
   
  033 
  Na 
  G4 V
  
  - 93 -
  ZAruShAgAr SeCtor - ALPhA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Ugharkho 
  506 
  X000000-0 
  R 
  As Ba 
   
  025 
  Na 
  F0 V* G V
  Sakusha 
  508 
  X440000-0 
   
  Ba De Po 
   
  024 
  Na 
  G5 V
  Ypse 
  5 
  X577000-0 
   
  Ba 
   
  002 
  Na 
  G2 V
  Seeplis 
  52 
  X768000-0 
   
  Ba 
   
  002 
  Na 
  G4 V* M0 V
  Tomas 
  54 
  X000000-0 
   
  As Ba 
   
  0 
  Na 
  M2 V
  Sheqap 
  56 
  D2302TA-6 
   
  De Lo Ni Po 
   
  202 
  Lz 
  M V* M6 V
  Verza 
  59 
  X570000-0 
   
  Ba De 
   
  024 
  Na 
  F5 V* M V
  Aakika 
  602 
  X375000-0 
   
  Ba 
   
  003 
  Na 
  G3 V* M3 V [M0 III]
  Luushakudhush 605 
  X000000-0 
  R 
  As Ba 
   
  000 
  Na 
  M0 V
  Swasa 
  607 
  X9692TD-0 
  C 
  Lo Ni 
  R 
  92 
  Na 
  G2 V
  Fotose 
  6 
  D76757A- 
   
  Ag Ni 
   
  724 
  Na 
  K3 V
  Cassionia 
  62 
  X7A000-0 
   
  Ba Fl 
   
  00 
  Na 
  K0 III* A3 V
  Pethatone 
  64 
  D204TA-7 
   
  Ic Lo Ni Va 
   
  80 
  Lz 
  M V* M7 V
  Zigme 
  65 
  X424000-0 
   
  Ba 
   
  025 
  Na 
  M8 V
  Olavuz 
  66 
  D878476-5 
   
  Lo Ni 
   
  62 
  Lz 
  M2 V
  Base X 
  67 
  E9682SA-0 
  R 
  Lo Ni 
   
  922 
  Lz 
  K7 V
  Brating 
  68 
  D577242-5 
   
  Lo Ni 
   
  200 
  Lz 
  F8 V
  One of the strangest aliens in Charted Space - the 
  Hiver.
  
  - 94 -
  
  - 95 -
  ZAruShAgAr SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Gulukiimu 
  02 
  X56336A- 
  C 
  Lo Ni 
  R 
  624 
  Na 
  G3 V
  Onoekuer 
  024 
  X540000-0 
   
  Ba De Po 
   
  022 
  Na 
  G2 V* G2 V
  Gukikhir 
  026 
  X676000-0 
  R 
  Ba 
   
  000 
  Na 
  G7 V
  Giallwyg 
  027 
  X558000-0 
   
  Ba 
   
  023 
  Na 
  F3 V
  Whaenawe 
  030 
  X5000-0 
   
  Ba Ic 
   
  024 
  Na 
  F4 IV
  Tocai 
  035 
  D54444-5 
  C 
  Lo Ni 
   
  703 
  Na 
  M2 V
  Gada 
  040 
  X697000-0 
   
  Ba 
   
  034 
  Na 
  G3 V
  Jenndoonn 
  0224 
  X548000-0 
  R 
  Ba 
   
  024 
  Na 
  K2 V
  Gugohhag 
  0227 
  X867000-0 
   
  Ba 
   
  024 
  Na 
  K6 V* M9 V
  Mugugagilu 
  0239 
  X234000-0 
   
  Ba 
   
  02 
  Na 
  M2 V
  Ibaru 
  032 
  X440000-0 
   
  Ba De Po 
   
  032 
  Na 
  F6 V
  Fofgigga 
  0323 
  X6A3000-0 
   
  Ba Fl 
   
  00 
  Na 
  M6 III
  Pewho 
  0324 
  X503000-0 
  R 
  Ba Ic Va 
   
  024 
  Na 
  K4 V* M4 V
  Osesonne 
  0326 
  X654000-0 
   
  Ba 
   
  000 
  Na 
  K8 V
  Doggadaa 
  0328 
  X563000-0 
  R 
  Ba 
   
  04 
  Na 
  G0 V
  Poppa 
  0329 
  D55040-2 
   
  De Lo Ni Po 
   
  03 
  Na 
  F5 V
  Havre 
  0338 
  X434000-0 
  R 
  Ba 
   
  000 
  Na 
  G3 V
  Petu 
  0422 
  D56056D-0 
  C 
  De Ni 
   
  30 
  Na 
  K4 V
  Inkhadarmasi 
  0425 
  E469A9-2 
   
  Lo Ni 
   
  922 
  Na 
  M5 V
  Gasidar 
  0427 
  X222000-0 
   
  Ba Po 
   
  023 
  Na 
  A8 V* M3 V
  Ferdhughaell 
  0428 
  X574000-0 
   
  Ba 
   
  034 
  Na 
  M4 V
  Vetherov 
  0430 
  X542000-0 
  R 
  Ba Po 
   
  024 
  Na 
  G4 V
  Zuerrganaall 
  0432 
  X685200-3 
   
  Lo Ni 
  R 
  325 
  Na 
  K7 V
  Gipta 
  0433 
  X30000-0 
   
  Ba Ic Va 
   
  025 
  Na 
  M6 V* M8 V
  Onaelloe 
  0522 
  X99A000-0 
  R 
  Ba Wa 
   
  020 
  Na 
  K3 V M3 V*
  Gekimingiini 
  0524 
  X677000-0 
   
  Ba 
   
  003 
  Na 
  G7 V
  Rentha 
  0525 
  D360556- 
   
  De Ni 
   
  700 
  Na 
  G0 V G6 V* M5 V
  Reliant 
  0527 
  X732000-0 
   
  Ba Po 
   
  003 
  Na 
  M4 V
  Ushiikha 
  0528 
  X76A5MD-0 C 
  Ni Wa 
  R 
  03 
  Na 
  G V* M3 V
  Liikakamuma 
  0529 
  X302000-0 
   
  Ba Ic Va 
   
  024 
  Na 
  M9 II F6 V*
  Rewese 
  062 
  X323000-0 
   
  Ba 
   
  023 
  Na 
  F5 V
  Ashwa 
  0622 
  X738000-0 
   
  Ba 
   
  022 
  Na 
  G3 V
  Shidgukaki 
  0624 
  X520000-0 
   
  Ba De Po 
   
  024 
  Na 
  M8 III M8 V*
  Ununguezo 
  0625 
  X33000-0 
   
  Ba Ic 
   
  034 
  Na 
  M2 V
  Cothec 
  0627 
  D75700- 
   
  Lo Ni 
   
  900 
  Na 
  F3 V* M9 V
  Kaas 
  0628 
  E6667TG-2 
   
  Ag 
   
  2 
  Na 
  M0 V
  Tiwapi 
  072 
  X22000-0 
   
  Ba Ic 
   
  000 
  Na 
  G5 V* M6 V
  Amurnam 
  0723 
  E2624TF-0 
   
  Lo Ni 
   
  22 
  Na 
  G5 V* K3 V
  Khumalig 
  0724 
  X430000-0 
  R 
  Ba De Po 
   
  00 
  Na 
  G6 V M7 V*
  Arrogance 
  0726 
  X377000-0 
   
  Ba 
   
  024 
  Na 
  K9 V
  Dumedirkhi 
  0729 
  X698000-0 
   
  Ba 
   
  022 
  Na 
  M9 V* [M V]
  Colony Four 
  0738 
  X6C7000-0 
   
  Ba Fl 
   
  034 
  Na 
  G0 V
  Baryth 
  082 
  X302000-0 
   
  Ba Ic Va 
   
  023 
  Na 
  M V M6 V*
  Vigor 
  0825 
  X445000-0 
   
  Ba 
   
  023 
  Na 
  M8 V
  Urasurge 
  0826 
  X337000-0 
  R 
  Ba 
   
  023 
  Na 
  M9 V
  Toltulov 
  0827 
  X405000-0 
   
  Ba Ic Va 
   
  024 
  Na 
  M5 V* M7 V
  Gwybeg 
  0829 
  X49000-0 
  R 
  Ba 
   
  024 
  Na 
  K5 V
  Oangoake 
  092 
  X330000-0 
  R 
  Ba De Po 
   
  022 
  Na 
  M0 V M6 V*
  Khaerrgkae 
  0922 
  XAE2000-0 
   
  Ba 
   
  04 
  Na 
  F8 IV
  Akafe 
  0924 
  X333000-0 
   
  Ba 
   
  02 
  Na 
  M7 V
  Liasdi 
  0928 
  X3C2000-0 
   
  Ba Fl 
   
  023 
  Na 
  G8 V
  Fudhomen 
  0934 
  X223000-0 
   
  Ba 
   
  003 
  Na 
  M9 V
  Rairch 
  0937 
  X698000-0 
  R 
  Ba 
   
  000 
  Na 
  K5 V* [M V]
  Hapka 
  022 
  X5A0000-0 
  R 
  Ba De 
   
  024 
  Na 
  M V
  Dasinkham 
  023 
  X432000-0 
   
  Ba Po 
   
  020 
  Na 
  G4 IV G9 V*
  
  - 96 -
  ZAruShAgAr SeCtor - gAmmA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Iikush 
  024 
  C569700-5 
  M 
   
   
  200 
  Na 
  G0 V
  Whakitaa 
  025 
  X88A000-0 
   
  Ba Wa 
   
  024 
  Na 
  G4 V
  Shanwer 
  027 
  X544000-0 
   
  Ba 
   
  033 
  Na 
  K0 II K5 V*
  Nearwi 
  029 
  XA79000-0 
   
  Ba 
   
  034 
  Na 
  G3 V
  Shepherd 
  038 
  X320000-0 
  R 
  Ba De Po 
   
  024 
  Na 
  K5 V M3 V*
  Akishiir 
  2 
  X40000-0 
   
  Ba Ic Va 
   
  024 
  Na 
  M0 V* M5 V
  Whatu 
  22 
  X336000-0 
  R 
  Ba 
   
  0 
  Na 
  (G3 V M3 V)* M0 V
  Iirgukazig 
  25 
  X97A000-0 
   
  Ba Wa 
   
  022 
  Na 
  F7 V
  Chitine 
  27 
  X20000-0 
   
  Ba De 
   
  004 
  Na 
  M8 V
  Khipiisikkuma 
  29 
  C3622TE-5 
   
  Lo Ni 
   
  825 
  Na 
  K9 V* M6 V
  Volsublok 
  40 
  X465000-0 
   
  Ba 
   
  024 
  Na 
  F8 V
  Neresnin 
  223 
  X334000-0 
  R 
  Ba 
   
  003 
  Na 
  M III M4 V*
  Nedgirganirii 
  226 
  XAC000-0 
   
  Ba Fl 
   
  003 
  Na 
  M5 V
  Ipei 
  227 
  X300000-0 
   
  Ba De Va 
   
  023 
  Na 
  M0 V
  Kihimama 
  239 
  X437000-0 
   
  Ba 
   
  000 
  Na 
  M9 V
  Idish 
  322 
  C5506TE-4 
   
  De Ni Po 
   
  304 
  Na 
  M2 V M6 V*
  ISHAG 
  323 
  D4889MG-3 W 
  Hi 
   
  702 
  Na 
  K3 V
  Kukakaroho 
  324 
  X438000-0 
   
  Ba 
   
  02 
  Na 
  K0 IV
  Pugaram 
  325 
  XAA6000-0 
   
  Ba Fl 
   
  023 
  Na 
  K5 V M9 V*
  Cothtyddle 
  326 
  D656469-6 
   
  Lo Ni 
   
  53 
  Na 
  A2 V K6 V*
  Stiensok 
  327 
  X675000-0 
  R 
  Ba 
   
  022 
  Na 
  M3 V
  Shidudishkha 
  328 
  X34000-0 
   
  Ba Po 
   
  002 
  Na 
  M3 V* M7 V
  Skovor 
  340 
  X52000-0 
   
  Ba Ic 
   
  022 
  Na 
  G4 V
  Ettlen 
  42 
  D365577-5 
   
  Ag Ni 
   
  70 
  Na 
  K3 V
  Hongo Tath 
  427 
  C6353AA-7 
  M 
  Lo Ni 
   
  523 
  Na 
  F0 V* M V
  Urgikharaduu 
  428 
  C56A5MB-3 C 
  Ni Wa 
   
  320 
  Na 
  G V* M5 V
  Casialthes 
  52 
  X552000-0 
   
  Ba Po 
   
  022 
  Na 
  F7 V
  Calamity 
  525 
  D56772- 
   
  Lo Ni 
   
  424 
  Na 
  G2 V* M8 V
  Ipadmali 
  527 
  X9B6000-0 
  R 
  Ba Fl 
   
  000 
  Na 
  M5 V* M5 V
  Rimynwam 
  528 
  X795000-0 
   
  Ba 
   
  023 
  Na 
  G3 V
  Iidiishadu 
  529 
  C3422MG-8  
  Lo Ni Po 
   
  302 
  Na 
  K5 V* [M5 III]
  Gikaa 
  530 
  X000000-0 
   
  As Ba 
   
  023 
  Na 
  M V* M V
  Llianwa 
  535 
  C66A554-7 
   
  Ni Wa 
   
  425 
  Na 
  G3 V
  Wyrswan 
  623 
  X6A6000-0 
   
  Ba Fl 
   
  003 
  Na 
  K9 V M V*
  Uheii 
  625 
  X55000-0 
  R 
  Ba Po 
   
  023 
  Na 
  M5 II K9 V*
  Ashkigarkhu 
  629 
  C68A356-4 
   
  Lo Ni Wa 
   
  723 
  Na 
  G9 V* [A3 V]
  Nathuekhazata 
  63 
  X948000-0 
   
  Ba 
   
  024 
  Na 
  F0 V
  
  - 97 -
  
  - 98 -
  ZAruShAgAr SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Valnotthep 
  707 
  X244000-0 
   
  Ba 
   
  03 
  Na 
  F7 V
  Rengnefird 
  1708 
  X240000-0 
  R 
  Ba De Po 
   
  025 
  Na 
  G1 V* M4 V
  Irikukhuliir 
  709 
  D6564DD-3 
   
  Lo Ni 
   
  202 
  Na 
  G2 V
  Hukiwerape 
  72 
  E667469- 
  R 
  Lo Ni 
   
  724 
  Lz 
  G6 V* M2 V
  Maminadaas 
  73 
  X300000-0 
   
  Ba De Va 
   
  034 
  Na 
  M6 II
  Kignasha 
  75 
  DAA83D9-8  
  Fl Lo Ni 
   
  924 
  Lz 
  M V* M5 V
  Tsaegoe 
  77 
  E6673BA-0 
   
  Lo Ni 
   
  93 
  Lz 
  G9 V
  Jegrer 
  802 
  E6945-5 
   
  Lo Ni 
   
  303 
  Na 
  F2 V M V*
  Ashiikirkad 
  8 
  D6546DE-2 
   
  Ag Ni 
   
  53 
  Lz 
  G6 V* [M8 III]
  Shukhikhi 
  86 
  X300000-0 
  R 
  Ba De Va 
   
  00 
  Na 
  G0 V M7 V*
  Rerill 
  88 
  E68830-0 
   
  Lo Ni 
   
  423 
  Lz 
  M2 II F2 V*
  Ardhang 
  820 
  D026B-8 
   
  De Lo Ni 
   
  80 
  Kp 
  M8 II K9 V*
  Othokaelsa 
  902 
  E3505MF-4 
  R 
  De Ni Po 
   
  322 
  Na 
  G5 V* M5 V
  Ohvanahgo 
  903 
  X644000-0 
   
  Ba 
   
  03 
  Na 
  F0 V* M7 V
  Cragdrae 
  904 
  X0000-0 
  R 
  Ba De 
   
  02 
  Na 
  G5 IV
  Naen 
  906 
  E6574TG-4 
  C 
  Lo Ni 
   
  925 
  Na 
  G V* [M3 V]
  Zoenaello 
  907 
  X8C4000-0 
   
  Ba Fl 
   
  024 
  Na 
  K9 V M V*
  Tinskeep 
  908 
  E555MC-0 R 
  Lo Ni 
   
  523 
  Na 
  M9 V
  Citenic 
  90 
  D22220-7 
  S 
  Ic Lo Ni 
   
  224 
  Lz 
  K V
  Depot 
  920 
  D232368-6 
   
  Lo Ni Po 
   
  600 
  Kp 
  G6 V
  Wympa 
  200 
  E48060-4 
  C 
  De Ni 
   
  622 
  Na 
  F5 V
  Deanne 
  2002 
  D5546AB-4 
   
  Ag Ni 
   
  303 
  Na 
  G V
  Ashiimiili 
  2005 
  X523000-0 
   
  Ba 
   
  024 
  Na 
  G3 V
  Westminster 
  2009 
  X502000-0 
  R 
  Ba Ic Va 
   
  025 
  Na 
  F5 V* M7 V
  Ashagshase 
  203 
  X000000-0 
   
  As Ba 
   
  023 
  Na 
  G3 V
  Dugimigiimii 
  205 
  D2504DH-6 
   
  De Lo Ni Po 
  A 
  324 
  Lz 
  G9 V
  Diikim 
  208 
  E655375-5 
   
  Lo Ni 
   
  922 
  Lz 
  G0 IV F V*
  Uushumushim 
  209 
  D3303SA-9 
   
  De Lo Ni Po 
   
  323 
  Lz 
  K0 IV M8 V*
  Ushukiidampu 
  2020 
  D5545-8 
   
  Ag Ni 
   
  24 
  Kp 
  G3 V* M6 V
  Nemse 
  202 
  X590000-0 
   
  Ba De 
   
  025 
  Na 
  K0 V
  Ukhakidiima 
  203 
  X335000-0 
  R 
  Ba 
   
  023 
  Na 
  M0 V
  Aakek 
  205 
  E553DE- 
   
  Lo Ni 
   
  322 
  Na 
  G4 V
  Shugaku 
  206 
  X22000-0 
   
  Ba Po 
   
  020 
  Na 
  M V
  Loskene 
  20 
  D544378-5 
   
  Lo Ni 
   
  722 
  Lz 
  G9 V
  Ake 
  2 
  X6A4000-0 
  R 
  Ba Fl 
   
  000 
  Na 
  M V
  Hearth 
  22 
  D552VF-3 
   
  Lo Ni Po 
  A 
  335 
  Lz 
  F8 V
  Fangdros 
  23 
  D330366-6 
   
  De Lo Ni Po 
   
  24 
  Lz 
  G8 V* M4 V
  Aesokonar 
  25 
  C8485AB-B 
  M 
  Ag Ni 
   
  624 
  Lz 
  G9 V* [G5 V]
  Haem 
  29 
  X427000-0 
   
  Ba 
   
  024 
  Na 
  K9 II
  Libuka 
  2202 
  X9A4000-0 
   
  Ba Fl 
   
  034 
  Na 
  K2 V
  Rabrettyr 
  2204 
  X230000-0 
   
  Ba De Po 
   
  002 
  Na 
  (A8 IV K4 V)*
  Brafre 
  2207 
  X77A000-0 
   
  Ba Wa 
   
  033 
  Na 
  A2 V F V*
  Fema 
  220 
  E66422-5 
   
  Lo Ni 
   
  324 
  Lz 
  G7 V* M5 V
  Kigurkirsi 
  222 
  D546468-5 
   
  Lo Ni 
   
  702 
  Lz 
  M2 II G4 V*
  Idikhiisharki 
  223 
  X320000-0 
   
  Ba De Po 
   
  023 
  Na 
  M8 III* K5 V [M8 V]
  Whau 
  224 
  X340000-0 
   
  Ba De Po 
   
  020 
  Na 
  M3 V
  Paha 
  226 
  X677000-0 
   
  Ba 
   
  024 
  Na 
  F4 V
  Pohodgo 
  227 
  X550000-0 
  R 
  Ba De Po 
   
  002 
  Na 
  F6 V
  Gresoyng 
  229 
  X30000-0 
   
  Ba De 
   
  034 
  Na 
  M2 III
  Aadamikimshi 
  2304 
  X7B7000-0 
  R 
  Ba Fl 
   
  024 
  Na 
  G6 V
  House Bycoth 
  2305 
  X998000-0 
   
  Ba 
   
  023 
  Na 
  M2 III K7 V*
  Angiskasamalu 
  2306 
  X543000-0 
   
  Ba 
   
  023 
  Na 
  G V
  Atragap 
  23 
  D6553AD-2 
   
  Lo Ni 
   
  202 
  Lz 
  F0 V* M9 V
  Ngikkhorlar 
  232 
  D464320-3 
   
  Lo Ni 
   
  603 
  Lz 
  K9 V
  Dimarugudii 
  233 
  D54545A-5 
   
  Lo Ni 
   
  324 
  Lz 
  G2 V
  
  - 99 -
  ZAruShAgAr SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Bilvesmo 
  235 
  D6346B-8 
  R 
  Ic Lo Ni 
   
  524 
  Lz 
  G5 V
  Arrarssuzkue 
  238 
  D3402ME-7 R 
  De Lo Ni Po 
   
  52 
  Lz 
  G8 V
  Rikhapasimu 
  2320 
  X9C5000-0 
   
  Ba Fl 
   
  024 
  Na 
  K2 V M3 V*
  Nynwy 
  2402 
  X330000-0 
   
  Ba De Po 
   
  00 
  Na 
  A0 V
  Umkhupaam 
  2407 
  X302000-0 
   
  Ba Ic Va 
   
  00 
  Na 
  M V M6 V*
  Wiwy 
  240 
  X227000-0 
   
  Ba 
   
  034 
  Na 
  M9 V
  Gumididi 
  242 
  X5A000-0 
   
  Ba Fl 
   
  02 
  Na 
  G0 V
  Moddod 
  243 
  D477274-5 
   
  Lo Ni 
   
  924 
  Lz 
  M9 V
  Irgaa 
  245 
  X58827C- 
   
  Lo Ni 
  R 
  723 
  Lz 
  G V* K5 V
  Ipkiigii 
  249 
  E69A36C-5 
   
  Lo Ni Wa 
   
  222 
  Lz 
  K6 V* [(K V M7 V)]
  Zaenuenath 
  2420 
  D4924TC-6 
   
  Lo Ni 
   
  404 
  Lz 
  F9 V
  Coressheir 
  250 
  X520000-0 
   
  Ba De Po 
   
  003 
  Na 
  G6 V M4 V*
  True’regal 
  2504 
  D888400-4 
   
  Lo Ni 
   
  300 
  Na 
  G V
  Witha 
  25 
  D7594-4 
   
  Lo Ni 
   
  524 
  Na 
  G3 V
  Udatha 
  255 
  D55346- 
   
  Lo Ni 
   
  923 
  Na 
  G2 V
  Norman 
  257 
  D4508TD-6 
  S 
  De Po 
   
  42 
  Na 
  K0 V* M8 V
  Surshemnumuun 258 
  X00000-0 
   
  Ba De Va 
   
  02 
  Na 
  M5 V
  Kharariiri 
  2603 
  D460486-2 
  R 
  De Lo Ni 
   
  94 
  Na 
  K9 V
  Nakhu 
  2606 
  D5246E-7 
   
  Ic Lo Ni 
   
  922 
  Nw 
  G8 V* K3 V
  Sikhiirkinii 
  2609 
  D6362MB-6 S 
  Lo Ni 
   
  224 
  Lz 
  M8 V* M8 V
  Fadapathe 
  260 
  D696533-5 
   
  Ag Ni 
   
  823 
  Lz 
  M6 V
  LINEAL 
  26 
  E86A900-4 
   
  Hi Wa 
   
  823 
  Lz 
  F6 V* M6 V
  Ibukuumuusha 
  265 
  D64422-5 
   
  Lo Ni Po 
   
  30 
  Lz 
  M8 V
  Umkuzigigugi 
  266 
  E250368-2 
  C 
  De Lo Ni Po 
   
  423 
  Na 
  K8 V
  Arad 
  267 
  C7243-7 
   
  Lo Ni 
   
  704 
  Ne 
  K V
  Kiirkukana 
  270 
  D326-7 
   
  Lo Ni 
   
  503 
  Nw 
  K9 V
  Genarsa 
  2707 
  X573000-0 
   
  Ba 
   
  024 
  Na 
  G7 V* M8 V
  Aowulf 
  2708 
  D6793ME-6 T 
  Lo Ni 
   
  725 
  Nw 
  G2 V* K0 V
  Ythuun 
  272 
  X520000-0 
  R 
  Ba De Po 
   
  023 
  Na 
  G3 IV* G5 IV
  Okfuerre 
  278 
  C253TH-5 
   
  Lo Ni Po 
  A 
  524 
  Ne 
  F9 V
  Ligukha 
  280 
  D200435-7 
  C 
  De Lo Ni Va 
   
  60 
  Nw 
  F3 V G8 V*
  Pyledd 
  2802 
  D502386-8 
   
  Ic Lo Ni Va 
   
  632 
  Nw 
  F2 V* M3 V
  Ashu 
  2805 
  D2578-7 
   
  Ic Ni 
   
  42 
  Nw 
  M2 V
  Kurae 
  2806 
  D3200-7 
   
  Ic Lo Ni 
   
  502 
  Nw 
  F V
  Waha 
  2809 
  D88A7MD-8  
  Wa 
   
  23 
  Nw 
  G4 V
  Tagyto 
  280 
  X6B5000-0 
   
  Ba Fl 
   
  022 
  Na 
  M2 V
  Khigegir 
  284 
  D4762A9-5 
   
  Lo Ni 
   
  534 
  Ne 
  K9 V
  Nalaashii 
  285 
  C8B5435-9 
   
  Fl Lo Ni 
   
  22 
  Ne 
  F0 V* M2 V
  Settekh 
  286 
  C56040-3 
   
  De Lo Ni 
   
  40 
  Ne 
  K3 V
  Thawesse 
  288 
  D87A43-5 
   
  Lo Ni Wa 
   
  902 
  Ne 
  M0 V
  Whiru 
  2820 
  X400000-0 
  R 
  Ba De Va 
   
  004 
  Na 
  K5 V
  Armirka 
  290 
  D848538-5 
  C 
  Ag Ni 
   
  823 
  Nw 
  G V
  Diriimamugsa 
  2903 
  C3604DD-5 
   
  De Lo Ni 
   
  400 
  Nw 
  K5 V* M6 V
  Boufred 
  2904 
  D59A43-9 
  R 
  Lo Ni Wa 
   
  224 
  Nw 
  M9 V
  Decay 
  2905 
  D73254-7 
  C 
  Ni Po 
   
  223 
  Nw 
  G8 V K5 V*
  Lode 
  2908 
  X000000-0 
   
  As Ba 
   
  024 
  Na 
  G0 V* G2 V
  Enaihuhe 
  290 
  DAD400-6 
   
  Lo Ni 
   
   
  Na 
  M4 V* M9 V
  Fuego 
  29 
  X845000-0 
   
  Ba 
   
  023 
  Na 
  M8 II M8 V*
  Muksmur 
  294 
  D32333-7 
  C 
  Lo Ni 
   
  224 
  Ne 
  M6 V
  Iimisishukuur 
  295 
  C5763SE-7 
   
  Lo Ni 
   
  923 
  Ne 
  G7 V
  Edagikiishu 
  297 
  D43442-6 
   
  Lo Ni 
   
  304 
  Ne 
  M7 V
  Kumiishugaa 
  298 
  C6632MG-3 M 
  Lo Ni 
   
  423 
  Ne 
  K5 V* M5 V
  Leshabugagi 
  299 
  D7663A9-5 
   
  Lo Ni 
   
  80 
  Ne 
  G7 V
  Lakupularkuum 
  300 
  C6577DF-6 
  M 
  Ag 
   
  24 
  Nw 
  M9 II K0 V*
  Kiishshe 
  3003 
  X899000-0 
   
  Ba 
   
  024 
  Na 
  G5 V
  
  - 00 -
  ZAruShAgAr SeCtor - BetA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Demiigekikan 
  3005 
  D382600- 
   
  Ni 
   
  334 
  Nw 
  K6 V
  Gatot 
  3008 
  X723000-0 
   
  Ba 
   
  025 
  Na 
  M II G3 IV*
  Athyddfem 
  300 
  C570867-9 
  C 
  De 
   
  33 
  Nw 
  F2 V* K4 V
  Vladeth 
  30 
  D560477-3 
   
  De Lo Ni 
   
  223 
  Na 
  K0 V
  Swesar 
  305 
  X999000-0 
  R 
  Ba 
   
  003 
  Na 
  M9 V
  Bidakirarusi 
  306 
  C77946A-5 
   
  Lo Ni 
   
  325 
  Ne 
  F4 V
  Itinu 
  307 
  C38346B-7 
   
  Lo Ni 
   
  00 
  Ne 
  F9 V
  Eneashi 
  309 
  D570533-6 
   
  De Ni 
   
  23 
  Ne 
  G2 V
  Shesha 
  3020 
  X530000-0 
  R 
  Ba De Po 
   
  02 
  Na 
  F8 V
  Urak 
  30 
  D203532-7 
  S 
  Ic Ni Va 
   
  633 
  Nw 
  F6 V* K3 V
  Arythmena 
  302 
  D554620-5 
   
  Ag Ni 
   
  323 
  Nw 
  M V
  Rhaes 
  303 
  X234000-0 
   
  Ba 
   
  023 
  Na 
  F8 V
  Erasmus 
  304 
  C8B532-8 
  R 
  Fl Lo Ni 
   
  53 
  Nw 
  K V M6 V*
  Khikheraaki 
  309 
  X86A000-0 
   
  Ba Wa 
   
  023 
  Na 
  G7 IV F0 V*
  Moaingu 
  30 
  D320555-9 
   
  De Ni Po 
   
  300 
  Nw 
  K5 V
  Kladon 
  3 
  X745000-0 
   
  Ba 
   
  022 
  Na 
  K8 V
  Larethra 
  35 
  X525000-0 
  R 
  Ba 
   
  024 
  Na 
  M V
  Synchronicity 
  36 
  D350569-9 
  R 
  De Ni Po 
   
  404 
  Na 
  G9 V* M5 V
  Sikushukhari 
  37 
  C45534-6 
   
  Lo Ni 
   
  334 
  Ne 
  K0 V
  Samanaragina 
  39 
  X0000-0 
   
  Ba De 
   
  025 
  Na 
  K8 V* M9 V
  Masimkha 
  320 
  X57000-0 
   
  Ba 
   
  022 
  Na 
  G V* M9 V
  Urukimushur 
  320 
  D3459B-9 
  R 
  Ni Po 
   
  703 
  Nw 
  G5 V
  Gioca 
  3202 
  D58536A-4 
  C 
  Lo Ni 
   
  25 
  Nw 
  G7 V
  Ganuugiiggii 
  3206 
  C526477-B 
   
  Lo Ni 
   
  70 
  Nw 
  M0 V
  Shaliidarmi 
  3208 
  D696376-5 
   
  Lo Ni 
   
  525 
  Nw 
  F4 V* M0 V
  Yddal 
  320 
  D477266-5 
  C 
  Lo Ni 
   
  25 
  Nw 
  F4 V
  Rensha 
  324 
  C55030-5 
   
  De Lo Ni Po 
   
  623 
  Na 
  G0 V
  Shagkamagar 
  328 
  X575000-0 
  R 
  Ba 
   
  024 
  Na 
  G6 V
  
  - 0 -
  
  - 02 -
  ZAruShAgAr SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Staring 
  72 
  E584TC- 
   
  Lo Ni 
   
  604 
  Kp 
  K8 V* M3 V
  Lianma 
  727 
  C550868-6 
  M 
  De Po 
   
  723 
  Na 
  M7 V
  Ponand 
  729 
  X224000-0 
   
  Ba 
   
  024 
  Na 
  M5 V
  Shurmirmarga 
  73 
  D79368-8 
  R 
  Lo 
   
  023 
  Na 
  K5 V
  Toetsue 
  734 
  X5A0000-0 
   
  Ba De 
   
  02 
  Na 
  G2 V
  Ashagukiishi 
  735 
  D450569-6 
  S 
  De Ni Po 
   
  420 
  Na 
  G V* [G5 V]
  Edlemuneshur 
  736 
  X520000-0 
   
  Ba De Po 
   
  024 
  Na 
  G5 V
  Umikime 
  739 
  D75A22-2 
   
  Lo Ni Wa 
   
  502 
  Na 
  M5 III G2 V*
  Whuhaara 
  740 
  X7A5000-0 
  R 
  Ba Fl 
   
  003 
  Na 
  M7 III M3 V M4 V*
  Temenee 
  82 
  D99A2DB-9  
  Lo Ni Wa 
   
  32 
  Kp 
  G0 V* M0 V
  Sagree 
  822 
  D33246E-7 
   
  Lo Ni Po 
   
  922 
  Kp 
  K4 V M4 V* [F9 IV M9 V]
  Tetrini 
  823 
  D473332-8 
  T 
  Lo Ni 
   
  92 
  Kp 
  K0 V* M0 V
  Zecu 
  826 
  X665000-0 
   
  Ba 
   
  024 
  Na 
  F4 V* M9 V
  Oyko 
  835 
  X590000-0 
   
  Ba De 
   
  000 
  Na 
  K V
  Iimuuki 
  840 
  X225000-0 
   
  Ba 
   
  024 
  Na 
  K6 V
  Sensee 
  922 
  C550577-5 
   
  De Ni Po 
   
  302 
  Na 
  F3 V* M8 V
  Kdept 
  924 
  B62555-A 
  T 
  Ni 
   
  325 
  Kp 
  M7 V
  Dodop 
  93 
  D2769-6 
   
  Lo 
   
  023 
  Na 
  F9 V* M7 V
  Nata 
  932 
  X30000-0 
   
  Ba Ic Va 
   
  020 
  Na 
  M8 V
  EPSHU 
  933 
  D3698B-2 
  W 
  Hi 
   
  22 
  Na 
  M3 II F7 V*
  Meswaar 
  934 
  X570000-0 
   
  Ba De 
   
  02 
  Na 
  M7 V
  Kalimmishiku 
  935 
  E4542TF-0 
   
  Lo Ni 
   
  300 
  Na 
  M9 V
  Cobaltic 
  936 
  X333000-0 
  R 
  Ba 
   
  00 
  Na 
  F6 V G7 V*
  Hekktaregma 
  937 
  X20000-0 
   
  Ba De 
   
  023 
  Na 
  F5 V
  Hatopekuki 
  940 
  X420000-0 
  R 
  Ba De Po 
   
  022 
  Na 
  M3 V M7 V*
  Ter-ritt 
  2023 
  C24325-7 
  M 
  Lo Ni 
   
  323 
  Kp 
  F8 V
  Alcau 
  2030 
  X335000-0 
   
  Ba 
   
  020 
  Na 
  A9 V
  Nenqyn 
  203 
  X570000-0 
   
  Ba De 
   
  0 
  Na 
  K3 V
  Mukumbadeshi 
  2032 
  X330000-0 
   
  Ba De Po 
   
  00 
  Na 
  F8 V
  Llurch 
  2039 
  E4655TH- 
   
  Ag Ni 
  A 
  624 
  Na 
  G7 V* [M7 V]
  Reemen 
  229 
  X326000-0 
   
  Ba 
   
  002 
  Na 
  M6 V
  Mettari 
  230 
  X879000-0 
   
  Ba 
   
  022 
  Na 
  K6 V
  Kimiishakha 
  23 
  D350366-6 
   
  De Lo Po 
   
  00 
  Na 
  M8 V
  Sael 
  234 
  X598000-0 
  R 
  Ba 
   
  002 
  Na 
  G0 V* M8 V
  Ugukaakhe 
  235 
  X420000-0 
   
  Ba De Po 
   
  023 
  Na 
  M6 V* [D]
  Urim 
  236 
  C3746AE-6 
  M 
  Ag Ni 
   
  30 
  Na 
  G0 V
  Hoohat 
  237 
  D55474-2 
   
  Lo Ni 
   
  533 
  Na 
  G2 V
  Danakiilamush 
  240 
  D380200-2 
  C 
  De Lo Ni 
   
  422 
  Na 
  M8 V
  Clavert 
  2222 
  X240000-0 
   
  Ba De Po 
   
  023 
  Kp 
  G8 V
  Bacelbron 
  2223 
  D55545-4 
  R 
  Lo Ni 
   
  24 
  Kp 
  G7 V
  Cossor 
  2224 
  X9A000-0 
   
  Ba Fl 
   
  034 
  Na 
  M5 V
  Reunder 
  2225 
  X250000-0 
   
  Ba De Po 
   
  022 
  Na 
  G2 V
  Hepa 
  2226 
  X5A4000-0 
   
  Ba Fl 
   
  03 
  Na 
  M5 V
  Farock 
  2228 
  X20000-0 
   
  Ba De 
   
  000 
  Na 
  K4 V
  Laner 
  2230 
  X336000-0 
  R 
  Ba 
   
  02 
  Na 
  G0 V
  Shimelishupan 
  2232 
  X200000-0 
   
  Ba De Va 
   
  034 
  Na 
  K4 V
  Pago 
  2240 
  C4704TE-6 
  T 
  De Lo Ni 
   
  920 
  Na 
  G4 V* [M0 V]
  Cesall 
  232 
  D35327B-7 
   
  Lo Ni 
   
  23 
  Na 
  K5 V
  Radema 
  2323 
  D468566-3 
   
  Ag Ni 
   
  70 
  Na 
  M8 V
  Lonely 
  2324 
  D30223-6 
  R 
  De Lo Ni Po 
   
  334 
  Kp 
  M3 III
  Provalan 
  2325 
  X235000-0 
   
  Ba 
   
  024 
  Na 
  M8 III* M9 III
  Yeara 
  2328 
  X343000-0 
   
  Ba 
   
  025 
  Na 
  F8 V M6 V*
  Preserve 
  2329 
  X2000-0 
   
  Ba Ic 
   
  023 
  Na 
  K7 V
  Adni 
  2330 
  C550767-4 
   
  De Po 
   
  42 
  Na 
  K6 V
  Ushumgudarii 
  233 
  X570000-0 
   
  Ba De 
   
  0 
  Na 
  K7 V
  
  - 03 -
  ZAruShAgAr SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Kadaruzi 
  2333 
  X505000-0 
   
