TEXT: THE STARSEA 
  CHRONICLES
  BY GABRIEL JEWELL
  
  THE STARSEA 
  CHRONICLES
  WRITER: GABRIEL JEWELL
  COVER ART: REGAN SHUPE
  INTERIOR ART: JOSHUA DIFFY, REGAN SHUPE
  LAYOUT AND DESIGN: BILL KEYES
  WITH GREAT THANKS TO…
  My wonderful fiancée Beth for putting up with and supporting me as I 
  rambled on incessantly about the contents of this book.
  Curtis from D3 who took me by the hand and showed me the ropes in getting this book put together.
  My old friends from Plymouth State University’s Gaming Club who introduced me to gaming in the first place.
  My family and friends for all their support.
  A special thanks to all the writers, producers, directors, designers actors, and 
  others who have kept imagination alive through the ages.
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/starfinder for more information on the Starfinder Roleplaying 
  Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used 
  under the Starfinder Roleplaying Game Compatibility License. See http://paizo.com/starfinder/compatibility for more information on the compatibility license.
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Starfinder Core Rulebook. © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, 
  Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, 
  Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/starfinder for more information on the Starfinder Roleplaying Game.
  Copyright 2017 by D3 Adventures, Inc. All rights reserved. No reproductions without permission. Produced and distributed by D3 Adventurers, Inc. 5706 Fort Sumter Lane, Houston, TX 77084. 
  For further information about D3 Adventures, Inc., visit http://www.d3adventures.com
  
  3
  TABLE OF 
  CONTENTS
  The Starsea Chronicles ........................................ 4
  A Note by the Author ........................................... 4
  1: Overview of the Major Players ......................... 5
  The United Systems Alliance ................................ 5
  The Sagaren Collective ........................................ 5
  The Itellian Federation ......................................... 5
  The Baggal Empire .............................................. 6
  The Independents ............................................... 6
  2: A Brief Outline of Recorded History ................. 7
  Timeline ........................................................... 13
  3: The United Systems Alliance .......................... 14
  Founding Concepts ........................................... 14
  Government .................................................. 14
  Foreign Relations ........................................... 15
  The United System Defense Fleet .................... 16
  Laws and Regulations .................................... 18
  Organizations and Groups ................................. 19
  Society ............................................................. 21
  In Summary ...................................................... 21
  4: The Sagaren Collective .................................. 22
  History ............................................................. 22
  Government ...................................................... 23
  Foreign Relations ........................................... 23
  The Navy ....................................................... 24
  Organizations ................................................... 27
  Society ............................................................. 28
  Sagaren Worldview in Brief ................................ 29
  Religion  ........................................................ 29
  In Summary ...................................................... 30
  5: The Baggal Empire ......................................... 31
  Government ...................................................... 31
  The Major Houses .......................................... 32
  Foreign Relations ........................................... 33
  The Navy ....................................................... 34
  Laws and Regulations .................................... 36
  Organizations and Groups ................................. 38
  Society ............................................................. 39
  In Summary ...................................................... 39
  6: Itellian Federation .......................................... 40
  History ............................................................. 40
  Founding Concepts ........................................ 40
  Government ...................................................... 40
  Foreign Relations .............................................. 41
  Navy ................................................................ 41
  Laws and Regulations ....................................... 42
  Society ............................................................. 43
  In Summary ...................................................... 43
  7: Starships & Space Stations ........................... 44
  Merchants ........................................................ 44
  System Defense Ships....................................... 47
  Gunboats ......................................................... 48
  Frigates ............................................................ 49
  Destroyers ........................................................ 50
  Cruisers ........................................................... 52
  Armed Merchant Cruisers .............................. 52
  Light Cruisers ................................................ 53
  Heavy Cruisers .............................................. 55
  Battlecruisers ................................................ 56
  Carriers ............................................................ 58
  Escort ........................................................... 58
  Fleet ............................................................. 60
  Assault .......................................................... 61
  Battleships ....................................................... 62
  Dreadnaughts ................................................... 63
  Strike Craft ....................................................... 64
  Small Craft ....................................................... 67
  Satellites .......................................................... 68
  Residential Satellites ...................................... 68
  Industrial Satellites ......................................... 70
  Commercial Stations ...................................... 71
  Military Stations ............................................. 72
  Research Stations .......................................... 73
  8: Vehicles .......................................................... 74
  New Vehicle Properties ...................................... 75
  9: Technology ..................................................... 76
  AI’s .................................................................. 76
  Medical ............................................................ 76
  Power .............................................................. 78
  General Usage .................................................. 79
  Defenses .......................................................... 81
  Body Armor ................................................... 81
  Energy Defenses ............................................ 85
  Weapons Technology ......................................... 86
  Shipboard ..................................................... 86
  Strike Craft Weapons ..................................... 88
  Cybernetics ................................................... 99
  10: We’re All Aliens to Someone ...................... 100
  Baggalians .................................................. 100
  Dentians ..................................................... 100
  Geners ........................................................ 101
  Gremlins ..................................................... 102
  Alliance Humans .......................................... 103
  Ig’n ............................................................. 103
  Itellians ....................................................... 105
  Sagarens .................................................... 105
  Tallathians................................................... 106
  11: People of Note ........................................... 108
  Admiral Brian McLeod .................................. 108
  Colonel Matthew Angel ................................ 108
  Vice-Leader M’lee D’ress ............................. 108
  Group Commander Li’bus Myrtrax ................ 109
  His Royal Majesty Hiban Riskalian IV ............. 109
  Overlord Hoytdinar ....................................... 109
  12: Systems & Planets ..................................... 110
  Planetary Designations and Descriptions .......... 110
  Planets........................................................ 110
  Stars ........................................................... 111
  Oddities ...................................................... 112
  Example Solar System ..................................... 113
  13: Einstein is Spinning in his Grave ............... 118
  Faster Than Light Travel .................................. 118
  FTL Space ................................................... 118
  FTL Navigation ............................................. 118
  FTL Sensors ................................................ 118
  FTL Communications ................................... 119
  14: Characters ................................................. 120
  New Character Classes ................................... 120
  New Archetype ............................................ 127
  New Class Themes ...................................... 128
  15: Starship Creation ....................................... 129
  The Concept ................................................... 129
  Hull Type ........................................................ 129
  Power ............................................................ 131
  Engines .......................................................... 131
  Weapons ........................................................ 132
  Passive Defensive Systems .............................. 133
  Active Defense Systems .................................. 133
  Sensors .......................................................... 134
  Computer System ........................................... 134
  Small Craft Accommodations ........................... 135
  Miscellaneous................................................. 135
  Final Touches.................................................. 136
  16: Our Own Little Worlds ................................ 138
  Concept ...................................................... 138
  Type ........................................................... 138
  Atmosphere................................................. 138
  Topography/Weather.................................... 139
  Resources ................................................... 139
  Satellites ..................................................... 139
  Native Life ................................................... 140
  Reasons for Settlement ................................ 140
  Population ................................................... 140
  Culture ........................................................ 140
  17: Species Creation ........................................ 141
  Concept ...................................................... 141
  Physical Description ..................................... 141
  Culture ........................................................ 142
  History ........................................................ 142
  Other Details ............................................... 142
  18: Example of Space Combat ......................... 143
  Glossary ........................................................... 145
  
  4
  A NOTE BY THE AUTHOR
  What is contained within these pages is the culmination 
  of years of gaming, writing, day dreaming, and simple idea 
  generation.  The ideas and concepts within this book have been 
  waiting in some cases for more than a decade before they were 
  finally put down on paper and it is with great pleasure I am 
  able to share them with you the reader.
  I have tried hard to create an open ended universe that you 
  can either pick up and play with little effort or build off of in 
  whatever direction might suit you.  Do not feel constrained 
  by whatever restrictions you may find within this text, indeed, 
  feel free to experiment, and mess with the timeline even if it 
  suits you.  Who is to say that there is not a universe where the 
  Alliance is a vicious dictatorship, or where the Gener War yet 
  rages on?
  What is important is that you who pick up this book, more 
  than anything, have fun.  The Starsea Universe is vast and 
  adventure lies around every corner and after every FTL emer-
  gence.  I have given you the framework, now it is up to you 
  to provide the flesh and spirit that will make your game come 
  alive.
  Good luck, and may the rolls always be in your favor unless 
  it would be more interesting otherwise.
  -Gabriel Jewell
  ADDITIONAL NOTE 
  BY THE AUTHOR
  I wrote the words you see above you many years before this 
  book had any hope of being published, and rereading them 
  now that the end of one long road is finally in sight and the 
  start of a new one just over the horizon; I find they ring truer 
  than ever.   The Starsea Universe was originally written as a 
  “hard” Science Fiction universe, and yet I intended from the 
  start that if need be it could be easily modified with more 
  fantastical elements if people so choose. Now that I have the 
  pleasure of being able to incorporate the Starfinder system I 
  am grateful for that earlier foresight.  How fantastical or how 
  “hard” you choose to make the game is up to you, and I wish 
  you the pleasure of it!  Keep those dice rolling.
  -A somewhat older and hopefully wiser, Gabriel Jewell
  The Lady is my guardian; I shall not want nor know fear.  
  She bids me lie down in green fields: she leads me across the 
  star filled heavens.  She restores my soul and she leads me 
  in the paths of righteousness for her name’s sake.  Though I 
  walk through the void of the shadow of death, I will fear no 
  evil: for she is with me; her rod and her staff they comfort 
  me, her shield is before me that I may shield her children 
  and her sword at my side that she may guard me her child 
  as I guard my charges in righteous vengeance.  She prepares 
  a table before me in the presence of my enemies: she anoints 
  my head with oil and my cup runs over with her bounty.  
  Surely I will know righteousness and wisdom shall follow me 
  all the days of my life: and I will dwell in the Lady’s grace 
  forever.
  -A common prayer amongst the USDF.
  Welcome to a universe where action and adventure lie 
  around every corner, where one can achieve glory, fame, and 
  fortune if they play their cards right.  Where starships ply the 
  heavens and strange alien races abound.  Whether within the 
  bounds of the Alliance or outside its borders, dash, initiative, 
  and no small amount of luck will carry a person far.  
  THE STARSEA 
  CHRONICLES
  
  5
  1: OVERVIEW OF THE 
  MAJOR PLAYERS
  L
  ike cancerous growths, variously colored blobs covered 
  the diagram before him as he studied it intently.  Scat-
  tered across those were multicolored points of light, 
  each an incident of one sort or another requiring his 
  attention, each its own devotion of always stretched resources, 
  and each a potential flashpoint with one power or another.  
  With his species’ equivalent of a sigh, he calls for his aide and 
  makes ready to pass out deployment orders.
  The Starsea Universe is filled with a variety of Governments 
  as well as any number of independent systems, outposts, and 
  other islands of civilization in what is a very large, mostly 
  empty, and more often than not, hostile universe.  Every type 
  and size of government imaginable, and perhaps a few others 
  besides exist, far more than it is possible to recount here.  
  However, described briefly below are a few of the major players 
  in this section of the Galaxy.
  THE UNITED SYSTEMS 
  ALLIANCE
  The single most powerful entity in known space, the United 
  Systems Alliance, most often referred to as simply the Alli-
  ance, encompasses tens of thousands of populated star systems 
  and is made up of several hundred major species.  While 
  the Alliance itself is a popular democracy, systems are left to 
  govern themselves with only minor influence exerted by Sector 
  Governors.  Its primary military arm, the USDF, however, is 
  another story, completely apolitical but fanatically loyal to the 
  foundations on which the Alliance is laid, it is by far the most 
  powerful military force known and few doubt its skill.  
  By its nature, normal affairs within the Alliance tend to 
  be chaotic at best as different groups, systems, and races all 
  work towards their own goals.  The Alliance government stays 
  out of such matters for the most part and concerns itself with 
  enforcing the few laws it implements, protecting the space-
  ways, and interacting with foreign governments.  The Alliance 
  relies wholly on peaceful expansion but is quick to respond 
  with overwhelming and ruthless force when threatened.  
  Those traveling within the Alliance never know what or 
  who they may encounter and adventure often lurks just around 
  the next jump.
  THE SAGAREN COLLECTIVE
  Relative newcomers to the region, the Sagaren Collective 
  has quickly established itself as a power to be reckoned with.  
  Primarily consisting of Sagarens, several other systems and 
  races local to the area are considered to be under their protec-
  tion.  Enigmatic and mysterious, these warrior traders follow 
  their own code of conduct that seems strange and at times 
  erratically implemented to other species.  What is known is 
  that they have no homeworld and instead travel in gigantic 
  homeships that take up residence in uninhabited systems 
  from which they extract resources and act as centers of trade.  
  Additionally, those in this area of space are only a small group, 
  with the rest of the species scattered throughout the galaxy and 
  perhaps beyond.
  Individually and as a whole it is hard to earn the trust of 
  Sagarens, but once obtained they have proven loyal and faithful 
  allies.  They maintain a very strong military within the systems 
  they occupy, but other than patrolling for pirates and other 
  threats do not maintain a presence outside their own systems.  
  However, with the economic power they wield, their influence 
  extends far beyond their own territory.  Due in large part to 
  actions by the exploration team that discovered the Sagarens 
  (Or as the mission leader said wryly, was discovered by) the 
  Sagaren Collective is currently an ally of the United Systems 
  Alliance.
  THE ITELLIAN FEDERATION
  The Itellian Federation is an aggressively expansionist 
  government only recently appearing on the galactic scene.  
  Shortly after achieving FTL technology the Itellian’s conquered 
  several nearby less technologically developed systems, their 
  conquests marked by an exceptional brutality and willingness 
  to destroy population centers in order to force their oppo-
  nents into submission.  Aggressive trading and espionage have 
  produced a rapid rise in technology once they encountered 
  the larger galactic society.  This has led to a wide disparity of 
  technologies in use, with a number of different styles and levels 
  erratically in use throughout their territory.  Overall their tech-
  nology, especially militarily, is several steps behind that of the 
  larger galactic civilization, and this is at the moment the only 
  thing holding them in check as the easily exploitable worlds 
  have all been taken and everything else within immediate 
  reach is under the control of one or another regional power 
  that is far more capable of defending itself.  However, it seems 
  only a matter of time before the Itellians either try their luck 
  once more or one of their neighbors takes preemptive action 
  against the potential menace on their doorstep before it can 
  gather its strength,.  
  
  6
  THE BAGGAL EMPIRE
  A multi-system single species monarchy located near one 
  of the Alliance’s more recently expanded borders, the Baggal 
  Empire’s policies tend to vary from Dynasty to Dynasty and 
  the leadership often changes as the various lesser nobles fight 
  to seize the crown when not squabbling openly or otherwise 
  amongst themselves.  Generally fairly expansionist, only their 
  own infighting has kept them from being a significantly larger 
  presence in their section of the galaxy, only holding fourteen 
  systems at the moment, however, the majority are heavily 
  developed, some with multiple inhabited planets, providing a 
  strong economic and resource base for the Empire.  
  Though they consider themselves an honorable people, 
  particularly among the nobles, in actuality many of its nobles 
  fall well short of the ideals they are supposed to represent and 
  uphold.  Recently the Baggal Empire came into conflict with 
  the Alliance over an area of space along their mutual borders.  
  Covert operations by the Empire eventually erupted into open 
  warfare when Alliance naval units uncovered several simulta-
  neous plots, including supporting of pirates in the area by the 
  Empire.  A major battle over the planet of K1317n on which 
  both sides had settlements (which had been getting along 
  peacefully up to that point) which would have led into full-
  scale warfare instead of mere skirmishing was averted by an 
  incident that is still classified by both governments but resulted 
  eventually in a peaceful resolution to the conflict.  The Baggal 
  Empire is a slowly but steadily growing power in the region 
  and looks to continue to do so for the foreseeable future.
  THE INDEPENDENTS
  The galaxy is filled with independent governments of all 
  types and sizes who for whatever reason are not under the 
  sphere of one of the major powers or are not a major power 
  themselves.  It is here that many fringe ideas and concepts have 
  been put into effect, successfully or otherwise, as well as those 
  who simply refuse for whatever reasons to exist under one of 
  the larger powers.  While many are too small, little more than 
  single underdeveloped planets, to have any real effect on the 
  general course of events, many of the larger ones, though not 
  major powers, can still have noticeable effects on galactic poli-
  tics and even the smaller ones can prove catalysts for incidents 
  between the larger powers as alliances and treaties come into 
  effect.  At a minimum, these worlds, non-aligned and other-
  wise provide opportunities not available within the borders of 
  the major powers. 
  
  7
  TOUCHING ON A 
  LIMITED NUMBER OF 
  SIGNIFICANT EVENTS
  The professor looked up from her lectern, crest bright with 
  advanced age as she acknowledged the point.  “I will grant 
  that while it is true that the uprising on Mining Outpost 597 
  did have some significant changes on society, they were largely 
  wiped out in the reforms of 5597GAD and it was not until the 
  Revolution of 5634GAD that progressive changes in working 
  conditions were firmly established.  However that was an 
  excellent connection to have made.”
  The student nodded, pleased at the hard won compliment 
  and typed something into their data pad as the professor 
  resumed her lecture once more, displaying a satisfied 
  expression.
  T
  he galaxy’s history is long, complex, and varied, to try 
  to even skim the known portions in whole would be a 
  life’s work and then some.  However, included here are 
  some of the more important, climatic, and interesting 
  known events. 
  Helapian ConfliCT: The Helapians were once a 
  powerful space faring race that spread over several dozen 
  systems.  However they were struck down by a virulent 
  plague that wiped them out, leaving their automated robotic 
  defenses operating without guidance.  Had these defenses 
  simply continued to defend what was once Helapian territory 
  there would have been little trouble, unfortunately, every time 
  they encountered a new potential threat, they did not simply 
  destroy the individual ship or ships, but spread out to confront 
  whatever species it had belonged to.  Many newly developing 
  races in the surrounding areas of space were destroyed simply 
  because they were seen as threats, and with automated facto-
  ries continually producing new units as needed these robotic 
  defenses became a deadly danger to a greater and greater area.  
  While several weaker races in the area had banded together to 
  try and meet the threat, it was not until the arrival of a Sagaren 
  Homeship in the region that sufficient forces were arrayed 
  against the Helapian’s automations to bring about what was 
  effectively a stalemate for several years.  When the Alliance 
  exploration vessel Star Runner encountered the Helapians it 
  sparked a chain of events that led to a Helapian fleet following 
  a Sagaren task force as it went to meet with the Alliance for the 
  first time.  As the Sagaren task force met with the first contact 
  Alliance fleet the Helapian fleet fell on both groups, and only 
  by uniting were they able to defeat the attacking forces.  This 
  quickly firmed up relations between the Collective and the 
  Alliance, and it was shortly afterwards that an Alliance expe-
  ditionary force engaged in joint operations with the Sagarens 
  and their combined forces quickly wiped out the last remains 
  of the Helapian automations, ending the conflict and opening 
  up a new section of space for exploration and colonization 
  while ensuring that the United Systems Alliance and the 
  Sagaren Collective would enter into a long standing alliance.
  The United System Defense Fleet 
  Scandal: The Fleet Scandal broke out towards the later 
  half of the Helix War and the final dying reverberations are 
  only now beginning to play themselves out.  The core of the 
  Fleet Scandal occurred when a number of highly placed 
  members of the Alliance military along with several sector 
  governors, and many of their underlings, began arranging for 
  restricted materials meant for the military to be funneled to 
  outside forces, especially pirates, in return for large amounts 
  of wealth.  Everything from guns, weapons, armor, powered 
  armor, and even warships up to heavy cruiser size simply 
  disappeared from the books and ended up in the hands of 
  the Alliance’s enemies.  Almost as bad was the information 
  that was given, allowing these groups to strike at valuable 
  lightly escorted convoys and independent ships with their 
  new weapons in enough force to prevent the escape of any 
  survivors.  It was only when such a force struck a convoy that 
  had the fortune of the battleship Majestic joining unplanned 
  as it was heading to the front that it became known that the 
  attackers were using USDF ships and equipment.  It took 
  several more years of careful investigations by USDF Intel-
  ligence and the Guardians before all at once in simultaneous 
  actions the majority of those involved were arrested, the 
  remainder taken in over the next few years.  Those arrested 
  were questioned, given a fair trial, and those found guilty were 
  hanged as traitors and pirates.  One by one, or in groups the 
  stolen USDF ships were hunted down.
  The scandal rocked the USDF and the Alliance government 
  and led to a complete reorganization of the Office of Internal 
  Affairs Department of USDF Intelligence.  Even today the 
  remnants of the then modern Alliance equipment pop up from 
  time to time as a particularly nasty reminder of what is gener-
  ally considered to be the most disgraceful affair in the history 
  of the USDF.
  Anteries Sector Border Dispute: The 
  Anteries Sector Border Dispute was a conflict between the 
  Baggal Empire and the United Systems Alliance over a sector 
  of space that bordered both governments.  Both governments 
  already had settled systems in the disputed area and refused to 
  give up those systems.  While the Alliance was willing to settle 
  for simply retaining its own systems and allowing free devel-
  opment elsewhere by the Empire, House Retine was looking 
  for a conflict in which to enhance its own prestige and power 
  and as a result steadfastly refused any solution other than 
  the turning over of all the systems in the disputed area to the 
  Empire.  While negotiations continued House Retine was busy 
  supplying and supporting several pirate groups in the area that 
  2: A BRIEF OUTLINE OF 
  RECORDED HISTORY
  
  8
  were preying on Alliance ships and systems.  Additionally, they 
  had managed to subvert the Alliance Sector Governor.  The 
  U.S.A.S Ulysses, on its first deployment, and carrying the first 
  military exchange with the Sagaren Collective, a squadron of 
  their strike craft and a platoon of their Commandos, played 
  a pivotal role in the conflict.  Even as scattered skirmishes 
  broke out between light Alliance and Empire forces, the 
  Ulysses found and eliminated the base of the pirates that had 
  been plaguing the sector, in the process not just uncovering 
  evidence of the Empire’s involvement in the pirate attacks, but 
  actually capturing the light cruiser R.M.S Shield in the act of 
  bringing supplies and equipment to the pirate base in return 
  for stolen goods.  In retaliation for the attacks by the Empire, 
  several strikes were carried out against valuable targets in 
  Empire space in which a great deal of damage was done.  The 
  Governor’s treachery was uncovered after the Ulysses received 
  a set of illegal orders to surrender to Empire forces on charges 
  of piracy which led to a joint investigation by USDF Intelli-
  gence and a Guardian who happened to be in the area.  Ironi-
  cally, it was the Ulysses that was charged with arresting the 
  governor which only occurred after a sharp firefight with the 
  hired mercenaries the governor had employed as bodyguards.
  Meanwhile back in the Empire, House Retine had managed 
  to fan the flames of nationalism to the point that several of 
  the other houses became directly involved in the conflict, and 
  several large strike forces were assembled in preparation for 
  an attack on several key systems.  In particular, K1317n was 
  a prime target as before the conflict had begun, it had been 
  settled by both the Alliance and the Empire (and the residents 
  had been getting along just fine) and already the two mili-
  taries were eyeing each other both in space and on the ground.  
  Warned by a series of concealed sensor platforms along the 
  border of the incoming attack every available Alliance vessel 
  was rushed to K1317n and before long both sides had assem-
  bled substantial forces in the system and were nearly ready to 
  open fire, which would have resulted in outright war between 
  the two governments when something happened.  To this day 
  both sides have refused to comment on exactly what that was.  
  All that is generally known is that whatever occurred, it forced 
  the two would be enemies to unite and engage something 
  that resulted in heavy losses for the two fleets before the now 
  united force, along with hastily arrived reinforcements set off 
  in pursuit of something.  
  The results of these many conflicts, and in particular what 
  came to be referred to as “The Incident”, in addition to the 
  shock of the margin of superiority the Alliance held in both 
  technology and numbers, combined with the undermining of 
  the covert end of the Empire’s operations provided an oppor-
  tune time for His Royal Majesty Hiban Riskalian IV to wrest 
  control of the throne.  One of his first acts was to sign a treaty 
  with the Alliance, opening the disputed territory to both sides 
  and establishing a working, if somewhat tense relationship 
  between the two governments.
  The Klaeok Incident: The Klaeok Incident came 
  about at the end of the New Ireland War for Independence.  
  The Ballard Confederacy, already repelled once by the settlers 
  of Klaeok had made clear its intent to make an example of the 
  lightly settled world and its defiant inhabitants.  Realizing they 
  faced potential annihilation, the settlers, bolstered by many of 
  the survivors of the first attack who had elected to join with 
  their former enemies, began looking for allies to aid them.  
  Unfortunately, there were none in the area who were willing 
  to risk a confrontation with the Ballard Confederacy which 
  was the largest local power.  Finally, in desperation the settlers 
  turned to a Sagaren Homeship that had arrived in the region 
  only a few years before and about whose inhabitants little was 
  known and a good deal of rumor and conjecture existed.
  After a great deal of discussion, the Sagarens agreed to send 
  a delegation to Klaeok to try and hammer out an agreement.  
  Negotiations initially went very well and both parties involved 
  were close to reaching a final agreement when the larger part 
  of the Ballard Confederacy’s battle fleet suddenly dropped into 
  the system.  Disdaining warnings by the Sagaren diplomats 
  on the planet and in their orbiting starship that the Klaeok 
  system was now under the protection of the Sagaren Collec-
  tive the Confederation forces prepared to enter orbit and begin 
  their assault.  As it became clear that the fleet was not going to 
  back down it was suddenly attacked from behind by a Sagaren 
  taskforce that had been lurking in the system under stealth.  
  Even though they were significantly outnumbered the superi-
  ority of the Sagaren forces would have likely assured victory in 
  any case.  The crushing surprise missile salvo that streaked in 
  nearly unopposed simply guaranteed that such was the case.  
  The Confederacy forces fought valiantly despite losing their 
  commander and several of their ships in the opening seconds 
  of the battle but were rapidly overwhelmed.
  This victory did not merely assure the continued survival of 
  the Klaeok settlers, who soon thereafter renamed their planet 
  New Ireland, but it broke the back of the Ballard Confederacy 
  through the destruction of the majority of its navy.  Addition-
  ally, it showed that the Sagarens were willing to use force when 
  necessary to assert their influence within the region.
  The resulting trade agreements greatly benefited both sides 
  and it is expected that within another couple of decades New 
  Ireland will be able to look after its own defenses without the 
  need for assistance.  Since the Klaeok incident, a number of 
  systems have followed New Ireland’s example and it seems 
  likely that many of them will form an alliance of some sort in 
  preparation for the time when the Sagarens move on.  Ironi-
  cally enough the remnants of the Ballard Confederacy are 
  likely to be among those who join.
  The Willian Cluster Campaign: Up until just 
  a few years before the Helix War the Willian Cluster had long 
  proven a haven for pirates and raiders, with many bands of 
  each having formed something of an alliance that had spread 
  over several of the star systems in the Willian Cluster.  This 
  grouping of pirates, raiders, brigands, and ne’er-do-wells had 
  long been a thorn in the side of organized authority, but none 
  of the governments in the area, even together, had the force 
  necessary to properly deal with the threat this pirate’s alliance 
  presented.  At best they had been able to keep things some-
  what in check by occasional strikes at the periphery against 
  the more weakly defended targets.  Things became so bad that 
  large groups of pirates began descending even on the more 
  heavily developed worlds, overwhelming the defenders, taking 
  slaves, looting, and raping while destroying much property and 
  killing indiscriminately.
  Ironically, the very events which seemed to best show the 
  pirate’s power were those that set in motion their eventual 
  downfall.  These large raids raised enough consternation 
  among the local governments that several activated their trea-
  ties with each other, and more importantly, managed to gain 
  the support of the United Systems Alliance.  This was greatly 
  helped by the fact that the Alliance’s attention had already been 
  
  9
  drawn towards the Willian Cluster after several rather bold 
  raids into Alliance territory by the pirates.  
  Thus it was that a large allied fleet, its core comprised of 
  USDF warships and supported by the assembled forces of the 
  regional governments moved on the cluster.  However the 
  pirates had long been prepared for some kind of attack, though 
  not on the scale that did finally descend on them, and fighting 
  was far more fierce than had been anticipated.  Several of the 
  ground assaults undertaken due to the need to rescue pris-
  oners turned what otherwise would have been a series of space 
  battles followed by the orbital bombardment of necessary 
  targets into violent bloody affairs as pitched fighting took place 
  from the ground clear up to space, the attackers running into 
  thick defensive networks practically everywhere they assaulted.  
  It was not until the United Systems Alliance threw another 
  fully supported fleet into the fray while the armada condensed 
  its efforts on fewer objectives at a time that significant and 
  rapid progress began to be made.  
  In the end, though considered very successful, a campaign 
  that had been expected to take a couple of months at most with 
  minimal casualties ended up stretching out for nearly a year 
  with casualties that while considered light for most military 
  operations of this size, were well beyond what is generally 
  considered acceptable when dealing with pirates and their ilk.
  With the end of this campaign, piracy through much of 
  known space dropped off sharply for more than two decades, 
  and it was not until the Gener War was well along and 
  absorbing many of the forces more generally employed in 
  piracy suppression that piracy and raiding began to pick up 
  again, though it has not so far reached its previous levels.  
  The Dentian Civil War: The Dentian Civil War was 
  a war that threatened to tear apart one of the leading races 
  within the United Systems Alliance.  The origins of the civil 
  war had its origins in the distant past.  Since not long before 
  the Dentian’s several systems chose to join the then still 
  emerging entity that would eventually become the United 
  Systems Alliance the Dentian culture began to experience a 
  division in what had before been a unified cultural system.  
  Several clans began to allow increasing rights to their females 
  which met with discontent from those clans that didn’t do 
  so themselves.  In these clans, females were considered little 
  better than second class citizens and were sharply restricted in 
  what they were allowed to do in addition to being required to 
  follow the instructions of their male relatives.
  Because of the traditional autonomy of the individual clans 
  when it came to their own affairs and policies, even when laws 
  were eventually passed that allowed at least the option for 
  females to receive equal treatment, once the majority of clans 
  had reformed their policies, these individual clans, and groups 
  
  10
  within even the reformed clans, continued to hold to the older 
  ways and continued to not only place such restrictions on 
  their own females; they also tried to undermine the laws put in 
  place.
  These two differing factions continued to engage in this 
  conflict of politics, duels, and scuffles between clans and 
  individuals up until nearly the present time.  The outbreak of 
  the civil war occurred when the newly elected Grand-Leader 
  tapped M’Lee D’ress for the position of Vice-Leader.  A famous 
  Captain in the USDF, and even more scandalously, bond-mate 
  to a non-Dentian, retired Colonel 
  Matthew Angel from the Alliance 
  Strikers, she seemed to stand for 
  everything the traditionalists hated.  
  Because of this when she arrived in 
  the Dentian home system a number 
  of Dentian naval units mutinied 
  and sided with the traditionalists, 
  launching an attack on the Vice-
  Leader to be while planetside simul-
  taneously action was taken against 
  the Grand-Leader and reformists.
  The would-be Vice–Leader 
  survived only through great luck, the 
  skill of Matthew Angel, pilot, and 
  owner of the Star Runner which she 
  was traveling on, the valiant actions 
  of a pair of loyalist destroyers that 
  threw themselves against heavy odds 
  to buy desperately needed time, and 
  in the end, the Alliance battlecruiser 
  Gargoyle intervening in defense of 
  the Star Runner.  The Grand-Leader 
  survived his own attack, though with 
  the loss of most of his bodyguards 
  and badly wounded.  
  Across the planet, open warfare 
  broke out, and the Dentian navy 
  broke down into vicious infighting in 
  which the reformists quickly gained 
  the upper hand.  On planets with 
  large Dentian populations, most 
  especially those that had been colo-
  nized before their entry into the Alli-
  ance, widespread fighting broke out 
  as clans on each side took up arms 
  in the wake of the initial surprise 
  attack.  For more than two years the 
  war raged, involving guerrilla tactics, 
  vicious urban street fighting, assigna-
  tions; with friends and even family 
  members fighting each other before 
  the reformists were able to declare 
  victory, and even then, isolated bands 
  and groups of the traditionalists 
  refused to give up and many have 
  resorted to terrorist tactics, leaving 
  the Dentian government with an 
  ongoing problem but firmly estab-
  lishing the reformists in control and 
  in the majority.  As things stand, it 
  seems likely that D’ress will be elected 
  to the position of Grand-Leader 
  when the current one retires, despite the additional outbreaks 
  of violence it will probably cause.
  The Great Signing: The Great Signing is the name 
  given to the event that officially resulted in the creation of the 
  original United Systems Alliance.  Up until this point, there 
  had been numerous alliances and single governments, gener-
  ally racially based, that held multiple systems.  Conflicts were 
  common, and some had proven exceptionally brutal, incidents 
  like the Galafant Genocide and the orbital bombardment of 
  
  11
  the Opo homeworld horrified many and led to a growing belief 
  that some form of overall order needed to be imposed on the 
  galaxy.  Several groups tried to do this by force, which only 
  aggravated the problem.  As a result of these and other factors, 
  several of the larger powers and many of the minor powers 
  came together in an effort led by the Dentian Commonwealth, 
  the Terran Alliance, the Welbring Confederacy, the Tracurn 
  Cooperative, and several lesser powers.  These governments 
  resolved to work together towards securing a peace between 
  as many of the powers as possible.  Members would be left 
  strictly to their own affairs when it came to governance so 
  long as civilians were left out of any military action as much 
  as possible, but any action taken against a member by another 
  power would be met with the full unified force of the new 
  Alliance.
  Originally consisting of just over fifty signatories, the Alli-
  ance saw a steady increase in membership as the security it 
  provided, as well as the economic opportunities available, 
  became apparent.  Despite over five thousand years since the 
  signing, and numerous new signatories, the original tenants 
  agreed to have seen little change or modification, indeed, 
  the citizens of the Alliance have long fought fiercely against 
  enemies internal and external that have threatened such 
  changes.  
  The Sloughing Plague: Before the use of medical 
  nanites came about, the threat of diseases that could rapidly 
  spread through known space was very real and more than one 
  close call was had with several diseases that proved them-
  selves to be anything but picky when it came to what species 
  they would infect.  This was of course entirely aside from 
  those that simply attacked things other than people such as 
  livestock, agriculture, and native species.  Perhaps the most 
  frightening among these was what came to be known as the 
  Sloughing Plague.  Even today no one is entirely certain where 
  it originated, but a long dormancy period during which it was 
  contagious allowed it to spread far and wide through known 
  space before anyone realized what was happening.  Within the 
  space of less than a month, hundreds of worlds were infected.  
  Quarantines did little to help even when imposed because 
  of how quickly the disease had spread undetected.  Millions 
  died from the painful disease which caused flesh to decay and 
  eventually fall off a person, often leaving bare bone exposed.  
  Billions were horribly scarred for life.  Massive efforts by 
  practically every scientific agency in the known galaxy 
  backed by an unheard of near unanimous support of nearly 
  all existing governments finally managed to get the disease 
  under control through mass vaccinations on a scale previously 
  unheard of as well as aggressive treatment of those infected.  
  The last reported case of the Sloughing Plague was reported 
  almost fifty years after the initial outbreak and the disease 
  is believed extinct except for a few very carefully guarded 
  samples.  Speculation continues through today that the disease 
  was a bioweapon that got out of control, but it seems unlikely 
  the true origin will ever be known.  The Sloughing Plague 
  provided much of the impetuous needed to push forward the 
  development of medical nanites that have largely eliminated 
  such problems as well as providing many other benefits. 
  The Deadline Event: Since the earliest days of 
  recorded star travel people have stumbled over the remnants 
  of earlier civilizations.  While many never reached the stars, or 
  had only just done so, time and again ruins have been found 
  that point to great widespread civilizations that ranged well 
  beyond the explored parts of the galaxy.  All indications are 
  that they were at least as advanced as any civilization currently 
  known, if not more so, and perhaps most disturbingly, they all 
  disappeared within a very short time without any indications 
  so far discovered as to what caused it.  In fact, there are no 
  indications that any spacefaring race which existed at the time 
  continued to do so afterward.  The result has come to be called 
  the Deadline Event.
  As might be expected, this has resulted in all kinds of 
  theories, from plague to invaders, to a sudden rise to transcen-
  dence, too many other possibilities.  Across space, both private 
  and government sponsored research teams excavate and 
  examine the ruins in an attempt to glean some sort of indica-
  tion of what these civilizations were like, and perhaps more 
  importantly, what caused their destruction.
  So far as is currently known, the only structures found are 
  those that reside on planetoids of some sort, no space stations, 
  starships, or even satellites have been found.  This has only 
  given credence to the belief that whatever caused their down-
  fall, it was not of a peaceful nature.
  Recently rumors have arisen that whatever caused the 
  sudden break off of the Anteries Sector Border Dispute had 
  some possible connection to the Deadline Event, and unlike 
  the rumors that have often sprung up in the past, it is refusing 
  to die, giving added credence to the belief that whatever 
  happened so long ago was violent in the extreme given the 
  losses the Baggal Empire and the United Systems Alliance 
  combined naval forces sustained.  
  Any researcher or team of researchers that find definitive 
  information on these lost civilizations instead of mere conjec-
  ture and supposition will likely find themselves set for life 
  financially and catapulted to the head of their field.  Until then 
  the peoples of the galaxy will likely continue looking at the 
  stars and wondering just what could have caused such civiliza-
  tions to disappear with little trace.
  The Helix War: The greatest and most horrifying 
  conflict in recorded galactic history, the Helix War came upon 
  the galaxy unexpectedly.  The Geners at first were thought to 
  be a race like many others if a bit reclusive and perhaps more 
  disturbing than most.  Their representatives preached a culture 
  of oneness, not of social or economic class, but racial class.  To 
  any who would accept they offered the “elevation” of species, 
  using their advanced genetic knowledge to literally reshape 
  other species into their own image.  Few as might be expected 
  accepted the offer, and they disappeared into the ranks of the 
  Geners.  Or so it was thought.  
  THE HELIX WAR’S IMPACT
  The Helix War is still fresh in the minds of many and its scars 
  run deep.  Many people lost friends, family, and loved ones to a 
  fate worse than death.  Many others face the horror of simply not 
  knowing what happened to those they cared for.
  Thousands of fertile lush worlds were reduced to blasted molten 
  ruin.  Many characters, especially with a military background 
  are likely to have been touched by the Helix War in one way or 
  another.  And those that weren’t would be notable for that fact.
  
  12
  Approximately two years after initial contact with the 
  Geners the United Systems Alliance began to find scat-
  tered outermost colonies gone without any trace of what 
  had happened to them.  People completely gone, settlements 
  completely leveled, any defenders apparently destroyed 
  without being able to send a distress call.  Mystified and 
  concerned, the Alliance began increasing patrols in the border 
  regions affected.  It was one of these reinforced patrols that 
  responded to a garbled distress call to find a small Gener task 
  force engaged in landing troops on the small colony world of 
  T’Ger.
  After a sharp fight that proved a nasty surprise to both sides 
  the Geners were driven off minus their landing forces.  When 
  Strikers descended to relieve the local ground based defenders 
  they found themselves facing not the Geners themselves, but 
  several species of specially grown beings that could only be 
  described as monsters specially designed for combat.  Even 
  with support from the orbiting ships fighting was vicious 
  and casualties among the defense forces and Strikers alike 
  were severe before the last of their foes were destroyed, none 
  surrendering.
  Even as the Alliance and its allies girded for a war the 
  true horror of what they faced was revealed.  Analysis of the 
  corpses of the Helix Warriors brought to light the horrifying 
  evidence that many had previously been the residents of the 
  attacked colony worlds, twisted in mind and body into subser-
  vient minions of the Geners.  While no one ever found out if 
  their claims of eventual elevation of all life to their “exalted” 
  status was truthful, and they sincerely believed that once all 
  resistance was eliminated they would raise their cannon fodder 
  to such levels, the galaxy responded with a degree of revulsion 
  and outrage never before seen.  All in the path of the Geners 
  realized that this was not to be a war for dominance, or even 
  survival, but for the very existence of their races and their 
  souls.
  The United Systems Alliance took the unprecedented 
  action of declaring that in light of the atrocities committed 
  and a refusal to negotiate, that the entire Gener race would 
  be completely and utterly annihilated.  This, however, would 
  prove far harder to achieve than any might have guessed 
  initially.
  The Gener Empire was far more extensive than anyone 
  outside it had realized, and their combination of biological and 
  mechanical technology initially proved an even match for the 
  best the Alliance could field.  For the first time in history, the 
  entire Alliance had to shift over to a war footing with all the 
  disruption and chaos that entitled.  Almost as bad, system after 
  system continued to come under attack as the Geners were 
  able to choose when and where they would attack and even the 
  Alliance couldn’t muster enough forces to guard everywhere 
  strongly enough to repel the sort of assaults the Geners could 
  attack with.  
  The conflict seesawed back and forth for nearly four 
  decades, neither side able to gain a significant advantage even 
  as the death tolls skyrocketed.  Finally, though, the full weight 
  of Alliance production and manpower, along with the intro-
  duction of several new technologies turned the tide.  Several 
  new Alliance fleets slammed simultaneously into several key 
  Gener systems, destroying the defending fleets, wrecking their 
  space-based industries, and finally glassing all the inhabited 
  planets within.
  The Geners never recovered from such a significant loss of 
  military and industrial power.  System by system the Alli-
  ance swept through Gener space, leaving nothing behind but 
  glowing balls that had once been planets, some of which had 
  once been Alliance planets, but were now so heavily infested 
  with Gener biological creations that they could not be safely 
  retaken.
  Towards the end, the Geners attempted to launch several 
  expeditions to colonize areas far from the conflict where they 
  could restart unhindered, but as best can be determined, 
  the Alliance managed to intercept each of these endeavors 
  before they could escape the conflict.  The Geners’ attempts 
  at resistance grew more and more drastic as the end loomed, 
  but the Alliance drove on regardless of losses, its people not 
  seeing the war so much as conflict as a crusade.  Even as they 
  cursed themselves, never knowing if the opponents they cut 
  down might have one time been friends or even family, they 
  destroyed all before them with a ruthlessness that shook 
  the rest of the galaxy to its core as it witnessed the full and 
  unchained might of the gentle giant in their midst brought 
  entirely to bear in a righteous cause.
  After sixty-three years the war was officially declared over 
  by the United Systems Alliance.  The last Gener strongholds 
  had been utterly annihilated, the last pockets of their race 
  and their creations hunted down and eliminated.  When the 
  totals were added up even the most hardened was shocked.  It 
  was confirmed that Alliance civilian casualties numbered at 
  least five trillion, with the possibility of it being twice that but 
  having no way of confirming more than that.  The Alliance 
  military and its allies, not counting system defense forces, 
  suffered just over a two and a half billion casualties during 
  the course of the conflict.  The economic cost was liter-
  ally uncountable.  No one has even tried to estimate Gener 
  losses, but with the extinction of an entire race, it can only 
  be assumed that their losses were higher by several orders of 
  magnitude.  
  Even now, more than two decades after the official end 
  of the war its effects continue to linger.  The United Systems 
  Alliance increased its military half again over what it had been 
  before the war, and advances mean its power is two or three 
  times that prewar.  Even now, three decades after the cession 
  of hostilities it continues to hunt for possible Gener remains, 
  determined to ensure that not even one of its dangerous 
  creations survives to multiply and spread.  Soldiers and civil-
  ians alike still suffer from the trauma of the war, not knowing 
  if their friends and families were simply killed, or turned into 
  abominations that they themselves might have slain.  
  Rumors continue to emerge about the true horror of the 
  Geners’ experiments, the ones that were never designed for 
  the battlefield that left even the returning remains of the elite 
  Ten Percent strike teams pale with horror.  Perhaps the most 
  vivid reminder of the Helix War though is the section of space 
  now known as The Ten Thousand Eyes of Death.  The name 
  is in reference to the number of planets that were reduced to 
  glowing cinders by massive anti-matter bombardments and the 
  cracking of their crusts by the Alliance as it sought to throw 
  back the Geners and sterilize the worlds they had infected with 
  their deadly creations.
  
  13
  TIMELINE
  GAD (General Arbitrary Date) Part of a dating system 
  used by much of the galaxy as a way to standardize dates.  
  Many civilizations and planets though use their own calen-
  dars and dating systems in their internal affairs.  
  GAD years are broken down into ten month spans of four 
  weeks, made up of ten days each of which has twenty-four 
  hours.
  -1,500,000 GAD approx: Deadline Event.
  -57,671 GAD: Sagaren Homeworld destroyed in a 
  nova, survivors launch into space on primitive sublight 
  Homeships.
  -7,560 GAD: Humans develop primitive FTL travel.
  -5,837 GAD: Iron Age Baggalian Empire establishes 
  complete domination over homeworld.
  -5,747 GAD: Conflict between Human Confederation 
  and its rebellious offshoot the Independent Federation ends 
  in the Confederation’s victory.
  -4,563 GAD: Dentians colonize their first out of system 
  planet setting the stage for the beginning of the Dentian 
  Commonwealth.
  0 GAD: New dating system picked by a large number 
  of governments to simplify dating confusion between 
  civilizations.
  515 GAD: United Systems Alliance is formally founded in 
  The Great Signing.
  3474 GAD: Sloughing Plague officially recognized.
  3527 GAD: Sloughing Plague declared extinct.
  5518 GAD: Willian Cluster Campaign occurs.
  5529 GAD: The Helix War begins.
  5592 GAD: The Helix War ends, Gener race officially 
  declared extinct.
  5610 GAD: Sagarens enter local galactic region and 
  encounter United Systems Alliance private exploration team.
  5611 GAD: Helapian Conflict brought to an end by the 
  combined forces of the Sagaren Collective and United 
  Systems Alliance.
  5613 GAD: The Klaeok Incident occurs.
  5615 GAD: Itellians launch interstellar campaign that 
  conquers several nearby inhabited systems before being 
  stopped.
  5620 GAD: Anteries Sector Border Dispute occurs.
  5623 GAD: Dentian Civil War erupts.
  5626 GAD: Dentian Civil War comes to an end.
  5628 GAD: Current Day
  Less vivid but of potentially greater long term importance 
  than even The Ten Thousand Eyes of Death is the awareness 
  the Helix War brought to the galaxy as a whole just what the 
  results of an absolute war are when governments become so 
  large and the weapons so advanced.  Even earlier conflicts 
  where planets were bombarded in deliberate massacres paled 
  in comparison to the level of carnage that erupted when the 
  two largest known empires went to war to the death.
  In many civilizations, there has been a crackdown on 
  genetic experimentation not directly related to the improve-
  ment of health for people, agriculture, and livestock, and even 
  their greater oversight is being put into place to prevent the 
  perversion of the science to end result the Gener’s arrived at.  
  Other civilizations, impressed with the results obtained by the 
  Geners have increased Genetic research in areas previously 
  considered unprofitable and are generating unrest among 
  their neighbors and the galactic community as a whole at the 
  thought of where such efforts could lead.
  Furthermore, despite the losses suffered by the United 
  Systems Alliance, the Alliance actually grew during the 
  conflict, several species joining during the ongoing conflict for 
  protection and having found no reason to leave in the after-
  math.  Though at no point more than a tenth of the Alliance 
  was directly affected by the Helix War, as a whole the Alliance 
  emerged from the conflict stronger than before and having 
  reaffirmed to both itself and the rest of the known galaxy that 
  it retained the power and resolve to continue on as a healthy 
  and ever growing civilization.
  
  14
  “So you see Ma’am, it really doesn’t make any difference 
  to my or my crew, I’ll simply note in my logs that the local 
  inhabitants declined to join the United Systems Alliance 
  at this time and we’ll move onto the next system on our 
  itinerary.  However, once the information on your system 
  gets into the databases you’ll have fortune hunters, pirates, 
  raiders, free traders, corporations, and other governments 
  here all trying to grab whatever they can.  And if you think 
  our small scoutship put paid to your defense grid when it 
  “accidentally” fired on us, the thought of what a proper 
  warship, capable of orbital bombardments with antimatter 
  missiles, could do if you do not comply with their demands, 
  should give you serious pause.  If you join with us we will 
  provide protection from them and leave you to rule your 
  system however you wish, bearing in mind our few laws in 
  that regard, and all for only a hundredth of your total system 
  income.  Now, you can write all that off as propaganda if you 
  want, that’s your decision, but you know our own terms.  I’ll 
  leave you with the information, we’ll be here another couple 
  of days, if you change your mind, you know where to find 
  us.”
  The Empress watched as the alien made to depart and 
  raised her manipulator.  “Wait, the Empire will join your 
  Alliance, send your ambassadors.”
  The scout ship captain smiled and settled back down to 
  finish the negotiations.
  A
  s noted in the first chapter, the United Systems Alli-
  ance is far and away the most powerful and wide-
  spread single organization in known space.  As such 
  it is likely to figure heavily into the thinking of any 
  sentient looking to travel, and they would be well advised to at 
  least know the basics about the Alliance.
  The Alliance has been around in its current form for at least 
  five thousand years and in various forms before that for longer 
  than easily researched history.  Throughout that time the Alli-
  ance has shown a slow steady growth in area and population 
  despite many setbacks, including several which came close 
  to destroying it.  Through it all, the Alliance has only grown 
  stronger until in these times it seems that nothing short of 
  a force capable of destroying the entire galaxy can do more 
  than give this fairly benign behemoth pause.  Its recent sixty-
  eight-year war with the Geners seems to have only reinforced 
  this conception since as great and terrible as the war was; it 
  consumed only a fraction of the Alliance’s seemingly bottom-
  less resources.
  A fairly passive entity by almost anyone’s standards, the 
  Alliance has time and again proved itself quick to strike 
  back against those who would do it harm, though there is no 
  recorded instance of it striking the first blow in any conflict.  
  But due to its size, it wields political and economic clout that 
  in many ways are more powerful by far than it’s military.  Only 
  the fact that it normally stays out of general galactic politics 
  and its economy is spread among so many different elements 
  has kept it from overwhelming everyone else by unintentional 
  fiat.
  Despite all this, much of the territory claimed by the Alli-
  ance is still mostly unknown, with many systems having never 
  seen more of civilization than a simple survey probe.  Thus the 
  potential for adventure is still rarely more than a short jump 
  away even within the core of the Alliance.
  FOUNDING CONCEPTS
  The Alliance is founded on a few simple concepts.  However 
  these concepts are held strongly and efforts to undermine 
  them from without and within, whether subtle or obvious 
  have consistently met with fierce resistance.  They believe that 
  systems have the right to choose their own decisions, and not 
  have them dictated to by any overarching agency, that peoples 
  have a right and responsibility to put into power the leaders 
  they choose if any, and that all peoples have a right to not fear 
  attack by outside forces
  Government
  The United Systems Alliance is a coalition of over five 
  hundred major species and many thousands of star systems.  
  As such, any attempt to lay down strict laws or guidelines as to 
  how each system conducts its own affairs would be doomed to 
  failure.  In light of this, each system is allowed to govern itself 
  however it wishes, aside from a few minor rules which are 
  covered in the section on laws and regulations.  
  However, in order to act with unity when it is a necessity 
  there must be some form of overarching government.  Techni-
  cally, therefore, the Alliance is a very loose democracy, with a 
  President elected in a popular election every ten years.  There 
  is no congress or parliament, instead, each system maintains 
  a representative who brings issues to the executive depart-
  ment as necessary, with important decisions being attended 
  to by the President directly.  In this capacity, the president is 
  supported by a cabinet of experts who are regularly rotated to 
  ensure fresh and up to date experience in assisting making the 
  President’s decisions.
  For the most part, the Alliance government concerns 
  itself with foreign relations and interstellar affairs, leaving the 
  governing of the systems alone.
  The territory of the Alliance itself is broken up into sectors, 
  each run by a sector governor who acts as the local represen-
  tative of the Alliance government, mediating affairs, settling 
  disagreements, and otherwise handling the necessary acts of 
  governance.
  These sector governors are most generally stationed in 
  an uninhabited system in the center of, or in the case of a 
  new sector, where the center is expected to be in order to 
  prevent any perceptions of bias.  This system also generally 
  3: THE UNITED 
  SYSTEMS ALLIANCE
  
  15
  serves as the center of all USDF activities within that sector, 
  often containing a major base with any number and types of 
  stations, shipyards, repair docks, and extensive defenses as well 
  as a strong permanent USDF presence.
  Sector governors have a wide breadth of powers, including 
  the ability to negotiate with foreign powers, impose quar-
  antines, pass sentence, or pardon on criminals prosecuted 
  under Alliance rather than local law.  He also has an informal 
  say in the distribution of the USDF within his sector, though 
  he cannot actually give orders, the USDF commander in the 
  region had best have a good reason for refusing to give what 
  assistance the Governor might request within reason.
  On a more local level, each inhabited planet or major space 
  colony within Alliance territory generally has an Alliance 
  embassy or at least an office where at a minimum a representa-
  tive can be found. 
  Foreign Relations
  The Alliance is by nature a non-aggressive entity, prefer-
  ring to expand through colonization of uninhabited systems 
  and voluntary membership by existing systems and at times 
  the merging of alliances.  This follows the belief that as there 
  is plenty of space and uninhabited systems throughout the 
  galaxy, it simply isn’t worth the trouble to take over systems 
  by force.  This has led to numerous independent systems and 
  groups of systems within what is accepted as Alliance territory 
  who for one reason or another have chosen not to join.
  However, this peaceful approach to expansion does not 
  indicate  reluctance in any way of the Alliance to defend what 
  it considers its own.  In fact, quite the opposite is the case and 
  the Alliance will rapidly deploy overwhelming force to not 
  only defend its own interests but strike back at any aggressors.  
  If initial strikes at an opponent’s military assets and infrastruc-
  ture fail to secure a peace on acceptable terms the Alliance will 
  begin a systematic destruction of space-borne assets and the 
  infrastructure needed to maintain an interstellar presence.
  This hard line policy has long been seen as a deterrent by 
  the Alliance, and by and large, it seems to work aside from 
  isolated incidents, most commonly with recently encountered 
  cultures that have not yet come to understand the full scope of 
  what the Alliance is capable of.
  Most treaties agreed to by the Alliance focus on mutual 
  acknowledgments of territory and trade.  While the Alliance 
  will not normally attempt the capture and prosecution of its 
  own members who may violate treaties with other govern-
  ments, neither will it move to assist them if they are caught by 
  the other parties involved unless there is an obvious injustice 
  being enacted.
  A NOTE ON THE 
  USDF FOR GM’S
  Despite it’s great size, the job before the USDF is even greater 
  and always growing.  With so many systems, populated and 
  otherwise to patrol and protect, some may go months or even 
  years without more than perhaps a brief visit by a wandering 
  cruiser.  Even within the heart of the Alliance there are numerous 
  places that rarely if ever have a USDF presence and it should 
  never be hard to come up with some reason why they can’t come 
  riding to the rescue, at least not until you want them too.
  
  16
  The United System 
  Defense Fleet
  The sole military arm of the Alliance, The United Systems 
  Defense Fleet (USDF) is widely regarded as one of the premier 
  fighting forces in the Galaxy.  With vast arrays of species and 
  plenty of recruits to pick from, backed by the largest known 
  industrial base The USDF has had no need to choose between 
  quality and quantity.  The USDF is strictly apolitical but its 
  members are fanatical about preserving the founding values 
  of the Alliance and defending its citizens.  While its indi-
  vidual components are normally at least the equal if not the 
  superior of their foes it could be said that one of The USDF’s 
  core philosophies is the use of overwhelming force whenever 
  possible.  Be it on distant borders or in the heart of the Alli-
  ance, The USDF is always on watch.
  Organization: The USDF is a massive organization, as 
  it needs to be in order to perform its job properly across the 
  vast distances of the Alliance.  There are three primary ways 
  in which the large number of ships are organized, fleets, task 
  forces, and individual vessels.
  Fleets: The largest groupings of military vessels, a fleet 
  usually numbers at least a couple dozen vessels of varying sizes 
  and usually includes at least a couple capital ships of heavy 
  cruiser size and larger.  At the other end, a fleet could consist 
  of hundreds of ships with a dreadnaught at their center.  Fleets 
  are rarely deployed except in actual times of conflict, and 
  instead, tend to cluster in nodal locations where their various 
  elements can be assigned to needed duties while always leaving 
  a strong component behind to be deployed in an emergency.  
  Fleets are almost always used only in the assault or defense 
  roles where their power is necessary, lesser tasks being handed 
  off to task forces or individual vessels as needed.
  Task Forces: The second largest grouping of military 
  vessels is the task frce.  Often components of a larger fleet, 
  task forces are any grouping of two or more vessels, but they 
  rarely comprise much more than a dozen vessels, though their 
  types can vary dramatically from one task force to the next.  
  Task forces are commonly used in areas where single vessels 
  would be at risk, or to handle missions for which a single 
  vessel could not provide enough resources to handle by them-
  selves.  Common missions for task forces comprise escorting 
  merchant ship convoys, heavy patrols, showing the flag, and hit 
  and run strikes, though this list is far from comprehensive.  If 
  comprised primarily of smaller vessels, there will usually be at 
  least one ship of at least one class larger to provide support.
  Individual Vessels: Generally comprised of the 
  lighter ships in the fleet, individual vessels do much of the 
  grunt work for The Fleet.  Alone and unsupported they 
  perform every mission imaginable.  Individual assignments 
  are prized by commanders as they often come with a wide 
  degree of latitude in how operations are conducted and under 
  the right circumstances can be a fast track to promotion for a 
  skilled and lucky captain.  In the less civilized outer reaches, 
  larger warships are used more often on such patrols where 
  dangers are much greater.
  Personnel: The personnel of the USDF is drawn from 
  countless planets and other habitats and most of the Alliance’s 
  member species.  The Alliance does not support a draft, and 
  indeed, there is no need for one as the number of applicants 
  to the USDF has always far outnumbered its manning needs 
  and training facilities despite constant expansion.  With such 
  a wide variety and number of applicants, the USDF’s basic 
  standards are among the highest in the known universe, on 
  par with most other organizations’ elite forces.  By the time a 
  group of trainees has finished basic training in their field not 
  only have they become highly trained individuals, but they 
  have acquired an almost fanatical devotion to protecting the 
  Alliance and what it stands for as well as its citizens.  Enlisting 
  for ten year stretches they often travel far from their homes 
  and are seen by most as the dark grey line between peaceful 
  civilization and chaos that they are.
  Shipboard Personne: Manning the ships and 
  stations of the USDF these persons tend to be highly trained 
  specialists with many years of experience.  While many 
  stationed in the more peaceful sectors of the Alliance may 
  never experience anything more exciting than shipboard drills, 
  others will at one point or another find themselves in the line 
  of fire.  The backbone of the USDF, those who choose not to 
  reenlist are eagerly sought after for their skills by the civilian 
  market.
  Strikers: The ground pounders, the grunts; these indi-
  viduals are the ones who end up facing the enemies of the Alli-
  ance up close and personal.  Just as well trained and equipped 
  as their ship-borne counterparts, their mere presence or the 
  threat of it has often defused otherwise hostile situations.  
  Strikers specialize in ship to ship operations, strike missions, 
  and short term high-intensity conflicts, as the Alliance doesn’t 
  generally conquer hostile planets and most planetary defense is 
  handled by local System Defense Forces.  Regardless, they have 
  a reputation as fighters second to none and are known for their 
  skill, mobility, ruthlessness, and most of all, tenacity.
  Training: Training standards for USDF personnel are 
  considered easily the highest in the galaxy.  With such a 
  large pool of volunteering candidates to chose from, USDF 
  recruiting practices make sure that only the most physi-
  cally, mentally, and emotionally able enter the initial training 
  process.  All candidates, whether shipboard or ground 
  personnel receive the same initial training in which the basics 
  are taught.  This provides a mutual understanding, common 
  bond, and unified operational doctrine.  It is at this stage that 
  USDF personnel learn how to use teamwork to make the best 
  use of any advantages granted by their race and how to help 
  their companions overcome any disadvantages they may have 
  as a result of their origins.  A combination of individual and 
  group grading encourages this teamwork and by the time 
  second stage training begins such efforts become automatic 
  and accepted.
  At the second stage ground and space borne personnel 
  begin receiving more specialized training and are split apart.  
  Less physically intensive than first stage training, it is here that 
  individuals acquire the specialized skills unique to each of 
  their positions, including at least rudimentary understandings 
  of tactics and leadership.
  Officer candidates go onto the third stage of training that 
  focuses on leadership, tactics, strategy, and the myriad number 
  of other skills needed by those in such important positions of 
  responsibility. 
  
  17
  Expectations: USDF personnel, regardless of their 
  duties or rank are expected to show initiative and act profes-
  sionally at all times while on duty.  Off duty, personnel is 
  only required to avoid anything that may interfere with 
  USDF operations or disgrace the uniform.  However, they are 
  strongly encouraged to spend at least some of their off duty 
  time broadening their educations in matters both general and 
  job-related.  Because of this many long term personnel hold 
  a number of technical, and sometimes higher, degrees, often 
  in several different fields.  Above all else, they are expected to 
  always remember their duty to the peoples of the Alliance and 
  its ideals and base any decisions they make around them.
  SHIP DESIGN
  The USDF is the most technologically sophisticated mili-
  tary force in known space, having a massive technological and 
  industrial base to support it.  Its general ship design has had 
  millennia to evolve into its current format.  It is because of 
  the wide range of military duties and the variety of opponents 
  that they might face that most of their designs favor tactical 
  flexibility over specialization.  Combined with the inherent 
  toughness of Alliance designs, USDF vessels are usually able 
  to hold their own even against more specialized vessels.  Most 
  designs have a strong emphasis on all around firepower with 
  special emphasis on the ability to concentrate the majority of 
  firepower directly forward.  This has led to designs making 
  heavy use of turrets and smaller numbers of much more 
  powerful fixed emplacements.  This means most larger USDF 
  vessels tend to be smaller at the bow but spread in both height 
  and beam towards the aft, often with a contraction at the very 
  aft around the engines to allow for aft weapon coverage.  
  An unusual component of many Alliance warships is that 
  even those that do not have hanger facilities extensive enough 
  to support strike craft will often still carry a small number 
  attached to the hull, thus giving them the ability to more 
  rapidly make intercepts or simply extend the area they can 
  monitor.  The larger the vessel, the more are likely to be carried 
  this way.  These penny packets of strike craft are often grouped 
  with strike craft similarly carried by other ships in a fleet or 
  task force into dedicated squadrons.
  Overall USDF vessels tend to be very hard to kill with 
  missiles or strike craft due to layered active and passive defense 
  systems, combined with weapon outfits effective at a variety 
  of ranges means that most opponents are faced with a very 
  flexible opponent whose own kill radius must be entered for 
  effective engagement.
  TACTICS
  Whether in space or on the ground, USDF tactics empha-
  size speed and shock, striking the enemy hard where they least 
  expect it while inflicting the maximum amount of damage and 
  number of casualties, taking full advantage of the confusion 
  engendered.  Especially in planet side strikes by Strikers where 
  any delay can allow for an overwhelming concentration of 
  force against the attackers, in many cases speed is paramount.  
  When the USDF chooses to accept a stand-up fight it is almost 
  always either on their own favorable terms or when forced into 
  a desperate defense of civilians.
  While there are a number of established tactics for varying 
  situations, USDF command personnel is trained to be flexible 
  and innovative in their employment of tactics and have proven 
  difficult to predict by their opponents. 
  PRIVATEERS
  During times of extended conflict, The USDF may authorize 
  trusted armed civilian vessels to act as privateers.  Allowed to 
  operate behind enemy lines and make use of USDF facilities to 
  supply and repair when acting in such a capacity, these civil-
  ians are required to operate under strict guidelines and their 
  
  18
  operations are carefully scrutinized each time they return to 
  Alliance space.  At times active USDF personnel is assigned 
  to these vessels as observers and intelligence gatherers.  Ships 
  commanded by retired USDF personnel are generally favored 
  for these commissions for obvious reasons.
  Prize Money: Alliance military personnel is awarded 
  bonuses based on a percentage of the assessed value of 
  captured or destroyed enemy equipment and personnel.  This 
  prize money is then divided up amongst the members of the 
  crew or unit who participated in the capture based on rank.  
  While normally only a very small percentage of the value 
  of the enemy goods and personnel is given as prize money 
  (far less for those killed or destroyed), given the average cost 
  of a warship or the equipment needed for a well equipped 
  unit, this can quickly add up.  This tends to make successful 
  commanders very popular with their subordinates. 
  Laws and Regulations
  Planetary: Planetary laws vary from system to system, 
  planet to planet, and in some places, from location to location 
  on a given planet.  This is because the Alliance strenuously 
  avoids trying to micromanage the worlds within its borders.  
  With the wide variety of races and cultures, this would be an 
  impossible task to execute with any sense of fairness or lack of 
  resentment.  As such, each planet or system’s primary govern-
  ment is fully allowed to institute whatever rules they so choose 
  without Alliance interference in its internal affairs.
  This policy of noninterference even goes so far as to refrain 
  from involvement in conflicts on a given planet between its 
  inhabitants.  Instead, the Alliance will accept as the legitimate 
  government whatever group can prove that it is the clearly 
  dominant power.  More than once a controlling government 
  has been overthrown and had the Alliance deal fairly with its 
  successors.  
  However, these kinds of conflicts can be one of the few ways 
  the Alliance can choose to intervene in the internal affairs of 
  a member.  The Alliance forbids the use of weapons capable 
  of mass destruction such as anti-matter weapons, large scale 
  kinetic energy weapons, and biological warfare of any type 
  in attacking civilian targets.  This includes attacking Alliance 
  installations or personnel.  Violating any of these rules all but 
  guarantees an overwhelming response by Alliance military 
  forces who will definitively determine who the responsible 
  party is, give them one chance to surrender, and if it is refused, 
  will proceed to eliminate the targeted party in a ruthless and 
  unrelenting manner through destruction or capturing of its 
  assets.
  Interstellar: It is in the depths of space that the Alli-
  ance fully imposes its laws, and it does so with an iron and 
  impartial hand.  Piracy is a common problem in parts of the 
  Alliance, and it is dealt with ruthlessly.  Much of the USDF’s 
  energies even in wartime are taken up dealing with pirates.  
  When caught, as most eventually are, if found guilty the 
  punishment is normally death by hanging or the physiological 
  equivalent.  Those who fence or otherwise knowingly assist in 
  acts of piracy face the same penalties.
  Slavery on an interstellar level is also illegal, which can 
  lead to some interesting complications as it is legal in some 
  systems.  Generally, if it is legal in a given world for slavery to 
  be acceptable the penalty is simple confiscation of the slaves 
  who are given their freedom and a heavy fine is levied on the 
  owner.  If however it is found that active slaving has taken 
  place as opposed to just transportation of locally legal assets 
  then the penalty is the same as for piracy, death by hanging 
  or its equivalent.  For these purposes, knowingly engaging in 
  the trade of illegally acquired slaves is considered the same as 
  actively enslaving.
  The Alliance also dictates the guidelines for interstellar 
  ships and deep space stations and USDF personal regularly 
  perform inspections on the vessels and structures themselves 
  as well as their paperwork.
  The Alliance does not normally concern itself with smug-
  gling, given that what might be illegal in one place could well 
  be legal in another, making it all but impossible to not just 
  keep track of what is legal where from day to day, but almost 
  impossible to prove in any case.  Local law enforcement agen-
  cies, however. are free to police their own systems and planets 
  as they see fit.
  Foreign warships traversing Alliance space without prior 
  treaty agreement or official notice will be escorted to the 
  border once detected and are subject under Alliance law to an 
  inspection by a boarding party if it is deemed prudent by the 
  Alliance officer in command.  Refusing to stand down upon 
  instructions or refusal to allow boarding will be seen as proof 
  of ill intent and will be treated accordingly. 
  Judicial Proceedings: Alliance justice tends to be 
  quick and to the point, with a strong emphasis on guilt or 
  innocence rather than technicalities.  Chemical truth drugs 
  are generally used, and if there is any doubt it will be used on 
  any parties necessary, accused or otherwise.  Trials generally 
  are short and sentencing is carried out as soon as is practical 
  afterward.  From arrest to sentencing generally only takes a 
  few weeks; a few months at most for the most complicated and 
  extensive trials.
  Genetics: Genetic engineering is widespread throughout 
  the Alliance but operates under a number of limitations.  
  Correction of genetic defects and overall improvement of 
  physical well being has led to increased lifespans and a near 
  zero birth defect rate as well as people whose physical abili-
  ties surpass that of their ancestors in many species.  The same 
  also applies to agriculture, with hardier and more nutritious 
  varieties of crops constantly being produced and as well as 
  healthier and hardier livestock.  It is forbidden though to use 
  genetics to create new or radically alter existing species.
  Since the advent of the Helix War and its conclusion which 
  brought to light the horror of what can happen when genetic 
  tinkering is taken too far, eyes are increasingly turning towards 
  genetic establishments across the length and breadth of the 
  Alliance demanding greater oversight and answers to just what 
  is going on in their labs.  Already a couple of major scandals 
  have broken out and it is even rumored that the Guard-
  ians have begun their own investigations into a number of 
  companies.
  Nanotechnology: Nanotechnology is at once one of 
  the most widespread and most controlled technologies in the 
  known galaxy.  Within the Alliance, aside from a few races 
  who physiology or beliefs prevent it, nearly everyone has basic 
  medical nanites capable of speeding healing, mitigating the 
  effects of disease and poison, and helping keep the overall level 
  of health high.  Military personnel has the heavier duty and 
  more extensive nanite suites capable of a wider variety of func-
  tions (see below).  Nanites also form the basis of Fabrication 
  
  19
  systems.  In all cases, nanites are 
  required at a minimum to be 
  designed so as to obtain their 
  power from an outside source, 
  either their host’s body or power 
  emitters as a safety precaution to 
  prevent them from getting out of 
  control.  Varied additional safe-
  guards are common as well.
  ORGANIZATIONS 
  AND GROUPS
  There are many organizations, 
  groups, corporations, and other 
  agencies within the Alliance.  
  While no book or even data chip 
  could hope to even list all of them, 
  much less describe them in any 
  detail, a few of the more important 
  or powerful ones are listed below.
  United Systems Alli-
  ance Fleet Intelli-
  gence: While its member 
  worlds and various organizations 
  within the Alliance may rely on 
  their own sources of intelligence, 
  the Alliance itself only has a single 
  intelligence agency, Fleet Intel-
  ligence (FI).  FI primarily concen-
  trates on information gathering, 
  analysis, and counter intelligence 
  rather than covert operations.  
  While it has informants spread 
  throughout the known galaxy 
  gathering information, it has strict 
  guidelines against active espionage 
  efforts.  
  Aside from informants much 
  of its information comes from 
  various listening posts, satellites, 
  and bases along Alliance borders.  
  Additionally, specially built vessels,  
  most often frigates, are used in 
  both peace and wartime to covertly 
  survey systems of particular 
  interest.  
  As FI is a part of USDF, its 
  personnel are USDF personnel 
  and having gone through at least 
  the same basic training often lack 
  the aloofness of members of many other intelligence agencies 
  when working with their fellow military personnel.  In addi-
  tion to having its own facilities FI members are often assigned 
  to both Naval and Striker units to provide on-site intelligence 
  analysis and evaluation.  Many of the personnel assigned to 
  such positions generally have excellent computer intrusion 
  skills and programming skills to allow both hacking into 
  hostile computer systems and protecting Alliance informa-
  tion networks.  More than one Striker assault has relied on its 
  attached FI member to allow it to bypass enemy sensors and 
  defenses. 
  Guardians: The Guardians are an extremely small and 
  elite group charged with ensuring the foundations upon which 
  the United Systems Alliance were founded are maintained.  
  Numbering fewer than one for every five hundred systems, 
  they are the elite of the elite, their recruiting criteria are so 
  strict, the mix of skills and ability so rare, and their screening 
  process so severe, that it is an extremely rare individual indeed 
  that is recruited into the organization.  Perhaps the only event 
  
