TEXT: OUTER VEIL
  OUTER VEIL
  OUTER VEIL
  OUTER VEIL
   
  
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  OUTER VEIL 
  CREDITS
  AUTHOR 
  Omer Golan-Joel 
  CO-AUTHOR 
  Richard Hazlewood 
  COVER ART 
  David Redington 
  INTERIOR ILLUSTRATIONS 
  David Redington, Michael Thomas 
  EDITOR, INTERIOR DESIGN & LAYOUT 
  John Griffiths 
  CO-EDITOR 
  Michael Thomas 
  SPECIAL THANKS TO 
  Constantine Thomas 
  
  OUTER VEIL 
  SP 0109 
  © Spica Publishing.
  First edition.
  October 2011.
  Printed and published in the United Kingdom.
  1 2
  3
  4
  5
  ISBN 978-0-9560893-9-7
  CONTENTS 
   
  INTRODUCTION 
  3
  Phaeton Class Slow Boat
  77
  About this Book,
  3
  Eagle Class Frontier Boat
  78
  Required Materials
  3
  Caracal Class Assault Boat
  79
  About the Authors
  3
  Guinevere Class Ship’s Boat
  80
  Spica Publishing on the Internet
  3
  Slon Class Modular Shuttle
  81
  THE OUTER VEIL 
  4 
  Small Craft Deckplans 1 & 2
  83, 84
  ‘Leaving Home’
  4
  BELTING
  85 
  The Year is 2159 and the frontier needs you
  4
  Finding a Rock
  85
  History
  5
  Surveying
  86
  The Federated Nations of Humanity
  7
  ASTROGRAPHY
  88
  Megacorporations
  13
  ‘The First Steps’
  88
  Colonies and Colonisation
  16
  Basic Concepts
  88
  Culture and Life in the 2150s
  21
  Astrogation Data
  89
  OUTER VEIL CHARACTERS 
  24 
  Delta Herculis (Subsector A)
  92
  Medals and Commendations
  24
  Epsilon Sagittarius (Subsector B)
  95
  Additional Skills
  25
  Beta Pavonis (Subsector C)
  98
  Equipment
  29
  Dark Reaches (Subsector D)
  101
  Citizen
  32, 33
  Anat (Subsector E)
  104
  Colonist
  34. 35
  Rusalka (Subsector F)
  107
  Elite
  36, 37
  Avanim (Subsector G)
  110
  FNH Marine Corps
  38. 39
  Nueva Vilcabamba (Subsector H)
  113
  FNH Navy
  40, 41
  Aningan (Subsector I)
  116
  Justice Commission
  42, 43
  Sol (Subsector J)
  119
  Planetary Army
  44, 45
  Beta Hydri (Subsector K)
  122
  Scout
  46, 47
  Spinoza (Subsector L)
  125
  STARSHIPS OF THE OUTER VEIL
  48 
  Mat Zemlya (Subsector M)
  128
  Ships, Tech Levels and Jump Drives
  48
  New Detroit (Subsector N)
  131
  Additional & Modified Ship Rules
  48
  Rana (Subsector O)
  134
  Wild Horse Class Mail Courier
  51
  Upsilon Andromedae (Subsector P)
  137
  Stallion Class Mail Courier
  53
  REFEREE’S INFORMATION 
  140
  Silver Light Class Executive Transport
  55
  Campaign Themes
  140
  Morgana Class Subsidised Trader
  57
  The Game Setting
  140
  Morgana Class Subsidised Miner
  59
  OUTER VEIL PATRONS
  144
  Feilong Class Patrol Frigate
  61
  Military Officer: Major Sebastian ‘Hickory' Velasco
  144
  Kaban Class Assault Frigate
  63
  Desperate Father: Samuel McNeally
  145
  Argyre Class Laboratory Ship
  65
  Broker: Madhumita Singh
  145
  Armstrong Class Explorer
  67
  Rich Archaeologist: Agatha Michelle Leamingstone III
  146
  Pavonis Class Security Frigate
  69
  BROTHERHOOD & JUSTICE 
  147 
  Medved Class Frontier Liner 
  71
  Background Information
  147
  Oryol Class Fighter
  73
  Playing the Adventure
  148
  Cheetah Class Interceptor
  74
  Starport Map
  149
  Ocelot Class Heavy Fighter
  75
  Non-Player Characters
  153
  Nergal Class Runabout
  76
  
   
   
  INTRODUCTION
  Outer Veil is new setting from Spica Publishing for the 
  Traveller science fiction role-playing game from Mongoose 
  Publishing. Set close to Earth in the near future, this book 
  contains all that is needed to run a game in the setting. 
  ABOUT THIS BOOK 
  The Outer Veil describes the Outer Veil setting in detail, 
  including its history, the Federated Nations of Humanity (FNH) 
  government, the corporations active in this setting, colonial 
  policies, the technology available in 2159 AD and much more 
  information to set the stage for adventures set in the Outer 
  Veil universe. 
  Outer Veil Characters provides several recommended rule 
  variations from the basic Traveller rules, describes new 
  equipment, ship components and eight new careers designed 
  for the setting's flavour. 
  Starships of the Outer Veil provides statistics and 
  deckplans for thirteen jump-capable starships and nine small 
  craft. 
  Belting provides rules for identifying and mining resources 
  from comets and asteroids. 
  Astrography details the entire sector of space where the 
  Outer Veil setting takes place, including Core, Intermediate, 
  Frontier, Outer Veil, Unsettled and Unexplored areas of space. 
  Universal World Profiles (UWPs) are provided for all the major 
  worlds in the sector, including subsector maps. Descriptions of 
  some particularly interesting worlds in each subsector are also 
  provided. 
  Referees Information gives advice for Referees who 
  intend to run a game in the Outer Veil universe, and the 
  possibilities for adventure or mystery in the setting. 
  Patrons offers four unique Outer Veil patrons for use in 
  adventures. 
  Brotherhood & Justice is a complete adventure set in the 
  Outer Veil game universe and includes pre-generated non-
  player characters. 
  REQUIRED MATERIALS 
  This book is not a stand-alone game product. 
  It is necessary for you to have a copy of (or access to) the 
  Traveller Main Book (TMB) from Mongoose Publishing, as well 
  as this book to run games set in the Outer Veil game universe. 
  You will also need gaming supplies such as pens/pencils, 
  writing materials and six-sided dice (preferably at least two per 
  player). 
  Additional Books 
  Though not required to use this book, Mongoose 
  Publishing's Mercenary, High Guard and Central Supply 
  Catalogue may be useful. Career Book 1 and Career Book 2 
  from Spica Publishing may also prove useful when running a 
  game in the Outer Veil universe. 
  References to Other Books 
  Throughout this book references are made to a number of 
  other publications. 
  A list of those books and the notation used in this book are 
  provided below. References are shown as 94 TMB or (94 
  TMB). This means you should look at page 94 of the Traveller 
  Main Book for the particular rule or table referenced. 
  Mongoose Publishing books 
  Traveller Main Book (TMB) 
  Mercenary (MERC) 
  High Guard (HG) 
  Central Supply Catalogue (CSC) 
  Spica Publishing books 
  Outer Veil (OV) 
  Career Book 1 (CB1) 
  Career Book 2 (CB2) 
  Die Throw & Notation Conventions 
  The die throw and notation conventions used in this book 
  are the same as those described on 3 TMB. 
  ABOUT THE AUTHORS 
  Omer Golan-Joel 
  Omer has been playing Traveller since 2001. He has a B.A. 
  degree in Ecology and Sociology and is currently studying for 
  a Masters degree in Geography (specialising in Urban 
  Planning) at Tel-Aviv University. He also works as a freelance 
  English-Hebrew translator from time to time. Omer lives in 
  Rehovot, Israel, with his beloved spouse Hani Saunders (who 
  is also a gamer) and their cats Saki and Chicha. 
  Richard Hazlewood 
  Richard has been playing Traveller since 1977. He served 
  eight years in the US Navy, operating nuclear reactors on 
  submarines. He enjoyed that so much he got out of the Navy 
  and into aviation. Richard has a Masters Degree in Aerospace 
  Engineering and works for a major US airline. He has two 
  grown sons and lives with his wife and two dogs in the mid-
  western US. 
  SPICA PUBLISHING ON THE INTERNET 
  To get the latest news on Spica Publishing products you 
  can visit our website and the official Spica Publishing blog at: 
  http://spicapublishing.co.uk/ 
  You can also join our free forums at: 
  http://www.spicapublishing.co.uk/phpbb3/index.php 
  Follow Spica Publishing on Twitter: 
  @spicapublishing 
  
  THE OUTER VEIL
  THE YEAR IS 2159 AND THE FRONTIER NEEDS YOU. 
  The Federated Nations of Humanity (FNH) government and 
  the corporations, as mighty as they are at the Core Worlds, 
  cannot act directly on the Frontier, which is a month or more 
  away even for the brand-new Jump 2 couriers. To exert their 
  power to these distant stars, they need you to go there on 
  their behalf and act as their eyes, ears, and hands away from 
  home. The FNH government needs reliable administrators 
  who can think on their feet, loyal military officers to project its 
  force, and determined Justice Commission agents to uphold 
  the law where the colonial authorities cannot. 
  The Megacorporations want results and want them now
  and therefore demand people who can get results as fast as 
  possible (by any means necessary); they are also in need of 
  researchers, explorers, workers for their projects on the 
  frontier and also spies and mercenaries for the darker side of 
  inter-corporate competition. The locals, too, need you, be that 
  as a professional, a hired gun, an explorer or even as a fellow 
  colonist. Needless to say, you need the Frontier too –
  opportunities and adventures abound there for both the 
  hireling and the freelancer. 
  And the Frontier is large, deep, and wide open. Humanity's 
  young sphere of interstellar space is surrounded on all sides 
  by unexplored space. At the edge of this tiny sphere lies the 
  Outer Veil, the partly-explored, sparsely-settled region of 
  space separating the known and the unknown. 
  The Core, despite its best efforts, has little influence in 
  these dark reaches, and nearly anything can be found there: 
  unsanctioned colonies, pirate enclaves, secret laboratories, 
  alien ruins, isolationist groups, strange worlds and a few legal 
  colonies scraping out a living at the edge of the Great 
  Unknown. 
  The space beyond the Outer Veil is totally unexplored, 
  unknown, undisturbed by human exploration, habitation or 
  influence. The future of humanity lies beyond the Outer Veil 
  where untold opportunities, unlimited riches and countless 
  dangers await the trail-blazing explorer. The present human 
  institutions hold little or no power amongst these far stars; 
  whatever lies beyond the slowly expanding Outer Veil is an 
  enigma waiting to be explored and colonised, a new 
  opportunity for humanity to begin anew and build new 
  expanses of its civilisation. 
  In the Outer Veil and beyond you are on your own. 
  Authority is scarce, and your bosses (if any) are usually a few 
  weeks of jump travel away from you. The Core can give you 
  only general guidelines and standing orders, but when trouble 
  strikes you have to make your own decisions. If you are the 
  captain of a patrol frigate, the commanding officer of a Marine 
  detachment, a colonial governor or a Justice Commission 
  agent, you are the government. If you are a trouble-shooter or 
  a local exec for a corporation, you are the company. And if 
  you are a freelancer, you truly are independent. 
  LEAVING HOME
  ‘We are about to leave our cradle once and for all. For millennia - indeed, for billions of years - we were confined to the 
  surface of the Earth. First bacteria, then animals, and finally human beings were tied to that cradle of terrestrial life: first by 
  the ties of gravity and atmosphere, and later by the chains of culture and politics.
  These shackles were so strong that even with the invention of starflight, even with the invention of interstellar travel, we 
  were still tied to our old habits of thought, to the dead weight of the generations before us and all of their prejudices and 
  mistakes.
  Not anymore.
  We will enter cryogenic hibernation here on Earth; however, a few months from now, we will be reborn anew on a new, 
  virgin world. There the universe will offer us a chance to start anew from the beginning.
  We must not waste this gift.’
  From a speech by Project Director Hadassa Wolf before embarking on the first colony transport to Magna Mater 
  (Rana/2336), 23 December 2150.
  4
  
  HISTORY 
  A summary of historical events leading to the present time 
  (in game terms) is presented below for players and Referees. 
  2033-2047: Manned Interplanetary Explorations (TL8) 
  The development of viable fusion reactors compact enough 
  to fit into spacecraft in the early 2030s opened up Sol system 
  for large-scale human exploration. While the under-funded, 
  bureaucracy-ridden government space agencies were slow to 
  adapt to the new technology, the major corporations – some of 
  them with proprietary patented fusion techniques - were much 
  faster on the uptake. 
  Soon their economic might skyrocketed as the vast real-
  estate and mineral wealth of the solar system were divided 
  between them.  By the mid-2040s they had surpassed the 
  wealth of most nations. Several off-world colonies were 
  established, most notably on Luna and Mars but the high cost 
  of lifting cargo from Earth still prohibited mass interplanetary 
  colonisation - but that was about to change. 
  2047-2068: The Interplanetary Boom (TL 9) 
  First developed in 2047, gravitic technology made space 
  much cheaper. With the cost barrier gone, the major 
  corporations and, to a lesser degree, governments, began 
  colonising 
  the 
  solar 
  system 
  in 
  earnest. 
  The 
  mass 
  industrialisation of space made spaceflight even cheaper. By 
  2060, the Sol system was teeming with human activity and 
  colonisation projects. This was a time of rapid economic 
  growth, of enthusiasm and optimism. By the late 2060s, things 
  were beginning to slow down as one corporation or another 
  has already claimed and developed the best real-estate in the 
  system. Yet the economic downturn of 2067 soon came to an 
  end when jump travel came and changed everything, 
  2068-2083: Corporate Surveys (TL 9) 
  During the 2060s, most corporations were hard at work 
  developing means for faster-than-light travel. On 30October 
  2068 United Starlift unveiled the first functional Jump Drive, 
  and sent the Argos, an exploration ship, to Alpha Centauri. 
  Other corporations unveiled rival Jump Drive models even 
  before the fanfare over the Argos' return had subsided, raising 
  suspicions about industrial espionage. The stars were now 
  open to Humanity, and the major corporations began 
  prospecting the nearby stars for profitable resources and 
  possible colony locations. 
  Due to the intense competition between the companies and 
  their desire to cover as much space as possible in the shortest 
  possible time, these Corporate Surveys were quite limited and 
  even contradictory in nature. Nonetheless, the data these 
  surveys yielded was sufficient for the establishment of several 
  outposts in nearby star-systems: humanity's first extra-solar 
  colony Medea (Alpha Centauri B II) was founded in 2072. 
  Colonies on other worlds soon followed. 
  2083-2084: The Alpha War (TL 10) 
  The Megacorporations, now surpassing any other human 
  organisation in wealth and power, began building large space 
  fleets, both for trade and colonisation, and, as would soon 
  become apparent, for war. The newly-established Kentaurus 
  Holdings Corporation made enormous profits from the 
  resource-rich Alpha Centauri system, and its rivals were soon 
  willing to do anything possible to get a cut of these profits. 
  A dispute between Kentaurus Holdings and United Starlift 
  over mining rights in the Alpha Centauri B asteroid belt turned 
  into a space battle between their prospecting fleets. A United 
  Starlift fleet composed of heavy warships jumped into the 
  system a few weeks later, and a prolonged war began 
  between the two corporations both in space and on the 
  various colonised planets. By early 2084 an armed TYC 
  mining fleet entered the system, trying to use the chaos to its 
  advantage; soon this corporation, too, was neck-deep in the 
  so-called Alpha War. 
  In November 2084 the corporations negotiated an 
  agreement after all three companies had lost thousands of 
  employees' lives and colossal sums of money. The traumatic 
  and unprofitable experience of such a large-scale claim-war 
  led the Megacorporations to establish an arbitration and 
  coordination body composed of representatives from all 
  Megacorporations: 
  the 
  Inter-Stellar 
  Trade 
  Organisation 
  (ISTO). Initially a semi-formal inter-corporation arbitration 
  body, the ISTO eventually grew into a de-facto interstellar 
  government as the various Earth governments soon signed 
  the Inter-Stellar Trade Treaty (ISTT). This treaty became a 
  prerequisite to corporate investment in various Earth 
  countries, giving the ISTO a significant degree of control over 
  their economies and policies. 
  2084-2125: Space Rush (TL 10) 
  The ISTO legal guidelines granted full ownership over any 
  celestial body to the first company to establish a permanent 
  colony of 5,000 or more residents on it. Furthermore, the 
  potential profits to be made from exploiting the vast resources 
  of the galaxy were theoretically endless. 
  These two facts gave rise to the Space Rush – the greatest 
  economic boom in human history. Except for small-scale 
  skirmishes between mercenaries in the employ of rival 
  corporations wars were rare. Megacorporation profits were 
  constantly on the rise, as new colonisation projects were 
  announced on an almost daily basis and small landgrab 
  colonies were established on a large number of worlds and 
  moons. This was a time of enthusiasm and prosperity; any 
  person with money to spare was busy investing in various 
  space-related stocks. 
  5
  
  Many people migrated to the colonies during the Space 
  Rush. The more fortunate ones, typically originating from the 
  richer 
  countries, 
  bought 
  expansive 
  new 
  homes 
  on 
  comfortable, well-developed Garden worlds in the Core. The 
  less fortunate had much less of a choice. Anxious to fill the
  requirement for 5,000 colonist on the less desirable worlds, 
  the corporations recruited colonists from Earth's many 
  impoverished countries – sometimes entire villages or 
  neighbourhoods at a time – and shipped them to various 
  dirtballs and rockballs on what was then the Deep Frontier. 
  Finding such recruits was quite easy: in most cases the 
  salaries and living conditions on these worlds were better than 
  those available for the majority of the impoverished countries' 
  population. The legacy of this policy is still with us today: as 
  each ‘landgrab’ colony of that kind was typically settled by 
  colonists from the same country, many of these worlds are 
  influenced by the colonists' original cultures. 
  This economic boom, however, had several problems. First, 
  an ever-growing portion of the Megacorporations' profits came 
  not from actual development and production but from 
  speculation on future development, usually based on 
  optimistic projections. Second, it was difficult for those used to 
  instantaneous mass-communications on Earth and to a few 
  hours (at worst) of comm-lag in the Sol system to fully grasp 
  the implications of vast distances and long comm-lags 
  between far-away worlds. This led to over-centralised 
  decision-making procedures and to colonial over-extension. 
  Third, too many colonies were established for the sole reason 
  of claiming real-estate, even if there was no guarantee of any 
  near-term economic potential. 
  The more worlds were colonised and the more profits the 
  corporations made, the worse these problems became. Signs 
  of an upcoming economic crisis appeared in the early 2120s,
  but few heeded them; profits, after all, were still flowing, and 
  optimism still ruled the day. 
  2125-2126: Space Crash (TL 10) 
  There was a limit, however, to how long such a massively 
  inflated bubble could hold. An internal report by Hydracorp, 
  showing the actual near-term value of their colonial holdings –
  much lower than their official asset estimates – was leaked on 
  June 3rd, 2125. The Tycho Space Stock Exchange on Luna –
  the main stock-market for extra-solar investments – collapsed 
  on June 5th. other financial institutions soon followed. The 
  Megacorporations saw their profits shrink to almost nothing. 
  Small-scale private investors lost their hard-earned money 
  invested in the stock market. Unviable ‘landgrab’ colonies 
  were simply abandoned by their corporate owners, their 
  populations left to suffer – or even to die – with little or no local 
  production. The Crash's effects were felt everywhere in known 
  space in the weeks that followed: hundreds of millions of 
  workers lost their jobs as many major companies went 
  bankrupt; those still in employ saw their salaries reduced; 
  there were shortages in many types of goods; and many 
  banks collapsed, causing millions of people's life savings to 
  vanish into thin air. Chaos and poverty reigned. 
  The ISTO's initial reaction to the crisis was to declare it to 
  be a temporary disturbance, which would allegedly correct 
  itself in a matter of days. When it became apparent that the 
  crisis was not going to disappear, the ISTO was almost torn to 
  shreds as each of its member Megacorporations tried to make 
  things easy for itself at the expense of its competitors. Only 
  the 
  threat 
  of 
  chaos 
  and 
  social 
  collapse 
  kept 
  the 
  Megacorporations from disbanding the ISTO. Eventually, the 
  ISTO declared austerity measures to protect the remaining 
  Megacorporations from collapse. However, these measures 
  came at the expense of almost everyone else, especially the 
  now impoverished and desperate masses, and led to even 
  worse results. 
  2126-2131: Civil War (TL 10) 
  After a few months of total chaos, some of the formerly 
  ineffectual national governments on Earth, under pressure 
  from the suffering population, tried to take measures to 
  alleviate the crisis. In many cases these measures were in 
  contradiction of the Megacorporations' interests, and the ISTO 
  did everything in its power to prevent them from taking place. 
  In response, several governments withdrew from the ISTO; 
  other less resolute governments fell and were replaced by 
  new, more radical ones, who seceded from the ISTO as well. 
  Fearing collapse, the ISTO responded by sending corporate 
  security troops and hired mercenaries to restore order and 
  bring these states back into its fold. This led to a multi-sided 
  civil war lasting five bloody years. 
  In 2128, in a desperate attempt to restore order and end 
  the war, the ISTO gave power to a junta including famed 
  mercenary leader Gerard Mournham and some of his 
  mercenary peers. His brute-force approach and draconian 
  methods however only strengthened the opposition's resolve 
  and weakened the ISTO, as his excesses were too much for 
  several Megacorporations, most notably a group of high-tech 
  firms operating on Mars (the progenitors of Martian 
  Mechanics). These companies left the ISTO, and either 
  remained neutral or joined one or more of the factions 
  opposing it. In any case, Mournham failed to restore order, 
  and the war continued to rage on Earth and the other Core 
  worlds for three more years. 
  2131-2150: Recovery (TL 10) 
  A coalition of several nations and political groups finally 
  managed to defeat Mournham and take power into its own 
  hands in 2131, putting an end to the Civil War. The new 
  government, named the Federated Nations of Humanity
  (FNH), proceeded to take measures to resolve the crisis. 
  Public works programmes gave jobs to the unemployed; aid 
  was given to the surviving stranded ‘landgrab’ colonies; new 
  economic regulations were put in place to prevent another 
  Crash; taxes were levied on the surviving megacorporation to 
  fund public works, rebuilding, and welfare programmes; the 
  assets of several bankrupt companies were nationalised and 
  rebuilt; and large parts of the money gained by new taxes 
  were fed back into the economy in the form of subsidies to 
  stimulate it into growth. At the same time, FNH military forces 
  fought hard to restore order where chaos still reigned. 
  6
  
  At 
  first, 
  both 
  the 
  population 
  and 
  the 
  surviving 
  Megacorporations were sceptical about the FNH. By the mid-
  2130s, however, the combination of its mostly successful 
  economic policies and its role in bringing an end to the Civil 
  War made the FNH relatively popular among the general 
  population regardless of its bureaucracy or occasional heavy-
  handed approaches. Even the corporations grudgingly 
  accepted the new government despite the new taxes and 
  economic regulations, as it slowly brought the economy back 
  to its feet and brought order to known space – both essential 
  for their profits. Recovery was slow and difficult, but by the 
  middle of the 22nd century the economy finally reached 
  approximate pre-Crash levels of production and employment. 
  2150-2159: New Expansion (TL 11) 
  The development of the Jump 2 drive in 2150 marked the 
  final step of economic recovery, and opened up new frontiers 
  and new prospects for prosperity. While only a portion of 
  available ships were replaced by Jump 2 capable ships (or 
  retrofitted with Jump 2 drives), the mere existence of the new 
  fast couriers brought together formerly distant worlds. This 
  spurred a new wave of exploration, colonisation and 
  development, by the FNH, the Megacorporations, and by 
  private groups. While this new wave of expansion lacks the 
  bright-eyed optimism of the Space Rush, its effects on the 
  economy and society are mostly positive. The year 2159 – the 
  present year – brims with new possibilities and opportunities, 
  as well as hidden dangers. It is now your turn to go into the 
  new Outer Veil and make history yourself. 
  THE FEDERATED NATIONS OF HUMANITY 
  The only formal government in known space is the 
  Federated Nations of Humanity (FNH), centred on Earth (the 
  orbital Lagrange City). It is a Civil Service Bureaucracy 
  (Government 
  8), 
  though 
  with 
  some 
  elements 
  of 
  a 
  Representative Democracy, a government of professionals 
  monitored by an elected apparatus. For the last 28 years it 
  has overseen the recovery from the Space Crash and a 
  renewed thrust of expansion into the far reaches of space, as 
  well as an extensive development Programme on the Core 
  worlds. 
  Flag of the Federated Nations of Humanity 
   
  Structure 
  The FNH was shaped by the circumstances from which it 
  arose. When the broad coalition of national governments, 
  political groups, corporations, unions, militaries and resistance 
  organisations set about to establish the new government in
  early 2131, they had two main goals in mind. 
  First, they wanted stability. After almost six years of chaos, 
  economic decline and violence, the majority of Humanity 
  wanted peace, order and prosperity. They wanted a stable 
  society, a stable economy and a stable government; the last 
  thing they wanted was a charismatic but unstable regime like 
  that of Mournham. Also, as the FNH was established by a very 
  broad coalition of forces with often opposing goals, politics 
  had to be resolved in an orderly manner and kept from tearing 
  the government apart. 
  Second, they needed development. After six years of 
  economic downturn, poverty and stagnation, Humanity 
  needed to recover, rebuild, and once again begin to expand. 
  For this sake what was needed was a government that could 
  achieve things efficiently without wasting too much time or 
  energy on bickering or red tape. 
  The end result was a government centred on a professional 
  administrative apparatus – the Commissions – overseeing 
  most of the day-to-day administration, with officials hired 
  according to their expertise (and retained according to their 
  success) rather than any political reason. Overseeing and 
  monitoring this administration is the political system, 
  composed of the Assembly, a legislative and deliberative 
  body, and the Executive Committee, which is the three-person 
  ‘head of state’. Generally speaking, the Commissions deal 
  with the details of governing, while the Assembly and the 
  Executive Committee is concerned with the ‘big picture’ things. 
  The Executive Committee is composed of three members, 
  one from each party (Stability, Unity and Progress); this way, 
  in effect, all parts of the FNH coalition are always ‘in power’,
  reducing the amount of political tension. While the Executive 
  Committee is nominally the ‘head of state’, in practice its role 
  focuses on the ‘big picture’ and on large-scale, long-range 
  decision making, while all the details are dealt with by the 
  Commissions. 
  The Assembly is the highest deliberative and legislative 
  body of the FNH. Each Member Nation – be that an Earth 
  founding nation or another world with more than a million 
  inhabitants – has representatives in the Assembly, with the 
  more heavily populated Member Nations having more seats 
  than the less populated ones. The Assembly, like the 
  Executive Committee, deals with the ‘big picture’ and passes 
  laws concerned with large-scale issues; the Commissions 
  have the authority to formulate regulations concerned with the 
  smaller scale issues. 
  Each party elects its representative to the Executive 
  Committee by internal primary elections. The citizens of each 
  Member Nation elect its own representative or representatives 
  to the Assembly by the means of popular personal elections. 
  7
  
  There are 10 Commissions:  
  Justice Commission oversees law enforcement and other 
  legal matters 
  Colonial Commission deals with colonial development 
  and colonial administration 
  Military Commission oversees the Navy, Marine Corps 
  and Planetary Armies 
  Economic 
  Commission 
  administers 
  FEconA 
  and 
  manages things such as infrastructures, taxes and trade 
  regulations 
  Education Commission oversees the schools and 
  universities in known space 
  Science Commission deals with exploration, government-
  funded research and related matters such as patent 
  registration 
  Census Commission administers citizenship records, ID 
  cards and demographical statistics 
  Welfare Commission oversees the various FNH welfare 
  programmes 
  Mail Commission administers the mail services and the 
  government communication systems 
  Health Commission manages the state health services, 
  the state medical insurance and things such as disease 
  prevention. 
  Commission personnel, from the highest Commissioner to 
  the simplest clerk, are hired according to expertise and are 
  expected to perform professionally well.
  Assembly Representatives by Population 
  Population Digit 
  Representatives 
  6 
  1
  7 
  4
  8 
  8
  9 
  16
  Planetary Administration 
  Earth is the only world in the FNH which has more than one 
  Member Nation on it. All other worlds have a single planet-
  wide government structure, at least officially. Unofficially 
  speaking, some worlds on the Frontier or the Outer Veil can 
  have more than one power centre in practice, leading to a 
  ‘Balkanised’ government code in the Outer Veil Review 
  records, but even in these cases there is one official colonial 
  administration present. Regardless of these unofficial local 
  variations, each world is either a Colony or a Member Nation. 
  A Colony – a world with less than a million inhabitants - has 
  a certain level of local autonomy, dictated by the long 
  communication times from the Core, but it has somewhat less 
  independence or political influence than a Member Nation. A 
  Colony is managed by local representatives of the FNH 
  Commissions as well as a locally-elected Governor and 
  Colonial Council. 
  The Colonial Council has limited legislative authorities, and 
  most of a Colony's laws must follow the standard FNH 
  Colonial Laws. And last but not least, a Colony has no 
  representatives on the FNH Assembly. 
  A Member Nation – a world with a million or more 
  inhabitants or an Earth founding-nation – has a somewhat 
  greater degree of local autonomy than a Colony. Each 
  Member Nation has local representatives of the FNH 
  Commissions, as well as a Governor and a National 
  Assembly, the latter having greater legislative authorities than 
  a Colonial Council. Each Member Nation has one or more 
  representatives on the FNH Assembly, elected by its citizens. 
  Politics 
  There are three major political parties in the Federated 
  Nations of Humanity – Stability, Unity and Progress – each 
  being a broad coalition of a variety of political forces which 
  played a part in building the FNH 28 years ago. While each 
  party has its own core beliefs, it should be remembered that 
  each party is also a broad coalition, and thus, by necessity, its 
  views and action are a more or less moderate compromise 
  between various factions within it. All three parties always 
  participate in the Executive Committee, but they compete 
  against each other over the national votes for the Assembly. 
  The Stability Party represents some of the founding 
  nations, as well as the corporations, such as Martian 
  Mechanics who took part in establishing the FNH. Its main 
  agenda is guaranteeing a stable and comfortable ‘playing field’
  for big business to operate on, with a relatively lower amount 
  of government intervention. It strongly supports the FNH 
  stabilisation measures and growth-encouraging steps, but 
  prefers to keep taxes lower and limit FEconA to public 
  services such as healthcare and infrastructure work rather 
  than 
  having 
  it 
  as 
  a 
  serious 
  competitor 
  for 
  the 
  Megacorporations in other fields. 
  The Unity Party is strongly supported by many of the 
  founding nations and founding military groups, and believes in 
  interstellar exploration and expansion as Humanity's ‘manifest 
  destiny’. Unity favours a strong, unified government and its 
  main outlook is growth and colonisation; it sees both FEconA 
  and the Megacorporations as essential tools towards the end 
  of conquering the stars. This party also stands for a strong 
  FNH military in preparation for the inevitable confrontation with 
  alien lifeforms. 
  The Progress Party grew out of the various resistance 
  groups, popular movements and unions who joined the FNH 
  coalition in 2131. It has a certain level of mistrust in the 
  corporations and tends to support a strong and vital FEconA, 
  but it also tends to dislike an over-powerful central 
  government and even support certain moderate measures of 
  colonial autonomy. Some factions inside the Progress party 
  also support a stronger Assembly with more power over the 
  Commissions. 
  8
  
  The Independence Party is a fourth, smaller party. While it 
  does not run for the Assembly elections or participate in the 
  Executive Committee, it runs for the local elections on several 
  worlds. 
  Its 
  agenda 
  is 
  centred 
  around 
  greater 
  local 
  independence and more restrictions on the power of the 
  central FNH government and the corporations. While it is 
  popular on several worlds, there are allegations connecting 
  Independence to the Secessionist movement, though these 
  allegations have not been proven. 
  The FNH's Outlook 
  The 
  FNH 
  has 
  two 
  main 
  overriding, 
  sometimes 
  contradictory, directives: Stabilisation and Development. On 
  one hand, being the child of the Space Crash, the FNH does 
  its utmost to prevent another such period of poverty, 
  stagnation and chaos. On the other hand, rapid growth and 
  development were necessary in order to recover from the 
  Space Crash, and are necessary to the well-being of the 
  economy even today. 
  The end result is that the FNH seeks to stimulate stable 
  growth by investing heavily in things that stimulate the 
  interstellar economy. However, the actual outlook varies from 
  administrator to administrator, especially away from the Core, 
  with some favouring a cautious approach in order to 
  guarantee stability, while others make powerful moves to 
  guarantee development even if they are somewhat risky. 
  The FNH in Practice 
  The above section described the way the FNH government 
  runs ‘by the book’; however, it sometimes does not work fully 
  ‘by the book’, especially on the Frontier and beyond. Close to 
  the Core, where the relatively shorter communication times 
  allow greater control and uniformity, most worlds and member-
  nations tend to be similar to the FNH standard of a strong, 
  efficient, a-political administrative branch, with the elected 
  bodies dealing mainly with the ‘big picture’ and with monitoring 
  the administrative apparatus in order to curb the growth of 
  corruption or over-bureaucracy. Farther away, however, the 
  long communications times to the Core dictate greater local 
  autonomy and greater variations from this norm. 
  Corruption and bureaucratic inefficiency are rare in the 
  Core, where the countermeasures against them are strong 
  and heavily enforced. On the Frontier and the Outer Veil,
  however, both may exist on some worlds to one degree or 
  another, hiding behind the sheer interstellar distances. From 
  time to time the central FNH apparatus encounters evidence 
  of such violations and steps in hard to eliminate them, but for 
  the most part as long as the corruption, inefficiency or 
  variation from the standard government norm remains 
  moderate, the Core can do very little to remedy it. With the 
  limited resources the Core has, only the more extreme cases 
  can be dealt with. 
  Local governments also tend to vary from ‘the book’ the 
  more distant they are from the Core. Sometimes the 
  administrative branch becomes rigid and overgrown, creating 
  an Impersonal Bureaucracy; in other cases, the Colonial 
  Council or National Assembly take a more active part in 
  running 
  things, 
  becoming 
  an 
  effective 
  Representative 
  Democracy. 
  On some worlds, a tiny fraction of the government makes 
  most decisions while the rest simply follow them, forming an 
  Oligarchy; some of the smaller colonies lack a really functional 
  government, or, alternatively, run things completely informally, 
  having an effective Anarchy or Participatory Democracy. 
  On a few worlds the technical service providers – be they 
  governmental or commercial – have a big influence over the 
  government, creating a Technocracy. In a few cases, a leader 
  becomes so popular that they can do almost anything they 
  desire, becoming a virtual Charismatic Dictator; some worlds 
  have more than one functioning governmental body, becoming 
  Balkanised. The Outer Veil Review world statistics and the 
  UWPs listed in this book, represent the ‘real’ government type 
  in place on a given world, although even this data may be 
  incorrect or outdated due to the time lags involved in 
  interstellar travel. 
  Law Enforcement 
  The legal system of the FNH operates on two distinct 
  levels: the local Planetary level and the interstellar Federated 
  level. Every world has the right to modify the standard colonial 
  laws to a certain degree (as long as those do not violate the 
  FNH Treaty) to suit local preferences and needs, but certain 
  laws – the Federated laws – apply everywhere. 
  Similarly, each world has the right and duty to maintain its 
  own law-enforcement force. Of course, on very low-population 
  worlds, this is done in a very informal way, or, at most, while 
  employing a part-time security officer; worlds with a population 
  of hundreds usually have a full-time security officer 
  (sometimes with a few deputies), and worlds with thousands 
  or more of inhabitants almost always have a police force of 
  some sort. Judges, on the other hand, are less common, and 
  many worlds with less than a hundred thousand colonists lack 
  a local judge, relying on travelling Justice Commission justices 
  instead. 
  Most common offences are usually dealt with by the local 
  police force according to the local laws. Very serious crimes, 
  such as terrorism, corruption in the FNH government or in the 
  Megacorporations, or piracy, are the province of Justice 
  Commission agents. In addition, the Economic Commission 
  employs its own agents to combat financial crimes such as 
  stock-market fraud and tax evasion. 
  Law enforcement, however, is not only affected by the local 
  laws or the Justice Commission's decisions, but also by the 
  local capability to enforce them. The high-population, high-
  tech Core worlds tend to have efficient and very formal law-
  enforcement, while on the sparsely-populated Frontier and 
  Outer Veil laws tend to be less thoroughly enforced, and many 
  things are done informally. On many upstart colonies, the local 
  sheriff (and his or her few deputies, if any exist) might have to 
  enlist the help of the local Colonial Militia to fight a particularly 
  well-armed criminal gang. 
  9
  
  The Justice Commission and Unsanctioned Colonies 
  Besides its regular law-enforcement and counter-terrorist 
  duties, the Justice Commission is also tasked with enforcing 
  the FNH colonial regulations. When an unsanctioned colony is 
  detected by the FNH, Justice Commission agents are sent to 
  convince the colonists to apply for standard colonial status 
  within the FNH, or, failing that, evict them from the world to 
  avoid 
  them 
  becoming 
  an 
  obstacle 
  to 
  further 
  legal 
  development. 
  Laws and Bearing Arms 
  The FNH itself is relatively lenient in relation to firearm 
  possession by civilians. This has more to do with the risks of 
  deep space travel and exploration than with any political 
  outlook, as well as with the fact that the FNH knows very well 
  that its forces – or even the local law-enforcement department 
  – can't be everywhere at once, so a civilian might be forced to 
  defend himself or herself against criminals, pirates, terrorists 
  or hostile wildlife. For these reasons, anywhere under the 
  jurisdiction of FNH law alone (such as space and unsettled 
  worlds) is only subject to Law Level 1 (176 TMB). 
  However, the FNH government recognises the right of each 
  Colony or Member Nation to limit the weapons civilians may 
  bear within its local jurisdiction. These restrictions follow the 
  local Law Level, at least in theory. Most planetary 
  administrations restrict the use of weapons according to the 
  local Law Level, though worlds with relatively informal 
  government codes of 0, 2 and 10 (A) (175 TMB) tend to ignore 
  small-arms in the hands of civilians as long as they do not use 
  them to commit other crimes. 
  Likewise, civilian starships and spacecraft are allowed to 
  carry laser weapons, sandcasters and non-nuclear missiles for 
  the purpose of self-defence. Particle accelerators require a 
  specific licence to be used by civilians; nuclear, biological and 
  chemical weapons are restricted to the FNH military. 
  Note that the FNH allows trading in weapons as long as 
  these are allowed by Law Level 1, though buying or selling 
  them locally is subject to the local Law Level. 
  Smuggling 
  The FNH is one government, lacking real internal borders; 
  any legal goods may be transported from world to world 
  without any tariffs; the trader has to pay an income tax to the 
  FNH instead out of his or her profits. For the ease of play, 
  assume that this tax is subsumed in the  purchase and selling 
  prices of the trade goods. 
  Smugglers, therefore, are people who transport illegal 
  goods. The FNH laws have very small limitations on what can 
  be transported onboard a starship; treat them as Law Level 1 
  (176 TMB) in all fields, but local laws might be more 
  restrictive, and bringing locally-illegal goods to a particularly 
  restrictive planet could be quite profitable…
  The Military 
  From its very beginning in the Civil War of the late 2120s, 
  the FNH had a strong military component. Now, in 2159, the 
  FNH has no external enemies, the main mission of the FNH 
  military is to keep order and peace, deal with the FNH's 
  internal enemies such as Secessionists, pirates and terrorists,
  and serve as a bulwark backing the government against 
  opposition from the colonies and the corporations. Towards 
  this end, the FNH maintains three main combat forces: a Navy 
  to defend the space-lanes, a Marine Corps to act as a rapid-
  reaction force, and a Planetary Army raised locally on each 
  world. 
  The FNH has no known external enemies except for the 
  occasional raider operating from unsanctioned Outer Veil 
  colonies. Therefore, its navy is geared towards battling 
  internal threats: insurgents, pirates, criminals, terrorists and 
  mercenaries. None of these threats are capable of fielding 
  large battleships, and only rarely will they have anything 
  above 1,000 tons at their disposal. 
  Therefore, a few large battleships exist to project power to 
  the Core and Intermediate worlds, while the majority of the 
  FNH navy consists of smaller ships. The day-to-day face of 
  the FNH Navy (FNHN) on the Frontier or beyond consists of 
  300 ton Patrol Frigates, 600 ton Rapid Assault Carriers and 
  1,000 ton Cruisers; serious trouble on the frontier might be 
  dealt with by a 1,600 ton Troop Transport or a 2,000 ton Battle 
  cruiser. Governors of relatively well-settled colonies usually 
  also have a few fighters at their disposal and the occasional 
  200-ton System Defence Boat. 
  The turbulent life on the frontier and beyond sometimes 
  requires a rapid and resolute military intervention above and 
  beyond the capabilities of the local Planetary Army. To that 
  end, the FNH maintains its Marine Corps (FNHMC), a 
  uniformly-trained rapid-reaction force equipped to TL 11 
  standards. Unlike Army units that require complex logistical 
  arrangements to mobilise over interstellar distances, each and 
  every Marine combat trooper has a berth assigned to him or 
  her on an active transport, and is constantly ready to be re-
  deployed at the shortest possible notice as the needs of the 
  frontier dictate. 
  Marines are called to battle anything the local Planetary 
  Army can't handle or can't be trusted to handle, from 
  Secessionists and pirates to rogue mercenaries to hostile 
  wildlife. They also serve as ship's troops aboard Naval 
  starships placed at the disposal of their captains for boarding 
  actions and landing parties. As a high-quality force, Marines 
  are often also called to eliminate criminal groups or terrorists 
  whom the local police force is unable to deal with using its 
  own resources. 
  Each planet belonging to the FNH – be that a colony or a 
  Member Nation – has the right and duty to raise a Planetary 
  Army. The Planetary Army is funded by local tax money (with 
  certain subsidies from the FNH Military Commission) and, 
  usually, consists of locally-recruited soldiers. The Governor of 
  each planet may equip the local Army as he or she sees fit, 
  buying equipment from either FEconA or any corporation 
  (usually TYC); such equipment is usually of the tech-level of 
  the planet in order to save money by allowing local 
  maintenance and supplies. 
  10
  
  Low-population colonies tend to have reserve or volunteer 
  forces arranged around a full-time cadre as their Planetary 
  Army; this arrangement is called a Colonial Militia. More 
  populated worlds have standing armies. The following table 
  shows the average size of a Planetary Army based on the 
  local population size. 
  Average Planetary Army Size 
  Population Digit 
  Average Army Size 
  Troops 
  1 
  Security Officer or Team
  4
  2 
  Squad
  8
  3 
  Platoon
  30
  4 
  Company
  100
  5 
  Battalion
  350
  6 
  Brigade
  1,200
  7 
  Division
  4,000
  8 
  10 Divisions
  40,000
  9 
  100 Divisions
  400,000
  10 
  1,000 Divisions
  4,000,000
  Mercenaries in the Outer Veil 
  While the corporate standing armies of the ISTO era were 
  disbanded by the FNH in the early 2130s, the FNH 
  government still recognises that the Planetary Army, local 
  police forces, ordinary corporate security or even the FNH 
  Marine Corps can't be everywhere at once. Therefore, in order 
  to allow better security on remote colonies and facilities, the 
  government grants reliable people (such as ex-military officers 
  or ranking NCOs) Security Licences, allowing them to operate 
  private paramilitary security outfits. 
  These Security Licences, often called ‘Mercenary Licences’
  (27 OV), allow security units to use any means necessary 
  (including lethal force) to defend their clients against criminal 
  or terrorist activity. Officially a Security Licence does not allow 
  the private security firm to engage in offensive activity beyond 
  the defence needs of their clients. 
  In practice, however, on the Outer Veil (and beyond), things 
  become more complicated, and such units sometimes end up 
  participating in illegal corporate wars. While these wars are 
  completely illegal, the FNH government lacks the resources to 
  prevent most of them from happening on the more remote 
  worlds, stepping in with overwhelming force only when things 
  get out of hand and lead to extreme results. 
  Economy 
  The economy of the Outer Veil universe is interstellar, with 
  extensive trade between the various worlds. However, due to 
  the cost of interstellar shipping, most such trade is conducted 
  in high-value items such as rare ores, radioactives, refined 
  goods or high-tech equipment. Most basic, common, low-
  value-per-unit goods such as food, life-support supplies and 
  basic metals are usually produced locally as the costs of 
  shipping them from off-world are quite high and the profit 
  margins from importing them are relatively low. Also, as the 
  volume of interstellar shipping is limited, most worlds have to 
  be self-sufficient in the most basic necessities of life (such as 
  food, water, air and other life-support supplies), importing 
  mostly more complex goods. 
  The Core holds the largest population by far and thus the 
  largest market in known space. However, this market is very 
  saturated due to the extremely high level of development of 
  these worlds. Therefore, the real engine of interstellar 
  economic growth is the Frontier, where the most lucrative 
  investment opportunities exist: the chance to build entire 
  worlds from nothing. Both the FNH and the corporations know 
  this, and invest heavily in colonial development. 
  The FNH takes a very active hand in the economy, unlike 
  the ISTO, which was economically little less than an inter-
  corporate coordination body. First and foremost, it operates 
  FEconA, the holding apparatus encompassing a wide number 
  of state-owned industries and services, from health-care and 
  public housing to infrastructures and colonisation to shipyards 
  and arms manufacturing. Second, in order to avoid another 
  Space Crash, the FNH regulates the market to a certain
  degree, serving as a stabilising agent for the economy. Third, 
  the FNH invests a sizable portion of the tax money back into 
  the economy, especially on the Frontier and the Outer Veil,
  stimulation growth and boosting the local economies. 
  The 
  economy 
  is 
  dominated 
  by 
  the 
  ten 
  largest 
  Megacorporations and the FNH government, with the 
  Megacorporations being responsible for 60% of the economic 
  activity and the FNH for 25%, mostly through FEconA. The
  remaining 
  15% 
  comes 
  from 
  smaller 
  companies, 
  entrepreneurs, small businesses and individuals. The FNH 
  government, however, would like to encourage small-scale 
  business activity as well, especially in the Frontier and the 
  Outer Veil and thus engages in various programmes such as 
  the Subsidised Trader programme and various low-interest 
  long-duration loans to small business owners on the Frontier. 
  11
  
  The Role of Small Traders 
  In the Core, the vast majority of interstellar traffic - cargo, 
  information and passengers - are handled by large 
  Megacorporate or Mail Commission ships. With huge amounts 
  of traffic available, the economies of scale make very large 
  ships extremely profitable in comparison to small ships, 
  allowing goods and passengers to be transported cheaply and 
  efficiently between worlds. On the Frontier and the Outer Veil,
  however, where the planetary populations are small and the 
  economies still in their early stages of their development, most 
  corporate-owned freighters and liners are not very profitable to 
  operate, and the volume of communications mandates only 
  infrequent visits by Mail Commission ships. 
  In these conditions the smaller, more opportunistic ships 
  thrive. Either bought on a mortgage (Free Trader) or financed 
  by the FNH (Subsidised Trader), these ships have a much 
  lower overhead and can fill up from much smaller volumes of 
  traffic, allowing them to get where the bigger ships usually 
  don't go. The infrequent visits by larger commercial vessels, 
  coupled with small and developing economies, create 
  economic instability as well as unique opportunities for the 
  small-time trading captain. In game terms, adventure and 
  profit await the players who seek to trade on the Frontier and 
  the Outer Veil! 
  Interstellar Communications 
  As of 2159, no faster-than-light means of communications 
  have 
  been 
  discovered. 
  Therefore, 
  the 
  speed 
  of 
  communications is limited to the speed of travel; using the 
  brand-new Jump 2 couriers, that means two parsecs per week 
  at best. This creates a time-lag between different worlds, as 
  messages take time to cross the vast gaps between the stars; 
  some Outer Veil worlds can be two months or more of Jump 2 
  travel away from Earth. 
  To connect the important parts of known space together in 
  the most efficient way, the FNH Mail Commission maintains a 
  network of Jump 2 couriers travelling along the main 
  Communication Routes (green lines on the starmap). As 
  electronic storage space on a starship's computer is nearly 
  infinite using 22nd century technology, each of these couriers
  can update major parts of the destination world's data-nets, 
  allowing news, financial information and e-mail to be up to 
  date (subject to the time-lag, of course). 
  Worlds in the Core receive regular Mail Commission 
  couriers every hour at the very least; other worlds on the 
  Communication Routes are visited by a courier once per day; 
  worlds outside the Core and the Communication Routes but 
  with class C starports receive a Mail Courier on a weekly 
  basis. Other worlds, mostly Frontier and Outer Veil worlds with 
  class D or class E starports, are visited by Mail Commission 
  couriers 
  only 
  once 
  per 
  month. 
  Additionally, 
  the 
  Megacorporations use their own couriers to carry priority 
  information to their own installations on the high frontier. Last 
  but not least, small traders visiting frontier worlds with low-
  grade starports sometimes carry mail on their own when no 
  mail Commission ship is available in the next few weeks. 
  Work and Labour 
  The 
  biggest 
  employers 
  in 
  known 
  space 
  are 
  the 
  Megacorporations and FEconA, employing professionals and 
  labourers in almost any conceivable occupation. The minimum 
  wage in 2159 is Cr 1,000 per month (Cr 6.25 per hour) and the 
  standard working week is 40 hours long. The average monthly 
  salary is Cr 1,500 per month (Cr 9.375 per hour). With the 
  current thrust of interstellar development, unemployment is 
  quite rare, especially in the colonies; on some worlds there are 
  even more vacant jobs than workers capable of filling them. 
  Most Megacorporations like to keep their employees at 
  hand, and provide company housing (near the work-place) as 
  part of the job benefits package. This saves the company a lot 
  of money on commuting, nearly eliminates late arrivals to work 
  and, unfortunately, gives the company a certain level of 
  control over its workers' personal lives. This is especially 
  common on colonial charter-worlds, where the colonising 
  corporation builds virtually the entire colony and provides all of 
  its services. 
  A lot of the menial tasks in the Core are performed by 
  robots or drones, with humans serving as operators or 
  technicians. This allows some of the work-force to work from 
  home, controlling drones from the home computer, and also 
  reduces the chances for industrial accidents. On the frontier, 
  however, drones are less common, and many people still 
  perform hands-on construction and industrial work. 
  Financial Activity over Interstellar Distances 
  The information-age world of the early 21st century was 
  characterised by (practically) instant global communications, 
  allowing for transactions and other economic activity to be 
  carried out around the clock all around the Earth (at least 
  where an internet connection was available, that is); this 
  allowed for easy access to bank accounts and stock markets 
  around the world at a moment’s notice. The interstellar society 
  of the 22nd century however is spread across far greater 
  distances, the distances between stars, making instant 
  communications possible only at a local, planetary level. This 
  creates additional complications for the use of money and 
  other economic activity when travelling over interstellar 
  distances. 
  A bank account on one world cannot be instantly accessed 
  from another world. One way to work around this problem is to 
  withdraw the cash or a ‘rechargeable’ smart-card ‘e-wallet’;
  another is to purchase bearer bonds that can be sold on the 
  destination world; or, finally, the account itself could be sent in 
  a highly-encrypted format by the bank to its branch on the 
  destination world using a Jump 2 courier. Cash, smart-cards 
  and bearer bonds are easier to use when travelling across 
  many worlds or the destination is unknown. Sending the entire 
  account is mostly used when the destination is a single world 
  known ahead of time. 
  The main stock exchange in Known Space resides in 
  Lagrange City orbiting Earth, and most trading is done at a 
  local level; stock owners living on distant worlds typically hire 
  brokers to act on their behalf in the Lagrange Exchange. Most 
  worlds with a population of a million or more have local stock 
  exchanges dealing with local goods and companies. The 
  Megacorporation stocks, of course, are traded mostly in the 
  Lagrange exchange.
  12
  
  MEGACORPORATIONS 
  The pillars of interstellar economy are the ten largest 
  companies in known space called the Megacorporations.
  Between them these gigantic firms control 60% of the 
  economy.FEconA, 
  the 
  government 
  holding 
  apparatus 
  manages most of the state-run services and industries and is 
  responsible for approximately 25% of the economic activity in 
  known space. 
  These corporations are not the highly-centralised entities 
  seen in 21st century Earth’s global economy. The interstellar 
  distances over which the Megacorporations have to operate 
  force them to considerably decentralise, giving local branches 
  significant autonomy. Small corporate branches, especially on 
  the Frontier and the Outer Veil, are headed by Factors, 
  plenipotentiary corporate officials representing the interests of 
  the corporations on the local level. 
  Larger corporation branches, such as those on the more 
  developed worlds, are headed by a company Vice President.
  The branch is run as a subsidiary with a significant degree of 
  autonomy. At the end of the day, as long as the branch on a 
  distant world yields profits, company HQ does not – and could 
  not - care about the details of its local operations. 
  Each Megacorporation is involved in more than one area of 
  business, typically manufacturing and trade in a number of 
  related fields. 
  In many cases, a single Megacorporation has a vertical 
  monopoly, owning the various aspects of a single production 
  process, allowing for most steps of the work to be done in-
  house or by a wholly-owned subsidiary. 
  Corporate Trouble-shooters 
  The fact that communications are limited to the speed of 
  travel prevents corporate HQs from directly overseeing the 
  activity of their local subsidiaries on distant worlds. For the 
  most part, the planetary-level Factor or Vice President can 
  handle the local affairs on his or her own, running the 
  subsidiary as an almost autonomous company. However,
  when things go wrong the corporate HQ sometimes has to 
  send its own agents to investigate and solve the problem. 
  These agents are called Trouble-shooters. 
  The company gives Trouble-shooters sweeping authority to 
  investigate issues and find ways to solve them. Trouble-
  shooters are given certain managerial authority and high 
  access clearance to view local records and files. In many 
  cases there might be illegal matters involved and for that 
  reason many Trouble-shooters are hired, not only for their 
  problem-solving skills and their loyalty to the company, but for 
  their investigative, stealth and even combat skills. Corporate 
  Trouble-shooters also receive the best equipment for the job; 
  after all, HQ wants results, and it wants them quickly. 
  Company Details & Portfolios 
   
   
  Company 
  Major Fields 
  Minor Fields 
  Barnard Conglomerate 
  Colonisation
  Energy
  Mining
  Transport 
  Finance
  Heavy Industry
  Starships
  Founded: 2078
  HQ: Barnard Station, Barnard
  BioMech Incorporated 
  Biotech
  Chemistry
  Medicine
  Robotics
  Software
  Electronics
  Vehicles
  Founded: 2114
  HQ: London, England, Britain, Earth
  Federated Economic Administration (FEconA) 
  Colonisation
  Energy
  Heavy Industry
  Medicine
  Military Industry
  Starships
  Agriculture
  Banking
  Chemistry
  Construction
  Vehicles
  Founded: 2131
  HQ: Lagrange City, Earth Orbit
  First Stellar Bank 
  Banking
  Communications
  Finance
  Investment
  Media
  Secure Courier Services
  Founded: 2068
  HQ: East-Coast Metropolis, North American Republic, Earth
  HydraCorp (Re-Licenced) 
  Agriculture
  Biotech
  Chemistry
  Colonisation
  Medicine
  Construction
  Vehicles
  Founded: 2151
  HQ: SubAtlantic 1, Earth
  Kentaurus Holdings 
  Banking
  Consumer Goods
  Finance
  Investment
  Retail
  Colonisation
  Construction
  Founded: 2077
  HQ: First Landing, Medea
  Martian Mechanics 
  Biotech
  Electronics
  Robotics
  Software
  Vehicles
  Chemistry
  Heavy Industry
  Military Industry
  Starships
  Founded: 2133
  HQ: Chryse Complex, Mars
  Nemawashi Incorporated 
  Agriculture
  Consumer Goods
  Media
  Retail
  Software
  Biotech
  Colonisation
  Robotics
  Founded: 2101
  HQ: Osaka, Japan, Earth
  SolNet Incorporated 
  Communications
  Courier Services
  Electronics
  Media
  Retail
  Software
  Secure Courier Services
  Founded: 2050
  HQ: Tycho, Luna
  Tirovski-Yang Consortium (TYC) 
  Energy
  Heavy Industry
  Military Industries
  Mining
  Starships
  Vehicles
  Construction
  Founded: 2029
  HQ: Shanghai, United Republic of China, Earth
  United Starlift 
  Communications
  Courier Services
  Investment
  Starships
  Transport
  Banking
  Heavy Industry
  Mining
  Founded: 2032
  HQ: Houston, Autonomous District of Texas, Earth
  13
  
  Barnard Conglomerate 
  Operating out of the Barnard Belt, an old and well-
  established industrial colony, the Barnard Conglomerate grew 
  from a mining outfit into a massive industrial concern heavily 
  invested in colonisation, freight transport, mining and colonial 
  development. It is also a real-estate empire, rivalled only by 
  Hydracorp in the number of Colonial Charters it holds. Still, at 
  its core it is a mining company, and its no-nonsense attitude 
  and brute-force methods stem from this origin. 
  The Barnard Conglomerate competes heavily with the other 
  heavy-industry heavyweight, the Tirovski-Yang Consortium 
  (TYC), as well as the HydraCorp colonial empire and 
  FEconA's state-owned industrial might. Its methods tend to be 
  heavy-handed and involve big investments poured into a 
  single site in order to guarantee lightning-fast development 
  and get the new assets to start generating profits as soon as 
  possible. It is also prone to using mercenaries, especially 
  when conflicts occur with the other usual suspect in illegal 
  corporate warfare, TYC. 
  BioMech Incorporated 
  Early in the 22nd century, a group of European and British 
  high-tech, robotics and biotech companies merged to form this 
  Megacorporation. A highly sophisticated firm, its main fields of 
  expertise lie at the micro and nano scale engineering, high-
  precision machines and advanced chemicals. It also branches 
  into the fields of advanced medicine in general and 
  pharmaceuticals in particular, especially when concerned with 
  the growing field of nano-medicine. 
  BioMech's attitude, like its products, is sophisticated and 
  precise. It offers good working conditions to the best brains it 
  can afford to get, and prefers to use scientific excellence as 
  the main weapon of competition. It also relies heavily on its 
  reputation as a high-quality firm in order to market its rather 
  expensive pharmaceuticals, robots and cybernetics. 
  Federated Economic Administration (FEconA) 
  While not a corporation in the strict meaning of the word, 
  the Federated Economical Administration (FEconA) –
  a
  holding apparatus managing the various state-owned services 
  and industries - is one of the largest economic entities in 
  known space. It also operates like a Megacorporation, with a 
  central board located at Lagrange City and autonomous 
  branches on most inhabited worlds. Its main difference from a 
  real Megacorporation is that the goal for its activity is not 
  necessarily profit (though it is often present as a secondary 
  objective) but rather meeting the planned goals set by the 
  FNH government. 
  Working for FEconA is, essentially, working for the 
  government – salaries are relatively good (though not as high 
  as those given by high-tech companies such as BioMech 
  Incorporated to their well-groomed ‘brains’), but many 
  employees work for FEconA either out of a sense of duty to 
  the Federation Nations or to Humanity, or, alternatively, for the 
  good job security offered by FEconA. 
  First Stellar Bank 
  The First Stellar Bank has financed interstellar exploration 
  from the early days of faster-than-light travel. This giant bank 
  specialises in anything related to space exploration, from ship 
  mortgages to colonial loans, and it also maintains the largest 
  network of bank branches in known space – almost every 
  world with a population of a thousand or more has at least one 
  branch of the First Stellar bank present. 
  The First Stellar Bank's real power lies in the fact that it has 
  enormous financial clout; in some cases, even the other 
  Megacorporations turn to it seeking financing or investment. 
  For this reason it has fingers in almost every pie in known 
  space, making its relationships with the other corporations 
  quite complex and somewhat strange – as, in some cases, 
  they are both competitors and co-investors. 
  14
  
  Hydracorp (Re-Licenced) 
  Few corporations have as a bad reputation as Hydracorp is 
  unfortunate enough to suffer from. This reputation, however, 
  has some basis in reality. The original Hydracorp, founded in 
  2072, was involved in several ground-shaking scandals during 
  the Space Crash, including but not limited to abandoning land-
  grab colonists to their deaths when the colonies ceased to be 
  profitable due to the Crash, as well as doing biological and 
  cybernetic research of questionable ethics. Due to these 
  scandals, the FNH closed down Hydracorp in 2131, allowing it 
  to re-open only in 2146. 
  The new Hydracorp pursues the same fields of business as 
  the former incarnation of this Megacorporation, chiefly 
  colonisation, biotechnology, chemistry and pharmaceuticals, 
  with 
  some 
  ventures 
  into 
  construction 
  and 
  watercraft 
  production as well. It appears that the re-licensed company 
  does not follow the scandalous behaviour of old Hydracorp, 
  though the popular opinion still gives it a certain creepy air. 
  Regardless of its PR troubles, Hydracorp holds one of the 
  largest colonial real-estate empires in known space, rivalled 
  only by the Barnard Conglomerate. 
  Kentaurus Holdings 
  Prior to the Space Crash, Kentaurus Holdings had the 
  largest real-estate holdings in known space. After the Crash it 
  managed 
  to 
  re-invent 
  itself 
  as 
  a 
  consumer-goods 
  manufacturing company and a major bank. It still has some 
  colonial charters, but its main activity revolves around selling 
  products and services to the consumer market, as well as 
  providing credit and banking to the consumer in need of even 
  more money to spend on these goods and services. 
  In the field of banking, it is rivalled only by the First Stellar 
  Bank, and in consumer retail it rivals none but Nemawashi 
  Incorporated. The tight competition between these three firms 
  is one of the reasons for Kentaurus Holdings' renewed interest 
  in colonial charters, allowing them to create new markets for 
  their goods from the ground up instead of trying to fight off 
  other giants in the crowded marketplaces of the Core. 
  Martian Mechanics 
  Martian Mechanics, formed after the Civil War from the 
  wreckage 
  of 
  various 
  bankrupt 
  Mars-based 
  high-tech 
  companies, is one of the most cutting-edge tech firms in 
  known space. From robots and cybernetics to consumer 
  electronics and vehicles to starships and weapons, Martian 
  Mechanics produces the best state-of-the art gear around, 
  with a hefty price-tag to match. It also has a side venture into 
  mining, heavy industry and chemical production. 
  Martian Mechanics is as high-tech as one can get, and its 
  employees often get cybernetic augmentations as part of their 
  long-term employment contracts. It was Martian Mechanics 
  engineers that developed the Jump 2 drive. Martian 
  Mechanics 
  main 
  high-tech 
  competitors 
  are 
  BioMech 
  Incorporated and, to a lesser degree, Hydracorp, though its 
  starships and weapons also face competition from the lower-
  tech but much cheaper FEconA and TYC products. 
  Nemawashi Incorporated 
  From its humble beginnings as an agro-tech company, 
  Nemawashi Incorporated has grown over the last 58 years 
  into a retail and media colossus, branching out into fields such 
  as software development and colonisation. Rivalled only by 
  Kentaurus Holdings in retail and SolNet Incorporated in media, 
  a major portion of the online services and retail outlets in 
  known space are controlled by this company or by one of its 
  subsidiaries. 
  15
  
  Recently, Nemawashi brought its manufacturing equipment 
  production in-house, effectively creating a small but growing 
  robotics branch (now also producing various house-hold 
  robots and drones). 
  A stereotypical Zaibetsu, Nemawashi Incorporated boasts a 
  high level of employee loyalty and 'family' atmosphere, with 
  company-provided 
  housing 
  and 
  entertainment 
  for 
  its 
  employees; Nemawashi pays quite well, but expects a very 
  high level of dedication in return from its workers. 
  SolNet Incorporated 
  The largest media company in known space is SolNet Inc., 
  an enormous news and entertainment empire also providing a 
  vast network of company-owned couriers and proprietary 
  consumer electronics. While its media capabilities outrank 
  even 
  its 
  main 
  competitor 
  in 
  that 
  field, 
  Nemawashi 
  Incorporated, SolNet is in very tight competition with United 
  Starlift's courier services and with Martian Mechanics in the 
  field of electronics. 
  Rumours say that SolNet Inc. is also trying to get into very 
  high-tech computer and software research, and is involved in 
  extensive research into artificial intelligence. If that is true, 
  then Martian Mechanics will do anything in its power to out-
  compete it out of this field, which is currently Martian 
  Mechanics' almost exclusive domain. 
  Tirovski-Yang Consortium (TYC) 
  Born out the waves of privatisation and corporate 
  consolidation in Russia and China in the first half of the 21st
  century, the Tirovski-Yang Consortium is a heavy-industry 
  heavyweight, controlling a massive amount of industries and 
  mineral resources both on Earth and off-world. It is also a 
  major arms producer and starship builder, rivalling only 
  FEconA in these fields. TYC also has two mining-oriented 
  charter colonies. 
  Most of TYC's goods are not pretty or very comfortable, but 
  they are usually quite affordable and extremely reliable and 
  durable. TYC is also known as a ‘mercenary-friendly’
  corporation, both because it produces a huge amount of 
  cheap arms and military equipment (and markets them as ‘as 
  few questioned asked as possible’), and because it has a 
  habit of engaging in illegal or semi-legal corporate wars 
  (especially against the Barnard Conglomerate) using ‘private 
  security contractors’ on Outer Veil worlds. 
  United Starlift 
  United Starlift is the largest transportation, liner and 
  interstellar trade corporation in known space, and is also 
  heavily involved in starship and trade financing. It is also well-
  known for its luxury services offered to both Middle and High 
  passengers onboard its comfortable passenger liners. Unlike 
  other shipping corporations, however, United Starlift prefers to 
  confine most of its activity to the safe - and highly profitable –
  Core and Intermediate areas and mostly avoid the risky 
  Frontier and Outer Veil. 
  But in the Core, United Starlift is the king of passenger 
  transportation, using huge and plush heavy liners to ferry 
  people between the stars in comfort and in large numbers. 
  Other activities of United Starlift include courier services, 
  cargo shipping, ship production and ship (and trade) financing, 
  branching even into semi-related fields such as mining and 
  heavy ship-related industry. 
  COLONIES AND COLONISATION 
  The Outer Veil is Humanity's future: an empty space with 
  an open frontier, into which Humanity could grow and expand, 
  and a test to Humanity's skill and might. Many people leave 
  the crowded metropolitan areas of Earth to seek a new life 
  among the stars as colonists on newly-inhabited worlds weeks 
  of travel away. And, last but not least, the colonies are a 
  mighty engine of economic growth, an empty space where 
  new infrastructures and markets could be created from the 
  ground up, unlike the Core's crowded marketplaces. 
  For all of these reasons, the FNH encourages colonisation,
  and many other groups – both corporate and private – seek to 
  settle new worlds on the high frontier. Moving to new worlds 
  away from Earth opens up many possibilities for a group to be 
  different from the somewhat stifling uniformity of the Core; the 
  corporations go to the stars looking for prime real-estate, 
  markets and resources. 
  16
  
  Setting Up a New Colony 
  Choosing a target world for colonisation is an involved 
  process, as the colonies have to take several variables into 
  account, such as finding a world suitable for their purposes; 
  some prefer the rarer habitable worlds for open-air 
  colonisation, while others desire an airless moon with a high
  mineral content. Also, for a new colonisation attempt (rather 
  than just moving to an existing colony), the colonists must find 
  an unclaimed world; it is relatively easy to find if a world is 
  claimed or not by inquiring at the subsector capital's Colonial 
  Commission office: 
  Locate unclaimed world:
  Admin, Intelligence, 10-60
  minutes, Routine (+2).
  The FNH requires each colonisation attempt to acquire a 
  licence from the Colonial Commission before setting up the 
  actual colony. There are many reasons for this requirement, 
  from 
  taxing 
  issues 
  to 
  law 
  enforcement 
  reasons 
  to 
  guaranteeing the various rights of the colonists (such as state 
  medical insurance, welfare programmes and voting rights). 
  The orderly process of colonial licensing also helps prevent 
  the problem of claim-jumping and claim-wars. However, as 
  long as the official applicant does not have a criminal record, 
  getting a Colonial Licence from the subsector capital's office is 
  a relatively easy, though somewhat lengthy, procedure 
  Obtain a Colonial Licence from the subsector capital 
  office: Admin or Advocate, Social Standing, 1-6 months, 
  Routine (+2)
  Once the licence has been issued the real difficulties begin: 
  chartering (or purchasing) a transport, hiring colonists and 
  outfitting the expedition. In many cases a TYC Medved class 
  Frontier Trader is chartered, which has a large cargo hold and 
  a considerable number of Low Berths. In some cases, the 
  charter is for more than one round trip, allowing it to bring 
  more supplies and personnel for the fledgling colony. 
  Setting up a new colony requires a minimum of 1 ton (Cr 
  10,000) of equipment and supplies per colonist, with 3 tons 
  (Cr 50,000) recommended for a robust colony. These prices 
  are 
  for 
  fully-habitable 
  worlds 
  with 
  water, 
  breathable 
  atmospheres and Temperate temperatures; less habitable 
  worlds require more supplies as life support equipment will be 
  shipped. 
  17
  