  Ba Ic Va 
   
  022 
  Na 
  M V M2 V* M4 V
  Udiid 
  2335 
  X302000-0 
   
  Ba Ic Va 
   
  003 
  Na 
  A2 V G3 V*
  Armagedipa 
  2338 
  X434000-0 
  R 
  Ba 
   
  024 
  Na 
  K0 V
  Igakhumigi 
  2339 
  X447000-0 
   
  Ba 
   
  033 
  Na 
  G6 V
  Baffacado 
  2340 
  X8B2000-0 
   
  Ba Fl 
   
  02 
  Na 
  M4 II* M2 V
  Skaob-heti 
  2422 
  D7B4534-8 
   
  Fl Ni 
   
  724 
  Lz 
  M4 V
  Dust 
  2424 
  X000000-0 
  R 
  As Ba 
   
  002 
  Na 
  A8 IV* K7 V
  Hentier 
  2426 
  D550600-4 
   
  De Ni Po 
   
  524 
  Na 
  G8 V* M3 V
  Corants 
  2430 
  X77A000-0 
   
  Ba Wa 
   
  025 
  Na 
  M8 V
  Disclaimer 
  2435 
  X000000-0 
   
  As Ba 
   
  00 
  Na 
  M3 II M3 V*
  Disi 
  2436 
  X799000-0 
  R 
  Ba 
   
  020 
  Na 
  K5 V
  Hodgara 
  2439 
  D569MB-3  
  Lo Ni 
   
  823 
  Na 
  G5 V
  Altacen 
  2522 
  D332479-6 
  R 
  Lo Ni Po 
   
  634 
  Lz 
  M5 V* M8 V
  Ereas 
  2524 
  D5843CE-6 
   
  Lo Ni 
   
  425 
  Na 
  G V
  Reina 
  2525 
  C5405AA-5 
   
  De Ni Po 
   
  424 
  Na 
  F2 V
  Pora 
  2528 
  X400000-0 
   
  Ba De Va 
   
  05 
  Na 
  K V* M8 V
  Aesoe 
  253 
  X400000-0 
  R 
  Ba De Va 
   
  024 
  Na 
  F4 V
  Hirasam 
  2532 
  D97A353-5 
  C 
  Lo Ni Wa 
   
  525 
  Na 
  M9 III G8 V*
  Mantle 
  2539 
  X554000-0 
   
  Ba 
   
  04 
  Na 
  G8 V
  Hoah 
  2540 
  X94A000-0 
   
  Ba Wa 
   
  024 
  Na 
  G4 V M6 V*
  Halfway 
  262 
  D7687TB-3 
   
  Ag 
   
  602 
  Na 
  G2 V M3 V*
  Irap 
  2630 
  D55078A-7 
   
  De Po 
   
  423 
  Na 
  F7 V* [M9 V]
  Lidubashigi 
  2634 
  X345000-0 
  R 
  Ba 
   
  024 
  Na 
  M8 V
  Viska 
  2635 
  X30000-0 
   
  Ba Ic Va 
   
  03 
  Na 
  K IV M6 V*
  Murganshiguu 
  2640 
  X326000-0 
   
  Ba 
   
  002 
  Na 
  K0 III
  Strabuu 
  2722 
  D560MB-2  
  De Lo Ni 
   
  735 
  Lz 
  K7 V M7 V*
  Tarpit 
  2725 
  XAA6000-0 
   
  Ba Fl 
   
  023 
  Na 
  K7 III
  Egama 
  2729 
  X634000-0 
   
  Ba 
   
  024 
  Na 
  M6 V
  Tibiles 
  2730 
  X325000-0 
   
  Ba 
   
  022 
  Na 
  K2 III
  Ugkikasgi 
  273 
  C777200-7 
   
  Lo Ni 
   
  20 
  Na 
  M7 V* M9 V
  Dakhuu 
  2734 
  X633000-0 
  R 
  Ba 
   
  023 
  Na 
  M5 III
  Miishaamagi 
  2735 
  X7B000-0 
   
  Ba Fl 
   
  023 
  Na 
  M4 V
  Enwa 
  2736 
  X675000-0 
   
  Ba 
   
  023 
  Na 
  G7 V K4 V*
  Niipem 
  2737 
  X8B8000-0 
   
  Ba Fl 
   
  024 
  Na 
  M9 V
  World 
  2740 
  E6598A9-5 
   
   
   
  300 
  Na 
  G7 V
  S’covo 
  2822 
  X4000-0 
   
  Ba Ic 
   
  023 
  Na 
  M2 V
  Oslamool 
  2824 
  E65700- 
   
  Lo Ni 
   
  62 
  Na 
  M8 V M9 V*
  Megalmatree 
  2826 
  C6867CA-6 
   
  Ag 
   
  823 
  Na 
  G9 V
  Datdatha 
  283 
  C6534C9-3 
   
  Lo Ni 
   
  900 
  Na 
  G4 V
  Nurmiibimi 
  2832 
  C659MF-5 
   
  Lo Ni 
   
  324 
  Ga 
  G6 V* [K8 V]
  Zimila 
  2838 
  D576769-7 
  V 
  Ag 
   
  623 
  Na 
  G7 V* M2 V
  Addijet 
  2840 
  X430000-0 
   
  Ba De Po 
   
  024 
  Na 
  M V M7 V*
  Husez 
  292 
  X366000-0 
   
  Ba 
   
  03 
  Na 
  F2 V G8 V*
  Harmless 
  2925 
  X20000-0 
   
  Ba Ic Va 
   
  024 
  Na 
  M3 V
  Dothama 
  2928 
  C56942-5 
   
  Lo Ni 
   
  204 
  Na 
  G9 V* M V
  Dethis 
  2930 
  D44046B-5 
   
  De Lo Ni Po 
   
  02 
  Ga 
  K3 V
  Kiishashiiki 
  2933 
  D590330-5 
  C 
  De Lo Ni 
   
  222 
  Ga 
  M3 III K3 V* [M9 V]
  Amla 
  2935 
  C5032-6 
   
  De Lo Ni Po 
   
  822 
  Ga 
  G6 V
  KEES 
  2937 
  C98A973-5 
  M 
  Hi Wa 
   
  404 
  Ga 
  G8 V
  Dethekos 
  2939 
  D422400-7 
  C 
  Lo Ni Po 
   
  223 
  Ga 
  M9 V* [D]
  Kashdipushaa 
  2940 
  X594000-0 
   
  Ba 
   
  025 
  Na 
  K0 V* M V
  Sholonois 
  302 
  C58067-3 
  M 
  De Lo Ni 
   
  923 
  Na 
  F3 V* M7 V
  Arising 
  3022 
  X9C000-0 
   
  Ba Fl 
   
  025 
  Na 
  M9 III M9 V*
  Sive-lish 
  3024 
  E56023-0 
   
  De Lo Ni 
   
  20 
  Na 
  G V K7 V*
  Darks 
  3025 
  D869500-7 
   
  Ni 
   
  2 
  Na 
  K0 V* M3 V
  
  - 04 -
  ZAruShAgAr SeCtor - DeLtA QuADrANt
  World Name 
  hex 
  uWP 
  Base trade Codes Zone 
  PBg 
  All. 
  Stellar Data
  Hiistan 
  3028 
  X430000-0 
   
  Ba De Po 
   
  000 
  Na 
  M2 V
  Tagend 
  3030 
  D544376-5 
  R 
  Lo Ni 
   
  603 
  Ga 
  K4 V
  Kapaota 
  303 
  D4342DG-8 R 
  Lo Ni 
   
  700 
  Ga 
  K0 V* M5 V
  Ulikhuumdi 
  3032 
  D320300-7 
   
  De Lo Ni Po 
   
  30 
  Ga 
  M6 V
  Mugidiimika 
  3037 
  D50650-8 
   
  Ic Ni Va 
   
  524 
  Ga 
  M0 V* M7 V
  Llavasrra 
  3038 
  D000534-7 
   
  As Ni 
   
  223 
  Ga 
  K0 IV* M5 V
  Wishy 
  3039 
  X573000-0 
   
  Ba 
   
  003 
  Na 
  G3 V* M7 V
  Moho 
  3040 
  DA8A200-4 
  R 
  Lo Ni Wa 
   
  822 
  Na 
  F7 V
  Nar Sumeck 
  322 
  D45537-6 
   
  Ni Po 
   
  3 
  Na 
  M3 V
  Ree Nee Wed 
  328 
  D36476-4 
   
  Lo Ni 
   
  502 
  Na 
  G0 V
  Romany 
  329 
  X423000-0 
   
  Ba 
   
  034 
  Na 
  M5 V
  Barnet (Oasis)  
  330 
  D202459-8 
   
  Ic Lo Ni Va 
   
  923 
  Ga 
  K3 V
  Khekak 
  33 
  D252679-3 
   
  Ni Po 
   
  323 
  Ga 
  G3 V* M5 V
  Gilimidargur 
  333 
  D340300-5 
  S 
  De Lo Ni Po 
   
  924 
  Ga 
  M V* M9 V
  Shasa 
  334 
  D355256-4 
   
  Lo Ni 
   
  422 
  Ga 
  G V
  Rapfador 
  335 
  D372420-5 
  C 
  Lo Ni 
   
  624 
  Ga 
  K7 V
  Gaidraa 
  336 
  D9487A8-9 
   
  Ag 
   
  520 
  Ga 
  M5 V
  Ermi 
  339 
  X440000-0 
   
  Ba De Po 
   
  023 
  Na 
  G2 V
  Apshaanu 
  3222 
  X20000-0 
   
  Ba Ic Va 
   
  024 
  Na 
  G4 V G7 V*
  Pheren 
  3223 
  X323000-0 
   
  Ba 
   
  025 
  Na 
  M7 V
  Womslete 
  3224 
  D665200-3 
   
  Lo Ni 
   
  92 
  Na 
  M3 V
  Thagam 
  3225 
  XAB9000-0 
   
  Ba Fl 
   
  020 
  Na 
  K2 V
  Deralatan 
  3226 
  X6A3000-0 
  R 
  Ba Fl 
   
  02 
  Na 
  G2 V* [M4 V]
  Zeraxt 
  3229 
  X53000-0 
   
  Ba Ic 
   
  000 
  Na 
  G5 V M8 V*
  Donsam 
  3230 
  D227278-7 
   
  Lo Ni 
   
  825 
  Ga 
  M0 V M6 V*
  Ugukakrin 
  3233 
  D235MC-6 C 
  Lo Ni 
   
  22 
  Ga 
  K0 V
  Pipirkir 
  3236 
  E969DA-4 
   
  Lo Ni 
   
  823 
  Ga 
  F6 V* M6 V
  Lalrest 
  3239 
  X595000-0 
   
  Ba 
   
  02 
  Na 
  G2 V* [G2 V]
  
  - 05 -
  PoLItIeS AND StAteS IN 
  ZAruShAgAr SeCtor
  Zarushagar sector was a battleground in the Civil War, 
  and what little remained of its interstellar civilization 
  was plunged into darkness by the first wave of the Viral 
  Plague. However, here and there sufficient infrastructure 
  remained intact to support a bid to reclaim the stars. Five 
  fairly prominent powers have managed to scramble back 
  onto the cosmic stage and remain there. The interactions 
  of these five will shape the future of the sector. 
    
  the fourth ImPerIum IN 
  ZAruShAgAr SeCtor
  The Imperium has no member worlds in the sector and 
  no formal client states. However, it has a vested interest 
  in keeping the Diaspora Trade Corridor open and for this 
  reason maintains a chain of forward bases and trade 
  missions on friendly worlds along the corridor. Imperial 
  merchant vessels are sometimes escorted through the 
  more hazardous parts of the sector by vessels of the 
  Zarushagar Fleet, but this small collection of light vessels 
  is overworked and escorts are not usually available. 
  Intermittent sweeps off the corridor keep the worst of the 
  troubles at bay, but such operations are becoming less 
  frequent as vessels are required elsewhere. Already the 
  corridor has faced closure on several occasions as the 
  needs of fleet actions in Ley Sector drew the few vessels 
  assigned to the region away. Trade through the corridor 
  worlds would still continue, but without the Zarushagar 
  Fleet assigned to sweep the systems, however infrequently, 
  merchant ships would soon find themselves fighting their 
  way through the Wilds once again. 
  the gAIDrAAN CoALItIoN
  Holding 20 worlds in Zarushagar sector and a handful 
  in neighboring Massila, the Coalition is a loose grouping 
  of worlds, of which only one has the technology available 
  to service starships. The heart of the coalition is the 
  remnant of the Duchy of Oasis, a state founded during the 
  Long Night and which retained some measure of identity 
  throughout its long membership of the Third Imperium.
  As the Third Imperium shattered into warring factions, 
  the Duchy was quietly reintegrated, all the while professing 
  loyalty to Emperor Lucan. Plans to assert independence 
  involved the quiet stockpiling of ships from the Reserve 
  Fleet and the dispersal of resources to survive any 
  attempt to reintegrate or punish the seceding Duchy. 
  These measures became a survival margin when the 
  Black Curtain slammed down and the Viral Plague tore 
  across the sector. 
  The Duchy was hit hard by the Plague, but was able to 
  fall back on its concealed resources, which were mostly 
  offline to avoid detection when the first infections took 
  place and were thereby spared until they could be Virus-
  proofed. The result was that the Duchy, though smashed 
  down to an enclave of six worlds teetering on the brink of 
  total destruction, was able to claw back somewhat and by 
  80 had begin to expand. 
  The Duchy reached its peak around 20, but by that 
  time divisions between the capital at Shytek-Oberon 
  and the Crown Colonies had grown from minor sources 
  of friction into a major dispute. When Barnet (formerly 
  known as Oasis) seceded, the Duchy attempted to forcibly 
  reintegrate it and thereby ensured its downfall. The war 
  between Shytek-Oberon and her Crown Colonies was 
  short and brutal, and resulted in the destruction of most 
  of the Duchy’s infrastructure. This was more due to the 
  collapse of the fragile interstellar support network than 
  direct attacks, though some Vampire and corsair raids 
  added to the general chaos. 
  Order was re-established by 223. At this time Shytek-
  Oberon had reverted to its traditional name, Megalmatree, 
  and was digging itself out after the total collapse of its 
  industrial and social structure. Many relic TL C factories 
  still lie idle on Megalmatree for lack of expertise or rare 
  materials to run them. Meanwhile, the rest of the Duchy 
  broke up as the fragile interdependency of its member 
  worlds was disrupted. A wave of corsair activity more 
  or less finished off the Duchy as a political entity. In its 
  place arose the Gaidraan Coalition, a motley collection 
  of leaders lording it over the worlds of the region. The 
  Coalition is made up of an alliance of corsairs, mercenary 
  leaders, planetary warlords and a number of particularly 
  unscrupulous merchants who were once members of the 
  Mercantile Guild in Diaspora sector. 
  The Coalition is not an alliance of worlds but a 
  confederation of the people who exploit them. A system of 
  tribute and reprisal has steadily driven the claimed worlds 
  into the ground, creating a need to annex new territories 
  to maintain the lifestyle of the leaders. There is no capital 
  as such, and no formal political structure beyond a rough 
  code of interaction and exploitation (which boils down to: 
  even a tarnished golden goose is valuable; so don’t rough 
  it up too much if the egg isn’t up to standard). Conflict and 
  backstabbing among the Coalition’s leaders is frequent 
  and bitter.
  There is a growing resistance movement based around 
  the idea of a resurgence of the old Duchy of Oasis, but this 
  is effectively kept down with a mix of terror and resource 
  denial. Incidents are becoming more common, but so far 
  the dominance of the Coalition is not seriously challenged 
  since its resources are mainly aboard the starships of its 
  
  - 06 -
  lords or else located in remote palace/fortresses defended 
  by loyal thugs and well-paid mercenaries. 
  The Diaspora Trade Corridor just a few parsecs from 
  Coalition space has tempted a number of Coalition lords 
  to try their hand at piracy. Retaliation deterred this for a 
  time but as the Imperial Navy becomes ever thinner on 
  the ground along the corridor, renewed raiding is almost 
  certain. 
  CoALItIoN mILItArY
  Each lord has a gang of thugs and most have an armed 
  starship or two, but there is no Coalition military force as 
  such. Citizens of ‘member’ worlds are mostly disarmed 
  or cowed into subservience by reprisals. There are few 
  situations in which citizens would fight for their lords, 
  though there are some bands of trained and well-equipped 
  mercenaries in service to the Coalition’s leaders.
   
  the KDePt ProteCtorAte
  A small but potent interstellar state comprising 2 worlds 
  close to the Trade Corridor, the Protectorate is a fairly 
  benign power whose good fortune in securing the remains 
  of the Imperial Navy depot has led to the retention of a 
  strong fleet. Indeed, the Protectorate owes its existence 
  of the navy of the Third Imperium. As the dust settled 
  from the initial outbreak of Virus, surviving naval units of 
  several factions joined forces to hold the depot in trust and 
  to protect the nearby worlds as best they could. Internal 
  divisions nearly tore the fragile alliance apart – but only 
  nearly. 
  Somehow the worst of the Viral Plague was turned back 
  from Depot by the lobotomized vessels of what at the time 
  was named the Zarushagar Naval Protectorate. Despite 
  being at a severe disadvantage using manual control of 
  vessels designed for integrated computer operations, 
  the defenders of Depot held on, though at terrible cost, 
  and as the first waves of the Plague receded they sent 
  missions to nearby worlds to offer protection in exchange 
  for support. 
  The nearby world of Kdept was chosen as a capital 
  for the new alliance, mainly because its population had 
  not only retained a starfaring technology level but were 
  actively sending out contact and assistance missions 
  using reactivated Scout vessels salvaged from the ruins 
  of the system’s Scout base. At first the Protectorate was a 
  military state, ruled by Naval governors and held together 
  by Naval power. Harsh (and at times desperate) measures 
  were necessary to survive the Dark Years but finally some 
  measure of stability was established. 
  It was a great day for civilization in Zarushagar sector 
  when the ruling Admiral of the Protectorate, Freida 
  Walton-Duurishaainii, announced completely out of 
  the blue that control was to be passed to a civilian 
  government as soon as possible. This administration was 
  first enacted in 1221, and after a distinctly shaky start has 
  established itself as a strong but benign representative 
  government. The Protectorate is politically fairly neutral 
  and not particularly interested in expansion. Instead its 
  energies are focused on bringing its worlds up to a higher 
  tech level and improving the quality of life of its citizens. 
  The reconstruction initiatives are paying off, with several 
  worlds recently attaining TL 8 and 9.
  A spur of the Diaspora Trade Corridor runs into 
  Protectorate space at Tetrini. Imperial trade is welcomed, 
  though the Protectorate is not interested in closer relations. 
  Naval assets do sometimes cooperate on sweeps to 
  Spinward, and a small Protectorate squadron fought 
  alongside Imperial ships at the Second Battle of Gateway. 
  There were no survivors. 
  Overall, the Protectorate wants to be left alone to pursue 
  its own redevelopment, and tries not to interfere with 
  events beyond its borders other than where necessary for 
  security. Relations with the other Zarushagar powers are 
  somewhat chilly, but the naval strength of the Depot-based 
  Protectorate Fleet makes conflict a losing proposition for 
  most other powers. 
  ProteCtorAte mILItArY
  The Protectorate’s military forces are based heavily on 
  the navy of the Third Imperium, as can be seen by their 
  ships, equipment and uniforms as well as organizations 
  and rank structures. The main arm is the Fleet, which 
  operates a considerable number of lovingly maintained 
  but very tired (Third) Imperial ships backed up by TL B 
  new-build vessels. With relatively few worlds to defend, 
  the emphasis is placed on power and quality rather than 
  large numbers of ships, resulting in a navy biased towards 
  larger (cruiser-sized) combatants.
  Ground forces are mainly detachments of naval infantry 
  with light armor and artillery support. These forces defend 
  cities and installations but are not well suited to mobile 
  operations on-planet. The Protectorate believes that its 
  worlds will be defended in space, not on the ground, and 
  when it has to fight on the surface prefers to land marines 
  and naval infantry directly on the target with orbital fire 
  support – even on a home world. 
  the LorDS of NeW ZAruShAgAr 
  Occupying a central position in Zarushagar sector, the 
  domain of the Lords of New Zarushagar extends over 36 
  star systems. Only one, Aesokonar, is a true starfaring 
  power, though a handful of others have regained the 
  ability to service and even build small quantities of grav 
  vehicles and larger vessels.
  The Lords are an alliance of planetary and balkanized 
  state leaders under the central direction of Aesokonar. 
  
  - 07 -
  Less than half the worlds ruled by the Lords are full 
  members. The rest are possessions of member worlds 
  and are in some cases quite rebellious. Most of the Lords 
  are vigorously opposed to expansion; already resources 
  are diluted and adding more worlds would be a further 
  drain. Perhaps, in a decade or two as more member 
  worlds become self-sustaining, attempts to rationalize 
  territorial borders and bring in new members can be 
  considered but for now the Lords are concerned that their 
  domain may have dragged itself into a downward spiral by 
  over-expansion during the 200-240 period.
  The Lords are correct in their analysis. Concern about 
  the growing power of the new Imperium led to a policy of 
  acquisition which in time would have created a powerful 
  state that might resist Imperial influences. However, in 
  the short term the Lords did too much too fast and their 
  ships and military units are now spread dangerously thin. 
  Funds to bring up acquired worlds to an industrial and 
  technological standard where they could contribute to the 
  power of the Lords ran out before much return was seen 
  and redevelopment slowed to a crawl.
  The spiral is breakable, and a strict policy of austerity 
  and prioritization of projects will allow the Lords to turn 
  their economy around over the next few years. However, 
  while this is being done the Imperium is growing ever 
  more powerful just a few subsectors away. Its warships 
  have pushed their patrols into the Lords’ area of interest 
  under the guise of protecting the trade corridor. 
  A further cause for concern is the gradual movement 
  of the Kdept Protectorate into the Imperial camp and the 
  concurrent souring of relations between the Lords and the 
  Protectorate. Trade between the two has been in decline 
  for some years and looks set to tail off entirely by 250. 
  Many of the Lords are convinced that the Protectorate will 
  eventually strike against worlds close to Depot to clear that 
  flank, and to ward off this threat have been fortifying the 
  Rerill, Diikim and Uushumushim systems – an investment 
  that cannot be afforded at this time. The Lords are working 
  on the assumption that they are going to have to fight 
  Kdept at some point, though the Protectorate has made 
  no overt preparations. It would not need to, however, since 
  its main naval base at Depot is actually on the border. 
  The various groupings of worlds held by the Lords are 
  served by TL9 Jump- freight vessels, many of which 
  are based on standard designs dating back to the Third, 
  Second and even First Imperium. Military ships and some 
  longer-range civilian vessels contain TL B components. 
  Almost all spacecraft and starships are owned by 
  the member worlds and operated as state-owned 
  assets. There is no centralized merchant fleet and few 
  independent operators, though the few Wilds Traders who 
  enter the region generally find they are made welcome 
  and offered a fair price for their services and cargo. Some 
  have chosen to take long-term contracts with the Lords in 
  return for refits and upgrades, an arrangement that seems 
  to suit everyone. 
  LorDS of NeW ZAruShAgAr 
  mILItArY
  Member worlds are free to raise whatever forces they 
  please for defense of their home and annexed worlds, 
  and contribute a proportion of their income to a central 
  military fund. Most of this money is spent on the small TL 
  B navy and additional system defenses along the Kdept 
  Protectorate border. Naval vessels are quite efficient, 
  though with perhaps an over-emphasis on missile 
  weapons, and intership or squadron-level cooperation is 
  generally very good. However, centralized control leaves 
  a lot to be desired. Naval deployments are subject to 
  influence by the various Lords, whose constant demands 
  upon the weak central administration at Aesokonar ensure 
  that ships are more often in transit than on station and 
  miss needed refits on a regular basis. 
  The Lords, recognizing their current weakness, have 
  adopted a ‘tough nut’ defensive strategy to deter other 
  powers from interfering until they are strong enough to 
  defend their holdings properly. One feature of this policy 
  is the deployment of dozens of minefields. A class of 
  minelayer has been improvised from converted merchant 
  ships and these vessels seem to be constantly adding to 
  the minefields orbiting key worlds, gas giants and other 
  likely sources of fuel for an invader. 
  Rumors that a minelaying cruiser class is also in service, 
  and that these vessels are connected to the mining 
  of systems in the Diaspora Trade Corridor, have been 
  vigorously denied by the Lords of New Zarushagar. 
  the NALAAShII emPIre
  A ramshackle and overgrown ‘Wilds Empire’ of 5 worlds 
  on the Trailing edge of Zarushagar sector, the Nalaashii 
  Empire is a Technologically Elevated Dictatorship writ 
  large. Possession of a small fleet of starships allowed 
  the Planetary Viceroy of Nalaashii to expand her territory 
  and claim several worlds in the 80s. Since this time, 
  the ships have gradually worn out beyond repair and the 
  Empire has begun to crumble. It received a new lease of 
  life in the 1200-1215 period with the influx of a number 
  of merchant captains fleeing events in Diaspora sector. 
  These ex-members of the Diasporan Mercantile Guild 
  entered into an alliance with the Viceroy which allowed 
  some reconsolidation of territory to be undertaken. 
  However, this resurgence is coming to an end and there 
  is no sign of a recovery.
  The original Viceroy of Nalaashii was a senior officer 
  in the Imperial Navy of Lucan’s faction, who assumed 
  control in the final days before the Collapse. Although 
  
  - 08 -
  the world was ruled in Lucan’s name, the regime was 
  surprisingly benign. However, this was many years ago 
  and successive Viceroys have chosen an increasingly 
  dictatorial style. Today the Empire exists to support the 
  Viceroy’s armed forces, which in turn exist to control the 
  Empire. It is unlikely that the Empire will be able to control 
  its subject worlds for more than another decade but the 
  Viceroy seems determined to hang on to the bitter end in 
  the hope that something will turn up.
  Observers find it curious that an Empire should be 
  ruled by a Viceroy. This is now a matter of tradition, 
  and technically the Empire is being held in trust ‘for the 
  Emperor’. Given the extremely hostile reaction to Imperial 
  diplomatic overtures, this Emperor is more likely to be 
  Lucan than Avery, but in all probability this is just lip service 
  to a tradition that gives some semblance of legitimacy to a 
  very unpleasant military dictatorship. 
  NALAAShII emPIre mILItArY
  The armed forces of the Empire consist of an assortment 
  of armed traders and scout ships, plus a couple of larger 
  transports which serve to carry troops to whichever world 
  is in rebellion this month. The largest warship in service 
  is a very old Fer-de-Lance class destroyer dating from 
  around 1090, which serves as a flagship and Viceroyal 
  yacht. 
  Ground forces are equipped mainly with mid-tech 
  equipment and are more of a paramilitary police force 
  than a true army. Best suited to intimidating peasants, 
  the military of the Empire could not resist a well-equipped 
  fighting force such as that of the Fourth Imperium. It is 
  backed up by some elite formations which are equipped 
  to TL 9 and might put up a decent fight. The ‘military’ also 
  includes several secret police forces and intelligence 
  agencies that spend more time competing with one 
  another than safeguarding the Empire. 
  the NeW WorLDS ALLIANCe
  Spanning 24 worlds in Zarushagar and a handful in 
  Dagudashaag sector, the New Worlds Alliance was formed 
  as a mutual defense organization in response to the overt 
  territorialism of the Nalaashii Empire. It has links with the 
  Lords of New Zarushagar that can be described at best as 
  coldly polite, and is openly hostile to the Nalaashii Empire. 
  However, since the Alliance is held together by less than 
  two dozen working starships, it is a loose and not very 
  effective organization. 
  The heart of the alliance is Urukimushur, though the main 
  source of high-tech components is at Ganuugiiggii. The 
  capital is as much a spiritual center as an administrative 
  hub. Urukimushur is famous for its universities and 
  technology recovery centers. Most of the high-level 
  engineers, doctors and managers who work among the 
  worlds of the Alliance are graduates of these institutions. 
  Over the years this has created a strong bond of friendship 
  and a sense of community among the member worlds.
  Central government is non-existent; New Worlds is an 
  alliance, not a unified political body. This has drawbacks, 
  in that there is no central control for uplift and investment 
  programs, and no pool of resources to undertake them, 
  but this is in some way compensated for by the spirit of 
  cooperation and friendship that permeates most of the 
  Alliance. Richer worlds fund small assistance programs 
  for their neighbors, and emergency help is generally 
  available for the asking. 
  With so few starships available, and almost all of 
  them in the hands of private operators, logistics are a 
  problem and tight central control would be impossible. It 
  was not always so, however. The NWA inherited a fair-
  sized collection of relic starships and salvageable wrecks 
  after the Collapse. These were pressed into service and 
  managed to preserve the member worlds – more or less 
  – from the ravages of random Vampires, vessels coming 
  out of the Black Imperium, corsairs and empire-builders. 
  These vessels were lost or cannibalized for spares 
  one by one, until only a few remain in service. Starship 
  construction is extremely limited and replacement is a 
  slow, slow process. 
  The New Worlds is open to contact and trade. Although 
  relations with New Zarushagar are not good, trade is 
  conducted at Aowulf, albeit in an atmosphere of mutual 
  mistrust. The Alliance cannot afford to send out ships into 
  the Wilds but is happy to receive trade missions or Wilds 
  Traders in its ports. 
  Feelings about the emergent Fourth Imperium are very 
  mixed. On the one hand a strong force for order would 
  be a good thing; certainly things have improved since the 
  Black Imperium was smashed. On the other hand, the 
  Alliance likes the way things are – a collection of friendly 
  worlds that assist but do not interfere with one another 
  – and fears that for all its claimed good intentions the 
  Imperium may go the way of its predecessors and begin 
  dictating interstellar affairs. A few decades of living next 
  door to Lucan’s Imperium and later witnessing the horrors 
  found inside the Black Imperium have thoroughly put the 
  New Worlds Alliance off the idea of interstellar empires.
  NeW WorLDS mILItArY
  The various worlds of the Alliance defend themselves 
  as best they can, usually by purchasing system defense 
  craft or planetary defense missiles from firms located on 
  Ganuugiiggii. Some of the craft so purchased are loaned 
  to other worlds that feel they are under threat. The Alliance 
  can thus (over time) create a reasonable defense force 
  in any system. This process is neither fast nor flexible 
  however, and serves mainly as a deterrent. 
  
  - 09 -
  The few starships in service are all armed, but they are 
  merchant and courier vessels, not warships. At desperate 
  need, a program to convert merchant ships to gunship 
  carriers might be implemented, but this is as far as naval 
  operations can go in the Alliance.
   
  Rogue Traveller: Life on the frontier and in the Wilds 
  requires travellers to keep their wits - and their guns - 
  about them.
  
  - 0 -
  ChAPter 6 
  the fourth ImPerIum
  Usdiki, capital of the Fourth Imperium.
  
  -  -
  The Fourth Imperium claims the mantle of the Third 
  Imperium by right of unbroken existence and possession 
  of the Alkhalikoi dynasty. As such it sees itself as both 
  the legitimate successor to the old Imperium and the 
  dominant power in Charted Space. There are plenty who 
  would dispute both these claims, but what is certain is that 
  the Fourth Imperium is a powerful state with large military 
  and economic resources. It is, however, not the monolithic 
  structure that some outsiders believe. In fact the Imperium 
  is still more of a federation of alliances than a single state, 
  and suffers from considerable internal division. 
  What holds the Imperium together is a vision and a 
  man. The vision is one of peace and prosperity under a 
  strong but benign central authority, which is not afraid to 
  trust its subjects with local decisions. The man is Emperor 
  Avery I. If either falters or the member states of the Fourth 
  Imperium lose faith in their great endeavor, the whole 
  structure could disintegrate in a remarkably short period.
   
  overvIeW
  The Fourth Imperium was originally formed by several 
  survivor states, of which the Usdiki Marquisate was the 
  most powerful. As the transition from Trade Federation to 
  Imperium was made and more worlds joined, sometimes 
  as members of existing alliances, complex deals and 
  agreements had to be made. These included a few rather 
  unpalatable compromises where a world was of great 
  strategic importance. 
  Over the past two decades, deliberate efforts have been 
  made to break down the original distinctions and groupings 
  to create a single Imperium of which all worlds are direct 
  members. These measures have, for the most part, failed. 
  The result is that a transition measure, the recognition 
  of alliances and other groupings as Imperial sub-states 
  with a high ranking noble to represent them, is becoming 
  entrenched in Imperial politics. Thus the current Fourth 
  Imperium is made up of numerous individual member 
  worlds plus several Marquisates and Duchies based upon 
  the original alliances. The nobles associated with these 
  sub-states were not imposed by the Imperium but were 
  appointed from among their rulers. 
  The Imperium does not, however, as a rule directly 
  govern its member worlds. Like the Third Imperium before 
  it, the Fourth allows member worlds to select a set of laws 
  and a government that suits the population. Worlds are 
  represented by Imperial Nobles, who are not necessarily 
  the rulers, nor even residents, of the world in question. 
  The Fourth Imperium does have a higher proportion of 
  its nobles involved in the direct rulership of planets, 
  leadership of corporations and governance of regions 
  than its predecessor. There are two reasons for this.
  The Fourth Imperium implemented a deliberate policy 
  of elevating leaders and rulers into the Imperial Nobility 
  according to what they ‘brought in’ with them. This policy 
  caused some vigorous arguments and a fair amount of 
  disaffection, but the end result was to create a hierarchy 
  in which the position and relative power of each group 
  was identified by the title awarded its leader. Since more 
  senior nobles wield greater power in Imperial affairs, this 
  policy represented a rather hard-nosed trade whereby 
  leaders were given influence over the assets of the 
  Imperium in return for what they added to those assets. 
  Since the deliberate elevation of rulers and leaders to 
  create a nobility took place just a few years ago, it follows 
  that many rulers and leaders are nobles.
  The second reason for the increased proportion of 
  ‘working’ nobles is the emphasis placed by the emerging 
  Imperium on ‘Great Individuals’, of whom Emperor Avery 
  is the most obvious. The Imperium is based upon the idea 
  of a feudal society in which strong individuals lead their 
  
  - 2 -
  followers and in turn give loyalty to those above them. It 
  is a society in which a talented individual can be elevated 
  to the highest levels but where nobility truly does obligate; 
  loyalty runs both ways.
  Thus many worlds of the Imperium are in fact directly 
  ruled by an Imperial noble house, in that they have been 
  uplifted and brought into the Federation by WorldCorps, 
  whose leaders were then elevated to the nobility upon 
  the foundation of the Fourth Imperium. The remainder 
  represent the usual mix of government types; democracies, 
  republics, military juntas and religious states. Worlds 
  whose rulers are not titled nobles are treated no differently 
  to those that do have a noble ruler. 
  The Fourth Imperium, as successor to the Third, has a 
  claim to rulership of all the territory that was once ruled by 
  Emperor Strephon. However, this claim has been formally 
  disavowed; worlds outside the current borders of the 4th 
  Imperium are seen as sovereign territory of their ruling 
  government and the Imperium has pledged that it has no 
  interest in annexing these worlds, nor any legal right to do 
  so any longer. 
   
  PhILoSoPhY
  The Fourth Imperium is based, like its predecessor, on 
  the principle of free trade and the idea that the Imperium 
  provides for common defense and a unified foreign policy 
  but frees its worlds to govern themselves. In theory, its 
  intrusion into the affairs of any given world is limited to the 
  imposition of certain High Laws that are enforced across 
  the Imperium and supercede the regulations imposed by 
  individual worlds.
  The Imperium is also based upon a culture of 
  responsibility, within which each individual and each world 
  must bear the responsibility for the consequences of their 
  actions. This is especially important for individuals holding 
  high office. On most but not all worlds of the Imperium, 
  leaders are considered to be personally accountable to 
  their citizens. This takes the form of a ‘social contract’ 
  whereby the masses agree to be led and ruled (by whatever 
  system) and the leaders agree to be accountable to the 
  people. 
  This is an ideal, of course, and is often paid the merest 
  lip-service. However, there is one authority that holds all 
  others to account – the Iridium Throne. The Emperor has 
  the right and duty to strip any Imperial noble of office at any 
  time and (under a very contentious clause in the Imperial 
  Charter) to depose any planetary government and replace 
  it with an interim Imperial Governor until a new government 
  can be formed by the consent of the people of the world in 
  question. This has only been done twice, and it remains a 
  risky move for the Emperor to make. For while his power 
  is considerable, he is accountable to two bodies – the 
  Imperial Moot and the people of the Imperium.
  The Imperial Moot is discussed under Imperial Nobility, 
  below. The Emperor’s accountability to the people is in 
  some ways nothing more than a romantic notion. However, 
  in other ways it is very real. Firstly, there is the strong 
  culture of moral responsibility in the Imperium. Emperor 
  Strephon failed in his efforts to deal with the increasing 
  division of the Imperium and as a result trillions died in 
  the Collapse and the war that preceded it. He lived out 
  the remaining years of his life knowing that he alone bore 
  the responsibility for those deaths, because he made the 
  decisions that could have averted catastrophe but did not. 
  Not only is this a terrible warning to Emperors coming after 
  Strephon but it is also a reminder of the very concrete 
  nature of this accountability. An Emperor who abuses his 
  power will eventually face a challenge from the people, 
  probably through a strong leader. Whether truly popular or 
  self-appointed, this leader would not be able to act without 
  the consent of at least a segment of the population. 
  Thus the Imperium takes a part of its philosophy from 
  the oft-maligned Terran thinker Machiavelli. His name is a 
  byword for deceit and manipulation, yet his greatest truism 
  lies at the heart of Imperial philosophy: true security lies 
  not in fortresses but in the hearts of the people. Fortresses 
  will not protect a leader whose people turn against him.  
  Thus the overall philosophy of the Imperium, from both 
  a moral and a hard-nosed survival standpoint, is that 
  put forward by Duke Craig so long ago: Look After The 
  People.
  foreIgN PoLICY
  The Imperium can be thought of as an interstellar 
  collective bargaining organization to some extent, in 
  that it provides for a common foreign policy and defense 
  capability. This is not to say that individual worlds are not 
  permitted to have relations with worlds or states beyond 
  the Imperial border, but these are subject to certain 
  regulations that bind the whole Imperium.
  The 4th Imperium makes no claim to any system or 
  territory beyond its borders, and at present applications 
  to join are politely discouraged. It does have a number of 
  Client Worlds and Client States, which are independent 
  and beyond the Imperial border but are heavily influenced 
  by Imperial policies. It is likely that over time many of these 
  client states will apply to join and eventually be accepted, 
  moving the Imperial border a little further out. However, 
  expansion is not considered desirable at this time.
  Client states are usually very friendly to Imperial interests 
  and host visiting warships, conduct joint exercises and 
  even naval operations, and in general support and follow 
  Imperial policies. Some clients are actually not all that 
  friendly, but maintain close relations with the Imperium 
  out of necessity.
  