  20
  that might cause a convergence of multiple active Guardians 
  is the death of one of their members in the line of duty.  The 
  results of the sorts of investigations that follow have been 
  enough to permanently scar many who have found themselves 
  even peripherally on the end of such an investigation. 
  Much of their time is spent simply rooting out corruption 
  within the Alliance government or tracking down interstellar 
  criminals who have otherwise evaded law enforcement, but 
  when the need arises they are capable of acting with almost 
  unlimited power if they believe it necessary to the preserva-
  tion of the Alliance and its core principles.  They often operate 
  in secret and unknown to those they watch, only appearing if 
  needed to take custody of a guilty party.  
  With an ability to override planetary law or even USDF 
  law, enlist any assistance they deem necessary, even comman-
  deering entire fleets, they have the potential to wield 
  unequaled amounts of individual power.  It is a testament to 
  the skill and integrity of its members that such measures are 
  rarely ever necessary.
  Mercenary Regulatory Agency: The Merce-
  nary Regulatory Agency or simply MRA handles all mercenary 
  groups that operate legally within the Alliance.  The MRA 
  keeps up to date files on all mercenary groups and also rates 
  them according to their abilities and performance.  They 
  ensure payment of mercenary companies by their clients and 
  ensure that the mercenaries perform the job they’re paid to do.  
  They also provide mediation in contract disputes if requested. 
  Mercenaries: Mercenaries are surprisingly common 
  within the Starsea Universe, and are a not uncommon sight 
  even within the relatively peaceful and lawful borders of the 
  Alliance.  Mercenary strike craft squadrons, light warships, and 
  even in a few very rare cases, small fleets are available for hire 
  to provide escort through dangerous areas of space in times 
  of both war and peace for employers who can meet their price 
  or  provide heavy security for any number of space projects or 
  installations.  Planet-side, civil wars, and security jobs keep a 
  large number of mercenary companies consistently employed.
  Strike missions, escort, espionage, security, defense, armor, 
  infantry, air support, technical support, and much more, what-
  ever job you need to be done, you can probably find a merce-
  nary group that specializes in it.  The one job no sane merce-
  nary group will ever take on is one that involves attacking 
  Alliance forces or installations.  Such actions will result in the 
  group and its members being declared outlaws and becoming 
  the special focus of a powerful military response.  Any stan-
  dard mercenary contract will have clauses causing it to become 
  immediately null and void if the group’s employers should 
  request such action.  Still, from time to time, the leader of a 
  group is desperate enough to accept such a job, hoping to get 
  away with it.  
  Postal Service: The Alliance Postal Service is an often 
  overlooked but absolutely vital part of the Alliance.  They 
  maintain the extensive network of FTLC (Faster Than Light 
  Communications) satellites that bind the Alliance together and 
  run the official couriers that carry correspondence to those 
  worlds not yet tied into the FTLC network.  Its personnel is 
  known for their dedication to ensuring the security of their 
  communications and their timely arrival.
  The Postal Service does on occasion offer contracts to inde-
  pendent vessels for runs to worlds truly out of the way, these 
  steady paying, low mass contracts are eagerly sought after by 
  many independent ship owners, though few meet the rigorous 
  standards required. 
  Alliance Science Institute: The Alliance Science 
  Institute (ASI) is one of the major exploration and research 
  groups within the Alliance, and certainly the best known.  
  Being allowed to join the ASI, which concentrates more on 
  observation, discovery, and analysis rather than necessarily 
  following through in practical applications, even as an intern 
  or research assistant, is considered a high honor. .  While tech-
  nically an independent organization, the ASI often operates 
  under contract to the Alliance government in cases requiring 
  scientific expertise over the long or short term.  The ASI, in 
  addition to a number of planet and satellite campuses as well 
  as research institutions, maintains a good sized fleet of star-
  ships optimized for a variety of research endeavors.  The ASI 
  often hires freelancers to provide escort and protection for 
  its more dangerous expeditions as the ASI is often the first 
  into unknown and uncharted territory.  The ASI also main-
  tains numerous research stations at specific points of interest 
  throughout the Alliance where constant long term monitoring 
  of something is necessary.  The ASI might be encountered 
  almost anywhere, both inside and outside Alliance space on 
  everything from extensive and detailed planetary and system 
  surveys to long-term monitoring of astronomic phenomena.  
  System Defense Forces: Numerous planets and 
  systems throughout the Alliance maintain their own inde-
  pendent defense forces.  These can range from small informal 
  militias, to large professional planetary armies with supporting 
  fleets and in-depth system defenses depending on a system’s 
  resources, vulnerability, and willingness to support such 
  programs.  Generally such forces are a generation or two 
  behind the cutting edge of the USDF, and in many cases largely 
  use surplus or outdated USDF technology, ships, and equip-
  ment in addition to designs intended especially for system 
  defense.  Use of these forces outside of a system other than 
  local patrols is likely to receive an immediate and violent reac-
  tion by the USDF.
  ChronoX Interstellar Corporation: 
  ChronoX is possibly the largest single business entity in known 
  space.  Originally a small corporation that focused on selling 
  precision time pieces, over the millennia it has grown into a 
  giant that has holdings in a bewildering variety of industries 
  and businesses; everything from agriculture to weapons devel-
  opers to starship construction.  While the public at large is 
  mostly unaware of the extent to which this mega corporation is 
  a part of their everyday lives, many in the business community 
  and those charged with policing it are only too aware of the 
  extent to which ChronoX has spread, and more importantly, 
  the methods it has used to reach its current position, hold it, 
  and continue to expand.
  Deceptive and illegal business practices, bribery, sabotage, 
  and even wholesale murder are commonly employed and 
  accepted methods within ChronoX.  Even when police are 
  able to gather sufficient evidence of wrongdoing ChronoX 
  has almost always managed to arrange for judges and juries to 
  be bribed, witnesses and evidence to disappear, or otherwise 
  evade punishment.  So far ChronoX has managed to get away 
  with such practices by being very careful where and what they 
  do, so that only planetary laws can be proven to be violated, 
  and only where ChronoX is confident it can weather any legal 
  problems.   What might eventually bring about its downfall are 
  
  21
  some of its more extreme actions that can only be considered 
  piracy and even treason.  From threads that were first found 
  during the Fleet Scandal during the Helix War the Guard-
  ians and other Alliance agencies have been steadily pulling 
  back more and more of the veil over ChronoX’s activities, and 
  though no direct link has yet been proven, ChronoX is already 
  frantically taking steps to cover up any remaining traces and 
  mislead the investigators before such an event can occur.  
  Should ChronoX fall, the repercussions both within and 
  outside the Alliance will likely be enormous.
  As the apparent confrontation draws ever nearer, ChronoX’s 
  methods are steadily stacking the bodies deeper and the heads 
  of the corporation are looking into beefing up their security 
  forces significantly, especially calling in foreign mercenaries, 
  raising the stakes considerably and bringing up the specter of 
  a confrontation between these small armies and navies and 
  USDF units or System Defense Force units called on to support 
  arresting officers.  Whatever the conclusion of this looming 
  conflict might be, it is a certainly that the business world will 
  be undergoing severe changes in the years to come.
  SOCIETY
  Alliance society, as differentiated from that of individual 
  planetary, system, cluster, or racial societies to name just a few, 
  is as might be expected, fairly egalitarian in outlook.  With 
  so many races and cultures constantly interacting, tolerance, 
  if not always understanding, is very much needed by anyone 
  looking to get by for any length of time within the borders of 
  the Alliance.
  Religion: Religions within the Alliance are far too wide-
  spread and varied to cover in any detail but in general nearly 
  anything is accepted at least in some places, though planetary 
  laws may in many cases render the practices of certain reli-
  gions illegal by default.  By numbers though followers of the 
  Lady Mother easily dominate any other religion within the 
  Alliance, and many places outside of it as well.
  The Lady Mother: The religion of the Lady Mother 
  (or The Lady for short) is widespread both within and outside 
  the Alliance and this is largely due to its all embracing nature 
  and easy ability to be worked into existing belief systems.  In 
  brief the religion extols that all beings are the Lady Mother’s 
  children be they divine or mortal.  She asks for tolerance 
  towards others, even those who seem different from oneself in 
  body, mind or belief.  She advocates giving what aid you can 
  to others and the strength of family.  She cautions people to be 
  content with moderation and not seek out excess.  She believes 
  that love should be tested before a true commitment is made, 
  and even if one should fail sometimes in following her advice, 
  that is only to be expected so long as they continue to try.
  However the Lady Mother has a darker side.  For all that she 
  promotes peace and goodwill, those who would raise a hand 
  against her children will find the faithful often willing to return 
  said violence in full measure, for she does not believe in tolera-
  tion towards those who would willingly visit violence and 
  destruction upon her followers for selfish reasons and believes 
  that they should be eliminated with all speed and swiftness.
  On all counts her clergy typically advise moderation, even 
  in vengeance so long as it insures an attacker is rendered 
  incapable of repeating their action.  As might be expected her 
  clergy are drawn from many races and they offer their comfort 
  and advice to all who would listen, with many traveling 
  extensively.
  Demographic: With so many races in its make up, no 
  one race dominates the Alliance, the three largest groups by 
  species are Humans which make up approximately 12%, the 
  Dentians which make up approximately 7%, and Gremlins 
  which make up 3% of the total population of the Alliance.  
  While individual systems or groups of systems often have 
  much higher densities of specific species, these are localized 
  concentrations and fail to represent the actual makeup of the 
  Alliance.
  IN SUMMARY
  The United Systems Alliance is a semi-slumbering giant, 
  and while not as a whole making an active attempt at its 
  expansion, its refusal to reign in or regulate such efforts by 
  individuals or groups along with the rewards such efforts can 
  bring means that of all the known major powers in the galaxy 
  it maintains the highest expansion rate.  
  With technological and scientific development high on its 
  list of priorities, combined with a massive resource and popu-
  lation base and a willingness to aggressively use it should the 
  need arise, it seems unlikely that the Alliance will face much 
  in the way of real threats economically, militarily, or socially 
  and will only continue to grow in strength.  This is especially 
  true with their recent demonstration of just how ruthless this 
  relatively pacifistic civilization can become when aroused in 
  anger.  This is only reinforced by its refusal to engage in aggres-
  sive conquest and allowing civilizations within what would be 
  considered its borders to maintain their independence if they 
  so choose.
  Even though the Alliance is strongly non-interventionist 
  when it comes to foreign affairs, its mere presence and the 
  knowledge that should for whatever reason it choose to 
  become involved, it is normally “a bad thing” for those in ques-
  tion has helped to promote a relative peace in its region of the 
  galaxy with most conflicts being held at a relatively low level.
  Conversely, the presence and strength of the Alliance has 
  encouraged other civilizations to become more aggressive 
  in their expansions in all fields as if a true danger to rela-
  tive galactic peace should arise it is believed that the Alliance 
  would intervene out of sheer self interest.
  With secured borders and a strong economic base the 
  Alliance can be expected to continue to grow and flourish, 
  gradually absorbing more races and systems into its makeup 
  either through discovery or simply becoming the best option 
  for those other civilizations that find themselves surrounded 
  by Alliance space.
  Already looking to begin exploring the nearest neighboring 
  galaxy, even with the large majority of the current galaxy still 
  left unexplored, such a leap awaits only a few key technologies 
  that may well revolutionize the galaxy as much as FTL travel 
  already has.
  There are many who believe the Alliance is nearly on the 
  cusp of reaching the point where it can begin to redefine 
  reality itself, though whether the government will stand by and 
  allow such obviously dangerous technologies to be developed, 
  or will chose to step in and add to its rare cases of interference 
  in such matters is entirely up for grabs. 
  
  22
  “The primary charge is evasion of taxes on transhipped 
  goods.”
  It had been so simple, a basic transfer of cargo from one 
  ship to the next on the outskirts of the system, it wouldn’t 
  even have passed through the Homeship’s facilities.  
  “Additional charges consist of attempting to evade 
  arresting authorities,”
  Everything had been going fine right up until the 
  destroyer dropped out of stealth practically on top of them.  
  In retrospect it had been really stupid to try and run at that 
  point.  
  “failing to power down for boarding when ordered and 
  attempted destruction of evidence,”
  Stalling for time and trying to wipe the database had 
  also it turned out been really stupid, as the laser bolts that 
  had blown out his engines a few seconds later had proven.
  “and endangering Collective personnel.”  The Sagaren 
  officer looks up from the datapad him.  “Analysis of the 
  accounts accessed shows that this one is incapable of paying 
  both the fines and taxes owed as a result of this one’s actions.  
  If this one cannot acquire additional means of payment, 
  ship, cargo, and all possessions aboard will be confiscated 
  and this one and this one’s crew will be shipped out to the 
  nearest planet after being banned from Collective space and 
  trade with any Collective citizens.”  The Sagaren security 
  officer tilts his head at the man.  “Does this one have such 
  means of payment?”
  It was all over, years of hard work to earn his own ship, 
  and build a successful business, gone in a just a few hours.  
  He shook his head, but then looked up as the Officer’s atten-
  tion was directed behind him at the hatchway.  He turned his 
  head and found leaning in the doorway a Sagaren who’s sash 
  was heavily decorated, but the insignia of the Black Pelt was 
  highly prominent.  “This one thinks Captain Maxwell, that 
  this one may have a solution to Captain Maxwell’s current 
  difficulty.”
  T
  he Sagarens are an ancient and enigmatic race who are 
  relative newcomers to the local space, at least as far as 
  its current residents are concerned.  Nomadic warrior-
  merchants who seem to have some overarching goal 
  in mind that they have yet to share with the rest of the galaxy, 
  they are already having an impact out of all proportion to their 
  numbers.  Their alliance with the United Systems Alliance and 
  their united efforts to crush the genocidal robotic remnants 
  of the extinct Helapians immediately afterwards has made a 
  number of the other powers in the region very nervous.
  Despite this the Sagarens are rapidly integrating themselves 
  into the local galactic economy and political structure with a 
  speed that is truly astonishing and has the conspiracy theorists 
  working overtime.  Already several Homeships in addition to 
  the one initially stumbled upon have moved into unclaimed 
  systems scattered about the region and carved out small 
  multi-system clusters of Sagaren territory while opening up as 
  centers of trade and industry, generally bringing a degree of 
  stability to regions badly in need of such an influence.
  HISTORY
  The Sagarens originally evolved on a relatively dry world 
  with large open plains with scattered forests, small scattered 
  seas and no large oceans or mountain ranges.  Their origins lie 
  with canid like pack hunters that preyed primarily on both the 
  solitary and herding dangerous large herbivores that popu-
  lated their planet.  Their evolution into sapient beings came 
  relatively late in the planet’s history, a factor that was to have a 
  major impact on their civilization in times to come.
  The pack nature of the Sagaren’s ancestors led to clan-like 
  groups as their society evolved that grew steadily larger.  These 
  eventually became nationstates and in some cases full fledged 
  nations.
  However, unlike the Dentians who had experienced 
  relatively similar cultural and social evolutions, the Sagarens 
  had no overarching ideal or concept to unify them as a race.  
  Because of this, warfare was constant and grew steadily more 
  destructive as technology continued to improve.  Even the leap 
  to space which began to open up the resources of their solar 
  system failed to create any substantial effect on the overarching 
  social structure.
  When it was discovered that their primary sun would shift 
  from its main sequence to begin becoming a blue giant before 
  going supernova within less than two hundred years it looked 
  like the Sagarens would end up destroying themselves well 
  before the sun could do so as widespread warfare without any 
  apparent purpose erupted across the surface of the planet.  
  With only minutes remaining before nuclear weapons would 
  have been employed the fighting came to an abrupt and planet-
  wide halt.  
  The Sagaren records insist that this unexpected result came 
  about due to the appearance of a godlike being before the 
  population of the entire planet.  This being, whom is referred 
  to as The Hunter, not only managed to somehow unite the 
  entire race under a new and powerful religion, put laid forth 
  a solution that would if not save the entire population of the 
  planet, would at least ensure the continuation of the race.  
  Details on exactly how this was achieved are unclear, but the 
  results are plainly written down.  Though never seen again, the 
  mysterious figure had set in motion a chain of events that is 
  still playing out today.  Those very few members of other races 
  who have been allowed this deep a glimpse into the Sagaren’s 
  history have of course theorized about what might actually 
  have occurred, with nearly as many theories as there are those 
  who have known enough to wonder, as might be expected.
  With the planet unified and with a single common goal 
  their only concern, events proceeded with a rapidity that 
  surpassed anything that had come before it.  By the time the 
  4: THE SAGAREN 
  COLLECTIVE
  
  23
  primary sun’s growth rendered the planet uninhabitable almost 
  half of the planet’s population had been transferred into what 
  would be the first of the Homeships.  Primitive in the extreme 
  by current standards, these vessels nevertheless headed out 
  into the great unknown, each in a different direction, not even 
  having FTL drive initially.  It was from these unsteady and 
  uncertain beginnings that the Sagarens began their spread 
  through the galaxy.
  GOVERNMENT
  Each of the Homeships is governed by a council made of 
  high ranking and renowned Hunters from a variety of fields.  
  These council members may hold office no longer than a 
  decade each.  While they do not handle the day to day running 
  of the Homeships, they oversee all major decisions within a 
  given Homeship’s sphere of influence.  They also serve as a 
  court for any major violations of the Hunter’s Code as well 
  as often handling any events within Sagaren society that are 
  outside the normal scheme of things.
  Within the confines of Sagaren society their word is law 
  and they are known for laying down their rulings with an iron 
  hand.  Most Sagarens dread being brought before the council 
  because they are ruthless when it comes to dealing with those 
  who have broken the law or imperiled fellow Sagarens through 
  either intentional actions or ineptitude.
  Foreign Relations
  Sagaren relations with other powers tend to be relatively 
  passive on the interstellar scale, their habit of occupying 
  systems that are unoccupied and exploited means that all but 
  the most aggressive or territorial of governments are generally 
  content to let them crave out a small niche even within what is 
  often claimed territory.  The knowledge that the Sagarens will 
  normally eventually move on likely helps in this regard.
  While Sagarens will normally work out non-aggression and 
  trade treaties, they most times attempt to remain neutral in 
  local affairs.  The regional Collective’s alliance with the United 
  Systems Alliance only came about through a highly unusual set 
  of circumstances.
  This is not to say that they have not proven capable of 
  taking a very hard line when they find the need or desire to 
  do so as the Ballad Confederacy found out during the Klaeok 
  Incident.
  Individuals outside the sphere of Sagaren space are unlikely 
  to receive any assistance from the Sagaren government should 
  they find themselves at odds with local laws or authority while 
  those aliens in areas of Sagaren governance are held strictly 
  accountable to the laws laid down for outsiders.
  The Navy
  The Sagarens as a race do not normally have a unified navy, 
  rather each Homeship is responsible for fielding its own fleet 
  of vessels for its own duties.  In times of conflict which require 
  more than the resources one Homeship is capable of supplying, 
  multiple Homeships will unite their forces, but while their 
  fleets may act in consort, they rarely combine.  
  As Sagarens almost exclusively grow up in space in artificial 
  environments most have at least a basic understanding of the 
  skills necessary for operating space vessels.  Intensive training 
  helps reinforce basic skills and provides specialized training.  
  
  24
  Already accustomed to working as a team, little effort is 
  needed to get Sagarens to work as a cohesive unit.
  ORGANIZATION: 
  Fleets: Sagaren fleets are rarely seen away from their 
  Homeships as the Sagarens have little need to deploy such 
  extensive forces any distance.  As such, Sagaren fleets are likely 
  to contain just about every available vessel located in the same 
  system as a Homeship, numbering in at least the hundreds of 
  ships not counting strike craft.
  Task Forces: If Sagarens see a need to project force 
  outside their own systems they most commonly deploy a heavy 
  taskforce.  Typically including at least one, and often more 
  battleships with several fleet sized carriers and suitable escorts 
  Sagaren task forces are normally able to handle anything short 
  of a full scale major fleet action.
  Individual Vessels: Most often used for patrolling 
  local space, Sagarens typically use nothing heavier than a light 
  cruiser on independent assignments.
  Personnel: Collective personnel are all Sagarens and 
  members of other races, even those nominally under their 
  protection are forbidden from serving in the Collective mili-
  tary aside the rare Sil’vith (note that the reverse is not true 
  for Sagarens) and are instead encouraged to form their own 
  militaries.  This is in part because the Collective almost always 
  eventually moves on and does not wish such groups to become 
  reliant on them, and probably more importantly a result of the 
  inherent secretiveness of the Sagaren culture.
  This policy only exasperates the lack of manpower available 
  to any Collective occupied area compared to many empires, 
  thus encouraging the heavy use of automation the Collec-
  tive relies on in its ships and installations.  Despite this lack 
  of personnel, the Collective has consistently refused to lower 
  its standards which are fairly high, but fortunately many of its 
  people because of their lifestyle have at least a good chance of 
  meeting such standards, more, many of its citizens choose to 
  serve at least one term in the military.
  Shipboard Personnel: Because of their upbringing 
  on what is effectively a mobile space station, Sagarens have 
  an inherent knack for managing shipboard systems and as 
  such already come to the service with most of the basics skills 
  needed.  As such time spent in training can be more fully 
  dedicated to specialized skills and as such Sagaren military 
  personnel generally prove to be highly competent and effec-
  tive in their roles.  Professional personnel are expected to carry 
  themselves as such whether interacting with their own species 
  and with others, and as such, shipboard personnel in partic-
  ular are far more likely to show a tolerance and willingness to 
  ignore potential incidents that other Sagarens would be likely 
  to react to with varying degrees of violence.  That is not to say 
  that they are less capable of responding to such acts, only that 
  they will restrain themselves in the interest of not bringing 
  disgrace upon their position.  While not necessarily eager to 
  die, in some ways, even more so than most Hunters, those 
  who crew their military vessels willingly throw themselves into 
  battle with an eagerness that suggests something more than 
  mere tactical aggressiveness. 
  Commandos: Sagarens have neither the numbers, the 
  inclination, or the need to deploy extensive armies.  Instead 
  when the need arises for an engagement involving troops 
  instead of ships they employ small highly trained units 
  who strike hard and fast, typically without prior warning, 
  completing their mission before disappearing, leaving ruin 
  behind them.
  These Commandos specialize in covert installation and 
  extraction generally using nothing heavier than small arms 
  and light support weapons.  Typically a mission will center 
  around the destruction of a specific target or series of targets, 
  oftentimes without leaving any trace as to who was respon-
  sible.  Because of this Commandos are often employed by the 
  Black Pelt as part of its covert arsenal. 
  Expectations: Sagaren military personnel are held to a 
  higher standard than their contemporaries, expected to both 
  follow the Hunter’s Code as well as the requirements of their 
  jobs.  Few make the military their life, and many join later in 
  their lives, or leave after a few terms of service for other work.  
  This is not only expected, but encouraged as a means of both 
  introducing fresh members into the military who carry a wide 
  background of experiences and expertise, but to pass out into 
  the general population those with the discipline and experi-
  ence acquired by military service.
  While in the service Sagarens are expected to respect 
  the military hierarchy over that of Hunter rank, though it is 
  normal for higher ranking personnel to listen to or even seek 
  the advice of those more experienced in specific matters than 
  themselves, and this is considered an unofficial rule within the 
  service.  Generally though there is a tendency for those with 
  the highest qualifications to reach the positions of authority 
  within the military.
  SHIP DESIGN
  Merchants: Sagaren merchant designs are generally 
  somewhat smaller than those produced by other species, but 
  make up for it with a higher turn of speed and better maneu-
  verability.  As they often times travel far from Sagaren space, 
  most are also armed and shielded well enough to fend off the 
  majority of pirates and even light naval vessels if the need 
  should arise.  As a result of these features many merchants 
  from other races are eager to purchase Sagaren merchant 
  vessels, particularly those that do more than travel established 
  and well patrolled trade routes.  The Sagarens’ willingness to 
  sell their merchant ships to just about anyone has allowed 
  many smaller systems, civilizations, or individual companies to 
  begin a rapid expansion of their merchant marine with reason-
  ably priced top of the line civilian designs.
  Warships: Sagaren warships are excellent examples of 
  the Sagaren philosophies of combat.  Fast and lightly armored, 
  relying on their shields (the most advanced and powerful 
  known) they carry heavy missile batteries and strong point 
  defenses with only light energy armaments.  Their combina-
  tion of speed and agility along with their heavy missile arma-
  ments and defenses makes them formidable opponents at long 
  range, but fragile if brought into energy range.  They tend to be 
  long, sleek, and smaller class for class than those belonging to 
  other races.
  Recently, as part of the trading of technology with the Alli-
  ance; the Alliance received the technology for more compact 
  and powerful shields and power plants while the Sagarens in 
  turn received lighter weight and more effective armor.  While 
  many of their warships still use the older armors, more recent 
  
  25
  designs have incorporated the new armor among other recent 
  innovations and exchanges. 
  Strike Craft: Sagaren strike craft are often treated by 
  their pilots more as extensions of their bodies than machines.  
  They are renowned for their maneuverability, the race’s long 
  held knowledge of powerful compact power plants and shield 
  technology has let them build very lightweight strike craft that 
  are fairly durable without the slowing constraints of heavy 
  armor.  
  Sagaren strike craft, in contrast to their warships, tend to 
  have heavy energy armaments for their size while carrying 
  relatively light missile loads.  While this cuts back on short 
  term punch, when combined with their longer term surviv-
  ability, it allows them to remain a bigger threat for longer than 
  the strike craft of other races.  Moreso than most other races, 
  Sagarens rely heavily on light strike craft, preferring their 
  speed and maneuverability over the firepower and ruggedness 
  of larger strike craft.
  Homeships: More mobile planetoids than proper star-
  ships, Sagaren homeships are always constructed out of 
  massive asteroids that are turned into self contained worlds.  
  With large open living spaces that resemble the surface of 
  planets, food production facilities, factories, alien trading 
  areas, massive dockyard and port facilities, and all the neces-
  sary equipment necessary to a mobile vessel of its size.
  Its thick rocky outer skin is backed by armor plating, 
  powerful structural integrity fields, and the strongest shields in 
  the known galaxy.   Weapons stud its surface and often remote 
  defenses are thick in surrounding space.  However it’s first line 
  of defense are the fleets of warships nestled in its depths and 
  patrolling the surrounding space.
  TACTICS
  Sagarens have evolved from pack hunters that relied on 
  wearing down prey animals before moving in for a final 
  kill.  Much of this has carried over into their modern battle 
  tactics and while individual Sagarens can prove formidable 
  opponents, working in groups, they become exponentially, 
  not arithmetically, more dangerous; seeming at times to act 
  almost with one mind as a result of ancient instincts honed by 
  training.
  Space: Sagaren warships rely on their speed and maneu-
  verability to remain out of their opponents’ reach and slowly 
  pick them apart with long range missile fire, typically entire 
  squadrons of Sagaren warships will concentrate their fire on a 
  single opponent, overwhelming their defenses.  Once a target 
  is crippled or destroyed they switch targets and repeat the 
  process, picking apart their opponents one by one.
  When accompanied by strike craft Sagaren naval forces 
  tend to send their strike craft straight into an enemy fleet, most 
  punching straight through any defending strike craft towards 
  the enemy warships, only a thin screen of light strike craft 
  remaining behind to keep the enemy strike craft occupied.  
  Heavy missile salvos from the Sagaren warships are timed to 
  hit the enemy defensive sphere at the same time as the strike 
  craft, forcing the enemy to divide their fire.  Once in close, the 
  Sagaren strike craft rely on their maneuverability and heavy 
  energy armaments to work their way into their opponent’s 
  blind spots and overwhelm them with carefully orchestrated 
  energy fire even as further missile salvos are launched by their 
  parent ships.
  Sagarens are known to specialize in hit and fade tactics, 
  dropping into a system and striking a specific target and 
  escaping before the defenders can concentrate against them, 
  only to repeat the process at another point, gradually wearing 
  an opponent down. 
  Ground: Having no need or desire to occupy planets 
  already containing indigenous sapients the Sagarens have 
  concentrated on similar hit and fade tactics to those used in 
  space, striking suddenly in small heavily armed groups only 
  to disappear and then strike from another direction, sowing 
  confusion and destruction in their wake.  When not concen-
  trating on destroying enemy forces they’re known for their 
  ability to slip in, destroy a target, and then slip out again 
  undetected.
  Unlike many other militaries, Sagarens do not shy from 
  hand to hand combat and eagerly take advantage of opportuni-
  ties to engage in it where they are often able to quickly over-
  whelm similarly sized forces. 
  LAWS AND REGULATIONS
  Within Sagaren space there are generally two sets of laws 
  that exist side by side, those for Sagarens and those for other 
  races.  This is not as some might assume because the Sagarens 
  are trying to force harsher laws upon those in their domain, 
  but because they take the realistic view that the rules by which 
  they themselves abide are largely driven by their cultural 
  requirements and therefore it is unrealistic to expect outsiders 
  to abide by them.
  In addition to the more typical rules that might be expected 
  of a fairly civilized race, Sagarens are expected to adhere 
  closely to the Code of the Hunter.
  Other races are given a surprisingly free rein, even within 
  the Alien Quarter of the Homeships, generally not much short 
  of homicide, rape, kidnapping, or outright theft is likely to 
  generate any official reaction.  The first three crimes gener-
  ally end up with the offender pushed out the nearest airlock, 
  whether or not they’ve been shot first generally depends on the 
  mercy of the judge presiding.
  On those occasions the two sets of laws collide, Sagaren law 
  will always take precedence, though decisions made will typi-
  cally at least attempt some degree of fairness.
  Homeship: On board Sagaren Homeships the one inviolate 
  law is that outsiders are not to leave the Alien Quarter.  Any 
  outsider other than Sil’vith that manages to get past the exten-
  sive security separating the Alien Quarter from the rest of the 
  Homeship is automatically subject to being killed on the spot 
  by anyone catching them.
  While this draconian policy has led many to wonder what 
  secrets the Sagarens are hiding in the depths of their ships, in 
  A LITTLE WORLD ALL 
  ALONE IN THE NIGHT
  Sagaren Homeships, while each being unique in term of size 
  and design, are in essence small self-contained worlds with 
  populations ranging from the tens of millions to sometimes in the 
  billions.  Always hives of activity and manufacturing a Homeship 
  might stay in a system for centuries or mere months depending 
  on circumstances.  Nearly anything might be found on or around 
  such a habitation and no two are alike.
  
  26
  truth it is as much the Sagaren belief in the right to privacy as 
  much as any attempt at preventing the acquisition of infor-
  mation by outsiders that evokes such a harsh response.  As 
  many have learned over the years, Sagarens take an invasion 
  of privacy very seriously, generally with rapid and violent 
  responses.
  Interstellar: When it comes to interstellar law Saga-
  rens primarily concern themselves with keeping the imme-
  diate areas around their territory safe for traders.  This results 
  in relatively dense and frequent patrols to discourage piracy.  
  Most Sagaren systems also have a number of laws designed to 
  grant them greater control over the traffic that passes through 
  their territory.  These often include speed limits and specific 
  areas through which traffic must pass in addition to holding 
  random inspections.
  Judicial Proceedings: Judicial proceedings of any 
  real severity solely involving Sagarens are handled by the 
  local council.  Those matters that involve outsiders are gener-
  ally brought before a relatively high ranking member of the 
  security force who rotate through this particular duty every 
  few days.  This temporary judge generally consults the laws 
  of the station, allows witnesses to be questioned and evidence 
  presented, and then passes sentence.  Once passed there is no 
  appealing the decision and sentencing is carried out immedi-
  ately.  These sentences can range from a small fine, to seizure 
  of assets, and even death.  Imprisonment is not an option as 
  Sagarens consider such a use of resources on a nonproductive 
  individual to be counter productive and more harmful to a 
  society than beneficial.
  Biotechnology: Sagaren genetic knowledge is overall 
  fairly high.  With the constant need for more efficient crops, 
  meat animals, and the threat of new diseases arising with every 
  stop, Sagaren geneticists and microbiologists have continually 
  pushed the boundaries of established knowledge.  They have 
  proven able to rapidly adapt to new challenges and many of 
  their enhanced strains of crops or animals have proven to be 
  popular merchandise as other races look for high quality stock 
  from which to start their own populations.
  Regional companies or governments often contract with 
  Sagaren research firms for both genetic and microbiology proj-
  ects, trusting in both their expertise and their confidentiality.
  A surprising exception to their expertise is their own 
  species.  While they have an extensive genetic library and 
  understanding of their own race, they have no practical 
  experience working with their own genetic code.  Unlike 
  many races who upon reaching a sufficient level of genetic 
  knowledge take steps to remove many of the genetic diseases 
  inherent to their species, Sagarens instead trust to the universe 
  to remove weaker members of their race.  The expectation is 
  that those who are born with a defect are expected to learn to 
  compensate for it or that through the normal course of events 
  suffer the fate of any being unable to make their own way in 
  the universe.  As Sagarens refuse to have offspring with those 
  who have yet to prove themselves, they feel that this gradually 
  winnows out failing genes from the collective gene pool.
  The introduction of regeneration therapy by the Alliance 
  has been eagerly embraced as well, with formally Sagarens 
  who had lost limbs being forced to accept prosthetics as the 
  only viable option.  While providing a number of appreci-
  ated advantages, these cybernetic limbs are by and large being 
  traded in for flesh and blood counterparts.
  Nanotechnology: Nanotechnology has acquired a 
  relatively new aspect in Sagaren culture in the region.  Previ-
  ously only used in industrial applications, one of the biggest 
  gains from its close association with the Alliance has been the 
  introduction of medical nanites.  While staunchly opposed 
  by some traditionalists, many individuals have embraced the 
  new technology.  Use is sporadic so far, surprisingly more 
  of the older members of the race are using the technology 
  than younger generations.  This seems primarily due to older 
  Hunters seeing no need to prove their toughness any longer, 
  having already proven themselves while the younger ones see it 
  as a crutch. 
  Substantial portions of any Homeship or its various inde-
  pendent facilities are dedicated to large nano-manufactories, 
  the largest capable of building entire starships.  Much of the 
  raw material gathered from a system is processed through 
  these manufactories to meet the needs of the resident popu-
  lation as well as to produce items for export.  The ability to 
  become operational as soon as material is available allows 
  a Homeship to quickly establish itself as an industrial and 
  commercial center of whatever region it has moved to occupy.  
  This particularly tends to be true when it moves into an 
  
  27
  outlying area where most of the surrounding systems are still 
  underdeveloped and welcome a nearby source of reasonably 
  priced manufactured goods.  Not surprisingly this often leads 
  to conflicts with established manufacturers who in many 
  cases hold a monopoly on such trade before the arrival of the 
  Homeship.
  ORGANIZATIONS
  Scenters: The scouts of the Collective, Scenters are those 
  most experienced and reliable Hunters who are employed 
  searching out new territory for the Collective to move to.  
  This does not merely consist of systems suitable for a Home-
  ship’s emplacement, which needs to have a variety of plen-
  tiful resources, preferably a habitable planet of some sort, be 
  uninhabited, and located in a good place to establish a major 
  trade station if at all possible.  It also includes scouting out 
  surrounding systems and potentially making tentative contact 
  with any nearby civilizations if it seems warranted, espe-
  cially less developed civilizations that might well prove useful 
  markets for Sagaren goods and services.  Many civilizations 
  got their first boost into space, or at least regular interstellar 
  travel with such assistance and more than one has survived a 
  potential invasion by coming under such protection as is often 
  offered by the Collective.  
  As might be expected such individuals have to have a wide 
  variety of skills in order to perform all the necessary duties and 
  being offered such a position is one of the highest marks of 
  praise a Sagaren can receive.
  Black Pelt: The Black Pelt is the intelligence arm of the 
  Sagaren Collective and operates both openly and covertly to 
  assure the safety of and well being of the Sagaren Collective.  
  The Black Pelt is not above underhanded and even violent 
  action when it is deemed necessary, and is swift to take such 
  action, even preemptively at times if they consider it advisable.
  Openly it maintains a presence at all Sagaren Embassies, 
  operates a large number of paid informants and is known to 
  employ spies as well.  Additionally many of the Hunters scat-
  tered throughout the galaxy file regular reports with the Black 
  Pelt as a matter of course on any matter they believe to be of 
  interest or importance.
  More covertly it works to bribe government and corpo-
  rate officials, infiltrate data networks, undermine hostile and 
  potentially hostile powers, and even at times engage in the 
  destruction of strategic assets.  While nominally under the 
  direct control of the Council, the Black Pelt typically oper-
  ates autonomously with little overhead supervision and it is 
  surmised that only ingrained Sagaren respect for their hier-
  archy has kept them from expanding beyond the bounds of 
  their authority. 
  Xenology Interaction Division: The group 
  dedicated to dealing with the introduction of alien cultures 
  into Sagaren habitats, the XID does not perform a diplomatic 
  function but instead focuses on the day to day activities of 
  aliens on Sagaren Homeships, being available to answer ques-
  tions, clear up or arbitrate disputes, act as guides, perform 
  translation services when necessary, and generally insure that 
  whatever trouble may arise in the Alien Quarter is not due to 
  simple misunderstandings while helping promote the peaceful 
  flow of trade and interaction that is necessary in the often 
  chaotic confines of what is effectively a small confined port 
  city. 
  The Turned Claw: The official diplomatic corps of the 
  Sagaren Collective, members of The Turned Claw are chosen 
  for their experience dealing with other races, their clarity of 
  judgment, and perhaps most importantly, an ability to keep 
  their species renowned temper in check.  Members of The 
  Turned Claw are usually experienced Hunters with many years 
  behind them and much of the youthful fire banked by hard 
  experience and they carry themselves with a great amount of 
  dignity.
  Skilled negotiators, members of The Turned Claw are as 
  fierce fighters in negotiations as they are in battle and rarely 
  come away with any less than they were initially willing to 
  settle for.
  SOCIETY
  The Sagarens are very much a hierarchical culture that puts 
  great store on rank and prior achievement, thus those of higher 
  rank and status have considerable authority over those beneath 
  them, and those of lower rank and achievement are expected 
  to show deference and respect to those higher above them.  
  There are complex rules concerning how those holding various 
  ranks in different fields stand compared to others.  However 
  the rank that is most important and carried by all those who 
  have passed their adulthood ceremony is that of Hunter.  
  Rank within this field is more important than any other as it 
  represents a Sagaren’s standing not just within a given field of 
  expertise, but their achievements at fulfilling what it is to be a 
  Sagaren.
  EARLY YEARS 
  Sagarens are generally born in litters of two to three, with 
  one of them always being of the opposite sex from the other(s).   
  From early on competition between youngsters is fierce as they 
  strive instinctively to establish themselves above those around 
  them.  A good deal of this competition establishes itself physi-
  cally, often involving actual fighting and more than one adult 
  Sagaren still bears scars from childhood roughhousing that 
  in many other cultures would be considered near attempted 
  SAGAREN SASH COLORS
  White: Child/Adolescent
  Grey: Wearer has achieved Hunter status.
  Blue: Teacher/Examiner
  Red: Pilot/Ship Crew
  Black: Soldier/Commando/ Security
  Yellow: Engineer/Technical Specialist
  Green: Administration/Law
  Purple: Doctor/Nurse/Medical Technician
  Orange: Diplomat
  Silver: Religious
  Pink: Science
  
  28
  murder.  By their fifth year they begin dedicated schooling 
  and training.  As they age, more and more of their competi-
  tion  focuses around physical ability but in forms other than 
  fighting.  However formal duels begin to occur as ways of 
  resolving insults, actual and perceived that only begins to taper 
  off as they progress through adolescence.  Strict rules prohib-
  iting duels to the death until after individual Sagarens have 
  passed their coming of age trials and close supervision of these 
  duels by adults prevents many of them from ending in death.
  This is not to say that their entire childhoods or even lives 
  are spent fighting, far from it.  Aside from schooling and 
  training much time is spent engaged in friendly competitive 
  activities, time with family, time engaged in personal hobbies 
  or interests, or simply relaxing.  Many firm friendships are 
  established during these years that often carry over into adult-
  hood and more than one Fil’ack has formed out of these early 
  relationships.
  By the age of twelve, depending on the status of their 
  training and schooling many are allowed to take the coming of 
  age ceremony.  Only after completing this are they allowed to 
  exchange the white of a child for the grey of a Hunter.
  COMING OF AGE CEREMONY
  The Sagaren Coming of Age Ceremony is a major stepping 
  stone in their lives.  While the specific details vary from Home-
  ship to Homeship, all Coming of Age Ceremonies involve 
  the same basic trials; general knowledge, technical knowl-
  edge, cultural understanding (involving what it means to be a 
  Sagaren, the Hunter’s Code, and other basic necessary knowl-
  edge to behave properly), xeno-culture (focusing on local 
  races), physical skill, and finally the Hunter’s Challenge; where 
  the aspirant is dropped with absolutely no resources on an 
  undeveloped or undeveloped part of a planet with dangerous 
  native wildlife and are expected to track, kill, and bring back 
  to a designated point within a time limit one of the native 
  lifeforms (always non-sapient), the more difficult or dangerous 
  the creature brought back is, the more successful the aspirant is 
  considered to have been, with consideration if an exceptional 
  degree of cunning or guile was used in the effort.  It is not in 
  the least bit uncommon for the aspirant’s involved to be badly 
  wounded or even killed during this portion of the Coming of 
  Age Ceremony.  Simply passing the Coming of Age Ceremony 
  is enough to grant a Sagaren the right to wear the grey badge 
  and the first rank of a Hunter, those who pass with exception-
  ally high marks are given additional ranks depending on the 
  degree of their success, though never more than five total.
  ADULTHOOD
  Once they’ve passed their age ceremony Sagarens either 
  move straight into the careers of their choice or move onto 
  further education if necessary.  Many who chose not to 
  continue their education go straight into the military or hire 
  out onto the many merchant vessels based out of or passing 
  through the Homeship.  As all Sagarens acquire a degree of 
  familiarity with shipboard operations from a young age they 
  are well suited to any number of shipboard jobs by the time 
  they finish their primary education.  Jobs involving combat, 
  particularly strike craft pilots and commandos, bring the most 
  renown, but the larger majority take on the usual jobs needed 
  to keep society running.  Those seeking higher education are 
  most often those with the more placid temperaments.  Given 
  the fact that Sagarens don’t reach old age until they’re roughly 
  a hundred seventy years old, many have multiple careers over 
  
  29
  the course of their lifetime.  It’s important to remember though 
  that even the most peaceful and placid of Sagarens is at heart a 
  lethal predator, and the capacity for sudden violence is always 
  lurking just below the surface.
  SAGAREN WORLDVIEW 
  IN BRIEF
  For Sagarens, all creatures are placed into one of three 
  categories on what is usually an individual basis, Hunter, Prey, 
  and Protected.  
  A Hunter is one that hunts, the most deadly of the three 
  by far; this category means that one is quick, intelligent, and 
  very, very deadly.  Hunters can vary in their level of lethality, 
  thus there are various sublevels included in the label Hunter 
  depending on a Hunter’s skill and reputation.  By far, the 
  large majority of Sagarens fall into upper end of this category.  
  Hunters hunt both prey and on occasion, other hunters if the 
  situation requires it.  
  Prey are the main focus of the hunters, this is a very wide 
  category, it incorporates everyone who does not fit in one of 
  the other two categories.  Depending on nuances in the way 
  the word ‘prey’ is pronounced by Sagarens, it can indicate 
  which portion of that category a Sagaren has placed that crea-
  ture in.  At the bottom end of the scale are those creatures that 
  are completely defenseless and pose no threat to the hunter (ie: 
  Rabbits and politicians).  At the other end of the scale are those 
  creatures that can prove a menace to a hunter, but lack that 
  vital element that would put them in the category of Hunter 
  (This would include creatures like rhinos and your basic run 
  of the mill thugs.)  Note that being prey does not necessarily 
  involve having Sagarens act against you with violence, it may 
  well simply mean that you are considered fair game to be taken 
  advantage of in negotiations, business, or other affairs.
  Protected is the final and smallest category.  The Protected 
  are off limits to Hunters, and good Hunters are in fact expected 
  to watch after and protect them, regardless of species.  This 
  category consists mostly of expecting mothers, small children, 
  and the elderly.  In certain cases, a Protected may be reas-
  signed to another category depending on their actions and 
  circumstances.
  Religion 
  The primary deity of the Sagaren race is commonly referred 
  to as ‘The Hunter.’  A chaotic, and impulsive deity, The Hunter 
  is generally said to look like a giant Sagaren, with eyes that 
  glow red, and fur that is midnight black, no specific sex is 
  ever given.  The Hunter doesn’t demand worship so much as 
  that those who follow he/she/it, obey a set of general guide-
  lines.  Followers are expected to push themselves to be the 
  best hunters possible.  They are to watch out for the safety 
  of all Protected, even those that would otherwise be consid-
  ered enemies.  Tracking skills and fighting prowess are highly 
  valued, with a tendency to sometimes ignore the odds.  Most, 
  though not all followers of The Hunter, tend to be highly 
  straightforward and somewhat blunt when it comes to diplo-
  macy and the like.  They will tell you exactly what they are 
  thinking and precisely what they expect of you.  This is not to 
  say that they are incapable or unskilled at lying, merely that 
  they rarely bother to do so.
  One thing that is slightly unnerving to some of the few 
  members of other races who have been allowed to study the 
  religion closely is the continued mention of a duty to maintain 
  some sort of universal balance.  A very few hypothesize that 
  should whatever this balance be shift significantly, the Sagarens 
  may take an entirely different outlook on their interactions 
  with other races; from being relatively benevolent and protec-
  tive to something much, much darker and more dangerous.  
  Most however scoff at the idea and insist that it refers to some 
  inner balance they strive to maintain.  The Sagarens themselves 
  when questioned about this remain enigmatic as ever about 
  such matters.
  Naming Conventions: Sagaren’s have two names, 
  their personal name, and their lineage name.  Their personal 
  name is given a couple of months after their birth and typi-
  cally reflects some aspect of their character or physical person.  
  Their lineage name comes from prior generations.  Only those 
  who become a Hunter of the Eightieth Rank may begin a new 
  linage line and only after a thorough review of their actions by 
  the Council.  Being allowed to start a new lineage line is one of 
  the highest honors a Sagaren can receive.  
  Upon becoming a Hunter Sagaren’s acquire an apostrophe 
  after the first syllable of their first name.  If they manage to 
  reach the status of a rank fifty Hunter they have an apostrophe 
  added after the first syllable of their second name. 
  Sagaren Dress: Sagaren dress, when circumstances 
  don’t require something more substantial, consists of sashes 
  that wrap around an individual from shoulder to their waist 
  on the opposite side and back around.  This sash is attached to 
  a belt that goes around the waist.  The belt often has attached 
  pockets of various sorts for carrying either equipment or 
  miscellaneous items.  The sashes are colored according to the 
  profession of the wearer and if their wearer has engaged in 
  more than one profession, the sash will be divided into vari-
  ously colored stripes.  Brown stripes crossing an individual 
  color indicate a person’s rank within that field.  Various other 
  decorations are used to indicate more specific affiliations, 
  careers, and achievements.  Sil’vith of other species often add 
  stripes to their normal clothes to indicate their own abilities 
  and achievements.
  Sil’vith: Sil’vith are those individuals of non-Sagaren races 
  that are effectively accepted as Sagarens.  Only those who have 
  proven themselves to an individual Sagaren on the deepest 
  levels are granted this honor.  Rarely handed out, it is a mark of 
  high respect and confers many rights, privileges, and respon-
  sibilities upon those so chosen, including having to follow the 
  basic code of conduct for a Hunter.  One who is chosen as such 
  is treated and is expected to return such treatment as if each 
  were kin to the other.  A Sagaren who makes one of another 
  race such places their reputation on the line when doing so, so 
  it is a rare privilege outside their own species.  The concluding 
  and most significant part of the ceremony involves a mixing of 
  the blood of the two participants.
  Sagarens have a similar ceremony amongst themselves that 
  is much more common and whose purpose is to reinforce 
  and formally bind two or more Sagarens into a relationship in 
  which each is willing to do whatever is necessary to look after 
  and aid the others involved in the ceremony.
  Demographic: The demographic of Homeships is as 
  to be expected almost entirely composed of Sagarens.  The 
  
  30
  exception is the Alien Zone.  Comprising the trade port, ship-
  yards, embassies, many warehouses, sleeping and recreation 
  establishments, and various businesses.  This is the only area 
  in which non-Sagarens are allowed with the rare exception of 
  Sil’vith.  Within this area though the diversity of races is both 
  astounding and ever changing as ships dock and undock.
  IN SUMMARY
  The local extension of the Sagaren Collective has managed 
  to insert itself into the fabric of the regional political-economic 
  framework with a remarkable speed born of long practice.  Its 
  unusual alliance with the United Systems Alliance has essen-
  tially insulated it from any obvious military attempts against 
  it regionally, leaving it free to concentrate on its preferred 
  method of expansion within the economic field.
  A stabilizing influence within its local region, the Collective 
  has proven willing to involve itself in outside affairs on several 
  occasions when it has suited their interests.  This has left those 
  around them keeping a wary eye on the Collective whenever 
  they consider empire building activities.
  More and more though, the Collective’s economic empire 
  is spreading throughout many of the smaller systems and 
  civilizations as its merchant ships and trade guilds expand ever 
  outwards.  In particular they have shown an ability to take 
  advantage of opportunities either seen as too small to be worth 
  the effort by many of the more established merchant groups 
  and corporations, or finding opportunities where none had 
  previously been seen to exist.  The biggest example of this is of 
  course is the Klaeok incident that resulted in its official change 
  to the Republic of New Ireland.  This not only was the largest 
  single economic coup yet demonstrated by the local Collec-
  tive but showed the regional powers, large and small, that they 
  were not afraid to take decisive action and face down other 
  governments.
  With more Homeships periodically arriving every several 
  years and carving out their own enclaves in unclaimed terri-
  tory around other civilizations’ borders the Collective’s influ-
  ence is growing, though it seems unlikely with their semi-
  nomadic nature that they will begin overwhelming the region.  
  Fierce fighters of piracy within what they consider their own 
  territory, the pressure they have been placing upon these 
  lawless elements has been going a long ways towards reducing 
  their numbers and securing space lanes far and wide.
  It seems likely that to one degree or another the Sagaren 
  Collective will continue to remain in the region and as an 
  influence indefinitely.  While individual Homeships may 
  come and go, the Sagarens are here to stay and these warrior 
  merchants seem poised to become one of the frontrunners in 
  terms of overall power within the region.
  
  31
  She ignored the blank stares of the guards in their livery 
  as she strode confidently down the hallways of the palace, 
  datapad firmly in hand.  Blood drops left a trail behind her 
  that drew the eyes of palace staff, nobles, and other courtiers, 
  but the expression on her face prevented any of them from 
  stopping her.
  Startled cries of outrage as she shoved her way into the 
  line before the audience chamber by angry petitioners were 
  stifled as they saw the ring she wore.  With one hard push 
  the doors before her slammed open loudly, causing all in 
  the room to turn at the interruption.  She leveled a digit at 
  one noble who’s eyes had gone wide at her appearance.  The 
  Emperor rose from his seat.  “What is the meaning of this 
  interruption, Eye of the Monarch?”
  She grits her teeth.  “Forgive my interruption Emperor.  
  Baron Iten, as a member of the Monarch’s Eye’s I hereby 
  charge you with high treason against the Empire, plotting 
  against the Emperor, and the attempted assassination of 
  myself.”
  T
  he Baggal Empire is an up and coming power, and 
  while only controlling fourteen significant systems, 
  those systems have been well invested and provide a 
  much stronger economic and military base than might 
  be thought.  A feudal style monarchy, the Baggal Empire has 
  a strong military spread out among its various nobles with a 
  powerful royal fleet that answers solely to the ruling monarchy 
  and serves as a means of keeping the more ambitious of the 
  nobles in line.
  The Royal court is filled with intrigue and plotting, and 
  position and power is constantly shifting, even the Royal 
  Family is not immune, and more than one member of the 
  Royal Family has fallen to an ambitious rival.  This often leads 
  to sudden changes of both internal and external policy that 
  can leave outsiders who thought they had a prior agreement or 
  understanding in the lurch with little or no warning.
  The major Noble Houses operate with a fair degree of 
  autonomy and those that control an entire system have a 
  power to rival any other system state even without the backing 
  of the rest of the Empire, and more than one Royal family has 
  turned a convenient blind eye to some of the more expansion-
  istic efforts of its nobles.
  While there is a clear and well defined distinction between 
  the various class levels, even the commoners live a fairly 
  comfortable if not necessarily luxurious life with sufficient 
  medical care and food.  The more powerful nobles can and 
  often do live lives of luxury hard to imagine even elsewhere 
  in the galaxy.  While the Empire’s expansion has been slow, 
  it has been fairly steady and were it not for its own constant 
  infighting then it would likely be a great deal larger than it 
  currently is.  It has fought several fairly intense wars with 
  some of the other regional powers, but was completely unpre-
  pared for the scope and power that the Alliance was willing 
  to bring to bear over what the Empire had considered to be 
  a relatively small border skirmish.  The resulting conflict has 
  given the Empire significant pause and it seems that the treaty 
  that resulted will likely hold through at least the next few 
  monarchs.
  The Empire has shown almost a Machavellian love of 
  carrying its intrigue and covert work into its relations with 
  other powers and its neighbors are soon quick to look to them 
  anytime such an operation comes to light.
  GOVERNMENT
  The Baggal Empire’s government originates entirely from 
  the power of its monarchy and the currently reigning king or 
  queen wields absolute authority over all their subjects, noble or 
  otherwise.  It is they who hold the final word on treaties, colo-
  nization efforts, military actions, and whatever may come to 
  their interest.  While they mostly leave lesser matters to local 
  nobles, they have the right and power to intercede into even 
  the smallest matters if they so chose.  While this can make for 
  fast and rapid decisions at times, it can also lead to too much 
  or too little attention paid to specific subjects depending on 
  what is brought to their attention.  Another problem can be 
  that when regents change they may well completely overturn 
  the policies of their predecessors which can unleash chaos 
  throughout the Empire.
  Beneath the Royal Family are the Noble Houses who wield 
  nearly as much power, though in much smaller spheres.  It is 
  these extended families of nobles that see to the day to day 
  running of the empire for the most part and it is the infighting 
  both within and between their houses that has both given the 
  Empire most of its strength and prevented its farther expan-
  sion to this date.  Alliances between these Houses are fragile 
  and constantly changing with murder and intermarriage 
  equally common.  The largest control entire systems and rule 
  over smaller houses that in turn rule over even weaker houses 
  until at the lowest of levels a single noble might only have 
  control over a single factory or other source of income.
  While there is technically very little a weaker house can do 
  to protest the actions of one of the houses over it, those houses 
  or nobles that require too much or disrespect those under 
  them tend to suffer increasing numbers of problems ranging 
  from mere inconveniences to carefully planned and timed 
  actions that can topple an entire Noble House with very little 
  effort.  Thus there is an unwritten protocol that underlines the 
  established rules that effectively has the force of law, and those 
  who violate it do so at their own risk.
  Because of these factors, the Empire lacks cohesiveness 
  except for when the ruling monarch imposes their authority 
  for some particular task such as a conflict or major project.  
  On the other hand, the large number of directions the Empire 
  might be taking at any point in time helps to make them 
  5: THE BAGGAL 
  EMPIRE
  
  32
  unpredictable while providing 
  the Monarchy a degree of 
  deniability should something 
  blow up in the face of one of 
  their nobles.
  The Major 
  Houses
  House Calel: House 
  Calel is one of the older 
  Houses in the Empire, and 
  has managed to hold onto 
  the status of being such for 
  far longer than any other 
  House.  A firm supporter of 
  the monarchy it has proven 
  wily and treacherous when 
  dealing with other houses, 
  constantly seeking to under-
  mine their efforts and plans 
  and often setting them against 
  each other, but has never been 
  proven to have had one of its 
  members make a try for the 
  monarchy itself.  It is gener-
  ally believed, often, but not 
  always with good reason, that 
  any time a Machiavellian style 
  plot is uncovered that House 
  Calel has at least some part 
  in it, even if it is not directly 
  responsible.  While lacking the 
  military power of some of the 
  other major Houses, House 
  Calel is generally admitted, 
  begrudgingly, to be the most 
  skilled at the infighting 
  common within the Empire.
  House Ikea: House Ikea 
  has established itself in a firm 
  economic niche that has so far proven unassailable, that of 
  providing the Royal Fleet with the majority of its ships, as well 
  as providing ships to many of the Houses and nobles who lack 
  the shipyards and skilled labor needed to produce their own 
  vessels.  It generally goes without saying that the ships House 
  Ikea produces for its own use are the most modern and up 
  to date available within the Empire, many with systems and 
  weapons unavailable for sale.  While neither a leader in the 
  political or military spheres, House Ikea has a great deal of 
  economic clout and in the past has used it and its key posi-
  tion with the monarchy to ruthlessly crush any perceived 
  threat against them or their business.  House Ikea is known to 
  aggressively engage in industrial and corporate espionage both 
  within and outside the Empire’s borders. 
  House Retine: The most militarily aggressive of the 
  major Houses, House Retine is quick to seize the advantage if 
  it should think one of the competing Houses or nobles should 
  seem easy pickings.  Striking hard and fast House Retine is not 
  the most powerful House militarily, but makes up what it lacks 
  in military power with cunning and an almost clairvoyant 
  ability to pick the perfect time 
  to launch an attack, nibbling 
  away at its rivals one little 
  piece at a time.  The youngest 
  of the Major Houses, and 
  potentially the one most in 
  danger of falling from such 
  a status the leaders of House 
  Retine are quick to take 
  advantage of any opportunity 
  to increase their power or 
  decrease that of their rivals, 
  taking risks older Houses 
  would never consider.  House 
  Retine is quick to try and look 
  for advantages outside the 
  Empire as well as internally, 
  and it was largely their initial 
  actions that nearly thrust the 
  Empire into extended conflict 
  with the United Systems 
  Alliance.
  House Gallows: 
  House Gallows is generally 
  considered to currently be 
  in decline, having lost much 
  prestige and power in a recent 
  struggle with House Geru.  
  Having built their powerbase 
  around far flung resource 
  extraction operations around 
  the Empire whose products 
  were then sold both within 
  and without for large profits.  
  House Gallows used threats 
  of withholding these vital 
  resources to force the other 
  major Houses to submit to 
  their demands.  This state 
  of affairs had continued for 
  a long time before House 
  Geru launched a surprise simultaneous assault on many of 
  House Gallows’ installations, capturing many, and destroying 
  others.  House Gallows’ efforts to retaliate and recover from 
  this surprise attack were hampered, both covertly and overtly 
  by other houses and nobles seeing an opportunity to break 
  House Gallows’ long term near monopoly.  After a protracted 
  conflict House Gallows was forced to accept the loss of much 
  of its powerbase, either absorbed by House Geru and other 
  opportunists, or destroyed in the heavy fighting.  House 
  Gallows’ position at the moment could be said to border on 
  desperation, with those it lorded over for so long metaphori-
  cally (and literally) sharpening their swords and with much of 
  its resource base removed as well as the heavy losses from the 
  conflict, House Gallows is frantically searching for any way 
  to hold onto its power and position.  Because of this they are 
  taking ever greater risks and grasping at any opportunity, so 
  far unsuccessfully.  Desperate as they are, they are being closely 
  watched by all around them in case they should go too far 
  rather than risk sinking to the status of a minor House.
  
  33
  House Geru: House Geru until recently was almost 
  unnoticed among the major Houses, staying in the shadows.  
  However with its successful campaign against House Gallows, 
  not only has it brought down a major competitor but it has 
  vastly increased its powerbase with the acquisition of much 
  of House Gallows’ industries.  Moreso, the other Houses 
  and nobles, not to mention the monarchy, are paying intent 
  scrutiny to House Geru which has proven able to in complete 
  secrecy launch such a devastating campaign without any hint 
  of warning against a superior opponent.  Many wonder who or 
  what House Geru’s next target will be once they have finished 
  consolidating their recent gains and none of their competi-
  tion wants to be as caught unawares as House Gallows was.  
  In particular the calculating way in which House Geru took 
  into account the probable actions of the other Houses to their 
  advantage has given them new respect they had lacked before.  
  For the moment House Geru seems content to merely 
  consolidate its recent gains and fortify its positions, to the 
  almost unheard of extent of trading some of the harder to hold 
  locations to other Houses, both major and minor, and nobles 
  outside their own House or sub-Houses.  House Geru can be 
  considered to be exceptionally crafty, and while not as skilled 
  as House Calel at setting the other Houses against each other, it 
  has proven most capable of gauging and using the reactions of 
  the other Houses to events to their best advantage. 
  House Lile: House Lile is considered something of a paper 
  tiger by the other major Houses.  Where they all have found an 
  economic, political, or military niche with some sort of visible 
  and vulnerable assets House Lile’s assets are nearly all elec-
  tronic, and more importantly to their security, intermingled 
  with those of the many other Houses and nobles.  House Lile 
  is the stockbroker of the Empire, managing and handling 
  everyone else’s money and resources, including much of that 
  of the monarchy.  This, along with a policy of not making 
  any overt actions against the other major houses has largely 
  isolated House Lile from actions by their competitors.  The 
  downside is that House Lile’s fortunes rise and fall with the 
  financial strength of the Empire, and the Empire’s fortunes rise 
  and fall in turn with the power of house Lile.  Recently House 
  Lile has been expanding its fortunes outside the Empire in an 
  effort to offset some of its vulnerability.
  House Pikie: House Pikie is the largest single military 
  entity within the Empire next to the Royal Fleet.  While gener-
  ally not regarded as using the most elegant tactics or best plan-
  ning, House Pikie knows how to use sheer numbers and fire-
  power to its advantage in a way few other Houses can match, 
  and has the ability to make maximum use of this in a way no 
  other House can match.  Surprisingly House Pikie is not the 
  most aggressive of the major Houses, rather it takes advantage 
  of its military strength to make sure they are placed in charge 
  of any important campaign initiated by the monarchy; by 
  doing so they both position themselves to reap the majority of 
  the glory with a minimum of risk, and are able to take first pick 
  after the monarchy of any spoils.  The recent lack of conflict 
  with outside sources has left House Pikie is a position where 
  its most prominent asset has not been in demand and rumors 
  are brewing that several of the less militarily powerful Houses 
  might well be planning to join together and challenge House 
  Pikie’s position.  This has led the heads of House Pikie to advo-
  cate ever more fervently taking action against powers outside 
  the Empire, whether or not it may be strategically viable or 
  wise.  It is entirely likely that House Pikie is also looking for a 
  more covert means of igniting a conflict with an outside power, 
  something that could well bring the Empire into a conflict it 
  can ill afford at this juncture. 
  Foreign Relations
  Somewhat surprisingly given the amount of deceit, 
  treachery, and powerplaying that goes on internally, the 
  Empire has a strong record of honoring it’s outside treaties 
  and alliances, at least as long as the same monarch remains on 
  the throne.  Overall though, aside from regular mutual skir-
  mishing with some of its neighbors and the occasional overly 
  ambitious noble the Empire has good relations with the galaxy 
  in general, if ones usually under watchful eyes.  
  Because of the high level of development of it’s systems, 
  their relative compactness, and their strategic position, a great 
  deal of trade passes in, out, or through the Empire’s space, the 
  numerous tariffs and fees this generate help keep it’s economy 
  strong.  While many trade treaties are dictated by the monarch, 
  many smaller agreements are reached with the many Houses in 
  the empire or even individual nobles.
  In the last few years the monarchy has gone through rulers 
  at a pace blistering even for the Empire.  It was one of these 
  changes of government that led to the recent conflict with the 
  United Systems Alliance, and one more that only a little more 
  than a year later led to the current treaty.  The current reigning 
  monarch, His Royal Majesty Hiban Riskalian IV has been 
  ruthless in suppressing the normal infighting and intrigue that 
  were the hallmark of the Royal Family and looks to remain 
  on the throne for the foreseeable future.  What this means for 
  future foreign relations is not certain other than the likelihood 
  that whatever course the monarch should choose, it is likely to 
  be seen through with a consistency that has not characterized 
  the Empire for some time.
  The Navy
  The Baggal Empire maintains a powerful navy, if one 
  lacking in hull size outside those forces under the direct 
  command of the monarch.  A divided command, tensions 
  often quickly rise when the navy is called together and in times 
  of peace the various groups fight against each other almost as 
  often as against their opponents.  This has led to the case that 
  while fleets under the control of an individual House or noble 
  operate well together, and their crews are for the most part 
  brave and well trained, mixed groups lack the solidarity neces-
  sary for truly effective operations and often end up under-
  mining each other’s efforts. 
  ORGANIZATION
  The Empire’s Navy is divided between the Royal Fleet and 
  the many smaller navies belonging to the various Houses and 
  more powerful nobles.  The Royal Fleet is maintained at a level 
  that leaves it capable of both providing the core of any major 
  offensive action the Empire may take and leaving a strong 
  enough force around the capital to prevent any overly ambi-
  tious noble or House from attempting to seize control of the 
  Empire by force.  In times of conflict each House and noble is 
  expected to provide at least a minimum number of forces that 
  are determined and revised every decade.  Failure to be able 
  to raise the required forces when called upon can lead to the 
  loss of a noble’s position or even the destruction of an entire 
  House depending on the circumstances.  Because these called 
  
  34
  up units are generally unused to working together and may 
  well have actually been fighting each other in the past, the 
  Empire has tried to make the best of a bad thing by keeping 
  these separate forces together as individual units as part of a 
  larger fleet or task force.  While this greatly reduces the flex-
  ibility of deployments, the alternatives have more than once 
  cost the Empire victory due to a lack of cooperation or even 
  outright opposition between groups.  A single noble is often 
  placed in temporary overall command of a combined fleet, but 
  particularly important campaigns will be led by a commander 
  from the Royal Fleet.  As the Royal Fleet is entirely made up 
  of non-hereditary nobles, this in itself often creates a great 
  deal of tension as the nobles tend to rankle at being under the 
  command of a mere commoner, royally appointed or not.
  Fleets: Empire fleets tend to be larger than those of their 
  counterparts as they need more ships to achieve the same level 
  of firepower as other navies due to the prevalence of smaller 
  ships amongst the nobles and Houses that provide the compo-
  nent elements of the Empire fleets.  Full fleets are almost 
  always only deployed under the direct orders of the monarchy 
  as only in this way can enough ships be gathered for an actual 
  fleet, none of the Houses being allowed to accumulate that sort 
  of military power in one place normally.
  Task Forces: Commonly the largest force that a House 
  or noble can manage to assemble in one place, Empire task 
  forces can be large and powerful assemblages able to over-
  whelm even many of the more powerful single system govern-
  ments.  Often used along disputed borders, external as well as 
  the internal borders between individual Houses and nobles, 
  Empire task forces are quick to apply force to a given situation 
  and are often the first forces to arrive at any sort of incident.
  Individual Vessels: The Empire rarely deploys vessels 
  independently except in the safest of areas or on the easiest 
  of tasks.  With not only outside forces to be concerned with, 
  but competing houses and nobles to be wary of, single vessels 
  have time and again proven easy targets hard to resist, and 
  more than one has disappeared without a trace, the victim of a 
  sudden covert strike by an opposing house or noble.
  Personnel: Empire personnel are generally very highly 
  trained and many have battle experience.  Even those who 
  are not already nobility hold a status above that of mere 
  commoners, these military personnel are highly motivated 
  and extremely loyal to their liege lord or lady.  Striving for 
  recognition and the potential for elevation into the nobility 
  for particularly valiant service among other rewards, Empire 
  personnel are courageous almost to a fault, and it is here that 
  their greatest weakness may lie.  Between the offensive nature 
  of the armament mix on most of their ships, a culture that 
  glorifies honorable combat, and the desire to gain the greatest 
  glory for the greatest rewards, Empire warriors tend to throw 
  themselves into battle even when that may not be the most 
  prudent course of action.  This often leads to heavy losses and 
  when combined with ossified tactics has allowed outnumbered 
  and outgunned forces to successfully oppose more powerful 
  Empire forces in the past.
  Shipboard Personnel: With the navy being seen as 
  the most glorious and prestigious service, its personnel receive 
  the highest degree of training and equipment.  Training in a 
  crewmember’s specific field is as good as can be hoped for, 
  but there is a lack of breadth of knowledge is the case of many 
  training programs outside of that used by the Royal Fleet.  This 
  means that while individuals perform well in their jobs, there 
  is little ability to shift crew around to fill the gaps caused by 
  losses in combat, which can have a marked effect on combat 
  efficiency that tends not to show up in peacetime exercises.
  Ground Troops/Marines: Service in the marines is 
  nowhere near as glamorous or likely to provide the means for 
  elevation as directly serving on a military vessel, and as such 
  entry standards and overall training and quality of equipment 
  are somewhat below that of the navy.  While the training and 
  equipment can be considered adequate, if only just, on those 
  
  35
  occasions the Empire’s Marines have engaged in combat, the 
  differences in the standards of training and equipment are 
  evident in casualties heavier than considered standard for such 
  units.  The exception to this is the many small elite units raised 
  by the various Houses or nobles for special operations which 
  while varying in quality are generally considered among the 
  best in the known galaxy.
  Permanently deployed ground forces, being primarily 
  defensive in nature are even lower on the prestige scale and 
  are often left with refurbished equipment no longer in use by 
  better maintained and supported forces with a commiserate 
  lessening of experience and training. 
  Training: There are three primary methods of training 
  military personnel employed in the Baggal Empire.  The 
  first and most common are the various small and relatively 
  inexpensive training organizations employed by the different 
  nobles and Houses which generally provide very basic training 
  before sending personnel off to actual space duty where the 
  majority of their training takes place in an on the job environ-
  ment.  The second method is to send personnel to the famous 
  Envir V training academy which is run independently of 
  any of the houses by retired military personnel where very 
  high standards are maintained, but it is very expensive.  This 
  particular method is not highly favored due to both the price 
  involved and the fact that loyalty to a single house or noble is 
  not reinforced during training as it is for individual training 
  programs run by nobles or Houses.  Finally, the Royal Fleet 
  has its own top of the line training program through which it 
  sends its own members.  In addition to comprehensive training 
  across a variety of fields and a dedicated officer program, there 
  is a very strong stressing of loyalty to the monarchy rather than 
  the individual Houses or noble.
  Expectations: Empire military personnel are above 
  all expected to uphold the code of honor that is a primary 
  element of their culture.  Unfortunately, much like many of 
  the nobles who espouse this code of honor, as often as not, the 
  personnel who serve beneath them pick and choose when and 
  where they adhere to this code.  This leaves interaction with 
  such personnel always a guessing game as there are those who 
  ignore the code, those who adhere rigidly to it, and those, the 
  majority, who fall somewhere in-between.  The exception to 
  this, as in many things, is the Royal Fleet, where a practical 
  application of the code is firmly adhered to by its commanders 
  and personnel, if not always its leaders. 
  As part of this code of honor, absolute and unwavering 
  loyalty to the House or noble one serves under is consid-
  ered essential even over that of the Empire as a whole.  The 
  converse of this is found in the Royal Fleet, where loyalty 
  to the monarch is supposed to be absolute and unwavering.  
  Surprisingly, despite the amount of intrigue and deceit that the 
  Empire is famous for, this is one aspect that seems to remain 
  largely constant.  There are few recorded acts of betrayal by 
  military personnel against their superiors.
  Empire personnel are expected to show courage in the face 
  of the enemy and achieve whatever their mission is at all costs, 
  regardless of its importance; an expectation that on many 
  occasions has led to heavy casualties for objectives of limited 
  value.  However it has also led to many victories where another 
  force might have pulled back and hesitated in the face of heavy 
  losses; as such it is something of a mixed blessing.
  SHIP DESIGN
  Warships: Baggal Empire warships tend towards heavy 
  armor backed by large long range energy weapons mounted 
  in turrets along the ventral and dorsal centerlines.  This leaves 
  them somewhat slow and clumsy as well as weak in missile 
  power and close range defenses, but the Empire considers the 
  ability to deliver a crushing broadside at long ranges in rapid 
  order more important than heavy missiles salvos or close 
  range defenses.  The biggest disadvantage to this arrange-
  ment has proven to be the excessive vulnerability to strike 
  craft and missile heavy ships it engenders; the relatively large 
  number of dedicated escort ships that the Empire deploys 
  only partially helping to compensate for this lack.  Addition-
  ally, because a large portion of any Baggal fleet will have been 
  levied, there is something of a shortage of truly large capital 
  ships, many of the nobles and their houses unable to afford to 
  support larger vessels.  In general, anything larger than a heavy 
  cruiser is if not uncommon, at least not typical.  On the other 
  hand, this means that there tend to be much larger numbers 
  of smaller vessels than would be normal in most fleets.  The 
  tradeoff tends towards less overall firepower, but any given 
  ship destroyed means a relatively smaller percentage of a fleet’s 
  overall combat capability is lost.  Still, it has left the Empire at 
  a marked disadvantage in conflicts with navies that support a 
  more balanced fleet except for those occasions when signifi-
  cant portions of the Royal Fleet are detached in support of a 
  campaign
  Merchants: Empire merchant vessels tend towards very 
  basic designs, many completely unarmed, slow, and wholly 
  reliant on either escorts or military patrols for protection, 
  being entirely vulnerable to even the smallest armed threat.  
  Only the fact that piracy is almost unheard of within the 
  Empire’s borders (at least piracy by people other than rival 
  nobles and Houses) makes this a viable design philosophy, and 
  as trading outside the Empire picks up more and more smaller 
  warships are being tied up in escort duty which may in time 
  cause a rethinking on the design of Empire merchant ships and 
  policies about the use of armed merchant vessels within the 
  Empire’s boundaries.
  Tactics: Empire tactics have tended to break down into 
  two different styles.  Either standing back at long range and 
  pounding an opponent into submission, or frontal assaults that 
  rely on firepower and numbers to break through an enemy’s 
  defenses and then envelope them.  While this has proven to 
  work well against outnumbered or outclassed opponents, 
  against equal numbers or a cagey opponent it has often led to 
  very heavy losses as the Empire forces often find themselves 
  out maneuvered and picked apart piece by piece.  While the 
  Empire does have commanders who break the mold and 
  develop new and more flexible tactics; who can prove a nasty 
  surprise for an opponent, by and large, those in command 
  are generally those who most conform to accepted standards.  
  These tactics are as much a result of a mindset that sees 
  anything other than bringing an enemy to immediate action 
  a sign of cowardice as an attempt to make the best use of the 
  capabilities of their technology and equipment.  Faced with a 
  prepared opponent who knows what to expect, Empire forces, 
  unless overwhelming (Their preferred method), are likely to 
  