  The following table describes the colonial supplies cost 
  multipliers, based on the target world's habitability. All costs 
  are cumulative, so if you have an ATM 3, Hot world with HYD 
  0, the costs are 8 times the standard costs. 
  World Conditions 
  Cost Multiplier 
  Hydrographics 0 
  x 2
  Temperature other than Temperate 
  x 2
  Atmosphere 2, 3, D, E 
  x 2
  Atmosphere 0, 1, A, B* 
  x 5
  Atmosphere C** 
  x 10
  * Also double the required equipment tonnage. 
  ** Also quadruple the required equipment tonnage. 
  A good colony should also include several professionals 
  among its founding members, most notably several engineers 
  and technicians (with various Engineering, Mechanic or 
  Computer skills at level 1 or greater), at least one doctor (Skill 
  2 or higher), a planetologist with Space Science (Planetology) 
  1 or greater and people with various beneficial Trade or 
  Animal skills. 
  Survival skills would be helpful for an open-air colony, and 
  Vacc Suit skills are a must for a vacuum world or asteroid 
  settlement. At least one person should have reasonable levels 
  of Admin to administer things. Of course, some colonies start 
  without some of these professionals, which means that they're 
  taking certain risks with the colony's survival. 
  Once on the destination world, many perils (but also many 
  opportunities) await the colonists: hostile environments and 
  wildlife, pirate raids, food shortages and equipment failures 
  are just a few of the possible risks. If they can overcome these 
  risks, they could reap the benefits of living on a new colony: 
  low population density, freedom from the social and cultural 
  norms of the Core and, possibly rich and unexploited natural 
  resources. 
  Once a sanctioned colony is established, the FNH sends a 
  task-force of officials from the various Commissions, as well 
  as a provisional Governor, to represent the government locally 
  and provide government services. The colonists are expected 
  to elect a Governor and a Colonial Council within a year of the 
  colony's foundation. 
  Charter Colonies 
  The charter system is an FNH legal device used to 
  encourage the Megacorporations to develop colonial worlds 
  while preventing the old 'land grab colonies' phenomenon. 
  A Colonial Charter allows a corporation to have a monopoly 
  on the development (and resource exploitation) of a specific 
  star-system for 25 years under the condition that the 
  Megacorporation has to submit a detailed development plan - 
  and follow it (the FNH will send Justice Commission
  inspectors to make sure it does).Failure to follow the plan in a 
  reasonable timeframe voids the charter and opens the world 
  to all interested parties. The charter may be renewed again for 
  another 25 years if the original development plan was 
  successfully completed. 
  Charter 
  colonies 
  are 
  focal 
  points 
  of 
  corporate-led 
  development efforts and real-estate investments. They are 
  usually set up on worlds of serious interest to the 
  Megacorporation – either being a potential hub of future major 
  interstellar expansion, or having a significant amount of 
  exploitable resources that the corporation wishes to use. 
  Either way, with Megacorporate money and under the watchful 
  eye of the FNH Colonial Commission, these worlds develop 
  rapidly and with as little delays as possible.
  Government Colonisation Projects 
  Government Colonial Projects are established by the FNH 
  for strategic reasons, either military or economic (such as 
  opening up communication routes or developing worlds with 
  military importance). 
  While they have a similar political administration to regular 
  colonies, the FNH heavily invests in their economies and 
  guide their development, with most local construction and 
  development done by FEconA. There are also incentives to 
  citizens to immigrate to Government Colonial Projects, 
  especially if they have useful skills. 
  Barnard 
  Conglomerate 
  Hydracorp 
  (Re-Licenced) 
  Kentaurus 
  Holdings 
  Martian 
  Mechanics 
  Nemawashi 
  Incorporated 
  Tirovski-Yang 
  Consortium 
  1 
  Sigma Librae/
  Anat
  Astarte/
  Anat
  New Canberra/
  Earth
  New Chryse/
  Beta Hydri
  Vayu/
  Aningan
  Korolyov/
  Aningan
  2 
  Kothar/
  Anat
  Baal/
  Anat
  Procyon III/
  Earth
  Jiaolong/
  Beta Hydri
  Eta Cassiopeia/
  Beta Hydri
  3 
  Nanna/
  Avanim
  Hildegard/
  Aningan
  Maat/
  New Detroit
  Fusang/
  Nuevo Vilcabamba
  4 
  Suribachi/
  Earth
  Keid/
  Earth
  Lambda Sagittarius/
  Rusa ka
  5 
  Epsilon Eridani III/
  Earth
  Snowball/
  Beta Hydri
  6 
  Van Maanen/
  Beta Hydri
  Echinda/
  Mat Zemlya
  7 
  Alula/
  Mat Zemlya
  Xenophon/
  New Detroit
  8 
  Lambda Aurigae III/
  New Detroit
  Klipa/
  New Detroit
  9 
  Epsilon Reticuli V/
  Rana
  Zeta Reticuli 2 II/
  Rana
  10 Nu Pheonicis III/
  Upsilon Andromedae
  Tau 1 Eridani IV/
  Upsilon Andromedae
  18
  
  The following 25 worlds are currently (2159) being 
  colonised as part of Government Colonisation Projects: 
  Ashera/Aanat 
  Atargatis/Anat 
  Michal/Rusalka 
  Ariella/Rusalka 
  Tikoloshe/Rusalka 
  Al-Qaum/Avanim 
  Al-Tawhid/Avanim 
  Al-Kalimah/Avanim 
  Fenghuang/Neuvo Vilcabamba 
  Snegurochka/Aningan 
  Nezha/Aningan 
  Skoll/Aningan 
  Luyten's World/Earth 
  Cerebrus/Beta Hydri 
  Abnoba/Spinoza 
  Novi Magnitogorsk/Mat Zemlya 
  Ladon/Mat Zemlya 
  Black Winds/Mat Zemlya 
  Novi Kerch/Mat Zemlya 
  Orthrus/New Detroit 
  Beta Aurigae/New Detroit 
  Chi Orionis III/New Detroit 
  New Salvation/Rana 
  Magna Mater/Rana 
  Hamdir/Upsilon Andromedae 
  Unsanctioned Colonies 
  Starships are relatively cheap and accessible, and 
  unsettled space is merely a few jumps away from the Core: 
  these two facts allow virtually anyone with sufficient money 
  and resources to set up a colony. In many cases, these new 
  colonies are authorised by the FNH government and thus, 
  officially speaking, included within the Frontier or the Outer 
  Veil areas. Some people, however, prefer to use the freedom 
  granted by affordable star-flight to start life from scratch away 
  from the Core, its influences or its government. 
  These people set up unsanctioned colonies for various 
  reasons, be that creating a new society from the ground up, 
  preserving an old (or new) culture away from the pressures of 
  the Core, or escaping the law. Some Secessionists and 
  pirates have been known to set up their own bases outside of 
  the officially-settled space, giving them secure staging 
  grounds from which to carry out raids against the official 
  colonies. 
  In most cases, unsanctioned colonies have to be much 
  more self-sufficient that sanctioned ones, even if they have 
  some kind of trade relations with the Core. With infrequent 
  visits by spacecraft, they have to manufacture almost 
  everything locally, limiting their tech level to the local 
  production capability. The main exceptions to these are the 
  Secessionist and pirate bases beyond the Outer Veil, which 
  receive ample supplies from the sympathisers or allies on the 
  official colonies. 
  Technology 
  The Outer Veil setting is nominally early TL 11, though the 
  majority of known space is still TL 10 at best; TL 11 is high 
  tech. This is, however, only early TL 11 - meson weapons 
  haven't been invented yet (though R&D is hard at work on 
  them) and Combat Amour is new, expensive, and rare. Other 
  than that, anything TL 11 should be available as top-end high-
  tech gear, common in the Core and uncommon in the Outer 
  Veil (except on well-supplied research stations, that is). 
  Colonies and Tech Levels 
  The Outer Veil Universe is a small, early-colonial setting. 
  The majority of worlds below TL 10 are colonies with limited 
  local technical/manufacturing infrastructure rather than truly 
  ‘primitive’ worlds. Many goods and devices found on these 
  worlds are the product of the overall TL 10 to 11 society, 
  produced at the Core or Intermediate areas and exported to 
  the Frontier and the Outer Veil. 
  However, lower-TL worlds are only able to locally maintain 
  less advanced technology, which means that high tech goods 
  – as well as spare parts or ammunition for them - are 
  expensive to import. Therefore, frontier (and beyond) worlds 
  have a mix of locally-produced low-end equipment and 
  imported high-tech. The exception to all of this are the 
  unsanctioned colonies beyond the Outer Veil, having little or 
  no outside contact or trade – they are more or less left to their
  own devices. 
  The smaller and cheaper an object is and the easier it is to 
  maintain, the more likely it will be commonplace on low-tech 
  Frontier and Outer Veil worlds. For example, most people 
  have TL 11 hand computers, even on remote Outer Veil 
  worlds, as they are cheap, a single 1-ton shipping crate can 
  carry a large number of hand computers or spare parts for 
  them, and repairing a hand computer requires little more than 
  a work-bench and some spare parts. 
  The same goes to small-arms; in fact, some arms 
  manufacturers (such as the Tirovski-Yang Consortium) design 
  weapons that can be fabricated even in low-tech workshop 
  conditions on the frontier, and then reap a fortune from 
  licensing weapon production to local manufacturers. On the 
  other hand, bulky complex, expensive items such as gravitic 
  vehicles are much harder to import to low-tech Outer Veil 
  worlds and maintain there, and thus are rare beyond the Core 
  and the Intermediate regions. 
  19
  
  Gravitics 
  Generally speaking, gravity-manipulation technology exists 
  in the Outer Veil setting. However, this technology is still in its 
  early form, and, furthermore, it is expensive and requires high-
  tech facilities to manufacture and maintain. Consequently, 
  while gravitic vehicles have, for the most part, replaced 
  aircraft, they haven't replaced ground vehicles even in the 
  high-tech Core; they are quite rare on the Outer Veil. 
  As a rule of a thumb, gravitic vehicles fill the same niche in 
  the Outer Veil setting that aircraft filled in the early 21st
  Century. They are expensive and require a significant 
  technological infrastructure, but are versatile and can operate 
  in three dimensions; they exist on most worlds, and many 
  people have flown at least once in their life aboard one, but in 
  most cases only the rich, the corporations and the 
  governments have enough money to own a gravitic vehicle. 
  Starships 
  The Outer Veil universe has only 91 years of starflight and 
  a tiny handful of ship-producing worlds. This limited ship-
  producing capacity has to cater for the needs of an ever-
  increasing sphere of space, which is quite large in comparison 
  to the ship-producing core. The result is that a relatively large 
  number of small ships are made instead of a few large ones to 
  best cover known space (and beyond) with the limited 
  shipbuilding resources and the existing naval budget. 
  Ships above 2,000 tons do exist, but these are mostly 
  corporate megafreighters and superliners used for high-
  volume transport between the Core and Near Intermediate 
  worlds (and, to a lesser degree, Far Intermediate worlds) as 
  well as FNH battleships keeping order in the Core and the 
  Intermediate areas (where the stakes are high and various 
  potential major troublemakers such as corporations, core-
  colony separatists and Earth nations exist). Both ship types 
  are very rare in the Frontier and Outer Veil areas, and it is 
  possible to play an entire Outer Veil campaign in these areas 
  without encountering one. 
  In metagame terms, this means that you can easily play a
  naval campaign in the Outer Veil setting with just the TMB and
  the Outer Veil setting book. Players and Referees can take 
  advantage of the above-mentioned ships and play high-
  intensity commercial or political-naval games in the Core and 
  the Intermediate regions using High Guard. 
  As meson guns haven't been invented yet (the setting is 
  only early TL 11), warships carry particle weapons and 
  missiles (both turreted and bay); civilians are usually armed 
  with turreted lasers and missiles. Fighters are effective against 
  civilian and light paramilitary craft, but are not very effective 
  against 
  well-armoured 
  warships, 
  and 
  thus 
  the 
  main 
  combatants are armoured cruisers or battleships armed with 
  particle beams, while the few carriers serve in a supporting 
  role. 
  Civilian craft on the frontier tend to be rugged and smaller 
  than 1,000 tons. Many Outer Veil colonies lack the traffic 
  necessary to justify regular visits by the 1,000 to 2,000 ton 
  corporate liners or freighters and are usually served by 
  subsidised merchant craft and the rarer 300 to 600 ton 
  independent traders. 
  One large ship that is common on the frontier is the 2,000 
  ton TY-23M Asteroid Mining Platform, which is a whole colony 
  on its own, but a lot of mining in the Frontier and Outer Veil is 
  done by smaller ships in the 100 to 400 ton range. 
  It should be noted that Jump 2 ships are still uncommon. 
  The Jump 2 drive became available 9 years ago and only a 
  handful of new TL 11 ships have been manufactured, mostly
  for the FNHN and the major corporations. Only a few worlds 
  have TL 11 maintenance and repair facilities capable of 
  servicing Jump 2 ships and most ships, including military 
  ones, are still old Jump 1 ships, only capable of two 
  successive jumps. 
  Secessionists 
  The FNH and most corporations try to paint the 
  Secessionists as a single group (or group of groups) with one 
  organised agenda. In reality, however, different people want to 
  secede from the FNH for different reasons, and there is more 
  than one Secessionist faction. 
  An often unrecognised truth is that the very size of the
  FNH, when compared to the slow jump speeds, creates a 
  mighty centrifugal force. Many Outer Veil colonies are, in
  practice, almost independent. 
  This leads some people to see the FNH as a distant 
  government which has nothing to do with the local affairs, and
  want official home-rule instead of paying taxes to the distant 
  Core and being controlled (in the big picture of things) by 
  decisions made months of jump-travel away. 
  Another reason for Secessionist tendencies is that many of 
  those who moved to the colonies tried to leave Earth and its 
  problems behind; some colonists see the Core as a corrupting 
  influence and as a reminder of Humanity's tarnished past, 
  something they wish to leave behind - and not something they 
  wish to control them. They want a government focused on the 
  local life on the colonies rather than on distant worlds that take 
  weeks to even get a message to. 
  Also, the FNH, by necessity, offers a considerable degree 
  of autonomy to the colonies; after all, managing distant 
  colonies directly from the Core is simply impractical. However, 
  it also has a certain ‘one size fits all’ philosophy and a 
  tendency to standardise things, and some people would prefer 
  a greater degree of local variation from these schemes. 
  From these sentiments arise the Secessionist groups. Most 
  are little more than peaceful (for the most part) political 
  activists and lobbyists trying to win local autonomy (or 
  independence) by more-or-less legal means. Others, however, 
  try to win independence by the force of arms. While the FNH 
  government dislikes the former and tries to discourage them, it 
  is much more worried about the latter and does its utmost to 
  stamp it out. After all, Secessionist sedition or terrorism could 
  be a major risk to the interstellar peace and stability. 
  20
  
  Piracy 
  Piracy, while extremely rare at the Core, is a significant 
  threat in certain areas of the Outer Veil and beyond. In its 
  essence, piracy involves armed starships illegally attacking 
  other starships, worlds or installations; in the lightly-settled 
  Outer Veil where a colony might only have a platoon or 
  company of local Planetary army troops and little or no orbital 
  defence forces, such attacks can be quite overwhelming. 
  There are, however, three distinct kinds of pirates operating 
  on the Outer Veil: opportunists, privateers and raiders. 
  Opportunists are traders, smugglers, or sometimes belters 
  or even freelance explorers who might attack and rob a ship or 
  installation if they find an opportunity to do so without too 
  much risk. This is by far the most common type of pirate, as 
  they typically have another source of income to cover some of 
  their operational expenses, and when a trader or belter finds 
  himself or herself at a bad financial situation, then theft, 
  smuggling, hijacking or outright raiding might look tempting, 
  especially if the risks are relatively low. 
  The second kind of pirate is the privateers, who attack 
  ships and colonies because someone pays them to do so. 
  This typically involves particularly underhanded corporate 
  tactics used in trade wars, when one company hires – or even 
  employs on a permanent basis – privateers to attack the ships 
  or facilities of its competitor. Secessionist pirates are very 
  similar to this setup, as the Secessionist group finances their 
  ships and sends them to attack. Either way, they do not have 
  to worry about making their raids profitable as long as they 
  continue to damage their targets and serve their purpose. 
  The third and rarest type of pirate are raiders, dedicated 
  pirates, making profits exclusively (or almost exclusively) from 
  raiding and piracy. This isn't a common kind of pirate as 
  maintaining starships is expensive, and raids are not always 
  profitable. Usually a pirate band has connections to an 
  underworld organisation, allowing them to fence their loot and 
  providing them with a steady stream of hard-to-trace 
  replacement parts and weapons. 
  The FNH Navy does its best to discourage piracy, but the 
  Outer Veil is too large to be effectively patrolled in its entirety 
  all the time, and in many cases the pirates hide in deep space 
  outside the Outer Veil, making their tracing much more 
  complicated and expensive. This is one of the reasons why 
  the FNH allows civilian ships to bear arms and armour: to 
  allow them to defend themselves against a pirate attack. 
  CULTURE AND LIFE IN THE 2150S 
  This era of reconstruction, recovery and rapid interstellar 
  expansion influences the culture as well. Gone are the care-
  free consumer euphoria of the Space Rush, the nihilistic 
  excesses of the days leading up to the Space Crash or the 
  stern austerity of the early 2130s state-led recovery; the 2150s
  are a time of careful optimism, of a renewed – if somewhat 
  reserved – belief in science and technology, and of the 
  inescapable lure of the wide-open frontier. In the same way 
  that far-away islands and brave seamen dominated the poems 
  and stories of ancient Greece or of the Age of Sail, distant 
  stars and intrepid space-men have a central place in the 
  popular-media tales of the 22nd century. 
  The mainstream culture of the 2150s is sometimes 
  classified as ‘Neo-Modernism’, a conceptual landscape 
  dominated by a single powerful, proactive government and ten 
  Megacorporate colossuses, all pushing Humanity forwards 
  towards a technological future among the stars. The renewed 
  industrial might of these giants pours massive creative forces 
  into Human space, bringing about advances in science, in 
  engineering and in exploration. The future seems relatively 
  bright and promising, but unlike their mothers and fathers who 
  lived during the Space Rush, the people of the 2150s know 
  that this future could only be realised through hard work and 
  harder courage. 
  Media and Information Technology 
  The electronics, computers and personal communication 
  devices of the 2150s are cheap, lightweight, and relatively 
  powerful, and are thus ubiquitous; almost everyone in known 
  space – including those living on remote Outer Veil colonies –
  has access to one form or another of an electronic 
  communications device. The most common form of such a 
  device is a combined Comm/Hand-Comp (90, 91 TMB),
  usually manufactured at a lower TL than the maximum TL 11
  to produce a cheap, compact, easily-maintainable unit.
  Similarly, network access is almost everywhere, at least on 
  the more developed worlds. Core and Intermediate worlds 
  have world-wide Wi-Fi networks, giving around-the-clock info-
  net access in all locations on them. The info-net on the smaller 
  colonies is usually limited to the inhabited zone, or, in some 
  cases, to satellite access when in the wild. The amount of 
  material available online also varies between the Core and the 
  colonies, with Core worlds having almost infinite amounts of 
  accessible data available online, while the smaller colonies 
  have very limited data-pools to draw from. 
  The various forms of media existing separately in the early 
  21st century – television, radio, audio, telephone, e-mail, 
  computer information and computer programmes - have 
  merged into one medium, an interactive, integrated electronic 
  medium easily accessible by a Hand-Comp or any similar 
  device. Users typically pay a monthly subscription fee giving 
  them access privileges to a vast amount of data and media, 
  from streaming video and audio to entire books available 
  online. 
  RELIGION IN THE OUTER VEIL UNIVERSE
  Religion and belief in the supernatural are features of most 
  human cultures, and the majority of the interstellar civilisation in 
  2159 is no exception.
  All of the old religions still exist – and all of them have also 
  spread to the stars. There are several new faiths born out of the 
  new life away from Humanity's cradle. Judaism, Islam and 
  Christianity had to adapt their theology to include the creation of 
  life on multiple worlds rather than just one; most polytheistic or 
  animistic faiths added new local gods to represent the new, 
  strange worlds they have spread to.
  Generally speaking, religions that were able to explain the 
  existence of alien intelligence survived into the 22nd Century. 
  Several new religions also formed after the discovery of 
  undeniable evidence for extinct alien intelligence.
  21
  
  Of course, the selection available depends on the size of 
  the planetary network, and the colonies usually have a smaller 
  selection and have to wait for the newer material to reach 
  them. 
  Entertainment 
  The most common form of entertainment in the day to day 
  life of most people in known space is integrated media – an
  interactive combination of text, video, audio and computer 
  programmes, covering anything from full-length movies (with 
  interactive components) to news pages to games (both single-
  player and multi-player). All of this media could be accessed 
  by a Hand Comp, or, if desired, projected into larger display 
  and computing equipment such as wall-screens and home 
  computers. Jump-capable ships also carry their own media 
  libraries, aimed at giving their crew something to do while off-
  duty and to keep their passengers from getting bored while in
  Jump Space. 
  Live performances, however, still take place, particularly in 
  the colonies where the selection of electronic media is much 
  more limited. These range from sporting events (popular 
  throughout known space), to musical performances to live 
  theatre. Some people, even in the Core, feel that seeing the 
  real thing directly is preferable to watching it through an 
  electronic device, though many find the Hand Comp or the 
  wall screens sufficient for their entertainment. 
  Housing 
  The cityscapes of the Core worlds are dominated by vast 
  arcologies, mega-structures housing massive amounts of 
  residents in a relatively compact space. As space is at 
  premium on these heavily-populated worlds – especially in the 
  cities – apartments tend to be quite compact, even the 
  expensive ones. Most of the better apartments, however, are 
  highly modular, allowing these who can afford it to customise 
  their homes to their exact tastes. 
  The poorer masses of the Core usually live in the State 
  Arcologies built in the 2130s by FEconA to replace the 
  sprawling slums of Earth and the other core worlds; FEconA's 
  priorities when building these arcologies were cheap and rapid 
  construction and as little need for maintenance as possible, so 
  these concrete and metal monstrosities might not look pretty 
  or be very comfortable (to say the least), but they have far 
  better construction, insulation and infrastructure than the 
  slums which predated them. 
  On the frontier, where there is much less industrial 
  capacity, and where colonies have to be built quickly and from 
  a relatively small volume of shipped ingredients, prefabs are 
  very common. High-rise buildings, on the other hand, are far 
  less common, both due to the limited industrial capacity and to 
  the fact that with a few million (at most) people on an entire 
  world, open space is cheap. For these reasons, most people 
  on the Frontier and the Outer Veil live in smaller prefabricated 
  buildings, eventually expanding them in a makeshift manner 
  using local materials and spare packaging material (such as 
  the empty shipping containers left behind when the colony-
  ship leaves and all the equipment is unpacked). Standard 
  shipping modules also provide excellent buildings on new 
  colonies. 
  Alien Ruins 
  To date, no living sentient beings of extraterrestrial origin 
  have been encountered by Humanity. 
  While many worlds harbour life, and, in some cases, near-
  sentient life-forms, no fully-sentient beings capable of forming 
  a real civilisation have been found to this date (2159). 
  However, the ruins of at least two interstellar civilisations were 
  discovered on many worlds: the Monument Builders and the 
  Ascraeus Civilisation. 
  The Monument Builders were a particularly ancient 
  civilisation (now extinct), existing several tens of thousands of 
  years ago (or hundreds of thousands – theories vary on this 
  point). The only xeno-archaeological finds attributed to them 
  so far are arrays of towering monuments, or oddly-shaped 
  geometrical objects, with unknown function, arranged in (so 
  far) unfathomable patterns. Very little is known about their 
  society, history or technology.  
  The Ascraeus Civilisation is named so because the first 
  evidence for its existence was found at the foot of Ascraeus 
  Mons on Mars. While eventually their ruins were uncovered on 
  a large number of worlds, and while it is theorised that the 
  Mars site was a mere outpost, this name is still widely used. 
  This civilisation was more recent – a few thousand years ago 
  at most, maybe mere centuries - and thus much more is 
  known about them than about the mysterious Monument 
  Builders. 
  Ascraeus technology was about TL 13 and their civilisation 
  fell because of what appears to have been a highly destructive 
  war (some of their sites are still radioactive to this day). From 
  the skeletal remains excavated from Ascraeus Civilisation 
  sites, xenoarcheologists have learned that the Ascraeus 
  Entities were roughly humanoid, and roughly similar to 
  humans in size, though having quite a different anatomy. 
  Some of their writings have been found, too, but Ascraeus 
  Civilisation script has not been deciphered yet.
  It should be noted that while no Monument Builders devices 
  with clear functions have been found yet, many Ascraeus 
  Civilisation artefacts have been recovered. Though almost all 
  of these devices are no longer functional due to corrosion and 
  decay, many secrets have be gleaned from them. In fact, the 
  amplification technology that made psionics possible was 
  inspired by devices unearthed from the Ascraeus Site on 
  Mars. 
  COLONIAL CULTURE
  The further one goes from Earth, the more diverse the culture 
  will be.
  At the Core, the vast economic and social might of the 
  Megacorporations and the FNH government is felt heavily in 
  every walk of life, creating a more uniform culture.
  Away from the pressures of the Core, in the privacy of far-
  away colonial worlds, many old – and new – cultures find a place 
  to flourish with little or no outside interference. In fact, some 
  people take off to the colonies for the sole purpose of recreating a 
  culture they hold dear – or starting a new culture from scratch.
  22
  
  Psionics 
  From the dawn of the scientific era, Humanity had tried to 
  verify the various myths and rumours regarding psychic 
  powers. However, almost all of the experiments in psionics 
  conducted in the 20th and 21st centuries yielded inconclusive 
  results, lacking evidence of the existence of such capabilities. 
  But everything changed in 2135, when an artefact labelled Orb 
  number 514 was recovered from the Ascraeus Civilisation site 
  on Mars. 
  When in close proximity to Human beings, the Orb 
  produced unprecedented phenomena, essentially allowing the 
  use of psychic powers. Subsequent research brought forward 
  the hypothesis that the Human brain produces very weak 
  psychic emanations, so weak that they can hardly be detected 
  in a TL 9 or earlier laboratory environment. Orb number 514 
  acted as an amplifier, bringing these emanations to a 
  detectable level capable of clearly and consistently affecting 
  the environment. 
  A breakthrough in 2139 allowed the researchers to replicate 
  this effect with a man-made device dubbed a Psionic Amplifier 
  (29 OV). While initially these devices were strictly limited to a 
  few Science Commission laboratories, it was soon leaked out 
  to the black market; within a few years, several Intermediate 
  and even Frontier worlds became capable of producing Psi 
  Amplifiers locally, making oversight and control quite difficult, 
  especially since the Amplifiers are small and portable. 
  Psionics are a new phenomenon in the Outer Veil universe. 
  So new, in fact, that the FNH is yet to establish and enforce 
  clear laws governing their use. So very new that psionic 
  training is hard to come by, and competent training is scarce. 
  The best experts are probably in the Science Commission and 
  in the various secret military programmes researching 
  psionics, and even they only have a limited amount of 
  knowledge; most frontier ‘Psionic Societies’ and ‘Circles of the 
  Mind’ (not to mention cults, monasteries and covens) tend to 
  be even more amateur. Finding a teacher capable of 
  conducting competent psionic training should be an adventure 
  in itself. 
  23
  
  OUTER VEIL CHARACTERS 
  While many of the TMB careers fit in the Outer Veil setting, 
  this chapter will allow you to add a little Outer Veil spice to 
  character generation. Eight fully-modified Outer Veil-specific 
  careers are included: Citizens, Colonists, Justice Commission 
  operatives, FNH Marines, Planetary Army, FNH Navy, Elites 
  and Scouts. 
  This chapter also provides setting-appropriate Mishap and 
  Event tables for the TMB Merchant career, as well as rules for 
  FNH military decorations, a handful of additional skills, 
  modified medical recovery rules and a discussion of 
  mustering-out benefits in the Outer Veil universe. 
  MEDALS AND COMMENDATIONS 
  The Federated Nations of Humanity reward bravery in 
  combat 
  in 
  their 
  service 
  with 
  various 
  medals 
  and 
  commendations. For each combat assignment (Event or 
  Mishap) during an FNH military career, the character 
  automatically receives a Combat Service Star (if he or she is 
  enlisted) or a Combat Command Star (if he or she is an 
  officer). 
  Any character who rolls on the Injury table while in an FNH 
  military career automatically receives a Wound Stripe. 
  Additionally, every time a character in service of the FNH has 
  to make a throw in order to avoid injury in a combat Event or 
  Mishap, he or she has a chance to receive a medal. If the 
  throw is successful and done with an effect of 3 or more, the 
  character may receive a decoration as indicated below – the 
  higher the Effect, the higher the commendation. 
  Combat Service Star (CSS): Any character that is in a 
  combat Event or Mishap will automatically be awarded a 
  Combat Service Star. The Star, coming with a matching stripe, 
  denotes that the character took part in combat and put his or 
  her life in the line of fire in service of the FNH. While this 
  medal is relatively common and not very prestigious, it shows 
  that its bearer has actual combat experience – something that 
  mercenaries and patrons appreciate. It also means that he or 
  she will get some degree of respect from Marines, Navy 
  sailors and Army troopers. 
  Combat Command Star (CCS): Any officer that receives a 
  Combat Ribbon is automatically awarded with a Combat 
  Command Star. This Star, attached to an appropriate stripe, 
  shows that its bearer led troops into battle. While many 
  officers in past or present service of the FNH bear this Star, it 
  shows that the bearer has practical knowledge about leading 
  soldiers in real combat situations. Needless to say, this is a 
  good thing to have when trying to get a job as a mercenary 
  officer. 
  Wound Stripe (WS): Any military character who has to roll
  on the Injury table is awarded a Wound Stripe. This is a 
  common form of decoration indicating that its bearer is a 
  battle-scarred veteran who, in most cases, was injured in 
  combat. It won't make him or her a celebrity in any way, but 
  will make for a great conversation starter and will earn a good 
  bit of respect from soldiers, mercenaries and even some cops. 
  Excellence of Service Medal: Whenever a military 
  character needs, for any reason, to roll a skill on his or her 
  events table and rolls a natural 12 he or she is deemed to 
  have impressed his or her superiors enough during that term 
  to be made a recipient of this award – and award for 
  outstanding professionalism while in a military service. 
  Bravery under Fire (BuF): A character is awarded this 
  medal if the Effect of his combat skill roll is 3 or more. This 
  medal is awarded for acts of courage in the line of fire in 
  service of any branch of the Marines, Navy or Army. Even 
  though the BUF is considered to be the 'lowest' medal given 
  by the FNH to brave soldiers, it is still a great honour to bear, 
  and any military-oriented character will respect its bearer. 
  Medal of Valour (MoV): A character is awarded this medal 
  if the Effect of his combat skill roll is 5 or more. Acts of 
  extreme courage while facing the enemy are rewarded with 
  this medal. Such acts are likely to be mentioned in FNH-wide 
  media, making the medal's bearer somewhat of a celebrity, at 
  least at his or her world of birth and among military and 
  mercenary circles. 
  Hero of Humanity (HoH): A character is awarded this 
  medal if the Effect of his combat skill roll is 7 or more. This is 
  the highest military decoration handed out by the FNH, given 
  only to the greatest of heroes in its service. Heroic deeds of 
  this magnitude usually make it to the headlines, and the 
  heroes are sure to become celebrities all around known 
  space; this is also such a honour that even generals, admirals 
  and members of the Executive Council will salute the bearer of 
  this medal. 
  Long Service Medal (LSM): Any character that serves five 
  or more terms in the FNH Marines or Navy or in a Planetary 
  Army automatically receives the Long Service medal. While 
  not very prestigious, it denotes that its bearer was a dedicated 
  person willing to stay in service for a long duration. 
  Medal Benefits 
  Decorated soldiers, marines and sailors earn fame and the 
  respect of their commanding officers, which is something 
  capable of improving their career prospects. A character who 
  wins a medal may apply a DM from that medal to any one 
  Survival, Qualification or Promotion roll. The DM from a medal 
  may only be applied once. When a character is mustering out, 
  any medal DMs left unused may be used to affect Benefit 
  rolls. 
  Medal Benefits 
  Medal 
  DM 
  Wound Stripe 
  +1
  Bravery Under Fire 
  +2
  Excellence of Service Medal 
  +1
  Medal of Valour 
  +3
  Hero of Humanity 
  +4
  Long Service 
  +1
  24
  
  Going for Glory 
  Particularly 
  courageous 
  or 
  ambitious 
  soldiers 
  may 
  deliberately attempt to act heroically, deliberately putting their 
  lives on the line for the sake of glory, honour and a better 
  chance for decoration. A character may add up to 3 to the 
  difficulty of the skill roll, making it much more likely to be 
  injured. However, when it comes to receiving an award the 
  modifier is added to the Effect instead. 
  ADDITIONAL SKILLS 
  Combat Engineering 
  Combat Engineering skill covers the various engineering 
  projects done by military forces in the field in general and 
  while building fortified positions in particular. A character 
  possessing this skill knows how to perform and oversee such 
  works as well as how to appraise the strength and 
  weaknesses of existing battlefield engineering. 
  Specialities: 
  �
  Fortifications: The character is trained in how to build 
  field defences from trenches to bunkers. 
  Building a field fortification (trench, sandbag wall, etc.):
  1-6 Hours, Education or Endurance, Average (+0). 
  Resulting fortification grants maximum cover equal to 
  half Effect (round up).
  Building a defensive fortification (wall, bunker, etc.): 10-
  60 Days, Education, Difficult (–2). Resulting fortification 
  grants maximum cover equal to Effect.
  Finding weak point in enemy fortifications: 1-6 Minutes, 
  Intelligence, Difficult (–2). Character can ignore the 
  cover DM of targets behind fortification, up to an amount 
  equal to Effect. 
  �
  Camouflage: The character is trained to camouflage 
  vehicles, fortifications and field sites. 
  Constructing sufficient camouflage to hide a single 
  vehicle: 10-60 Minutes, Intelligence, Average (+0). 
  Grants a Stealth skill to the vehicle equal to Effect until 
  vehicle is moved.
  Constructing sufficient camouflage to hide a single small 
  building or defensive fortification: 1-6 Hours, Intelligence, 
  Average (+0). Applies a skill DM penalty to those looking 
  to visually find it equal to Effect until discovered.
  Hiding a doorway or hatch from view: 1-6 Minutes, 
  Intelligence, Average (+0). Grants a Stealth skill to the 
  doorway/hatch equal to Effect until discovered.
  �
  Land Mines: The ability to place, search for, and remove 
  land mines. 
  Properly hiding a minefield: 1-6 Hours, Dexterity or 
  Intelligence, Difficult (–2).
  Avoiding previously placed minefields: 1-6 Minutes, 
  Dexterity or Intelligence, Average (+0).
  Removing an active land mine: 1-6 minutes, Dexterity, 
  Very Difficult (–4).
  �
  Sensor Surveillance: The use and placement of 
  specially crafted ground sensors. 
  Properly placing a ground sensor: 10-60 Minutes, 
  Intelligence, Routine (+2).
  Avoiding triggering existing ground sensors: 10-60
  Seconds, Dexterity or Intelligence, Difficult (–2).
  Engineer (Naval): This specialty of the Engineer skill 
  covers the design and construction of starships. It is of limited 
  practical use in the field, but can be substituted for any other 
  Engineer specialty at a –2DM when dealing with starship 
  systems. 
  Discovering a design flaw in a prototype ship during a 
  shakedown cruise: 1–6 days, Intelligence, Difficult (–2).
  Designing a new class of starship: 1–6 years, Education, 
  Hard (–4).
  Instruction 
  Anyone with the Instruction skill can pass on the basics of 
  their own knowledge to less experienced characters over a 
  period of time. They can, with a successful check, pass skills 
  to other characters up to a maximum level of one less than 
  their Instruction skill or one less than their own skill level in the 
  skill being taught (whichever is lower). Thus, a character with 
  Instruction 4, Admin 4, Explosives 2 and Pilot 5 could teach 
  another character Admin 3 and Explosives 1 (the skill –1) but 
  only Pilot 3 (Instruction level –1). 
  Teaching the skill requires an Instruction test on the behalf 
  of the teacher, which takes between 1-6 days less than the 
  time it would normally take, depending on timing (59 TMB).
  The number of students that can benefit from this teaching is 
  equal to the Effect of the check. During the training, the 
  Referee should severely curtail the activities of all characters 
  involved.  
  At the conclusion of the training, the learning character(s) 
  must then succeed in an Education or Intelligence roll with a 
  Target Number of 8+. Player Characters cannot teach the 
  Instruction skill to other Player Characters. The greatest 
  assets an individual character has is his pool of skills, so we 
  encourage the Referee to exercise great caution in allowing 
  Player Characters to simply hire Non-Player Characters for 
  their Instruction skill. 
  25
  
  Interrogation 
  The Interrogation skill involves getting information out of 
  unwilling subjects, whether by clever talking and mind-games 
  or by direct, brute force. It is the art and science of getting 
  people to talk, for example by outsmarting a suspect and 
  finding the holes in her cover-story, or loosening a captive's 
  tongue by a calculated application of pain. This skill can also 
  be used in more polite environments to trick people into giving 
  information they don't want to give, hopefully without them 
  noticing this. 
  Specialities: 
  �
  Doubletalk: The character knows how to talk circles 
  around most people, getting them to say or admit to 
  things they never meant to with pressured conversation. 
  With enough time to grill them properly, the character can 
  get anyone to spill their secrets.  
  Badgering an admission of guilt out of a captive: 1-6
  Hours, Intelligence, Difficult (–2). The Effect is the DM 
  penalty against the interrogator’s inquiries.
  Uncovering a secret through focussed conversation: 10-
  60 Minutes, Intelligence, Difficult (–2).
  �
  Torture: This speciality governs the collection of 
  emotional, physical and psychological methods in which 
  an interrogator can get a victim to break. Through an 
  assortment of unsavoury methods, the character can get 
  anyone to say what he needs them to. 
  Knowing a true confession from a false one: 1-6
  Seconds, Intelligence, Routine (+2).
  Using pain or discomfort to acquire an answer to an 
  inquiry: 1-6 Hours, Education or Strength, Average (+0).
  Using emotional or psychological response to acquire an 
  answer to an inquiry: 10-60 Hours, Education or 
  Intelligence, Average (+0).
  Recruiting 
  The Recruiting skill covers the fine art of attracting and 
  selecting new employees, be they deck hands, office clerks or 
  grizzled mercenaries. It includes knowledge about things such 
  as looking for recruits, reading between the lines of resumes, 
  conducting appropriate job interviews and selecting the right 
  people for the job. 
  Recruiting 0 allows the character to recognise anyone who 
  shares a career path term with him, and the knowledge of
  what that path is. Recruiting 1 grants the character the ability 
  to know the average skill level of a character that shares a 
  career path term with him. Recruiting 2 allows the character 
  the ability to know the highest and lowest skill (and level) of a 
  character that shares a career path with him. 
  Approaching a possible recruit in an appropriate manner: 
  10-60 Seconds, Social, Routine (+2). The character can 
  approach a number of possible recruits at one time 
  equal to Effect.
  Weapon Engineering 
  This skill encompasses the design, construction and 
  modification of weapons and military drones. 
  Specialities: 
  �
  Drones: Altering the utility and output of drones, making 
  them more efficient for offensive roles. 
  Adding a basic weapon system to a non-Combat drone: 
  1-6 Days, Education, Very Difficult (–4).
  Changing weapon systems on an existing Combat 
  drone: 1-6 Days, Education, Difficult (+2).
  �
  Blades: Creating bladed or stabbing weaponry from a 
  suitable material. 
  Forging/carving a bladed weapon: 1-6 Hours, Education, 
  Routine (+2). Blade can have a maximum Damage 
  increased by +1.
  �
  Slug Throwers: The assembly and alteration of common 
  firearms that use physical munitions. 
  Altering Magazine capacity: 1-6 Hours, Education, 
  Average (+0). Increases magazine rating by Effect, 
  maximum of double normal amount.
  Reduce Recoil: 1-6 Hours, Education, Difficult (–2). 
  Lowers Recoil rating by Effect, to a minimum of half 
  existing Recoil (round down).
  Create zip gun from household items: 10-60 Minutes, 
  Education, Difficult (–2).
  �
  Energy Weapons: The assembly and alteration of 
  energy-based weaponry. 
  Increasing 
  power 
  output 
  and 
  drain: 
  1-6 
  Hours, 
  Education, Very Difficult (–4). Adds Effect to Damage, 
  but drains Effect from Magazine each attack.
  Increasing power efficiency: 1-6 Hours, Education, 
  Difficult (–2). Magazine capacity is increased by 10% per 
  Effect.
  �
  Heavy Weapons: Alteration of some of the most powerful 
  weapons known to exist. 
  Altering Magazine capacity: 10-60 Hours, Education, 
  Very Difficult (–4). Increases magazine rating by Effect, 
  maximum of double normal amount.
  Reduce Recoil: 10-60 Hours, Education, Very Difficult (–
  4). Lowers Recoil rating by Effect, to a minimum of half 
  existing Recoil (round down).
  26
  
  Medical Costs 
  The FNH provides basic and preventive medical care to all 
  citizens free of charge, as part of the State Medical Insurance 
  Scheme operated by the Health Commission. However, 
  cutting-edge cybernetics of the type required to restore 
  attribute points lost during character generation are only 
  partially 
  covered 
  by 
  this 
  scheme, 
  requiring 
  patient 
  participation. Nevertheless, active-service FNH military and 
  law-enforcement personnel are insured even for this type of 
  event: the state takes care of those who literally risked their 
  life and limb for it. 
  In game terms, characters in the Agent (Law Enforcement), 
  Army, Justice Commission, Marines or Navy careers never 
  have to pay medical bills for attribute points lost during 
  character generation. 
  Characters in other careers must roll 2d6 (adding their rank 
  and any Admin skill as a +DM) on the replacement Medical 
  Costs table, below. 
  The percentage given in the table is the percent of the 
  medical costs covered by the state, the character's employers 
  or any other organisations. 
  For example, a result of 75% means that the state covers 
  75% and the character has to pay 25% of the medical costs; a
  result of 100% means that all medical costs are paid by the 
  FNH and the character does not have to pay anything. 
  Medical Costs 
  2d6 
  Agent (Law Enforcement) 
  Army 
  Justice Commission 
  Marines 
  Navy 
  Agent (Corporate/Spy) 
  Citizen 
  Colonist 
  Elite 
  Entertainer 
  Merchant 
  Scholar 
  Scout 
  Rogue 
  Drifter 
  3- 100%
  50%
  0%
  4-7 100%
  75%
  0%
  8-11 100%
  100%
  50%
  12+ 100%
  100%
  75%
  Anagathics: Anagathics have not yet been discovered in 
  the Outer Veil universe; therefore, aging takes its normal toll 
  on all characters. 
  Mustering Out Benefits 
  For the most part, Outer Veil characters use the usual 
  Benefit rules (34-36 TMB). There are, however two 
  exceptions: the new Security Licence benefit and the 
  Subsidised Ship benefit. These exceptions are detailed below, 
  as well as some adjustments to the ship purchase and 
  financing rules. 
  Security Licence 
  Unofficially called a ‘Mercenary Licence’, this licence allows 
  its holder to legally operate a private paramilitary security firm, 
  employing a combative force of up to a reinforced platoon or 
  small company in size (up to 100 combatants), up to 10 
  armoured combat vehicles such as APCs or light tanks and up 
  to 2 heavy support weapons such as light mortars or auto-
  cannons. 
  Weapons forbidden by Law Level 1 are not allowed to such 
  a firm, however. Needless to say, characters who decide to do 
  so will have to build and finance their security firm from their 
  own capital and/or by outside financing – the licence merely 
  provides legal authorisation to form and operate such a 
  company, not the equipment or money to do so. 
  The official mandate of private security firms is limited to 
  protecting their clients against criminal or terrorist activity 
  (such as pirate or Secessionist attacks). However, in the 
  reality of the Outer Veil (and beyond), where the lines become 
  blurred, 
  many 
  security 
  platoons 
  serve 
  as 
  offensive 
  mercenaries in illegal corporate wars, or in range-wars 
  between 
  claim-holders. While 
  such 
  activities 
  are not 
  authorised by this licence, the FNH lacks sufficient presence 
  in the Outer Veil to fully suppress this kind of operations, so a 
  government response is usually unlikely unless the fighting 
  gets out of hand triggering a Marines intervention. 
  Technically speaking, characters possessing a Security 
  Licence and operating as a private security firm may ignore a 
  world's Law Level in regard to transporting weapons and 
  military equipment. However, many planetary administrations 
  will frown upon having a private army marching in the open 
  around their turf without their authorisation (unless they hired 
  the mercs themselves, that is), so discretion is advised. 
  Characters who did not receive a Security Licence as a 
  Benefit during character generation may apply for a licence at 
  the local FNH's Military Commission office (present on any 
  FNH world with Starport C or better). 
  Obtaining a Security Licence: Admin or Advocate, Social 
  Standing, 1-6 months, Very Difficult (–4).
  Add the applicant's Army, Navy, Marines or Justice 
  Commission rank (if any) as a +DM to task this roll; characters 
  who undertook the Rogue career suffer a –DM equal to the 
  number of terms spent in that career. A licensing fee of Cr 
  10,000 has to be paid regardless of whether the application is 
  accepted or not. If the application is rejected, the character is 
  deemed unsuitable to operate such a security company and 
  may apply again only after a 5-year period. 
  Private citizens are rarely allowed to operate private 
  security forces beyond the scale detailed in this licence; only 
  the major corporations are large and rich enough to be 
  granted with licences to operate larger security detachments. 
  Ship Benefits 
  There are two main ways for characters in the Outer Veil
  universe to start the game with a starship of their own: bank 
  financing or subsidised ships. 
  Bank financing for starship purchase use the normal rules 
  (35-36, 136-138 TMB). Financing is usually provided by the 
  Barnard Conglomerate, the First Stellar Bank, Kentaurus 
  Holdings, or, less frequently, FEconA or United Starlift, though 
  some smaller banks sometimes dabble in this kind of high-risk 
  investment. 
  27
  
  The prices and Ship Share costs of the common ships in 
  the Outer Veil universe available for private purchase 
  (replacing the table on 36 TMB) are: 
  Ship Shares 
  Ship Type 
  Ship Share Value (1%) 
  Wild Horse Class Mail Courier 
  0.273
  MCr 27.342
  Stallion Class Mail Courier 
  0.423
  MCr 42.353
  Silver Light Class Executive Transport 
  0.365
  MCr 36.546
  Morgana Class Trader 
  0.834
  MCr 83.456
  Morgana Class Miner 
  0.809
  MCr 80.937
  Armstrong Class Explorer 
  1.335
  MCr 133.518
  TY-07F Kaban Class Assault Frigate 
  1.189
  MCr 118.87
  Argyre Class Lab Ship 
  1.329
  MCr 132.915
  Note that, for the sake of shares and Mustering Out 
  Benefits, the Wild Horse class Mail Courier constitutes a 
  Scout; the Silver Light class Executive Transport constitutes a 
  Yacht; the Morgana class Trader constitutes a Free Trader; 
  the TY-07F Kaban class Assault Frigate constitutes a Corsair; 
  and the Argyre class Lab Ship constitutes a Lab Ship. 
  The FNH government fully pays for the construction of 
  subsidized ships, and gives them to private crews in order to 
  stimulate economical growth in the Frontier and the Outer Veil.
  Such a ship is legally owned by FEconA, but its crew is 
  contracted to operate it independently. The contractors 
  receive the ship free of charge but must provide for its running 
  expenses such as maintenance, fuel, crew salaries, life 
  support supplies and so on. 70% of all net profits after these 
  expenses must go to FEconA (and through it to the FNH), and 
  30% remain in the hands of the contractors to invest or 
  otherwise use as desired. 
  Furthermore, each subsidised ship is assigned to a single 
  subsector (typically one with mostly Frontier and Outer Veil
  worlds), and must spend 80% of each business year within the 
  confines of that subsector. Once per year the ship must visit 
  the subsector capital's FEconA office to transfer FEconA's 
  share of the profits and to pass an annual review; particularly 
  bad annual performance will result in the ship being taken 
  away and given to another group of contractors. Other than 
  that, the contractors have free reign over the ship. 
  Three ship types are commonly operated as subsidised 
  ships: Wild Horse class Mail Courier (Subsidised Courier), the 
  Morgana class Trader (Subsidised Trader) and the Morgana 
  class Miner (Subsidised Miner). The Mustering Out Benefit 
  tables list the exact kind of subsidised ship the character 
  receives. Only one subsidised ship may be operated by a 
  party of PCs – if more than one is rolled, the players must 
  choose which kind of subsidised craft they wish to operate. 
  Furthermore, contractors who receive a subsidised ship must 
  turn over any ship shares they own to FEconA to help cover 
  the ship's construction costs. 
  When the players receive a subsidised ship, roll 1d6: on 1-
  2, the ship is 20 years old; on 3-5, the ship is 10 years old; on 
  6, the ship is brand new. Old ships are handled as normal 
  (136 TMB) and re-roll any Black-Listed result; Wild Horse
  class Mail Couriers and Morgana class Miners use the ‘Other’
  column, while Morgana class Traders use the ‘Trader’ column. 
  A second receipt of a Subsidised Ship as a Mustering Out 
  Benefit means that the ship cannot be more than 10 years old 
  (even if that 1d6 roll comes out as 1 or 2), and a third receipt 
  means that the ship is automatically a brand new one. 
  Receiving a subsidised ship other than through a Benefit 
  roll is a difficult process requiring extensive background 
  checks; after all, the FNH government does not want to place 
  a multi-million-Credits worth of equipment in the hands of 
  incompetent or criminal (or worse) individuals. The Benefit roll 
  represents the character being automatically regarded as 
  trustworthy due to service to the state (military or otherwise). 
  Gaining a subsidised ship without an appropriate benefit:
  Admin, Social Standing, 1-6 months, Difficult (–2)
  A submission fee of Cr 1,000 is required; add the players' 
  highest Marines, Navy, Army or Justice Commission rank as a 
  +DM to this roll. If this task is failed, another application may 
  only be filed five years later. Alternatively, if the Referee is 
  determined to have a subsidised ship campaign, they may 
  simply decide that a subsidised vessel has been granted to 
  the PCs for whatever reason. 
  Note that subsidised ships are owned by the government, 
  and from time to time the FNH might approach the players 
  with a mission beyond the normal purpose of the ship. 
  However, the FNH is fully aware of the importance of these 
  ships to the economy as traders, miners or couriers, so such 
  missions should typically be the exception rather than the rule. 
  In many cases, however, the government will offer the 
  characters non-obligatory missions with appropriate monetary 
  rewards. 
  28
  
  Used Ships 
  The rules for purchasing old ships (136 TMB) work as 
  written in the Outer Veil universe. 
  TL 11 ships are very, very new and are not available as 
  used ships. Each decade of ship age is worth five, rather than 
  1d6, ship shares (or 5% of a small craft's value). Space 
  exploration is a relatively recent phenomenon, and many ship 
  designs have only existed for a certain number of years and 
  cannot be bought older. 
  Ship Maximum Age 
  Ship Type 
  Maximum Age 
  Wild Horse Class Mail Courier 
  20
  Morgana Class Trader or Miner 
  20
  TY-07F Kaban Class Assault Frigate 
  50
  TY-06F Oryol Class Fighter 
  50
  Cheetah Class Interceptor 
  20
  Phaeton Class Slow Boat 
  40
  Eagle Class Frontier Boat 
  20
  Guinevere Class Ship's Boat 
  30
  TY-17SC Slon Class Modular Shuttle 
  40
  EQUIPMENT 
  The majority of Tech Level 11 or lower equipment (86-
  104TMB) should remain the same in an Outer Veil campaign.
  This also applies to most TL 11 or earlier equipment in other 
  publications; the Referee has the final say about what does 
  and what does not exist in their universe. 
  Below 
  are 
  some 
  psionic-related 
  equipment, 
  variant 
  firearms, and notes on vehicles more suited to the Outer Veil 
  setting. 
  Psionic Equipment 
  In the Outer Veil universe a trained Psion is incapable of 
  mustering enough power to produce any measurable psionic 
  effect on their own. In order to project psionic energies the 
  weak psionic emanations of the psion's mind must be 
  amplified by a Psionic Amplifier. 
  Alternatively, certain powerful drugs may amplify the brain's 
  psionic emissions to noticeable levels, but these drugs may 
  cause brain damage or even death. Other than the rule 
  variations listed below, psionics in the Outer Veil universe 
  follow the standard psionics rules (152-159TMB). More 
  information on psionics in the Outer Veil can be found on 23
  OV. 
  Standard Psionic Amplifier (TL 10): A hand-held device 
  capable of greatly amplifying the brain's natural psychic 
  emanations to produce noticeable psionic effects. 
  An internal battery provides enough power for eight hours 
  of operation; it may be recharged in standard power outlets, or 
  modified for solar charging (costing an additional Cr 1,000). A 
  Psionic Amplifier weights 1 kg and costs Cr 10,000, but 
  usually is not openly available. 
  Finding a source to buy a Psionic Amplifier: Streetwise, 
  Intelligence, 1-6 weeks, Difficult (–2)
  Finding a source to buy a Psionic Amplifier: Admin, 
  Social Standing, 1-6 weeks, Average (+0)
  Alternatively, at the Referee's discretion, a military or 
  corporate Contact may be able to secure a Psionic Amplifier 
  for the characters. 
  Implanted Psionic Amplifier (TL 11): A cybernetic version 
  of the Psionic Amplifier, implanted directly into the character's 
  brain and thus becoming easier to carry and requiring no 
  recharging. 
  An Implanted Psionic Amplifier costs Cr 50,000 and is quite 
  rare; finding a source to buy one from requires either a  
  Finding a source to buy an Implanted Psionic Amplifier:
  Streetwise, Intelligence, 1-6 weeks, Very Difficult (–4)
  Finding a source to buy an Implanted Psionic Amplifier:
  Admin, Social Standing, 1-6 weeks, Difficult (–2)
  Alternatively, at the Referee's discretion, a ranking military 
  or corporate Ally may be able to secure an Implanted Psionic 
  Amplifier for the characters. 
  Advanced Psionic Amplifier (TL 11): A cutting-edge 
  version of the psionic amplifier providing far greater 
  amplification, increasing the psion's effective Psi Strength 
  score by +4 for as long as the Amplifier is in use. 
  An internal battery provides enough power for 12 hours of 
  operation; it can be recharged in standard power outlets, or 
  modified for solar charging (costing an additional Cr 1,000). 
  An Advanced Psionic Amplifier weights 1 kg and costs Cr 
  100,000, but is extremely rare. Choose the most appropriate 
  task from below: 
  Finding a source to buy an Advanced Psionic Amplifier:
  Streetwise, Intelligence, 1-6 weeks, Formidable (–6)
  Finding a source to buy an Advanced Psionic Amplifier:
  Admin, Social Standing, 1-6 weeks, Very Difficult (–4)
  Alternatively, at the Referee's discretion, a ranking military 
  or corporate Ally may be able to secure an Advanced Psionic 
  Amplifier. The Advanced Psionic Amplifier is not available as
  an implant version. 
  Psionic Facilitator Drug (TL 11): An experimental drug 
  capable of greatly amplifying the brain's own psionic 
  emanations to noticeable levels. 
  One to six minutes after the drug is injected the character 
  becomes capable of full psionic activity for 1 to 6 hours. Even 
  untrained psions injected with this drug may use psionics as if 
  they have skill 0 in all of the Psionic Talents. 
  However, once the drug wears off, the character suffers 
  3d6 damage to Education (75 TMB); if the amount of damage 
  rolled is greater than the character’s Education characteristic, 
  the damage ‘spills over’ to Intelligence; if both Education and 
  Intelligence are reduced to zero, the character dies. A dose of 
  the Psionic Facilitator Drug costs Cr 5,000, and is not readily 
  available. 
  Finding a source of Psionic Facilitator Drug: Streetwise, 
  Intelligence, 1-6 days, Difficult (–2)
  29
  
  Finding a source of Psionic Facilitator Drug: Admin, 
  Social Standing, 1-6 days, Average (+0)
  Alternatively, at the Referee's discretion, a military or 
  corporate Contact may be able to secure the drug for the 
  character. 
  Psionic Inhibitor Drug (TL 11): An experimental medicine 
  that blocks the relevant psionic neural pathways, effectively 
  preventing a psion from using his or her talents. 
  Ten to sixty minutes after injection this drug comes into 
  effect, preventing the use of any psionic powers for 24 hours. 
  Repeated use of this drug has been reported to induce 
  memory loss, dizziness and/or seizures; in game terms, every 
  time a character uses the Psionic Inhibitor Drug, roll the 
  following task; if failed, the character suffers 1d6 damage to 
  both Intelligence and Education (75 TMB). 
  Avoid damage from Psionic Inhibitor Drug: Endurance, 
  Average (+0)
  A dose of the Psionic Inhibitor Drug costs Cr 5,000, but is
  not readily available. 
  Finding a source of Psionic Inhibitor Drug: Streetwise, 
  Intelligence, 1-6 days, Difficult (-2)
  Finding a source of Psionic Inhibitor Drug: Admin, Social 
  Standing, 1-6 days, Average (+0)
  Alternatively, at the Referee's discretion, a military or 
  corporate Contact may be able to secure this drug for the 
  characters. 
  Weapons 
  Most weapons of TL 11 should fit the Outer Veil setting; the 
  Referee has the final say on this. Presented below are seven 
  new weapon variants specific to the Outer Veil setting: the 
  TYC TY-88M Machine Pistol, the Martian Mechanics 
  Persephone submachine gun, the TYC TY-AM-28SU assault 
  carbine, the FEconA Model/2146 advanced combat carbine 
  (ACC), the TYC TY-AP-89 machinegun, the FEconA 
  Model/2138 advanced support weapon (ASW) and the TYC R-
  9 disposable rocket launcher. 
  TYC TY-88M: This simple, cheap 
  machine-pistol offers a slightly larger 
  magazine than the typical Autopistol, 
  combined with an automatic fire mode 
  and a light folding stock. It is common in 
  the hands of low-end mercenaries, Outer 
  Veil police forces, private detectives, 
  criminals and pirates. This weapon uses 
  the Gun Combat (Slug Pistol) skill. 
  Martian 
  Mechanics 
  Persephone: This cutting-edge 
  light automatic weapon is every 
  mercenary's dream and every 
  logistics officer's nightmare. It is 
  easy to use, highly accurate and extremely sophisticated, but 
  most of its parts – and its ammunition – can only be produced 
  on the TL 11 worlds near the Core; when operating in the 
  Frontier or the Outer Veil, spare parts and ammo have to be 
  brought along. 
  This weapon is equipped with a gyrostabiliser (already 
  factored into its stats), secure weapon system, silencer, laser 
  sight, IR scope and Intelligent Weapon option (including 
  Interface/0). It is usually found in the hands of corporate 
  security agents and similar operatives. This weapon uses the 
  Gun Combat (Slug Pistol) skill if fired from the hip or the Gun 
  Combat (Slug Rifle) skill if fired from the shoulder. 
  TYC TY-AM-28SU: A shorter, lighter version of the TYC 
  TY-AM-28 assault rifle designed for close-quarters use. There 
  is nothing new about this weapon: it would be immediately 
  recognisable to a 20th century gunsmith, but it incorporates 
  design principles proven by 200 years of bloodshed. It is 
  highly durable and reliable, making it a weapon of choice for 
  mercenaries, planetary armies in the Frontier and beyond, 
  adventurers and pirates. Another advantage of the AM-28SU 
  is that its spare parts and ammunition can be produced in 
  small machine-shops on the frontier; reasonably-priced 
  production licences are available from TYC. This weapon uses 
  the Gun Combat (Slug Rifle) skill. 
  FEconA Model/2146 Advanced Combat Carbine: An up-
  to-date small-arm, the Model/2146 is the standard weapon of 
  the FNH Marine Corps and Navy. While lacking in range, it is 
  well-adapted to close-quarters fighting of the kind usually 
  encountered by Marines when boarding enemy ships, 
  stations, or pressurised colonies. It incorporates a laser sight, 
  gyrostabilizer (already factored into its stats) and an integral 
  under-barrel grenade launcher. This weapon uses the Gun 
  Combat (Slug Rifle) skill. 
  TYC 
  TY-AP-89: 
  Like 
  most TYC weapons, this 
  no-nonsense machinegun 
  is 
  cheap 
  and 
  highly 
  reliable, if low-tech, and 
  can be easily and fully 
  supported by a local colonial industry. It is fed by a 100-round 
  ammo belt and may be placed on a tripod; using such a tripod 
  reduces its Recoil to 1. This weapon uses the Gun Combat 
  (Slug Rifle) skill. 
  FEconA 
  Model/2138 
  Advanced 
  Support 
  Weapon:
  This 
  contemporary 
  squad-
  level support weapon is 
  the standard-issue SAW (Squad Automatic Weapon) of the 
  FNH Marine Corps. Incorporating a gyrostabiliser (already 
  factored into its stats) and laser sight, this weapon uses ACR 
  technologies to provide a high rate of fire while maintaining 
  good level of accuracy. Its caseless ammunition allows for a 
  higher belt capacity. The stats provided are for an ASW fired 
  from the hip; firing it from a prone position or when mounted 
  on a tripod is only subject to a Recoil value of 0. This weapon 
  uses the Gun Combat (Slug Rifle) skill and its under-barrel 
  grenade launcher uses the Heavy Weapons (Launchers) skill. 
  TYC R-9: This fire-and-forget, one-shot disposable rocket 
  launcher is extremely easy to use and relatively cheap, 
  making it the favorite anti-armour weapon of mercenaries, 
  pirates and Secessionist. This weapon uses the Heavy 
  Weapons (Launchers) skill. 
  30
  
  Outer Veil Weapons 
  Vehicles 
  The standard vehicles (103, 104 TMB) can be used in the 
  Outer Veil setting with minimal modifications. The exception to 
  this is the Grav Belt, which has not been invented yet. 
  � 
  The ATV and ATV should both be TL 8 instead of 
  TL 12; 
  � 
  The AFV may mount machineguns instead of the 
  lasers listed; 
  � 
  The G-Carrier should be TL 10; it should mount 
  either three lasers (as the AFV does) or any other 
  appropriate support weapon instead of the fusion 
  cannon, which hasn't yet been developed in this 
  setting. 
   
   
   
   
  Weapon 
  Magazine 
  Weapon 
  Ammo 
  Ammo 
  Weapon 
  TL 
  Range 
  Damage Auto 
  Recoil 
  Weight (kg) 
  Capacity 
  Cost (Cr) 
  Cost (Cr) 
  Weight (kg) 
  TY-88M
  7
  Pistol
  3d6-3
  4
  1
  1.2
  20
  350
  15
  0.3
  Persephone
  11
  Assault
  3d6-3
  4
  –1
  1.5
  50
  2,750
  100
  0.5
  TY-AM-28SU
  7
  Assault
  3d6
  4
  1
  3.0
  30
  500
  10
  0.5
  Model/2146 ACC
  10
  Assault
  3d6
  6
  0
  3.0
  40
  1,000
  15
  0.5
  TY-AP-89
  6
  Rifle
  3d6
  6
  3
  5.0
  100
  2,000
  30
  2.0
  Model/2138 ASW
  10
  Rifle
  3d6
  8
  2
  4.0
  160
  5,000
  150
  1.0
  R-9
  8
  Rocket
  5d6
  No
  0
  5.0
  1
  500
  –
  –
  WEAPON BRAND NAMES
  While most weapons may be used as-is in the Outer Veil 
  setting, here are a few setting-specific brand-names to give them 
  a little bit of flavour.
  Accelerator Rifle
  �
  FEconA Model/2152G
  Advanced Combat Rifle (ACR)
  �
  TYC TY-MVV-31
  Assault Rifle
  �
  TYC TY-AM-28
  Auto Pistol
  �
  FEconA Model/2139
  �
  FEconA Model/2140H
  �
  TYC TY-P-96
  Body Pistol
  �
  FEconA Model/2142S
  Laser Pistol
  �
  Martian Mechanics Circe
  Laser Rifle
  �
  Martian Mechanics Pandora
  Rocket Launcher
  �
  FEconA Model/2135
  Shotgun
  �
  TYC TY-VA03
  �
  TYC TY-PS-97
  Snub Pistol
  �
  FEconA Model/2157Z
  31
  
  CITIZEN
  CAREER PROGRESSION 
  Survival
  Advancement 
  Bureaucrat 
  Int 5+ 
   
  Edu 7+ 
   
   
  Service 
  Soc 4+
  Soc 8+
  Worker  
  End 5+ 
   
  Int 7+ 
   
   
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
  1 
  Cr 1,000  
   
  Ally 
   
   
  2
  Cr 2,000
  +1 Soc
  3 
  Cr 5,000  
   
  +1 Int 
   
   
  4
  Cr 10,000
  +1 Edu
  5
  Cr 20,000  
   
  1 Ship Share 
   
  6
  Cr 50,000
  Non-combat Implant
  7
  Cr 100,000 
   
  5 Ship Shares 
   
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1
  +1 Dex 
   
   
  Admin 
   
   
  2
  +1 Int
  Drive (Any)
  3
  +1 Edu 
   
   
  Steward  
   
  4
  Athletics (Any)
  Streetwise
  5
  Carouse  
   
  Computers 
   
  6
  Gambler
  Trade (Any)
   
  Advanced Education
  1d6 
  (Education 8+) 
  1 
  Advocate  
   
   
  2
  Flyer (Any)
  3 
  Animals (Any) 
   
   
  4
  Broker
  5 
  Medic 
   
   
   
  6
  Engineer (Any)
  1d6 
  Bureaucrat 
   
  Service  
  1 
  Admin 
   
   
  Mechanic  
   
  2
  Broker
  Remote Operations
  3 
  Carouse  
   
  Trade (Any) 
   
  4
  Computers
  Melee (Any)
  5 
  Diplomat  
   
  Streetwise 
   
  6
  Trade (Any)
  Drive (Any)
  1d6
  Worker  
  1 
  Steward  
   
  2
  Persuade
  3 
  Carouse  
   
  4
  Language (Any)
  5 
  Computers 
   
  6
  Comms
  RANKS & BENEFITS 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Rank 
  Bureaucrat 
  Benefit 
   
  Service  
  Benefit 
   
  Worker  
  Benefit 
   
   
   
  0 
  Assistant  
   
   
  Assistant  
   
   
  Assistant  
  Vacc Suit 1 
   
   
  1
  2 
  Clerk 
   
  Admin 1  
  Server 
   
  Steward 1 
  Worker 
   
  Trade (Any) 1 
   
   
  3
  4 
  Manager  
  Advocate 1 
  Supervisor 
  Carouse 1 
  Supervisor 
  Admin 1  
   
   
  5
  6 
  Director  
  +1 Soc 
   
  Manager  
  Admin 1  
  Manager  
  Leadership 1 
   
   
  Citizens enjoy the technological wonders available on Core and Intermediate 
  worlds, but only dreamed of on the Frontier and the Outer Veil.
  Qualification: Int 5+ 
  –1 DM for every previous career
  Assignments: Choose one of the following:
  �
  Bureaucrat: You work for the government, a large company or corporation 
  doing the paperwork that keeps society functioning.
  �
  Service: You are the waitress or used ATV dealer. Whatever your job, you 
  deal directly with customers.
  �
  Worker: You are the blue-collar factory or construction worker. You 
  produce the vast wealth of goods needed by interstellar society.
  Basic Training: Colonists gain level 0 skills in basic training from the 
  appropriate Specialist table rather than the Service Skills table.
  32
  
  Mishaps 
  2d6 
  Mishap 
  2 
  Injured. Roll on the Injury table (37 TMB, 5 CB2). 
  3
  A customer complains about your work or attitude and you are fired. Gain him or her as an Enemy.
  4 
  Your employer goes bankrupt. Throw Social Standing 8+ to avoid losing an additional Benefit roll. 
  5
  A co-worker accuses you of being a Secessionist sympathiser. Gain him or her as an Enemy.
  6 
  Your company is bought out by another company and your job becomes redundant. Throw Education 8+ to keep your Benefit roll for 
   
  this term. Gain a Rival. 
  7
  Workers Compensation: you are slightly injured on the job. Roll twice on the Injury table and take the higher result. Roll Advocate
  8+ to keep your Benefit roll for this term.
  8 
  Willingly or not, you become involved with a criminal gang and are forced to flee. Gain an Enemy and 1d3 Rivals. Gain Streetwise 1 
   
  and you may enter the Rogue career next term without making a Qualification roll. 
  9
  Your company is investigated by the FNH. Cooperate and throw Intelligence 8+ to keep your Benefit roll for this term. Do not
  cooperate and gain an Ally in your company. In any case, you lose your job as a result of the investigation.
  10 
  Your career is ruined by corporate politics. Gain an Enemy. 
  11
  Workers try to unionise and you are caught in the backlash. If you join the union, gain the union as a Contact; if you side with the
  boss, you may keep your benefit roll from this term but gain the union as a Rival.
  12 
  Secessionists or a rival corporation destroy the facility that you are working at. Throw Dexterity 8+ to avoid a roll on the Injury table. 
   