  - 3 -
  INterSteLLAr reLAtIoNS
  Relations with large states and independent worlds 
  vary greatly. As a rule the Imperium is willing to content 
  itself with ‘non-violent’ relations and leave anyone alone 
  who wishes it.  Since naval assets are in extremely 
  short supply, the last thing the Imperium needs is to be 
  tied down in low-intensity conflicts in many locations 
  or to have to conduct a major naval operation to crush 
  a threat. This leads directly to a policy of tolerance that 
  has been criticized for allowing nearby worlds to display 
  openly anti-Imperial sentiments – and sometimes to back 
  them up with measures ranging from trade surcharges, 
  propaganda, sedition and encouragement of dissidents 
  within the Imperium and even covert support for piracy. 
  The Imperium is forced to take measures to deal with 
  particularly blatant threats, and is gradually working to 
  resolve its problems by diplomacy, economic measures or 
  (occasionally) force, but this is a slow process and many 
  opponents of the Imperium have learned that so long as 
  they remain ‘under the radar’ – and the radar threshold 
  is quite high at present – then they can get away with all 
  manner of anti-Imperial activities.
  In many cases, however, relations with nearby worlds 
  are broadly friendly. The Imperium is a source of high-
  technology goods and trade ships regularly cross the 
  border to seek new markets. These scarce technological 
  items may be expensive, but many Imperial firms are 
  willing to engage in generous countertrade in the hope of 
  securing a market for the future. Thus while a shipment 
  of fusion reactor components may be extremely costly, 
  part of the deal may involve the loan of Imperial-trained 
  engineers to service the world’s reactors and train up 
  local staff to do the job after they have left. 
  The Imperial Navy of course extends what protection 
  it can to nearby worlds during its endless cross-border 
  Anti-Vampire and Anti-Piracy sweeps, but reactions to 
  this policy vary. Some worlds are glad of the protection, 
  some fear annexation and some resent having their 
  noses rubbed in the fact that their own forces are totally 
  inadequate to deal with these problems. 
  The twin driving forces in Imperial interstellar relations 
  are the Diplomatic Corps and the Reconstruction Service. 
  As a rule, the Reconstruction Service concentrates most 
  of its efforts into developing the damaged worlds of the 
  Imperium. It does, however, operate outside the Imperial 
  border, usually in small teams of 4-20 individuals. Despite 
  their small numbers and limited equipment, the IRS 
  makes a difference on many worlds. Whether seeking out 
  and eliminating Virus infestations, teaching locals how to 
  use recovered technology or advising a leader on where 
  to invest limited funds for best effect, IRS personnel 
  generate a fund of goodwill towards the Imperium out of 
  all proportion to their numbers. On some worlds they are 
  suspected of being spies for the Imperium, come to see 
  whether the world is worth being annexed, and in some 
  cases there is resentment that the Imperium does not 
  come along in force and solve all the world’s problems. 
  However, for the most part the results are positive both in 
  terms of the effect on the lives of people in the Wilds and 
  relations with the Imperium.
  The Imperial Diplomatic Corps plays an important part 
  within the Imperium, helping resolve differences and 
  present cases to higher authority. Its major role is beyond 
  the Imperium, however. Embassies exist on many worlds, 
  some of them very far from Usdiki. For example, Terra 
  and Nicosia have permanent IDC embassies. Officially 
  nothing but a diplomatic and intermediary service, the 
  IDC ensures that its teams include legal and trade experts 
  who can ‘earn their keep’ assisting their host government 
  in such matters. There are a few worlds where the rulers 
  have all but forgotten the ambassador’s diplomatic role 
  and rely on him or her for legal advice.
  Interstellar relations are somewhat rocky at present. At 
  any given time there will be several minor crises along 
  the Imperial border, worlds supporting piracy and a 
  couple openly attacking Imperial interests. As the Fourth 
  Imperium gathers its strength, it does its best to keep a lid 
  on these problems until they can be resolved by whatever 
  means prove necessary. For now these border problems, 
  while insignificant individually, represent a nibbling-away 
  at Imperial strength that seriously inhibits the ability to 
  deal with more serious problems.
  trADe CorrIDorS
  The space between the Imperium and most other powers 
  – even pocket empires in the local region – is still mostly 
  what is known as ‘Wilds’. Most worlds in this region have 
  suffered terribly in the Collapse. Those that have recovered 
  have often taken unpredictable paths. In the old days of 
  the Third Imperium, it was unusual to see armament on 
  a trade ship other than in a frontier or troubled region. 
  Today, even within the Imperial ‘Safe Area’ most merchant 
  vessels mount at least a token armament. 
  In the Wilds between the great powers, there are a few 
  known safe systems – ones that are hospitable to visiting 
  trade ships and capable of keeping out less hospitable 
  visitors – but these are very rare. For the most part, a 
  trader or diplomat setting out into the Wilds will pass 
  through unsecured systems where anything at all could 
  be lurking in space, and must visit regressed planets 
  unable to prevent hostile ships from doing as they please, 
  even if the locals are friendly. Very often the locals are not 
  friendly at all.
  Early trade was thus extremely risky and had to be 
  conducted with well-armed or escorted merchant ships. 
  This situation still exists in most of the Wilds, but today 
  
  - 4 -
  several ‘trade corridors’ exist. These mainly run between 
  Imperial space and the other great powers – the Freedom 
  League, Terran Commonwealth, Aslan Hierate and Ziru 
  Sirka – or between the Imperium and nearby worlds that 
  are both friendly and important enough to merit regular 
  traffic. Some trade corridors follow the paths taken by the 
  ships of the Grand Fleet, which had to fight its way across 
  the Wilds to reach its historic rendezvous and left behind 
  it many systems cleared of hostile activity.
  Trade corridors fall into two basic types – Active and 
  Dormant. Active corridors are subject to a real effort to 
  keep them open, which includes measures such as 
  naval patrols, forward bases, support for friendly worlds 
  with their own naval assets (sometimes subsidized with 
  Imperial funding) and the occasional sweep off the corridor 
  to clear nearby systems. Some Active corridors are now 
  run as business ventures. A corporation will contract to 
  the Imperium to maintain a decent level of security for 
  shipping using it, and is paid out of Imperial trade tax plus 
  whatever it can earn by operating ports, refueling stations 
  or escorts-for-hire on the route. 
  Dormant corridors have no such measures in place. In 
  some cases they are quite safe and kept so simply by the 
  volume of armed merchant traffic using the route (and the 
  occasional naval operation). In other cases the corridor 
  is no longer in regular use or was created by a fleet unit 
  moving to a deployment and never secured thereafter. 
  Such routes tend to be safer than deep Wilds but as time 
  goes by without deliberate security measures the level of 
  threat will inevitably creep back up.
  As already noted, virtually all Imperial vessels are armed 
  to some degree. Those that ply the long-distance trade 
  corridors can carry quite heavy armament. Subsidies are 
  sometimes paid to merchant lines on the premise that 
  armed merchant cruisers plying a route will protect other 
  ships and drive down the threat level without the need for 
  the overstretched Imperial Navy to deploy units there. On 
  the very long runs, where a warship would be unavailable 
  to the fleet for many months if it were to be assigned, 
  these ‘wagon trains’ of armed merchant ships represent a 
  mobile pocket of combat capability that makes the route 
  through the Wilds a little safer each time one passes by. 
  Of course, that does not mean that even the merchant 
  cruisers always come back…
  DomeStIC PoLICY 
  The Imperium governs governments, not worlds, but 
  in order for it to function there must be some common 
  policies among the bodies that compose it. There are six 
  kinds of recognized entity within the Imperium’s domestic 
  policy:
  Imperial Agencies: These include the Imperial armed 
  forces plus agencies such as the Ministry of Justice and 
  the Reconstruction Service, which owe allegiance to ‘The 
  Imperium and Her People’ and answer to the Iridium 
  Throne.  
  World groupings and Alliances: The Imperium was 
  founded as an alliance of alliances, and some worlds are 
  still part of alliances which in turn owe allegiance to the 
  Imperium.
  Worlds: Most worlds of the Imperium owe direct 
  allegiance to the Imperium. WorldCorps, which by definition 
  are the government of a world and are concerned only 
  with that world, are considered to be worlds just like any 
  other.
  Corporate Concerns: Many Imperial corporations 
  transcend interplanetary boundaries and have interests 
  across the Imperium (and beyond). Imperial Corporations 
  answer to the Iridium Throne and are bound by the same 
  rules as other entities.
  Noble houses: Most noble houses have assets not 
  associated with any given world (though they may be 
  situated on one, obviously), thus resembling corporations 
  in some ways. 
  Citizens: Any person who is a citizen of a world that is 
  an Imperial member is an Imperial Citizen and as such has 
  certain rights that are protected by High Law. However, 
  most people are citizens of their homeworld first and 
  foremost, and the majority never even think about their 
  Imperial Citizenship. Some individuals fall into a special 
  category, that of Imperial Citizens who are not citizens of 
  any world. This category includes some people born in 
  space or to nomadic starfarers (e.g. Belters or children of 
  families operating tramp trader ships) and Cyms inhabiting 
  starship computers. Such individuals theoretically owe 
  direct fealty to the Emperor but few take any note of this 
  beyond the fact that their ID lists “Imperial Citizen” rather 
  than the name of a planet under the Homeworld heading.
  The Imperium’s domestic policy, broadly defined, is 
  to create an environment in which the various member 
  entities can coexist and peacefully resolve differences, 
  and where a common set of rights and duties is recognized 
  and respected by all members. Micromanagement of 
  the affairs of citizens, corporations, or worlds is neither 
  desirable nor feasible. 
  Thus the Imperium lays down a framework in the 
  form of set of inflexible laws that bind every entity in the 
  Imperium, and guidelines for resolving differences, plus a 
  means to apprehend and punish those who threaten the 
  coexistence framework. It then stands back and gets on 
  with its real job – that of ensuring that the citizens are not 
  being shot at while they are busy coexisting.
  CoNfLICt
  Conflict of various sorts is inevitable in any society. The 
  Imperium recognizes that individuals, worlds, corporations 
  and all other entities have the right to self-defense if 
  attacked, but makes every effort to see that self-defense 
  
  - 5 -
  does not escalate into open combat. Conflicts of all sorts 
  are best resolved by discussion and mediation. 
  Personal conflict is governed by the laws of the world 
  where it occurs. Each world of the Imperium has the right 
  to make and enforce its own laws, so long as they do 
  not defy Imperial High Law. Within the sovereign territory 
  of a given world, its laws govern all activity except in 
  certain special cases (such as a Ministry of Justice team 
  apprehending a fugitive whose crime is not recognized on 
  the current world). Thus when citizens travel to a different 
  world they are bound by its laws, which may include 
  stipulations regarding self-defense that make it illegal or 
  subject to restrictions not found elsewhere. Where this is 
  the case, local law applies – self-defense is legal in the 
  Imperium as a whole but may be a crime on the current 
  world. Ignorance of the law is rarely accepted as an 
  excuse.
  Conflict between larger entities, such as corporations or 
  noble houses, are subject to certain laws. Most disputes 
  can be settled by taking the matter to the court of the 
  ranking noble in the area, whose legal advisors will help 
  him or her create a compromise or make a ruling which 
  can then only be overturned by petitioning the noble’s 
  superior. However, there is another route to settle disputes 
  – armed conflict.
  The Imperium vigorously discourages conflict between 
  its constituent entities, but accepts that sometimes it 
  will occur anyway. Lacking the resources for endless 
  peacekeeping operations, the Imperium instead imposes 
  a set of Rules of War that are intended to limit the severity 
  of a conflict and the level of damage it causes. 
  The Rules of War are based upon the original ones 
  used by the Third Imperium and like that body of law have 
  never been written down in a formal legal document since 
  this could then be used by a clever lawyer to defy the 
  spirit of the Rules while remaining within its letter. Some 
  observers have suggested that this vagueness can be 
  used by the Imperium to justify an intervention or avoid 
  one as best suits its purposes. This is almost certainly 
  correct. Although they have never been written down 
  formally, the Rules of War are generally understood to 
  follow certain principles, as follows:
  • 
  There must be a valid reason for the conflict,  
   
  e.g. encroachment on corporate interests or a  
   
  legitimate territorial dispute.
  • 
  The conflict must be properly declared.
  • 
  The conflict must not interfere with the economic  
   
  well-being of the Imperium.
  • 
  Weapons and techniques of mass destruction  
   
  must not be used. 
  • 
  Economic targets unconnected with the direct  
   
  support of the conflict must not be attacked.
  • 
  Civilian targets must not be attacked unless  
   
  circumstances require it (e.g. an enemy holes up in a  
   
  city and has to be dug out).
  • 
  The rights of sentients must be respected.
  • 
  Imperial 
  observers 
  must 
  have 
  unrestricted 
   
  access to all aspects of the conflict.
  • 
  Breach of the Rules of War is grounds for Imperial  
   
  Intervention.
  Wars and other conflicts always cause suffering, 
  economic damage and destruction of property. The Rules 
  of War merely seek to limit the amount of carnage and 
  devastation Imperial entities inflict upon one another. If a 
  war is getting out of hand, the Imperial armed forces will 
  step in and bring it to a rapid end. This happens much 
  sooner if vital infrastructure is being damaged or the wider 
  economy is being harmed. Use of nuclear or biological 
  weapons, or lethal chemical weapons against civilian 
  targets, will trigger a rapid and violent intervention, as will 
  techniques such as carpet-bombing of cities.
  Legitimate conflicts may be between worlds, corporations 
  or noble houses. For example, it is not unknown for two 
  noble houses to go to war, or for businesses to engage 
  in what is sometimes known as ‘Trade War’ over a piece 
  of industrial espionage or control of a lucrative shipping 
  route. Conflicts between, say, a world and a noble house, 
  or a corporation and a world, are not unknown. Most wars 
  are between worlds, however, and wars of conquest are 
  not tolerated.
  The use of mercenary forces in conflicts is permitted 
  and indeed is very common. Mercs have a term for wars 
  that obey the rules – ‘Good War’. A ‘Bad War’ is one where 
  the rules may be bent or ignored and the combatants (and 
  everyone else in the region) will face the full horrors of 
  war. A deliberate campaign to destroy economic resources 
  and cause terror is called a ‘Black War’. Black War was 
  the reason for the collapse of the Third Imperium. Anyone 
  engaging in deliberate black war operations will face 
  immediate intervention and the harshest punishment 
  possible. 
  Conflicts with enemies beyond the Imperium are not 
  bound by the Rules of War.
     
   
  PSIoNICS
  The Fourth Imperium does not have an official policy 
  on Psionics. It recognizes that some individuals have a 
  talent for the barely-understood powers of the mind, just 
  as others are brilliant musicians or natural athletes, and 
  refuses to legislate for or against what is officially regarded 
  as an uncommon but natural human talent. 
  The nature of psionics is such that it offers huge 
  advantages to those who can master it, and allows 
  rogue psions to do great harm. For this reason while the 
  
  - 6 -
  Imperium does not officially recognize psionic individuals 
  as any different to others, and allows its worlds to make 
  their own decisions about whether or not to make psionic 
  activity illegal, it does seek to make use of the talent 
  wherever it can.
  The Imperium conducts some research and operates 
  a network of Imperial Psionics Testing Stations, which 
  seek to identify talented individuals and will conduct a 
  test for psionic ability on promising candidates at Imperial 
  expense. However, the subject can expect a long period 
  of background checks, delays, weeding-out of less likely 
  candidates and those with ‘inappropriate’ attitudes, and 
  all manner of other delays before finally being permitted 
  to submit an application.
  The test is subject to an agreement that if the subject 
  meets a certain standard that he or she will enroll in a 
  training program and then enter Imperial service for 
  a period of eight years or more. Depending upon the 
  subject’s inclinations and talents, this service can be with 
  the armed services, the Scouts or the Reconstruction 
  Service, the Ministry of Justice, the Psionics Research 
  Division or the Bureaucracy. 
  Service in the Bureaucracy can mean many things, but 
  usually the subject will end up testing others for talent or 
  assigned to one of several offices that conduct specific 
  operations, usually in support of other services. Much 
  of this work is of an experimental nature, such as the 
  use of groups of clairvoyants to detect survivors of an 
  earthquake or other disaster, or telekinetics to assist in 
  construction projects. The Bureaucracy acts as a clearing 
  house for these individuals, who can find themselves 
  transferred from one project to another as the penpushers 
  seek to define exactly what use psionics could be to the 
  Imperium.
  The Ministry of Justice mainly employs telepaths, 
  either to seek out particularly dangerous criminals or to 
  apprehend psionic ones. Neither application has been 
  particularly successful to date. The Psionics Research 
  Division parallels some of the application-of-psionics 
  projects undertaken by the Bureaucracy but from a far 
  more theoretical standpoint. Much of its work is highly 
  secret.
  Psions who join one of the armed services often serve 
  in a ‘normal’ (i.e. non-psionic) role. The services treat 
  psions (especially low-powered ones) as just people with 
  an additional talent. The psion’s special abilities may 
  come in handy some day, but this is given no more weight 
  than the possibility that an officer’s degree in politics or 
  a spacehand-technician’s crosstraining in gunnery might 
  be useful. Psions are not required to wear any special 
  insignia, though some wear the badge of, say, the Navy 
  Psionics School as proudly as another displays her 
  Advanced Marksman or Flight School insignia. This 
  service alongside non-psionic individuals has helped 
  break down some of the barriers that remain as a legacy 
  of the Third Imperium, which for the last three centuries 
  of its existence promoted an anti-psionic attitude among 
  its citizens. The armed forces do have a number of psions 
  assigned to specialist roles, often in intelligence or special 
  forces. These applications require other talents that the 
  average psion, however powerful, may not have.
  Individual worlds are entitled to make their own laws 
  regarding psionics. Most follow the Imperial lead and 
  state that the use of psionics is acceptable (though some 
  cultures consider it ‘impolite’), but that use of psionics in a 
  crime is similar to using a weapon; it aggravates the crime 
  in question and may be subject to an additional offense of 
  ‘misuse of psionic ability’.
  Non-government psionics schools are rare in the 
  Imperium. There is still considerable public unease about 
  psions, so schools tend to be discreet or covert. As yet, 
  few psions have completed their Imperial service but as 
  they do the number of potential teachers for these schools 
  will increase a little. A psionic renaissance is a long, long 
  way off as yet.
  SeNtIeNtS’ rIghtS
  The Imperium recognizes a common set of sentients’ 
  rights across its territories, and these supercede the 
  provisions of local laws. The basic rights of every sophont 
  (self-aware being) within the Imperium were laid down 
  in the famous Usdiki Sentients’ Rights Declaration, and 
  were broadly defined as follows.
  Every person has the right to:
  • 
  Basic needs of life: food, water, light, heat and  
   
  rest.
  • 
  Fair treatment under an impartial system of laws  
   
  relevant to their current locality
  • 
  Personal dignity and respect for the individual
  • 
  Treatment as an individual rather than a member  
   
  of any given group
  • 
  Protection by the authorities or self-defense at  
   
  need
  • 
  Self-determination in so far as society or other  
   
  individuals are not harmed
  Unstated, but implied, is the right of individuals to seek 
  to better themselves or ‘to seek happiness’ so long as 
  others are not harmed in the process. These rights are 
  fairly loosely defined and the declaration is interpreted 
  differently in various localities. There are however certain 
  constants laid down in High Law. These are:
  • 
  Sentients’ Rights apply to all self-aware beings  
   
  of electronic, organic or any other nature.
  
  - 7 -
  • 
  The rights to self-determination and basic needs  
   
  do not mean that individuals have the guaranteed  
   
  right to reproduce. This right (‘the right to responsibly  
   
  procreate’) is assumed in all localities and  
   
  circumstances where it is not specifically forbidden.  
   
  However, it is accepted that some worlds may require  
   
  laws dealing with reproduction, for example to avoid  
   
  overpopulation. In addition, electronic entities do not  
   
  have the automatic right to reproduce themselves.
  • 
  The individual’s right to self-determination is to  
   
  some extent subordinated when taking service in a  
   
  lawful military or other structured organization, and  
   
  the rules of such organizations do not automatically  
   
  constitute a breach of this right.
  • 
  Ownership of another individual (chattel slavery)  
   
  is absolutely forbidden in Imperial space.
  • 
  In the case where an individual is a danger to  
   
  others, the needs of society override the right to self- 
   
  determination. Lawfully imposed penalties may  
   
  strip an individual of freedom (incarceration) and this  
   
  incarceration may be of a nature that contradicts the  
   
  right to personal dignity and respect if necessary.
  • 
  ‘Harsh methods of interrogation’ may be used if  
   
  the situation merits it, for example to extract  
   
  information necessary to save lives, but not for routine  
   
  criminal investigations.
  • 
  Lawful authorities may impose a death penalty  
   
  for certain crimes. This penalty must be of a ‘not  
   
  unnecessarily cruel’ nature; legal methods of  
   
  execution include lethal injection or gas, hanging,  
   
  firing squad or assassin, beheading or similar means.  
   
  Impalement, burning, disemboweling and other ‘cruel’  
   
  methods are considered a breach of sentients’  
   
  rights.
  • 
  Execution 
  by 
  electrocution 
  is 
  specifically  
   
  excluded from ‘unnecessarily cruel’ punishments  
   
  since it is a vital tool against Virus. It is, however,  
   
  frowned upon for use upon organics.
  The Declaration of Sentients’ Rights is fairly general, 
  since it must apply to many very different worlds and 
  legal systems. In essence it merely states that people 
  must be considered as individuals, that they cannot be 
  property (this includes self-aware machines), and that 
  while society has the right to take away freedom or even 
  life as a punishment for a crime, it must do so in a humane 
  manner. 
  There is no provision stating that penal institutions 
  cannot be harsh in the extreme; they are merely not 
  permitted to be deliberately cruel for its own sake. The 
  conditions on many prison asteroids make this distinction 
  more or less meaningless.
  hIgh LAWS
  Imperial High Law mainly governs the interactions 
  between worlds, corporations and other large-scale 
  entities, though it also binds individuals. The bulk of High 
  Law deals with mediation of disputes between worlds and 
  corporations, and lays down the basis for free and fair 
  trade within the Imperium. As such, it is of interest only 
  to corporate lawyers and merchant ship captains. Some 
  aspects of High Law that affect the average individual are 
  described below.
  ImPerIAL AND CAPItAL CrImeS
  Some crimes are considered to be so serious that they 
  override the sovereignty of worlds. In the case where an 
  Imperial Felony has been committed, Ministry of Justice 
  agents can demand the cooperation of local law enforcers 
  (if any) in apprehending the felon, even if local law does 
  not prohibit the crime. Thus even on a world with no 
  formal law, murder is still a crime because it is an Imperial 
  Felony. Some Imperial Felonies carry the death penalty 
  and are thus capital crimes. The majority are punishable 
  under the Imperial court system by a range of measures 
  including fines, confiscation of property, revocation of 
  permits, assignment to an armed or unarmed service for 
  a term of forcible enlistment, or a period of incarceration 
  in an installation or on a prison planet. 
  The death penalty is normally administered by firing 
  squad, but this is an extreme measure and reserved for 
  the most heinous of crimes.
  Capital crimes include:
  • 
  Piracy
  • 
  Mass murder
  • 
  Use of weapons of mass destruction without  
   
  appropriate authority
  • 
  Multiple or extremely violent rape
  • 
  Genocide or Attempted Genocide (this is the  
   
  charge normally leveled at unstable Viral entities)
  • 
  High Treason (e.g. attempted murder of an  
   
  Imperial official, betrayal of information leading to  
   
  significant damage to the Imperium or its armed  
   
  forces, leading or inciting rebellion against lawful  
   
  Imperial authority)
  • 
  Use of psionic powers in treasonous activity
  Major felonies (carrying a sentence of 20 years to life on 
  a prison planet or similar installation) include:
  • 
  Murder
  • 
  Rape
  • 
  Possession of weapons of mass destruction  
   
  without appropriate authority
  • 
  Trafficking in weapons of mass destruction
  • 
  Treason (e.g. spying on behalf of a foreign  
   
  power, attacking a senior Imperial official, participating  
   
  in rebellion against lawful Imperial authority)
  • 
  Grand Theft Starship
  • 
  Harboring a fugitive (which by definition includes  
   
  unstable Viral entities)
  
  - 8 -
  Other Felonies (carrying a variety of sentences) include
  • 
  Possession of prohibited weapons or systems  
   
  without proper authority
  • 
  Failure to submit to proper authority (e.g. customs  
   
  search by Imperial Navy vessel)
  • 
  Theft of Imperial property
  • 
  Impeding a Ministry of Justice investigation
  • 
  Use of a psionic power in a crime or to harm  
   
  others
  • 
  Sedition against the Imperium
  • 
  Assault on a member of the Imperial services  
   
  engaged in legitimate duties
  • 
  Carrying 
  hazardous 
  cargo 
  without 
  proper  
   
  documentation
  • 
  Interference 
  with 
  the 
  mail 
  or 
  express 
  boat  
   
  network
  StArPortS, JurISDICtIoN AND 
  eXtrALItY
  Imperial High Law, inherited from the Third Imperium, 
  defines as the territory of the Imperium all space within its 
  borders except that within 00 diameters of an inhabited 
  planet or forming part of an offworld installation owned by 
  such a world, and in addition all Starports and other Imperial 
  installations. A zone of shared jurisdiction exists between 
  0 and 00 diameters, where the Imperial authorities and 
  local law enforcement, if any, are both empowered to act. 
  Frameworks for cooperation are normally in place in such 
  areas.
  In practice, this means that most worlds are the sovereign 
  territory of their ruling government, exclusively as far as 0 
  planetary diameters out and subject to permitted Imperial 
  intervention out to 00. Local laws apply in this region, 
  though always with regard to Imperial High Law. Unless 
  an Imperial felony has been committed, the Ministry of 
  Justice and other authorities have no jurisdiction in this 
  area, though many worlds grant a Right of Close Pursuit 
  to the Navy, permitting naval vessels to enter the 0-
  diameter zone in pursuit of a fleeing vessel or one thought 
  to be harboring fugitives.
  Since local laws are only enforceable out to 00 
  diameters, it is conceivable that criminals can escape 
  justice by fleeing to another planet. This is sometimes the 
  case, though many worlds are able to negotiate extradition 
  with their neighbors and others consider a crime committed 
  on a different planet to be a crime under their own laws. 
  If this is not the case, worlds still sometimes attempt to 
  deal with criminals by sending agents or bounty hunters to 
  bring in (or just kill) the fugitive. This can lead to diplomatic 
  incidents with other worlds, of course. 
  Where an Imperial Felony has been committed, fleeing 
  offworld is little use. The Imperial authorities will pursue 
  felons across the Imperium and even beyond if they are 
  able. The individual may be returned to the world where the 
  felony was committed or tried by the Imperial authorities 
  depending upon circumstances.
  Since Starports are considered to be Imperial territory, 
  some criminals think that they can evade justice by 
  crossing the extrality line and therefore ‘get offworld’ by 
  entering the port. Most are disappointed to discover that 
  the starport authorities have an agreement with the local 
  government and will apprehend and return a fugitive as a 
  matter of courtesy.
  The naval forces of a world are a special case. Within 
  00 diameters, naval forces have jurisdiction and can do as 
  their parent government directs. However, once they cross 
  this limit they are in Imperial space and technically have 
  no jurisdiction. This is resolved by a simple technicality. 
  Since the world is a member of the Imperium and its naval 
  forces are classed as part of the Imperial auxiliary forces, 
  these naval units have a right to freedom of astrogation 
  and a duty to uphold the law of the Imperium. This means 
  that they are permitted (actually, they are required) to go 
  after pirates and suspected criminals. 
  All worlds are allowed to provide for their own defense, 
  and this includes a right to patrol local space and enforce 
  the law. A warship can board and search a vessel for items 
  that are contraband on its homeworld, even if those items 
  are legal in the Imperium as a whole. However, the world 
  must prove that the goods were destined for their planet 
  and can only seize goods if this is the case or if they 
  are Imperial contraband, for example military weapons 
  shipped without a permit.
  Thus warships belonging to a world may be encountered 
  on patrol in the outsystem or (more rarely) in neighboring 
  systems. Most worlds do not require or operate Jump-
  capable warships. System Defense Boats and Monitors 
  are considered quite adequate for local defense, and they 
  have the advantage that they cannot be called away on 
  Imperial duties.
  In the case where worlds are at war with one another, 
  vessels are allowed to engage in legitimate military action 
  subject to the rules of war. Otherwise, combat operations 
  are limited to self-defense, protection of endangered 
  vessels nearby and combat operations resulting from 
  enforcement of Imperial law.
   
  WeAPoN LAWS
  Each world of the Imperium has its own laws regarding 
  the possession and use of weapons. As a rule, use of an 
  illegal weapon is more serious if it is used in a crime than 
  in self-defense, but some worlds still have still penalties 
  for possession of illegal weapons. 
  The Imperium as a whole has few weapon laws. There 
  is a universal recognition that, however low the law level 
  
  - 9 -
  may be, a person may dictate what weaponry is permitted 
  in his or her own home, starship, place of business etc, 
  and even where weapon ownership is legal there may be 
  restrictions on carry or use. Many worlds allow weapons 
  to be possessed but discourage carrying them in public. 
  In other words, just because ownership is legal on a given 
  world does not mean it is socially acceptable to wander 
  down the street with weaponry, or to enter a business or 
  home carrying it.
  The Imperium does attempt to control the ownership 
  and use of military weapons. It is not too concerned with 
  self-defense equipment – handguns and shotguns cannot 
  penetrate the body armor used by Imperial personnel 
  – but automatic weapons and military or very powerful 
  systems are subject to some controls.
  Permits to own and operate military systems like gauss 
  weapons, plasma and fusion guns and so forth are only 
  awarded to properly accountable bodies such as planetary 
  armed forces, mercenary units and so forth. Even if such 
  weapons are legal on a given world (because it has a very 
  low law level), they are not considered suitable for private 
  citizens to have. Normally the Ministry of Justice is not 
  interested in the odd military weapon in private hands and 
  tend to ignore the matter unless it comes to their attention 
  (for example if a crime is committed using such a weapon). 
  This law is primarily to allow the MOJ to clamp down on 
  traders who set up on low-law worlds and sell weapons 
  to ‘arms tourists’ who then smuggle them back onto their 
  high-law homeworlds. 
  Some individuals are granted permits to own a single 
  military weapon. For example, some Imperial personnel 
  are allowed to retain their personal weapon when they 
  leave the service. Provided they do not use it for crime, 
  the weapon is theirs with the blessing of the Imperial 
  authorities as a reward for honorable service.
  At Starports and other Imperial installations a general 
  law level of 3-4 is normal. That is, individuals are 
  allowed to carry non-military weapons and perhaps even 
  light automatics for self-defense purposes. However, 
  circumstances may vary and the authorities try to create 
  a situation where weapons are not necessary. Whatever 
  the law level may be, most Imperial officials consider 
  that anyone carrying something more substantial than a 
  sidearm (blade or handgun) is worth watching. 
   
  PoWer StruCture
  The power structure of the Imperium is rather complex, 
  since it is based on several types of political entity. 
  Measures are in place to simplify matters, for example 
  by gradually dissolving the alliances that came into the 
  Imperium and replacing them with a system of direct 
  loyalty to the Imperium or through a formalized feudal 
  system. At present, however, the situation is rather fluid.
  There are in fact three separate power structures 
  within the Imperium: the worlds, the corporations and the 
  Imperial assets.
  the worlds of the imperium
  Almost all worlds of the Imperium are self-governing, 
  in that they have their own government, laws, and 
  armed forces independent from the Imperium. Worlds 
  are empowered to provide for their own defense as best 
  they can and as they deem fit, and to provide whatever 
  services their population demands. The worlds of the 
  Imperium can be subdivided as:
  • Imperial Worlds
  • WorldCorps
  • Noble Fiefs
  • Member Worlds
  ImPerIAL WorLDS
  Some worlds are possessions of the Imperium (or of 
  the Emperor). The capital, Usdiki, is one. Others include 
  prison worlds, naval and military depots, and some worlds 
  that are of strategic importance, have failed to develop a 
  stable government, have been the subject of an Imperial 
  intervention, or are off-limits to the general populace for a 
  variety of reasons. These are administered directly by the 
  Emperor‘s representative, an Imperial Governor who may 
  or may not be a noble. 
  Imperial worlds are denoted by a government type 6 
  (Captive Government). With some exceptions, they are 
  not represented at the Imperial Moot since they are already 
  the direct responsibility of the Imperium. Government 
  on an Imperial World is normally a bureaucratic system 
  implemented by the Imperial Bureaucracy. Note that not 
  all Type 6 governments are Imperial worlds, but most of 
  those inside the Imperium are.
  WorLDCorPS
  Most of the worlds making up the Fourth Imperium 
  suffered terribly in the Collapse and many had not 
  achieved a stable society when the reconstruction of the 
  region began. One tool that was used to bring assistance 
  to these worlds was the WorldCorps. WorldCorps were 
  individual corporate entities with their own assets and 
  a responsibility for a single world. The particulars vary 
  from case to case, but as a rule the WorldCorps were 
  run as subsidiaries of Federation Development (now 
  Imperial Development, LIC) until they were able to stand 
  on their own feet. Most reconstruction equipment was 
  purchased, and most personnel recruited, though the 
  parent corporation and most ‘Corpworlds’ will be paying 
  back their startup loans for many years to come. 
  
  - 20 -
  The WorldCorps brought technical assistance, personnel 
  and equipment to the battered worlds of the region and 
  worked together with the locals to rebuild society. As 
  things stabilized, one of two things happened: either the 
  corporation ended up as the world’s governing entity or it 
  was absorbed by the society it was helping to rebuild. In the 
  former case, the world retained a corporate government 
  (type  government). Not every type  government in the 
  Imperium is a WorldCorp, but most are. Those worlds that 
  absorbed the corporation created a government specific to 
  their needs. Bureaucracies are not uncommon results of 
  this transition (type 8 or 9 government). Some WorldCorp 
  leaders were awarded noble titles; if the WorldCorp 
  remained more or less unchanged, government type 
  is still listed as type . Those WorldCorps that became 
  personal fiefs are listed as such (see below).
  Some WorldCorps are in the middle of a transition to 
  a more ‘normal’ planetary government. Others suit the 
  populace perfectly well and have become the preferred 
  way of doing things. 
  NoBLe fIefS
  In many cases, the rulers of worlds that chose to join 
  the Imperium were recognized with a noble title. This was 
  usually Baronet, Baron or Marquis depending upon the 
  world’s value to the Imperium. The ruler’s supporters were 
  generally recognized with lesser titles and became part of 
  a noble house (see Noble Houses, below) that took the 
  name of the ruler, the world, or sometimes the WorldCorp 
  it started life as. Thus there are noble houses with rather 
  odd names, such as House InterDev, named for its main 
  holding Interstellar Development, LIC.
  Where the ruler of a world is a noble house, the house 
  has complete responsibility for defense, government and 
  all other administrative duties. Most noble houses create 
  a bureaucratic apparatus to assist in ruling their fief, 
  and armed forces to protect it. Others just expand their 
  personal household and Huscarles (personal troops) to 
  fill the gap.
  Most of the worlds of the Imperium that are directly ruled 
  by nobles are that way because the people chose it, or 
  at least, did not protest much. In many cases the people 
  making up the noble house were the existing leaders, now 
  elevated with new titles but still trusted and respected as 
  before. In some cases the appointment of a noble ruler 
  was not so popular, and some worlds are the scene of 
  considerable unrest as the populace try to demonstrate 
  just how unimpressed they are with the situation.
  Depending upon circumstances, some noble houses 
  that ‘rule’ worlds may be little more than figureheads, 
  ceremonial heads of state. At the other extreme, some 
  ruling nobles actually have a direct personal dictatorship. 
  Most arrangements fall somewhere in between, with power 
  shared as a form of constitutional monarchy between the 
  ruling house and the non-noble government. The exact 
  distribution of power varies and can be the subject of a 
  certain amount of political infighting.
  Some Noble Fiefs owe allegiance to higher nobles. Most 
  owe it directly to the Emperor. It is an open secret that the 
  Imperial Bureaucracy (and probably the Emperor) would 
  prefer to have each member world ruled by a noble house, 
  but this is an ideal that will never be fulfilled. Those worlds 
  with a noble ruler send a member of the household to the 
  Moot. Those that do not have one assigned to represent 
  them.
  Noble Fiefs are denoted by the special government 
  code N.
  memBer WorLDS
  The remainder of the worlds of the Fourth Imperium 
  are ‘member worlds’, a catch-all term that covers many 
  different societies that owe allegiance to the Imperium. 
  Many of these worlds were helped up out of the wreckage 
  by investment and uplift packages but never gained a 
  formal WorldCorp, nor were their leaders offered noble 
  titles (some refused the honor for various reasons). 
  Member worlds can have any government type.
  muLtIWorLD PoWer StruCtureS
  Many worlds came into the Imperium as part of 
  multiworld alliances. Some of these alliances have since 
  been dissolved in favor of wholehearted participation in 
  the Imperium, but others remain strong. In some cases 
  the Imperium has co-opted these alliances by awarding 
  noble titles to the leaders, making them subdivisions of 
  the Imperium ruled over by nobles; part of the Imperial 
  system in name at least. It was originally hoped that 
  eventually the whole Imperium could be grouped in this 
  manner with each group of worlds ruled over by a great 
  noble owing allegiance to a superior, all the way up to the 
  Emperor. Power would rest at each level, allowing local 
  problems to be dealt with using local resources. Perhaps 
  this ideal may some day be realized but for now that 
  seems unlikely. 
  The present system divides the Imperium up into 
  administrative regions referred to as Duchies (each ruled 
  by a Duke). Within each Duchy there may be one or more 
  Counties (made up of 3-6 worlds and ruled by a Count) 
  and some worlds that worlds that are administered by the 
  Duchy rather than its subordinate organizations. 
  However, not all the worlds of the Imperium belong 
  to such feudal structures. More than half are ‘member 
  worlds’ loyal directly to the Imperium and with no noble 
  ruler or overlord. These worlds are assigned a knight, 
  baronet or baron (depending upon the value of the world) 
  to represent them at the Imperial Moot, and the noble 
  
  - 2 -
  representative is usually granted some personal property 
  on the world he or she represents. 
  The problem with this power structure is that while the 
  many non-ruling representatives do have a voice in the 
  Imperial Moot, their many small voices can be drowned 
  out when the Dukes place their block votes. As a result, 
  there is a move towards collective bargaining, and higher-
  ranked nobles have been appointed to head regional 
  assemblies that in turn are represented to the Moot. 
  This in many ways resembles the system used by the 
  Third Imperium and more importantly represents a move 
  towards a single political system of regional duchies. 
  These regional assemblies also serve as forums where 
  differences between member worlds can be resolved.  
  the CorPorAtIoNS
  There are many corporate entities within the Imperium. 
  Some are by definition associated with only one world 
  (i.e. the WorldCorps) but most are multiplanetary 
  organizations. The majority of Imperial corporations are 
  regional; i.e. they have holdings on several worlds in 
  a region but are not found across the entire Imperium. 
  Some, known as Supercorporations, do have holdings in 
  all areas and assets that outweigh those of any world or, 
  in some cases, entire Duchies.
  These corporations are a vital part of the Imperium and 
  naturally are represented to the Moot by Nobles appointed 
  for the purpose. These nobles may have property on one 
  or several worlds but are associated with that world as a 
  representative or ruler as a consequence of these holdings 
  (though some corporate nobles are also representatives 
  and/or planetary rulers). 
  The rank of a corporate noble is determined by the 
  power and importance of the corporation he or she 
  represents. Most noble titles were awarded to recognize 
  the importance of what the noble represented, so titles 
  are quite appropriate to the power wielded by the holder. 
  There are only two corporate Dukes; all other corporate 
  nobles rank lower than this. 
  In cases where a WorldCorp official was elevated to the 
  Nobility it really does not matter whether the title was as a 
  world ruler or a corporation leader, since the two are the 
  same thing in this case, but the individual is not usually 
  considered to be a Corporate noble.
  ImPerIAL ASSetS
  The Imperium owns a number of assets directly. These 
  include a few planets (though these are usually not very 
  productive, being prison worlds and so forth) and large 
  shares in several corporations. These assets, along with 
  the Imperial tax budget, are what allows the Imperium to 
  fund the various services, the bureaucracy and all the 
  other functions of the Imperial government.
  The various assets require representation, so these 
  too have nobles associated with them. Now, in the early 
  years of the Imperium, these nobles are mostly individuals 
  elevated to the nobility in keeping with the status of the 
  job they already held. These nobles, too, have holdings 
  in their own right, or at least a stipend from the Throne to 
  support themselves.
   