  36
  suffer heavily even against a weaker opponent.  Against an 
  equal opponent, particularly one well equipped with strike 
  craft and faster ships in space, or more mobile infantry on the 
  ground, Empire forces often find themselves slowly bled to 
  death by opponents they are unable to pin down long enough 
  to bring their heavy firepower to bear.
  Privateers: While privateering is technically illegal 
  within the Empire, it is not unheard of for private individuals, 
  even from outside the Empire, to accept a “commission” from 
  one of the Houses or nobles for hostile acts against competitors 
  or opponents within or outside the Empire’s borders.  While 
  these intermediaries are illegal under Empire law, there is tact 
  unspoken agreement between the participants that privateers 
  when found, if bearing the proper papers are not treated as 
  pirates but as regular navy personnel, and need not worry 
  about fear of attack by their employer’s allies, though they are 
  given a permanent expulsion from Empire space, whether they 
  are citizens or not if caught by their foes.  
  More commonly though, unregistered privateers are used, 
  being allowed to base out of a noble or House’s territory, as 
  well as given support and a place to sell their captured gains.  
  While far more lucrative than “proper” privateering the risks 
  are far higher as well.  Without the appropriate papers these 
  “privateers” face not only being attacked by all and sundry, but 
  of immediate execution as pirates if caught.
  Prize Money: While the specifics regarding prize money 
  vary from House to House, it is an accepted practice and one 
  of the primary reasons, along with the chance for elevation 
  of status and the accumulation of glory that Baggalians join 
  the military.  While the amount of prize money varies based 
  on rank, after a successful campaign, even the lowest ranked 
  members of a unit can be well set up to open a small busi-
  ness of their own upon release from service.  Higher ranking 
  commanders and nobles are often able to retire in luxury after 
  a good campaign.   
  Mercenaries: Mercenaries are not uncommon within 
  the Empire, and are the favored tools of the smaller Houses 
  and weaker nobles who cannot afford to raise and maintain 
  military forces themselves.  Even at the lowest level for hire 
  security forces are commonly used to defend important assets 
  when vassal forces are unavailable or deemed inappropriate.  
  Mercenary forces tend to break down into three types, those 
  vassals hired out by their liege lords or houses, independent 
  forces formed within the Empire, and mercenary forces from 
  outside the Empire.
  Those hired out by nobles or Houses are generally of at least 
  average quality and come with established records of service.  
  More, their contracts are often backed by the reputation of the 
  hiring House or noble, which if nothing else, generally insures 
  that the hired units can be reliably depended on to fulfill the 
  terms of their contracts.  Fairly expensive for their value, they 
  are still the most commonly hired both for their reliability and 
  the fact that they are known factors.
  Independent mercenary forces raised from within the 
  Empire are not especially common because of the reluctance of 
  the established Houses and nobles to allow armed forces that 
  are not under the control of one or the other group.  Many are 
  under the command of nobles from the smaller noble families 
  who had few choices in what they could do with their lives.  
  Others are run by the remnants of what had previously been 
  noble families and houses, their core forces the remnants of 
  their vassals.  Of varying skills, abilities, and reliability, these 
  mercenaries are a chancier risk that those supplied by estab-
  lished Houses or nobles, but generally come cheaper and are 
  far more willing to take on contracts that other mercenary 
  companies sponsored by nobles and Houses won’t.  Most of 
  these groups finally end up working outside the Empire for the 
  highest bidder, but many remain, and at times their leaders can 
  even receive fiefdoms in return for exemplary service. 
  Mercenary forces from outside the Empire are especially 
  frowned on for use within the Empire, not being deemed 
  trustworthy or as capable as indigenous forces.  Mostly, 
  small ones are used for work outside the Empire as escorts 
  or guards, however at times they are used within the Empire 
  when complete deniability is needed for particularly sensitive 
  or unwholesome jobs.  Able to do the work and then disap-
  pear outside the boundaries of the Empire’s reach, such units 
  are shown no mercy or quarter by local forces, all of which 
  combine to make them an expensive proposition.
  Laws and Regulations
  Code of Honor: The actions of the Baggal Empire’s 
  people in addition to the laws laid down is supposed to be 
  governed by a strict code of conduct.  In reality even those 
  that follow it, often prefer to follow their own interpretations 
  of it rather than the strict letter of the code.  While it is too 
  extensive and detailed to fully lay out here, the basics can be 
  summarized.  Above all else loyalty to one’s social superiors 
  is mandatory, not only loyalty in performing one’s duties, 
  but performing them to the highest standard possible.  Not 
  surprisingly this is most strongly advocated by the upper 
  classes, and the one subject to the most interpretation by just 
  about everyone.
  Not far beneath loyalty is the requirement for honorable 
  combat, among which are, but not limited to, the requirements 
  not to resort to underhanded techniques such as assassina-
  tion, shooting someone in the back, and refusing a request to 
  surrender.  Perhaps more than any other aspect of the Baggal 
  code of honor, this is little more than a legal fiction for many 
  in the Empire.  Though there are those who strongly hold to 
  this portion of the code, and often receive great recognition for 
  doing so, many find it far too inconvenient to toss away such 
  quick and easy methods of obtaining power or toppling a rival.
  Another component that often comes into play is that of 
  protecting the honor of oneself and one’s House and family.  
  Perhaps the most common cause of duels, this part of the 
  Empire’s code of honor is widely followed, though again, just 
  what falls into this category tends to vary from person to 
  person, but attempts to preserve it have led to dramatic actions 
  of all sorts throughout the Empire’s history, everything from 
  duels between individuals to a couple of outright wars that 
  have drawn much of the Empire into the conflict.
  Also those in a position of power are expected to look after 
  and see to the care of those under them.  It is as much self 
  interest as a desire to follow this part of the code of honor that 
  has helped insure a relatively happy and healthy population, as 
  such subjects are more productive and less inclined to unrest 
  than abused or neglected subjects.
  Dueling: Dueling is a common phenomenon at all social 
  levels of the Empire and is governed by strict rules.  Chief 
  among them is that although the one challenged may chose 
  to have someone else stand in for them if they so wish, the 
  
  37
  challenger has to stand for themselves.  This is largely to 
  prevent dueling being used as a way of removing an incon-
  venience rather than a way of settling actual disputes.  The 
  conditions vary from duel to dual, ranging from first touch or 
  blood, to death, and even the weapons used; the conditions 
  generally depending on the perceived degree of insult and the 
  hotheadedness of the participants involved.  Typically dueling 
  is used when all efforts to have the parties involved resolve the 
  conflict in a more peaceful manner have failed and no satisfac-
  tion has been obtained.  Professional duelists are very popular, 
  and it can prove a way for even a person from the lowest rungs 
  of Empire society can raise their status and make a great deal 
  of money.  Even though they can only be employed by the 
  challenged party, there is a great demand for them, and many 
  Houses and families have at least one on permanent retainer.  
  Merely having the services of a professional duelist with a 
  proven record available has averted more than one challenge 
  over the years.  Many freelance duelists double as bodyguards 
  when not actually employed on a contract and have proven 
  highly effective in this role.
  Planetary: Planetary laws come under the jurisdiction 
  of the House or Houses that control its surface and can vary 
  from planet to planet.  In general they tend to favor punitive 
  punishments rather than corrective incarceration.  The excep-
  tion is when it comes to debt where often the debtor is given 
  indentured servitude until such time the debt is paid off.  Laws 
  are in place to prevent abuse of such people or manipulation of 
  their contracts to force them into indefinite servitude, but they 
  are considered the lowest rung of society and have few rights.
  Interstellar: The various Major Houses each controls 
  a section of space around what is considered to be their 
  holdings, and within that sphere they set the laws and regula-
  tions.  Generally these rules tend towards keeping order, with 
  restricted flight paths, contraband laws, and frequent stops 
  and inspections.  Military vessels from other Houses traveling 
  without prior notice are often subject to immediate attack, 
  and vessels from outside the Empire traveling without both a 
  Monarch’s charter and a charter with the House whose terri-
  tory it may be traveling are subject to seizure along with their 
  contents.
  In areas not under the jurisdiction of a Major House the 
  Monarchy holds sway.  These areas tend to be relatively lightly 
  patrolled except around important Monarchy installations, and 
  at times, specific borders where trouble is expected. 
  Judicial Proceedings: When a suspect has been 
  apprehended they are typically brought either before the local 
  noble or a magistrate specifically assigned by said noble to 
  handle such matters.  At this point evidence by both sides 
  is presented, often by representatives hired by the parties 
  involved who specialize in such matters, as well as any relevant 
  witnesses, after which the noble or magistrate either declares 
  the suspect’s innocence or guilt, and if the latter, passes 
  sentence.  
  While the Empire forbids torture to acquire information 
  or confessions, within their realms nobles can grant nearly 
  any other degree of investigatory power other than unlimited 
  detainment of persons without due cause.  Even lesser nobles 
  and Houses are not entirely immune to such actions, though 
  generally they are treated with a lighter hand than commoners 
  
  38
  simply because they are in a far better position to create 
  trouble for security forces and the noble or House responsible 
  for them.
  Within their own domain a noble can do practically 
  anything they might wish without limitation, excepting 
  matters that involve other nobles or Houses, or the Monarchy 
  and its representatives.  Most however are careful not to cross 
  a certain line, as modern technology makes it entirely too easy 
  for a commoner with a grudge to take matters into their own 
  hands in a lethal manner.
  Genetics: Genetic technology within the Empire has 
  lagged somewhat behind that of the galaxy as a whole because 
  it is a field that does not grant the honor and recognition of 
  many other scientific fields, most of which do not grant much 
  recognition to begin with.  The only area in which it excels is 
  that of determining genetic heritage as such things are much in 
  call among the nobles and Houses of the Empire.
  Nanotechnology: Nanotechnology is at once one of 
  the most widespread and most controlled technologies in the 
  known galaxy.  Within the Baggal Empire, nearly everyone has 
  basic medical nanites capable of speeding healing, mitigating 
  the effects of disease and poison, and helping keep the overall 
  level of health high.  Only the lowest of classes who are unable 
  to contribute valuable services or skills typically fail to receive 
  proper nanite treatments.  Military personal have heavier duty 
  and more extensive nanite suites capable of a wider variety of 
  functions (see below).  Nanites also form the basis of Fabrica-
  tion systems.  In all cases nanites are required at a minimum to 
  be designed so as to obtain their power from an outside source, 
  either their host’s body or power emitters as a safety precaution 
  to prevent them from getting out of control.  Varied additional 
  safeguards are common as well.
  ORGANIZATIONS AND GROUPS
  Monarch’s Eyes: Officially a group whose job is 
  checking the books and seeing that the nobles and Houses of 
  the Empire follow established policy, it is generally understood 
  that they are the spies for the Monarchy.  Poking into anything 
  of possible interest, and closely monitoring those in power, 
  they are a nuisance at best for the nobles and the Houses, 
  and at worse, a potential death sentence should their reports 
  indicate anything that might suggest treason.  Hated and 
  reviled, many come to messy ends as those they monitor seek 
  to relieve themselves, at least temporarily, of a major annoy-
  ance.  Ironically though, it is through the Monarch’s Eyes that 
  a noble or House can find itself elevated if it is determined that 
  they are loyal, productive, and have useful skills or resources.  
  While not impossible to bribe, even the attempts are very rare, 
  as doing so is considered an act of treason and penalized by 
  death.
  More overlooked though is their official function which 
  they do in fact perform, which amounts to insuring that the 
  mechanics of the Empire continue to function smoothly 
  through the proper distribution of resources and taxes.  With 
  all their potential power, The Monarch’s Eyes are almost always 
  under constant surveillance from not only The Monarch’s 
  Hands, but the intelligence resources of the nobles and Houses.
  Monarch’s Hands: Often referred to as the Monar-
  chy’s bagmen, these people are granted nearly unlimited 
  authority to do whatever dirty work the Monarch requires 
  within the Empire, be it spying, enforcement, blackmail, assas-
  sination, sabotage, seduction, or other shady activities.  They 
  are perhaps the only organization within the Empire more 
  hated and feared than the Monarch’s Eyes.
  Highly trained and ruthless, willing to do nearly anything 
  to fulfill their missions, they are notorious for performing even 
  extreme acts on their own initiative.  Almost entirely without 
  oversight it is suspected that at least some of the monarchs that 
  met untimely ends did so either directly or indirectly at their 
  hands.
  It is also suspected that at least at points within the Empire’s 
  history it was they, not the reigning monarch who really ran 
  the Empire, however His Royal Majesty Hiban Riskalian IV 
  seems to have severely winnowed down its ranks and the 
  entire organization seems to be undergoing significant changes 
  both internally and externally.  Many have doubts that this 
  will result in any real long term changes, and even those who 
  believe that changes will come watch warily to see exactly what 
  kind of changes may take place.
  
  39
  Monarch’s Corsairs: Dating back to before the 
  uniting of the Empire on the Baggalian’s home planet, the 
  Monarch’s Corsairs have long been the Monarchy’s scouts, 
  seeking out enemies and new lands alike.  With the advent 
  of interstellar travel, the Monarch’s Corsairs, which had 
  languished for lack of work into near disbandment, they found 
  a new purpose, though their initial explorations were inten-
  tionally kept to a local area of space, the Empire not wanting to 
  encounter an equal or superior civilization when it was unpre-
  pared to do so.  It was the Corsairs that located the systems 
  that form the core of the current Empire and they who made 
  first contact with the Alliance among other foreign govern-
  ments.  With the recent realization of how heavily the galaxy 
  is inhabited the Monarch’s Corsairs have undergone a massive 
  expansion, much to the detriment of their formerly elite status.
  More than ever before the Empire must turn to these inde-
  pendently minded explorers to find new systems for settlement 
  before it finds itself boxed in by expansionistic neighbors and 
  give warnings of potential future threats.
  Cloaks: The undercover branch of the Empire that 
  operates outside its borders, the Cloaks, like the Monarch’s 
  Corsairs, had almost disappeared as an entity until the recent 
  encounters with several new civilizations called for its expan-
  sion once more.  The Cloaks are currently hampered by a lack 
  of sufficient skilled personnel and more ironically, a lack of 
  good information on their targets.  
  While at the moment the Cloaks are concentrating almost 
  solely on passive information gathering, in the future they are 
  expected to engage in more aggressive espionage efforts once 
  they have a better basis on which to operate along with more 
  numerous and experienced agents.  Other civilizations’ intel-
  ligence agencies are carefully watching the Cloaks to see just 
  how effective of an intelligence force they will actually prove to 
  be and just how aggressive their policies are likely to become.
  SOCIETY
  Demographic: The current demographic of the Baggal 
  Empire is roughly 77% Baggalians, and 23% assorted other 
  subject races that have been incorporated into the Empire from 
  its earlier conquests.  There is also a growing transit population 
  of outsiders who are coming into the Empire as its contacts 
  with the greater galaxy continue to increase.  Currently there is 
  an effort to develop policies to better deal with this population, 
  especially those that choose to settle within the Empire.
  IN SUMMARY
  The Baggal Empire is entering a time of change and it has 
  yet to be seen whether it will be a change for the better or not.  
  Until recently the Empire’s contacts with other civilizations 
  have been either of similar size to the Empire or smaller clus-
  ters of systems.  Now though the Empire has begun encoun-
  tering civilizations that cannot only match its own power, but 
  even exceed it by orders of magnitude.  As an example, even 
  though the recent conflict with the Alliance ended relatively 
  well, if unexpectedly due to a surprising turn of events, the 
  sheer volume of resources the Alliance brought to bear in 
  even a short period of time, and the technological superiority 
  displayed proved a nasty shock to a people who had become 
  so accustomed to thinking of themselves as the supreme 
  power that it was accepted as a basic fact of existence.  Even 
  as the Empire struggled to come to terms with this change 
  to the status quo, for the second time in the space of only a 
  couple years control of the monarchy changed, and contrary 
  to all previous occurrences, he began eliminating any poten-
  tial opposition to his position rather than simply exiling or 
  removing threats from power.  This has granted him a stable 
  base of power unmatched in the Empire’s history and there is 
  much speculation about what path he will lead the Empire in 
  the years to come at the cost of disregarding centuries of tradi-
  tion and leaving the Houses and nobles of the Empire uncer-
  tain and wary.
  Already though the Empire is beginning to adapt, trade 
  with sources outside the Empire has skyrocketed, outsiders are 
  becoming an ever more common sight, and they bring with 
  them their different cultures and customs, many of which are 
  at odds with the established order, and may in time undermine 
  the basic tenants of society that cause the Empire to exist as it 
  is.  
  Strategically positioned, if the Empire can manage to more 
  solidly unite its disparate factions and minimize the infighting 
  that has long proved its greatest obstacle, it has the potential to 
  expand explosively if it can seize the opportunity while it lasts.  
  With a firm hand at the helm and little worry about a change 
  in leadership, whatever course the Empire ends up taking, it is 
  likely to for once, stay the course for good or bad.
  
  40
  He grimaced as he entered the bridge of the wreck, the 
  damage visible from outside the ship, bad as it looked, was 
  nothing compared to the carnage inside.  The pirates had 
  clearly gone on a rampage of destruction once they had 
  finished their looting, maybe they hadn’t even waited that 
  long given some of the equipment he saw destroyed.  Bodies 
  and pieces of bodies were scattered against one bulkhead, all 
  shot from behind.
  One of the members of his team gave a small grunt as it 
  managed to free the ship’s black box.  Another informed him 
  that the ship’s logs and sensor records had been destroyed 
  while the other team informed him that they’d swept the ship 
  and found no survivors.  He cursed under his breath and 
  wondered when someone would finally do something about 
  the constant Itellian attacks.
  T
  he Itellian Federation is by the normal standards of the 
  galaxy somewhat primitive, both in terms of tech-
  nology and in some ways culturally.  More than once 
  they have been called barbarians in starships.  Aggres-
  sive and expansionistic, Itellians have only been held back by 
  a relatively low technology base and forced to concentrate on 
  conquering those species around them even less technologi-
  cally evolved.  
  It was only several sharp clashes with established interstellar 
  powers on their borders in which they came off far worse than 
  their opponents which brought a halt to the Itellian conquests.  
  Most experts agree however that it is only a matter of time 
  before the Itellians make another major push somewhere.  In 
  the meantime the Itellians appear to be focusing their efforts 
  on solidifying and consolidating their current position while 
  using all the means at their disposal to increase their techno-
  logical edge and destabilize those civilizations around them.
  From top to bottom, their society embraces strength, with 
  the stronger ruling over the weaker.  This leads to regular 
  changes in leadership at all levels and a ruthlessness that leaves 
  many other races shocked at the degree of carnage it entitles.  
  The major downside of this is that it makes it hard for Itellians 
  to continue with any one project for longer than the length of 
  time the originator of the idea can manage to avoid being offed 
  by one of their subordinates.
  Brutish, violent, aggressive, highly opportunistic, the 
  Itellians appear to be setting themselves up for a very rude 
  awakening when one of the local powers finally decides it’s had 
  enough and moves to deal with the problem they represent in 
  force.  If they should somehow avoid this fate though, through 
  either a sudden cultural change or a large enough increase 
  in technology, they are in a position to become a significant 
  power in the region.
  HISTORY
  For a long time their home planet was little more than 
  a semi-primitive battleground, with civilization collapsing 
  several times and at least two wars that were bad enough to 
  throw the entire planet back into the dark ages.  It was only 
  with the crash of a derelict alien spaceship and the reverse 
  engineering of some of its technology that one of the many 
  small warring states acquired enough power to overwhelm 
  their opponents before being destroyed and quickly make the 
  leap to space shortly before the home planet once again fell 
  apart into multiple warring factions.  Since then the history of 
  the Itellians has been much the same as it has always been, but 
  on a much larger scale.
  The ascension of Overlord Hoytdinar to a  position of 
  precarious leadership has recently given the Itellians more 
  direction than they have possibly ever had, but it remains an 
  open question whether he will be able to hold onto his position 
  and power long enough to have any real effect.
  Founding Concepts
  The Itellians have no real founding concepts and border 
  dangerously close to anarchy at most times.  Their cultural 
  ideals which have led to their current situation are those of 
  exerting power over all those weaker than oneself and taking 
  advantage of any opportunity to place themselves above those 
  around them.  It is this that drove them to conquer everyone 
  in their immediate vicinity and will insure they attempt 
  to take advantage of any opportunity offered by one of the 
  surrounding powers whether intentional or otherwise. 
  GOVERNMENT
  The current leader, Hoytdinar, has managed to achieve 
  his position through the simple expedient of conquering his 
  home planet and somehow managing to hold on.  While he 
  might technically be Overlord of the entire Itellian Federa-
  tion, the truth is that many of his subordinates, particularly 
  those in control of other systems for the most part run their 
  own affairs, only obeying those orders that please them unless 
  threats of force or actual force is employed by the Overlord.
  The overall government of the federation could therefore be 
  accurately described as barely constrained anarchy.  Leaders 
  change regularly from week to week as do the territory they 
  control and experienced traders from outside the Federa-
  tion have learned that rather than try and establish long term 
  trading partners to instead bring in items that are widely 
  wanted and then hold impromptu auctions, with the goods 
  going to the highest bidders.
  6: ITELLIAN 
  FEDERATION
  
  41
  FOREIGN RELATIONS
  The Itellians foreign relations can be termed 
  rocky at best as they are rightly considered 
  untrustworthy.  Unofficial armed ceasefires are 
  currently in effect with their neighbors and 
  news out of the Federation is greatly restricted, 
  in part because few are willing to trade with the 
  Itellians and partially because many of those 
  who might be willing to do so refuse to accept 
  the risks of entering Itellian space.  Those who 
  are willing to trade with the Itellians use heavily 
  armed ships and often rely on either integral 
  security or mercenary forces for armed escorts.  
  More than one skirmish has occurred between 
  these traders and various Itellian groups and 
  those merchants that have proven successful 
  have found that the reputation gained from 
  these encounters is better at preventing further 
  incidents than even a heavy armament or 
  escort.  The other side of the equation though 
  is that the profits that can potentially be made 
  are extreme, as even technology considered long 
  obsolete in the known galaxy at large fetches 
  unbelievable prices on the Itellian market.  
  Additionally the Itellian’s policy of not caring 
  where products have originated has made them 
  an ideal place for pirates to sell their captured 
  goods and ships.
  Further souring their relations with foreign 
  powers are the Itellian’s extensive espionage 
  efforts that have so far run the gauntlet from 
  simple spying and bribery, to one famous inci-
  dent where they attempted to hijack a Carnack 
  Combine heavy cruiser out of drydock.  These 
  efforts have almost entirely been aimed at 
  acquiring the military technology the Itellians 
  currently lack and counter-espionage efforts 
  are picking up among those who have suffered 
  and those who are concerned about the Itellians 
  obtaining a higher level of technology.
  The Itellians themselves rarely travel out of 
  their own territory with the exception of various 
  pirate groups, the occasional mercenary band, 
  and regular raids against nearby systems and civilizations.  
  These groups are ruthless even by the normal standards such 
  groups are judged by and some of the atrocities they have 
  committed have caused a sharp downturn in public opinion 
  towards a race that previously was barely general knowledge.  
  Where this sudden interest might lead is as of yet unknown, 
  but it is likely to spur action of some sort. 
  NAVY
  The Itellian Navy can barely be called such, for the most 
  part lacking in a solidified command structure, proper 
  support, or even a unified training program.  Rather it consists 
  of individual or small groups of ships under the command of 
  whoever can manage to hold them together and support the 
  cost of maintaining them.  Training as units is a joke and even 
  individual ships rely more on on-the-job training than any 
  actual program of improvement.  True fleets come together 
  only under the direct order of the Overlord or when the poten-
  tial for conquest arises.
  ORGANIZATION
  Organization is generally a joke when it comes to the Itel-
  lians, their forces consisting of whatever ships a given leader 
  can manage to coerce or control by force of will and person-
  ality into following them.  Any sort of actual tactical control 
  consists of little more than trying to point certain components 
  of a fleet at a general target and hoping for the best.
  Obviously this is a major drawback and weakness for the 
  Itellians, but it does have the advantage of unpredictability, it 
  is extremely hard to determine what they will do in a battle as 
  individual groups of ships, or even individual vessels operate 
  without any overall cohesion with other vessels.  Generally 
  though it allows their opponents to defeat an Itellian fleet 
  piecemeal even when heavily numbered and as long as an 
  
  42
  opponent refuses to panic can generally withdraw in good 
  order if necessary.  However on those occasions that the Itel-
  lians have managed to break up their opponents’ cohesion they 
  have almost always overwhelmed individual vessels with heavy 
  casualties on both sides.
  Training within the Itellian “Navy” consists primarily of 
  whatever degree of experience individual captains care to 
  force their underlings to endure which can vary from next to 
  nothing to surprisingly high degrees of readiness.  Making up 
  for this somewhat is the fact that many Itellian crews have to 
  one degree or another have combat experience from fighting 
  both other Itellians and outsiders.  Generally though, overall 
  training and experience standards are poor and this only 
  amplifies the limitations of the generally obsolete equipment 
  they are forced to use.
  To speak in broad generalities without hopefully drawing 
  too much of a parallel; Itellian military efforts can be compared 
  to those of a great many groups of similar disposition 
  throughout history, the Dentian Haffins, the Human Vikings, 
  and the Kiltan Grem are just three examples.  Itellian opera-
  tions generally focus on hitting easy targets that can enrich the 
  members of their raiding and assault groups while avoiding 
  fights with evenly matched or stronger opponents whenever 
  possible.
  Expectations: Itellians are expected to never show 
  fear and engage their opponents aggressively, exploiting any 
  opportunity or sign of weakness.  This goes not only for their 
  enemies, but their companions as well.  This does not however 
  dictate that they charge blindly in, indeed, cunning and guile 
  are considered to be at least as important as unbridled ferocity.
  Hard work and unwavering obedience to their masters, 
  except of course unless an opportunity arises to take the posi-
  tion is the expected norm.  Excellence in one’s field however 
  is normally neither promoted, encouraged, over rewarded.  
  Indeed, such dedication is likely to cause suspicions about how 
  the person in question intends to use the skills in question.
  SHIP DESIGN
  Itellian ship design uses several differing levels of tech-
  nology; because of this, and the fact that they are produced 
  at innumerable small shipyards under the control of various 
  overseers it is rare that two ships are built to the same design.  
  This makes facing an Itellian ship an unpredictable event for 
  any opponent.  However it also makes coordinated actions 
  between Itellian vessels that much more complicated as their 
  performance parameters often vary wildly.
  Generally Itellian vessels are designed for relatively short 
  duration voyages with cramped quarters, lacking even artificial 
  gravity or efficient compensators.  They have oversized engines 
  to compensate for their lower efficiency and thick armor to 
  make up for a lack of any sort of real shielding, but even that 
  is heavier and less efficient by several factors than that typi-
  cally employed by other civilizations.  As the missiles that the 
  Itellians could mount are highly obsolete by the standards of 
  modern navies they have generally forgone mounting them 
  entirely, instead concentrating on various energy and projec-
  tile weapons of sizes far larger than those mounted on other 
  vessels of similar sizes but far shorter range and less efficiency.  
  Nevertheless, if an Itellian ship can manage to reach fighting 
  range with another vessel, it has the potential to inflict signifi-
  cant damage, and they rarely attack one on one.
  TACTICS
  Itellian tactics tend to appear simple, straightforward, and 
  brutal.   Not as some might think because they are incapable 
  of developing or executing more complex tactics, indeed, they 
  have proven quite the contrary to be true; rather it is imposed 
  upon them by the limitations their low level of technology 
  force upon them.
  As any ship with even relatively modern ECM equipment 
  is all but impossible for Itellian ships to hit at even moderate 
  ranges, and modern sensors can pick up even powered down 
  Itellian vessels at significant ranges; the Itellians are neither 
  able to engage a targeted ship at normal engagement ranges 
  nor sneak in close enough for their weapons to be effective.  
  Thus they have been left with trying to close the range against 
  opponents that not only outrange them, but are often faster as 
  well.
  In an effort to overcome this Itellian’s have been forced to 
  adopt very straight forward tactics, boring straight in at their 
  opponents and accepting the heavy casualties this generally 
  entails.  Once in close range they rely on their large overpow-
  ered weapons to simply batter down an opponent’s defenses 
  over practically open sights.
  On those occasions they have to run down a faster oppo-
  nent that is not willing to stand and fight the Itellians have 
  shown themselves capable of considerable ingenuity, often 
  boxing an opponent in with overwhelming numbers from 
  multiple directions.
  Whenever possible Itellians strike from ambush or try 
  forcing their enemies to fight in areas that prevent long range 
  targeting such as asteroid rings or debris fields.  
  When engaging in ground warfare Itellians do not hesitate 
  to begin with orbital strikes before engaging with infantry, 
  armored vehicles, and large armored mechs.  Here too tech-
  niques tend to be very straightforward with Itellian forces 
  advancing directly on their already pummeled and disor-
  ganized opponents, crushing any remaining resistance with 
  lethal brutality.
  PRIVATEERS
  While the Itellians do not officially employ privateers a great 
  many have taken to the life of piracy, running for the cover 
  of one of the Itellian systems once their work is done or they 
  face pursuit where they obtain protection from the system 
  governors in exchange for part of their takings.  These unof-
  ficial privateers are steadily growing in numbers in the regions 
  of space surrounding Itellian territory despite steady loses to 
  both regular naval units and armed merchantmen.  Ironically 
  a number of armed merchant ships of other governments have 
  begun moving into the area to prey on the pirates in turn, 
  using the advantages granted by their superior technology to 
  make respectable profits off of the standard bounties offered 
  for pirates.  Mercenaries are also flocking to the surrounding 
  region to provide their services in space in hunting down 
  pirates as well as providing escorts and defending the smaller 
  colonies from the ground raids that are increasingly taking 
  place.  
  LAWS AND REGULATIONS
  Within Itellian society the laws tend to devolve to whatever 
  a given leader can manage to impose on those under him.  
  While uneasy truces often exist between factions in an area, 
  
  43
  beyond that the weak have little protection from those with the 
  desire and ability to take it from them.  As bad as this is among 
  Itellians, it is far worse for those speices that have been subju-
  gated by the Itellians as in a brutal society they are on the very 
  bottom and attempts to defend themselves only end in more 
  violence.
  Nanotechnology: Unlike most other races, the Itel-
  lians lack nanotechnology except for a few very powerful indi-
  viduals who have medical nanites implanted by outside sources 
  for princely sums.  This has largely stemmed from a lack of 
  interest in the sciences among most Itellians, most especially in 
  the medical field in a culture that places so much importance 
  on the strength and physical prowess of an individual.
  Cheap labor has also stymied research into more efficient 
  methods of production and any domestically developed appli-
  cation of nanotechnology seems highly unlikely in the visible 
  future.  
  This is not to say that the Itellians cannot and do not have 
  access to nanotechnology, a number of small nano-fabbers 
  have been obtained either through covert trade or captured 
  and are greatly prized by their owners as steady income 
  generators.  Of course, Itellian society being what it is most 
  have changed hands several times through violent acquisition 
  and many of the small number available have been destroyed 
  as a result.
  Mercenaries: About the best things that can be said 
  about Itellian mercenaries are that they work cheap and have 
  no qualms about taking on the dirtiest of jobs.  Otherwise 
  they tend to be highly undisciplined, undertrained, and, 
  underequipped compared to most other mercenary forces in 
  the galaxy.  There is also the added problem of the massive 
  amounts of collateral damage they cause anytime they are 
  employed, looting entirely aside.  In fact their reputation and 
  past acts are such that several independent systems and at least 
  one small multi-system government have declared the use of 
  Itellian mercenaries to be a war crime.  Finally, more than one 
  employer has found the Itellians simply taking the money and 
  leaving once things got difficult, or even turning on their erst-
  while allies.  The general galactic consensus seems to consider 
  Itellian mercenaries a last resort, cheap cannon fodder, or to be 
  used when absolutely no one else will take the job.
  SOCIETY
  Itellian society is brutal and violent with the strongest rising 
  to positions of power, often leaving a trail of bodies behind 
  them.  The lowliest of Itellians lead hard and generally short 
  lives doing the hardest and most dangerous jobs for the fewest 
  benefits.  Even from a young age Itellians face hard work and 
  violence as their parents force them out as early as possible 
  to make their own way.  Gangs of Itellian youths who roam 
  about after clustering together for mutual protection are a 
  major threat even to adult Itellians and engage in all manner of 
  activities that would be considered illegal in most other places.  
  Many of these gangs stay together through adulthood and 
  form the basis of both the Itellian work force and the Itellian 
  military.  These groups generally end up with a single Itel-
  lian in charge who manages the other and takes the place of a 
  foreman, manager, officer, or similar role as the profession the 
  group migrates into dictates.  
  At the highest of levels these groups can blossom into fully 
  fledge organizations in and of themselves as they continue to 
  acquire new members, often the remains of their opponents.  It 
  was one of these groups that finally managed to seize first plan-
  etary and then interstellar power (it remains to be seen how 
  long it will hold together at the distances involved).  However 
  even within these relatively stable groups there is constant 
  infighting for position and only the harshest of measures 
  by the leaders keeps it at all in check.  Even then it is not 
  uncommon for a leader to fall to one of their underlings who 
  in turn assumes the mantel of power.
  It is this inherent viciousness and ingrained cultural 
  assumption that makes Itellians such a terror to those who deal 
  with them.  Even those who bargain from a clear position of 
  power know that the briefest moments of apparent weakness is 
  inviting an attack.
  Demographic:  The population of the Itellian Federa-
  tion, as best can be determined form the sketchy data available 
  suggests that Itellians make up approximately 73% of the entire 
  population with the rest made up of the species of a half dozen 
  subjugated races, whose numbers continue to dwindle under 
  the Itellian’s domination.
  IN SUMMARY
  The Itellian Federation is poised on a knife’s edge.  Should 
  its leader manage to better unify his people while acquiring 
  a higher degree of technology than they currently experience 
  they will be well poised for an explosive expansion into the 
  independent and currently disunified systems and civilizations 
  surrounding them.  If this should happen the Itellians could 
  well find themselves on par with many of the major civiliza-
  tions in this section of the galaxy, at least in terms of territory 
  and potential resources.  Of course, this would involve a lot of 
  ifs.  
  It seems more likely that before this could happen the Itel-
  lians will either manage to annoy one of the greater galactic 
  powers enough for them to take punitive action, or their 
  neighbors will manage to band together and move to eliminate 
  what they see as a major threat.
  Strategically positioned and with what could be a very solid 
  base from which to launch a campaign of conquest the Itellian 
  Federation has so far managed to keep its victims from turning 
  on them enmass as much by fear as anything, with systems that 
  resist or actively campaign to do something about the Itel-
  lian threat suddenly suffering from the concentrated ravages 
  of pirates and raiders.  So far this has kept the surrounding 
  systems and civilizations off balance and terrified, but there 
  is a growing resentment and numerous secret talks are being 
  conducted.  On the flip side the Itellians are still trying to 
  assimilate their relatively conquests and are suffering from 
  a great deal of infighting that is hamstringing their ability to 
  strike while what may be their best opportunity might be slip-
  ping away.
  Whatever may happen, the next decade or two is likely to 
  decide whether the Itellians become a true major player or are 
  removed from the galactic playing field entirely.  In either case 
  these fierce warriors will not simply fade quietly into the cold 
  eternal darkness of space.
  
  44
  He watched as they passed, squadrons of quick nimble 
  strike craft, inquisitive frigates, fast lethal destroyers, 
  sleek imposing cruisers, hollow-bellied carriers, rakish 
  battlecruisers, ponderous but dignified battleships, even 
  a mountainous dreadnaught whose looming bulk tempo-
  rarily eclipsed the sun, throwing the massive battlestation, 
  small still though beside the dreadnaught, into darkness.  
  And behind that, a small fleet in themselves, supply ships, 
  transports, auxiliaries, and more.  It had been a long and 
  hard campaign, and many ships still bore the marks of the 
  last battles, hard fought and won.  Bristling with powerful 
  weapons, sheathed in thick armor, they had met the enemy 
  and proven triumphant, and then, between one heartbeat 
  and the next, with only an exchanged salute of running lights 
  with the station, they were all gone, having leapt into the 
  great darkness beyond.
  S
  tarships are the elements that hold the galaxy together, 
  whether carrying needed goods, people, or the imple-
  ments of war, the ships that ply the stars are perhaps 
  the single most vital aspect of modern society.  Overall 
  ship design varies greatly from culture to culture depending 
  on any number of factors from a culture’s ascetic views to 
  military tactics.  When multiple cultures are brought together 
  things become far more complicated.  However even within a 
  single culture form can vary greatly depending on individual 
  designers and vessel purpose.
  Much the same can be said for space stations.  Those 
  designed to act as waystops on the fringes of known space are 
  far different from those serving as scientific bases, and they in 
  turn are far different from those designed to defend a planet 
  or installation from hostile attack.  Many stations are unique 
  in their design, and even within a standardized class it is not 
  unusual to find small differences.  While starships may be what 
  allow civilizations to spread through space, it is the stations 
  that secure it behind them and allow the business that is neces-
  sary for civilization to continue to exist.
  There are too many designs to be able to even list them in a 
  document many times this size, but some of the more note-
  worthy examples are listed below.
  MERCHANTS
  The lifeblood of the galaxy, merchant ships come in an 
  innumerable number of shapes and sizes; from massive 
  lumbering freight haulers that need to visit multiple planets 
  in order to fill their holds to quick little couriers that carry 
  little more than their crew and the information stored in 
  their computers.  With few exceptions they tend to be built 
  to far less exacting standards than military vessels, but then 
  they rarely are put through the same stresses.  While many 
  interstellar merchant vessels carry at least minor defensive 
  armament, only in the Alliance is it a requirement along with a 
  computer system capable of linking into an integrated defen-
  sive network.  Refitted merchant vessels are often the favorite 
  of both pirates who generally build on an already successful 
  design, granting them both the ability to carry their stolen 
  cargo and anonymity amongst their similar seeming prey; 
  and amongst the smaller governments who find them a cheap 
  alternative to proper warships.
  LIGHTFOOT CLASS FAST MERCHANT  
  Origin: 
   Independent
  Tier: 
   2
  BP: 
   86, Small Shuttle
  Speed: 
   12
  Maneuverability:  
  Perfect, Piloting +2, Turn 0
  FTL: 
   9ly/day
  AC: 
   20 
  TL: 
   20
  HP: 
   35  
  DT: 
   : 
  CT: 
   7
  Shields: 
   None
  Power:  
  Pulse Prismatic (300 PCU, 256 Max 
  Usage)
  FTL Engine: 
  Very Fast
  Systems: 
  Crew Quarters (Good), Mk2 Monon-
  ode, Basic Medium-Range Sensors
  Expansion Bays: 
  Smugglers Compartment (DC30), 
  Guest Quarters, Cargo Bay
  Modifiers: 
   +2 to any one check a round
  Complement:  
  1
  Crew:
  Pilot: 
  Piloting +9 (2 ranks)
  The Lightfoot class of ships are very small, very fast craft, 
  designed to move small perishable cargoes rapidly from one 
  point to another without needing to stop.  Capable of landing 
  and taking off from a planet Lightfoots are designed to be run 
  with no more than two or three people at most, and indeed 
  lack the accommodations for more.  Many a shipping company 
  had its start with one or two of these little ships.  Little larger 
  than a big gunboat, Lightfoots are hard pressed to fit an 
  FTL drive into their frames in addition to their needed crew 
  accommodations, fuel, and very limited cargo space.
  While mostly used for perishable cargoes the Lightfoot has 
  found a variety of uses, personal transports for the wealthy, 
  powerful, or important, courier ships, and but perhaps most 
  famously as smuggling vessels.  Able to outrun all but the 
  fastest warships and even many gunboats, the Lightfoot has 
  many times eluded authorities who could do little more than 
  gnash their teeth in frustration.  The Lightfoot is incredibly 
  vulnerable to any hostile action, lacking both proper defenses 
  7: STARSHIPS & 
  SPACE STATIONS
  
  45
  and any armament, if run to ground, wise pilots quickly 
  surrender rather than risk incoming fire.
  Cheap, dependable, and easily upgradeable, the Lightfoot 
  is likely to remain a popular choice among hotshot pilots for 
  some time to come and continue to be a common sight zipping 
  across the galaxy.
  DRAKE CLASS PRIVATEER  
  Origin: 
   United Systems Alliance
  Tier: 
   7    
  BP: 
   172, Medium Explorer
  Speed: 
   8
  Maneuverability:  
  Good, +1 Piloting, Turn 1
  FTL: 
   6ly/day
  AC: 
   21 
  TL: 
   21
  HP: 
   65 
  DT: 
   : 
  CT: 
   11
  Shields: 
   Medium Shields 100 (Forward 25, 
  Port 25, Starboard 25, Aft 25)
  Attack (Forward): 
   Light Particle Beam 3d6
  Attack (Port): 
   Light Particle Beam 3d6
  Attack (Starboard): Light Particle Beam 3d6
  Attack Turret): 
   Flak Thrower 3d4 (Point +8)
  Power:  
  Nova Ultra (300 PCU, 318 Max Us-
  age); 
  FTL Engine: 
  Fast 6ly/day
  Systems: 
  Crew Quarters (Common) Mk 4 Ar-
  mor, Advanced Medium Range Sen-
  sors, Mk 4 Defenses, Mk 2 Duonode
  Expansion Bays:  
  Cargo Bays x4
  Modifiers: 
   +2 to any two checks a round, +1 
  Piloting
  Complement:  
  6
  Crew:
  Captain: 
  +10 Diplomacy (7 ranks), +16 Gun-
  nery (7 ranks), +10 Intimidate (7 
  Ranks), +13 Piloting (7 Ranks), +16 
  Computers (7 Ranks), +12 Engineer-
  COMMON SHIP PREFIXES
  U.S.D.F.S.: United Systems Defense Force Ship
  U.S.A.M.S.: United Systems Alliance Merchant Ship
  R.B.V.: Royal Baggalian Vessel
  H.B.V.:  House Bagglian Vessel
  B.C.V.: Baggalian Commercial Vessel
  S.C.W.: Sagaren Collective Warhip
  S.C.M.S.: Sagaren Collective Merchant Ship
  S.S.: Independently Owned Ship
  I.W.S.: Independent Warship
  P.V.: Private Vessel
  
  46
  ing (7 Ranks)
  Engineers: 
  (1 Officer) +12 Engineering (7 ranks)
  Gunners: 
  (2 Officers) +16 Gunnery (7 ranks)
  Pilot: 
  (1 Officer) +13 Piloting (7 ranks)
  Science:  
  (1 Officer) +16 Computers (7 ranks)
  The Drake was designed from the start as a vessel ideal for 
  a privateer, with a heavy armament for what is nominally a 
  merchant vessel, a high rate of speed and decent maneuver-
  ability, long range, as well as a cargo hold large enough to store 
  choice cargo this vessel has been the bane of merchant fleets 
  during wartime, proving far more effective than the normal 
  merchant conversions that are often used.  It is little surprise 
  then that the Drake often finds employment with pirates as 
  well as privateers and pirate hunters.  
  While not normally a match for most proper warships, 
  the Drake has often managed to engage smaller escorts with 
  some success, though smart commanders work hard to avoid 
  confrontations with actual naval vessels regardless of size.  
  Though occasionally used as a naval auxiliary by smaller naval 
  forces, its largest legitimate uses after privateering are for 
  trading in dangerous areas and as police vessels.
  A sleek good looking vessel, the Drake has starred in many 
  an entertainment production as both hero and villain and thus 
  is one of the most easily recognizable ships in space.  With a 
  firm reputation and established history the Drake continues to 
  serve in a variety of configurations in a variety of roles, much 
  beloved by those on both sides of the law who use it and often 
  feared by those who suffer its predations.
  SHERPA MEDIUM MERCHANT 
  Origin: 
   United Systems Alliance
  Tier: 
   2
  BP: 
   71, Medium Transport
  Speed: 
  4, 
  Maneuverability:  
  Average, +2 Piloting, Turn 2, 
  FTL: 
   3ly/day
  AC: 
   12 
  TL: 
   12
  HP: 
   70  
  DT: 
   : 
  CT: 
   14
  Shields: 
   n/a
  Attack (Forward): 
   Light Laser Cannon (2d4)
  Attack (Aft):  
   Light Laser Cannon (2d4)
  Attack Turret): 
   Flak Thrower (3d4 Point +8),
    
   Flak Thrower (3d4 Point +8)
  Power:  
  Pulse Blue (200 PCU of 181 Max Us-
  age)
  FTL Engine: 
  Average 3ly/day
  Systems: 
  Crew Quarters Common, Mk1 Du-
  onode, Basic Short-Range Sensors
  Expansion Bays: 
  Cargo Bays x4, Guest Quarters
  Modifiers: 
   +1 to any two checks a round, +2 
  Piloting
  Complement:  
  5
  Crew:
  Captain: 
  +6 Diplomacy (2 ranks), +8 Gunnery 
  (2 ranks), +6 Intimidate (2 Ranks), +6 
  Piloting (2 Ranks), +8 Computers (2 
  Ranks), +6 Engineering (2 Ranks)
  Engineers: 
  (1 Officer) +6 Engineering (2 ranks)
  Gunners: 
  (1 Officer) +8 Gunnery (2 ranks)
  Pilot: 
  (1 Officer) +8 Piloting (2 ranks)
  Science:  
  (1 Officer) +8 Computers (2 ranks)
   An excellent example of innumerable designs of mid sized 
  merchants that ply the spaceways, the Sherpa is neither 
  glorious or elegant, but strictly utilitarian, able to carry large 
  amounts of cargo for its size at very low cost for relatively long 
  distances.  While not as efficient as the far larger bulk carriers, 
  smaller merchants like the Sherpa do not need to wait for 
  such large shipments to be available, nor are they tied to strict 
  schedules as are larger ships.  Because of this a sharp and lucky 
  captain can turn an excellent profit by forgoing steady business 
  for higher profit opportunities.  Most make their money by 
  transporting cargoes too large for smaller cargo ships but too 
  small for the bulk carriers used by major shipping companies.  
  In the less developed sections of the galaxy medium sized 
  merchants like the Sherpa are generally the largest merchant 
  ships many worlds ever see, and many captains can do quite 
  well running regular trade routes where they do not have to 
  compete with the larger cargo vessels.
  Normally only lightly armed, the Sherpa and those like her 
  are often the favored prey of pirates, privateers, and raiders.  
  Because of this many travel in groups to provide themselves 
  with mutual protection or take advantage of passing naval 
  vessels for added security.
  The Sherpa uses aft mounted engines, allowing each cargo 
  bay to be opened in whole or in part out to either side allowing 
  the loading of a wide variety of sizes of cargo or even mixed 
  loads within a single hold.  The Sherpa, like most merchants 
  in its size class is capable of planetary landings on hardened 
  fields, but is too large to normally land on unprepared surfaces.
  In addition to its cargo holds, Sherpa’s carry a few spare 
  cabins for the transportation of passengers heading in the 
  same direction (or often times simply looking to get anywhere 
  that isn’t where they are at the moment) and many people 
  on limited budgets find that traveling by such means is often 
  an effective means, if a somewhat slow one, of reaching their 
  destination.
  While rarely gaining the spotlight, it is ships like the Sherpa 
  that provide for much of the essential transport of products 
  throughout the galaxy, including nearly all of those that cannot 
  be transported economically in extremely large bulk.  
  CARAVAN CLASS BULK MERCHANT  
  Origin: 
  Independent
  Tier: 
   4
  BP: 
   125, Huge Bulk Freighter
  Speed: 
   4
  Maneuverability: 
  Poor, +1 Piloting, Turn 3
  FTL: 
   1ly/day
  AC: 
  15 
  TL: 
  15
  HP: 
  180 
  DT: 
  5 
  CT: 
  32
  Shields: 
  n/a
  Attack (Forward): 
  Heavy Laser Cannon (4d8)
  Attack (Aft):  
   Heavy Laser Cannon (4d8)
  Attack Turret): 
  Flak Thrower (3d4 Point +8), 
  
  47
   
   Flak Thrower (3d4 Point +8)
  Power Core: 
  Nova Heavy (200 PCU of 185 Max 
  Usage); 
  FTL Engine: 
  Slow 1ly/day; 
  Systems: 
  Crew Quarters Common, Mk1 Du-
  onode, Basic Short-Range Sensors; 
  Expansion Bays: 
  Cargo Bays 10
  Modifiers: 
  +1 to any two checks a round, +1 
  Piloting
  Complement:  
  21
  Crew:
  Captain: 
  +8 Diplomacy (4 ranks), +10 Gun-
  nery (4 ranks), +8 Intimidate (4 
  ranks), +9 Piloting (4 ranks), +10 
  Computers (4 Ranks), +8 Engineering 
  (4 Ranks)
  Engineers: 
  (1 Officer, 4 Crew) +16 Engineering 
  (4 ranks)
  Gunners: 
  (1 Officer, 4 Crew) +16 Gunnery (4 
  ranks)
  Pilot: 
  (1 Officer, 4 Crew) +17 Piloting (4 
  ranks)
  Science Officer: 
  (1 Officer, 4 Crew) +16 Computers (4 
  ranks)
  The Caravan is an example of cargo carrying efficiency carried 
  to its apex.  Little more than living quarters connected to a 
  large engine section by a spar, the Caravan is designed to pick 
  up and drop up to thirty modular containers, each as large as 
  some starships.  Normally working a set route it picks up and 
  drops off certain containers at different places at scheduled 
  intervals, sometimes with routes planned years in advance.  
  Not suited for carrying anything less than bulk cargo, ships 
  like the caravan carry the larger volume of goods through 
  space.  Too expensive to be run by anything other than massive 
  corporations, they turn a higher average profit margin than 
  most smaller vessels, making them very efficient at their work.  
  While they carry light armament, their greatest protection is 
  generally the fact that the cargo they carry is often worth little 
  for its volume and is thus unattractive to pirates and many 
  raiders.
  SYSTEM DEFENSE SHIPS
  System Defense Ships (SDS’s) can fall into any of the 
  normal warship categories but are generally designed specifi-
  cally for individual system defense and are built lacking FTL 
  drives, therefore lacking much of the equipment found on FTL 
  vessels, either managing to fit equal combat capability into a 
  smaller vessel, or just as commonly, considerably more combat 
  capability into a similar sized vessel.
  Monitor: A vessel only used in system defense, monitors, 
  like their ancient namesakes, generally carry weapons far 
  larger than normal for vessels their size but relatively few of 
  them, backed by close range defense weapons, heavy armor 
  and in recent years, shielding.  Slow and unwieldy they have 
  proven ideal at protecting strategic positions within a system 
  where the enemy is forced to come to them.
  IRONSIDE DEFENSE MONITOR  
  Origin: 
  United Systems Alliance
  Tier: 
  24     
  BP: 
  1,419, Colossal Dreadnaught
  Speed: 
  4
  Maneuverability: 
  clumsy, -2 Piloting, turn 7
  AC: 
  32 
  TL: 
  28
  HP: 
  700  
  DT: 
  45  
  CT: 
  80
  Shields: 
  Superior Shields 600, Superior 
  Shields 600 backup (Forward 150 
  [150 Backup], Port 150 [150 Backup], 
  Starboard 150 [150 Backup], Aft 150 
  [150 Backup])
  Attack (Forward): 
   Vortex Cannon (2d12x10, Vortex), 
  Super-X Laser Cannon (3d4x10 
  Line), Linked Persistent Particle 
  Beam Cannon (4d10x10)
  Attack (Port): 
   Antimatter Mega Missile-Launcher 
  (4d10x10, Graser (7d10, Irradiate), 
  Gravity Gun, (6d6, Tractor Beam), 
  Plasma Cannon (5d12)
  Attack (Starboard): Antimatter Mega Missile-Launcher 
  (4d10x10, Graser (7d10, Irradiate), 
  Gravity Gun, (6d6, Tractor Beam), 
  Plasma Cannon (5d12)
  Attack (Turret): 
  Laser Net, Laser Net, Light Particle 
  Beam, Light Particle Beam
  Power Core: 
  Gateway Ultra x2, Gateway Light 
  (1300 PCU of 1247 Max Usage); 
  FTL Engine: 
  -; 
  Systems: 
  Advanced Long-Range Scanners, Mk 
  15 Armor, Mk 15 Defenses, Mk 5 
  Trinode, Super Heavy SIF; 
  Expansion Bays: 
  Shuttle Bay x3, Hanger Bay x3, Medi-
  cal Bay, Tech Workshop
  Modifiers: 
  +5 to any three checks a round
  Complement:  
  400
  Crew:
  Captain: 
  +32 Diplomacy (24 ranks), +36 Gun-
  nery (24 ranks), +32 Intimidate (24 
  ranks), +32 Piloting (24 ranks), +36 
  Computers (24 Ranks), +32 Engineer-
  ing (24 Ranks)
  Engineers: 
  (4 Officers, 20 Crew each) +40 Engi-
  neering (24 ranks)
  Gunners: 
  (4 Officers, 20 Crew each) +44 Gun-
  nery (24 ranks)
  Pilot: 
  (4 Officers, 20 Crew each) +40 Pilot-
  ing (24 ranks)
  Science Officer: 
  (4 Officers, 20 Crew each) +44 Com-
  puters (24 ranks)
  The Ironsides is a venerable design that has long served in 
  numerous Alliance systems and has seen numerous marks that 
  have consistently upgraded its capabilities, the most recent 
  models carrying the newer shields and powerplants.  Lacking 
  in an FTL drive Ironside monitors are shipped in pieces to the 
  necessary systems and assembled there or built in the systems 
  
  48
  themselves.  With armor and shields equaling that of most 
  battleships and an extremely heavy main armament, the Iron-
  side is a formidable opponent when used as it most commonly 
  is in defense of specific planets or installations.  By itself easily 
  able to fend off even the most powerful pirate attack, it can 
  hold its own against even powerful raiding groups.  Its greatest 
  disadvantage is its relatively slow speed and lack of an FTL 
  Drive that limits it primarily to a defensive role.
  GUNBOATS
  Somewhere between a strike craft and a frigate in size 
  and capability, gunboats are normally designed for employ-
  ment within a system, though some races use them instead of 
  fighters in carriers.  Relatively cheap, and with the advantage 
  over strike craft in being able to be deployed independently 
  for some weeks or even months at a time, they carry a mix of 
  full sized starship weaponry and strike craft weaponry making 
  them versatile in the tactical role.  Many systems use them as 
  police craft, and in some of the poorer or more recently settled 
  systems, they might be the only warcraft available.  Those able 
  to deploy without support for months at a time are often left 
  behind if a fleet is forced to abandon a system, hiding out and 
  drawing on hidden supply caches, they launch hit and run 
  strikes on supply and refueling vessels until a counterattack 
  can be launched.
  Without an FTL drive, gunboats are entirely dependent 
  upon true starships on those occasions they are moved from 
  one system to another.
  SPOTLIGHT CLASS SECURITY GUNBOAT
  Origin: 
  Independent
  Tier: 
  3
  BP: 
  93; Small Gunboat
  Speed: 
  8, 
  Maneuverability: 
  Good, +1 Piloting, Turn 1
  AC: 
  15 
  TL: 
  15
  HP: 
  50 
  CT: 
  8
  Shields: 
  n/a
  Attack (Forward): 
  Gravity Gun (6d6 Tractor Beam)
  Attack (Port): 
   Light EMP Cannon (Special, EMP)
  Attack (Starboard): Light Particle Beam (3d6)
  Power Core: 
  Pulse Black (120 PCU of 114 Max 
  Usage); 
  FTL Engine: 
  -
  Systems: 
  Crew Quarters Common, Basic Me-
  dium-Range Sensors, Mk 1 Trinode, 
  Mk 1 Armor, Mk 1 Defenses; 
  Expansion Bays: 
  Guest Quarters (Cells)x3;
  Modifiers: 
  +1 to any three checks a round, +1 
  Piloting
  Complement:  
  6
  Crew:
  Captain: 
  +6 Diplomacy (3 ranks), +9 Gunnery 
  (3 ranks), +6 Intimidate (3 ranks), +7 
  Piloting (3 ranks), +9 Computers (3 
  Ranks), +7 Engineering (3 Ranks)
  Engineers: 
  (1 Officer) +7 Engineering (3 ranks)
  Gunners: 
  (2 Officers) +9 Gunnery (3 ranks)
  Pilot: 
  (1 Officer) +8 Piloting (3 ranks)
  Science Officer: 
  (1 Officer) +9 Computers (3 ranks)
  Created by the Keegan Construction Corporation, a ship-
  building industry that controls its own system, the Spotlight 
  was originally created for their own security duties, but has 
  since spread throughout known space as a relatively cheap and 
  easy to maintain in-system patrol and customs craft capable 
  of dealing with most smugglers and even the occasional small 
  pirate.  Often carrying a small security team in addition to its 
  crew the Spotlight is well designed for boarding and inspec-
  tion work, and is just heavily armed enough to insure that 
  most merchant captains will comply rather than attempt rash 
  action.  Not intended for long duration patrols, the Spotlight is 
  rarely deployed for more than two weeks at a time, both due to 
  a need to resupply and to prevent unnecessary tensions among 
  the crew in their cramped quarters.  The Spotlight is fast and 
  carries a sensor suite quite powerful for a craft its size in order 
  to better complete its normal duties.  Not a proper warship, 
  the Spotlight nevertheless performs an invaluable function in 
  many systems.
  K’NARN CLASS ASSAULT GUNBOAT   
  Origin: 
  United Systems Alliance     
  Tier: 
  5       
  BP: 
  137; Small Gunboat
  Speed: 
  10, 
  Maneuverability: 
  Good, +1 Piloting, Turn 1, 
  FTL: 
   -
  AC: 
  20 
  TL: 
  26
  HP: 
  50 
  CT: 
  8
  Shields: 
  Light Shields 80 (Forward 20, Port 20, 
  Starboard 20, Aft 20)
  Attack (Forward): 
   X-laser Cannon (8d6 Line)
  Attack (Port): 
   Tactical Nuclear Missile-Launcher 
  (5d8, Irradiate)
  Attack (Starboard): Tactical Nuclear Missile-Launcher 
  (5d8, Irradiate)
  Power Core: 
  Pulse Blue (200 PCU of 178 Max Us-
  age); 
  FTL Engine: 
  -; 
  Systems: 
  Common Crew Quarters, Mk 4 Ar-
  mor, Mk 10 Defenses, Mk 2 Trinode, 
  Advanced Medium Range Sensors; 
  Expansion Bays: 
  Cargo Bays x3;
  Modifiers: 
  +2 to any three checks a round
  Complement:  
  6
  Crew:
  Captain: 
  +8 Diplomacy (5 ranks), +14 Gun-
  nery (5 ranks), +8 Intimidate (5 
  ranks), +10 Piloting (5 ranks), +14 
  GUNBOAT CONSTRUCTION
  To create a gunboat base frame simply use the Light Freighter 
  Template but replace the 2 light arcs in the forward mount with a 
  single heavy arc.
  