  Gain 1d3 Rivals. 
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  Your company is caught in a nasty corporate war. Throw Dexterity 8+ to avoid a roll on the Injury table.
  13 
  You are mugged coming home from work. Give the mugger what he wants and lose a Benefit roll. Fight the mugger and throw Gun 
   
  Combat or Melee 8+. If you fail, roll on the Injury table and still lose the Benefit roll. If you succeed, gain a Police Contact. 
  14
  Your company goes bankrupt. Throw Admin 8+. If you succeed, you are able to find a similar job with another company. If you fail,
  you must start over at a new company. Reduce your rank by one.
  15 
  You are assigned to work with hazardous materials. Gain a level of Remote Operations or Vacc Suit. Throw Dexterity 8+ to avoid a 
   
  roll on the Injury table. 
  16
  You are approached by a rival company and recruited to be a spy for them. If you refuse, gain an Enemy. If you accept, throw 
  Deception or Streetwise 8+. If you succeed, gain a +1 DM on a Benefit roll. If you fail, gain an Enemy. Either way, gain a level of
  Deception.
  21 
  You join a poker group. Throw Gambler 8+ or Intelligence 10+. If you succeed, gain an additional Benefit roll. If you fail, lose a Benefit 
   
  roll. Either way, gain one level of Gambler or Carouse. 
  22
  You are offered the chance to become involved in local politics. If you decline, nothing happens. If you accept, throw Advocate,
  Diplomat, or Streetwise 8+ to win the election. If you succeed, gain +1 Social Standing and 1d3 Contacts and a Rival.
  23 
  A criminal gang tries to recruit you to help them with their illegal activities. If you refuse, gain the gang as an Enemy. If you agree to 
   
  help, throw Deception or Streetwise 8+. If you succeed, gain an additional Benefit roll. If you fail, you are fired and must take a new 
   
  career next term, but you may take the Rogue career without making a Qualification roll. 
  24
  You are assigned to a special research project. Gain one of the following: Computers 1, Investigate 1, Trade (Any) 1 or Remote
  Operations 1.
  25 
  You become passionate about a sport. Gain Athletics (Any) 1. 
  26
  A Megacorporation takes over your company. Gain a Rival and a Contact.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  You form life-long friendships with a group of people. Gain 1d3 Contacts.
  42 
  You are given on-the-job training in a vehicle used for your work. Gain one level in either Flyer (Any) or Drive (Any) or take Seafarer 
   
  (Any) 1. 
  43
  You train as part of the Army reserve. Gain one of the following: Gun Combat (Any) 1, Melee (Any) 1 or Tactics (Military) 1.
  44 
  You spend your time working a large number of varied projects. Gain a level of Jack of All-Trades. 
  45
  You develop a hobby. Gain Art (Any) 1.
  46 
  You are assigned to a highly technical project. Gain one of the following: Any Sciences (Any) 1, Computers 1 or Investigate 1. 
  51
  You work on or in an undersea facility. Gain Seafarer (Any) 1, Navigation 1 or Vacc Suit 1.
  52 
  You are assigned to a remote research facility. Throw Endurance 8+. If you succeed, gain Survival 1, Navigation 1 or Recon 1. If you 
   
  fail, roll on the Injury table. 
  53
  You spend time working on a space ship or on a space station. Gain one of the following: Vacc Suit 1, Engineer (Any) 1, Pilot (Any) 1,
  Zero-G 1 or Astrogation 1.
  54 
  You receive advanced training. Increase any skill you already have by one level. 
  55
  You are approached by a Secessionist group. If you choose to join them, gain an Ally and throw Dexterity or Intelligence 8+. If you
  succeed, gain Gun Combat (Any) 1, Melee (Any) 1 or Explosives 1. If you fail, gain an Enemy and roll on the Injury table. If you do not
  join them, gain a Rival.
  56 
  You work recruiting new employees. Gain Recruiting 1 or Persuade 1. 
  61
  Your job is to push papers. Throw Intelligence 8+. If you succeed, gain a level of one of the following: Admin, Advocate or Broker.
  62 
  You become something of a social butterfly. Gain a level of Carouse and 1d3 Contacts. Throw Endurance 8+ to avoid becoming 
   
  addicted to drugs or alcohol. 
  63
  You are recruited by one of the Megacorporations. Accept their offer of employment and take a +1 DM on a Benefit roll. Refuse their
  offer and stay with your current company and take a +2 DM on your next Advancement roll.
  64 
  Your company has a very profitable year. You receive a bonus. Gain an additional Benefit roll. 
  65
  A senior director of your company takes a l king to you. Gain a +4 DM on your next advancement due to their influence. Gain an Ally.
  66 
  Your hard work is noticed by your superiors. You are automatically promoted. 
  33
  
  COLONIST
  CAREER PROGRESSION 
  Survival
  Advancement 
  Belter 
   
  Dex 6+ 
   
  Int 6+ 
   
   
  Expert 
  Int 4+
  Edu 8+
  Settler 
   
  End 5+ 
   
  Int 7+ 
   
   
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
  1 
  Cr 1,000  
   
  Contact  
   
  2
  Cr 6,000
  +1 Int
  3
  Cr 6,000  
   
  +1 Edu 
   
   
  4
  Cr 12,000
  Ally
  5
  Cr 12,000  
   
  1 Ship Share 
   
  6
  Cr 40,000
  Ship’s Boat
  7
  Cr 80,000  
   
  5 Ship Shares 
   
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1
  +1 End 
   
   
  Vacc Suit  
   
  2
  +1 Dex
  Survival
  3
  +1 Int 
   
   
  Trade (Any) 
   
  4
  Jack of All-Trades
  Animals (Any)
  5 
  Gun Combat (Any)  
  Drive (Any) 
   
  6
  Melee (Any)
  Navigation
  Advanced Education
  1d6
  (Education 8+) 
  1 
  Admin 
   
   
   
  2
  Computers
  3 
  Flyer (Any) 
   
   
  4
  Any Science (Any)
  5 
  Medic 
   
   
   
  6
  Comms
  1d6
  Belter 
   
  Expert 
  1 
  Vacc Suit  
   
  Engineer (Any) 
   
  2
  Pilot (Any)
  Medic
  3 
  Sensors  
   
  Mechanic  
   
  4
  Zero-G
  Trade (Any)
  5 
  Astrogation 
   
  Computers 
   
  6
  Remote Operations
  Trade (Any)
  1d6
  Settler 
   
   
  1 
  Gun Combat (Any)  
   
  2
  Survival
  3 
  Mechanic  
   
   
  4
  Drive (Any)
  5 
  Jack of All-Trades  
   
  6
  Athletics (Any)
  RANKS & BENEFITS 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Rank 
  Expert 
   
  Benefit 
   
  Settler 
   
  Benefit 
   
  Belter 
   
  Benefit 
   
   
   
  0 
  Technician 
   
   
   
   
   
   
  Spacer 
   
  Vacc Suit 1 
   
   
  1
  Senior Technician
  Trade (Any) 1
  Senior Spacer
  Remote Ops 1
  2 
   
   
   
   
  Homesteader 
  Survival 1  
   
   
   
   
   
   
  3
  Engineer/Doctor
  Admin 1
  Prospector
  Sensors 1
  4 
  Team Leader 
  Leadership 1 
  Trailblazer 
  Navigation 1 
   
   
   
   
   
   
  5
  6 
  Project Leader 
  +1 Soc 
   
   
   
   
   
  Overseer  
  Admin 1  
   
   
  Colonists are hardy people who eke out a living on the Frontier, the Outer 
  Veil or even beyond, spreading Humanity and civilisation to the stars or seeking 
  a future away from the crowded Core.
  Qualification: End 5+ 
  –1 DM for every previous career
  Assignments: Choose one of the following:
  �
  Expert: You are a professional, such as an engineer, technician or doctor, 
  serving the colonial effort.
  �
  Settler: You came to live and work on a remote, untamed frontier world.
  �
  Belter: You worked in space, on a small airless moon or in an asteroid 
  belt.
  Basic Training: Colonists gain level 0 skills in basic training from their 
  appropriate Specialist table rather than the Service Skills table.
  34
  
  Mishaps 
  2d6 
  Mishap 
  2 
  A pirate attack, a Secessionist rebellion or corporate warfare causes massive damage to your colony. Your life is in ruins and you 
   
  must leave your colony. Receive the ones responsible for this attack as an Enemy. 
  3
  A Secessionist group tries to recruit you. If you agree, gain 1d3 Contacts, but you end up exposed and must flee; receive 1d3
  Enemies as well. If you refuse and turn them in, gain an additional Benefit (and you may keep the Benefit from this term) but you must
  leave in fear of revenge and gain 1d3 Enemies.
  4 
  You are hit with a severe disease and lose your business or job as you spend most of your last term recovering. Lose 1 Endurance. 
  5
  You were convicted in a crime and spend your last term in prison; gain Streetwise 1 or Melee (Any) 1. If you were guilty, receive the
  person who turned you in as an Enemy. If you were wrongly accused, receive the accuser as an Enemy.
  6 
  If you were self-employed, a competitor forces you out of business; receive him or her as a Rival. If you were a hireling, you are fired . 
   
  Your former boss becomes a Rival. 
  7
  An economical crisis forces you off your job and off your colony.
  8 
  Injured. Roll on the Injury table (37 TMB, 5 CB2). 
  9
  The colonial project on your colony was cut back and you lose your source of income. You gain the politician responsible for this
  decision as a Rival.
  10 
  Willingly or not, you become entangled with the local criminal world and a mob or gang war forces you to flee your colony. Gain
   
  Streetwise 1, 1d3 Contacts and 1d3 Enemies; you may enlist in the Rogue career in the next term with no penalty. 
  11
  You are caught up in a messy political scandal and must leave your colony. Lose 1 Social Standing.
  12 
  You are found in the wilderness (or floating in your vacc suit) with no memory of the last several months; your job or business is long
  gone.
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  Aggressive wildlife threatens your colony. Throw Gun Combat or Melee 8+ to avoid injury; if you succeed, gain either Space Sciences 
  (Xenology) 1 or Animals (Any) 1.
  13 
  Economic development brings new heavy equipment to your colony and you have a chance to put it to use. Gain one of Drive (Any) 
  1, Mechanic 1, Remote Operations 1 or Flyer (Any) 1.
  14
  You use the many lonely hours on the frontier to read; gain +1 Education.
  15 
  The Colonial Commission begins a major development project on your colony. Throw Admin or Streetwise 8+ to gain either +2 to any
   
  one Benefit roll or a Contact in that Commission. 
  16
  Unbalanced development creates a severe food shortage on your colony. Throw Streetwise, Trade or Animals 8+; if you succeed, you
  come out on top of this crisis and gain +2 to your next Advancement roll; if you fail, you suffer from malnutrition: take –1 Endurance.
  21 
  You have a chance to find something interesting in the wild or in space. Throw Sensors or Navigation 8+; if you are successful, roll 
   
  1d6: on 1-2 gain +2 to any one Benefit roll, on 3-5 gain a single vehicle, or on 6 gain a Ship's Boat. 
  22
  You are offered a chance to become involved in local politics. If you decline, nothing happens. If you agree, throw Diplomat, Admin
  or Streetwise 8+ to win the elections; if you succeed, gain +1 Social Standing and 1d3 Rivals.
  23
  A Megacorporation heavily invests in your colony. Gain both a Contact and a Rival in that corporation. 
  24
  The local economy flourishes and you are positively affected by this growth. Gain +4 DM to your next Advancement roll.
  25 
  A corporation offers to buy your land or main claim. If you refuse, gain a Rival in that corporation; if you agree, gain 2 additional 
   
  Benefit rolls but you must leave this career. 
  26
  Pirates raid your colony. If you surrender, they leave you unharmed but take your best possessions – lose one Benefit roll. If you
  resist, throw Gun Combat or Stealth 8+ to avoid injury; if you are successful, gain +2 to your next Advancement roll.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  A plague sweeps your world or outpost. Throw Endurance 8+ to avoid injury; if you succeed, gain one level of Medic.
  42 
  A group of rogue psions settle on your colony and offer you a chance to study with them. If you agree, gain free Psionic training and a 
   
  free Psionic Amplifier, but take –2 Social Standing due to their shady reputation. 
  43
  You stumble across an alien ruin, derelict or artefact. Gain one level in Any Science (Any) skill.
  44 
  You train as part of the colonial army reserve or militia. Gain either Gun Combat (Any) 1, Recon 1 or Stealth 1. 
  45
  You spend your term exploring new terrain. Throw Sensors, Survival or Pilot 8+ to make a significant discovery; if you are successful,
  gain +2 to your next Advancement roll.
  46 
  A new starport is built on your colony. Throw Streetwise or Admin 8+; if you succeed, you benefit from the increased traffic: gain a +2 
   
  DM to your next Advancement roll. 
  51
  Colonists with a different ethnic background settle on your colony. Throw Intelligence 8+; if you succeed, gain Language (Any) 1.
  52 
  You spend your term working on an off-world project. Gain one from Vacc Suit 1, Zero-G 1 or Space Sciences (Any) 1.
  53
  You are offered a chance to volunteer with the local law enforcement department. If you join, gain either Streetwise 1 or a Contact.
  54 
  A Secessionist insurrection sweeps your colony. Throw Survival, Melee or Gun Combat 8+ to avoid injury. If you support the 
   
  government, gain 1 Social Standing and an Enemy; if you support the rebels, lose 1 Social Standing but gain either Explosives 1 or
   
  Stealth 1. 
  55
  You work on or under a major body of water. Gain either Seafarer (Any) 1, Navigation 1 or Athletics (Any) 1.
  56 
  Two megacorporations fight over your colony. If you stay clear of the struggle, nothing special happens to you. If you take a side, 
   
  gain a Contact in one of the megacorporations and a Rival in the other. 
  61
  You spot an opportunity to start your own business. Throw Intelligence 8+; if you are successful, gain Broker 1, Trade (Any) 1 or
  Admin 1; if you fail, lose one Benefit.
  62 
  You come into contact with the local underworld. Throw Streetwise 8+; if you succeed, gain Gambler 1, Deception 1 or a Contact.
  63
  You are invited to a game of chance with high stakes. If you decline, nothing happens. If you join, throw Gambler 8+; if you are
  successful, gain a +2 DM to any one Benefit throw; if you fail, suffer a –2 DM to one Benefit throw.
  64 
  You are very active in the colonial social scene: gain 1d3 Contacts and 1d3 Rivals. 
  65
  You have a chance of finding a large exploitable resource. Throw Sensors or Space Sciences (Planetology) 8+; if you succeed, gain 
  an additional Benefit roll.
  66 
  Your hard work bears fruit and you see four very successful years. Gain an automatic promotion. 
  35
  
  ELITE
  CAREER PROGRESSION 
  Survival
  Advancement 
  Celebrity  
  Int 3+ 
   
  Soc 9+ 
   
   
  Executive
  Int 5+
  Edu 7+
  Politician  
  Int 4+ 
   
  Edu 8+ 
   
   
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
  1
  Cr 10,000  
   
  1 Ship Share 
   
  2
  Cr 20,000
  Contact
  3 
  Cr 60,000  
   
  5 Ship Shares 
   
  4
  Cr 60,000
  Air/Raft
  5
  Cr 100,000 
   
  Ally 
   
   
  6
  Cr 100,000
  +1 Soc
  7
  Cr 200,000 
   
  Yacht 
   
   
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1 
  +1 Int 
   
   
  Diplomat  
   
  2
  +1 Edu
  Carouse
  3 
  +1 Soc 
   
   
  Computers 
   
  4
  Athletics (Any)
  Drive (Any)
  5 
  Gun Combat (Any)  
  Admin 
   
   
  6
  Art (Any)
  Persuade
  Advanced Education
  1d6
  (Education 8+)
  1 
  Social Science (Any) 
   
  2
  Computers
  3 
  Any Science (Any)  
   
  4
  Pilot (Any)
  5 
  Flyer (Any) 
   
   
  6
  Leadership
  1d6
  Celebrity 
  Executive
  1 
  Gambler  
   
  Admin 
   
   
  2
  Carouse
  Diplomat
  3 
  Streetwise 
   
  Advocate  
   
  4
  Art (Any)
  Broker
  5 
  Jack of All-Trades  
  Deception 
   
  6
  Carouse
  Broker
  1d6
  Politician  
   
  1 
  Leadership 
   
   
  2
  Advocate
  3 
  Diplomat  
   
   
  4
  Admin
  5 
  Persuade  
   
   
  6
  Deception
  RANKS & BENEFITS 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Rank 
  Celebrity  
  Benefit 
   
  Executive 
  Benefit 
   
  Politician  
  Benefit 
   
   
   
  0
  – 
   
   
   
  Assistant  
   
   
  Assistant  
   
   
   
   
  1
  –
  Carouse 1
  Team Leader
  Leadership 1
  Aide
  Admin 1
  2
  – 
   
   
   
  Assistant Manager  
   
  Lobbyist  
  Persuade 1 
   
   
  3
  –
  Art (Any) 1
  Manager
  Admin 1
  Director
  4
  – 
   
   
   
  Director  
   
   
  Governor  
  Advocate 1 
   
   
  5
  –
  Persuade 1
  Vice President
  Diplomat 1
  Commissioner
  6
  – 
   
   
   
  Board Member 
   
   
  Assembly Member  
   
   
   
   
   
  Elites are upper-class citizens with money, power and/or fame: FNH 
  politicians, corporate executive or celebrities of renown.
  Qualification: Soc 10+
  –1 DM for every previous career
  You qualify automatically if your Social Standing is 10+ or if you had Rank 
  6+ in a previous career.
  Assignments: Choose one of the following:
  �
  Celebrity: You had plenty of money, fame and time to waste, living a life of 
  glamour.
  �
  Executive: You were one of the bigger sharks in the corporate pool.
  �
  Politician: You held a position of power in the FNH state apparatus.
  36
  
  Mishaps 
  2d6 
  Mishap 
  2 
  An opponent hires an assassin to kill you. Throw Intelligence or Gun Combat 8+; if you are successful, suffer a normal injury. If you 
   
  fail, roll twice on the Injury table and take the lower result. In any case, the scandal forces you to leave your position. 
  3
  An underworld figure makes you "an offer you can't refuse". If you agree, you are eventually exposed, but you may automatically join 
  the Rogue career retaining your rank number. If you refuse, you may stay in this career, but gain the mobster as an Enemy.
  4 
  Injured. Roll on the Injury table (37 TMB, 5 CB2). 
  5
  A journalist publishes a series of articles painting you in a very negative light. Whether these allegations were true or not, they lead to
  the end of this career. Gain the journalist as a Rival.
  6 
  If you are a politician, you are voted out of office; if you are an executive, a rival pushes you out of your position; if you are a celebrity, 
  a relative or competitor takes over your trust fund or other source of income. Either way, you must leave this career and gain a Rival. 
  7
  A lawsuit or political scandal forces you to leave the comfortable life of an Elite.
  8 
  You run afoul of a ranking FNH official or administrative body. Gain a Rival. 
  9
  You are investigated for corruption charges. If you are guilty, gain the prosecutor as an Enemy. If you are wrongly accused, gain the
  person who framed you as an Enemy. Either way, the scandal forces you to abandon your job.
  10 
  A faction or group you sided with falls out of favour and you must leave your position of power. Gain 1d3 Contacts and 1d3 Rivals. 
  11
  You are accused of sympathy with Secessionists. While the ensuing inquiry does not find enough evidence to convict you, your
  reputation is stained and you lose your position. Take –1 Social Standing.
  12 
  You lose a protracted legal battle. Throw Advocate or Admin 8+; if you succeed, lose one benefit roll; if you fail, lose all benefits for
   
  this career. 
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  A private security company offers you to be its official representative or unofficial lobbyist. If you agree, throw Admin or Diplomat 8+; if
  you are successful, gain either a mercenary Ally or your own Security Licence.
  13 
  Four years of leisure allow you to expand your social circle but also to earn new opponents. Gain 1d3 Contacts and 1d3 Rivals. 
  14
  Your work involves the interface between government and corporations. Either gain a Contact in the Economic Commission and a
  Rival in a Megacorporation, or a Rival in the Economic Commission and a Contact in a Megacorporation.
  15 
  You take a long trip through the Outer Veil for business or pleasure. Throw Intelligence or Education 8+; if you succeed, gain 
   
  one of Astrogation 1, Pilot (Any) 1 or a Contact. 
  16
  Terrorists or corporate mercenaries attack your office, mansion or ship. Throw Gun Combat, Flyer or Pilot 8+. If you fail, roll on the 
  Injury table. If you succeed you are hailed as a hero by the media and gain +1 Social Standing.
  21 
  You have a chance to receive higher education. Gain either +1 Education or Any Sciences (Any) 1. 
  22
  You take a private piloting course. Throw Intelligence 8+ to gain one level in either Flyer (Any) or Pilot (Any).
  23 
  You develop connections with a shipbuilding corporation. Throw Carouse or Admin 8+; if you succeed, gain 5 ship shares towards the 
   
  purchase of a Yacht. 
  24
  Investing in the local stock exchange offers the lure of easy profits, but also carries serious risks. If you decide to invest, throw Broker
  8+; if you are successful, gain two additional Benefit rolls; if you fail, lose two Benefit rolls.
  25 
  You have a chance to be appointed or elected to a prestigious office. Throw Persuade or Diplomat 8+; if you fail, take a –2 DM to
   
  your next Advancement roll; if you succeed, gain a +2 DM to your next Advancement roll. 
  26
  You may participate in a game of chance with high stakes. If you join, throw Gambler or Deception 8+; if you are successful, gain an
  additional Benefit roll; if you fail, lose one Benefit roll.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  A rebellion, riot or illegal corporate war breaks out and you are one of the prime targets. Throw Persuade, Gun Combat or Streetwise
  8+ to avoid injury; if you succeed, gain a +2 DM to your next Advancement roll.
  42 
  You are involved in military affairs, military politics or a defence contract. Gain either Weapon Engineering (Any)1 or a military
   
  Contact. 
  43
  You are asked to be the spokesman for a new product or service. If you accept, throw Persuade or Deception 8+. If you succeed,
  gain either an extra Benefit roll or +1 Social Standing. If you fail, take –1 Social Standing.
  44 
  You are investigated for tax evasion. Throw Advocate 8+ or Social Standing 10+. If you fail, lose a Benefit roll. 
  45
  You are forced to get a real job. Gain one of Trade (Any) 1, Jack of All Trades 1 or Engineer (Any) 1.
  46 
  You spend time on an Outer Veil world big game hunting. Throw Intelligence 8+. If you succeed, gain one of Gun Combat (Any), 
   
  Recon or Survival. 
  51
  You are part of your homeworld’s celebrity circle. Gain one of Carouse, Persuade, Steward or a Contact.
  52 
  Your privacy is invaded by the paparazzi. Throw Intelligence 8+. If you succeed gain either Stealth or Deception. If you fail you gain a 
   
  +1 DM on one Benefit roll but take –1 Social Standing. 
  53
  You are attacked by the dregs of society. Throw Endurance 8+. If you succeed, gain either Melee (Any) 1 or Gun Combat (Any) 1. If
  you fail, roll on the Injury table.
  54 
  You become a major player in a colony world’s politics. Gain one of Advocate, Admin, Diplomat or Persuade, but gain 1d3 
   
  Rivals. 
  55
  The Justice Commission ask you to assist in an investigation. Throw Intelligence 8+. If you succeed, gain one of Investigate 1,
  Streetwise 1 or Deception 1.
  56 
  Power and fame can be fleeting. Throw Intelligence 8+. If you fail, take a –2 DM on your next Advancement roll. 
  61
  Your status in society attracts the wrong kind of attention. Throw Deception or Intelligence 8+. If you succeed, gain Streetwise 1 or 
  Survival 1. If you fail, gain an Enemy.
  62 
  You participate in a charity event. Throw Dexterity or Education 8+. If you succeed, gain one of Athletics (Any), Carouse or Gambler. 
  63
  You take an interest in racing. Throw Dexterity 8+. If you succeed gain one of Drive (Any) 1, Flyer (Any) 1, Pilot (Small Craft) 1 or
  Seafarer (Any) 1.
  64 
  Strange things happen to powerful people. Go to the Life Events table (34 TMB, 12, 13 CB2) and roll an Unusual Event. 
  65
  A higher ranking executive or official takes you under his or her wing. Gain a +4 DM to your next Advancement roll.
  66 
  You pull off an impressive scheme, plan or media spin. Gain an automatic promotion. 
  37
  
  FNH MARINE CORPS
  CAREER PROGRESSION 
  Survival
  Advancement 
  Support  
  End 5+ 
   
  Dex 7+ 
   
   
  Technical
  Int 6+
  Edu 6+
  Trooper  
  End 7+ 
   
  Edu 5+ 
   
   
  Commission 
  Int 8+ 
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
  1 
  Cr 3,000  
   
  Weapon  
   
  2
  Cr 6,000
  Armour
  3 
  Cr 6,000  
   
  Weapon or +1 Dex  
  4
  Cr 12,000
  Combat Implant
  5 
  Cr 24,000  
   
  +1 Edu 
   
   
  6
  Cr 32,000
  Combat Implant
  7
  Cr 60,000  
   
  Security Licence 
   
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1 
  +1 Str 
   
   
  Athletics (Any) 
   
  2
  +1 Dex
  Vacc Suit
  3 
  +1 End 
   
   
  Gun Combat (Any)  
  4
  +1 Int
  Stealth
  5 
  Melee (Any) 
   
  Recon 
   
   
  6
  Gambler
  Zero-G
  Advanced Education
  Commissioned 
  1d6
  (Education 8+)
  Officer Skills 
  1 
  Medic 
   
   
  Tactics (Military) 
   
  2
  Survival
  Leadership
  3 
  Explosives 
   
  Admin 
   
   
  4
  Pilot (Any)
  Remote Operations
  5 
  Instruction 
   
  Leadership 
   
  6
  Medic
  Comms
  1d6
  Support 
  Technical
  1 
  Mechanic  
   
  Computers 
   
  2
  Drive or Flyer (Any)
  Engineer (Any)
  3 
  Medic 
   
   
  Mechanic  
   
  4
  Admin
  Remote Operations
  5 
  Comms  
   
  Cbt Engineer (Any)  
  6
  Weapon Engineering (Any)
  Comms
  1d6
  Trooper  
   
  1 
  Gun Combat (Any)  
   
  2
  Melee (Any)
  3 
  Vacc Suit  
   
   
  4
  Zero-G
  5 
  Heavy Weapons (Any) 
   
  6
  Recon
  RANKS & BENEFITS 
   
   
   
   
  Skill or 
   
   
   
   
   
  Skill or 
   
   
   
   
  Rank 
  Enlisted  
   
  Benefit 
   
   
  Officer 
   
   
  Benefit 
   
   
   
   
  0 
  Private 
   
   
  Gun Combat (Any) 1 
   
   
   
   
   
   
   
   
  1
  Private, 1st Class
  Vacc Suit 1
  Lieutenant
  Leadership 1
  2 
  Corporal  
   
   
   
   
  Captain  
   
  Tactics (Military) 1  
   
   
  3
  Sergeant
  Tactics (Military) 1
  Major
  4 
  Gunnery Sergeant  
  Admin 1  
   
  Lieutenant Colonel  
  Advocate 1 
   
   
   
  5
  Sergeant Major
  Leadership 1
  Colonel
  6 
  Master Sergeant 
   
   
   
   
  Brigadier  
   
  +1 Soc 
   
   
   
   
   
   
  Disciplined, well-trained and equipped with TL 11 high-tech, the Marines are 
  the iron fist inside the FNH's velvet glove. During peacetime, the Marines 
  handle any military, police or counter-terrorist task that can't be handled by local 
  forces or by the Justice Commission. Most FNH military ships carry marines to 
  defend the ships and serve as expeditionary troops at the captain's disposal.
  Qualification: End 6+
  –1 DM for every previous career
  –2 DM if you are aged 30 or more
  Assignments: Choose one of the following:
  �
  Support: You were a quartermaster, driver, mechanic or battlefield medic 
  in the Marines.
  �
  Technical: You served as a technical specialist, drone operator or 
  engineer assisting the grunts in the field.
  �
  Trooper: You were a Marines grunt, the cream of the FNH military forces.
  38
  
  Mishaps 
  2d6 
  Mishap 
  2 
  Severely injured in combat. This is the same as a roll of 2 on the Injury table. 
  3
  You are captured by terrorists and tortured. The trauma you've endured in captivity leads to your discharge from the Corps.
  4 
  Your are ordered to torture a captured Secessionist. If you obey, the intelligence gained saves the day but you are dishonourably
   
  discharged from the corps for your actions and gain your commanding officer as an Ally. If you refuse, gain +1 Social Standing 
   
  from the subsequent media fanfare surrounding the affair, but the officer becomes your Enemy and forces you to leave the Marines. 
  5
  A failed mission results in the death of several Marines and you are held responsible regardless of your actual responsibility.
  6 
  A mission gone wrong causes massive collateral damage to expensive Megacorp property and the blame falls on you. Gain the local
   
  corporate exec respons ble for that facility as an Enemy. 
  7
  Injured. Roll on the Injury table (37 TMB, 5 CB2).
  8 
  Intense rivalry with a fellow Marine of the same rank leads to your resignation or discharge. Gain him or her as a Rival. 
  9
  Your ship crashes on a remote world and you spend most of your term stranded in the wild; gain a level of Survival. Once rescued
  you are honourably discharged from the Corps and you may retain any benefits from this term.
  10 
  Your unit is disbanded due to budget cuts. You may retain any benefits from this term, but gain the paper-pusher responsible for this
   
  as a Rival. 
  11
  Your unit is involved in a badly botched operation and you are all discharged in the ensuing fiasco.
  12 
  You volunteer for a secret experiment and are removed from service to maintain secrecy. Roll 2d6: on a roll of 8 or less, gain 1d3
   
  augmentations; on a roll of 9 or more receive free psionic training and a Psionic Amplifier. 
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  You are assigned to a remote base of station with nothing much to do other than read or play card games. Gain Gambler 1 or +1
  Education.
  13 
  During an anti-piracy operation, your unit spear-heads the attack on a pirate base. Throw Zero-G or Gun Combat 8+ to avoid injury; if
   
  you are successful, gain a +2 DM to your next Advancement roll. 
  14
  In the heat of battle, a wounded comrade is pinned under heavy enemy fire. If you try to rescue him or her, throw Stealth or Gun
  Combat 8+ to avoid injury and reach his or her position; if you succeed, gain him or her as an Ally.
  15 
  You are given Intelligence training. Throw Intelligence 8+; if you succeed gain one of Interrogation 1, Sensors 1 or Investigation 1. 
  16
  Your transport crash-landed on an Outer Veil world; gain either Survival 1 or Jack of All-Trades 1.
  21 
  Several of your fellow Marines organise a gambling ring. If you stay clear of this shady affair, gain a +2 DM to your next advancement
   
  roll. If you join, throw Gambler 8+; if you are successful, gain an additional benefit; if you fail, lose one benefit. 
  22
  You are stationed on a ship patrolling the Outer Veil. Throw Education 8+; if you succeed gain either Pilot (Any) or Gunner (Any).
  23 
  You are assigned to the bodyguard detail of a ranking FNH official. Throw Intelligence or Social Standing 8+; if you succeed, 
   
  gain one of Diplomat 1, Carouse 1 or a contact high in the FNH bureaucracy. 
  24
  Hostile wildlife infest an Outer Veil colony and your unit is sent to clear it out. Throw Gun Combat or Melee 8+ to avoid injury; if you
  succeed, gain Space Science (Xenology) 1 and a +2 DM to your next Advancement roll.
  25 
  You serve as an instructor in a Marines boot camp. Gain one of Instruction 1, Leadership 1 or Tactics (Military) 1. 
  26
  Your unit participates in a police action against a Secessionist insurgency. Throw Gun Combat or Stealth 8+ to avoid injury; if you are
  successful, gain a +2 DM to your next Advancement roll.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  You are assigned to field-test a new weapon system. Gain one of Weapon Engineering (Any) 1, Heavy Weapons (Any) 1 or a contact
  in FEconA's Military Industry branch.
  42 
  Your unit is sent to put an end to an illegal war between Megacorporations and you perform your duty admirably. Gain a +4 DM to
   
  your next Advancement roll but also gain 1d3 mercenary officers as Enemies. 
  43
  Your ship engages in combat with a pirate squadron and you are assigned to the damage control detail. Throw Intelligence or 
  Education 8+; if you are successful, gain Mechanic 1 or Engineer (Any) 1.
  44 
  You are assigned to one of the larger Marine bases in the Core. Throw Intelligence 8+; if you succeed gain either Streetwise 1 or Jack 
   
  of All-Trades 1.
  45
  Pirates, terrorists or mercenaries board your ship and try to take it over with overwhelming forces. If you reach for the escape pods,
  you avoid risking your life but you suffer a –2 DM to your next Advancement roll. If you stay and fight, throw Gun Combat or Melee 8+
  to avoid injury; if you are successful, gain a +2 DM to your next Advancement roll.
  46 
  Your unit is ordered to guard a maximum-security military prison. Gain one of Sensors 1, Melee (Any) 1 or Streetwise 1. 
  51
  You are assigned to a Marine recruiting station. Gain Recruiting 1.
  52 
  You train alongside a colonial Army unit. Gain 1d3 Contacts. 
  53
  You are given specialist training. Gain one of Medic 1, Mechanic 1, Heavy Weapons (Any) 1 or Remote Operations 1.
  54 
  Your unit works alongside a Justice Commission agent. Gain him or her as a Contact. 
  55
  Your ship is tasked with preventing corporate claim-wars in an asteroid belt. Gain one of Sensors 1, Zero-G 1 or Pilot (Small Craft) 1.
  56 
  You discover that the pirate band you were fighting was actually a privateer unit in service of one of the Megacorporations. If you
   
  report this, gain a +2 DM to your next Advancement roll; if you keep silent, gain a Contact in that corporation. 
  61
  You are assigned to a Marine military police unit. Throw Intelligence 8+; if you are successful gain one of Advocate 1, Streetwise 1 or
  Investigate 1.
  62 
  You witness your commanding officer engaging in inappropriate conduct. Report him or her and gain a +2 DM to your next
   
  Advancement roll; keep your mouth shut and gain him or her as an Ally. 
  63
  Your unit attacks a Secessionist training camp on a remote Outer Veil world. Throw Gun Combat or Recon 8+ to avoid injury; if you
  succeed, gain a +2 DM to your next Advancement roll.
  64 
  During a particularly uneventful assignment you volunteer to assist the unit's cook. Gain Steward 1. 
  65
  You are sent to rescue important hostages held by a terrorist group. Roll Gun Combat or Stealth 8+ to avoid injury; if you are
  successful, you manage to rescue the hostages and gain 1d3 of them as Allies.
  66 
  Your exemplary service results in you being sent to an Officer Training Course. If you are Enlisted, gain an automatic commission; if 
   
  you are an Officer, gain an automatic promotion. 
  39
  
  FNH NAVY
  CAREER PROGRESSION 
  Survival
  Advancement 
   
  Deck 
   
  Int 6+ 
   
  Edu 6+ 
   
   
   
  Engineering
  Int 5+
  Edu 7+
  Flight 
   
  Dex 7+ 
   
  Int 5+ 
   
   
   
  Gunnery  
  Int 6+
  Edu 6+ 
   
   
   
  Commission 
  Edu 8+
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
   
  1
  Cr 1,500  
   
  1 Ship Share 
   
   
  2
  Cr 3,000
  Weapon
  3
  Cr 5,000  
   
  +1 Int 
   
   
   
  4
  Cr 10,000
  +2 Edu
  5 
  Cr 20,000  
   
  Ship's Boat or 2 Ship Shares  
  6
  Cr 30,000
  5 Ship Shares
  7
  Cr 50,000  
   
  Subsidised Trader or Miner 
   
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1 
  +1 Str 
   
   
  Vacc Suit  
   
  2
  +1 Dex
  Gunner (Any)
  3
  +1 Int 
   
   
  Gun Combat (Any)  
  4
  +1 Edu
  Zero-G
  5 
  Carouse  
   
  Mechanic  
   
  6
  Melee (Any)
  Astrogation
  Advanced Education
  Commissioned 
  1d6
   (Education 8+)
  Officer Skills 
  1 
  Remote Operations  
  Admin 
   
   
  2
  Engineer (Any)
  Tactics (Naval)
  3 
  Space Science (Any) 
  Leadership 
   
  4
  Instruction
  Admin
  5 
  Any Science (Any)  
  Advocate  
   
  6
  Medic
  Pilot (Any)
  1d6
  Deck 
  Engineering
  1 
  Sensors  
   
  Engineer (Any) 
   
  2
  Comms
  Mechanic
  3 
  Mechanic  
   
  Computers 
   
  4
  Vacc Suit
  Remote Operations
  5 
  Computers 
   
  Mechanic  
   
  6
  Jack of All-Trades
  Engineer (Any)
  1d6
  Flight 
   
   
  Gunnery  
  1 
  Pilot (Small Craft) 
   
  Gunner (Any) 
   
  2
  Gunner (Any)
  Sensors
  3 
  Sensors  
   
  Explosives 
   
  4
  Flyer (Any)
  Gunner (Any)
  5 
  Pilot (Small Craft) 
   
  Remote Operations  
  6
  Astrogation
  Computers
  RANKS & BENEFITS 
   
   
   
   
  Skill or 
   
   
   
   
   
  Skill or 
   
   
   
   
  Rank 
  Enlisted  
   
  Benefit 
   
   
  Officer 
   
   
  Benefit 
   
   
   
   
  0 
  Spaceman 
   
  Vacc Suit 1 
   
   
   
   
   
   
   
   
   
  1
  Able Spaceman
  Gun Combat (Any) 1
  Ensign
  Leadership 1
  2 
  Petty Officer 3rd Class 
   
   
   
  Lieutenant 
   
   
   
   
   
   
  3
  Petty Officer 2nd Class
  Mechanic 1
  Lieutenant Commander
  Tactics (Naval) 1
  4 
  Petty Officer 1st Class 
   
   
   
  Commander 
   
   
   
   
   
   
  5
  Chief Petty Officer
  Admin 1
  Captain
  Advocate 1
  6 
  Master Chief 
   
   
   
   
  Admiral 
   
   
  +2 Soc 
   
   
   
   
   
   
  The FNH Navy's task is projecting the power of the FNH 
  government from the Core to distant stars, up to and including the 
  Outer Veil - or even beyond. Brave men and women are needed to 
  crew the many ships, boats and fighters that defend the frontier and 
  bring law and order to the remote colonies.
  Qualification: End 6+
  –1 DM for every previous career
  –2 DM if you are aged 30 or more
  Assignments: Choose one of the following:
  �
  Deck: You were a typical crewmember or officer aboard a naval 
  ship.
  �
  Engineering: You made sure that a ship was in working order 
  and prepared to do its job.
  �
  Flight: You piloted a small craft or a fighter; a dangerous job, but 
  with plenty opportunities for glory.
  �
  Gunnery: You operated the weapon systems of a spacecraft or 
  starship.
  40
  
  Mishaps 
  2d6 
  Mishap 
  2 
  Severely injured in combat. This is the same as a roll of 1 on the Injury table. 
  3
  Your ship is destroyed in battle, and while you manage to survive in an escape pod, you are blamed for this disaster regardless of
  your actual guilt and dishonourably discharged.
  4 
  Your vessel crashes on a remote Outer Veil world and you spend most of your last term there before being rescued. Gain Survival 1 
   
  or Navigation 1, but you are honourably discharged after this affair (you may keep all Benefits from this career). 
  5
  A major corporate contractor offers you a sizable bribe to further his interests in the Navy. If you agree, you are eventually exposed
  and discharged, but still manage to stash away a hefty sum of cash – lose no benefits. If you decline, you may stay in the Navy, but
  gain the contractor as an Enemy.
  6 
  Your ship is decommissioned due to old age and you are one of those who are not given a berth aboard a new ship. 
  7
  Injured. Roll on the Injury table (37 TMB, 5 CB2).
  8 
  Intense rivalry with a fellow Spacer of similar rank leads to your dismissal from the Navy. Gain him or her as a Rival. 
  9
  Your ship misjumps into unexplored space and you spend most of your last term on the long journey home; you are discharged after
  prolonged debriefing. Still, you managed to learn a lot about deep space: gain one level of Astrogation.
  10 
  You are ordered to fire on a suspected pirate vessel, which is eventually found to be an unarmed civilian transport. Your commanding 
   
  officer manages to avoid responsibility by letting the blame fall on you. Gain him or her as a Rival. 
  11
  You are exposed to a radiation leak or to a minor solar flare and take 6d6 x 10 rads.
  12 
  A badly aimed ortillery barrage causes significant damage to civilian real-estate and you are held responsible. Throw Advocate or 
   
  Admin 8+; if you succeed, lose only one Benefit roll; if you fail, lose all Benefit rolls from this career. 
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  You train alongside your ship's Marine detachment. Gain Gun Combat (Any) 1, Stealth 1 or Recon 1.
  13 
  Your ship receives a distress signal from a damaged civilian ship in a rapidly decaying orbit. Throw Pilot, Sensors or Engineer 8+ to
   
  save that ship; if you are successful, gain its captain as an Ally. 
  14
  Pirates attack your ship. Throw Gunner, Pilot or Sensors 8+ to avoid injury; if you succeed, gain +2 DM to your next Advancement
  roll.
  15 
  You are assigned to a remote Naval base with little else to do other than read or play cards. Gain either +1 Education or Gambler 1. 
  16
  You are among the first humans to investigate newly-discovered alien ruins. Throw Intelligence or Education 8+; if you are successful,
  gain either Space Science (Xenology) 1 or Social Science (Archaeology) 1.
  21 
  You are stationed on a major Naval base which sees a lot of traffic. Gain Comms 1, Streetwise 1 or a Contact. 
  22
  Your vessel encounters a corporate privateer squadron just as it closes on a transport owned by a rival corporation. Throw Sensors,
  Pilot or Gunner 8+ to avoid injury; if you succeed, gain the transport's captain as an Ally. In any case, gain an Enemy in the
  corporation who controlled the privateers.
  23 
  You are assigned to a ship carrying a ranking FNH official. Throw Carouse or Social Standing 8+; if you are successful, gain him or
   
  her as a Contact. 
  24
  A smuggler offers you a bribe to avoid an inspection. If you accept, gain an additional Benefit roll. If you turn the smuggler in, gain +2
  DM to your next Advancement roll.
  25 
  Your ship is severely damaged in combat with a pirate fleet. Throw Engineer, Mechanic or Pilot 8+ to avoid injury; if you succeed, gain 
   
  a +2 DM to your next Advancement roll. 
  26
  An accident causes a reactor leak on your vessel. If you abandon ship, nothing happens to you. If you volunteer to go in and repair it,
  throw Vacc Suit or Engineer 8+; if you are successful, gain an automatic promotion. If you fail, take 2d6 x 10 rads and an injury.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  You receive specialist training; gain any one skill at level 1.
  42 
  You are assigned to a Naval shipyard. Throw Intelligence or Education 8+; if you succeed, gain one level in either Remote Operations 
   
  or Engineer (Naval). 
  43
  Your ship is ambushed by a number of secessionist vessels. Throw Pilot, Sensors or Tactics 8+ to avoid injury; if you are successful,
  gain a +2 DM to your next Advancement roll.
  44 
  New, experimental systems are installed aboard your vessel. Throw Intelligence or Engineer 8+; if you are successful, gain a level in 
   
  Engineer (Any). 
  45
  A planetside Secessionist or pirate base launches missiles at your vessel. Throw Sensors, Gunner or Pilot 8+ to avoid injury; if you
  succeed, gain either a +2 DM to your next Advancement roll or one level in Gunner (Ortillery).
  46 
  You are assigned to Naval Intelligence; gain Deception 1, Investigation 1, Interrogation 1 or Stealth 1. 
  51
  After a successful mission, you are rewarded with a prolonged shore leave. Gain Gambler 1, Carouse 1 or a Contact.
  52 
  Terrorists plant a bomb aboard your vessel. Throw Explosives or Vacc Suit 8+ to avoid injury; if you are successful, you save the lives 
   
  of several of your comrades: gain 1d3 Allies 
  53
  Your ship is in orbit when a Marine dropship tries to land under heavy fire. Throw Pilot, Sensors or Gunner 8+ to help it; if you
  succeed, gain an Ally in the Marines.
  54 
  You serve on a famous ship or under the command of a legendary officer. Gain +1 Social Standing. 
  55
  You have a chance to develop ties with FEconA's Naval Division. Throw Admin or Carouse 8+; if you are successful, gain a Contact
  and 1d6 Ship Shares.
  56 
  You are assigned to a Navy recruiting station. Gain Recruiting 1. 
  61
  During a particularly boring assignment, you spend hours on hours in the gym. Gain either Athletics (Any) 1 or +1 Endurance.
  62 
  A heated political debate erupts between you and a fellow crewmember; gain him or her as a Rival. Additionally, throw Advocate or 
   
  Persuade 8+; if you succeed, gain a +2 DM to your next Advancement roll; if you fail, take a –2 DM 
  63
  You are sent to interdict a star system known for illegal corporate warfare. Gain Advocate 1, Sensors 1 or Diplomat 1.
  64 
  Your ship is assigned to escort a long-range exploration vessel into the unknown. Gain a Contact in the Science Commission. 
  65
  You impress your commanding officer with your professionalism and bravery. Gain a +4 DM to your next Advancement roll.
  66 
  Your exemplary service results in you being sent to an Officer Training Course. If you are Enlisted, gain an automatic Commission; if 
   
  you are an Officer, gain an automatic promotion. 
  41
  
  JUSTICE COMMISSION
  CAREER PROGRESSION 
   
   
  Survival
  Advancement 
  Agent 
   
  Dex 7+ 
   
  Int 5+ 
   
   
  Judge 
  Edu 5+
  Soc 7+
  Technician 
  Int 6+ 
   
  Edu 6+ 
   
   
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
  1
  Cr 1,000  
   
  Ally 
   
   
  2
  Cr 2,000
  Weapon
  3 
  Cr 5,000  
   
  Combat Implant 
   
  4
  Cr 10,000
  Armour
  5 
  Cr 20,000  
   
  Ally 
   
   
  6
  Cr 50,000
  Security Licence
  7 
  Cr 100,000 
   
  Subsidised Courier  
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1 
  +1 Str 
   
   
  Gun Combat (Any)  
  2
  +1 Dex
  Computers
  3 
  +1 End 
   
   
  Investigate 
   
  4
  +1 Int
  Admin
  5 
  Carouse  
   
  Comms  
   
  6
  Athletics (Any)
  Drive or Flyer (Any)
  Advanced Education
  1d6
  (Education 8+)
  1 
  Engineer (Any) 
   
   
  2
  Advocate
  3 
  Any Science (Any)  
   
  4
  Pilot (Any)
  5 
  Leadership 
   
   
  6
  Diplomat
  1d6
  Agent 
   
  Judge 
  1 
  Streetwise 
   
  Admin 
   
   
  2
  Investigate
  Advocate
  3 
  Gun Combat (Any)  
  Persuade  
   
  4
  Deception
  Advocate
  5 
  Interrogation 
   
  Diplomat  
   
  6
  Stealth
  Interrogation
  1d6
  Technician
  1 
  Sensors  
   
   
  2
  Remote Operations
  3 
  Computers 
   
   
  4
  Investigate
  5 
  Engineer (Any) 
   
   
  6
  Medic
  RANKS & BENEFITS 
   
   
   
  Skill or 
   
   
   
   
   
  Skill or 
   
   
   
   
   
  Rank 
  Agent & Tech 
  Benefit 
   
   
  Judge 
   
   
  Benefit 
   
   
   
   
   
  0 
  Recruit 
   
   
   
   
  Advocate  
   
   
   
   
   
   
   
  1
  Detective
  Gun Combat (Any) 1
  Lawyer
  Advocate 1
  2 
  Inspector  
   
   
   
   
   
   
   
   
   
   
   
   
  3
  Senior Inspector
  Investigate 1
  Justice of the Peace
  Diplomat 1
  4 
  Supervisor 
   
   
   
   
   
   
   
   
   
   
   
   
  5
  Director
  Leadership 1
  Magistrate
  Leadership 1
  6 
  Commissioner 
   
   
   
  Judge 
   
   
   
   
   
   
   
   
  Law and order are maintained throughout known space by the Justice 
  Commission. These dedicated people ensure that the laws of the FNH are 
  being followed, root out corruption and handle whatever crime the local 
  authorities can't. Part lawman, spy and judge, these dedicated people keep the 
  peace.
  Qualification: End 6+
  –1 DM for every previous career.
  Automatic if 1+ terms as an Agent.
  Automatic if 2+ terms Navy, Army or Marine service.
  Assignments: Choose one of the following:
  �
  Agent: You are the law. You track down the bad guys and bring them to 
  justice.
  �
  Judge: You serve as a roving prosecutor or judge on the frontier. You 
  interpret the law and apply it in a variety of unusual situations.
  �
  Technician: Part CSI, part Techno, you are the heart and soul of the high 
  tech investigation.
  42
  
  Mishaps 
  2d6 
  Mishap 
  2 
  Severely injured. Roll twice on the Injury table and take the lower result. 
  3
  Your actions lead to the death of a large group of people. Gain 1d3 Enemies.
  4 
  You infiltrate an unsanctioned colony and are exposed. You have to flee the planet with only the clothes on your back. Roll Streetwise 
   
  8+. If you succeed, you lose 1 Benefit roll. If you fail, you lose all Benefit rolls for this career. 
  5
  You are offered a chance to join a Secessionist group. If you refuse, your cover is blown; gain 1d3 Enemies from that group. If you
  agree, throw Deception 10+. If you succeed, you may stay in this career but you are now working for the Secessionist group.
  6 
  You are seduced by the people you were trying to fight. Throw Social Standing 8+. If you succeed, you may take the Rogue career 
   
  next term  without rolling for Qualification. If you fail, you must enter the Drifter career next term. Either way, gain a Justice 
   
  Commission Enemy and –1 Social Standing. 
  7
  Injured. Roll on the Injury table (37 TMB, 5 CB2).
  8 
  You are made a scapegoat for political reasons and your reputation is ruined. Gain an Enemy in either the FNH or a Corporation. 
   
  Throw Streetwise 8+ to keep your Benefit roll for this term. 
  9
  Your ship is attacked by pirates or corporate raiders and you are stranded on a backwater world. Throw Dexterity 8+ to avoid a roll on
  the Injury table.
  10 
  During an investigation of a corrupt FNH official you are captured and tortured. You are no longer fit for duty. 
  11
  You are betrayed by a friend or close associate. One of your Allies becomes an Enemy. If you have no Allies, you were betrayed by
  an acquaintance but still gain an Enemy.
  12 
  You botch an investigation and a major criminal figure escapes justice. Gain a Justice Commission Enemy and take –1 Social 
   
  Standing. 
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  You are caught in the middle of a corporate war. Throw Dexterity or Gun Combat 8+. If you fail, roll on the Injury table.
  13 
  You are offered a bribe to suppress evidence in a criminal case. If you accept the bribe, throw Deception 8+. If you succeed, gain an 
   
  extra Benefit roll. If you fail, take a –4 DM on your next Advancement roll. If you do not accept the bribe and turn in the briber, take a
   
  +1 DM on your next Advancement roll but gain an Enemy. 
  14
  You investigate an unsanctioned colony at the edge of the Outer Veil. Throw Investigate or Diplomat 8+. If you succeed, you
  successfully integrate the colony into the FNH and gain +1 Social Standing and an Ally. If you fail, roll on the Injury table.
  15 
  You are attacked by a criminal gang. Throw Dexterity 8+. If you succeed, gain one level of Gun Combat (Any) or Melee (Any). If you 
   
  fail, roll twice on the Injury table and take the worst result. 
  16
  You are assigned to a space ship. Throw Intelligence 8+. If you succeed, gain one of Mechanic 1, Vacc Suit 1 or Gunner (Any) 1.
  21 
  You are the leader of an investigation. Throw Education 8+. If you succeed, gain one of Leadership 1 or Tactics (Any) 1. 
  22
  You are trained in advanced weapons. Throw Intelligence 8+. If you succeed, gain one skill level in one of Gun Combat (Any), Melee
  (Any) or Tactics (Any).
  23 
  Your team is attacked and your actions save the life of the others. Gain one level of Medic and throw Intelligence 8+. If you succeed 
   
  gain one level of Leadership or an Ally. 
  24
  You are involved in a dangerous investigation. Throw Education 8+. If you succeed, gain one of Interrogation 1, Explosives 
  1,
  or
  Remote Operations 1. If you fail, roll on the Injury table.
  25 
  You work in a large variety of areas. Throw Intelligence 8+. If you succeed, gain one level of Jack of All-Trades. 
  26
  You develop a group of informants. Gain 1d3 Contacts.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  You are able to spend time among different cultures. Gain Language (Any) 1.
  42 
  Your mission requires special abilities. Throw Endurance 8+. If you succeed, you gain an Augmentation. 
  43
  You are assigned to investigate an FNH military unit. Throw Intelligence 8+. If you succeed, gain one of Gun Combat (Any) 1, Melee 
  (Any) 1, Vacc Suit 1, Gunner (Any) 1 or one level of Deception.
  44 
  You investigate criminal activity on a large space ship or a space station. Throw Education 8+. If you succeed, gain one of Mechanic 
  1, Engineer (Any) 1, Vacc Suit 1, or Zero-G 1. 
  45
  Your mission involves negotiating with a secessionist group. Throw Social Standing 8+. If you succeed, you have averted a war and
  gain an Ally. If you fail, war breaks out and you gain an Enemy. Either way, gain one level of Diplomat.
  46 
  You go undercover as a low level worker. Throw Intelligence 8+. If you succeed gain one of Steward 1, Mechanic 1 or Trade (Any) 1.
  51
  You spend a lot of time in the remote wilderness. Gain one of Recon 1, Survival 1 or Navigation 1.
  52 
  You are assigned to escort a corporate executive or high ranking politician of the FNH. Throw Social Standing 8+. If you succeed, 
   
  gain one of Carouse 1, Gambler 1 or Admin 1 and gain a Contact. If you fail, take –1 Social Standing and gain a Rival. 
  53
  You spend time on a water world. Gain either Seafarer (Any) 1 or Navigation 1.
  54 
  You investigate a criminal gang. Throw Deception 8+ or Intelligence 10+. If you succeed, gain one of Gambler 1, Carouse 1 or Art 
   
  (Any) 1. If you fail, gain a Rival and Carouse 1. 
  55
  You are part of a team investigating illegal activity by a corporation or colony. Throw Streetwise 8+. If you succeed, gain a +1 DM on
  one Benefit roll or an Ally. If you fail, lose one Benefit roll due to the actions of the corporation and gain an Enemy.
  56 
  You investigate a pirate gang. Gain one of Pilot (Any) 1, Astrogation 1, Engineer (Any) 1 or one level of Investigation. 
  61
  You find out your superior is involved in corruption. You may turn him in and gain a +2 DM on your next Promotion roll and an Enemy.
  If you do not turn him in, gain an Ally.
  62 
  You make friends with another Justice Commission agent. Gain an Ally. 
  63
  You are given a bonus for solving a case involving corporate executives. Gain a +1 DM on a Benefit roll.
  64 
  You solve a difficult case and are suitably rewarded. Gain a +2 DM on your next Advancement roll. 
  65
  You become a protégé of a superior. Take a +4 DM on your next Advancement or a +1 DM on one Benefit roll.
  66 
  Your hard work is noticed by your superiors. You are automatically promoted. 
  43
  
  PLANETARY ARMY
  CAREER PROGRESSION 
  Survival
  Advancement 
  Armour  
  Dex 6+ 
   
  Edu 6+ 
   
   
  Artillery 
  Int 6+
  Edu 6+
  Infantry  
  Dex 6+ 
   
  Int 6+ 
   
   
  Support  
  End 4+
  Edu 8+
   
  Commission 
  Edu 8+
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
  1
  Cr 1,000  
   
  Weapon  
   
  2
  Cr 2,500
  Armour
  3
  Cr 5,000  
   
  Weapon or +1 Dex  
  4
  Cr 10,000
  +1 Dex
  5 
  Cr 10,000  
   
  +1 Edu 
   
   
  6
  Cr 20,000
  Combat Implant
  7
  Cr 30,000  
   
  Mercenary Licence  
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1 
  +1 Str 
   
   
  Athletics (Any) 
   
  2
  +1 Dex
  Drive (Any)
  3
  +1 End 
   
   
  Gun Combat (Any)  
  4
  +1 Edu
  Hvy Weapons (Any)
  5 
  Streetwise 
   
  Recon 
   
   
  6
  Gambler
  Melee (Any)
  Advanced Education
  Commissioned 
  1d6
  (Education 8+)
  Officer Skills 
  1 
  Navigation 
   
  Tactics (Military) 
   
  2
  Survival
  Leadership
  3 
  Explosives 
   
  Admin 
   
   
  4
  Flyer (Any)
  Remote Operations
  5 
  Instruction 
   
  Computers 
   
  6
  Weapon Engineering (Any)
  Comms
  1d6
  Armour 
  Artillery
  1 
  Drive (Any) 
   
  Mechanic  
   
  2
  Heavy Weapons (Any)
  Hvy Weapons (Any)
  3 
  Sensors  
   
  Computers 
   
  4
  Mechanic
  Remote Operations
  5 
  Navigation 
   
  Explosives 
   
  6
  Recon
  Hvy Weapons (Any)
  1d6
  Infantry  
   
  Support  
  1 
  Gun Combat (Any)  
  Medic 
   
   
  2
  Melee (Any)
  Mechanic
  3 
  Recon 
   
   
  Engineer (Any) 
   
  4
  Survival
  Cbt Engineer (Any)
  5 
  Athletics (Any) 
   
  Comms  
   
  6
  Stealth
  Drive (Any)
  RANKS & BENEFITS 
   
   
   
   
  Skill or 
   
   
   
   
   
  Skill or 
   
   
   
   
  Rank 
  Enlisted  
   
  Benefit 
   
   
  Officer 
   
   
  Benefit 
   
   
   
   
  0 
  Private 
   
   
  Gun Combat (Any) 1 
   
   
   
   
   
   
   
   
  1
  Private 1st Class
  Recon 1
  Lieutenant
  Admin 1
  2 
  Corporal  
   
   
   
   
  Captain  
   
  Leadership 1 
   
   
   
  3
  Sergeant
  Admin 1
  Major
  Tactics (Military) 1
  4 
  Gunnery Sergeant  
   
   
   
  Lieutenant Colonel  
  Advocate 1 
   
   
   
  5
  Sergeant Major
  Leadership 1
  Colonel
  6 
  Master Sergeant 
   
   
   
   
  General  
   
  +1 Soc 
   
   
   
   
   
   
  Each world in the FNH has the right and obligation to raise and equip a local 
  defence force. These local forces defend their homeworlds against internal and 
  external threats, and, in the event of a major war, could be sent to fight the 
  FNH's enemies on distant worlds. While not as prestigious as the Marines, the 
  armies of the more populous worlds operate the heaviest military equipment, 
  while the colonial militias defend the farthest worlds in known space.
  Qualification: End 5+
  –1 DM for every previous career
  –2 DM if you are aged 30 or more
  Assignments: Choose one of the following:
  �
  Armour: You operated a tank, APC or any similar armoured ground
  vehicle.
  �
  Artillery: You operated an artillery piece or other battlefield-scale support 
  weapon.
  �
  Infantry: You were one of the Ground Pounders.
  �
  Support: You were a technician, engineer or medic.
  44
  
  Mishaps 
  2d6 
  Mishap 
  2 
  Severely injured in combat. Roll twice on the Injury table and take the worst result. 
  3
  During a raid on a terrorist or criminal base you are exposed to an illegal chemical or biological agent; take –1 Endurance.
  4 
  You are held accountable when an accident leaves several soldiers dead or severely wounded. You are discharged from the Army. 
  5
  Too many drinks in a pub during an evening leave ends up in a messy bar brawl, and you are dishonourably discharged for your
  inappropriate conduct.
  6 
  Your unit is disbanded due to budget cuts. You may retain any benefits from this term, but gain the paper-pusher responsible for this 
   
  as a Rival. 
  7
  Injured. Roll on the Injury table (37 TMB, 5 CB2).
  8 
  A strained relationship with your commanding officer leads to him or her removing you from service. Gain him or her as a Rival.
  9
  Your commanding officer ends up supporting the losing side in the elections for the planetary governor, and the winner manages to
  dismiss your entire unit out of spite. You gain the new governor as a Rival.
  10 
  A ranking officer orders you to fire on unarmed demonstrators. If you obey, you are vilified by the media. Take –1 Social Standing and 
   
  you must leave the Army. If you refuse this illegal order, the ranking officer organises your discharge. Gain him or her as an Enemy. 
  11
  You are suspected of sympathising with a Secessionist group and are dishonourably discharged. If you were wrongly accused,
  gain the soldier who informed on you as a Rival; if the accusation was correct, gain an Enemy in the Army and a Secessionist
  Contact.
  12 
  Your actions caused significant damage to private property. Throw Advocate or Social Standing 8+; if you succeed, lose the 
   
  benefit roll for this term; if you fail, lose all benefits for this career. 
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  Your unit is deployed to help colonists hit by a natural disaster. Gain one of Trade (Any) 1, Medic 1 or Mechanic 1.
  13 
  Pirates raid your colony and your unit is ordered to repel them. Throw Gun Combat or Heavy Weapons 8+ to avoid injury; if you 
   
  succeed, gain a +2 DM to your next Advancement roll. 
  14
  You are stationed near a major population centre. Gain either Streetwise 1 or a Contact.
  15 
  You are stationed in orbit or on one of the smaller, airless bodies in your system. Gain either Vacc Suit 1 or Zero-G 1.
  16
  During a raid on a Secessionist or pirate camp you stumble upon a suitcase full of cold, hard cash. If you keep it to yourself, gain an
  additional Benefit roll; if you turn it in, gain a +2 DM to your next Advancement roll.
  21 
  You spend four years behind a desk doing an administrative job. Throw Intelligence or Education 8+; if you are successful, gain 
   
  one of Admin 1, Recruiting 1, Advocate 1 or Computers 1. 
  22
  A Secessionist rebellion breaks out and your unit takes part in its suppression. Throw Gun Combat or Drive 8+ to avoid injury; if you
  succeed, gain a +2 DM to your next Advancement roll.
  23 
  Increased military spending by your world's administration brings a windfall of high-tech gear to your unit. Throw Intelligence 8+; if you 
   
  are successful, gain one of Weapon Engineering (Any) 1, Flyer (Any) 1, Heavy Weapons (Any) 1 or Computers 1. 
  24
  Your unit carries out a door-to-door search for dangerous criminals or terrorists. Throw Recon or Streetwise 8+ to avoid injury; if you
  succeed, gain one level of Investigation.
  25 
  A well-armed criminal gang proves too difficult for the local police to handle and your unit is sent in to deal with it. Throw Gun Combat, 
   
  Drive or Heavy Weapons 8+ to avoid injury; if you are successful, gain a Contact in the local police. 
  26
  Your unit is sent to work on a large-scale infrastructure project. Gain one of Engineer (Any) 1, Mechanic 1 or Remote Operations 1.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  You are given a chance to join an Army advanced education program. Throw Intelligence or Education 8+; if you succeed, gain +1
  Education and either Any Sciences (Any) 1 or Medic 1.
  42 
  You are assigned to a supply depot. Gain either +1 Strength or one level of Admin. 
  43
  You serve as a drill NCO or officer in an Army boot camp. Gain either Instruction 1 or Leadership 1.
  44 
  Your unit is sent to break a major riot. Throw Strength 8+; if you are successful, gain one level of Melee (Any). 
  45
  Your unit is assigned to assist the local police force. Gain either Streetwise 1 or a Contact.
  46 
  One of your comrades is severely injured and you are the only one who's available to help. Throw Medic 8+ to save his or her life; if 
   
  you succeed, gain him or her as an Ally. 
  51
  You are assigned to a munitions factory. Throw Intelligence or Education 8+; if you are successful, gain one of Weapon Engineering
  (Any) 1, Mechanic 1, Remote Operations 1 or Explosives 1.
  52 
  Your unit is tasked with building a new military base or facility. Gain either Combat Engineering (Any) 1 or one level of Mechanic. 
  53
  Your unit is ambushed by Secessionist guerrillas. Throw Drive, Gun Combat or Heavy Weapons 8+ to avoid injury; if you succeed,
  gain a +2 DM to your next Advancement roll.
  54 
  You train alongside a Navy detachment tasked with defending your system. Throw Intelligence or Dexterity 8+; if you are successful,
   
  gain one of Gunner (Any) 1, Pilot (Small Craft) 1 or a Naval Contact. 
  55
  Your unit is sent on a long-range, long-duration patrol in your world's outback. Gain either Navigation 1 or Survival 1.
  56 
  After a breakout of illegal corporate warfare on your world, your unit is sent to guard a corporate facility to prevent any further
   
  mercenary attacks. Throw Social Standing or Streetwise 8+; if you succeed, gain a Contact in the corporation which owned that
   
  facility. 
  61
  You are given specialist training. Gain one of Medic 1, Mechanic 1, Sensors 1 or Remote Operations 1.
  62 
  You are assigned to your planetary army's procurement division. Gain either a Contact in a military equipment-producing corporation
   
  or a Contact who is a private arms dealer. 
  63
  You are offered a chance to join a Special Forces unit. Throw Endurance, Athletics or Survival 10+ to pass the gruelling selection
  process; if you succeed, gain one level in one of Stealth, Recon and Explosives.
  64 
  You are assigned to a military police unit. Gain one of Investigation 1, Interrogation 1 or Streetwise 1. 
  65
  During a planet-wide food shortage, your unit sent to help rebuild your world agricultural production. Gain Animals (Farming) 1.
  66 
  Your exemplary service results in you being sent to an Officer Training Course. If you are Enlisted, gain an automatic Commission; if
   
  you are an Officer, gain an automatic promotion. 
  45
  
  SCOUT
  CAREER PROGRESSION 
  Survival
  Advancement 
  Freelancer 
  End 7+ 
   
  Int 7+ 
   
   
  M.C. Courier
  Int 5+
  Edu 9+
  S.C. Explorer 
  End 6+ 
   
  Edu 8+ 
   
   
  MUSTERING OUT BENEFITS 
  1d6
  Cash
  Other Benefits 
  1
  Cr 10,000  
   
  Contact  
   
  2
  Cr 20,000
  +1 Edu
  3
  Cr 30,000  
   
  +1 Int 
   
   
  4
  Cr 30,000
  Weapon
  5
  Cr 50,000  
   
  ATV 
   
   
  6
  Cr 50,000
  Subsidised Courier
  7
  Cr 75,000  
   
  Subsidised Courier  
  SKILLS & TRAINING 
  Personal 
  Service
  1d6
  Development
  Skills
  1 
  +1 Str 
   