  
  - 22 -
  the ImPerIAL NoBILItY
  The Nobility is made up of several different types of 
  noble. A few old noble houses survive from the days of 
  the Third Imperium but for the most part the nobility is 
  made up of individuals elevated to high status (or more 
  accurately, recognized for the status they already held) 
  in the past 20 years. Already the system has become 
  more complex than is strictly speaking desirable, but at 
  least the system of titles and allegiance through superior 
  nobles allows an observer to estimate the importance of 
  an individual.
  The Nobility serves several purposes. On the one hand 
  it is a reward system to recognize talented and loyal 
  individuals, and on the other it is a power structure that 
  allows decisions to be made in the Moot. It is a mechanism 
  for arbitration, in that great nobles (Marquis, Count and 
  Duke) are empowered to broker solutions to disputes or 
  to make rulings that might otherwise wait for months or 
  years if they went to the Moot or directly to the Emperor.
  Elevation to the nobility depends upon circumstances. 
  A Duke is permitted to award a knighthood in certain 
  circumstances, but all other nobles can only make a 
  recommendation to the Emperor and hope for the best. 
  Elevation to the nobility is normally in recognition of a 
  position of power or as a reward for service or excellence. 
  Sometimes it can be both. For example an individual who 
  starts a frontier shipping line and manages to turn it into a 
  major concern with a dozen ships may be offered a Barony 
  in part as a reward for excellence in business and in part 
  because the entrepreneur’s wealth and influence should 
  be given a legitimate voice in the affairs of the Imperium.
  Some noble titles are awarded for heroic military service, 
  others in honor of excellence as architects, singers, writers, 
  and all manner of other fields. These titles normally carry 
  a stipend but are not hereditary. Since each and every 
  titled noble in the Imperium has a vote in the Moot, it is 
  impractical to permit hereditary nobles to vote on behalf of 
  long-dead ancestors.
  There are many reasons for elevation to the nobility but 
  once granted a title there are certain things that all nobles 
  of a given level can be expected to have in common.
  rIghtS AND DutIeS of the NoBILItY
  The nobility is sworn to serve the Imperium and her 
  people and to obey the Emperor. The actual duties of any 
  given noble vary, but all have votes in the Moot and a duty 
  to use them wisely, the duty to act in the Emperor’s name 
  and the right to bear arms in the Emperor’s presence. 
  Voting in the Moot is discussed below. The duty to act in 
  the Emperor’s name can be interpreted as a requirement 
  to carry out the function for which the noble was entitled 
  – planetary ruler, corporate official etc – to the best of his 
  or her ability, and indeed many nobles choose to see it 
  that way. However, the duty to act goes further than that.
  The nobility of the Fourth Imperium are required to act 
  on behalf of the Emperor, and in a manner that that the 
  Emperor would approve of. They are expected to respond 
  to threats by facing them with whatever resources are to 
  hand and to summon help at need, regardless of how this 
  makes them look. They are expected to – at the very least 
  – provide funds and forces to deal with problems and if 
  possible to attend to the problem in person, at whatever 
  risk.
  Nobles are empowered to walk into a situation and take 
  charge; indeed they are expected to do so.  The ideal 
  is that of the feudal lord who lived well on the tax of his 
  peasants but was prepared to ride out alone to defend 
  them against wild animals or bandits. Each noble’s oath 
  of allegiance requires him or her to defend the Imperium 
  and her people to the death. Of course, not everyone is a 
  hero, but still the ideal is there to show the way. Nobles are 
  expected to rule and govern and lead. They are expected 
  to make resources available to deal with a crisis and to 
  deal with the matter on behalf of their people. But more 
  than anything else they are expected to look after their 
  people.
  The right to bear arms in the presence of the Emperor 
  is a gesture of trust on behalf of Avery. His family was 
  gunned down by a traitorous noble acting from the highest 
  motives; the same could easily happen to Avery, but just 
  as easily an armed noble could prevent an assassin from 
  reaching the Emperor. Avery insists that his nobles wear 
  a sword or handgun in his presence as a demonstration of 
  his trust. The message is simple: - he chose these people, 
  be believes in them. If they choose to strike him down, so 
  be it.   
  True security is in the hearts of the people, not in 
  fortresses or paranoid policies. Avery himself bears a 
  sword as a token of his status as defender of the Imperium, 
  but many close to him carry loaded guns. The symbology 
  is powerful.
  NoBLe houSeS
  A Noble house is, in its simplest form, a knight or higher 
  noble and his or her family, plus their possessions, holdings 
  and staff. Some noble houses are extremely large, such 
  as the Emperor’s household which has literally hundreds 
  of subordinate officials, many of whom are nobles in their 
  own right. A lesser noble may be a part of a larger noble 
  house. There is, however, a distinction between the house 
  itself and what it administers. The Emperor’s household 
  has estates and business assets on many worlds of the 
  Imperium which are part of House Alkhalikoi. The house 
  does not, however, ‘own’ the Imperium. It rules it, but does 
  
  - 23 -
  not count the majority of it among its ‘house’ assets. This 
  distinction between what is part of the house and what is 
  merely its responsibility can be important.
  For example, House Tilleir, led by Baron Tilleir, rules a 
  single planet. House Tilleir includes several knights, each 
  with their own holdings, and owns a number of businesses 
  on planet. It also owns a fleet of small merchant ships 
  and some stock in businesses throughout the region. This 
  property is owned by the house and is distinct from the 
  assets of the world it rules. Baron Tilleir is responsible for 
  the governance and defense of the world, but does not 
  ‘own’ it as such. Should it prove necessary, the Emperor 
  could grant rulership of the world to another house or a 
  non-noble government. House Tilleir would lose its ruling 
  status but would retain all holdings that were property of 
  the house. Conversely, Baron Tilleir could grant part of his 
  holdings to a subordinate (say a knight in his service) at 
  any time, but he cannot give away the assets of the world 
  he rules; they do not belong to him.
  Ruling a world is of course a vast task for a single 
  individual or even a large noble house. Some ruling nobles 
  create a government to handle the day-to-day running of 
  the planet and intervene only where necessary. Others 
  appoint their subordinates to vital government tasks, give 
  them a staff, and oversee them in the same manner as 
  the Emperor oversees the activities of his subordinates 
  running the Imperium. Only in the case of very low 
  population worlds does a noble personally dictate the 
  affairs of an entire planet.
  Noble houses are in many ways like corporations. They 
  are permitted to own business assets and even to maintain 
  military forces. The latter are termed Huscarles, (from an 
  archaic term: House Carls, or personal soldiers). Many 
  nobles have no Huscarle forces beyond a few personal 
  bodyguards or the crew of an armed yacht. Others, 
  especially the great houses, maintain small naval or 
  military units capable of acting as bodyguards, protecting 
  estates and assets, and even engaging in combat as 
  regular troops.
  Only the largest houses, or those that assume direct 
  responsibility for the defense of a world, maintain private 
  armies. Most noble houses that rule a world have only a 
  small security force of Huscarles and raise a planetary 
  army for defense of the world, since there are numerous 
  regulations regarding the size of personal forces and 
  what they are permitted to do. As a measure to control 
  the size of private forces, the Emperor levies a tax on 
  Huscarle forces and is permitted to demand a proportion 
  of any given noble’s forces to serve the Throne (at the 
  owner’s, rather than the Emperor’s, expense) for a certain 
  period depending on the noble’s charter. The Emperor 
  cannot demand planetary forces in this manner. Despite 
  this, some noble houses maintain quite large forces and 
  in some cases worlds have no formal armed or security 
  forces at all, relying on the ruler’s Huscarles for protection, 
  law enforcement and civil defense.
  Within a noble house, many individuals will have titles 
  of their own as subordinates owing fealty to the ruler of 
  the house.  Close members of a noble house (whether 
  related by blood or marriage) who do not possess a title 
  of their own are granted the honorific ‘Lord’ or ‘Lady’ and 
  are treated as a noble with status appropriate to the level 
  of the House that they are a member of, though they have 
  no actual power. Distant cousins and non-noble members 
  of a house (for example, long-service advisors, military 
  commanders or administrators) are generally treated with 
  great respect in honor of the house they serve, though 
  they have no special status of their own.
  Hereditary titles pass to next-of-kin or a designated heir 
  upon the death of a noble, and multiple titles can be spilt 
  among relatives. It is entirely possible for a Marquis, for 
  example, to also hold a title as a Baron and a Baronet 
  and for these titles to be divided up upon the death of the 
  Marquis, dividing the family’s assets.
  This dilution can be countered by marriages among 
  noble houses. When two titled individuals marry, they both 
  retain their own titles and pass them to heirs or offspring 
  as normal. An individual might inherit all the titles held by 
  her parents, some of them, or possibly none. It is possible 
  to re-concentrate the family’s holdings in this way.
  The Fourth Imperium is very young as yet, and so 
  there have been few dynastic marriages. However, quite 
  a few titles have already passed to heirs or designated 
  successors as a result of the troubled times.
  KNIghtS
  In the Third Imperium, knights were not considered part 
  of the peerage but had a separate hierarchy. Today, some 
  Orders are part of the peerage, in that they include rulers 
  and administrators. However while these Orders represent 
  the bottom rung of the ladder that leads to Dukedom, 
  others remain ‘separate but equal’ from the peerage.
  All knights owe fealty and allegiance to a higher 
  authority. In Orders that are outside the peerage, fealty 
  is to the Emperor through the Grand Master of the Order. 
  These Orders in effect answer directly to the throne. In the 
  case of Orders created by a Duke, the Duke is in effect 
  the Order’s Grand Master. For Orders that are part of the 
  peerage (e.g. the Order of the Scales, which includes 
  planetary administrators and corporate leaders), fealty 
  may be to a higher noble such as a Baron, Marquis or 
  Count.
  Imperial knights are created for several reasons. A 
  knight may be the ruler of a very minor world, leader of 
  
  - 24 -
  a fairly large company or small corporation or a high-
  ranking subordinate in a corporation or world government, 
  the representative of a corporation or minor world a the 
  Moot. Equally, he or she might be an individual elevated 
  to honor achievement, bravery or service to the Imperium, 
  or appointed to a post that requires noble rank. Finally, 
  the knight might be a member of the Imperial Household 
  or one of the great houses of the Imperial Dukes, Counts 
  and Marquises.
  Many Imperial Governors appointed to run a world for a 
  time are knights. They are distinct from those whose noble 
  house it the ruling elite of the world in that the governor is 
  a servant of the Throne and holds stewardship only until 
  the Emperor decides to reassign him or her. Governorship 
  is thus a job rather than a lifetime position. 
  All knights are addressed as “Sir (First name)”, though 
  some females adopt the archaic “Dame” instead. All 
  Imperial knights are awarded the means to support 
  themselves in an appropriate fashion as part of their 
  patent of nobility. In the case of non-hereditary knights, 
  this is almost always a stipend paid for rest of the knight’s 
  life but like the title the stipend is not passed to his or her 
  next of kin. 
  The majority of hereditary knights are granted property 
  rather than a salary. The property is generally of equivalent 
  value, which means it might be a large estate on a 
  backwater world or a small area of a business district in a 
  high-tech city. Sometimes the property is not land at all but 
  assets such as shares in a corporation or a commercial 
  starship. 
  The Emperor has been known to grant new knights 
  property that creates a challenge for them. For example, a 
  retiring military officer might be granted a quite extensive 
  estate on a frontier world and the service of a small number 
  of troops. The intent is to place talented individuals where 
  they can serve the Imperium and her people. The reward 
  enriches them but it also makes them useful.
  All knights belong to an Order of Knighthood, which 
  indicates the nature of their knightly status. Some of the 
  orders of knighthood in the Fourth Imperium are retained 
  from the Third, while others are newly created.  Knightly 
  orders fall into two categories: hereditary and non-
  hereditary.
  NoN-hereDItArY orDerS of 
  KNIghthooD
  Non-Hereditary orders are normally a reward for an 
  individual’s service in situations where it is not likely that a 
  descendent will display the same talent. Orders include:
  • grand order of the emperor’s guard: Awarded for 
  outstanding service to the Imperium in many fields.
  • order of the Sunburst Banner: Awarded for service 
  to the Imperium in a military capacity
  • order of the Starship and Crown: A general order 
  awarded for service in a non-military capacity. 
  • order of hluyea: Awarded to loyal Aslan citizens
  • order of gvadakoung: Awarded to loyal Vargr 
  citizens
  • honorable order of the Arrow: Awarded to explorers 
  and ‘Wilds Tamers’
  • order of the Laurel Crown: Awarded for saving or 
  improving lives
  • order of usdiki: Awarded for diplomatic and 
  scholastic achievement
  • order of Yerlyaruiwo: Awarded for heroic actions in 
  defense of the Imperium or the Imperial Household. Its 
  emblem is more commonly placed on a coffin than worn 
  on clothing
  • Non-Imperial 
  orders: 
  Patents 
  of 
  knighthood 
  awarded by Dukes normally enroll the new knight in the 
  Order of (name of Duchy), an hereditary order, though 
  Dukes are permitted to create knights to the Orders of 
  Usdiki, Gvadakoung, Hluyea, the Starship and Crown, 
  The Laurel Crown and the Order of the Companions of 
  the Sword, a special Order for military or armed service. 
  The Emperor can revoke a patent of nobility or refuse to 
  recognize one awarded by a Duke, but this is very unlikely 
  to ever happen.
  hereDItArY orDerS of 
  KNIghthooD
  Hereditary titles, by definition, pass to a descendent of 
  the knight. All property and the knight’s vote at the Moot 
  also pass to the next-of-kin. For this reason the Imperium 
  hands out rather less hereditary titles than non-hereditary 
  ones. Almost all hereditary titles are awarded by the 
  Emperor, though candidates are often recommended by 
  lesser nobles. Hereditary orders include:
  • grand order of the emperor’s household: 
  Recipients are either members of the Imperial family 
  and immediate household, or especially distinguished 
  individuals who will henceforth be associated directly with 
  the Imperial Household. 
  • order of gushemege: A general hereditary order 
  awarded for service to the Imperium and her citizens.
  • honorable order of Warnir: Awarded to those 
  whose service to the people of the Imperium has been 
  particularly impressive. The titular head of the Order is the 
  
  - 25 -
  long-dead Duke Craig.
  • order of the Scales: Planetary governors and 
  corporate leaders are normally enrolled in this order, 
  which symbolizes stewardship and justice.
  • Non-Imperial orders: Members of a ducal household 
  are normally enrolled in the Order of (Duchy) by their liege 
  lord.
  BAroNetS
  Long ago on ancient Terra, a Baronet (or ‘Banneret’) 
  was a senior knight who was entitled to lead other knights 
  in war and to display a banner for the purpose. In the 
  Third Imperium, a Baronet was a sort of second-class 
  baron appointed by one of the Archdukes, who each ruled 
  a Domain larger than the current Fourth Imperium. Today, 
  the rank of Baronet represents a point midway between 
  a knight and a baron and is the lowest rank commonly 
  holding rulership over a world. Baronet is an hereditary 
  rank and part of the peerage. A Baronet may be the ruler 
  of a moderately prosperous world or a fairly significant 
  business, or an Imperial administrator. Most Baronets 
  have one or more knights subordinate to them. 
  BAroNS
  Barons may rule a single world, and often head large 
  corporations or represent them to the Moot. A baron may 
  have many knights subordinate to him, either directly or 
  through a baronet. Barons sometimes use numerous 
  prefixes to their name such as hault, haut or von. This is 
  an extremely archaic tradition whose origin is lost, and 
  is more a matter of fashion in the Fourth Imperium than 
  a formal right. The rest of the title might be the baron’s 
  actual surname name or the name of his or her fief. The 
  majority of world rulers are barons.
  mArQuISeS
  A Marquis will normally be the ruler (or head of state) 
  of a prosperous or important world, or the head of a 
  very large corporation, or the representative of such to 
  the Moot. Marquises always have numerous knights and 
  often some baronets subordinate to them. 
   
  CouNtS
  A Count is the lowest rank of noble to rule or administer 
  a multiworld domain, and by definition will have several 
  marquises, barons and baronets subordinate to him, plus 
  many knights. The heads of all Imperial Supercorporations 
  are at least Counts. 
  Imperial Counts wield considerable power and are 
  entitled to demand the service of a portion of each of 
  their subordinate’s Huscarle forces ‘for the common 
  good’ of the Count’s domain (normally called a County). 
  This is generally done where a weak world needs added 
  defenses or for a specific mission such as the suppression 
  of piracy in the County and surrounding region. A Count 
  will normally be responsible for 2-3 worlds and owes 
  allegiance to either a Duke or directly to the Emperor.
  DuKeS
  An Imperial Duke is either the ruler of a Duchy (typically 
  comprising 5-20 worlds) or representing such a group of 
  worlds to the Moot, or the head of one of the Imperium’s 
  largest Supercorporations. The Imperial Dukes owe 
  allegiance directly to the Emperor and will usually have 
  many lesser nobles owing fealty to them. Like a Count, a 
  Duke can demand military service from any subordinate’s 
  Huscarles and many use these assets to deal with trouble 
  within their duchy rather than appeal to the Throne for 
  additional regular forces which may be in short supply. 
  This is one of the functions the nobility was created for. 
  A Duke who can deal with his or her regional problems is 
  expected to do so. Equally, he or she is expected to know 
  when to ask for help. 
  ArChDuKeS
  The Third Imperium was subdivided into Domains, each 
  administered by an Archduke. There is no need for this 
  rank since the Fourth Imperium is so much smaller than 
  its predecessor. Additionally, mixed feelings are stirred up 
  by the title. On the one hand Archduke Norris is revered as 
  a paragon of virtue, the selfless hero who did everything 
  right and held true to all that was best in the old Imperial 
  system, but on the other Archduke Dulinor was the rebel 
  who gunned down the Emperor and brought about the 
  Collapse. 
  It is possible that Archdukes may eventually be created, 
  but that day is a long way off.
  the ImPerIAL houSehoLD
  The Imperial Household consists of the Emperor and 
  his family, plus (in theory) close blood relations and 
  certain nobles appointed to important tasks within the 
  household.
  At present Emperor Avery is unmarried. He is in fact 
  a widower, since his wife Caranda died decades ago 
  while he was on his Core mission, but most people of the 
  Fourth Imperium tend to forget about Avery’s ‘old life’ in 
  the Regency a century ago. He also has no close blood 
  relatives, though there are some individuals who are 
  descendents of distant relatives who dwelt on Usdiki in 
  the time of Strephon. 
  Thus the Imperial Household is made up of people who 
  have been granted membership of it for merit. There are at 
  present not very many high nobles, but numerous knights 
  have been created to the household. In addition to the 
  Emperor, the Imperial Household technically includes:
  • 
  The Emperor or Empress’s partner (none at  
   
  present)
  
  - 26 -
  • 
  The Grand Prince or Princess (Normally the  
   
  Emperor’s eldest child and heir-apparent, but the  
   
  matter of succession in the Fourth Imperium has not 
   
  yet been settled). 
  • 
  Prince(ess)es: Other children of the Emperor  
   
  or close blood relatives such as the Emperor’s  
   
  siblings. None exist at present
  • 
  Other Nobles: Various family members or nobles  
   
  closely associated with the Throne make up the rest  
   
  of the household.
  The Imperial Household also includes the Council of 
  Advisors (which was formerly the Council of Advisors 
  to the Vacant Throne, the body that ruled the Imperium 
  before a suitable Emperor was found). 
  ImPerIAL SuCCeSSIoN
  There were several means of succession to the Iridium 
  Throne under the Third Imperium, such as Right of 
  Fleet Control, Right of Succession and the archaic 
  Right of Assassination that permitted Archduke Dulinor 
  to legitimately murder the Imperial family. The Fourth 
  Imperium has as yet not decided how succession is to be 
  handled. At present a framework is being discussed, the 
  basic provisions of which are as follows:
  The Emperor may nominate an heir or successor as he 
  or she sees fit, but that individual must be chosen from 
  among the official candidates and the choice must be 
  agreed by a majority in the Moot. In the event of the 
  Emperor’s death or abdication the nominated successor 
  ascends the throne but must be ratified by the Moot. If no 
  nominated successor exists or if the successor is judged 
  unfit by the Moot, the throne remains vacant and power 
  devolves upon the Council of Advisors while a suitable 
  candidate is sought. 
  In order for a candidate to be considered certain criteria 
  must be fulfilled:
  • 
  No blood claim or even noble title is necessary,  
   
  but the candidate must be proposed by an Imperial  
   
  noble of rank Count or above unless they are a close  
   
  blood relative of the Emperor. 
  • 
  No candidate can propose his or her own self.
  • 
  No proposal, even one made by the Emperor,  
   
  carries more weight than any other
  • 
  All candidates must be judged fit by a majority  
   
  vote of the Moot
  Selection from among candidates is either by a living 
  Emperor (subject to Moot ratification) or by a vote in the 
  Moot. The Fourth Imperium is designed to function with a 
  vacant throne, so that the need for an Emperor will not lead 
  to dangerous compromises and the elevation of another 
  Lucan to the Iridium Throne. However, the system is open 
  to abuse in other ways and as a result discussions are still 
  ongoing as to how succession is to be handled. 
   
  INterACtIoN INvoLvINg the 
  NoBILItY 
  The adoption of a system of feudal nobility was intended 
  to simplify interaction between the diverse power groups 
  that make up the Imperium, but in truth it did not. 
   
  Even within the nobility, there are some complications. 
  For example, three Barons hold nominally the same 
  rank and are entitled to the same privileges. Yet one is a 
  planetary leader, one a corporation owner and the third is 
  the Imperial administrator for a group of member worlds. 
  Which is the most important? Which wields the most 
  power?
  The answer is that they all are comparable in power 
  and influence (as shown by the fact that they all hold the 
  same rank), but they do wield different kinds of power and 
  have different assets. The first directly rules a planet and 
  may have some other holdings such as offworld business 
  assets or shares in a company. The second owns and 
  directly controls the assets of a company and has 
  holdings on one or more worlds, but does not rule those 
  worlds. The third represents several worlds to the Moot 
  and wields their votes in addition to his or her own, and in 
  addition administers Imperial assets on the world for which 
  he or she is responsible. This Baron will have company 
  shares and estates on one or more worlds, but is neither 
  a company owner nor a planetary ruler. Each of these 
  equally-ranked individuals wields an equivalent amount 
  of power, though the actual form varies considerably. 
  They are thus entitled to interact as equals, though the 
  realities of a situation may mean that one of them is more 
  important than the others at any given time. 
  The complication arises when lines of allegiance are 
  taken into account. For example, a Baronet is the ruler of 
  her homeworld and owes allegiance to a Count, he to a 
  Duke and he to the Emperor. This is quite straightforward. 
  But what of the Baron whose home estate is on the 
  Baronet’s homeworld? The baron is a company owner, 
  and he owes allegiance direct to the throne, not to the 
  regional leader. Does he have the right to give orders to 
  the world’s ruling baronet? 
  The answer is quite simple, since lines of allegiance 
  work like a military chain of command. The Baron outranks 
  the ruling Baronet, and thus commands respect. The 
  planetary ruler would be wise to listen to the ‘respectful 
  advice’ of the Baron. However, he cannot give her orders 
  since she owes allegiance to the Count, not to the Baron. 
  The Baronet, as ruler of the world where the Baron’s 
  assets are located, has the right to give orders to him in 
  an emergency, but otherwise must ‘respectfully request’ – 
  and the Baron might be powerful enough to ignore orders 
  (and get away with it) if he so chooses. The Baronet’s 
  liege, the Count, is superior to the Baron and therefore 
  commands respect (and again, it is a good idea to listen 
  
  - 27 -
  to ‘polite suggestions’ from superiors, but he does not 
  have the right to make demands of the Baron since no 
  direct allegiance is owed. The system works well when 
  nobles get along well and trust one another. Once rivalry 
  and politics becomes rife, many factors come into play, of 
  which influence and the ability to damage one another’s 
  interests are two of the most important. 
  In short, a noble owes respect to higher-ranked nobles 
  and those who rule a world his assets are located on. 
  He owes obedience only to his liege and to the emperor. 
  However, there are ways and means to compel obedience, 
  whatever the situation. 
  The most nebulous position is held by nobles who 
  represent member worlds, since they have little in the 
  way of ‘hard’ assets (planets and corporations). However, 
  they do wield great influence since they also arbitrate 
  disputes between member worlds. While nobody owes 
  them allegiance and obedience, their decisions affect the 
  affairs of many worlds and thus their power, while subtle, 
  is considerable.
  the moot 
  The Imperial Moot represents the people, businesses 
  and other interests within the Imperium. It exists primarily 
  to serve as a forum for discussion and to advise the 
  Emperor. The other main function of the Moot is to 
  determine the fitness of each and all candidates for the 
  Iridium Throne and to ratify (or reject) the Emperor’s 
  successor. This function is still subject to some discussion 
  and has not yet been finalized. 
  The Moot serves as an arbitrating and lawmaking body 
  within the Imperium. In theory, the decisions it takes are 
  made by the Emperor, but the actual practice is for matters 
  to be placed before the Moot, which discusses them as 
  part of its regular or ‘emergency session’ business. In 
  some matters the Moot is permitted to pass judgment 
  or law and (unless the Emperor specifically intervenes 
  to overrule) its decision is final. In other cases, the Moot 
  makes a recommendation to the Emperor who then makes 
  a final ruling on the issue. 
  The Moot is thus empowered and required to take some 
  of the burden of running the Imperium off the Emperor’s 
  shoulders, especially when he is unavailable (such as 
  when Avery insisted on personally leading the campaign 
  against the Dominate). The Emperor can choose to deal 
  with any issue personally and with no input from the Moot, 
  but this is very uncommon.
  Every noble of the Imperium (except the Emperor) has 
  one vote in the Moot. Obviously, it is not practicable for 
  every noble to travel to Usdiki in order to vote and so a 
  system of proxy votes is used. The rules are simple: Nobles 
  cannot send a non-noble to vote on their behalf, nor can 
  several nobles of equal rank grant one of their number the 
  right to place their votes. However, a great noble (a Count 
  or Duke) can place votes on behalf of some or all of his or 
  her subordinates (with their consent) and is permitted to 
  send one of those subordinates to place the block vote. 
  This means that while the actual person sitting in 
  the Moot may be a lowly baronet or knight they can 
  place the votes of an entire duchy, giving considerable 
  power to the dukes and counts of the Imperium. This is 
  counterbalanced by the ability of corporate nobles to do 
  the same. Member worlds are (as already noted) assigned 
  a noble to represent them at the Moot, and most of these 
  nobles remain at the Moot almost permanently, so block 
  voting is not so necessary. 
  Honor nobles (e.g. scientists granted titles in recognition 
  of their work) are generally far too busy to hang about 
  on Usdiki debating issues that do not concern them, so 
  tend to only attend the Moot when something particularly 
  important is going on. There is a move among honor 
  nobles towards swearing allegiance to one of the great 
  houses so that their vote can be placed by the house 
  leader’s proxy.
  As a result of these rules, the Moot is made up of certain 
  fairly distinct groups:
  • The Great House Proxies: A handful of trusted knights 
  and baronets who place the block votes of the great ruling 
  and corporate houses. 
  • The Minor House Proxies: Representatives of smaller 
  but important business concerns or minor multiworld 
  blocs.
  • The Member World Representatives: A rather large 
  number of individuals (mainly knights, baronets and 
  barons) who represent those worlds not ruled by the noble 
  houses. 
  • The Honor Nobles: Whichever honor nobles feel like 
  attending the Moot
  • The Lawmakers: A group of nobles permanently 
  present at the Moot (and whose titles were given for that 
  purpose), who form a core of the Moot even if none of the 
  others choose to attend.
  There is a great deal of cross-cutting politics in the 
  Moot, of course, since nobles united on one issue may be 
  very divided on another. The Great Houses wield massive 
  power since they can place the votes of many nobles, 
  but since they represent large numbers of worlds or huge 
  business interests this influence is justified.
  The Member World Representatives are the most diverse 
  group. Like the Lawmakers, most representatives are part 
  of the Imperial administration and are permanently resident 
  
  - 28 -
  at the Moot. Most of the Imperium’s internal politics deals 
  with attempts to sway a majority of the representatives for 
  or against a given issue.
  It has been argued that the system is unfair, in that each 
  member world has only a single vote whereas a world that 
  is ruled by a noble who is in turn part of a great house has 
  the support of superiors and peers. The official position 
  on this is that the situation is counterbalanced by the 
  creation of greater nobles to run the regional assemblies, 
  but the fact is that greater power is gained by joining a 
  great house. This is one of the compromises forced on 
  the Imperium at its foundation and serves as an incentive 
  to move towards a system of all worlds owing allegiance 
  to noble houses, which was intended from the outset. The 
  number of member world representatives at the Moot is 
  gradually dropping as they are replaced by proxies for the 
  great houses running the regional assemblies of which 
  the worlds are members. 
   
  CourtS AND regIoNAL ASSemBLIeS
  Not all disputes need to go to the Emperor or the Moot. 
  Most are settled by direct discussion, perhaps arbitrated 
  by a third party. If this fails there is a framework to resolve 
  such disputes before they need go to the highest levels. 
  In addition to the Counts and Dukes who rule groups of 
  worlds or run corporations, there are other great houses 
  which exist to arbitrate disputes. These houses function 
  much in the manner or the nobility of the Third Imperium 
  in that they may have holdings on several worlds but do 
  not rule them.  
  Typically, a Count will be responsible for 2-3 worlds 
  and a Duke for 5-20, much in the manner of a ruling 
  house. The only real difference is that the assemblies 
  are representative. While a ruling Duke can order his 
  subordinates to have their worlds do this or that, an 
  administrative Duke can only advise the representatives 
  of his member worlds on what he thinks they should do. 
  The regional assemblies are permitted to place block 
  votes much like the great ruling houses, so gradually the 
  representatives of individual worlds are leaving the Moot 
  and going instead to the court of their respective Counts, 
  who in turn send representatives to their Duke, and he a 
  representative to the Moot on behalf of the whole region. 
  Thus the Moot is gradually becoming smaller and more 
  manageable and the power structure of the Imperium is 
  coalescing into the feudal system its designers had in 
  mind. 
  the CouNCIL of ADvISorS
  The Council of Advisors is a body of nobles and non-
  nobles independent of the Moot, which acts as the close 
  advisory body of the Emperor. A noble serving on the 
  council is not permitted to vote in the Moot during his or 
  her term of service. 
  The council never makes decisions on behalf of 
  the Emperor, since that power rests with the Moot 
  in the Emperor’s absence. What it does do is act as a 
  sounding-board for the Emperor’s thoughts and ideas. 
  The membership of the Council is small – typically 2-
  20 individuals. It includes military and civilian experts, 
  high nobles, personal friends of the Emperor and even a 
  couple of his staunchest opponents. The Emperor is not 
  obliged to listen to his advisors, of course, but service on 
  the council is voluntary and the Emperor would lose an 
  important asset were he to ignore the council too often. 
  It is said that debates among the council (involving the 
  Emperor) can be at times quite vigorous, and are always 
  informal. Shouting from the council rooms can be heard 
  some distance away. Decanters have been smashed 
  and chairs overturned on many occasions, but on the 
  other hand several times the Emperor has made a grave 
  announcement to the Moot with solemn dignity while his 
  advisors were rolling around laughing in their chambers. 
  Avery has at times described the role of the council 
  as “giving sanity one last chance” before he announces 
  a decision. Its members are not all supporters of the 
  Emperor, but it is in everyone’s interest to spot clangers 
  before the Emperor drops them, and the council does this 
  well. 
  the DutY of truSt
  The nobility is an important part of the Fourth Imperium, 
  and it wields massive power. This is hardly surprising 
  – the nobility was created from those who already held 
  power – but that power must be wielded with care and 
  compassion. There are many ways to legislate against 
  abuse of power, but none of them work. It is possible to 
  build into a system so many checks and balances that 
  nothing can ever be done and still have a grossly unfair 
  system.
  The only way to avoid abuse of power is to choose not 
  to abuse it. In truth there are few people who will be able 
  to resist using power for their own ends, but the Imperium 
  seeks to encourage leaders to use their assets wisely 
  by creating a culture of duty and trust. The principle, the 
  underlying ideal of the Imperium, is that the more power 
  an individual wields the greater his or her responsibility to 
  others. 
  In practice this means that the nobility of the Imperium 
  are expected to lead as well as to rule. They are expected 
  to do what their titles give them the right to do – to 
  take charge of a situation and deal with it. This ideal is 
  reinforced by a deliberately cultivated culture of duty and 
  responsibility, and it is enforced by the noble hierarchy. If 
  a junior noble fails to promote the welfare of his people, 
  or declines to leave his comfortable estate to deal with 
  a problem personally, his superiors are expected to 
  
  - 29 -
  discipline him. If they fail to do so, their superiors are 
  in turn expected to censure them, all the way up to the 
  Emperor. 
  In theory the Emperor could do as he pleases, but the 
  Moot can depose an Emperor at need and besides, the 
  events of 6 are a stark reminder of what happens 
  when an Emperor loses the faith of his people. It would be 
  very easy for a determined junior noble to remove Avery 
  from the Iridium Throne with a single pistol shot, and to 
  some extent the Imperial Edict that requires all nobles to 
  be armed in the presence of the Emperor is a symbol of 
  Avery’s promise to serve his people; he has placed his 
  fate in the hands of each and every individual close to 
  him.
  In truth the ‘Duty of Trust’ that comes with noble status 
  is only partially successful in encouraging nobles to meet 
  their obligations. Many still find reasons not to respond 
  personally to problems. However, the culture of duty has 
  taken sufficient hold that anyone who shirks his duty 
  too blatantly will be ostracized by his peers among the 
  nobility. A layabout noble leader translates to bad PR for 
  a company, and since the majority of fourth Imperium 
  nobles were granted their titles for being ‘doers’ or strong 
  leaders, their contempt can be rather obvious. 
  ImPerIAL WArrANtS
  The Emperor and any of the Great Nobility can issue an 
  Imperial Warrant. Warrants in effect grant certain powers 
  upon an individual, allowing them to act in the issuing 
  noble’s name – and stating that the issuer will answer for 
  the actions of the warrant holder. 
  The patent of nobility held by every Imperial noble 
  contains an implicit warrant from the Emperor or 
  whichever Duke granted their title, empowering them to 
  carry out certain duties and granting rights such as a seat 
  in the Moot. These powers grant the noble the right to 
  commandeer civil resources (but not warships or military 
  troops) in order to deal with a crisis. 
  Thus an Imperial knight is empowered (and expected) 
  to assume command of a situation in the event that the 
  local authorities cannot cope or have no representative 
  present. The patent-warrant allows the noble to request 
  military assets from the proper authorities (which may 
  simply be the senior rank present) but does not give the 
  implicit right to give orders. A mere corporal in the army is 
  entitled to refuse the demand of a Duke if, in the corporal’s 
  judgment, the situation does not warrant the loan of troops 
  or if the loan would interfere with the unit’s proper duties. 
  This can of course cause some friction, but it is the letter 
  of the law.
  Some warrants are issued to non-nobles. An officer’s 
  commission is in fact a limited warrant from the Emperor, 
  entitling the officer to command the Emperor’s troops 
  subject to the law and the proper chain of command. 
  Ministry of Justice agents also carry warrants, entitling 
  them to arrest criminals and employ force at need against 
  lawbreakers. 
  The warrants that are most commonly thought of are 
  those that grant special powers. The powers that can 
  be granted by a Count or Duke are naturally less than 
  those that can be granted by the Emperor. Warrants are 
  almost always keyed to a single individual and spell out 
  the exact powers granted to them. A trusted individual 
  might be issued a warrant to take charge of a disaster 
  relief operation, to investigate a corporation for corruption, 
  to take command of a military region (and sack the 
  commanding admiral into the bargain) or to broker a peace 
  treaty or trade agreement.  No individual is ever given a 
  ‘blank warrant’ empowering them to do as they please.
   
  Most warrants are valid for a finite period and a specific 
  task. Abuse of an Imperial Warrant is a Major Felony, and 
  use of one to commit a crime or to ‘cause damage to the 
  Imperium or the Imperial system, or to the good name of 
  the warrant issuer’ is a capital offense.
   