  49
  Computers (5 Ranks), +10 Engineer-
  ing (5 Ranks)
  Engineers: 
  (1 Officer) +11 Engineering (5 ranks)
  Gunners: 
  (2 Officers) +13 Gunnery (5 ranks)
  Pilot: 
  (1 Officer) +10 Piloting (5 ranks)
  Science Officer: 
  (1 Officer) +14 Computers (5 ranks) 
  Armed nearly as heavily as some of the older models of assault 
  frigates the K’Narn is one of the first gunboats to incor-
  porate shielding, making it a dangerous opponent in even 
  small numbers.  Designed to work in groups against small 
  warships the K’Narn is also designed with the secondary role 
  of providing ECM/ECCM support and fire support to indi-
  vidual strike-craft wings.  Currently only deployed in high risk 
  systems this top of the line craft has yet to truly have a chance 
  to prove itself in its intended roles of fleet support or harass-
  ment but is expected to exceed all original expectations.
  FRIGATES
  The smallest vessels normally considered to be consid-
  ered proper warships, frigates are often the most numerous 
  class of warship, ranging the gauntlet from specially designed 
  escort frigates packed with light weapons that can cut apart an 
  incoming missile or fighter strike to mysterious intelligence 
  gathering vessels that probe deep into enemy held systems.  
  While individually they are generally only a minor threat 
  to larger vessels, or even a full squadron of strike craft, they 
  are generally deployed in groups of two to four and are often 
  handled aggressively by their captains, relying on their high 
  speed and maneuverability to offset any advantages their oppo-
  nents may have.  Always poking their noses into everything, 
  from the smallest unoccupied systems to deserted moons, they 
  are the bane of most pirates, typically showing up when least 
  expected.
  BERET CLASS SCOUTING FRIGATE  
  Origin: 
  United Systems Alliance
  Tier: 
  7      
  BP: 
  195; Medium Transport
  Speed: 
  6, 
  Maneuverability: 
  Average, +1 Piloting, Turn 0, 
  FLT: 
   6ly/day
  AC: 
  21 
  TL: 
  26
  HP: 
  80 
  CT: 
  14
  Shields: 
  n/a
  Attack (Forward): 
   Heavy Antimatter Missile-Launcher 
  (10d10), Light Laser Cannon (2d4)
  Attack (Aft):  
  Flak Thrower (2d4, Point +8)
  Attack Turret): 
  Laser Net (2d6, Point +10), Laser Net 
  (2d6, Point +10)
  Power Core: 
  Nova Ultra (300 PCU of 303 Max Us-
  age); 
  FTL Engine: 
  Fast, 6ly/day; 
  Systems: 
  Common Crew Quarters, Shad-
  owcloak Stealth System, Advanced 
  Long-Range Sensors, Mk4 Armor, 
  Mk9 Defenses, Mk2 Trinode; 
  Expansion Bays: 
  Cargo Bays x3, Guest Quarters (Bar-
  racks) x2
  Modifiers: 
  +2 any three checks a round, +1 
  Piloting, +10 DC to efforts to Scan 
  Complement:  
  6 (plus 24 Strikers)
  Crew:
  Captain: 
  +10 Diplomacy (7 Ranks), +16 Gun-
  nery (7 Ranks), +10 Intimidate (7 
  Ranks), +13 Piloting (7 Skill Ranks), 
  +16 Computers (7 Ranks), +12 Engi-
  neering (7 Ranks)
  Engineers: 
  (1 Officer) +12 Engineering (7 Skill 
  Ranks)
  Gunners: 
  (2 Officers) +16 Gunnery (7 Skill 
  Ranks)
  Pilot: 
  (1 Officer) +13 Piloting (7 Skill 
  Ranks)
  Science Officer: 
  (1 Officer) +16 Computers (7 Skill 
  Ranks)
  The Beret class light scout was designed almost two centuries 
  ago for the primary duty of slipping into hostile systems unno-
  ticed and collecting vital information.  Additionally the class’s 
  stealth combined with a planetary landing capability made 
  them popular amongst special operations groups.  Only lightly 
  armed and with minimal armor they relied on a combination 
  of stealth and speed for their survival.  Already approaching 
  obsolescence by the beginning of the Helix War despite 
  regular refits and upgrades, the introduction of shield systems 
  rendered them completely obsolete; lacking both the room for 
  shield generators without extensive rebuilding and a gradual 
  decrease in effectiveness despite upgraded systems; the class 
  was retired at the war’s end and many of them ended up on the 
  civilian market.  Excellent vessels for explorers, if a bit complex 
  and expensive for most, it is expected that the survivors will 
  soldier on as exploration vessels and fast armed couriers for 
  decades to come. It was the heavily refitted Beret class Star 
  Runner that made first contact with the Sagarens and played 
  a pivotal role in the opening battle of the short lived Helapian 
  conflict.
  BAILIFF CLASS PATROL SHIP      
  Origin: 
  Independent
  Tier: 
  1
  BP: 
  73; Medium Explorer
  Speed: 
  8, 
  Maneuverability: 
  Good, +1 Piloting, Turn 1, 
  FTL: 
  1ly/day
  AC: 
  13 
  TL: 
  13
  HP: 
  55 
  CT: 
  11
  Shields: 
  n/a
  Attack (Forward): 
  Light Laser Cannon (2d4)
  Attack (Port): 
  Light Laser Cannon (2d4)
  Attack (Starboard): Light Laser Cannon (2d4)
  Attack Turret): 
  Flak Thrower (3d4, Point +8)
  Power Core: 
  Pulse Red (175 PCU of 174 Max Us-
  age); 
  FTL Engine: 
  Slow 1ly/day; 
  Systems: 
  Common Crew Quarters, Mk2 
  Armor, Mk2 Defense, Mk1 Trinode, 
  
  50
  Basic Medium-Range Sensors; 
  Expansion Bays: 
  Cargo Holds x2, Guest Quarters 
  (Cells) x3
  Modifiers: 
  +1 to any three rolls a round, +1 
  Piloting
  Complement:  
  6
  Crew:
  Captain: 
  +4 Diplomacy (1 Skill Ranks), +7 
  Gunnery (1 Skill Ranks), +4 In-
  timidate (1 Skill Ranks), +8 Piloting 
  (1 Skill Ranks), +7 Computers (1 
  Ranks), +5 Engineering (1 Ranks)
  Engineers: 
  (1 Officer) +4 Engineering (1 Skill 
  Ranks)
  Gunners: 
  (2 Officers) +7 Gunnery (1 Skill 
  Ranks)
  Pilot: 
  (1 Officer) +8 Piloting (1 Skill Ranks)
  Science Officer: 
  (1 Officer) +6 Computers (1 Skill 
  Ranks)
  Widely used by system security forces for light patrols and 
  traffic regulation, the Bailiff is to star systems what police cars 
  are to planets.  Lightly armed, much of the interior space of the 
  Bailiff is turned over to holding cells and a compact criminal 
  sciences lab.
  Designed for short term patrols of little more than a few 
  weeks at a time, the Bailiff is cheap, effective, and under no 
  circumstances intended to manage anything more than a 
  lightly armed merchantman.  
  While its standard configuration is unsuited for any sort of 
  real combat, many models have been heavily modified to make 
  them more combat worthy, stripping out much of the equip-
  ment related to security duties and installing heavier weapons 
  and defenses.  However it is not normally used in such a way 
  by official forces, who generally find designs built for combat 
  more effective for the cost than modified Bailiffs.  However it 
  is much easier for individuals to obtain a stock Bailiff in many 
  places than a combat ready frigate.
  Not particularly well suited for combat or raiding duties 
  even after modification due to their short endurance and 
  civilian construction, only those without any other choice 
  make due with these ships in such a capacity.
  DESTROYERS
  If heavy cruisers are the work horses of a navy, then 
  destroyers are the sheep dogs, handling the lighter duties of 
  lightning raids, convoy escort, light patrol tasks, and protecting 
  the larger vessels in battle.  Often given independent deploy-
  ments, successful captaincy of a destroyer is seen as a fast track 
  to promotion in many navies due to the opportunities they 
  provide.
  BLACK FLAG  
  Origin: 
  Itellian
  Tier: 
  7
  BP: 
  189; Large Destroyer
  Speed: 
  6, 
  Maneuverability: 
  Average, +1 Piloting, Turn 2; 
  FTL 1ly/day
  AC: 
  21 
  TL: 
  18
  HP: 
  170 
  CT: 
  30
  Shields: 
  n/a
  Attack (Forward): 
   Linked Plasma Cannon (10d12)
  Attack (Port): 
  Light Plasma Cannon (2d12)
  Attack (Starboard): Light Plasma Cannon (2d12)
  Attack (Aft):  
  Light Plasma Cannon (2d12)
  Attack Turret): 
  Light Plasma Cannon (2d12)
  Power Core: 
  Arcus Ultrax2 (300 PCU of 267 max 
  usage); 
  FTL Engine: 
  Slow 1 ly/day; 
  Systems: 
  Crew Quarters (Common), Mk5 
  Armor, Mk3 Defense, Mk1 Duonode, 
  Basic Short-Range Sensors; 
  Expansion Bays: 
  Cargo Bays x5
  Modifiers: 
  +1 to any two checks a round, +1 
  Piloting
  Complement:  
  21
  Crew:
  Captain: 
  +10 Diplomacy (7 ranks), +13 Gun-
  nery (7 ranks), +10 Intimidate (7 
  Ranks), +11 Piloting (7 Ranks), +13 
  Computers (7 Ranks), +10 Engineer-
  ing (7 Ranks)
  Engineers: 
  (1 Officer, 4 Crew) +18 Engineering 
  (7 ranks)
  Gunners: 
  (1 Officers. 4 Crew Each) +18 Gun-
  nery (7 ranks)
  Pilot: 
  (1 Officer, 4 Crew) +18 Piloting (7 
  ranks)
  Science Officer: 
  (1 Officer, 4 Crew) +18 Computers (7 
  ranks)
  The Black Flag is representative of one of the more common 
  Itellian warship variants largely employed by the species’ 
  pirates and marauders.  Cramped, crowded, slow, lacking in 
  protection or defenses, but with a heavy armament of close 
  range plasma cannon they are in no way a real threat to a well 
  handled modern warship and even many of the more heavily 
  armed merchant plying the spaceways.  That said, any ship 
  that foolishly allows them to get to close range will find their 
  
  51
  plasma cannon devastating.  These ships and those like them 
  are becoming regrettably ever more common and prove a 
  constant nuisance for the professional navies and a growing 
  danger to civilian ships and isolated planets.
  LIGHTNING CLAW CLASS DESTROYER    
  Origin: 
  Sagaren CollectiveTier: 14       
  BP: 
  457; Large Upgraded Destroyer
  Speed: 
  8, 
  Maneuverability: 
  Average, Turn 2, 
  FTL: 
  6ly/day
  AC: 
  29 
  TL: 
  32
  HP: 
  210 
  CT: 
  30
  Shields: 
  Medium Shields 200 (Forward 50, 
  Port 50, Starboard 50, Aft 50)
  Attack (Forward): 
   Heavy Antimatter Missile-Launcher 
  (10d10), X-laser Cannon (8d6 Line)
  Attack (Port): 
  Heavy Antimatter Missile-Launcher 
  (10d10), Linked Light Particle Beam 
  (6d6)
  Attack (Starboard): Heavy Antimatter Missile-Launcher 
  (10d10), Linked Light Particle Beam 
  (6d6)
  Attack (Aft):  
  X-laser Cannon (8d6 Line), Light 
  Particle Beam (3d6), Tactical Nuclear 
  Missile-Launcher (5d8, Irradiate)
  Attack Turret): 
  Heavy Laser Net (5d6 Point +12), 
  Linked Light Particle Beam (6d6)
  Power Core: 
  Pulse Prismatic x2 (600 PCU of 553 
  max usage); 
  FTL Engine: 
  Fast 6ly/day; 
  Systems;  
  Common Crew Quarters, Advanced 
  Long Range Sensors, Mk3 Trinode, 
  Mk6 Armor, Mk10 Defense, 
  Expansion Bays: 
  Cargo Bay x5
  Modifiers: 
  +3 to any three checks a round
  Complement:  
  20
  Crew:
  Captain: 
  +17 Diplomacy (14 ranks), +23 Gun-
  nery (14 ranks), +17 Intimidate (14 
  ranks), +17 Piloting (14 ranks), +23 
  Computers (14 Ranks), +19 Engineer-
  ing (14 Ranks)
  Engineers: 
  (1 Officer, 3 Crew) +23 Engineering 
  (14 ranks)
  Gunners: 
  (1 Officer, 6 Crew) +27 Gunnery (14 
  ranks)
  Pilot: 
  (1 Officer, 3 Crew) +23 Piloting (14 
  ranks)
  Science Officer: 
  (1 Officer, 3 Crew) +27 Computers 
  (14 ranks)
  The Lightning Claw is a fairly standard example of Sagaren 
  destroyer construction, with a heavy missile armament for its 
  size and a relatively light energy armament.  Designed with 
  speed and maneuverability as primary attributes the Light-
  ning Claw is not designed to stand and fight, but rather to 
  provide long range fire support or as an opportunist, picking 
  off smaller vessels that are unable to effectively reply or 
  defend themselves at long range from the missile barrage the 
  Lightning Claw can lay down.  However if brought into close 
  combat it will quickly find itself overwhelmed by most other 
  vessels, its particle and laser cannon notwithstanding. 
  SMIRE CLASS DESTROYER ESCORT     
  Origin: 
  Baggalian Empire Collective      
  Tier: 
  10
  BP: 
  267; Large Destroyer
  Speed: 
  6, 
  Maneuverability: 
  Average, +1 Piloting, Turn 2, 
  FTL:  
  3ly/day
  
  52
  AC: 
  19 
  TL: 
  19
  HP: 
  190 
  CT: 
  30
  Shields: 
  Medium Shields 140 (Forward 35, 
  Port 35, Starboard 35, Aft 35)
  Attack (Forward): 
   Heavy Laser Net (5d6, Point +12), 
  Heavy Laser Net (5d6, Point +12)
  Attack (Port): 
  Laser Net (2d6, Point +10)
  Attack (Starboard): Laser Net (2d6, Point +10)
  Attack (Aft):  
  Laser Net (2d6, Point +10)
  Attack Turret): 
  Laser Net (2d6. Point +10)
  Power Core: 
  Pulse Prismatic (300 PCU of 319 Max 
  Usage); 
  FTL Engine: 
  Average 3ly/day; 
  Systems:  
  Common Crew Quarters, Mk4 
  Armor, Mk8 Defenses, Mk1 Trinode, 
  Advanced Short-Range Sensors; 
  Expansion Bays: 
  Cargo Bays x5
  Modifiers: 
  +1 to any three checks a round, +1 
  Piloting
  Complement:  
  20
  Crew:
  Captain: 
  +13 Diplomacy (10 ranks), +18 Gun-
  nery (10 ranks), +13 Intimidate (10 
  ranks), +14 Piloting (10 ranks), +18 
  Computers (10 Ranks), +14 Engineer-
  ing (10 Ranks)
  Engineers: 
  (1 Officer, 3 Crew) +19 Engineering 
  (10 ranks)
  Gunners: 
  (1 Officer, 6 Crew) +25 Gunnery (10 
  ranks)
  Pilot: 
  (1 Officer, 3 Crew) +20 Piloting (10 
  ranks)
  Science Officer: 
  (1 Officer, 3 Crew) +23 Computers 
  (10 ranks)
  The Smire is one of several escort classes the Baggal Empire 
  has developed in an attempt to compensate for the lack of 
  sufficient defensive weaponry on the majority of their vessels.  
  Armed entirely with light defensive weaponry they are 
  completely at the mercy of even the smallest warships that can 
  keep their distance and pick them apart.  However their light 
  rapid fire weapons can carve a path through a thick missile 
  salvo or strike craft attack at close range.  The need to directly 
  interpose themselves between their charges and incoming 
  fire requires nerves of steel and losses tend to be heavy.  
  Despite this, the Smire remains a popular ship and is known 
  for surviving far more damage than a ship its size might be 
  expected to.
  CRUISERS
  Within a fleet, cruisers tend to be the true workhorses.  
  Jacks of all trades they can be found everywhere performing 
  tasks from duty with the battleline to anti-piracy and smug-
  gling patrols.  While not able to go toe to toe with heavier 
  ships, cruisers can often use superior numbers to bring down 
  larger opponents, and superior tactics can let them bring a 
  faster opponent within range of their weapons.  Often consid-
  ered ideal for commerce raiding, cruisers have the speed 
  and range to strike quickly deep inside enemy territory and 
  enough firepower to overwhelm lighter escorts.  Only a few 
  such strikes can force an opponent to pull heavier forces away 
  from the front to begin defending their convoys.  Cruisers tend 
  to see far more combat than their larger brethren as they can 
  be spared to run patrols while larger ships are often held in 
  centralized reserve.
  Armed Merchant Cruisers
  Armed Merchant Cruisers (AMCs) are distinct from armed 
  merchant ships in that they are designed and expected to 
  fight rather than merely fend off an attacker.  Some are retro-
  fitted merchant vessels, others are designed for the task, in 
  either case they are nasty surprises for anyone who preys on 
  merchant vessels, whether professional fighting forces, priva-
  teers, or pirates.
  Looking like merchant vessels, but far more heavily armed, 
  AMCs are wolves hidden amongst sheep.  Often slipped into 
  convoys, they have proven a lethal surprise for many attackers.  
  Their biggest disadvantages are that due to their bulk they 
  tend to be slower and less maneuverable than similarly armed 
  conventional warships.  Those converted from merchant 
  designs generally prove to be less capable than those built to 
  purpose.  The mere knowledge that an AMC is operating in the 
  area is often a large deterrent to would be raiders of merchant 
  craft.
  RODEO CLASS MERCHANT CRUISER  
  Origin: 
  United Systems Alliance 
  Tier: 
  18BP: 824; Upgraded Bulk Freighter
  Speed: 
  6, 
  Maneuverability: 
  poor, +0 Piloting, turn 3, 
  FT: 
  3ly/day
  AC: 
  34 
  TL: 
  33
  HP: 
  240 
  DT: 
  10 
  CT: 
  32
  Shields: 
  Light Shields 80 (Forward 20, Port 20, 
  Starboard 20, Aft 20)
  Attack (Forward): 
   Heavy Antimatter Missile-Launcher 
  (10d10), X-laser Cannon (8d6 Line), 
  Graser (7d10), Light Particle Beam 
  (3d6)
  Attack (Port): 
  Heavy Antimatter Missile-Launcher 
  (10d10), X-laser Cannon (8d6 Line), 
  Graser (7d10), Light Particle Beam 
  (3d6)
  Attack (Starboard): Heavy Antimatter Missile-Launcher 
  (10d10), X-laser Cannon (8d6 Line), 
  
  53
  Graser (7d10), Light Particle Beam 
  (3d6)
  Attack (Aft):  
  Heavy Antimatter Missile-Launcher 
  (10d10), X-laser Cannon (8d6 Line), 
  Graser (7d10), Light Particle Beam 
  (3d6)
  Attack Turret): 
  Heavy Laser net (5d6, Point +12), 
  Linked Maser (12d10), Laser net 
  (2d6, Point +10)
  Power Core: 
  Gateway Ultra, Gateway Heavy (900 
  PCU of 899); 
  FTL Engine: 
  Average 3 ly/day; 
  Systems: 
  Common Crew Quarters, Advanced 
  Long-Range Sensors, Mk8 Armor, 
  Mk8 Defenses, Mk3 Tetranode, Ad-
  vanced SIF; 
  Expansion Bays: 
  Hanger Bays x2, Shuttle Bay;
  Modifiers: 
  +3 to any four checks a round, DC 
  36 Scan check needed to distinguish 
  from a normal merchant ship.
  Complement:  
  50
  Crew:
  Captain: 
  +24 Diplomacy (18 ranks), +28 Gun-
  nery (18 ranks), +24 Intimidate (18 
  ranks), +24 Piloting (18 ranks), +28 
  Computers (18 ranks), +24 Engineer-
  ing (18 ranks) 
  Engineers: 
  (3 Officers each with 3 crew) +32 
  Engineering (18 ranks)
  Gunners: 
  (3 Officers each with 3 crew) +36 
  Gunnery (18 ranks)
  Pilot: 
  (3 Officers each with 3 crew) +32 
  Piloting (18 ranks)
  Science Officer: 
  (2 Officers each with 3 crew) +36 
  Computers (18 ranks)
  The Rodeo AMC is a venerable design that has served well 
  against pirates and raiders for a couple of centuries with 
  steady upgrades and refits continuing to keep it suitable for 
  second line service.  Outwardly appearing to be a Traveler 
  class medium merchant ship, a class that has had an equally 
  long career, the Rodeo carries an armament that would not be 
  found amiss on many heavy cruisers.  Additionally the Rodeo 
  makes use of its large internal volume to carry a full squadron 
  of strike craft to further add to its combat power as well as 
  a short company of Strikers with assault shuttles to capture 
  disabled raiders and pirates.  Another advantage the Rodeo 
  has due to its internal volume is a missile magazine capacity 
  outstripping that of many larger warships, and enough supplies 
  for very long deployments.  Slow and clumsy for a warship, 
  though more nimble than most merchants in the same size 
  range, the Rodeo relies on surprise and the fact that most times 
  its opponents are far weaker than itself to succeed in combat.  
  Even in second line duties though the Rodeo is beginning to 
  show its age, the growing use of shielding which the ship is 
  ill designed to be retrofitted with, and the increasing power 
  and size of raiders means that the Rodeo is slowly becoming 
  outclassed, able to only reliably fend off the more aged oppo-
  nents.  Heavy losses during the Gener conflict where the class 
  repeatedly found itself outnumbered and outgunned by Gener 
  raiding forces only served to emphasize this fact, for though 
  they acquitted themselves valiantly, many were lost in defense 
  of their convoys far behind what were normally considered the 
  front lines.
  After long service, the survivors of this class are slowly 
  being retired as newer AMCs come into service, but the 
  constant need for such escorts means that they will likely 
  continue to see service for some time to come in the backwa-
  ters of the galaxy where opposition is not as fearsome.
  Light Cruisers
  Often found accompanying a small squadron of destroyers, 
  light cruisers are a delicate balance between speed and suffi-
  cient firepower to comfortably outgun smaller ships.  Heavily 
  used as scouts and escorts during wartime, during peace-
  time they are kept busy safeguarding the space lanes and 
  suppressing piracy.
  TRACKER CLASS SCOUT CRUISER   
  Origin: 
  Sagaren Collective     
  Tier: 
  15
  BP: 
  516; Huge Upgraded Cruiser
  Speed: 
  8, 
  Maneuverability: 
  Average, +0 Piloting, turn 2, 
  FTL: 
  12ly/day
  AC: 
  29 
  TL: 
  28
  HP: 
  255 
  DT: 
  10 
  CT: 
  36
  Shields: 
  Heavy Shields 240 (Forward 60, Port 
  60, Starboard 60, Aft 60)
  Attack (Forward): 
   Antimatter Mega-Missile-Launcher 
  (4d10x10), Light Particle Beam (3d6)
  Attack (Port): 
  Tactical Nuclear Missile-Launcher 
  (5d8, Irradiate), Light Particle Beam 
  (3d6)
  Attack (Starboard): Tactical Nuclear Missile-Launcher 
  (5d8, Irradiate), Light Particle Beam 
  (3d6)
  Attack (Aft):  
  Tactical Nuclear Missile-Launcher 
  (5d8, Irradiate)
  Attack Turret): 
  Particle Beam (8d6), Laser Net (2d6, 
  Point +10)
  Power Core: 
  Nova Ultra x2 (600 PCU of 610 Max 
  Usage); 
  FTL Engine: 
  Plaid 12 ly/day; 
  Systems  
  Common Crew Quarters, Mk6 
  Armor, Mk6 Defenses, Mk2 Trinode, 
  Advanced Long-Range Sensors, 
  Shadowcloak Stealth System, Ad-
  vanced SIF; 
  Expansion Bays: 
  Hanger Bay, Shuttle Bay
  Modifiers: 
  +2 to any three checks a round
  Complement:  
  81
  Crew:
  Captain: 
  +18 Diplomacy (15 ranks), +24 Gun-
  nery (15 ranks), +18 Intimidate (15 
  ranks), +20 Piloting (15 ranks), +24 
  Computers (15 ranks), +20 Engineer-
  ing (15 ranks)
  Engineers: 
  (4 Officers each with 4 crew) +28 
  
  54
  Engineering (15 ranks)
  Gunners: 
  (4 Officers each with 4 crew) +32 
  Gunnery (15 ranks)
  Pilot: 
  (4 Officers each with 4 crew) +28 
  Piloting (15 ranks)
  Science Officer: 
  (4 Officers each with 4 crew) +32 
  Computers (15 ranks)
  A nomadic people, the Sagarens have long needed a ship to 
  scout ahead of the movements of a Homeship, the Tracker 
  fulfills this role very well.  Fairly well armed, though 
  carrying a light missile armament by Sagaren standards, 
  the Tracker is equipped with the best sensors and ECM 
  capability they could manage.  Slipping quietly into systems 
  the Tracker can quickly determine their suitability for the 
  Collective’s goals, and most importantly, if there is any signs 
  of intelligent life.  A small fighter hanger in the bow further 
  increases the range that the ship can survey and provides it 
  with some additional protection.   During times of war the 
  Tracker serves to monitor enemy fleets from a distance, its 
  great speed allowing it to remain out of reach even should it 
  be detected.  Not intended for intense combat, the Tracker 
  instead normally uses its abilities to pick and choose its time 
  and place to engage targets.  When used as a patrol vessel, 
  the Tracker has proven very effective in anti-piracy work 
  and it is primarily in this role that most other races know 
  the Tracker.
  LANCE CLASS LIGHT CRUISER  
  Origin: 
  United Systems Alliance   
  Tier: 
  17
  BP: 
  744; Huge Upgraded Cruiser
  Speed: 
  10, 
  Maneuverability: 
  Average, +0 Piloting, Turn 2
  AC: 
  25 
  TL: 
  26
  HP: 
  280  
  DT: 
  15 
  CT: 
  36
  Shields: 
  Heavy Shields 280 (Forward 70, 
  Port 70, Starboard 70, Aft 70)
  Attack (Forward): 
   Persistent Particle Beam Cannon 
  (2d10x10), Linked Persistent Particle 
  Beam (20d6), Laser net (2d6, Point 
  +10)
  Attack (Port): 
  Heavy Antimatter Missile-Launcher 
  (10d10), Light Particle Cannon (3d6), 
  Laser net (2d6, Point +10)
  Attack (Starboard): Heavy Antimatter Missile-Launcher 
  (10d10), Light Particle Cannon (3d6), 
  Laser net (2d6, Point +10)
  Attack (Aft):  
  Heavy Antimatter Missile-Launcher 
  (10d10), Light Particle Cannon (3d6), 
  Laser net (2d6, Point +10)
  Attack Turret): 
  Persistent Particle Beam (10d6), Laser 
  net (2d6, Point +10)
  Power Core: 
  Gateway Heavy x2 (800 PCU of 788 
  max usage); 
  FTL Engine: 
  Fast 6 ly/day; 
  Systems: 
  Common Crew Quarters, Mk10 Ar-
  mor, Mk12 Defenses, Mk 2 Trinode, 
  Super-Heavy SIF Field, Advanced 
  Long Range Sensors; 
  Expansion Bays: 
  Hanger Bay, Shuttle Bay;
  Modifiers: 
  +2 to any three checks a roundCom-
  plement: 81
  Crew:
  Captain: 
  +20 Diplomacy (15 ranks), +26 Gun-
  nery (17 ranks), +20 Intimidate (17 
  ranks), +22 Piloting (17 ranks), +26 
  Computers (17 ranks), +22 Engineer-
  ing (17 ranks)
  Engineers: 
  (4 Officers each with 4 crew) +30 
  Engineering (17 ranks)
  Gunners: 
  (4 Officers each with 4 crew) +34 
  Gunnery (17 ranks)
  Pilot: 
  (4 Officers each with 4 crew) +30 
  Piloting (17 ranks)
  Science Officer: 
  (4 Officers each with 4 crew) +34 
  Computers (17 ranks)
  The Lance class light cruiser is a new and already popular 
  addition to the USDF.  Following on the heels of the successful 
  Ulysses class assault carrier which pioneered the combined use 
  
  55
  of a number of relatively new technologies, the Lance is the 
  first light cruiser to have been constructed following the same 
  philosophy.
  Loaded with cutting edge technology, the Lance class is 
  confidently expected to even be able to hold its own against 
  many older heavy cruisers.  Those already in service have 
  proven their worth as escorts, long range scouts, squadron 
  leaders, and all the many other roles that have long been 
  fulfilled by this type of vessel.
  Improvements in automation and miniaturization of tech-
  nology have allowed the Lance to be built little larger than a 
  destroyer while having the firepower and protection of older 
  large light cruisers.  Of particular note were the actions by the 
  Lance class cruiser U.S.A.S. Clocker when it stumbled upon a 
  small pirate squadron unexpectedly, and despite being badly 
  outnumbered and outgunned, wiped out the entire group 
  of pirate vessels who had expected to easily be able to over-
  whelm the deceptively small vessel.  She then went on to track 
  down and destroy the pirates’ base of operations, several more 
  ships, and affect the rescue of a number of hostages, all before 
  summoned reinforcements could arrive.
  This and other successes by this class of ship have been 
  hailed as proof of the effectiveness of the new design philos-
  ophy espoused by now retired Admiral MacLeod and has 
  given added emphasis to pushing the construction of other 
  ship classes built with the same philosophy to replace many of 
  the aging models still used by the Alliance in order to keep its 
  forces at the very edge of military technology while at the same 
  time materially boosting not only overall firepower, but, with 
  the savings in crew size allowing a larger number of hulls as 
  well.
  Heavy Cruisers
  Workhorses of most any fleet, heavy cruisers are often the 
  largest vessels many outer systems see for decades or even 
  centuries at a time.  As such they are the primary fleet presence 
  in many places, a role for which they are well suited.  Within 
  the Alliance heavy cruisers probably best represent the multi-
  platform philosophy, used for everything from diplomatic 
  functions to deep space mappings along with other more 
  combat orientated duties.
  ECLIPSE CLASS HEAVY CRUISER  
  Origin: 
  United Systems Alliance 
  Tier: 
  24      
  BP: 
  1,469; Huge Upgraded Cruiser
  Speed: 
  6, 
  Maneuverability: 
  average, +1 Piloting, Turn 2, 
  FTL:  
  3 ly/day
  AC: 
  30 
  TL: 
  31
  HP: 
  305 
  DT: 
  10 
  CT: 
  36
  Shields: 
  Medium Shields 160 (Forward 40, 
  Port 40, Starboard 40, Aft 40)
  Attack (Forward): 
   Persistent Particle Beam Cannon 
  (2d10x10), Linked Persistent Particle 
  Beam (20d6), Laser net (2d6, Point 
  +10)
  Attack (Port): 
  Heavy Nuclear Missile-Launcher 
  (10d8, Irradiate), Light Particle Can-
  non (3d6), Laser net (2d6, Point +10)
  Attack (Starboard): Heavy Nuclear Missile-Launcher 
  (10d8, Irradiate), Light Particle Can-
  non (3d6), Laser net (2d6, Point +10)
  Attack (Aft):  
  Heavy Nuclear Missile-Launcher 
  (10d8, Irradiate), Light Particle Can-
  non (3d6), Laser net (2d6, Point +10)
  Attack Turret): 
  Gravity Gun (6d6, Tractor beam), 
  Linked Persistent Particle Beam 
  (20d6), Laser Net (2d6, Point +10)
  Power Core: 
  Gateway Heavy x2 (800 PCU of 763 
  Max Usage); 
  FTL Engine: 
  Average 3 ly/day; 
  Systems: 
  Common Quality Crew Quarters, 
  Mk8 Armor, Mk10 Defenses, Mk1 
  Trinode; Basic Long-Range Sensors, 
  Advanced SIF, 
  Expansion Bays: 
  Hanger Bay, Shuttle Bay
  Modifiers: 
  +1 to any three checks a roundCom-
  plement: 81
  Crew:
  Captain: 
  +27 Diplomacy (15 ranks), +30 Gun-
  nery (25 ranks), +27 Intimidate (25 
  ranks), +29 Piloting (25 ranks), +30 
  Computers (25 ranks), +28 Engineer-
  ing (25 ranks)
  Engineers: 
  (4 Officers each with 4 crew) +36 
  Engineering (25 ranks)
  Gunners: 
  (4 Officers each with 4 crew) +38 
  Gunnery (25 ranks)
  Pilot: 
  (4 Officers each with 4 crew) +37 
  Piloting (25 ranks)
  Science Officer: 
  (4 Officers each with 4 crew) +38 
  Computers (25 ranks)
  The Eclipse is a common sight amongst the Alliance space-
  ways, running patrols and surveys, or providing escorts to 
  civilian and military vessels alike.  While not specializing in 
  any particular sphere, the Eclipse is a versatile multifunction 
  platform, able to engage an opponent at nearly any range while 
  retaining the speed and durability to match most other ships 
  within its class and quite capable of looking after itself even 
  in a heated fleet action.  Seemingly endlessly upgradeable, the 
  Eclipse came into being just before the start of the Helix War 
  and served valiantly throughout the conflict, coming to be well 
  liked by its crews and a popular posting.  It has also proved the 
  bane of pirates, carrying enough firepower to single handedly 
  crush most pirate groups, regularly running patrols through 
  otherwise nondescript systems and a tendency for showing 
  up at the worst possible time for enemies of the Alliance.  The 
  class is also often used to “show the flag” in many of the more 
  distant systems and in some places may be the only contact 
  with the rest of the galaxy some planets may have for months 
  at a time.
  Beginning like many ships designed around the same time 
  to show its age, it is expected that in the next decade or so the 
  Eclipse will be retired to secondline duties as more capable and 
  modern ships replace it on the frontlines.
  
  56
  KNIGHT CLASS CRUISER  
  Origin: 
  Baggalian Empire 
  Tier: 
  15
  BP: 
  506; Huge Upgraded Bulk Freighter
  Speed: 
  4, 
  Maneuverability: 
  Poor, +1 Piloting, Turn 4
  AC: 
  23 
  TL: 
  15
  HP: 
  220 
  DT: 
  7 
  CT: 
  32
  Shields: 
  Basic Shields 20 (Forward 5, Port 5 , 
  Starboard 5, Aft 5)
  Attack (Forward): 
  Linked Twin Laser (10d8), Linked 
  Light Particle Beam (6d6)
  Attack (Port): 
  Twin Laser (5d8), Light Particle Beam 
  (3d6)
  Attack (Starboard): Twin Laser (5d8), Light Particle Beam 
  (3d6)
  Attack (Aft): 
   Twin Laser (5d8), Linked Light Par-
  ticle Beam (6d6)
  Attack Turret): 
  Linked Maser (12d10), Linked Maser 
  (12d10)
  Power Core: 
  Nova Heavy, Nova Ultra (500 PCU of 
  483 Max Usage); 
  FTL Engine: 
  Slow 1 ly/day; 
  Systems: 
  Common Crew Quarters, Budget 
  Long-range Sensors, Improved SIF, 
  Mk10 Armor, Mk4 Defenses, Mk1 
  Duonode; 
  Expansion Bays: 
  Cargo Bay x4, Shuttle Bay x2;
  Modifiers: 
  +1 to any two checks a round, +1 
  Piloting
  Complement:  
  50
  Crew:
  Captain: 
  +18 Diplomacy (15 ranks), +19 Gun-
  nery (15 ranks), +18 Intimidate (15 
  ranks), +20 Piloting (15 ranks), +19 
  Computers (15 ranks), +19 Engineer-
  ing (15 ranks) 
  Engineers: 
  (3 Officers each with 3 crew) +25 
  Engineering (15 ranks)
  Gunners: 
  (3 Officers each with 3 crew) +25 
  Gunnery (15 ranks)
  Pilot: 
  (3 Officers each with 3 crew) +26 
  Piloting (15 ranks)
  Science Officer: 
  (2 Officers each with 3 crew) +25 
  Computers (15 ranks)
  The Knight class heavy cruiser was designed with only one 
  purpose in mind, to meet the enemy in battle and crush them 
  utterly.  With an incredibly heavy main energy armament for 
  a ship its size, practically that of many older classes of battlec-
  ruiser though fewer in number, any warship of similar or 
  smaller size that comes within reach of its weapons can expect 
  to find its defenses battered down in short order.  However 
  mounting such a fearsome armament comes at a price, the 
  Knight falls behind its contemporaries in speed and maneu-
  verability as well as suffering a significant lack of defensive 
  weaponry.  This has left the Knight vulnerable to smaller faster 
  and more maneuverable vessels that can manage to avoid its 
  crushing main gun salvos; in particular the Knight has proven 
  to fare very badly against strike craft who can often strike the 
  ship with near impunity and missile heavy ships that can hold 
  the range open and batter it to pieces from outside the range at 
  which it can reply.  That said, the Knight is not a ship to under-
  estimate and well handled can match any ship in its class with 
  a fair amount of luck.
  Best suited to fighting within the defensive structure of a 
  fleet or task force the Knight’s armament makes it a valid threat 
  even to larger vessels.  While this may distract their attention 
  from more important opponents, the Knight tends to suffer 
  the consequences of being on the receiving end of a weight of 
  weaponry it simply could not be designed to withstand.
  Battlecruisers
  Heavily armed and fast, battlecruisers are designed to run 
  down and destroy smaller vessels while outrunning more 
  powerful opponents or perform quick strikes deep in enemy 
  territory.  Though the recent advent of practical shields has 
  to some degree mitigated their thin armor in navies that have 
  adopted them, they remain far better able to dish out damage 
  than absorb it.  Often the core of moderately sized task forces, 
  their captains have to rely on skill rather than brute force in 
  most situations.
  GARGOYLE CLASS BATTLECRUISER     
  Origin: 
  United Systems Alliance  
  Tier: 
  21     
  BP: 
  1,103; Gargantuan Upgraded Battle-
  ship
  Speed: 
  8, 
  Maneuverability: 
  Average, Turn 2, +0 Piloting, 
  FTL: 
  3ly/day
  AC: 
  31 
  TL: 
  36
  HP: 
  480 
  DT: 
  20 
  CT: 
  56
  Shields: 
  Heavy Shields 240 (Forward 60, Port 
  60, Starboard 60, Aft 60)
  Attack (Forward): 
   Linked Super X-laser Cannon 
  (6d4x10, Line), Linked Graser 
  (14d10, Irradiate)
  Attack (Port): 
  Heavy EMP Cannon (Special, EMP), 
  Particle Beam (8d6), Heavy Antimat-
  ter Missile-Launcher (10d10)
  Attack (Starboard): Heavy EMP Cannon (Special, EMP), 
  Particle Beam (8d6), Heavy Antimat-
  ter Missile-Launcher (10d10)
  Attack (Aft): 
  Maser (6d10)
  Attack Turret): 
  Linked Super Graser (4d8x10, Ir-
  radiate), Heavy Antimatter Missile-
  Launcher (10d10), Laser Net (2d6, 
  Point +10)
  Power Core: 
  (1,200 PCU of 983 Max Usage); 
  FTL Engine: 
  Average 3ly/day; 
  Systems: 
  Common Crew Quarters, Basic 
  Long-Range Sensors, Advanced SIF, 
  Mk6 Armor, Mk10 Defenses, Mk2 
  Tetranode; 
  
  57
  Expansion Bays: 
  Hanger Bay, Shuttle Bay x2;
  Modifiers: 
  +2 to any four checks a round
  Complement: 
  200
  Crew:
  Captain: 
  +24 Diplomacy (21 ranks), +28 Gun-
  nery (21 ranks), +24 Intimidate (21 
  ranks), +26 Piloting (21 ranks), +28 
  Computers (21 ranks), +26 Engineer-
  ing (21 ranks)
  Engineers: 
  (2 Officers, 10 Crew each) +34 (21 
  ranks)
  Gunners: 
  (2 Officers, 10 Crew each) +36 Gun-
  nery (21 ranks)
  Pilot: 
  (2 Officers, 10 Crew each) +34 Pilot-
  ing (21 ranks)
  Science Officer: 
  (2 Officers, 10 Crew each) +36 Com-
  puters (21 ranks)
  The Gargoyle is one of the oldest classes of warships within 
  the Alliance to still see regular frontline service.  A dated 
  design, the Gargoyle yet remains a formidable opponent; when 
  originally designed there were many who criticized the ship 
  as being over-engined, over-gunned, and over-armored for a 
  battlecruiser without being powerful enough to be considered 
  a true battleship.  However it is exactly these features that have 
  left it competitive on the battlefield when many equally old 
  designs have been relegated to second-line duties or scrapped.  
  The power it had to burn has let it continually be upgraded 
  while its weaponry and armor has left it competitive with more 
  modern craft.  Now nearing its twilight years the Gargoyle is 
  still a force to be reckoned with and its heavy forward arma-
  ment is enough to give even a battleship a rough handling 
  with a little luck though the ship is unlikely to win such a fight 
  in the long run.  Originally built in large numbers for a ship 
  of its class the Gargoyle might show up just about anywhere 
  without warning and its sudden appearance more than once 
  has turned the tides of a fight.  Often used on solitary patrols, 
  the captains of such ships are among the best the Alliance has 
  to offer and they have gone far towards securing the Alliance’s 
  outer reaches.
  SOJOURN CLASS BATTLECRUISER     
  Origin: 
  Sagaren Collective    
  Tier: 
  20
  BP: 
  1,014; Gargantuan Upgraded Battle-
  ship
  Speed: 
  8, 
  Maneuverability: 
  Average, +0 Piloting, Turn 2, 
  FTL: 
  6 ly/day
  AC: 
  30 
  TL: 
  35
  HP: 
  480 
  DT: 
  20 
  CT: 
  56
  Shields: 
  Heavy Shields 420 (Forward 105, Port 
  105, Starboard 105, Aft 105)
  Attack (Forward): 
   Linked Supermaser (4d8x10), 
  Antimatter Mega Missile-Launcher 
  (4d10x10), Antimatter Mega-Missile-
  Launcher (4d10x10)
  Attack (Port): 
  Heavy Antimatter Missile-Launcher 
  (10d10), Heavy Antimatter Missile-
  Launcher (10d10), Persistent Particle 
  
  58
  Beam (10d6), Laser net (2d6, Point 
  +10)
  Attack (Starboard): Heavy Antimatter Missile-Launcher 
  (10d10), Heavy Antimatter Missile-
  Launcher (10d10), Persistent Particle 
  Beam (10d6), Laser net (2d6, Point 
  +10)
  Attack (Aft): 
  Laser net (2d6, Point +10)
  Attack Turret): 
  Antimatter Heavy Missile-Launcher 
  (10d10), Antimatter Heavy Missile-
  Launcher (10d10), Persistent Particle 
  Beam (10d6), Laser net (2d6, Point 
  +10)
  Power Core: 
  Gateway Heavy x3 (1,200 PCU of 993 
  Max Usage); 
  FTL Engine: 
  Fast 6 ly/day; 
  Systems: 
  Common Crew Quarters, Advanced 
  Long-Range Sensors, Mk6 Armor, 
  MK10 Defenses, Blacknight Stealth 
  System, Advanced SIF, Mk3 Tetra-
  node; 
  Expansion Bays: 
  Hanger Bay, Shuttle Bay x2;
  Modifiers: 
  +3 to any four checks a round, 
  +15DC versus Scans
  Complement: 
  200
  Crew:
  Captain: 
  +23 Diplomacy (20 ranks), +30 Gun-
  nery (20 ranks), +23 Intimidate (20 
  ranks), +26 Piloting (20 ranks), +30 
  Computers (20 ranks), +26 Engineer-
  ing (20 ranks)
  Engineers: 
  (2 Officers, 10 Crew each) +34 (20 
  ranks)
  Gunners: 
  (2 Officers, 10 Crew each) +38 Gun-
  nery (20 ranks)
  Pilot: 
  (2 Officers, 10 Crew each) +34 Pilot-
  ing (20 ranks)
  Science Officer: 
  (2 Officers, 10 Crew each) +38 Com-
  puters (20 ranks)
  One of the newest classes to emerge from the shipyards of 
  Sagaren homeships, the Sojourn sacrifices much of the armor 
  and energy armament typical to many modern battlecruisers 
  in order to pack in an absolutely massive missile armament 
  for a ship its size, not merely in terms of number, but in size 
  as well, mounting a missile battery whose power would not be 
  amiss on a battleship.  In many ways the ideal of the Sagaren 
  concept of shipbuilding, she is fast enough to outrun nearly 
  any ship in her own class as well as any larger vessel while 
  being able to hold an opponent under heavy fire at ranges they 
  cannot effectively reply to.  Equipped with the latest in avail-
  able stealth technology, indeed, many times an opponent’s first 
  warning that a Sojourn is around is when a salvo of missiles 
  screams into their defense perimeter.
  Favored for the rare independent patrol or individual 
  raiding and harassment missions, the Sojourn is an eagerly 
  sought for command, and elevation to such a position is 
  considered a high honor.
  Even when deployed as part of a fleet or taskforce the 
  Sojourn has proven its worth, its heavy defensive armament 
  greatly bolstering a group’s defensive network while its missiles 
  are often used to single out a target apart from the rest of the 
  fleet and quickly pound it into destruction.
  As one of the newest classes of Sagaren warships the 
  Sojourn can confidently expect to hold its own against even 
  the most modern of opponents it may encounter as long as it is 
  careful to keep them at arms length.
  CARRIERS
  Carrying wings of strike craft, or in some cases, gunboats, 
  carriers are a vital component of most fleets, greatly extending 
  the range over which a commander can extend their influence 
  while increasing the security of their own forces.  Generally 
  fragile and underarmed compared to other warship classes 
  they do their best to remain out of the fray, instead sending 
  wave after wave of strike craft to batter and harry their 
  opponents.
  Escort
  Escort carriers typically carry only a single wing of strike 
  craft and a few small auxiliary craft.  A cheap way of conveying 
  strike craft to where they are needed or where a full sized 
  carrier would be excessive, compared to fleet carriers they 
  are slow and lightly armed, though by no means completely 
  defenseless, and are usually used to provide a strong strike 
  craft escort to convoys and a fleet CAP during large battles, 
  thereby freeing up the fleet carriers to throw their whole 
  weight directly against the enemy.
  DEALER CLASS ESCORT CARRIER  
  Origin: 
  United Systems Alliance 
  Tier: 
  7     
  BP: 
  185; Large Upgraded Heavy Freighter
  Speed: 
  6, 
  Maneuverability: 
  Average, +1 Piloting, Turn 2, 
  FTL: 
  3 ly/day
  AC: 
  19 
  TL: 
  22
  HP: 
  140  
  CT: 
  24
  Shields: 
  Light Shields 80 (Forward 20, Port 20, 
  Starboard 20, Aft 20)
  Attack (Forward): 
   Heavy Laser net (5d6, Point +12), 
  Laser net (2d6, Point +10), Laser net 
  (2d6, Point +10)
  Attack (Port): 
  Heavy Laser net (5d6, Point +12)
  Attack (Starboard): Heavy Laser net (5d6, Point +12)
  Attack Turret): 
  Laser net (2d6, Point +10)
  Power Core: 
  Pulse Prismatic (300 PCU of 359 Max 
  Usage); 
  FTL Engine: 
  Average 3 ly/day; 
  Systems: 
  Common Crew Quarters, Mk1 Du-
  onode, Mk3 Armor, Mk 5 Defenses, 
  Basic Short-Range Sensors; 
  Expansion Bays: 
  Hanger Bays x2
  Modifiers: 
  +1 any two checks a round
  omplement: 
  20
  Crew:
  Captain: 
  +10 Diplomacy (7 ranks), +14 Gun-
  nery (7 ranks), +10 Intimidate (7 
  
  59
  ranks), +11 Piloting (7 ranks), +14 
  Computers (7 Ranks), +12 Engineer-
  ing (7 Ranks)
  Engineers: 
  (1 Officer) +12 Engineering (7 ranks)
  Gunners: 
  (1 Officer, 1 Crew) +16 Gunnery (7 
  ranks)
  Pilot: 
  (1 Officer) +13 Piloting (7 ranks)
  Science Officer: 
  (1 Officer) +14 Computers (7 ranks)
  The Dealer is a tried and proven model that came into being 
  approximately halfway through the Helix War when it became 
  apparent that the scope of the war made the current numbers 
  of escort carriers insufficient to meet both frontline and rear 
  area requirements, a new design was called for incorporating 
  several newly developed technologies that allowed for more 
  efficient operations, a more durable ship, and larger carrying 
  capacity for strike craft.  The Dealer quickly proved its worth 
  both as convoy escort and in several pitched battles.  Popular 
  because of its survivability and its ability to launch a full wing 
  of strike craft, the Dealer has become a common sight in 
  the outer reaches of the Alliance and the bane of pirates and 
  raiders.
  PACK CLASS LIGHT CARRIER  
  Origin: 
  Sagaren Collective 
  Tier: 
  15
  BP: 
  534; Huge Upgraded Bulk Freighter
  Speed: 
  8, 
  Maneuverability: 
   Poor, -1 Piloting, Turn 3, 
  FTL: 
  3 ly/day
  AC: 
  29 
  TL: 
  30
  HP: 
  220 
  DT: 
  10 
  CT: 
  32
  Shields: 
  Medium Shields 160 (Forward 40, 
  Port 40, Starboard 40, Aft 40)
  Attack (Forward): 
   Heavy Laser Net (5d6, Point +12) 
  Attack (Port): 
  Heavy Laser Array (6d4, Array), 
  Heavy Laser net (5d6, Point +12), 
  Heavy Anti-Matter Missile Launcher 
  (10d10)
  Attack (Starboard): Heavy Laser Array (6d4, Array), 
  Heavy Laser net (5d6, Point +12), 
  Heavy Anti-Matter Missile Launcher 
  (10d10)
  Attack (Aft): 
  Heavy Laser Net (5d6, Point +12)
  Attack Turret): 
  Light Laser Net (2d6, Point +10), 
  Light Laser Net (2d6, Point +10)
  Power Core: 
  Nova Ultra x2 (600 PCU of 534 Max 
  Usage); 
  FTL Engine: 
  Average 3 ly/day; 
  Systems: 
  Common Crew Quarters, Advanced 
  Medium-Range Sensors, MK6 Ar-
  mor, Mk8 Defenses, Advanced SIF, 
  Mk3 Trinode; 
  Expansion Bays: 
  Hanger Bays x2
  Modifiers: 
  +3 to any three checks a round
  Complement: 
  50
  Crew:
  Captain: 
  +20 Diplomacy (15 ranks), +25 Gun-
  nery (15 ranks), +20 Intimidate (15 
  ranks), +20 Piloting (15 ranks), +25 
  Computers (15 ranks), +21 Engineer-
  ing (15 ranks) 
  Engineers: 
  (3 Officers each with 3 crew) +27 
  Engineering (15 ranks)
  Gunners: 
  (3 Officers each with 3 crew) +29 
  Gunnery (15 ranks)
  Pilot: 
  (3 Officers each with 3 crew) +26 
  Piloting (15 ranks)
  Science Officer: 
  (2 Officers each with 3 crew) +29 
  Computers (15 ranks)
  The Pack class carrier falls into the nebulous area between 
  a full sized fleet carrier and an escort carrier.  Lacking the 
  versatility and power of the later, it is a more effective combat 
  machine than the former.  The Sagarens often favor this ship 
  as it is fast enough to easily keep up with their light task forces 
  and durable enough to survive in moderately heavy combat.  It 
  is often also used as the core of small patrol forces where the 
  power of a fleet carrier would be wasted but an escort carrier 
  would be more of a liability than an asset.
  
  60
  Though normally deployed with at least a light escort, the 
  Pack is fairly capable of looking after itself and aggressive 
  captains often show little hesitation about joining their escorts 
  in pursuit of hostile forces; more than one group of pirates or 
  raiders have jumped one of these vessels expecting an easy 
  fight only to receive a bloody nose from the encounter.  
  However as with any dedicated carrier, the Pack’s real 
  fighting power comes from the two wings of strike craft nestled 
  within.  Usually comprising an equal mix of light and medium 
  strike craft the Pack’s brood can prove an excellent counter to 
  hostile strike craft and gunboats and so are often tasked either 
  to escort or to long range interception, allowing the heavier 
  strike craft based on fleet carriers to dedicate themselves to 
  strike missions.
  A common sight in Collective space, they are one of the 
  military designs the Collective freely exports to outside buyers, 
  though with slightly dated equipment rather than the top of 
  the line equipment used by the Collective itself.  Thus this ship 
  can be found turning up in the most unlikely of places and is 
  much favored by mercenary forces in a variety of roles.
  Fleet
  Fleet carriers typically carry on average three full wings of 
  strike craft plus a wide variety of other auxiliary small craft.  
  Intended to provide a powerful long distance striking power to 
  proper fleets they are fast and powerful vessels, though still not 
  intended for direct conflict with other warships.
  STAR DUST FLEET CARRIER  
  Origin: 
  Baggalian Empire 
  Tier: 
  6
  BP: 
  171; Gargantuan Carrier
  Speed: 
  4, 
  Maneuverability: 
  Poor, +1 Piloting, Turn 3
  AC: 
  7 
  TL: 
  7
  HP: 
  270 
  DT: 
  10 
  CT: 
  48
  Shields: 
  n/a
  Attack Turret): 
  Laser net (2d6, Point +10), Laser net 
  (2d6, Point +10)
  Power Core: 
  Gateway Light (300 PCU of 295 Max 
  Usage); 
  FTL Engine: 
  Slow 1 ly/day
  Systems: 
  Common Crew Quarters, Budget 
  Short-Range Sensors, Mk1 Armor, 
  Mk1 Defense, Mk1 Mononode; 
  Expansion Bays: 
  Hanger Bay x2, Shuttle Bay
  Modifiers: 
  +1 to any one check a round
  Complement: 
  200
  Crew:
  Captain: 
  +9 Diplomacy (6 ranks), +10 Gun-
  nery (6 ranks), +9 Intimidate (6 
  ranks), +11 Piloting (6 ranks), +10 
  Computers (6 Ranks), +10 Engineer-
  ing (6 ranks)
  Engineers: 
  (2 Officers, 10 Crew each) +16 (6 
  ranks)
  Gunners: 
  (2 Officers, 10 Crew each) +16 Gun-
  nery (6 ranks)
  Pilot: 
  (2 Officers, 10 Crew each) +17 Pilot-
  ing (6 ranks)
  Science Officer: 
  (2 Officers, 10 Crew each) +16 Com-
  puters (6 ranks)
  The Baggal Empire has never seen strike craft as anything 
  other than a tertiary support unit, and the StarDust carrier 
  reflects that philosophy.  Small for a fleet carrier by galactic 
  standards, the StarDust is weakly defended and its facilities for 
  both crew comfort and strike craft handling are well below the 
  standards considered acceptable by most other navies.  Faced 
  with any real opposition, and generally given only the sparsest 
  of escorts, the StarDust is highly vulnerable and a prime target 
  for opposing forces.  In many cases assignment to a StarDust 
  is seen as punishment duty which does little to help improve 
  their efficiency.  Overall a fairly ineffective design it has no 
  outstanding attributes and is widely regarded by both those 
  who serve in them and its opponents to be little better than a 
  death trap.
  STABLE CLASS GUNBOAT CARRIER
  Origin: 
  Independent 
  Tier: 
  14
  BP: 
  470; Gargantuan Carrier
  Speed: 
  6, 
  Maneuverability: 
  Poor, +1 Piloting, Turn 3, 
  FTL 1 ly/day
  AC: 
  26 
  TL: 
  25
  HP: 
  330  
  DT: 
  20 
  CT: 
  48
  Shields: 
  n/a
  Attack (Forward): 
  Particle Beam Cannon (3d4x10), 
  Linked Particle Beam (16d6)
  Attack (Port): 
  Heavy Laser Array (6d4, Array), 
  Particle Beam (8d6)
  Attack (Starboard): Heavy Laser Array (6d4, Array), 
  Particle Beam (8d6)
  Attack Turret): 
  Laser net (2d6, Point +10), Laser net 
  (2d6, Point +10)
  Power Core: 
  Gateway Light x2 (600 PCU of 525 
  Max Usage); 
  FTL Engine: 
  Slow 1 ly/day; 
  Systems: 
  Common Crew Quarters, Budget 
  Long-Range Sensors, Mk 6 Armor, 
  Mk 6 Defenses, Mk 2 Trinode; 
  Expansion Bays: 
  Shuttle Bays x5
  Modifiers: 
  +2 to any three checks a round, +1 
  Piloting
  Complement: 
  200
  Crew:
  Captain: 
  +17 Diplomacy (14 ranks), +19 Gun-
  nery (14 ranks), +17 Intimidate (14 
  ranks), +19 Piloting (14 ranks), +19 
  Computers (14 Ranks), +19 Engineer-
  ing (14 ranks)
  Engineers: 
  (2 Officers, 10 Crew each) +27 (14 
  ranks)
  Gunners: 
  (2 Officers, 10 Crew each) +27 Gun-
  nery (14 ranks)
  
  61
  Pilot: 
  (2 Officers, 10 Crew each) +27 Pilot-
  ing (14 ranks)
  Science Officer: 
  (2 Officers, 10 Crew each) +27 Com-
  puters (14 ranks)
  The Stable is one of many unique designs produced by the 
  multisystem corporation The Combotive Combine.  With 
  its distinct triangular head-on profile the Stable is gener-
  ally considered a cross between a gunboat carrier and a light 
  cruiser.  Able to quickly drop a full squadron of gunboats, 
  where most carriers try and avoid combat, the Stable is quick 
  to engage hostile targets directly, using its heavy weaponry to 
  rapidly destroy the raiders, pirates, and smugglers that are its 
  usual opponents.  Its gunboats, while not as fast or maneuver-
  able as strike craft, are more heavily armed and capable of 
  independent patrols in a system lasting several weeks which 
  suits the Combine very well as it gives them a relatively cheap 
  and easy way of deploying patrol forces into systems on short 
  notice, the gunboats spreading out and the Stable standing by 
  to respond to any situation that is too difficult for the gunboats 
  to handle.
  Assault
  Assault carriers are a new concept, and so far only the 
  Alliance has seen fit to put them into limited production after 
  the first operational prototype proved a resounding success.  
  Combining the firepower, speed, and armor of a battlecruiser 
  with the hanger capacity of a large fleet carrier these battleship 
  sized vessels have proven well able to look after themselves 
  on dangerous independent patrol and strike missions.  Their 
  inherent flexibility combined with their ability to project large 
  amounts of power suggests that their use will only continue to 
  grow. 
  ULYSSES CLASS ASSAULT CARRIER  
  Origin: 
  United Systems AllianceT
  ier: 
  33      
  BP: 
  2,372; Colossal Upgraded Dread-
  naught 
  Speed: 
  8, 
  Maneuverability: 
  Clumsy, -2 Piloting, Turn 5
  AC: 
  45 
  TL: 
  49
  HP: 
  750 
  DT: 
  30 
  CT: 
  80
  Shields: 
  Superior Shields 600, Superior Shields 
  600 (backup), Superior Shields 600 
  (backup) (Forward 150, Port 150, 
  Starboard 150, Aft 150)
  Attack (Forward): 
   GSC (Special), Linked Persistent 
  Particle Beam Cannon (20d6), Linked 
  Supermaser (4d8x10)
  Attack (Port): 
  Anti-Matter Mega Missile Launcher 
  (4d10x10), Anti-Matter Mega Missile 
  Launcher (4d10x10), Anti-Matter 
  Mega Missile Launcher (4d10x10), 
  Heavy Laser net (4d6, Point +12)
  Attack (Starboard): Anti-Matter Mega Missile Launcher 
  (4d10x10), Anti-Matter Mega Missile 
  Launcher (4d10x10), Anti-Matter 
  Mega Missile Launcher (4d10x10), 
  Heavy Laser net (4d6, Point +12)
  Attack (Aft): 
  Heavy Laser Array (6d4, Array), Per-
  sistent Particle Beam (10d6), Heavy 
  Laser net (4d6, Point +12)
  Attack Turret): 
  Heavy Anti-Matter Missile Launcher 
  (10d10), Heavy EMP Cannon (Spe-
  cial), Heavy Laser net (4d6, Point 
  +12), Heavy Laser Net (4d6, Point 
  +12)
  Power Core: 
  Gateway Ultra x4 (2, 000 PCU of 
  1,785); 
  FTL Engine: 
  Fast 6 ly/day; 
  Systems: 
  Common Crew Quarters, Mk3 Tetra-
  node, Mk 8 Duonode, Mk10 Armor, 
  Mk15 Defenses, Nightshade Stealth 
  System, Advanced Long-Range Sen-
  sors, Super Heavy SIF; 
  Expansion Bays: 
  Hanger Bays 5
  Modifiers: 
  +8 to any two checks a round, +3 to 
  any four checks a round, -2 Piloting, 
  +5 DC versus Scan
  Complement: 
  500
  Crew:
  Captain: 
  +36 Diplomacy (33 ranks), +48 Gun-
  
  62
  nery (33 ranks), +36 Intimidate (33 
  ranks), +42 Piloting (33 ranks), +48 
  Computers (33 Ranks), +44 Engineer-
  ing (33 Ranks)
  Engineers: 
  (4 Officers, 20 Crew each) +52 Engi-
  neering (33 ranks)
  Gunners: 
  (4 Officers, 20 Crew each) +56 Gun-
  nery (33 ranks)
  Pilot: 
  (4 Officers, 20 Crew each) +50 Pilot-
  ing (33 ranks)
  Science Officer: 
  (4 Officers, 20 Crew each) +56 Com-
  puters (33 ranks)
  One of the newest ships to ply the Galaxy, the Ulysses class 
  assault carriers are a new concept, a carrier designed to be 
  able to look after itself without the need for an escort force.  
  The first ship since the Helix War to be built from the keel 
  up with all the most recent technological innovations rather 
  than being refitted or constructed with only a limited selec-
  tion.  Fast, flexible, and well armed, the U.S.A.S Ulysses herself, 
  the lead ship of the class more than proved the validity of the 
  concept during the near war with the Baggal Empire where the 
  actions of its captain and crew time and again proved crucial 
  in protecting the Alliance’s interests and eventually bringing 
  about peace.  With its critics permanently silenced the class has 
  gone into hi-speed production and looks to become a common 
  sight both within fleets and cruising independently.
  The Ulysses class carries an unusual mix of weapons for a 
  ship its size, lacking a number of the larger turret mounted 
  weapons found on battlecruiser sized ships, instead it carries a 
  much larger number of multi-purpose medium weapons that 
  can be used both defensively and offensively backed by a much 
  denser pattern of purely defensive weapons.  A heavy missile 
  armament gives the Ulysses the ability to engage its oppo-
  nents at a range most cannot match.  Its forward firepower is 
  unmatched by anything other than a battleship, with a variety 
  of very heavy fixed energy weapons, and most frightening for 
  its opponents, a brand new mark of the feared Alliance Gravic 
  Cannon, capable of completely destroying anything less than 
  a dreadnaught in a single shot, or even cracking a planetary 
  crust from orbit.
  However, formidably armed as the Ulysses is, its primary 
  weapon is the waves of strike craft it can disgorge on short 
  notice to tear apart enemy vessels, or slip undetected deep 
  into a hostile system before executing a devastating strike 
  and disappearing again.  Alone, or as part of a larger force the 
  Ulysses is a dangerous opponent.
  The hallmark of the Ulysses class is flexibility, the intro-
  duction of both Alliance and Sagaren technologies have 
  granted it more power, speed, stealth, and stronger defenses 
  than anything else of similar size and grants its captains great 
  diversity in their tactical and strategic choices.  An example 
  of the flexibility designed into this class of ship is that an 
  entire deck is reconfigurable to a variety of roles, from mobile 
  hospital, to barracks, to storage, and any number of other 
  combinations, granting the Ulysses class a quick response role 
  to any number of situations that are not necessarily military 
  in nature. Finally, the Ulysses is unusual for a warship of its 
  size of having covered fairings for all its weapons allowing it to 
  assume a streamlined hullform so that it can move through the 
  outer layers of a planetary atmosphere and refuel itself without 
  needing to resort to small craft or cometary refueling.  This has 
  allowed the class to deploy for much longer periods of time 
  without support than would otherwise be the case as well as 
  before its capabilities became better known to leading many of 
  its opponents to dramatically underestimate its combat ability.
  BATTLESHIPS
  The mainstay of any real navy’s battleline, battleships are 
  large and powerful vessels that are usually used as the primary 
  striking force in any large engagement.  Typically disdaining 
  any subtle tactics and boring straight in, relying on their strong 
  shields and heavy armor to survive the enemy’s fire while using 
  their heavy armament to batter enemy vessels into submission.  
  They are often used as fleet flagships and even a few of these 
  behemoths can assure victory against an opponent who has 
  none.
  WARLORD CLASS BATTLESHIP  
  Origin: 
  Baggalian Empire 
  Tier: 
  21
  BP: 
  1,122; Gargantuan Upgraded Battle-
  ship
  Speed: 
  4, 
  Maneuverability: 
  Average, +2 Piloting, Turn 4, 
  FTL: 
  3 ly/day
  AC: 
  40 
  TL: 
  35
  HP: 
  280 
  DT: 
  25 
  CT: 
  56
  Shields: 
  Medium Shields 120 (Forward 30, 
  Port 30, Starboard 30, Aft 30)
  Attack (Forward): 
   Linked Particle Beam Cannon 
  (6d4x10), Linked Maser (12d10)
  Attack (Port): 
  Linked Super Maser (4d8x10), Heavy 
  Laser Array (6d4)
  Attack (Starboard): Linked Super Maser (4d8x10), Heavy 
  Laser Array (6d4)
  Attack (Aft): 
  Laser net (2d6, Point +10)
  Attack Turret): 
  Linked Heavy Laser Array (6d4), 
  Heavy Laser Net (5d6, Point +12), 
  Heavy Plasma Torpedo Launcher 
  (5d10)
  Power Core: 
  (800PCU of 728); 
  FTL Engine: 
  Average 3 ly/day; 
  Systems: 
  Common Crew Quarters, Mk13 
  Armor, Mk10 Defenses, Mk 3 Tetra-
  node, Advanced Long-Range Sensors, 
  Heavy SIF; 
  Expansion Bays: 
  Shuttle Bay x2, Cargo Bay x4
  Modifiers: 
  +3 to any four checks a round
  Complement: 
  300
  Crew:
  Captain: 
  +24 Diplomacy, +31 Gunnery, +24 
  Intimidate, +29 Piloting, +31 Com-
  puters, +27 Engineering
  Engineers: 
  (4 Officers each with 14 Crew) +37 
  Engineering
  Gunners: 
  (4 Officers each with 14 Crew) +41 
  Gunnery
  Pilot: 
  (4 Officers each with 14 Crew) +39 
  
  63
  Piloting
  Science Officer: 
  (4 Officers each with 14 Crew) +41 
  Computers
  The mainstay of the Baggalian Royal Fleet, the long sleek 
  Warlord class battleship is one of the most heavily armed 
  warships plying the galaxy.  Able to bring an unprecedented 
  amount of firepower to bear there are few ships or stations that 
  can withstand more than a couple of salvos from this behe-
  moth.  With thick armor and recently installed first generation 
  shields the Baggalian forces cannot field a unit that is tougher 
  or more dangerous for the enemy.  Unfortunately the Warlord 
  suffers from many of the same faults of other Baggalian 
  designs, namely a weak missile armament for its size and weak 
  point defenses.  Additionally, the Warlord is notoriously slow 
  and unmaneuverable, allowing smaller craft to work their 
  way to positions much of the Warlord’s formidable armament 
  cannot reach.  Up until the Empire’s brief conflict with the 
  United Systems Alliance, the class held a reputation as being 
  invincible, having never lost a ship to enemy action.  The loss 
  within seconds of each other of two Warlords to the U.S.A.S. 
  Ulysses’s Gravic cannon along with much of their accom-
  panying fleet was a very rude shock to the Empire and even 
  though much of the event can be attributed to surprise (on 
  both sides) and pure bad luck, it has brought scrutiny to the 
  overconfidence with which this class was previously deployed.
  Solely used by the Baggalian Royal Fleet the Warlord is 
  too expensive for most of the Houses to operate, even if they 
  were allowed to do so.  Thus it is rarely deployed except on 
  operations the Monarchy considers crucial to the Empire as a 
  whole and not merely those of an individual House or noble.
  DREADNAUGHTS
  When a USDF dreadnaught shows up the enemy quickly 
  learns the meaning of the phrase “irresistible force”.  While 
  even the Alliance is incapable of keeping more than a few 
  dozen of these multi-mile long behemoths operational at any 
  given time, once brought into play their thick armor, heavy 
  shields, and heavier weapons are capable of devastating any 
  number of lesser ships with ease.  Relatively slow vessels they 
  are often the flagships of major fleets and the appearance of a 
  fleet with a dreadnaught in it’s midst on someone’s borders has 
  on more than one occasion quelled a potentially violent situa-
  tion by its mere presence and the implied threat.  At this time 
  only the Alliance is known to operate any of these massive and 
  expensive vessels.
  ARMAGEDDON CLASS DREADNAUGHT
  Origin: 
  Alliance
  Armament:  
  Classified
  Crew:  
  Classified
  Small Craft:  
  192 Strike Craft, numerous small craft
  Massive, ponderous, devastating, all this and more describes 
  the Armageddon, able to single-handedly lay waste to entire 
  systems and their defending fleets there is nothing in the 
  known galaxy short of perhaps a Sagaren Homeship that 
  
  64
  could hope to meet one of these monsters on an even basis.  
  Extremely rare even within the Alliance, the mere threat 
  of their employment has been enough to bring about rapid 
  capitulation on several occasions.
  Dangerous enough by themselves, they are never deployed 
  without fleets of supporting ships and several of them spear-
  headed the offenses towards the end of the Helix War that 
  crushed all in their path.
  Developed specifically for the Helix War, they are pure 
  warships without much of the utility built into other Alli-
  ance designs.  They are useful in one and only one role, 
  confronting the enemy and destroying them utterly.  While 
  many have suggested mothballing these expensive warships 
  with the end of the Helix War, it has been judged that the 
  deterrent effect alone created by these death machines is well 
  worth operating them and keeping them up to date.
  STRIKE CRAFT
  Strike craft are small vessels, generally with one to four 
  crewmembers that place great reliance on speed and maneu-
  verability for survival.  Used to extend the reach of capital 
  ships and provide a relatively cheap and expendable defense 
  force, strike craft are ubiquitous throughout the galaxy.  
  Individually weak compared to even a true small warship, in 
  sufficient numbers they have the potential to overwhelm and 
  destroy even a dreadnaught.
  Light: Light strike craft are primarily designed to defend 
  against other strike craft and to intercept missiles.  Only lightly 
  armored (and shielded in the newer models) and generally 
  armed with a few light rapid fire energy weapons as well as 
  a small external missile armament, light strike craft carry 
  extremely limited life support and are the fastest and most 
  maneuverable of all strike craft, but are generally unsuited for 
  strike duties.
  LIGHTING CLAW LIGHT STRIKE CRAFT
  Origin: 
  Sagaren Collective 
  Tier: 
  1/2
  BP: 
  43; Tiny Interceptor
  Speed: 
  14, 
  Maneuverability: 
  Perfect, +0 Piloting, Turn 0, 
  FTL: 
   -
  AC: 
  14 
  TL: 
  16
  HP: 
  30 
  CT: 
  6
  Shields: 
  Basic Shields 20 (Forward 5, Port 5, 
  Starboard 5, Aft 5)
  Attack (Forward): 
   Light Laser cannon (2d4), Light 
  Torpedo Launcher (2d8)
  Power Core: 
  Micron Ultra (80 PCU of 77 Max Us-
  age); 
  FTL Engine: 
  -; 
  Systems:  
  Mk1 Armor, Mk3 Defenses, Mk2 
  Mononode, Advanced Short-Range 
  Sensors; 
  Expansion Bays: 
  -
  Modifiers: 
  +2 to any one check a round
  Complement: 
  1
  Crew:
  Pilot: 
  +6 Piloting, +10 Gunnery (1 rank)
  The Sagarens have long held a strong belief in the use of the 
  light strike craft as an effective unit and tend to deploy them in 
  greater numbers than many other races.  The Lightning Claw 
  is one of several classes they deploy and the one most geared 
  towards dogfighting.  Widely regarded as the fastest crewed 
  ship in the known galaxy the Lightning Claw combines unpar-
  alleled speed and maneuverability and in the hands of a skilled 
  pilot is practically untouchable other than through sheer luck.  
  On the downside the Lightning Claw can’t withstand more 
  than a few hits from any weapon and its armament is too light 
  to be a threat to anything bigger than another strike craft.  
  However in the role of an interceptor or escort, the Lightning 
  Claw is a very effective craft in skilled hands.
  Medium: Medium strike craft generally are the most 
  numerous as they are capable of fulfilling a wide variety 
  of roles with at least acceptable effectiveness.  Reasonably 
  armored (and in newer models, shielded) They tend to carry 
  a mix of medium and light energy weapons, often having a 
  rear firing turret and a co-pilot as well as a substantial external 
  missile armament.  Generally able to deploy for at least a few 
  days at a time (uncomfortably) if need be, they form the core 
  of the galaxy’s strike craft.
  
  65
  WOLVERINE MEDIUM STRIKE CRAFT
  Origin: 
  United Systems Alliance   
  Tier: 
  1/2   
  BP: 
  57; Tiny Upgraded Fighter
  Speed: 
  10, 
  Maneuverability: 
  Good, +1 Piloting, Turn 1
  AC: 
  17 
  TL: 
  15
  HP: 
  35 
  CT: 
  7
  Shields: 
  n/a
  Attack (Forward): 
   Laser Net (2d6, Point +10), High 
  Explosive Missile Launcher (4d8)
  Attack Turret): 
  Light Laser Cannon (2d4)
  Power Core: 
  Arcus Light (75 PCU of 71); 
  FTL Engine: 
  -; 
  Systems: 
  Basic Short-Ranged Sensors, Mk 2 
  Mononode, Mk4 Armor, Mk2 De-
  fenses; 
  Expansion bays: 
  n/a
  Modifiers: 
  +2 to any one check a round, +1 
  Piloting
  Complement: 
  2
  Crew:
  Pilot: 
  +7 Piloting, +8 Gunnery (1 rank)
  Gunner:  
  +8 Gunnery (1 rank)
  The Wolverine stood as the hallmark of Alliance strike craft 
  technology for nearly a century, at the time of its creation it 
  straddled the line between medium and heavy strike craft 
  and was ubiquitous both as the mainstay of the USDF, and 
  in various system navies, and private usage.  The Wolverine 
  combined the assets of firepower, durability, speed, and 
  maneuverability into a single vessel that many pilots still 
  consider to be unmatched.  Fulfilling many roles the Wolverine 
  was consistently employed in everything from interceptions 
  to strike missions and formed the bulk of the USDF’s strike 
  craft forces for the duration of its service.  Maneuverable and 
  fast enough to avoid becoming an easy target for lighter strike 
  craft, yet still retaining the firepower and durability to compete 
  with heavier strike craft.
  It was only with the introduction through technology 
  exchanges with the Sagarens that resulted in miniaturized 
  powerplants that supplied a great deal more energy and shield 
  generators small enough for strike craft that the Wolverine was 
  finally considered obsolete, it being easier, more economical, 
  and more effective to design an entirely new vessel than to try 
  and once more upgrade the venerable craft.
  Yet, the Wolverine continues to soldier on in the ranks of 
  many system fleets, mercenary groups, security agencies across 
  the known galaxy, and even in the USDF as a trainer, now 
  being cheap, plentiful, and still effective.  The ease with which 
  it can be customized is also very appealing and numerous 
  variants continue to make themselves known.  In the right 
  hands the Wolverine is still considered a match for even more 
  modern strike craft and an opponent to be respected.
  RAZOR RAT MEDIUM STRIKE CRAFT  
  Origin: 
  United Systems Alliance   
  Tier: 
  2
  BP: 
  85
  Speed: 
  15, 
  Maneuverability: 
  Good, +0 Piloting, Turn 1
  AC: 
  20 
  TL: 
  17
  HP: 
  35 
  CT: 
  7
  Shields: 
  Basic Shields 30 (Forward 10, Port 7, 
  Starboard 7, Aft 6)
  Attack (Forward): 
  Laser net (2d6, Point +10), High 
  Explosive Missile Launcher (4d8)
  Attack (Aft): 
  Laser Cannon (2d4)
  Attack Turret): 
  Laser net (2d6, Point +10), Light 
  Laser Cannon (2d4)
  Power Core: 
  Pulse Black (120 PCU of 109 Max 
  Usage); 
  FTL Engine: 
  -; 
  Systems : 
  Basic Short-Range Sensors, Mk5 Ar-
  mor, Mk5 Defenses, Mk2 Mononode; 
  Expansion Bays: 
  -
  Modifiers: 
  +2 to any one check a round  
  Complement: 
  2
  Crew: 
  Pilot: 
  +8 Piloting, +10 Gunnery
  Gunner:  
  +10 Gunnery
  The RazorRat is the newest medium strike craft to emerge 
  from the development labs of the Alliance, replacing the long 
  time Wolverine in the ranks of the USDF.  The RazorRat 
  outperforms its predecessor in every category and with the 
  addition of shielding has firmly established itself in the space 
  superiority role.
  While not in service long enough to have acquired much 
  of a reputation, so far its pilots have been very pleased with it, 
  and it has proven its worth in several small conflicts and looks 
  to continue to keep the USDF in the forefront of strike craft 
  design for the foreseeable future.  
  Heavy: Heavy strike craft are slow and cumbersome 
  compared to their smaller counterparts, but they make up 
  for it in firepower.  Well armored and shielded, and carrying 
  a mix of light through medium energy weapons with two 
  to three crewmembers and often one or more turrets plus a 
  heavy external missile armament heavies tend to blow through 
  enemy formations on their way to the target rather than 
  dogfight.  Generally used for strike duties against small capital 
  ships, heavy strike craft are a threat to any warship stripped of 
  its own strike craft defenses.
  