   
  Pilot (Any) 
   
  2
  +1 Dex
  Astrogation
  3 
  +1 End 
   
   
  Mechanic  
   
  4
  +1 Int
  Engineer (Any)
  5 
  +1 Edu 
   
   
  Vacc Suit  
   
  6
  Jack of All-Trades
  Gun Combat (Any)
  Advanced Education
  1d6
  (Education 8+)
  1 
  Any Science (Any)  
   
  2
  Computers
  3 
  Any Science (Any)  
   
  4
  Medic
  5 
  Comms  
   
   
  6
  Gunner (Any)
  1d6
  Freelancer
  M.C. Courier
  1 
  Pilot (Any) 
   
  Pilot (Any) 
   
  2
  Broker
  Astrogation
  3 
  Streetwise 
   
  Computers 
   
  4
  Survival
  Admin
  5 
  Space Science (Any) 
  Comms  
   
  6
  Sensors
  Gunner (Any)
  1d6
  S.C. Explorer 
   
  1 
  Sensors  
   
   
  2
  Pilot (Any)
  3 
  Astrogation 
   
   
  4
  Survival
  5 
  Navigation 
   
   
  6
  Space Science (Any)
  RANKS & BENEFITS 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Skill or 
   
   
   
  Rank 
  Freelancer 
  Benefit 
   
  M.C. Courier 
  Benefit 
   
  S.C. Explorer 
  Benefit 
   
   
   
  0
  – 
   
  Vacc Suit 1 
  Assistant Mailman Vacc Suit 1 
  Spaceman 
  Vacc Suit 1 
   
   
  1
  –
  Mailman
  Able Spaceman
  2 
   
   
  Pilot (Any) 1 
  Courier 
   
  Pilot (Any) 1 
  Explorer  
  Pilot (Any) 1 
   
   
  3
  –
  Senior Courier
  Senior Explorer
  4 
   
   
  Streetwise 1 
  Director  
  Admin 
   1 
  Captain  
  Admin 1  
   
   
  5
  –
  Sub-Commissioner
  Sub-Commissioner
  6
  – 
   
  Broker 1  
  Commissioner 
  +1 Soc 
   
  Commissioner 
  +1 Soc 
   
   
   
   
   
  ‘Scout’ is an unofficial term referring to widely-travelled individuals involved in 
  interstellar communications and exploration, especially ones who operate small 
  ships on the Frontier, the Outer Veil and beyond. This career replaces the Scout 
  career (32, 33 TMB).
  Qualification: Int 5+
  –1 DM for every previous career
  –2 DM if you are aged 30 or more
  Assignments: Choose one of the following:
  �
  Freelancer: You explored remote star systems and sold your findings to 
  the highest bidder.
  �
  Mail Commission Courier: You carried data, letters and small packages 
  and thus maintained the communication lines between distant worlds.
  �
  Science Commission Explorer: You went into the unknown in the service 
  of the FNH.
  46
  
  Mishaps 
  2d6 
  Mishap 
  2 
  Severely injured. This is the same as a roll of 1 on the Injury table. 
  3
  You are found in cryosleep in an escape pod with no memory of the past year. You are discharged after a long debriefing.
  4 
  You are accused of corruption or theft and lose your job. If you are guilty, receive the prosecutor as an Enemy. If you are wrongly
   
  accused, gain the person who framed you as an Enemy. 
  5
  Your ship was destroyed by pirates and you are accused of failing to avoid or defeat them. Gain the pirate gang as Enemies.
  6 
  Intense competition with a fellow explorer or courier pushes you out of this career. Gain a Rival. 
  7
  Injured. Roll on the Injury table (37 TMB, 5 CB2).
  8 
  Budget cuts or an economic downturn lead to the termination of your job. 
  9
  You saw something you weren't supposed to see and you are fired as part of the cover-up. Furthermore, someone wants you
  permanently silenced. Gain an Enemy.
  10 
  Pirates or secessionists take you prisoner; gain your captors as Enemies. Once repatriated, you are discharged on medical 
   
  grounds. 
  11
  You are exposed to a dose of radiation on the Frontier; receive 2d6 x 10 rads.
  12 
  You are exposed to a rare active Monument Builders site in the Outer Veil or beyond, causing strange changes to your mind. You 
   
  lose your job on the grounds of mental instability but you also receive the equivalent of psionic training. 
  Events 
  d66 
  Events 
  11 
  Disaster! Roll on the Mishap table, but you are not ejected from your career. 
  12
  You crash-land on a remote Outer Veil world and spend more than a year in the wild before you are rescued. Throw Survival or
  Endurance 8+ to avoid injury; if you succeed, gain one level in either Navigation or Animals (Any).
  13 
  You find an escape pod with a single survivor in a malfunctioning low-berth. Throw Engineer or Medic 8+ to save the occupant; if you 
   
  are successful, gain him or her as an Ally. 
  14
  You stumble upon an unsanctioned colony. If you keep your discovery secret, gain the colony's leader as an Ally. If you report your
  find, gain a +4 DM to your next Advancement roll.
  15 
  You are given security or anti-piracy training. Gain one of Gunner (Any) 1, Gun Combat (Any) 1, Recon 1 or Tactics (Any) 1. 
  16
  You may try to gain the favour of a ranking FNH official involved in the subsidised starship programme. If you try, throw Streetwise or
  Social Standing 8+; if you fail, gain him or her as a Rival; if you succeed, gain a Subsidised Courier.
  21 
  Pirates or Secessionists come after a package you were delivering. Throw Pilot or Gunner 8+ to avoid an injury; if you are successful, 
   
  gain a +2 DM to your next Advancement roll. 
  22
  You encounter a ship in distress. Throw Pilot 8+ to save its crew; if you succeed, gain its captain as an Ally.
  23 
  An accident or sabotage damages your ship and threatens to cause it to crash. Throw Pilot or Engineer 8+ to avoid injury; if you are 
   
  successful gain a +2 DM to your next Advancement roll. 
  24
  You are tasked with delivering a critical message. Throw Pilot or Astrogation 8+ to get it to its destination in time; if you fail, take a –2
  DM to your next Advancement roll; if you succeed, gain a +2 DM to your next Advancement roll.
  25 
  You come across an alien artefact or a human-made high-tech prototype. If you turn it in or sell it, gain a +2 DM to your next 
   
  Advancement roll; if you keep it, you will have it in your possession at start of the game (subject to the Referee's discretion), but you 
   
  gain a Rival who will try to get their hands on the item. 
  26
  You have a chance to find an important resource, either for yourself or for your employers. Throw Sensors 8+; if you are successful, 
  gain an additional Benefit roll.
  31-36 
  Life Event. Roll on the Life Event table (34 TMB, 12, 13 CB1). 
  41
  You find a derelict ship. Throw Engineer 8+ to salvage its few usable parts; if you succeed, gain 2 ship shares as a salvage fee.
  42 
  You receive specialist scientific training. Throw Education or Intelligence 8+; if you are successful, gain one level in Any Science (Any) 
   
  skill. 
  43
  You encounter hostile wildlife on a remote world. Throw Survival or Gun Combat 8+ to avoid injury; if you succeed, gain one level in 
  either Animals (Any) or Space Sciences (Xenology).
  44 
  You arrive at an Outer Veil colony torn by civil war or open rebellion. Throw Pilot or Stealth 8+ to avoid injury; if you are successful, 
   
  gain a +2 DM to your next Advancement roll. 
  45
  Your ship becomes the target of a robbery attempt while on the ground. Throw Streetwise or Gun Combat 8+ to avoid injury. If you
  succeed, you are given a bonus and gain an additional Benefit roll.
  46 
  You befriend a member of elite society who is interested in your stories. Gain +1 Social Standing or one level of Carouse. 
  51
  Your career is featured on a Tri-V documentary. Gain a +1 DM on one Benefit roll and +1 Social Standing due to your fame.
  52 
  You make a spectacular discovery. Gain a +1 DM on your next Advancement roll and a +1 DM on one Benefit roll. 
  53
  You take advantage of your long missions in space to study further in your professional field. Throw Intelligence 8+. If you succeed,
  increase any skill you already have by one level.
  54 
  A Patron offers you a job. If you accept, gain a +2 DM on your next Advancement roll, but you owe the Patron a favour. 
  55
  You find yourself in a situation that you cannot talk your way out of. Throw Dexterity 8+. If you succeed, gain one level skill in one of 
  Gun Combat (Any), Melee (Any) or Athletics (Any). If you fail, roll twice on the Injury table and take the higher result.
  56 
  You are accused of tampering with a package you were tasked with delivering. Throw Advocate 8+ or Deception 8+. If you fail, lose 
  one level of rank and take a –2 DM on your next Advancement roll. 
  61
  You discover a secret secessionist base. Throw Sensors or Astrogation 8+. If you succeed, gain a +1 DM on your next Advancement
  roll and a +1 DM on one Benefit roll.
  62 
  You have a chance to make a big score by stealing something. If you choose not to steal it, you gain nothing. If you choose to steal 
   
  the item, throw Deception or Dexterity 10+. If you succeed, gain an extra Benefit roll and a Rival. If you fail, gain an Enemy. Either 
   
  way, you may take the Rogue career next term without rolling for Qualification. 
  63
  A Rival creates a fake alien artefact and frames you. Throw Advocate or Education 8+ to refute the allegation. Lose a Benefit roll if
  you fail.
  64 
  You spend time surveying a new world. Gain one of Animals (Any) 1, Survival 1, Recon 1 or Life Science (Any) 1. 
  65
  You successfully deliver an important message or survey a resource-rich world. Gain a +4 DM to your next Advancement roll.
  66 
  You perform your job admirably well. You are automatically promoted. 
  47
  
  STARSHIPS OF THE OUTER VEIL
  Generally speaking, the Outer Veil setting uses the 
  Traveller starship construction rules as written. Some specific 
  rules are modified here and some new rules have been
  introduced to fit the setting's flavour. The following rules are 
  optional but using them in your Outer Veil campaign can 
  enhance your playing experience. 
  SHIPS, TECH LEVELS AND JUMP DRIVES 
  The highest tech level in the Outer Veil setting is Tech 
  Level 11, which is still in its infancy. Most ships (and other 
  technological equipment, for that matter) are still TL 10 or 
  even TL 9. In order to simulate the technology levels of Outer 
  Veil starships, the following guidelines should be used. 
  Empty Hex Jumps: It is possible, even common, to jump 
  into and from empty hexes on the subsector map. TL 10 or TL 
  9 ships usually carry fuel for more than one Jump 1. 
  Jump Drives: Ships of TL 10 or lower are only capable of 
  Jump 1. Therefore, jump-capable 100-ton ships of TL 10 or 
  lower must use a Sub-A Jump Drive. 
  Meson Weapons: Meson weapons are not available yet 
  (though various R&D institutions are working on them). 
  Tech Level: TL 11 ships are new and cannot be bought as 
  Old Ships (136 TMB). As these designs are new, they do not 
  receive the Standard Design discount (105 TMB). 
  Sub-A Drives 
  The Sub-A drive is available in the Outer Veil universe. 
  These rather inefficient drives only work with 100 ton hulls 
  and have a rating of 1. Sub-A power plants use one ton of fuel 
  per 2 weeks of operation. 
  Sub-A Drives 
  Drive Code 
  Jump Drive 
  Manoeuvre 
  Drive 
  Power Plant 
  Tons 
  MCr 
  Tons 
  MCr 
  Tons 
  MCr 
  Sub-A 
  6
  6
  1
  3
  3
  6
  ADDITIONAL & MODIFIED SHIP RULES 
  Armouries 
  Ships carrying a large number of marines or soldiers can 
  benefit from an armoury, a specialised weapons storage area. 
  An armoury can only be accessed by those with the correct 
  codes (usually the ship’s senior officers and security team) 
  and contains a wide variety of weapons. In game terms, an 
  armoury has enough snub pistols or automatic pistols for the 
  crew, enough accelerator rifles or ACRs for any marines, and 
  a selection of other military equipment like grenades, armour 
  and communications equipment. A general armoury for a 
  spacecraft costs MCr 0.5 and takes up two 2 tons of space.  
  Where military vessels are concerned, the number of 
  armouries built into the ship’s design is based on crew size. 
  One armoury is installed for either every 50 crew members, or 
  every 10 marines, in order to provide adequate storage for 
  equipment, weapons and ammunition. 
  Breaching Tubes 
  All airlocks include flexible plastic docking tubes that allow 
  passengers to cross from one ship to another by floating 
  through the air–filled tube. A breaching tube is a military 
  version of the common docking tube. Instead of a thin plastic 
  tube, the breaching tube is made of a combination of ballistic 
  cloth and reflec. The breaching tube does not end in a 
  docking collar, but in a magnetic clamp with a ring of plasma 
  torches that can burn through the hull of an enemy vessel 
  when attached. 
  To use the breaching tube the craft must be adjacent to the 
  target vessel and then succeed in a docking action (147 
  TMB). As the vessel does not have to line up with an airlock, 
  this manoeuvre is easier than using a normal docking tube 
  and receives a +1 DM if the boarding vessel does not want to 
  enter via the airlock. 
  If access is acquired via an airlock the plasma torches 
  quickly burn through the airlock and boarding can begin 
  immediately. If trying to get through the hull, the plasma 
  torches will take 1 full turn to cut through, increasing by 1 turn 
  for each 2 points of armour (round down). Each breaching 
  tube provides 5 points of armour against personal and vehicle 
  weapons and 10 points of armour against lasers. A hit from a 
  starship weapon will destroy the breaching tube if a 
  successful Point Defence roll is made (149 TMB). 
  A breaching tube takes up three tons of space and costs 
  MCr 3.0.
  Chartering Ships 
  Many ship owners offer their ships to be chartered, that is, 
  hired with their entire equipment to serve the employer's 
  needs. Any privately-owned or subsidised starship may be 
  chartered; various corporations also provide charter services. 
  This 
  practice 
  is 
  especially 
  common 
  in 
  independent 
  colonisation attempts where the would-be colonists charter a 
  freighter to transport them and their equipment to their 
  intended colony world. 
  Non-jump-capable ships (such as small craft and larger 
  non-starships) are usually chartered on an hourly basis. 
  Chartering a non-jump-capable ship costs Cr 1 per ton of 
  cargo hold and Cr 2 per passenger accommodation per hour 
  (usually with a minimum of eight hours). Armed ships receive 
  a 25% mark-up factor, and ships with specialist equipment 
  (such as laboratories or mining drones) also receive a 25% 
  mark-up factor. The ship's owner provides the crew and pays 
  for fuel, salaries, life support and other operation expanses. 
  Jump-capable starships are typically chartered on a weekly 
  basis. Chartering a starship costs Cr 750 per ton of cargo 
  hold, Cr 4,000 per available (non-crew) stateroom and Cr 750 
  per low berth per week (or part thereof). Armed ships receive 
  a 25% mark-up factor, and ships with specialist equipment 
  (such as laboratories or mining drones) also receive a 25% 
  mark-up factor. 
  48
  
  The ship's owner pays for fuel, crew salaries and other 
  operation expenses; ships capable of Jump 2 receive an 
  additional 50% commission. 
  For example, a patron offers to charter the players' 
  Morgana class Subsidised Trader. The ship has 50 tons of 
  cargo hold (costing in total Cr 37,500 per week), four available 
  staterooms (costing in total Cr 16,000 per week) and 20 low 
  berths (costing in total Cr 15,000 per week). The ship is also 
  armed and armoured, adding a 25% mark-up factor. 
  Therefore, the patron has to pay the players a total sum of Cr 
  85,625 per week. 
  Computers & Software 
  The power of all computers (be that ship mainframes or 
  hand-held PDAs) in the Outer Veil universe progresses 
  geometrically rather than in a linear fashion. Each computer 
  can run a single piece of software equal to its rating or two 
  Programmes one level lower or four Programmes two levels 
  lower and so on. 
  For example, a Rating 3 computer can either run a single 
  Rating 3 Programme, two Rating 2 Programmes, four Rating 
  1 Programmes or eight Rating 0 Programmes. Combinations 
  are also possible: for example, a Rating 3 computer can 
  simultaneously run a single Rating 2 Programme and two 
  Rating 1 Programmes.
  FNH Ship Safety Regulations 
  FNH law requires every ship to carry sufficient escape 
  pods (111 TMB). While all designs have such pods installed 
  when they are produced, some starships on the frontier –
  where inspections are rare – remove these pods to add cargo 
  space, weaponry or other equipment. FNH safety regulations
  state that every ship carrying passengers must have a Self-
  Sealing Hull (106 TMB). 
  Hydroponics 
  Due to the long interstellar travel times in the Outer Veil
  universe, as well as the large, sparsely settled frontier, many 
  ships carry hydroponic gardens or farms to help shoulder the 
  life-support load. Other ships also carry decorative or 
  recreational hydroponic gardens to create a welcome break 
  from the monotonous metallic and plastic interiors. There are 
  two types of shipboard hydroponic facilities: 
  Partial Hydroponics displaces 2 tons and cost MCr 0.25 
  per person they support. This kind of hydroponic gardens 
  include a limited variety of plant life and usually serve as both 
  decorative-recreational facilities and a source for fresh fruit, 
  vegetables and spices. It assists the life support system by 
  producing some foodstuffs as well as helping recycle air and 
  water. The monthly life support costs of any people supported 
  by 
  Partial 
  Hydroponics 
  is 
  reduced 
  by 
  50%. 
  Partial 
  Hydroponics requires 2 kg of additional nutrients, seeds and 
  spare parts (costing Cr 300) per month per person it supports. 
  Full Hydroponics is a full-scale closed-circuit shipboard 
  biosphere and displaces 4 tons and cost MCr 1 per person it
  supports. It includes a diverse selection of organisms ranging 
  from bacteria and yeast to higher plants and animals, and is
  capable of providing all the life support and food requirements 
  of anyone supported by it. There is no need to pay any 
  monthly life-support costs. 
  Full Hydroponics requires 1 kg of nutrient replacements 
  and spare parts (costing Cr 200) per month per person it
  supports. 
  Laboratories 
  Space allocated to laboratories can be used for research 
  and experimentation. Each four tons of lab space allows for 
  one scientist to perform research on board ship. The cost for 
  research equipment varies depending on the type of research 
  undertaken, but is generally around MCr 1.0 per 4 tons. 
  Low Berths 
  Low Berths (also known as cryotubes) in the Outer Veil
  universe are safe, and passengers are rarely killed by these 
  berths. However, serious or permanent injuries can still result 
  from their use.
  Under standard procedure, preparing a passenger for low 
  berth takes 1-6 hours and requires the presence of a medic 
  (but no task roll). 
  Revive low berth passenger: Medic, Endurance, 1-6
  hours, Easy (+4), using the passenger’s Endurance DM.
  In both cases one medic could simultaneously work on up 
  to 20 low berths, but the medic has to make a separate task 
  roll for each passenger they attempt to revive. 
  Failed Revival Throw: A failed revival throw results in 3d6 
  normal damage rather than instant death. In this setting,
  healthy low berth passengers who are frozen and revived 
  according to FNH regulations rarely die, but may need prompt 
  medical attention in some cases. Infirm, ill or wounded 
  passengers are at greater risk. 
  Emergency Freeze: In emergencies, it is possible to 
  quickly freeze a passenger, taking only 10 to 60 seconds and 
  not requiring a medic to be present. This emergency 
  procedure is automatic and may be initiated by the passenger 
  themselves, using an override switch inside the low berth. 
  Reviving a passenger frozen in this manner is subject to a –2
  DM. 
  49
  
  Emergency Revival: It is possible to quickly revive a low 
  berth passenger using the emergency revival procedure. 
  Emergency Revive a Low Berth Passenger: Medic, 
  Endurance, 1-6 Minutes, Average (+0), using the 
  passenger’s Endurance DM.
  This can be done either by a medic or by triggering the 
  built in failsafe mechanism, which is treated as if it had Medic 
  0 for this purpose. 
  A failed emergency revival causes a roll on the Injury table 
  (37 TMB, 5 CB2). Damage is permanent unless treated in a 
  hospital of TL 10 or better (37 TMB). If a low berth is cut off 
  from the ship’s power its internal batteries will sustain the 
  passenger for six hours. If external power is not restored 
  before the six hours ends, the failsafe mechanism is triggered, 
  thawing and waking the passenger. 
  Medlabs 
  Ships going into the unknown or visiting the frontier should 
  be prepared for medical emergencies. As fully-fledged 
  hospitals are uncommon in these distant parts, many ships 
  have their own medical facilities. There are three types of 
  shipboard Medlabs: Standard, Dedicated and Shipboard 
  Hospitals. 
  Standard Medlabs: Standard Medlabs are subsumed in 
  stateroom tonnage and cost. Assume 0.25 tons of medical 
  equipment available per stateroom. Small ships have medical 
  equipment lockers and one or two folding stretchers; larger 
  ships have infirmaries. 
  Regardless of size, Standard Medlabs have paramedic- or 
  ambulance-level equipment. While they allow rudimentary 
  surgery and long-term care to be administered, they incur a –
  2 DM to medical tasks due to the limited equipment available. 
  The Referee may decide that certain medical procedures 
  would be too complex for such basic facilities. Standard 
  Medlabs do not provide any additional life support beyond that 
  provided by the ship's staterooms. 
  Dedicated Medlab: Dedicated Medlab units include 
  dedicated life support and intensive care provide facilities for 
  two patients. Its equipment and facilities are on par with those 
  of a small clinic or a tiny hospital, allowing most medical tasks 
  to be carried out without additional difficulty. 
  Each Dedicated Medlab unit requires one medic per four 
  patients (or a fraction thereof), and in many cases a ship will
  carry as many Dedicated Medlabs as it has medics in its crew 
  listing. A Dedicated Medlab includes one medical-purpose 
  low-berth per patient it has capacity for. 
  Each Dedicated Medlab unit displaces 8 tons, and costs 
  MCr 1.5 for two patients. Each additional patient capacity 
  adds 2 tons and costs MCr 0.25. 
  Shipboard Hospital: A Shipboard Hospital is a fully-
  fledged hospital, complete with laboratories and extensive 
  imaging systems, allowing complex medical procedures such 
  as cybernetic implantation and giving a +2 DM to all medical 
  tasks. A Shipboard Hospital requires one doctor for 8 patients 
  (or a fraction thereof) and one nurse or medical technician per 
  4 patients (or a fraction thereof). 
  A Shipboard Hospital displaces 16 tons, costs MCr 5 and 
  houses up to two patients with complete life support facilities. 
  Each additional patient capacity adds 2 tons and MCr 0.5. 
  Missiles
  Missiles are capable of thrust 10, with half the number of 
  turns (round up) to impact (147 TMB). Missiles have an 
  endurance of 60 minutes (10 turns) before they run out of fuel. 
  Ordnance
  The cost of ordnance (missiles, torpedoes, etc) is not
  included in the cost of launchers and must be purchased 
  separately. 
  Ortillery Missiles
  Ortillery missiles are specifically designed to bomb ground 
  targets with great precision. They are available from TL 7
  onward, with each missile costing Cr 25,000. 12 missiles take 
  up one ton of magazine space. 
  Pulse Lasers
  Pulse Lasers inflict 2d6 damage and have a –2 DM to hit, 
  while beam lasers inflict 1d6 damage. Beam lasers become 
  available at TL 9.
  Ship Maintenance 
  Outer Veil ships are designed for prolonged frontier 
  operations and thus require maintenance once per year rather 
  than once per month. System degradation (138 TMB) starts 
  only if the yearly maintenance date has passed with no actual 
  maintenance performed, though the degradation DM is still 
  calculated per month past the missed yearly maintenance 
  date. 
  Small Craft Acceleration Couches 
  The small craft Cabin Space (61 HG) represents 
  comfortable accommodations for long-duration travel and 
  activity on board a small craft. However, shorter journeys do 
  not require such a considerable amount of elbow room. 
  Acceleration Couches, displacing 0.5 ton and costing Cr 
  25,000 each, are available for installation in small craft. 
  Each acceleration couch can carry one person including 
  full combat gear if necessary with moderate comfort for up to 
  12 hours and with some discomfort up to 24 hours. Longer 
  stays require full Cabin Space in order to be bearable. Like 
  many other small craft features, Acceleration Couches can be 
  easily installed or removed from a vessel. 
  Install or remove an acceleration couch: Mechanic, 
  Dexterity, 10-60 minutes, Easy (+4).
  Steerage Passage 
  Interstellar transport is the backbone of an interstellar 
  society. However, passenger capacities in the Frontier and 
  the Outer Veil are limited. Therefore, the FNH regulations 
  allow for passengers to travel on freighters, couriers and 
  frontier traders in double occupancy. This form of transit is 
  called Steerage and costs Cr 2,000 per parsec. Each 
  Steerage passenger is allowed 100 kg of cargo. 
  Steerage passengers do not receive any steward services 
  and either eat at the crew mess or prepare their own meals 
  from basic supplies at a kitchenette located in the passenger 
  common area. Finding Steerage passengers uses the same 
  procedure as Middle passengers, but passenger numbers are 
  doubled. 
  50
  
  WILD HORSE CLASS MAIL COURIER
  This ubiquitous design, dating back to FEconA's early days 
  in the 2130s, served the FNH Mail Commission with 
  distinction until it was supplanted in the early 2150s by the 
  newer Stallion class Mail Courier. Small, versatile, relatively 
  cheap and extensively mass-produced, the Wild Horse class 
  mail courier became a staple of frontier life and a vital link in 
  the chain of interstellar communications, going even to places 
  where no other ship would visit. 
  While the Mail Commission has already replaced these 
  aging ships, huge numbers of them were decommissioned 
  and sold as surplus to private concerns (or handed down to 
  other branches of the FNH). Now they are used for nearly 
  every possible use: traders, couriers, short-range explorers, 
  cheap mercenary transports, low-end yachts and even, 
  unfortunately, small pirate vessels. Though cramped and 
  somewhat uncomfortable, these ships are very robust and 
  reliable. 
  FEconA Wild Horse Class Mail Courier (TL 10) 
  Tons 
  MCr 
  Hull 
  100 tons
  Hull 2
  3.2000
   
  Streamlined, self-sealing
  Structure 2
  Armour 
  Titanium steel
  2 points
  5.00
  0.1000
  Jump Drive 
  Sub-A
  Jump 1
  6.00
  6.0000
  Manoeuvre Drive 
  A
  2 G
  2.00
  4.0000
  Power Plant 
  A
  4.00
  8.0000
  Bridge 
  10.00
  0.5000
  Computer 
  Model/1
  Rating 5
  0.0300
  Electronics 
  Civilian sensors
  –2 DM
  1.00
  0.0500
  Weapons 
  Hardpoint No.1
  Triple Turret: Pulse Laser/Pulse Laser/Missile Rack
  1.00
  2.7500
  Fuel 
  26 tons
  2 x Jump 1 & 6 weeks of operations
  26.00
  Cargo 
  16 tons
  16.00
  Magazine 
  1 ton
  12 missile capacity
  1.00
  Staterooms 
  6
  24.00
  3.0000
  Extras 
  Ship's locker
  Included
   
  Fuel scoops
  Included
   
  1 Fuel processor
  1.00
  0.0500
   
  Escape pods
  6
  3.00
  0.6000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Jump Control/1
  Rating 5
  0.1000
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  4: Navigator, Pilot, Engineer, Gunner
  Passengers 
  8 (Steerage)
  Total Tonnage & Cost (with 10% standard design discount) 100.00
  27.342
  Maintenance Cost (Yearly)
  Cr 27,336
  Life Support Cost (Monthly) 
  Cr 18,000
  51
  
   
  52
  
  STALLION CLASS MAIL COURIER 
  The Stallion class Mail Courier is the current workhorse of 
  FNH's Mail Commission, replacing the outdated Wild Horse-
  class 
  Mail 
  Courier 
  as 
  the 
  backbone 
  of 
  interstellar 
  communications. This ship was designed from scratch rather 
  than upgrading the old Wild Horse hull, creating a new and 
  more comfortable environment for the crew to work in. In 
  addition to a cutting-edge Jump 2 drive, this ship also mounts 
  revolutionary computer systems and robotics unprecedented 
  in any other FEconA design, which is one of the reasons for 
  its considerable expense. 
  While the Mail Commission usually assigns human 
  crewmen to all four crew positions on this ship, the high level 
  of automation actually allows this ship to be easily operated 
  by a single person. This new ship exists mostly in the hands 
  of the Mail Commission, though some other branches of the 
  FNH government and some of the Megacorporations operate 
  a handful of these couriers. 
  FEconA Stallion Class Mail Courier (TL 11) 
  Tons 
  MCr 
  Hull 
  100 tons
  Hull 2
  3.2000
   
  Streamlined, self-sealing
  Structure 2
  Armour 
  Crystaliron
  4 points
  5.00
  0.4000
  Jump Drive 
  A
  Jump 2
  10.00
  10.0000
  Manoeuvre Drive 
  A
  2 G
  2.00
  4.0000
  Power Plant 
  A
  4.00
  8.0000
  Bridge 
  10.00
  0.5000
  Computer 
  Model/3
  Rating 15
  2.0000
  Electronics 
  Civilian Sensors
  –2 DM
  1.00
  0.0500
  Weapons 
  Hardpoint No. 1
  Triple Turret: Pulse Laser/Pulse Laser/Missile Rack
  1.00
  2.7500
  Fuel 
  24 tons
  One Jump 2 & 4 weeks of operations
  24.00
  Cargo 
  17 tons
  17.00
  Magazine 
  1.5 tons
  18 missile capacity
  1.50
  Staterooms 
  5
  20.00
  2.5000
  Extras 
  Ship's locker
  Included
   
  Fuel scoops
  Included
   
  1 Fuel processor
  1
  0.0500
   
  Repair drones
  1
  0.2000
   
  Escape Pods
  5
  2.50
  0.5000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Intellect
  Rating 10
  1.0000
   
  Jump Control/2
  Rating 10
  0.2000
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/2
  Rating 2; –4 DM to intrude
  0.0010
   
  Auto-Repair/1
  Rating 10
  5.0000
   
  Intelligent Interface
  Rating 1
  0.0001
   
  Expert Navigation/1
  Rating 1
  0.0010
   
  Expert Engineering/1
  Rating 1
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  4: Navigator, Pilot, Engineer, Gunner
  Passengers 
  6 (Steerage)
  Total Tonnage & Cost 
  100.00
  42.353
  Maintenance Cost (Yearly)
  Cr 42,348
  Life Support Cost (Monthly)
  Cr 15,000
   
  53
  
  54
  
  SILVER LIGHT CLASS EXECUTIVE TRANSPORT 
  In the dynamic world of 22nd century business, many 
  ranking corporate executives have to travel extensively to 
  oversee the interstellar operations of their divisions or 
  companies. This ship caters to these needs by being a fast, 
  comfortable and reasonably-priced ship for the manager on 
  the move, both faster and cheaper than most yachts available 
  on the market. 
  It is capable of transporting an executive, as well as one 
  aide or bodyguard, at a modern Jump 2 pace all while being 
  more luxurious than most pleasure cruisers. Its only 
  disadvantages are its inability to carry large management 
  teams at once, as well as the lack of armour which could be a 
  risk factor when inter-corporate (and, occasionally, inter-
  division) competition moves from the usual level of cutthroat 
  economics to physical violence. 
  United Starlift Silver Light Class Executive Transport (TL 11) 
  Tons 
  MCr 
  Hull 
  100 tons
  Hull 2
  3.2000
   
  Streamlined, self-sealing
  Structure 2
  Armour 
  None
  Jump Drive 
  A
  Jump 2
  10.00
  10.0000
  Manoeuvre Drive 
  A
  2 G
  2.00
  4.0000
  Power Plant 
  A
  4.00
  8.0000
  Bridge 
  10.00
  0.5000
  Computer 
  Model/1bis
  Rating 5 (10 for Jump Control)
  0.0450
  Electronics 
  Civilian sensors
  –2 DM
  1.00
  0.0500
  Weapons 
  Hardpoint No.1
  Triple Turret: Beam Laser/Beam Laser/Sandcaster
  1.00
  3.2500
  Fuel 
  24 tons
  One Jump 2 & 4 weeks of operations
  24.00
  Cargo 
  6 tons
  6.00
  Magazine 
  1 tons
  20 canister capacity
  1.00
  Staterooms 
  8
  32.00
  4.0000
  Extras 
  Ship's locker
  Included
   
  Fuel scoops
  Included
   
  Luxuries
  5 tons
  5.00
  0.5000
   
  Escape pods
  8
  4.00
  0.8000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Jump Control/2
  Rating 10
  0.2000
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/2
  Rating 2; –4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  6: Navigator, Pilot, Engineer, Medic, Gunner, Steward
  Passengers 
  2 (High)
  Total Tonnage & Cost 
  100.00
  36.546
  Maintenance Cost (Yearly)
  Cr36,540
  Life Support Cost (Monthly)
  Cr16,000
  55
  
  56
  
  MORGANA CLASS SUBSIDISED TRADER 
  The aim of the FNH's subsidised ship programme is to 
  stimulate the economical, political and social development of 
  the Frontier and Outer Veil areas by subsidising the 
  production of ships intended to bridge the gaps between 
  worlds rarely visited by corporate transports. The Morgana 
  class Subsidised Trader serves this purpose well: cheap, 
  rugged, versatile, easy to maintain and prepared for the 
  hardships of frontier life. 
  Hundreds of these traders have been produced since their 
  introduction in 2133, both as jointly-operated subsidised
  traders and as commercially available ships bought on the 
  open market. While not nearly as comfortable as major 
  corporate liners, the Morgana class Subsidised Traders are 
  far more common in the Frontier and beyond and are used for 
  a wide variety of purposes. 
  FEconA Morgana Class Subsidised Trader (TL 10) 
  Tons 
  MCr 
  Hull 
  300 tons
  Hull 6
  16.2000
   
  Streamlined, self-sealing
  Structure 6
  Armour 
  Titanium steel
  2 points
  15.00
  0.6000
  Jump Drive 
  B
  Jump 1
  15.00
  20.0000
  Manoeuvre Drive 
  C
  2 G
  5.00
  12.0000
  Power Plant 
  C
  10.00
  24.0000
  Bridge 
  20.00
  1.5000
  Computer 
  Model/1
  Rating 5
  0.0300
  Electronics 
  Civilian sensors
  –2 DM
  1.00
  0.0500
  Weapons 
  Hardpoint No. 1
  Double Turret: Pulse Laser x 2
  1.00
  1.5000
   
  Hardpoint No. 2
  Double Turret: Beam Laser/Sandcaster
  1.00
  1.7500
   
  Hardpoint No. 3
  Empty
  1.00
  Fuel 
  78 tons
  Two Jump 1 & 6 weeks of operations
  78.00
  Cargo 
  49.5 tons
  49.50
  Magazine 
  1 ton
  20 canister capacity
  1.00
  Staterooms 
  20
  80.00
  10.0000
  Low Berths 
  20
  10.00
  1.0000
  Extras 
  Ship's locker
  Included
   
  Fuel scoops
  Included
   
  2 Fuel processors
  2.00
  0.1000
   
  Escape pods
  21
  10.50
  2.1000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Jump Control/1
  Rating 5
  0.1000
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  8: Navigator , Pilot, Engineer , Medic, 2 Gunners, 2 Stewards
  Passengers 
  34 (12 Middle, 20 Low)
  Total Tonnage & Cost (with 10% standard design discount) 
  300.00
  83.557
  Maintenance Cost (Yearly)
  Cr 83,448
  Life Support Cost (Monthly)
  Cr 42,000
  57
  
  58
  
  SUBSIDISED MINER (MODIFIED MORGANA CLASS) 
  This factory-modified version of the Morgana class 
  Subsidised Trader is a key craft in developing the Frontier and 
  Outer Veil economies: a cheap, rugged prospecting and 
  asteroid-mining craft. Like the Morgana Class Subsidised 
  Trader, this ship too is available either through subsidised
  joint operation schemes or through regular purchase by any 
  interested party. 
  FEconA Subsidised Miner (Modified Morgana Class, TL 10) 
  Tons 
  MCr 
  Hull 
  300 tons
  Hull 6
  16.2000
   
  Streamlined, self-sealing
  Structure 6
  Armour 
  Titanium steel
  2 points
  15.00
  0.6000
  Jump Drive 
  B
  Jump 1
  15.00
  20.0000
  Manoeuvre Drive 
  C
  2 G
  5.00
  12.0000
  Power Plant 
  C
  10.00
  24.0000
  Bridge 
  20.00
  1.5000
  Computer 
  Model/1
  Rating 5
  0.0300
  Electronics 
  Military sensors
  +0 DM
  2.00
  1.0000
  Weapons 
  Hardpoint No. 1
  Double Turret: Pulse Laser x 2
  1.00
  1.5000
   
  Hardpoint No. 2
  Double Turret: Beam Laser/Sandcaster
  1.00
  1.7500
   
  Hardpoint No. 3
  Empty
  1.00
  Fuel 
  78 tons
  Two Jump 1 & 6 weeks of operations
  78.00
  Cargo 
  93 tons
  94.00
  Magazine 
  1 tons
  20 canister capacity
  1.00
  Staterooms 
  8
  32.00
  4.0000
  Extras 
  Ship's locker
  Included
   
  Fuel scoops
  Included
   
  Fuel processors
  2
  2.00
  0.1000
   
  Mining Drones
  2 sets
  20.00
  2.0000
   
  Escape pods
  8
  4.00
  0.8000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Jump Control/1
  Rating 5
  0.1000
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  8: Navigator, Pilot, Engineer , Medic, 2 Gunners, 2 Drone Operators
  Total Tonnage & Cost (with 10% standard design discount) 
  300.00
  80.937
  Maintenance Cost (Yearly)
  Cr 80.937
  Life Support Cost (Monthly)
  Cr 16,000
  59
  
  60
  
  FEILONG CLASS PATROL FRIGATE 
  One of the first Jump 2 designs to enter mass production, 
  the Feilong class Patrol Frigate has become the recognisable 
  face of FNH authority on the Frontier and beyond, patrolling 
  the many outlying colonies of the Frontier and the Outer Veil. 
  This modern ship, equipped with cutting-edge electronics, 
  a deadly particle cannon and a squad of battle-ready Marines 
  is more than capable of meeting many of the challenges 
  presented by the Frontier. 
  It allows the FNH to project its force to distant star-systems 
  where larger ships (such as cruisers) cannot be present due 
  to their limited number and the constant need to keep a 
  forceful presence closer to the Core. 
  Note that the particle cannon is usually removed and 
  replaced with a triple laser turret when a
  Feilong is 
  demilitarised. 
  FEconA Feilong Class Patrol Frigate (TL 11) 
  Tons 
  MCr 
  Hull 
  300 tons
  Hull 6
  16.2000
   
  Streamlined, self-sealing
  Structure 6
  Armour 
  Crystaliron
  4 points
  15.00
  2.4000
  Jump Drive 
  C
  Jump 2
  20.00
  30.0000
  Manoeuvre Drive 
  F
  4 G
  11.00
  24.0000
  Power Plant 
  F
  19.00
  48.0000
  Bridge 
  20.00
  1.5000
  Computer 
  Model/3fib
  Rating 15
  3.0000
  Electronics 
  Advanced sensors
  +1 DM
  3.00
  2.0000
  Weapons 
  Hardpoint No. 1
  Particle Beam Turret
  1.00
  5.0000
   
  Hardpoint No. 2
  Triple Turret: Missile Rack x 3
  1.00
  3.2500
   
  Hardpoint No. 3
  Triple Turret: Pulse Laser/Sandcaster/Sandcaster
  1.00
  2.0000
  Fuel 
  84 tons
  One Jump 2 & 4 weeks of operations
  84.00
  Cargo 
  8 tons
  8.00
  Magazine 
  2 tons
  Typically carrying 12 missiles & 20 sand canisters
  2.00
  Staterooms 
  14
  56.00
  7.0000
  Low Berths 
  10
  5.00
  0.5000
  Extras 
  Ship's locker
  Included
   
  Armoury
  2.00
  0.5000
   
  Caracal class Assault Boat
  30.00
  28.1670
   
  Fuel scoops
  Included
   
  Fuel processors
  4
  4.00
  0.2000
   
  Breaching tube
  3.00
  3.0000
   
  Dedicated medlab
  2 Patient capacity
  8.00
  1.5000
   
  Escape pods
  14
  7.00
  1.4000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Intellect
  Rating 10
  1.0000
   
  Jump Control/2
  Rating 10
  0.2000
   
  Evade/1
  Rating 10
  1.0000
   
  Fire Control/2
  Rating 10
  4.0000
   
  Security/2
  Rating 2; -4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Officers 
  4: Captain, Navigator (XO), Chief Pilot, Marine Sergeant
  Ratings 
  20: 3 Pilots, 3 Engineers, Medic, 6 Gunners, 7 Marines
  Passengers 
  10 (Low)
  Total Tonnage & Cost 300.00
  186.018
  Maintenance Cost (Yearly)
  Cr 185,802
  Life Support Cost (Monthly)
  Cr 39,000
  61
  
  62
  
  KABAN CLASS ASSAULT FRIGATE 
  Antiquated in contemporary military terms, the TY-07F 
  Assault Frigate (semi-officially called ‘Kaban’, meaning ‘wild 
  boar’ in Russian) has been supplanted by the Feilong in 
  FNHN service and by the Pavonis in the fleets of the 
  Megacorporations. Nevertheless, this ship was produced in 
  larger numbers than any other combat starship in history, and 
  a large number of these ships still exist in the hands of 
  smaller 
  operators: 
  planetary 
  defence 
  navies, 
  smaller 
  corporations, mercenary teams, Outer Veil adventurers, and, 
  unfortunately, pirates too. 
  Durable, carrying a reinforced squad of troops and having 
  significant cargo capacity, the old Kaban is still an effective 
  ship on the frontier where modern military hardware is not 
  always easy to come by. 
  TY-07F Kaban Class Assault Frigate (TL 10) 
  Tons 
  MCr 
  Hull 
  300 tons
  Hull 6
  16.2000
   
  Streamlined, self-sealing
  Structure 6
  Armour 
  Crystaliron
  4 points
  15.00
  2.4000
  Jump Drive 
  B
  Jump 1
  15.00
  20.0000
  Manoeuvre Drive 
  E
  3 G
  9.00
  20.0000
  Power Plant 
  E
  16.00
  40.0000
  Bridge 
  20.00
  1.5000
  Computer 
  Model/2fib
  Rating 10
  0.2400
  Electronics 
  Military sensors
  +0 DM
  2.00
  1.0000
  Weapons 
  Hardpoint No. 1
  Particle Beam Turret
  1.00
  5.0000
   
  Hardpoint No. 2
  Triple Turret: Beam Laser x 3
  1.00
  4.0000
   
  Hardpoint No. 3
  Triple Turret: Missile Rack x 3
  1.00
  3.2500
  Fuel 
  90 tons
  Two Jump 1 & 6 weeks of operations
  90.00
  Cargo 
  42 tons
  42.00
  Magazine 
  10.5 tons
  126 missile capacity
  10.50
  Staterooms 
  13
  52.00
  6.5000
  Low Berths 
  20
  10.00
  1.0000
  Extras 
  Ship's locker
  Included
   
  Armoury
  2.00
  0.5000
   
  Fuel scoops
  Included
   
  Fuel processors
  4
  4.00
  0.2000
   
  Breaching tube
  3.00
  3.0000
   
  Escape pods
  13
  6.50
  1.3000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Jump Control/1
  Rating 5
  0.1000
   
  Evade/1
  Rating 10
  1.0000
   
  Fire Control/2
  Rating 10
  4.0000
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Officers 
  4: Captain, Navigator (XO), Chief Pilot, Marines Sergeant
  Ratings 
  18: 2 Pilots, Engineer, Medic, 3 Gunners, 11 Marines
  Passengers 
  20 (Low)
  Total Tonnage & Cost (with 10% standard design discount) 
  300.00
  118.870
  Maintenance Cost (Yearly) 
  Cr 118,870
  Life Support Cost (Monthly) 
  Cr 37,000
  63
  
  64
  
  ARGYRE CLASS LAB SHIP 
  The brand-new Argyre class Lab Ship is becoming popular 
  among corporations, scientific institutes and research 
  foundations that need a mobile platform for long-term 
  interstellar research projects. While the Argyre, unlike larger 
  science vessels, carries only a small team of scientists and 
  can accommodate a modestly sized lab, it is equipped with 
  advanced equipment, is extensively automated and is tooled 
  for medium-to-long-duration activity away from port; it also 
  has the advantage of having available fresh fruits and 
  vegetables during long journeys thanks to the hydroponic 
  garden. 
  Martian Mechanics Argyre Class Lab Ship (TL 11) 
  Tons 
  MCr 
  Hull 
  300 tons
  Hull 6
  16.2000
   
  Streamlined, self-sealing
  Structure 6
  Armour 
  None
  Jump Drive 
  C
  Jump 2
  20.00
  30.0000
  Manoeuvre Drive 
  C
  2 G
  5.00
  12.0000
  Power Plant 
  C
  10.00
  24.0000
  Bridge 
  20.00
  1.5000
  Computer 
  Model/3
  Rating 15
  2.0000
  Electronics 
  Advanced sensors
  +1 DM
  3.00
  2.0000
  Weapons 
  Hardpoint No. 1
  Empty
  1.00
   
  Hardpoint No. 2
  Empty
  1.00
  Fuel 
  84 tons
  One Jump 2 & 8 weeks of operations
  84.00
  Cargo 
  13 tons
  13.00
  Staterooms 
  10
  40.00
  5.0000
  Emergency Low Berths 
  3
  3.00
  0.3000
  Extras 
  Ship's locker
  Included
   
  Nergal class runabout
  20.00
  17.3620
   
  Fuel scoops
  Included
   
  Fuel processors
  5
  5.00
  0.2500
   
  Probe drones
  25
  5.00
  2.5000
   
  Dedicated medlab
  2 patient capacity
  8.00
  1.5000
   
  Partial hydroponic units
  10
  20.00
  2.5000
   
  Laboratory
  32 tons
  32.00
  8.0000
   
  Repair drones
  3.00
  0.6000
   
  Escape pods
  10
  5.00
  1.0000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Intellect
  Rating 10
  1.0000
   
  Jump Control/2
  Rating 10
  0.2000
   
  Auto-Repair/1
  Rating 10
  5.0000
   
  Intelligent Interface
  Rating 1
  0.0001
   
  Expert Pilot/1
  Rating 1
  0.0010
   
  Expert Navigation/1
  Rating 1
  0.0010
   
  Security/2
  Rating 2; -4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  10: Pilot, Engineer, Medic, Steward, 6 Scientists
  Passengers 
  12 (Low Emergency)
  Total Tonnage & Cost 
  300.00
  132.915
  Maintenance Cost (Yearly) 
  Cr 132,915
  Life Support Cost (Monthly) 
  Cr 16,300
  65
  
  66
  
  ARMSTRONG CLASS EXPLORER 
  While this ship was designed with the Science Commission 
  in mind, it is also marketed to various private exploration 
  concerns. Regarded by some as the direct competitor of 
  Martian Mechanics' Argyre, the Armstrong class Explorer is a 
  long-range, long-duration exploration craft designed to ‘live off 
  the land’ on the Outer Veil and beyond. 
  While it lacks the expansive laboratory space or cutting-
  edge software of its competitor, its full hydroponics pod, 
  combined with a set of mining drones, makes it almost 
  completely self-sufficient away from civilization, while its 
  better armour and armament give it a certain hardiness in the 
  lawless frontier. 
  FEconA Armstrong Class Explorer (TL 11) 
  Tons 
  MCr 
  Hull 
  300 tons
  Hull 6
  15.0000
   
  Self-sealing
  Structure 6
  Armour 
  Crystaliron
  2 points
  7.50
  1.2000
  Jump Drive 
  C
  Jump 2
  20.00
  30.0000
  Manoeuvre Drive 
  C
  2 G
  5.00
  12.0000
  Power Plant 
  C
  10.00
  24.0000
  Bridge 
  20.00
  1.5000
  Computer 
  Model/3fib
  Rating 15
  3.0000
  Electronics 
  Advanced sensors
  +1 DM
  3.00
  2.0000
  Weapons 
  Hardpoint No. 1
  Triple Turret: Pulse Laser x 3
  1.00
  2.5000
   
  Hardpoint No. 2
  Triple Turret: Sandcaster x 3
  1.00
  1.7500
  Fuel 
  90 tons
  One Jump 2 & 10 weeks of operations
  90.00
  Cargo 
  16 tons
  17.00
  Magazine 
  1 ton
  20 canister capacity
  1.00
  Staterooms 
  7
  28.00
  3.5000
  Emergency Low Berths 
  2
  2.00
  0.2000
  Extras 
  Ship's locker
  Included
   
  Eagle class Frontier Boat
  30.00
  17.6170
   
  Fuel scoops
  1.0000
   
  5 Fuel processors
  5.00
  0.2500
   
  10 Probe drones
  2.00
  1.0000
   
  Dedicated medlab
  2 patient capacity
  8.00
  1.5000
   
  Full hydroponic units
  7
  28.00
  4.0000
   
  Laboratory
  4 tons
  4.00
  1.0000
   
  Mining drones
  1 set
  10.00
  1.0000
   
  Repair drones
  3.00
  0.6000
   
  Escape pods
  7
  3.50
  0.7000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Jump Control/2
  Rating 10
  0.2000
   
  Fire Control/1
  Rating 5
  2.0000
   
  Evade/1
  Rating 10
  1.0000
   
  Auto-Repair/1
  Rating 10
  5.0000
   
  Security/2
  Rating 2; –4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  7: Pilot, Navigator, Engineer, Medic, 2 Gunners, Scientist (doubles as pilot)
  Passengers 
  8 (Low Emergency)
  Total Tonnage & Cost 
  300.00
  133.518
  Maintenance Cost (Yearly)
  Cr 132,718
  Life Support Cost (Monthly) 
  Cr 0.00 *
  * : if the Emergency Low Berths are in use monthly life support cost is Cr 700.
  67
  
  68
  
  PAVONIS CLASS SECURITY FRIGATE 
  The Pavonis class Security Frigate is the up-to-date, state-
  of-the-art paramilitary craft used by the Megacorporations for 
  convoy escort, anti-piracy work, counter-terrorism activity and 
  the occasional illegal corporate war. While prohibitively 
  expensive, the Pavonis sports the best electronics and 
  weapons available on the market and carries a full section of 
  battle-ready security troops, as well as a high-tech dedicated 
  medlab catering for the crew's health needs. 
  Aside from the Megacorporations, only a few well-off 
  mercenary units and some planetary navies have a large 
  enough budget to own one of these ships. As getting a licence
  for military-grade particle-beam weapons is a difficult process, 
  however, Martian Mechanics has recently begun the 
  production of a ‘civilian’ variant of this ship, mounting a triple 
  beam laser turret instead and costing MCr 206.751. 
  Martian Mechanics Pavonis Class Security Frigate (TL 11) 
  Tons 
  MCr 
  Hull 
  400 tons
  Hull 8
  21.6000
   
  Streamlined, self-sealing
  Structure 8
  Armour 
  Crystaliron
  4 points
  20.00
  3.2000
  Jump Drive 
  D
  Jump 2
  25.00
  40.0000
  Manoeuvre Drive 
  H
  4 G
  15.00
  32.0000
  Power Plant 
  H
  25.00
  64.0000
  Bridge 
  20.00
  2.0000
  Computer 
  Model/3fib
  Rating 15
  3.0000
  Electronics 
  Advanced sensors
  +1 DM
  3.00
  2.0000
  Weapons 
  Hardpoint No. 1
  Particle Beam Turret
  1.00
  5.0000
   
  Hardpoint No. 2
  Triple Turret: Missile Rack x 3
  1.00
  3.2500
   
  Hardpoint No. 3
  Triple Turret: Missile Rack x 3
  1.00
  3.2500
   
  Hardpoint No. 4
  Triple Turret: Sandcaster x 3
  1.00
  1.7500
  Fuel 
  144 tons
  One Jump 2 & 8 weeks of operations
  144.00
  Cargo 
  12 tons
  12.00
  Magazine 
  7 tons
  Typically 60 missiles & 40 sand canisters
  7.00
  Staterooms 
  20
  80.00
  10.0000
  Emergency Low Berths 
  8
  8.00
  0.8000
  Extras 
  Ship's locker
  Included
   
  Armoury
  4.00
  1.0000
   
  Fuel scoops
  Included
   
  8 Fuel processors
  8.00
  0.4000
   
  Dedicated medlab
  2 patient capacity
  8.00
  1.5000
   
  Repair drones
  4.00
  0.8000
   
  Breaching tube
  3.00
  3.0000
   
  Escape pods
  20
  10.00
  2.0000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Intellect
  Rating 10
  1.0000
   
  Jump Control/2
  Rating 10
  0.2000
   
  Auto Repair/1
  Rating 10
  5.0000
   
  Evade/1
  Rating 10
  1.0000
   
  Fire Control/2
  Rating 10
  4.0000
   
  Security/2
  Rating 2; –4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  11: Captain, Navigator (XO), 3 Pilots, Engineer, 4 Gunners, Medic
  Security 
  18 Security Troops
  Passengers 
  32 Low (Emergency)
  Total Tonnage & Cost 400.00
  211.751
  Maintenance Cost (Yearly)
  Cr 211,751
  Life Support Cost (Monthly)
  Cr 49,800
  69
  
  70
  
  MEDVED CLASS FRONTIER LINER 
  The 
  TY-19T 
  Frontier 
  Trader 
  (semi-officially 
  called 
  ‘Medved’, meaning ‘bear’ in Russian) is a typical TYC design: 
  reliable, rugged and somewhat lacking in the electronics 
  department. While having relatively small cargo and 
  passenger capacities, this ship is ready for the harsh life of 
  the Outer Veil, where dangers are common and good 
  starports are not. Besides being armed and armoured, the 
  TY-19T has redundant computer and power systems; many of 
  its owners also dedicate part of the cargo hold to spare parts 
  for on-the-spot emergency repairs. 
  In addition to TYC itself, many smaller companies operate 
  these ships on the high frontiers. Due to its ruggedness and 
  100-person low-berth capacity, this ship is also frequently 
  chartered by small-time colonisation ventures to transport 
  their small band of colonists and equipment to the target 
  world. 
  TY-19T Medved Class Frontier Trader (TL 10)
  Tons 
  MCr 
  Hull 
  600 tons
  Hull 12
  58.8000
   
  Streamlined, self-sealing
  Structure 12
  Armour 
  Titanium steel
  2 points
  15.00
  2.4000
  Jump Drive 
  C
  Jump 1
  20.00
  30.0000
  Manoeuvre Drive 
  F
  2 G
  11.00
  24.0000
  Power Plant 
  F
  19.00
  48.0000
  Backup Power Plant 
  C
  10.00
  24.0000
  Bridge 
  20.00
  3.0000
  Computer 
  Model/1fib
  Rating 5
  0.0450
  Backup Computer 
  Model/1fib
  Rating 5
  0.0450
  Electronics 
  Standard sensors
  –4 DM
  Included
  Weapons 
  Hardpoint No. 1
  Triple Turret: Pulse Laser x 3
  1.00
  2.5000
   
  Hardpoint No. 2
  Triple Turret: Pulse Laser x 3
  1.00
  2.5000
   
  Hardpoint No. 3
  Triple Turret: Beam Laser x 3
  1.00
  4.0000
   
  Hardpoint No. 4
  Triple Turret: Sandcaster x 3
  1.00
  1.7500
  Fuel 
  156 tons
  Two Jump 1 & 6 weeks of operations
  156.00
  Cargo 
  145 tons
  145.00
  Magazine 
  2 tons
  40 canister capacity
  2.00
  Staterooms 
  30
  120.00
  15.0000
  Low Berths 
  100
  50.00
  5.0000
  Extras 
  Ship's locker
  Included
   
  Fuel scoops
  Included
   
  Fuel processors
  8
  8.00
  0.4000
   
  Escape pods
  40 (including Low Passage passengers)
  20.00
  4.0000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Jump Control/1
  Rating 5
  0.1000
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  10: Pilot, Navigator, Engineer, Medic, 4 Gunners, 2 Stewards
  Passengers 
  70 (20 Middle, 100 Low)
  Total Tonnage & Cost (with 10% standard design discount) 
  600.00
  205.686
  Maintenance Cost (Yearly) 
  Cr 203,886
  Life Support Cost (Monthly) 
  Cr 65,000
  71
  
  72
  
  ORYOL CLASS FIGHTER 
  While half a century old, the TY-06F Oryol class Fighter is 
  still a common sight on the Frontier and beyond. It is cheap, 
  rugged, versatile and with virtually limitless endurance, given 
  a good source of fuel (thanks to having a laser rather than a 
  missile system), and thus well-suited to the needs of 
  mercenaries, small companies, backwater colonies and, 
  unfortunately, pirates. 
  Its main weakness, however, is its limited range, coupled 
  with primitive electronics, which could be a serious 
  disadvantage when engaging ships armed with missiles, laser 
  beams or particle weapons. 
  TY-06F Oryol Class Fighter (TL 10) 
  Tons 
  MCr 
  Hull 
  10 tons
  Hull 0
  1.2000
   
  Streamlined, self-sealing
  Structure 1
  Armour 
  Crystaliron
  4 points
  0.50
  0.2000
  Manoeuvre Drive 
  sC
  6 G
  1.50
  3.0000
  Power Plant 
  sG
  3.50
  8.0000
  Cockpit 
  Cockpit for 1
  1.50
  0.1000
  Computer 
  Model/2fib
  Rating 10
  0.2400
  Electronics 
  Civilian sensors
  –2 DM
  1.00
  0.0500
  Weapons 
  Fixed Mounting
  Pulse Laser
  1.00
  0.6000
  Fuel 
  0.75 tons
  1 week of operation
  0.75
  Cargo 
  0.25 tons
  0.25
  Extras 
  Fuel scoops
  Included
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  1: Pilot
  Total Tonnage & Cost (with 10% standard design discount) 
  10.00
  13.851
  Maintenance Cost (Yearly) 
  Cr 13,851
  73
  
  CHEETAH CLASS INTERCEPTOR 
  Before the introduction of the Ocelot class Heavy Fighter in
  2153, the Cheetah class Interceptor was the staple of FNH 
  naval fighter squadrons. While carrying only a limited number 
  of missiles and no laser weapons, this small craft sports 
  relatively good sensors which could be used to benefit the 
  missiles' long range. Even now, when supplanted by more 
  advanced craft in Naval service, the Cheetah is still extremely 
  common as a system defence craft of many Frontier and 
  Outer Veil systems. 
  FEconA Cheetah Class Interceptor (TL 10) 
  Tons 
  MCr 
  Hull 
  10 tons
  Hull 0
  1.2000
   
  Streamlined, self-sealing
  Structure 1
  Armour 
  Crystaliron
  2 points
  0.25
  0.1000
  Manoeuvre Drive 
  sC
  6 G
  1.50
  3.0000
  Power Plant 
  sC
  1.80
  4.0000
  Cockpit 
  Cockpit for 1
  1.50
  0.1000
  Computer 
  Model/2fib
  Rating 10
  0.2400
  Electronics 
  Military sensors
  +0 DM
  2.00
  1.0000
  Weapons 
  Fixed Mounting
  Missile Rack
  1.00
  0.8500
  Fuel 
  0.5 tons
  1 week of operation
  0.50
  Cargo 
  N/A
  Magazine 
  1.45 tons
  17 missile capacity
  1.45
  Extras 
  Fuel Scoops
  Included
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Fire Control/1
  Rating 5
  2.0000
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  1: Pilot
  Total Tonnage & Cost (with 10% standard design discount) 
  10.00
  11.241
  Maintenance Cost (Yearly) 
  Cr 11,241
  74
  
  OCELOT CLASS HEAVY FIGHTER 
  The Ocelot class Heavy Fighter is the state-of-the-art 
  combat small craft of the FNH Navy, carried on the larger 
  starships as well as in the planetary defence navies of Core 
  and Intermediate worlds. It outclasses most previous fighters 
  by its superior electronics, greater acceleration capacity and 
  the fact that it carries a dedicated gunner in addition to the 
  pilot; it also sports a massive amount of armour. On the other 
  hand, this is a very expensive vessel, and therefore a very 
  long time will have to pass before it will completely supplant 
  the outdated Cheetah class Interceptor, especially in the more 
  backwater systems. 
  FEconA Ocelot Class Heavy Fighter (TL 11) 
  Tons 
  MCr 
  Hull 
  20 tons
  Hull 0
  1.5200
   
  Streamlined, self-sealing
  Structure 1
  Armour 
  Crystaliron
  8 points
  2.00
  0.4800
  Manoeuvre Drive 
  sH
  8 G
  4.00
  9.0000
  Power Plant 
  sH
  3.30
  6.5000
  Cockpit 
  Cockpit for 2
  3.00
  0.2000
  Computer 
  Model/3fib
  Rating 15
  3.0000
  Electronics 
  Advanced sensors
  +1 DM
  3.00
  2.0000
  Weapons 
  Single turret
  Pulse Laser
  1.00
  0.7000
   
  Anti-personnel weapon
  Vehicle-grade Laser Cannon
  0.50
  1.0000
  Fuel 
  0. 75 tons
  1 week of operation
  0.75
  Cargo 
  2.45 tons
  2.45
  Extras 
  Fuel scoops
  Included
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Evade/1
  Rating 10
  1.0000
   
  Fire Control/2
  Rating 10
  4.0000
   
  Security/2
  Rating 2; –4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  2: Pilot, Gunner
  Total Tonnage & Cost 
  20.00
  29.401
  Maintenance Cost (Yearly) 
  Cr 28,401
  75
  
  NERGAL CLASS RUNABOUT 
  The Nergal class runabout is a typical Martian Mechanics 
  design, laden with the latest high-tech electronics and robotics 
  and being relatively expensive for its type and size. It is a 
  general-purpose small craft intended for long-duration use 
  and suited for scientific and exploration missions. 
  Martian Mechanics Nergal Class Runabout (TL 11) 
  Tons 
  MCr 
  Hull 
  20 tons
  Hull 0
  1.5200
   
  Streamlined, self-sealing
  Structure 1
  Armour 
  None
  Manoeuvre Drive 
  sB
  2 G
  1.00
  2.0000
  Power Plant 
  sB
  1.50
  3.5000
  Control Cabin 
  Control cabin for 1
  (1 additional passenger)
  3.00
  0.2000
  Computer 
  Model/3
  Rating 15
  2.0000
  Electronics 
  Advanced sensors
  +1 DM
  3.00
  2.0000
  Weapons 
  None
  Fuel 
  1 tons
  2 weeks of operation
  1.00
  Cargo 
  6.3 tons
  6.30
  Cabin Space 
  2 passengers
  3.00
  0.1500
  Extras 
  Fuel scoops
  Included
   
  Airlock
  1.00
  0.2000
   
  Repair drones
  0.20
  0.0400
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Intellect
  Rating 10
  1.0000
   
  Intelligent Interface
  Rating 1
  0.0001
   
  Expert Pilot/1
  Rating 1
  0.0010
   
  Auto Repair/1
  Rating 10
  5.0000
   
  Security/2
  Rating 2; –4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  1: Pilot
  Passengers 
  3 (Long duration)
  Total Tonnage & Cost 
  20.00
  17.612
  Maintenance Cost (Yearly) 
  Cr 17,612
  76
  
  PHAETON CLASS SLOW BOAT 
  Many Barnard Conglomerate freighters and miners use this 
  utility small craft, and it also sees use in several colonial star 
  systems. While the Phaeton-class Slow Boat is by no means 
  impressive and while its technology is anything but cutting-
  edge, it is efficient and, more importantly, dirt cheap and easy 
  to operate. 
  Barnard Conglomerate Phaeton Class Slow Boat (TL 10) 
  Tons 
  MCr 
  Hull 
  30 tons
  Hull 0
  1.4300
   
  Streamlined
  Structure 1
  Armour 
  None
  Manoeuvre Drive 
  sC
  2 G
  1.50
  3.0000
  Power Plant 
  sC
  1.80
  4.0000
  Cockpit 
  Cockpit for 1
  3.00
  0.2000
  Computer 
  Model/1
  Rating 5
  0.0300
  Electronics 
  Civilian sensors
  –2 DM
  1.00
  0.0500
  Weapons 
  None
  Fuel 
  0.5 tons
  1 week of operation
  0.50
  Cargo 
  18.7 tons
  18.70
  Acceleration Couches 
  8
  4.00
  0.2000
  Extras 
  Fuel scoops
  Included
   
  Airlock
  1.00
  0.2000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  1: Pilot
  Passengers 
  8 (Short duration)
  Total Tonnage & Cost (with 10% standard design discount) 
  30.00
  8.199
  Maintenance Cost (Yearly) 
  Cr 8,199
  77
  
  EAGLE CLASS FRONTIER BOAT 
  The Eagle class Frontier Boat is a small craft designed for 
  exploration. Towards that end it is equipped with good 
  sensors for its time (2134) as well as with five probes and an 
  ATV. The latter also allows the boat to carry several 
  passengers riding it; if a larger cargo capacity is desired, the 
  ATV can be rolled off, making place for an additional 10 tons 
  of cargo. 
  FEconA Eagle Class Frontier Boat (TL 10) 
  Tons 
  MCr 
  Hull 
  30 tons
  Hull 0
  1.7300
   
  Streamlined, self-sealing
  Structure 1
  Armour 
  Titanium steel
  2 points
  2.00
  0.0650
  Manoeuvre Drive 
  sF
  4 G
  3.00
  6.0000
  Power Plant 
  sG
  3.00
  6.0000
  Control Cabin 
  Control cabin for 1
  (1 additional passenger)
  3.00
  0.2000
  Computer 
  Model/2fib
  Rating 10
  0.2400
  Electronics 
  Military sensors
  +0 DM
  2.00
  1.0000
  Weapons 
  Single turret
  Pulse Laser
  1.00
  0.7000
   
  Anti-personnel weapon
  Vehicle-grade Laser Cannon
  0.50
  1.0000
  Fuel 
  0.75 tons
  1 week of operation
  0.75
  Cargo 
  2.75 tons
  2.75
  Extras 
  Fuel scoops
  Included
   
  Airlock
  1.00
  0.2000
   
  ATV
  10.00
  0.0500
   
  Probe drones
  5 drones
  1.00
  0.5000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Fire Control/1
  Rating 5
  2.0000
   
  Library
  Rating 0
  Included
  1 Crew 
  Pilot
  Passengers 
  8 (1 Long duration)
  Total Tonnage & Cost (with 10% standard design discount) 
  30.00
  17.617
  Maintenance Cost (Yearly)
  Cr 16,817
  78
  
  CARACAL CLASS ASSAULT BOAT 
  Introduced in 2150, the Caracal class Assault Boat is 
  designed for small-scale combat operations, capable of 
  carrying up to a reinforced squad of FNH Marines into battle 
  with relative speed and safety. It sports the latest electronics, 
  a powerful computer and, last but not least, a military-grade 
  breaching tube. This light vessel is ideal for shore parties of 
  small patrol vessels (such as the Feilong class) as well as for 
  commando and covert operations. While the main recipient of 
  these boats is the FNH navy, other branches of the 
  government, first amongst them the Justice Commission, 
  have also ordered several of them. 
  FEconA Caracal Class Assault Boat (TL 11) 
  Tons 
  MCr 
  Hull 
  30 tons
  Hull 0
  1.7300
   
  Streamlined, self-sealing
  Structure 1
  Armour 
  Crystaliron
  4 points
  3.00
  0.5200
  Manoeuvre Drive 
  sF
  4 G
  3.00
  6.0000
  Power Plant 
  sG
  3.00
  6.0000
  Cockpit 
  Cockpit for 2
  3.00
  0.2000
  Computer 
  Model/3fib
  Rating 15
  3.0000
  Electronics 
  Military sensors
  +0 DM
  2.00
  1.0000
   