  
  - 30 -
  mILItArY forCeS of the 
  ImPerIum
  While worlds, noble houses and corporations are entitled 
  to maintain military forces to protect their interests, the 
  military power of the Imperium rests in the armed forces 
  it raises and deploys. Compared to the budget available 
  for a planet, the Imperial Defense Budget is immense. 
  However, there is a lot of territory to cover with these 
  forces and losses incurred in recent years have not yet 
  been made good.
  Command of the armed forces rests with officers 
  appointed by the services themselves, some of whom 
  are nobles. A powerful noble who has political control 
  of a region is entitled to make requests of local Imperial 
  commanders, and these are taken seriously. However, he 
  or she does not and cannot command the armed forces 
  of the Imperium, which swear to obey the Emperor and 
  his appointed officers rather than local politicians and 
  Dukes.
  The armed forces are, broadly speaking, broken into 
  three types:
  • 
  Regular Forces: Permanently embodied forces 
  on deployment or garrison duty at all times.
  • 
  Reserve 
  Forces: 
  Stocks 
  of 
  equipment 
  and 
  starships are held ready or stored for future use, and 
  personnel who leave the services can be placed on the 
  reserve lists to be recalled at need. Some units remain in 
  existence but at a minimal manning level, to be filled out 
  with recruits and reservists should the need ever arise.
  • 
  Auxiliary Forces: Various forces are available to 
  back up the Imperial regulars. These include mercenaries, 
  corporate and household forces called for duty, units of 
  planetary armies or navies placed at the disposal of the 
  Imperium (worlds receive a subsidy for this) and other 
  units raised on an ad-hoc basis. At any given time there 
  will always be some auxiliary forces in Imperial service, 
  filling in gaps while the regulars are busy elsewhere. 
  The Imperium has three ‘fighting’ services, the Army, 
  Navy and Marine Corps. Each has its own area of 
  responsibility and place within the overall scheme of 
  things.
  the ChAIN of CommAND 
  One thing all the services have in common is a chain of 
  command. This defines who has the right to give orders to 
  whom, and whose orders take precedence where there is 
  confusion. Within any military unit there is a clearly defined 
  command structure, which shows who answers to whom 
  and is responsible for what. This means that only certain 
  individuals are entitled to give orders to certain others. 
  Military personnel are only required to obey legal orders 
  given through the proper chain of command, but they 
  must obey them (under protest if necessary). Illegal orders 
  need not and indeed should not be obeyed. Illegal orders 
  are those that do not come through the proper chain of 
  command or are morally unacceptable, such as orders to 
  execute unarmed prisoners.
  For example, the commander of a rifle company of the 
  Imperial Army can give legally orders to the soldiers in his 
  subordinate rifle platoons and his heavy weapons platoon, 
  passing them through the commanders of these platoons. 
  He cannot legally give orders to a rifle platoon belonging 
  to a different company, even though its commander 
  holds a junior rank to him, since this violates the chain of 
  command.
  The military establishment acknowledges that sometimes 
  things are so bad that the chain of command ceases to 
  function. It may be that the senior surviving member of 
  a unit is very junior and a more experienced person is 
  available, but not part of the same chain of command. 
  In this case the junior rank is permitted to place his force 
  temporarily under the command of the officer if he sees 
  fit. The officer cannot ‘assume command’ without lawful 
  orders, say from the general commanding the situation, 
  but he can be invited to take over temporarily. An officer in 
  the same chain of command can and does automatically 
  assume command in this case. Note that some officers 
  are never part of the chain of command, such as medical 
  and staff officers. 
  Aboard a naval ship, the chain of command can become 
  confusing when a subordinate officer outranks his superior. 
  This can happen, for example, when a Lieutenant-
  Commander takes command of a vessel that has a full 
  Commander as her gunnery or engineering officer. There 
  are protocols for interaction in these circumstances, but 
  the reality is clear: the chain of command starts with the 
  commanding officer (the skipper or ‘captain’, whatever 
  rank is actually held) of the ship, passes through the first 
  officer and thence to the department heads, whatever 
  their rank may be.
  Thus the lowly Lieutenant-Commander gives orders 
  to her engineering officer, who is a full Commander, and 
  he must obey (though the Lt-Commander in this case 
  is required to salute her subordinate and call him ‘sir’ 
  in respect for his rank, just as he is required to salute 
  and call the skipper ‘sir’ in deference to her position as 
  his commanding officer.) The Imperium uses ‘sir’ as a 
  nonspecific honorific for any superior officer, regardless 
  of gender, race or any other consideration. 
  Were the Lt-Commander in this example to be rendered 
  incapable of carrying out her duties, command would 
  devolve down the chain of command, not on the next 
  
  - 3 -
  senior rank. This might be a mere Lieutenant serving as 
  first officer, but still he would have the right to give orders 
  to the higher-ranked officer down in engineering because 
  the chain of command is what matters, not the rank held 
  within it.
  A ship that has lost the first four or five members of 
  its chain of command is usually a cloud of debris, but if 
  not then command continues to devolve down the chain 
  at need. However, an officer can choose not to take 
  command if he feels that his current duties are more critical 
  to the survival of the ship. For example, the Commander 
  mentioned above might decide to send his assistant, a 
  mere Sublieutenant, to the bridge to take command of the 
  ship, and remain at his post keeping the battered drives 
  working. Once the chain of command is re-established in 
  this way, the Sublieutenant is in command and must be 
  obeyed.
  Note that some officers aboard a ship (e.g. the medical 
  officer) are not in the chain and would take command 
  only if no other officers remained – an unlikely situation. 
  Command can also be assumed by the holder of an 
  appropriate Imperial Warrant, regardless of rank. This can 
  cause a certain amount of resentment but the authority 
  comes direct from the Emperor and cannot be refused.
   
  the ImPerIAL NAvY
  The ‘senior’ and certainly the most important service, 
  the Navy exists to patrol the space between the worlds 
  of the Imperium, to deter aggression and to defeat the 
  Emperor’s enemies. Naval service is prestigious, and is 
  seen as not only a fit occupation for young nobles but an 
  excellent route to a title for those who serve outstandingly 
  well. Many naval captains are knights and most flag 
  officers have a title. 
  ServINg IN the ImPerIAL NAvY
  The Navy is a highly technical service, and thus recruits 
  mainly on worlds that have mid to high tech levels, or 
  from the offworld technical colleges attended by lucky 
  individuals from lower-tech worlds. 
  A large proportion of naval personnel do not serve 
  aboard starships but are assigned to naval bases and 
  training installations as technicians, security guards, 
  administrators, 
  recruiters, 
  planners, 
  intelligence 
  operatives, naval police and other such vital personnel. 
  Most can expect a tour aboard a starship at some point in 
  their service, but not everyone serves on one. 
  Naval personnel are assigned to one of several branches, 
  in which they will usually remain for their entire career. 
  While all branches have some common skills and cross-
  training is considered a good idea, in order to ensure a 
  ship or installation can deal with an emergency, personnel 
  tend to develop skills appropriate to their branch.
   
  eNLISteD PerSoNNeL
  Enlisted personnel, including ranks from Apprentice 
  Spacehand all the way through to Master Chief Petty 
  Officer, make up the bulk of the Navy’s workforce and do 
  most of the actual work. Most tasks can be overseen by 
  senior enlisted personnel rather than requiring an officer 
  to be present. Experienced Petty Officers are probably 
  the most vital asset the Navy possesses and while they 
  are junior to any officer, they are often better respected 
  and more competent than the young lieutenants who 
  command them. The navy’s crew branches include:
  • technical Services: Responsible for keeping the 
  Navy’s computers, sensor systems and food preparation 
  equipment (among other things) in working order.
  • Crew: The bulk of naval personnel, with duties including 
  administration, shipboard security, food preparation, 
  logistics and other vital support tasks. Crew personnel 
  are often cross-trained in the skills of other departments 
  in addition to their main combat role as damage-control 
  personnel and firefighters. Enlisted personnel assigned to 
  small craft as pilots and other flight crew are members of 
  Crew branch. There is no separate Flight branch for non-
  officers.
  
  - 32 -
  • engineering: Enlisted engineering personnel assist 
  commissioned engineers in running and maintaining the 
  navy’s powerplants, drive systems and contragravity 
  systems. They specialize in power generation and transfer 
  where Technical Services personnel are more concerned 
  with electronics and applications of the power they are 
  supplied by the engineers. There is, however, some 
  overlap in the duties of the two departments.
  • gunnery: Gunnery personnel are primarily concerned 
  with the operation and maintenance of large weapon 
  systems such as missile launchers, meson guns and 
  lasers, and their associated sensor systems. Gunnery 
  branch also has responsibility for electronic warfare and 
  similar tasks.
  • medical: Enlisted medical personnel support the 
  navy’s doctors and surgeons, and maintain and operate 
  medical sensor equipment. On small ships, a medical 
  orderly may be the only ‘ship’s surgeon’ available and 
  have to cope with any situation.
  offICerS
  Officers hold the Emperor’s commission and are 
  empowered to command and direct the naval forces of 
  the Imperium on his behalf. Many officers are recruited 
  from university graduates. Others come through the naval 
  academies or are spotted as likely talents upon enlistment 
  and offered a place at OCS (Officer Candidate School). 
  A minority are ‘mustang’ officers, promoted from Petty 
  Officer and sent to OCS retrospectively. The navy is a 
  very prestigious service and most officers come from 
  ‘good families; (i.e. they have an average or above-
  average Social Standing), but as yet the Imperial Navy 
  has not come to be dominated by nobles, so high rank is 
  attainable by anyone with the talent.
  The Navy’s officers are assigned to branches, like their 
  enlisted colleagues. Most officers are specialists in one 
  field or another, but the route to command lies through 
  becoming a nonspecialist, a ‘salt horse’ as they are still 
  called. Such command officers transfer into Line branch, 
  though not everyone in the Line is on the command 
  ladder.
  It is not enough for an officer to understand the work he 
  or she does, or to be an expert on a vital facet of naval 
  operations. He or she must also be able to lead others 
  and inspire them to give their best, even in adversity. 
  Branches for officers include:
  • technical Services: Technical officers tend to be 
  systems experts or highly-qualified electronic or computer 
  engineers. They may work alone or with a small support 
  staff, or lead a team dedicated to a particular task aboard 
  a ship or installation.
  • Line: The commissioned equivalent of Crew branch, 
  Line officers lead teams of enlisted personnel in all their 
  various tasks including administration, damage control 
  and shipboard security. Line branch also contains 
  ‘nonspecialist’ officers who make up the command teams 
  of the Navy’s vessels and installations. Nonspecialist in 
  this case simply means that the officer does not belong 
  to a particular department and must know something 
  of the running of each. Command can be considered a 
  specialism, though it is not recognized as such by the 
  Navy.
  • engineering: Engineering officers are usually highly 
  trained experts, most of whom hold a degree. They must 
  understand the theoretical side of their work was well 
  as being able to operate and maintain complex drive 
  systems.
  • gunnery: Gunnery officers lead the teams that 
  operate a ship’s weapon and defensive systems and often 
  direct a ship’s batteries in combat.
  • flight: Flight branch officers are responsible for 
  piloting starships and some small craft, for astrogation 
  and most other bridge tasks. Flight is the most prestigious 
  navy branch (other than the segment of the Line that 
  commands ships), and is considered the best route to 
  command. Indeed, on a small ship the captain is usually a 
  Flight officer on a technical transfer to the Line. At the end 
  of the period of command the officer can usually choose 
  to transfer permanently to the Line and pursue future 
  command assignments, or remain in Flight.
  • medical: Medical officers are usually doctors, though 
  of course dentists are also necessary. All are trained in 
  emergency surgery and trauma aid, but many are highly 
  qualified in general practice or a specialism such as 
  virology. The Navy is sometimes the first responder to a 
  crisis and its personnel must be able to deal with whatever 
  is thrown at them.
  the StAff
  Not all officers serve in a direct ‘fighting navy’ capacity. 
  Many officers have ‘staff’ jobs that support the fighting 
  navy in various ways. These officers may be aboard naval 
  vessels, but they are not part of the crew. Staff officers 
  may command certain specialist installations. Staff 
  positions include:
  • Aide to an Admiral
  • Courier
  •	 Intelligence	Officer
  • Analyst or Advisor
  • member of Naval Design/Procurement Bureau or 
  planning staff
  •	 Administrator	or	Logistics	Officer	
  • Attaché to a world government or foreign power
  •	 Recruiting	or	Training	Officer
  • member of an Admiral’s Staff
  • Ceremonial Duties
  All admirals have an aide who assists with their duties, 
  and a small group of staff officers who act as advisors 
  or carry out urgent tasks as ordered by the Admiral. 
  
  - 33 -
  Occasionally these staff officers may be used to replace 
  an officer under the Admiral’s command who is injured or 
  unfit for duty.
  Large numbers of staff officers (supported by enlisted 
  personnel from ‘crew’ branch) are necessary to keep the 
  Navy running. They design ships and systems, present 
  requirements and recommendations, examine equipment 
  offered for sale to the Navy and administer its purchase 
  and delivery. Other staff officers carry highly secret 
  documents, liaise with world governments and friendly 
  foreign navies, ensure that the personnel get paid and that 
  they have enough ‘boots, bullets and beans’ to go around, 
  collect and collate information, help run the maintenance 
  yards and depots… the list of jobs is almost endless. 
  The Navy does have field agents working for Naval 
  Intelligence, mainly as intelligence collectors working to 
  penetrate smuggling and piracy rings. 
  Finally, some naval appointments are ceremonial, such 
  as the Naval Detachment of the Emperor’s Bodyguard, 
  which takes its turn protecting the Emperor and his 
  household along with the Army and Marines. While officially 
  nothing more than an honor guard of junior officers, these 
  personnel are armed with gauss pistols and charged with 
  personal responsibility for the protection of the Imperial 
  Household.
  fLAg rANK
  Above the rank of Captain, naval officers (Commodores 
  and Admirals) are said to have achieved ‘flag rank’, 
  from the archaic practice of an admiral displaying a flag 
  (commodores had a pennant) to show which was the 
  command, or ‘flag’, ship in a squadron. Flag officers 
  command groups of naval ships, major bases, and also 
  carry out a number of important non-command functions. 
  For example, the Navy’s engineering branch is headed 
  by an Admiral of Engineering, who has responsible for 
  recruiting and training within his branch. 
  Small groups of ships, working together on an ad-hoc 
  basis, are commanded by the highest-ranked present, 
  usually a senior captain. More formal organizations are 
  generally headed by an appointed flag officer. Note that 
  the match of rank to post is not always perfect; a more 
  senior or junior officer may fill the post if necessary.
  Typical duties of flag officers include:
  • Commodore: Commands a small task force, a 
  squadron of ships of similar type and function, or a small 
  naval installation. Commodores also command system 
  defenses in most systems where the Navy provides 
  them.
  • Admiral: Commands a large task force or a naval 
  base, or heads the defenses of a critical Imperial world. 
  Subdivisions within the rank include Rear-Admiral, Vice-
  Admiral and Admiral, indicating seniority. Admirals also 
  exist for administrative, advisory and ‘staff’ duties.
  • fleet Admiral: Commands a major grouping of 
  warships (a fleet)
  • Sector Admiral: Commander of all naval forces 
  assigned to a sector of space ad responsible for naval 
  matters in that sector, including cross—border sweeps 
  and intelligence gathering.
  • grand Admiral: Commander of all naval forces of the 
  Fourth Imperium
  NAvAL eQuIPmeNt
  Individual worlds and other organizations (e.g. 
  Huscarles) equip themselves as they see fit. The Imperial 
  Navy inherited a great variety of ships and equipment from 
  many sources, including some relics from the old Third 
  Imperium. What remains of this legacy equipment after 
  the struggles to survive and the wars against the Black 
  Imperium and the Dominate has (in theory) been sold off 
  to planetary navies or placed in reserve, and the Navy 
  has gradually re-equipped with new-build equipment to its 
  specifications. In practice, this process is behind schedule 
  and some forces are still making do with outdated and 
  inadequate ships and weapons. 
  The Navy uses a high-end/low-end procurement 
  strategy. Its high-end vessels represent the best that 
  can be built and are constructed at TL E. There are few 
  worlds that can produce this level of technology, however, 
  so most of the front-line strength of the Navy is made up 
  of vessels constructed at TL C shipyards, into which TL 
  E electronics systems and drives are slotted to create a 
  cheaper version of the top-flight systems that is almost as 
  effective. 
  The navy’s patrol, support and ‘workhorse’ vessels are 
  constructed at TL A-C shipyards across the Imperium, 
  making them not only more affordable but allowing more 
  vessels to be constructed, though at the cost of lower 
  capability. Most naval vessel producers are subject to 
  investment that will bring them up to a higher tech level 
  in time, but for now the need is to get enough hulls out 
  among the stars to cover all the Navy’s needs. Quality will 
  have to come later.
  Naval personnel are armed with snub pistols and SMGs, 
  plus much smaller numbers of TL A Advanced Combat 
  Carbines (a cut-down version of the ACR used by the 
  Imperial Army, optimized for close combat in confined 
  spaces). The Navy obtains its ships and equipment from 
  a number of contractors across the Imperium, some of 
  which are state-owned. It is a major buyer of standard 
  electronics components and computer systems, and 
  makes considerable use of off-the-shelf equipment where 
  possible. MILSPEC (Military Specification) equipment 
  is generally better and more robust but in this time of 
  expansion and replacement of losses, numbers are more 
  
  - 34 -
  important than extremes of capability. There have been a 
  few scandals involving the naval procurement budget.
   
  NAvAL veSSeLS
  Much of the Navy’s legacy equipment is now in storage 
  or is wreckage orbiting distant stars. It is being replaced by 
  vessels procured according to a policy determined by the 
  Emperor’s naval advisors. The vessels obtained are either 
  generalist workhorses or specialized vessels, according to 
  their intended role. Specialist ships are normally higher-
  technology than their workhorse cousins. 
  CAPItAL ShIPS
  The main line-of battle warships of the Fourth Imperium 
  are termed Battleships. They are built around a powerful 
  spinal weapon mount and usually have impressive 
  secondary weapons, plus good speed and heavy defensive 
  systems. Their role is quite simply to smash enemy battle 
  forces or to deter them from entering combat. Battleships 
  are generally ‘rated’ according to their capability. The very 
  most powerful are termed first-rates, though they are 
  normally known as Dreadnoughts. Most capital ships in 
  service fall into the second and third rates. 
  Capital ships are normally grouped into Battle Squadrons 
  or BatRons and provided with a powerful escort. They are 
  expensive assets and not deployed lightly. 
  CruISerS
  The majority of the Navy’s work is done by cruisers 
  of various types. Some are quite specialist such as 
  high-speed, lightly protected Strike Cruisers which are 
  designed to carry as powerful a main weapon as possible 
  and little else, missile cruisers which often have no spinal 
  armament but can deploy vast numbers of missiles 
  to destroy enemies from a distance, or bombardment 
  cruisers which are intended to reduce the defenses of an 
  installation or planet. Other cruisers are fairly general in 
  design and are termed Heavy or Light according to their 
  size and armament. These vessels are often grouped into 
  Cruiser Squadrons (CruRons) as part of a fleet but tend to 
  be detached to carry out their missions. 
  Cruisers can tackle most foes, but cannot survive long 
  against a capital ship. They are often used to back up a 
  battle line or to act as heavy escorts for one.  
  The Imperium has attempted to field a workable design 
  for an Armored Cruiser with very heavy defenses, but this 
  has not succeeded. Other projects include a resurrection 
  of the Battle Cruiser concept; basically a capital-ship 
  version of the strike cruiser. The idea did not find favor, 
  but one that did was the Frontier Cruiser. This workhorse 
  design carries a small Marine force including a Marine 
  fighter wing and is designed for long cruises in the Wilds 
  or along a troubled border. In addition to a solid armament, 
  the Frontier Cruiser has disaster-relief capability, including 
  a modular area that can be converted into a hospital at 
  need.
  CArrIerS AND teNDerS
  The Imperial Navy uses a few small fighter-carriers for 
  patrol and escort work, mainly to protect merchant ships 
  from piracy or to patrol backwater systems. Carriers are 
  not well regarded by the Imperial Navy and are few in 
  number, though the Frontier Cruiser with its fighter wing 
  can be considered a hybrid cruiser-carrier and can be 
  quite effective in a policing or escort role. 
  The Imperial Navy does use Battle Tenders; large 
  carriers that can deploy a fighter wing in addition to 
  (usually three) Battle Riders. Battle Riders are described 
  below under ‘Monitors’. A Battle Tender and he brood of 
  Riders are normally considered a single unit equivalent to 
  a capital ship.
  DeStroYerS AND eSCortS
  Smaller than a light cruiser and not capable of mounting 
  a spinal weapon, a destroyer is still a formidable warship. 
  The Navy deploys hundreds of destroyer class vessels. 
  Some are workhorse Patrol Destroyers of low capability, 
  used for security and protection-of-commerce duty. Others 
  are fast and deadly Fleet or Strike destroyers; the latter 
  are heavily armed for their size and intended mainly for 
  raiding operations or the quick elimination of a threat.
  Fleet Destroyers are often grouped into Destroyer 
  Squadrons (DesRons) to escort and protect major 
  warships or as Destroyer Flotillas, which are sometimes 
  led by a light cruiser and may operate together or disperse 
  on patrol. Escort Destroyers and their smaller cousins, 
  Close Escorts, are optimized for the protection of other 
  vessels rather than heavy combat. They often operate 
  solo as patrol assets, and designs created specially for 
  this role are normally termed Patrol Cruisers, even though 
  they are much smaller than a ‘true’ cruiser.
  tANKerS AND LogIStICS ShIPS
  The Navy consumes vast amounts of fuel and supplies, 
  and dedicated logistics support ships are an absolute 
  necessity. There are never enough of these unglamorous, 
  slow, vulnerable vessels to support every mission, which 
  can limit the Navy’s capabilities. Tankers and logistics ships 
  are normally grouped into Tanker Squadrons (TankRons), 
  a catch-all term for formations of supply ships. TankRons 
  almost always include some escort vessels to protect the 
  minimally-armed transports. 
  ASSAuLt AND trooP trANSPortS
  The Navy is responsible for transporting Marine and 
  Army units for combat and other deployments. This is 
  a very large undertaking, as military units have a lot of 
  personnel and equipment to move. Army troop transports 
  
  - 35 -
  are not designed to land forces in a ‘hot’ landing zone, but 
  assault transports are. The latter are armed to support the 
  forces deployed while both carry a token armament for 
  self-defense. Transport Squadrons (TransRons) usually 
  include some escorts. Assault Squadrons (AssaultRons) 
  always do, and usually have one or more bombardment 
  vessels attached for defense suppression. 
  CourIerS AND AuXILIArIeS
  The Navy maintains considerable numbers of fast courier 
  vessels to transmit messages and carry orders, as well as 
  personnel, between the fleets. It also has the cooperation 
  of the Scout Service in this matter. A number of couriers 
  may be attached to any task force or flag squadron, but 
  they are not part of it. 
  Auxiliaries are mainly small cargo ships, often of a 
  civilian design, used to carry out non-urgent transport and 
  logistics work. Many commercial ship operators receive a 
  subsidy in return for making their vessels available to the 
  Navy upon request.
  Couriers and auxiliaries are part of a ‘pool’ held by the 
  fleet admiral and assigned at need. There are no ‘courier 
  squadrons’ as such.
  other SuPPort ShIPS
  Various other support vessels exist. These include 
  mobile dockyards, salvage vessels, hospital ships and 
  similar types. Ad-hoc ‘SupportRons’ are sometimes 
  created, with some escorts assigned, but for the most 
  part support assets are held by the fleet commander and 
  assigned individually as needed. 
   
  fIghterS AND StrIKe BoAtS
  Small armed craft have their uses, mainly as pickets or 
  police vessels but also to screen larger warships against 
  missile or strike boat attack. The Imperial Navy defines 
  three kinds of small armed ship: fighters, strike boats and 
  bombers.
  Fighters are small, fast sub-00t vessels normally armed 
  with lasers. Fighters are generally designed to fight other 
  small craft. Their combat capability against large vessels 
  is negligible. By convention, a fighter armed with missiles 
  is termed a ‘bomber’. Strike Boats are sub-00t vessels 
  designed to be able to usefully attack larger ships. Some 
  are little more than a delivery vehicle for a heavy short-
  range missile (termed a ‘torpedo’ and gaining the class 
  the name ‘torpedo boats’) while others are built around 
  a naval plasma or fusion gun. Strike boats pose a real 
  threat even to warships, though their losses are likely to 
  be high in such an engagement. One of the main duties of 
  a fighter wing is to keep strike boats off the major units or 
  to escort them through the enemy fighter screen.
  SYStem DefeNSe BoAtS AND 
  guNShIPS
  Non-Jump capable vessels of less than 000 tons are 
  generally termed System Defense boats. Their role is to 
  patrol a star system and repel invaders. Since these craft 
  do not have to carry Jump drives or fuel for them, more 
  space can be devoted to armor and weapons making 
  even a fairly small SDB quite a powerful combat asset.
  Gunships are identical to SDBs in many ways, but are 
  designed to be carried by other ships and deployed for 
  combat. The concept is not favored by the Imperial Navy, 
  though there are experiments underway with gunship 
  carriers. Their projected role is merchant traffic escort 
  or to conduct long-duration sweeps of systems, with the 
  carrier providing a mobile base from which a group of 
  gunships can operate.
   
  moNItorS AND BAttLe rIDerS
  A non-Jump capable warship larger than an SDB is 
  termed a Monitor. The Imperial Navy terms a monitor not 
  large enough to carry a spinal weapon a Light Monitor 
  and larger types (whether they have a spinal weapon 
  or not) Monitors, Strike Monitors, Heavy Monitors, 
  Battle Monitors and Supermonitors. Some monitors are 
  designed like cruisers or battleships, while others are 
  very slow and carry subordinate craft like a mobile base 
  or fortress. Planetoid hulls are popular for such vessels. 
  Planetoids have the advantage of free natural armor (rock) 
  and cheapness, but it is difficult to transport a planetoid 
  monitor from system to system. Monitors are assembled 
  into squadrons like Jump-capable ships. They are mainly 
  the preserve of planetary defense forces but are used by 
  the Imperial Navy to defend key systems including naval 
  bases.
  A Battle Rider is simply a monitor that is designed to be 
  carried and deployed by a tender. The battle tender/rider 
  concept has various pros and cons and is not in favor with 
  the Imperial Navy. However, the monitor/rider concept 
  allows a common design to built for both applications. 
  Most of the Imperium’s Aegis class battle monitors are 
  permanently assigned to system defense flotillas or the 
  Home Fleet, but a number of battle tenders are available 
  allowing them either to be transported to threatened 
  systems ahead of time or used in the traditional Battle 
  Rider/Tender fleet role. The Home Fleet thus acts as a 
  reserve formation in some ways, since its assets can be 
  borrowed for fleet or guardship operations. To avoid the 
  Home Fleet losing too much of its strength in this way, it 
  has been assigned several classes of monitor that cannot 
  be carried in this way, including the four Arbellatra class 
  Supermonitors of the Home Fleet Flag Squadron. 
  
  - 36 -
  utILItY CrAft
  The Navy needs countless utility craft. Armed gigs, 
  lifeboats, utility cutters, shuttles, cargo lighters, supply 
  barges, rescue pinnaces and dozens of other types of 
  craft are in use. Most are little different from their civilian-
  service cousins, though they have a military security and 
  communications package installed.
    
  NAvAL orgANIZAtIoN
  The Imperial Navy is short of vessels and must make 
  up the deficit by transferring warships around to wherever 
  they are needed. It cannot afford the luxury of large static 
  fleets with a neat (and full) Table of Organization and 
  Equipment (TO&E).
  Each Subsector of the Imperium has a fleet associated 
  with it, commanded by a Fleet Admiral and referred to as 
  a Subsector Fleet. The assets available to any given fleet 
  vary considerably, depending upon the perceived needs 
  of the region and transfers to other commands. A typical 
  Subsector Fleet is built around a small number of heavy 
  cruisers and a greater number of light cruisers, destroyers 
  etc, which are more or less permanently assigned to the 
  subsector for patrol and security duty. From this force the 
  Fleet Admiral will detach task groups or individual vessels 
  to carry out whatever tasks are necessary. The Subsector 
  Fleet Admiral is also the direct superior of admirals 
  commanding naval bases and commodores defending 
  critical systems within his command area, and is charged 
  with supporting them at need. Vessels are routinely ‘stolen’ 
  from the subsector fleets by superior admirals and used 
  for special missions or loaned to other subsector fleets in 
  need of additional forces.
  Each Sector of the Imperium also has a fleet associated 
  with it. This is a grouping of assets under the command 
  of the Sector Admiral, which can be used for missions 
  within the sector or loaned to a subsector fleet that needs 
  them (and can be augmented by vessels borrowed 
  from other subsector fleets). The Gushemege Fleet is 
  reasonably large and contains several battle squadrons, 
  each comprising 2-4 powerful battle units (Battleships, 
  Dreadnoughts or a Battle Tender and her brood), plus 
  squadrons of lighter vessels such as cruisers, carriers and 
  destroyers. The other sector fleets (Ilelish, Dagudashaag 
  and Zarushagar) are much smaller since Imperial holdings 
  in those sectors are relatively minor. These sector fleets 
  are mainly extra forces dedicated to patrolling the border 
  region and conducting operations in the Wilds. 
  The Imperium also possesses several ‘mission’ fleets. 
  Three of these, the Imperial Bodyguard Fleet, the Reserve 
  Fleet and the First Imperial Battle Fleet, are permanently 
  embodied. The others are created and dissolved at 
  need from assets of the Gushemege Sector Fleet or the 
  Reserve Fleet.
  The Bodyguard Fleet is little more than a powerful 
  squadron dedicated to protecting the Emperor and 
  defending Usdiki when he is in residence there. It served 
  with distinction in the Capital and Gateway campaigns, 
  and is being reconstituted after suffering near-total losses 
  at the Second Battle of Gateway. 
  The First Battle Fleet is the main striking force of the 
  Imperium. It is built around a powerful core of capital ships, 
  though at present it too is badly understrength, having 
  transferred most of its strength to the Second Battle Fleet. 
  The Battle Fleet is the nominal command of the Imperial 
  Grand Admiral, though normally he remains at base and 
  commands through a subordinate Fleet Admiral. 
  The Reserve Fleet is a holding unit for reinforcement 
  and specialist vessels which can be attached to any fleet 
  necessary or used to create one. The active reserve is 
  backed up by the Inactive Reserve, which is made up 
  of older or damaged but still capable ships ‘mothballed’ 
  at naval bases until they are needed. The best of these 
  reserves are currently active due to warship shortages, so 
  any commander dipping into the Inactive Reserve barrel 
  is likely to scrape the bottom.
  Other fleets are created temporarily for various missions. 
  Usually a task force is all that is necessary (or, at present, 
  possible) but fleets can and have been raised for various 
  purposes. For example, the Second Battle Fleet is currently 
  deployed on combat operations in Ley Sector, fighting 
  remnant Dominate forces. It is badly understrength and 
  needs reinforcements that are not available. 
  Temporary fleets are normally titled according to their 
  function, for example:
  • Battle fleet
  • Strike fleet
  • Assault fleet
  • Border fleet
  • Support fleet
  • Logistics fleet
  System defense forces, where deployed by the Navy, 
  are normally termed flotillas (as are some groups of minor 
  warships assembled for various purposes such as escort 
  duty or patrol of a region). Larger forces, such as the 
  squadrons of monitors defending a major naval base, are 
  termed fleets. Flotillas are commanded by commodores, 
  system defense fleets by a rear-admiral. The system 
  defense fleet at Usdiki is termed the Home Fleet and is 
  commanded by a full Fleet Admiral, who serves as an 
  advisor to the Emperor when he is in residence at the 
  capital. 
  Most Naval operations are carried out by a lone ship, 
  a cruiser and its escorts, or a small task group. These 
  
  - 37 -
  forces are detached from their parent formation (usually 
  the Sector Fleet) for the duration of the task. 
  DutIeS of the ImPerIAL NAvY
  The main function of the Navy is to keep the spacelanes 
  clear of enemies or to attack enemy forces and destroy 
  them. The Navy carries out a variety of missions to this 
  end. 
  trAININg AND SuPPort oPerAtIoNS
  Many vessels and a significant proportion of personnel 
  are involved in these activities. Training ranges from 
  individual training in the simulator, the classroom or on 
  the range, through single-ship gunnery and operations 
  exercises, to large-scale fleet maneuvers. The navy has 
  a number of areas set aside for training, including some 
  outsystem areas which are off-limits to civilian traffic. 
  Support and logistic operations absorb a great many 
  transport and escort ships and, while not very exciting, 
  are utterly vital to the continued function of the Navy. 
  PAtroL
  The Patrol mission encompasses a range of duties. 
  Some vessels are assigned a route to patrol, while others 
  are given a general area to be in or a place to be by a 
  certain date, and conduct a ‘discretionary patrol’ within 
  this framework. This makes it impossible to say for sure 
  that no Navy ship will be in a given system at a certain 
  time; an important factor in deterring pirates who have 
  gained insider information about Navy operations. 
  Patrol ops include Guardship deployments, where a 
  naval vessel is stationed over a world to protect it, cross-
  border sweeps, commerce protection and pirate-hunting 
  deployments, and ‘flag showing’ cruises where vessels 
  visit friendly ports to demonstrate the Navy’s power and 
  incidentally to encourage enlistment in the senior service. 
  Patrol operations are carried out by smaller vessels for 
  the most part, though some cruisers are used in this way.
  SIege
  Siege operations include blockades and interdiction of 
  restricted worlds (for a variety of reasons ranging from 
  protection of a vulnerable society through punitive action 
  against a rebellious world, to quarantine of a suspected 
  Viral outbreak) as well as actual military operations against 
  a world. Imperial Intervention against member worlds is 
  a last resort after diplomatic means have failed, but in 
  recent years the Navy has conducted sieges of several 
  worlds outside the Imperium. Not all these sieges have 
  led to planetary assault, but gaining orbital supremacy is 
  a critical part of all such invasions, so that siege always 
  precedes assault, at least briefly.
  StrIKe 
  Strike operations are shorter than sieges. They may be 
  purely naval matters or involve the marines and/or army. 
  Typically a strike force will make a repaid assault, destroy 
  its objectives, and withdraw before serious opposition 
  can appear. Strikes include raids on pirate havens, 
  punitive attacks on worlds supporting anti-Imperial 
  groups, destruction of assets that cannot be taken for the 
  Imperium and may be used by its enemies, or assaults on 
  Viral infestations. If ground troops are used in the strike, 
  they are normally drawn from the Marines.
  BAttLe
  Battle operations include open conflict with other 
  powers (for example, the ongoing war against the 
  Dominate) and also large-scale war-like situations, such 
  as combat operations against a large and powerful pirate 
  or raider group. Battle operations are usually conducted 
  by squadrons, task groups or fleets rather than individual 
  ships. 
  