  66
  VAMPIRE CLASS HEAVY STRIKE CRAFT     
  Origin: 
  United Systems Alliance   
  Tier: 
  4
  BP: 
  127; Tiny Upgraded Fighter
  Speed: 
  8, 
  Maneuverability: 
  Good, +1 Piloting, Turn 1, 
  FTL: 
   -
  AC: 
  22 
  TL: 
  21
  HP: 
  40 
  CT: 
  7
  Shields: 
  Light Shields 50 (Forward 15, Port 12, 
  Starboard 12, Aft 11)
  Attack (Forward): 
   Laser net (2d6, Point +10), High 
  Explosive Missile Launcher (4d8)
  Attack (Port): 
  Micro Missile Battery (2d6, Array)
  Attack (Starboard): Micro Missile Battery (2d6, Array)
  Attack (Aft): 
  Light Laser Cannon (2d4)
  Attack Turret): 
  Laser net (2d6, Point +10), Light 
  Plasma Cannon (2d12)
  Power Core: 
  (140 PCU of 130 Max Usage); 
  FTL Engine: 
  -; 
  Systems: 
  Basic Short-Range Sensors, Mk6 Ar-
  mor, Mk6 Defenses, Mk2 Duonode; 
  Expansion Bays: 
  -
  Modifiers: 
  +2 to any two checks a round, +1 
  Piloting
  Complement: 
  3
  Crew:
  Pilot: 
  +11 Piloting, +11 Gunnery (4 ranks)
  Co-Pilot: 
  +11 Piloting, +11 Gunnery, Computer 
  +11 (4 ranks)
  Gunner:  
  +11 Gunnery (4 ranks)
  The Vampire is hardly an instrument of subtlety, instead it is a 
  mailed fist that shatters the enemy, scattering them and leaving 
  them vulnerable to attack.  Designed halfway through the 
  Helix War the Vampire served with distinction on the frontline 
  cracking through heavy defenses time and again, clearing the 
  way for assault strike craft to reach their targets and smaller 
  strike craft to exploit the openings they’d made.  Unable to 
  really dogfight, the Vampire has excelled at meeting enemy 
  strike craft and gunboat groups head on and leaving little more 
  than scattered survivors in their wake, even smaller escorts are 
  not safe from concentrated close range strikes.  When forced 
  into close combat with smaller strike craft the Vampire has 
  proven to retain enough maneuverability that wingmen are 
  able to provide sufficient mutual support to level the playing 
  field.
  Assault: Assault strike craft are the slowest and least 
  maneuverable of all strike craft but their shields and armor 
  are almost the equal of a gunboat’s.  Where a heavy strike craft 
  is at least expected at times to engage other strike craft and 
  armed as such, an assault strike craft is only lightly armed with 
  
  67
  weapons designed for engaging other strike craft and only 
  carries a moderate missile armament, typically biased towards 
  decoys and other counter measure payloads.  What an assault 
  strike craft has that others do not are short range weapons 
  nearly capable of matching an actual warship’s individual 
  weapons in terms of power.  Once in close, assault strike craft 
  are capable of overwhelming most warships and getting inside 
  the effective range of their active defenses. 
  SHIVA CLASS ASSAULT CRAFT  
  Origin: 
  United Systems Alliance 
  Tier: 
  6    
  BP: 
  174; Tiny Upgraded Fighter
  Speed: 
  6, 
  Maneuverability: 
  Good, +3 Piloting, Turn 1, 
  FTL -
  AC: 
  26 
  TL: 
  25
  HP: 
  40 
  CT: 
  7
  Shields: 
  Light Shields 70 (Forward 20, Port 15, 
  Starboard 15, Aft 20)
  Attack (Forward): 
   Light Particle Beam (3d6), Tactical 
  Nuclear Missile Launcher (5d8, Ir-
  radiate)
  Attack (Port): 
  Linked Gyrolaser (2d8, Broad Arc)
  Attack (Starboard): Linked Gyrolaser (2d8, Broad Arc)
  Attack (Aft): 
  Laser net (2d6, Point +10), Light 
  Particle Beam (3d6)
  Attack Turret): 
  Linked Plasma Cannon (4d12)
  Power Core: 
  (150 PCU of 144 Max Usage); 
  FTL Engine: 
  -; 
  Systems: 
  Advanced Medium-Range Sensors, 
  Mk8 Armor, Mk8 Defenses, Mk 2 
  Duonode; 
  Expansion Bays: 
  -
  Modifiers: 
  +2 to any two checks a round, +3 
  Piloting
  Complement: 
  3
  Crew:
  Pilot: 
  +16 Piloting, +15 Gunnery (6 ranks)
  Co-Pilot: 
  +16 Piloting, +15 Gunnery, Computer 
  +15 (6 ranks)
  Gunner:  
  +15 Gunnery (6 ranks)
  The Shiva is slow, clumsy, and quite capable of reducing 
  anything that makes the mistake of getting in front of it to 
  incandescing gas.  A squadron of Shivas can destroy a heavy 
  cruiser in only a single pass and even larger ships need to be 
  wary when a group of these lethal craft appear.  Easy targets 
  for smaller strike craft, they generally need an escort to survive 
  against such aggressors.  However they excel against capital 
  ships and are famous for their infighting tactics, at times 
  almost skimming the hulls of their targets and proving very 
  elusive targets.  What they lack in speed and agility compared 
  to other strike craft, Shivas make up in part by carrying shields 
  and armor tough enough to rival a gunboat. Shivas are gener-
  ally only deployed on in system stations or fleet carriers, being 
  considered too specialized for general deployment.
  SMALL CRAFT
  Smallcraft are generally defined as vessels which are 
  primarily intended to operate with the support of a base or 
  starship and are generally only capable of in-system travel.  
  Shuttles, runabouts, refuelers, and most workcraft fall into 
  this category.  While generally overlooked, no star system 
  could properly operate without them.  Most vessels of any size 
  generally carry at least one small craft, and vessels incapable 
  of landing on a planetary surface don’t have any option but to 
  carry at least one.  Unless a ship is designed with hanger space 
  included most such vessels dock to their mother ship in semi-
  recessed conformal slots.
  Transport Shuttle: A basic carrier of people and 
  cargo, transport shuttles come in a wide variety of designs, but 
  all serve the same essential function, providing transportation 
  services between spaceships and planets as well as other ships 
  and installations.  Normally unarmed and unarmored they are 
  not intended for combat but purely administrative duties, and 
  nearly every ship carries at least one of these useful utility craft, 
  and most decently sized ships carry several.
  Short ranged vehicles, they normally do not carry more 
  than the most basic of amenities and generally lack more than 
  a few days of life support.  Most can carry around thirty to 
  fifty human sized creatures and basic luggage, or have the seats 
  removed or folded away to carry a good deal of cargo, or they 
  can have only some of the seats removed to provide a combi-
  nation of the two.
  Most have at least one personnel airlock as well as a large 
  rear opening cargo ramp and can land on a variety of surfaces 
  without any special preparation.  Most spaceports of any size 
  keep at least a few on hand to allow orbital rescues, mainte-
  nance, or simply being rented by orbiting ships that have a 
  need.
  Many shuttles are also used for short interplanetary trips 
  within a system for movement of both cargo and persons 
  where the use of a full sized starship is either uneconomical or 
  impractical.
  LIFTBIG MULTI-ROLE SHUTTLE  
  Origin: 
  Independent
  Tier: 
  1/4
  BP: 
  11
  Speed: 
  6, 
  Maneuverability: 
  Perfect, +3 Piloting, Turn 0; 
  FTL:  
  -
  AC: 
  11 
  TL: 
  11
  HP: 
  35 
  CT: 
  7
  Shields: 
  n/a
  Power Core: 
  Arcus Light (75 PCU of 40 max us-
  age); 
  FTL Engine: 
  n/a; 
  Systems: 
  mk1 Mononode; 
  Expansion Bays: 
  Cargo Bays x5, or Passenger Seating 
  x5;
  Modifiers: 
  +1 to any single roll a round, +3 
  Piloting
  Complement: 
  1
  
  68
  Crew:
  Pilot: 
  +8 Piloting (1 rank)
  The LiftBig is a good example of the many many different 
  models of civilian shuttles plying the spaceways hauling cargo 
  or passengers.  Able to swap between passenger hauling and 
  cargo hauling with only a few hours work this shuttle is well 
  liked for its versatility and ease of handling.
  Combat Shuttles: Built along lines similar to trans-
  port shuttles, combat shuttles are essentially beefed up shuttle 
  designs, boasting more powerful engines, a more rugged struc-
  ture, at least minimal armor, onboard weapons, and the ability 
  to carry external ordinance.  Typically used for either boarding 
  operations or ground assault, combat shuttles are not designed 
  for space combat or indeed anything more energetic than 
  close ground support.  Normally only used by the military and 
  various security agencies, older models can often be obtained 
  by civilians who know where to look, though how combat 
  capable they are likely to remain is up for grabs, especially as 
  most often they are stripped of weapons and other military 
  equipment.
  The biggest internal change aside from the additional equip-
  ment needed for a combat environment are adjustments so 
  that the shuttle can quickly be refitted to allow the carrying 
  and rapid deployment of loaded combat troops and their gear.  
  Ones intended for boarding actions also come with special 
  equipment to allow burning through airlocks or straight 
  through a ship’s or station’s hull.
  Refueling Tenders: Used both by gas extraction 
  stations and ships that expect the need to refuel without 
  existing facilities.  They are small streamlined ships that are 
  nearly all engine and holds that are specially designed to 
  withstand the rigors of diving into the upper atmosphere of gas 
  giants while scooping in large quantities of gas that will later 
  be converted within the mother ship.  Normally manned by 
  only a single pilot they are not designed to operate indepen-
  dently for more than a few hours at a time and thus lack nearly 
  any amenities.  A risky job, even many strike craft pilots look 
  askance at those who take such work. 
  Gigs/Cutters: Even smaller, slower, and shorter ranged 
  than shuttles, these small craft are mostly used for light main-
  tenance duties or moving personnel between nearby ships or 
  stations when actual docking is inconvenient or unnecessary 
  and a shuttle is larger than necessary for the work involved.  
  Regular sights in orbit around any planet with a substantial 
  amount of space infrastructure, such craft are often busy 
  maintaining satellites and with other short range duties.  Many 
  specialized versions exist with equipment expressly designed 
  for their designated duties. 
  SATELLITES
  Satellites are common sights throughout space and almost 
  inevitably have been since the earliest days of space flight.  
  Depending on their design and size they can serve a variety 
  of purposes, and in well developed systems they can easily 
  number in the thousands.  Satellites can normally be broken 
  down into five types, commercial, residential, industrial, 
  research, and military.  Though many might incorporate two 
  or more of these aspects, one is almost always the primary 
  purpose of a given satellite.  
  While most satellites exist within inhabited systems, others 
  may be more remote, deployed as way stations or research 
  outposts in otherwise uninhabited systems, or providing a 
  base for commercial exploitation; in deep space in the voids 
  between the stars many satellites spend lonely existences as 
  refueling and resupply stops, some completely automated 
  except for those rare times when visited by maintenance crews.
  The design of satellite can vary widely depending on their 
  builders, their purpose, and their age.  There are satellites 
  thousands of years old still in regular use, many that still 
  rely on rotation for gravity generation and that have had bits 
  and pieces added on over the many generations since their 
  creation.  Others are shiny and new, recently built and as 
  advanced as any starship.
  Whatever their design, whatever their purpose, satel-
  lites have long proven an efficient economical method of 
  conducting business in space, and it seems doubtful they will 
  ever be replaced in this role.
  Residential Satellites
  Generally the largest satellites, residential satellites come in 
  all shapes and sizes, from hollowed out asteroids to sprawling 
  domed landscapes.  Inhabited with anywhere from a few 
  thousand to millions of inhabitants, residential satellites often 
  contain some degree of industry and commercialism as well.  
  Others are massive pleasure resorts where a person’s deepest 
  (or most twisted in some cases) fantasies can be fulfilled as 
  guests busy themselves with eating, carousing, gambling and 
  myriad other pleasures.
  In many ways a residential satellite can be viewed as a 
  town or city in space, many having vast tracks of farmland 
  that can take advantage of round the clock sunlight and low 
  gravity areas, others using vast hydroponics farms.  Usually the 
  heavier industries associated with such a satellite are buried 
  beneath the outer surface and outgas directly to space.  Here 
  too are the receiving areas for bulk goods, separate from those 
  for smaller items and passengers that are usually closer to the 
  surface.
  Like cities, the amount of effort and money available to a 
  residential satellite does much to dictate its character, if times 
  get hard a satellite can start a steady downward spiral into 
  disrepair, poverty, rampant crime, and eventually complete 
  failure.  Such a structure is a dangerous place and travelers are 
  well advised to steer clear of such satellites.
  Generally though the standard of living on a satellite is 
  fairly high, even for those people working what could be 
  considered menial jobs, if only because otherwise the risk of 
  people going mad is far too high.
  Monastery Class Habitation: The Monastery 
  class space station has been around for many generations and 
  
  69
  has undergone little change in that time.  Designed specifically 
  for reclusive religious communities the basic Monastery is a 
  very austere design, with little more than the bare essentials to 
  keep its inhabitants alive far from civilization with little to no 
  outside contact; more expensive models can be as elaborate 
  and ostentatious as the grandest of cathedrals.  
  Regardless of their austereness or lack thereof, the Monas-
  tery is entirely self-sufficient with extensive hydroponics farms 
  and recycling systems as well as fabrication systems even at full 
  capacity a Monastery is expected, barring any major disasters, 
  to sustain even its maximum population for at least seventy 
  years without any outside contact.  Those that are equipped 
  with small inner-system resource gathering craft able to gather 
  raw material to feed into the fabricators are capable of lasting 
  indefinitely.  
  As many of these stations are built and inhabited well 
  beyond established borders by people who often have gone out 
  of their way to cut off contact with civilization they are vulner-
  able to attack by pirates, raiders, and the myriad other dangers 
  lurking beyond the fringes of explored space, the Monastery 
  is equipped with a light defensive armament and an unusually 
  strong SIF field for a residential station.
  While many who inhabit these seek to cut themselves off 
  from civilization, others merely seek solitude for contempla-
  tion, and more than once a weary traveler has found succor or 
  a brief rest where they least expect it beyond the traveled space 
  lanes.  
  Van Der Station: Van Der Station can be taken as 
  representative of any number of large residential stations 
  throughout space, no two exactly alike after decades of devel-
  opment and inhabitation.
  Van Der station was emplaced in the Van Der system where 
  there was an abundance of resources but no habitable real-
  estate.  A massive endeavor Van Der was less a satellite than a 
  small nation in space.  Under massive domes small skyscrapers 
  and tracts of farmland were laid out, and were it not for the 
  ever-present domes overhead one would be hard pressed to 
  know they were living on a planet’s surface.
  With a permanent population of more than two million Van 
  Der station is a complex and constantly evolving society that 
  has seen both high and low points.  Now nestled in a relatively 
  quiet but still busy backwater of the galaxy Van Der station 
  serves as a central hub for its small cluster of stars.
  While the surface of the station may appear as if it had 
  been lifted in pieces from a planet and placed under glass, 
  with buildings, farms, roads, and woods (spread out under 
  several connected domes); beneath its surface is where much 
  of the vital work goes on.  This area contains the factories that 
  produce the finished goods that form much of the income for 
  the station as well as nearly all the vital machinery that keeps 
  the station running and the inhabitants alive.
  While many of its inhabitants live and work on the station 
  others may leave for weeks at a time to gather the resources 
  from the surrounding system which are then brought back and 
  processed into finished goods.
  Relatively defenseless, the station and its inhabitants rely 
  on a small military station and its accompanying starships 
  located nearby for protection from outside threats.  In turn the 
  military personnel are grateful to have a nearby location where 
  they can spend their leaves in comfort.
  
  70
  Never built for efficiency, Van Der station was intended 
  as a place that would be easy for people who were not neces-
  sarily comfortable with living in space to be able to do so, thus 
  allowing a more rapid colonization and exploitation of the Van 
  Der system and the surrounding systems.
  Aphrodite Class Pleasure Satellite: The 
  ultimate in luxury resort satellites the designers of the Aphro-
  dite class boast it being able to fulfill the desires of any sapient 
  being anywhere, no matter how ostentatious.  Staffed by 
  highly trained entertainers of all professions and a bewildering 
  variety of species, visits to an Aphrodite are a privilege of only 
  the super rich.  From massages to games of chance or skill as 
  well as more carnal pleasures an Aphrodite offers it all.
  While some Aphrodites are located in systems with very 
  liberal views and laws, most are located in otherwise empty 
  systems where the threat of breaking a law are non-existent.  
  Early on in their existence an Aphrodite was taken over by 
  a group of pirates who intended to ransom its patrons for 
  obscene amounts of money.  Though the station was eventually 
  retaken since then most Aphrodites have been well protected 
  by hired mercenary groups both internally and externally.  
  Industrial Satellites
  Probably the most common types of satellites in the galaxy, 
  industrial satellites come in all shapes and sizes depending on 
  the resources they are expected to exploit or the materials they 
  are designed to create.  Often the space around such structures 
  is filled with a haze of gases and other wastes, around really 
  bad industrial stations there might even be fields of more 
  substantial debris that could prove a threat to small craft.  
  Especially in a well developed system a large portion of its 
  production can come out of these spaceborn factories.  Set up 
  to orbit near resource rich asteroids or over gas giants filled 
  with valuable gases, industrial satellites remove the threat of 
  pollution from inhabited planets while allowing the produc-
  tion of many materials that benefit from the effects of micro or 
  zero gravity.
  The largest of these structures have to be the ones that are 
  used to build entire starships, whether they use massive nano-
  fabricators to create smaller ships, or the even larger ones 
  where they are built by skilled workers these massive dock-
  yards are awe inspiring sights.
  Many industrial satellites are vital to their systems’ economy 
  and in times of war are prime targets for quick strikes by the 
  enemy and thus are often defended by mine fields and weapon 
  platforms during times of war. 
  Shipwright Automated Freespace Dock-
  yard: The epitome of shipbuilding technology, the Ship-
  wright is the most advanced of the automated shipyards that 
  only really gained in popularity during the Helix War when 
  skilled ship builders were in short supply.  The answer was the 
  creation of many automated yards that had before met with 
  much resistance from spacers and workers alike.  While only 
  able to build ships up to the size of large destroyers, they freed 
  up desperately needed skilled labor for larger vessels.
  Little more than giant nano-fabricators, much like the ones 
  used by some carriers to replace their strike craft but far larger, 
  the necessary amount of material is simply fed in, power is 
  supplied, and within a couple of months a brand new starship 
  slides out ready for space once the few elements of an FTL 
  drive that can’t be fabricated by this method are installed and it 
  is supplied and crewed.
  The Shipwright is the most recent variant of one of these 
  dockyards and is faster and more efficient than its prede-
  cessors, Almost large enough to build a light cruiser, the 
  Shipwright can produce smaller ships at an astounding rate; 
  frigates, destroyers, couriers, and even if need be, several wings 
  of strike craft or gunboats at a time, come floating out from 
  its massive doors as if off an assembly line.  Increased automa-
  tion and more sophisticated computers have reduced the crew 
  requirements to little more than a dozen full time personnel, 
  and in a pinch it can be run with a quarter of that number.  
  Also, unlike many earlier automated shipyards that required 
  power to be supplied from an outside source, the Shipwright 
  contains a fusion plant powerful enough to meet any needs 
  it might have.  An additional advantage of the Shipwright is 
  that it can be broken down for easy transport in just a couple 
  of weeks and reassembled just as quickly, making it easy to 
  quickly move ship production to where it is most needed.
  Rarely deployed alone, the Shipwright is often just one 
  of several, all of which are often part of a larger complex or 
  establishment.  Growing in popularity despite its initial hefty 
  price tag, while the Shipwright and its cousins are unlikely to 
  ever truly replace the need for skilled ship builders, they will 
  undoubtedly continue to leave their mark in the galaxy.
  Siphon Class Condenser Station: An older 
  model station for collecting the atmosphere from gas giants 
  for industrial and commercial use, the Siphon still functions as 
  
  71
  an effective and efficient base for such work where it does not 
  face competition from more modern competitors.  Little more 
  than a hanger with attached living facilities, a processing plant, 
  and massive armored gas bags a Siphon is hardly a comfortable 
  place, but it does its job of housing and maintaining the little 
  fleet of small craft that are used to collect gas from the atmo-
  sphere of the planet it orbits and then breaking it down into its 
  usable components for further refining elsewhere.  Many colo-
  nies and less developed systems rely on a Siphon to provide 
  necessary materials so that even in this day and age they are a 
  common sight.
  Worm Class Mobile Refineries: Massive slowly 
  moving processing stations, Worms are mobile processing 
  plants that move through a system consuming asteroids and 
  other cosmic debris, either whole, or a piece at a time if too 
  large to process all at once.  Once a Worm begins work, the 
  material consumed is broken up and run through an internal 
  processing plant that separates out the various materials and 
  then refines them to the point that they can be put to imme-
  diate use while waste material is ejected out behind the station.
  Normally transported in pieces and then assembled within a 
  selected system, Worms are only normally deployed in systems 
  thick with smaller debris, often with few or no planets.  Unable 
  to traverse the interstellar void by themselves, even if it were 
  profitable to do so, they are generally serviced by a number of 
  freighters that transport the various materials to wherever the 
  largest profit can be had.  
  While theoretically the Worms could be entirely automated, 
  in practice they have a small crew with long term residence 
  facilities.  Though technically they are there to perform 
  maintenance and handle any emergencies that might arise, 
  more often than not, the crews have little to do other than 
  kill time.  As an example, a currently popular novel series has 
  been written entirely by a crewman on a Worm and is up to 
  over a dozen books.  Considered easy duty, such assignments 
  are eagerly sought after and more than one person recently 
  out of school or apprenticeship has been assigned to one, the 
  company seeing it as good experience where it is unlikely the 
  services of an experienced crew member will be needed, and 
  the crew member seeing it as a cushy job with good pay for 
  little work.
  An intimidating machine to watch at work, many systems 
  rely on Worms for at least part of their raw materials.
  Commercial Stations
  Commercial stations perform a variety of functions, from 
  trade and repair stations to floating warehouses, communica-
  tions stations, rest and resupply stops, to resorts of all kinds.  
  Commercial stations litter close orbit around developed worlds 
  and are often the most outerflung of all stations, pressing at the 
  very borders of known space.
  Even small system local corporations often own at least 
  one satellite and multi system corporations can own hundreds 
  or thousands not even counting orbital warehouses.  By their 
  nature many commercial satellites have a tendency to attract 
  misfits and the seedier elements of society, either as permanent 
  residents or vagrants.  Generally more secluded and secure 
  than planets, certain commercial stations are well known as 
  places where no questions are asked about a person’s business.
  Wayfarer Class Deepspace Station: An 
  aging design, the Wayfarers are rapidly reaching the end of 
  their useful lives, passed on by not merely by technology, but 
  by changing times that has left them unable to serve their 
  original function.  Originally built after one of the explosive 
  expansions the Alliance occasionally undergoes, they were 
  designed to be quickly assembled on the very edge of known 
  space and provide a place for ships to resupply and refuel as 
  well as transship cargo and perform minor repairs.  As a cost 
  and maintenance saving measure many parts of their design 
  were intentionally built using obsolete but still functional 
  technology.  For example the entire series relied on rotational 
  forces to provide gravity, a fact that made docking with one of 
  the Wayfarer’s an interesting experience to say the least.  
  Because duty at these far flung stations could last for years, 
  accommodations were made so that families could remain 
  together.  Far from support, the stations carried a heavy arma-
  ment for a civilian station at the time and several gave good 
  account of themselves when faced with outside threats.
  Many ended up acting as way stops on new trading routes, 
  allowing ships to make passages they otherwise would have 
  lacked the range for; others provided launching points for 
  explorations further into unexplored space.  More than one 
  Wayfarer was a site for a first contact encounter, and one had 
  the unwelcome distinction of being the last site of a Gener 
  infestation when a research ship violated quarantine and acci-
  dentally unleashed a swarm of lampreys that killed all aboard 
  the station as well as the crews of docked ships, only the 
  greatest of good luck prevented their spread to perhaps dozens 
  of systems.  The class has earned a reputation for being places 
  where things happen and more than one entertainment movie 
  or series has starred the venerable stations.
  Now however the class is finding itself farther and farther 
  behind the steadily advancing borders of the growing Alliance 
  as ships gain ever longer legs, leaving the aging Wayfarers with 
  little purpose and not enough traffic to cover their operating 
  costs.  Already many of the survivors have been disassembled 
  and those that remain with rare exception are likely to soon 
  follow.
  Sikar Class Trading Station: Typical of many 
  smaller trading stations the Sikar has no outstanding features 
  other than those that are standard on most trading stations.  
  Relatively cheap to construct and operate, the Sikar boasts 
  voluminous hanger bays and storage facilities for its size along 
  with a variety of shops and basic rest and recreation facilities.  
  Sikar stations and those like them are common in areas where 
  trade isn’t heavy enough to warrant the larger and more elabo-
  rate stations and they primarily service the smaller merchant 
  ships typical of independent captains.  They are common sites 
  for deals to be brokered and independent captains can get the 
  latest information on available jobs.  Designed for fast efficient 
  servicing (in all meanings of the term) of its clientele the Sikar 
  is no resort but serves the needs of its customers well enough.
  Because of the value of such a target and the fact that Sikar 
  stations may be deployed far from help they are well armed 
  to ward off pirates or those thinking to make a quick buck.  
  Conversely, more than one Sikar station has proven a valuable 
  base of operations and warehouse for groups of pirates and 
  raiders. 
  The Sikar class and its ilk may not be glamorous or share the 
  fame of larger and more impressive stations, but out beyond 
  the developed systems they are vital links that help hold civili-
  zation together and allow it to flourish.
  
  72
  Military Stations
  While many space stations, especially those expected to 
  be placed outside of what can be considered secured space, 
  carry armament, military stations with the partial exception 
  of secured listening posts make their civilian equivalents look 
  positively defenseless by comparison.  Bristling with energy 
  weapons, kinetic weapons, and missiles, backed by powerful 
  shields and ECM, military stations are unencumbered by the 
  need for engines and many of the other volume costly equip-
  ment needed by warships and thus ton for ton are far more 
  dangerous.  Even in peacetime these installations are often 
  surrounded by thick minefields and weapons platforms.  While 
  unable to move without assistance, military stations can prove 
  a formidable way of protecting a fixed installation or planet 
  and often take a small fleet of ships to overwhelm.  Gener-
  ally the most cost effective method of removing such a station 
  as a threat is to knock out enough of its defenses to permit 
  boarders to breach its outer skin, but even this is likely to 
  entitle heavy casualties among 
  both ships and soldiers as many 
  military stations are designed 
  to be easily defended internally 
  and normally have their own 
  garrisons.  A well placed series 
  of mutually supporting stations 
  can make anything less than a full 
  scale system assault suicidal and 
  even then they stand an excellent 
  chance of inflicting exorbitant 
  casualties.
  Because of this many of the 
  more well developed systems 
  have such stations around their 
  major world or worlds despite the 
  expense involved.
  Other stations are more subtle 
  but perhaps even more dangerous 
  to an opponent, military sensor 
  and spy stations are often the 
  center of long networks of steal-
  thed sensor platforms that may 
  radiate over hundreds of light 
  years and can provide vital data.  
  Generally far less well armed than 
  their counterparts, they normally 
  rely on secrecy more than 
  anything for protection.
  Fortress Class 
  Defense Station: Larger 
  than a battleship, the Fortress 
  class is considered the pinnacle 
  of defense stations.  Armed with 
  enough weaponry to lay waste to 
  a small fleet and backed by several 
  wings of strike fighters, heavy 
  shields, and an entire battalion of 
  soldiers it is formidable enough 
  in itself to discourage most 
  attacks.  However due to the 
  cost of emplacing one of these 
  behemoths they are only placed 
  around the most important of 
  targets, and they are almost never 
  emplaced singly, but in groups that are mutually supporting 
  and interlocked with additional smaller defense satellites, 
  weapons platforms, and in war time, extensive minefields.  
  For the most part only heavily populated and invested worlds 
  of strategic significance warrant such elaborate and expen-
  sive measures, but their value has been proved several times 
  over, not merely in giving a secure base to work from, but in 
  repelling invaders, during the Helix Wars on several occasions 
  the Breta system came under heavy attack but at no point 
  did Gener forces manage to force their way into close orbit 
  or assault the planet itself and each time suffered very heavy 
  losses and a couple of times near annihilation.  
  Perhaps just importantly as their performance when actu-
  ally engaged is the deterrence effect they have on potential 
  enemies and the mobile forces they free up for offensive opera-
  tions.  Single Fortresses backed by smaller defenses are often 
  emplaced as the centerpieces of Sector Headquarters, granting 
  
  73
  the installations a secure base of firepower as well as a fully 
  equipped operations center from which operations throughout 
  the sector can be managed.
  Unlikely to be surpassed anytime soon, the Fortress defense 
  stations can be expected to remain operational and continue 
  to be emplaced for the foreseeable future providing protection 
  and security for billions of citizens.
  Bulwark Class Security Station: Widely 
  employed, the Bulwark class of security stations are used by 
  a variety of agencies ranging from private corporations to a 
  number of professional militaries.  Moderately well armed 
  the Bulwark can serve effectively alone or as part of a larger 
  defense network, but is often deployed independently as a 
  patrol station from which patrolling ships can be deployed 
  throughout a system or close grouping of systems.  
  Containing an integral wing of strike craft the Bulwark is 
  often emplaced around moderately important targets where 
  it can provide sufficient defensive fire to hold off even small 
  strike groups.  The security as opposed to the straight mili-
  tary version of the Bulwark has two additional modules, one 
  containing a large secure holding area for prisoners while the 
  other contains more extensive docking facilities that allow the 
  station to serve a larger number of in-system patrol craft. 
  Often used where more powerful or complex stations would 
  be wasted or too expensive the Bulwark has long stood as a 
  symbol of security and order in the galaxy.
  Stalwart Energy Weapon Platform: The 
  Stalwart is a common and relatively inexpensive independently 
  deployed weapons platform that can be found throughout 
  space.  Capable of mounting a variety of energy weapons, the 
  most common combinations are two heavy laser cannon, four 
  medium pulse lasers, or a pair of medium particle cannon.  
  Using extensive stealth technology these platforms are often 
  able to remain undetected until they open fire.  Used in 
  concert with missile platforms, minefields, and other defenses 
  even a small number of Stalwarts can defend most industrial 
  and commercial installations well enough to discourage attack.
  Longarm Missile Platform: Often considered 
  the counterpart to the Stalwart, the Longarm is an indepen-
  dently deployed missile platform that uses much of the same 
  technology found in the Stalwart.  Holding twenty medium 
  sized missiles, like the Stalwart, the Longarm can and usually 
  is interlinked with other platforms to provide concentrated 
  fire on a target.  Longarms are less frequently deployed than 
  Stalwarts due to the cost of replenishing their ammunition, but 
  when used provide a powerful long range punch the Stalwarts 
  lack.
  Research Stations
  Research stations tend to be few and far between, but are 
  some of the more interesting places in the galaxy.  Deployed 
  around strange space phenomenon for long term study, or over 
  planets of interest, they are often small, lightly manned, and 
  remote from nodal points of civilization.  
  Manned by dedicated researchers, or simply automated 
  equipment, research stations are where many new discoveries 
  are often made as well as providing the vital surveillance of the 
  heavens for natural dangers such as supernova, stray asteroids, 
  and other cosmic threats.  Research stations also scan space 
  for traces of intelligent life, and more than one civilization 
  has been located after FTL or STL signals were picked up by 
  monitoring stations.
  Asimov Class Automated Survey 
  Station: A very old model, the Asimov has spent centu-
  ries being dropped off in deep space or in deserted out of 
  the way systems.  Uncomplicated, the Asimov carries only 
  a basic assortment of sensors and relies on solar panels and 
  a small fission plant for power.  Not intended to make new 
  discoveries, the Asimov is deployed to monitor large swaths 
  of sky to protect against cosmic hazards.  Many have been 
  performing their duty effectively for generations with little or 
  no maintenance.  Cheap, disposable, and ordinarily forgotten, 
  the Asimov’s have saved countless lives by providing adequate 
  warning of incoming disasters, of particular note was the 
  warning one gave of a wandering neutron star that allowed the 
  evacuation of the heavily populated Ghile system, an under-
  taking that took over a dozen years and a massive investment 
  of resources.
  Hawking Class Long Endurance Station: 
  The Hawking is a long term station deployed around specific 
  phenomenon and is manned by a small staff of dedicated 
  researchers.  Often highly isolated, Hawking stations are 
  expected to be able to sustain themselves and their inhabit-
  ants for no less than five years without outside aid.  They are 
  equipped with multiple labs that are normally configured to 
  specifically study the phenomenon in question.  Not deployed 
  as general stations, Hawkings are very mission specific and 
  their value is such that they are often well worth the effort to 
  disassemble and then transport to another location once their 
  job is complete.  They are equipped with a light armament to 
  discourage pirates from simply showing up and stripping the 
  station bare.
  Because of the great length of time these stations are often 
  completely out of contact with the rest of the galaxy they have 
  some of the highest rates of mental breakdowns among their 
  staff that are only partially allayed by the extensive living quar-
  ters and recreation facilities.
  Some Hawkings are equipped with additional facilities to 
  support small craft for more extensive surveys of local space 
  if necessary, though it is not a standard or even common 
  addition.
  While assignment to a Hawking is often eagerly sought due 
  to the opportunities it can present a scientist or researcher, it is 
  generally restricted to those not in a relationship as many can 
  go years without even being able to send or receive messages.  
  Because of their usual isolation, efforts are normally made by 
  USDF ships to visit regularly if located within a patrol area, 
  both to check on their well being, and because such stations 
  often notice activity of interest due to their extensive sensor 
  arrays.  
  
  74
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  Arco Class All-Terrain Explorer: A hardy 
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  Water Speed: 
  15ft Round, Full 300 ft Round, 30mph
  EAC: 
  20K
  AC: 
  20Cover: Partial Cover
  HP: 
  100 (50)Hardness: 8
  Attack:  
  Collision 5d6 (DC13)
  Attack Turret): 
  One Heavy Weapon Up to Bulk 2
  Modifiers: 
  +2 Piloting, +6 Attack, (+3 at full 
  speed)
  Systems:  
  Planetary comm unit, TrackedPassen-
  gers: 4
  Special Abilities:
  Tracked: Tracked vehicles ignore up to 10 points to 
  any penalties from moving through difficult terrain due 
  to the extra traction and control provided.
  Skyheart Civilian Ground Transport 
  Vehicle: Despite its unglamorous title, the Skyheart series 
  of family cars is a good representative of most of the mid-sized 
  family vehicles in production and use throughout the known 
  universe.  Running off a hydrogen fuel battery the Skyheart 
  is durable enough for use even in fairly rural settings, though 
  not for off road travel.  Reasonably priced, able to seat up to six 
  human sized passengers, and with a Class II personality that 
  can navigate the vehicle on or off an integrated traffic network, 
  the Skyheart is a vehicle for the everyday person.
  Lifeline Long Range Cargo Carrier: 
  Designed for long range cargo transfers on planets without the 
  series of small commercial aerospace ports that many more 
  developed worlds rely on, the Lifeline is a heavy duty anti-grav 
  transport train comprising of at least one engine and several 
  cars, but can add additional engines for pulling even more cars 
  and full trains of several engines and hundreds of cars are not 
  unknown.  The Lifeline uses a Class III personality that helps 
  the crew monitor the status of each engine and car and each 
  engine holds crew quarters for up to three separate shifts.  Its 
  use of antigravity and a powerful fusion plant in each engine 
  allows the Lifeline a great degree of movement over completely 
  undeveloped terrain as long as it is relatively flat.  Various 
  versions can be produced for worlds with different types of 
  hostile environments, and there is even a military version 
  that incorporates light armor and integrated weapons cars.  
  Because of its relative economy of use for the amount of cargo 
  used, the Lifeline is highly popular with large corporations 
  that may have a large number of operations scattered over an 
  otherwise undeveloped or uninhabited world, picking up raw 
  materials and placing them in cargo cars emptied of necessary 
  supplies.
  Bloodhound Security Vehicle: The Blood-
  hound is a popular vehicle in use with both police and various 
  security organizations around the known galaxy.  Equipped 
  with a secure holding chamber, a large amount of detection 
  and investigative gear, and armored well enough to provide 
  protection against most civilian grade weaponry, it provides 
  a secure base of operations for police or security personnel 
  to perform their duties.  Typically holding two officers the 
  Bloodhound is capable of running down most civilian vehicles 
  and is equipped with a pair of short range EMP fixed cannon 
  mounted into the front of the vehicle for disabling fleeing vehi-
  cles.  On some worlds where police forces use more draconian 
  force these cannon are often replaced by more lethal hard-
  ware.  Using recessed and armored lift fans the Bloodhound 
  can operate up to several thousand feet in the air and thus is 
  capable of not merely patrolling groundside, but at altitude.
  (See: Police Cruiser, PG 229 of the Core Starfinder 
  Rulebook)
  Ground Stalker Main Battle Tank: The 
  Ground Stalker is widely regarded as a formidable and 
  dangerous opponent whose 15cm Multi-purpose Guass 
  Cannon is capable of destroying any opponent it might meet 
  on the battlefield.  Its secondary 4cm Legion Heavy Assault 
  Cannon is in itself more than capable of eliminating most 
  targets.  Further armed with machine guns and HVM missiles 
  the Ground Stalker is king of the battlefield.  While some 
  consider it somewhat obsolete due to using treads instead 
  of lift fans as well as some less than cutting edge technology, 
  these are actually considered features, greatly reducing main-
  tenance requirements and increasing reliability, key factors 
  8: VEHICLES
  
  75
  for units that can expect to be operating far from established 
  supply bases.  Thick armor is backed by a SIF that is among 
  the heaviest deployed on a ground vehicle and allows it at least 
  a chance to survive hits even from weapons as heavy as its 
  own main armament.  Powered by dual hydrogen engines, the 
  Ground Stalker’s range is practically unlimited with the use of 
  a built in fuel cracker that allows it to refuel anywhere water 
  can be found in any form.  
  With all these features it is little wonder that it is widely 
  used by the Alliance’s Strikers as well as many planetary 
  defense units within the Alliance.
  GROUND STALKER MAIN BATTLE TANK
  Huge Land Vehicle (10ft Wide, 20ft Long, 15 ft High)
  Price:  
  Not Available on Open Market
  Speed: 
  25ft Round, Full 650ft Round, 70 
  mph
  EAC: 
  40K
  AC: 
  40Cover: Total Cover
  HP: 
  200 (100)Hardness: 20
  Attack:  
  Collision 10d10 (DC 17)
  Attack Turret): 
  15cm Gauss Cannon 5d10x5 20ft 
  radius, or 7d10x5
  Attack (Ax Turret):  Legion Heavy Assault Cannon 
  (5d10x2) x3
  Attack Turret): 
  StarSong Missiles (7d10x7, ammo 2) 
  x4
  Attack (Turret) [cx]: Karalane Rockstorm (6d8 single, 
  12d8 Burst)
  Modifiers: 
  +2 Piloting, +6 Attack, (+3 at full 
  speed)
  Systems:  
  Planetary comm unit, TrackedPassen-
  gers: 4
  Special Abilities
  Tracked: Tracked vehicles ignore up to 10 points to 
  any penalties from moving through difficult terrain due 
  to the extra traction and control provided.
  Co-ax: A co-ax weapon is mounted alongside another 
  larger weapon and by taking a -2 to each attack may 
  make an additional attack at the same target as the main 
  weapon.
  Hardshell Armored Personnel Carrier: 
  Considered the compliment to the Groundstalker main 
  battle tank, the Hardshell uses many of the same components 
  and carries nearly as much armor, in fact using the same 
  powertrain, intended not only to carry an entire squad of 
  Powersuited strikers, or, more typically, a squad of Strikers in 
  combat armor and a support weapon section, but to remain 
  near the front in a support function to the infantry.  Others 
  are set up to be able to deliver critical supplies to the front-
  lines even under heavy fire, or to act as battlefield ambu-
  lances.  Many chassis have been produced mounting a variety 
  of weapon outfits and special equipment, everything from 
  providing dedicated air-defense to tank killer versions armed 
  with heavy HVM suites.  Typically though the Hardshell is 
  armed with a turret mounted 4cm Legion Heavy Assault 
  Cannon and dual quad racks of StarSong missiles in addition 
  to a co-axel machine gun and an automatic grenade launcher 
  mounted on a ring mount on the commander’s turret, it is 
  often considered a light tank in its own right..  Reliable and 
  well liked, the Hardshell is used not only by the Alliance, but 
  by a large number of organizations throughout the known 
  galaxy.
  HARDSHELL PERSONNEL CARRIER
  Huge Land Vehicle (10ft Wide, 20ft Long, 15 ft High)
  Price:  
  Not Available on Open Market
  Speed: 
  25ft Round, Full 650ft Round, 70 
  mph
  EAC: 
  40K
  AC: 
  40
  Cover:  
  Total Cover
  HP: 
  200 (100)Hardness: 20
  Attack:  
  Collision 10d10 (DC 17)
  Attack Turret): 
  Legion Heavy Assault Cannon 
  (5d10x2) x3
  Attack Turret): 
  StarSong Missiles (7d10x7, ammo 2) 
  x4
  Attack (Turret) [cx]: Karalane Rockstorm (6d8 single, 
  12d8 Burst)
  Modifiers: 
  +2 Piloting, +6 Attack, (+3 at full 
  speed)
  Systems:  
  Planetary comm unit, TrackedPassen-
  gers: 15
  Special Abilities
  Tracked: Tracked vehicles ignore up to 10 points to 
  any penalties from moving through difficult terrain due 
  to the extra traction and control provided.
  Co-ax: A co-ax weapon is mounted alongside another 
  larger weapon and by taking a -2 to each attack may 
  make an additional attack at the same target as the main 
  weapon.
  NEW VEHICLE PROPERTIES:
  Tracked: Tracked vehicles ignore up to 10 points to any 
  penalties from moving through difficult terrain due to the 
  extra traction and control provided.
  Co-ax: A co-ax weapon is mounted alongside another larger 
  weapon and by taking a -2 to each attack may make an addi-
  tional attack at the same target as the main weapon.
  A BRIEF NOTE BY 
  THE AUTHOR
  Most of the items in this section were developed long before 
  the title “StarFinder” was ever heard yet can still be easily 
  connected to existing items in the Starfinder Core Book.  The 
  descriptions are provided here both for the convenience of the 
  reader and to give you a more detailed idea of their context in 
  the StarSea Universe.  For the purposes of saving space the few 
  needing further elaboration will have their basic statistics added 
  at the end of their entry.
  
  76
  She flipped the switch and nodded approvingly at the 
  subsonic vibrations that grated on her back teeth as the 
  security fence/bug repellor activated, securing the campsite 
  for the night.  The small solar powered fabricator dinged as it 
  produced the evening’s meal, a panel sliding open revealing 
  a standard issue military ration, not fancy, but the pattern 
  was cheap and easy to obtain.  The sampler continued to 
  beep away as she ate, analyzing the day’s samples, maybe 
  she’d strike pay dirt finally, or maybe she’d have to try and 
  find yet another promising site.
  T
  echnology is the backbone of the Starsea Universe, 
  whether as blatantly obvious as the powerful drives 
  that throw starships across the galaxy, or as subtle as 
  the computers that quietly run much of the aspects 
  of everyday life from behind the scenes, technology is the 
  foundation upon which all else rests.  Constantly evolving and 
  expanding technology is having a greater and greater effect as 
  time goes by, and there are those who believe that being able 
  to alter fundamental aspects of the universe is not far out of 
  the grasp of civilization in the near future.  Whether found in 
  the hands of everyday people, or those individuals who have a 
  greater effect upon the course of events, technology in its many 
  and varied forms is all prevalent and has an affect upon nearly 
  every aspect of existence in the Starsea Universe.
  AI’S
  True AI is extraordinarily rare and difficult to produce 
  and thus is usually purpose built for specific tasks, only the 
  largest corporations or wealthiest governments can afford to 
  create significant numbers of these beings.  However there are 
  numerous lesser grade of computer “intelligence” and many 
  can pass successfully as fully independent beings without 
  specialized and exhaustive testing.
  CLASS I
  Class I personalities are some of the most pervasive in 
  society, they are also very basic with only minimal capability 
  to function outside of very specific parameters.  They are most 
  commonly found in small household appliances and personal 
  equipment. 
  CLASS II
  Class II personalities are still relatively restricted in their 
  capabilities but are expected to be able to react to changing 
  circumstances and conditions.  Many civilian vehicle 
  computers are perhaps some of the most common examples of 
  everyday Class II personalities as the need to react to outside 
  stimuli is beyond the ability of a Class I personality.  Class II 
  personalities are also common in personal home computers, a 
  limited ability to learn and broadly interpret data making them 
  far more efficient than their distant ancestors in meeting the 
  desires of their uses in quick efficient manners.
  CLASS III
  Class III personalities are typically where the primary 
  operating program reaches a complexity that it might reach 
  the point at which it could be mistaken for an actual person, 
  though one that would seem somewhat slow and socially inept.  
  Far more flexible than even a Class II, a Class III is actually 
  capable of taking limited independent action outside of its 
  primary instructions and is thus favored in situations where 
  there is limited or no oversight by an actual person as they 
  have a capacity to deal with limited emergencies or unexpected 
  events.  Class IIIs are also often installed on ships where there 
  is either a limited crew or the owners wish for a ship that can 
  almost run itself.
  CLASS IV
  Class IV personalities are highly complex and nearly inca-
  pable of being discerned from an actual person without exten-
  sive testing.  Highly independent and capable handling even 
  complex situations without oversight, a Class IV can easily run 
  an entire starship with only slightly less efficiency than a full 
  and experienced crew and at times can seem to display more 
  initiative than even many actual people.  Most large Alliance 
  warships use a Class IV as the basis of their computer systems 
  though they are rarely given full control except in the most 
  dire of circumstances.  Class IV’s are the current pinnacle of 
  non-AI computer technology and only the inability to achieve 
  truly intuitive thought prevents them from being considered 
  full fledged AIs.  Despite this, their processing capabilities are 
  such that they often give the impression of being able to make 
  use of intuitive thought.
  CLASS V
  Class V personalities are fully autonomous and it is only 
  recently that they have been produced with any real success.  
  While rights, privileges, abilities, and usage varies from place 
  to place, generally created AIs are expected to serve their 
  creators for a certain period of time as repayment for the 
  expense of their development and to get used to the complexi-
  ties of biological cultures.  After which they are free to either 
  continue their employment or find their own path.  So far 
  there is no known limit on their potential and it remains to be 
  seen what will become of the older ones as they continue to 
  develop.
  MEDICAL
  Medical technology has reached a high peak and in most 
  areas, as long no serious damage is done to a person’s brain 
  and they are gotten to even basic medical facilities within a 
  reasonable amount of time there is an excellent chance for full 
  recovery.  Emergency medicine is able to allow even people 
  with the most perfunctory training to stabilize critical cases as 
  long as the equipment is available.   
  These days it is almost unheard of for a doctor or surgeon 
  to actually have to slice someone open and nearly all surgery 
  is able to be performed in a noninvasive manner.  While 
  9: TECHNOLOGY
  
  77
  not having removed the need for doctors and other medical 
  personnel, advanced medical technology has allowed fewer 
  medical professionals to treat more patients more effectively.
  Nanites: Medical nanites are one of the most common 
  and pervasive types of medical technology, but are the ones 
  most often overlooked or taken for granted.  Implanted at 
  a very early age they subsist off nutrients, minerals, and the 
  heat energy given off by an active body.  In return they help 
  repair genetic code that may deteriorate, eliminate cancerous 
  cells, remove harmful substances from the body, clear arteries, 
  attack harmful diseases, carry oxygen to vital organs even 
  if bloodflow should slow or stop, and speed healing after 
  injury.  Perhaps the most useful feature though is their ability 
  to rapidly stop bleeding from even severe wounds, greatly 
  increasing the amount of time a person can survive until help 
  can reach them.  Generally civilians carry less comprehensive 
  nanite suites while military personnel have theirs upgraded 
  upon enlistment to better handle massive trauma, potential 
  bioweapons, poisons, and other hazards that most civilians 
  rarely need to worry about.
  Performing surgery on a person with a medical nanite suite 
  requires the use of specific chemical mixes that the nanites 
  are designed to recognize and temporarily shut down upon 
  detection of, otherwise they would be actively working against 
  much of a surgeon’s efforts.  
  Medical nanites have probably single handedly saved more 
  lives than all other medical inventions in history combined, 
  either in response to direct trauma, or simply through elimi-
  nating any number of natural problems that otherwise would 
  lead to premature death.  While not able to stave off death 
  indefinitely, they allow people to live much longer and more 
  comfortable lives than they could otherwise.
  Binder: A useful piece of any medical kit, binders are 
  devices designed to pull two pieces of skin together before 
  sealing them, thus closing open wounds.  Naturally this is 
  limited by the stretchiness of the skin in question and the size 
  of the wound that is being worked on.  While other things 
  (nanites prime among them) are used to stop bleeding, a 
  binder helps insure that further damage is not done and helps 
  speed the removal of scar tissue.  
  Biofoam: Biofoam is the tool that no medic, field soldier, 
  first aid kit, or ambulance should be without.  Injected directly 
  into a wound from pressurized cans it expands and semi-
  hardens quickly into a substance that inhibits bleeding and 
  provides many of the materials needed help a body and its 
  nanites begins repairs.  Almost any wound, be it in the abdom-
  inal cavity or a limb can be almost instantly filled and sealed 
  with Biofoam.  Even a person without any medical training 
  or knowledge is easily able to use Biofoam as a person simply 
  puts the nozzle into the wound and depresses the button until 
  the wound fills.
  Quick Skin: Under a variety of names, quick skin is a 
  readily available civilian product.  Simply sprayed on over a 
  shallow cut or wound, the substance quickly acquires many of 
  the qualities of actual skin, preventing infection and sealing 
  over a wound to allow rapid healing.  Quick skin comes in a 
  variety of colors and textures to cover a range of species and 
  skin types, though those included in emergency packs are 
  usually some bright color to allow emergency crews to quickly 
  identify injured areas.  While not as vital as biofoam, quick 
  skin is probably more commonly used in day to day life.
  Using Quick Skin is a full action and restores 1d4 hit points 
  instantly and grants a +1 to the next Heal Check
  Regeneration Tanks: Literal lifesavers, regeneration 
  tanks are well known for being able to save a person so long as 
  there is even a hint of life left in them, assuming that the brain 
  has not been severely damaged.  Once a person is dumped 
  into a regen tank all their vital functions are taken over by the 
  medical nanites that allow the tank to do its work as the person 
  CYBERNETIC AUGMENTATION (MEDICAL NANITES)
  Cost: 5,000 civilian, 50, 000 Military  
  Level: 5
  Effect: Basic Civilian Models add a +5 to all heal checks performed on the owner and grant a +2 to checks to resist Disease or Poison. 
  Additionally, the character may burn 2 Resolve Points to immediately try and Stabilize.
  Military Models add a +10 to all heal checks performed on the owner and give +5 to all checks to resist Disease or Poison.  Additionally 
  the character may burn 2 Resolve Points to automatically stabilize or attempt to heal a number of Hit Points equal to their character level 
  plus Constitution modifier.
  
  78
  is rendered comatose.  A bad wound can normally be repaired 
  in an hour or so, limbs can be regrown in the space of several 
  hours, and even a body almost unrecognizable as such can be 
  brought back to full health after day or so.
  While originally regen tanks required a doctor to monitor 
  them at all times, modern regen tanks can all but operate 
  themselves, only needing the patient to be lowered into them 
  and the tank activated.  At that point a computer analyzes the 
  patient, compares it to a database containing information on 
  thousands of different species, and then begins treatment, 
  stopping bleeding, removing scars, even replacing limbs and 
  organs.  This has made regen tanks godsends to people such 
  as EMTs, ER doctors, and battlefield surgeons and medics 
  as it gives them an ability to rapidly and safely stabilize large 
  numbers of injured persons.  A common technique in cases 
  where the patients outnumber the available regen tanks is to 
  place them in the tanks only long enough to stabilize them 
  before placing someone else inside.  Many ships that are likely 
  to find themselves far from help also carry at least one of these 
  devices, using them in place of a fully trained doctor.  Even 
  poor colony worlds often manage to scrape enough together to 
  insure that at least one of these is available.
  While doctors are still very necessary to handle all the 
  things that do not require what is the modern day equivalent 
  of surgery, regen tanks have in large part allowed them to 
  focus more on their patients needs, and to watch over larger 
  numbers of patients.  For bad, but less than life threatening 
  injuries, smaller versions of the tanks that can be wrapped 
  around a limb or appendage are generally used.
  Unfortunately a side effect of regen tanks is that occasion-
  ally there are people who suffer violent reactions to the regen-
  eration treatment and can even die if not removed and seen to 
  by a doctor quickly enough.
  Continually refined and improved, regen tanks are a 
  medical staple for emergency care and can be credited with 
  saving innumerable lives since their invention.
  POWER
  With all the technology in the galaxy, almost none of it 
  would run without sufficient power being supplied.  Since 
  even before the days of spaceflight or even industrialization 
  available power has long been an indicator of the success and 
  technological ability.  The more power available, the greater the 
  advantage a civilization has in its struggle to survive.  Modern 
  society has a variety methods to generate levels of power that 
  would stagger the imagination of people in the past.  A brief 
  description will be given here of the most common forms of 
  modern power production and their usages.
  Solar Power: Solar power has long been used in space 
  where it is far more efficient than on a planetary surface at 
  the same distance from a light source.  The primary means of 
  power in early space exploration and a vital auxiliary power 
  means for centuries longer.  Largely unused in modern times 
  due to the availability of much cheaper, more powerful, and 
  reliable energy producing methods, solar power still occasion-
  ally finds use in smaller portable devices, and a number of 
  recharging devices for explorers and soldiers for use out in the 
  field rely on high efficiency conversion panels for solar power.  
  Small outlying settlements may use solar power to meet part 
  or all of their needs on worlds so undeveloped that running 
  power out to them from a more central source is imprac-
  tical.  An even rarer application is use by intelligence vessels 
  as a passive power source for the bare essential systems when 
  extreme stealth is necessary.
  Hydropower: Surprisingly enough hydro power is still 
  a relatively common form of power generation.  Hydro power 
  is normally employed where steady power is necessary but 
  with little call for high demand, many smaller communities 
  on more rural worlds that have access to an appropriate water 
  source rely on hydropower as a form of power generation that 
  is efficient and easy to maintain with local resources.  The 
  typical reservoir that generally forms behind a hydropower 
  station has its uses as well.  Some more developed worlds use 
  larger hydropower stations as emergency backups as they can 
  normally be relied on to be running after many disasters that 
  might well knock out power from more modern sources.
  Not greatly improved except in terms of efficiency from 
  earlier versions, hydropower occupies a small but crucial niche 
  in modern society and is often one of the first power sources 
  constructed by colonists.  
  Combustion: Combustion as a source of power is almost 
  unheard of as a standard form of power generation, even on 
  the most primitively furnished of newly founded colonies.  
  Dirty, inefficient, maintenance intensive, and a multitude of 
  other issues leave combustion a poor second to practically any 
  other power source that might be used.  Thus combustion is 
  normally only found on worlds that have yet to reach the stage 
  technologically of being able to exploit better power sources.
  Geothermal: Many worlds have highly active volcanic 
  systems, and where this is the case geothermal power is often 
  
  79
  very widely used as a cheap, safe, and efficient means of power 
  that is highly resistant to being disabled through accident or 
  misfortune.  Even where it cannot be used as a standard source 
  of power, isolated areas might well use it.  While geothermal 
  power cannot compare to the amount of energy a large fusion 
  plant can provide, a decent geothermal system can easily meet 
  the normal demands of even a large metropolitan area.  A 
  useful side effect is that in many cases the steam produced 
  by the geothermal powerplants can be condensed and then 
  processed into hydrogen that can be used to power back up or 
  primary fusion plants.
  Wind Power: While no longer in standard usage, wind 
  power in greatly evolved form still continues in usage both to 
  provide power to isolated outposts and in special instances 
  special high speed turbines are used on dangerously windy 
  worlds as a primary power source.  Otherwise wind power has 
  been found to be too intermittent, resource, and land inten-
  sive for economic use when other much more efficient forms 
  of power generation are available with the exception of a few 
  worlds where integrative wind power technology makes it 
  feasible as it is part of the overall infrastructure.
  Fission Power: The controlled splitting of the atom 
  is one of the major breakthroughs when it comes to power 
  generation, especially once the earliest versions are refined for 
  efficiency and safety.  Relatively cheap and plentiful power, the 
  ability to miniaturize them often made them the power sources 
  of choice for early space travel, manned and unmanned.  Even 
  once space travel becomes more common straight fission 
  power is generally a standard, initially being cheaper and 
  smaller than early versions of cold fusion.  This expansion of 
  fission power is generally assisted by both the fact that disposal 
  of radioactive material is greatly simplified when it can be 
  dumped into the sun, and the fact that many systems contain 
  a fair amount of radioactive material that can be easily mined 
  and refined.  The greatest downsides to fission power end up 
  being the amount of needed shielding and the fact that much 
  simpler and more efficient systems of generating power are 
  evolved as technology improves, and thus it is rarely used in 
  the modern day, the major exception being the deepspace FTL 
  Communication Satellites which use fission power to continue 
  running for hundreds of years without the need for refueling.  
  Of course the tendency to spread radiation when damaged, 
  even when most designs had evolved past the point of the 
  danger of a meltdown, made people keep a wary eye on them 
  at the best of times, and in combat a runaway reactor with 
  safeties disabled due to damage was every engineer’s worse 
  nightmare.
  For a long time fission weapons were the primary warheads 
  of starship missiles, and the glares of nuclear fire and the 
  horrors of radiation sleeting through a ship were long accepted 
  parts of space combat until the advent of anti-matter weapons 
  which in addition to being far cleaner are far more powerful, 
  leaving fission weapons obsolete in modern combat.
  Fusion Power: Cold fusion was long considered the 
  holy grail of energy production, safe, clean, efficient, and 
  cheap, many races spent centuries after the practical appli-
  cations of fission power were widespread trying to develop 
  practical fusion power before achieving success.  Even today 
  varieties of fusion power are the mainstay throughout the 
  known galaxy, powering planets, stations, and starships.  The 
  most common form runs off of hydrogen either extracted from 
  gas giant planets or cracked from water and ice.  However 
  many fusion plants are designed to run off just about anything 
  that can be shoveled in, simply running the most efficiently off 
  of pure hydrogen.  This has an added advantage for starships as 
  hydrogen can be obtained in almost any system, in the form of 
  cometary ice that can be broken down via a cracking system if 
  nothing else, which means a ship rarely needs to worry about 
  running out of fuel, though refueling, especially for larger 
  vessels can take up a great deal of time if proper fueling facili-
  ties are not available.
  Even more than the simplicity of operation and its effi-
  ciency, the primary outstanding virtue of cold fusion is safety.  
  While more powerful forms of power generation are in fact 
  available, they all carry inherent dangers, where it has been 
  repeatedly proven that even subjected to sudden massive 
  damage all a fusion planet does is cease to work, no explosions, 
  no release of harmful substances, and even in normal opera-
  tions there is no harmful bi-products.  
  Anti-matter: Anti-matter as a power source has long 
  gone in and out of favor.  Without a doubt it is the most effi-
  cient and powerful source of energy available, a small amount 
  of anti-matter properly used can power even the largest of 
  space faring vessels for great distances.  Because of this, ships 
  using anti-matter engines don’t require the large bunkerage 
  space needed by ships relying on fusion power.  Of course the 
  downside to this is that anti-matter power plants are notori-
  ously temperamental and accidents are rarely minor when it 
  comes to anti-matter.
  In fact anti-matter is so powerful that the only place it 
  consistently finds use is in starship missiles, as even a minor 
  anti-matter explosion on a planetary surface qualifies as a 
  major disaster.  Further, anti-matter is devilishly difficult to 
  produce and transport, and the difference between the minor 
  amount needed to power even an armory of missiles and that 
  needed to run a starship for an extended period of time greatly 
  increases the hazards involved.
  While some races still use anti-matter as a common power 
  source, finding the power it provides an acceptable trade off for 
  the risks in certain situations, the majority of the known galaxy 
  has relegated it to the role of a weapon of great destruction.
  GENERAL USAGE
  There are a variety of technologies that are used in day 
  to day life, and are so commonplace as to be hardly thought 
  about most of the time.  These are the technologies that form 
  the basis of civilization, that allow food to be produced and 
  harvested, minerals mined, and things to move around.
  Anti-gravity: The term Anti-gravity is something of a 
  misnomer as the technology behind it does not actually repel 
  gravity, but manipulates magnetic fields to produce a repulsive 
  force that can be used to levitate objects, even starships, above 
  the ground without actually having to touch down.  Used 
  in everything from cargo pallets to starships, anti-gravity is 
  widely used, and very energy efficient.  Its greatest problems 
  are that its effectiveness relies on a corresponding magnetic 
  field to push against, making it of limited utility on planetoids 
  without a strong magnetic field, secondly, while it may allow 
  something to hover over a rough surface, many vehicles lack 
  generators powerful enough to lift them over such obstruc-
  tions.  Another thing to consider is that while anti-gravity 
  
  80
  may temporarily remove the weight of objects, they retain 
  their mass, making moving large containers or objects around 
  a very dangerous business.  Overall though anti-gravity is a 
  highly useful technology that has greatly increased everyday 
  efficiency.
  Fabricators: Ubiquitous, fabricators form much of the 
  foundation of modern civilization.  By using nanobots, fabrica-
  tors can take practically any raw material and break it down 
  to its atomic level if necessary before reassembling it into the 
  desired product.  The two largest drawbacks to fabricators is 
  the sheer amount of power required for any sizeable conver-
  sion, and the fact that items that are sensitive to energy fluctua-
  tions during assembly cannot be created as the energy radiated 
  to power the nanites causes unacceptable distortions.  This is 
  particularly true of many of the more sensitive components 
  that make up FTL systems of all types.
  However despite these drawbacks fabricators are wide-
  spread, ranging from small units carried by individual soldiers 
  or explorers to the massive shipyards that can turnout entire 
  ships.  Most ships carry fabricators at least large enough to 
  turn out a supply of many kinds of spare parts if something 
  should break or be destroyed, and many larger carriers often 
  mount fabricators big enough to create entire strike craft.
  Because they use nanites, and of the potential for all kinds 
  of accidents or deliberate misuses fabricators of all sizes come 
  with a great number of safe guards, above and beyond those 
  normally imposed on nanite technology.  Considered a bare 
  minimum are scanners designed to make sure that the fabri-
  cator cannot operate while there is anything alive within its 
  confines.
  While fabricators can use just about any available material, 
  it is far more energy efficient and much less time consuming 
  to use materials of the needed type or similar in composition 
  to what is required in the finished product.  Most fabrica-
  tors come with a number of preset items they can produce 
  depending on their primary purpose, but all can have addi-
  tional ones added or run off installed chips.
  Unfortunately fabricators can only mass produce items, and 
  thus for true craftsmanship people must still rely on individual 
  craftsmen, and in many fields they are still trusted over the 
  soulless fabricators, this is still especially true when it comes 
  to ship construction in which fabricators have only recently 
  began to find purchase.  
  Inertial Generator: The name inertial generator is 
  something of a misnomer as this piece of vital technology is 
  not really a generator at all, but more of an energy absorption 
  and release device.  Used by starships, when combined with 
  SIFs, inertial generators allow them to perform maneuvers 
  that it would seem physics should disallow.  In simple terms 
  an inertial generator absorbs the force represented as inertia 
  exhibited by a vessel and then releases it in another direction.  
  This means rather than having to fight inertia when maneu-
  vering, the majority of a ship’s energy can go towards accelera-
  tion.  The problem with inertial generators is that as a vessel 
  increases in size, so must the inertial generator, even as its effi-
  ciency decreases.  Thus larger vessels, and vessels lacking top 
  of the line inertial generators are slower than smaller or more 
  advanced craft.  As an example, many gunboats, the smallest 
  craft to generally carry full sized inertial generators, can rotate 
  one hundred-eighty degrees and change direction within 
  their own length while a battleship can take several seconds to 
  perform the same maneuver.
  Strike craft and other small vessels rely on smaller and less 
  efficient inertial sumps that fail to completely absorb the differ-
  ence caused by rapid changes of direction and instead focus on 
  providing a degree of protection to the crew and any passen-
  gers against the massive g-forces that are formed by high speed 
  changes of direction most often found in dogfights or combat 
  maneuvers.
  The failure of an inertial generator can be fatal as even the 
  slightest change of direction at the speeds normally traveled 
  by space craft will turn a crew to little more than interesting 
  stains on a bulkhead.  Because of this even most merchant 
  ships carry at least two inertial generators that run constantly 
  at no more than half power, insuring that if something should 
  happen to one the other can insure the survival of the crew 
  while military ships normally carry several, considering the 
  mass and volume costs more than worth the degree of safety 
  it gives them as well as allowing them to perform acceleration 
  and maneuvers beyond those of most civilian craft.
  Gravity Plates: Essential for modern starships and 
  space stations, gravity plates draw off the inertial drives to 
  produce a the equivalent of gravity regardless of the actual 
  motion of the ship or station, a vast improvement over the old 
  need to rotate a vessel or station to provide simulated gravity 
  of whatever degree is required.  This is a boon for species that 
  require gravities different from those typically sustained by 
  many species.  Gravity plates are also useful for dealing with 
  unruly passengers or border as simply by cranking up the 
  gravity to several times normal in a specific area of a ship or 
  station to force all the parties involved to the floor immobi-
  lized.  As a consequence of it being a function of an inertial 
  drive, if the drive is completely powered down then all gravity 
  in the ship is lost other than that given by actual inertia.  
  Because of the size and power requirements of an inertial 
  drive, many space stations forgo the use of gravity plates, 
  instead relying on the older method of generating gravity by 
  spinning.
  Smart Cloth: Smart cloth is the industry standard 
  when it comes to clothing items.  The most basic version are 
  designed to stay dry, be very resistant to tearing, somewhat 
  resistant to burning, and adjust so that it is comfortable for 
  a wearer between 30 and 120 degrees Fahrenheit, keeping 
  them warm in one case and cool in the other.  More advanced 
  versions of smart cloth are able to change the patterns and 
  colors on their surface.  While civilians use this to vary their 
  wardrobe, militaries use it to vary camouflage as necessary.  
  The most advanced versions can even be attached to a system 
  that takes in the wearer’s surroundings and adjusts the clothing 
  to best match.  Additionally most military versions of smart 
  clothing are designed to help present the passage chemicals 
  through their surface to the wearer underneath.
  Utili-cable: Often called the engineers’ best friend utili-
  cable serves a variety of purposes.  A strong highly flexible 
  cable built with internal lines capable of carrying digital data 
  as well as large amounts of power it also functions effectively 
  as cordage for any number of activities.  While not as efficient 
  or effective as dedicated cables, it’s versatility has made it the 
  treasure of the handyman, explorer, and anyone who has ever 
  had to do damage control.
  
  81
  DEFENSES
  As weapons have continually evolved, so have defenses, 
  in a continuing rivalry older than recorded history, each at 
  times outdoing the other until some new development occurs 
  to redress the balance.  For millennia armor was the primary 
  defense against attack, it generally achieved this through 
  simply being too tough to be penetrated, dispersing the 
  incoming damage, or as a final resort, sacrificing itself through 
  ablation to provide protection.  Here will be described in brief 
  the various types of defenses used, ranging from basic body 
  armor up through the newly discovered shielding technolo-
  gies employed on advanced starships.  Not found here will be 
  indirect defenses such as ECM, decoys, and simply getting out 
  of the way.
  Body Armor
  The most basic form of protection begins just past a person’s 
  skin, and while basic body armor is still vulnerable to the more 
  high powered weapons, even the relatively limited degree of 
  protection it provides can easily be the difference between life 
  and death.  At the other end of the spectrum are the massive 
  power armors used by the best equipped military units, practi-
  cally small tanks in terms of speed, defense, and firepower.  
  Body armor comes in a variety of types to defend against a 
  variety of weapons, and there is no single material that effec-
  tively defends against all weapon types.  The most effective 
  body armors use layers of different materials to provide a 
  degree of protection against any weapon, but are generally too 
  heavy, bulky, and expensive for day to day use by anyone other 
  than the military. Even more than for vehicles or starships, 
  weight and bulk are a major concern for personnel armor and 
  is usually the primary limiting factor in what kind of protec-
  tion is chosen.
  Composite Ceramics: Composite ceramic body 
  armor is one of the most effective single types of armor 
  available.  Made up of a mix of ceramics and binding mate-
  rials, composite ceramics are able to shrug off even powerful 
  impacts from physical weapons, and can bleed off a lot of the 
  initial heat created by laser weapons preventing burn throughs.  
  It is easily craftable into a variety of shapes, allowing for armor 
  to be tailored to a specific wearer or into mass produced forms.  
  On the downside, if struck hard enough it is entirely possible 
  that the entire armor will shatter from the impact, rendering it 
  useless, even if it doesn’t allow penetration of the shot.  Addi-
  tionally, even though for its strength composite ceramic armor 
  is lightweight, it is extremely bulky, and the heavier armors 
  are enough to slow down most people.  Straight composite 
  ceramic armors generally come in two types of armor, large 
  
  82
  Armor
  Level
  Price
  EAC 
  Bonus
  KAC
  Bonus
  Armor 
  Check 
  Penalty
  Max
  Dex
  Speed 
  Adj
  Upgrade 
  Slots
  Special
  Armor 
  Type
  Bulk
  Sunburn
  Reflective 
  Vest
  1
  313
  3
  0
  0
  +6
  -
  0
  Light
  L
  Sunburn
  Reflective 
  Fiber Shirt
  1
  532
  3
  2
  -1
  +8
  -
  0
  Light
  L
  Last Chance
  Reflective Fiber 
  Armored Vest
  5
  6,800
  8
  7
  -2
  +5
  -
  1
  Light
  1
  Backstop Model 
  IX
  Ballistic Vest
  4
  2,900
  0
  10
  -3
  +5
  -5 ft
  2
  Does Not Provide 
  Protection versus 
  Melee
  Light
  1
  Backstop
  Ballistic Suit
  7
  3,700
  0
  12
  -4
  +4
  -10 ft
  3
  Does Not Provide 
  Protection versus 
  Melee
  Heavy
  2
  Springback
  Reflexive 
  Armor 
  Vest
  7
  10,100
  12
  12
  -5
  +4
  -5 ft
  2
  Does Not Provide 
  Protection versus 
  Melee
  Light
  L
  Springback
  Reflexive 
  Armor 
  Suit
  9
  17,200
  15
  15
  -6
  +3
  -5 ft
  3
  Does Not Provide 
  Protection versus 
  Melee
  Heavy
  1
  Barkstone
  Composite 
  Torso Suit
  12
  55,700
  17
  17
  -6
  +3
  -5 ft
  3
  Heavy
  2
  Barkstone
  Composite 
  Hardshell
  14
  230,400
  20
  20
  -7
  +2
  -10 ft
  4
  Heavy
  3
  Indomitable 
  Combat 
  Infantry 
  Armor
  15
  450,700
  25
  25
  -2
  +4
  -
  5
  +2 to Hit w/
  ranged,
  +4 to Perception, 
  Darkvision/Low-
  Light Vision 120ft,  
  Blind Sense 20 ft
  Heavy
  3
  GUARDIAN TECH POWERED ARMOR
  EAC Bonus 30
  KAC Bonus 30
  Speed 30ft
  Capacity 100
  Usage 1/minute
  Max Dex +6
  Armor Check Penalty
  Size Large (10ft reach)
  Weapon Slots 4
  Upgrade Slots 8
  Strength 32 (+11)
  Damage 3d10 B
  Level 18
  Price 1,296,588
  Bulk 30
  Special +4 to Hit w/ranged, +6 to Perception, 
  Darkvision/Low-Light Vision 120ft, Blind Sense 
  20 ft
  
  83
  solid single piece plates that wrap around a body or form a 
  solid block, and armors where the composite ceramics are 
  many small blocks on some sort of lattice, being more flex-
  ible and light weight than the former, but far less effective.  
  Composite ceramics are considered a must in any truly broad 
  spectrum armor, usually in at least several thin layers.  They 
  are heavily used in vehicle and starship armor, providing excel-
  lent protection for weight and are often cast as an integral part 
  of the vehicle or ship’s hull.
  Fiber: Fiber armor is an old and proven technology that has 
  been continuously improved since its inception; now using 
  materials far in advance of the ones originally used which 
  were based on derivatives from spider silk.  Relying on flexible 
  fibers wound together into a tight lattice, fiber armor provides 
  protection by dispersing the energy from projectile hits over a 
  wider area and thus removing much of their penetrative capa-
  bility.  Most fiber armors designed for nonconcealment, and 
  some that are, also have provisions for ceramic or metal inserts 
  to provide additional protection.  In current times a reflective 
  outer covering is often used to provide at least brief protection 
  against laser weapons as fiber is by itself completely ineffective 
  against lasers, simply melting.  Modern versions even provide 
  excellent protection against more mundane threats such as 
  blunt impacts, slashing, and stabbing.  In purely civilian appli-
  cations fiber armor is used in clothing and protective gear in 
  situations where abrasions and flying debris can be expected 
  to be encountered.  Fiber armor has proven popular as a low 
  profile light body armor that can be disguised as normal 
  clothing; but it is considered insufficient or ineffective against 
  many modern weapons which have the capability to simply 
  blow through its protection or bypass it entirely, and thus is 
  not used by proper militaries, though some militias unable to 
  obtain anything better use it as it is easy to produce even with 
  low levels of technology.  While it occupies the lowest level of 
  body armor protection in general use, fiber armor is likely to 
  continue to see use in one form or another for some time to 
  come due to its cheapness and easy production.
  Reactive Armor: Reactive armor is a type of vehicle 
  armor that reacts in some way to the impact of a weapon to 
  reduce the damage done to the vehicle being protected.  Most 
  often by detonating a small focused explosive charge outward 
  from the vehicle at impact.   It is most effective in protecting 
  against shaped charge style weapons.  Ineffective against other 
  types of attacks, reactive armor has largely fallen out of favor 
  in modern times as only the most unsophisticated militaries 
  rely on shaped charge warheads as a primary attacking system, 
  instead using HVM warheads against which reactive armor 
  is completely ineffective.  The exception is a developed form 
  of PreActive Armor which is typically laid in small strips or 
  blocks around a vehicle and responds to nearby motions that 
  meet certain criteria or manual commands by exploding in a 
  hail of supersonic balls or flechettes.  This is most commonly 
  used as an antipersonnel device to prevent anti-vehicle charges 
  being placed or any of the other forms of mischief infantry can 
  perform once inside the radius of a vehicle’s weapons.  
  Reflexive Armor: Reflexive armor is made up of what 
  is called non-Newtonian substances that when struck rather 
  than spread out instead contract at the point of impact, almost 
  instantaneously hardening from something flexible enough to 
  be used as clothing into a substance hard enough to stop high 
  speed weapon fire.  Ineffective against slower attacks, such as 
  those from melee weapons, and also useless against energy 
  weapons, reflexive armor is effective against all but the most 
  powerful projectile weapons, and its flexibility of use has made 
  it a very popular substance for moderate threat body armors, 
  as with a reflective covering it provides an effective defense 
  against nearly all civilian grade and some military grade 
  projectile and energy weapons.  It is often used in combination 
  with fiber armor to provide more complete protection without 
  increasing the overall weight by much.  Very popular as a form 
  of low profile protection in clothing, thicker layers of this are 
  also often used in security and law enforcement vehicles to 
  give the occupants some degree of protection from incoming 
  fire and to allow vehicles to be used as a form of mobile cover.
  Combat Infantry Armor: Combat Infantry Armor, 
  or CIA is considered unpowered armor even though it uses a 
  number of electronic components because it lacks the strength 
  boosting servos that are distinctive of true power armor.  
  Completely enclosed, allowing operation in variety of environ-
  ments, including deep space, the hallmark of CIA is its versa-
  tility, with the addition of easily attachable equipment a wearer 
  can be operating in hard vacuum, and within a few moments 
  be prepared to operate at extreme ocean depths under tremen-
  dous pressures.  Modern CIA is made up of multiple layers of 
  a variety of materials designed to provide protection against 
  all personnel weapons to at least some degree and provides its 
  wearer the ability to shrug off an amount of punishment that 
  in prior times was reserved for armored vehicles.  While it is 
  standard to provide this degree of protection from all direc-
  tions, many models have additional frontal protection in the 
  form of blocks of armored material along the limbs where 
  armor is necessarily thinner than that protecting vital areas.  
  The armored helmet often contains a medium range radio, full 
  sensor suite, miniature computer, and HUD, in fact, it is so 
  comprehensive that most individuals of most races are unable 
  to use it to full effect as the information overload is simply too 
  much to handle.  Sensors in the weapon holding appendages 
  are generally designed to link in with whatever weapon is at 
  hand to allow integrated targeting as well as monitoring of 
  weapon status.  More expensive models come equipped with 
  a surface capable of changing coloration and pattern either 
  manually or automatically to allow an additional measure of 
  camouflage.  Combined with inherent heat dispersion capabili-
  ties it can render the suit almost invisible once it’s broadcasting 
  electronics are shut down.  The most advanced models are 
  designed to run off of the wearer’s body heat and locomotion 
  for power, saving excess energy for future usage, and elimi-
  nating the need to recharge the CIA while allowing it and the 
  wearer to stay in the field indefinitely, the wearer ingesting 
  food and liquid through a special slot in the helmet that allows 
  for their passage while preventing the passage of dangerous 
  elements, usually through the use of specially designed 
  packages.  While not providing the protection or firepower 
  capabilities of powered armor, CIA is far cheaper to produce, 
  easier to maintain, and is ideal for long term deployment, not 
  needing the constant recharging of powered armor.  Because 
  of these qualities CIAs are far more common on the battlefield, 
  giving the average grunt a capable piece of hardware to wrap 
  around a body that is manifestly incapable of absorbing the 
  damage regularly dealt out on the modern battlefield while 
  greatly enhancing their combat effectiveness and ability to 
  coordinate as a cohesive unit.  So while powered armored may 
  provide a powerful striking force or defensive bulwark, it is 
  
  84
  CIA equipped infantry that does the bulk of the unglamorous 
  work in the modern military.
  Powered Armor: Powered armor is the pinnacle of 
  personal armor, more a small wrap around tank than body 
  armor, powered armor turns gives an individual soldier the 
  firepower equivalent of a heavy weapons platoon and the 
  survivability of a light tank.  A completely sealed environment, 
  powered armor normally comes standard with all the equip-
  ment to operate effectively in almost any combat environ-
  ment without modification.  Powered armor comes with an 
  even more comprehensive sensor suite than CIA and a more 
  powerful computer that can even operate the powered armor 
  to a limited degree should its operator become incapacitated.  
  Automatic targeting systems and stabilized weapons give 
  powered armor pinpoint accuracy out as far as LOS allows 
  in most circumstances, making them a dangerous threat at a 
  range lesser infantry are unable to match.  Between powered 
  servos that give the wearers the strength to punch through 
  even reinforced clasticrete and short term boosters embedded 
  at strategic points in the armor, powered armor has unparal-
  leled maneuverability, able to make massive leaps and run at 
  high speeds on the ground and maneuver freely in space.
  Powered armor can carry a variety of armaments, not 
  merely infantry weapons, but support weapons, making 
  them able to not only lay down devastating fields of fire on 
  the defense, but quickly bring it to bear on the enemy on the 
  attack.  Armor that can shrug off anything short of a direct 
  heavy plasma hit without undue harm makes powered armor 
  units the units of choice to form the core of any infantry force 
  on either the defense or offensive.  Few things are as terri-
  fying to be on the receiving end of as an assault spearheaded 
  by powered armor, whether it is assaulting a position, or 
  moving forward as a mobile reserve on the defense, even well 
  entrenched and supported CIA equipped infantry will be hard 
  pressed to hold against such opposition without heavy support 
  units.  The biggest disadvantage powered armor experiences, 
  aside from almost instantly receiving the complete and full 
  attention (as well as fire) of every enemy on the battlefield 
  is a relatively short operational span before it needs to be 
  recharged.  Under normal circumstances modern powered 
  armor can operate for several weeks at a time without needing 
  to fall back to recharge, but in heavy combat powered armor 
  rarely lasts for more than a few days of steady fighting before 
  needing to recharge.
  Best used as shock forces, powered armor even in small 
  numbers can quickly turn the tide of battle, being fast, mobile, 
  and a valid threat to anything else on the battlefield.  The 
  only thing preventing more widespread use is how hideously 
  expensive even a basic suit of this armor is to purchase and 
  maintain.
  Reflective Armor: Reflective armor is a cheap and 
  effective defense against laser weapons.  Simply a highly reflec-
  tive material designed to ablate away any heat that it cannot 
  directly reflect reflective armor is completely useless against 
  anything other than laser weapons which severely limits its 
  usefulness by itself, but it is generally lightweight enough to 
  easily put on over more substantial protection.  By its very 
  nature reflective armor only has a limited lifespan and even 
  the best is unlikely to stand up to more than a few shots in the 
  same area.  Not as effective as composite ceramics, reflective 
  armor is both far lighter, and far cheaper.
  Sunburn Reflective Vest:  A lightweight vest 
  made of highly reflective non-conductive material that provide 
  no protection other than against energy weapons.
  Sunburn Reflective Fiber Shirt: A shirt 
  made of densely woven non-conductive fibers covered with a 
  reflective layer that can help minimize the damage from weak 
  attacks.  Better than nothing but not by much.
  Last Chance Reflective Fiber Armored 
  Vest: A thick heavy vest that will provide adequate protec-
  tion against most threats made of densely woven fibers with 
  ceramic plates for added protection covered with a reflective 
  surface.
  Backstop Model IX Ballistic Vest: A fairly 
  lightweight vest that provides some basic protection against 
  projectile weapons with high density carbon fiber weave.
  Backstop Ballistic Suit: A reactive piece of armor 
  where the molecules lock together to form strong bonds at 
  extremely fast impacts covering the entire torso, this suit 
  provides significant protection against projectile weapons but 
  none at all against energy or melee weapons.
  Springback Reflexive Armor Vest: A vest 
  made of materials that react to high speed impacts by briefly 
  increasing its density at the point of contact.  With a refractive 
  underlayer this armor is solid protection against most forms 
  of ranged attack but provides no benefit against melee attacks.  
  This model is a longtime favorite of those expecting trouble 
  but hoping not to find it.
  