  Weapons 
  Single turret
  Beam Laser
  1.00
  1.2000
   
  Anti-personnel weapon
  VRF Gauss Gun
  0.15
  0.2000
   
  Anti-personnel weapon
  Light Tac Missile Rack (4 Tac Missiles)
  0.10
  0.0160
  Fuel 
  0.75 tons
  1 week of operation
  0.75
  Cargo 
  5 tons
  5.00
  Acceleration Couches 
  12
  6.00
  0.3000
  Extras 
  Fuel scoops
  Included
   
  Breaching tube
  3.00
  3.0000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Evade/1
  Rating 10
  1.0000
   
  Fire Control/2
  Rating 10
  4.0000
   
  Security/2
  Rating 2; –4 DM to intrude
  0.0010
   
  Library
  Rating 0
  Included
  Crew 
  2: Pilot, Gunner
  Passengers 
  12 (Short duration)
  Total Tonnage & Cost 
  30.00
  28.167
  Maintenance Cost (Yearly)
  Cr 27,951
  79
  
  GUINEVERE CLASS SHIP'S BOAT 
  United Starlift's high standard of passenger comfort 
  extends even to their small craft. This passenger and cargo 
  boat, carried on the company's starliners, is no exception: it 
  can carry eighteen passengers with good comfort over short 
  distances, all while being cheap and efficient. 
  Due to its small volume most ships carrying this small craft 
  do not rely on it for passenger traffic, preferring to directly 
  dock with the high-port (if one exists), or, failing that, using 
  local shuttle services. Consequently, the Guinevere class 
  Ship's Boat is used more for running errands or as a pleasure-
  tour craft than a passenger shuttle. 
  United Starlift Guinevere Class Ship's Boat (TL 10)
  Tons 
  MCr 
  Hull 
  30 tons
  Hull 0
  1.7300
   
  Streamlined, self-sealing
  Structure 1
  Armour 
  None
  Manoeuvre Drive 
  sC
  2 G
  1.50
  3.0000
  Power Plant 
  sC
  1.80
  4.0000
  Control Cabin 
  Control cabin for 1
  (1 additional passenger)
  1.50
  0.2000
  Computer 
  Model/1
  Rating 5
  0.0300
  Electronics 
  Civilian sensors
  –2 DM
  1.00
  0.0500
  Weapons 
  None
  Fuel 
  0.5 tons
  1 week of operation
  0.50
  Cargo 
  11.7 tons
  11.20
  Acceleration Couches 
  18
  9.00
  0.4500
  Extras 
  Fuel scoops
  Included
   
  Airlock
  1.00
  0.2000
   
  Luxuries
  2 tons
  2.00
  0.4000
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  1: Pilot
  Passengers 
  19 (Short duration)
  Total Tonnage & Cost (with 10% standard design discount) 
  30.00
  9.054
  Maintenance Cost (Yearly)
  Cr 9,054
  80
  
  SLON CLASS MODULAR SHUTTLE 
  This ubiquitous shuttle is used extensively in the 
  Intermediate area, the Frontier and the Outer Veil, carrying 
  cargo and passengers between ships, stations and planetary 
  surfaces. What it lacks in electronics it more than makes up 
  for in ruggedness, versatility and sheer engine power. Its 
  modular hull (41 HG) allows a standard 60 ton module to be 
  easily installed or replaced. This shuttle is also designed to be 
  easy to customise and upgrade to fit the owners need, with 
  spaces intentionally reserved for sensor (or other system) 
  upgrades. 
  Common modules for the TY-17SC include a cargo module 
  (MCr 2.19, carrying 57 tons of cargo); a passenger module 
  (MCr 4.45, carrying 100 Acceleration Couches and 7 tons of 
  cargo), a habitat (MCr 7.6 containing 12 staterooms and 9 
  tons of cargo) and a combat module (MCr 67 including a triple 
  turret with two Pulse Lasers, Sandcaster, five TY-06F Oryol’
  class Fighters, Military Sensors, a Model/2fib computer with 
  Fire Control/1, 3 tons of additional fuel for the fighters and a 1 
  ton sand magazine containing 20 canisters). Instead of a 
  single 60 ton module, it can also carry two 30 ton modules 
  (135 TMB). 
  TY-17SC Slon Class Modular Shuttle (TL 10) 
  Tons 
  MCr 
  Hull 
  90 tons
  Hull 1
  4.3800
   
  Streamlined, self-sealing, modular (66.7%)
  Structure 1
  Armour 
  Titanium steel
  2 points
  4.50
  0.0950
  Manoeuvre Drive 
  sL
  3 G
  6.00
  12.0000
  Power Plant 
  sL
  4.50
  8.0000
  Cockpit 
  Cockpit for 2
  3.00
  1.0000
  Computer 
  Model/1
  Rating 5
  0.0300
  Electronics 
  Standard sensors
  –4 DM
  Included
  Included
  Fuel 
  2 tons
  2 weeks of operation
  2.00
  Cargo 
  7 tons
  7.00
  Modular Section 
  60 ton module
  60.00
  Extras 
  Fuel scoops
  Included
   
  Airlock
  1.00
  0.2000
   
  Reserved upgrade space
  2.00
  Software 
  Manoeuvre/0
  Rating 0
  Included
   
  Security/1
  Rating 1; –2 DM to intrude
  0.0002
   
  Library
  Rating 0
  Included
  Crew 
  2: Pilot, Co-Pilot
  Total Tonnage & Cost (with 10% standard design discount) 
  90.00
  23.135
  Maintenance Cost (Yearly) 
  Cr 23,135
  81
  
  82
  
  SMALL CRAFT DECKPLANS 1 
  83
  
  SMALL CRAFT DECKPLANS 2 
  84
  
  BELTING 
  To cater to the needs of the casual miner, a few belting 
  rules are provided. These rules are designed for fast play and 
  are thus relatively abstract: the key here is the ease of use, 
  not detailed realism. For games where belting will be a major 
  activity, it is recommended that the rules from Mongoose 
  Publishing's Beltstrike be used. 
  FINDING A ROCK 
  The majority of rocks in a given asteroid belt, whether they 
  are ice-balls (or comets), silicate (S Class) asteroids, 
  carbonaceous (C Class) asteroids or even metallic (M class) 
  asteroids, are not very profitable for the small, independent 
  belter to mine but they are useful to orbital industry and belt 
  habitats. 
  Finding an average rock of each of these types is quite 
  easy, and an average belt has an ample supply of them, so 
  prices are very low and most orbital factories or habitats can 
  easily find one if they need it. 
  Locate a suitable rock: Sensors, Intelligence, 1-6 hours, 
  Routine (+2), modified by the ship's sensor DM and the 
  system's Belt Quality DM.
  Such finds rarely have any significant monetary value. 
  What belters typically look for are the very rare occasions 
  where more valuable materials exist in relatively high purity. 
  Collisions 
  between 
  asteroids 
  and 
  other 
  high-energy 
  phenomena sometimes cause sufficient differentiation of the 
  minerals in a given rock, making extraction easy; radioactive 
  ores might exist on a few asteroids; crystals, especially ones 
  formed in collisions or through extremely slow growth in micro-
  gravity, are sometimes valuable. 
  Some of the rarer organic materials present in ice asteroids 
  can fetch a hefty price. 
  Identify
  a 
  rock 
  with 
  organic 
  material: 
  Sensors, 
  Intelligence, 6-24 hours, Very Difficult (–4), modified by 
  the ship's sensor DM and the system's Belt Quality DM.
  Once a potentially profitable rock is found, roll 2d6 on the 
  Asteroid Yield table, adding the Effect of the Sensors task. 
  Asteroid Yield 
  2d6 
  Yield 
  5– 
  Icy
  6 - 8 
  Low Yield
  9 - 11 
  High Yield
  12 - 13 
  High Yield
  14+ 
  Special
  Icy: An Icy Yield is made largely of water ice and other 
  volatiles. Each Icy asteroid can be mined for 1d6 x 100 
  displacement tons (dtons) of Water Ice which can be sold for 
  Cr 100 per dton if located in the Outer Zone; otherwise treat 
  as Low Yield. 
  Low Yield: Low Yield claims consist of worthless rock and 
  contain nothing worth mining apart from a surface veneer of 
  1d6 x 100 dtons of Water/Ice and 1d6 * 50 tons of Volatiles 
  (frozen gasses such as methane, ammonia, nitrogen and 
  carbon dioxide) which can be sold for Cr 500 per dton if 
  located in the Outer Zone. 
  High Yield: Roll on the Asteroid High Yield Table to 
  determine the contents of the Claim. Additionally, 1d6 x 100 
  dtons of Water Ice and 1d6 * 50 tons of Volatiles will be 
  present if the asteroid is located in the Outer Zone. 
  Special: This result indicates that there is something 
  unique about the asteroid; it could have unusually rare or large 
  deposits, or something even more interesting. Roll on the 
  Outer Asteroid Special Find table below. 
  Asteroid High Yields 
  2d6 
  High Yield 
  dtons 
  1– 
  Basic Ore
  1d6
  2 
  Basic  Ore
  1d6 * 5
  3 
  Basic Ore
  1d6 * 25
  4 
  Uncommon Ore
  1d6 * 5
  5 
  Basic Ore
  1d6 * 50
  6 
  Basic Ore
  1d6 * 100
  7 
  Uncommon Ore
  1d6 * 20
  8 
  Basic Ore
  1d6 * 500
  9 
  Uncommon Ore
  1d6 * 50
  10 
  Basic Raw Materials
  1d6 * 50
  11 
  Uncommon Ore
  1d6 * 100
  12 
  Basic Raw Materials
  1d6 * 100
  13+ 
  Special
  The Belt Quality DM mentioned above is listed for each 
  system in the Outer Veil setting. It represents the likelihood of 
  finding rare mineral formations in each belt. Note that most M-
  class red dwarf stars have less than usual heavy elements in 
  their systems, and consequently their belts, if any are present. 
  In the Core systems there have already been decades (or 
  more than a century in the Sol system) of extensive belt 
  mining, so findings there are rarer than in the virgin soil of 
  Outer Veil rocks. A Belt Quality DM of ‘X’ denotes a star 
  system with no significant asteroid belts. Mining asteroids and 
  processing the ore is usually done by mining drones. 
  Mine an asteroid & process the ore: Remote Operations, 
  Intelligence, 1-6 hours, Routine (+2) task.
  Each 10 tons of Mining Drones installed on a ship will mine 
  1d6 x 10 tons (plus the Effect of the Remote Operations roll x 
  10) per successful mining task. Once properly mined and 
  processed, the ore may be sold as any other trade good (162-
  166 TMB). Alternatively, instead of mining the ore themselves, 
  the finders may sell the claim to a mining company. Doing so 
  uses the speculative trade rules (162 TMB), but the selling 
  price will only be 20% of normal. 
  85
  
  A ship may use mining drones to mine ice from icy 
  asteroids (or comets) and convert it into unrefined LHyd fuel 
  as well as oxygen. If fuel processors are present on board 
  they can clean the fuel of whatever residual volatiles to 
  produce refined fuel. 
  Identify a suitable ice chunk: Sensors, Intelligence, 1-6
  hours, Average (+0), modified by the ship's sensor DM 
  and the system's Belt Quality DM.
  Mining water ice from an icy asteroid or comet is a separate 
  operation. 
  Mine water ice: Remote Operations, Intelligence, 1-6
  hours, Routine (+2).
  Each 10 tons of Mining Drones installed on a ship will mine 
  1d6 x 10 tons of ice (plus the Effect of the Remote Operations 
  rollx10) per successful mining task; only 10% of this tonnage 
  will eventually be converted to fuel. A ship equipped with 
  hydroponics and mining drones may obtain the monthly 
  supplies for the hydroponic units by mining asteroids and 
  comets.
  Identify a suitable source of water & nutrients: Sensors, 
  Intelligence, 1-6 hours, Average (+0), modified by the 
  ship's sensor DM and the system's Belt Quality DM.
  Extracting enough nutrients and water for a month is a 
  separate operation. 
  Extract 
  water 
  & 
  nutrients: 
  Remote 
  Operations, 
  Intelligence, 10-60 minutes, Routine (+2) task modified 
  by the Effect of the sensors roll.
  SURVEYING 
  The Outer Veil setting has a wide-open frontier and is 
  surrounded by unexplored space on all sides. Many Outer Veil 
  and Explored systems were only cursorily surveyed. 
  Consequently there are many opportunities for exploration and 
  survey work in this setting. 
  System Contents 
  The first thing explorers do when they enter a system is 
  determine a system’s contents: the nature, number and 
  movement of stars and rocky, icy and gaseous planets. The 
  majority of the time this task takes is passive data collection 
  by the ship's sensors and computer and be carried out at the 
  same time as other survey tasks. 
  Determine 
  a 
  system’s 
  contents: 
  Space 
  Science 
  (Planetology), Education, 1-6 days, Average (+0),
  modified by the ship's sensor DM.
  Surface Mapping 
  Mapping a planet in full detail from orbit (yielding its UWP 
  Size and Hydrographics digits as well as a detailed surface 
  map) requires a ship in low polar orbit. The majority this task is 
  passive data collection by the ship's sensors and computer 
  and it can be done at the same time as other survey tasks. 
  Map a planet from orbit: Space Science (Planetology) or 
  Sensors, Education, 10-60 hours, Routine (+2), modified 
  by the ship's sensor DM.
  Atmospheric Analysis 
  Analysing a planet's atmospheric composition, pressure 
  and temperature requires both orbital data collection and 
  atmospheric samples. This requires a dedicated crew-member 
  to run the various tests, and a small craft or a starship to 
  sample the atmosphere. 
  Analyse a planet’s atmospheric composition, pressure & 
  temperature: Space Science (Planetology), Education, 
  6-24 hours, Routine (+2), modified by the ship's sensor 
  DM.
  World Population 
  Calculating a world's population size (if any) can be done 
  from orbit. 
  Calculate a world’s population from orbit: Social Science 
  (Sophontology) or Sensors, Education, 1-6 hours, Very 
  Difficult (–4), modified by the ship's sensor DM.
  This can also be achieved using repeated atmospheric 
  flights to observe population centres and densities of 
  habitation. 
  Calculate a world’s population from observation: Social 
  Science (Sophontology) or Sensors, Education, 6-24
  hours, Difficult (–2), modified by the ship's sensor DM.
  As larger populations are easier to detect, add half the 
  world's population code (rounded down) as a +DM on the 
  above tasks. 
  On any FNH world or sanctioned colony this data may be 
  obtained from the local government or colonial administration. 
  Unsanctioned colonies do not provide this information, which 
  has to be gathered from orbit or by atmospheric flights. 
  Obtain population data from the local government or 
  administration: Admin, Intelligence, 10-60 minutes, 
  Routine (+2).
  Government, Law Level & Tech Level 
  Obtaining an inhabited world's social data (Government, 
  Law Level and Tech Level) requires field work and direct or 
  covert contact with the local population. This task should an 
  adventure rather than a task roll but Referees who prefer to 
  skip that type of adventure can determine these features. 
  Determine a world’s Government type, Law Level & 
  Tech Level: Social Science (Sophontology) or Admin or 
  Streetwise, Intelligence, 1-6 days, Difficult (–2).
  Detecting Bases 
  Overt Bases: Detecting overt bases such as FNH Marines, 
  Science Commission and Naval bases and some research 
  stations is quite easy at the local starport. 
  Detect an overt government base: Admin, Intelligence, 
  10-60 minutes, Routine (+2).
  86
  
  Covert Bases: Detecting covert bases such as pirate 
  bases, some research stations and, in rare occasions, FNH 
  Marine, Science Commission or Naval bases, is more difficult 
  but can be achieved from orbit. 
  Detect a covert base from orbit: Sensors, Intelligence, 
  10-60 hours, Very Difficult (–4), modified by the ship's 
  sensor DM.
  Alternatively, information about a suspected hidden base 
  can be obtained from the local population. 
  Gather information about a covert base from locals: 
  Admin or Streetwise, Intelligence, 1-6 days, Difficult (–2).
  Detecting Ruins 
  Human or alien ruins can be detected from orbit The 
  Referee should modify the task's difficulty according to the 
  size of the ruins, with larger ruins being easier and small ruins 
  harder to detect.
  Detect ruins from orbit: Sensors or Social Science 
  (Archaeology), Intelligence, 10-60 hours, Very Difficult (–
  4), modified by the ship's sensor DM.
  On the Ground: Bases or ruins can also be found by 
  player character observations on the ground but this should be 
  a planetside adventure rather than a task. 
  Life & Life Compatibility Ratings 
  Determining a planet's Life and Life Compatibility ratings is 
  usually done by a long-duration follow-up mission after the 
  basic first survey. Orbital and low-altitude sensor readings are 
  combined with multiple surface observations and laboratory 
  tests of collected flora and fauna to determine a planet's Life 
  and Life Compatibility ratings. This can also be conducted as 
  a surface adventure. 
  Determine a planet's Life & Life Compatibility ratings:
  Life Science (Biology), Education, 1-6 days, Difficult (–
  2).
  The single task roll determines both the Life and the Life 
  Compatibility ratings. Ships outfitted with a laboratory apply a
  +2 DM to the task. 
  Belt Quality 
  Given the number of objects in any particular asteroid belt, 
  it can take a long time to determine a system's Belt Quality. 
  Determine a system's Belt Quality: Space Science 
  (Planetology), Intelligence, 10-60 days, Difficult (–2),
  modified by the ship's sensor DM.
  REFEREEING SENSOR ROLLS
  Using sensors and detectors involves a significant level of 
  uncertainty, especially for difficult tasks such as detecting rare 
  mineral deposits or hidden bases.
  This is particularly important when a result of ‘nothing found’ 
  could come from either a success (when the thing searched for 
  does not exist) or from a failure (even if it does exist). The
  Referee should make hidden roll sensor and survey rolls for the 
  players.
  On a successful task result the Referee should reveal the full
  sensor information to the players.
  On a failure with Effect –1, the Referee should give partial or 
  inaccurate information (for example, reporting that a world with 
  Size 5 has Size 4 or 3).
  On a failure with Effect –2 or –3, nothing should be found.
  On a failure with Effect –4 or worse, the Referee should give 
  completely false information.
  87
  
  ASTROGRAPHY 
  By 2159 AD, humanity had explored the space within 20 
  parsecs of Sol and settled many of the more suitable planets 
  up to a range of 16 parsecs from Earth. Beyond that lies the 
  open universe: millions upon millions of unexplored, unsettled 
  star-systems awaiting exploration and colonisation. The Outer 
  Veil setting focuses on a single sector including Earth, 
  containing most of the settled and explored worlds as well as 
  a number of unexplored and unsettled worlds ready for the 
  intrepid adventurer to explore and tame. 
  This chapter provides the Universal World Profiles (UWPs) 
  and related information for all of the major worlds in the Outer 
  Veil setting, both known and unknown. It also provides a 
  description of each subsector as well as a brief discussion of 
  several key worlds within that subsector. Future products will 
  details more worlds within various subsectors. 
  BASIC CONCEPTS 
  Directions such as Left, Right, North, South, East or West 
  have little meaning in interstellar space. Instead, the 
  directions in astrography (the stellar equivalent of geography 
  and cartography) are measured in relation to the galaxy's core 
  and the galaxy's direction of rotation. The direction pointing 
  towards the galactic core is Coreward (which is ‘up’ on most 
  Traveller maps including the those of the Outer Veil); the one 
  pointing away from the galactic core is Rimward (‘down’ on
  the map); the one pointing in the direction of the galaxy's 
  rotation is Spinward (‘left’ on the map) and the direction 
  opposite to the galaxy's rotation is Trailing (‘right’ on the map). 
  The basic unit of astrography is the parsec (3.26 light-
  years); each hex on the Outer Veil starmap is approximately 
  one parsec across, flat edge to flat edge. The map shows one 
  star system per parsec, though in some cases less important 
  stars (particularly red and brown dwarfs with no planets 
  around them) may exist within the same hex as a listed star 
  system. Eight by ten (8 by 10) parsecs constitute a Subsector, 
  which is a basic FNH interstellar administrative unit above the 
  world level. A sector is composed of sixteen (16) subsectors. 
  As mentioned above, the Outer Veil setting fills approximately 
  one sector. 
   
  THE FIRST STEPS
  We are at the earliest stage of our interstellar civilization.
  While several billion human beings already live outside the confines of Sol system, so far we have explored and settled only a tiny speck 
  on the map of our home galaxy. Well-known and well-developed space extends only a mere ten parsecs from the birthplace of humanity. 
  Beyond that lies the Outer Veil: a thin layer of partially-explored star-systems separating the known stars from the Great Unknown of the 
  universe.
  Beyond this thin veil of stars awaits the most sacred opportunity ever to face mankind: the universe. Ours to explore, tame, settle and 
  claim as our own, the universe is where humanity's eternal quest for a better civilization will be carried through to its eventual end when, 
  millennia from now, we will claim the entire Milky Way as a single human civilization.
  Jacques Somovskii, ‘On Humanity's Destiny’, published on Earth (Sol/1226), 02 July 2142
  WHY IS THE STARMAP FLAT?
  Real space is three-dimensional, with stars varying in their 
  location not just on the X and Y axis but also on the Z axis (in 
  and out of the page). However, using realistic three-dimensional 
  astrogation is somewhat complicated.
  For this reason, we've chosen to use abstract two-
  dimensional ‘flattened’ starmaps in Outer Veil, trading a certain 
  degree of realism for ease of play.
  88
  
  ASTROGATION DATA 
  Each entry in the astrography tables lists the following 
  information about each world: 
  Hex location on the Outer Veil map 
  World name
  The world’s Universal World Profile (UWP), consisting of: 
  Starport 
  Size 
  Atmosphere 
  Hydrographics 
  Population 
  Government 
  Law Level 
  Tech Level 
  Bases (if any are present) 
  Trade codes
  Life/Compatibility/Belt Quality ratings 
  Surface temperature 
  Gas giants (presence or absence) 
  Stellar data
  Area and Travel Zones (if no Zone code is listed than the 
  world is considered a ‘Green Zone’) 
  Hex locations refer to the map; UWPs, trade codes and 
  gas giants are explained in the TMB (170, 181, 167). The 
  remaining ratings (including parts of the UWP codes) are 
  discussed in greater detail below. 
  Many stars on the Outer Veil map had been discovered by 
  the first decade of the 21st century or in the preceding 
  centuries and therefore bear real names. Other stars were 
  only discovered during the mid-to-late 21st century – or even 
  later – and were designated NSSC after the Near-Solar Star 
  Catalog compiled in 2102. These stars are relatively dim 
  (which is the reason why they weren't discovered until the 
  mid-21st century), and thus are typically either Brown Dwarfs, 
  or M type stars, though far away from Earth K-type stars and 
  even G type stars might be included in this group. 
  All of the stars shown on the map are assumed to have 
  planets of some sort, or, at the very least, a planetoid belt or 
  an Oort cloud. 
  Many stars with no planets or planetoids at all exist in our 
  universe, but have little game value and thus are mostly left 
  out of the Outer Veil star lists. Assume that many empty 
  hexes on the map contain such system-less stars. 
  Starports 
  In the Outer Veil setting, starports are not extra-territorial.
  The starport and the rest of the world's surface are FNH 
  territory and are thus subject to the same laws. However, by 
  FNH law, ships are allowed to carry armament above and 
  beyond the local Law Level for the purposes of defence
  against pirates, hostile wildlife and terrorists. Therefore, the 
  world's Law Level does not extend to the ship itself. Civilians
  on ships may carry personal weapons as allowed by Law 
  Level 1 but taking weapons that are illegal locally off the ship 
  is not allowed. 
  Class A and B starports have large orbital highports. 
  Class C starports also have high-ports, but these tend to 
  be much smaller than the ground facilities and almost all class 
  C starports have refined fuel. 
  Class D starports are standardised. A typical class D port 
  is composed of several pre-fabricated buildings, a beacon, a 
  fuel pump, a tank constructed from pre-fabricated parts for 
  (usually) unrefined fuel and some small-scale repair 
  equipment. All of these can be carried in the hold of a single 
  frontier trader and assembled in a matter of weeks. Class D
  starports almost always lack a proper highport. 
  This means that most worlds in the Core and the 
  Intermediate areas can be serviced by unstreamlined bulk 
  carriers traveling from highport to highport, with local shuttles 
  moving the goods between surface and orbit. 
  Class E starports are even simpler, being nothing more 
  than a patch of cleared ground and a self-contained 
  navigation beacon with a prefabricated building or two. Class 
  E starports always lack a proper highport. 
  Bases & Ruins 
  Any of five types of bases may exist in a given star-system: 
  Science Commission Bases, Naval Bases, Marine Corps 
  Bases, Research Stations and Pirate Bases. 
  Science Commission Bases (S) are exploratory or 
  scientific 
  outposts 
  operated 
  by 
  the 
  FNH's 
  Science 
  Commission. These are typically small facilities either in orbit 
  or on the surface with small crews operating a relatively large 
  amount of automated sensor equipment. 
  89
  
  Science Commission bases also serve as way-stations and 
  supply depots for both Science Commission and Mail 
  Commission craft. Subsidised Couriers may freely refuel at 
  Science Commission bases and receive a 50% discount on 
  any repairs conducted there. 
  Naval Bases (N) are depots and forts for the FNH Navy 
  (FNHN). In addition to the usual training, supply and system-
  defense roles, these bases also serve as staging grounds 
  (and refuel/re-supply/repair stops) for FNHN patrol ships 
  moving through the area. Rapid-reaction forces (including at 
  least one Marine unit) are usually also stationed at Naval 
  Bases. Most Naval Bases are composed of a ground base 
  and an orbital base, regardless of whether or not the world 
  they are situated on has a highport; both components are 
  heavily armed and can serve as forts for system-defence.
  Marine Bases (M) are maintained by the FNH Marine 
  Corps (FNH-MC); a number are located throughout known 
  space to serve as staging grounds for Marine operations in 
  their areas. While most Marine Bases have some refuelling 
  and repair capacities for passing military vessels, their main 
  function is to house and maintain significant Marine forces at 
  a state of constant readiness. The size of these forces varies 
  according to the base's location, but in almost all cases at 
  least a full battalion is stationed at each base (and bases 
  closer to the Core typically house several divisions). As with 
  all FNH-MC combat units, there is enough starlift capacity 
  (that is, ready transport ships) available at the base for 
  immediate combat deployment of each and every combat 
  Marine stationed there. 
  Research 
  Stations 
  (R) 
  are 
  distinct 
  scientific 
  or 
  technological facilities (either government, corporate or 
  private). While many high-population worlds have their own 
  universities or similar scientific institutions, the Research 
  Stations listed here are more self-contained and, usually, less 
  accessible to the public. Note that most Research Stations 
  listed worlds in the Core or the Intermediate areas represent 
  more than one such institution. 
  Pirate Bases (P) are illicit starports operated by various 
  pirate, privateer, smuggler or Secessionist groups. These 
  bases typically house and maintain several pirate vessels as 
  well as non-Jump-capable defence craft. In many cases a 
  Pirate Base also serves as a black-market hub, and 
  unscrupulous traders who may sometimes stop there to trade 
  illegal goods. Piracy is virtually unknown near the Core 
  (where the FNHN exists in force) but is a recurring problem in 
  the Frontier and beyond. 
  Any of four kinds of ruins may also be listed in the Bases 
  column: Human Ruins (Uh) (usually lost colonies), Ascraeus 
  Civilisation (22 OV) Ruins (Ua), Monument Builder (22 OV)
  Ruins (Um) and Other Alien Ruins (Ux), which are ruins of 
  alien origin which do not belong to either the Ascraeus 
  Civilisation or the Monument Builders. 
  Life, Life Compatibility & Belt Quality 
  The Life, Life Compatibility and Belt Quality ratings add 
  more detail about each star system. 
  The Life rating describes, in general terms, the complexity 
  of the world's biosphere (if any). Life ratings are shown in the 
  Life Rating table. 
  Definitions 
  None: No life is present on the planet; however, small 
  pockets of pre-cellular life may exist in the oceans or near 
  volcanic vents. 
  Simple: Single-celled and primitive multi-celled life exists 
  in the oceans. Algae, coral and similar types of life are 
  dominant. 
  Complex: Complex life has developed in the oceans, 
  including crustaceans and simple vertebrates like fish.  Plant 
  life has expanded onto the land and amphibians have begun 
  to move out of the oceans. Land life is still isolated to regions 
  near the water. 
  Diverse: The oceans are teaming with different species.  
  Complex food chains have evolved and are sustainable in all 
  the world’s oceans and freshwater lakes and rivers.  Plant life 
  has spread over all arable land and land life has evolved and 
  diversified.  Primitive flying creatures have also appeared. 
  Biosphere: Incredibly diverse and complex life now exists 
  all over the planet, in all climates. 
  Sub-Intelligent: A Biosphere where one or more forms of 
  life have begun the long road to intelligence.  Complex social 
  structures and simple communications have begun to develop 
  along with simple tool use. The use of fire, the defining 
  discovery for TL 0, has not occurred yet. 
  Life Compatibility represents the degree by which the 
  world's biosphere (if any) is compatible with Earth life. Each 
  number represents 10% compatibility with Earth life. If 100% 
  compatibility is rolled, the native life is perfectly suited to 
  humanity 
  (like 
  Earth), 
  with 
  all 
  the 
  advantages 
  and 
  disadvantages; typically this means that the world is either 
  Earth itself or a colony where all of almost all life-forms were 
  brought from Earth. Zero percent compatibility means that 
  native life is totally non-nutritious to humans and humans are 
  non-nutritious to native life (but they might still try to eat you!).
  Belt Quality is a measure of the abundance of the rarer 
  and more profitable, minerals in the system's asteroid belt(s) 
  and is fully explained in the Belting rules (85 OV). A Belt 
  Quality Rating of X denotes that the system lacks any 
  significant asteroid belt; otherwise, the Belt Quality is a DM 
  applied to belting tasks. 
  Areas 
  Civilisation and the core's control diminish with the distance 
  from Earth. The further one goes away from Earth, the less 
  population, law and technology and the more variation and 
  chaos will be found. Furthermore, while the worlds near Earth 
  were explored in detail, more distant worlds have only been 
  cursorily surveyed, and no reliable survey data exists for 
  worlds beyond twenty or so parsecs from Earth. Therefore, 
  the FNH government divides space into seven area types:  
  � 
  Core 
  � 
  Near Intermediate 
  � 
  Far Intermediate 
  � 
  Frontier 
  � 
  Outer Veil 
  � 
  Explored 
  � 
  Unexplored 
  90
  
  The Core (Cr) includes the Sol system and the four other 
  star systems closest to it. Earth had human civilisation for 
  millennia; the other bodies in the Sol system was colonised
  more than a century ago; and the extra-solar Core systems 
  were first colonized almost a century ago. These worlds are 
  well-known, heavily-settled and well-developed, serving as 
  the center of the human civilisation and economy. The vast 
  majority of mankind lives in the Core, and the vast majority of 
  production, consumption and research occur there. Core 
  worlds also tend to have a considerable degree of law, order 
  and government (or corporate) control. 
  The Near Intermediate (In) is a thin ring of worlds 
  surrounding the Core; fifty years ago they were the frontier, 
  and fifty years in the future they'll probably be included in the 
  core. These worlds have a high level of technology and 
  population – though usually not as high as in the Core – and
  are usually hubs of traffic from and to the Core. 
  The Far Intermediate (If) separates the Frontier proper 
  from the more developed regions in and near the Core. While 
  relatively well-developed and heavily-populated, this area lags 
  behind the Core and the Near Intermediate in terms of 
  technology, population and efficient law-enforcement. Many 
  Far Intermediate worlds serve as gateways to the frontier (and 
  beyond) or as capitals of otherwise under-developed frontier 
  subsectors. 
  Frontier (Fr) worlds are just that: relatively newly-
  colonized worlds far from the Core and its technological 
  wonders and away from government/corporate control. These 
  worlds tend to be somewhat lawless and sparsely populated, 
  but in many cases undergoing rapid development, and, in a 
  few decades, many of the Frontier worlds will eventually 
  become indistinguishable from Near Intermediate ones. 
  The Outer Veil (OV) lies at the edge of legally-settled 
  space. This lawless, partially-explored area is dotted with tiny 
  colonies, many of them containing only as many colonists as 
  a single chartered Medved class frontier trader can carry in its 
  low berths.  
  The central FNH government or the corporate boards hold 
  little sway here, among these remote stars. The powers of the 
  Core can only project their force partially, through long patrols 
  and local representatives, and thus cultures, politics and laws 
  vary greatly from world to world. 
  Beyond the Outer Veil lies a thin layer of (cursorily) 
  Explored (Ex) star-systems and behind it the bulk of the 
  Unexplored (Un) universe. While no official colonies exist this 
  far away from Earth, a few isolated unsanctioned colonies 
  hide on some of these worlds. Many more attempts to 
  colonize these remote stars have failed, leaving only ruins 
  behind. Also note that 22nd century astronomy provides some 
  data on star-systems even when no survey was conducted; 
  stellar data and the presence or absence of gas giants are 
  known even for the Unexplored systems. 
  Travel Zones 
  Red 
  Zones 
  (R): 
  The 
  FNH 
  has 
  declared 
  Vega 
  (Rusalka/1218), 
  DX 
  Facility 
  (Sol/1130), 
  Speck 
  (Mat 
  Zemlya/1638), Meng Po (Rana/2132) and NSSC 2137 
  (Rana/2137) as Red Zones. 
  These worlds either pose threats to travellers and visitors 
  (Vega, Speck and NSSC 2137) or are interdicted for security 
  reasons (DX Facility and Meng Po). Entering a Red Zone 
  without proper authorisation is a criminal offence.
  Amber Zones (A): Based on information collected from 
  travellers and its own journalists, the popular Veil Review 
  Magazine (VRM) has designated a number of worlds in 
  known space as Amber Zones. 
  While this classification carries no legal or official 
  implications, it usually marks the world or star-system as a 
  somewhat dangerous place. Pirate activity, local anarchy or 
  political strife and even dangerous atmospheres have each 
  led to the designation of worlds as Amber Zones. Note that 
  the VRM classifies all worlds in the unsettled Explored or 
  Unexplored areas as Amber Zones. 
  91
  
  DELTA HERCULIS 
  Most of Delta Herculis subsector lies beyond officially 
  explored space. Only five worlds in its trailing-rimward corner 
  have been properly surveyed, and no sanctioned colonies 
  have been established up to 2159. Some did try to find refuge 
  among these distant stars, finding failure more often than 
  success: the ruins of three failed colonies on Palmer's 
  Landing, Vodyanoy and Ivanhoe stand as reminders of the 
  dangers of long-range colonisation. 
  Delta Herculis is divided into three ‘mains’ of stars within 
  Jump 1 of each other. The first is the Derceto cluster to 
  spinward-rimward, with a branch going rimward into Anat 
  subsector. The second is the Ivanhoe main, connecting to the 
  Astrate arm of Anat. The third is the large Bruadair cluster, 
  filling most of the central-coreward parts of the subsector. 
  Despite its remoteness, Delta Herculis still has much to 
  offer explorers or colonists. Pirate activity is almost non-
  existent (other than the occasional foray from Anat/Moloch), 
  as is FNH naval activity. Anyone venturing into this area of 
  space is unlikely to face dangerous encounters or legal 
  harassment. Also, from the rich pickings of Palmer's Landing's 
  asteroid belt to the prime colonial real estate of NSSC 0305, 
  NSSC 0608, NSSC 0707, Ivanhoe and NSSC 0808, this 
  subsector offers great opportunities to those brave enough to 
  look for fame and fortune here. 
  0104 Palmer's Landing X310000-0 
  Palmer's Landing is the second planet of a K2 V star. A 
  very metal-rich asteroid belt orbits one AU away from the 
  planet. When colonists came to this dry, dusty planet in 2149, 
  they came for the system's seclusion and remoteness. 
  Edmond Palmer, after whom the planet is named in spacer 
  folklore (as it has no official name yet), came to this world 
  dodging 
  the 
  repo-men 
  who 
  were 
  after 
  the 
  Broad 
  Opportunities, his rickety Medved class trader. He, his crew, 
  and a group of others who were looking for a quick getaway 
  from civilisation crash-landed and tried to survive, parsecs 
  away from the law and the banks, helped by several tons of 
  stolen survival equipment. 
  They failed. The soil was utterly dry and salty; water was 
  hard to produce, even with fusion-powered equipment; and 
  the winters were so cold that their poor quality equipment 
  broke down. Three hard years later Palmer and a few 
  survivors boarded the partially-repaired Broad Opportunities
  and headed back to civilisation, preferring to eat in prison 
  rather than starve and freeze in liberty. 
  Bad luck continued to haunt them: the ship’s engines failed 
  shortly after takeoff, crashing the ship again and killing the 
  crew. The Broad Opportunities' hulk filled with frozen corpses, 
  the wind-swept colonial buildings and the graves of those who 
  died in the colony's brief existence are silent reminders of 
  Palmer and his crew. 
  0403 GL632 X883000-0 
  Orbiting Gliese 632, a G type sun, the third planet could 
  have been an earthlike paradise and a prime candidate for 
  colonisation, were it not for its dense, CO2-rich atmosphere.
  The planet is paradise for carbon-based photosynthetic 
  organisms, if not for its dry landscape. Life holds onto the 
  barren rocks, despite powerful winds and little rain. Strong, 
  hunched trees squat between lichen-covered rocks, their 
  roots reaching the lower, more humid soil layers. Heavy, 
  armoured creatures creep between them, preserving water 
  within their shells, feeding off the thorny trees, or on each 
  other. 
  Once, local life was not the only life present. A few 
  thousand years ago the Ascraeus Civilisation came. They 
  built their colony, consisting of numerous domes, in the crags 
  and valleys near the only sea. They are gone now but the 
  domes’ skeletons remain, despite the biting salt-bearing wind. 
  0409 Derceto C3A3353-8 
  In 2142 the Derceto Group, an independent social-science 
  discussion circle at the Central University of Atargatis 
  (Anat/0819), decided to build a new society far beyond known 
  space. They intended to establish a meritocratic society 
  based on technical and scientific expertise, where knowledge 
  would be prized above all. As their cause was popular at the 
  time, they received ample donations and were able to buy a 
  Morgana class miner, which they converted into a colonial 
  transport, and a good amount of technological and life-support 
  equipment. 
  They built a cluster of small surface domes, connected by 
  a network of natural and artificial underground tunnels, under 
  the soupy, methane atmosphere, next to strangely-coloured 
  carbohydrate seas. There they maintain a technological 
  society. Every two and a half months the Rabbatu Yammi,
  their colonial transport, returns from the edge of civilisation at 
  Astarte (Anat/0613), bringing new equipment, a few colonists 
  and news of the latest scientific developments. On its return it 
  gives those interested in the Derceto Experiment new video 
  records and raw data to watch and analyze. 
  The 5,000 colonists are divided into a number of 
  Campuses, each studying and working in a specific field (such 
  as Life-Support Engineering, Hydroponics, Planetology or 
  Medicine). Each Campus is self-managed, and the distribution 
  of resources between the various Campuses is organised by 
  the Council of Academicians, composed of the heads of each 
  Campus. One's place in Dercetan society is determined by 
  success or failure in various aptitude and proficiency tests, 
  with the brightest and most learned reaching powerful 
  positions. Unlike many other attempts to create new social 
  orders from scratch, the Derceto experience has so far 
  yielded generally positive results. 
  While the FNH is probably aware of the colony, it has 
  made no attempt to bring the world under its rule, but it is only 
  a matter of time until the Outer Veil's border reaches Derceto. 
  92
  
  DELTA HERCULIS (SUBSECTOR A) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  0103
  NSSC 0103
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  K2V
  Un
  0104
  Palmer's Landing (NSSC 0104)
  X310000-0
  Uh
  Ba
  0/0/+3
  Cold
  G
  K2V M4V
  Un
  0105
  NSSC 0105
  X84A000-0
  Ba Wa
  B/0/X
  Temp
  G
  K8V
  Un
  0108
  Vodyanoy (NSSC 0108)
  X636000-0
  Uh
  Ba
  0/0/-3
  Frozen
  G
  BD
  Un
  0109
  NSSC 0109
  X413000-0
  Ba Ic
  1/0/+1
  Temp
  G
  M2V M4V
  Un
  0110
  Alpha Serpentis
  X410000-0
  Um
  Ba
  0/0/+1
  Temp
  G
  K2III
  Un
  0203
  NSSC 0203
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  M1V
  Un
  0204
  NSSC 0204
  XAA8000-0
  Ba Fl
  6/0/+2
  Temp
  G
  M6V M9V
  Un
  0205
  NSSC 0205
  X300000-0
  Ba Va
  0/0/X
  Frozen
  G
  M6V M9V
  Un
  0209
  NSSC 0209
  X554000-0
  Ba Ga
  4/1/-1
  Cold
  G
  K3V M1V
  Un
  0301
  NSSC 0301
  X310000-0
  Ba
  0/0/X
  Temp
  G
  M0V
  Un
  0302
  NSSC 0302
  X100000-0
  Ba Va
  0/0/+2
  Temp
  G
  K4V M2V
  Un
  0304
  NSSC 0304
  X100000-0
  Ba Va
  0/0/X
  Hot
  M0V M4V
  Un
  0305
  NSSC 0305
  X668000-0
  Ba Ga
  8/7/-1
  Temp
  G
  K9V
  Un
  0310
  NSSC 0310
  X770000-0
  Ba De
  0/0/+0
  Hot
  G
  K1V
  Un
  0401
  NSSC 0401
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  M0V
  Un
  0402
  NSSC 0402
  X738000-0
  Ba
  1/0/+1
  Frozen
  G
  M0V
  Un
  0403
  GL632
  X883000-0
  Ua
  Ba
  7/4/X
  Hot
  G
  G0V
  Un
  0404
  NSSC 0404
  X682000-0
  Ba
  8/0/+1
  Temp
  G
  K8V M7V
  Un
  0405
  NSSC 0405
  X6A0000-0
  Ba De
  2/1/X
  Roast
  M3V
  Un
  0407
  NSSC 0407
  X400000-0
  Ba Va
  0/0/X
  Temp
  G
  M1V
  Un
  0409
  Derceto (NSSC 0409)
  C3A3353-8
  Lo
  7/5/X
  Cold
  G
  K7V M6V
  Un
  0504
  Bruadair (NSSC 0504)
  D959322-6
  Lo
  A/8/X
  Temp
  G
  M2V
  Un
  0507
  NSSC 0507
  X6B0000-0
  Ba De
  2/1/X
  Roast
  G
  K6V M0V
  Un
  0508
  NSSC 0508
  XADA000-0
  Ba Fl
  1/8/X
  Temp
  K9V
  Un
  0603
  Epsilon Scorpii
  X100000-0
  Ba Va
  0/0/X
  Frozen
  G
  K2III
  Un
  0604
  NSSC 0604
  XAFA000-0
  Ba Wa
  4/0/X
  Temp
  M1V
  Un
  0606
  Xi Serpentis
  X411000-0
  Ba Ic
  0/0/X
  Frozen
  F0III
  Un
  0607
  NSSC 0607
  X200000-0
  Ba Va
  0/0/-1
  Temp
  G
  K6V M2V M4V
  Un
  0608
  NSSC 0608
  X898000-0
  Ba Ga
  3/6/+1
  Temp
  G
  K2V
  Un
  0701
  Delta Herculis
  X000000-0
  Ba Va
  0/0/X
  N/A
  A1V
  Un
  0703
  NSSC 0703
  X100000-0
  Ba Va
  0/0/+1
  Temp
  G
  M1V
  Un
  0707
  NSSC 0707
  X898000-0
  Ba Ga
  7/4/X
  Temp
  G
  M9V M9V M6V
  Un
  0709
  NSSC 0709
  X3A1000-0
  Ba Fl
  4/2/X
  Temp
  G
  M2V BD
  Ex
  0710
  Ivanhoe (NSSC 0710)
  X689000-0
  Uh
  Ba
  2/2/X
  Temp
  G
  M0V
  Ex
  0803
  NSSC 0803
  X410000-0
  Ba
  0/0/X
  Hot
  G
  M5V
  Un
  0808
  NSSC 0808
  X879000-0
  Ba
  9/3/+2
  Temp
  G
  K2V
  Ex
  0809
  NSSC 0809
  X410000-0
  Ba
  0/0/X
  Temp
  M3V
  Ex
  0810
  NSSC 0810
  X200000-0
  Ba Va
  0/0/+1
  Cold
  G
  M4V
  Ex
  93
  
  94
  
  EPSILON SAGITTARIUS 
  While the entire Epsilon Sagittarius subsector lies outside 
  the Outer Veil, half of its star-systems have been surveyed. 
  Worlds on its rimward edge are adjacent to the Lambda 
  Sagittarius Bulge: a coreward-reaching extent of the Outer 
  Veil in Rusalka subsector. Epsilon Sagittarius is mostly devoid 
  of human habitation, with only four active colonies and five 
  failed colony sites present. The subsector name is a common 
  corruption of Epsilon Sagittarii, the proper name of the star; 
  numerous attempts to get the public and the media to use the 
  correct name have been tried and failed. 
  This subsector includes the roaming raft-villages of Baba 
  Yaga; the habitable worlds of NSSC 1009, NSSC 1303, 
  NSSC 1307 and NSSC 1310; the hidden, Hydracorp 
  (relicensed) research station at New Prospects, and the 
  mysterious Black Obelisk near the ruins of the Trashim 
  colony. 
  The majority of worlds belong to a single giant main that 
  connects to the Rusalka and Avanim mains. This makes most 
  worlds in this subsector easily accessible even to older ships, 
  provided they are capable of frontier refuelling.
  0908 Baba Yaga E66A252-5 
  Baba Yaga is somewhat smaller than Earth and has a 
  slightly weaker surface gravity; it is also almost completely 
  covered with water. Life thrives in this world-ocean, creating 
  an atmosphere breathable by humans. Baba Yagan life is 
  mostly alien in its biochemistry; less than a third of the local 
  biota is edible by humans or most other Earth creatures. 
  An independent group of colonists came to Baba Yaga in 
  2148, bringing prefabricated parts for three large rafts as well 
  as a host of smaller boats. Now, each raft is a small, 
  independent village of a hundred or so colonists living off the 
  sea. Every now and then a passing trader brings spare parts 
  for the rafts, boats and other equipment; exotic sea organisms 
  are bought to sell to laboratories in civilised space. 
  The most important person on each raft is the Navigator 
  (often referred to as the ‘Wise Woman’ by the locals). All three 
  Navigators 
  were 
  once 
  crewmembers 
  of 
  a 
  Science 
  Commission ship that first surveyed the world in 2142; 
  consequently they have intimate knowledge of the ocean 
  currents, nutrient cycles, and which of the local creatures are 
  edible and which are poisonous. The Navigators steer the 
  rafts along the moving nutrient-rich zones, and meet several 
  times a year to make decisions concerning the entire colony. 
  Other than the Navigators and the nascent Mechanist caste 
  slowly developing from those maintaining the rafts, this world 
  has very little government, law or order. 
  1108 NSSC 1108 X8D5000-0 
  This uninhabited world is similar to Earth in its size and has 
  a nitrogen-oxygen atmosphere. The difference is that the 
  atmosphere reaches 50 atmospheres pressure near the 
  surface; the high-pressure atmospheric nitrogen also leads to 
  the formation of significant amounts of nitric acid in the 
  oceans. As a result, most lifeforms cannot survive in the lower 
  layers of the atmosphere. 
  Some life does exist at higher altitudes: the few plateaus 
  high enough to have a single atmosphere pressure are 
  covered with a thick microbial carpet teeming with chemically-
  alien life. The most complex life form on (or, more accurately, 
  above) NSSC 1108 is a jellyfish-like organism riding the high 
  winds; using a sack filled with biogenic hydrogen, it floats high 
  above the acid seas and pressure-choked lands. Occasionally 
  a lightning bolt strikes one of the larger floaters, igniting its 
  balloon-sack in a brilliant but momentary flame, releasing its 
  buoyant spores over a large volume of air and spreading the 
  seeds of a new generation. 
  1410 New Prospects C200331-B 
  Soon after its re-establishment in 2151, Hydrocorp (re-
  licensed) sought to resume its pre-Space Crash research into 
  biology, genetics, cybernetics and terraforming techniques. As 
  some of this research was not necessarily in accordance with 
  FNH guidelines, some activity had to be carried out away from 
  prying 
  eyes. 
  The 
  New 
  Prospects 
  facility 
  performs 
  questionable experiments in genetics far enough away from 
  the Core to avoid frequent inspections, yet close enough to 
  settled space to allow regular communications with corporate 
  headquarters. 
  New Prospects is a rarity: a cutting-edge, high-tech world 
  with a good starport outside the Outer Veil borders. Its crew of 
  several thousand scientists and technicians enjoy the luxuries 
  of 22nd century life thanks to highly-automated production
  facilities, and are guarded by state-of-the-art security 
  systems. The latter became evident in late 2158, when a
  raiding pirate ship from Humbaba (Avanim/1713) had to flee 
  after suffering heavy damage and severe casualties. 
  News of the pirate ship incident reached the ears of a Veil 
  Review Magazine journalist, leading to the inclusion of New 
  Prospects as an Amber Zone in its 2159 annual space review. 
  While there was no official FNH comment, a government 
  inspection is likely in the near future following the publication 
  of this data and Hydracorp will probably have to pack up its 
  lab and move farther out into the unknown. 
  1502 Trashim X100000-0 
  This airless rock was colonised by the same colonisation 
  drive that settled Narcissa and Bezaleel in the late 2140s. 
  Intended as a strip-mining outpost producing radioactives and 
  lanthanum for its sister-colonies, Trashim had a population of 
  just below a thousand miners. Economically it was very 
  viable, meeting the colonists' expectations within less than a 
  year. 
  On 05 October 2155 an ore transport on the Narcissa-
  Trashim run failed to return to Narcissa on time. After it was 
  delayed more than a week, a scout vessel was sent to 
  Trashim to check on it; it did not return. Now both Narcissa 
  and Bezaleel ignore Trashim, using the system as a transit 
  calibration point between them. 
  95
  
  EPSILON SAGITTARIUS (SUBSECTOR B) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG 
  Stars 
  Area 
  0904
  Daeva (NSSC 0904)
  X100000-0
  Uh
  Ba Va
  0/0/X
  Temp
  G
  M5V M7V
  Un
  0907
  NSSC 0907
  X3A0000-0
  Ba De
  4/0/+1
  Hot
  M3V
  Un
  0908
  Baba Yaga (NSSC 0908)
  E66A252-5
  Lo Lt Wa
  8/3/X
  Temp
  G
  K6V
  Ex
  0909
  NSSC 0909
  X310000-0
  Ba
  0/0/+1
  Temp
  G
  M7V
  Ex
  1001
  NSSC 1001
  X633000-0
  Ba Po
  4/3/+0
  Frozen
  G
  M9V
  Un
  1002
  NSSC 1002
  X300000-0
  Ba Va
  0/0/-4
  Frozen
  BD
  Un
  1003
  NSSC 1003
  X794000-0
  Ba Ga
  3/0/+1
  Temp
  G
  M9V
  Un
  1006
  NSSC 1006
  X401000-0
  Ba Ic Va
  0/0/X
  Frozen
  BD
  Un
  1009
  NSSC 1009
  X589000-0
  Ba
  4/7/+0
  Hot
  G
  M4V M5V
  Ex
  1010
  NSSC 1010
  X503000-0
  Ba Ic Va
  0/0/X
  Temp
  G
  M9V M9V
  Ex
  1108
  NSSC 1108
  X8D5000-0
  Ba Fl
  4/0/X
  Hot
  G
  K7V
  Ex
  1110
  NSSC 1110
  X410000-0
  Ba
  0/0/X
  Temp
  G
  K6V M6V
  Ex
  1205
  Mbwiri (GL700.2)
  X878000-0
  Uh
  Ba Ga
  8/0/-2
  Temp
  G
  K0V
  Un
  1206
  NSSC 1206
  X8B4000-0
  Ba Fl
  1/2/X
  Roast
  G
  M1V
  Ex
  1209
  NSSC 1209
  X544000-0
  Ba Ga
  3/0/X
  Temp
  G
  K1V
  Ex
  1301
  NSSC 1301
  X8A6000-0
  Ba Fl
  6/4/+1
  Temp
  G
  K1V BD
  Un
  1303
  NSSC 1303
  X689000-0
  Ba
  6/1/-1
  Hot
  G
  M2V
  Un
  1304
  Epsilon Sagittarii
  X000000-0
  Ba Va
  0/0/X
  N/A
  A0II
  Un
  1306
  NSSC 1306
  X300000-0
  Ba Va
  0/0/X
  Temp
  G
  K3V M3V
  Un
  1307
  NSSC 1307
  X558000-0
  Ba Ga
  6/1/+0
  Cold
  G
  K1V
  Ex
  1308
  Naamah (NSSC 1308)
  X996000-0
  Uh
  Ba Ga
  1/1/-1
  Temp
  G
  K3V
  Ex
  1309
  NSSC 1309
  X523000-0
  Ba Po
  3/0/-1
  Temp
  G
  M7V
  Ex
  1310
  NSSC 1310
  X686000-0
  Ba Ga
  2/2/X
  Temp
  G
  K8V
  Ex
  1405
  NSSC 1405
  X79A000-0
  Ba Wa
  7/1/+0
  Hot
  G
  M5V
  Un
  1407
  NSSC 1407
  X564000-0
  Ba Ga
  3/7/+0
  Temp
  G
  M4V M5V
  Ex
  1408
  NSSC 1408
  X4A0000-0
  Ba De
  6/0/X
  Temp
  G
  K5V
  Ex
  1410
  New Prospects (NSSC 1410)
  C200331-B
  R
  Lo Va
  0/0/X
  Temp
  G
  M8V
  Ex/A
  1501
  Narcissa (NSSC 1501)
  D3A0342-8
  Lo De
  2/0/X
  Temp
  G
  M3V
  Un
  1502
  Trashim (NSSC 1501)
  X100000-0
  Uhm
  Ba Va
  0/0/+1
  Temp
  M5V
  Un
  1503
  Bezaleel (NSSC 1503)
  D200233-8
  Lo Va
  0/0/X
  Cold
  G
  BD
  Un
  1509
  New Alberta (NSSC 1509)
  X567000-0
  Uh
  Ba Ga
  6/6/+0
  Cold
  G
  K6V
  Ex
  1607
  NSSC 1607
  X000000-0
  As Ba Va
  0/0/+0
  Temp
  G
  M4V
  Un
  1609
  NSSC 1609
  X400000-0
  Ba Va
  0/0/-1
  Hot
  G
  M5V
  Ex
  1610
  NSSC 1610
  XA7A000-0
  Ba Wa
  7/4/X
  Temp
  M1V M2V
  Ex
  96
  
  97
  
  BETA PAVONIS 
  Beta Pavonis is almost completely unexplored, composed 
  mostly of airless rockballs. This did not stand in the way of the 
  unsanctioned colonists who successfully settled six worlds 
  and failed on five more. With the two successful colonies of 
  Baldoon and Bolthole, the subsector's total human population 
  exceeds 10,000, which is uncommon beyond the Outer Veil's 
  borders. 
  Mineral-rich asteroid belts are located at NSSC 1705, 
  Baldoon and NSSC 1909; only Abyzou, NSSC 1805, NSSC 
  1910 and Endless Blossom have breathable atmospheres; 
  the rest are rockballs or have unbreathable atmospheres. 
  The stars of Beta Pavonis are arranged in five clusters. 
  The Bolthole Main is the largest of these mains in the 
  subsector’s Spinward-Rimward, connecting to the Epsilon 
  Sagittarius, Rusalka and Avanim mains. The Baldoon Cluster 
  stands in isolation in the Coreward-Spinward corner of the 
  subsector; two more, smaller, isolated clusters exist in the 
  Coreward-Trailing part. The Tootega Branch connects to the 
  Dark Reaches main to Rimward-Trailing. 
  1802 Baldoon C200333-8 
  Remote as it may be, Baldoon has one big draw: its 
  asteroid belt. Once the independent survey team that found 
  the Baldoon belt by chance returned to civilisation they 
  arranged for financing and organised a thousand-strong 
  colonial expedition. Their aim is to stake a claim on Baldoon 
  and its belt, and apply for Chartered Colony status once the 
  FNH's outer border reaches them. 
  The main activity of the Baldoon Group is prospecting and 
  mapping the ore deposits in this system and constructing 
  basic facilities such as the class C starport. The colonial 
  population of almost two thousand is spread across numerous 
  prospecting craft in the belt and prefabricated surface shelters 
  near the construction sites on Baldoon itself. The Baldoon 
  Group's founders were members of the original survey team 
  and manage everything as a small corporation. 
  So far things are going well for Baldoon. In the belt, a huge 
  amount of precious minerals has been found and construction 
  of the planetside and orbital facilities continues on schedule. 
  However, with slightly less than two thousand people living on 
  a remote rock far from help or from the law, they are quite 
  vulnerable to claim-jumpers. While the colony and the 
  prospecting craft are armed, they could still be overrun by an 
  attack by a determined pirate or corporate rival. This threat is 
  the Baldoon Group's managers' greatest nightmare. 
  1806 NSSC 1806 E86A132-5 
  On 23 January 2158, the Morgana class Subsidised
  Merchant Our Lady in Green, travelling from Shmama 
  (Avanim/1514) to New Orkney (Avanim/1613) suffered a 
  severe misjump. Emerging from jump space two days late 
  with malfunctioning engines, it tumbled towards the planet’s
  surface. 
  Only the captain's flying skills prevented it crashing into the 
  world-ocean at high speed, piloting the damaged ship to a 
  softer crash-landing near the shores of one of the world's few 
  islands. 
  The ship's 20 survivors have lived on the island for more 
  than a year. They salvaged what they could from the ship and 
  its cargo of industrial and agricultural supplies, building 
  several shelters and a simple workshop, a large garden to 
  provide for whatever nutritional needs the local sea-life 
  cannot, and a landing-strip with an improvised solar-powered 
  beacon. All they can do is await rescue; hopefully the first ship 
  to pick up their beacon will be friendly. 
  1809 NSSC 1809 X8B0000-0 
  This desolate wasteland with a chlorine-rich acidic 
  atmosphere harbours no free water and no life. The system 
  lacks any significant asteroid belts or useful planets. However, 
  orbiting this world is the pirate ship Abraham's Folly. 
  In late 2156 this illegally-modified Kaban class Assault 
  Frigate from Humbaba (Avanim/1713) moved through NSSC 
  1809 as part of a ‘prey-stalking’ patrol. In orbit around this 
  planet it met the free trader Black Rose which was on its way 
  to Bolthole (Beta Pavonis/2006). In the ensuing battle a lucky 
  missile hit crippled the Folly. 
  While the Black Rose was able to jump away to safety, the
  Folly remained trapped in high orbit. The pirates died when 
  their life-support supplies ran out two weeks later, leaving the 
  battered ship as a reminder of the dangers of piracy. While 
  the corpses of its dead crew now decorate its corridors, one 
  piece of the pirates' legacy remains, safely hidden in the 
  ship's locker: MCr 5 in bearer-bonds stolen from a freighter. 
  2204 Endless Blossom X554200-4 
  The remote star-systems outside the Outer Veil are inviting 
  to those who wish to live in isolation from the Core and its 
  influences; Endless Blossom is one such isolated society. In 
  the late 2140s a number of people, dissatisfied with their high-
  tech, well-policed life on Earth, formed the Blossom Circle, a 
  quasi-mystical discussion group. In March 2151 they 
  chartered a Medved class Frontier Trader and searched for a 
  hospitable yet remote world on which to isolate themselves. 
  In October 2151 they found the world they called Endless 
  Blossom. Isolated from civilisation they formed a loose 
  community of farmers. Life on Endless Blossom involves hard 
  labour but, for the present, the locals are free of the burdens 
  of modern society. 
  Endless Blossom has no starport and no desire to trade 
  with or have contact with the outside universe. There are few 
  laws and technology is limited to whatever the locals' farms 
  and workshops can produce. Disputes are settled by a referee 
  and, in the worst case the offended party is allowed to move 
  to better pastures. The lack of modern technology is risky, as 
  it limits the colony's ability to react to natural and man-made 
  threats. 
  98
  
  BETA PAVONIS (SUBSECTOR C) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  1701
  NSSC 1701
  X000000-0
  As Ba Va
  0/0/+1
  Temp
  G
  M9V
  Un
  1703
  Abyzou (NSSC 1703)
  X78A000-0
  Uh
  Ba Wa
  7/1/X
  Frozen
  G
  M4V M2V BD
  Un
  1704
  NSSC 1704
  X8B1000-0
  Ba Fl
  2/0/X
  Roast
  G
  M3V M6V
  Un
  1705
  NSSC 1705
  XA7A000-0
  Ba Wa
  8/5/+3
  Temp
  G
  K5V
  Un
  1707
  Zalambur (NSSC 1707)
  X8B0000-0
  Uh
  Ba De
  0/0/+0
  Hot
  M1V
  Un
  1709
  NSSC 1709
  X877000-0
  Ba Ga
  7/5/X
  Temp
  K8V M9V
  Ex
  1710
  NSSC 1710
  X578000-0
  Ba Ga
  9/3/X
  Temp
  G
  M2V M2V
  Ex
  1801
  Tau Sagittarii
  X400000-0
  Uh
  Ba Va
  0/0/+0
  Hot
  G
  K2III
  Un
  1802
  Baldoon (GL749)
  C200333-8
  Lo Va
  0/0/+3
  Temp
  G
  F8V
  Un
  1803
  NSSC 1803
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  M1V
  Un
  1805
  NSSC 1805
  X657000-0
  Ba Ga
  7/0/-1
  Temp
  G
  M2V M9V
  Un
  1806
  NSSC 1806
  E86A132-5
  Lo Lt Wa
  6/7/X
  Temp
  K8V M4V
  Un
  1807
  Beta Pavonis
  X310000-0
  Ba
  0/0/X
  Roast
  A8V
  Un
  1808
  NSSC 1808
  X6A0000-0
  Ba De
  0/0/+1
  Temp
  G
  K1V
  Un
  1809
  NSSC 1809
  X8B0000-0
  Uh
  Ba De
  0/0/X
  Hot
  K5V BD
  Ex
  1901
  NSSC 1901
  X698000-0
  Ba Ga
  B/4/X
  Temp
  G
  M2V M4V
  Un
  1903
  NSSC 1903
  X520000-0
  Ba De
  1/1/X
  Cold
  M3V
  Un
  1905
  NSSC 1905
  X300000-0
  Ba Va
  0/0/+0
  Cold
  G
  M7V
  Un
  1907
  NSSC 1907
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  K4V
  Un
  1909
  NSSC 1909
  X77A000-0
  Ua
  Ba Wa
  7/2/+3
  Temp
  G
  K5V K9V
  Un
  1910
  NSSC 1910
  X85A000-0
  Ba Wa
  4/8/+0
  Temp
  G
  K0V M0V
  Ex
  2006
  Bolthole
  C3A0333-8
  Ua
  Lo De
  0/0/X
  Temp
  G
  M5V
  Un
  2010
  NSSC 2010
  X593000-0
  Ua
  Ba
  6/5/+0
  Temp
  K0V
  Ex
  2104
  GL756.1
  X300000-0
  Ba Va
  0/0/X
  Temp
  G
  K5V
  Un
  2107
  NSSC 2107
  X8B0000-0
  Ba De
  0/0/-3
  Roast
  G
  M6V M6V
  Un
  2201
  NSSC 2201
  X547000-0
  Ba Ga
  8/2/+0
  Frozen
  G
  K2V
  Un
  2203
  Styx (NSSC 2203)
  X733000-0
  Uh
  Ba Po
  1/5/+0
  Cold
  G
  M0V M0V
  Un
  2204
  Endless Blossom (NSSC 2204)
  X554200-4
  Lo Ga
  9/5/X
  Cold
  G
  K4V M3V
  Un
  2301
  NSSC 2301
  X545000-0
  Ba Ga
  5/4/X
  Temp
  M5V M6V BD
  Un
  2304
  NSSC 2304
  X8C0000-0
  Ba De
  0/0/X
  Roast
  M1V M5V
  Un
  2307
  NSSC 2307
  X535000-0
  Ba
  0/0/+1
  Frozen
  G
  M1V M4V
  Un
  2308
  NSSC 2308
  X400000-0
  Ba Va
  0/0/X
  Temp
  G
  M5V M6V
  Un
  2309
  NSSC 2309
  X100000-0
  Ba Va
  0/0/X
  Temp
  M6V
  Un
  2310
  Tootega (16 Cygni)
  C4A0232-8
  Lo De
  2/5/+1
  Temp
  G
  G1V G2V M1V
  Un
  2405
  NSSC 2405
  X7C0000-0
  Ba De
  0/0/-3
  Frozen
  BD
  Un
  2406
  Senka (NSSC 2406)
  C9A6200-8
  Lo Fl
  0/0/X
  Temp
  G
  M1V
  Un
  2407
  NSSC 2407
  X310000-0
  Ba
  0/0/X
  Frozen
  G
  BD
  Un
  99
  
  100
  
  DARK REACHES 
  Dark Reaches is a remote corner of unexplored space with 
  very little human habitation or activity. Apart from the 1,650 
  unsanctioned colonists on Jormungand, the ruined colony of 
  Rahab and a crashed Armstrong class explorer on NSSC 
  2903, this area of space is almost untouched by humanity. Of 
  all of the sixteen subsectors Dark Reaches is the most virgin 
  soil for brave explorers and colonists to scout and settle. 
  Points of interest are the rich asteroid belts of NSSC 2510 
  and Jormungand, the latter being the only settled world in this 
  subsector; the teeming alien ecosystems of NSSC 2904 and 
  NSSC 2907; a large number of unsettled ‘Garden Worlds’ with 
  breathable atmospheres; and the three 
  ‘extra virgin’
  (untouched by humans) Ascraeus Civilisation sites on NSSC 
  2604, NSSC 2807 and NSSC 3203. Other than these, there is 
  a whole uncivilised subsector to explore and tame. 
  Almost all of the major star-systems in Dark Reaches 
  belong to the Dark Main, a multi-branched chain of stars with 
  a distance of one parsec of less from one link in the chain to 
  another. The Dark Main also extends into Beta Pavonis, 
  Avanim and Nueva Vilcabamba, making transit easy even for 
  old ships.
  2604 NSSC 2604 X525000-0 
  Centuries ago this small world was an important industrial 
  hub for the Ascraeus Civilisation. Even today, more than a 
  thousand years after its inhabitants disappeared, the corroded 
  skeletons of industrial mega-structures dot the landscape or 
  jut in odd angles from the muddy, half-frozen water. The 
  atmospheres and hydrosphere still carry the telltale signs of 
  long-ended industrial activity in the form of long-half-life 
  pollutants in the water and industrial particulates carried by 
  the fast but weak winds. 
  NSSC 2604 never had a very complex biosphere, but 
  some lifeforms did exist there, both the local microfauna and 
  various opportunistic pests and scavengers who hitched a 
  ride on Ascraeus Civilisation ships. Some of these hardy 
  organisms still survive in the decaying industrial wasteland, 
  eking out a living among dead machinery and eroded cities. 
  While this world of dirty ice, polluted soil and thin CO2
  atmosphere might look unappealing to the prospective 
  colonist, it will be heaven for archaeologists and treasure 
  hunters. The vast majority of the Ascraeus technology on this 
  world is inoperable, but many secrets might possibly be 
  learned from studying the corroded machines and the better-
  preserved devices under the ice and mud. 
  Jormungand (D569321-8) – Dark Reaches/2803 
  Jormungand is the only bastion of Civilisation (if this low-
  tech backwater deserves to bear this title) in Dark Reaches. It 
  is also the farthest from Earth any human group has settled 
  so far. 
  The well-organised
  but unauthorised colony
  owns a 
  battered ‘Medved’ class frontier trader which it uses to bring 
  new colonists and supplies from the nearest civilised world 
  (Aligbo, Avanim/2317) and return with highly
  profitable 
  radioactives mined in the rich Jormungand belt. Other than 
  the trader, the colonists also posses two illegally-modified 
  Phaeton class runabouts that they use for asteroid mining.
  The colony is run as a cooperative, with each of the 1,335 
  adult colonists owning a share in the colony. Decisions 
  concerning the entire Jormungand Project are made by 
  weekly assemblies where the entire share-holder population 
  discusses these issues and votes on them. Smaller matters 
  are decided upon by the persons involved in them. In addition 
  to the shareholders, this world has a population of 315 
  children, most born off-world; when they will reach the age of 
  18 they become shareholders. 
  The world itself is a wet, low-gravity world with a 
  breathable atmosphere of approximately one atmosphere of 
  surface pressure; considerable local life is also present, as 
  well as lifeforms imported by the colonists. The most 
  important resource for the colony is the nearby asteroid belt, 
  where a large amount of radioactives and other precious 
  metals can be found in large quantities. These minerals are 
  the center of the colony's economy as they are abundant 
  enough to be profitable in the Aligbol markets despite the long 
  journey. 
  2904 NSSC 2904 X666000-0 
  This world is an alien paradise. Slightly smaller and drier 
  than Earth, but possessing a comfortable, breathable 
  atmosphere and an Earthlike global climate system. However, 
  life is quite alien: forests of oddly-coloured sail-trees flex huge 
  membranes to catch the orange light from the twin K class 
  suns, slowly oozing on the slick, microorganism-covered 
  ground on huge tentacles instead of roots; flocks of balloon-
  fish float along the morning fogs hanging from huge hydrogen 
  sacks; and herds of creatures looking like bundles of worms 
  tucked into hard, tubular shells creep along the landscape, 
  eating their fill from the ever-present microorganism carpet. 
  This unexplored world also holds a secret: a near-sentient 
  species. These creatures originated from multi-tentacle squid-
  like beings that once dwelt in the seas; eventually, their 
  external shells developed articulated legs to carry them out of 
  the water, and their bodies developed clusters of numerous 
  lungs to breathe the open atmosphere. They skitter around on 
  twelve legs, using their tentacles to feed and to manipulate 
  objects. Now, their tribes wander the equatorial rainforests. 
  They are capable of primitive tool use, as well as keeping fires 
  ignited by lightning strikes; they still do not understand how to 
  light fires themselves. Once they will pass that threshold, they 
  will begin their long trek towards civilisation, unless something 
  or someone gets in their way and interferes with their 
  evolution. 
  101
  