  - 38 -
  the ImPerIAL mArINe 
  CorPS
  The Marine Corps is primarily a striking force of ‘Naval 
  Infantry’ intended to operate closely with the Navy and 
  to provide security for naval installations. Its duties have 
  expanded over the years, and now include protection of 
  starports plus some in-system and close-orbit defense 
  and patrol operations.
  ServINg IN the ImPerIAL mArINe 
  CorPS
  As a primarily close-combat force the Marines require 
  recruits that are good physical specimens, but technical 
  aptitude is also important since Marines serve aboard 
  starships and may be called upon to back up naval crews. 
  All Marines are trained in the skills of the infantry soldier, 
  and those who do not come up to scratch are dismissed. 
  At need, every Marine quartermaster, cook and technician 
  can take up a rifle join the firing line not as an ‘extra rifle’ 
  but as a skilled and motivated soldier with impressive 
  combat skills.
  All Marine personnel are trained in the use of the cutlass. 
  This is more ‘sword drill’ than fencing, though the average 
  Marine knows enough to fight well with a sword, albeit 
  in an over-aggressive and unscientific manner. Sword 
  drill is important for ceremonial duties, and many Marine 
  board-and-inspection operations are carried out with 
  drawn swords as a rather graphic hint that the boarded 
  crew should not misbehave. Marines have been known to 
  use their cutlasses in close combat, but it is more usual to 
  deploy firearms instead. 
  Once basic infantry training is passed, Marine recruits 
  are assigned to a unit and trained in the unit’s specialism. 
  The majority of Marine forces are ‘naval infantry’, meaning 
  that personnel will specialize as infantry soldiers or support 
  personnel (medics, technicians, quartermasters etc). The 
  Marines do however have some armored formations, 
  artillery units and ‘flight’ units. The latter include Marine 
  fighter and gunship wings, assault shuttle squadrons and 
  so forth.
  Marine 
  battalions 
  rotate 
  through 
  a 
  variety 
  of 
  deployments. Units deployed as security forces at naval 
  bases also provide detachments to serve as ship’s troops 
  or as starport and embassy guards. The former capacity 
  includes hostile-environment operations plus a number 
  of shipboard roles including damage control and training 
  as backup gunnery crews. By tradition, large ships that 
  carry significant Marine contingents assign a number of 
  weapon batteries to Marine gunnery crews.
  Security detachments at starports and other installations 
  provide a heavy backup to the local security forces and 
  act as a ‘tripwire’ for intervention by other Imperial forces. 
  A platoon of Marines cannot defeat an entire rebellious 
  planet, but attacking Imperial troops will trigger a robust 
  response from the rest of the Emperor’s forces. The 
  presence of a handful of Marines therefore prevents a 
  fait accompli takeover of the starport. Not all ports have a 
  Marine detachment. 
  Marine combat units are slanted towards rapid assault, 
  (including meteoric assault, a technique where troops 
  are dropped in capsules from orbit directly onto a target) 
  rather than sustained combat operations. The Marines 
  are thus a striking force; a hammer. If the operation is 
  to be more than a few days or weeks long the Army will 
  follow the Marines into action once a secure landing area 
  has been established. 
  Marine flight wings serve on a variety of deployments. 
  Some are carried aboard Navy ships and fulfill the same 
  function as naval forces. Others are assigned to protect 
  a world or installation. The Marines even man a number 
  of Monitors, though there is a strict rule that Marines do 
  not get anything with a Jump drive – that is the preserve 
  of the Navy. This means that there are numerous jointly-
  manned vessels such as the ‘Marine Corps Carriers’ 
  which carry Marine ground forces backed up by Marine 
  fighters and gunners, but have Naval engineers and flight 
  crews aboard the parent vessel. 
   
  eNLISteD PerSoNNeL
  The typical Marine will enter service with a Marine 
  Infantry battalion and serve at least one tour as an infantry 
  soldier or as support personnel. During this hitch it is 
  possible to crosstrain or attend a special training course 
  and qualify for one of the other Marine branches:
  • Infantry: Marine Infantry is open to anyone passing 
  basic. Personnel posted to Ship’s Troops duty are given 
  additional training during their deployment.
  • Support: Support includes administrative, technical, 
  medical and other specialisms. It is open to appropriately 
  qualified personnel.
  • Artillery: There are relatively few Marine Artillery 
  units. Transfer to one requires a successful hitch in 
  Infantry or Support and some crosstraining. Marine 
  Artillery personnel also man weapons aboard some naval 
  starships.
  • Armor: There are relatively few Marine Armored 
  units. Most are quite light compared to the assault armor 
  of the Imperial Army. Transfer to an armored formation 
  requires a successful hitch in Infantry or Support and 
  some crosstraining.
  • marine Strike (Commandos): The elite of the Marine 
  Corps are the Strike Force, or Commandos. Specializing 
  in small-unit raids, the Commandos are also trained in 
  hostage rescue and similar operations. The Commandos 
  
  - 39 -
  are also adept at meteoric assault and other intense 
  operations and are equipped with assault battledress for 
  the purpose. 
  • flight: Marine Flight units need enlisted technicians 
  and security personnel, but pilot and weapons officer 
  berths are available only to officers. 
  mArINe offICerS
  Marine officers are subject to the same stringent 
  standards as enlisted personnel. Like their naval 
  counterparts, they hold the Emperor’s commission and 
  are empowered to command and direct the Marine forces 
  of the Imperium on his behalf. Many officers are recruited 
  from university graduates. Others come through the naval 
  academies or are spotted as likely talents upon enlistment 
  and offered a place at OCS (Officer Candidate School). 
  The Marines have a much higher proportion of ‘mustangs’ 
  than any other service, and maintains a constant program 
  of commissioning officers from the ranks, sending them to 
  OCS retrospectively. The Marine Corps is less prestigious 
  than the Navy and has less noble officers, though it does 
  have more than the Army. 
  Marine officers are assigned to the same branches as 
  their enlisted colleagues. Marine Flight officers are pilots 
  and weapons operators aboard naval fighters and assault 
  craft, and a lucky few are given command slots aboard 
  the few Marine Corps-crewed Monitors serving among 
  the defenses of major worlds. 
  The Marines do not have generals; the largest Marine 
  formations are brigades, commanded by a Brigadier, and 
  even these are rare. Marine forces normally come under 
  the command of a naval admiral. The staff is likewise 
  small, consisting of a few advisors to admirals and liaison 
  officers working with naval and army units. The Marines 
  do provide attachés to friendly powers and officers 
  for ceremonial purposes, including part of the Naval 
  Detachment of the Emperor’s Bodyguard.
  eQuIPmeNt of the mArINe CorPS
  The Imperial Marine corps is equipped primarily as 
  infantry, with few battalions having more than a handful 
  of liaison vehicles available. Some units are ‘Lift infantry’, 
  i.e. they have grav vehicles (usually GCarriers mounting 
  light support weapons) to carry the troops, plus some 
  organic support equipment including artillery and support 
  grav sleds.
  Troops are armed with TLC gauss rifles and combat armor 
  for ground combat, with gauss light support weapons and 
  PGMP-2 plasma guns for close support. For shipboard 
  security snub pistols and SMGs, accelerator rifles and 
  cutlasses are issued, along with combat armor.
  Marine assault units are equipped with battle dress, but 
  this is in short supply and some are still making do with 
  combat armor. Marine artillery weapons include battlefield 
  meson guns, tactical (tac) missile launchers, support 
  gauss weapons and large plasma or fusion guns, plus 
  shipboard weapon systems. Marine armored units are 
  equipped as Grav Cavalry rather than Grav Armor. That 
  is, they employ light, fast vehicles with heavy firepower, 
  and include personnel transports carrying battledress-
  equipped infantry. Marine engineering units are small and 
  few in number. They employ some vehicles and specialist 
  battledress to carry out a range of combat and assault 
  engineering tasks.
  orgANIZAtIoN of the mArINe 
  CorPS
  The Marines have a lot of different jobs to do, and their 
  organization is very flexible. Ship’s Troops detachments 
  can be as small as 8-0 Marines; indeed, sometimes a 
  single Marine officer or NCO will be assigned as master-
  at-arms to a small Naval ship. On the other hand, forces 
  several brigades strong are sometimes placed at the 
  disposal of an admiral.
  The Marines are administratively grouped as battalions, 
  of which several may have their headquarters at any given 
  naval base. These battalions may or may not be grouped 
  as an administrative brigade. Detachments of armor, 
  artillery, intelligence, engineers, commandos, recon and 
  other specialist troops are attached to the battalions for 
  administrative and logistics purposes but these are not 
  part of the battalion (unless it has a dedicated support 
  component, which is not common). These attached forces 
  can be redeployed as necessary; all the battalion does is 
  provide them with a home and a logistics base.
  From this administrative pool of forces, Marine units 
  are deployed as necessary. Some battalions will provide 
  many small detachments as ship’s troops or security for 
  ports, with the remainder based at the naval installation 
  as security and reserve forces. Another battalion may 
  be moved out en masse for an operational or training 
  deployment. In short, the Marine battalions have no fixed 
  organization but are use as a pool from which forces 
  can be raised. This especially true of transport, combat 
  engineer, armor and artillery battalions, which are broken 
  up and assigned to whatever forces need them. The only 
  Marine forces that can virtually guarantee that they will 
  deploy and serve as a battalion or brigade unit are the 
  specialist formations – the grav cavalry, planetary assault 
  formations and units with a dedicated artillery and armor 
  component. Even flight wings can be broken up at need. 
  Marine unit organization is very austere, with no 
  superfluous personnel and little heavy equipment. 
  The Marines are very much a direct-combat or assault 
  force and in most cases do not have separate ‘support’ 
  formations. Each Marine platoon, company and even 
  battalion is a ‘rifle’ force containing some light direct-
  
  - 40 -
  support weapons. There are no separate heavy-weapons 
  platoons. In larger Marine forces there will of course be 
  electronic warfare, artillery and armor units attached, of 
  course, but in the small Marine force that is likely to be 
  encountered outside a major war zone, whatever support 
  is needed is assigned to the command detachment – and 
  there is rarely much of it. 
  Standard Marine forces, in so far as they exist, are as 
  follows:
   
  • fire team: 4 Marines. 
  • Squad: 2 fire teams plus 2-man command detachment 
  (Medic and NCO or junior officer).
  • Platoon: 3 Squads plus platoon command detachment 
  (Medic, officer and NCO)
  • Company: 3 platoons plus company command 
  detachment (2 officers, senior NCO, Company Medical 
  Officer, Communications Technician)
  • Battalion: 4 Companies plus battalion command 
  detachment (2 officers, senior NCO) and specialist 
  detachments (medical, intelligence, communications, 
  maintenance and possibly engineering).
  • fighter Wing: 3 Squadrons of 8 fighters plus 
  command, security and maintenance detachments.
   
  Typical deployments include small-ship ship’s troops and 
  security detachments (Squad or platoon) and Reaction 
  Companies ( company aboard a Navy-crewed transport 
  ship, which carries Marine-crewed GCarriers for transport 
  away from the ship). Deployments in greater than company 
  strength are uncommon and usually temporary.
  DutIeS of the ImPerIAL mArINe 
  CorPS
  The Marines constitute a highly mobile force able to go 
  where the Navy goes and fight on the ground against the 
  Emperor’s enemies. Marines are primarily strike forces, 
  and their training reflects this. All Marines are drop-
  qualified; i.e. they are trained to make a meteoric assault 
  on an enemy position. Other assault techniques are 
  diligently practiced including fast-response and hostage 
  rescue operations. 
  The Marines train to take ground and hold it long 
  enough for the Army to secure it, but also to defend 
  installations and to board enemy ships. Troops are highly 
  trained and tactics generally highly aggressive. On the 
  defensive the Marines are extremely stubborn, but it is 
  in the lightning assault or counterattack that they excel. 
  For this reason, and because the Corps is small but 
  expensively equipped, the Marines are not deployed on 
  routine peacekeeping operations or garrisons except to 
  defend naval installations. 
  The specific missions of the Marine Corps include:
  trAININg/gArrISoN:
  All military forces require long periods of training in 
  order to remain effective. Marine forces train alongside 
  Army and Naval units depending upon their expected 
  deployments, and conduct their own specialist training 
  (e.g. meteoric assault). Troops in ‘garrison’ also include 
  security forces at starports and other installations where 
  their role is primarily deterrent. Units in ‘garrison’ at major 
  naval bases are normally either engaged in intensive 
  training or ‘at readiness’ for any deployment order that 
  comes in. Readiness troops also train, of course, but less 
  intensively.
  INterNAL SeCurItY/CouNter-
  INSurgeNCY: 
  Internal security deployments for the Marines are 
  mainly concerned with suppression of piracy or terrorist 
  organizations. Marines make fairly poor peacekeepers 
  but can be an excellent ‘hammer’ to smash insurgents 
  that resist the more patient peacekeeping efforts of the 
  Army and Diplomatic Corps. Hostage-rescue and VIP-
  bodyguard units are also considered to be deployed on 
  Internal Security duty.
  PoLICe ACtIoN:
  When a world or organization defies the Imperium or its 
  leaders break High Law and refuse to submit to justice, a 
  police action may be necessary. The Imperium does not 
  ‘make war’ on its own constituent parts; it conducts ‘police 
  actions’, often in conjunction with a blockade or after one 
  has failed to produce a useful result. 
  Marine forces (usually in battalion or brigade strength) 
  spearhead Imperial Interventions, which can be over very 
  quickly if the Marines are successful in their task. Larger 
  (multi-brigade) or smaller (e.g. Reaction Company) forces 
  may also be involved in police actions. If a Police Action 
  turns into a slogging match, Army units are brought in and 
  the Marines pull back, regroup, and are then used as a 
  hammer to squash important targets or to capture enemy 
  leaders.
  rAID:
  Marines are excellent raiding forces. Whether assaulting 
  a pirate or insurgent base or a Virus infestation, or attacking 
  a world outside the Imperium, Marine forces strike hard 
  and fast, then retire quickly before the stunned enemy can 
  react coherently. The harder and faster a strike goes in, 
  the less casualties the Marines take. If they get bogged 
  down, units may suffer heavily or even be abandoned 
  by their naval transports, so a raid is always a high-risk 
  mission.
  
  - 4 -
  ShIP’S trooPS:
  Marines serve aboard naval vessels as shipboard 
  security and damage-control personnel and also conduct 
  boardings, escort the ship’s officers on diplomatic visits 
  and provide security in port. Their numbers are small but 
  sometimes they are the only organized force on the scene 
  in a crisis so ship’s troops commanded by a very junior 
  officer, a sergeant or even a corporal must carry the flag 
  for the Imperium.
  fLIght oPerAtIoNS:
  Marine flight wings and crews of monitors fulfill a number 
  of roles identical to their Navy counterparts – system 
  patrol, protection of commerce etc. The Marine corps has 
  no Jump-capable vessels of its own, though it is assigned 
  some rapid-reaction transports with mixed naval/Marine 
  crew.
  the ImPerIAL ArmY
  Often considered the least important of the Imperial 
  armed forces, the Army is in some ways the most vital. 
  Its function is to defend the Imperium and her citizens 
  from internal and external enemies, and to take and hold 
  enemy assets.
  Imperial soldiers stand ready to take on terrorists, 
  insurgents and organized military forces, fighting house 
  to house if necessary or conducting massive campaigns 
  to secure the planetary battlespace. The Army also backs 
  up civilian authorities in dealing with disasters and (in 
  some cases) civil disturbance. According to pro-Army 
  observers, the Navy can defeat enemy starships and the 
  Marines can launch a devastating assault, but only the 
  Army can conduct a long-term peacekeeping campaign or 
  go into a town and dig out guerrillas house by house while 
  causing minimal collateral damage. 
  The Army has the widest range of equipment of any 
  of the Imperial armed forces. Most of this equipment is 
  manufactured at TL A by a number of companies across 
  the Imperium all working to standard designs, greatly 
  simplifying the procurement situation. 
  ServINg IN the ImPerIAL ArmY
  The Army recruits its personnel from all the worlds of 
  the Imperium, subject to a basic physical requirement that 
  is less stringent than that of the Marine corps. After basic 
  training is completed, personnel are sent to advanced 
  training according to the specialist role they seem best 
  suited to. Recruits are given whatever education and 
  technical training is necessary to bring them up to a 
  required standard for their unit, but selections are designed 
  to minimize this requirement. For example an individual 
  from a TL 3 world would not normally be assigned to an 
  engineering or electronic-warfare battalion.
  The Army is subdivided into branches, each of which 
  specializes in a particular role:
  • Infantry: The infantry is primarily concerned with 
  individual and small-unit combat on foot (though almost 
  always in conjunction with other fighting and support 
  arms). 
  • Artillery: Artillery troops operate large support 
  weapons and air/orbital defense systems, and the sensor 
  equipment that guides them.
  • Cavalry: The Cavalry operate armored combat 
  vehicles from light recon sleds to heavy grav tanks. Infantry 
  permanently assigned to certain combat formations are 
  considered to be part of the cavalry and train in vehicle 
  operations and maintenance. 
  • Supply & Administration: The quartermasters, 
  paymasters, administrators and other ‘bean-counters’ 
  
  - 42 -
  that make sure the army has enough ‘bullets, boots and 
  beans’ to function are not held in particularly high regard 
  by the fighting troops or the public but nevertheless they 
  fulfill a critical role.  
  • transport & Logistics: As distinct from the 
  administrative arm, T&L ensures that the supplies get 
  through to the troops, and provides transport to units 
  lacking it. Its assets range from humble trucks to massive 
  transport starships operated by the Navy but under the 
  Army’s authority.
  • Special operations: Special operations includes 
  Protected Forces (troops trained in vacuum or hostile-
  environment work) and raiding or recon units. SpecOps 
  units are small and specialized. Some are composed 
  entirely of members of a particular culture or species that 
  adapts well to a given role.
  • medical: Where the Marine Corps has only a small 
  staff of medical Corpsmen and relies on the Navy for its 
  surgical backup, the Army Medical Corps is extensive 
  and well equipped. It is often deployed in a disaster-relief 
  role. 
  • technical: Army technical personnel perform a range 
  of activities from electronics, computer and counter-Virus 
  ops to maintenance of the Army’s weapon systems. 
  • engineering: The Army Engineering Corps constructs 
  field fortifications and destroys enemy obstructions. 
  It also had until recently a major disaster relief and 
  reconstruction role, but this has been largely transferred 
  to the Reconstruction Service.
  • flight: The Army has some air and orbital combat 
  assets, and larger numbers of air transport units. The 
  latter are normally controlled by Transport & Logistics, 
  leaving Army Flight with combat roles such as ground 
  support and air interdiction. 
  • maritime: The Army has a (fairly small) number of 
  maritime assets including combat divers and vessel crews 
  (surface and subsurface). Planetary armed forces often 
  give their maritime forces naval titles, but the Imperial 
  Army’s Maritime Force Command uses standard army 
  ranks to avoid confusion.
  • Staff: Some senior NCOs and officers carry out a 
  range of staff functions. This includes recruiting, training, 
  planning, procurement, liaison, advice to friendly powers 
  and a range of other activities necessary to keep the Army 
  running.
  eQuIPmeNt of the ImPerIAL ArmY
  The Army inherited a considerable amount of equipment 
  at its formation, as various worlds and leaders pledged 
  units and equipment to the cause.  These were roughly 
  organized into a combat force as best could be managed. 
  More recently, concerted efforts have been made to re-
  equip the Army to a consistent standard right across 
  the Imperium. The ‘legacy’ equipment has largely been 
  placed in storage or sold on to planetary armed forces at 
  bargain prices. 
  Some units have not yet been fully re-equipped, and 
  others find it useful to retain some of their original equipment. 
  Some also choose to hang onto their legacy gear out of 
  respect for ‘regimental tradition’. Thus an Imperial Army 
  Grav Cavalry unit may parade for the Emperor wearing 
  its ‘traditional’ uniform and bearing TL-6 smallarms. Some 
  would say that such respect for tradition is laughable since 
  the unit might only be 5 years old. However, its members 
  would challenge such an assertion with their fists, and 
  this willingness to fight for the regiment’s good name and 
  proud (if brief) history is considered a powerful asset by 
  the generals of the Imperial Army and an endorsement of 
  these new-found regimental traditions. 
  The bulk of the Imperial Army’s battle-fighting force is 
  made up of Lift Infantry battalions, infantry equipped with 
  TL A combat armor and Advanced Combat Rifles (ACRs), 
  riding in light grav vehicles such as G-Carriers and backed 
  up by mobile artillery and direct-fire weapons mounted on 
  grav support sleds. A Lift Infantry Battalion is an all-arms 
  force capable of handing most tasks. However, heavier 
  units and specialist troops are sometimes needed. 
  Light Infantry units are equipped with the same 
  smallarms and light support weapons as their Lift cousins, 
  but troops wear only light Cloth armor for protection. 
  Support equipment is also lighter, and slanted towards 
  tactical close support. The Light Infantry thus makes more 
  use of mortars and similar light, short-range artillery than 
  the main forces. They have similar transport vehicles but 
  less support sleds. LI forces are used mainly for garrison 
  and guard work, and for operations in close terrain such 
  as peacekeeping in cities. 
  Heavy, or Assault, infantry forces are quite rare, and 
  are equipped with Battle Dress and gauss weapons. 
  They are supported by grav tanks and assault guns. 
  What little organic artillery they have is geared towards 
  short-duration, high-firepower bombardment immediately 
  preceding a direct assault. Much of their equipment is 
  manufactured above TL A and thus is in short supply.
  Imperial Army ProtFors (Protected Forces) troops also 
  ‘officially’ use Battle Dress, but there is never enough of it 
  so most troops are equipped with laser rifles and combat 
  armor. Units are predominantly infantry backed up by 
  support sleds and optimised for combat on airless worlds 
  or those with unbreathable atmospheres. ProtFors troops 
  could also be used for boarding actions and combat 
  aboard orbital installations but this role is normally taken 
  by the Marines. 
  The Imperial Army uses mortars, rocket systems 
  and traditional ‘tube’ artillery. Field artillery is almost 
  exclusively self-propelled, but some ‘garrison mount’ 
  equipment is retained for inclusion in static ‘bastion’ 
  defenses. The standard artillery piece is a TL A mass 
  
  - 43 -
  driver gun capable, of launching a variety of projectiles. 
  Mortars are mainly used for short-range high-trajectory 
  fire, though disposable multiple-launch rocket systems 
  are sometimes deployed instead. Rocket systems are the 
  main long-range area attack weapon. A few artillery units 
  are equipped with TL F battlefield meson accelerators, but 
  these deadly weapons are in very short supply and draw 
  on a dwindling supply of high-tech components. Artillery 
  forces also deploy orbital defense weapons such as PAD 
  (Planetary Aerospace Defense) missiles and ground-
  based anti-shipping weapons. The few remaining Deep-
  Site Meson Guns of the Imperium are crewed by Army 
  Artillery troops. 
  For transport and utility work, the G-Carrier is used as 
  a basis for many other vehicles. While not as robust as 
  other military designs, G-Carriers are inexpensive to build. 
  This was a vital consideration when creating an army 
  from the ground up. As well as the usual transport/APC 
  role, G-Carriers are used as field ambulances, command 
  posts, forward observer vehicles and electronic warfare 
  platforms, as well as weapons carriers such as the ‘Flail’ 
  class Battlefield Rocket System.
  Support Sleds are much more common than actual grav 
  tanks. These lightly-armored grav vehicles mount a range 
  of weapon and other support systems. The standard 
  version mounts a rapid-pulse plasma gun for direct fire 
  support, and a VRF (Very Rapid Fire) Gauss Gun for anti-
  personnel combat. Grav sleds are not well armoured and 
  rely mainly on speed and firepower for defense. Missile-
  armed grav sleds are being experimented with, primarily 
  for the armoured reconnaissance role.
  Imperial Grav tanks are organized into three classes: 
  Battle, Light, and Cruiser. Cruiser tanks are built at TL 
  A and are not especially maneuverable. They mount a 
  heavier version of the standard plasma support gun and 
  have better armor in addition to a point-defense gatling 
  laser to deal with missile threats. Cruiser tanks are 
  powerful when compared to mid-tech combat systems 
  but are very much a cheap stop-gap measure intended 
  to plug the gap until sufficient advanced vehicles can be 
  brought into service. Cruiser Tanks are mainly used to 
  support Lift Infantry formations. 
  Battle and Light Tanks are manufactured using less 
  common TL C+ components, making them more difficult 
  to keep in service. Light grav tanks form the striking arm 
  of the Grav Cavalry forces while Battle tanks spearhead 
  the assault and armored forces of the Imperium. Fusion 
  guns are a standard armament.
  Army Flight formations use a range of transport vehicles. 
  For combat and support missions, lightly armed speeders 
  are in common use, mounting a laser or plasma gun, but 
  these are being phased out in favor of more capable craft 
  such as the Kirkkuk class strike gunship, a grav/airfoil 
  vessel mounting an impressive armament. 
     
  organization of the imperial army: Ground Forces
  The Imperial Army does a wide range of jobs, and has 
  formations and units optimised for each of them. For 
  example, Maritime forces serving aboard a seagoing 
  vessel are organized much like the Imperial Navy, though 
  Army ranks are retained. However, the organization 
  of ground combat forces is the basis for most of these 
  units. 
  For administrative purposes, the Army raises its troops 
  as battalions, each of which belongs to a regiment. 
  Many regiments have only one battalion, but some have 
  several. The Emperor’s Guard Cavalry, for example, has 
  3 battalions, while the 68th Usdiki Rifles has only one. 
  Regiments are a peacetime administrative tool only. They 
  provide recruitment and training facilities and ‘demob’ 
  (demobilization) processing for troops leaving the unit, 
  and maintain the regimental records. They do not provide 
  any form of command structure. Assignment to the 
  Regimental HQ is in some ways a ‘soft’ job and is often 
  used to allow short-timers to serve out their remaining 
  months in safety. That said, regimental HQ troops have 
  at times been rounded up and flung into combat, and they 
  do an important job all the time; that of ensuring that the 
  recruits arriving from basic training are fit to join their new 
  comrades in the field.
  LIft INfANtrY BAttALIoN
  The standard unit within the Imperial Army is the 
  battalion. Battalions from the same regiment rarely 
  serve in the same command structure, but are assigned 
  wherever they are needed by the central planners. A Lift 
  Infantry battalion comprises four Rifle companies, plus 
  a headquarters detachment and a support detachment. 
  The HQ detachment includes a security element and 
  some transport, and handles all the command, control 
  and communications functions of the battalion including 
  tactical intelligence analysis. It will also control medical 
  personnel, vehicles, logistics and any special troops 
  assigned to the battalion, such as an engineering platoon. 
  Maintenance personnel and vehicles are also assigned to 
  HQ, and deployed as necessary.
  The HQ Detachment is commanded by the battalion 
  commander and his executive officer. It will have a small 
  ‘staff’ of officers including Medical Officer, Intelligence 
  Officer, Logistics Officer and so on, plus a technical and 
  admin staff made up mainly of NCOs. Any spare officers 
  will be assigned to HQ to handle liaison and to take charge 
  of any tasks that require it. More often than not units are 
  short of officers so the battalion staff must each wear 
  more than one hat. The Battalion HQ also sends a ‘depot 
  contingent’ to the regimental HQ to staff it and conduct 
  orientation training for new or returning personnel. 
  
  - 44 -
  The Support Detachment contains a couple of air 
  defense vehicles, a security force of infantry, and the 
  battalion’s organic artillery.  This is usually a battery of TL A 
  ‘tube’ mass driver cannon mounted on G-Carrier chassis. 
  If mortars or disposable rocket systems are available, 
  these are also controlled by the support detachment. 
  Each Rifle company consists of four Rifle platoons and 
  a ‘Weapons’ platoon, plus a Company HQ detachment 
  containing the commander, his immediate security force 
  and some communications personnel, plus maybe an air 
  defense vehicle. 
  A Lift Infantry company weapons platoon normally 
  contains the company’s support sleds. Four is standard, 
  though 2-6 vehicles may be found in most companies. 
  Each rifle platoon consists of three sections riding g-
  carriers plus a command vehicle containing the platoon 
  commander and his security/reserve force. A Lift Infantry 
  section numbers 8 personnel, divided into two 4-man Fire 
  Teams. First Team consists of 4 riflemen commanded 
  by the assistant section leader, Second Team contains 
  a support weapon (20mm Light Assault Gun, grenade 
  launcher or support version of the ACR) team of 2 
  personnel plus the section leader and a rifleman. In 
  addition, the section contains a G-Carrier and its crew 
  of driver and commander, who mans the vehicle’s VRF 
  gauss gun for direct-fire support. 
  This organization works out as follows:
  • Fire team: 4 personnel
  • Section: 2 Fire teams plus G-Carrier crew (0 
  personnel)
  • Rifle Platoon: 3 sections plus command detachment 
  (34-40 personnel)
  • Company: 4 rifle platoons plus weapons platoon and 
  command detachment (typically 75-90 personnel)
  • Battalion: 4 rifle companies plus HQ and support 
  detachments (typically 850-900 personnel) 
  A Lift Infantry battalion is an expensive instrument of 
  policy, but a flexible and capable one. It is capable of 
  carrying out most missions using its own resources and 
  providing its troops with artillery and direct-fire support, air 
  defense and of handing its own logistics.
  Another common formation is the ‘Garrison Infantry 
  Battalion’. This formation is essentially a Lift Infantry force 
  without most of its vehicles or the personnel to crew them. 
  It is unable to maneuver much but can be used to hold an 
  area or conduct operations of a strictly local nature such 
  as peacekeeping or counter-terrorism.
  vArIAtIoNS oN the CommAND 
  StruCture
  Different kinds of unit require a slightly different command 
  structure, but the Imperial Army tries to keep everything 
  as straightforward as possible. One measure to this end 
  was the abolition of certain traditional terminology. For 
  example, armored troops have traditionally used the term 
  ‘regiment’ instead of ‘battalion’ and ‘squadron’ instead 
  of ‘company’, among others. The Fourth Imperium has 
  officially abolished this practice; a battalion is a battalion, 
  no matter what kind of troops it is made up from.
  In the Army of the Fourth Imperium, a ‘Battery’ is non-
  specific term referring to a grouping of artillery of the same 
  type and with the same task. A battery might include 2 
  pieces or 2; the term is intentionally not precise. Similarly, 
  a commander may refer to a collection of vehicles 
  assembled for a particular task as a ‘troop’ and a larger 
  grouping as a ‘squadron’ but these are general terms for 
  the force at hand. A ‘Platoon’ would be four support sleds 
  or light grav tanks all belonging to a particular command 
  structure. A Troop might be seven such vehicles and three 
  G-Carriers, drawn from several sources. Thus terms like 
  Troop, Squadron and Battery have lost their traditional 
  exact meaning and become almost slang terms for combat 
  groupings.
  Specialist infantry-type troops are organised much like 
  infantry, at least for administrative purposes. For example, 
  Combat Engineers are organised into battalions (all of 
  which belong to administrative ‘engineering regiments’), 
  with a similar structure to the standard Lift Infantry 
  battalion. However, engineering units tend not to have 
  artillery and support sleds, though they may have armored 
  engineering tractors and excavation vehicles instead. 
  Specialist units rarely serve as an entire battalion. 
  Instead they are broken up by platoons and companies 
  and sent to support whatever formations need them. 
  Higher-ranked engineering, medical or technical officers 
  tend to act as ‘force-level consultants’ offering advice 
  to the brigade or divisional commander and overseeing 
  affairs within their field rather than commanding a whole 
  battalion in the field. There are exceptions; sometimes a 
  technical battalion may be deployed en masse for some 
  task, or a medical battalion set up as a field hospital. 
  Other troop types have a very similar command and 
  rank structure, but different composition within their units. 
  Armor and grav cavalry units, for example, use similar 
  terminology to infantry but have far less personnel. Four 
  armored vehicles make up a platoon, for example. At most 
  such a platoon might have 6-20 personnel; it might be as 
  few as 8 in a reconnaissance unit. 
  
  - 45 -
  Unit equivalencies in the various combat arms are demonstrated in the following table:
  tABLe: NoN-INfANtrY uNIt eQuIvALeNCIeS
  Infantry 
  Artillery 
   
  transport  
  Light Armor 
  Armor  
  equivalent 
   
   
   
   
  (Cavalry) 
  (tanks)  
  Fire Team 
  One Light Piece  
   Vehicle 
   Vehicle 
   Vehicle 
  Section 
  One Piece 
   
  ‘Senior’ Vehicle 
  ‘Senior’ Vehicle 
  ‘Senior’ Vehicle 
  Platoon 
  3-8  Pieces 
   
  4 Vehicles 
  4 Vehicles 
  4 Vehicles 
   
  Company 
  2-4 platoons or  
  3-5 platoons 
  3-5 platoons 
  2-4 platoons 
     
   
  ‘batteries’ of 
   
   
  plus recovery 
  plus recovery
     
   
  3-8 pieces each  
   
  vehicle 
  vehicles
  Battalion 
  2-5 artillery  
   
  3-5 platoons 
  4 companies 
  3 companies
     
   
  Companies,  
   
   
  plus supports 
  plus supports 
     
   
  Usually of same  
   
  and recovery  
  and recovery  
     
   
  Type 
   
   
   
  assets 
  assets 
  hIgher formAtIoNS
  The Army is deployed in whatever formations are 
  required to do the job at hand. This may mean a platoon, 
  a company or a battalion is detached to carry out a given 
  task, or a ‘battle group’ is formed from troops of various 
  types. At need, formations of any size are created. 
  However, certain formal formations do exist, though even 
  these are flexible in their composition. 
  Formations are described by their type and size. Type is 
  defined by the predominant force type:
  • Infantry formations are made up primarily of infantry 
  without sufficient transport to move them all in one go
  • Motorized Infantry formations are made up of infantry 
  with ground vehicles sufficient to grant   mobility, but which 
  are mainly wheeled or otherwise limited to road movement 
  and inappropriate for close support of the dismounted 
  troops,
  • Mechanized Infantry formations are made up of 
  infantry with ground vehicles capable of crossing rough 
  ground (usually tracked) and perhaps able to offer some 
  close support or protection in the face of the enemy
  • Lift Infantry forces are made up of infantry riding grav 
  vehicles and usually supported by armored vehicles
  • Jump infantry are predominantly infantry forces 
  entering the battle zone by orbital insertion (‘meteoric 
  assault’). 
  • Armored Infantry formations are predominantly 
  made up of infantry, but carried in armored vehicles and 
  supported by a reasonable proportion of tanks or other 
  heave vehicles
  • Cavalry are formations made up of light armor or light 
  armor supported by infantry riding fast vehicles
  • Armored Reconnaissance formations are a special 
  case of Cavalry, containing only light armor with no 
  infantry component
  • Cavalry, or Armored, formations are made up of 
  powerful armored vehicles, usually supported by a small 
  proportion of infantry
  • Engineer formations are made up predominantly of 
  engineering or technical troops
  • Logistics formations are made up primarily of transport 
  or supply units
  • Medical units are, obviously, made up of medical 
  battalions. Medical formations larger than a brigade are 
  unusual as facilities are normally dispersed as battalions 
  with a central hospital (i.e. brigade level formation).
  • Artillery formations are made up of aerospace defense 
  or heavy fire support troops
  • Hostile-Environment forces are equipped for combat 
  in unbreathable atmospheres or vacuum
  • Maritime formations are equipped for operations 
  on or under water. This refers mainly to infantry-type 
  formations; vessels are subject to a slightly different 
  formation structure to land forces.
  The proportion of troops or specialist roles in some units 
  gives rise to certain additional titles:
  • Airborne or Airmobile forces are units of any 
  composition entering the battle from aircraft by direct 
  landing or other means (e.g. parachute, though the 
  Imperial Army does not deploy paratroops among its 
  regular forces).
  • Armored or cavalry formations using exclusively 
  gravitic vehicles will use the term ‘grav’ in front of the 
  standard designation, e.g. Grav Cavalry. The infantry 
  equivalent is ‘lift’, but this generally implies a level of 
  armored support as well.
  
  - 46 -
  • Light formations generally lack heavy weapons and 
  vehicles.
  • Assault formations are trained and equipped for the 
  close-assault role. They rarely have sustained combat 
  capability but can smash an enemy force in a very short 
  period of time.
   
  BAttLe grouP
  Any force, of any composition, smaller than a brigade 
  and not described by precise organizational terms such 
  as Battalion or Platoon, can be termed a Battle Group. 
  Normally such forces are combined-arms units put 
  together in a hurry from whatever resources were to hand 
  at the time. An example battle group might include two 
  rifle companies, a light grav tank platoon, a couple of 
  mass driver guns grouped into an ad-hoc ‘battery’ and a 
  collection of infantry troops rounded up from headquarters, 
  logistics and engineering detachments, formed into a 
  provisional third company.
  BrIgADe
  A Brigade is a grouping of battalion-sized units into an 
  all-arms combat team. Nominal composition is 3 battalions 
  plus supports, but 2-5 battalions (or equivalent formations 
  created by amalgamating troops from wherever they can 
  be found) is not uncommon. Infantry brigades are by far 
  the most common. The ‘textbook’ organization is 3 Lift 
  Infantry battalions, a Grav Cavalry company and -2 
  artillery companies and an engineering company, plus a 
  headquarters group.
  An armored brigade or grav cavalry brigade, or an 
  artillery brigade created to support a major operation, 
  might have no infantry component other than a company 
  or two as security for the headquarters and support units. 
  These infantry would take no part in the fighting unless 
  something went badly wrong. In the case of Lift Infantry 
  brigades, it is the infantry that do the bulk of the fighting. 
  DIvISIoN
  An Imperial Army Division is a large and powerful fighting 
  force. The usual (‘textbook’) composition is 3 Lift Infantry 
  brigades, a Grav Cavalry brigade, plus headquarters and 
  supports. These would normally include a heavy armored 
  battalion, engineering battalion and -2 artillery battalion-
  equivalents.
  Cavalry Divisions, Armored Infantry Divisions and 
  Armored divisions do exist. A Cavalry Division is a fast-
  moving formation composed of 3 grav cavalry brigades 
  and a Lift Infantry brigade, plus light supports. Cavalry 
  formations exist primarily to make fast raids or to exploit 
  breakthroughs rather than to slug it out with the enemy. 
  Armored Divisions are composed similarly but with battle 
  tanks replacing their lighter cousins. Armored formations 
  are the spearhead forces in most assaults and set-piece 
  battles. 
  The Armored Infantry Division is an attempt to increase 
  the fighting power of an infantry force without adding too 
  much to the overall cost. This is done by adding a Cruiser 
  Tank battalion to each brigade in a Lift Infantry division, 
  and adding some extra armor (usually a mixed brigade of 
  light and cruiser tanks) at the divisional level. If employed 
  in the usual Lift-Infantry manner, such formations are 
  quite effective. However, they tend to be pushed into roles 
  intended for ‘real’ armored formations, and usually suffer 
  tremendous losses in such circumstances.
   
  CorPS
  A grouping of 2 or more divisions, with or without 
  additional supports, is termed a Corps. It is the largest 
  formation normally fielded by the Imperial Army. Corps 
  composition depends entirely upon what is available, but 
  typically a corps will contain a mix of infantry, armor and 
  artillery units plus flight formations and aerospace defense 
  artillery.
  ArmY
  The combat force deployed in any particular combat 
  theater is termed an Army (as distinct from the Imperial 
  Army). There may be several Armies deployed in a given 
  system. In most cases, however all Imperial forces on a 
  given world will be grouped into a single unified command 
  termed a Field Army to distinguish it from the local defense 
  forces which are normally referred to as a Planetary Army 
  or Planetary Militia.
  If the Imperial forces on a given world are corps sized 
  or less, the Army designation is not used. It is, however, 
  possible that a particular system might have several 
  armies; for example a Field Army on each of the three main 
  continents (with detached divisions and brigades on sub-
  continental areas of import. Each of these might comprise 
  2-4 Corps of ground troops with a small aerospace 
  defense component. An additional Army composed of 
  Maritime and Flight units may have responsibility for the 
  world’s extensive oceans. These four Field Armies would 
  be grouped into a single command structure whereby by 
  the army commanders answered to the world’s overall 
  commander (an Imperial Marshal). The Marshal would 
  also have command of the world’s assigned Aerospace 
  Defense Corps, ProtFors Brigade and a handful of 
  System Defense Boats even though these lie outside the 
  command structure of the Field Armies.
  ArmY fLIght uNItS
  The nature of flight operations is such that a slightly 
  different structure is required for flight units. Any given air 
  or orbital combat vessel requires the support of a base and 
  dozens of personnel, all of whom must in turn be supplied 
  and protected by aerospace and ground defense units. 
  Thus it is not really feasible to deploy very small aerospace 
  units. Where a minimal transport or aerospace defense 
  presence is required, this is accomplished by deploying a 
  
  - 47 -
  grav-powered logistics unit or some aerospace defense 
  artillery from the ground forces. Flight units are only 
  added to a force mix where a battalion-sized component 
  can be deployed. 
  Army Flight inherited its role from the 3rd Imperium’s 
  COACC (Close Orbit and Airspace Control Command) 
  forces. However, it has done away with much of the 
  terminology associated with Army Flight. Craft are 
  considered to be vehicles and thus deployed as platoons 
  and companies rather than flights and squadrons. 
  Many different types of flight units exist. The most 
  common ones are:
  • Base: Base units provide support and administration 
  facilities. They are assigned security (usually infantry), 
  technical, engineering, medical, aerospace defense and 
  other standard ground-forces detachments according 
  to their needs. These are not Army Flight units but are 
  standard Ground Forces units assigned to a Flight base 
  instead of, say, a Lift Infantry brigade. The size of the 
  assigned forces depends upon the capacity of the base.
  • Transport: Transport formations carry large quantities 
  of supplies and personnel wherever they are needed. 
  They may use aircraft or orbital vessels, as needed.
  • Support: Support formations crew airborne sensor 
  platforms or electronic support aircraft
  • Reconnaissance: Recon formations normally use fast 
  aircraft for tactical reconnaissance or disposable satellites 
  for strategic missions.
  • Strike: Strike formations crew attack aircraft intended 
  to penetrate into the enemy’s defended areas and destroy 
  important targets.
  • Close Support: Close Support formations are intended 
  to provide the ground forces with heavy fire support. Their 
  vessels tend to be relatively slow and short-ranged, but 
  armored and heavily armed.
  • Superiority: Superiority formations (normally just 
  called ‘fighter’ units) are intended to drive enemy flight 
  formations from the sky. Missions include escorting 
  strike and support air units, defeating enemy strikes and 
  preventing hostile forces from using airspace for logistics 
  and reconnaissance. 
  • Interceptor: Where ‘fighter’ units exist to fight for 
  control of airspace, interceptors are there to prevent an 
  enemy from entering it at all. Their primary role is orbital 
  interception using hypersonic combat craft. Interceptors 
  can take down satellites, orbital stations, ballistic missiles 
  and even spacecraft. Some planetary air commands 
  use high-altitude jet aircraft and large missiles, but the 
  standard Imperial Army interceptor is capable of orbital 
  maneuver and engagement even if it is not a ‘true’ space 
  vessel. On some vacuum worlds, interceptor crews use 
  standard navy-type fighters, which are also operated out 
  of orbital stations by some planetary armies. 
  Army Flight uses a similar unit size designation to the 
  ground forces. It should be noted, however, that combat 
  pilots and most aircrew are officers. Where a ground 
  vehicle might be commanded by a corporal or sergeant, a 
  fighter or logistics aircraft will be crewed by officers. This 
  is an old airforce tradition which has been retained mainly 
  because air operations are so much more demanding 
  than their ground equivalents, and because as a rule air 
  units are very expensive compared to ‘mere’ grav support 
  sleds.
  The basic unit of air vehicles is the Air Platoon, normally 
  comprising 4 small or 2 large aircraft. An Air Company 
  will have 3-4 platoons, at least one of which will be 
  understrength. Thus a full-strength Interceptor Company 
  should have at least 2 vessels and perhaps as many as 
  5. A transport company would have 6-7 aircraft typically. 
  Note that while aircrew are included in the company or 
  platoon, support personnel are not. These are assigned 
  to the unit’s base formation.
  An Air Battalion will have 3-4 companies. This is a very 
  large force and is the largest normally found operating 
  out of a single base. However, a base may be shared 
  by units of more than one type, for example two fighter 
  companies, a close support company and a platoon of 
  reconnaissance aircraft.
   