  85
  Springback Reflexive Armor Suit: A heavier 
  version of the Springback Reflexive Armor Vest this armor is a 
  full body suit to provide maximum possible ranged protection. 
  A popular model among the bodyguards of the wealthy and 
  influential due to it’s combination of low profile and adequate 
  protection.  Some versions may include advanced targeting 
  and vision systems.
  Barkstone Composite Torso Suit: A heavy 
  armor made up of several materials that can take substantial 
  damage from all attacks, it only covers the wearer’s torso and 
  head as a helmet is standard.  Some versions may include 
  advanced targeting and vision systems.
  Barkstone Composite Hardshell: The latest 
  in a well respected line from the Barkstone Armor Corpora-
  tion this is especially heavy armor that is designed to take a 
  beating, Composite Hardshell is a full body suit and provides 
  excellent protection. Some versions may include advanced 
  targeting and vision systems at additional cost.
  Indomitable Combat Infantry Armor: A top 
  of the line armor equipped with advanced sensors and miscel-
  laneous additional equipment designed to facilitate longterm 
  use even in hostile environments.  This is the armor of choice 
  for most professional militaries that can afford the price and is 
  the standard armor issued to Alliance Strikers.
  Guardian Tech Powered Armor:  A small 
  walking tank.  The finest armor available.  Guardian Tech 
  Powered Armor provides heavy protection at the cost of high 
  energy usage.  Guardian Tech Powered Armor can mount 
  up to two support weapons in addition to a melee and anti-
  personnel weapon.  Equipped with heavy computer support 
  to insure mastery of the battlefield this armor is not available 
  on the open market and currently only operated by Alliance 
  Strikers.
  Energy Defenses
  While the primary defense for people and vehicles 
  stretching back to the days when clothing was first worn was 
  armoring of some sort.  Cloth and leather eventually gave 
  way to metals of various types, which in turn led to ever more 
  complex composites.  However armor has always proven 
  expensive, heavy, and in need of regular replacement when 
  it sees use.  When nuclear weapons became commonplace 
  in space, the amount of armor needed for sufficient protec-
  tion was bad enough, but the advent of anti-matter weapons 
  rendered armor almost completely ineffective, as no amount of 
  armoring could withstand the energies involved.  
  The first steps towards a solution were tentative, structural 
  integrity fields had only recently come into being and initial 
  efforts were directed at strengthening them enough to grant 
  armor at least some degree of effectiveness against the more 
  powerful weapons that had evolved.  For a long time SIFs were 
  the only viable solution and it was not until the advent of prac-
  tical shields that combat saw a true revolution in defenses.
  Shields: A projected energy field that rides just outside 
  the skin of a starship or station, projected by special emit-
  ters, shields were first developed in local space by the United 
  Systems Alliance during the course of the Helix War.  Massive, 
  heavy, energy hogs, and only minimally effective, the first 
  generation of shields completely changed the balance of power 
  in the conflict once they entered widespread usage.  Where 
  before in a battle between ships of relatively equal power, the 
  first to score a hit gained a decisive advantage as weapons 
  and sensors were wiped away even if the hull remained 
  relatively undamaged due to SIFs; shielding meant that ships 
  could survive even multiple hits by anti-matter weapons and 
  continue fighting at full efficiency, it removed much of the 
  advantage offered by a lucky first hit, and when a shielded ship 
  faced an unshielded ship, unless there was a massive disparity 
  in firepower the end results were almost inevitable.
  Shield technology has continued to evolved steadily, with 
  the Alliance and the Sagaren Collective currently holding 
  a strong lead over other powers in the region.  Many of the 
  smaller or less sophisticated powers still lack shields, and even 
  many others have only the first generation of shielding, lacking 
  the miniaturized power plants needed for the most powerful 
  versions.  
  Recent versions have even proven small enough to begin 
  fitting to strike craft, granting these small vessels a resilience 
  that has greatly increased their deadliness, though a hit from 
  a larger shipboard weapon is still enough to destroy one 
  outright.
  In response to the evolution of shielding many militaries are 
  either attempting to pack the largest possible missile arma-
  ment into their ships in order to insure that enough can break 
  through a ship’s other defenses to bring down its shields, or, 
  they have shifted towards a heavy energy armament and use 
  tactics that involve getting close enough to overwhelm a ship’s 
  shields with heavy and constant energy weapon fire.
  Structural Integrity Fields: Structural 
  integrity fields, known universally as SIFs, are critical to space 
  travel; an energy field that lays just under the surface of a ship’s 
  hull, it reinforces the natural bonds between molecules and 
  allows the hull of a starship or vehicle to withstand forces that 
  otherwise would easily snap it.  Until the advent of shields, 
  along with armor, SIFs were a ship’s primary defense, the more 
  powerful ones on warships even able to minimize the damage 
  from anti-matter warheads for a time.  Heavy military vehicles 
  such as main battle tanks use much weaker SIFs (but still very 
  powerful for ground based technology) for additional protec-
  tion, making them all but immune to light weapons that could 
  otherwise rip through even their heavy armor.
  
  86
  WEAPONS TECHNOLOGY
  Weapons abound in the Starsea Universe, in all kinds, 
  types, and sizes.  While many are very highly advanced, using 
  complex technologies, others are very basic, little changed 
  from the original designs tens of thousands of years old.  
  Carried by hand, mounted on vehicles or starships, it is the use 
  of weapons that in the end decides the course of the galaxy.  
  While there are nearly as many ways to kill a person as there 
  are people, and exotic weapons are not unknown, here will 
  only be covered in brief some examples of the most common 
  forms of weaponry found in the Starsea Universe.
  Shipboard
  Shipboard weapons are, by their definition, the heaviest 
  weapons one will generally find in the Starsea Universe, the 
  smallest of them equal in power to the most powerful ground 
  based systems.  Though normally only brought to bear against 
  other starcraft and similar targets, on those occasions they 
  are employed against ground based targets the effect is almost 
  universally devastating.
  Most starships that carry weaponry rely heavily on turrets 
  to grant the largest possible firing arcs for its available 
  weapons.  However turrets require a fair amount of space and 
  the weapons a ship can mount in a turret are generally smaller 
  than those it could mount in a fixed position.
  Fixed mounts are weapons that have very limited firing arcs, 
  often no more than enough to allow some minor adjustments 
  to assist in targeting.  They weigh considerably less and take 
  up less space than turret weapons of similar size and power, 
  but by their nature require maneuvering the ship to aim them 
  at the target.  Because of this, most fixed mounts are emplaced 
  in the forward arc of the ship and are generally the largest and 
  most powerful weapons aboard, allowing a ship to close with 
  an opponent while subjecting it to heavy fire. 
  Even more powerful than simple fixed mounts or turrets, 
  some larger warships have weapons that are literally built 
  as part of the ship.  Generally aligned with the centerline of 
  the vessel, these massive weapons are aimed by moving the 
  entire vessel, but are many times more powerful than anything 
  else that can be carried, some capital ships even carry entire 
  batteries of these weapons that can often completely destroy 
  any smaller vessel that cannot stay out of their extremely 
  limited arcs of fire. 
  ENERGY WEAPONS
  The most common form of weapon found in space, energy 
  weapons are widely employed due to their versatility, efficiency, 
  cheapness, reliability, and ability to function as long as power is 
  available without having to take up space storing ammunition.
  Lasers: A standard in space since the earliest days when 
  relatively powerful energy plants became available, lasers are 
  still the weapon most encountered in space.  Considered a near 
  perfect balance between energy usage, range, power, and accu-
  racy they are used both defensively and offensively and range 
  from the small rapid fire weapons found on starfighters to the 
  massive cannon that equip capital ships and can crush shields 
  and armor.  Most are designed to be able to switch between 
  different frequencies, from visible light to X-Ray, penetrative 
  capability and range in vacuum increasing as its range in atmo-
  sphere decreases. 
  PULSE
  Pulse lasers tend to come in two different types, either 
  gatling style barrels or single barrels designed for rapid 
  cooling, effectively though they both achieve the same effect, 
  a large number of relatively weak laser shots in a short space 
  of time.  Not generally effective against anything bigger than 
  strike craft and gunboats, or in the larger incarnations, escort 
  vessels, they are normally used as either the primary weapons 
  of strike craft, or as defensive weapons on starships, often with 
  multiple weapons mounted in single turrets.  There are some 
  especially large variants of this weapon, but much past the size 
  of a medium laser they tend to become increasingly less effec-
  tive due to their size and energy requirements.
  STANDARD
  Standard lasers are slower to fire than pulse lasers, but 
  fire more powerful beams over greater distances.  They often 
  comprise the main armament of smaller warships and even the 
  heaviest warships carry extensive batteries of laser cannon for 
  both defense and offense.  The heaviest laser cannon are formi-
  dable weapons with great range and accuracy and can literally 
  hole smaller craft clean through.
  EMP CANNON
  Duplicating the electromagnetic pulse effects of a nuclear 
  burst, EMP cannon do not inflict physical damage on their 
  targets, but rather destroy electronics through massive power 
  surges.  While most spacecraft are shielded against just such 
  effects, if only to protect against natural sources of electromag-
  netic radiation that can cripple a ship otherwise, even military 
  grade shielding can only be considered partially effective 
  against the concentrated effects of an EMP cannon.  Shorter 
  ranged and less versatile than laser weapons, EMP cannon are 
  generally only carried in relatively small numbers by larger 
  warships.  Additionally, while shields protect fully against the 
  damaging effects of EMP cannon, incoming EMP fire still 
  places a strain on them like any other weapon.
  PARTICLE CANNON
  Firing charged particles at near light speed velocities 
  particle cannon are some of the most destructive weapons 
  normally available to a starship.  Mass and energy intensive, 
  even the largest warships only carry a limited number of these 
  weapons.  Another disadvantage is the relatively limited range 
  at which they are effective.  However their ability to shred both 
  shields and armor make them a potent weapon and smaller 
  ships that are willing to sacrifice the space and power required 
  to operate these weapons can often inflict significant damage 
  even to far larger ships if they can get in close enough to use 
  them.
  GRAVIC SINGULARITY CANNON
  A weapon that defines the word unstoppable, developed 
  towards the end of the Helix War by the United Systems 
  Alliance it effectively channels the entire energy output of a 
  starship through a temporary gravic anomaly into a focused 
  intense beam of destruction that can core even a fully shielded 
  warship from bow to stern.  A GSC is so massive and complex 
  that any ship equipped with it practically has to be built 
  around the weapon, generally nothing smaller than a battlec-
  ruiser is capable of mounting one of these behemoths.  Until 
  recently only a single shot could be fired in any reasonable 
  amount of time due to power and cooling requirements, recent 
  
  87
  technology exchanges have resulted in the development of 
  newer versions that can fire twice in quick succession.  So 
  far the Alliance has managed to keep the knowledge of these 
  weapons a closely guarded secret and has gone to extreme 
  lengths to insure that this technology does not fall into other 
  hands.  
  MISSILES
  Missiles are major components of almost any space battle, 
  though mass and volume intensive, and far less likely to strike 
  a target than an energy weapon, they carry the corresponding 
  advantages of a greater effective range than any other weapon 
  available, being able to carry a variety of payloads, and finally, 
  of either singly or in groups delivering a great deal of power 
  in a very short space of time.  The larger the ship, the larger 
  the missiles it can launch, and the difference between one 
  launched by a destroyer and one launched by a battleship is 
  significant.  Strike craft, when not carrying advanced chemical 
  warhead missiles to use against each other tend to use smaller, 
  somewhat less capable versions of those used by full sized 
  warships.
  STANDARD
  Standard shipboard missiles are typically armed with 
  powerful warheads designed to explode on contact with a 
  target, or proximity detonation in order to destroy or disable 
  nearby fighters or missiles.  In addition to complex targeting 
  systems and ECCM systems, modern frontline missiles usually 
  incorporate at least some level of stealth technology to better 
  help them elude detection and defensive fire from their targets.
  There are few proper warships that do not mount at least 
  some missile armament due to the range and flexibility it 
  offers.  Even smaller warships often carry light missile arma-
  ments as it gives them a good chance of being able to inflict 
  significant damage on even a heavier opponent when working 
  together given some luck, whereas a heavier ship can often 
  successfully engage a number of smaller vessels if it should 
  come down to a fight within energy range due to the disparity 
  in power available.
  JAMMERS
  One payload for standard missile bodies is a complex 
  jamming system designed to blind a target’s defensive systems 
  with large amounts of constantly changing electronic static, 
  thereby granting an increased chance for accompanying 
  warheads to slip through an opponent’s active defenses.
  DOPPELGANGERS
  Often used in concert with Jammers, Doppelgangers try and 
  overwhelm an opponent’s defenses not by scrambling an oppo-
  nent’s sensors, but rather by presenting the image of a dozen or 
  more missiles, forcing an opponent’s defenses to deal with the 
  false targets as well as the actual threats.
  GAUSS WEAPONS
  Some of the earliest weapons in space were simple devel-
  opments or modifications of old style chemically powered 
  projectile weapons.  Inefficient, slow, and hard to use effec-
  tively against mobile targets, they were soon replaced with a 
  new generation of weapons with which the only thing they had 
  in common was that they fired solid projectiles.  
  Early railguns were mass and power hogs, still with limited 
  utility against maneuvering targets at any real range, but their 
  speed was sufficiently high enough that the targets of the time 
  were almost guaranteed to suffer severe damage simply from 
  the kinetic energy of even a small projectile traveling at near 
  lightspeed.
  As defenses improved so did the weaponry and modern 
  day railguns, generally referred to as gauss weapons, are more 
  powerful as well as more energy and mass efficient than their 
  predecessors.  While rarely the primary weapons of a starship, 
  gauss weapons will continue to find use for the foreseeable 
  future as secondary weapons in both the defensive and offen-
  sive role.
  RAIL-CANNON
  The spiritual successors to the chain guns and gatling 
  cannon of ages past, rail-cannon tend to be small caliber 
  short ranged weapons that can lay down a literal hail of near 
  lightspeed fire in the path of attacking strike craft or missiles.  
  While lacking the range and accuracy of small pulse lasers, 
  and requiring an actual ammunition supply, their far smaller 
  energy requirements and much higher rate of fire make 
  them popular choices as secondary defensive weapons where 
  power requirements would otherwise prevent weapons being 
  installed.  A solid burst is generally enough to tear apart even a 
  well shielded and armored strike craft, however even concen-
  trated fire at close range is unlikely to penetrate the hull of 
  anything other than the smallest starships, though they can 
  sweep away many exposed systems. 
  GRAVIC SINGULARITY CANNON
  Super Capital Direct Fire Emplacement 
  Build Points: 220 Single Shot, 540 Double Shot (Includes the cost of adding 1 Super Capital Emplacement)
  Range: Very Long
  Damage: Equal to ship’s PCU
  Special: Line
  Note: A Gravic Singularity Cannon cannot be retrofitted to a design and must be included in the original ship construction.  A GSC can 
  only be installed on a Gargantuan or larger vessel which must have at least 1000 PCU and it must be installed in the forward firing arc.
  The GSC takes five rounds to charge, during which no other system can be active and it fires with a -10 to hit.  It can only be fired at 
  Gargantuan or larger targets.  After being fired either once or twice depending on the model, the cannon takes five hours to cool and 
  recharge.
  
  88
  MASS DRIVERS
  The largest of gauss weapons, mass drivers hurl large 
  projectiles at appreciable fractions of lightspeed.  Typically too 
  slow and clumsy to be used on other starships, they can prove 
  very effective against space stations and habitats as well as 
  remote defense systems at ranges beyond which the defenders 
  can reply.  On those occasions they’re turned against ground 
  targets the effects are nightmarish, with even a small shot 
  packing the power of a nuclear explosion, though without the 
  resultant radiation.  Large batteries of these weapons are often 
  carried on ship specially designed for ground support and 
  system assault operations.
  Strike Craft Weapons
  Strike craft weapons are generally much the same as their 
  shipboard counterparts, but much reduced in size.  Effec-
  tive against similar sized craft, skill or large numbers are 
  needed to use these weapons effectively against full sized 
  warships.  Larger strike craft can often carry a small number 
  of full sized missiles just as capable as those launched by 
  warships, but against other strike craft carry smaller, faster, and 
  more maneuverable missiles armed with powerful chemical 
  warheads as anti-matter or even nuclear warheads are too 
  powerful to use in the close range dogfights they often engage 
  in.
  With squadrons and wings linked together by complex 
  computer systems a well organized strike craft force operates 
  more like a single well dispersed entity that can prove a threat 
  to even the largest opponent.
  *More information on Starship Weapons and Equipment 
  can be found in the Starship’s Chapter.
  GROUNDSIDE
  Weapons employed by infantry and planetary bound 
  vehicles and installations are universally smaller than those 
  mounted on starships, but for the uses to which they are put 
  they are quite effective when properly employed.  Even more 
  than in space, the number and types of weaponry available 
  is staggering, so only a brief overview of the more common 
  weapon technologies used will be covered here.
  NEW WEAPONS
  Power Blade: Power blades come in a variety of sizes, 
  from small units little bigger than a knife to full sized indus-
  trial units that can slice through even heavily armored starship 
  hulls.  Specially treated monomolecular blades that remain 
  recessed in a housing until a charge is put through them 
  causing them to straighten and extend, after which what is 
  effectively a variant on an SIF provides a energy blade capable 
  of slicing through almost anything not protected by an energy 
  field with little effort.
  Designed as a tool, it is also a viable weapon once combat 
  becomes hand to hand.  In most properly equipped military 
  units a two foot power blade will be issued to every member 
  of a ground unit, not just as a weapon, but for the versatility 
  as a tool it offers for felling trees, cutting rock, slicing open 
  armored bunkers or vehicles and basically combining the best 
  aspects of a machete and a chainsaw in a lightweight compact 
  package little larger than a small flashlight.
  Vibro Blades: Vibro blades are cutting implements 
  relying on a rapid microvibration to slice through many mate-
  rials, they have largely been replaced by monomolecular blades 
  and power blades.  Used in a variety of industrial, medical, and 
  commercial endeavors as well as in bladed weapons.
  Monomolecular Blades: Monomolecular blades 
  are cutting implements whose edge has been sharpened down 
  to a single molecule, granting them the ability to slice through 
  a variety of materials but leaving them vulnerable to frac-
  turing.  Most commonly used in modern times for medical 
  instruments, they have been replaced in most other applica-
  tions by power blades.
  GAUSS
  Gauss weapons are some of the most common ground 
  weapons in existence, with the ability to change the power, 
  speed, and distance of any given shot with little more than the 
  turning of a dial, relatively low power consumption, a high 
  rate of fire, low weight of ammunition, and incredible hitting 
  power, Gauss weapons range from rifles up to massive tank 
  mounted weapons that can core through most of a moun-
  tainside.  At maximum power the projectiles fired by these 
  weapons do not so much penetrate as explode on contact 
  with great force.  Because of the size needed by the anti-recoil 
  equipment anything smaller than a rifle has so far proven 
  impractical.
  Blacklake Primary Infantry Arm: Seen 
  as the standard by which all other modern guass rifles are 
  compared, the Blacklake may not be the most high tech rifle 
  in existence, but it’s durability, effectiveness, versatility, and 
  ability to be customized have made it the mainstay of not just 
  the Alliance military but practically anyone else looking for a 
  solid well priced infantry weapon.  Firing 5mm rounds capable 
  of being accelerated to almost a tenth the speed of light by a 
  magnetic field, not even modern powered armor is completely 
  immune to a lucky or particularly well aimed shot.  A recla-
  mation field that absorbs excess energy both reduces recoil to 
  a manageable level and allows for a couple of thousand full 
  powered shots off a standard power pack before switching 
  out is necessary, plus the size of the ammunition means that a 
  single magazine can hold over ten thousand rounds.  A partial 
  dampening field reduces the recoil to levels manageable for 
  most species and greatly improves accuracy.  Dials for speed of 
  the shot and number of rounds per pull of the trigger provide 
  for very fine control.  The grips are designed for full interfacing 
  with most combat suit models allowing for pinpoint accuracy 
  and monitoring of vital information on a standard helmet 
  HUD.  Accessory rails allow for the use of a variety of attach-
  ments, a grenade launcher currently being the most common 
  and popular, though scopes, laser sights, and other additions 
  are commonly added by those lacking the imaging capabili-
  ties of a combat suit.  These weapons have repeatedly been put 
  through conditions that would and has rendered other models 
  to little more than expensive junk and continued to remain 
  functional.
  Kalrane RockStorm: The RockStorm is a heavy 
  support weapon firing 1cm rounds from ammunition 
  containers allowing much longer and more accurate auto-
  matic fire than is available from a guass rifle while impacting 
  with much greater force.  If given enough time (a rare occur-
  rence in combat) it can even chew its way through the thick 
  armor on many heavier vehicles and is a serious threat to 
  lighter machines while it is a nightmare for powered armor.  
  With enough recoil that it can only be fired by a powersuit if 
  
  89
  mounted as an integral weapon, it is normally placed on either 
  a tripod or mounted on a vehicle where it can even prove a 
  threat to air support craft when controlled electronically.  A 
  mainstay of Alliance Striker support teams the RockStorm is 
  a deadly defensive weapon and only a few of these can stop 
  anything short of a full and well supported assault when prop-
  erly emplaced.  When firing at its maximum rate, almost only 
  ever used when a position is in immanent danger of being 
  overrun due to the extreme wear this places on its compo-
  nents, it has proven to be less an automatic weapon than a 
  directed wall of death and has been largely credited with 
  stopping innumerous Gener charges during the war that had 
  managed to reach a defensive line in spite of everything else 
  that could be brought to bear.  Its largest disadvantages are a 
  voracious appetite for ammunition during heavy combat and a 
  tendency for inexperienced users to burn out barrels through 
  excessively long (and typically unnecessary) bursts, at times 
  resulting in explosive failure. 
  The RockStorm is currently unavailable to the civilian 
  market as Kalrane Industries has focused almost its entire 
  production efforts of this weapon to supplying the needs of the 
  Alliance military and this shows no signs of changing in the 
  apparent future.  A model for similar weapons, the RockStar is 
  battletested and unlikely to be surpassed anytime soon.  
  Legion Heavy Assault Cannon: This 4cm rapid 
  fire weapon is the standard secondary weapon for Alliance 
  heavy armor and the primary weapon of its APCs.  While 
  nowhere near as powerful as the far heavier main weapons of 
  battle tanks, it is very effective in its role as an anti-infantry 
  and light armor weapon as well as providing somewhat effec-
  tive air and artillery defense.  Capable of several hundred 
  rounds a second the Legion is well known for leaving a trail of 
  destruction in its wake and in many cases is more feared than 
  even its larger brethren.
  The large number of vehicles the Legion is mounted on 
  testifies to its effectiveness and versatility in its different 
  roles.  When employed en masse they are capable of clearing 
  a battlefield without any other assistance and are well liked by 
  the infantry they are typically deployed in support of.  Fast and 
  accurate, with enough punch to be a threat to a wide range of 
  targets, the Legion is the weapon of choice for smaller vehicles 
  and many light tanks.  Employed in batteries it is even capable 
  of chewing through thick armor given enough time, and at 
  least one successful vehicle based around this concept has seen 
  employment.
  15cm Multi-purpose Gauss Cannon: Repre-
  sentative of a variety of similar models, the 15cm MGC is a 
  versatile and well proven weapons system most commonly 
  found on the Alliance’s Ground Stalker main battle tank.  
  While it gives up something in actual penetrative power, 
  in return it has gained a flexibility and reliability that have 
  seen it through more than three centuries of effective service 
  with only minor changes.  At maximum power it is still quite 
  capable of penetrating reliably the defenses of any opponent 
  that might be encountered, while at lower powers it is capable 
  of lobbing rounds containing HE, chemicals, or even anti-
  matter in an arc, granting it an indirect fire capability that 
  many purely anti-armor cannon lack.  Requiring a fusion 
  reactor to provide the necessary power, the 15cm MGC is 
  capable of a rapid rate of fire for as long as its ready supply of 
  ammunition lasts, and has on rare occasion been know to fire 
  up until the barrel itself melted down before failing, but more 
  typically it is used as a precision tool with a high first shot kill 
  ratio.  Its size and its high power requirements means nothing 
  short of a tank can move and use it effectively; though on 
  occasions it has been used in fixed emplacements to support 
  other systems or in various models of tank destroyers, a role in 
  which it has proven very deadly.  Considered by many a near 
  perfect combination of attributes the 15cm MGC can expect to 
  see many more long years of service ahead of it.
  LASER
  An old and proven technology, laser weapons were used 
  mounted in starships and on vehicles long before they became 
  practical personal weapons.  Once the constraints of a compact 
  power source and sufficient cooling were overcome lasers 
  became the standard personnel weapons until the advent 
  of easily portable guass weaponry.  Even now though while 
  gauss weapons may generally be preferred for larger weapons, 
  sidearms are still almost exclusively laser weapons.  Even 
  in rifles and carbines lasers continue to find a place in cases 
  where penetrative power is less important than reliability and 
  ease of maintenance.  The biggest disadvantage to a laser is that 
  unless a beam can be held steady on a single point its penetra-
  tive power is below that of even older fashioned projectile 
  weapons, and far below that of guass weapons.  A lesser 
  disadvantage is a loss of power over distance, something that 
  increases exponentially in the presence of particulate in the 
  atmosphere.  Overcoming these disadvantages in most cases 
  though is the ability to adjust the beam to uses ranging from a 
  cutting beam, to a flashlight/spotlight, signal light, and igniter.  
  Best described as jacks of all trades, masters of none, laser 
  
  90
  BASIC MELEE WEAPONS
  Melee
  Weapons
  Level
  Price
  Dmg 
  (Small)
  Dmg (Medium)
  Critical
  Bulk
  Special
  Vibro Knife
  2
  6,000
  2d4 S
  2d6 S
  x3
  L
  Ignores EAC/KAC 5
  Monomolecular Blade
  7
  12,000
  3d4 S
  3d6 S
  x4
  L
  Ignores EAC/KAC 10
  Power Blade
  10
  45,000
  2d10 S
  2d12 S
  X5
  L
  Ignores EAC/KAC 20
  SMALL ARMS
  Small 
  Arms
  Level
  Price
  Dmg 
  (Single)
  Dmg 
  (Burst)
  Dmg
  (Automatic)
  Critical
  Capacity
  Range
  Usage
  Bulk
  Special
  High 
  Star 
  Police 
  Special
  6
  4,000
  2d8 F
  -
  -
  x2
  20
  80
  1 (S)
  L
  1d4 Burn
  Gauss 
  Pistol
  12
  50,440
  6d8 P
  -
  -
  18-20x4
  12
  60
  1 (S)
  1
  Minimum Str 
  20 to wield, -4 
  to hit penalty, 
  no more than 
  one shot per 
  round.
  Knockdown.
  LONG ARMS
  Long 
  Arms
  Level
  Price
  Dmg 
  (Single)
  Dmg 
  (Burst)
  Dmg
  (Automatic)
  Critical
  Capacity
  Range
  Usage
  Bulk
  Special
  Right 
  Heart 
  Sporting 
  Carbine
  12
  28,830
  3d8 F
  5d8 F
  7d8 F
  x2
  50
  110
  1 (S)
  3 (B)
  10 (A)
  1
  3d8 Burn
  Black-
  lake 
  Primary 
  Infantry 
  Rifle
  13
  55,650
  5d8 P
  10d8 
  P
  15d8 P
  19-20x3
  500
  100
  1 (S)
  10 (B)
  50 (A)
  2
  Can be fired 
  at emer-
  gency auto, 
  requiring all 
  targets in a 
  100ft cone to 
  make a reflex 
  save DC 15 
  or take full 
  damage.  
  This empties 
  the weapon 
  and gives it 
  the Broken 
  condition.
  
  91
  HEAVY WEAPONS
  Heavy 
  Weapons
  Level
  Price
  Dmg 
  (Single)
  Dmg 
  (Burst)
  Dmg
  (Automatic)
  Critical
  Capacity
  Range
  Usage
  Bulk
  Special
  Kalarane 
  Rockstorm
  16
  105,860
  6d8 P
  12d8 
  P
  18d8 P
  18-20x4
  2000
  150
  1 (S)
  25 (B)
  100 
  (A)
  3
  Automatic
  Fireplume 
  Shortarm
  10
  53,620
  6d8x2 
  F
  -
  -
  16-20x5
  3
  150
  1 (S)
  3
  Inflicts 3d8 
  points of 
  damage in 
  10ft radius 
  around 
  user.
  Applies 1d8 
  Burning 
  damage 
  for 1d4 
  rounds.
  Novawave 
  Fieldarm
  14
  135,870
  6d8x2 
  F
  6d8x4
  F
  -
  16-20x5
  25
  200
  1 (S)
  5 (B)
  3
  Inflicts 3d8 
  points of 
  damage in 
  10ft radius 
  around 
  user.
  Applies 1d8 
  Burning 
  damage 
  for 1d4 
  rounds.
  KISS HVM
  12
  87,390
  8d6x2
  -
  -
  18-20x6
  1
  500
  1 (S)
  2
  Ignores 40 
  KAC
  Marlin 
  Industries 
  Support 
  Laser
  10
  64,760
  4d8
  8d8
  12d8
  x2
  500
  300
  1 (S)
  5 (B)
  20 (A)
  3
  Burn 4d4
  VEHICLE MOUNTED WEAPONS
  Vehicle Mounted (Direct Fire)
  Dmg
  Critical
  Capacity
  Range
  Special
  Legion Heavy Assault Cannon
  5d10x2
  x3
  -
  2,000
  -
  15 cm Multi-Purpose Gauss 
  Cannon
  See Special
  x5
  -
  4,000
  5d10x5 20ft radius, or 7d10x5
  Higilth Arclight Vehicle Laser
  3d10x2
  x2
  -
  1,500
  Burn 2d10
  INDIRECT FIRE WEAPONS
  Indirect Fire Weapons
  Dmg
  Capacity
  Range
  Special
  75 mm Automatic Infantry Mortar
  Special
  3
  1,000
  Explode (HE) 7d8 P 50ft Burst, DC 15 Reflex Save for 
  half
  Varied by other ammunition types.
  125mm Roaring Thunder Mobile 
  Light Artillery
  Special
  10
  2,000
  Explode (HE) 15d8 100ft Burst, DC 20 Reflex Save for 
  half.  Varied by other ammunition types.
  380mm Ragnarok Fire Superiority 
  System
  Special
  1
  Continental
  Explode (HE) 20d20 200ft Burst, DC 30 Reflex save for 
  half.
  
  92
  weapons are popular and widespread and look to continue to 
  be for the foreseeable future.
  Highstar Police Special: While not the most 
  powerful laser pistol in existence, the Highstar is widely used 
  by police and security agencies throughout the known galaxy 
  as well as being a popular civilian sidearm.  A semiautomatic, 
  the Highstar lacks many of the features integral to higher 
  priced pistols, but still remains a useful multi-tool with vari-
  able beam strength and spread.  One feature well liked by 
  security, police, and citizens alike is a sensor built into the grip 
  that can be programmed to only allow the gun to fire when 
  one of the authorized wielders grasps it.  Capable of firing 
  several hundred shots at standard power the Highstar can 
  burn through light armor plating when wielded as a cutter and 
  retains the punch to remain a threat to a person wearing many 
  of the civilian models of body armor available.  Relatively 
  cheap and reliable, the Highstar may not excel in any partic-
  ular area but it remains a popular model nonetheless.
  Rightheart Sporting Carbine: Designed specif-
  ically for civilian use on worlds where wildlife can be a signifi-
  cant threat and maintenance facilities are likely to be primitive, 
  the Rightheart has proven a compact, reliable, and flexible 
  sporting arm.  In many ways the Rightheart is overpowered, 
  relying on brute force in place of much of the sophistication 
  used by other designs.  Accurate, and with a scope, able to pack 
  a punch even at seven hundred yards distance the Rightheart 
  is a firm choice for sportsmen, frontier law enforcement, and 
  those spending a good deal of time in the wilderness.  Capable 
  of semi-automatic, sustained, burst, and fully automatic fire it 
  has proven its worth time and again against threats large and 
  small.  Its greatest disadvantage is the comparatively limited 
  number of shots it provides due to the high power used.  The 
  variety of power and shot duration settings also makes it a 
  useful tool in many situations.  It has in addition become a 
  popular model among some planetary militias who find it an 
  easy to maintain alternative to many military weapons.
  Marlin Industries Support Laser: In a 
  galaxy where gauss weapons have come to predominate in 
  the support role the MISL has managed to carve out a niche 
  for itself as a lightweight squad support weapon.  Capable of 
  accepting standard powerpacks, its heavy duty cooling sleeve 
  allows for much longer periods of fire than previous light-
  weight laser support weapons.  While not packing the punch of 
  a gauss rifle, the sheer volume of fire it can lay down for short 
  periods of time has proven it to be an effective support weapon 
  and when set to continuous fire can burn through things that 
  even concentrated gauss rifle fire cannot break through.  Its 
  primary drawback is the sheer number of powerpacks that 
  need to be carried to allow prolonged usage, though there are 
  
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  provisions for connection to the larger power supplies used 
  by most semi-fixed support weapons or even to a powergrid if 
  available and operational.
  Higilth Arclight Vehicle Laser: Considered 
  an acceptable alternative to heavy guass weapons where space 
  and power are restricted the Arclight is at best a moder-
  ately effective weapon by modern standards, only somewhat 
  making up for this by being easily mountable on a variety of 
  vehicles.  The Arclight is most common among second rate 
  militaries and militias mounted on a variety of chassis in roles 
  as widespread as infantry support and air defense.  Nearing 
  total obsolescence the Arclight is one of the last of its kind, 
  where once lasers ruled the planetside battlefield, they are now 
  steadily being replaced by newer generations of guass weapons 
  that are growing ever smaller and more efficient.  Despite this, 
  the Arclight is not a weapon to scorn and properly employed 
  remains a viable threat on the battlefield to even a modern 
  force that fails to give it the respect it deserves.  Needing to 
  maintain pinpoint fire for several seconds to pierce modern 
  heavy armor, the Arclight can still quickly cut through the 
  armor on lighter vehicles and pose a significant threat to 
  even modern aerial support when employed in batteries.  
  Employed against infantry or emplaced structures this invis-
  ible beam of heat can prove a terror as it leaps from soldier to 
  soldier, striking them down or forcing them to watch as their 
  metal or clasticrete protection heats up before collapsing in a 
  consuming flame.
  Though faced with all the usual limitations of a laser 
  weapon, the Arclight is a very reasonably priced weapon that 
  is easily available and in any application other than a modern 
  conflict can still acquit itself very well.  This makes it a favorite 
  among explorers who are looking for something heavier in the 
  way of firepower than infantry weapons but still light enough 
  to mount on a relatively small vehicle. 
  PLASMA
  Plasma weapons operate on the principle of generating 
  short lived superheated plasma and wrapping it in a magnetic 
  field to hold it relatively stable before ejection at a target.  
  The rapid deterioration of the magnetic field resulting in the 
  rapid cooling and diffusion of the plasma is the reason that 
  plasma weapons are so short ranged as no reliable method 
  of extending the duration of the magnetic field outside the 
  firing chambers has been yet developed.  Despite this, plasma 
  weapons are a terrifying weapon to face on the battlefield due 
  to their superheated nature and ability to burn through even 
  thick armor and incinerate those within.  Its splash effect when 
  it hits something makes even a near miss extremely dangerous.  
  It was in just such an incident that the Alliance hero Matthew 
  Angel lost his right arm and eye despite his CIA during the 
  heated battle on Oglone Defense Station IV.
  Often not practical for starships or vehicles because of 
  their extremely short range, infantry find them useful for 
  defense against vehicles, emplacements, and to a lesser degree 
  personnel.  Where plasma weapons truly excel though is as a 
  counter to powered armor, giving the infantryman in simple 
  combat armor the ability to counter what is effectively a 
  small armored vehicle.  While powerful, plasma weapons are 
  exclusively support weapons, even the smallest having to be 
  wielded as over the shoulder weapons by anyone not wearing 
  powered armor.  They also have a number of disadvantages 
  aside from their size and weight.  The heat they produce upon 
  firing is potentially lethal to someone wearing less than a 
  fully sealed combat suit for a significant radius around the 
  firer.  Range at best is measured in tens of meters for shoulder 
  weapons and no more than a couple of hundred for mounted 
  weapons. Plasma weapons are also massive energy hogs, 
  needing reloading of power packs every few shots.  Lastly 
  they are prone to breakdowns and are highly maintenance 
  intensive.  On the upside even a single plasma shot is usually 
  enough to at least disable a suit of power armor or light 
  vehicle, and repeated well aimed shots are theoretically capable 
  of damaging even a battle tank.
  Fireplume Shortarm Support Device: A 
  older model plasma cannon, the Fireplume is most commonly 
  found among those who can’t afford better and it is not 
  uncommon to find one in the hands of pirates or shippers out 
  on the frontiers.  Slow to fire, and unable to fire more than 
  three shots before needing to reload, it is still quite capable of 
  burning through bulkheads or armored airlock doors, much 
  less people and can prove a nasty surprise to those on the 
  receiving end.  Unfortunately many of those who manage to 
  acquire one of these weapons lack the training necessary to 
  use them, and attempting to emulate the characters seen in 
  popular media have severely injured or killed both themselves 
  and those around them.
  Novawave Fieldarm: A heavy tripod mounted 
  plasma cannon, the Novawave is the latest incarnation of a 
  long and venerable line of heavy support weapons favored by 
  the Alliance military.  A top of the line model the latest version 
  of the Novawave is more powerful, efficient, reliable, and has 
  a slightly better range than its predecessor.  Capable of near 
  semi-automatic fire and when attached to the normal power 
  pack it can fire more than twenty shots before needing to 
  switch out, making it a threat even to heavily armored vehicles 
  and lethal to even significant numbers of power armor.  An 
  additional feature is the ability to be used to full effect without 
  a tripod by soldiers in power armor without any modifications, 
  a major advantage over many other models.
  Already having seen extensive use towards the end of 
  the Helix War and receiving high marks from its users the 
  Novawave’s market share continues to steadily improve along 
  with its reputation.    
  HYPERVELOCITY MISSILES
  With the ever growing efficiency of defenses, increasing 
  speed of hostile vehicles, and the growing inability of standard 
  chemical boosters and warheads to provide the needed perfor-
  mance at sizes useful to soldiers on the ground, increasingly 
  infantry, and to a lesser degree vehicles with a secondary anti-
  armor capability, found themselves unable to effectively engage 
  armor at any range successfully.  
  For a time it seemed that once more heavily armored 
  tanks would rule the battlefield, impervious to anything short 
  of another tank.  What arose to redress this balance was an 
  offshoot of the technology put the stars within reach.  Using 
  effectively what were miniaturized sublight engines designed 
  to burn themselves out almost instantaneously in exchange for 
  incredible accelerations, missiles suddenly acquired a whole 
  new lethality.  Moving too fast for active defenses to interdict at 
  planetary ranges and no longer needing a warhead to be highly 
  lethal, or even guidance systems beyond those in the launcher 
  itself to achieve high degrees of accuracy, armored vehicles 
  suddenly found themselves as vulnerable as they ever had 
  
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  been.  The introduction of SIF fields into armored vehicles has 
  brought the arms race between tanks and their opponents back 
  to where it has more typically stood, with neither side able to 
  survive without the assistance of the other on the battlefield.
  For their weight HVMs provide a lot of firepower in a very 
  small package, even the handheld variants are definite threats 
  if properly aimed and used in numbers against a modern 
  heavy tank.  While no guarantee of an outright kill, they are 
  quite capable of crippling tanks and more than able to entirely 
  destroy lesser vehicles.  Vehicle mounted HVMs are corre-
  spondingly more lethal and able to kill even the most well 
  armored tank, SIF field or not, with a fair amount of luck.
  The advent of HVMs also gave ground forces a potent 
  weapon against aerial attack, with their effectively instanta-
  neous ability to hit a target, any aircraft ventured over the 
  battlefield at its own peril.  Modern aerial support craft rely 
  on constant jerky maneuvers that are designed to prevent an 
  initial target lock as well as high speeds and minimal exposure 
  times over hostile areas.
  HVMs have found little use in space due to the distances 
  involved granting targets the time to maneuver, making guid-
  ance systems and sustained thrust necessary for a missile to 
  strike a target.
  Kinetic Impact Striking System: The KISS 
  HVM system is a shoulder launched system in widespread use 
  throughout the galaxy and has been in production for more 
  than two centuries.  A very basic design, the KISS has relied 
  on simplicity where other systems have grown steadily more 
  complicated and expensive.  Little more than a lightweight 
  three foot tube with a very basic targeting system, the KISS 
  is designed to be fired once and then thrown away and it is 
  not uncommon for one or more to be issued to every soldier 
  in a unit.  While not the most destructive or accurate HVM 
  available, the KISS is cheap, readily available, and effective, 
  especially in numbers.  As such even a moderately professional 
  mercenary unit is likely to have at least some in its possession.
  StarSong Missile Deployment System: The 
  StarSong is a powerful HVM system that is highly accurate 
  and effective.  Typically mounted on vehicles, it has also been 
  used on aircraft and in remote turrets for perimeter defense.  
  Too large to be portable by infantry (with a few rare excep-
  tions), the StarSong is most commonly seen as a secondary 
  weapon mounted on vehicles to provide them with an effec-
  tive anti-armor weapon, though some vehicles are specifically 
  designed with the StarSong as their primary weapon and most 
  have proven quite effective in the anti-armor or direct support 
  role.
  With a complex detection and aiming system the StarSong 
  has a record of over a ninety percent hit rate when properly 
  employed and is capable of shattering even heavy defensive 
  works or armor reinforced with standard SIFs.  The largest 
  downside of the StarSong is its expense, both for the detec-
  tion and acquisition equipment, as well as the launcher and 
  the missiles themselves.  Additionally, without specialized 
  training much of the effectiveness of the system is lost and the 
  equipment requires regular maintenance.  Because of this the 
  SongStar is generally only employed by those military forces 
  for whom expenses are little concern.  
  Considered the current pinnacle of HVM technology the 
  SongStar has firmly established itself as a staple of most of the 
  truly professional militaries in this section of the galaxy and 
  looks to remain at the forefront of the HVM field for some 
  time to come. 
  GRENADES
  Grenades have long been a standard part of any infantry-
  man’s equipment, cheap disposable explosive devices, they can 
  be used for everything from clearing a room to bringing down 
  a structure if properly employed.  From the basic fragmenta-
  tion grenade that was originally used the grenade has evolved 
  into a wide variety of types each with a different purpose.  
  Originally thrown solely by hand, in modern times it is at 
  least as common for grenades to be fired from a variety of 
  specialized launchers granting them much greater range and 
  penetration.
  Fragmentation: The most basic form of grenade, the 
  fragmentation grenade has changed little from its earliest 
  incarnations.  Little more than an explosive charge surrounded 
  by some sort of fragmentations, the greatest change has been 
  a steady increase in killing power to compensate for heavier 
  and more effective armoring for soldiers.  The more expensive 
  fragmentation grenades on the market currently are capable 
  of potentially puncturing a standard CIA suit at close range 
  and often come with a variable power setting to allow for fine 
  tuning of blast radius and penetration, typically used by forces 
  that lack modern body armor and thus cannot throw the 
  grenade farther than its probable kill radius.
  Smoke: Smoke grenades serve a variety of purposes, among 
  which are signaling, anti-personnel, destruction of flammable 
  materials, and providing cover.  Perhaps the most versatile 
  grenade available, smoke grenades come in a variety of types 
  and colors, with most modern versions additionally being 
  
  95
  designed to obscure thermal imagine as well as visual by using 
  small metallic particles that are suspended in the smoke.  
  Generally using chemicals that are designed to burn even in 
  the absence of oxygen, when used in the anti-personnel role 
  they can cause hideous burns as they will continue to burn 
  into the skin until they extinguish themselves as they resist 
  almost all normal efforts to extinguish.  Nothing short of a 
  CIA suit will provide adequate protection against a smoke 
  grenade due to its splash and ability to burn through many 
  types of materials.
  Incendiary: Incendiary grenades are typically used 
  for the destruction of enemy equipment or forced entry.  
  Designed of materials that burn at insanely high tempera-
  tures incendiary grenades literally melt their way through 
  most materials, making them ideal for destruction of heavy 
  equipment, structural members, as well as providing a way 
  to burn through even heavy armor.  In those cases that the 
  material in question is not melted clean through, it can usually 
  be assumed to end up solidly and irredeemably welded into 
  a solid nonfunctional block.  Not normally standard equip-
  ment for infantry, they are often issued to raiding parties and 
  combat engineers who use them for quickly destroying enemy 
  equipment and vehicles or in penetrating enemy fortifications.
  Flash-Bangs: More often used by civilian security 
  forces or police than the military, flash-bangs are grenades 
  designed to produce a sudden bright flash and loud concus-
  sive noise that is supposed to stun opponents long enough for 
  the users to close in.  Most often they are employed in hostage 
  situations where a direct assault would be too costly in terms 
  of casualties among the rescuers and hostages.  Flash-bangs 
  are completely ineffective against properly equipped troops 
  however as most military helmets are designed to protect the 
  wearer against sudden bursts of noise and light.
  Gas: Gas grenades can be loaded with a wide variety of 
  gasses that are released on detonation.  Within the Alli-
  ance, due to rules about the use of chemical weapons against 
  civilians, these are exclusively non-lethal gases designed to 
  disable or drive off the targets and are used to disperse riots 
  or render criminals or dissidents unconscious.  However 
  outside the Alliance the use of more lethal or harmful agents 
  are not unknown.  Gas grenades unfortunately suffer some 
  severe limitations in either form.  Firstly, most militaries are 
  well equipped to defend against gas or chemical weapons as 
  even the most rudimentary CIA suits are completely sealed.  
  Secondly, the wide pervasiveness of medical nanites means 
  that even non-lethal agents have to be much stronger than they 
  would be otherwise and their effects do not last nearly as long 
  as they would otherwise.  Finally, many gases have different 
  effects depending on the species and are therefore risky to use 
  in multi-species environments.
  EMP: EMP, Electro Magnetic Pulse grenades are powerful 
  specialized weapons designed to give infantry the ability 
  to disable complex equipment rapidly.  While most proper 
  military vehicles are too heavily shielded against EMP for the 
  small weapons to be effective against them, a great deal of 
  smaller military equipment is at risk from its effects to varying 
  degrees.  In particular the individual weapons and equip-
  ment of an infantryman are often vulnerable to EMP effects, 
  being unable to carry full shielding due to the weight it would 
  require.  A volley of these tossed into an oncoming assault, or 
  into a group of defenders can leave a group of soldiers tempo-
  rarily disoriented and vulnerable.  The best defense is training 
  which can grant a soldier the vital reflexes necessary to shut his 
  electronics down before the pulse can take effect, reducing or 
  negating the effects of the blast.
  EMP grenades can also be used against structures, over-
  loading many of the electronic defenses, particularly inside a 
  structure where much of the shielding is weaker than exter-
  nally, relying on the building itself to provide protection. Thus 
  assault teams often carry a number of these weapons in order 
  to quickly bypass both active and passive defenses.
  Plasma: Plasma grenades combine some of the worst 
  effects of fragmentation, incendiary, and EMP grenades 
  along with some nasty effects of their own.  Upon detonation 
  they reach temperatures even higher than those achieved by 
  incendiary grenades while throwing out a brief short range 
  burst of EMP as well as blobs of glowingly white hot plasma 
  that immediately stick to whatever they land on.  While not 
  able to burn through nearly as much as incendiary grenades 
  because of their short life span, in the time they last they can 
  burn through materials that thermal grenades could not.  This 
  makes them particularly well suited to disabling or destroying 
  power armor which lacks the ability to properly resist a well 
  placed plasma grenade.  Of course, to place one in such a 
  manner, requires great skill, courage, and luck on the part of 
  the thrower.  There is also a danger to personnel not wearing 
  at least CIA as the plasma grenade can inflict lethal injuries on 
  those in its surroundings if used improperly.
  
  96
  GRENADE LAUNCHERS
  The earliest grenade launchers consisted of special attach-
  ments to rifles that would allow them to launch grenades a 
  greater distance than they could be thrown.  Today grenade 
  launchers have advanced beyond the need for such clumsy 
  measures but their role is still much the same, to provide a 
  quick easy way to launch grenades farther and faster than is 
  possible by hand.  They run the gauntlet from simple tubes that 
  attach under the barrel of a rifle, to standalone weapons that 
  are a soldier’s primary weapon, to crew served weapons that 
  can fire several grenades a second with pinpoint accuracy.
  Little Baby Launcher Attachment: One 
  of the most basic models currently available, the Little Baby 
  is designed to clip in under the barrel of a wide variety of 
  weapons.  Holding up to three grenades of various types as 
  well as other special rounds, the Little Baby allows a standard 
  rifleman to quickly bring grenades into play or merely lob 
  them from behind cover to hit a relatively distant target.  Accu-
  rate up to 300 yards and able to reach out to 600 yards, the 
  Little Baby has proven a cheap effective method of increasing 
  the firepower available to an individual soldier as well as entire 
  units.
  However the Little Baby lacks many of the more sophisticated 
  features found on more expensive models.  While it to some 
  degree can be linked into a CIA’s HUD, it lacks any direct 
  feedback ability, significantly decreasing accuracy.  While it 
  can hold up to three shots, they must be individually loaded 
  rather than using a magazine load.  Finally, it lacks many of the 
  additional features that are designed to greatly improve accu-
  racy, making effective use of the weapon greatly depend on the 
  skill of the individual user.  Regardless of these drawbacks, its 
  cheapness, reliability, and simplicity make it a popular choice.
  The M591 Grunt: So named because of the sound 
  it makes when firing, the Grunt is a stand alone grenade 
  launcher designed to be fired by a single infantryman and 
  holds several advantages over an underslung launcher.  The 
  Grunt fires from a drum magazine that depending on the size, 
  can hold between ten and thirty grenades of assorted types.  
  The Grunt also contains a built in targeting and stabilization 
  system that can also tie into a CIA suit which grants it much 
  better accuracy than underslung launchers.  With spare drums 
  carried by the rest of the unit, one or two Grunts can provide 
  fast responsive fire even quicker than mortars and at a greater 
  distance than underslung launchers can manage.  Accurate out 
  to 800 yards and able to fire out to 1200 yards, the Grunt spans 
  the gap between the relatively limited underslung launchers 
  and the crew served heavy grenade launchers.
  Meteor Storm Area Denial Weapon: A 
  two crewperson served weapons system, the Meteor Storm 
  fires grenades at up to seven a second and nothing less than 
  power armor can hope to survive within its field of fire.  Fed 
  by either a belt or from an attached box, the Meteor Storm 
  is a deadly weapon emplaced on the defensive and can chop 
  apart most assaults without armor support.  With a complex 
  targeting system and an ability to fire out to almost 2000 yards 
  with pinpoint accuracy the Meteor Swarm excels at not only 
  direct fire, but harassment and interdiction, and area denial.  
  Even light vehicles are not safe from the Meteor Storm when 
  it begins firing plasma grenades instead of its usual HE/Frag-
  mentation grenades.  The downside to being able to unleash 
  this kind of firepower is that as soon as a Meteor Storm begins 
  to fire, it is almost inevitably the target of everything within 
  range and unless very well dug in and used judiciously, the 
  life spans of its operators are often measured in a few tens of 
  seconds.
  Another use for the Meteor Storm is as an auxiliary weapon 
  on a number of military vehicles, generally fired from a 
  commander’s hatch or remotely from inside the vehicle and 
  they have proven very successful in this role.
  INDIRECT FIRE WEAPONS
  Even in a day and age where there are weapons available 
  that can cut through a mountain, soldiers on the ground 
  still find a regular need for weapons that can hit an enemy 
  even when neither side can see the other.  However even the 
  most basic of these weapons are a far cry from the days when 
  even with an observer hitting a target was as much luck as 
  skill.  With modern ammunition spanning the range from 
  reconnaissance rounds that send back live imagery for intel-
  ligence gathering or simply refining data for live ordinance, 
  to specially designed armor busting shells that can identify 
  a specific design of armored vehicle and target weak points 
  in its upper armor, to large varieties of more conventional 
  ordinance.
  Indirect fire weapons can range from grenade launchers 
  attached to an individual soldier’s primary weapon to massive 
  mobile artillery pieces that can hit targets clear over the 
  horizon with ordinance capable of penetrating even the most 
  deeply dug and heavily armored bunker.  Best deployed in 
  large numbers, even with the advent of weapon systems that 
  can intercept and destroy large numbers of incoming rounds, 
  properly employed artillery can quickly turn even a strong 
  assault into a rout with heavy casualties.
  75mm Automatic Infantry Mortar: A stan-
  dard piece of equipment throughout the galaxy, the 75mm 
  AIM provides even light infantry with rapid response artillery 
  that they can carry with them right into the battlefield.  Either 
  deployed singly or in groups the 75mm AIM can provide a 
  blanket of fire out to around 4,000 yards in its distinctive three 
  round groupings.  Able to hold up to three rounds at a time 
  in an automatic feeding hopper, the 75mm AIM is accurate 
  enough to ensure that all three rounds hit within inches of 
  each other or with the twist of a dial, ensure a good spread 
  to cover a target area.  With rounds light enough to be easily 
  spread out amongst an operator’s accompanying infantry, the 
  75mm AIM’s biggest flaw is the rate at which it burns through 
  ammunition.  While not typically a problem when emplaced 
  in a defensive network, on the assault its operator needs the 
  strictest discipline to avoid burning through their limited 
  ammunition supply too quickly.  
  Of little use against any but the lightest of armored vehicles 
  the 75mm AIM is quite capable of pinning down and inflicting 
  heavy casualties on even a relatively well dug in infantry force.  
  With repeated pinpoint shots and armor piercing rounds it 
  can even burrow its way into many types of bunkers.  While 
  experienced soldiers know to time their movements to take 
  advantage of the pause while its three round hopper is refilled, 
  experienced operators pair up and stagger their firing so as to 
  prevent a reprieve for their targets.
  125mm Roaring Thunder Mobile Light 
  Artillery: A popular model of artillery the Roaring 
  Thunder carries enough firepower to be a threat to most 
  
  97
  targets while remaining fast and nimble enough to not only 
  rapidly redeploy to counter enemy threats, but is able to reach 
  areas heavier equipment cannot.  The Roaring Thunder rides 
  on four pairs of wheels which are each run by a separate motor 
  that are all powered from the central engine and are capable 
  of independent movement.  This grants the Roaring Thunder 
  excellent all terrain capability, good mobility, high speed, and a 
  resistance to being immobilized.
  Its 125mm rapid fire cannon is equipped with a complex 
  targeting computer that can accept information from a variety 
  of sources and achieve very high accuracy.  It is fed from a 
  pair of five round hoppers and at maximum range can loft 
  all ten rounds into the air before the first impacts, granting 
  it a powerful Time on Target ability.  Able to fire practically 
  all ordinance types, the Roaring Thunder has a powerful 
  secondary direct fire anti-armor role, with many armored 
  vehicles unable to withstand up to ten closely spaced armor 
  piercing impacts in the space of a few seconds.
  However the Roaring Thunder is unable to shrug off much 
  in the way of return fire, carrying only enough armor to ward 
  off shrapnel and small arms fire.  Additionally the Rolling 
  Thunder is exceptionally vulnerable to infantry that get in 
  close as it lacks any secondary weapons to fend them off with.
  As dangerous as a single Roaring Thunder is, its low price 
  means that even militaries lacking the funds for full modern-
  ization are generally able to purchase significant numbers of 
  these weapons, and thus it is rarely found operating alone, but 
  instead in batteries that are devastating operating in concert.
  From all appearances it seems that the Roaring Thunder will 
  continue to find regular employment with a wide number of 
  agencies and governments for the foreseeable future as a cheap 
  and effective weapons system.
  380mm Ragnarok Fire Superiority 
  System: When it comes to heavy artillery, few would 
  dispute the claim of the 380mm Ragnarok Fire Superiority 
  System to mastery in its field.  Heavy, slow to deploy, expen-
  sive, slow to fire, and maintenance intensive, the Ragnarok 
  is not a weapons system casually purchased or employed.  
  However, once brought onto the field of battle and deployed, 
  little is safe from this monster’s massive reach and incredible 
  firepower.  Even the standard unguided high explosive rounds 
  can demolish heavy armor with just a near miss and leave a 
  crater large enough to hide a gunboat with room to spare.  
  However, out of the wide variety of ordinance the Ragnarok 
  can fire, most feared is its anti-matter capability, one of the few 
  ground weapons capable of lobbing such dangerous weapons 
  at all, much less from a distance where it will not be destroyed 
  by the effects of its own ammunition impacting and exploding.  
  Almost never employed in such a fashion, the mere threat of 
  the possibility has caused the collapse of organized resistance 
  on several occasions as opposing forces have routed rather 
  than face furious anti-matter fires against which they can 
  mount scant defense.
  EMP CANNON
  While not typically suited for military use on the ground 
  because most military vehicles contain enough shielding to 
  make effective EMP cannon too large for general deployment, 
  law enforcement and private security find them an excellent 
  non-lethal weapon for disabling vehicles, civilian grade weap-
  onry, and other electronics when necessary.
  Glacial Corporation Dimmer: The Dimmer is 
  a small handheld EMP device with very limited range and 
  power.  Not much larger than a standard sidearm the Dimmer 
  is not typically standard issue for police but deployed as 
  needed.  Able to disable many electronic locks and security 
  systems as well as numerous civilian weapons the Dimmer 
  is a potent tool when used properly.  Many security agencies 
  use them as a way of making sure no electronic equipment 
  is brought into prohibited areas, and while not foolproof, are 
  generally considered a welcome additional tool.
  Blacklight Scrambler: The Scrambler is a larger 
  shoulder mounted EMP weapon intended to allow ground 
  personnel to disable even large unshielded vehicles.  The Scam-
  bler is commonly used by police to disable fleeing vehicles or 
  for large area neutralization of weapons containing electronics.  
  An uncommon weapon, the Scrambler is not in widespread 
  usage due to being fairly specialized.
  The Stopper: A very popular model, The Stopper is a 
  rapid pulse EMP weapon designed for dual fixed mounting in 
  civilian style vehicles.  Lightweight for its size and powerful 
  enough to disable anything short of space grade or military 
  shielding, The Stopper has practically become a standard in 
  any vehicle intended for general police use.  The ability to 
  modulate the power and firing rate of its shots allows for even 
  airborne vehicles to be disabled relatively safely by a skilled 
  operator.  The original model was developed several centuries 
  back and was so well designed that only minor changes have 
  been made since its original introduction.  The model is so 
  popular that there is practically no successful competition with 
  it in the current market and today there are few law enforce-
  ment officers on technologically developed worlds that would 
  consider going on vehicular patrol without The Stopper under 
  the hood of their vehicle.
  NON-LETHAL WEAPONS
  There are many circumstances in which police and secu-
  rity force might wish to incapacitate individuals or groups of 
  people without necessarily inflicting lasting harm on them.  
  While much of this type of technology has to be tuned to 
  specific species, several very popular products have proven 
  successful either because of their ability to be used on a wide 
  spread of species at once, or being easily adjusted for different 
  species.
  CHEMICAL
  Chemical weapons are at once both some of the most 
  common and most dangerous employed in subduing people.  
  Easily released in any number of ways, bad reactions and 
  complications can potentially prove lethal in rare cases, and 
  even then are not necessarily enough to stop a subject or 
  subjects if they are determined enough.
  LDX-591: The most commonly deployed chemical crowd 
  suppressant LDX has proven effective against a wide variety 
  of life forms without alteration, making it a favorite on those 
  planets, stations, and ships where a number of different species 
  can be reasonably expected to be involved in any civil disrup-
  tions requiring the use of crowd control devices.  LDX-591 
  specifically is designed to partially remove oxygen from an 
  atmosphere reducing it to a level that results in immobilization 
  or unconsciousness.  Other variants are designed to work with 
  different kinds of atmospheres.  All variants can be dispersed 
  by canister, grenade, vent systems, or pressure guns.
  