  DARK REACHES (SUBSECTOR D) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  2502
  NSSC 2502
  X782000-0
  Ba
  4/7/+1
  Hot
  G
  K9V
  Un
  2508
  NSSC 2508
  XA8A000-0
  Ba Wa
  8/4/X
  Temp
  M3V
  Un
  2509
  NSSC 2509
  X536000-0
  Ba
  4/2/+0
  Frozen
  G
  M4V M6V
  Un
  2510
  NSSC 2510
  X200000-0
  Ba Va
  0/0/+3
  Hot
  G
  K7V
  Un
  2602
  NSSC 2602
  X9B0000-0
  Ba De
  0/0/+0
  Roast
  G
  M6V
  Un
  2603
  NSSC 2603
  X400000-0
  Ba Va
  0/0/+0
  Cold
  G
  M4V M5V
  Un
  2604
  NSSC 2604
  X525000-0
  Ua
  Ba
  4/1/X
  Frozen
  G
  M3V
  Un
  2605
  NSSC 2605
  X9B0000-0
  Ba De
  0/0/+2
  Hot
  G
  K2V K5V
  Un
  2606
  NSSC 2606
  X411000-0
  Ba Ic
  1/0/X
  Temp
  G
  M4V M4V M6V
  Un
  2607
  NSSC 2607
  X410000-0
  Ba
  0/0/-3
  Frzoen
  G
  BD
  Un
  2609
  NSSC 2609
  XA63000-0
  Ba
  2/5/X
  Roast
  G
  M9V BD
  Un
  2610
  NSSC 2610
  X410000-0
  Ba
  0/0/X
  Temp
  M4V
  Un
  2701
  NSSC 2701
  X896000-0
  Ba Ga
  7/3/+1
  Temp
  G
  K8V
  Un
  2702
  NSSC 2702
  X5A1000-0
  Ba Fl
  0/0/X
  Roast
  G
  M7V
  Un
  2704
  NSSC 2704
  X758000-0
  Ba Ga
  6/0/X
  Temp
  K3V
  Un
  2706
  NSSC 2706
  X567000-0
  Ba Ga
  8/5/+2
  Temp
  K0V
  Un
  2707
  NSSC 2707
  X987000-0
  Ba Ga
  7/9/X
  Roast
  G
  K0V M6V
  Un
  2709
  HD195019
  X620000-0
  Ba De
  0/0/+0
  Temp
  G
  G3IV
  Un
  2710
  NSSC 2710
  X300000-0
  Ba Va
  0/0/X
  Temp
  M2V
  Un
  2803
  Jormungand (NSSC 2803)
  D569321-8
  Ga Lo
  6/5/+3
  Temp
  G
  K5V K7V M5V
  Un
  2806
  Rahab (NSSC 2806)
  X310000-0
  Uh
  Ba
  0/0/+0
  Hot
  G
  K5V M5V
  Un
  2807
  NSSC 2807
  X655000-0
  Ua
  Ba Ga 
  6/8/X
  Hot
  G
  M1V M1V
  Un
  2810
  NSSC 2810
  X300000-0
  Ba Va
  0/0/-1
  Cold
  G
  M6V
  Un
  2901
  NSSC 2901
  X684000-0
  Ba Ga
  6/6/+0
  Temp
  G
  K1V M2V
  Un
  2903
  NSSC 2903
  X200000-0
  Uh
  Ba Va
  0/0/+0
  Temp
  G
  K2V
  Un
  2904
  NSSC 2904
  X666000-0
  Ba Ga
  B/3/X
  Temp
  G
  K0V K6V
  Un
  2905
  NSSC 2905
  XA9A000-0
  Ba Wa
  5/5/+0
  Temp
  G
  M1V
  Un
  2907
  NSSC 2907
  X87A000-0
  Ba Wa
  A/1/X
  Temp
  G
  K3V M7V
  Un
  2909
  NSSC 2909
  X878000-0
  Ba Ga
  5/1/X
  Temp
  G
  K3V
  Un
  3003
  NSSC 3003
  X4A0000-0
  Ba De
  0/0/X
  Temp
  G
  M4V M6V
  Un
  3007
  NSSC 3007
  X3A0000-0
  Ba De
  0/0/+1
  Roast
  G
  K3V
  Un
  3008
  NSSC 3008
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  K6V
  Un
  3009
  NSSC 3009
  X558000-0
  Ba Ga
  5/6/+0
  Temp
  G
  M3V M5V
  Un
  3103
  NSSC 3103
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  M5V
  Un
  3105
  NSSC 3105
  X400000-0
  Ba Va
  0/0/X
  Temp
  M6V
  Un
  3108
  NSSC 3108
  X97000-0
  Ba Ga
  4/5/+2
  Hot
  G
  K6V M8V
  Un
  3201
  NSSC 3201
  X733000-0
  Ba Po
  1/0/X
  Temp
  G
  K7V
  Un
  3202
  NSSC 3202
  X200000-0
  Ba Va
  0/0/X
  Temp
  M1V
  Un
  3203
  NSSC 3203
  X200000-0
  Ua
  Ba Va
  0/0/+0
  Temp
  G
  M7V BD
  Un
  3205
  NSSC 3205
  X9A4000-0
  Ba Fl
  6/1/+0
  Temp
  G
  K1V M3V
  Un
  3208
  NSSC 3208
  X660000-0
  Ba De
  0/0/X
  Roast
  G
  K9V
  Un
  3209
  NSSC 3209
  X523000-0
  Ba Po
  0/0/X
  Frozen
  G
  M1V
  Un
  102
  
  103
  
  ANAT 
  Situated at the Coreward-Spinward edge of settled space, 
  Anat is part of the Outer Veil. There are a few explored but 
  unsettled worlds in its Spinward-Coreward side, and four 
  Frontier worlds, including the subsector capital of Anat 
  (Anat/0719), in its Rimward-Trailing corner. Officially, Anat is 
  considered a civilised subsector. In reality it has a significant 
  number of low-population, barely-established colonies and 
  lawless 
  worlds, 
  including a 
  pirate 
  base 
  on 
  Moloch 
  (Anat/0514). 
  The majority of Anat's worlds are on the Anat Main 
  connected to worlds in Rusalka, Aningan and even Sol 
  subsector. A few worlds belong to the Astrate Arm leading to 
  several worlds in Rusalka and the Ivanhoe Main in Delta 
  Herculis; several more to the Derceto Cluster in Delta 
  Herculis, and two more belong to the tiny Alpha Circinis 
  Cluster. 
  Many worlds in this subsector bear the names of ancient 
  near-eastern deities, a testament to the Neo-Canaanite meme 
  which was popular in the 2130s and 2140s, especially among 
  colonists and Science Commission explorers. While this 
  fashion has now subsided, the world names remain, including 
  the fertile worlds of Anat and Ashera, named after fertility 
  goddesses, and the aptly-named Moloch, a dark hub of crime, 
  piracy and other immoral deeds. 
  The FNH presence is felt mostly to Trailing-Rimward, with 
  Naval bases on Anat and Ashera and Marine bases on Anat 
  and Gamma Serpentis. There are also a few Science 
  Commission bases scattered further and deeper into the 
  Outer Veil. The subsector include mineral-rich asteroid belts 
  at 14 Herculis and Zeta Herculis; the large number of 
  habitable and near-habitable worlds in this subsector; the rich 
  biospheres on NSSC 0311, Nu Lupi, 14 Herculis, Astarte and 
  Mamlambo; and the presence of numerous Ascraeus 
  Civilisation ruins. 
  0118 Chemosh D560453-8 
  Chemosh, the third planet from Theta Centauri, is a world 
  without any significant free-running water yet possessing a
  breathable atmosphere. The planet's rocky surface is covered 
  by a thick layer of alien microorganisms existing in a curious 
  chemical cycle that produces a nitrogen-oxygen atmosphere 
  as a by-product. However, this strange biochemistry renders 
  the soil unsuitable for colonial agriculture, forcing the 15,000 
  colonists to run hydroponic farms. 
  The world's economy is based on the native biosphere.
  Many of the chemicals produced by the microorganisms have 
  industrial or medical applications; consequently the mucky
  upper layer of the soil is harvested for export to the Core. A
  Science Commission base with a considerable staff of 
  researchers and explorers studies the world and its life. 
  As water has to be manufactured by chemically breaking 
  local rocks and agriculture is almost exclusively based on 
  hydroponics, the Chemosh Water and Farm Company 
  (CWFC) holds a lot of power. 
  While Governor Michelson is officially in charge of 
  Chemosh, the CWFC has a finger in almost every pie and is 
  close to the ear (and the pocket) of the governor. The CWFC 
  is consulted in most matters of development on Chemosh, so 
  the potential for corruption is enormous; sooner or later a 
  scandal will happen and the Justice Commission will send in 
  one or more of its agents. 
  0212 Alpha Circinis X700000-0 
  The second planet of Alpha Circinis is an almost Earth-
  sized rock, devoid of any atmosphere or water. No asteroid 
  belt is present in this star-system. At first glance, the star-
  system looks like uninteresting, with little or no economic or 
  scientific value. However, its craggy surface is dotted with 
  Monument Builders' sites. 
  Strange geometrical objects ranging in size from a human 
  fist to a skyscraper are visible across the world's surface. The 
  lack of water or atmosphere prevents erosion but most 
  structures show the effects of millennia of micrometeorite 
  impacts, and a few have sustained impacts by larger 
  meteorites. These structures are also mostly or wholly 
  inactive, but archaeologists might be able to learn a significant 
  number of facts by examining them. 
  When the system was first surveyed, little attention was 
  given to the Monument Builders' sites; the ruins are marked 
  as a possible site on some astrographic records and as 
  nothing more, but the potential of finding something useful or 
  profitable 
  will 
  eventually 
  attract 
  treasure 
  hunters, 
  archaeologists or corporate or government attention. 
  0411 14 Herculis X687000-0 
  Situated on the very edge of explored space, 14 Herculis is 
  currently unsettled. The system has a completely unexploited, 
  ore-rich asteroid belt that would be relatively easy to mine. 
  The second world from the star is habitable and has 
  comparatively 
  Earth-compatible 
  life 
  and 
  a 
  breathable 
  atmosphere. There is sufficient water and adequate gravity for 
  human habitation, which makes the world a good candidate 
  for colonisation. The slightly high atmospheric pressure, 
  especially the partial pressure of oxygen, is a problem. The 
  oxygen content in the atmosphere is not high enough to 
  cause toxicity in humans or in most Earth life; however, it 
  makes wildfires more common. It also allows the tracheal-
  breathing dominant land life form (somewhat similar to Earth's 
  arthropods) to grow to enormous sizes, but this would not 
  impede future colonisation efforts; the world and the system 
  are prime interstellar real-estate. 
  Hydracorp (re-licensed) and the Barnard Conglomerate 
  have filed applications for Colonial Charters but the FNH 
  Colonial Commission has yet to decide which company will be 
  granted a Charter. As there is a huge amount of money to be 
  made from colonising the world, either corporation might try to 
  bring a
  case to court, but might also attempt more 
  underhanded methods, such as bribery to illegal mercenary 
  warfare. 
  104
  
  0719 Anat B567686-A 
  Established in 2122 Anat, originally called Lerna, was a 
  ‘landgrab’ Hydracorp colony. This small but very habitable 
  world is a piece of prime real estate on what was then the 
  Frontier's edge. Ten thousand colonists were already 
  relocated to this colony from the deserts of Earth's Middle 
  East when the Space Crash of 2125 hit; soon they had to 
  cope with virtually non-existent interstellar trade, no off-world 
  financing and the chaos of the Civil War. 
  Anat was lucky to be fully habitable and locally sustainable 
  without an off-world technological base, at least in the short 
  term. The colonists pulled together and set up a provisional 
  agricultural economy capable of feeding the local population.
  The overall sustainable tech-level was barely TL 4 and 
  services such as medical care were limited by the available 
  equipment. By virtue of its distance from Earth, Anat remained
  almost untouched by Mournham's iron-fisted reign or by most 
  direct civil-war fighting. 
  In 2130, anti-Mournham forces (the FNH's predecessors) 
  arrived at Lerna and built a provisional military base. 
  The colonists welcomed these forces as liberators since 
  they brought better technology and medical care, all of which 
  were provided to the local population at subsidised prices or 
  even free. Once the FNH was formally established in 2131, it 
  found a ready base of support in Lerna, now renamed Anat.
  When the subsector framework was created in 2132, Anat 
  was designated a Subsector Capital for what was then a 
  partially-unexplored subsector of space. 
  Anat's 
  habitable 
  environment, 
  its 
  political-economic 
  importance as subsector capital and its position as a major 
  crossroads on the way to the Outer Veil drew many new 
  colonists. Today, in 2159, it is a well-developed, high-tech 
  world harbouring five million inhabitants who are avid 
  supporters of the FNH, and the world has one of the lowest 
  rates of Secessionist support in known space. A large FNH 
  Naval, Marine and Science Commission bases are located on 
  the world. This presence contributes to the local economy in 
  terms of contracts, jobs and even some outsourcing, not to 
  mention to positive impact on the local entertainment 
  establishment from the presence of numerous soldiers, sailors 
  and other government personnel. 
  ARNAT (SUBSECTOR E) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  0115
  Gamma Bootis
  X300000-0
  Ba Va
  0/0/+1
  Cold
  A7IV
  Ex
  0116
  Baal (NSSC 0116)
  D758211-7
  Ga Lo
  4/7/X
  Temp
  G
  K6V M4V
  Ov
  0117
  Sigma Librae I
  D400311-8
  Lo Va
  0/0/X
  Temp
  G
  M2III
  Ov
  0118
  Chemosh (Theta Centauri)
  D560453-8
  S
  De Ni
  1/1/-1
  Temp
  G
  K0III
  Ov
  0212
  Alpha Circinis
  X700000-0
  Um
  Ba Va
  0/0/X
  Roast
  A7V
  Ex
  0216
  NSSC 0216
  X8A0000-0
  Ba De
  1/2/X
  Hot
  G
  M6V
  Ex
  0218
  NSSC 0218
  X300000-0
  Ba Va
  0/0/X
  Temp
  G
  M3V
  Ex
  0219
  Ashima (NSSC 0219)
  C200384-9
  S
  Lo Va
  0/0/X
  Cold
  G
  M2V M5V
  Ov
  0220
  Tau Bootis
  D731552-5
  Lt Ni Po
  6/1/X
  Frozen
  G
  F7V
  Ov
  0311
  NSSC 0311
  X875000-0
  Ba Ga
  A/3/X
  Temp
  G
  K8V
  Ex
  0313
  NSSC 0313
  X976000-0
  Ba Ga
  8/3/+0
  Hot
  K1V M3V
  Ex
  0316
  NSSC 0316
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  M9V
  Ex
  0318
  Bootis Station (44 Bootis)
  E583121-6
  Lo
  6/2/X
  Temp
  G
  G0V
  Ov
  0319
  Nu Lupi
  C799343-6
  S
  Ga Lo
  A/4/X
  Temp
  G
  G2V
  Ov
  0411
  14 Herculis
  X687000-0
  Ba Ga
  A/8/+3
  Hot
  G
  K0V
  Ex
  0414
  Berith (Rho Coronae)
  E594132-5
  Ga Lo Lt
  7/1/X
  Hot
  G
  G5V
  Ov
  0416
  Eshmun (26 Draconis)
  E651222-3
  Ua
  Lo Lt
  2/8/+1
  Frozen
  G
  G0V K3V
  Ov
  0418
  Kothar (NSSC 0418)
  C310411-9
  Ni
  0/0/X
  Temp
  M7V BD
  Ov
  0419
  Gamma Serpentis
  C410434-9
  M Ua
  Ni
  0/0/X
  Hot
  G
  F6V
  Ov
  0420
  Dagon (Lambda Serpentis)
  C66A431-6
  Ni Wa
  4/6/+2
  Temp
  G
  G0V
  Ov
  0512
  GL651
  X592000-0
  Ba
  7/1/+1
  Temp
  G
  G8V
  Ex
  0514
  Moloch (NSSC 0514)
  E4A0255-8
  P
  De Lo
  0/0/+2
  Temp
  G
  M7V
  Ov
  0516
  Melqart (NSSC 0516)
  E100222-9
  Lo Va
  0/0/X
  Temp
  K5V BD
  Ov
  0517
  Beta Trianguli
  EA36242-8
  Lo
  1/2/-1
  Temp
  G
  F2III
  Ov
  0518
  Psi Serpentis
  E543300-5
  Lo Lt Po
  8/4/-1
  Hot
  G
  G5V
  Ov
  0613
  Astarte (NSSC 0613)
  C787311-8
  Ga Lo
  A/4/X
  Hot
  K2V M3V
  Ov
  0615
  Lena's Legacy (18 Scorpii)
  E100231-8
  Lo Va
  0/0/+1
  Temp
  G
  G2V
  Ov
  0617
  NSSC 0617
  X410000-0
  Ba
  0/0/-2
  Temp
  M5V
  Ov
  0618
  Zeta Herculis
  E000220-8
  As Lo Va
  0/0/+3
  Temp
  G
  G0IV K0V
  Ov/A
  0620
  Ashera (NSSC 0620)
  B744586-9
  N S
  Ag Ga Ni
  8/4/-2
  Temp
  G
  K4V
  Fr
  0713
  Hadad (NSSC 0713)
  E785242-6
  Ga Lo
  6/7/+1
  Temp
  G
  K3V M5V
  Ov
  0716
  Zeta Trianguli
  C583551-8
  Ni
  6/7/X
  Cold
  G
  F6V G1V
  Ov
  0719
  Anat (12 Ophiuchi)
  B567686-A
  N M S R
  Ag Ga Ni Ri
  8/5/X
  Temp
  G
  K2V
  Fr
  0811
  Eta Ophiuchi
  X410000-0
  Ba
  0/0/X
  Roast
  G
  A2V
  Ex
  0812
  Mot (NSSC 0812)
  E300353-9
  Lo Va
  0/0/X
  Temp
  G
  M4V
  Ov
  0814
  19 Draconis
  X200000-0
  Ba Va
  0/0/+0
  Cold
  G
  F6V
  Ex
  0815
  GL620
  X8A4000-0
  Ba Fl
  6/0/X
  Temp
  G
  G5V DA
  Ex
  0817
  Gorynych (NSSC 0817)
  EAB2373-9
  Ua
  Fl Lo
  4/2/+0
  Hot
  M5V M6V
  Ov/A
  0818
  Mamlambo (GL638)
  C584642-8
  S Ua
  Ag Ga Ni Ri
  B/6/-1
  Temp
  G
  K5V
  Fr
  0818
  uKqili (GL638)
  D311341-8
  Ic Ni
  1/1/-1
  Frozen
  Fr
  0819
  Atargatis (NSSC 0819)
  C649583-9
  Ga Ni
  6/2/-2
  Temp
  G
  M2V BD
  Fr
  105
  
  106
  
  RUSALKA 
  Rusalka subsector is a more civilised area of space in 
  comparison to its neighbouring subsectors. One third of the 
  subsector is Frontier, while the rest is Outer Veil with a few 
  Explored but unsettled worlds. The subsector capital, 
  Rusalka, sits at the edge of the Far Intermediate. Rusalka 
  subsector has some FNH naval bases on Bean Nighe and 
  Rusalka, marine bases on Rusalka and Fort Chang, and a 
  large number of Science Commission bases scattered 
  throughout the subsector. 
  The subsector includes the habitable worlds of Bean 
  Nighe, Ariella, Asase Yaa, Agravain, Zhanglang, Adama Tova 
  and New Orkney; the capital world of Rusalka; the ore 
  deposits in the Macha, Ariella, Eggen, Shmama and NSSC 
  1612 belts; the Ascraeus Civilisation Tower on NSSC 1513; 
  and the Obelisks of Camlann. Rusalka has four large mains: 
  the Rusalka Main, connecting into the mains of Sol, Anat and 
  Aningan; the Lambda Sagittarii Main, with the Vega Cluster 
  branching from it; the Eta Scorpii branch of the Astarte Arm in 
  Anat; and the Mu Arae Main leading into Anat subsector on
  one side and Epsilon Sagittarius on the other. 
  0919 Diwata D545573-8 
  Diwata is a marginal agricultural world. It is small, dry and 
  posses a thin CO2 atmosphere, forcing humans to wear filter 
  masks outside the colony domes but making life easier for 
  plant life. The local biochemistry is incompatible with Earth life 
  but is insufficiently alien to prevent the introduction of Earth 
  plants for agricultural purposes. 
  Over one hundred thousand humans live in the various 
  colony domes scattered around the warmer, wetter equatorial 
  regions, though some live in smaller habitats in the 
  agricultural areas. With high-population worlds such as Anat, 
  Bean Nighe, Nuwa and Rusalka close by, and the main trade-
  route to Earth a mere jump away at Atargatis, Ariella and 
  Bean Nighe, Diwata has the potential to become a major 
  exporter of luxury goods. However, Diwatais experiencing a
  Secessionist guerilla war against FNH forces. While the 
  government holds the main domes, the rebels stay in the 
  craggy countryside, moving from one sympathetic farmstead 
  to another, sabotaging agricultural projects and making hit-
  and-run attacks against the smaller domes. The insurgency is 
  low-key, but travelling the farmlands can be dangerous, 
  especially at night. If the rebellion escalates it could turn into 
  civil war, drawing in the FNH. 
  1215 Fort Chang C400364-9 
  NSSC 1215 lies in the centre of Rusalka subsector, on the 
  border between the Outer Veil and the Frontier. The system 
  was chosen as a base for a rapid-reaction FNH Marine Corps. 
  The base houses four Rapid Reaction Companies and Rapid 
  Assault Corvettes. It has support elements including a military 
  hospital, training facilities, a large supply depot and military-
  orientated light industry. More than three hundred civilians live 
  in Fort Chang, operating small businesses (such as 
  recreational facilities) or working in the partially civillian 
  starport. 
  As most of the world is a military base it lacks a colonial 
  government. Lieutenant Colonel Andrei Markov, Fort Chang's 
  Commanding Officer, administers the colony and the Marines’
  Military Police keep law and order. Markov's administration is 
  efficient and works fairly well, so the civilians have little to 
  complain about. While nominally an Outer Veil world, Fort 
  Chang is the last outpost before the Outer Veil. 
  The world is a heavily-cratered, Mars-sized rock-ball, 
  lacking any atmosphere or significant water ice. The colony 
  produces its own water and oxygen by chemically processing 
  local rocks; food is grown in hydroponics farms operated by 
  Marine Corps support units. Most of the Marine base is 
  underground for protection, while civilian parts of the starport 
  are located in a single large dome near the starport complex, 
  which is itself partially underground. 
  1220 Rusalka B678686-A 
  Rusalka is a wet, swampy world with methane and CO2
  atmosphere, requiring humans to wear filter masks but 
  allowing plants to grow quickly. The atmosphere’s potent 
  greenhouse effect keeps the world warm enough to sustain 
  life even though it is located close to the outer edge of the 
  habitable zone. 
  Illegally colonised by an independent group in 2111, 
  Rusalka was bought by Kentaurtus Holdings in 2120 in a 
  hostile takeover. A low-level insurgency existed until the 
  Space Crash, when Kentaurus Holdings went almost 
  completely bankrupt. Local rule returned but rivalry between 
  rebel groups, coupled with insufficient local infrastructure for 
  the production of life-support equipment, led to the death of 
  most of the colonists. In 2131 the FNH rescued the last 
  survivors and re-established the colony as the subsector 
  capital with new colonists from Earth. Today, Rusalka’s seven 
  million population lives in large, translucent domes and 
  smaller, pressurised habitats. The Rusalkan economy is 
  based on is its position as a major link in the trade and travel 
  chain to the Outer Veil; more than a million locals work in the 
  starport or related industries. Day-to-day government power is
  held by local Commissioners while the Planetary Assembly 
  and Governor deal with long-term decisions. 
  1513 NSSC 1513 X300000-0 
  This world is airless, waterless, devoid of life, and adjacent 
  to an asteroid belt filled with metal-poor carbonaceous rocks 
  and ice chunks. NSSC 1513's size is between that of Luna 
  and Mars, but its appearance is similar to that of Luna. It is 
  useless to the colonial effort or even to science, or so it would 
  appear in the Science Commission's 2145 survey reports. 
  But the survey missed something: between several oddly-
  shaped rocks in the middle of a crater stands a three 
  kilometer-high, 500 meter-wide, cylindrical, Crystal-Iron, black 
  tower, built by the Ascraeus Civilisation. While it has 
  sustained micrometeorite hits over the centuries, it still stands. 
  Below the tower, artificial tunnels spread below the world's 
  surface, like roots from a tree; a dead, hidden city filled with 
  unknown secrets and traps. 
  107
  
  RUSALKA (SUBSECTOR F) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  2531
  Upsilon Andromedae V
  C576431-9
  M S
  Ga Ni
  5/2/X
  Cold
  G
  F8V
  Ov
  2533
  Alpha Trianguli VIIf
  X300000-0
  Uh
  Ba Va
  0/0/X
  Temp
  G
  F6IV
  Ex
  2534
  NSSC 2534
  X300000-0
  Ba Va
  0/0/X
  Temp
  G
  M6V M6V
  Ex
  2535
  Tau 1 Eridani IV
  C684211-8
  Ga Lo
  2/1/X
  Cold
  G
  F5V
  Ov
  2536
  Alpha Fornacis B IV
  E86A49E-6
  Ni Wa
  7/5/+2
  Temp
  G
  F8V G7V
  Ov/A
  2540
  NSSC 2540
  X533000-0
  Ba Po
  3/3/X
  Frozen
  G
  M3V
  Un
  2631
  Nu Pheonicis III
  E300311-9
  Lo Va
  0/0/X
  Temp
  F8V
  Ov
  2632
  NSSC 2632
  X400000-0
  Ba Va
  0/0/X
  Temp
  G
  M1V
  Ex
  2640
  NSSC 2640
  X9B4000-0
  Ua
  Ba Fl
  1/6/X
  Temp
  G
  M6V
  Un
  2731
  NSSC 2731
  X100000-0
  Ba Va
  0/0/-2
  Temp
  G
  M6V
  Ex
  2732
  NSSC 2732
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  K2V M2V
  Ov
  2733
  Hamdir (NSSC 2633)
  E587284-7
  Ga Lo
  5/3/+0
  Temp
  G
  K9V M7V
  Ov
  2737
  Gamma Ceti
  X000000-0
  Ba Va
  0/0/X
  N/A
  A2V K5V
  Ex
  2738
  NSSC 2738
  X632000-0
  Ba Po
  7/7/+0
  Cold
  M3V
  Ex
  2739
  NSSC 2739
  X310000-0
  Ba
  0/0/X
  Temp
  G
  M0V BD
  Ex
  2833
  Porphyrion (NSSC 2833)
  D999331-5
  S
  Lo Lt
  8/4/+1
  Temp
  G
  K2V K5V
  Ov
  2837
  NSSC 2837
  X410000-0
  Ba
  0/0/+0
  Temp
  G
  M0V
  Ex
  2840
  Theta Eridani
  X000000-0
  As Ba Va
  0/0/+2
  Hot
  G
  A5IV
  Un
  2934
  Alpha Hydri
  X300000-0
  Ba Va
  0/0/X
  Temp
  G
  F0V
  Ex
  2936
  NSSC 2936
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  M5V M7V
  Ex
  2938
  NSSC 2938
  X410000-0
  Ua
  Ba
  0/0/X
  Temp
  G
  M1V M5V
  Ex
  3031
  NSSC 3031
  X866000-0
  Ba Ga
  7/6/+0
  Temp
  G
  K1V M6V
  Ex
  3033
  Alcyoneus (NSSC 3033)
  X510000-0
  Uh
  Ba
  0/0/X
  Temp
  G
  M3V
  Ex
  3038
  NSSC 3038
  X4A0000-0
  Ba De
  1/3/-1
  Roast
  G
  M1V M5V M9V
  Un
  3039
  94 Ceti
  X585000-0
  Ba Ga
  8/2/+1
  Cold
  G
  F8V M3V
  Un
  3131
  NSSC 3131
  X626000-0
  Ba
  3/1/X
  Cold
  G
  M2V
  Ex
  3132
  NSSC 3132
  X200000-0
  Ba Va
  0/0/-2
  Temp
  M4V BD
  Ex
  3133
  NSSC 3133
  X654000-0
  Ba Ga
  5/3/+0
  Temp
  G
  K8V
  Ex
  3134
  Delta Cassiopeia
  X8B5000-0
  Ba Fl
  0/0/X
  Temp
  G
  A5V
  Ex
  3140
  Hiisi (NSSC 3140)
  X310000-0
  Uh
  Ba
  0/0/-1
  Temp
  G
  M1V M6V
  Un
  3231
  NSSC 3231
  X6B1000-0
  Ua
  Ba Fl
  1/6/X
  Temp
  G
  K3V M0V
  Ex
  3234
  NSSC 3234
  X8B3000-0
  Ua
  Ba Fl
  1/7/X
  Temp
  G
  K3V
  Ex
  3235
  Alpha Eridani
  X000000-0
  Ba Va
  0/0/X
  N/A
  B3V
  Ex
  3236
  NSSC 3236
  XA9A000-0
  Ba Wa
  7/4/-1
  Hot
  G
  K1V
  Ex
  3238
  Novi Saratov (NSSC 3238)
  CAA0350-9
  R
  De Lo
  2/4/X
  Roast
  G
  K5V M7V
  Un
  3239
  NSSC 3239
  X673000-0
  Um
  Ba
  7/4/+0
  Cold
  G
  K2V
  Un
  3240
  HD20367
  X545000-0
  Ba Ga
  7/2/+0
  Temp
  G
  G0V
  Un
  108
  
   
  109
  
  AVANIM 
  Half of Avanim subsector lies inside the Outer Veil; with the 
  exception of Enkidu; the other half was surveyed but is 
  unsettled. The Outer Veil worlds in this subsector are sparsely 
  inhabited, with the highest population of 235,000 at Avanim, 
  the subsector capital; most colonies have only a few thousand 
  or, at most, a few tens of thousands of colonists.
  Consequently Avanim is relatively lawless and uncivilised, 
  though 
  not 
  as 
  undeveloped 
  as 
  neighboring 
  Nueva 
  Vilcabamba. 
  The subsector include the asteroid belts at NSSC 2115, 
  Psi Capricorni and NSSC 2414; the habitable worlds of NSSC 
  1716, Hanbi, NSSC 1812, Alshain, Poludnitsa, Gamma 
  Pavonis V, NSSC 2111, Epsilon Cygnii, Al-Tawhid, Basmala, 
  NSSC 2412 and Eta Cephei; the high-tech research world of 
  Al Qaum; the Ascraeus Civilisation ruins on Epsilon Cygnii, 
  and two Monument Builders sites, a high number for a single 
  subsector. Humbaba is a hot-spot for criminal and pirate 
  activity. 
  Most worlds in this subsector belong to three mains: the 
  Avanim Cluster connected to the Nueva Vilcabamba Main and 
  the Beta Hydri main; the Hanbi Cluster connected to the 
  Lambda Sagittarius Main in Rusalka; and the Humbaba 
  cluster (almost completely beyond the Outer Veil) also 
  connected to the Lambda Sagittarius Main. Government 
  presence is concentrated mainly at Avanim and Al-Qaum, 
  though the Science Commission also maintains small 
  outposts on Hanbi and Eta Cephei. 
  1713 Humbaba D3A0300-8 
  This chaotic hub of scum and piracy is a fully sanctioned 
  colony, at least on paper. The Humbaba Trading Company 
  (HTC) filed a colonial licence request with the FNH Colonial 
  Commission, and its colony status was officially approved in 
  2144. Officially, the world has a governor and colonial 
  administration. In practice, the whole affair is a show: HTC is 
  a shell company for a group of smugglers, mobsters and 
  pirates, and the colonial officials are on the take from the 
  criminals. 
  Appearances aside, Humbaba has no government. The 
  few corrupt puppets put on a half-hearted show of being a 
  colonial administration and the administrator has no practical 
  power. A number of criminal outfits, from semi-legitimate 
  salvagers, to claim jumpers and smugglers to outright pirates, 
  operate freely out of Humbaba and on its surface. There is no 
  law other than street law: mind your own business or get into 
  trouble. Sometimes, if you mind your own business but are 
  not big or threatening enough, you'll get into trouble anyway. 
  A dense CO2 atmosphere covers the planet and gives a 
  moderate amount of warmth despite its dim sun. Rocks and 
  crags are everywhere and a few craters slowly erode in the 
  wind. This planetological setup provides many places to hide 
  a pirate ship, concealed by the thick, dusty atmosphere. 
  1917 Poludnitsa E661300-7 
  In Slavic mythology Poludnitsa, or ‘Lady Midday’, is the 
  embodiment of sunstroke; it is fitting that this dry, hot world is 
  named after her. The first planet of a K6V star, Poludnitsa's 
  orbit is close to the inner edge of the habitable zone, and with 
  a reasonably strong greenhouse effect, the average surface 
  temperature is quite high. Poludnitsa's equator is covered by 
  a sun-scorched desert where nothing lives. Only the sub-
  arctic and arctic regions are habitable, but even there water is 
  relatively rare. 
  Despite a harsh climate and scarce water, almost two 
  thousand colonists live here. The initial colonisation by an 
  under-funded group from East Europe on Earth met with 
  limited success, setting a small village of a hundred colonists 
  near the north pole. While the FNH recognised the colony and 
  treats its head as Governor, in practice her authority is limited 
  to the village and nearby landing strip; even then each 
  homestead can do more or less as it wants. 
  To further complicate this situation, a number of 
  unsanctioned colonisation groups, including at least one 
  Secessionist band, have settled on Poludnitsa. None of these 
  respects the ‘Governor's’ authority or, in most cases, any 
  authority beyond their own family or social group. This has 
  made this world a lawless backwater, where law or 
  government mean very little in the primitive starport and 
  nothing at all away from it. 
  2018 Avanim B411585-A 
  This dusty, frozen world serves as the subsector capital, 
  even though its population is lower by an order of magnitude 
  in comparison to those of most other subsector capitals. 
  Nonetheless, it is by far the most populous world in the entire 
  subsector, owing to its importance as an administrative, 
  military and economical center, as well as to its important 
  location on the Jump-2 route to the Outer Veil. 
  The starport, military and government are cornerstones of 
  the local economy; the FEconA shipyard and repair facilities 
  are the biggest employer on Avanim; the FNH military is the 
  second. In addition to the permanent population of 235,000, 
  there is a transient population of several tens of thousands of 
  spacers and would-be colonists waiting transport deeper into 
  the Outer Veil. Being the furthest outpost of civilization in the
  subsector, many colonial expeditions use Avanim as a staging 
  ground and point of origin. On the surface this is a typical 
  ‘Doorway to the Frontier’, starport-centric colony and FNH 
  administrative center. 
  There is a less obvious side to Avanim politics: a growing 
  Secessionist movement resents FNH rule and seeks greater 
  local economic freedom. The movement is strong among 
  colonists living in the ‘outback’ outposts and lesser cities who 
  rarely 
  benefit 
  from 
  the 
  starport 
  and 
  the 
  economic 
  opportunities it brings. While the Secessionists is not very 
  violent, it does resort to sabotage and lesser types of direct 
  action, and it might flair into an insurrection if the FNH ever try 
  to end the disruptions by force. 
  110
  
  AVANIM (SUBSECTOR G) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  1711
  Enkidu (NSSC 1711)
  D545374-6
  Ga Lo
  A/3/+0
  Temp
  G
  K0V K6V
  Ex
  1712
  NSSC 1712
  X000000-0
  As Ba Va
  0/0/-1
  Temp
  G
  M2V
  Ex
  1713
  Humbaba (NSSC 1713)
  D3A0300-8
  P
  De Lo
  2/0/X
  Temp
  G
  M4V
  Ov/A
  1716
  NSSC 1716
  X567100-0
  Ga Lo Lt
  5/7/X
  Temp
  G
  K3V
  Ex
  1717
  Hanbi (NSSC 1717)
  D65743A-4
  S
  Ga Lt Ni
  9/2/+0
  Temp
  G
  K2V
  Ov/A
  1720
  Malakbel (NSSC 1720)
  E998121-7
  Ga Lo
  6/3/+2
  Temp
  K2V BD BD
  Ov
  1812
  NSSC 1812
  X584000-0
  Ba Ga
  3/4/X
  Hot
  G
  K4V M9V BD
  Ex
  1815
  Alshain
  E585220-2
  Ga Lo Lt
  B/4/X
  Hot
  G
  G8V M3V
  Ov
  1817
  NSSC 1817
  XA93000-0
  Um
  Ba
  4/4/X
  Roast
  G
  M9V
  Ov/A
  1911
  NSSC 1911
  X795000-0
  Ba Ga
  7/2/X
  Temp
  G
  K6V
  Ex
  1912
  NSSC 1912
  X400000-0
  Ba Va
  0/0/-1
  Temp
  G
  M7V
  Ex
  1913
  Arsu (NSSC 1913)
  X8A1000-0
  Uh
  Ba Fl
  3/0/X
  Frozen
  G
  BD
  Ex
  1917
  Poludnitsa (NSSC 1917)
  E661300-7
  Lo
  8/1/+1
  Roast
  G
  K6V
  Ov/A
  2011
  NSSC 2011
  X748000-0
  Ba Ga
  5/4/+2
  Temp
  G
  K6V
  Ex
  2013
  NSSC 2013
  X201000-0
  Ba Ic Va
  0/0/+0
  Temp
  M5V
  Ex
  2016
  Nanna (GL777)
  E100212-9
  Lo Va
  0/0/+0
  Temp
  G
  G7IV M5V
  Ov
  2018
  Avanim (NSSC 2018)
  B411585-A
  N M S
  Ic Ni Va
  0/0/X
  Frozen
  G
  M2V M4V
  Ov
  2020
  Gamma Pavonis V
  C668321-7
  Ga Lo
  3/8/X
  Cold
  G
  F6V
  Ov
  2111
  NSSC 2111
  X568000-0
  Ba Ga
  3/2/X
  Temp
  M7V
  Ex
  2112
  HD192263
  X311000-0
  Ba Ic
  0/0/X
  Temp
  G
  K2V
  Ex
  2115
  NSSC 2115
  X300000-0
  Ba Va
  0/0/+3
  Temp
  G
  K7V
  Ex
  2119
  Al-Qaum (NSSC 2119)
  C100483-A
  M R
  Ni Va
  0/0/X
  Hot
  G
  M2V
  Ov
  2216
  Epsilon Cygnii
  E687244-5
  Ua
  Ga Lo Lt
  A/3/+0
  Temp
  G
  K0III
  Ov
  2217
  Al-Tawhid (NSSC 2217)
  E552285-7
  Lo Po
  9/3/X
  Temp
  G
  K8V
  Ov
  2218
  Psi Capricorni
  E000132-9
  As Lo Va
  0/0/+3
  Temp
  F5V
  Ov
  2219
  Iota Pegasi
  X000000-0
  As Ba Va
  0/0/+0
  Temp
  F5V G9V
  Ov/A
  2220
  Al-Kalimah (NSSC 2220)
  C544484-6
  Ga Ni
  2/1/X
  Temp
  G
  K4V K7V
  Ov
  2312
  NSSC 2312
  X500000-0
  Ba Va
  0/0/X
  Temp
  G
  M1V
  Ex
  2314
  NSSC 2314
  X412000-0
  Ba Ic
  0/0/X
  Temp
  G
  M2V
  Ex
  2316
  NSSC 2316
  X410000-0
  Ba
  0/0/X
  Cold
  G
  M5V
  Ex
  2317
  Aglibol (NSSC 2317)
  D200342-9
  Lo Va
  0/0/X
  Temp
  G
  M5V M6V
  Ov
  2319
  Basmala (NSSC 2319)
  DA85321-7
  Ga Lo
  5/5/-1
  Hot
  G
  K0V
  Ov
  2320
  Delta Capricorni
  C9A3384-9
  Ba Fl
  0/0/+0
  Roast
  G
  A5V F2V
  Ov
  2412
  NSSC 2412
  X786000-0
  Ba Ga
  A/7/+1
  Hot
  G
  K8V
  Ex
  2414
  NSSC 2414
  X571000-0
  Ba
  2/2/+3
  Temp
  G
  K8V M3V
  Ex
  2415
  NSSC 2415
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  M4V BD
  Ex
  2416
  Chukwu (NSSC 2416)
  E886342-4
  Ga Lo Lt
  6/6/X
  Temp
  G
  K6V
  Ov
  2417
  Eta Cephei
  D200455-9
  S
  Ni Va
  0/0/+0
  Temp
  K0IV
  Ov
  2419
  Nippur
  C100332-8
  Um
  Lo Va
  0/0/-1
  Temp
  G
  M7V BD
  Ov
  111
  
  112
  
  NUEVA VILCABAMBA 
  Nueva Vilcabamba is a backwater. Four sanctioned 
  colonies exist here, including the capital world on which the 
  majority of the subsector's population lives. The only world in 
  the subsector with permanent government presence is Nueva 
  Vilcabamba which, like all other subsector capitals, has a 
  Naval and Marine Base and a Science Commission facility, 
  although these are rather small. In addition to the small 
  number of official colonies, three more unsanctioned colonies 
  exist beyond the Outer Veil. 
  The subsector include the asteroid belt of Tinophoth; the 
  habitable worlds of Fenghuang, Medraut, NSSC 2816, NSSC 
  2817, Ehcatl, NSSC 3114, Itzli, Rho Indi, and Amimitl; the 
  artificial Dome Mountain on NSSC 2712; the mountain-top 
  colony of Fusang hanging in clear air over the acid oceans 
  and noxious lower atmosphere of its world; and the 
  Secessionist hub of Medraut. 
  Most worlds in Nueva Vilcabamba belong to a single, 
  gigantic main: the Neuva Vilcabamba Main reaching deep into 
  the unsettled and unexplored regions of space and 
  connecting to the Avanim Cluster to the Spinward. A few 
  worlds to the Trailing-Rimward connect to the Spinoza 
  Cluster; and several worlds in the Spinward-Coreward corner 
  form a main connected to the Dark Main in the Dark Reaches 
  subsector. 
  2519 Nueva Vilcabamba B898553-A 
  The thick, humid air of the tropical and temperate regions 
  of this world and its steep mountain valleys filled with dense, 
  though alien, vegetation reminded the first explorers who set 
  foot on this world in 2124 of Vilcabamba, the semi-mythical 
  hiding place of the last Inca kings. The name, as well as the
  wet climate, attracted a sizable number of colonists from Latin 
  America when the world was colonised in 2132. At first, the 
  world was part of the Nueva Vilcabamba Colonial District 
  administered from Avanim (Avanim/2018), but in 2143 it 
  became the capital of its own subsector. 
  Nueva Vilcabamba is the most civilised world in the entire 
  subsector, more populous by two orders of magnitude than 
  any other world in this subsector. It also boasts the highest 
  technological level and the best starport in the subsector. 
  However, despite all these and the admirable industrial 
  activity in comparison to its size, Nueva Vilcabamba is still an 
  Outer Veil world, mostly unsettled and somewhat lawless: a 
  little more than a hundred thousand settlers can only colonize 
  a small portion of an Earth-sized world's huge surface area, 
  and the relatively small FNH detachment can only bring a 
  limited amount of law and order to this colony. 
  This world also has an active alien biosphere, which can 
  occasionally cause trouble to the human settlers and their 
  crops or livestock. Twenty-seven years of colonisation has not 
  been long enough to tame this world, so farmsteaders living 
  away from the main cities are armed to defend their land from 
  unwanted invaders, be they animals or human criminals. 
  2714 Medraut C562372-9 
  Medraut is a small, cold, dry world with an Earth-like 
  atmosphere and a moderate amount of native life. The 
  majority of its surface is covered with tundra or, where water 
  is more common, boreal forests; the exceptions are the 
  equatorial regions with their temperate rainforests and the 
  huge polar regions filled with ice, permafrost and icy rocks. It 
  is not a very hospitable world, but it is possible to live without 
  extra protection on the majority of its surface. 
  The world is home to three independent groups of 
  Secessionists. While most Secessionists closer to the Core 
  use political ways or, at most, sabotage, as their means of 
  struggle for colonial independence, the Medraut groups are 
  unashamed 
  terrorists and 
  raiders. 
  Almost 
  the 
  entire 
  population on this world is composed of paramilitary 
  Secessionist fighters and their support staff. Several large 
  training camps exist on Medraut, drawing recruits from 
  throughout known space. 
  Medraut is ruled by a shaky council of Secessionist 
  leaders. Each group is completely self-administered, but the 
  leaders of all three groups routinely meet to discuss common 
  matters and to resolve conflicts; after all, their enemy is the 
  FNH and not each other. The FNH has not yet discovered the 
  world, which is lucky for the locals: the presence of such a 
  blatant base of Secessionism and piracy would draw a 
  resolute military response once the FNH finds it. 
  3117 Itzli X651000-0 
  Itzli is marginally-habitable; it is very dry, and its 
  atmosphere is barely breathable unaided by humans. Dusty 
  winds sweep the rocky landscape, carrying spores released 
  by the local fungi-like vegetation; the local wildlife is quite 
  sparse and very alien in its biochemistry, making colonisation 
  difficult. This did not stop the Itzli Committee from leaving 
  Nueva Vilcabamba in 2154 and heading to the desolate world. 
  The Itzli Committee sought to establish its own, 
  independent civilisation from scratch, untouched by the 
  corrupting influences of the Core. Their hundred hapless 
  colonists, as well as a hundred and twenty tons of very 
  rudimentary equipment, rode the Medved class chartered 
  trader Spirit of Fusang on a one-way trip to Itzli. Once there, it 
  left them and returned to business as usual; the colonists had 
  to cope with the harsh world with barely adequate tools and 
  rapidly dwindling supplies. 
  The colony never really got off the ground. After two harsh 
  winters and searing summers, half the population died from 
  exposure, starvation and disease. A factional split in the 
  autumn of 2156 quickly escalated into open warfare, killing 
  dozens more colonists. Little more than twenty survivors were 
  rescued by chance in the spring of 2157 by the passing 
  Science Commission vessel Amaterasu and brought to Nueva 
  Vilcabamba for medical treatment. The colonial buildings and 
  the graves of the fallen colonists now stand empty; their 
  silence is only broken by the wailing wind and the rare alien 
  animal sound. 
  113
  
  NUEVA VILCABAMBA (SUBSECTOR H) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  2511
  NSSC 2511
  X94A000-0
  Ba Wa
  3/5/X
  Temp
  K2V
  Un
  2512
  NSSC 2512
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  M9V
  Un
  2514
  NSSC 2514
  X4A0000-0
  Ba De
  4/1/-3
  Roast
  G
  M2V M6V
  Ex
  2515
  NSSC 2515
  X300000-0
  Ba Va
  0/0/-3
  Temp
  G
  M6V
  Ex
  2517
  NSSC 2517
  X200000-0
  Ba Va
  0/0/X
  Cold
  G
  M9V
  Ex
  2518
  Fenghuang (NSSC 2518)
  E98A385-7
  Lo Wa
  2/3/+1
  Hot
  G
  M0V
  Ov
  2519
  Nueva Vilcabamba (NSSC 2519)
  B898553-A
  M N S R
  Ag Ga Ni
  9/2/X
  Temp
  G
  K8V M3V
  Ov
  2614
  NSSC 2614
  X533000-0
  Ba Po
  3/3/+0
  Cold
  G
  M1V M3V
  Ex
  2615
  NSSC 2615
  X4A0000-0
  Ba de
  1/0/X
  Cold
  G
  M2V M6V
  Ex
  2618
  Fusang (NSSC 2618)
  E9D9311-8
  Fl Lo
  2/4/+0
  Temp
  G
  K9V
  Ov/A
  2712
  NSSC 2712
  X848000-0
  Ua
  Ba Ga
  A/5/+1
  Cold
  G
  K0V
  Un
  2714
  Medraut (NSSC 2714)
  C562372-9
  P
  Lo
  5/6/+0
  Cold
  K5V M6V
  Ex
  2715
  NSSC 2715
  X410000-0
  Ba
  0/0/-3
  Frozen
  G
  BD
  Ex
  2716
  NSSC 2716
  X3A0000-0
  Ba De
  0/0/X
  Roast
  M6V M6V
  Ex
  2718
  NSSC 2718
  X571000-0
  Ba
  9/7/X
  Cold
  G
  K1V
  Ex
  2719
  NSSC 2719
  X623000-0
  Ba Po
  0/0/+0
  Temp
  G
  M6V
  Ex
  2811
  NSSC 2811
  X310000-0
  Ba
  0/0/+2
  Temp
  G
  K6V M3V
  Un
  2812
  NSSC 2812
  X4A0000-0
  Ba De
  6/5/+0
  Temp
  G
  M2V
  Un
  2814
  NSSC 2814
  X410000-0
  Ba
  0/0/+1
  Temp
  G
  M3V M7V
  Ex
  2815
  NSSC 2815
  X6B4000-0
  Ba Fl
  0/0/X
  Roast
  G
  M1V BD
  Ex
  2816
  NSSC 2816
  X657000-0
  Ba Ga
  3/6/X
  Cold
  G
  M1V
  Ex
  2817
  NSSC 2817
  X988000-0
  Ba Ga
  5/3X
  Temp
  G
  K0V M1V
  Ex
  2819
  Tinophoth (NSSC 2819)
  E879374-7
  Lo
  4/1/+3
  Temp
  G
  K6V
  Ov/A
  2914
  NSSC 2914
  X7A2000-0
  Ba Fl
  7/4/+1
  Hot
  G
  K6V K7V
  Un
  2915
  NSSC 2915
  X644000-0
  Ba Ga
  5/6/X
  Cold
  K9V
  Ex
  2918
  NSSC 2918
  X573000-0
  Ba
  8/6/X
  Temp
  G
  K6V M2V
  Ex
  3011
  NSSC 3011
  X645000-0
  Ba Ga
  6/5/+2
  Temp
  G
  K9V
  Un
  3012
  NSSC 3012
  X410000-0
  Ba
  0/0/X
  Temp
  G
  M1V M9V
  Un
  3015
  NSSC 3015
  X200000-0
  Ba Va
  0/0/X
  Cold
  G
  K5V
  Ex
  3016
  NSSC 3016
  X634000-0
  Ba
  1/3/+0
  Temp
  G
  M6V M9V
  Ex
  3017
  Ehcatl (NSSC 3017)
  E764200-5
  Ga Lo
  A/3/X
  Temp
  G
  K2V
  Ex
  3018
  NSSC 3018
  X99A000-0
  Ba Wa
  9/0/X
  Hot
  G
  K8V
  Ex
  3020
  NSSC 3020
  X77A000-0
  Ba Wa
  5/0/+1
  Hot
  G
  K5V
  Ex
  3113
  NSSC 3113
  X642000-0
  Ba Po
  7/0/+1
  Temp
  K3V
  Un
  3114
  NSSC 3114
  X764000-0
  Ba Ga
  4/8/+2
  Temp
  G
  K7V
  Un
  3115
  NSSC 3115
  X3A0000-0
  Ba De
  3/0/+2
  Temp
  G
  M2V M9V
  Un
  3116
  GL9769
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  G0V
  Ex
  3117
  Itzli (NSSC 3117)
  X651000-0
  Uh
  Ba Po
  3/1/X
  Temp
  G
  K6V
  Ex
  3118
  Rho Indi
  X988000-0
  Ba Ga
  7/6/-1
  Temp
  G
  K3V M5V
  Ex
  3120
  HD217107
  X300000-0
  Ba Va
  0/0/+0
  Temp
  G
  G8IV
  Ex
  3213
  NSSC 3213
  X410000-0
  Ba
  0/0/X
  Temp
  G
  M9V
  Un
  3214
  Amimitl (NSSC 3214)
  X687222-4
  Ga Lo Lt
  5/6/X
  Temp
  G
  K0V M2V
  Un
  3216
  Theta Pegasi
  X3A0000-0
  Ba De
  0/0/+1
  Hot
  G
  A2V
  Ex
  3219
  Epsilon Grus
  X6A1000-0
  Ba Fl
  0/0/X
  Temp
  G
  A2V
  Ex
  3220
  Delta Aquari
  X3A0000-0
  Ba De
  0/0/+1
  Temp
  A3V
  Ex
  114
  
  115
  
  ANINGAN 
  Aningan subsector is one of the better-developed parts of 
  known space, containing mostly Frontier worlds as well as 
  several Near and Far Intermediate worlds. It is situated on the 
  route to the only settled subsector beyond the confines of Sol 
  sector: Vantage subsector immediately to its Spinward. The 
  FNH government maintains a strong presence all over 
  Aningan, with Marine Corps bases on Shenlong, Nezha, Zlota 
  Baba and Aningan, Naval bases on Zlota Baba, Skoll and 
  Aningan and a large number of Science Commission bases. 
  Despite this extensive presence, Aningan suffers from an 
  acute piracy and smuggling problem. Corruption reaches into 
  the high echelons of the FNH administration in this subsector. 
  The Subsector Science Commissioner, Gerardo Smith, is on 
  the take from a criminal organisation called the Brazen 
  Wolves (headed by the notorious Woolfe Family from 
  Proserpina), and allows them to use Science Commission 
  bases, ships and craft designations as cover for their illegal 
  operations. 
  The Science Commission Base Administrators on Theta 
  Bootis, Beta Comae Berenices and Pachamama are also 
  being bribed and their bases are little more than fronts for 
  pirate activity. Smith tries to hide the alarmingly high 
  subsector crime-rate using various bureaucratic and public 
  relations tricks, but sooner or later the truth will come out and 
  the scandal will explode with a huge amount of media noise, 
  not 
  to 
  mention 
  heavy-handed 
  steps 
  by 
  the 
  central 
  government. For now the shipping lanes in Aningan are 
  dangerous places. 
  This subsector includes the rich asteroid belt of 
  Zhuravlyova; the habitable worlds of Shenlong, Beta Comae 
  Berenices, Zhongli Quan, Yaghuth, Proserpina, and Mama 
  Cocha; a cave full of Monument Builders structures on Herut; 
  the Ascraeus Civilisation sites on Sisterhood, Fenrir and 
  Vayu; and the cloud-scraping mountain-top islands of Catequil 
  peering out of the murky ocean of the lower, denser, 
  poisonous atmosphere. 
  Aningan has five separate mains, the largest being the 
  Shenlong Main covering the Spinward-Rimward two thirds of 
  the subsector and connecting to the Novi Magintogorsk Main 
  in Mat Zamlya subsector to Rimward as well as to the 
  Vantage colonies to Spinward. Smaller mains include the 
  Theta Bootis Branch connected to the Anat Main to Coreward; 
  the isolated Zlota Baba Cluster; and the Aningan Reach 
  connected to the Mat Zemlya Cluster to Rimward and to the 
  New Detroit Main to Trailing-Rimward. 
  0128 Zhuravlyova D000142-A 
  GL436 system holds a few uninteresting rockballs with 
  minimal mineral formations and even more minimal habitation 
  potential. The system's main point of interest is its expansive 
  and mineral-rich asteroid belt, the richest in the entire 
  subsector. This fact was not known until recently because of a 
  sloppy first survey in 2138 that reported nothing but lifeless 
  rocks. 
  Only a second survey conducted by a Tirovski-Yang 
  Consortium team in 2156 identified the belt's mineral riches. 
  The TYCV Zhuravlyova, a single TYC mining rig, is the 
  only settlement in the system. It is conducting a detailed 
  survey in preparation for future development; TYC has 
  already applied for a Colonial Charter over this belt, with the 
  decision due to be made before 21st December 2160. Until 
  then, everything is open, and TYC's rivals are bound to try 
  and put a finger into this fat pie. For this reason security is 
  quite tight and it is heavily armed for what is officially a civilian 
  craft. Claim-jumpers will be met with a barrage of smart 
  missiles and accurate laser fire. 
  The Zhuravlyova offers some dock services to passing 
  vessels as a side venture. It is large enough to allow partial 
  repairs of docked craft, and it carries a stockpile of fuel, part 
  of which TYC is willing to sell on. The company allows third-
  party ships to sell their cargos locally, as long as TYC gets a 
  cut of the profits. Some say this activity is illegal, as TYC has 
  no charter over the system and, consequently, no right to 
  charge money for starport services, but as long as the local 
  independent merchants keep silent, this arrangement can go 
  on with little or no government intervention. 
  0426 Proserpina C5646BB-8 
  Proserpina is a small world, dry but otherwise very 
  habitable and arable. Three million colonists are scattered in 
  multi-family farms of various sizes and only about a hundred 
  thousand in the main city near the starport. This is a very 
  desirable destination for colonists determined to leave the 
  Core behind, as the climate is pleasant in most inhabited 
  regions, the air can be breathed without technological 
  assistance and the local life is more or less edible. 
  The Woolfe Family, a notorious organised-crime clan, runs 
  the Brazen Wolves pirate band as its main ‘business 
  operation’ from this world. The Wolves try to take a cut from 
  any profitable business on the world, legal or not, from loan 
  sharking to real estate, to gambling and drug trafficking to 
  extortion and protection rackets. By hiding behind ‘private’
  local contractors they get involved in any major corporate 
  investment on Proserpina, and they are the real power behind 
  Governor Anderson's administration. 
  So far the FNH government does not know of this, mainly 
  thanks to hefty bribes given to officials such as Governor 
  Anderson and Commissioner Smith. If the core government 
  learns the full scale of the corruption, it would react in force, 
  disrupting the illusion of peace on Proserpina with a police-
  action 
  involving 
  Marines 
  in 
  addition 
  to 
  the 
  Justice 
  Commission. The Woolfe Family and everyone else involved 
  will do anything to prevent this from happening. 
  116
  
  0721 Hildegard C4A3511-9 
  The odd chemistry of this world's atmosphere and 
  hydrosphere is its main drawing point and the reason for 
  Hydracorp's Colonial Charter over Hildegard. This small, cold 
  planet has a methane-rich atmosphere and seas filled with a 
  curious mix of carbohydrates, as well as some volcanic 
  activity adding a small amount of sulfur compounds to the 
  atmosphere. The local life-forms also have an interesting 
  biochemistry, making them ideal for pharmaceutical research 
  as well as other potential chemical uses.
  The majority of Hildegard's population lives near the 
  starport and work in the various research facilities and 
  chemical plants producing biochemicals for exportation. 
  Hydracorp administers this world under the terms of its 
  Charter and has to invest a significant amount of resources in 
  local development; most of these resources go to the rapidly 
  growing chemical industry. 
  0828 Aningan B412754-B 
  The subsector's capital, Aningan, is a small, frozen world 
  with a trace atmosphere and extensive polar caps containing 
  water ice. Most of the local population lives under large 
  domes or in ‘tent cities’,
  or inside hollowed-out and 
  pressurised mesas, and the local agriculture is hydroponic. A 
  significant portion of the locals work in various administrative 
  jobs in the subsector-level administration or the military 
  presence, but there is also a major mining industry producing 
  various metals and radioactives. 
  Aningan was colonised in 2114 but full-scale terraforming
  efforts started in 2134 after the Civil War. While these efforts 
  are extensive and use better technology than those used on 
  Mars, they have only been conducted for the last 25 years, 
  and their results are not apparent except for a slight increase 
  in atmospheric pressure and a barely measureable rise in the 
  global average temperature. 
  ANINGAN (SUBSECTOR I) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  0122
  Muphrid
  X6A0000-0
  Ba De
  4/1/X
  Hot
  G
  G0IV BD
  Ov/A
  0124
  Alpha Corvi
  X620000-0
  Ba De
  0/0/+0
  Cold
  F0V
  Ov/A
  0126
  Porrima
  X6A0000-0
  Ba De
  0/0/+1
  Hot
  G
  F0V F0V
  Ov/A
  0127
  Alaraph V
  D672574-8
  S
  Ni
  4/5/+0
  Cold
  G
  F8V
  Fr
  0128
  Zhuravlyova (GL436)
  D000132-A
  As Lo Va
  0/0/+3
  Temp
  G
  M2V
  Fr
  0129
  Denebola IV
  E6A2253-8
  Fl Lo
  0/0/X
  Temp
  A3V
  Fr
  0130
  Catequil (NSSC 0130)
  CAD9586-A
  S
  Fl Ni
  3/2/X
  Hot
  G
  K0V
  Fr
  0222
  Korolyov (NSSC 0222)
  E200412-8
  Lo Va
  0/0/X
  Temp
  G
  M1V M5V
  Fr
  0226
  Goddard (GL432)
  E100332-9
  Lo Va
  0/0/-2
  Hot
  G
  K0V M5V
  Fr
  0229
  Shenlong (NSSC 0229)
  C555675-B
  M S R
  Ag Ga Ni
  8/7/X
  Temp
  G
  K1V
  Fr
  0230
  Snegurochka (NSSC 0230)
  C402586-A
  Ic Ni Va
  0/0/X
  Frozen
  G
  BD
  Fr
  0321
  Theta Bootis IV
  DA87544-7
  S P
  Ag Ga Ni
  5/3/X
  Temp
  G
  F7V M2V
  Fr/A
  0322
  Arcturus II
  E978442-6
  Ga Ni
  3/8/+0
  Temp
  G
  K2III
  Fr
  0323
  Alpha Comae Berenices
  X7C0000-0
  Ba De
  0/0/X
  Roast
  F5V F5V
  Ov
  0325
  NSSC 0325
  X3A0000-0
  Ba De
  2/5/+0
  Temp
  G
  M6V
  Ov
  0326
  Beta Comae Berenices
  D583642-6
  S P
  Ni
  6/2/+1
  Temp
  G0V
  Fr/A
  0327
  Zhongli Quan (HR4523)
  D755632-5
  S
  Ag Ga Lt Ni
  4/6/+2
  Temp
  G4V M4V
  Fr
  0328
  Yaghuth (Groombridge 1830)
  D558353-6
  Ga Lo
  6/3/+1
  Frozen
  G8IV
  Fr
  0329
  Nyankopon (NSSC 0329)
  C732431-9
  S
  Ni Po
  4/4/X
  Temp
  G
  M2V
  Fr
  0425
  Pachamama (61 Virginis)
  C678496-8
  S P
  Ga Ni
  B/4/X
  Temp
  G
  G5V
  Fr/A
  0426
  Proserpina (Beta Canum Venaticorum)
  C5646BB-8
  S P
  Ag Ga Ni Ri
  7/6/X
  Temp
  G
  G0V
  Fr/A
  0427
  Mama Cocha (61 Ursae Majoris)
  DA8A322-9
  Lo Wa
  9/2/+1
  Hot
  G
  G8V
  Fr
  0429
  Herut (NSSC 0429)
  C200321-A
  Um
  Lo Va
  0/0/-1
  Hot
  K0V
  Fr
  0523
  Erecura (HN Librae)
  E546344-7
  Ga Lo
  1/4/X
  Cold
  G
  M3V
  Fr
  0524
  Dis Pater (Xi Bootis)
  D635575-7
  S
  Ni
  4/1/X
  Temp
  G
  G8V K4V
  Fr/A
  0527
  Nezha (GJ Virginis)
  C531385-7
  M S
  Lo Po
  1/3/X
  Cold
  G
  M5V
  Fr
  0529
  Diyu (GL408)
  D8B0435-9
  S
  De Ni
  1/2/X
  Roast
  G
  M2V
  Fr/A
  0530
  Sisterhood (Wolf 358)
  C7A9321-A
  Ua
  Fl Lo
  4/1/X
  Temp
  G
  M4V BD
  Fr
  0622
  Zlota Baba (Wolf 562)
  B410653-A
  M N R
  Ni
  0/0/X
  Temp
  G
  M3V
  Fr
  0624
  Skoll (Wolf 498)
  C410484-9
  N
  Ni
  0/0/X
  Temp
  M1V
  Fr
  0721
  Hildegard (NSSC 0721)
  C4A3511-9
  R
  Fl Ni
  5/1/X
  Cold
  G
  M6V
  Fr
  0723
  Ganswindt (GL570)
  E200221-A
  Lo Va
  0/0/+0
  Cold
  G
  K5V M1V M3V BD
  Fr
  0727
  Fenrir (Wolf 424)
  C635687-8
  R Ua
  Ni
  1/1/-1
  Temp
  M5V M7V
  If
  0727
  Gleipnir
  E200466-8
  Ni Va
  0/0/-1
  Temp
  If
  0729
  Changing Winds (WX Ursae Majoris)
  C8A039C-A
  De Lo
  4/0/-1
  Hot
  G
  M1V M5V
  If/A
  0821
  Prosperity (G180-060)
  C610252-8
  Lo
  0/0/+1
  Frozen
  WD
  Fr
  0825
  Vayu (NSSC 0825)
  B4A0613-B
  R Ua
  De Ni
  4/1/X
  Temp
  G
  M2V
  In
  0828
  Aningan (Ross 128)
  B412754-B
  M N S
  Ic
  0/0/X
  Frozen
  G
  M4V
  If
  0829
  New Horizons (AD Leonis)
  C300647-A
  Ni Va
  0/0/X
  Temp
  G
  M3V
  If
  0830
  Canceri Belt (EI Canceri)
  C000485-B
  S
  As Ni Va
  0/0/+0
  Temp
  M5V M5V
  If
  117
  