  Although a base may have more than one type of unit 
  assigned to it, units of the same type will tend to belong 
  to higher formations dispersed across several bases. This 
  means that while the base commander has authority in 
  some areas (the running of his or her base), the missions 
  flown by vessels operating out of that base are under the 
  control of the specific unit’s commander. 
  Air battalions of a given type (e.g. transport craft) are 
  grouped into Air Brigades and even Air Divisions. Above 
  the level of Division, one of two organizational models 
  is used, depending upon circumstances. Sometimes 
  Flight formations are grouped into existing Army Corps. 
  This is common with Close Support units and sometimes 
  logistics formations where long-distance logistic support 
  is necessary. Alternatively, Air Corps may be formed, 
  comprising units of the same general type.
  Thus a world may have an Air Defense Corps comprising 
  a Division of Interceptors and another of Fighters, plus 
  a Strike Corps containing some of the world’s allotment 
  of Close Support craft and all of its Strike aircraft. The 
  remainder of the Close Support craft and some Fighters 
  are allocated to an Army Corps to cover its battlefield 
  support and air superiority needs. 
  Which formation a unit ‘belongs’ to dictates who has first 
  call on its services, though of course the local commander 
  can transfer units to different command structures either 
  
  - 48 -
  on a temporary or a permanent basis. 
  mArItIme formAtIoNS
  Most Imperial Army Maritime formations are small units 
  of infantry (up to company sized) trained to operate as 
  underwater infantry or to conduct tasks such as boarding, 
  combat or rescue aboard nautical craft. Most functions of 
  a (wet) navy can be carried out by troops using grav craft 
  or aircraft from shore bases, so large nautical vessels are 
  rather uncommon, and fleets even more so. However, 
  they do exist.
  For the most part the Imperial Army operates surface 
  patrol craft equivalent to 20th/2st century missile boats, 
  corvettes and frigates. The role of these vessels is mainly 
  a policing one; major naval threats are dealt with by Army 
  Flight formations flying out of shore bases. The Army does 
  have a number of combat submarines and some larger 
  nautical craft for use on water worlds. 
  The command structure aboard a nautical craft 
  depends upon the size of the vessel. As a rule, a small 
  craft is considered to be similar to an infantry platoon and 
  commanded by a lieutenant. A large submarine or frigate 
  would be equivalent to a company and commanded by 
  a captain, who would be assisted by department heads 
  (engines, gunnery etc) who are lieutenants. Larger vessels 
  might have a major in command and be considered to be 
  equivalent to a battalion of ground troops. 
  Formations of vessels (e.g. a group of small patrol 
  craft) are grouped as Maritime Companies or Maritime 
  Battalions depending on the size of the formation and the 
  number of vessels involved. Unlike Flight units, Maritime 
  Companies, Battalions (and the occasional Brigade) can be 
  composed of a mix of vessel and unit types. For example, 
  a maritime Battalion might boast two platoons, each of 
  4 fast patrol craft, a Maritime Infantry platoon operating 
  small boats, a platoon of armed speeders, and a single 
  frigate-sized patrol ship. A Maritime Brigade might boast 
  four long-range attack submarines, or three large patrol/
  combat frigates and a support ship, or might be a large 
  agglomeration of smaller vehicles such as small attack 
  submersibles, corvettes and fast attack craft, backed up 
  by Maritime Infantry and/or Flight assets.
  Maritime bases, like Flight bases, are of whatever size is 
  necessary and draw their security and support personnel 
  from Army Ground Forces as needed.
  Ranks and responsibilities in the Imperial Army
  The lowest rank in the Imperial Army is Recruit, a rank 
  held only by personnel who have not yet finished their 
  basic training. When they do so, troops earn the rank of 
  Private. After a period of satisfactory service, the rank of 
  Private First Class (PFC) is earned. PFC has no formal 
  leadership requirement associated with it; it is as high 
  as a soldier can go without having to consider the wider 
  implications of his or her actions at all times. 
  A Private is responsible for his or her own equipment 
  and for doing his or her own job within the team, and 
  need not worry about anything else. Every Imperial Army 
  soldier has a responsibility to ensure that the orders they 
  obey are not immoral (e.g., ‘shoot those civilians, they’re 
  annoying me’) or illegal (e.g. coming from outside the 
  proper chain of command) and will answer for their own 
  actions if committing a crime even in accordance with 
  orders. They are not, however, expected to keep track of 
  the ‘big picture’, just to do the job at hand as ordered but 
  also with initiative and courage. 
  Soldiers are not police officers; unless they are called 
  upon to assist in a matter by the civil authorities they have 
  no more jurisdiction than any other citizen in criminal 
  matters. However, the Army is pledged to defend the 
  Imperium and her people against all enemies within and 
  without, so does undertake some operations against well 
  armed and highly organized criminal groups such as 
  smugglers.
  A private would not be expected to consider the wider 
  issues when conducting such policing operations or actual 
  combat, but more senior ranks are. As rank increases, 
  so does responsibility and accountability. A mistake that 
  would earn a private a couple of weeks’ confinement and 
  a fine taken out of pay might result in a sergeant being 
  busted back to corporal or an officer being cashiered. 
  The first step above PFC is lance-corporal. ‘Lances’ 
  are odd-job men in the Army. They have no formal 
  responsibilities but are senior to the privates around 
  them. This means that they are expected to lead odd little 
  details and detachments, and are generally ‘entrusted’ 
  with menial and boring tasks that nevertheless have to be 
  done right. Lance-Corporal is the easiest rank to lose in 
  the Army, since wearing the single stripe that goes with it 
  means that the soldier is tapped for everything that comes 
  up, and is expected to cope. Many fail simply because 
  they do not have the training for the job or the leadership 
  skills to make it work. Lance-Corporal is also the minimum 
  rank for certain skilled or technical tasks such as Company 
  Marksman, Medic, Communications Technician, etc. 
  Above Lance-Corporal are full ‘two-stripe’ Corporals. 
  These are skilled and experienced personnel with a 
  definite role. Corporals lead teams of infantry personnel, 
  command small vehicles such as transport trucks or G-
  Carriers, and lead infantry sections as well as fulfilling 
  various technical and support roles. Typically in a Lift 
  Infantry section the vehicle commander is a corporal and 
  so is the section leader or leader of the section’s first fire 
  team, with a lance-corporal as the leader of the second 
  fire team. The section leader is in overall command, even 
  
  - 49 -
  though the vehicle commander is of the same rank. Some 
  sections are led by a junior (lance) sergeant instead of a 
  corporal. 
  Above Corporal, there are several grades of Sergeant. 
  Sergeants are the backbone of the army, as they have 
  always been. Some are in the chain of command in 
  various units, some have ‘staff’ posts assisting in the 
  running of the army, and some have specialist jobs. The 
  most junior sergeant grade is Lance Sergeant. A Lance 
  Sergeant will normally command a section or a medium-
  sized vehicle such as a grav tank. Next is a full Sergeant. 
  Sergeants fill many niches. One assists the commander 
  of an infantry platoon (and holds the courtesy title of 
  Platoon Sergeant, though his or her rank is normally 
  Sergeant). Others command vehicles or fulfil important 
  jobs such as commander of a singe artillery piece, leader 
  of the engineering team aboard a small maritime vessel 
  or leader of a company’s maintenance and logistics 
  detachment. More senior sergeants (Gunnery Sergeant, 
  Leading Sergeant and First Sergeant) are increasingly 
  important and skilled. They handle sensitive and skilled 
  jobs and act as executives for the officer in charge of units 
  of Company or Battalion size. 
  The most senior non-commissioned officer rank in the 
  Army is Sergeant Major. Sergeant Majors generally have 
  important jobs such as assistant to a brigade commander, 
  but some lucky battalion commanders have one as their 
  executive. These NCOs are repositories of vast stores of 
  military wisdom and knowledge as well as being natural 
  and skilled leaders. 
  The 
  divide 
  between 
  Non-Commissioned 
  and 
  Commissioned personnel in the Imperial Army is narrower 
  than in the other services. The Army has considerable 
  numbers of ‘mustang’ officers promoted from the ranks. 
  Most of the officer class comes in through the military 
  academies or the officer training programs of the various 
  universities, or are spotted early on in training and sent 
  to OCS (Officer Candidate School) for advanced training 
  and a commission upon graduation.  
  However, an NCO may sometimes be recognized as 
  having great potential and offered a commission. Most 
  discover that there is a world of difference from being 
  even quite a senior NCO and being an officer. Where 
  enlisted personnel are responsible for their job and for 
  the performance of their team, officers are required to 
  consider the big picture. A battlefield opportunity must be 
  considered in the light of its effects on other units – for 
  example, a company that has an opportunity to seize 
  an enemy position may have to pass it up if so doing 
  would leave the flank of a neighboring unit up in the air. 
  NCOs would not have to worry about this; they are mainly 
  concerned with finding a way to accomplish the task 
  at hand without getting killed. An officer is expected to 
  consider all the implications of his or her actions including 
  deciding whether to seize the opportunity or to let it go in 
  order to remain within the parameters of the overall plan.
  The most junior commissioned rank is Second Lieutenant, 
  and above that First Lieutenants (or just Lieutenants). 
  Lieutenants of both types command platoons of infantry or 
  vehicles, or pilot aerospace vessels. They are still leaders 
  rather than commanders, and are expected to lead from 
  the front. A lieutenant might be the most senior Imperial 
  officer on a small outpost, and is therefore the Emperor’s 
  direct representative. This makes decisions very weighty 
  indeed. 
  Above Lieutenants, Captains command companies or 
  equivalent forces. In many ways Imperial Army Captains 
  are among the most powerful and influential people in 
  Charted Space. Experienced enough to be given tough 
  decisions to take, yet young enough to be at the forefront 
  of an operation, Captains are the people who make the 
  Army’s operations work or drive them to ruin. The Imperium 
  stands or falls by the actions of such individuals.
  The next rank above Captain is Major, the first of the so-
  called ‘field grades’. Where captains and below are junior 
  officers who will most often be carrying out the orders of 
  a superior, Majors are the first of the ranks who will be 
  issuing those orders. An Army Major may command a 
  company, but will more often be found as an assistant 
  to a battalion commander or in a supporting post such 
  as brigade intelligence officer or the head of a technical 
  detachment. Majors also command large nautical vessels 
  and small bases. 
  Lieutenant-Colonels and full Colonels command 
  battalions and equivalent groupings of forces, including 
  mod-sized bases which are home to a force equivalent 
  to a couple of battalions. An Imperial Colonel is a very 
  powerful individual within the armed forces, and must 
  constantly balance the military necessities at hand with 
  the wider political picture.
  Larger formations are commanded by general officers; 
  Brigadier-Generals command brigades, Major Generals 
  command divisions and Lieutenant Generals command 
  Corps. Overall command of a theater of operations is 
  placed in the hands of a full General, who is almost always 
  an Imperial Noble as well. There is one rank higher than 
  General in the Imperial armed forces, that of Marshal. 
  However, Marshal is not an Army rank; it is something 
  rather different. 
   
  DutIeS of the ImPerIAL ArmY
  The Army exists to defend the Imperium and her citizens 
  from all internal and external threats. In practice this means 
  carrying out a range of missions and specialist tasks. It is 
  not just the Army’s job to deal with threats but also to detect 
  
  - 50 -
  them in good time and, where possible, to head off the 
  problem with minimal use of force. The Army’s jurisdiction 
  is from ‘the seabed to the edge of space’. It must be able 
  to operate in any environment to defend Imperial territory 
  and to dig out enemies from their positions wherever they 
  may be located. Those enemies may be terrorists, rebels, 
  well-armed criminals or organized military forces. 
   
  When force is necessary, the Army is well-able to deliver 
  it. However, not every operation merits the use of nuclear 
  weapons and grav tanks. The Army is capable of a flexible 
  response to problems. Its personnel may be required to 
  back up local law enforcement in dealing with a riot in 
  non-lethal manner, or to hunt snipers in an urban setting, 
  then later to storm fortified positions held by well-trained 
  troops. The Army is also on call to respond to disasters, 
  and though this role is taken more by other agencies the 
  Army does provide security or lend personnel and other 
  assets to relief operations. Its medical and engineering 
  facilities have saved countless lives and the presence of 
  motivated, well-led and skilled people in a crisis area can 
  make a real difference even if they are working outside 
  their normal field.
  The common missions of the Imperial Army are detailed 
  below:
  trAININg/gArrISoN:
  All military forces require long periods of training in 
  order to remain effective. Army units undergo constant 
  small-unit training and periodic large-scale exercises. 
  Garrison forces safeguard important areas and conduct 
  active patrols rather than sitting around in barracks. 
  AID to CIvIL PoWer:
  The Army sometimes lends forces to local governments 
  or Imperial Governors to help deal with a crisis. This can 
  range from disaster-relief operations to suppression of 
  riots, or even backing up police response units against a 
  very well-armed criminal group. 
  INterNAL SeCurItY/CouNter-
  INSurgeNCY: 
  Internal security deployments for the Army are mainly 
  concerned with peacekeeping operations, either actively 
  hunting insurgents or just providing a presence to remind 
  everyone that there is a ceasefire in place. Often the 
  Army comes in to provide a peacekeeping presence after 
  the Marines have launched a ‘peacemaking’ mission to 
  smash the main combatant elements. Army units work 
  closely with Diplomatic Corps personnel in this role, and 
  provide security for them.
  PoLICe ACtIoN:
  When a world or organization defies the Imperium or its 
  leaders break High Law and refuse to submit to justices, 
  a police action may be necessary. The Imperium does not 
  ‘make war’ on its own constituent parts; it conducts ‘police 
  actions’, often in conjunction with a blockade or after one 
  has failed to produce a useful result. 
  As with Marine forces, Army units are used in Intervention 
  situations, though generally the Army either follows the 
  Marines in to mop up or else goes into a situation that 
  will require a lot of effort over a long time to deal with. 
  The Marines are a hammer, but the Army has the rest of 
  the toolkit and can often find a way to succeed where a 
  sudden assault would fail.
   
  rAID:
  Army units make small-scale raids on insurgent bases 
  and organized crime locations, and occasionally larger-
  scale operations are conducted against major foes of the 
  Imperium. However, the Army is not really a raiding force 
  (though some of its specialist units are well suited to the 
  role) and tends to go one side or the other – peacekeeping 
  or warfighting. 
  WArfIghtINg:
  This is the Army’s ‘thing’. Whether fighting a low-level 
  campaign of sweeps to locate and destroy insurgent 
  bases or fending off a planetary invasion, this is what the 
  Imperial Army exists to do. In any terrain, the Army fights 
  to protect the Imperium and her people against all comers. 
  Usually, it wins. 
  
  - 5 -
  the uNIfIeD rANK StruCture
  The Imperial Army has a unified rank structure which allows direct comparisons between personnel rank across all 
  its many, diverse fields of activity. A table of comparisons follows:
  tABLe: rANK ComPArISoNS IN the ImPerIAL ArmY
  rank  
   
  typical Duties/Commands
  enlisted ranks
  Recruit 
   
  In training
  Private 
   
  Self, own equipment
  Private First Class Self, own equipment
  Lance Corporal 
  Self, own equipment, small team or technical task
  Non-Commissioned	Officers
  Corporal  
   
  Infantry section, light vehicle, light artillery piece, technical job
  Lance Sergeant  
  Infantry section, vehicle (e.g. grav tank), artillery piece, technical job
  Sergeant 
   
  Assistant Platoon Leader, Tank Commander, technical job
  Gunnery Sergeant 
  Assistant to Company Commander, senior tank commander
  Leading Sergeant  
  Assistant to Battalion commander
  First Sergeant 
   
  Assistant to Battalion commander
  Sergeant Major 
   
  Varies. Always very senior
  Junior	Officers
  2nd Lieutenant 
  Infantry, artillery or cavalry platoon, Maritime patrol craft, single aircraft
  st Lieutenant 
  Infantry, artillery or cavalry platoon, Maritime patrol craft, aircraft platoon
  Captain 
   
  Infantry, artillery or cavalry company, Maritime corvette or small frigate, aircraft company
  Field	Grade	Officers
  Major  
   
  Assistant to battalion commander or other battalion/brigade/division level ‘staff/executive’  
   
    
   
   
  job, Maritime frigate or larger vessel, aircraft company, temporary force of varied  
   
    
   
   
  composition, or small base.
  Lieutenant-Colonel 
  Infantry, artillery or cavalry battalion, very large maritime vessel, aircraft battalion
  Colonel 
   
  Infantry, artillery or cavalry battalion, very large maritime vessel, aircraft battalion, or base  
   
    
   
   
  commander
  General	Officers
  Brigadier General  
  Ground, Ship or Air Brigade or similar mixed force
  Major General 
   
  Ground, Ship or Air Division or similar mixed force
  Lieutenant General 
  Ground, Ship or Air Corps or similar mixed force
  General 
   
  Imperial Army or similar force
  marshal of the Imperium Special
  
  - 52 -
  mArShALS of the ImPerIum
  Marshals of the Imperium are the Emperor’s personal 
  military representatives. The rank is always accompanied 
  by a Noble title, though a title alone is not sufficient to 
  empower an individual to take command of the armed 
  forces of the Imperium. Marshals are usually, but not 
  always, appointed from the ranks of distinguished 
  admirals and generals. Some are more junior members 
  of the armed services, while a handful have actually not 
  served in the military at all. What they all have in common 
  is a solid grasp of both strategy and political necessity and 
  (most importantly) the Emperor’s confidence. 
  A Marshal is appointed to a specific task and given forces 
  to accomplish it. Once it is over, the Marshal is effectively 
  out of a job (though he or she continues to receive a very 
  generous salary) until the next time his or her services 
  are required. An Imperial Marshal outranks everyone 
  except another Marshal and the Emperor himself, though 
  the Marshal’s power is limited by the orders he or she is 
  given.
  Normally, a Marshal is given command of the defenses 
  of a key star system, and coordinates the efforts of all 
  Imperial forces there – Army, Marines, Scouts and Navy 
  – as well as (usually) local forces. This ensures unity 
  of command and eliminates bickering between equally-
  ranked commanders. Alternatively, a Marshal may be 
  given forces to accomplish a given task – suppress a 
  pirate or Vampire stronghold, punch a trade corridor 
  through to Terra, or whatever – and then allowed to get 
  on with the job. 
  The other role of the Marshals is as Warrant Bearers. A 
  very small number are rumoured to have ‘open’ Imperial 
  Warrants that empower them to do anything at all in the 
  Emperor’s name. Naturally, they answer with their lives 
  for misuse, but these trusted Marshals are the Emperor’s 
  direct representatives on the front lines. They have the 
  power to get things done using whatever resources are 
  necessary and without waiting for permission from higher 
  up.
  Marshals can command Imperial Service personnel and 
  assets, plus any other forces that have been voluntarily 
  passed to their control (e.g. Huscarles, Mercenaries 
  and Corporate forces). They have no direct jurisdiction 
  over civilian assets, though cooperation is expected 
  and, under some critical circumstances, mandatory. 
  Normally a Marshal can only ‘request’ assistance from 
  private shipowners etc, though anyone refusing such a 
  request will need to explain their actions – the holders of 
  the Emperor’s Warrant speak with all the authority of the 
  Iridium Throne.
  the ArmeD forCeS of 
  memBer WorLDS
  While the Imperial Armed Forces provide for the defense 
  of the Imperium as a whole, the protection of individual 
  worlds is their own affair. Vulnerable systems can petition 
  for Imperial forces to be based there, or for funding to 
  obtain a mercenary defense force, but this is not intended 
  to be the standard system of defense. Worlds are expected 
  to provide for their own defense as best they can, freeing 
  Imperial forces to act as a reserve or a counterattack 
  force without being dispersed in ‘penny-packets’ across 
  the Imperium. 
  The organization of planetary armed forces can follow 
  any pattern. The ‘Imperial Model’ of separate Army, Navy 
  and perhaps Marine forces is used by some worlds, 
  but most are moving towards the concept of a unified 
  service. 
  PLANetArY NAvIeS
  Few individual worlds maintain a fleet of Jump-capable 
  warships. Where it exists this is usually termed a Planetary 
  Navy. There are several reasons why it is not usually 
  considered a necessity. Most importantly, interstellar 
  warships are very expensive, and maintaining a credible 
  deep-space capability (termed a black-sky fleet in Imperial 
  Navy parlance) is a luxury most worlds cannot afford. 
  Those worlds that do retain such a capability generally 
  have a handful of small patrol vessels, extremely old 
  ‘relic’ starships and a few ‘expedient’ vessels such as 
  armed merchant cruisers. The latter are able to defend 
  themselves from piracy and might make very decent 
  commerce raiders, but are of little value in a real fight. 
  Over the past few years those worlds retaining a black-
  sky fleet have gradually lost vessels as they are leaned on 
  to loan ships to the Navy for service as escorts and picket 
  vessels, freeing more capable warships for critical tasks. 
  Wear or combat usually results in these vessels becoming 
  inoperable. The Navy’s Loan Vessel Replacement 
  Scheme is positively stingy if the owning world requests 
  funds to obtain more black-sky ships, but if the money 
  is to be used for system defense instead, the terms are 
  much more generous. There is a definite trend towards 
  worlds maintaining only a local system-defense capability 
  (a ‘blue-sky fleet’) while the Imperial Fleet ranges as it 
  will. 
  Those nobles operating warships as part of their 
  personal forces are under similar pressure to convert from 
  real warships to armed merchants, gradually transferring 
  all interstellar combat power to the Imperial Navy.
   
  
  - 53 -
  SYStem SQuADroNS
  Most worlds above TL 7 have some form of local defense 
  capability. At a minimum this takes the form of orbital missile 
  platforms, ground launched PAD (Planetary Aerospace 
  Defense) missiles and high-altitude interceptors. Those 
  worlds that can afford it usually obtain at least a handful 
  of armed cutters or light fighters for close-orbit defense 
  and customs operations. 
  True system defense forces are expensive (though 
  much less so than a black-sky fleet). Since system 
  defense includes combat in the host world’s atmosphere 
  (if any), local space defense forces are often termed 
  blue-sky fleets, suggesting that they operate close to the 
  homeworld. This is not exclusively the case. Although the 
  primary role of a blue-sky fleet is to defend the homeworld, 
  the rest of the system must be patrolled and denied to 
  enemies that might set up a base or refuel from outsystem 
  gas giants. 
  The backbone of most system squadrons is provided 
  by flotillas of System Defense Boats. These are normally 
  between 00 and 000 tons in displacement and are 
  capable of fairly long deployments in the outsystem. SDB 
  squadrons patrol remote locations of the system and 
  lurk in likely places where an enemy vessel might refuel. 
  Striking from concealment by surprise, they can be highly 
  effective. SDBs will also come out en masse for a standup 
  fight against a serious threat. Casualties are always high 
  in such circumstances. 
  Larger system defense craft, above 000t, are termed 
  Monitors. Most are custom-built warships (or old Jump-
  capable ships gutted of their drives and rebuilt as monitors) 
  in the 2000-0,000 ton range, but some are constructed 
  out of planetoids and may be very large indeed. A monitor 
  has significant advantages over a warship of the same size 
  in that it need not waste space on Jump fuel. On the other 
  hand, a large monitor requires more crew than a starship 
  of the same class because it has more ‘working’ space 
  jammed full of weapons and maneuver drives. Planetary 
  navies thus tend to operate fairly small monitors if they 
  have any at all, and rely on SDBs for area coverage. 
  Other measures used to secure systems include the 
  use of mines and automated defense stations in remote 
  areas. Simple explosive mines are useless, many worlds 
  have taken to using nuclear bomb-pumped Xlaser drones 
  to allow a standoff attack. This practice of scattering 
  local space with nuclear warheads is being discouraged 
  by the Imperium, which tries to steer mine-using world 
  governments in the direction of CAPTOR (CAPtive 
  TORpedo) mines, which contain one or more standard 
  (non-nuclear) anti-shipping missiles and launch them at 
  any vessel coming close without transmitting the correct 
  codes.
  Of course, automated systems make it easy for Virus 
  to cause havoc in a star system, so there is a tradeoff 
  between having enough coverage and being open to 
  electronic infiltration.
  PLANetArY ArmIeS/PLANetArY 
  mILItIA
  Almost all worlds have some kind of ground forces for 
  security and law enforcement purposes. The Imperium 
  officially calls these forces ‘Planetary Militias’ but many 
  worlds consider the term insulting and use the term 
  ‘Planetary Army’ instead. The Militia reference is used for 
  two reasons; to indicate that these forces are intended to 
  be for local defense only, and also because they do not 
  consist only of ground forces.
  Like the Imperial Army, planetary militias include ground, 
  flight and maritime units, and take responsibility for the 
  COACC (Close Orbit and Airspace Control Command) 
  mission. This is carried out with whatever resources are 
  to hand; missiles, ground-based and orbital weapons 
  platforms, aircraft, space vessels and hybrid space/
  atmosphere interceptors.
  Many systems (encouraged by the Imperium) are 
  moving towards a unified Planetary Militia service, 
  which contains ground forces, COACC units and system 
  defense squadrons in a single command structure. Ideally 
  this ‘militia’ force also takes responsibility for customs and 
  other law-enforcement tasks off-planet. 
  The advantages of a unified force are considerable. 
  Personnel can receive a common basic orientation then 
  go to their respective branch for specialist training (e.g., 
  a radar technician aboard a monitor can be trained in the 
  same facility as her groundside colleague), which results 
  in savings where large numbers of personnel must be 
  trained. Command jurisdiction is simplified, ensuring better 
  cooperation between ‘ground-forces’ missile systems and 
  ‘space forces’ orbital combat units. This can be significant 
  in a confused orbital engagement.
  Some planetary armed forces maintain units equipped 
  and trained to Imperial Army standards and available as a 
  reserve for the Imperial Army if they are not needed on the 
  homeworld. A subsidy is paid for such units, which also 
  gain experience that they can share with other homeworld 
  forces. However, most planetary forces are equipped to a 
  level that can be maintained by local resources (with some 
  imported gear in use by elite formations) and organized in 
  a manner suitable for local conditions. 
  Many planetary armed forces include a substantial part-
  time or ‘true militia’ component to back up the regular, 
  professional troops. Reservists are more often used in 
  ground units than space operations but there have been 
  some notable exceptions. 
  
  - 54 -
  other ArmeD forCeS
  Several other recognized armed groups do exist within 
  the Imperium. These forces are outside the normal chain 
  of command but sometimes co-operate with Imperial 
  troops on joint operations. 
  huSCArLeS
  Each noble of the Imperium is entitled to maintain a force 
  of personal troops (called Huscarles). There are limits on 
  the size of permitted private armies, and in most cases 
  a noble will have only a minimal bodyguard team. Those 
  nobles that do maintain combat forces of starships and 
  ground troops mainly use them for security of their own 
  estates. Some Huscarle forces are in actuality the armed 
  forces of their homeworld, or its police force, or both. 
  There are few limits in terms of what equipment a 
  Huscarle force may possess, since owning nobles are 
  accountable to the Emperor for misuse. However, it is 
  not always possible to obtain high-tech equipment or 
  restricted military systems due to the scarcity of such 
  items. Huscarles can have any organizational structure 
  and owe allegiance to their liege. They do not take orders 
  from Imperial officers unless placed under their command 
  by the liege or in the case where the liege is an Imperial 
  officer.
   
  merCeNArIeS
  Mercenary units, ranging from individuals to whole 
  brigades, are found throughout the Imperium and beyond. 
  There are laws governing the conduct and accountability 
  of mercenaries, and the profession is considered to be an 
  honorable one.
  Most merc units are fairly small (platoon to company 
  sized) and equipped as infantry (with or without transport 
  and the odd armored combat vehicle). Larger units do 
  exist, however. Some planetary forces are largely made 
  up of mercenary units on long-term contracts, especially 
  along the frontiers where a subsidy is sometimes paid 
  by the Imperium to support such security forces. Larger 
  formations are more common in these circumstances.
  Mercenaries can be equipped and organized in almost 
  any manner conceivable. Mid-tech (TL 6-8) weaponry is 
  commonest, since below this tech level the effectiveness 
  of the unit is minimal. Very high-tech gear is uncommon 
  since it is both somewhat restricted and in short supply. 
  Some merc units operate small warships, and in the 
  present climate many of these have found employment 
  as freelance escorts. 
  CorPorAte forCeS 
  Large corporations often hire or raise mercenary units to 
  safeguard their installations and interests. These tend to 
  be security forces rather than battlefield troops, but some 
  organizations can field a considerable force. Small strike 
  and rescue units are not uncommon but like other types of 
  mercenary forces the usual force mix is infantry-based.
  the PArAmILItArY forCeS of the 
  ImPerIum
  In addition to the three fighting services, the Imperium 
  maintains three ‘paramilitary’ organizations; the Scout 
  Service, the Reconstruction Service and the Imperial 
  Ministry of Justice. These organizations are armed but are 
  not ‘military’ in nature, i.e. it is not their specific function 
  to fight.
  While the military services do not, as a rule allow 
  personnel to transfer from one to another, or to join them 
  after the age of 30, the paramilitary services are common 
  second careers for ex-military personnel. This is more true 
  of the Reconstruction Service and the Ministry of Justice 
  than the Scouts, though the Scouts do take ex-military 
  personnel in some circumstances. Unless an individual 
  has very considerable skills in an in-demand area, the 
  services are not likely to recruit someone over the age 
  of 45. 
  
  - 55 -
  the ImPerIAL 
  INterSteLLAr SCout 
  ServICe (IISS)
  The Scout Service is not a military arm, though its 
  vessels are armed and its personnel are capable of 
  self-defense and even small-scale combat operations. 
  The IISS carries out a number of roles, all of which are 
  important to the continuation of the Fourth Imperium. It 
  is divided into Offices based upon the subdivision of its 
  roles, and there is a distinction between ‘field’ operatives 
  and ‘the bureaucracy’ which includes the planning and 
  support divisions of each Office.
  Although there is considerable variety of roles within 
  the IISS, certain factors are common to all Scouts. The 
  Imperium maintains the ancient ‘every Scout a Pilot’ ethos, 
  ensuring that any member of the service can be entrusted 
  with a ship or Xboat and a critical message. In addition, all 
  Scouts receive basic self-defense and survival training in 
  case their duties take them in harm’s way. 
  Even within a single Office, the duties carried out by 
  Scouts are very varied, so a range of training opportunities 
  exist. Personnel sometimes transfer between Offices, 
  further widening their experience. Thus Scouts are super-
  generalists, and experienced Scouts are probably the 
  most multi-skilled individuals in Charted Space. 
  The Scout Service has no rank system for ‘field’ 
  operatives, though 20-year veterans (5 terms of service 
  or more) are usually referred to as Senior Scouts. Teams 
  and ship crews do need a leader, so an appropriate 
  individual is appointed for the duration of the mission, 
  either by the body assigning the mission or by popular 
  agreement among the team members. Posts such as 
  ship’s captain and team leader are ‘official’ in that orders 
  must be obeyed and responsibilities are very real, but 
  they are also wholly temporary. Of course, as a Scout’s 
  career develops it becomes apparent whether he or she 
  is a leader or a follower, so some Scouts tend to receive 
  more command assignments than others. Nothing is ever 
  guaranteed.
  Scouts assigned to the Bureaucracy (as opposed to the 
  Field) do have rank of a sort; this is a measure of seniority 
  and time in the post. However, even bureaucratic rank is 
  rather loose compared to the armed forces. The system of 
  ranks within the Scout bureaucracy is as follows:
  • Planner
  • Senior Planner
  • Mission Coordinator/Assistant Mission Coordinator
  • Regional Coordinator/ Assistant Regional  
   
  Coordinator
  • Sector Coordinator/ Assistant Sector Coordinator
  • Advisor (i.e. advisor to the Emperor)
  Thus there are only 6 ranks between a newly-assigned 
  Scout Bureaucrat and a position advising the Emperor. 
  However, nobody is assigned to the Bureaucracy without 
  spending at least 10 years in the field, and Bureaucrat 
  ranks are non-permanent. That is, a Scout assigned as an 
  assistant mission coordinator holds that rank until the job 
  is over, then takes whatever rank/job is assigned next. This 
  may mean dropping back to Planner and being assigned 
  to a regional staff, or a post at the capital advising the 
  Emperor. As a rule, a Scout serving at any given level will 
  usually remain there or drop a single grade in the next 
  assignment if no suitable task is available. Promotion to 
  more senior posts depends upon experience and merit, 
  and is a slow process in most cases. There have been 
  a few cases of mere planners being given a sector to 
  coordinate or similar huge promotions, but this is very 
  rare. All Scouts are paid based on years of experience, 
  not posts held, so there is no financial incentive to seek 
  greater responsibility. 
  Within the Field, there are three main Offices:
  the eXPLorAtIoN offICe
  The Exploration Office is responsible for recharting the 
  Wilds beyond the Imperial border; a Herculean task given 
  its limited resources. It operates a small fleet of Scout 
  Cruisers which undertake long-distance exploration and 
  mapping trips, and Survey Scouts which follow up to obtain 
  more detailed information. A sub-office of Exploration 
  is Contact & Liaison, which re-establishes diplomatic 
  relations with worlds and states beyond the Imperial 
  border. Exploration vessels tend to be the best-armed 
  of Scout ships and often carry contingents of personnel 
  borrowed from the Navy, Marines or Reconstruction 
  Service. 
  the SurveY offICe
  The Survey Office is responsible for obtaining detailed 
  information on the situation and conditions within the 
  Imperial border and just across it. Its personnel are 
  tasked with ensuring that population census, world and 
  star system maps, and social information on various 
  worlds is kept up to date. Survey branch operates a fleet 
  of Survey Scouts and smaller vessels. Its personnel can 
  be encountered almost anywhere. 
  