  98
  SONIC
  Non-lethal sonic weapons work on the principle of creating 
  a sound frequency of a pitch that is so painful that those 
  subject to it are incapacitated.  Easily used to incapacitate large 
  crowds with even relatively small projectors, sonic weapons are 
  favored heavily by police and security forces as being easy to 
  safely use with minimal training and quickly adjustable for use 
  across a variety of races. 
  Banshee Suppression Unit: The Banshee is a basic 
  model nonlethal sonic weapon capable of being carried by a 
  single human sized operator or mounted in linked batteries 
  on a vehicle for larger crowd control situations.  Officers or 
  security personnel equipped with tunable ear protection can 
  easily move among disabled subjects for arrest and capture.  
  Lacking some of the bells and whistles of more expensive or 
  comprehensive systems the Banshee is cheap enough to be 
  standard issue among some of the better funded police forces 
  of the galaxy.
  Migraine Riot Breaker: A vehicle mounted non-
  lethal weapons system the Migraine can easily suppress even 
  a full scale riot in progress and is even powerful enough to 
  override many forms of aural protection on its higher levels.  
  In improper or inexperienced hands the Migraine can easily 
  cause permanent hearing damage or even complete loss of 
  hearing.  At its highest levels the Migraine can even inflict 
  physical damage at close range and when tightly focused 
  can shatter brittle building substances.  Time and again the 
  Migraine has proven to be a powerful weapon for the forces of 
  law and order, as well as those of oppression and corruption.
  VISUAL
  Non-lethal weapons depending on strobing lights to 
  disable individuals or crowds are among the least popular.  
  Requiring an expert to retune them to work on different 
  species, completely ineffective on a large number of species, 
  needing specific conditions for effective employment, and 
  easily negated, visual weapons are nonetheless employed by 
  some police forces for large riots or civil disturbances.  Strobes 
  rely on rapidly flashing a bright light in patterns that induce 
  seizures in a person or crowd, rendering them incapacitated 
  for the authorities to take proper action.
  Blinker Handheld Security Device: Small and 
  cheap enough to be carried by individual officers, the Blinker 
  is effective when properly employed, but suffers a number of 
  drawbacks that mean it often ends up remaining in the trunk 
  when a call is answered.  First, as a safety feature its frequencies 
  can only be adjusted with special equipment rather than with 
  the device itself, severely limiting its usefulness in jurisdictions 
  where multiple species might be encountered.  Additionally, 
  the Blinker is relatively fragile and easily damaged by rough 
  handling, a common condition in police work.  Finally, though 
  capable of being carried by a single officer, it is just bulky 
  enough that its use indoors has consistently proven problem-
  atic.  Overall, despite the potential for being an effective tool, 
  a general intense dislike of strobe devices among police forces 
  and several notable flaws has left the Blinker an underused and 
  often hated piece of equipment.
  Noontime Crowd Disperser: A large vehicle 
  mounted device, the Noontime is a rare sight, only purchased 
  by the most well funded police agencies that can regularly 
  expect widespread civil disobedience.  Able to use several 
  different strobe patterns at once the Noontime is even rela-
  tively effective against several species at once.  Capable of 
  omni-directional projection the Noontime is often mounted 
  on important governmental, or in rare cases, corporate 
  buildings as a way of protecting the buildings in time of civil 
  unrest.  Mounted on low flying airborne vehicles the Noontime 
  can quickly disperse even widespread riots over large areas.  
  Considered one of the few truly effective non-lethal visual 
  weapons, the Noontime is hampered more than anything by its 
  high price tag and the fact that for anything other than regular 
  use against large numbers of civilians it is massive overkill, the 
  product has not seen the sales success it might otherwise have.
  NON-LETHAL WEAPONS
  Non-Lethal
  Level
  Price
  Capacity
  Range
  Usage
  Bulk
  Special
  Blacklight 
  Scrambler
  7
  33,420
  1
  75
  1
  3
  20ft Burst,
  Electronic Devices must make a DC 15 Fort save 
  or be disabled until repaired
  Stopper
  12
  62,850
  15
  100
  3
  6
  Electronic Devices must make a DC 15 Fort save 
  or be disabled until repaired
  Banshee 
  Suppression Unit
  7
  31,450
  20
  10
  1
  Stunned/Deafened 3d4 Rounds
  DC 15 Fort Save
  Migraine Riot 
  Breaker
  12
  64,760
  50
  -
  2
  Stunned/Deafened 3d4 rounds, 25 ft Cone
  DC 15 Fort Save
  Blinker Handheld 
  Security Device
  5
  5,540
  10
  15
  1
  Stunned/Blinded 1d4 rounds
  DC 15 Fort Save
  Noontime Crowd 
  Disperser
  15
  99,890
  20
  -
  2
  Stunned/Blinded 1d4 round, 50ft Cone
  DC 15 Fort Save
  
  99
  Cybernetics
  With the ability to replace missing limbs and organs with 
  cloned replacements, cybernetics and prosthetics are almost 
  unheard of as replacements except in the very rare circum-
  stances where a person’s body refuses to accept such replace-
  ments.  Where they are used most extensively is in the military 
  where various augmentations are often employed, though 
  rarely at the expense of removing a natural part of the body.  
  Civilian usage can vary greatly from culture to culture, some 
  of the more extreme ones advocating the replacement of 
  every possible part of the body with mechanical equivalents, 
  to others that refuse to use them at all.  Most often though 
  cybernetics that are used are small, unobvious, and provide 
  some basic useful function.  Small communication devices 
  implanted in the mastoid are popular in field where communi-
  cation over any real distance is necessary among a large group 
  of people.  Some people go a step farther and might have a 
  thin miniature computer implanted in an arm under a natural 
  looking covering.  In the modern day cyberware, aside from 
  the most extreme examples, can almost always be concealed or 
  made to look completely natural.
  Dermal Armor: A popular choice among police, 
  security personnel, some combat personnel, and certain 
  prominent public figures, subdermal armor generally consists 
  of numerous small ceramic plates implanted in the front and 
  back and sometimes sides of the torso just under the first few 
  layers of skin.  Dermal armor isn’t capable of withstanding 
  sustained or heavy fire but can keep most side arms and some 
  hand weapons from piercing to vital organs.  Combined with 
  actual armored clothing it has the potential of even preventing 
  damage from more substantial weapons at least briefly.  While 
  normally only applied to the torso it can be applied practically 
  anywhere on the body for protection that is practically unde-
  tectable without special equipment. Not a replacement in any 
  sense for proper body armor, the few seconds of grace it can 
  provide have more than once meant the difference between life 
  and death for their user.
  Mastoid Communications Implant: A popular 
  choice among starship crews and companies requiring 
  communication among separated members, but who don’t 
  need a range of frequencies, this tiny transmitter is implanted 
  in a person’s mastoid bone and responds to subvocalized 
  speech which it broadcasts over a short range, needing a larger 
  unit to broadcast more than a few feet.  It then turns received 
  signals into a vibration that travels through the bone to the 
  ear which then perceives it as sound.  They are often tuned 
  into a ship’s computer which automatically rebroadcasts.  Its 
  greatest disadvantages are its short range, single channel, and 
  lack of any encryption capability.  Most commonly it is used by 
  a group leader or commander to replay order to subordinates, 
  and only used by subordinates to report a crisis or emergency.  
  The implant can be easily reset with a tool designed for the 
  purpose so that it can be set to different frequencies.  
  Neural Relay Boosters: Often referred to simply 
  as Boosters, neural relay boosters effectively bypass part of 
  the nervous system with a much faster transmission medium, 
  taking movement impulses and then rebroadcasting them 
  to the receiving muscles in less time than it would take for 
  the body’s natural impulses.  Unobtrusive and very simple, 
  boosters are common among both military personnel and 
  those holding jobs where fractions of a second can make a 
  critical difference.  Once implanted it usually takes a minimum 
  of a week’s recovery time for a person to adjust to the new rate 
  at which their bodies react to their brain’s commands during 
  which steady physical therapy is necessary.
  Bone and Muscle Density Enhancers: 
  Almost a standard in many militaries, and not uncommon in 
  civilian life, Bone and Muscle Density Enhancers (BMDEs) 
  do exactly what they say, greatly increasing the bone and 
  muscle density of the recipient, causing increases in overall 
  strength, and the ability to withstand the stresses associated 
  with moving increased masses.  It has also proven to greatly 
  reduce broken bones and strained muscles, though it requires 
  an increased intake of nutrients to help compensate.  This is 
  largely why military rations are capable of sustaining unaug-
  mented people nearly twice as long as most military personnel.
  CYBERNETIC AUGMENTATION 
  (MASTOID COMMUNICATIONS 
  IMPLANT)
  Cost: 5,000 
   
  Level: 5
  Effect: Provides short range communications out to five miles 
  with a limit of five separate frequencies 
  
  100
  “Ok, listen up, those of you who are new here, this is the 
  deal, those of you who’ve shipped with me before, consider 
  this a reminder.”  The assembled serving staff of the liner 
  looked at him in varying degrees of attentiveness.  “We’re 
  due to have over five thousand passengers this run, and 
  over two hundred different species.  Remember they don’t 
  merely have their own dietary and environmental prefer-
  ences, they may have vastly different cultural expectations 
  than you may realize.  What might be a joke to one species 
  might be a deadly insult in another.  Make sure you memo-
  rize the information packets on the species in your areas of 
  responsibility, and if you have any questions, call the central 
  directory immediately.  Do not try and wing it.”  Some of 
  the faces had sobered.  “Now, for the most part we’ve tried 
  to match you up with your own species where possible, or 
  at least those that you’re most compatible with.  We’ve also 
  given the more experienced staff what are expected to be the 
  most difficult assignments, but don’t go thinking this is going 
  to be a pleasure cruise.”  That brought out various species 
  equivalent of laughter.  “All right, you’re all dismissed, make 
  a final walkthrough of your areas and make sure you read 
  your packets before boarding begins.”
  Baggalians
  Baggalians are the primary species in the Baggal Empire, 
  with a long established and stratified culture.  Baggalian 
  culture is a feudal monarchy with a tiered structure starting 
  with the Monarchy at the top and the common people at the 
  bottom, with a large number of noble houses and individual 
  nobles in-between.  There is constant tension between these 
  groups as each of them strives to improve its position at the 
  expense of those around them.  This often breaks out into open 
  warfare when not conducted at the level of subterfuge, back-
  room deals, and assassins.
  The Baggal Empire is highly expansionistic and occupies 
  several major systems, including some in which they have 
  subdued the original inhabitants and incorporated them into 
  their own culture and government.  Baggalians tend to be very 
  sure of their positions in life, whether noble or commoner and 
  they interact with others based on their perceived station.  This 
  often leads to trouble with outsiders who are not a part of the 
  Baggalian status system, especially among some nobles who 
  attempt to treat them as mere commoners.
  Description: Baggalians are bipedal humanoids that 
  average four feet high with squat bodies and two pairs of limbs 
  that end in equally dexterous appendages.  Baggalians have 
  two pairs of eyes, one above the other, one of which operates 
  in the visible light spectrum, the other which operates in the 
  infrared spectrum and a large pair of flexible ears on the top 
  of their heads that are generally held upright, but can swivel to 
  better focus on specific sounds.  Their skin is a dark red with 
  occasional splotches of yellow.
  Stat Adjustments: Constitution +2, Dexterity +2, 
  HP+4
  Size Modifier: Baggalians are Small humanoids with the 
  Baggalian subtype and receive a +1 to their AC.
  Languages: Baggalians begin play speaking Baggalian. 
  Baggalians with high Intelligence scores can choose any 
  languages they want.
  RACIAL ABILITIES: 
  Infrared Vision: Baggalians have a second set of 
  eyes that allow them to see into the infrared spectrum as 
  well as the normal visible light spectrums.
  Acute Hearing: Due to the nature of their audi-
  tory organs Baggalians receive a +2 to all Perception rolls 
  related to hearing.
  Status Conscious: Baggalians are used to a very 
  structured society.  Therefore they gain a +2 bonus to 
  Diplomacy and Sense Motive rolls in which the social 
  standing of both parties is clear.
  Politically Savvy: Baggalians daily have to 
  negotiate with various groups and subcultures and thus 
  need to remain aware of shifting allegiances and political 
  machinations.  Therefore they gain a +2 to all Knowledge 
  (Culture) checks.
  Dentians
  One of the major players in the Alliance, the Dentians are a 
  complex people.  Bipedal humanoids who average around five 
  feet tall, their primary culture is still in the middle of a period 
  of great change.  Most of the major clans are split between 
  the older patriarchal system or the more recent egalitarian 
  system with the rift between the two groups at times leading to 
  violence between individuals or even occasionally entire clans 
  when things get out of hand.
  Dentian culture is based around the concept of large family 
  clans.  While individual achievements are lauded, it is as much 
  for the renown they bring a clan as the individual in question.  
  Dentians tend to be very confrontational when dealing with 
  people, trying to quickly establish just where a person stands 
  on important topics.  While no quicker to anger than most 
  people, they have a well-deserved reputation for never forget-
  ting a grudge.  It may take years, but a Dentian will insure that 
  any wrong done them is repaid with interest.  In the converse, 
  they tend to be very loyal friends and allies to those who gain 
  their trust.
  Dentians can be found in nearly any position within 
  Alliance society, though most often they are on their way to 
  working for a better position or leadership roles.
  Description: Averaging five feet tall with the females 
  slightly taller, Dentians are covered with short fur of a uniform 
  10: WE’RE ALL 
  ALIENS TO SOMEONE
  
  101
  color, though the specific color can vary from individual, with 
  various shades of brown being most common.  Dentians have 
  raised slightly pointed ears that can swivel on either side of 
  their heads and widely spaced eyes that see light towards the 
  red end of the spectrum.  Their hands are tipped in non-
  retractable claws that are razorsharp on the inside.
  Stat Adjustments: Dexterity +2, Constitution +2, 
  Charisma -2, Wisdom +2, HP +4
  Size Modifier: Dentians are Medium Humanoids with 
  the Dentian subtype and receive no modifiers due to size.
  Languages: Dentians begin play speaking Dentian and 
  Alliance Standard. Dentians with high Intelligence scores can 
  choose any languages they want.
  RACIAL ABILITIES: 
  Sharp Claws: Dentians have razor sharp claws 
  that they can use in combat, inflicting 1d6 crit19-20x2 
  damage.
  Acute Senses: Dentians have above average 
  hearing and vision and thus gain a +2 bonus to all 
  Perception rolls.
  Perceptive Personalities: Dentians have a 
  great deal of practice quickly judging others characters, 
  granting them a +2 bonus to all Sense Motive checks.
  Grudge Bearers: Dentians hold long and hard 
  grudges.  They gain a +1 morale bonus to any attack rolls 
  against an individual who has been perceived to do them 
  an injustice in the past.
  Geners
  Geners were a race that held sway over a powerful empire 
  populated by their numerous genetic creations which handled 
  nearly all the menial work and brute labor, leaving the Geners 
  themselves to take the positions of supervision and higher 
  intellect.  Geners were without question the best geneti-
  cists ever known, much of their technology was organic in 
  nature and what was not relied heavily on being integrated 
  with organic technology.  The Geners espoused the idea of a 
  oneness of race among all beings, and with their technology 
  Baggalian, Dentian, Human
  
  102
  had the ability to alter other races into their own image.  
  Initially none realized that this was not merely their mindset, 
  but something of a holy crusade for them.  
  When only a few beings accepted the Geners’ offer they 
  moved onto the next stage of their operations; that of assimi-
  lation by force.  Numerous colonies suffered from unknown 
  attacks that left no survivors before the cause of the attacks 
  was determined.  Eventually it became clear that the Geners’, 
  even after such measures as they had taken, had a different 
  view of their crusade than others had gained, namely that only 
  upon the removal of all other races would they change others 
  into their own kind, until then captives were to be turned into 
  warriors, workers, and other more horrible organisms.
  After a war lasting more than six decades and that saw 
  thousands of planets utterly destroyed the Geners’ were 
  eliminated as a race by the United Systems Alliance and its 
  allies, ongoing efforts continue even in current day to scour the 
  galaxy for any trace of Gener remains or holdouts.
  Description: Geners were a symmetrical octagonal race 
  whose limbs could all be used either for locomotion or manip-
  ulation.  Geners were uniformly grey in color with the excep-
  tion of bright red pupiless eyes.  Able to spread themselves 
  out to almost twenty feet across, they more typically when 
  standing were around five feet by five.  Fast and agile, Geners 
  could also lift several times their own body weight which 
  averaged around a ton.  Geners proved to have remarkable 
  regenerative abilities, almost on par with the most advanced 
  medical technology available to the galaxy at large and could 
  quickly regrow even lost appendages.  No one is certain that 
  the Geners even resemble their original forms, or if they even 
  came all from a single race originally as they had undergone 
  significant genetic alteration to create their form.  What is 
  known is that their actual numbers were relatively low, only 
  rarely breeding for unknown reasons, much of their empire 
  run under their supervision by their creations.
  Stat Adjustments: n/a
  Gremlins
  Their name derived from their initial activities with the 
  survey team that discovered their homeworld, Gremlins have 
  more than lived up to their name since then.  With an average 
  height/length of six inches and an almost devious intelligence 
  they are regarded as the premiere mechanics and engineers 
  of the galaxy, their small size, nimbleness, incredible speed, 
  and inherently electrical nature allowing them to often make 
  repairs while equipment is still running, saving the wasted 
  hours it would take to otherwise pull the machine apart to 
  fix the problem normally.  Often compared by humans to 
  “mice on speed crossbred with spiders” Gremlins never go 
  anywhere by the floor when a wall or even ceiling is avail-
  able, and never walk when they can run, this has the added 
  benefit of preventing them from being stepped on by larger 
  creatures.  Perhaps their biggest overall disadvantage is that 
  they are considered incredibly cute by many races, humans in 
  particular are often guilty of this, to the point of often being 
  treated by those who should know better like adorable pets 
  instead of fellow sentient beings.  Suffice to say, Gremlins don’t 
  particularly care for such treatment and they have the means 
  of making such dissatisfaction quite clear if a verbal request 
  doesn’t get the point across.  Having evolved on a planet where 
  nearly everything uses electricity to one degree or another, 
  they themselves, in addition to actually being able to feed off 
  electrical energy are capable of producing a massive electric 
  shock capable of knocking a person unconscious or even 
  killing them should the Gremlin wish it.  Gremlins do not care 
  for being talked down to, and most will make it a point to state 
  as much in completely unambiguous terms to the offending 
  party.  Overall Gremlins are in general an exceptionally 
  easygoing race as long as those they’re dealing with are willing 
  to treat them as equals and they are known to form strong 
  friendships.
  Description: Gremlins average 5-8 inches in height/
  length, are covered with a soft layer of fur that varies in color 
  by individual, and look a great deal like small kangaroo rats 
  with slightly pointed ears.   They also have a prehensile tail.  
  While active, their fur tends to stand on end from a build up 
  of static, if a Gremlin gets agitated it is not uncommon to see 
  sparks jumping from one ear to the other, during times of 
  extreme agitation electricity can start jumping between not 
  only both ears but the tail and the whiskers as well while a 
  smell of ozone will begin to pervade the atmosphere.
  Stat Adjustments: Physical: Strength -6, Dexterity 
  +6, +2 HP
  Size Modifiers: Gremlins are Tiny Rodents with the 
  Gremlin subtype and gain a +2 modifier to AC.
  Languages: Gremlins begin play speaking Gremlin and 
  Alliance Standard. Gremlins with high Intelligence scores can 
  choose any languages they want.
  Speed: Gremlins have a move speed of 60ft a round.
  RACIAL ABILITIES
  Electric Shock: Gremlins are capable of 
  producing an electric shock capable of stunning a person 
  or even killing them.  By making a melee touch attack 
  a Gremlin can inflict 1d3 electric damage for every 
  two levels and force the target to roll a Fortitude check 
  versus DC10+Con the Gremlin’s modifier or be knocked 
  unconscious for 1d6 rounds.  Alternatively they can 
  choose to forgo the damage in favor of raising the DC of 
  the save by +1 for every two levels.
  Electric Immunity: Gremlins are completely 
  immune to any electrical damage.
  Electric Dependence: While Gremlins can 
  vary their diet, having regular access to a source of 
  electricity is vital to their continued health.  Any time a 
  Gremlin goes more than 24hrs without access to a source 
  of electrical energy they become fatigued, have their 
  movement speed halved, and can no longer use their 
  Electric Shock ability.  The Gremlin also begins to suffer 
  the effects of Starvation.  These modifiers are removed 
  once they regain access to a source of electricity.
  Wall Crawlers: Gremlins have extremely fine 
  but stiff hairs on their hands and feet that allow them 
  to navigate across most surfaces and even on walls and 
  ceilings.  Gremlins may always take 20 on any Acrobatics 
  checks for the purpose of crossing a surface.
  
  103
  Alliance Humans
  One of the most widespread and numerous races, humans 
  are also a race that many others have trouble understanding, 
  not the least because unlike many other species that have at 
  least generally similar cultural outlooks often derived from 
  unification before reaching the stars, humanity is a mix of 
  cultures and traditions that seems to only be growing, many 
  often adopting the cultures of other species or mixing aspects 
  of different cultures into something new and individual.  It’s 
  enough to give any sane sapient a mindache.  
  However this diversity in culture and body types may well 
  be why humans have proven to be such a successful species.  
  Where other species have been limited by need or preference 
  to only exploit and inhabit specific environments, humans can 
  be found nearly anywhere engaged in practically any occupa-
  tion.  Additionally, many consider that their individuality 
  and lack of conformity give them an edge over other species 
  as many consider it impossible to know what any individual 
  human will do without personal observation of the individuals 
  in question.
  The human homeworld has long been lost to history though 
  dozens of planets make the claim, it is likely at this late date it 
  will never be proven conclusively which if any of them is right.  
  Because of this Humans form stronger attachments to the 
  world they grow up on rather than some unknown ancestral 
  homeworld.
  While widespread throughout space those members of the 
  race belonging to the Alliance or having reached the same 
  technological level are the most widespread.  They tend to be 
  healthier and quicker of thought than baseline members of 
  their species due to extensive nanite suites and cleaning up of 
  genetic the genetic code.
  Description: Humans are bipeds who generally range 
  from 5’9” to 6’3” with females being slightly smaller, however 
  this can vary widely as in addition to normal differences, after 
  many generations or living in extreme environments there are 
  humans whose physiology varies greatly from the generally 
  accepted norm for the species, those living in extremely high 
  or low gravity being just two examples.
  Stat Adjustments:  +2 Constitution, +2 Intelligence, 
  +6 HP
  Size Modifiers: Alliance Humans are Medium Human-
  oids with the Human subtype and receive no modifiers due to 
  size.
  Languages: Humans begin play speaking Alliance Stan-
  dard. Humans with high Intelligence scores can choose any 
  languages they want.
  RACIAL ABILITIES:
  Bonus Feat: Alliance Humans gain one bonus feat at 1st 
  level.
  Ig’n
  The Ig’n are a relatively new race to interstellar space, but 
  they have had much of their system well colonized and settled 
  for several centuries before first contact with other races.  
  Industrious and energetic, the Ig’n are comprised of three 
  different castes, workers, warriors, and supervisors and are 
  almost always found at least in groups of three as each castes 
  secretes pheromones that the other castes need to remain 
  healthy, but as long as at least one of each is available, there 
  need not be more than one of each caste even in a large group.  
  They are not however a hive mind species or show any sign of 
  telethapy.  Ig’n tend to be friendly, outgoing and mingle well 
  with other races.  Groups of them are not uncommon and 
  their bubble domed merchant ships are increasingly common 
  sights throughout the Alliance and beyond.  The Ig’n joined 
  the Alliance during the height of the Helix War when they 
  were discovered by Alliance survey teams scouting for Gener 
  systems and outposts.  The Ig’n’s quickly updated military 
  proved vital a few years later when a massive Gener offensive 
  sliced into their section of space.  Fighting alongside available 
  Alliance forces the Ig’n’s warriors fought against steep odds 
  forcing their enemy to pay for every inch of space and clear 
  down to the planetary surface where fierce fighting erupted 
  even as the battle in space continued.  When the Geners were 
  finally driven off much of their planet was in ruins and much 
  of the infrastructure of their system was destroyed.  Despite 
  this the survivors turned to rebuilding with a will and in 
  current day there is little evidence left of the carnage that 
  engulfed their civilization other than the simple memorials 
  that dot their planet.  Since the war the species has actively 
  worked to colonize new systems and is renowned for the speed 
  at which they turn colonies into fully functional systems.
  One thing the Ig’n seem to mostly lack is any overwhelming 
  sense of curiosity,  it was primarily this that kept them from 
  exploring their own system for so long, and once there, 
  prevented them from putting serious effort into attempting to 
  explore beyond their own system or develop the technology 
  needed to do so.
  There is a great deal of evidence that suggests the Ig’n were 
  at some time in the distant past the subject of extensive genetic 
  manipulation or were even created entirely from whole cloth.  
  The most common theory at this point in time is that they 
  were to be a servant race to a more technologically advanced 
  species.  No one knows for certain though, and if such was the 
  case there is no evidence as to who the creator race might have 
  been or what happened to them.  The Ig’n themselves do not 
  seem overly concerned with the idea though they continue to 
  research it at their own pace with no real sense of urgency.
  Description: All Ig’n are mammal like bipeds with soft 
  brown fur and a pair of large eyes that see in the infrared.    
  Supervisors are the least physically imposing of the race, aver-
  aging just under six feet tall and of slim build.  While soldier 
  and worker castes are capable of independent action and are 
  far from ignorant or showing initiative the presence of a super-
  visor grants them a singleness of direction and purpose that 
  greatly increases the effectiveness of any group of Ig’n.  
  Workers are shorter, about five feet tall, but wider, and are 
  quite powerful, they form the backbone of Ig’n civilization 
  filling in almost any role one can think of.  Industrious workers 
  can engage in physical activity for long periods of time with 
  
  104
  little need for rest and are becoming popular as mobile work-
  forces throughout the galaxy.
  Warriors are the largest of the castes, almost seven feet tall, 
  they are lean and fast while retaining much of the strength of 
  the worker caste.  While all Ig’n have small claws on the tips of 
  their appendages, the claws on the warrior caste are longer and 
  sharper than those of the other two castes.
  When two Ig’n of the same caste mate the offspring are 
  always of that caste, whenever two Ig’n of different castes 
  mate the offspring are always of the third caste.  This gives the 
  species the ability to quickly breed to meet their civilization’s 
  needs.
  Ig’n mature within ten years and their early lives are gener-
  ally kept busy learning the skills needed for their roles in life, 
  though each caste seems to have an uncanny knowledge of 
  how to perform within their fields.
  Stat Adjustments: 
  Supervisors: +2 Intelligence, +2 Wisdom, +2 
  Charisma, -2 Strength, -2 Constitution, +2 HP
  Workers: +2 Strength, +2 Constitution, +4 HP
  Warriors: +4 Strength, +6 HP
  Size Modifiers: 
  Supervisors and Workers are 
  Medium Humanoids with the Ig’n subtype and receive no 
  modifiers due to size.  Warriors are Large Humanoids with the 
  Ig’n subtype and suffer a -1 to AC.
  Languages: All Ig’n begin play speaking Ig’n. Addition-
  ally Supervisors begin speaking Alliance Standard.  Ig’ns with 
  high Intelligence scores can choose any languages they want.
  RACIAL ABILITIES
  Infrared Vision: Ig’n can see the infrared spec-
  trum but lack the ability to see into the normal visual 
  spectrum.
  Cooperative: Ig’n work best together, therefore 
  they double any aid another bonuses when working with 
  members of their own species or gain a +1 when working 
  with members of another species.
  Unity: Ig’n gain a +2 morale bonus as long as they are 
  around at least one of each of the other castes.
  Ig’n Supervisor, Ig’n Worker, Ig’n Warrior
  
  105
  Pheromonal Health: If an Ig’n goes more than 
  three days without being in the presence of a member of 
  each of the other castes their health begins to suffer.  For 
  each subsequent day they lose -1 Constitution.
  Itellians
  Itellians are newcomers to the galactic arena but are rapidly 
  making a name for themselves, not however one that most 
  other races would be eager to claim for themselves.  Brutish 
  and primitive even by the widely accepted standards of toler-
  ance generally practiced, Itellians have managed to alarm and 
  aggravate all those they have come in contact with their openly 
  embraced aggression and opportunism.  Having conquered 
  several primitive nearby systems and enslaved their popula-
  tions, the Itellians attempted to continue the process with 
  their galactic neighbors and rapidly found themselves badly 
  outclassed, with most of their space fleet destroyed.  Only the 
  fact that the other parties involved (not including the Alliance) 
  lacked the resources to engage in the wholesale conquest that 
  would have been necessary to eliminate the threat, instead 
  settling for merely dealing with the immediate threat.
  Since then the Itellians have consolidated their position, and 
  are steadily rebuilding and upgrading their forces.  Meanwhile 
  various Itellian “pirates” have begun raiding well beyond their 
  established borders, and cases of attempted espionage have 
  increased by an order of magnitude.
  An Itellian will only respect an individual who proves them-
  selves to be the stronger individual and even then will take any 
  perceived opportunity to assert power over that individual.  
  Working in gangs from a young age that eventually evolve into 
  the adult groups that continue to remain together in a specific 
  profession, Itellians are held together more by the fear of those 
  above them in the hierarchy and unwilling to leave their group 
  for fear of becoming a victim of other groups. 
  Some Itellians have begun to offer themselves as cheap 
  mercenaries willing to accept jobs other groups won’t touch 
  and have begun to find employment by those looking to get 
  dirty deeds done without dirtying their own hands.  Without 
  fail, these operations even when they have succeeded resulted 
  in excessive damage, casualties, and wastage.  Despite that, 
  their habit of not asking questions or turning away any job, no 
  matter how distasteful most might find it seems to insure that 
  they will continue to find employment.
  Description: Itellians are a species that average between 
  three and three and a half feet tall, two to three feet long, and 
  are lightly built with thin hollow bones.  Itellians only have 
  a single gender and reproduce through impartial exchanges 
  of genetic material.  Itellians have three eyes spaced equally 
  around their heads and a six limbed body that rises in the front 
  into an upright torso with the primary manipulator limbs.  
  Their skin is a blotchy pattern of bright colors and is layered 
  with patterns of thin scales.
  Stat Adjustments: Constitution +4, Wisdom -2, 
  Charisma -2, +6 HP
  Size Modifiers: Itellians are considered Small Human-
  oids with the Itellian subtype and gain a +1 to AC.
  Languages: Itellians begin play speaking Itellian. Itellians 
  with high Intelligence scores can choose any languages they 
  want.
  RACIAL ABILITIES
  Aggressive Negotiations: Itellians gain a +2 
  to all Intimidate checks due to their brutal and aggressive 
  nature.
  Eyes in the Backs of Their Heads: Itel-
  lians cannot be flanked and gain a +4 bonus on Percep-
  tion checks related to sight.
  Zeroed In: Because of their superior vision Itellians 
  gain a +1 on all ranged attacks.
  Sagarens
  The Sagarens are a semi-humanoid canid race.  The Saga-
  rens left their planet millennia ago when it was found that 
  their star would soon go nova.  Escaping in planetoid sized 
  spacecraft they are now nomads who wander the space lanes, 
  trading with any and everyone.  Generations of living in space 
  and defending their homes from aggressors have caused them 
  to become some of the best pilots in the galaxy.  While most 
  stay at home to work and defend the ships, many freelance, 
  some offering their services wherever the job is simply too 
  dangerous for the average pilot, others working as bodyguards, 
  mechanics, and traders.  They are a relatively easygoing race 
  as a whole, getting along with most other species with little 
  problem.  It is said that the Sagarens live for the thrill of the 
  hunt, tracking down their prey, sentient or otherwise, until 
  they run it to the ground for the kill.  Many Sagarens join 
  close-knit groups known as hunt packs.  On rare occasions, 
  one who is not a Sagaren may be inducted into a pack if they 
  have proven themselves worthy to their Sagaren comrades.  
  Blood bonding between individual warriors is also common.
  Description: A Sagaren is a bipedal humanoid that 
  averages between five and six feet tall standing with the males 
  being slightly larger than the females.  A Sagaren’s body is 
  covered with a layer of short fur that can vary widely in both 
  coloration and patches.  Their head is largely canine, with eye 
  colors tending towards the darker hues, though lighter colored 
  eyes are not unheard of.  A Sagaren’s forehands conceal razor 
  sharp retractable claws that are capable of inflicting grievous 
  wounds.
  Stat Adjustments: Strength +2, Dexterity +2, +4 HP
  Size Modifiers: 
  Sagarens are considered Medium 
  Humanoids with the Sagaren subtype and receive no modifiers 
  due to size.
  Languages: Sagarens begin play speaking Sagaren. Saga-
  rens with high Intelligence scores can choose any languages 
  they want.
  RACIAL ABILITIES:
  Sharp Claws: Sagarens have razor sharp claws 
  that they can use in combat, inflicting 1d6 crit19-20x2 
  damage.
  Technically Adept: Due to the nature of their 
  upbringing Sagarens may choose to add +2 to one of the 
  following, Piloting, Knowledge (Engineering), or Repair.  
  This choice must be made at first level and once made 
  cannot be changed.
  
  106
  Certainty of Purpose: Their racial belief in a 
  greater purpose allows Sagarens to be indomitable in the 
  face of great odds.  Therefore they gain a +2 bonus to all 
  Will saves versus fear.
  Tallathians
  A long time Alliance species, the Tallathians resemble 
  centaur like avians.  A relatively pacific species the Tallathians 
  are perhaps best known as interstellar missionaries.  Practicing 
  a variety of faiths Tallathians can be found almost anywhere 
  inside or outside the territory of the United Systems Alli-
  ance, even the most remote outpost may host at least tempo-
  rarily one of these wandering holy beings.  Once a Tallathian 
  has chosen a religion to follow, generally chosen at the time 
  of their adulthood, but sometimes later in life, it is almost 
  unheard of for them to either cease following it or to change 
  to another religion.  Almost a fifth of the species are full time 
  missionaries and supported by one religious organization or 
  another they spread “The Word” throughout the galaxy.
  Generally energetic speakers and very charismatic, 
  Tallathian missionaries can often be found at the center of 
  large crowds made up of either worshipers of the relevant faith, 
  those who are interested, and, most often on the more back-
  water worlds, those looking for some form of entertainment.  
  When two or more Talliathian missionaries of different faiths 
  chose to preach simultaneously things can become very ener-
  getic as each tries to outdo the other while at the same time 
  trying to undermine their competitor.  And if the different 
  congregations should choose to take part it is not unheard of 
  for actual violence to take place.
  Dedicated to their holy duty, more than one has been 
  martyred in the name of their cause and many serving as 
  chaplains in various services have received the highest respec-
  tive decorations as they remained behind to provide aid and 
  comfort to the dead and dying.  
  It is thought that the focus and fascination so many 
  Tallathians have shown for religion comes in large part from 
  the lack of any institution of a similar nature in their culture 
  until they came into contact with other species.
  Description: Tellathians are a taurian six limbed species, 
  capable of either moving on all six limbs at great speed, 
  standing partially or fully upright to allow the use of their front 
  Ig’n, Itellian, Sagaren, Tallathian
  
  107
  two pairs of limbs to act as hands.  Two pairs of semi-circular 
  vestigial wings can unfan from along their spine and each 
  limb has a smaller fringe along its back.  These are remains 
  from a time far back in history when their species ancestors 
  could achieve flight.  The rest of their skin is made up of small 
  hard overlapping scales.  Adults can reach six feet in length, 
  but rarely weigh more than a hundred twenty pounds due to 
  their lightweight construction.  Quick and agile, they are not 
  well suited for most physical confrontations but they excel at 
  outthinking and outmaneuvering their opponents.  Of gener-
  ally dull grey plumage, occasionally one will be born with a 
  rainbow spectrum of colors and are accorded special honors.
  Stat Adjustments: Strength -2, Dexterity +2, 
  Wisdom +2, Charisma +2, +2 HP
  Speed: 40ft/rd
  Size Modifiers: Tellathians are considered Medium 
  Taurians with the Tellathian subtype and receive no modifiers 
  due to size.
  Languages: Tellathians begin play speaking Tellathian 
  and Alliance Standard. Tellathians with high Intelligence 
  scores can choose any languages they want.
  RACIAL ABILITIES:
  Great Orators: Tallathians are experts at 
  swaying others through words.  They gain a +2 to all 
  Diplomacy checks.
  The Good Book: Even Tallathians who do not take 
  up a religious calling normally have a good grasp of most 
  of the major religions.  They gain a +2 to all Knowledge 
  (Mysticism) rolls.
  Divinely Inspired: Calling on the power of their 
  faith Tallathians are capable of pushing themselves to 
  great acts.  Once a day a Tallathian may add +1 to any 
  roll.
  Aerial Heritage: Due to their ancestor’s ability to 
  fly modern Tallathians retain a fine sense of kinesthesia.  
  This grants all Tallathians a +1 to Piloting checks and +2 
  to all Acrobatics checks.
  
  108
  “Today is the release of An Abbreviated Biography of the 
  Galaxy by the famed Gremlin author Rxxttilan.  In it are 
  compiled over five thousand short biographies of some of 
  the most important figures in recent history, the famous, 
  the infamous, and the practically unknown.  Much specula-
  tion has taken place about who is and is not included in the 
  book, along with why.  Reportedly the author has received 
  all manner of threats and bribes by parties wanting their 
  inclusion in the book or a more favorable representation, but 
  he has repeatedly assured that he has refused all such things.  
  He has said though that much of the information contained 
  in his book has previously been secret or unknown and is 
  likely to send ripples throughout the galaxy upon its public 
  release.  Stay tuned as we keep you updated on the latest 
  developments.”  
  Admiral Brian McLeod
  Within the USDF Brian McLeod is something of an icon, 
  a hard fighting starship captain who came up from the engi-
  neering deck, he made his name initially in several hard 
  fought engagements in several different conflicts, but it was 
  after he was transferred to a desk that he became more than 
  another captain that had made his name in combat.  Working 
  his way up through the Engineering Department he continu-
  ally pushed for new and more effective technologies and ship 
  designs.  With the advent of the Helix War he found himself 
  placed in charge of the entire USDF Engineering Department 
  and before long new technologies and ship designs began to 
  rapidly reach the front lines.  It was under his direction, and 
  oftentimes direct contributions, that devices and designs such 
  as the gravic cannon, first generation shielding technology, 
  more advanced powerplants, improved combat armor for 
  infantry, the Ulysses class assault carrier, increased automa-
  tion for ships and stations, and numerous other innovations 
  that revolutionized not just the USDF, but many other aspects 
  of galactic life.  Only recently retired at the rank of Admiral, 
  Brian McLeod has definitively left his stamp on the USDF and 
  the galaxy and is widely regarded as a revolutionary in the field 
  of engineering.
  Colonel Matthew Angel
  The human Matthew Angel is one of the few universally 
  acclaimed heroes of the United Systems Alliance.  First making 
  a name for himself in the Willian Cluster Campaign, he went 
  onto even greater exploits during the Helix War.  Losing his 
  family early in the war, he was repeatedly wounded and unable 
  to accept regeneration therapy or vat grown organs he has had 
  to settle for cybernetic replacements of his right arm and eye 
  after a close encounter with a plasma blast.  He has repeatedly 
  refused promotion in order to stay close to his people and 
  only passed the rank of Captain by a promotion passed while 
  he was unconscious and the honorary promotion granted 
  to USDF personnel upon completion of at least forty years 
  of service upon retirement.  When the Strikers refused to let 
  him continue in combat because of the maintenance liability 
  his cybernetics offered he transferred to the USDF where he 
  rose to the rank of Wing Commander before the war ended.  
  Discharged at the end as the most decorated member of the 
  USDF in Alliance history he was enlisted by the Guardians 
  and unlike many was often in the spotlight in the course of his 
  duties.  
  Leading a private exploration expedition commanding the 
  Star Runner encountered both the Helapian automations and 
  the Sagaren Collective, being instrumental in the forging of the 
  alliance that followed.  Recalled to duty to serve as a military 
  liaison to the Sagaren Collective he eventually was transferred 
  to the USAS Ulysses to assist in the first military exchange with 
  the Collective.  Riding out the Anteries Border Dispute as the 
  head of the Ulysses’ Striker compliment he finally retired for 
  good shortly afterwards.
  Having settled down with his bond-mate M’lee D’ress 
  he currently serves as her body guard in her duties as Vice-
  Leader, having already saved her life several times in this 
  capacity.
  Fanatically dedicated to the Alliance, armed with what at 
  the time were the most advanced soldier boosts and augmenta-
  tions, a noted tactician, and leader whose writings are required 
  reading by numerous militaries, an engineer and mechanic 
  who has several patents, to many he seems the ideal of what a 
  person can achieve in the Alliance with courage, perseverance, 
  and a little luck. 
  Vice-Leader M’lee D’ress
  Dentian M’lee D’ress came from a clan divided amongst the 
  progressives and the traditionalists and was fortunate enough 
  to have her immediate family amongst the former.  Entering 
  the USDF she started as a strike craft pilot and encountered 
  her eventual bond mate Matthew Angel during the Willian 
  Cluster Campaign when he led his platoon deep behind enemy 
  lines to rescue her after her strike craft crashed.  
  A careerist, she rapidly rose to captaincy and served 
  with honor throughout the coming Helix War, reaching the 
  rank of commodore by the end of the war due to her refusal 
  of an admiral’s rank which would have kept her from the 
  captain’s chair.  By war’s end she had gained the distinction of 
  commanding the Alliance’s most successful raiding squadron, 
  its actions materially assisting in the successful conclusion of 
  the war.
  Just before the Anteries Border Dispute her record led 
  to her being given command of the untested assault carrier 
  U.S.A.S. Ulysses in which she was pivotal in bringing to an 
  end.  It was during this time that the several decades old on 
  again off again relationship between herself and Matthew 
  Angel solidified.
  Retiring shortly after the conflict she was chosen for the 
  position of the Dentian Vice-Leader, an action which ignited 
  the Dentian Civil War.  Currently still serving in the position it 
  seems likely she will ascend to the position of Leader when the 
  current one steps down. 
  11: PEOPLE OF NOTE
  
  109
  Group Commander 
  Li’bus Myrtrax
  Li’bus Myrtrax is a Sagaren Hunter with a long and honor-
  able history even before the arrival of Sagarens in this section 
  of the galaxy.  Originally a teacher of history he eventually 
  became a freelance strike craft pilot, traveling many of the 
  worlds in the area of space his Homeship occupied at the 
  time, in the process not only making a name for himself, but 
  becoming something of a recognized expert in dealing with 
  alien races.  When he finally returned home and joined his 
  Homeship’s Defense Forces his skill and rank quickly brought 
  him command of an entire strike craft wing, and finally 
  command of an entire carrier’s strike craft component.  It 
  was this position he held when his Homeship traveled to a 
  new area and encountered the robotic remains of the Hela-
  pians, and eventually after several years of stalemated conflict, 
  encountered an Alliance private exploration vessel under the 
  command of a then retired Matthew Angel caught between 
  a Sagaren task force responding to a garbled distress call in 
  an unknown language and a Helapian fleet that had been 
  hunting down the Alliance vessel after the genocidal robots 
  had stumbled over it due to a freak accident.  It was at Group 
  Commander Myrtax’s urging that the Task Force Commander 
  took his outnumbered forces in to engage the Helapians in 
  defense of the strange vessel that was putting up a desperate 
  losing fight after finally having been run to ground.  It was 
  Group Commander Myrtrax that took on the primary role in 
  establishing relations with the mixed crew that finally emerged 
  from the badly damaged vessel.  And it was he who helped 
  forge the initial bonds that eventually led to the treaty between 
  the Sagaren Collective and the United Systems Alliance.  
  Afterwards he led the first military exchange mission and he 
  and his unit served with distinction during the maiden voyage 
  of the U.S.A.S. Ulysses.  At the moment Li’bus Myrtrax is 
  serving as the military liaison to the Alliance forces in Sagaren 
  space but is known to regularly travel about on various 
  matters official and otherwise. 
  His Royal Majesty 
  Hiban Riskalian IV
  The current ruler of the Baggalian Empire, Riskalian liter-
  ally and figuratively climbed to power over a pile of bodies.  
  Firm, ruthless, highly intelligent, and a person of his word, 
  Riskalian may well be the best chance the Empire has of true 
  unification.
  Originally a distant member of the royal family, he took 
  advantage of the upheaval and distraction caused by the 
  Empire’s conflict with the Alliance to strike against the 
  established rulers.  Successfully taking the throne he broke 
  with tradition by ruthlessly eliminating anyone who seemed 
  to have even the slightest chance of repeating his actions.  
  Quickly arranging a peace with the Alliance that satisfied both 
  sides, he has set about reigning in the various Noble Houses 
  by restricting their freedom of action and making them more 
  accountable for the actions of their members.
  Such a rise from obscurity to the heights of power is almost 
  unheard of within the Empire and many view it with suspi-
  cion, wondering just how he arranged for such things to come 
  about.
  No one is entirely certain what his long term goals are, 
  but it seems likely that they focus on expanding the Empire 
  in some manner.  Most outside powers though seem to be 
  looking forward to dealing with a more stable and centralized 
  Empire as being more predicable than the old Empire.
  Overlord Hoytdinar
  The current supreme leader of the Itellian Federation, 
  Overlord Hoytdinar reached its position by being willing and 
  able to use more force than it’s competitors, steadily taking 
  over their homeworld before cumulating in a nuclear strike 
  that crushed its remaining foes.  By sheer force of personality 
  it has brought a large number of Itellians under its control 
  and brought the other major warlords under some degree of 
  control.  However its position is precarious to say the very least 
  and most of its time and energy is spent simply trying to hold 
  onto its position and power, leaving the major Itellian warlords 
  mostly free to conduct their own business.  Should it get a 
  better hold on the Itellians as a whole they could prove a viable 
  threat to their local galactic region, but it seems unlikely that it 
  will be able to do this.
  
  110
  Outside intelligences, exploring the solar system with true 
  impartiality, would be quite likely to enter the sun in their 
  records thus: Star X, spectral class G0, 4 planets plus debris. 
  — Isaac Asimov,  
  Essay 16, ‘By Jove!’. In View From a Height (1963), 227
  PLANETARY DESIGNATIONS 
  AND DESCRIPTIONS
  The number and variety of planets and stars that fill the 
  galaxy are diverse enough that it would be impossible to 
  provide a complete catalog.  However a list provided here will 
  attempt to list and briefly describe some of the more common 
  types of planets and stars.
  Planets
  From barren asteroids to verdant worlds full of life, if it isn’t 
  a mass of burning incandescent gas, you can probably find it 
  here.
  Class 1 (Paradise) Worlds: Featuring a pleasant 
  atmosphere, comfortable gravity, abundant resources, and 
  vibrant life, Class 1 worlds earn the name of Paradise worlds.  
  Much sought after for colonization, more than one paradise 
  world has held its secret serpents, but by and large, they are the 
  easiest places in which to begin a new world.  Highly produc-
  tive it is not uncommon for Paradise worlds to be the center of 
  a Sector’s economy and governance.  Paradise worlds also tend 
  to have a higher than usual chance of fostering a sapient race 
  and those moving to investigate one are advised to be wary lest 
  the natives prove restless. 
  Class 2 (Devil) Worlds: Baked, swept with radia-
  tion, often with their surfaces near the melting point, Class 2 
  worlds are generally those that circle just outside the line at 
  which point it would be impossible for them to hold together 
  from being too close to a star.  Many are very small and rocky 
  while completely lacking in an atmosphere, either too small to 
  retain one, or suffering having it ripped away by powerful solar 
  winds.  Existence on these worlds is only possible by digging 
  deep enough to escape the fury of the nearby star.
  Class 3 (Greenhouse) Worlds: Completely 
  inhospitable to life even when supported by modern tech-
  nology, Class 3 worlds are deadly places, swept by poisonous 
  gases, often suffering rains of acid and not uncommonly 
  covered with molten rocks and metals, the air temperature of a 
  Greenhouse world is enough to kill most species outright.
  Class 4 (Rock) Worlds: Asteroids most commonly 
  fall into this category, when a Class 4 has an atmosphere it is 
  usually uninteresting in the extreme.  Barren of life or inter-
  esting features, many are little more than rocky conglomera-
  tions.  Some however bear large amounts of precious minerals 
  that can be mined, some smaller asteroids have been almost 
  wholly consumed by eager mining companies, leaving only 
  a scattering of loose rubble behind.  More than one Class 4 
  world bears the heavy scarring of extensive mining operations 
  across and under its surface; with no need to worry about the 
  environment miners are able to produce material far more 
  efficiently than on life holding planets.
  Class 5 (Supers) Worlds: Class 5 worlds are 
  massive gas giants that just fall short of the mass necessary 
  to have begun sustained combustion as a star.  Space around 
  these giants is almost always filled with hard radiation, fluxu-
  ating magnetic fields, and numerous other hazards including 
  all sorts of debris attracted by their gravity wells up to the size 
  of terrestrial planets.  In many cases these captured wanderers 
  are of more use and more interesting than their capturer, 
  however, many Class 5 Supers are regularly used as a place to 
  gather hydrogen for the powering of fusion plants by specially 
  equipped craft or ships diving into the upper atmosphere and 
  gathering the needed material.  Some even have permanent 
  siphoning stations in low orbit that can fuel most of a system.
  Class 6 (Standard) Worlds: Class 6 worlds are 
  worlds that are relatively easy to inhabit, but for whatever 
  reason do not qualify as Class 1 worlds.  It may be a case of 
  gravity being too high or low, a less than ideal amount of water, 
  hostile water, dangerous indigenous species, or any number or 
  combination of other factors, but are still survivable without 
  special equipment.  Class 6 Standards make up the larger part 
  of inhabited worlds, though many over time have been tamed 
  to various degrees.  Life on these worlds while not easy is by 
  no means above the capability of the average sapient and much 
  of the galaxy’s population resides quite comfortably on such 
  worlds.
  12: SYSTEMS 
  & PLANETS
  D%
  World Type
  1-3
  Paradise World
  4-13
  Devil World
  14-22
  Greenhouse World
  23-32
  Rock World
  33-43
  Super World
  44-50
  Standard World
  51-59
  Marginal World
  60-66
  Ocean World
  67-80
  Marble World
  80-95
  Iceball World
  96-100
  Rogue World
  
  111
  Class 7 (Marginal) Worlds: Class 7 worlds are 
  planets that fail in at least one major category to be easily 
  inhabitable.  Whatever the case, Marginal worlds require some 
  form of special equipment to be livable, breathing masks and/
  or special clothing are typical examples.  Marginal worlds are 
  often found just outside the band of space in a star system 
  where Class 1 and Class 6 worlds tend to form and are very 
  common.  Class 7 worlds are generally only inhabited when 
  there are a lack of more suitable worlds in a region, or when 
  there is something of enough worth on the planet to encourage 
  the growth of more than a small series of outposts.  The other 
  major cause for settlement of Class 7 worlds is during a race’s 
  initial forays into space when they have to take what they can 
  reach.  With time and a great deal of effort some Class 7 worlds 
  can be terraformed into Class 6 worlds.
  Class 8 (Ocean) Worlds: Class 8 worlds would 
  otherwise be Class 1, Class 7, or Class 6 worlds except for the 
  fact that the majority of their surface is covered with water 
  with very little available land mass for standard settlement.  
  There are actually many races that find these worlds by far 
  the most suitable and they aggressively colonize these worlds.  
  They are also popular among fringe groups who can afford 
  the resources necessary to establish underwater colonies as 
  they tend to be largely left alone.  Class 8 worlds are often 
  notorious for the massive powerful storms that can cover their 
  surfaces and laugh at most attempts at above ground inhabita-
  tion.  The creatures that can inhabit these worlds can grow to 
  truly monstrous proportions and thus are favored grounds for 
  many sporting expeditions by big game hunters and fishermen.  
  While not as common as Class 6 or class 7 worlds, Class 8 
  worlds are more numerous than Class 1 worlds and thus are 
  not uncommonly inhabited out of necessity or choice.  Many 
  if nothing else maintain outposts where their enormous water 
  reserves can be broken down into fuel for starships, and many 
  of these have been expanded by militaries into full fledged 
  support bases for their navies.
  Class 9 (Marble) Worlds: Class 9 worlds are very 
  similar to Class 5 Supers in that they are gas giants many times 
  the size of terrestrial planetoids, however they are not nearly 
  as massive as Class 5’s and as such do not generally acquire 
  micro systems quite as extensive.  Like Class 5’s, Marble worlds 
  are often the sites for orbital fueling stations fueling stations 
  and are favored due to their generally lower gravity and other 
  reduced hazards.  Marbles tend to have fairly extensive micro-
  systems in orbit around them, even up to the size of inhabit-
  able planetoids.
  Class 10 (Iceball) Worlds: Generally the smallest 
  of planetoids, often even smaller than Class 2 Devil worlds, 
  Iceball worlds are primarily made up of frozen substances, 
  many of which would be gasses at temperatures more reason-
  able, with bits and pieces of rocky debris scattered throughout.  
  By necessity even in a system with a small weak star Class 10’s 
  can only exist in the outermost fringes where the radiant heat 
  is weakest.  This also means that Iceballs tend to be the planets 
  most often lost by a solar system, already being the most 
  weakly attached to a given star.  Generally considered useless 
  for anything other than the occasional outer system sensor 
  post, Class 10’s are largely ignored by the galaxy at large.
  Class 11 (Rogue) Worlds: Technically a Class 11 
  world can be any of the previous classifications.  The prime 
  requirement for Class 11 be that it exist outside an established 
  solar system.  However, the act of being thrown from a solar 
  system in addition to the sudden lack of light and warmth 
  generally result in drastic changes for many classes of planets, 
  this is especially true for planets typically considered to be 
  inhabitable.  Oceans freeze, life dies out, eventually even the 
  atmosphere begins to rain down as temperatures drop, during 
  gasses into solids.  Gas giants tend to fare much better, their 
  own internal processes producing enough heat to sustain their 
  normal states.
  Rogue worlds can be created through a variety of processes, 
  the most common of which is the passage of a large body near 
  or through a solar system.  Black holes, neutron stars, even a 
  large rouge planet coming close enough might be enough to 
  throw planets out of their established orbits and into the cold 
  unforgiving depths of interstellar space.  Surprisingly Rouges 
  are found fairly commonly given the circumstances of their 
  creation, the repeated dropping into normal space required by 
  FTL travel means that especially around more traveled trade 
  lanes there is enough sensor coverage that many of these stray 
  worlds are detected, even in the vastness of space.
  Astonishingly, at least three have been discovered over 
  the millennium capable of supporting life on their surfaces, 
  somehow warmed by internal or intrinsic properties that 
  allowed life to continue or to emerge.  These strange worlds 
  each host a full array of intrigued scientists and their teams 
  from around the known galaxy.  Several other worlds have 
  been discovered bearing on them the ruins of previous civiliza-
  tions that failed to survive the effects of being tossed into the 
  void.
  Stars
  A star is a massive, luminous ball of plasma that is held 
  together by gravity.  These massive spheres are the prime 
  component of any solar system, without which it would be 
  nothing more than a loose nebula of gas and debris.  Stars fall 
  into several primary classifications depending on their mass 
  and age.  Below will be covered the most common types.
  Type O: Type O stars are hot massive giants among even 
  their own kind that dump much of their radiation in the ultra-
  violet range.  Quick to burn through their hydrogen fuel, they 
  rarely survive long in their primary state.  Compared to other 
  stars in the galaxy they are relatively rare, the majority having 
  burned out long ago.
  D%
  Star Type
  1-3
  Black Hole
  4-13
  Type K
  14-22
  Type O
  23-32
  White Dwarf
  33-38
  Type F
  39-50
  Type M
  51-55
  Nebula
  56-59
  Protostar
  60-63
  Type B
  64-66
  Neutron Star
  67-80
  Type A
  80-95
  Type G
  96-100
  Pulsar
  
  112
  Type B: Type B stars are far smaller than Type O’s, but still 
  giants among stars.  Like Type O’s they burn through their 
  supplies of hydrogen remarkably fast and thus are relatively 
  short lived.  Type B’s tend to shine in the blue part of the 
  visible light spectrum and are very bright, with the accompa-
  nying amounts of radiation.
  Type A: Type A stars are common and tend to glow white 
  or bluish white and are normally easily visible with the naked 
  eye.
  Type F: Type F Stars are also very common and glow a 
  bright white.
  Type G: Type G stars are very common and glow yellow.  
  Fairly long lived, type G stars are commonly the centers of 
  extensive solar systems, the relatively lesser amounts of radia-
  tion, solar winds, and gravity allowing a greater number and 
  variety of planets to often form while still retaining enough 
  gravity to avoid losing much of its system to deep space.  For 
  some reason Type G stars are the ones that most commonly 
  give rise to sapient life, almost a third of all sentient races 
  having their origin around a Type G.
  Type K: Type K stars are commonly found giants and burn 
  cooler than Type G’s with an orange light.  
  Type M: Type M stars are the most common stars in the 
  galaxy, glowing a dark red they are very low mass, but can 
  often take up a great deal of volume in addition to being 
  smaller than the previous types of stars mentioned.  Older 
  stars, Type M’s are known for collecting all sorts of oddities in 
  orbit around them and often hold surprises.
  Oddities
  Here you will find objects that do not fit into either of the 
  above categories but are still of significance to travelers. 
  Black Hole: A black hole is a region of space in which 
  the gravitational field is so powerful that nothing, including 
  light, can escape its pull. The black hole has a one-way surface, 
  called an event horizon, into which objects can fall, but out of 
  which nothing can come. It is called “black” because it absorbs 
  all the light that hits it, reflecting nothing.
  Black holes are the remains of super massive stars that have 
  gone supernova and are still some of the greatest mysteries in 
  the known universe due to the inability to gather any informa-
  tion from within the event horizon.  
  Black holes can be very dangerous, some wander through 
  space and their passage can do everything from simply pulling 
  an unsuspecting ship off course, to throwing inhabited planets 
  out of their orbits, to destroying entire stars.  Explorers in 
  particular are at risk, as data on stars in unexplored territory, 
  relying wholly on visual observation, can be centuries or even 
  millennium out of date, and if a ship’s navigation safeguards 
  are not set high enough, rather than dropping out a safe 
  distance from a star, the ship can come out too close to a black 
  hole to be able to avoid the event horizon before the crew can 
  react.
  White Dwarfs: White dwarfs are low-mass stars that 
  are no longer undergoing nuclear fusion and have shrunk to 
  planetary size, slowly cooling down.  White dwarfs are techni-
  cally no longer suns as they have ceased to undergo fusion.  
  Because of this white dwarfs are very common throughout the 
  galaxy, the funeral pyres of the stars they once were.  Becoming 
  a white dwarf is often the fate of stars lacking the mass to 
  collapse into a neutron star or black hole.
  This does not however mean that white dwarfs are irrel-
  evant in the grand scheme of things, many, even those formed 
  by the results of a supernova still carry the remains of their 
  previous systems around them in orbit.  The remains of more 
  than one civilization that was unable to escape the death of 
  their star have been found around a white dwarf, and many 
  white dwarf systems contain a multitude of debris that may 
  well have commercial value.
  This is entirely apart from those white dwarfs that are a part 
  of a multi-star solar system where their presence, even if at a 
  great distance can have a wide range of effects.
  Neutron Stars: Neutron stars are the remains of super 
  massive stars that did not quite have the mass to completely 
  collapse into black holes but stopped just short of such a cata-
  strophic change.  Incredibly dense, neutron stars are the single 
  most massive objects in the universe for their size next to black 
  holes, and the passage of a wandering neutron star can disrupt 
  large portions of space, flinging planets out of the orbits of 
  nearby star systems, pulling ships in STL space far off course, 
  and sending comets and asteroids flying out of their orbits and 
  into the paths of inhabited planets.
  Dark forbidding objects, Neutron star systems are often 
  sparsely populated if at all, whatever was not destroyed or 
  flung from the system during the original star’s spectacular 
  death throes are almost inevitably cold, dark, barren rocks 
  cracked and scorched by the explosive actions of the super-
  nova that briefly filled the system.
  So dense is the material neutron stars are made of, neutro-
  nium, that a mere handful weighs more than even the largest 
  of starships.  So powerful is the gravity produced by this 
  material that significant energy is being poured into research 
  to utilize the gravity produce to provide the next generation 
  of power sources.  So far progress has been severely limited by 
  the extreme difficulty in both obtaining and transporting even 
  the smallest quantity of the substance.
  Pulsar: Pulsars are highly magnetized, rotating neutron 
  stars that emit a beam of electromagnetic radiation.  This 
  beam of radiation can only be detected when pointed directly 
  at an observer, and with rotation times that measure seconds 
  at most pulsars seem to strobe for observers, thus granting 
  them their name.  Many pulsars are as accurate as even the 
  most elaborate clocks and are often used to check for synchro-
  nization of chronometers after long journeys.  Perhaps more 
  importantly, because the timing and position of all known 
  pulsars are logged, they can be used by ships as natural naviga-
  tion beacons, even those that have gone far off course into 
  uncharted space.  
  However there is a dark side to these beacons in the night, 
  any vessel caught directly in the beam within several light 
  years of its point of origin can suffer heavy damage or even be 
  destroyed if close enough, even through heavy shielding and 
  thick hulls.  The few ships that have survived such encounters, 
  usually having suffered the misfortune of dropping out of FTL 
  space in the beam’s path while exploring, have been reduced to 
  little more than radioactive wrecks, electronics fried, and crews 
  suffering extensive burns and radiation sickness.
  Nebula: Nebulas are large clouds of condensed gases 
  floating in space and held together by the generated gravity 
  
  113
  of untold number of molecules.  Often beautiful to observe 
  from light years out, contrary to popular fiction the greater 
  number of nebulas are so thin, only a few additional molecules 
  over normal space per square foot, as to be almost undetect-
  able from within, and certainly pose no danger or difficulty to 
  starships traversing them.  Nebulas are often the remains of a 
  supernova or smaller repeated novas, they are formed from the 
  outer layers of gas that are blown of a star during one of these 
  events and are steadily expanding.
  The exceptions to the above are those nebula that are 
  contracting and beginning to form protostars, such nebula 
  are dangerous places indeed, with odd bits of debris floating 
  around, often at high speeds, reduced sensor range and defini-
  tion, arching energy caused by the dense concentration of 
  charge particles, radiation, and various other difficulties.
  Protostars: A protostar is a large object that forms by 
  contraction out of the gas of a giant molecular cloud in the 
  interstellar medium. The protostellar phase is an early stage in 
  the process of star formation.  Protostars are interesting places 
  to say the least, full of energy, debris, and of course the gases 
  that make up the material being condensed into a new star.  
  Protostars begin to be formed when the gravity of a nebula 
  begins to override the forces that prevent it from spreading 
  out.
  Several protostars are under long term observation to 
  better learn how solar systems form and to investigate several 
  forms of matter that only seem to be generated in the chaotic 
  confines of an actively forming star system.
  EXAMPLE SOLAR SYSTEM
  M-523 (FATSO) : TYPE II BRIGHT GIANT 
  One of many stars found during various types of surveys by 
  the Alliance, this Type II Bright giant was given the designa-
  tion M-523 and, being somewhat off the regular travel routes, 
  was then largely forgotten until a Sagaren survey ship dropped 
  into the system.  What the survey crew found was a system 
  tailor made for a Homeship to take up residence.  With five 
  planets, one of them a gas giant with a number of moons, four 
  other planets, and a position only a little ways off the more well 
  traveled paths, M-523 with the arrival of the Sagaren Home-
  ship turned into a major trading hub for the sector.  Although 
  not officially designated as such, the Sagarens onboard the 
  Homeship that arrived were not one to stand on ceremony and 
  quickly named it Fatso, a reference to it’s high axial rotation 
  rate that causes it to bulge out in the middle.  
  
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  BLOOD: CLASS Y DEMON
  Age: 6 Billion Years
  Diameter: 11,657km
  Surface: 1000 Degrees Plus K.
  Atmosphere: Turbulent, saturated with toxic chemi-
  cals and thermionic radiation
  Life-Forms: Uninhabited
  The innermost planet of the system, Blood orbits M-523 at 
  the very edge of the area inward of which a planet would be 
  torn apart by M-523’s gravity.  
  A seething cauldron of death, Blood is of little use or 
  interest.
  WHITE EYE: CLASS N REDUCING.
  Age: 6 Billion Years
  Diameter: 13,832km
  Surface: Acid covered, super hot, molten
  Atmosphere: Extremely dense, carbon dioxide and 
  sulfides
  Life-Forms: None
  White Eye is the second planet out from M-523.  The green-
  house effect gone wild, White Eye is completely uninhabitable, 
  with acid rains and a molten surface making it impossible for 
  any attempt at exploitation or habitation.
  ANTERIES PRIME: CLASS 
  I SUPER GAS GIANT
  Age: 6 Billion Years
  Diameter: 12 Million km
  Surface: Hydrogen, hydrogen compounds, ammonia, 
  helium, radiates heat.
  Atmosphere: Constantly changing due to heavy up 
  and down drafts, massive storms cross the planet regularly.
  Life-Forms: Uninhabited
  A super massive gas giant, Anteries Prime is the third of 
  M-523’s five planets.  Anteries Prime has seventeen moons 
  of varying sizes and types plus an extensive debris field.  The 
  Sagarens mine Anteries Prime for the hydrogen, helium, and 
  ammonia in its atmosphere that is then converted into fuel 
  among other things.
  ANTERIES I&II: CLASS Y DEMONS
  Age: 5 Billion Years
  Diameter: 12,857km
  Surface: 1000 Degrees Plus K.
  
  115
  Atmosphere: Turbulent, saturated with toxic chemi-
  cals and thermionic radiation
  Life-Forms: Uninhabited
  These twin planets actually revolve around each other at 
  the same time that they revolve around Anteries Prime.  The 
  constant pull of each other’s gravity causes massive volcanic 
  eruptions that sometimes reach into nearby space before the 
  ejecta slams back into both planets.
  ANTERIES III: CLASS D MOON
  Age: 5 Billion Years
  Diameter: 3,786km
  Surface: Large concentrations of heavy metals like 
  iron, nickel, lead; some deposits of aluminum, zinc 
  Atmosphere: None
  Life-Forms: None
  Anteries III is a barren wasteland that circles the super 
  gas giant Anteries, heavily pockmarked and cratered, it is the 
  site of extensive mining operations by the Sagaren Homeship 
  within the system.
  ANTERIES IV-VI, VIII&IX, XI&XII, 
  XIV: CAPTURED ASTEROIDS
  Age: 6 Billion Years
  Diameter: Irregular
  Surface: Barren/cratered
  Atmosphere: None
  Life-Forms: None
  Stray asteroids captured by Anteries Prime’s gravity, they are 
  unremarkable, varying somewhat only in size and shape.
  ANTERIES VII: CLASS O MOON
  Age: 5 Billion Years
  Diameter: 12,147km
  Surface: 85% water, 15% land.
  Atmosphere: Nitrogen, Oxygen, carbon dioxide, 
  trace elements
  Life-Forms: Extensive numbers and variety of non-
  sentient life forms on both land and in the oceans.  Wide 
  variety of plants.
  Anteries VII is a fertile and lush planet.  It is the main 
  source of water for the Sagaren Homeship residing in the 
  system.  With its land area varying between dense forest and 
  grasslands, it is used by the Sagarens as a regulated hunting 
  preserve, seeing an average of 1,500,000 Sagarens a year from 
  the Homeship.  Anteries VII also provides much of the protein 
  for the Sagaren Homeship, with regulated harvesting of the 
  planet’s abundant sea life.  Access by other species is strictly 
  regulated, with few non-Sagarens ever getting closer than orbit.
  ANTERIES X: CLASS D MOON
  Age: 5 Billion Years
  Diameter: 2,659km  
  Surface: Extensive deposits of precious metals like 
  gold, and silver, titanium, several sites containing diamonds 
  have been found indicating that the planet was tectonically 
  active in the distant past.
  Atmosphere: None
  Life-Forms: None
  Anteries X, like Anteries III is a barren wasteland that 
  circles the super gas giant Anteries, heavily pockmarked and 
  cratered, it is the site of extensive mining operations by the 
  Sagaren Homeship within the system.
  ANTERIES XIII: CLASS L MOON
  Age: 5 Billion Years
  Diameter: 1,786km
  Surface: Large concentrations of radioactive metals 
  like plutonium, and uranium.
  Atmosphere: Oxygen/argon, high concentration of 
  carbon dioxide, very thin.
  Life-Forms: None
  Anteries XIII is the site of extensive mining operations by 
  the Sagaren Homeship within the system.
  ANTERIES XV: CLASS K MOON
  Age: 5 Billion Years
  Diameter: 8,230km
  Surface: Mineral poor, occasional pockets of water 
  vapor.
  Atmosphere: Thin, nitrogen
  Life-Forms: None
  Anteries XV is unremarkable in any way, lacking the valu-
  able resources of many of the other moons orbiting Anteries 
  Prime, its sole interesting fact is that it houses a permanent 
  sensor station with deep space scanning arrays and a small 
  Sagaren starfighter base.
  ICE:  CLASS P GLACIATED
  Age: 6 Billion Years
  Diameter: 16,743km
  Surface: Ice covered, 20km deep ocean under the ice.
  Atmosphere: Oxygen, argon
  Life-Forms: Unknown, possible life in under ice ocean.
  Ice is the forth planet out from M-523.  With no usable 
  mineral deposits, it has been left untouched.  Scans have 
  indicated the presence of a large under ice ocean produced by 
  internal heat with the possibility of life.
  LONE WANDERER:  CLASS 
  R ROUGE PLANET
  Age: 15 Billion Years
  Diameter: 7,692km
  Surface: Barren rock/nitrogen ice
  Atmosphere: None
  Life-Forms: Extinct
  The Lone Wanderer is the farthest planet out from M-523.  
  Actually a rouge planet captured by M-523’s gravity, the Lone 
  Wanderer has an orbit that is both highly elliptical and erratic, 
  at times reaching the comentary halo.  Now cold, barren, 
  and lifeless, surveys of the Lone Wanderer have uncovered 
  the ruins of an unknown civilization that once existed on the 
  planet.  A small Alliance Science Institute research base has 
  been established on the planet in addition to a mixed Confed-
  eration/Sagaren fighter base constructed to defend the planet 
  from pirates and raiders.
  
  116
  SAGAREN HOMESHIP: PLANETOID 
  SIZED MOBILE HABITAT
  Size: Approximately 575km long, Averages 70km in 
  diameter
  Life-Forms: 1.267 Billion Sagarens with a transient 
  population of other species of roughly 73,000.
  Though not technically a planet, the Sagaren Homeship 
  needs to be mentioned, as without it M-523 would still be little 
  more than a notation on a star chart.  One of many Sagaren 
  Homeships scattered throughout the galaxy, it is effectively a 
  small mobile planet.  Drawing on the resources of the system 
  itself, it produces large quantities of raw materials for trade 
  and internal use.  Equipped with repair bays, docking bays, 
  shipyards, and manufacturing plants equivalent to most major 
  planets, it has become a vital trade point for the sector.  With 
  a population of more than a billion Sagarens plus tens of 
  thousands of transient outsiders, it is most populated habitat, 
  natural or otherwise, for several lightyears.  
  At its marketplace, anything from small bobbles from a 
  primitive planet to a full-sized warship can be purchased.  
  Aside from the trade it brings to the region, the Homeship 
  also serves as a repair and refueling stop for both civilian and 
  military ships, and the space around it is normally filled with 
  everything from tramp freighters coming in to drop off a 
  cargo, to Alliance warships seeking repairs for battle damage or 
  simply seeking some brief R&R.  The Homeship itself is heavily 
  armed, but its main defense comes from the swarms of Sagaren 
  strike craft and warships that are in constant attendance in 
  addition to any Alliance forces that may be in the area.  Little 
  more is known about this Homeship, or others of its kind by 
  non-Sagarens as few of them are ever allowed past the areas set 
  aside for the other races and those are sworn to silence. 
  HOMESHIP B: SMALL ROCKY MOON
  Size: Approximately 605km long, Averages 77km in 
  diameter
  Life-Forms: Sagaren Construction Crews
  Not yet officially granted a name, this rocky moon in orbit 
  around Anteries Prime is slowly undergoing the conversions 
  necessary to turn it into a fully functional Sagaren Homeship.  
  Expected to take several decades even with steady work, only a 
  few years into construction were it not for the activity around 
  and on it, one would have no idea that it is undergoing such a 
  conversion.  Most of the activity so far is beneath the surface, 
  hollowing out the needed passages and compartments in 
  preparation for the installation of the needed equipment and 
  amenities.  Expected when completed to be capable of holding 
  an even larger population than the other Homeship is system, 
  which is large even among its brethren.  Scouts have already 
  begun surveying several systems for suitability where the new 
  Homeship can move once completed.
  SOLAR MAJOR: TYPE ‘A’ HOT BLUE STAR
  Solar Major is a relatively recently settled star system, Alli-
  ance settlers only arriving fifty years ago.  On the border of 
  what is considered local Sagaren space, Solar Major sees a lot 
  of business between people from the Alliance and the Sagaren 
  Homeship that occupies the M-523 system.  The system 
  contains three planets with a sparse asteroid field between the 
  second and third planets.  What will eventually be a large Alli-
  ance starbase serving as sector headquarters is located within 
  the system.
  THOR: CLASS N REDUCING
  Age: 7 Billion years
  Diameter: 17,529 km
  Surface: Barren, Acid
  Atmosphere: Carbon Dioxide, Water Vapor
  Lifeforms: None known
  Thor, named after the mythical Norse god of storms, circles 
  the sun only just inside Infinity’s orbit and for an average of 
  nine of the fifteen months of Infinity’s orbit can be clearly seen 
  from Infinity’s surface.  Thor got its name from the massive 
  thunderstorms and superbolts that light up its atmosphere, at 
  times the entire planet is wreathed in these storms, providing a 
  spectacular view from Infinity.
  INFINITY: CLASS M TERRESTRIAL 
  Age: 6 Billion years
  Diameter: 13,631 km
  Surface: 47% Water, 53% Land
  Atmosphere: Oxygen, Nitrogen
  Lifeforms: No native life forms higher than large 
  herbivores, populated primarily by humans, some members 
  of other species are present.
  Infinity got its name from the original survey ship when, 
  in a state of drunken jubilation at finally finding a habitable 
  planet, the ship’s Captain jokingly said that they’d reached the 
  end of infinity.  Infinity is often used by adolescent Sagarens to 
  acclimate  to dealing with foreign cultures outside the confines 
  of the Homeship.  
  WOLF’S DEN:  CLASS Y DEMON
  Age: 3 Billion years
  Diameter: 30,614 km
  Surface: Completely molten, covered in massive 
  volcanoes
  Atmosphere: Highly toxic
  Lifeforms: None
  Starbase McCoy: Located near Wolf’s Den, Starbase 
  McCoy was built and is used by the Alliance Navy.  Starbase 
  McCoy is the largest Alliance base in the area, and much of 
  its infrastructure is still under construction, at the moment 
  hosting only minor sized repair and supply capabilities, 
  meaning that most maintenance for both civilian and military 
  ships in the area ends up going to the nearby Sagaren Home-
  ship.  Lightly manned in the best of times due to the lack of 
  any real threats to the region, a recent upsurge in pirate attacks 
  in the region has spread thin the assets of the Alliance forces 
  that normally were based in the system.  This has led to the 
  base commander and Sector Governor, upon finding that it 
  
  117
  would take some months for significant reinforcements to 
  reach them given the distances involved, to swallow their pride 
  and request assistance from the Homeship in system M-523.  
  After some consideration, the requested assistance was sent, 
  with the result being that the base currently hosts a nearly 
  equal mix of Alliance and Sagaren ships, starfighters, and 
  personnel.
  KLAEOK (NOW THE REPUBLIC 
  OF NEW IRELAND):
  A Type G star, Klaeok Prime is the center of a remarkably 
  desolate system, inhabited only by one planet and a scattering 
  of asteroids and other stellar debris.
  New Ireland: A Class M World, New Ireland was settled 
  by a private group of individuals seeking to distance them-
  selves from what they saw as the overbearing government 
  that existed in the Ballard Confederacy.  The planet is heavily 
  forested and home to a bewildering variety of native plants 
  and fungi, many of which can be harvested and turned into 
  different medicines which form the primary export of the 
  planet along with lumber.  Weather tends to be both wet and 
  severe, with storms with winds reaching over one hundred 
  miles an hour not uncommon.  The primarily human popula-
  tion numbers no more than fifty-thousand spread over most 
  of the planet in individual homesteads and small townships.  
  Recently the planet broke away from the Confederation 
  after being threatened with a draft that would have forced 
  a slow death upon the colony.  Heavy fighting ensued when 
  the Confederation sent the 210th Multispecies Regiment 
  and supporting units to subdue the rebellious planet.  After 
  heavy fighting, the Confederation forces were repulsed, with 
  many of the abandoned troops electing to settle down on the 
  planet they had only just recently tried to capture.  Seeking 
  new markets, and allies in a decidedly dangerous universe, 
  New Ireland elected to appeal to the Sagaren Collective for 
  aid.  A second attempt by the Confederation to retake the 
  planet was stopped by the arrival of a Sagaren Collective 
  battlegroup during the middle of negotiations.  Now a firm 
  ally of the Sagaren Collective, New Ireland is rapidly growing 
  both economically and culturally, with much of the newfound 
  wealth going into the planet’s infrastructure.  Over seventy 
  percent of the planet’s medicinal production and fifty percent 
  of its lumber production is now sold to the Sagaren Collective 
  at what is a hefty profit for the planet and  great savings for the 
  Collective over what they had been forced to pay before.  At 
  the moment, system security is being provided by the Sagaren 
  Collective with a gradual turnover to New Ireland planned.
  