  118
  
  SOL 
  Sol subsector lies at the Core of known space and almost 
  all of its star-systems contain well-developed Core or 
  Intermediate worlds (with the exception of Glushko, Delta 
  Pavonis and Lincoln, which are Frontier worlds). Many of 
  these worlds were settled three or four generations ago, 
  enough time for local cultures to develop. All worlds in this 
  subsector are close to Earth and the corporations and FNH 
  government have significant influence and control over them. 
  The largest FNH military forces are concentrated here in
  four Naval bases and 11 large Marine bases. The Science 
  Commission maintains nine bases and three major research 
  facilities. With a heavy naval presence piracy is virtually non-
  existent and smuggling is kept well under the table. 
  Sol subsector includes Sol system and Medea, Humanity's 
  first extra-solar colony. Other points of interest are the 
  skeleton of an enormous crashed Ascraeus Civilisation ship 
  on Glushko; the ruined Ascraeus City on Mars and the 
  habitable worlds of Subarashii, Procyon III, Lincoln, Epsilon 
  Indi II, Tau Ceti V and Epsilon Eridani III. 
  Stars are sparse in the space near Earth and major trade 
  and communication routes must use two consecutive Jump 1s 
  or the new Jump 2 drives to reach the next world. The largest 
  main is the Epsilon Eridani Main, encircling almost the entire 
  length of the Trailing side of the subsector and connecting to 
  a few worlds in Beta Hydri. The smaller Barnard Arm reaches 
  from Barnard to Nuwa to Coreward and connects from there 
  to Rusalka. The Sigma Draconis Cluster to Trailing-Coreward 
  contains three worlds in this subsector and Delta Pavonis in 
  Rusalka. 
  1026 Medea A768988-B 
  Orbiting Alpha Centauri B, Medea was Humanity's first 
  extra-solar colony. Slightly lighter and wetter than Earth, the 
  world is fully habitable with no need for pressurised
  environments, and native life is generally compatible with 
  Earth life. Being two Jump 1s away from Earth this 
  comfortable world was quickly colonised by those looking for 
  a better life away from the crowded homeworld. Medea’s 
  population reached one billion in 2153, making it one of the 
  most heavily-populated extra-solar colonies. 
  Medea's government is an archetypical ‘by-the-book’ FNH 
  planetary government: an efficient, but not very political,
  administration taking care of most day-to-day issues, with 
  relatively weaker elected bodies and a planetary Governor 
  dealing with ‘big picture’ decisions and long-term planning. A 
  heavily populated, well-developed core world, Medea also has 
  a highly efficient law enforcement system, keeping a tight 
  control on crime and, some would say, citizens' lives. 
  Being the headquarters-world of Kentaurus Holdings Inc., a 
  major chunk of Medea's economy is either directly or indirectly 
  controlled by that company. Three hundred million inhabitants 
  (30% of the total population) work in assorted consumer 
  goods industries owned by the company, and many more 
  work in the offices and plants owned by its subsidiaries. 
  1130 DX Facility E40049B-8 
  Orbiting DX Canceri, DX Facility is the highest-security 
  prison in FNH space. An airless rock, the only settlement is 
  the penal colony composed of an underground tunnel system 
  holding 10,000 prisoners, with housing for the 7,500 prison 
  officers and support personnel. Multiple security systems and 
  a full battalion of FNH Marines guard the prisoners on the 
  ground. The world is interdicted by a naval taskforce to 
  prevent the criminals' relatives or supporters from breaking 
  them out by means of a starship. 
  Conditions in DX Facility are harsh. Prisoners are locked in 
  isolation cells 23 hours a day, and exercise in a larger 
  underground hall and meet with other prisoners for one hour a 
  day. The prison is almost completely automated, with meals 
  delivered to cells by an automatic system, and the exercise 
  hall is watched by security cameras and drone guns rather 
  than by staff. So far, no one has managed to escape, though 
  a ring of organised crime bosses came close in 2156 when 
  their ‘families’ bribed a prison official. The plot was revealed 
  when the gang was already in a transport leaving the world.
  When they refused to surrender and return to prison their 
  shuttle was destroyed by an FNH cruiser. Only the worst 
  criminals in known space are located at DX Facility. Serial 
  killers, treasonous military officers, major organised crime 
  bosses, terrorists and Secessionist leaders are located there. 
  1126 Earth A867A79-B 
  Earth is both the Subsector Capital and the FNH Capital. 
  The majority of Humanity lives on Earth, the most crowded 
  world in known space. The advent of fusion power and the 
  migration of most heavy industry to Luna has mitigated the 
  amount of pollution and effects of global warming, although 
  the ecosystem still suffers damage from the waste produced 
  by the lives and activities of 11 billion humans. 
  Visiting Earth can be a shocking experience for those used 
  to frontier conditions, where a few million inhabitants are 
  thought of as a huge crowd. Earth is extremely crowded, with 
  huge cities stretching from horizon to horizon, tens of millions 
  of people per city and multiple cultures, of which some are 
  rarely seen beyond the confines of Earth. Earth is a very old 
  place; buildings in some cities can date back centuries or 
  even millennia, which looks weird to a person who was 
  brought up on a colony existing for a generation or two. 
  The majority of Earth's population is urban and lives in 
  crowded, polluted conditions, suffering from deep poverty 
  despite the FNH's best, and mostly successful, efforts to 
  create a social safety-net. Many of Earth's citizens see 
  moving to a low-population colony as desirable even if the 
  colony is an airless rock-ball or a desolate desert. 
  The colonies are much less crowded or polluted than Earth 
  and jobs are extremely common where the main push of 
  development goes on. Earth still holds significant middle and 
  upper classes that constitutes the largest market in known 
  space. The colonies produce, and Earth consumes, a lot. 
  119
  
  1126 Luna A200988-B 
  Earth's moon is the heavy industry capital of the FNH, due
  to its low surface gravity and virtually non-existent pollution-
  control regulations. Huge factories, owned by FEconA and 
  TYC Corporation, churn out everything from steel sheets to 
  whole starships. Luna's two billion inhabitants are employed 
  in these industries and related administrative and economic 
  infrastructures. There is a sizable FNH military presence due 
  to the major naval shipyards on Luna and the fact that it is the 
  gateway 
  to 
  Earth. 
  Luna 
  holds 
  the 
  central 
  Science 
  Commission's Exploration Division base and the Mail 
  Commission's main logistics and dispatch centres. 
  Many of Luna's population live in huge domed arcologies, 
  protecting them from the surface vacuum and producing their 
  own food, water and air. Many more live in underground 
  tunnel-cities near the regolith strip-mines, where the moon's 
  soil is processed to produce substances ranging from air and 
  water to metals and industrial chemicals. Other than what can 
  be produced by the local hydroponic farms, most organic 
  materials are imported from Earth. 
  1126 Mars A422984-B 
  A century of terraforming has changed Mars, creating a 
  thicker CO2 atmosphere and allowing some amount of liquid 
  water choked with ice to exist on the surface near the equator. 
  Genetically-modified organisms, mostly bacteria, fungi and 
  lichen, have been successfully seeded on Mars. While Vacc 
  Suits are not necessary on the surface, breathing masks and 
  insulating clothing are. Large settlements on Mars are 
  enclosed arcologies or pressurised tent-cities; smaller towns 
  are built inside sealed lava tubes or dug into mesas and 
  canyon walls. 
  Mars is where a major Ascreaus Civilisation site was 
  discovered. The ruins of ‘Ascraeus City’ are partially open to 
  tourists, while xeno-archaeologists work on unearthing other 
  parts of the ruins. The Ascraeus Research Institute studying 
  this civilisation is located nearby, and it is the premier xeno-
  archeology academic institution in known space. 
  The FNH Marine Corps headquarters is located on Mars, 
  as are the Corps' central training facilities. Mars offers a 
  multitude of environments to train in, ranging from almost 
  survivable in the deep canyon and crater bottoms to near 
  vacuum on the highest mountain-tops, ideal for training 
  Marines. Both FEconA's Military Division and the military-
  oriented 
  Martian 
  Mechanics 
  corporation 
  have 
  their 
  headquarters close to one of their largest clients: the FNH 
  Marine Corps. 
  SOL (SUBSECTOR J) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  0921
  Glushko (Wolf 630)
  C200356-A
  Ua
  Lo Va
  0/0/X
  Hot
  M2V M2V M4V M7V
  Fr
  0928
  Nkrumah (Lalande 21185)
  B310744-9
  S
  Na
  0/0/X
  Temp
  G
  M2V
  In
  1026
  Medea (Alpha Centauri B II)
  A768988-B
  M N S R
  Ga Hi
  6/7/-4
  Temp
  G
  G2V K0V M5V
  Cr
  1026
  Hecate (Alpha Centauri A IV)
  B400889-B
  Na Va
  0/0/X
  Temp
  Cr
  1121
  Nuwa (36 Ophiuchi)
  B200699-B
  Na Ni Va
  0/0/+0
  Temp
  G
  K1V K1V K5V
  If
  1122
  Suribachi (GL674)
  C400311-A
  Lo Va
  0/0/X
  Temp
  G
  M3V
  If
  1123
  Keynes (SCR 1845-6357)
  C100686-A
  Na Ni Va
  0/0/X
  Temp
  G
  M8V BD
  In
  1124
  Subarashii (Ross 154)
  B764746-9
  M N Ua
  Ag Ga
  8/4/X
  Temp
  M3V
  In
  1125
  Barnard's Belt
  A000998-B
  R
  As Hi In Na Va
  0/0/-3
  Hot
  G
  M4V
  Cr
  1125
  Barnard's Eye
  B100668-B
  Ni Va
  0/0/-3
  Frozen
  Cr
  1130
  DX Facility (DX Canceri)
  E40049B-8
  Ni Va
  0/0/X
  Temp
  M6V
  If/R
  1222
  Opportunity (Struve 2398)
  B8A7657-8
  M S
  Fl Ni
  A/0/X
  Temp
  G
  M3V M4V
  If
  1226
  Earth (Sol)
  A867A79-B
  M N S R
  Ga Hi
  B/A/-4
  Temp
  G
  G2V
  Cr
  1226
  Luna (Sol)
  A200988-B
  M N S R
  Hi In Na Va
  0/0/-4
  Temp
  Cr
  1226
  Mars (Sol)
  A422984-B
  M R Ua
  Hi In Na Po
  1/A/-4
  Frozen
  Cr
  1226
  Sol Belt (Sol)
  A000945-B
  N R
  As Hi In Na Va
  0/0/-4
  Frozen
  Cr
  1226
  Callisto (Sol)
  B302886-B
  N R
  Ic Na Va
  1/1/-4
  Frozen
  Cr
  1229
  Sirius VII
  B400797-B
  M
  Na Va
  0/0/X
  Frozen
  A1V WD
  In
  1230
  Procyon III
  B753513-9
  M
  Ni Po
  1/3/X
  Cold
  G
  F5IV WD
  If
  1325
  Gandhi (NSSC 1325)
  B513742-B
  M N S
  Ic
  1/0/X
  Temp
  M9V
  Cr
  1328
  Beira (NSSC 1328)
  A000759-B
  As Na Va
  0/0/-4
  Frozen
  G
  BD
  Cr
  1330
  Luyten's World (Luyten's Star)
  D620386-8
  Um
  De Lo
  0/0/X
  Roast
  G
  M3V
  If
  1421
  Altair Vf
  D410633-8
  Na Ni
  0/0/+0
  Frozen
  G
  A7IV
  If
  1423
  Roosevelt (61 Cygni)
  C400754-B
  M
  Na Va
  0/0/-1
  Temp
  G
  K5V K7V
  In
  1429
  Kapteyn (Kapteyn's Star)
  C533735-A
  R
  Na Po
  0/0/X
  Cold
  M1V
  In
  1521
  Lincoln (Herschel 5173)
  C564686-9
  Ua
  Ag Ga Ni Ri
  5/7/-1
  Temp
  G
  K3V M3V
  Fr
  1522
  Sigma Draconis III
  C579697-8
  M S
  Ni
  8/5/+1
  Temp
  G
  K0V
  If
  1524
  Temazcal (EZ Aquari)
  BAF9736-A
  S
  Fl
  3/0/X
  Hot
  G
  M5V M8V BD
  In
  1527
  UV Ceti I
  C411645-9
  Ic Na Ni
  0/0/X
  Temp
  G
  M5V M6V
  In
  1529
  Teegarden (Teegarden's Star)
  B630631-B
  De Ni Na Po
  0/0/-4
  Temp
  G
  M7V
  In
  1624
  Epsilon Indi II
  B868788-9
  M S
  Ag Ga Ri
  6/8/-1
  Cold
  G
  K5V BD BD
  If
  1624
  Epsilon Indi IIIk
  C4A1488-8
  Ni Fl
  0/0/-1
  Frozen
  If
  1625
  Novi Volgograd (Ross 248)
  B7A0655-B
  S
  De Ni
  1/1/+0
  Hot
  M6V
  If
  1626
  New Canberra (Groombridge 34)
  C7A0412-A
  De Ni
  0/0/+0
  Roast
  G
  M2V M3V
  If
  1627
  Tau Ceti V
  B554735-9
  M S
  Ag Ga
  5/5/X
  Temp
  G
  G8V
  If
  1627
  Rebecca (Tau Ceti IV)
  C622365-9
  R
  Lo Po
  2/0/X
  Hot
  If
  1628
  Epsilon Eridani III
  A564713-B
  M S
  Ag Ga
  8/2/+1
  Temp
  G
  K2V
  If
  1630
  Keid
  C4A1111-9
  S R
  Fl Lo
  9/1/X
  Temp
  G
  K1V WD M5V
  If
  120
  
  121
  
  BETA HYDRI 
  Beta Hydri subsector is a relatively well-developed region 
  of space bordering Sol subsector. The majority of the star-
  systems within this subsector belong to the Far Intermediate 
  and Frontier regions, with only about a third of the subsector 
  being in the Outer Veil. Beta Hydri is also important as the 
  communication lines to the Avanim, Nueva Vilcabamba, 
  Spinoza and Upsilon Andromeda subsectors go through the 
  subsector. 
  The subsector include the shining dunes of Black Sands; 
  the habitable worlds of Novaya Pechenga, Beta Hydri III, 
  Thyestes, Hubbert, Pantethys, Hideout, Alrai, Jiaolong, 
  Nantosuelta and Cerberus; the ‘Alien Canyon’ on Beta Hydri 
  III and the crashed Ascraeus Civilisation ship on Walkabout. 
  While the FNH is not as present in this subsector as it is in Sol 
  and Aningan subsectors, no less than six FNH Marine Corps 
  bases exist in Beta Hydri, making it a well-defended area of 
  space and making piracy virtually non-existent within its 
  confines. 
  The majority of the star-systems in this subsector belong to 
  the Beta Hydri Main, connected to the Avanim Main in the 
  Avanim Subsector to Coreward and the Iota Piscium cluster in 
  the Spinoza subsector to Trailing. A few more worlds in the 
  Spinward part of this subsector connect to the Epsilon Eridani 
  Main in Sol subsector; the Nikkal cluster in the Spinward-
  Coreward area of the subsector contains three Frontier 
  colonies. 
  1729 Black Sands D520388-7 
  Black Sands is a cold, lifeless world with little value and, a 
  relatively small population with a low level of development for 
  a Far Intermediate world. The world is known for its winds; 
  while the atmosphere is thin, the wind speed can exceed a 
  100 kmh. Carrying sand and dust, it acts as a constantly-
  moving sheet of sandpaper continually grinding down the 
  surface and anything on it. 
  The sands of this world are black, created by aeons of 
  wind erosion of pitch-black basalt rocks from the world's 
  volcanically-active past. These seas of sands constantly shift 
  across its surface, and finer dust flies on the wind, obscuring 
  vision and getting into equipment. 
  The world lacks any sizable body of water (even frozen 
  water) but the remains of comets still exist as a small number 
  of ice chunks, buried deep below the sands. These serve as 
  the colony's main source of water, oxygen and hydrogen fuel. 
  Black Sands colony is anything but remarkable: a 
  standard-issue set of pressurised prefabs, organised around a 
  routine starport, near a tiny Science Commission outpost. The 
  main industry is mining for valuable ore deep below the 
  bedrock buried underneath the soil. Rumors circulate among 
  the miner population that something was sighted standing out 
  of the sands in a large sandstorm, which was later buried 
  again by the black sands. What it is or if it exists at all, no one
  knows. 
  2026 Beta Hydri III B563686-A 
  This relatively dry, low-gravity world holds a surprisingly 
  breathable atmosphere and a diverse, relatively Earth-
  compatible biosphere. Colonised in 2109, Beta Hydri III drew 
  a large number of colonists, passing the one million 
  population mark in the first FNH census of 2132 and reached
  five million in 2157. Being the most developed world in the 
  subsector, it was declared the subsector capital in 2133, and 
  attracted even more colonists, as well as a significant 
  governmental, military and corporate presence. 
  Beta Hydri III also has a major attraction: the ‘Alien 
  Canyon’. This deep, dry canyon in the middle of a desert is 
  filled 
  with 
  Ascraeus 
  Civilisation 
  ruins, 
  ranging 
  from 
  skyscrapers attached to the canyon walls to the ruined 
  remains of a structure which, some xeno-archeologists 
  believe, once covered the whole canyon. Strangely no trace 
  of alien settlement has been found at any other location on 
  the planet. 
  2328 54 Piscium I X8A4000-0 
  At a first glance, it seems that there is little of interest on 54 
  Piscium I. The atmosphere is a thick mixture of CO2 and 
  methane; the seas are polluted with naturally-occurring 
  carbohydrates and sulfur compounds. There are also very 
  little heavy metals or similar valuable minerals. However, it 
  holds a vibrant if utterly alien biosphere, with some of these 
  sulfur- and silicone-based creatures reaching near-sentience. 
  Few of these entered the survey reports, which describe no
  more than "some silicone-based life" and a few points of 
  interest. 
  In 2148, the ‘Camelot’ class Corporate Liner Sirius 
  Diamond crash-landed on the world. The entire crew and all 
  of the Middle and High passengers died in the crash or soon 
  after. Much of the liner's cargo remains intact, containing the 
  dead passengers’ property and several mail drums and parcel 
  packs. A few of the ship's Low passengers have survived the 
  impact safely frozen in their berths which are powered by a 
  long-duration secondary emergency reactor. 
  122
  
  BETA HYDRI (SUBSECTOR K) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  1722
  Wa kabout (Ross 775)
  C546554-9
  S Ua
  Ag Ga Ni
  8/1/X
  Temp
  G
  M3V
  Fr
  1725
  Ross Station (Ross 780)
  D530331-9
  S
  De Lo Po
  0/0/-2
  Hot
  G
  M3V
  If
  1727
  Van Maanen (Van Maanen's Star)
  D510512-9
  S
  Ni
  0/0/X
  Frozen
  G
  WD
  If
  1729
  Black Sands (GL832)
  D520388-7
  S
  De Lo Po
  0/0/-1
  Frozen
  G
  M3V
  If
  1823
  EV Lacertae
  C100453-B
  Ni Va
  0/0/X
  Cold
  G
  M3V
  Fr
  1827
  Eta Cassiopeia
  E000411-8
  As Ni Va
  0/0/+1
  Hot
  G
  G3V K7V
  If
  1830
  Novaya Pechenga (82 Eridani)
  C885649-7
  M
  Ag Ga Ni
  6/4/X
  Hot
  G
  G5V BD
  If
  1924
  Nikkal (GL892)
  C675343-4
  S
  Ga Lo Lt
  5/0/X
  Temp
  G
  K3V
  Fr
  1925
  Pegasus (EQ Pegasi)
  C410523-8
  M S
  Ni
  0/0/-3
  Hot
  G
  M3V M4V
  Fr
  1929
  Dracul (GL33)
  C875344-8
  M S
  Ga Lo
  7/2/X
  Temp
  G
  K2V
  Fr
  2021
  New Chryse (GL849)
  C521411-9
  Ni Po
  0/0/X
  Temp
  G
  M3V
  Ov
  2022
  Fomalhaut VI
  C8A5384-9
  S R
  Fl Lo
  1/0/X
  Hot
  G
  A3V
  Ov
  2026
  Beta Hydri III
  B563686-A
  M N S Ua
  Ni
  6/8/X
  Temp
  G
  G2V
  Fr
  2026
  Hydri Belt
  C000586-A
  As Ni Va
  0/0/-1
  Frozen
  Fr
  2027
  Snowball (Mu Cassipeia)
  C737311-5
  S
  Lo
  5/3/X
  Frozen
  G5V M5V
  Fr
  2028
  107 Piscium
  X510000-0
  Ba
  0/0/X
  Temp
  G
  K1V
  Fr
  2030
  Thyestes (HR 753)
  D687531-5
  Ag Ga Lt Ni
  7/5/X
  Temp
  G
  K3V M3V M7V
  Fr
  2123
  Hubbert (GL884)
  D789551-6
  Ni
  3/2/X
  Temp
  G
  K5V
  Ov
  2125
  Chelomei (GL1289)
  E200222-8
  Lo Va
  0/0/X
  Temp
  G
  M4V
  Fr
  2127
  Zeta Tucanae
  E000342-8
  As Lo Va
  0/0/-1
  Temp
  G
  F9V
  Fr
  2129
  Rho Eridani
  E4A0321-8
  Lo
  0/0/X
  Temp
  G
  K2V K3V
  Fr
  2221
  Marcos (NSSC 2221)
  C310322-9
  S
  Lo
  0/0/X
  Temp
  G
  M2V
  Ov
  2224
  Apep (NSSC 2224)
  E743431-6
  Ni Po
  1/0/X
  Hot
  G
  K6V M2V
  Ov
  2226
  Xiuhcoatl (NSSC 2226)
  C5A0421-A
  De Ni
  2/1/X
  Roast
  G
  M0V
  Fr
  2227
  Svoboda (NSSC 2227)
  C100321-8
  S
  Lo Va
  0/0/X
  Temp
  G
  M0V
  Fr
  2229
  Pigulim (HR511)
  E4A2333-8
  De Fl Lo
  1/0/X
  Temp
  G
  K0V
  Fr
  2230
  Pantethys (NSSC 2230)
  C86A621-9
  Ni Wa
  5/3/X
  Cold
  G
  K5V
  Fr
  2230
  Panlythos (NSSC 2230)
  E200300-8
  Lo Va
  0/0/X
  Roast
  Fr
  2321
  Clytemnestra (NSSC 2321)
  D545520-6
  Ag Ga Ni
  7/4/+1
  Temp
  G
  K4V
  Ov/A
  2322
  NSSC 2322
  X4A0000-0
  Ba De
  0/0/+1
  Temp
  G
  M6V
  Ov/A
  2323
  Hideout (NSSC 2323)
  X653100-2
  Lo Po
  A/3/X
  Temp
  G
  K9V M0V
  Ov/A
  2324
  New Moonsmouth (NSSC 2324)
  X733000-0
  Uh
  Ba Po
  9/0/X
  Temp
  M2V
  Ov
  2325
  Alrai
  C668586-8
  M S
  Ag Ga Ni
  A/4/X
  Cold
  G
  K1V M4V
  Ov
  2326
  NSSC 2326
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  M1V
  Ov/A
  2328
  54 Piscium I
  X8A4000-0
  Uh
  Ba Fl
  A/1/-1
  Hot
  G
  K0V BD
  Ov/A
  2329
  Jiaolong (NSSC 2329)
  E85A411-7
  Lt Ni Wa
  A/8/X
  Temp
  G
  K2V M3V
  Ov
  2423
  Nantosuelta (51 Pegasi)
  D684574-8
  S
  Ag Ga Ni
  A/7/+2
  Temp
  G
  G2IV
  Ov
  2426
  Cerberus (85 Pegasi)
  E789285-8
  Lo
  3/8/X
  Temp
  G
  G5V K7V
  Ov
  2427
  Glenn's Memorial (NSSC 2427)
  C310441-8
  M S
  Ni
  0/0/+2
  Temp
  G
  K5V K7V
  Ov
  2430
  Chantico (NSSC 2430)
  E696252-7
  Ga Lo
  3/0/X
  Hot
  G
  K9V
  Ov
  123
  
  124
  
  SPINOZA 
  While Spinoza subsector has been surveyed in its entirety, 
  only the Spinward quarter of this subsector has been settled, 
  and even then these few settlements are mostly Outer Veil 
  colonies in the early stages of their development. The 
  subsector is bisected by the Abnoba-Pirithous Jump 2 gap, 
  creating two distinct reaches of the Outer Veil into the 
  unsettled reaches of space, one centered around the official 
  capital of Spinoza and the other around the de-facto regional 
  capital of Heraclitus. 
  Government presence this far from Earth is minimal, with 
  the military presence strictly limited to the capital at Spinoza, 
  and chaos, anarchy and piracy reigning everywhere else. The 
  Science Commission has a slightly wider presence, with 
  advanced bases on Iota Piscium, Heraclitus and Mushiki; but 
  even these bases are relatively small. 
  The subsector include the ‘civilised’ (just barely so) capital 
  of Spinoza; the habitable worlds of Pirithous, Spinoza, 
  Abnoba, Beta Ceti, NSSC 2825, Aesara, Tito, Alpha 
  Phoenicis, NSSC 3027, Epiphany, NSSC 3122, NSSC 3127 
  and GL9028; the more-or-less stable anarchy of Kropotkin;
  and Ascraeus Civilisation sites on Kropotkin and Alpha 
  Pegasi. 
  Spinoza is split into two large mains and a smaller cluster. 
  The Spinoza Main, dominating most of the Coreward-Trailing 
  portion of the subsector, connects to a few worlds in the 
  Rimward edge of Nueva Vilcabamba subsector; the Heraclitus 
  Main fills most of the Rimward-Trailing part of the subsector 
  and connects to the Upsilon Andromedae Main in Upsilon 
  Andromedae to the Rimward; and the Iota Piscium cluster in 
  the Spinward part of the subsector connects to the Avanim 
  Main in Avanim subsector to Spinward.
  2622 Spinoza B667553-A 
  Spinoza is a very habitable world. Its gravity, atmospheric 
  pressure and atmospheric composition are pleasant to human 
  colonists, and it also has a level of humidity similar to that of 
  Earth. Last but not least, it possesses an extensive biosphere 
  which is relatively compatible (though not fully so) with Earth 
  life. Due to these reasons, while the world was first settled 
  only 19 years ago, in 2140, its population has already reached 
  more than 300,000 colonists, and it is likely to pass the one-
  million mark within a decade or two. 
  Due to rapid development and the massive government 
  investment in its colonies, Spinoza looks more like a 
  construction site than a ‘finished’ colony world. FEconA owns 
  most of the rapidly-growing local economy, and many of the 
  local services are heavily subsidised by the FNH government 
  to stimulate the fastest possible rate of colonial growth. This 
  makes the local FEconA administrators a power to be 
  reckoned with and they have a major say in most of the 
  colonial administration’s decision-making processes. 
  The largest local industry is construction; secondary 
  industries include mining and raw material manufacturing. The 
  local agricultural sector is relatively large, supplying food and 
  other consumables for the ever-growing population. A heavy 
  military presence (at least in terms of this backwater 
  subsector) is also felt on Spinoza, with a large Navy base and 
  a sizable Marine advanced base. 
  2726 Abnoba E557283-8 
  Aptly named after a Gaulish goddess of forests and rivers, 
  Abnoba's tropical and temperate zones are heavily forested, 
  albeit by alien forests where the trees share more biological 
  characteristics with Terran fungi than with plants. Unlike Earth 
  mushrooms, 
  these 
  mushroom-trees 
  do 
  perform 
  photosynthesis, contributing to the atmospheric oxygen. The 
  soil and atmospheric composition suits Earth plants well, 
  allowing the colonists to engage in open-air agriculture.  
  Abnoba is a very young Government Colonisation Project, 
  begun in December 2157. Though the population is limited to 
  800 colonists mostly living near the makeshift starport, the 
  colonial administration runs the colony ‘by the book’, while 
  allowing a significant amount of freedom for the settlers. 
  Government investment in this project means that Abnoba 
  receives relatively high-tech gear for such a small and new 
  colony, as most capital investments are subsidised by the 
  Colonial Commission and supplied with FEconA-made TL 8
  equipment. 
  The main threat to Abnoba comes from its proximity to the 
  unsanctioned colony of Teach's Folly, a pirate port-of-call and 
  raider base. While the raiders have kept themselves busy 
  robbing Aesara and Beta Ceti, it is only a matter of time until 
  they try their hand at lightly defended Abnoba. 
  125
  
  SPINOZA (SUBSECTOR L) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  2521
  Shalhevet
  C200231-9
  Ba Va
  0/0/-1
  Roast
  G
  K1V M2V
  Ov
  2524
  Iota Piscium
  D310132-8
  S
  Lo
  0/0/X
  Temp
  F7V
  Ov
  2525
  Pirithous (NSSC 2525)
  E957220-5
  Ga Lo Lt
  3/7/X
  Temp
  G
  K7V
  Ov/A
  2526
  NSSC 2526
  X100000-0
  Ba Va
  0/0/+1
  Temp
  G
  K2V M4V M6V
  Ex
  2529
  Heraclitus (NSSC 2529)
  C3A0421-9
  S
  De Ni
  2/0/-3
  Frozen
  G
  BD
  Ov
  2621
  Hypatia (NSSC 2621)
  C747553-9
  R
  Ag Ga Ni
  8/3/+1
  Temp
  G
  K5V
  Ov
  2622
  Spinoza (NSSC 2622)
  B667553-A
  M N S
  Ag Ga Ni
  A/7/X
  Temp
  G
  K7V M3V
  Ov
  2624
  NSSC 2624
  X401000-0
  Ba Ic Va
  0/0/X
  Temp
  M7V
  Ex
  2629
  NSSC 2629
  X4A0000-0
  Ba De
  5/0/X
  Hot
  G
  M1V BD
  Ov
  2721
  Pythagoras (NSSC 2721)
  C9D8596-6
  Fl Ni
  7/1/+0
  Temp
  G
  K8V M1V
  Ov
  2722
  Cunitz (NSSC 2722)
  E000100-9
  As Lo Va
  0/0/+0
  Temp
  G
  M5V
  Ov
  2726
  Abnoba (NSSC 2726)
  E557283-8
  Ga Lo
  9/3/+0
  Cold
  G
  K6V
  Ov
  2727
  Mush ki (GL3021)
  D695231-7
  S
  Ga Lo
  8/6/X
  Hot
  G
  G6V
  Ov
  2728
  Beta Ceti
  E569242-2
  Lo Lt
  2/4/X
  Temp
  G
  K0III
  Ov
  2730
  Kropotkin (NSSC 2730)
  D310420-8
  Ua
  Ni
  0/0/X
  Temp
  G
  M1V M8V
  Ov/A
  2821
  NSSC 2821
  X310000-0
  Ba
  0/0/-1
  Hot
  G
  M8V
  Ex
  2825
  NSSC 2825
  XA8A100-1
  Lo Lt Wa
  6/3/X
  Temp
  K3V M8V
  Ex
  2829
  Aesara (NSSC 2829)
  C683474-9
  Ni
  6/9/+0
  Roast
  G
  K7V
  Ov/A
  2830
  Tito (NSSC 2830)
  C66A484-8
  Ni Wa
  5/5/X
  Temp
  G
  K2V
  Ov
  2921
  NSSC 2921
  X87A000-0
  Ba Wa
  4/4/+1
  Temp
  G
  K4V
  Ex
  2922
  NSSC 2922
  XA7A000-0
  Ba Wa
  A/0/X
  Cold
  G
  K7V M3V
  Ex
  2924
  NSSC 2924
  X4A0000-0
  Ba De
  5/0/X
  Temp
  G
  M5V BD
  Ex
  2925
  NSSC 2925
  X500000-0
  Ba Va
  0/0/X
  Temp
  G
  K2V
  Ex
  2926
  NSSC 2926
  X674000-0
  Ba Ga
  9/1/+2
  Temp
  G
  K9V
  Ex
  2927
  NSSC 2927
  X310000-0
  Ba
  0/0/-4
  Frozen
  BD
  Ex
  2928
  Teach's Folly (NSSC 2928)
  C721220-7
  P
  De Po
  2/0/X
  Frozen
  M2V
  Ex
  2929
  NSSC 2929
  X310000-0
  Ba
  0/0/X
  Hot
  G
  M3V
  Ex
  3021
  NSSC 3021
  X410000-0
  Ba
  0/0/X
  Hot
  G
  M7V
  Ex
  3022
  NSSC 3022
  X695000-0
  Ba Ga
  3/3/+2
  Cold
  G
  K6V M9V
  Ex
  3024
  NSSC 3024
  X3A0000-0
  Ba De
  0/0/+1
  Hot
  G
  M6V M8V
  Ex
  3025
  NSSC 3025
  X200000-0
  Ba Va
  0/0/-1
  Roast
  G
  M2V M7V
  Ex
  3026
  Alpha Phoenicis
  X683000-0
  Ba
  6/0/-1
  Hot
  G
  K0III
  Ex
  3027
  NSSC 3027
  X856000-0
  Ba Ga
  8/4/-1
  Temp
  G
  K3V M4V
  Ex
  3029
  Epiphany (NSSC 3029)
  X76A233-1
  Lo Lt Wa
  5/8/+0
  Cold
  G
  K5V K9V
  Ex
  3121
  Newer Lanark (NSSC 3121)
  X310000-0
  Uh
  Ba
  0/0/X
  Temp
  K8V M0V
  Ex
  3122
  NSSC 3122
  X568000-0
  Ba Ga
  4/4/X
  Temp
  G
  M1V BD
  Ex
  3125
  NSSC 3125
  X994000-0
  Ba Ga
  8/3/X
  Roast
  G
  M1V
  Ex
  3126
  HD142
  X992000-0
  Ba
  6/4/X
  Roast
  G
  G1IV
  Ex
  3127
  NSSC 3127
  X685000-0
  Ba Ga
  7/4/+0
  Hot
  K7V M3V
  Ex
  3128
  NSSC 3128
  X310000-0
  Ba
  0/0/X
  Temp
  G
  K7V M0V
  Ex
  3222
  Alpha Pegasi
  X000000-0
  Ua
  As Ba Va
  0/0/+2
  Roast
  A0IV
  Ex
  3225
  NSSC 3225
  X100000-0
  Ba Va
  0/0/X
  Frozen
  G
  K8V M9V
  Ex
  3229
  GL9028
  X98A000-0
  Ba Wa
  A/8/+0
  Temp
  G
  G5V
  Ex
  126
  
  127
  
  MAT ZEMLYA 
  Mat Zemlya is a relatively backwater subsector, until 
  recently it has been bypassed by the major colonial thrusts in 
  neighboring Aningan and New Detroit subsectors. In 2151 a
  push for expansion began, launching two new ‘arms’ of 
  settlement into the unsettled reaches of the subsector. As a 
  result, only a narrow strip of worlds in the Trailing-Coreward 
  part of the subsector belongs to the Far Intermediate and the 
  Frontier, while most of Mat Zemlya subsector is Outer Veil or 
  unsettled (but explored) space. Government presence is 
  considerable in the Coreward parts of this subsector despite 
  its former backwater status, with Naval bases on Mat Zemlya 
  and Novi Magnitogursk, Marine bases on Met Zemlya, Novi 
  Kerch and Schrier's Memory, and a number of Science 
  Commission bases in the subsector. 
  The subsector includes a 'virgin' Monument Builders site at 
  NSSC 0339; Ascraeus Civilisation ruins on 11 Leonis Minoris 
  and NSSC 0434; the huge, dead hulk of a starship of 
  unknown origin crashed on Risar; the three mountain-top 
  islands peeking out of Three Peak's noxious atmosphere; and 
  the fully habitable worlds of Novi Magnitogorsk, Maximon, 
  United Harmony, Schrier's Memory and Dunayevskaya. 
  Mat Zemlya's astrography is dissected into three large 
  clusters: the Novi Magnitogursk main filling the Coreward half 
  of the subsector and connecting to the Shenlong Main in 
  Aningan subsector; the Risar Cluster in the Trailing part of the 
  subsector connecting to the Capella Main in New Detroit, and 
  the uninhabited Beta Carina cluster in the Spinward-Rimward 
  corner. The subsector capital of Mat Zamlya belongs to its 
  own tiny cluster with Novi Kerch, connecting to the Aningan 
  Reach in Aningan subsector to Coreward, as well as to the 
  New Detroit Cluster in New Detroit subsector to Trailing. 
  0436 Schrier's Memory C666364-9 
  Schrier's Memory is a hellhole. Barely more than a 
  thousand Marines, support personnel and a few civilians live 
  here, at the very edge of known space, a month of Jump 2
  travel away from the relative civilisation of the capital. Little 
  happens on this remote outpost but its presence serves as a 
  deterrent against piracy or Secessionist sedition in this lightly-
  settled area of space. 
  Most of Schrier's Memory's population of Marines and a 
  few civilian settlers live in or near a single military base by the 
  starport. A few homesteaders have decided to settle in the 
  world's wild outback, far from the Marine Corps' protection. 
  Almost the entire economy revolves around the military base; 
  nearly all of the civilian colonists provide services to the base 
  or to off-duty soldiers, from fresh vegetables to the only bar in 
  town to hang around in after work. 
  The world itself is almost a paradise. Gravity is a bit lower 
  than Earth's standard and the world is slightly dry, but the 
  atmosphere is perfectly breathable, local life is mostly 
  compatible with earth organisms, and the cool climate in the 
  main settled region is very comfortable. 
  Closer to the poles, however, the world is very, very cold, 
  with vast tracts of boreal forests and tundra still almost 
  unexplored by Humanity. 
  0831 Mat Zemlya B677786-B 
  Settled in 2119, Mat Zemlya was a typical ‘landgrab’
  colony: five thousand colonists hastily recruited from Russia's 
  crowded slums, sent to what was then a remote world to 
  stake a claim for Nemawashi Incorporated and reserve it for 
  future development. Almost nothing was built on it other than 
  the basic facilities needed to house the few colonists and 
  even these installations were minimal to save costs. 
  When the Space Crash came in 2125, Nemawashi cut its 
  losses and concentrated on worlds closer to Earth. Overnight 
  the colonists were stuck with dwindling supplies, failing life-
  support systems and no way to get off-world. One by one the 
  atmospheric processors failed, condemning thousands to 
  death. When the newly-established FNH government came to 
  Mat Zemlya in 2131, they found ten survivors hiding in the last 
  functional dome; the rest have died from CO2 poisoning. 
  Despite its tragic past, the FNH moved quickly to develop 
  the world, which was both very suitable for agriculture (as 
  plants have a much higher tolerance to CO2 than mammals) 
  and located in an important transit point. In 2134 it was 
  declared subsector capital; soon after, colonists flocked to this 
  world, drawn by the rapidly-developing economy and the 
  growing number of jobs it provided. Now, it is a well-populated 
  Far Intermediate world, capable of producing TL 11 high-tech 
  equipment and providing a good standard of living; few things 
  remain from the ill-fated original colony, save for a monument 
  near the starport at the mass-graves of the original colonists. 
  0838 Risar E200272-9 
  Risar and its neighbor Delta Gemini are isolated colonies in 
  the far Rimward part of Mat Zemlya subsector, more 
  connected to the advance colonies of New Detroit than to 
  anything in Mat Zemlya. Risar itself is an airless rock similar in 
  size to Luna, but much richer in heavy metals and 
  radioactives, making it a potentially good location for mining 
  and, in the future, heavy industry. 
  In the early 2150s two independent mining outfits and a 
  one mining colony owned by TYC were set up. So far the 
  colonies are quite small and the majority of their activity is
  around prospecting and claim-staking rather than actual 
  mining. The official colonial government controls little but the 
  tiny starport, and each mining operation essentially governs 
  itself. 
  This small rock-ball holds a secret, so far undetected by 
  the prospectors: the kilometer-long hulk of a crashed starship 
  of unknown origin, lying bisected on the floor of a crater. It 
  does not belong to the Ascraeus Civilisation or the Monument 
  Builders, and nor is it human in origin. It is a mystery that 
  might, one day, be uncovered from its fragmentary data-core, 
  resting in the nearly-intact command center. 
  128
  
  MAT ZEMLYA (SUBSECTOR M) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG 
  Stars 
  Area 
  0134
  36 Ursae Majoris
  X400000-0
  Ba Va
  0/0/+0
  Hot
  G
  F8V
  Ex
  0135
  NSSC 0135
  X300000-0
  Ba Va
  0/0/+0
  Temp
  G
  K7V
  Ex
  0136
  Nueva Catalonia (NSSC 0136)
  C410420-9
  S
  Ni
  0/0/X
  Temp
  G
  K7V BD
  Ov
  0137
  NSSC 0137
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  M2V
  Ex
  0231
  Novi Magnitogorsk (20 Leonis Minoris)
  B663584-A
  N
  Ni
  9/7/+1
  Temp
  G
  G1V
  Fr
  0234
  Maximon (NSSC 0234)
  C751574-9
  S
  Ni Po
  4/6/+1
  Hot
  G
  K5V
  Ov
  0236
  Liberta (Iota Ursae Majoris)
  D310300-9
  Lo
  0/0/+0
  Temp
  G
  A7IV
  Ov
  0238
  NSSC 0238
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  M4V BD
  Ex
  0239
  Beta Carina
  X000000-0
  Ba Va
  0/0/X
  N/A
  A1III
  Ex
  0332
  United Harmony (Pi Ursae Majoris)
  C552454-6
  Ni Po
  9/4/X
  Cold
  G
  G1V
  Fr
  0334
  Three Peaks (NSSC 0334)
  C8D3373-9
  S
  Fl Lo
  6/2/+0
  Hot
  G
  K5V M4V
  Ov/A
  0336
  Theta Ursae Majoris
  X534000-0
  Ba
  1/2/X
  Cold
  G
  F6V M6V
  Ex
  0339
  NSSC 0339
  X100000-0
  Um
  Ba Va
  0/0/-1
  Temp
  G
  M0V M5V
  Ex
  0340
  Delta Vela
  X000000-0
  Ba Va
  0/0/-1
  N/A
  A1V
  Ex
  0431
  Alula
  C000511-9
  As Ni Va
  0/0/+0
  Cold
  F9V G3V M3V BD
  Fr
  0432
  11 Leonis Minoris
  X200000-0
  Ua
  Ba Va
  0/0/+1
  Hot
  G
  G8V M5V
  Ov/A
  0433
  Liberty's Fruits (NSSC 0433)
  E546342-7
  Ga Lo
  6/3/X
  Temp
  G
  K4V
  Ov
  0434
  NSSC 0434
  X4A0000-0
  Ua
  Ba De
  0/0/-1
  Temp
  G
  K8V M0V
  Ex
  0436
  Schrier's Memory (47 Ursae Majoris)
  C666364-9
  M
  Lo Ni
  7/8/+0
  Cold
  G
  G1V
  Ov
  0439
  Xi Gemini
  X776000-0
  Ba Ga
  7/6/+1
  Hot
  G
  F5IV
  Ex
  0532
  Gliese's World (GL357)
  C300431-A
  S
  Ni Va
  0/0/X
  Temp
  G
  M2V
  Fr
  0533
  Lakhish (NSSC 0533)
  D300331-A
  Lo Va
  0/0/X
  Temp
  M3V
  Fr
  0535
  Stopover (NSSC 0535)
  C554231-9
  Ga Lo
  A/5/-1
  Frozen
  G
  G8V M4V
  Ov
  0536
  Dunayevskaya (NSSC 0536)
  E665221-3
  Ga Lo Lt
  8/6/+0
  Temp
  G
  K6V M7V
  Ov
  0538
  NSSC 0538
  X310000-0
  Ba
  0/0/X
  Cold
  M1V
  Ex
  0634
  Ladon (NSSC 0634)
  C310283-8
  Uh
  Lo
  0/0/X
  Cold
  G
  M4V M7V
  Ov
  0635
  NSSC 0635
  X411000-0
  Ba Ic
  0/0/-1
  Temp
  G
  M3V
  Ex
  0637
  Castor
  X000000-0
  Ba Va
  0/0/X
  N/A
  A1V A2V A2V A5V
  Ex
  0638
  Gamma Gemini
  X000000-0
  Ba Va
  0/0/X
  N/A
  A1IV
  Ex
  0731
  Novi Kerch (SFT1321)
  C949485-8
  M
  Ni
  5/2/+1
  Temp
  K7V M0V
  If
  0733
  Black Winds (NSSC 0733)
  C310496-8
  Ni
  0/0/+0
  Temp
  G
  M7V
  Fr
  0734
  Mutual Balance (NSSC 0734)
  E99A222-6
  Lo Wa
  7/1/X
  Temp
  G
  K4V
  Fr
  0736
  Echidna (GL302)
  E578212-6
  Ga Lo
  6/0/X
  Temp
  G
  G5V
  Ov
  0739
  Delta Gemini VI
  E5322A8-7
  Lo Po
  1/2/+1
  Temp
  F0IV
  Ov/A
  0831
  Mat Zemlya (LHS2090)
  B677786-B
  M N S
  Ag Ga
  9/5/+2
  Temp
  M6V
  If
  0831
  Zilyonaya Voda (LHS2090)
  D5AA566-B
  Fl Ni
  3/1/X
  Frozen
  If
  0835
  Pollux
  E84A200-9
  Lo Wa
  3/0/X
  Temp
  G
  K0III
  Ov/A
  0838
  Risar (NSSC 0838)
  E200272-9
  Ux
  Lo Va
  0/0/X
  Hot
  G
  M2V M9V
  Ov/A
  0839
  NSSC 0839
  X6A0000-0
  Ba De
  0/0/+0
  Temp
  G
  M7V
  Ex
  129
  
  130
  
  NEW DETROIT 
  Situated directly Rimward of Sol subsector, New Detroit is 
  a well-developed subsector with a significant number of Far 
  Intermediate and Frontier worlds and only a small number of 
  unsettled worlds. It has two major Naval bases in its 
  Coreward area, but local government presence is less 
  extensive than in neighboring but less developed Mat Zemlya. 
  The subsector includes the brand new class A starport at 
  New Detroit, the subsector capital; the rich asteroid belt of 
  Lambda Aurigae; a large Monument Builder site on QY 
  Aurigae (studied by the Aurigae facility); a ruined Ascraeus 
  Civilisation factory complex on Bolotnikov; and the habitable 
  worlds of Xenophon, New Detroit, Alpha Mensae, Maayanot, 
  Gamma Leporis and Bolotnikov. Speck is the site of a recent, 
  major tragedy: its entire population died in 2158 from a 
  mysterious plague of unknown origin, and is now under FNHN 
  quarantine. 
  New Detroit has two large rifts, the Coreward New Detroit 
  Rift and the Rimward New Detroit Rift. These empty areas 
  divide the Far Intermediate from the Frontier worlds and the 
  Frontier worlds from the Outer Veil colonies; the latter worlds 
  are only reachable through a Jump 2 route via Erebus and 
  Atra-Hasis, or by a longer route going through the Outer Veil 
  colonies of neighboring Mat Zemlya and Rana subsectors. 
  The subsector has four main clusters of stars: the New 
  Detroit Cluster to Spinward-Coreward connecting to the Mat 
  Zemlya Cluster in Mat Zemlya subsector to Spinward; the Bad 
  Vibe Reach in the Trailing-Coreward part of the subsector, 
  which is connected to Rana in Rana subsector to Trailing; the 
  Gernsback Cluster in the Trailing area of the subsector; and 
  the Capella Main, filling the entire Rimward third of the 
  subsector and connecting to the Risar Cluster in Mat Zemlya 
  to Spinward, as well as to the Magna Mater main in Rana to 
  Trailing. 
  1132 New Detroit A558787-B/ 
  While New Detroit was settled in 2101, at the roaring 
  height of the Space Rush, it was far more than a ‘landgrab’
  colony. The Barnard Conglomerate, its founding corporation, 
  invested in the mineral-rich world and developed it as a 
  potential heavy-industry site on what was then the high 
  frontier. 
  By the mid-2120s it already boasted a significant industrial 
  base, centred on mining and metal processing, with a 
  population exceeding 500,000. The 2125 Space Crash saw 
  the closure of most mines and plants, creating massive 
  unemployment, but the habitable conditions on this world kept 
  almost the entire population alive despite the Crash. After the 
  Civil War, the FNH government nationalised the majority of 
  the closed facilities and began running them as part of 
  FEconA. 
  In addition to designating the world as subsector capital, 
  the FNH also utilised its industrial infrastructure to develop 
  local ship-building capabilities for its fleets. Together with 
  Rana, New Detroit is one of the only two worlds outside Sol 
  subsector with class A starports. With a population of 60
  million, it has a significant ship-building capacity. 
  1438 Strange Echoes X201000-0 
  Strange Echoes is a strange world. This small, icy moon 
  orbits the system's only planet, a particularly large gas-giant, 
  in an eccentric, retrograde orbit. Its colouration is uncommon 
  with its green and bluish ice cut by strips of dirty white ice. 
  Odd rocks jut out of the ice at even odder angles, breaking 
  the flowing contours of the icy surface. Other than weird 
  topography and unusual ice formations (some of which have 
  potential scientific value), this world had very little to offer 
  prospective colonist; but this did not stop a recent group of 
  colonists from trying to settle there. 
  The small Echo Foundation filed a formal colonisation 
  request with the FNH in 2149, and received a colonial licence
  in 2150. Using a chartered 600-ton Medved class freighter in
  early 2152 they set out to colonise the world, carrying fifty 
  colonists with habitats and equipment. Colonial development 
  went well, as some private research funds found the world to 
  be of scientific interest, leading to a donation to the Echo 
  Foundation. By 2158 the colony had a population of 600 with 
  plans to expand the outpost into a fully-fledged research 
  base. 
  On 06 December 2158 something happened. A passing 
  Science Commission scout vessel tried to hail the Strange 
  Echoes colony in preparation for landing and refueling; they 
  received no answer. When the scout landed it found the entire 
  colony to be devoid of human life, with no sign of the 
  colonists. An inquiry by the Justice Commission found no 
  evidence of an attack or of life-support failure - the base was 
  in a perfect condition. To date, no one knows what happened 
  to the colonists. 
  131
  
  NEW DETROIT (SUBSECTOR N) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  0932
  Tacitus (Ross 619)
  C200595-B
  R
  Ni Va
  0/0/X
  Temp
  G
  M4V
  If
  0937
  NSSC 0937
  X633000-0
  Ba Po
  6/6/+0
  Temp
  G
  K3V
  Ex
  0940
  NSSC 0940
  X8A5000-0
  Ba Fl
  6/4/X
  Temp
  M1V
  Ex
  1031
  Orthrus (YZ Canis Minoris)
  B636685-B
  N S
  Na Ni
  4/4/X
  Temp
  G
  M4V
  If
  1031
  Erytheia (YZ Canis Minoris)
  C301365-B
  Lo Ic
  0/0/X
  Temp
  If
  1033
  Tomorrow's Promise (GL293)
  B412658-B
  Ic Na Ni
  0/0/-3
  Frozen
  G
  DQ9
  If
  1037
  Xenophon (NSSC 1037)
  C556412-7
  Ga Ni
  7/3/+0
  Temp
  G
  K6V
  Ov
  1038
  Beta Aurigae
  E510286-8
  Lo
  0/0/X
  Temp
  G
  A7V
  Ov
  1039
  Klipa (NSSC 1039)
  C300111-9
  R
  Lo Va
  0/0/X
  Temp
  G
  M3V
  Ov
  1040
  Alpha Pictoris
  X400000-0
  Ba Va
  0/0/X
  Temp
  A6V
  Ex
  1132
  New Detroit (Wolf 294)
  A558787-B
  M N S
  Ag Ga
  7/4/X
  Temp
  G
  M3V
  If
  1133
  Aurigae Facility (QY Aurigae)
  C200396-9
  S R Um
  Lo Va
  0/0/X
  Temp
  G
  M4V M9V
  If
  1135
  Erebus (GL250)
  D6A5552-8
  S
  Fl Ni
  9/0/X
  Temp
  M2V M3V
  Fr
  1138
  Purity (NSSC 1138)
  DADA433-9
  S
  Fl Ni
  1/1/+0
  Temp
  G
  K7V M3V
  Ov/A
  1140
  NSSC 1140
  X6A0000-0
  Ba De
  2/0/+0
  Roast
  G
  M9V BD
  Ex
  1236
  Atra-Hasis (NSSC 1236)
  D400654-8
  S
  Na Ni Va
  0/0/X
  Temp
  G
  K3V
  Fr
  1237
  Alpha Mensae
  E577441-7
  P
  Ga Ni
  6/5/X
  Temp
  G
  G5V
  Fr/A
  1333
  New Ballarat (GL233.2)
  C510577-A
  S
  Ni
  0/0/X
  Frozen
  G
  WD
  Fr
  1335
  Chi Orionis
  E000384-8
  As Lo Va
  0/0/+2
  Temp
  G0V M6V
  Fr
  1338
  Eta Leporis
  X200000-0
  Ba Va
  0/0/X
  Cold
  G
  F1V
  Ov/A
  1339
  Maayanot (NSSC 1339)
  D883253-3
  Lo Lt
  5/9/X
  Hot
  G
  K2V
  Ov
  1431
  Maat (Luyten 1723)
  D200413-A
  S
  Ni Va
  0/0/X
  Temp
  G
  M4V
  If
  1434
  Gamma Leporis
  D669596-4
  Lt Ni
  6/3/X
  Temp
  G
  F7V K2V
  Fr
  1437
  Novi Krondstadt (111 Tauri)
  E747200-4
  Ga Lo Lt
  6/7/+0
  Temp
  G
  F8V
  Ov/A
  1438
  Strange Echoes (NSSC 1438)
  X201000-0
  Uh
  Ba Va
  0/0/X
  Temp
  G
  M4V BD
  Ov/A
  1440
  Pi Mensae
  X797000-0
  Ba Ga
  A/0/X
  Temp
  G
  G1IV
  Ex
  1531
  Bad Vibe (Stein 2051)
  C513598-9
  Ic Ni
  0/0/X
  Frozen
  G
  M4V WD
  If
  1534
  Gernsback (GL183)
  B732551-9
  Ni Po
  7/6/+0
  Cold
  G
  K4III
  Fr
  1537
  Capella VII
  C896510-8
  Ag Ga Ni
  4/6/+2
  Hot
  G0III G5III M2V M4V
  Ov
  1538
  NSSC 1538
  X4A0000-0
  Ba De
  0/0/+1
  Hot
  G
  K4V
  Ex
  1632
  Bolotnikov (Pi 3 Orionis)
  C661541-8
  R Ua
  Ni
  7/6/+2
  Hot
  G
  F6V
  Fr
  1636
  Lambda Aurigae III
  C846511-7
  Ag Ga
  4/3/+3
  Temp
  G
  G1IV
  Ov
  1638
  Speck (NSSC 1638)
  X100000-0
  Uh
  Ba Va
  0/0/-1
  Temp
  M2V M3V M5V
  Ov/R
  1639
  NSSC 1639
  X790000-0
  Ba De
  8/0/X
  Roast
  G
  K8V
  Ex
  1640
  Beta Pictoris
  X5A4000-0
  Ba Fl
  7/3/X
  Temp
  A5V
  Ex
  132
  
  133
  
  RANA 
  Rana subsector spans many Areas, from the Far 
  Intermediate comforts of Rana itself to the unexplored Algol 
  system in the far Trailing-Rimward corner of the subsector. 
  Worlds in this subsector vary considerably in their population 
  sizes and levels of development, from 90 million on Rana to 
  30 on Epsilon Reticuli V. Government presence varies from 
  major military bases in the well-developed Spinward-
  Coreward area to almost no presence to Rimward. 
  The subsector includes the mineral-rich, pirate-infested 
  Freeman's Belt; the habitable worlds of Panta Rhei, Fenja, 
  Theta Persei VI, Zeta Reticuli 2 II, New Canaan, Aldebaran II, 
  Delta Trianguli IV, Magna Mater, Cybele and Cethlenn; and a 
  large number of Ascraeus Civilisation sites. 
  Rana is split into two large mains. The Democritus Main 
  spans most of the Coreward half of the subsector and 
  connects to the Upsilon Andromedae Main in Upsilon 
  Andromedae subsector to Trailing; the Magna Mater Main 
  includes most star-systems in the Rimward part of the 
  subsector and connects to the Capella Main in New Detroit to
  Spinward. The subsector capital of Rana is separated from 
  both mains but connected by a Jump 1 link to Bad Vibe 
  Reach in New Detroit to Spinward. 
  1731 Rana A777784-B 
  Rana, the subsector capital, is a fertile world with an 
  almost breathable atmosphere, tainted by a level of CO2
  slightly above the human tolerance but perfect for plant life. 
  Agriculture is a major part of the world's economy. Rana was 
  colonised in 2105 by Hydracorp as a potential mass-scale 
  agri-business venture. Growing exotic crops for export, its 
  population grew from 100 in 2105 to 100,000 in 2125, making 
  it one of the company's most successful colonies. 
  With the Space Crash, Hydracorp faced bankruptcy 
  overnight. Without off-world nutrient shipments the population 
  had to re-balance the crops for local consumption in order to 
  avert famine. While the colonists had the expertise to do so 
  quickly and efficiently, local corporate management held on
  tightly to its export-crop greenhouses, even though there was 
  hardly a market in the Core. The colonists then seized the 
  greenhouses by force and now operate them for local needs. 
  The ISTO sent troops to reclaim the greenhouses and
  pacify the locals. This escalated into a prolonged guerilla war 
  between the small but high-tech ISTO forces and the 
  colonists. Fighting continued until 2130, when the colonists 
  gained a decisive victory. A year later, Rana was one of the 
  first worlds to sign the FNH Treaty. Today the majority of the 
  world's population is loyal to the FNH whilst retaining an 
  independent spirit that spurs the growth of several 
  Secessionist groups. 
  Today Rana is a well-developed world with a class A
  starport, a busy shipyard and the latest in technology. The 20 
  million population work in high-tech agriculture and related 
  fields such as biotechnology and robotics, though there is a 
  growing economy around the starport and space-based 
  industries. 
  When compared to less developed colonies Rana is a
  bastion of civilisation, though still far from that encountered in 
  the Core. 
  2036 Zipacna D411331-8 
  Officially Zipacna is listed as NSSC 2036, an uninhabited 
  rock-ball of middle-to-low interest on the far edge of the Outer 
  Veil. Survey records of 2146 show a very thin CO2-methane 
  atmosphere, CO2 and methane ice, and water ice near the 
  poles. No native life or heavy metal content was detected but 
  a certain amount of base metal deposits were found. 
  However, Zipacna has inhabitants. In 2152 a group of 
  Secessionists from the Rimward Fraction smuggled personnel 
  to Zipacna, setting up a rudimentary starport, basic colonial 
  facilities and a training camp. They intend to develop the 
  world into a Secessionist stronghold similar to Aldebaran, 
  from which they can launch raids and muster their forces for 
  the coming independence struggle of the rimward parts of 
  Rana. 
  The FNH government does not know of the Secessionist 
  outpost, but this is about to change. The adventure at the 
  back of this book deals with the discovery of Zipacna by a 
  team of Justice Commission agents and their subsequent 
  confrontation with the Secessionist. 
  2132 Meng Po D20056A-8 
  Meng Po is a lifeless rock, similar in size to Luna and,
  lacks life, significant minerals, or water ice. Apart from some 
  icy comets in far orbits it is the only object in the system.
  Colonised in 2122, it was viewed as a transit point along the 
  Democritus Main. 
  Meng Po has an 'active' Ascraeus Civilisation site, 
  containing still-operational machinery which is very dangerous 
  to approach but extremely valuable. As a result the world is 
  interdicted and protected by several Naval ships and three 
  Marine battalions. In reality there is relatively little danger. The 
  Navy and Marines are protecting a treasure-trove of 
  technology: an Ascraeus Civilisation ‘starship graveyard’ of
  hundreds of ships of various sizes and conditions. The military 
  and economic significance could be enormous and the FNH 
  keeps a tight lid on the xenoarcheological digs to ensure only 
  the government enjoys the benefits of this technology. 
  2137 NSCC 2137 X8C4000-0 
  Heavily contaminated by radioactive fallout, crumbling 
  Ascraeus Civilisation ruins still stand near many of the huge 
  craters on NSSC 2137. First surveyed by the Science 
  Commission in 2152, the world was designated a Red Zone in 
  2154 due to the highly radioactive environment. 
  Instead of the normal effects of an Insidious atmosphere, 
  every person or object receives 2d6 x 10 rads per hour on the 
  surface. Exploring the ruins is risky even with a vacc suit and 
  unshielded electronics will fail on the surface due to the 
  electro-magnetic effects of the radiation. Hardened equipment 
  is required at 200% of normal price and 150% of normal 
  weight. 
  134
  
  RANA (SUBSECTOR O) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  1731
  Rana (Rana II)
  A777784-B
  M N S
  Ag Ga
  5/5/X
  Cold
  G
  K0IV
  If
  1731
  Lyagushka (Rana I)
  C400584-B
  Ni Va
  3/0/X
  Hot
  If
  1734
  Nizoz (NSSC 1734)
  C4A0573-B
  De Ni
  2/0/X
  Temp
  K4V M0V M1V
  Fr
  1735
  Panta Rhei (NSSC 1735)
  E652273-8
  Lo Po
  1/6/X
  Temp
  K9V
  Ov/A
  1738
  Wisp (NSSC 1738)
  D310220-9
  Lo
  0/0/X
  Frozen
  G
  M8V
  Ov/A
  1832
  New Salvation (NSSC 1832)
  C4A1595-A
  S
  Fl Ni
  0/0/X
  Hot
  G
  K5V
  Fr
  1833
  Democritus (NSSC 1833)
  B300554-B
  M N
  Ni Va
  0/0/-4
  Hot
  G
  M6V BD
  Fr
  1836
  Novi Voronezh (NSSC 1836)
  E624231-7
  Lo
  0/0/X
  Cold
  G
  M1V
  Ov
  1837
  Freeman's Belt (58 Eridani)
  E000221-8
  P
  As Lo Va
  0/0/+3
  Cold
  G3V
  Ov/A
  1838
  NSSC 1838
  X7B0000-0
  Ba De
  0/0/X
  Roast
  G
  K6V M4V
  Ov/A
  1839
  Epsilon Reticuli V
  C534111-9
  R
  Lo
  3/4/X
  Frozen
  G
  K2IV WD
  Ov
  1933
  Qareen (NSSC 1933)
  C6B0421-9
  De Ni
  0/0/X
  Roast
  G
  M6V
  Fr/A
  1934
  Unseelee (NSSC 1934)
  E547484-6
  Ni
  B/3/X
  Cold
  G
  K1V K9V
  Ov
  1936
  NSSC 1936
  XAFA000-0
  Ba Fl
  2/0/+0
  Temp
  G
  K7V M7V
  Ex
  1938
  NSSC 1938
  X300000-0
  Ba Va
  0/0/+0
  Temp
  G
  K9V M2V
  Ex
  1940
  Beta Eridani
  X520000-0
  Ba De
  0/0/X
  Cold
  G
  A3IV
  Ex
  2032
  Kappa Ceti II
  C64A451-A
  Ni Wa
  8/5/+1
  Cold
  G
  G5V
  Fr
  2035
  Istiklal (NSSC 2035)
  E100252-9
  Lo Va
  0/0/X
  Hot
  G
  BD
  Ov
  2036
  Zipacna (NSSC 2036)
  D411331-8
  Ic Lo
  0/0/X
  Cold
  M5V
  Ex
  2132
  Meng Po (NSSC 2132)
  D20056A-8
  M S Ua
  Ni Va
  0/0/X
  Temp
  M7V M9V
  Fr/R
  2133
  Iota Persei III
  E97A252-4
  Lo Lt Wa
  7/4/X
  Temp
  G
  G0V
  Ov
  2134
  Balor's Belt (NSSC 2134)
  D000231-9
  As Lo Va
  0/0/+2
  Temp
  G
  K2V
  Ov
  2136
  Ptitsa (NSSC 2136)
  E8A6232-8
  Fl Lo
  6/5/-1
  Hot
  G
  M9V
  Ov
  2137
  NSSC 2137
  X8C4000-0
  Ua
  Ba Fl
  1/0/X
  Temp
  K6V M3V
  Ov/R
  2139
  NSSC 2139
  X200000-0
  Ba Va
  0/0/+1
  Cold
  G
  K0V
  Ex
  2140
  Fenja (NSSC 2140)
  X656000-0
  Uha
  Ba Ga
  7/4/+2
  Cold
  G
  K1V
  Ex
  2232
  Theta Persei VI
  C666532-8
  Ag Ga Ni
  5/8/+1
  Temp
  G
  F7V M1V
  Ov
  2233
  Zeta Reticuli 2 II
  D554411-4
  Ua
  Ga Lt Ni
  6/3/X
  Temp
  G
  G1V G2V
  Ov
  2236
  Nightshade (NSSC 2236)
  E400281-8
  Lo Va
  0/0/X
  Temp
  G
  K2V
  Ov
  2237
  New Canaan (NSSC 2237)
  D5666AA-6
  Ag Ga Ni
  5/3/+0
  Temp
  G
  K8V
  Ov
  2238
  Imprimatur (NSSC 2238)
  D200242-8
  Lo Va
  0/0/X
  Temp
  G
  M4V
  Ov
  2240
  Aldebaran II
  D564430-8
  P
  Ga Ni
  9/3/+1
  Temp
  G
  K5III M2V
  Ex
  2331
  Buarainech (GL86)
  X201000-0
  Uha
  Ic Ba Va
  0/0/-1
  Frozen
  G
  K1V WD
  Ov/A
  2332
  Delta Trianguli IV
  C782531-7
  Ni
  8/7/+0
  Hot
  G
  G0V K4V
  Ov
  2334
  Skratti (NSSC 2334)
  X400000-0
  Uh
  Ba Va
  0/0/+0
  Hot
  G
  M8V
  Ov/A
  2336
  Magna Mater (10 Tauri)
  D662483-6
  S
  Ni
  9/4/X
  Roast
  G
  F9IV
  Ov
  2337
  Cybele (NSSC 2337)
  E768551-7
  Ag Ga Ni
  7/3/+2
  Temp
  G
  K1V
  Ov
  2338
  Go bniu (NSSC 2338)
  E310475-9
  Ni
  0/0/X
  Temp
  G
  K6V M2V
  Ov/A
  2433
  Cethlenn (NSSC 2433)
  E766373-7
  Uh
  Ga Lo
  6/5/+1
  Hot
  G
  K9V
  Ov/A
  2440
  Algol
  X100000-0
  Ua
  Ba Va
  0/0/+2
  Cold
  G
  B8V A5V K2IV
  Un
  135
  
  136
  
  UPSILON ANDROMEDAE 
  Remote Upsilon Andromedae stands in the far Trailing-
  Rimward corner of known space. Only seven of its 37 star 
  systems have been colonised and even these worlds are 
  sparsely populated and minimally developed. Government 
  presence is equally minimal, consisting of a small Marine 
  Corps garrison on Upsilon Andromedae V and Science 
  Commission outposts on Upsilon Andromedae V and 
  Porphyrion. 
  The subsector include a large number of Ascraeus 
  Civilisation sites, though many of them are irradiated; a large 
  Monoument Builders sphere-shaped structure on NSSC 3239; 
  the breathable atmospheres of Tau 1 Eridani IV, Alpha 
  Fornacis B IV, Hamdir, NSSC 3031, 94 Ceti and NSSC 3133; 
  the bureaucratic nightmare of Alpha Fornacis B IV; and the 
  habitable and an almost perfect colony world of NSSC 3031. 
  Upsilon Andromedae is dominated by two elongated 
  mains: the Upsilon Andromedae Main filling most of 
  subsector’s Coreward half and connecting to the Democritus 
  Main in Rana subsector to Spinward; and the Gamma Ceti 
  Main in the Rimward area. The subsector is also 
  characterised by several wide ‘deeps’, areas with no major 
  star systems, that separate the two mains in many places. 
  2531 Upsilon Andromedae V C576431-9 
  Officially Upsilon Andromedae V is the subsector capital. 
  The world is so deep in the Outer Veil that it is the only one of 
  the nine subsector capitals that lacks a naval base; visiting 
  naval craft have to use the Marine base and the new but 
  mediocre starport. 
  In practice the tiny bureaucratic elite of this backwater 
  world caters to the needs of the few tens of thousands who 
  live in this remote subsector, more than half of them on the 
  capital world itself. Almost half the population are employees 
  of the FNH administration or of FEconA, overseeing subsector 
  development. The other half work in various support 
  industries such as hydroponic agriculture, life-support, 
  starport services or local light industry. 
  Upsilon Andromedae V is a low-gravity ‘garden’ world with 
  high volcanism, giving the atmosphere a sulfur content that is 
  irritant with low pH water. Most structures are pressurised, the 
  colonists wear filter masks when outside and water for 
  drinking or agricultural use is treated to remove sulfur. The 
  local life thrives in these sulfur-rich conditions, using sulfur 
  compounds, rather than carbohydrates, to store energy. 
  3234 NSSC 3234 X8B3000-0  
  NSSC 3234, along with NSSC 2640 and NSSC 3231, have 
  extensive Ascraeus Civilisation ruins, but are heavily 
  contaminated by radioactive fallout. Instead of the normal 
  effects of Corrosive atmospheres, every person or object 
  receives 3d6 rads per hour on the surface. Exploring the ruins 
  is risky without a full vacc suit. and unshielded electronics will 
  fail on the surface due to the electro-magnetic effects of the 
  radiation. Specially hardened equipment is needed at 200% of
  normal price and 150% of normal weight. 
  Without this heavy fallout, these worlds would have been 
  habitable, though somewhat dry, Earth-like worlds with 
  standard pressure atmospheres. Both atmospheres and water 
  are heavily contaminated by radioactive particles, possibly the 
  result of an ancient mass-bombardment with particularly ‘dirty’
  nuclear weapons. Most life was exterminated except for some 
  resilient bacteria and a handful of radiation-resistant 
  invertebrates. 
  While the surface ruins are heavily damaged, little is known 
  of what lies beneath the surface. Deep below the crumbling, 
  irradiated cities, 
  ancient machines or other valuable 
  archeological artifacts might still exist, shielded from the 
  radiation and electromagnetic effects by thick walls or metal-
  rich rocks. 
  137
  