  - 56 -
  Some Survey vessels are configured for covert 
  reconnaissance operations, gathering information while 
  hidden powered-down in a star system. This is normally 
  done for reasons of Imperial security, but can also 
  be used to gain information for a proposed recontact 
  mission without alarming members of a delicate planetary 
  culture. 
  the CommuNICAtIoNS offICe
  The 
  Communications 
  office 
  is 
  responsible 
  for 
  maintaining contact between worlds within the Imperium 
  and with friendly foreign states. Its main tool is the fleet of 
  Express Boats (Xboats) that ply the internal spaceways 
  of the Imperium. These vessels, consisting of little more 
  than a Jump engine and a powerplant, have no maneuver 
  capability and must be serviced by Xboat Tenders. Most 
  of these vessels are non-Jump capable craft assigned to 
  a particular system, but some Jump-capable examples 
  are in service. 
  The Comms office also operates a large number of 
  standard Scout/Couriers for use off the Xboat lanes, 
  and some fast couriers for specialist applications. In 
  time of war, the Scout Service supplements the Navy’s 
  fleet of couriers with its vessels, ensuring effective 
  communications between naval squadrons and bases. 
  A joint Scout/Navy venture, the System Defense Tender, 
  is being experimented with. This vessel combines the 
  function of an Xboat tender with a small carrier whose 
  flotilla of fighters and gunships patrol the system while 
  the tender services the communications vessels coming 
  through.
  the BureAuCrACY
  As already noted, the Bureaucracy serves as a planning 
  and advisory structure for Scout missions. It administers 
  the logistics and day-to-day running of the Scout Service, 
  oversees budgets and equipment procurement, and 
  supplies senior personnel to command Scout bases and 
  Way Stations.
  The Bureaucracy is not large – the Scouts are doers, 
  not planners. 
  the SPeCIALISt offICeS
  Several specialist groups exist within the Scout Service. 
  None are large enough to be considered a full ‘Office’ 
  in their own right, so are placed under the control of the 
  Bureaucracy. They include:
  Scout Service Security & Counter-virus Agency: 
  The SSSCVA (SCV to most people) provides advanced 
  training in security, combat and anti-Viral operations to 
  Scouts serving in other Offices, and has a small number 
  of elite personnel available to deal with major problems 
  or to advise others on how to deal with them. SCV 
  squads hunt rogue Cyms and Viral entities, and provide 
  a Scout Service detachment to form part of the Imperial 
  Bodyguard.
  The	 Detached	 Duty	 Office:	 Scouts never leave the 
  service as such. Instead they go on the Detached Duty 
  List and are permitted to do as they please until such time 
  as they are needed. At that time, they can be Reactivated 
  (recalled to service) and are not legally permitted to refuse 
  to serve. Naturally, the Scout Service does not recall 
  personnel from retirement homes and hospital beds, and 
  will be sympathetic to requests to be passed over for a 
  good reason such as family requirements. 
  The Detached office consists of a small staff of 
  bureaucrats who keep track of Detached personnel, and 
  technically includes all personnel on the Detached list until 
  they are recalled, at which time they will be assigned to 
  a branch as necessary. At present the office is very small 
  since the Imperium needs every single Scout it has. 
  the ImPerIAL reCoNStruCtIoN 
  ServICe
  The reconstruction Service is responsible for helping the 
  worlds of the Imperium, and those friendly to it, to rebuild 
  a stable society, economic base and industrial capability. 
  It is organized very much like the Scout Service, with 
  two Offices; the Planning & Procurement Office and the 
  Reconstruction Office. 
  The Planning & Procurement Office uses a rank 
  structure like that of the Scout Service Bureaucracy. It 
  assigns personnel and materials to projects according to 
  its own system of priorities.
  The Reconstruction Office consists mainly of engineers 
  and experts, backed up by a skilled labor pool and 
  personnel on secondment from other services, but it is 
  mainly reliant on personnel hired locally or contracted from 
  various firms. Local labor is used on projects wherever 
  possible, since this provides an opportunity for on-the-job 
  training to be undertaken. When the project is complete, 
  the local economy will benefit from gaining many semi-
  skilled and skilled workers.
  Many reconstruction teams include a small security 
  contingent, 
  especially 
  when 
  working 
  beyond 
  the 
  Imperium or with very valuable materials. However, the 
  Reconstruction Service does not maintain its own security 
  arm. Personnel may receive some self-defense training, 
  but for the most part the service relies on mercenaries or 
  personnel seconded from the Army for its security. 
  The Reconstruction Service does not have many 
  starships of its own. Those that it does have are mainly 
  courier vessels used to move key personnel around or 
  to convey equipment requests quickly to the planning 
  staff. Vessels (and indeed, most of the heavy equipment 
  
  - 57 -
  used by the Reconstruction Teams) must be hired from 
  shipping lines or private ship operators. Reconstruction 
  Service contracts are hotly competed for, since they often 
  include quite generous terms freeing the vessel to engage 
  in speculative trade while remaining on-call for charters.
  A typical Reconstruction Service operation begins with 
  a request from the local authorities. An inspection team 
  is sent in to assess the need for and the benefits of the 
  project. Some projects are approved on humanitarian 
  grounds, but usually must be shown to be of benefit to 
  the Imperium as a whole. For example, a civil engineering 
  program to provide hydroelectric power to a small city may 
  not be of sufficient benefit to the Imperium for approval 
  to be granted. However, if the local authorities can show 
  a clear benefit the project may be agreed. One common 
  way to obtain agreement is to pledge benefits to other 
  worlds. For example, if the city mentioned above had 
  factories that could be reactivated, and these factories 
  were to produce goods useful in reconstructing nearby 
  worlds, then approval would be more likely. 
  If a project is agreed, it is assigned a priority and will 
  receive resources and personnel in accordance with that 
  priority. The Service has discovered that it is best to have 
  a small number of projects on the go and only start new 
  ones when there are sufficient resources available to 
  finish them quickly. This means that many worthy projects 
  remain plans only, bumped down the list again and again 
  as more urgent or more beneficial concepts are developed. 
  It also means that short-term projects are more likely to be 
  implemented than grandiose ones. 
  The Reconstruction Service does have many small 
  ‘self-help’ teams available. These are assigned to worthy 
  local projects, but receive no resources. It is up to the 
  local authorities to provide necessary materials and 
  workers, but at least a handful of experts will be available 
  to assist. 
  Reconstruction Service teams tend to be made up of 
  expert engineers, scientists, administrators and such like, 
  plus multiskilled ‘doers’ and team leaders. Those working 
  within the Imperium tend not to have much in the way 
  of security, but those acting as advisors to extra-Imperial 
  planets always include a security contingent; usually this 
  is a mix of overt guards and some ex-military personnel 
  mixed in among the advisors. 
  Lacking as it does a dedicated security arm, the 
  Reconstruction Service does not contribute to the Imperial 
  Bodyguard.
   
  the ImPerIAL mINIStrY of JuStICe
  The Ministry of Justice (MoJ) exists to enforce Imperial 
  High Law and to pursue fugitives who have passed beyond 
  the reach of local law enforcement – but only in situations 
  that necessitate such intervention. It also provides law 
  enforcement personnel where a local government is 
  unable to do so, for example on small frontier outposts, 
  recolonized worlds and so forth. In such cases, an 
  agreement must be entered into between whatever 
  governing body exists and the MoJ to avoid conflicts of 
  interests. The standard solution is for the government to 
  implement an ‘Imperial-Standard’ code of laws (normally 
  but not always equivalent to Law Level 3) and to accept 
  standard Imperial procedures of trial and punishment. 
  The Ministry of Justice has jurisdiction throughout all of 
  Imperial space where breaches of Imperial High Law are 
  concerned, but does not normally intervene in local affairs. 
  However, significant “gray areas” and shared jurisdictions 
  do exist, allowing the MoJ to assist local law enforcement 
  personnel where appropriate. If a criminal has broken only 
  local laws (i.e. committed a crime not covered by High 
  Law) and can get offworld, they are normally safe unless 
  they return to the world where the crime was committed. 
  However, there are two cases where the MoJ may choose 
  to pursue the felon and return him or her to the scene of 
  the offence. 
  The first case is when extradition is requested and the 
  MoJ feels that, although High Law has not been broken, 
  it is in the best interests of the Imperium to return the 
  criminal for trial. This happens when a felon is known to 
  have committed a number of crimes and moved on several 
  times. Since it is highly likely that the criminal will go on 
  offending on each new world, arrest is justified. 
  The second situation occurs when a wanted criminal 
  reaches a Starport. Technically, Starports are not owned 
  by the local worlds but are Imperial territory, and subject to 
  Imperial rather than local law. However, since many felons 
  will use this loophole to escape justice then sit around 
  comfortably waiting for a ship offworld, the MoJ and other 
  Imperial authorities sometimes will make an arrest on 
  behalf of the local government and hand the felon over. 
  Note that the MoJ has authority to make an on-behalf 
  arrest only in Imperial territory (i.e. at a Starport or beyond 
  the 00-diameter limit), in areas of shared jurisdiction (i.e. 
  between 0 and 00 diameters) or where co-operation 
  has been granted to or offered by local law enforcement. 
  MoJ personnel can make an arrest in regard to Imperial 
  High Law almost anywhere, but when operating on-planet 
  they are bound by local laws except in certain special 
  situations. 
  MoJ personnel provide security for Bureaucracy 
  personnel in some cases, and occasionally provide 
  guards to other important installations or starships. Some 
  Starports and frontier colonies have MoJ personnel 
  deployed to train local security, or actually providing 
  security and law enforcement. 
  
  - 58 -
  rANKS WIthIN the mINIStrY of 
  JuStICe
  The Ministry of Justice has an enlisted/commissioned 
  rank system similar to that of the armed services. Most 
  uniformed personnel are the equivalent of Enlisted 
  (though they may be quite senior) and are granted the title 
  “Marshal” or “Deputy”. Commissioned personnel such as 
  detectives and certain specialists are ranked as “Agents” 
  and “Special Agents”.
  While the MoJ does recruit many of its enlisted 
  personnel straight out of school, large numbers come in 
  as a second career after completing a hitch in the Army or 
  other service. Such personnel are usually offered a rank 
  one grade lower than their equivalent grade in the military, 
  as a recognition of the skills they bring with them. 
  Crossing the divide between the uniformed Marshals 
  and the non-uniformed Agents requires special training 
  similar to military OCS. While a patrolling Deputy needs 
  some physical skills such as driving, handling weapons, 
  first aid etc, plus a knowledge of the law, Agents require 
  much more depending upon their particular duties. Most 
  have excellent ‘people’ skills of one sort or another and an 
  in-depth knowledge of both criminology and a particular 
  subject, for example interstellar shipping practices or 
  business law.
  SPeCIALISt offICeS
  Within the MoJ there are several specialist offices, 
  including the Bureau of Starship Registries, which despite 
  its innocuous name is a powerful organization tasked 
  with preventing starship misregistry and misuses such 
  as smuggling or piracy. Other specialist offices include 
  training cadres for local law enforcement personnel, 
  forensics laboratories and hostage rescue teams. 
  The Ministry of Justice also contributes to the Imperial 
  Bodyguard, and to the ‘AWC Team’. AWC stands for 
  Absolute Worst-Case. The team exists for one reason 
  only; to retrieve the Emperor or a close member of his 
  household from the hands of kidnappers, hostage-takers or 
  terrorists. It comprises the very best of the best personnel 
  available, drawn from all five Bodyguard services. 
   
  CIvILIAN orgANIZAtIoNS
  In addition to its military and paramilitary organizations, 
  the Imperium also requires ‘civilian’ organizations to keep 
  it functioning.  
  the ImPerIAL BureAuCrACY
  The Bureaucracy is what makes the Imperium work. It 
  handles the paperwork and administers the treaties that 
  keep the worlds of the Imperium interacting meaningfully. 
  Bureaucrats ensure that supplies move where they are 
  supposed to, and in sufficient quantity. In short, they do all 
  the unglamorous work that keeps interstellar civilization 
  working. 
  The Bureaucracy employs thousands of people. Some 
  serve on the staff of various nobles, some at Starports 
  and in regional offices that deal with the minutiae of 
  government – census figures, taxation, legal matters and 
  so forth. Many of these people are archetypical “faceless 
  bureaucrats” living comfortable if unexciting lives, 
  collecting a good salary and benefits, and just keeping the 
  administrative apparatus moving along. However, some 
  bureaucrats have much more eventful lives. Some are 
  assigned to frontier or backwater worlds, and some are 
  assigned tasks that take them in harm’s way. 
  There are many sub-offices of the Imperial Bureaucracy. 
  The most important or prominent ones are:
  the ImPerIAL tAXAtIoN AuDIt 
  ServICe
  The Taxation Service ensures that worlds and 
  corporations pay the taxation to central funds that they 
  are required to. This is normally a dull accounting job, but 
  where the profits from tax skimming can run into billions 
  of credits, the auditors may face greater challenges than 
  a badly-kept set of books. 
  the mINIStrY for trADe AND 
  CommerCe
  The MTC is responsible for ensuring that free trade is 
  not impaired, resolving trade disputes and for verifying the 
  quality of goods on sale throughout the Imperium. MTC 
  personnel also include some Starport brokers, though 
  most brokers are freelancers. 
  the ImPerIAL StArPortS AuthorItY
  The ISA is responsible for ensuring that Starports are 
  properly run. It handles some facilitation tasks, such as 
  personnel clearing for port expansions, but for the most 
  part it is a monitoring body rather than an administrative 
  one. ISA processes requests for upgrade funding but 
  only in very rare cases does it provide the actual funds. 
  Starports are normally subject to private investment within 
  ISA guidelines.
  the ImPerIAL PAteNtS offICe
  The IPO exists to ensure that patents are properly 
  registered and enforced throughout Imperial space. It has 
  offices in most A and B class Starports. 
  the ImPerIAL StArShIP regIStrY 
  offICe
  The Starship Registry Office is a central register of 
  starship owners and operators. Ships can be registered 
  out of almost any port but a proper registry system is 
  
  - 59 -
  essential to prevent Vampire and pirate activity. Thus 
  the SRO is responsible for setting the transponders of 
  all Imperial-registered and visiting ships with the correct 
  codes. Violations are dealt with by the Ministry of Justice if 
  possible, or by the Navy in a rather more robust manner. 
  the ImPerIAL CoLoNIAL offICe
  Once a separate service, ICO is less important in the 
  Fourth Imperium than in the Third. Most of its old functions 
  have been taken over by the Reconstruction Service. It is 
  responsible for overseeing new and ‘reseed’ colonies and 
  also for administering private investment in developing 
  worlds. Most of the money for ICO projects comes from 
  private sources, so ICO must often act as liaison between 
  investors and those receiving the money. The Colonial 
  Office vets investors carefully, and monitors the uses 
  investment money is put to. 
  the DIPLomAtIC ServICe
  The Diplomatic Service tries to keep the peace between 
  worlds and with non-Imperial neighbors. Most of its 
  personnel are advisors and attaches, but some belong 
  to “fire brigade” diplomatic squads who are rushed in 
  to defuse crises before they can become more serious. 
  These individuals are sometimes exposed to considerable 
  danger, and service in the Crisis Management Office is a 
  traditional role for nobles, or a route into the nobility for 
  talented commoners. The Diplomatic Service recruits most 
  of its personnel directly, but some security and special-
  skills personnel come in from another careers, such as 
  a stint in the military. There is a specialist Diplomatic 
  Security arm, formed mainly from ex-military personnel. 
  Diplomats are often assigned to Reconstruction Service 
  teams operating outside the Imperium, handling liaison 
  tasks or working alongside the rebuilders to create 
  better relations with the Imperium’s neighbors. Imperial 
  embassies are maintained on many worlds outside 
  the Imperium. They are normally guarded by a force 
  of Marines, but security of the diplomats is the task of 
  Diplomatic Service security personnel. Embassies often 
  also house trade missions and other Imperial groups such 
  as Reconstruction Service teams.
   
  CorPorAtIoNS AND 
  CommerCIAL INtereStS
  The Imperium is an economic structure more than 
  anything else, and interstellar commerce is its lifeblood. 
  There is no single ‘Imperial Merchant Marine’ as such, 
  though the Supercorporation Imperial Shipping LIC comes 
  close. All vessels of Imperial Registry (and any vessel in 
  Imperial space for peaceful and legitimate purposes) are 
  entitled to the protection of the Imperial Navy.
  The greatest concentration of economic strength in the 
  Imperium rests with the Supercorporations. Some of these 
  have grown up since the Dark Years while others are the 
  legacy of the old Megacorporations of the Third Imperium 
  era (and before, in some cases) or their subsidiaries.
  The following Supercorporations all have offices across 
  the Imperium and fairly diverse business interests. They 
  are by no means the only corporate bodies in existence, but 
  no others come close to the power and influence wielded 
  by these business groups. Most have assets greater than 
  any single world in the Imperium, though they are usually 
  not concentrated in one region. All Supercorporations 
  have numerous nobles among their directors, so have a 
  powerful voice in the Imperial Moot. They also have their 
  own security forces, sufficient in some cases to fight a 
  small war. However, these corporations are in business, 
  not politics. Wherever possible they cooperate rather than 
  jostling one another since damage to the fragile economic 
  apparatus of the Imperium would harm everyone. 
   
  CorLINeS INDuStrIAL & SAfetY 
  SYStemS
  CISS manufactures safety and rescue equipment; 
  most notably breathing systems, vac suits and hostile 
  environment gear. Although Ling Standard Products 
  currently has the contract to supply the Imperial Navy 
  with vac suits, Corlines is in competing for a share of the 
  Army Combat Armor contract and is a front runner in the 
  ‘Battle Dress 255’ project bidding process. Corlines has 
  manufacturing facilities across the Imperium and markets 
  protective equipment beyond the borders. However, 
  military systems such as body armor are only sold within 
  the Imperial border as a result of an injunction issued in 
  246 by the Council of Advisors. 
  ImPerIAL DeveLoPmeNt 
  CorPorAtIoN
  The Imperial Development is an investment house 
  whose interests mainly lie in economic and industrial 
  development. The firm provides funds and locates 
  resources to carry out a range of projects from starport 
  upgrades to housing projects. It works closely with 
  the Reconstruction Service on many projects and was 
  
  - 60 -
  responsible for providing most of the funding necessary 
  to create the Xboat network. 
  ImPerIAL ShIPPINg 
  Imperial Shipping is the closest thing to a merchant 
  navy the Fourth Imperium possesses. Its main field of 
  interest is, obviously, interstellar transport of goods and 
  personnel, but the firm also owns several Starports and 
  a couple of shipbuilding yards. IS mainly operates large 
  liners and freightliners, though it has a sizeable fleet of 
  mid-sized vessels and small, fast couriers available. 
  Many of the latter are on contract to the Navy at present. 
  IS does not build vessels for anyone outside a very select 
  client group which includes the Emperor.
  INSteLLArmS 
  Instellarms deals in weaponry and trained mercenary 
  personnel. The firm offers an accreditation and registration 
  service for merc units and individuals, and is renowned 
  for its strictly legal dealings. Instellarms deals mainly with 
  bulk orders. Its regional subsidiaries, manufacture and 
  market a range of quality weaponry across the Imperium 
  region and beyond. 
  IrIDIum ComPoNeNtS
  The Iridium Components Group owns about half the TL 
  D industry in the Imperium and is aggressively seeking to 
  take over the rest. Its plants supply high-tech systems and 
  components to other manufacturers, The firm makes very 
  few complete systems, of which the most notable is the 
  Challenger light planetary meson gun system; a ready-
  made planetary defense weapon including a dedicated 
  fusion powerplant. 
  geNerAL ProDuCtS
  General is a manufacturing conglomerate that deals 
  mainly in heavy equipment such as starships and 
  vehicles. General has a number of plants in Gushemege 
  sector, many of which work in conjunction with Iridium 
  Components to build hybrid systems incorporating a 
  few very high-tech systems on a more modest frame. 
  General’s standard G-Carrier design has been adopted 
  as an interim measure by the Imperial armed forces, 
  meaning that the firm has a solid base of long-term orders 
  to support future speculative ventures. 
  LINg StANDArD ProDuCtS 
  LSP is active in the fields of mining, vehicles, weaponry 
  and high-technology equipment. It competes with Iridium 
  for the high-tech market sector and with Instellarms for 
  Imperial weaponry contracts. LSP equipment is renowned 
  for its rugged nature. This reliability is achieved at the 
  expense of innovation; many LSP designs date back to 
  the Third Imperium.
  ProSPeCt
  The Prospect Group is a rather diverse organization. 
  It was founded as a mining (or rather, prospecting) 
  company and while it retains a finger in that particular 
  pie, the firm’s main area of interest today is finance and 
  banking. A massive Lanthanum strike allowed Prospect 
  to expand into other areas and thus far the firm has 
  grown explosively. Prospect is also active in the merchant 
  factoring field, trading in whatever goods are available 
  and also in corporate stocks.
  SLANeY reSeArCh 
  Slaney Research started out as a biochemical research/
  pharmaceuticals group, but has since moved into all areas 
  of high-technology and cutting-edge research. The firm 
  receives many Imperial research & rediscovery contracts 
  ands operates a fleet of lab ships in addition to its static 
  laboratories.
  Slaney is most famous for its counter-Virus work, and 
  markets the best electronic defense systems currently 
  available. A subsidiary, CounterVirus LIC, trains personnel 
  in detecting and clearing systems of hostile electronic 
  entities and ‘Viral seeds’. CV LIC is notable as it is the 
  first major Imperial corporation to be headed by a Cym. 
  The paradox inherent in an AI life form training organic 
  personnel to kill its fellow AIs is not lost on most Imperial 
  citizens. What is less well known is that CV LIC actually 
  maintains ‘clinics’ for unstable Viral entities and attempts 
  to ‘treat’ their instability. A lot of money has been poured 
  into this venture with (thus far) a spectacular lack of 
  success.
  SterNmetAL horIZoNS 
  Sternmetal is a mining and heavy-industry conglomerate. 
  The firm is one of the great success stories of the Fourth 
  Imperium, being built from a single regional office of the old 
  Imperial Megacorporation into an industrial giant. The firm 
  manufactures industrial and power-generation equipment 
  in addition to its mining systems. Sternmetal also owns 
  a single shipyard, which manufactures Seekers (small 
  prospecting starships) and mobile mining platforms. 
   
  teNhouSe ShIPPINg 
  Tenhouse Shipping dominates the mid-sized and bulk 
  freighting marketplace at present, and operates a fleet of 
  Trade Scouts and Armed Merchant Cruisers that range 
  out into the Wilds seeking new markets. The firm is in 
  direct competition with Imperial Shipping but emphasizes 
  cheap bulk freighting rather than the high-quality but 
  expensive vessels used by Imperial Shipping. Tenhouse 
  has recently invested considerable sums in some frontier 
  Starports in the hope of increasing cross-border trade. 
  
  - 6 -
  uNIteD CoLoNIeS 
  United Colonies is a business group representing several 
  WorldCorps. It acts as a clearing house and collective-
  bargaining facility, and has some manufacturing capability 
  of its own. This is used to construct tools and equipment 
  necessary for colonial and recolonization operations. 
  The Reconstruction Service is a major buyer of these 
  systems.
  uSDIKI AeroSPACe SYStemS 
  UAS is a major manufacturer of small craft for space use 
  and atmospheric craft of all types, from airliners to air/rafts. 
  It also markets a range of missiles, satellites and other 
  aerospace systems across the Imperium. UAS provides 
  virtually all the small craft used by Imperial Shipping and 
  the Marine Corps, though its general-market presence is 
  much smaller. 
  other CorPorAtIoNS
  There are many smaller corporations within the 
  Imperium. Some are descendents of the Third Imperium 
  Megacorporations, such as Delgado or Hortalez et Cie. 
  The latter is involved in a rather pointless dispute with 
  another firm claiming to be the ‘legitimate’ H et C, based 
  out of the Imperial Regency.  Both are in fact remnants 
  rebuilt from the original Megacorporation’s regional 
  holdings. Other corporations are new, scrambling up onto 
  the vast economic stage that is the Fourth Imperium.
  CYmS IN the fourth 
  ImPerIum
  Within the 4th Imperium, the Usdiki Sentients’ Rights 
  Accords specifically state that Cyms are considered to 
  be ‘people’, and have the full range of rights accorded 
  to any other sentient. In practice, acceptance is a rather 
  slow process and there is a certain amount of ongoing 
  prejudice against electronic people.
  It is important to note that the Accords recognize ALL 
  electronic persons as having the same rights as a human 
  – not just Cyms, not just electronic Entities that are citizens 
  of the Imperium, and not even just the sane, stable ones. 
  A homicidal, insane Viral entity is a person with a full set 
  of rights under the provisions of the Accords. This may 
  seem strange at face value, but the Imperium accords a 
  full set of rights to a human homicidal maniac too. It does 
  not mean that society will not be defended from such a 
  menace with any and all means available.
  The Imperium recognizes the need for individuals and 
  societies to protect themselves and to deal with threats 
  in an appropriate manner. Thus just as a person would 
  be considered to be acting legally if he were to shoot a 
  madman rushing towards him with an axe, cases where 
  an AI entity is terminated while it is ‘in possession of 
  the means to harm others’ are generally considered 
  as legitimate self-defense and subject to only the most 
  cursory investigation. This does mean that a Cym 
  inhabiting a starship is in constant danger that some anti-
  electronic zealot will try to kill it ‘before it can crash itself 
  into the starport’ and claim legitimate self-defense. The 
  body of law regarding this matter is very new and will 
  surely develop over time into a fair and balanced system. 
   
  Obviously, as ‘people’, unstable AIs are considered to 
  be responsible for their actions. While the official Imperial 
  response to an obviously insane person is to try to treat 
  their mental illness, it is usually impractical to try to capture 
  a Viral entity and take it to an institution for treatment. A 
  handful of research installations dedicated to the purpose 
  of treating unstable AIs or at least rendering them harmless 
  do exist, but they are rare and in any case a hostile 
  electronic being is usually too dangerous to even attempt 
  this. Termination in the field is considered acceptable, in 
  much the same manner as a Ministry of Justice agent is 
  empowered to shoot to kill a violent criminal who resists 
  arrest too vigorously to be overpowered. 
  The official policy of the 4th Imperium is that hostile AIs 
  are responsible for their actions and as such face the 
  death penalty for crimes such as piracy, murder and so 
  forth. Official bodies such as the MoJ or the Navy are 
  required to attempt capture ‘if reasonably practicable’ but 
  may terminate a hostile electronic being if it poses a clear 
  
  - 62 -
  threat and/or leaving it alive would endanger others. Of 
  course, anyone may kill one in self-defense, and in some 
  cases the Imperium considers itself to be at war with 
  certain AIs such as those serving the Dominate.
  Overall, then, the policy is still developing but 
  pragmatism rules; it is not legal to hunt electronic Entities 
  just because they are such, but anyone may act in self-
  defense. If necessary such actions can be taken pre-
  emptively. However, Cyms that are Imperial citizens are 
  entitled to a fair trial and the presumption of innocence 
  just like anyone else. Whether or not they receive these 
  things is an entirely different question. Life is not easy for 
  an Imperial Cym.  
  BASIC rIghtS
  As already noted, a Cym has the same basic rights as 
  any other Imperial citizen (or non-Imperial person if the 
  entity is not a citizen, but the Imperium cannot concern 
  itself too closely with events beyond its borders). Cyms 
  thus have the right to live as they choose within the High 
  Laws of the Imperium and whatever local laws may apply. 
  They have the right to exist, to seek the necessities of life 
  and whatever additional items or ideals may be desirable, 
  and to better themselves. They have the right to a fair trial 
  and the assumption of innocence until proven otherwise. 
  They may own property like anyone else. They may not be 
  enslaved nor subjected to ‘cruel and unusual punishment’, 
  and specifically may not be attacked or victimized simply 
  for being non-organic beings.
  Cyms, like all Imperial citizens, are bound by Imperial 
  Law and ay exercise their rights only where they do not 
  conflict with these laws or cause harm to other citizens. 
  Cyms are bound by all laws and can be arrested by 
  Imperial and local law enforcement bodies. However, 
  there are some special provisions that apply to Cyms.
  CYm vS. hoSt
  The laws binding Cyms in some cases conflict with 
  existing bodies of law. For example, all Imperial citizens are 
  entitled to obtain and operate weapons for self-defense so 
  long as they remain within the bounds of local law. Cyms 
  are citizens, and thus this law applies. But on the other 
  hand, there is an Imperial law that prohibits mounting any 
  form of armament on robots, other than those in use for 
  military or security purposes by lawful Imperial authorities. 
  What of a Cym inhabiting a security robot? Is it allowed to 
  be armed, or not?
  There may someday be an official Imperial body of law 
  on the subject, and member worlds may have to abide by 
  these new additions to High Law. At present, however, 
  these matters are still being resolved. Precedents set by 
  various world governments will come to be the foundation 
  of these new laws, so everyone with an axe to grind is 
  keen to set a precedent and to uphold it. 
  The crux of the matter lies with the concept of Cym 
  vs. Host. Is a Cym’s right as a person more important 
  than the laws governing its host body? For example, is 
  a local government permitted to restrict a Cym inhabiting 
  a starship computer to the Starport because it prohibits 
  starship overflights elsewhere? Is this an example of 
  racism?
  The usual answer is to consider what the law would say 
  if a Cym were not involved. Would the ship be allowed to 
  overfly the planet if it were under human control? Would a 
  human be allowed into the same area with a gun in their 
  hand? The Cym has every right to disable its weapons 
  (and allow this to be verified) and be granted access. It 
  may of course leave the starport – but the ship may not. 
  If the Cym is unable or unwilling to make itself compliant 
  with local laws, then there is no reason for a local 
  government to give up some of its rights of sovereignty to 
  accommodate the Sentients’ Rights of the Cym. 
  Conversely, certain rights are protected by High Law and 
  cannot be over-ruled by sovereignty. It is not permissible 
  for a world to enact no-Cym laws or to intrude into the 
  personal rights of a Cym (for example by a ruling that 
  Cyms do not receive the same trial as humans accused 
  of the same crime) as a matter of sovereignty. 
  The usual test in these matters is fairly commonsense 
  based – the fact that Cym cannot put down the gun, or 
  cannot cease to ‘be’ a starship, does not mean that it must 
  be allowed to ignore local laws. Were it to be in a different 
  host, the Cym would be welcome. On the other hand, 
  while a Cym might not always ‘be’ a robot or a starship, 
  it is always a person, and local law cannot be allowed to 
  intrude upon its rights as a citizen of the Imperium. Thus 
  a Cym-inhabited vehicle can be deported from a world or 
  area where such vehicles are not permitted, but even if 
  the normal penalty would be the destruction of the vehicle, 
  local authorities could not legitimately terminate the Cym 
  nor yank its computer-core host out of its body.
  Of course, while this is the standard Imperial viewpoint, 
  some groups and world governments are trying to get 
  their interpretation enshrined in law which means as much 
  precedent for doing it their way as possible. Controversy 
  will likely continue for a long time to come. 
  reProDuCINg
  Reproduction is a recognized indication of life, and 
  all citizens are considered to have a right to ‘reproduce 
  responsibly’. For organics there are many issues including 
  raising and providing for offspring, and ensuring that their 
  quality of life is reasonable. For Cyms there is a slightly 
  different provision, though Cyms are required to ensure 
  that any offspring are cared for and not allowed to run 
  wild. They are also bound to report unstable offspring and 
  to register stable ones as citizens.
  
  - 63 -
  The latter requirement carries an additional duty – It is 
  a condition of citizenship that Cyms, unlike most organic 
  citizens, must request permission from the Emperor (as 
  represented by the local office of the Imperial Bureaucracy, 
  found at any Class A and some Class B starports) to 
  reproduce. Cyms are not permitted to reproduce dozens 
  of copies of themselves, nor to ‘infect’ a computer without 
  permission and proper registry. 
  This law serves several purposes. It reduces the 
  possibility of a wave of unstable entities suddenly 
  appearing within Imperial space, and it preserves the 
  unique identity of each Cym, making it accountable for 
  its actions by removing the ability to ‘hide’ among multiple 
  versions of the same being. It also brings Cyms into line 
  with other citizens, who have only one life. In this respect 
  the Sentients’ Rights Accords actually take away certain 
  advantages from Cyms, though on balance the benefit of 
  recognition as real people far outweighs what has been 
  lost.
   
  Permission to reproduce is sometimes granted, but this 
  tends to be either for expedient or experimental purposes. 
  For example, a Cym inhabiting a starship Astrogation 
  computer may be given permission to copy itself into 
  several similar vessels. Indeed, it might be requested to 
  do so but unique identity is a precious thing so the law 
  does not permit a Cym to be ordered to duplicate itself. 
  There is a gray area concerning the creation of ‘dumb 
  Cyms’ for military or other purposes. It appears that there 
  is some division of opinion among Cyms about this, 
  which many Cyms consider to be exploitation of a most 
  distasteful sort. They have nothing in common with the 
  non-sentient AI Expert Systems programmed by humans, 
  and do not much care about them, but deliberately creating 
  a lobotomized version of themselves is repugnant to most 
  Cyms. It would be like breeding human babies with a very 
  low intellect for a life of servitude.
  Some Cyms will participate in the creation of dumb-
  Cyms, and some are quite affectionate towards dumb-
  Viral strains that have occurred naturally, such as Snake, 
  which is essentially a viral ‘animal intellect’. Also, some 
  Cyms will happily create semi-sentient Cym-tools for 
  their own use, but would be horrified at the suggestion of 
  releasing such an entity others to use as they will. 
  Opinions are thus divided among Cyms, and the official 
  Imperial policy is that all such creations must be strictly 
  controlled and monitored to avoid both abuses and 
  disasters.
    
  BoDY SWAPPINg
  A Cym is normally resident in a single computer and while 
  it is permitted to maintain a backup personality elsewhere, 
  an individual Cym is only allowed by imperial law to 
  inhabit one body at a time. Body-swapping is permissible, 
  but is subject to certain rules. All Cyms are registered 
  as Imperial citizens with details of their personality and 
  host body. Random swapping would make it impossible 
  to keep track of individuals, which is not acceptable to 
  the Imperium. A Cym may make a permanent body swap 
  at any time, but must both register the new identity/host 
  combination and erase its old ‘mind’ i.e. transfer fully into 
  the new body rather than existing in both.
  There are some risks inherent in body-swapping; 
  personality can be altered or intellect degraded. Some 
  Cyms have become unstable as a result of data corruption 
  during a body-swap. For this reason, it is both discouraged 
  by the Imperium and personally risky for, say, a starship-
  hosted Cym to carry along a robot body to swap into. 
   
  the BIg QueStIoN
  Are Cyms really ‘people’ or just machines that think? 
  Philosophers, scientists and religious leaders are still 
  divided on this issue. Many people believe that to be a 
  ‘real’ person one must have a soul. That is, there must 
  be a unique something that makes a sentient being more 
  than just an electronic or organic thinking machine. By 
  definition, then, each Cym must be unique or they are not 
  real people. And if Cyms can duplicate their programming 
  and create an identical being then they are nothing more 
  than machines.
  So the question that must be answered is – IS the 
  second being created with the same programming 
  identical? At first glance it will appear to be in many cases 
  since the ‘seed’ that the Cym develops from encapsulates 
  the original’s intellect, memories etc at the moment of 
  transfer. A normal Viral seed will develop into a different 
  being if downloaded into a different type of host – say a 
  warship infecting a starport computer, but in the case of a 
  well-developed and stable Cym transferring to a different 
  body this tends not to happen. The Cym may accentuate 
  different personality traits in its new body but it remains 
  essentially the same person. This suggests that something 
  about the Cym remains the same despite the body swap. 
  However, a new Cym growing from a ‘seed’ rather 
  than a transfer will be strongly influenced by the host 
  body’s abilities and may have a different personality to 
  its progenitor. Of course, from the moment the new Cym 
  becomes aware its experiences begin to shape it just like 
  any other person, and so it will quickly become distinct 
  from the parent. This suggests that each Cym is indeed 
  unique even if created from a common start point. 
  One other piece of evidence supports this theory. 
  Normally, a Cym or Viral entity can survive in a powered-
  down computer since it effectively hardwires itself into 
  the system. If the power is turned off and on again it will 
  quickly recover and be no different from before. It is not 
  
  - 64 -
  possible to kill a Cym or Viral infestation by turning off 
  the power. However, in one known case a Cym has died 
  for lack of power. This being was Spirit Hope, the proto-
  Cym inhabiting the computers of Avery’s ship during his 
  mission to Coreward. 
  Spirit Hope did not manage to hardwire herself into the 
  system, probably because she did not know how. When 
  the power levels fell too low during her lonely vigil over 
  Avery and the mission survivors, Spirit Hope turned 
  herself off to conserve what energy remained and thus 
  keep the crew alive. When the ship was found she was 
  long dead. 
  With most Cyms it would have been possible to simply 
  connect up a power feed and being her back to life, but 
  although a ‘seed’ was present in the Spirit Hope computers 
  when she was recovered, it grew into an entirely different 
  being. The new entity that grew from Spirit Hope’s seed 
  came from her essence and inhabited the same computer 
  system, but it was not her. In fact it was unstable and 
  half-mad. In short, Spirit Hope was dead and gone, like 
  any other being whose body has perished. She could not 
  be brought back by mere programming or accidents of 
  computer architecture. In death, she proved that she had 
  been truly alive; a unique and special being. 
  Three attempts were made to resurrect Spirit Hope 
  after she was brought to Usdiki. Each resulted in a Viral 
  monster – and a different one each time. After the third 
  attempt Avery ordered that Spirit Hope be allowed to rest 
  in peace, and held a funeral for her at which she was 
  named a Hero of the Imperium. In his private journals he 
  wrote of her:
  What is this thing that makes us more than machines? 
  This spirit, soul or spark that lights our intellect and makes 
  us each unique and individual? We have conquered the 
  stars, yet we do not understand what it is that makes us 
  Be. And yet it exists. 
  You had it, my friend. I can no longer doubt that.
  Should I be sad that they failed to bring you back, or 
  glad that they could not? Both, I think. Sad that you are 
  gone forever like so many others before you, but glad that 
  you truly were alive. That you Were in the same manner 
  that I Am. The fact that you were mortal, that you could die 
  and not return means that you were more than a clever 
  machine. 
  In choosing to die for us you proved that you were a good 
  and worthy person. In remaining dead you have showed 
  that your kind are the same as us, lit by the same spark. 
  You are a hero not only to the Imperium but also to your 
  species, for you proved beyond doubt that they are our 
  equals. Without you they might have been enslaved, or 
  hunted out of fear. At best they would have been accepted 
  as something-like-people, but somehow lesser than us. 
  Your sacrifice has helped your kind achieve recognition 
  for what they are.
  You gave them dignity.
  Goodbye, my friend, and thank you.
  
  - 65 -
  fINAL NoteS
  The Fourth Imperium is a large and complex place. 
  Think of how complex Terra is in the early 2st Century. 
  Can it be detailed in a single volume? Almost certainly 
  not, and the Imperium contains hundreds of star systems 
  making the task even more difficult. Thus this book 
  presents a framework rather than the ‘whole truth’. Once 
  an individual Referee begins to focus on any given region 
  it will become obvious that exceptions to the Imperial norm 
  are more common than compliance with it. There is plenty 
  of room for anomalies, quirks and other Referee tailoring 
  both within and without the Imperial borders. 
  Astute readers will have noticed that the setting is in a 
  state of transition rather than stability or stagnation. This 
  is an exciting time to live in the Imperium. The actions 
  of individuals will shape the future. There is room for 
  politics in the Moot as well as exploration of the Wilds; for 
  corporate maneuvers as well as reconstruction operations. 
  The Fourth Imperium and its surroundings should be able 
  to accommodate virtually any style of adventure.
  The future within the setting is uncertain, but there are 
  certain facts that a Referee should be aware of. Avenger 
  Enterprises does not intend to drastically alter the setting 
  in any foreseeable future. We might create an adventure 
  in which Emperor Avery is assassinated, or goes mad 
  and heads off into the Great Rift aboard a Jump Torpedo, 
  but the Imperium will endure in some recognizable form. 
  The Empress Wave will create changes and cause 
  disturbances but what remains after it has passed will be 
  recognizable as Charted Space. 
  There are several story arcs hinted at in this book and 
  in Out of the Darkness. These will play out over time and 
  of course the setting will evolve. However, we do not 
  envisage another huge upheaval such as the Collapse or 
  the release of Virus. The New Era storyline is all about 
  how the people of Charted Space are coping with the 
  new situation. It is about the rise of new powers and the 
  reconstruction of old ones. 
  But these books are merely guidelines to what exists at 
  the dawn of 248. What happens next depends very much 
  upon what Traveller players and Referees decide should 
  happen next, and how they handle it. We, the creators of 
  this vision, have been the Keepers of the Flame (and we 
  were not the only ones). Now it is time for the Flame to 
  pass to those who will bear it out into the darkness. A New 
  Era is indeed dawning.
  It is time for you to take the Flame.
  MJD, Spring 2006.
  
  - 66 -
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SOURCE: textdata/thevault/Traveller/06 - Traveller (T20)/Traveller - T20 - 1248-7 Sbk 2 Bearers of the Flame.pdf