  UPSILON ANDROMEDAE (SUBSECTOR P) 
  Hex 
  Name 
  UWP 
  Bases 
  Trade 
  L/C/B 
  Temp 
  GG Stars 
  Area 
  2531
  Upsilon Andromedae V
  C576431-9
  M S
  Ga Ni
  5/2/X
  Cold
  G
  F8V
  Ov
  2533
  Alpha Trianguli VIIf
  X300000-0
  Uh
  Ba Va
  0/0/X
  Temp
  G
  F6IV
  Ex
  2534
  NSSC 2534
  X300000-0
  Ba Va
  0/0/X
  Temp
  G
  M6V M6V
  Ex
  2535
  Tau 1 Eridani IV
  C684211-8
  Ga Lo
  2/1/X
  Cold
  G
  F5V
  Ov
  2536
  Alpha Fornacis B IV
  E86A49E-6
  Ni Wa
  7/5/+2
  Temp
  G
  F8V G7V
  Ov/A
  2540
  NSSC 2540
  X533000-0
  Ba Po
  3/3/X
  Frozen
  G
  M3V
  Un
  2631
  Nu Pheonicis III
  E300311-9
  Lo Va
  0/0/X
  Temp
  F8V
  Ov
  2632
  NSSC 2632
  X400000-0
  Ba Va
  0/0/X
  Temp
  G
  M1V
  Ex
  2640
  NSSC 2640
  X9B4000-0
  Ua
  Ba Fl
  1/6/X
  Temp
  G
  M6V
  Un
  2731
  NSSC 2731
  X100000-0
  Ba Va
  0/0/-2
  Temp
  G
  M6V
  Ex
  2732
  NSSC 2732
  X100000-0
  Ba Va
  0/0/X
  Temp
  G
  K2V M2V
  Ov
  2733
  Hamdir (NSSC 2633)
  E587284-7
  Ga Lo
  5/3/+0
  Temp
  G
  K9V M7V
  Ov
  2737
  Gamma Ceti
  X000000-0
  Ba Va
  0/0/X
  N/A
  A2V K5V
  Ex
  2738
  NSSC 2738
  X632000-0
  Ba Po
  7/7/+0
  Cold
  M3V
  Ex
  2739
  NSSC 2739
  X310000-0
  Ba
  0/0/X
  Temp
  G
  M0V BD
  Ex
  2833
  Porphyrion (NSSC 2833)
  D999331-5
  S
  Lo Lt
  8/4/+1
  Temp
  G
  K2V K5V
  Ov
  2837
  NSSC 2837
  X410000-0
  Ba
  0/0/+0
  Temp
  G
  M0V
  Ex
  2840
  Theta Eridani
  X000000-0
  As Ba Va
  0/0/+2
  Hot
  G
  A5IV
  Un
  2934
  Alpha Hydri
  X300000-0
  Ba Va
  0/0/X
  Temp
  G
  F0V
  Ex
  2936
  NSSC 2936
  X200000-0
  Ba Va
  0/0/X
  Temp
  G
  M5V M7V
  Ex
  2938
  NSSC 2938
  X410000-0
  Ua
  Ba
  0/0/X
  Temp
  G
  M1V M5V
  Ex
  3031
  NSSC 3031
  X866000-0
  Ba Ga
  7/6/+0
  Temp
  G
  K1V M6V
  Ex
  3033
  Alcyoneus (NSSC 3033)
  X510000-0
  Uh
  Ba
  0/0/X
  Temp
  G
  M3V
  Ex
  3038
  NSSC 3038
  X4A0000-0
  Ba De
  1/3/-1
  Roast
  G
  M1V M5V M9V
  Un
  3039
  94 Ceti
  X585000-0
  Ba Ga
  8/2/+1
  Cold
  G
  F8V M3V
  Un
  3131
  NSSC 3131
  X626000-0
  Ba
  3/1/X
  Cold
  G
  M2V
  Ex
  3132
  NSSC 3132
  X200000-0
  Ba Va
  0/0/-2
  Temp
  M4V BD
  Ex
  3133
  NSSC 3133
  X654000-0
  Ba Ga
  5/3/+0
  Temp
  G
  K8V
  Ex
  3134
  Delta Cassiopeia
  X8B5000-0
  Ba Fl
  0/0/X
  Temp
  G
  A5V
  Ex
  3140
  Hiisi (NSSC 3140)
  X310000-0
  Uh
  Ba
  0/0/-1
  Temp
  G
  M1V M6V
  Un
  3231
  NSSC 3231
  X6B1000-0
  Ua
  Ba Fl
  1/6/X
  Temp
  G
  K3V M0V
  Ex
  3234
  NSSC 3234
  X8B3000-0
  Ua
  Ba Fl
  1/7/X
  Temp
  G
  K3V
  Ex
  3235
  Alpha Eridani
  X000000-0
  Ba Va
  0/0/X
  N/A
  B3V
  Ex
  3236
  NSSC 3236
  XA9A000-0
  Ba Wa
  7/4/-1
  Hot
  G
  K1V
  Ex
  3238
  Novi Saratov (NSSC 3238)
  CAA0350-9
  R
  De Lo
  2/4/X
  Roast
  G
  K5V M7V
  Un
  3239
  NSSC 3239
  X673000-0
  Um
  Ba
  7/4/+0
  Cold
  G
  K2V
  Un
  3240
  HD20367
  X545000-0
  Ba Ga
  7/2/+0
  Temp
  G
  G0V
  Un
  138
  
  139
  
  REFEREES INFORMATION
  This chapter offers advice to Referees on how the Outer 
  Veil setting can be used in a game. It covers the advantages
  of the setting, the archetypal setting campaign types and ways 
  to modify the Outer Veil universe to suit Referee or players. 
  CAMPAIGN THEMES 
  Outer Veil is designed to allow archetypal interstellar-sci-fi 
  adventures: exploration, military/mercenary and trading. Many 
  other types of campaigns are possible in the Outer Veil,
  including criminal affairs, horror stories, secessionist sedition, 
  cyberpunk thrillers and political intrigue. In general the Outer 
  Veil is suitable for the following campaign types. 
  Explorers 
  Be they Science Commission personnel, freelance Scouts 
  or independent belters, the Outer Veil universe offers ample 
  opportunities for exploration and research. 
  Beyond the Outer Veil's limits, multiple subsectors of 
  unknown space await the intrepid surveyor or brave belter 
  looking for new worlds, new life-forms, new resources and 
  new minerals to claim and exploit. 
  Justice Commission Agents 
  These are the eyes, ears and hands of FNH law 
  enforcement on the Frontier: agents sent to do what the 
  colonial police are unable, or unwilling, to do. 
  Working alone or in small teams, Justice Commission 
  agents 
  have 
  far-reaching 
  authority 
  and 
  top-of-the-line 
  equipment. Missions include anti-piracy, anti-corruption, 
  investigations 
  into 
  corporate 
  affairs, 
  internal 
  military 
  investigations where the military police is ineffective, 
  reinforcing weak colonial police forces faced with tough 
  criminals, and meting out FNH justice far from home. 
  Subsidised Merchants 
  The FNH finances small trading craft in order to ensure that 
  remote colonies, too insignificant to attract normal corporate 
  liners. will receive trade, passenger services and courier 
  services beyond the capacity of the FNH Mail Commission. 
  A subsidised merchant's production is fully paid for by the 
  state and in return its crew must spend most of their time 
  outside the Core or Intermediate areas. From time to time they 
  also carry out certain missions for governments, usually 
  transporting high-priority personnel or cargo at reduced rates. 
  Subsidised belters and subsidised explorers are sent out to 
  expand and develop the Outer Veil. 
  Corporate Trouble-shooters 
  When word of trouble reaches Corporate HQ a trouble-
  shooter or a team of trouble-shooters is sent in. 
  These are ambitious low-to-mid-level executives with varied 
  skills who are given a wide brief and generous budget to solve 
  the issues of the far-away world. The company doesn't care 
  how they solve it, only that they do so quickly, and with the 
  best possible result for the company's bottom line. 
  Private Security 
  In the uncertain political and economic climate of the Outer 
  Veil, corporations, other organisations and private individuals 
  cannot rely on government forces to provide security. 
  The licensed private security contractors (mercenaries in 
  practice) provide paramilitary security services to their 
  employers in return for a fee. From protecting a group of 
  homesteaders from a raider band, through defending a remote 
  corporate outpost from terrorist activity to participating in 
  illegal 
  corporate 
  warfare, 
  the 
  universe 
  offers 
  many 
  opportunities to the enterprising private security outfit. 
  FNH Navy and Marines 
  The Outer Veil is vast, and there are only so many ships to 
  defend it. 
  In this kind of game, the characters are the command 
  officers of a 300-ton patrol frigate or a 1,000-ton cruiser 
  patrolling these little-known, thinly-populated far reaches of 
  space. Troubles abound: criminals, pirates, separatists, 
  terrorists, aggressive colonial wildlife and strange colonies on 
  even stranger worlds. 
  Colonists 
  The characters are some of the first human beings to settle 
  on an Outer Veil world. 
  There is much to do: exploring the world and the system 
  (which were, at best, surveyed in a one-week fly-by visit by a 
  Science Commission explorer), dealing with problematic 
  wildlife and climate, prospecting the local belt for minerals, 
  setting up trade routes with more civilised systems, organising 
  xeno-archaeological digs, and defending themselves against 
  raiders and thugs. 
  THE GAME SETTING 
  This section discusses the implementation and use of the 
  central elements of the Outer Veil setting in a game. It covers 
  the game implications of these themes and components, and 
  advice on how to put them to best use to create an enjoyable 
  and memorable science-fiction role-playing experience in the 
  Outer Veil universe. 
  The Frontier 
  Outer Veil is set on the edge of known space (the Frontier, 
  Outer Veil and Explored areas) rather than in the more 
  developed regions. 
  There are three main reasons for this focus. First, it allows 
  the players' characters to explore new, ‘virgin’ space. Even in 
  the so-called Explored, the partially-settled Outer Veil and 
  Frontier areas, space has only been partially explored, leaving 
  much to be discovered. Similarly, there remain many sparsely 
  or unsettled worlds, leaving room for players to set up their 
  own colonies if they wish. 
  140
  
  Second, 
  with 
  the 
  Core 
  and 
  its 
  military-industrial-
  bureaucratic machine being months of jump-travel away, and 
  with so many border worlds to patrol and oversee, government 
  and corporations have only limited control, especially in the 
  remote Outer Veil. 
  Not only does this allow for far greater cultural diversity 
  than in the conformist Core, but also that crime, corruption, 
  subterfuge and secessionism operate more easily. Add in the 
  perils of scantily explored space, such as faulty equipment, 
  hostile environments and inimical wildlife, and there are many 
  adventure opportunities. 
  Third - and most importantly – there is little authority on the 
  edges of Human space. This makes player characters 
  important. The Core, with its vast military and police forces, 
  are many jumps away, as are the authority figures, corporate 
  boardrooms, and Commission head offices. 
  If trouble occurs and the characters are in a position to 
  make a difference, it is likely that they will be the only group 
  that can help. If the characters break the law, they can get 
  away with much more than in the Core. 
  This means that players get to be the heroes (or villains) of 
  the day. Typically, local authorities have very limited resources 
  and when disaster strikes the characters can't call for help, as 
  help is several weeks away. Players and their characters have 
  to act; if they don't save the situation, no-one will. 
  The FNH 
  The FNH is the only government in existence in known 
  space (at least officially). In practice, the realities of a large 
  interstellar state make it anything but a monolithic political 
  entity. It is true that in the Core and, to a lesser degree, the 
  Intermediate regions, government tends to be more uniform in 
  attitudes and practices. In the Frontier and beyond, the vast 
  interstellar distances prevent central government from 
  controlling day-to-day operations of local administrations,
  making planetary governments increasingly independent in 
  practice the further they are from Earth. 
  The people employed by the FNH government are a mixed 
  bag. Some are hired for their expertise, others appointed due 
  to political considerations; some apply for government jobs out 
  of a belief in a certain ideology or a sense of duty, others treat 
  it as a secure, well-paid job-for-life, and some look for power 
  or even corrupt opportunities. 
  In the Core, oversight and control mechanisms work 
  effectively, keeping corruption and bureaucratic inefficiency to 
  a minimum but also limiting officials' independence. 
  In the Outer Veil long communication times and the huge 
  number of widely-dispersed colonies make such oversight 
  impractical, creating great variance in the day-to-day practice 
  of government officials. Corruption is more common and 
  severe in these distant parts. 
  The implication of this is that, especially on the frontier, the 
  FNH can be anything that suits the adventure or the Referee’s 
  or players’ tastes. The vast variety of local governments can 
  be portrayed as a largely benevolent government, an 
  ineffectual sleepy bureaucracy, a stifling state apparatus or a
  dictatorship. 
  Keep in mind that, in the Outer Veil, the ‘government’ the 
  players will be dealing with will only be as good or bad as the 
  official in charge of whatever remote colony they are visiting; 
  this increases the options for how the FNH is depicted in the 
  game. 
  Generally, the FNH should be portrayed as a somewhat 
  efficient professional bureaucracy, concerned with two things:
  keeping society and the economy stable (and thus preventing 
  another Space Crash), and stimulating and supporting growth 
  and development, especially in the Frontier and the Outer Veil 
  (in order to assist the recovery from the Space Crash). 
  To achieve these two sometimes conflicting goals, the FNH 
  is willing to intervene politically, legally, economically or even 
  militarily. In some cases, a colonial government with limited 
  resources and personnel could hire the characters to further 
  these goals on its behalf. 
  Megacorporations 
  Megacorporations are everywhere. Most products, devices, 
  vehicles, buildings, consumer goods and weapons are 
  produced by one or another Megacorporation, including 
  FEconA. 
  Most items the characters will buy will be Megacorporation 
  brand-names, at least in the Core. In the Outer Veil, where the 
  small markets are not as profitable for Megacorp investments 
  and interstellar trade volume is quite small, locally-made 
  goods are more common, but even these may turn out to be 
  from some remote subsidiary ultimately linked to a Megacorp. 
  Megacorporations are anything but typical. Not only does 
  the Core's control over remote Megacorp holdings diminish 
  further away from Earth, but the Megacorporations are also 
  distinct from one another. From TYC's no-nonsense, heavy-
  handed industrial approach, to Martian Mechanics' sleek high-
  tech atmosphere, each Megacorp has its own culture and 
  modus operandi. 
  On remote colonial worlds local factors or subsidiary vice 
  presidents controlling Megacorporation branches have a great 
  degree of independence from the HQ at the Core. As long as 
  the local branch or subsidiary produces the profitable results 
  required by the board, HQ has very little need or desire to 
  waste time and resources on micro-managing every detail on 
  Outer Veil colonies. As long as the results are good and no 
  scandals unintentionally impact on  share prices, HQ rarely 
  investigates too deeply in search of corruption. 
  Megacorps can be used in almost any way desired: at the 
  Core they are highly efficient economic juggernauts; at the 
  Frontier local branches are anything from humane and lawful 
  to brutal and corrupt. Local Megacorporation officials may hire 
  the characters to help meet HQ's deadlines and make ends 
  meet on the almighty Bottom Line. Conversely, HQ at the 
  Core might hire the characters or employ them as full-time 
  trouble-shooters to look into the alleged inefficient, corrupt or 
  otherwise unsatisfactory conduct of a colonial branch or 
  chartered subsidiary. 
  141
  
  Thinking like a Megacorp: On the lowest level, a 
  Megacorporation is as good or bad as the Megacorporation 
  employees player characters are dealing with or, at best, the 
  branch or subsidiary manager. 
  There are some overriding themes governing the corporate 
  decision making process. The people controlling a corporation 
  are its shareholders, from private individuals of modest 
  income who've invested savings in Megacorporation stock, to 
  investment moguls and holding companies or banks. These 
  stock holders have put a lot of money into the corporation, and 
  they naturally desire a return on their investment: the greater 
  the profit, the better. As a result, the corporate apparatus is 
  geared towards producing a good return and net profit on the 
  shareholders' investments. 
  If a venture is profitable, a Megacorp will invest in it; if it is 
  not, corporations will shy away from it unless it is likely to be 
  profitable in the long run. Employees who generate profits 
  tend to be promoted, while employees who cause the 
  company to lose money might be demoted or lose their job. 
  Managers will be competent and will know how to make the 
  best use of the available resources to generate profit. If they 
  can get away with cutting costs, corners or with bending the 
  rules whilst generating a profit, the corporate apparatus won't 
  care, as long as the dirt is kept well-buried. 
  Public relations are an important concern. A positive,
  attractive image means more investors and customers will see 
  the corporation as a good company to invest their money in or 
  buy products or services from. A tarnished image or the taint 
  of scandal will scare away customers and investors and 
  reduce profits. Skimping on quality, corruption, and market 
  manipulation will be tolerated as long as it does not create bad 
  publicity. Scandals will be dealt with swiftly and covered up by 
  the corporation's PR division. 
  The Secessionists 
  FNH official documents and the corporate media portray 
  the secessionists as a single, centralised force out to tear 
  Humanity apart. In reality things are more complicated. There 
  are multiple secessionist groups, each with their own 
  organisation and agenda. Some campaign for greater power 
  to the colonial elected officials at the expense of the local 
  commission representatives; others fight for the independence 
  of one colony or another; others wish to create multi-world 
  sovereign states differing from the FNH in government, culture 
  and/or politics. 
  Despite their image as saboteurs and terrorists, a
  significant portion of actual secessionists pursue their goals 
  through political lobbying, campaigning and court actions. 
  Others groups, such as the Rimward Faction active in Rana 
  subsector, are terrorists who seek a general insurrection 
  against FNH rule on several worlds. Many secessionist groups 
  fall somewhere in the middle: neither fully legal nor blatantly 
  terrorist in their methods. 
  In practice it is ironic that most Outer Veil worlds are quite 
  autonomous. The FNH government cannot control the day-to-
  day life of a colony situated a month or more of jump travel 
  from the Core. Certainly, they still have to fly the FNH flag, pay 
  taxes to the Core, obey a FNH laws and tolerate Commission 
  officials, but most Outer Veil colonies manage themselves 
  almost as independent states. In some ways, some of the 
  things the more moderate secessionists fight for actually exist 
  in practice. 
  Secessionists 
  can 
  be 
  portrayed 
  as 
  terrorists 
  and 
  insurgents, threatening the lives of innocent civilians and 
  sabotaging colonial development, as legitimate political 
  campaigners, or justified rebels fighting against the stifling 
  state/corporate machine to bring freedom to the colonists. As 
  long as it serves the needs of the campaign, each of these 
  options can be played out in the Outer Veil universe. 
  Alien Ruins 
  There are no living sentient aliens in known space. There 
  are multiple ruins from at least two former alien interstellar 
  civilisations: the Monument Builders and the Ascraeus 
  Civilisation. 
  Little is known about both cultures, their societies, and in 
  the case of the Monument Builders, their biology, or about the 
  reasons for their disappearance. The Ascraeus Civilisation's 
  end was apparently violent and their technology was probably 
  more advanced than that of the current Human civilisation in 
  2159.
  Alien artefacts are very, very rarely functional anymore,
  having been abandoned for centuries or even millennia and 
  exposed to erosion and corrosion. They might be useful for 
  xeno-archaeologists seeking to learn about the vanished alien 
  cultures, and sometimes more useful to scientists who wish to 
  learn the technological secrets of these ancient starfarers. 
  With potentially a great value to corporate or government 
  R&D, an alien artefact can serve as a ‘McGuffin’ around which 
  an entire adventure can be woven: someone might be trying to 
  steal it, destroy it, or fight over it. Alien sites are mysterious
  and enigmatic, their functions and purposes obscured by 
  years over years of abandon and neglect; investigating an 
  enigmatic ruin can be an adventure in itself. For the horror-
  inclined Referee, such a ruined site might hold untold and 
  terrible secrets that ‘Man is Not Supposed to Know’. 
  Why No Aliens?: When the Outer Veil setting was 
  designed, the goal was to develop a setting of the near-future, 
  near-Earth struggle of Humanity to conquer the stars and to 
  adapt to strange and different worlds. The spotlight is on 
  Human politics, intrigue and the expansion into the 
  Unexplored. Adding sentient aliens and the complex 
  relationships they require to this setting would not only 
  complicate things considerably for Referees but also detract 
  from the sharpness of the setting’s themes. As a result, non-
  sentient aliens and the ruins of two alien civilisations cover the 
  ‘enigmatic aliens’ niche. 
  142
  
  If sentient aliens are required, the lack of setting-specific 
  aliens in the setting should not be a barrier but the 
  ramifications of first contact with an alien race should be 
  considered: how would the FNH react? How would the culture 
  change? How would technology be affected? 
  Psionics 
  In the Outer Veil setting psionics are very, very new and
  little-understood. 
  Working psionic amplifiers have existed for only 20 years 
  and their use was limited to a few Science Commission and 
  corporate laboratories. While the general population knows 
  about the existence of psionic powers, popular culture and the 
  FNH have not fully grasped the implications of psionics and 
  generally disseminate irrational fears (in the case of popular 
  culture) or unfounded platitudes (in the case of the FNH). 
  Despite this, the FNH actively promotes and sponsors psionic 
  research institutions. 
  In the Outer Veil setting, most psionic practitioners are 
  amateurs meddling in things about which they know very little. 
  Referees should exercise caution when introducing expanded 
  psionic material into an Outer Veil game, as such powers and 
  abilities are extremely new or not yet developed in the setting. 
  To add spice to adventures, psionics offers the potential for 
  weird experiments, secret societies, and things going very, 
  very wrong. 
  Players in Positions of Authority 
  The Outer Veil (and beyond) provides opportunities for 
  military, corporate or agent player characters to shine. The 
  common limitations of a military or corporate campaign, 
  namely the relative lack of character independence due to the 
  hierarchal nature of these organisations, are greatly mitigated 
  by the conditions of the frontier. 
  The characters will still have a commander (or higher 
  executive, director, or whatever) to answer to in the Core, and 
  perhaps a set of general orders to follow, but that commander 
  is several weeks of jump away, and when things happen, the 
  characters will have to react to them independently. 
  The conditions on the frontier can put military, corporate or 
  agent characters in de facto positions of authority. Away from 
  other naval forces in an Outer Veil system, the captain of a 
  300-ton patrol frigate (who might well be a mere Lieutenant) is 
  the most ranking naval officer within several parsecs; far from 
  the HQ, a corporate trouble-shooter sent to straighten things 
  out on a remote corporate facility typically has similar, or 
  greater, managerial authority than the local factor; and away 
  from the Core, a team of Justice Commission agents on a 
  remote Outer Veil world are the only face of FNH law. In all of 
  these cases, they are the authority (at least in the short term) 
  and their decisions matter. In the big picture they may be just 
  foot soldiers, junior managers or street cops, but in the here-
  and-now of frontier life they wield the full power of their 
  organisation. 
  143
  
  OUTER VEIL PATRONS 
  The following patrons are provided for Referees to use as 
  stand-alone, one-off adventures or as recurring patrons in a 
  campaign. 
  Military Officer: Major Sebastian ‘Hickory' Velasco 
  Major Velasco (Major Hickory as he likes to be called) is a 
  retired FNH-Marine Corps Officer. The Major is looking for a 
  group of paramilitary FNH supporters for a surveillance 
  mission. 
  Required Equipment/Skills: Pilot (Small Craft), Sensor 
  and Recon Skills. 
  Job Description: Major Hickory has information that a 
  secessionist group has established an outpost on one of the 
  smaller moons of the system’s outer gas giant. He needs a 
  group to collect remote sensor data to verify if the base has 
  been established and determine the defences and military 
  strength of the group. Major Hickory will pay Cr 20,000 with a 
  bonus of up to Cr 20,000 for military-grade intelligence on the 
  secessionist outpost. The job should take less than one week. 
  Referee’s Information: The moon is the fifth moon of the 
  small gas giant 15 AU from the mainworld. Major Hickory can 
  provide a 30-ton ship’s boat for use by the group if needed. 
  The moon is a small ice-ball world similar (UWP D100262-9). 
  Two small mining outposts are located on the moon. 
  The base has is as following characteristics: Power Plant E 
  with Triple Turrets mounting Missile Racks (non-nuclear, 6 
  reloads for each launcher), Military Grade Sensors (DM +0) 
  with a Model/2 Computer. The outpost is constructed from 
  connected 30-ton modules similar to many outposts. 
  Complications 
  1. 
  There is no base. There is an abandoned mining 
  outpost, but it has been stripped and no one is 
  there. 
  2. 
  The base is still under construction, there are 15 
  people present and 1 turret is active. 
  3. 
  The base is almost complete, there are 100 people 
  present and two turrets are active. 
  4. 
  The base is complete and operational, there are 
  200 people present and three turrets are active. 
  5. 
  The base is much bigger than expected. It is the 
  equivalent of a class C starport with 1d6 turrets, a 
  Model/3 Computer and Advanced Sensors present. 
  6. 
  Major Hickory is actually the secessionist and the 
  outpost is an FNH-MC base that the secessionists 
  want to attack. 
  144
  
  Desperate Father: Samuel McNeally 
  Sam McNeally is a mid-level executive for FEconA. Sam is 
  looking for a group of people, with a starship, to help get his 
  daughter back from a cult. 
  Required Equipment/Skills: Starship. 
  Job Description: Sam’s oldest daughter, Adrianna, left 
  home three months ago, just after her 18th birthday. She had 
  joined an organisation called ‘The Children of Utopia’ a quasi-
  religious group that was planning on establishing a colony on 
  an unsettled planet in the Rana Subsector. Sam is convinced 
  that his daughter was forced to go with the ‘Cultists’ and has 
  been trying every means possible to find her and bring her 
  back. Since she is now over 18, the local police have been of 
  no help. After much searching, Sam has found out that the 
  Children were intending to settle Beta Eridani 3 (Rana 1940). 
  Sam wants to hire the PCs to go to Beta Eridani, find his 
  daughter and convince her to return home. Failing that, he 
  wants her taken forcefully from the Cult. He will pay the group 
  Cr 100,000 plus normal expenses for this mission.  
  Referee’s Information: The Children of Utopia are a fringe 
  group that feels that the best way to create a perfect society is 
  to go to another world and start one. The group has about 100 
  members and all of them left for Beta Eridani three months 
  ago aboard a chartered Medved class starship. The ship is 
  not scheduled to return from the charter for another month 
  The Children of Utopia are a communal group that follow 
  the teachings of Swami Benehadrinitti (Jason Tillingham) 
  believing in peace, non-violence and spiritual enlightenment 
  through meditation. Each of the members donated all of their 
  worldly belongings to the group when they joined. This money 
  was used to purchase the necessary supplies and charter the 
  ship to take them to their Utopia, which the Swami identified 
  as Beta Eridani 3 through a dream-vision. 
  Complications 
  1. 
  Adrianna and the other Children of Utopia are being 
  held as virtual slaves of the Swami. She will 
  willingly agree to return home, as will most of the 
  100 other members. 
  2. 
  Adrianna is a willing member of the Children and 
  will have to be kidnapped from the group. 
  3. 
  The ship carrying the Children crashed on Beta 
  Eridani 3. There are a dozen survivors in low 
  berths, which may or may not include Adrianna. 
  4. 
  The colony is being attacked by raiders when the 
  PCs arrive. 
  5. 
  The ship carrying the Children never made it to 
  Beta Eridani 3. Exactly what happened to the ship 
  is left to the Referee. 
  6. 
  The Children are actually a secessionist group. The 
  members have all been recruited into the Rimward 
  Faction and will fight to defend themselves from the 
  ‘tyrants of the Core’. 
  Broker: Madhumita Singh 
  Ms. Singh is disposing of the assets of a tractor 
  manufacturing company that has gone bankrupt. She is 
  looking for shippers to move the equipment to the new owners 
  over the weekend. 
  Required Equipment/Skills: Vehicle (or access to one) 
  and appropriate operator skill. 
  Job Description: Madhumita Singh represents one of the 
  local banks that is disposing of the equipment previously 
  owned by the bankrupt Aldersen Manufacturing Company, a 
  maker of farm tractors. All of the company’s assets were sold 
  at auction last week, now Madhumita needs to move the stuff 
  to the new buyers. Her original movers didn’t show up, it is 
  now Friday and all deliveries must be completed by Monday 
  or she looses her commission. She is desperate. Madhumita 
  will pay the group Cr 500 per shipment that they can 
  successfully deliver to various locations around the city.  
  Referee’s Information: The group should be able to make 
  two or three deliveries a day if they really work at it. All of the 
  deliveries are within 100 km of the Aldersen plant, which is 
  located on the opposite side of the city from the starport.  
  Each shipment is approximately one ton in volume and can fit 
  in the back of an ATV or small moving van. If the group does 
  not have an acceptable vehicle, they can rent a truck for Cr 50 
  per day. 
  Complications 
  1. 
  All is as it seems. The group can expect three days 
  worth of work for this job. 
  2. 
  As 1 above, except a local criminal gang will try to 
  hijack one or more shipments. 
  3. 
  As 2 above, except the hijackers are actually 
  mercenaries hired by the original owner, Jakob 
  Aldersen, trying to recover what he thinks is 
  rightfully his. 
  4. 
  One or more of the shipments are addressed 
  incorrectly, costing the group valuable time as they 
  try to get everything straightened out. 
  5. 
  The local teamsters are on strike and the group will 
  be considered scabs for crossing their picket lines. 
  6. 
  Madhumita Singh is actually a criminal and 
  Aldersen Manufacturing has not gone bankrupt. 
  She is trying to steal as much of the company’s 
  inventory as she can over the weekend when no 
  one is there. 
  145
  
  Rich Archaeologist: Agatha Michelle Leamingstone III 
  Agatha is the very wealthy daughter of a Megacorporation 
  executive. She has a yacht and is looking for a crew to take 
  her on a tour of the major Ascraeus ruins in the Subsector. 
  Agatha is barely 22 years old, has recently graduated from 
  the University of Medea with a degree in xeno-archaeology 
  and wants to make a name for herself quickly. She is 
  outspoken, headstrong and used to getting her own way. 
  Required Equipment/Skills: Ship Operation and Steward 
  Skill. 
  Job Description: Agatha Leamingstone III wants to 
  become a star in the field of xeno-archaeology. She is 
  particularly interested in the Ascraeus Civilisation. She has 
  visited all of the sites in the Core and Intermediate regions 
  and now wants to make a tour of the Ascraeus sites in the 
  Rana subsector. She has a yacht and needs a crew. She is 
  willing to pay 125% of the normal crew rates for a six-month 
  contract with a possible extension for another six months. 
  Referee’s Information: Agatha is not nearly as smart as 
  she thinks she is. She is used to getting whatever she wants 
  and never accepts “no” for an answer, even from the FNH 
  military. She will want to see every known Ascraeus site in the 
  subsector, even the restricted ones. She is quite likely to get 
  the group into all kinds of trouble as she tries to bully her way 
  into every set of ruins she can find. Her mother can, of 
  course, pull strings to extract her from almost any official 
  entanglements, but Agatha will be far from willing to let herself
  be humiliated in this way. In any case, her mother’s efforts are 
  unlikely to extend to the group who have so carelessly led her 
  daughter astray. 
  Complications 
  1. 
  Agatha is a spoiled brat and makes all kinds of 
  stupid demands on the group related to how she 
  should be treated, where she wants to go, etc. 
  2. 
  Agatha is a serious student and actually has some 
  very good insights into the Ascraeus Civilisation 
  that, when published, will make her a minor 
  celebrity in the archaeological community and 
  enhance the group’s reputation in those circles. 
  3. 
  Agatha is looking for psionic amplifiers. 
  4. 
  Agatha is really not interested in archaeology at all. 
  This tour is just an excuse to get away from her 
  family and attend lots of parties on lots of different 
  planets. 
  5. 
  Agatha is being pursued by a slightly unhinged 
  former lover. He will be stalking her and eventually 
  will try to kidnap her to prove his love for her. 
  6. 
  Agatha is being pursued by rival corporate agents 
  or pirates interested in holding her for ransom. Her 
  crew will be expendable. 
  146
  
  BROTHERHOOD & JUSTICE 
  The player characters are Justice Commission agents 
  assigned to investigate a Science Commission report of an 
  unsanctioned colony in Rana subsector. The players are 
  assigned a Stallion class Courier for the mission. 
  Players are encouraged to use their own characters, but 
  four pre-generated characters that can be used in this 
  adventure are provided below, if needed. 
  Character 1 (Pilot/Astrogator) 
  Str 6
  (+0)
  Dex 8 (+0)
  End 7 (+0)
  Int 10 (+1)
  Edu 9 (+1)
  Soc 8 (+0)
  Male, Age 34, 4 Terms 
  2 Terms FNH Navy (Deck, Ensign) 
  2 Terms Justice Commission (Agent, Inspector) 
  Cr 10,000 
  Skills: Admin 0, Advocate 1, Astrogation 1, 
  Comms 0, Computers 0, Deception 1, 
  Engineering (Electronics) 1, Flyer (Grav) 1, Gambler 1, 
  Gun Combat (Slug Pistol) 1, Gunner 0, Investigate 1,
  Leadership 1, Mechanic 0, Pilot (Spacecraft) 1, 
  Sensors 1, Tactics (Naval) 1, Vacc Suit 1, 
  Zero-G 0. 
  Equipment: Autopistol, Boarding Vacc Suit (TL 11), 
  Neural Comm Implant. 
  Character 2 (Tech/Engineer) 
  Str 7
  (+0)
  Dex 8 (+0)
  End 7 (+0)
  Int 9
  (+1)
  Edu 10 (+1)
  Soc 6 (+0)
  Female, Age 30, 3 Terms 
  3 Terms Justice Commission (Technician, Senior 
  Inspector) 
  Cr 15,000 
  Skills: Admin 0, Art 0, Computers 1, 
  Comms 0, Drive 0, Engineering (Power) 1, 
  Engineering (Electronics) 1, Flyer 0, 
  Gun Combat (Slug Pistol) 1, Investigate 1, 
  Remote Operations 1, Sensors 2, Vacc Suit 0. 
  Equipment: Autopistol, Neural Comm Implant, Skill 
  Augment (Sensors). 
  Character 3 (Agent) 
  Str 7
  (+0)
  Dex 9 (+1)
  End 8 (+0)
  Int 9
  (+1)
  Edu 6 (+0)
  Soc 7 (+0)
  Female, Age 26, 2 Terms 
  2 Terms Justice Commission (Agent, Detective) 
  Cr. 20,000 
  Skills: Admin 0, Carouse 0, Comms 0, 
  Computers 0, Deception 1, Drive 0, 
  Gun Combat (Slug Pistol) 1, Investigate 1, 
  Pilot (Small Craft) 1, Stealth 1, Vacc Suit 0 
  Equipment: Weapons: Autopistol, SMG. 
  Character 4 (Judge) 
  Str 6
  (+0)
  Dex 10 (+1)
  End 8 (+0)
  Int 9
  (+1) Edu 8 (+0)
  Soc 7 (+0)
  Male, Age 34, 4 Terms 
  4 Terms Justice Commission (Travelling Judge, 
  Justice-of-the-Peace) 
  Cr 25,000 
  Skills: Admin 2, Advocate 2, Comms 0, 
  Computers 1, Diplomat 1, Flyer 0, 
  Gun Combat 0, Interrogation 1, Investigate 2, 
  Medic 1, Persuade 1, Vacc Suit 1. 
  Equipment:: Autopistol, Neural Comm Implant, Skill 
  Augment (Advocate). 
  BACKGROUND INFORMATION 
  Six months ago, an FNH Science Commission survey 
  vessel conducted a routine second survey of systems just 
  beyond the Outer Veil. It detected what appeared to be an 
  unsanctioned colony on the first planet of the NSSC 2036 star 
  system, designated Zipacna. They did not make contact, but 
  long range scans indicated an established colony of less than 
  500 people since the original survey in 2146. 
  Preliminary UWP 
  Zipacna (NSSC 2036) E4112XX-8 Ic Lo
  0/0/X
  Cold
  The estimated Technology Level is based on detection of a 
  working fusion reactor, visible buildings and equipment. The 
  actual TL could be significantly different. 
  NSSC 2036 has four planets and no gas giants or asteroid 
  belts. The unsanctioned colony is on the innermost planet 
  located just outside the Habitable Zone at 0.04 AU. It has a 
  day/year of 5.8 Earth days. The colony is located near the 
  twilight band. The colony’s average temperature is –40 °C.
  The 2146 survey shows the planet has a very thin carbon 
  dioxide-methane atmosphere and a considerable amount of 
  CO2 and Methane ice. Water ice is evident near the twilight 
  band. No native life was detected, and while the survey 
  identified a certain amount of base metal deposits, it did not 
  find any significant heavy metal content. 
  The planet is tidally locked, always presenting the same 
  face to the star. The day pole is dry and has an average 
  temperature of –5 °C. The night pole has deposits of frozen 
  methane and an average temperature of –200 °C. 
  The characters are crewmembers of a new Stallion class 
  starship, currently stationed at the naval base on Democritus 
  (Rana/1833). Orders are to proceed to NSSC 2036, 
  determine if an unsanctioned colony exists and, if so, make 
  contact with the colony leaders. 
  The colonists are to be presented with two choices: submit 
  an application for a colonial charter, join the FNH and accept 
  representatives of various FNH Commissions, or leave the 
  planet. The characters are to ‘assist’ the colonists in 
  whichever choice they make. 
  147
  
  PLAYING THE ADVENTURE 
  This adventure is presented as a series of scenes. Scene 
  1: Arrival and Scene 2: Landing should be played in order; 
  all other scenes can be run in any order based on the players’ 
  actions. Scene X: Escape should be run last. 
  Scene 1: Arrival 
  The characters’ ship jumps into the NSSC 2036 system. 
  The players may choose whatever location they desire for 
  their entry point. The closest they can jump to the planet is 
  0.23 AU due to the jump shadow of the red dwarf star. At that 
  distance the travel time to Zipacna is one hour at 1G or 40 
  minutes at 2G. 
  Long range and orbital surveys of the system will reveal 
  the following information: 
  � 
  No other planet or moon in the system shows any 
  sign of habitation. 
  � 
  There is no navigation beacon located in the 
  system.
  � 
  The colony will be easy to find. It is located near 
  the twilight band at the edge of a rocky shelf, right 
  where the Science Commission survey detected 
  it. 
  Detect Colony: Sensors, Education, 1-6 Hours, Easy 
  (+4)
  Detailed sensor scans of the starport area will determine 
  the following: 
  Detailed Starport Scan:
  Sensors, Education, 10-60
  Minutes, Routine (+2)
  � 
  The starport is actually a class-  starport. 
  � 
  The starport has extensive construction under way 
  and will reach class-C status within a few months. 
  � 
  There are six landing pads for vessels up to 1,000 
  tons. There are also two smaller pads for small 
  craft, currently occupied by 50-ton modular 
  cutters. 
  � 
  Significant fuel reservoirs are available and 
  additional storage facilities are under construction. 
  � 
  The colony appears to be located in a series of 
  caves in the rocky shelf. 
  The starport has four pop-up triple missile turrets that may 
  or may not be detected from orbit. 
  Detect Pop-up Turrets: Sensors, Intelligence, 10-60 
  Minutes, Very Difficult (-4)
  Detailed sensor scans of the rocky shelf and the probable 
  location of the colony will reveal the following: 
  Detailed Colony Scan: Sensors, Education, 1-6 hours, 
  Average (+0)
  � 
  The series of caves extends for approximately two 
  kilometres into the shelf, potentially housing 
  several tens of thousands of people. 
  � 
  There are substantial water-ice deposits next to 
  the cave area but no significant mineral deposits 
  within 100 kilometres. 
  � 
  Fusion power can be detected. Estimated capacity 
  is between three and seven thousand people. 
  � 
  Heat and life support are being provided to the 
  smaller caves at the entrance as well as two 
  larger caverns further back in the rock. Estimated 
  capacity is 10,000 people. 
  Referee’s Information 
  This survey should concentrate on how much has been 
  done to improve the colony in six months. This is not a 
  modular class D starport, this is a starport that has several 
  buildings under construction and is very close to class C
  status. 
  The amount of work accomplished in the 6 months since 
  the Science Commission’s second survey was completed is 
  significantly more than would be expected for a colony of only 
  a few hundred people. Also, it should be emphasised that the 
  potential size of the colony is at least an order of magnitude 
  greater than the original estimate. 
  Scene 2: Landing 
  If the characters radio the Starport, there will be a five to 
  ten minute pause and then a reply. The colony will identify 
  itself as the Carmeline Order of Catholic Monks and claim that 
  they settled this world as a retreat for the Catholic Church. 
  After some minor hesitation, they will give permission for the 
  ship to land, provide landing instructions and say that the 
  Abbot will meet them at the starport. 
  If the characters do not ask for permission to land, their 
  ship will be detected as they come in for final approach and 
  they will be hailed by the colony; at that point the meeting with 
  the Abbot will be arranged. 
  When they land their ship, a boarding tube will be extended 
  to the ship’s airlock and the characters will be able to enter 
  the underground portion of the starport; essentially a long 
  tunnel to the main colony inside the rock shelf. The area will 
  be pressurised and warm and no special gear will be required. 
  The characters will be met by about a dozen men in long 
  brown robes. One will step forward and identify himself as 
  Abbot Barnabus. 
  OLD HABITS I
  Nate entered the small, cramped room and pulled the box from under the cot. Opening the box, he drew out the brown robe and simple 
  cream coloured rope belt. Removing his fatigues, he donned the robe and knotted the belt as he had been taught after only a couple of 
  tries. As he was finishing getting dressed, his PerComm buzzed.
  “Nate, the Boss wants you up here like five minutes ago. The Feds have landed.”
  Grunting acknowledgement, Nate looked at himself in the mirror. With a conscious effort he pushed down the ever-present anger and 
  forced himself to a place of tranquillity. Calmly reaching down, he put on the silver crucifix and settled it on his chest. Opening the door, 
  Brother Nathaniel left the room and headed towards his meeting with the FNH representatives.
  148
  
  149
  
  The characters will be invited back to the colony “where 
  things are more comfortable” and escorted to an office area 
  deeper inside the colony. Several comments will be made 
  about there being, “no need for weapons, we are peaceful 
  men of God”, etc. but the characters will not be asked to 
  disarm themselves unless they are carrying military grade 
  weapons. They will not see any weapons on anyone in the 
  colony. 
  The conversation with the Abbot and his staff should reveal 
  the following information: 
  � 
  The Monks are the Carmeline Order of Monks and 
  have established this colony as a retreat for 
  Catholics. 
  � 
  When questioned about numbers, Barnabus will 
  claim that they have about 200 monks in the 
  colony. If the size of the colony is questioned, he 
  will state that the extra space is for the visitors to 
  the retreat. 
  � 
  A group of monks will be assigned as escorts for 
  the characters. Brother Nathaniel will be the main 
  point of contact and act as the guide during their 
  stay. The other monks will rotate around so that 
  there is never a time when the characters will be 
  alone outside of their personal quarters. This 
  precaution is to, “respect the privacy of our Order, 
  you understand.” There will always be one more 
  monk than characters in a group. 
  � 
  Brother Nathaniel and the other monks will escort 
  the characters just about anywhere they want to 
  go. He will be very helpful and answer any 
  question they ask, if somewhat vaguely on 
  occasion. It should be very obvious that he is 
  trying the gain their trust. 
  � 
  Abbot Barnabus is willing to have his colony join 
  the FNH and will spend as much time as the 
  characters wish discussing the details and 
  timeline of applying for colonial status. He is very 
  intelligent and will ask a lot of questions on legal 
  matters that the characters may or may not be 
  able to answer. 
  The characters will be offered rooms (more like large 
  closets) in the colony, or they can stay on their ship. 
  Referee’s Information 
  The monks should come across as very sincere; almost 
  too sincere. They will always watch the characters and 
  wherever the characters go, they will be escorted. Escaping 
  this escort should be difficult, but not impossible; escaping 
  undetected for a long period of time will be almost impossible. 
  Any library search for information about the Carmeline 
  Monks will come up empty. There are no records of any such 
  monastic order, Catholic or otherwise. Also, the Catholic 
  Church is a strong supporter of the FNH and a founding 
  member of the Stability Party; there are no records of the 
  Catholic Church ever starting an unsanctioned colony; the 
  monks are fake. 
  Detect Brother Nathaniel’s Subdermal Armour: Tactics 
  (Military) or Medic, Intelligence, 10-60 Seconds, Difficult 
  (-2)
  Detect Abbot Barnabus’ Subdermal Armour: Tactics 
  (Military) or Medic, Intelligence, 10-60 Seconds, Very 
  Difficult (-4)
  The following scenes can be run in any order based on the 
  actions of the characters. 
  Scene A: The Starport Tour 
  If the characters wish to be given a tour of the starport, 
  Brother Nathaniel will grant it, but it will take one or two hours 
  to “make arrangements”.
  The following information can be gained during the starport 
  tour. 
  � 
  The colony expects to have a lot of visitors once it 
  is up and running as a religious retreat. That is 
  why they have so many large landing pads. 
  � 
  The Abbot wants the starport to be a functioning 
  class C facility with refined fuel available. 
  � 
  No mention of the defensive systems will be 
  made, nor will they be shown to the characters. If 
  asked, Brother Nathaniel will acknowledge that 
  they are under construction, “to defend ourselves 
  from pirates”, but that they are not functional yet. 
  Due to the hazards of ongoing construction in the 
  area, he will not be able to show them to the 
  characters, but could probably arrange for a tour 
  at a later date. 
  � 
  There are crosses, both Eastern Orthodox and 
  Western Christian as well as crucifixes all over the 
  place. Almost every wall has at least one, usually 
  a lot more; the multitude and variation is almost 
  overwhelming. 
  OLD HABITS II
  Brother Nathaniel was not happy. One of his monks had 
  overhead the Feds discussing the colony. Several of them 
  obviously had concerns that all was not as it seemed on Zipacna. 
  Nate was going to have to talk to the Boss. Reaching under his 
  cot, he opened the box with his old clothes and removed the 
  Autopistol.
  Without looking, he checked the magazine and safety. 
  Opening his monk’s robe, he hid the pistol inside and slipped out 
  of his room to look for Abbot Barnabus.
  150
  
  Referee’s Information 
  The starport is much bigger than could ever be conceivably 
  needed for a religious retreat, especially one at the very edge 
  of known space. Also, there are a lot of shipping containers 
  being moved into the colony. 
  Crates are from all over known space and come from such 
  diverse companies as Martian Mechanics (machine parts), 
  Interstellar Electronics (computer parts) a subdivision of TYC, 
  Hydra-Corp (agricultural products and hydroponics), medical 
  supplies from Doctors Without Planets sponsored by the 
  Freedom Party, and emergency shelters provided by Helping 
  Hands sponsored by the Progress Party. Note that there is 
  nothing from FEconA. 
  Discover that the Machine Parts are actually Weapons 
  Parts: Gun Combat, Education, 1-6 Minutes , Average 
  (+0)
  Scene B: The Colony Tour 
  The characters will be given a tour of the expanding colony 
  whenever they ask. Brother Nathaniel will show them the 
  chapel area (very simple but with a lot of crucifixes and 
  crosses); the living quarters (more large closets) and the 
  reflection garden, which is still under construction in one of 
  the large caves. 
  The other large cave will not be shown to the characters. 
  Brother Nathaniel will say that it is not habitable yet; they are 
  still trying to get it completely sealed. If pressured, he will offer 
  to arrange something later. 
  Referee’s Information 
  The ‘reflection garden’ is actually a military training area 
  under construction. It will not be a garden, it will be a 
  secessionist training facility with a variety of terrain types. 
  Buildings 
  are 
  being 
  constructed 
  to 
  simulate 
  urban 
  environments as well as all sorts of natural terrain mock-ups 
  to train their recruits. At this point the characters should 
  realise that there are more than 200 people in the colony.
  Detect Training Camp: Tactics (Military), Education, 1-6
  Minutes, Very Difficult (-4)
  If questioned about it, Nathaniel will say that they must be 
  mistaken because the same people are working in several 
  areas, depending on the need. The largest cave is a 
  completed training facility and Brother Nathaniel and Abbot 
  Barnabus will do everything they can to keep the characters 
  out of that cave. 
  Scene C: The Cave 
  If the characters try to escape their escorts and check out 
  the large cave, they will have to disable the ‘monks’, who will 
  be just outside their door or just outside the airlock to the ship. 
  There are no internal security cameras in the colony, so only 
  guards will have to be avoided. No requirements for security 
  measures were anticipated by the secessionists. 1d3 random 
  monks will be encountered every 5 minutes on 10+ on 2d6. It 
  will take approximately 10 minutes to reach the entrance to 
  the second cave. 
  There are two monks guarding the entrance to the second 
  cave. They are armed with Autopistols, but these will not be 
  visible. It has an airlock, but no special security measures are 
  in place at the entrance. The cave has full life support and 
  there is breathable air and warm temperatures, contrary to 
  what the characters were told in Scene B above. 
  The inside of the cave is a veritable boot camp: obstacle 
  courses, firing ranges and areas where demolitions and the 
  use of rocket launchers are taught. There are buildings filled 
  with computers for teaching hacking and other types of cyber 
  crimes. It will quickly become very obvious that this is a 
  secessionist training facility. Propaganda found laying around 
  will point to the Rimward Faction secessionist group. 
  The Rimward Faction is dedicated to making the rimward 
  portions of the Rana Subsector independent from the FNH. 
  There is mixed doctrine as to whether the independent worlds 
  will be united under a new government or be truly 
  independent. 
  If the characters are discovered to have evaded or 
  immobilised their escorts, a general alarm will be sounded 
  and groups of four monks, wearing Cloth/Reflec armour and 
  carrying Autopistols and SMGs will begin searching for them. 
  If one team locates them, other teams will begin arriving in 
  1d6 minutes. At this point Scene X: Escape should be run. 
  If the characters are able to return to their quarters without 
  being detected, then Scene D: Discovery should be run next. 
  Referee’s Information 
  This scene is where the characters discover the truth about 
  the Zipacna colony. The Rimward Faction has been 
  developing this world as a secessionist training facility and 
  using it to expand their operations throughout the rimward 
  parts of the Rana Subsector. Connections to other 
  secessionist groups and to the main secessionist camp at 
  Aldebaran II may be included if desired, but should be 
  tenuous at best and be more like hints rather than actual hard 
  information. 
  Discover Evidence of the Rimward Faction: Investigate, 
  Education, 1-6 Minutes, Routine (+2)
  Find link to Aldebaran II Secessionist Base: Investigate, 
  Intelligence, 1-6 Minutes, Difficult (-2)
  Scene D: Discovery 
  At some point in the adventure, the characters are going to 
  figure out that the Zipacna colony is not a religious retreat and 
  is in no way connected to the Catholic church, but is actually a 
  secessionist training facility using the idea of a monastery as 
  a façade. There are just over 2,000 secessionists in the 
  colony, most located in the second cave. 
  Every single person in the colony is a secessionist; there 
  are no innocent bystanders or dupes. As Justice Commission 
  agents, it is their sworn duty to get as much information about 
  the secessionists as possible and get that information back to 
  the FNH as soon as possible.  
  151
  
  Types of evidence desired by the FNH: 
  � 
  Photographs of individuals, especially those that 
  appear to be in authority (Abbot Barnabus and 
  Brother Nathaniel, etc). 
  � 
  Photographs of the facilities in the cave and well 
  as photos of the facilities under construction. 
  � 
  Photos or copies of shipping manifests for any 
  material shipped to the colony. 
  � 
  Details of any defences, including the starport and 
  internal security. 
  Take Secret Photo of a Person: Deception, Dexterity, 1-
  6 Seconds, Routine (+2)
  Document Cave Facilities: Investigate, Intelligence, 1-6
  Minutes, Average (+0)
  Copy Shipping Manifests: Investigate, Education, 10-60
  Seconds, Average (+0)
  Detail 
  Defensive 
  Installations: 
  Tactics 
  (Military), 
  Intelligence, 10-60 Minutes, Difficult (-2)
  Referee’s Information: By this time the characters should 
  realise that they are in trouble. With over 2,000 armed 
  secessionists on hand, there is no real way they can fight their 
  way out, no matter how well armed they are. Secrecy is 
  important. If the characters voice any concerns or ask too 
  many leading questions of Brother Nathaniel or anyone else, 
  they will be ‘arrested’ and probably killed. 
  Scene X: Escape 
  There are three possible ways for this scenario to end. 
  Each outcome is detailed below. 
  Option 1: Clueless 
  If the characters never figure out that the monastery is 
  actually a cover for a secessionist training facility, then Abbot 
  Barnabus will apply for colony status from the FNH. Barnabus 
  believes that he can keep the secret from any FNH 
  Commission representatives, or bribe them, and so provide a 
  cover of legitimacy to the operation. 
  The characters will be asked to take back the initial 
  application to Rana (the subsector capital) so that the long 
  process of obtaining colonial status can begin. The characters 
  may feel that they have done the right thing, but later they 
  should be investigating the location of a secessionist training 
  camp and it should be revealed or discovered that they were 
  duped the first time around. How this affects their careers with 
  the Justice Commission is up to the Referee. 
  Option 2: Stealth 
  Assuming that the characters have figured out what is 
  really going on and have not raised the alarm nor given 
  themselves away by being overheard, they can get off-world 
  by “playing dumb’. They can agree to take Abbot Barnabus’ 
  requests back to the FNH. The characters will then be asked 
  to return to the training facility with the FNH navy and marine 
  task force in about two months. 
  By the time the characters return with the marines, all four 
  turrets will be fully operational. The task force will wipe out the 
  training facility ‘with extreme prejudice’, leaving very few 
  survivors. 
  Option 3: Fight & Run 
  The worst case scenario, but unfortunately the most likely, 
  is if the characters set off an alarm or if the ‘monks’ figure out 
  that the characters know what is going on – there will be a 
  fight. The characters will have to get back to their ship and 
  then get away from the planet. Once the alarm is sounded, 
  the docking tube will be retracted from the characters ship, so 
  they will have to make the crossing from the starport to their 
  ship wearing vacc suits and will be pursued by at least one 
  team of monks. 
  As they run back to their ship, they will encounter 1d6 
  different groups of monks. Each group will have four members 
  wearing Cloth and Reflec armour and carrying Autopistols and 
  SMGs. There will also be a group at the airlock armed with 
  ACRs and wearing vacc suits (TL 8) who will pursue the 
  characters through the airlock and back to their ship. 
  Once the characters make it on to their ship, they will have 
  to avoid the missiles fired from the four concealed triple 
  missile turrets. Luckily for the characters, only one turret is 
  operational. 
  The turret will fire three missiles per space combat turn (six 
  minutes) starting one turn after the characters’ ship takes off. 
  Each turret has 12 reloads per launcher (36 per turret). Also, 
  one of the cutters is equipped with a laser turret module and 
  will launch two turns after the characters take off. 
  The minimum safe Jump distance from the planet is 0.23 
  AU. At 1G the ship will reach the Jump limit on the fifth turn; at 
  2G they will reach it on the fourth turn. Times are faster than 
  the arrival times since this is a straight run for the Jump limit, 
  without trying to match orbital speeds. 
  OLD HABITS III
  Brother Nathaniel watched as the Fed’s ship lifted off, the 
  trainee crews scrambling to launch missiles from the hidden 
  turrets, and the armed cutter preparing to take off. He hoped that 
  the missiles would finish them off, but figured they would get 
  away. The Feds always got away in the end.
  “I’ll get you bastards,” he thought to himself. Nate had told the 
  Boss that trying to fool the Justice Commission wouldn’t work 
  and that it was all going to end badly. He had been right. The 
  Feds were in for a world of hurt. Four years of his life out the 
  airlock setting up this base, all for nothing now.
  Nate returned quickly to the room he had been assigned for 
  this farce. He stripped off the robes, threw them at the wall and 
  donned his old familiar fatigues. Strapping his Autopistol to his 
  side, he left the room without a backwards glance. Nate had a lot 
  of packing to do. He would have to ship out as soon as possible 
  to start scouting out new training locations and somewhere, 
  somehow, he would find those Feds and take his revenge.
  As he left the room, the silver crucifix fell to the floor making a 
  hollow, empty sound.
  152
  
  The characters have gained Nate as an Enemy. He has 
  taken the discovery of the training base very personally and 
  blames the characters. He will dedicate his life to tracking 
  them down and destroying them all. 
  It will take the characters a minimum of two months to get 
  the FNH to respond by sending a FNH naval and marine task 
  force to the colony site. By the time they get there, the colony 
  will be abandoned. The secessionists will however have set a 
  number of traps and will have rigged the fusion reactor to 
  overload and destroy everything one hour after the first airlock 
  is opened by the FNH. 
  It is likely that the FNH will ask the characters to 
  accompany the task force as they have the only first-hand 
  knowledge of the secessionist camp. Details of this adventure 
  are left up to the Referee. 
  Detect Fusion Plant Overload: Engineering (Power), 
  Intelligence, 10-60 Minutes, Routine (+2)
  NON-PLAYER CHARACTERS 
  Brother Nathaniel (Nate Zerring) 
  Str 7
  (+0)
  Dex 8 (+0)
  End 9 (+1)
  Int 10 (+1)
  Edu 8 (+0)
  Soc 7 (+0)
  Male, Age 38, 5 Terms 
  1 Term Colonist (Settler, Rank 1) 
  4 Terms Army (Secessionist) (Infantry, Captain) 
  Cr 16,000 
  Skills: Admin 1, Athletics 0, Comms 0, 
  Computers 1, Deception 1, Drive 0, 
  Explosives 2, Gun Combat (Slug Rifle) 1, 
  Gun Combat (Slug Pistol) 2, Heavy Weapons 0, 
  Instruction 1, Jack-of-All-Trades 0, Leadership 1, 
  Mechanic 0, Melee 0, Recon 2, 
  Stealth 1, Streetwise 0, Survival 2, 
  Tactics (Military) 1, Trade (Construction) 0, 
  Vacc Suit 0. 
  Events & Mishaps: Colonist: Contact with Underworld; 
  Army: Munitions Factory, Special Forces, Ambushed, Drill 
  Officer. 
  Equipment: Autopistol, Cloth/Reflec, Combat Implant: 
  Subdermal Armour (TL 10, Armour 1). 
  Description: Born and raised in the slums of central 
  Europe, Nate was recruited at a young age to settle a distant 
  planet with promises of green fields and clear blue skies. 
  Instead, he was sent to the hellhole that is Nizoz (Rana/1734). 
  He quickly fell in with a bad crowd and joined the Rimward 
  Faction. He was trained in special forces operations where he 
  earned his commission and was most recently assigned as 
  the second-in-command at the secessionist training facility on 
  Zipacna (Rana/2036). 
  Nate is a member of the New Empire faction, believing that 
  the only way to maintain independence from the FNH is to 
  form a rival interstellar government. Nate is an average-
  looking man with dark hair and eyes. He has a short temper 
  and is usually angry about something. 
  Abbot Barnabus (Barry Schwartz) 
  Str 6
  (+0)
  Dex 7 (+0)
  End 5
  (-1)
  Int 11 (+1) Edu 10 (+1)
  Soc 9 (+1)
  Male, Age 42, 6 Terms 
  6 Terms Army (Secessionist) (Support, Colonel) 
  Cr 25,000 
  Skills: Admin 3, Advocate 1, Animals 0, 
  Art 0, Athletics 0, Combat Engineering 1, 
  Comms 1, Computers 2, Drive 0, 
  Engineering (Electronics) 1, Flyer 0, 
  Gun Combat (Slug Pistol) 1, Heavy Weapons 0, 
  Leadership 2, Medic 2, Melee (Unarmed) 1, 
  Remote Operations 1, Sensors 1, Tactics (Military) 2, 
  Vacc Suit 0.
  Events & Mishaps: Major Riot, Rebellion, Automatic 
  Promotion, Specialist Training, Supply Depot, Drill Officer. 
  Equipment: Ally (Secessionist General Aaron Cartier), 
  Autopistol, Cloth/Reflec, Subdermal Armour (TL 11: Armour 
  1), Wafer Jack Combat Implant. 
  Description: Born on Rana, Barry was recruited into a 
  secessionist movement while still in primary school. He has 
  been a leader in the Rimward Faction for over a decade. It 
  was his idea to set up a training facility on Zipacna 
  (Rana/2036) and he is a staunch anarchist, believing that 
  each world should independent. 
  His brother-in-law is one of the top generals within the 
  movement. Barry is tall and thin with a receding hairline. He 
  has a good sense of humour and a very sharp mind. 
  Secondary NPCs 
  This is a typical secessionist trainee found on Zipacna in 
  the cave. 
  Secessionist (Trainee) 
  Str 7
  (+0)
  Dex 7 (+0)
  End 7 (+0)
  Int 6
  (+0) Edu 6 (+0)
  Soc 5
  (-1)
  Male, Age 22, 1 Term 
  1 Term Army (Secessionist) (Infantry, Private) 
  Cr 1,000 
  Skills: Athletics 0, Drive 0, Gun Combat (Slug Rifle) 1, 
  Heavy Weapons 0, Melee 0, Recon 0, 
  Vacc Suit 0. 
  Equipment: Autopistol or SMG. 
  This is a typical secessionist/monk instructor found on 
  Zipacna. All of the monks encountered will be instructors. 
  Monk (Instructor) 
  Str 8
  (+0)
  Dex 8 (+0)
  End 8 (+0)
  Int 8
  (+0) Edu 7 (+0)
  Soc 6 (+0)
  Male, Age 30, 3 Terms 
  3 Term Army (Secessionist) (Infantry, Sergeant) 
  Cr 10,000 
  Skills: Athletics (Endurance) 1, Drive 0, Explosives 1, 
  Gun Combat (Slug Rifle) 1, Gun Combat (Slug Pistol) 1, 
  Heavy Weapons (Launchers) 1, Instruction 1, 
  Melee (Unarmed) 1, Recon 1, Vacc Suit 0. 
  Equipment: Cloth/Reflec, SMG or ACR. 
  153
  
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  NPCs.
  CAREER BOOK 1 is available to download from DriveThruRPG.com at:
  http://rpg.drivethrustuff.com/product_info.php?products_id=58674
  Product code: SP 0101
  ISBN: 978-0-9560893–1–1
  CAREER BOOK 2 
  CAREER BOOK 2 is the sequel to the highly successful CAREER BOOK 1. Inside you'll find: two alternative 
  methods for generating Background Skills; an alternative Injury Table; University and Graduate School pre-
  career options; two new skills: Manipulation and Psychohistory, and an expanded Trade skill; 14 new careers for 
  use in your Traveller game or campaign: Athlete, Chancer, Companion, Cosmonaut, Enforcer, Insurgent, Media 
  Practitioner, Politician, Port Authority, Prisoner, Puppeteer, Secret Police and Slave. CAREER BOOK 2 also 
  included are 57 pre-generated characters! Three are from each of the new careers, plus 14 multi-career 
  characters, pre-generated and ready for when you need characters in a hurry!
  CAREER BOOK 2 is available to download from DriveThruRPG.com at:
  http://rpg.drivethrustuff.com/product_info.php?products_id=64239
  Product code: SP 0102
  ISBN: 978-0-9560893-2-8
  154
  
  ALLIES, CONTACTS, ENEMIES & RIVALS 
  ALLIES, CONTACTS, ENEMIES & RIVALS includes stats and information on six allies, six contacts, six enemies 
  and six rivals. Also included are the crew of the Free Trader Olathe Bypass, the crew of the Scout/Courier 
  Sirocco, a complete Marine Strike Platoon, a Psionic Tactical (PsiTac) Team, six further general NPCs and 76 
  ‘redshirt’ NPCs for your Traveller game!
  ALLIES, CONTACTS, ENEMIES & RIVALS is available to download from DriveThruRPG.com at:
  http://rpg.drivethrustuff.com/product_info.php?products_id=81098
  Product code: SP 0103
  ISBN: 978-0-9560893–3–5
  NEMESIS CLASS PURSUIT SHIP 
  NEMESIS class pursuit ships are small, fast vessels with one, simple mission: to find their prey, chase it down 
  and bring it to justice. NEMESIS includes everything needed to use the ship in your Traveller game, including 
  NPC stats for three complete crews and a complete deckplan of the ship.
  NEMESIS CLASS PURSUIT SHIP is available to download from DriveThruRPG.com at:
  http://rpg.drivethrustuff.com/product_info.php?products_id=63651
  Product code: SP 0104
  ISBN: 978-0-9560893-4-2
  SYSTEM BOOK 1: KATRINGA 
  SYSTEM BOOK 1: KATRINGA is the first in a series of books from Spica Publishing that descr bes a complete 
  planetary system and its society, and is designed to be usable in any science-fiction RPG. Katringa is a former 
  corporate mining colony that is gradually being allowed more independence over time, although corruption still 
  pervades the government. Conditions are harsh in the asteroid belt close to the system’s energetic primary star, 
  but the riches are worth the risk.
  SYSTEM BOOK 1: KATRINGA includes: A realistic planetary system, based on current astrophysical knowledge; 
  details of the worlds in the system, including the mineral-rich Idowa Belt, the gas giants Accra and Yendi and 
  their moons, and Olufemi and the Outer Asteroids; a planetary map of Katringa showing major landmarks and 
  settlements; a full physical description of the planet Katringa, including a detailed breakdown of its geographical 
  features and timekeeping system; Katringa’s unique African-influenced society, history and government; 
  important NPCs that may be encountered on Katringa, from all walks of life; Adventure Seeds to occupy player 
  characters while in the Katringa system; detailed asteroid mining rules.
  SYSTEM BOOK 1: KATRINGA is available to download from DriveThruRPG.com at:
  http://rpg.drivethrustuff.com/product_info.php?products_id=86279
  Product code: SP 0105
  ISBN: 978-0-9560893-5-9
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  Visit Spica Publishing’s website at: http://www.spicapublishing.co.uk 
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  155
  
   
   
   
  OUTER VEIL
  OUTER VEIL
  OUTER VEIL
  OUTER VEIL
  OUTER VEI
  OUTER VEI
  The year is 2159 and the Frontier needs YOU. The FNH government and the 
  Megacorporations, as mighty as they are at the Core Worlds, cannot act directly on 
  the Outer Veil, which is a month or more away even for the brand-new couriers. To 
  exert their power to these distant stars, they need YOU to go there on their behalf 
  and act as their eyes, ears and hands away from home. The FNH government needs 
  reliable administrators who can think on their feet, loyal military officers to project 
  its force, and determined Justice Commission agents to uphold the law where the 
  colonial authorities cannot. The Megacorporations want results and want them NOW 
  and therefore need people who can get results as fast as possible (by any means 
  necessary); they are also in need of researchers, explorers, workers for their projects 
  on the frontier and also spies and mercenaries for the darker side of inter-corporate 
  competition. The locals, too, need you, be that as a professional, a hired gun, an 
  explorer or even as a fellow colonist. Needless to say, YOU need the Frontier too – 
  opportunities and adventures abound there for both the hireling and the freelancer.
  Outer Veil is a complete near-Earth, near-future setting for the Traveller™ role-
  playing game, detailing Humanity’s history 150 years into the future, a full sector (16 
  subsectors) of space around Earth, several new ship descriptions with full stats and 
  deckplans, an overview of the society, culture, economics and government of the 
  2150’s and many of the worlds of the Frontier – and much more!
  Note that Outer Veil requires the Traveller™ Core Rulebook by Mongoose 
  Publishing to play.
  78-0-9560893-9-7
  OUTER VEIL
  © 2011 Spica Publishing.
  Printed in the United Kingdom.
  Visit Spica Publishing’s website at www.spicapublishing.co.uk. 
  This book is available to download from www.drivethrurpg.com
  SP 0200
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/Through the Veil/Traveller - Spica Publishing - Outer Veil.pdf