  118
  I like relativity and quantum theories 
  because I don’t understand them 
  and they make me feel as if space shifted about 
  like a swan that 
  can’t settle, 
  refusing to sit still and be measured; 
  and as if the atom were an impulsive thing 
  always changing its mind. 
  — D.H. Lawrence 
  ‘Relativity’, David Herbert Lawrence, The 
  Works of D.H. Lawrence (1994), 437.
  T
  he universe works in mysterious ways, and scientists 
  and philosophers alike continually strive to expand the 
  understanding of its workings.  Listed here are some 
  of the more relevant aspects of the way the universe 
  works.
  FASTER THAN LIGHT TRAVEL
  The ability to travel quickly between the stars forms the 
  underpinning of all modern civilizations.  Without it, realistic 
  exploration and colonization in the early days, as well as the 
  commerce that connects the galaxy together in current times 
  would be entirely impossible.  Based on the science of the 
  Interstellar Jump Drive (IJD) the actual mathematics behind it 
  are often referred to as It Just Does by laymen.
  FTL travel is obtained by slipping into another dimension 
  that overlaps our own.  Transiting between the two requires 
  an incredible amount of power and smaller ships often have to 
  turn off non-essential systems in order to make the transition.
  FTL Space
  Discovered by a variety of races at different times, FTL 
  space opened the stars up for exploration and exploitation.  
  FTL space exists concurrent with but separate from normal 
  space (also sometimes called real space, subspace, normal 
  space, and prime space to name a few) and thus moving in one 
  space you can reach a point in the other by crossing between 
  them.  The most important difference between the two is the 
  apparent lack of an upper limit on the speed of light in FTL 
  space (it is believed that there is one, but engines powerful 
  enough to reach it have yet to be developed as much like 
  normal space the faster one goes the more power is neces-
  sary to increase speed). FTL space is empty of actual physical 
  objects but is filled with radiation and gravity fields.  Contro-
  versy still continues on whether gravity is caused by a mass in 
  the normal universe that bleeds over, or if it is created in FTL 
  space and bleeds over into normal space.  Regardless, it is these 
  gravity fields that make FTL travel both so complicated, and 
  possible at all.  
  FTL Navigation
  Navigation in FTL space is a combination of dead reck-
  oning and gauging one’s position from identifying surrounding 
  gravity fields.  Because gravity fields prove slightly irregular 
  even in well charted and traveled space and can alter a ship’s 
  course most FTL flights involve regular drops back into 
  normal space to check a ship’s position and adjust their course.  
  In uncharted or sparsely traveled space these stops are far 
  more frequent.
  No FTL drive can operate within the depths of a gravity 
  well, and the larger the mass in normal space, the more 
  powerful a gravity field is and the greater area it covers.  
  Any vessel that runs into a gravity well while in FTL space 
  is abruptly forced out into normal space, suffering severe 
  structural damage and heavy power surges.  Thus most ships 
  drop into normal space at the edge of a system, calculate their 
  position and make a briefer jump to a place just outside the 
  gravity well of their destination before proceeding under stan-
  dard drives.  Military vessels though are likely to risk dropping 
  in much deeper into a gravity field in order to save time and 
  achieve an element of surprise against an opponent. Because 
  of the danger of running into a gravity field most ships have 
  emergency programs that automatically drop a ship into 
  normal space if it comes too close to a gravity field.
  FTL Sensors
  Sensors in FTL space are very limited, with only gravity 
  fields, and the signatures of ships actually underway in FTL 
  space readily apparent.  Millennia of experience have given 
  analysis programs the ability to analyze these information poor 
  readings and more often than not draw the correct conclu-
  sions. Unfortunately, ships in FTL space are unable to see 
  anything smaller than a planet (and even that only indirectly) 
  in normal space, and thus are forced to drop back into normal 
  space blind.  For this reason, tradition has long dictated that 
  incoming traffic to a system comes in above the elliptic, and 
  ENTERING FTL SPACE
  Entering, or “jumping” to FTL space from normal space requires 
  a Computers check against DC 10 and needs the FTL Drive of a 
  vessel to charge for 1d6 rounds while at full thrust in a straight 
  line for the same amount of time to allow the spatial rupture field 
  to properly form in front of the ship.
  By making both a Navigation Check versus DC 25 and an Engi-
  neering Check Versus DC 25 this time may be cut in half.  Failure 
  of either of these rolls results in 1d6 points of damage to the ship 
  per 5 points of failure as the ship is torn by conflicting directional 
  forces or power surges.  Failure of both results in 2d6 points of 
  damage per 5 points of failure.  This damage is unaffected by DT 
  or Shields.
  13: EINSTEIN IS  
  SPINNING IN HIS GRAVE
  
  119
  outgoing traffic leaves below the elliptic in order to help avoid 
  the potential for collisions.  However, ships in normal space are 
  able to see into FTL space and can, therefore, detect vessels in 
  motion in FTL space.  This can give alert defenders in wartime 
  warning of the arrival of enemy fleets and give them time to 
  mobilize while invaders are forced to wait until entering a 
  system to know what awaits them.
  It is generally impossible to determine exactly what ship, 
  or even what kind of ship is in FTL space purely from FTL 
  sensors, various characteristics inherent to a given ship or type 
  of ship’s field can provide clues that an experienced sensor 
  operator can use to deduce at least the general type and size of 
  the vessel.
  FTL Communications
  FTL communications are a large part of what ties the galaxy 
  together, faster than even the speediest starship but far from 
  instantaneous, FTL communications are limited in range and a 
  prone to garbling at times.  Most interstellar governments sow 
  their space with FTL Communication relays that can pick up, 
  clear up, and then retransmit messages in a relay system.  The 
  Alliance is notorious for having multiple generations of relays 
  in use covering the same areas, the older relays coming online 
  in times of high message volume or when more modern relays 
  are offline for whatever reason.  Most ships also make it a habit 
  to relay any messages they may pick up.  In this way even a 
  ship well outside the range of normal FTL communications 
  can quickly make sure needed information gets where it needs 
  to go.  Places off the beaten track or out of range of existing 
  Communication Relays rely on regular (or irregular) message 
  delivery service.  In these places arrival of a ship carrying mail 
  is often a cause for celebration. 
  A NOTE ON FTL NAVIGATION 
  IN THE STARSEA UNIVERSE
  Starships in the Starsea Universe use standard FTL drives.  These 
  drives propel ships through FTL space.  Navigating FTL Space 
  can be tricky, especially in areas poorly charted and rarely trav-
  eled.  DC’s for Navigation checks are as follows.  
  Unknown Regions: DC 30
  Poorly Traveled: DC 20
  Well Traveled: DC 10
  A failure results in 1d10 being rolled per Light Year Traveled, 
  the resulting being a percentage of how far off course you’ve 
  wandered.
  The difficulty of such checks can be reduced by returning to 
  normal space once every six hours for at least an hour to recal-
  culate one’s position.  This reduces the difficulty of such checks 
  by 10.  For every 5 points by which a DC is exceeded a ship 
  travels an extra light year a day.
  
  120
  Born on the fifth moon of Doran Prime towards the outer 
  edges of explored space, Mandela Kulan grew up surrounded 
  by the constant presence of the influence of the spaces 
  between the stars, whether it be the crews of the merchant 
  ships constantly coming and going or the sailors of warships 
  brimming with death.  But being right on the border of two 
  corporate territories brought trouble as well as prosperity.  
  Nearby skirmishes with pirates were not uncommon, and 
  one never knew when the corporations themselves might 
  erupt into all-out war threatening everything.
  The constant memory of this apparent Sword of Damocles 
  hanging over his own and the heads of all he knew was to have 
  a strong impact throughout his life.  Though both his parents, 
  his mother a prominent research scientist and his father a 
  university professor both wished otherwise he applied to the 
  Peacekeepers as soon as he came of age to do so, managing to 
  be one of the few accepted applicants.  Roughly two decades 
  later he retired at the rank of Captain, a full pension, a chest 
  full of medals, with a crippled leg and missing an eye in addi-
  tion to a strong love and skill at building and tinkering and a 
  desire to keep flying whatever the cost.  
  NEW CHARACTER CLASSES
  ENGINEER/MECHANIC/TECHNICIAN
  The folks who keep the galaxy running, whether they are 
  designing the latest ship to roll out of the yards, some new 
  invention that will revolutionize how things are done, or are 
  the ones who keep said inventions running, they are vital to 
  keeping civilization on an even keel, something many of them 
  are happy to point out if they feel their efforts are being taken 
  for granted.  As a rule such people either tend to either highly 
  focus on one specific aspect of their field or are more general-
  ists, knowing enough to be effective in most fields, but lacking 
  the ability to produce the often astounding results that more 
  focused specialists regularly manage.  
  There are of course the exceptions, particularly gifted and 
  experienced individuals who have truly mastered a variety of 
  fields and are as comfortable wielding a wrench as a calcu-
  lator.  These people are often referred to as wizards or miracle 
  workers and those able to obtain their services bless their luck.
  Always useful to have around, these sorts of characters if 
  played with ingenuity and creativity can often get a group out 
  of (or into as the case may be) situations that no amount of 
  firepower could.
  Some are just like any other people, others care more about 
  their creations or charges than people, most fall somewhere 
  in-between.  Played straight this character concept can be a 
  handy ship’s mechanic or engineer, however it doesn’t take 
  much to realize that the character concept could fit the role of 
  a mad scientist, or at least a slightly unbalanced one.
  Potentially very versatile characters, this concept can give a 
  lot of freedom in their creation and are an excellent addition to 
  most groups, regardless of their composition or task.
  Primary Attributes: Intelligence
  Suggested Attributes: Strength, Dexterity
  Hit Dice: D6
  Skill Points: Engineers receive 2 Skill Points a Level plus 
  their Intelligence Bonus.
  Class Skills: Athletics, Computers, Craft, Engineering, 
  Perception, Profession
  Proficiencies: Light Armor Proficiency, Basic Melee 
  Weapons, Small Arms
  Handyman: At 1st level an Engineer gains a +2 bonus to 
  all Craft, Engineering, and Profession rolls.  This increases by 
  +2 for every five class levels.
  Armor Improvement: At 2nd level an Engineer 
  may make a number of armor improvements equal to their 
  Intelligence bonus.  These improvements can be used to raise 
  Maximum Dexterity, Defense Value, reduce the Armor Check 
  Penalty by one point, or increase EAC or KAC by five points.  
  These improvements can be made to one, or multiple pieces 
  of armor.  No single value may be improved by more than one 
  step.
  At levels 8, 13, and 18 these bonuses can be increased by an 
  additional step.
  Weapon Improvement: At 3rd level an Engineer 
  may make a number of weapon improvements equal to their 
  Intelligence bonus.  They may add a +1 to damage, +1 to hit, 
  increase the critical hit range by one, or increase the critical 
  damage rating by one.  These improvements can be made to 
  one or multiple weapons.  No single value may be improved by 
  more than one step to a maximum of +4.
  At levels 9, 14, and 19 these bonuses can be increased by an 
  additional step to a maximum of +4.
  Mr. Fixit: Starting at Level 4 once a day for every four class 
  levels the Engineer may instantly conduct repairs on a vehicle, 
  weapon, armor, piece of equipment, or structure for a number 
  of hitpoints equal to their level times their Intelligence Bonus 
  provided appropriate materials are available.  This is a full 
  round action.  
  Can We Build It, Yes We Can!: Starting at 5th level 
  an Engineer may cut the time required for repairs or construc-
  tion by a percentage equal to their craft or repair roll.
  Cost Efficiency Analysis: Beginning at 6th level 
  an Engineer may cut the costs for any repairs or construction 
  by a percentage equal to the result of a Engineering roll.
  Its Not a Bug, Its a Feature: Starting at 7th 
  level an Engineer may disguise a flaw or penalty in a piece of 
  armor, equipment, weapon a vehicle, or a structure by beating 
  whoever they’re tricking in an opposed roll of Engineering 
  versus Sense Motive.  Note, if an Engineer attempts to use this 
  ability on another Engineer they may choose to also roll Engi-
  neering instead of Sense Motive.
  14: CHARACTERS
  
  121
  Built to Last: Starting at 10th level Engineers double the 
  hitpoints of any item they create, including armor, weapons, 
  equipment, and vehicles and grant an additional +5 EAC and 
  KAC to these items.
  Let the Hammer Fall: Practical engineering 
  requires a lot of hands on work and Engineers often build up 
  a surprising amount of strength and endurance.  At 11th level 
  they get a +2 to their Strength and Constitution scores.
  Jack of All Trades: Engineers pick up a wide variety 
  of talents and skills, beginning at 12th level they are considered 
  to have a bonus equal to a third their class level to any craft 
  skill they do not have actual ranks in.
  Superior Analysis: Beginning at 15th level an Engi-
  neer may add a +10 bonus to their Engineering roll only for 
  the purpose of identifying an item or piece of technology.
  Practical Applications: The Engineer learns how 
  to best apply their experience and design theories to everyday 
  problems.  At 16th level they gain a +2 bonus to their Intel-
  ligence score.
  Improved Mr. Fixit: At 17th level the amount of 
  damage an Engineer can repair is doubled.
  Pinnacle of Design: Truly master Engineers know 
  how to get the most out of any design.  At 20th level they 
  may add 10% to any two values of a vehicle or structure they 
  directly have a hand in designing.  This includes Build Points, 
  PCU, hitpoints, EAC, KAC, SR, Defense Value, speed, and 
  cargo capacity.
  FRONTIERSMAN
  These are rugged individuals used to surviving on the 
  various frontier planets, often outside the bounds of settled 
  lands with little to no company other than perhaps a riding or 
  pack animal of some sort.  By necessity, they tend to be very 
  self-reliant and individualistic.  Generally excellent guides 
  and scouts, many make their living providing such services to 
  outsiders, others may drift from odd job to odd job, prospect, 
  or otherwise gather certain valuable items.  Depending on the 
  exact conditions of the world in which they operate on and 
  their specific background they may be accomplished riders, 
  gunslingers, herders, lawmen, or even outlaws.  Most of their 
  ENGINEER/MECHANIC/TECHNICIAN
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Defense 
  Bonus
  Special
  1
  +0
  +0
  +1
  +1
  +2
  Handyman
  2
  +1
  +0
  +1
  +1
  +3
  1st Armor Improvement
  3
  +1
  +1
  +1
  +1
  +3
  1st Weapon Improvement
  4
  +2
  +1
  +2
  +2
  +3
  Mr. Fixit
  5
  +2
  +1
  +2
  +2
  +4
  Can We Build It, Yes We Can!
  6
  +3
  +2
  +3
  +3
  +4
  Cost Efficiency Analysis
  7
  +3
  +2
  +3
  +3
  +5
  It’s Not a Bug, It’s a Feature
  8
  +4
  +2
  +3
  +3
  +5
  2nd Armor Improvement
  9
  +4
  +3
  +4
  +4
  +5
  2nd Weapon Improvement
  10
  +5
  +3
  +4
  +4
  +6
  Built to Last
  11
  +5
  +3
  +5
  +5
  +6
  Let The Hammer Fall
  12
  +6
  +4
  +5
  +5
  +7
  Jack of all Trades
  13
  +6
  +4
  +6
  +6
  +7
  3rd Armor Improvement
  14
  +7
  +4
  +6
  +6
  +7
  3rd Weapon Improvement
  15
  +7
  +5
  +7
  +7
  +8
  Superior Analysis
  16
  +8
  +5
  +7
  +7
  +8
  Practical Applications
  17
  +8
  +5
  +8
  +8
  +9
  Improved Mr. Fixit
  18
  +9
  +6
  +8
  +8
  +9
  4th Armor Improvement
  19
  +9
  +6
  +9
  +9
  +9
  4th Weapon Improvement
  20
  +10
  +6
  +9
  +9
  +10
  Pinnacle of Design
  
  122
  skills are likely to be geared around surviving in the environ-
  ment they are most used to along with basic camouflage and 
  fighting skills (and in some places those may be basic survival 
  skills in and of themselves).  Note though that this doesn’t 
  mean that they lack proficiency with modern technologies, 
  indeed, in many cases they may well have a better under-
  standing of how much of their equipment works (and while 
  not necessarily top of the line, may well be far from obsolete) 
  than most characters since they likely have only themselves to 
  turn to when something needs to be fixed.
  These people make excellent characters if a game is 
  primarily set on one of these worlds, but they may end up 
  nearly anywhere, either on the run, or having simply found a 
  single planet too small for their restlessness, and provide an 
  interesting contrast to other characters more urbane personali-
  ties.  They may not be the smoothest characters around, but 
  those rough edges of theirs are going to leave some definite 
  marks on the galaxy.
  Primary Attributes: Constitution is a key attribute 
  for Frontiersmen as it raises their ability to endure and survive 
  in even the harshest conditions.  Wisdom and Intelligence 
  come a close second as they are important to many key skills 
  for the Frontiersman.  Dexterity will grant the Frontiersman 
  the reflexes needed to survive both combat and other tense 
  situations.
  Hit Dice: D8
  Skill Points: Frontiersmen get 6 skillpoints per level plus 
  their Intelligence bonus.
  Class Skills: Athletics (Str), Computers (Int), Engi-
  neering (Int), Intimidate (Chr), Life Science (Int), Perception 
  (Wis), Piloting (Dex), Profession (Chr, Int, or Wis), Sense 
  Motive (Wis), Stealth (Dex), Survival (Wis)
  Proficiencies: Light Armor Proficiency, Basic Melee 
  Weapons, Small Arms, Longarm Proficiency
  Hard Living: Years of living on the fringes of “civilized” 
  space have endowed the Frontiersman with an ability to 
  endure conditions that would kill others.  Frontiersmen double 
  their Constitution score for the purposes of resisting environ-
  mental effects or determining how long they can hold their 
  breath.
  Shelter: Frontiersmen are experts are arranging adequate 
  shelter for the night.  Any time they roll Survival to create a 
  shelter against the environment they gain a +10 to the roll.
  Environmental Affinity: 
  At 2nd level, a Frontiersman may 
  select a type of Environment from 
  the table below.  The Frontiersman 
  gains a +2 bonus on Initiative Checks, 
  Life Science, Perception, Stealth, and 
  Survival skill checks when he is in this 
  terrain.  At 7th, 13th, and 19th levels 
  they may either pick a new environ-
  ment type or add a +2 to a previously 
  selected environment.
  In Tune With The Environment: Frontiersmen 
  are naturally in tune with their surroundings.  At 3rd level they 
  receive a Perception bonus equal to a third of their class level 
  to notice anything unusual.
  Trusty Companion: It is not unusual for Fron-
  tiersmen to rely heavily on a specific piece of equipment.  
  Therefore at 4th level they may add a +1 attack, damage, 
  or skill bonus to any piece of equipment or alternatively 
  may designate a vehicle and add +2 to any one attribute.  
  One selected this item or vehicle cannot be changed unless 
  destroyed in which case a replacement may be acquired and 
  receive the bonuses after no less than one month of use.
  Outdoorsman: At 5th level Frontiersmen receive the 
  Great Fortitude feat.  At 10th Level they gain Improved Great 
  Fortitude as a feat.
  Benchthumping: Frontiersmen often have to keep old 
  or unreliable equipment running even (or especially) under 
  adverse circumstances.  Once a day starting at 6th level they 
  may engage in percussive maintenance on a piece of non-
  functional equipment to allow it to function for a number of 
  rounds equal to their class level.  This can only be done once 
  per item after which it must be properly repaired.
  Target Focus: At 8th level a Frontiersman learns to 
  how to study an opponent for weaknesses and exploit them.  
  By spending a Resolve Point they may pick an opponent and 
  after studying it for at least one full round, doing nothing else, 
  they may apply a +1 to attack and an additional dice of damage 
  for the duration of the combat.  At levels 12, and 17 he adds an 
  additional +1 and dice of damage.  He may use this ability a 
  number of time per day equal to a quarter of his Frontiersman 
  level.
  Big Game Hunter: Starting at 10th level the Fron-
  tiersman adds an additional dice of bonus damage on creatures 
  of Large size or greater.
  Drives a Hard Bargain: Frontiersmen are used to 
  having to make a little go a long way.  Starting at 14th level 
  they may double any Diplomacy roll used for the purposes of 
  negotiating an exchange of goods or services.
  Bonus Feat: At Level 9 the Frontiersman may pick a 
  bonus feat.  They must still meet all the prerequisites of any 
  feat selected.  They pick another feat at 15th level.
  Old Reliable: At 16th level the Frontiersman may add 
  an additional bonus to his chosen piece of equipment or 
  double an existing bonus.
  Improved Big Game Hunter: At 18th level a Fron-
  tiersman adds an additional dice of damage to that granted by 
  Big Game Hunter and additionally doubles the critical range of 
  his weapon against such targets.
  Ultimate Survivor: At 20th level a Frontiersman is 
  unmatched for ruggedness and survival ability.  They add a 
  +2 to Constitution, double all survival rolls and additionally 
  automatically stabilize if they fall below zero hit points.
  Environments
  Earthlike
  Arid
  Aquatic
  Jungle
  Airless World
  Vacuum
  Arctic
  
  123
  MEDICAL DOCTOR
  With the wide prevalence of medical nanites and the effec-
  tiveness of regeneration tanks you might think there is little 
  need for doctors.  Quite the opposite is the fact.  While being 
  able to stabilize someone is within nearly anyone’s capabili-
  ties, severe wounds require experience and training that only a 
  Doctor can provide away from the sanctuary of a regeneration 
  tank, which are often rare outside the most well-developed of 
  worlds and expensive to use in such cases, even assuming one 
  can afford the attention needing one is likely to bring.
  Many Doctors who do more than simply staff hospitals 
  often have a number of related skills, particularly in the fields 
  of biology and microbiology, and their analytical ability can 
  prove crucial to an exploration team investigating a new world 
  or interacting with a new species.   
  Generally focusing more on brains than brawn, a doctor 
  is likely to be the intellectual of any group and is often the 
  first to devise a solution to puzzles and problems that present 
  themselves.
  Primary Attributes: Intelligence is the single most 
  important skill for a Medical Doctor, it fuels their primary skill 
  sets and grants them the points to provide expertise in a wide 
  range of fields.  Wisdom is important as it lets a Doctor pick up 
  on important clues that otherwise might be missed.
  Hit Dice: D6
  Skill Points: A Doctor receives 4 skill points a level plus 
  their Intelligence bonus.
  Class Skills: Computers (Int), Life Science (Int), 
  Medicine (Int), Perception (Wis), Profession (Chr, Int, or Wis), 
  Sense Motive (Wis)
  Proficiencies: Light Armor Proficiency, Basic Melee 
  Weapons, Small Arms
  A Doctor’s Touch: Even with the most rudimentary of 
  tools a Doctor can save lives and speed healing.  A Doctor may 
  stabilize a dying character by making a DC10 Heal check as a 
  Full action even without proper supplies.
  A Healer’s Hands: A Doctor can make a little healing 
  go a long way.  When using the Medicine skill to restore hit 
  points a Doctor may attempt to add 10 to the DC of the skill 
  check in order to double the number of points restored.
  FRONTIERSMAN
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Defense 
  Bonus
  Special
  1
  +0
  +2
  +1
  +1
  +2
  Hard Living, Shelter
  2
  +1
  +3
  +1
  +1
  +3
  1st Environmental Affinity
  3
  +2
  +3
  +1
  +1
  +3
  In Tune With The Environment
  4
  +3
  +4
  +2
  +2
  +3
  Trusty Companion
  5
  +3
  +4
  +2
  +2
  +4
  Outdoorsman
  6
  +4
  +5
  +3
  +3
  +4
  Benchthumping
  7
  +5
  +5
  +3
  +3
  +5
  2nd Environmental Affinity
  8
  +6
  +6
  +3
  +3
  +5
  Target Focus +1
  9
  +6
  +6
  +4
  +4
  +5
  Bonus Feat
  10
  +7
  +7
  +4
  +4
  +6
  Big Game Hunter, Outdoorsman
  11
  +8
  +7
  +5
  +5
  +6
  Tough as Nails
  12
  +9
  +8
  +5
  +5
  +7
  Target Focus +2
  13
  +9
  +8
  +6
  +6
  +7
  3rd Environmental Affinity
  14
  +10
  +9
  +6
  +6
  +7
  Drives a Hard Bargain
  15
  +11
  +9
  +7
  +7
  +8
  Bonus Feat
  16
  +12
  +10
  +7
  +7
  +8
  Old Reliable
  17
  +12
  +10
  +8
  +8
  +9
  Target Focus +3
  18
  +13
  +11
  +8
  +8
  +9
  Improved Big Game Hunter
  19
  +14
  +11
  +9
  +9
  +9
  4th Environmental Affinity
  20
  +15
  +12
  +9
  +9
  +10
  The Ultimate Survivor
  
  124
  Medical Knowledge: Provided with the proper tools 
  a Doctor is capable of feats not much short of miracles.  Begin-
  ning at 2nd level a Doctor may choose one of the following 
  as a permanent ability.  They make pick another ability at the 
  following levels, 4, 6, and 8.
  Only as Good as Their Tools: A Medical Doctor 
  doubles the healing rate of any medicine or medical equipment 
  they employ.
  Slip Him a Mickey: Using their knowledge of Medi-
  cine a doctor can quickly and painlessly knock “patients” of 
  most species unconscious.  By making a successful Slight of 
  Hand check a Doctor can force an opponent to roll a fortitude 
  save versus DC 15+ ½ Doctor’s level or collapse immediately 
  unconscious for a number of minutes equal to which they 
  failed a save as the Doctor injects them with a powerful knock 
  out drug.  A Doctor may use this ability a number of times a 
  day equal to their Intelligence score +3, minimum 1.
  A Few Aches and Pains: Starting at 5th level a 
  Doctor can use their knowledge of medicine to inflict 2 points 
  of ability damage on an opponent by making a melee attack 
  and forcing an opponent to roll a fortitude save versus DC 
  15+ ½ Doctor’s level.  For every five points by which the save 
  is failed the Doctor may add an additional 2 points of damage 
  to the same ability.  A Doctor may use this ability a number of 
  times per day equal to half their Medical Doctor Level.
  Medical Analysis:  The galaxy is a large and 
  dangerous place full of unknowns.  Some of those unknowns 
  can make people extremely ill.  A Doctor can through careful 
  study and analysis of a sample, or an ill patient, determine the 
  cause of disease and poison even if otherwise unknown and 
  MEDICAL DOCTOR
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1
  +0
  +0
  +0
  +2
  A Doctor’s Touch, A Healer’s Hands
  2
  +1
  +0
  +0
  +3
  Medical Knowledge
  3
  +2
  +1
  +1
  +3
  The Good of the Many
  4
  +3
  +1
  +1
  +4
  Medical Knowledge
  5
  +3
  +1
  +1
  +4
  I’m a Doctor Not a…
  6
  +4
  +2
  +2
  +5
  Medical Knowledge
  7
  +5
  +2
  +2
  +5
  Bonus Feat
  8
  +6
  +2
  +2
  +6
  Medical Knowledge
  9
  +6
  +3
  +3
  +6
  Bonus Feat
  10
  +7
  +3
  +3
  +7
  It’s Just a Flesh Wound
  11
  +8
  +3
  +3
  +7
  Greater Medical Knowledge
  12
  +9
  +4
  +4
  +8
  Bonus Feat
  13
  +9
  +4
  +4
  +8
  Doctor Heal Thyself
  14
  +10
  +4
  +4
  +9
  Greater Medical Knowledge
  15
  +11
  +5
  +5
  +9
  Bonus Feat
  16
  +12
  +5
  +5
  +10
  Greater Medical Knowledge
  17
  +12
  +5
  +5
  +10
  Bonus Feat
  18
  +13
  +6
  +6
  +11
  Immunity of the Healer
  19
  +14
  +6
  +6
  +11
  Greater Medical Knowledge
  20
  +15
  +6
  +6
  +12
  He’s Dead Jim
  
  125
  develop a cure.  A Doctor can add their class level to all Medi-
  cine check rolls for the purposes of identifying and devising 
  a cure for an ailment and may roll even if the patient is not 
  currently making a saving throw against the effect.
  Walking Talking Pharmacy: With their vast 
  knowledge of Medicine it is little wonder that Medical Doctors 
  can in many cases not just use but produce various drugs.  
  With this ability a Doctor may create a Drug, Poison, or 
  Medicinal for half the listed price with a DC equal to 3 times 
  the item level plus 10.
  Operating on a Shoe String: There are times a 
  Medical Doctor must rely on less than plentiful resources and 
  thus experienced Doctors often learn how to make the most 
  of minimal supplies in difficult situations.  Using this ability, 
  by making a DC 25 Medicine check a Doctor may double the 
  effect of any Medicinal or Drug that does not restore Hit Points 
  or Stamina Points.
  The Good of the Many: A Medical Doctor may 
  choose to split the healing abilities of a consumable medical 
  item between two patients, each with half the stated effect.  
  This ability may not be used simultaneously with Operating on 
  a Shoe String.
  I’m a Doctor Not a…: Doctor’s often find themselves 
  picking up any number of oddball skills.  At 5th level a Doctor 
  may add 1/3 of their class level to any Intelligence based Skill 
  Check as well as Slight of Hand and Stealth checks.
  Bonus Feat: At 7th level the Medical Doctor may pick 
  a bonus feat.  They must still meet all the prerequisites of any 
  feat selected.  They may pick an additional bonus feat at levels 
  9, 12, 15, and 17.
  It’s Just a Flesh Wound: Even the most grievous 
  wounds can be minimized with prompt modern medical care.  
  Starting at 10th level a Doctor may spend a Resolve Point to 
  administer emergency treatment to another character anytime 
  they suffer an attack that would drop them below -10 hit 
  points to instead have them reduced to merely 0 hit points.  
  The Doctor must be within 5ft of the affected character and 
  spend a full round providing healing.  The Doctor must make 
  a Medicine check with a DC equal to 15 plus the amount of 
  damage beyond -10.  The Doctor may only perform this action 
  once a day.
  Greater Medical Knowledge: An experienced 
  Medical Doctor can be considered a true master of the art of 
  medicine and can perform veritable miracles when the need 
  arises.  Beginning at level 11 a medical Doctor may pick one 
  of the following abilities permanently.  Alternatively they may 
  pick a Medical Knowledge ability they did not previously 
  select.
  A Healer’s Hands Improved: A Doctor’s skill 
  becomes so great that they quadruple the number of hit points 
  or ability points recovered through Long Term Care.
  More Than a Few Aches and Pains: A 
  Doctor’s mastery of medicine has increased such that they can 
  inflict damage on two abilities for -4 points each and the DC 
  to save against is raised to DC 20+ ½ Doctor’s level.  For every 
  five points by which the save is failed the Doctor may add an 
  additional 2 points of damage to the same two abilities.  A 
  Doctor must have already taken the A Few Aches and Pains 
  Ability already to take this ability.
  Combat Medic: At times even the most pacifistic of 
  healers finds the need to take up arms to defend themselves 
  and their charges.  A Doctor may choose to raise the crit rating 
  of any attack they make by one step and add their Intelligence 
  bonus to attack rolls.  This ability lasts a number of rounds 
  equal to their Intelligence bonus.
  That Was a Strong Mickey: With increasing 
  knowledge and experience comes increased power and 
  potency.  When using Slip Him a Mickey a Medical Doctor 
  raises the DC to 20 plus the Doctor’s level.  They must already 
  have the Slip him a Mickey ability to take this advanced ability.
  When You Need a Good Fix: It is far from unusual 
  for a Medical Doctor to focus on the creation of various 
  substances, legal and otherwise.  Building on earlier experi-
  ence a Doctor may create a substitute for any Drug, Poison, 
  or Medicinal even if the proper ingredients are not available 
  by adding an additional 10 to the DC check given in Walking 
  Talking Pharmacy.  A Doctor must have already taken Walking 
  Talking Pharmacy as an ability to take this ability.
  Meatball Surgery: A Medical Doctor used to 
  treating horrendous wounds gains great skill in saving lives.  A 
  Doctor with this ability may take 10 on all attempts to employ 
  Medicine.
  Miracle Worker: True practitioners of the Art of 
  Medicine can produce results that are truly miraculous.  When 
  Treating Deadly Wounds they may do so as a single round 
  action and reduce the DC by half their Medical Doctor level.
  Doctor Heal Thyself: Eventually a Medical Doctor 
  will have come into contact with various diseases, poisons, and 
  drugs so often that they have built up a relative tolerance to 
  these things.  Thus at 13th level a Doctor adds +4 to all checks 
  to resist disease, poison, or drugs.
  Immunity of the Healer: Starting at 18th level 
  a Doctor may call upon respect of the profession to render 
  themselves and any patient they are currently treating immune 
  to attack for a number of rounds equal to half their class level.  
  The Doctor or patient cannot engage in hostile action or this 
  effect ends immediately.  An opponent may ignore this ability 
  by making a Will save versus DC 25.
  He’s Dead Jim: For a truly skilled Doctor even death 
  itself at times must bend.  At 20th level a Doctor can spend a 
  Resolve Point revive a character dead for a number of minutes 
  equal to their class level.  This roll requires a DC 30 Heal check 
  and at least a minimum of medical equipment.  The patient’s 
  body must still be mostly intact for this ability to function.
  SCIENTIST
  Whether they’re pure eggheads that deal strictly with the 
  theoretical or more down to earth types that work with the 
  practical end of things, the scientist concept covers a broad 
  array of fields and possibilities.  Often at the edge of many 
  adventures, either intentionally or caught up in circumstances 
  beyond their control, the desire to acquire knowledge or to 
  make a breakthrough that will grant them fame and perhaps 
  fortune will many times have them be the most adamant about 
  pushing on or taking excessive risks.  
  
  126
  While many who regularly work outside of a lab have a 
  good deal of common sense, pure egg heads may well have 
  lived a sheltered life and blithely walk (or fly, or crawl, or etc) 
  into situations that anyone else would quickly steer clear of.  
  On the other hand, once their intellect is brought to bear on a 
  problem, there is little that it cannot break down, analyze, and 
  then solve.
  Often having to be somewhat coddled and looked after by 
  the rest of a group (even many of the otherwise competent 
  ones) because of their normal unsuitableness once danger 
  rears its head, their value remains indisputable, and if given 
  time many are capable of cobbling together improvised equip-
  ment that can prove a nasty surprise.
  A must on any exploration team, scientists might be either 
  extreme specialists, or have trained in a variety of fields and 
  can offer valuable support to a group as well as an insight into 
  whatever phenomenon, creatures, objects, relics, etc. that they 
  may come across.
  This concept could be played in a number of ways, from 
  the stereotypical absent minded genius, to the mad scien-
  tist, to the adventuring archeologist, or the ruthless brain for 
  hire for whom no research is too sick or twisted for him to 
  accept payment for.  In any case underestimating one of these 
  braniacs is something to be done at your own risk. 
  Primary Attributes: Intelligence
  Hit Dice: D6
  Skill Points: A Scientist gets 6 skill points a level plus 
  their Intelligence Bonus
  SCIENTIST
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Defense 
  Bonus
  Special
  1
  +0
  +0
  +0
  +2
  +2
  1st Focused Study
  2
  +1
  +0
  +0
  +3
  +3
  Investigator
  3
  +1
  +1
  +1
  +3
  +3
  Bonus Feat
  4
  +2
  +1
  +1
  +4
  +3
  Improvision
  5
  +2
  +1
  +1
  +4
  +4
  2nd Focused Study
  6
  +3
  +2
  +2
  +5
  +4
  Bonus Feat
  7
  +3
  +2
  +2
  +5
  +5
  Applied Research
  8
  +4
  +2
  +2
  +6
  +5
  Hasty Study
  9
  +4
  +3
  +3
  +6
  +5
  3rd Focused Study
  10
  +5
  +3
  +3
  +7
  +6
  Prototype
  11
  +5
  +3
  +3
  +7
  +6
  Bonus Feat
  12
  +6
  +4
  +4
  +8
  +7
  Improved Improvision
  13
  +6
  +4
  +4
  +8
  +7
  4th Focused Study
  14
  +7
  +4
  +4
  +9
  +7
  For Science!
  15
  +7
  +5
  +5
  +9
  +8
  Egghead
  16
  +8
  +5
  +5
  +10
  +8
  Bonus Feat
  17
  +8
  +5
  +5
  +10
  +9
  5th Focused Study
  18
  +9
  +6
  +6
  +11
  +9
  Advanced Prototype
  19
  +9
  +6
  +6
  +11
  +9
  Noted Expert
  20
  +10
  +6
  +6
  +12
  +10
  Certified Genius
  
  127
  Class Skills: Craft (Int), Computers, Culture, Engi-
  neering, Life Science, Medicine, Physical Science, Perception 
  (Wis), Profession (Wis)
  Proficiencies: Light Armor Proficiency, Basic Melee 
  Weapons, Small Arms
  Focused Study: Scientists specialize in a scientific field.  
  Because of this at 1st level they pick one skill to add their class 
  level to from Computers, Culture, Engineering, Life Science, 
  Medicine, Physical Science.  
  At levels 5, 9, 13, and 17 they may select an additional skill 
  from the above list to apply the bonus to.
  Investigator: Proper scientific research requires a 
  strong attention to detail, starting at 2nd level Scientists gain a 
  bonus equal to half their level for any Perception checks.
  Bonus Feat: Scientists gain a bonus feat at levels 3, 6, 9, 
  and 16.
  Improvision: Scientists are skilled at coming up with 
  solutions on the fly.  Starting at 4th level by taking a full action 
  and rolling a relevant Knowledge check (DC dependent on the 
  complexity of the item) they may come up with a design out 
  of available materials that can duplicate the function of any 
  specific piece of equipment whose Item Level does not exceed 
  their class levels for a single round after which the device 
  breaks.
  Applied Research: Beginning at 7th level, by 
  spending a minimum of a week (8hrs a day), engaged in 
  research in a specific field a Scientist may raise 1d100xclass 
  level credits from the results of their efforts.
  Hasty Study: Sometimes a Scientist must rush their 
  results.  They can halve the time needed for any research roll 
  by adding 10 to the existing DC.
  Prototype: Scientists often spend work on new and 
  fascinating developments, making continuous small improve-
  ments.  Starting at 10th level a Scientist may create a Prototype 
  version of a weapon, armor, or piece of equipment equal to 
  their Scientist level plus three.  A weapon may have its damage 
  dice increased by one step, an additional dice of damage 
  added, or raise its to hit by one.  Armor can have its Defense 
  rating improved by one, its Dexterity bonus raised by one, it’s 
  EAC and KAC raised by five, or reduce its armor check penalty 
  by one.  A piece of equipment can be designed to provide 
  double its usual bonus.  Scientists may create a number of 
  Prototypes equal to their Intelligence Bonus.  Each prototype 
  requires a full week of effort to produce and the appropriate 
  Craft skill.
  Improved Improvision: Starting at 12th level a scien-
  tist’s Improvision lasts for a number of rounds equal to their 
  Intelligence bonus.
  For Science!: A Scientist’s enthusiasm can get the best 
  of them at times.  Starting at 14th level a Scientist may once a 
  day for a number of rounds equal to half their class level add 
  their Intelligence Bonus to one of the following.  Attack rolls, 
  damage rolls, Defense, or any one save.  At the start of each 
  round they pick which of the above the bonus applies to.
  Egghead: Years of diligent and energetic study hone a 
  Scientist’s mind.  At 15th level they gain a +2 to their Intelli-
  gence score.
  Advanced Prototype: Continued refinement 
  increases the capabilities of a Scientist’s inventions.  They may 
  now apply two bonuses to any one item and those bonuses are 
  doubled.
  Noted Expert: Starting at 19th level a Scientist is skilled 
  enough to be able to Take 10 on checks for the following skills, 
  even if normally there would not be sufficient time to do so. 
  Computers, Culture, Engineering, Life Science, Medicine, and 
  Physical Science.
  Certified Genius:  By 20th level a Scientist is a leader in 
  one, if not several fields, and as a result of this recognition they 
  gain a +1 morale bonus to all rolls.  Additionally they gain a +2 
  to Intelligence.
  New Archetype
  ALLIANCE STRIKER (SOLDIER 
  ARCHETYPE)
  Alliance Strikers are trained to hit hard and fast, ideally 
  completing the mission and pulling out before an oppo-
  nent can respond.  Equipped with high-end cybernetics and 
  implants Alliance Strikers move with superhuman speed, 
  grace, and strength and few things short of an immediately 
  mortal wound will stop them from completing their mission.
  2nd Level: Skeletal Reinforcement: To provide sturdy 
  anchor points for future enhancements, allow the use of 
  increased strength without fractured bones, and other feats 
  that put stress on the skeletal system Alliance Strikers receive 
  metallic reinforcements at the cellular level to their skeleton.  
  The Striker gains +4 to all Fortitude Saves, and gain dr10 
  versus bludgeoning attacks.  This is on top of any bonuses 
  granted by armor.  By spending a Resolve point the Striker can 
  ignore the first 20ft of any fall or other action that would result 
  in being thrown into an object, structure, or creature. 
  4th Level: Reaction Booster: Alliance Strikers have 
  neural implants designed to boost their reflexes by moving 
  nerve impulses faster than mere flesh can manage.  The Striker 
  gains +2 to all Reflex Saves and +2 to all Ranged Attacks.  
  These bonuses double at level 13.
  6th Level: Combat Grade Nanites:  Over and above the 
  usual suites of nanites carried by Alliance civilians and non-
  combat military Strikers are granted with an enhanced suite of 
  maintenance and medical nanites.  By responding rapidly to 
  injuries they can keep a Striker alive despite the most horren-
  dous wounds.  Unless dropped past -10 HP a Striker will 
  always stabilize at 0 HP.  If knocked below -10 HP a Striker 
  may spend 1 Resolve Point and roll a DC 10+ damage beyond 
  -10 Fort save to stabilize.  Note this is not an option for any 
  attack which would instantly cause death.  A Striker may also 
  spend 1 Resolve Point at any time to gain fast healing 5 for a 
  number of rounds equal to their Alliance Striker level as the 
  nanites work furiously to rebuild damaged tissue and bone.  
  These benefits are in addition to those granted by a Military 
  Grade Nanite Suite.
  9th Level: Hit Them Where It Hurts: Alliance Strikers are 
  extensively trained to search out weak points in their oppo-
  nent’s defenses and maximize the damage they produce with 
  each shot.  By spending 1 Resolve Point the Striker may add 
  one additional die to all weapon or unarmed damage rolls that 
  
  128
  have a specific target for 3 rounds.  The duration doubles at 
  16th level.
  12th Level: Might as Well Throw the Gun at Them: Expe-
  rienced Alliance Strikers are granted powerful dermal plating 
  giving them the equivalent of Dermal Plating mk7.  This 
  replaces any other dermal plating.
  18th Level: Death or Glory: The most experienced 
  and deadly of the Alliance’s soldiers are given the opportu-
  nity of having an injector of dangerously powerful combat 
  drugs attached directly to their cardiac system.  Once a day 
  a Striker may spend 1 Resolve Point to activate this ability 
  for ten rounds.  Doing so doubles a Soldier’s total Armor 
  Bonus from equipment, natural armor, and Dexterity, allows 
  them to ignore all armor class penalties, grants them DR 10/: 
  in addition to any existing DR provided by equipment, and 
  causes any attacks that round to be automatically confirmed 
  as critical hits.  In exchange, any damage sustained that round 
  is automatically doubled and the Soldier becomes Fatigued 
  immediately after this ability deactivates and must roll a DC 
  25 Fortitude save to avoid becoming violently nauseated from 
  the aftereffects of the drugs, rendering them unable to take any 
  actions for 1d6 rounds.
  New Class Themes
  BLACK PELT OPERATIVE
  Theme: Intelligence Agent
  Ability Scores: Wisdom is your most important 
  ability score due to the fact you will focusing on gathering and 
  shifting through information.  Charisma is equally impor-
  tant to helping get information out of other people and final 
  Dexterity can help get you out of tight situations.
  Specialization: Spy
  Operative Exploits: 2nd Level: Nightvision.  6th 
  Level: Certainty, Sure-Footed, Enhanced Senses.  14th Level:  
  Uncanny Senses
  Feats: Skill Focus (Perception), Skill Focus (Sense Motive), 
  Veiled Threat
  Skills: Bluff, Culture, Diplomacy, Intimidate, Perception, 
  Sense Motive
  ALLIANCE SCIENCE INSTITUTE SCOUT
  Theme: Surveyor
  Ability Scores: Intelligence is your most important 
  ability score to let you maximize your versatility and make 
  the most of your various most important skills.  Dexterity is 
  important to help you get out of tight spots and Charisma is 
  vital to helping you gather information and avoid trouble in 
  the first place.
  Specialization: Explorer
  Operative Exploits: 2nd Level: Alien Archive, Jack 
  of All Trades, Certainty, Sure-Footed.  10th Level: Glimpse the 
  Truth, Versatile Movement.  
  Feats: Diehard, Dive for Cover, Toughness
  Skills: Athletics, Computers, Culture, Diplomacy, Engi-
  neering, Life Science, Medicine, Perception, Physical Science, 
  Piloting, Survival
  LADY’S MISSIONARY
  Theme: Preacher
  Ability Scores: Charisma is your most important 
  ability score as it will help you sway the minds of others and let 
  them realize the truth of your words.  Strength, Dexterity, and 
  Constitution can be valuable when having to defend the flock.
  Envoy Improvisations: 1st Level: Inspiring Boost.  
  4th Level: Long-Range Improvisation, Watch Out.  8th Level: 
  Sustained Determination
  Expertise Talents: Additional Skill Expertise (Mysti-
  cism), Cautious Expertise (Diplomacy), 
  Feats: Skill Synergy (Diplomacy, Mysticism), Iron Will
  Skills: Culture, Diplomacy, Mysticism, Perception, Sense 
  Motive
  MONARCH’S EYE
  Theme: Court Agent
  Ability Scores: Intelligence and Charisma are equally 
  important given the skills you are likely to be using most often.  
  Wisdom will also be useful to help you pick up information in 
  other ways.
  Specialization: Detective
  Operative Exploits: 2nd Level: Combat Trick 
  (Diehard), Quick Disguise.  6th Level: Mentalist’s Bane, Stal-
  wart.  10th Level: Ever Vigilant, Glimpse the Truth, Master of 
  Disguise.  14th Level:  Uncanny Senses
  Feats: Skill Focus (Perception), Skill Focus (Sense Motive)
  Skills: Bluff, Computers, Culture, Diplomacy, Intimidate, 
  Perception, Sense Motive
  
  129
  “She’s not going to be cheap you know.”  The woman said, 
  looking up at the man across from her.  “Even if she wasn’t 
  a custom build from the keel out, you’ve got so much rein-
  forced bracing, redundant systems, extra power leads, and 
  whatnot, that even if it was just a refit job it would cost a 
  couple limbs.  And don’t get me started on the non-standard 
  parts.”
  The man nodded.  “My credit’s good, so the only ques-
  tion is, are you capable of building her or not?”  She looks 
  insulted at the suggestion.  “Damn straight we can build her, 
  and it will be on time and under budget, or my name isn’t 
  Wyldfire.”
  He smiles and offered his hand.  “It will be a pleasure 
  working with you Madam Wlydfire.”
  She took it with a firm grip, and the deal was sealed.
  H
  ere is how to go about creating a starship (or smaller 
  vessel if you wish) in brief.  I will avoid going into 
  great technical detail or throwing tons of numbers 
  around and concentrate on fleshing out a basic 
  concept.  Along with each step will be provided an example 
  of one such process to help give you a good idea of how to go 
  about doing so.
  THE CONCEPT
  The single most important part of the creation process.  
  Before you can do anything else you need to have a very good 
  idea of what you want your ship to do.  Once you have decided 
  on this you can start deciding what type of ship it is going to 
  be; a merchant, a warship, something in-between, or some-
  thing else entirely?  The next question to ask is price and avail-
  ability.  How much can you afford to spend?  How much do 
  you want to spend?  Having a ship designed to your particular 
  needs from the ground up and then built is hideously expen-
  sive even for a small ship.  On the other hand a preexisting 
  model might either not be exactly what you are looking for, or 
  may not even be available.  A new ship will cost a good deal 
  more than one that is used, but used ships will likely come 
  with quirks and problems all their own.  Many governments 
  and organizations are often willing to help with the acquisition 
  of a ship in exchange for being able to call upon it and its crew 
  in times of need.
  Hans Rudel having acquired the necessary funds from years 
  of investments, prize money, and being willing to work for 
  the Alliance from time to time, wishes to go into business 
  for himself and has decided to become the owner of his own 
  starship.  An ex-strike craft pilot and wing leader for the 
  USDF he decides he wants to try his hand at hunting down 
  pirates for bounties and maybe supplementing his income 
  by providing escort services for civilian vessels.  This means 
  essentially a warship of some sort.  
  He decides that he wants what is effectively a small 
  assault carrier, something capable of carrying around a 
  squadron of strike craft but being a viable fighting ship in 
  and of itself.  After a good deal of research, he decides that 
  none of the models available really meet his requirements 
  even with extensive remodeling.  Thus he decides to have a 
  design of his own created.  This is going to cost a good deal 
  more, both in hiring someone to create the design and to 
  have a custom job done at the shipyard from scratch.
  Being ex-military and in good standing, Hans knows 
  that he can arrange for some equipment normally unavail-
  able to civilians, though not quite up to the standards of 
  current USDF vessels, at a good price at that, and he makes 
  a note to incorporate them wherever possible.
  Because of the concept, he knows his ship is going to be 
  a good-sized vessel, probably around the size of a large light 
  cruiser, though a good portion of that volume is going to be 
  dedicated to hanger space and thus not add a lot to actual 
  mass.
  HULL TYPE
  After concept, the next most important design feature 
  to consider is hull size and hull type.  This will in large part 
  depend on your overall concept and budget.  An airformed 
  hull will be more expensive and less efficient when it comes 
  to available volume but will be capable of moving through an 
  atmosphere and with the right equipment, able to land with 
  little difficulty.  This is done largely by smoothing away any 
  sharp angles and insuring any equipment that would stick out 
  into the airstream or be capable of either retracting or folding 
  into a less air resistant position.  
  An unairformed hull will be almost entirely unable to enter 
  an atmosphere, at least not more than once, and is likely to 
  have to entirely rely on small craft for space to ground trans-
  portation.  The upside is that without having to worry about 
  streamlining a ship can be constructed to be much more 
  efficient with its design better reflecting its purpose without 
  having to conform to a specific shape.
  A common compromise is a partially airformed hull which 
  incorporates some elements of each, allowing a ship some 
  atmospheric maneuverability but nowhere near that of an 
  airformed hull.  This is often used by the smaller military ships 
  as it allows them to dip into the atmosphere of gas giants for 
  refueling without the time-consuming use of small craft to 
  conduct the same task.
  Another part of hull design is determining how much, if 
  any, armor you want to be built directly into the hull.  This 
  is not armor laid over the hull, but armor used as part of 
  the hull’s intrinsic integrity. The more armor used the better 
  the protection provided and the more expensive in terms of 
  money and mass.  It is also more costly and time consuming 
  15: STARSHIP 
  CREATION
  
  130
  to replace than armor layered onto the hull because repairing 
  it essentially means replacing a good section of a ship’s basic 
  structure.  Its largest advantage is that it weighs less for its 
  effectiveness than armor added to the hull.  Because of this it is 
  normally only installed on warships.
  The next part to consider when it comes to a ship’s hull 
  is how heavily compartmentalized you want it.  The more 
  compartmentalization the stronger the ship’s integrity and 
  the more damage it can sustain (not to mention the increased 
  likelihood of crew and passengers surviving a penetration), 
  but the more expensive and mass heavy the final result will be 
  as well as having less volume available for other uses.  Most 
  civilian designs incorporate minimal compartmentalization 
  with airtight doors and bulkheads every several compartments.  
  Proper warships, in contrast, are often completely compart-
  mentalized, with each door and bulkhead being airtight 
  supplemented by increased internal bracing and supports.
  The final point of consideration is to decide on the actual 
  shape of the ship.  This really involves an overall consideration 
  of a number of factors, including where you’ll want to place 
  weapons if any as well as engines, cargo holds, hangers, etc.
  Because he wants his ship to be able to operate without the 
  need to depend on refueling stations but doesn’t plan on 
  having to land on a planet, he chooses a partially airformed 
  hull, considering the somewhat reduced efficiency of layout 
  an acceptable compromise for the ability to refuel itself and 
  not need to carry refueling craft.  
  The design is a warship when all is said and done and 
  therefore he decides to opt for complete compartmentaliza-
  tion despite its disadvantages, ensuring that the ship will be 
  able to remain operational even after taking heavy damage.
  For overall shape, after taking into consideration 
  everything he wants his ship to be able to do, he decides on 
  a flattened hexagonal shape, giving plenty of hull space for 
  weapons and other equipment, good internal volume, and 
  a compact design that should maneuver well.  He decides to 
  have the hanger launch out of the top of the ship at an angle 
  by a ramp, allowing for smooth flight operations.  Because 
  of this, he picks a carrier template for the basis of the vessel.  
  Overall these give the ship a mean bruiser-like look that 
  should leave most opponents reluctant to come to grips with 
  it.
  
  131
  POWER
  Choosing a power source or sources is a vital part of 
  designing a vessel.  The pros and cons of most viable power 
  sources are described earlier and will not be discussed here.  
  When choosing a power plant the first question that needs 
  to be asked is just how much power is really going to be 
  necessary?  
  Just about everything on a ship requires power to operate, 
  from the engines to the computer consoles in the bridge.  
  Energy weapons are massive power hogs as are shields and 
  SIFs that are designed to do more than ward off the occa-
  sional micrometeorite.  Military engines can also require large 
  amounts of power to operate, especially when used for more 
  than merely cruising.
  If a ship isn’t designed for travel outside of a solar system a 
  designer can get by with a far lower power requirement than 
  a ship that needs to be able to produce the forces needed to 
  break into FTL space, in fact if it isn’t expected to do much 
  more than move around a system they may well opt for a 
  fission plant in order to prevent the need for frequent refu-
  eling.  Most ships though are going to opt for a fusion plant 
  of one size or another.  Merchant ships often get by with only 
  a single moderately sized plant having relatively low power 
  requirements, some smaller ones are even designed to only 
  be able to achieve the power requirements needed to achieve 
  FTL space by temporarily shutting down non-vital systems.  
  Warships though have far higher power requirements and 
  thus tend to devote a much higher percentage of their internal 
  volume to meeting their power requirements, and many carry 
  one or more extra power plants to not merely provide the 
  required power but provide redundancy in case of damage.
  Another source of power are batteries which generally are 
  reserved for emergencies in case the main plant fails, and in 
  the case of warships, many systems often have dedicated banks 
  of batteries, this is especially true for anti-matter containment 
  systems.  While lacking the raw power of a working plant, they 
  can usually keep vital systems running long enough for crews 
  to repair the damage or be rescued.
  Unlike batteries which release their stored power over a 
  long period of time, capacitors store up energy and release 
  it all at once.  They are almost exclusively used for extremely 
  large energy weapons or breaking into FTL space.  By using 
  large banks of capacitors even a relatively low powered ship 
  can mange to make the break into FTL space, but the time 
  between jumps may require days as power is slowly built up 
  out of whatever can be spared from normal operations.
  Hans knows he is going to need a lot of power to run all 
  the systems on his ship, weapons, engines, shields, sensors, 
  and miscellaneous systems are all going to require a signifi-
  cant power investiture.  Considering the available options 
  he decides that a fusion plant is his best source for power 
  generation, allowing maximum production of power for 
  its volume and mass without the dangers inherent in an 
  antimatter power plant.  Wanting redundancy he also opts 
  to install a second fusion plant to provide excess power and 
  a backup in case of damage that is able to at least get the 
  ship to safety.  By installing a second power plant he can help 
  offset some of the volume and mass it consumes by reducing 
  the number of capacitors since much of the power needed 
  for breaking into FTL space can be provided out of base 
  power availability.  He also makes sure enough batteries 
  are installed to provide minimal power for life support for 
  at least a month as a safeguard against a truly horrendous 
  disaster as well as providing an extra source of power that 
  can be tapped in case of a crisis.  With his connections 
  he’s able to get a Gateway Ultra for his primary plant and 
  a Gateway Light power core as a backup; both advanced 
  designs slightly used by the USDF, they are better than most 
  found on civilian craft, able to provide more power for the 
  same mass and volume.
  Taken together Hans is unlikely to have to worry about 
  power as his ship has plenty to burn and then some.
  ENGINES
  Engines come in nearly as many types as there are vessels.  
  From the relatively low powered units many civilian craft 
  use to the overpowered energy hogs employed by military 
  vessels.  When it comes to engines the first thing that needs 
  to be considered is how much raw power you will need.  Most 
  civilian vessels can afford the slower acceleration of lower 
  powered engines because it adds little to the overall time 
  spent in interstellar travel.  Military vessels on the other hand 
  normally use much more powerful engines, not simply because 
  they tend to mass more for a given volume, but because when 
  it comes to tactical maneuvering high accelerations are vital.   
  A secondary question is whether you want them placed 
  internally or externally.  Externally placed engines are more 
  vulnerable to damage and generally harder to perform main-
  tenance on unless some sort of access is available from inside 
  the main body of the ship.  Many engines that are technically 
  externally located are placed in pods directly attached to the 
  hull of a ship with fairings over them to allow pressurized 
  access without crewmembers having to use an airlock.  The 
  upside is that externally mounted engines free up internal 
  space.  This makes them relatively popular among civilian 
  merchant designs that have little need normally to worry 
  about sustaining serious damage and are looking to maximize 
  available cargo carrying capacity.  It also means that if some-
  thing should go critically wrong with an engine the collateral 
  damage is likely to be minimized even if the ship is unable to 
  jettison the pod.
  Internally mounted engines, of course, take up valuable 
  volume that could otherwise be put towards other uses but are 
  FTL DRIVES
  Type
  FTL
  Speed
  Min
  PCU
  Cost (in BP)
  Slow
  1 ly/day
  75
  3 x size category
  Average
  3 ly/day 
  100
  6 x size category
  Fast
  6 ly/day
  150
  10 x size category
  Very Fast
  9ly/day
  175
  15 x size category
  Plaid
  12ly/day
  200
  25 x size category
  
  132
  far better protected from damage and easier to maintain.  Of 
  course, if something should really go wrong with an engine, 
  the collateral damage and casualties can be severe.  Almost 
  all military vessels use internally mounted engines due to the 
  added protection provided, preferring to run the risk of extra 
  damage if one should explode to leaving them vulnerable in 
  the first place.
  Hans has already decided to provide his ship with as much 
  sublight engine power as a large light cruiser, a ship rela-
  tively the same size as his own vessel.  He decides to mount 
  a set of G6 thrusters internally for the added security it 
  offers.  However, given that a significant percentage of his 
  ship’s volume is going to be the relatively open space needed 
  for a full sized strike craft hanger it is going to leave his ship 
  both faster and more nimble than most ships its size.  Likely 
  an unpleasant surprise for any opponents to be sure.  As an 
  escort vessel and pirate hunter getting from place to place 
  in a hurry is important so he installs a Fast FTL Drive as a 
  reasonable compromise between size, price, and speed.
  WEAPONS
  Most ships that travel the spaceways carry at least a minimal 
  defensive armament if only to keep would be pirates from 
  simply coming alongside in a ship armed with a popgun and 
  demanding a ship’s surrender.  Merchant vessels rarely carry 
  many weapons, and those are even more rarely anything 
  heavier than a medium laser cannon.  A typical armament for 
  a medium sized merchant vessel for instance would be a few 
  medium laser turrets backed by some lighter point defense 
  weaponry.
  Warships on the other hand, unless specialized designs, 
  tend to bristle with weapons of all kinds allowing engagement 
  at a variety of ranges.  The actual particulars can vary greatly 
  depending on the class of vessel, it’s civilization of origin, and 
  its intended purpose.
  Weapon mixes also tend to center heavily around the 
  primary purpose of a design modified by a civilization’s prefer-
  ences.  Ships designed to engage at long range are likely to be 
  missile heavy while ships designed to engage an enemy at a 
  closer range are likely to place more emphasis on heavy lasers 
  and particle cannon.  Most warships, however, carry at least 
  a few weapons suited for each engagement range in order to 
  avoid being caught in a completely indefensible position by an 
  opponent.
  Missiles are massive space and volume hogs, not to mention 
  being terrifically expensive and often hard to obtain, and thus 
  are almost exclusively the domain of military vessels.  Gauss 
  weapons are normally limited to point defense batteries, and 
  then most heavily on ships which have little excess power 
  to spare and whose builders are willing to suffer a degree 
  of degradation in each individual emplacement’s defensive 
  ability in order to be able to pack in a larger overall number of 
  defensive weapons.  The need for ammunition storage means 
  they require more space than pulse lasers installed for the same 
  purpose but require far less energy to operate.
  Because of these and other factors, most ships use near 
  exclusively energy armaments (missiles aside), being cheap 
  to operate and easy to use and maintain while taking up little 
  space, with lasers leading the pack by a large margin.
  Hans knows that a careful choice of weapon selection is 
  going to be crucial in the creation of a successful vessel.  After 
  long consideration he decides reluctantly to forgo any missile 
  armament, it simply being too expensive a proposition to 
  use them regularly.  He reasons that as a small carrier he 
  can rely on his squadron of strike craft to help in part make 
  up for the lack of long-range punch this entitles and the 
  knowledge that most pirates and raiders lack decent missile 
  armaments of their own.  By choosing this he not only 
  greatly reduces the likely expense of any given engagement, 
  but leaves a great deal of space available for other more cost 
  effective weapons and additional equipment.
  He decides that the power of at least one fixed forward 
  firing weapon is worth the volume cost and expense, he 
  decides that he will have a Persistent Particle Beam Cannon 
  installed, giving the ship a good portion of the fixed forward 
  firepower of a modern large light cruiser.  
  For all around defensive firepower, he picks a pair of 
  laser net turrets to intercept incoming missiles and small 
  craft.  
  In each broadside he puts a pair of Heavy Laser Nets 
  for a mix of offensive and defensive capability, a Heavy 
  EMP Cannon to help disable pirate vessels, and a Particle 
  Beam for the serious punch.  This gives him a ship with more 
  firepower than most cruisers, but this is largely offset by 
  its lack of missile armament which effectively prevents any 
  long-range engagement ability other than it’s strike craft (Of 
  course most pirates and raiders also lack these capabilities 
  so it’s not as big an issue as if he was intending to engage 
  proper warships).  The inclusion of a full squadron of strike 
  craft grants it a degree of flexibility rarely matched in a ship 
  its size, and with proper hanger facilities with the ability to 
  rapidly repair and rearm the strike craft will prove an excel-
  lent force multiplier.
  A NOTE ON SIF FIELDS
  SIF Fields help hold a ship together and help its hull structure to 
  resist impacts and attacks.  In game terms they do this by adding 
  a multiplier to the ship’s Damage Threshold.  An integral part of 
  the structure of the ship SIF Fields require no additional space 
  and cannot be knocked out so long as they have sufficient power.  
  Those listed here are only those that provide a bonus above and 
  beyond a standard ship’s DT.
  Type
  DT Bonus
  Min PCU
  Cost in (BP)
  Improved
  DT x 1.5
  10
  4
  Advanced
  DT x 2.0
  20
  8
  Heavy
  DT X2.5
  35
  16
  Super Heavy
  DT X3.0
  50
  32
  
  133
  PASSIVE DEFENSIVE SYSTEMS
  In order from the hull out passive defensive systems incor-
  porate armor, SIFs, and shields (if available).  
  The most basic level of defense available to a spacecraft is 
  armor, putting a layer of tough material between a spacecraft’s 
  vitals and whatever is seeking to do harm.  Thicker and more 
  advanced armor, of course, provides more protection (and the 
  more advanced, for less weight) than a light coating obviously.  
  However, by itself, armor is only moderately effective.  It is 
  when it is paired with an SIF that armor truly begins to shine 
  through, reinforced by even a basic SIF armor can shrug off 
  heavy hits with minimal ablation.  Older armors are cheaper, 
  but less effective and more mass intensive for their volume 
  while modern composites can shrug off incredible amounts of 
  damage while weighing less.
  SIFs come in a number of power levels, ranging from the 
  minimal ones used on small craft like civilian shuttles which 
  don’t expect to have to engage in heavy maneuvering or taking 
  fire, to the super heavy SIFs used by military craft that can 
  even give a nearly unarmored hull the ability to withstand at 
  least some degree of damage or allow an armored hull to with-
  stand even antimatter warheads (for a time).  Of course the 
  heavier the SIF the more energy it requires when brought up 
  to full combat power.  Most ships carry something in-between 
  the two extremes and most merchant ships get by with as 
  light an SIF field as they can in order to save on costs and 
  maintenance.
  Shields are a relatively new introduction to this part of the 
  galaxy and as such are still far from standard even among 
  many civilization’s militaries, much less civilian vessels.  
  However, when it comes to providing protection, they are 
  hard to beat due to their ability to completely prevent damage 
  from practically any weapon as long as they remain functional.  
  Initial versions were mass, volume, and energy hogs while 
  providing only moderate protection.  More advanced variants 
  are much smaller and far more efficient, providing a great deal 
  of extended protection and have even been miniaturized far 
  enough that along with the newest generation of power plants 
  strike craft can mount these lifesavers (though admittedly very 
  weak ones).
  Hans expects his ship to engage in combat at some point 
  and thus its defense is one of his priorities.  Acquiring a 
  powerful and efficient SIF presents no difficulty if some 
  added expense.  Because of this, he picks the equivalent of 
  an Advanced SIF Field Choosing how much armor to add 
  presents more difficulty though. As he expects his ship to 
  directly engage in combat he decides to make use of integral 
  armor, though only as much as a destroyer would likely 
  carry in total, both to reduce costs and mass, as well as 
  because he wants to rely more on the ship’s shields, speed, 
  and maneuverability to avoid expensive damage in the first 
  place.  He has already had a fair amount of integral armor 
  built into his ship and adding too much will significantly 
  impair his ship’s speed and maneuverability.  He decides to 
  layer on enough additional advanced armor to bring it up to 
  spec with that of some of the older designs of light cruisers.  
  This should be plenty to handle the weapons pirates are 
  likely to be armed with and still give the ship a good turn of 
  speed.  This grants the ship the equivalent of Mk4 Armor.
  Once more calling on his contacts and a few old favors 
  Hans manages to acquire a third generation shield system, 
  giving his ship better protection than many proper navies are 
  able to boast.  This grants his ship the equivalent of Heavy 
  Shields 360.
  Hans’ ship is beginning to shape into quite the scrappy 
  little fighter and he can be confident that it will take quite a 
  pounding before severe damage can begin to be inflicted.
  ACTIVE DEFENSE SYSTEMS
  Active defense systems comprise those systems that 
  actively seek to deny an opponent the ability to inflict damage 
  against a ship that does not fall under the category of defen-
  sive weapons.  Electronic Counter Measures (ECM), stealth 
  systems, and decoys comprise the majority of said systems.
  Such systems are almost never carried by honest merchants 
  because of the expense, volume and mass requirements, 
  and the degree of specialized maintenance needed to keep 
  such systems operating.  Employing equipment that is solely 
  intended for combat is also extremely cost ineffective for ships 
  never intended to ever engage in combat in the first place.  
  Even pirates and raiders often forgo such systems, not needing 
  them against their usual targets of lightly armed merchantmen, 
  though many who modify or have custom built ships often try 
  and incorporate at least some degree of stealth technology in 
  order to allow them to get closer without being spotted.
  Decoys are just that, systems designed to be deployed in 
  battle in order to confuse enemy sensors, and more commonly 
  draw off incoming missiles.  Most do this by throwing off a 
  sensor image to match that of the defending vessel or a target 
  that will more likely draw off incoming fire.  They tend to be 
  most effective against missiles which suffer from limited sensor 
  systems due to the limited space available for the equipment; 
  however at long range they can often fool the main sensor 
  suites onboard ships if used well.  Most are fairly large and 
  good only as long as their limited power sources can continue 
  to meet the heavy power requirements; they also tend to suffer 
  heavy attrition as they do their job, attracting enemy fire.
  ECM is a variety of electronic methods of either trying 
  to deny an opponent’s sensors information or to ensure that 
  the information they get is inaccurate.  Jamming is generally 
  considered the most effective and common method, which 
  essentially boils down to throwing out a lot of static on the 
  channels an opponent’s sensors and communications use in 
  order to render them blind.  Other more complex methods 
  involve adjusting a ship’s sensor profile or otherwise altering 
  the information being received.  The converse to ECM is 
  STEALTH SYSTEMS
  Name
  Penalty to 
  Opposed
  Sensor Checks
  Min 
  PCU
  Cost (In BP)
  Nightshade
   +5 DC
  10
  2 x size 
  category
  Shadowcloak
  +10 DC
  25
  5 x size 
  category
  Blacknight
  +15 DC
  50
  10 x size 
  category
  
  134
  Electronic Counter Counter Measures (ECCM) which are 
  systems specifically designed to defeat ECM.
  Both decoys and ECM/ECCM suffer from the need to 
  constantly be updated as even being a generation or so behind 
  an opponent’s ability in this area renders such systems nearly 
  useless and gives said opponent a distinct advantage.  Such 
  systems are usually among the most jealously guarded by civi-
  lizations’ militaries.  
  Stealth capability simply comprises reducing a ship’s emis-
  sions signatures to make it harder to detect.  Some aspects of 
  this are the ability to change the coloration and patterns of a 
  ship’s outer skin, using heat sinks to reduce its infrared emis-
  sions, using shielding to conceal its other electronic emissions, 
  and installing systems that reduce emissions in the first place.  
  Additionally running the ship at reduced levels of power can 
  go a long way towards increasing a ship’s stealthiness, while 
  conversely at full power a ship is easily detected even at long 
  range.
  Hans knows that a lot of pirates and raiders forgo the use 
  of ECM/ECCM and decoys due to the cost and difficulty in 
  acquiring worthwhile systems, not to mention the little need 
  they normally have for them.  Thus having even a halfway 
  decent set of active electronic defense systems will give 
  his ship a significant advantage over his likely opponents.  
  Rather than going through Alliance channels he elects to 
  arrange to acquire the majority of such equipment from the 
  Sagaren Collective which has no problems providing it at 
  a reasonable price and just a couple of steps below its own 
  military’s capability to almost anyone who is interested, 
  giving him the equivalent of Mk 8 Defenses.  Hans decides 
  to also add an optional feature that allows him to alter the 
  sensor image of his ship in order for him to lure pirates in 
  more easily, hoping that by the time they’re close enough 
  to see through the deception they will be too close to run 
  successfully.
  Hans also decides to heavily stealth his ship, adding the 
  equivalent of a Nightshade stealth system both in order to 
  help reduce its chances of being detected while working as an 
  escort and to allow him to sneak up on pirates when oper-
  ating in a more offensive role.
  These systems taken together will add yet another layer 
  of defense to an already impressive defensive network.
  SENSORS
  Even the most austere and limited space vessel carries at 
  least basic navigational sensors.  Science vessels can carry 
  a bewildering variety of powerful standard sensors and 
  more exotic variants that are unlikely to be found elsewhere.  
  Warships generally carry powerful versions of standard 
  systems and large numbers of targeting and analytical sensors, 
  in addition to numbers of secondary and backup systems to 
  compensate for damage, often along with dedicated computers 
  to interpret the information gathered.
  Sensors break down into two main types, those that can be 
  used in FTL space or to detect objects in FTL space, and those 
  that are used in normal space.  By their nature, FTL sensors 
  are rarely able to do more than give location and approximate 
  mass and speed, though from these factors a good sensor 
  operator can often extrapolate additional data.
  Standard sensors on the other hand effectively cover the 
  spectrum from one end to the other with power and sensitivity 
  depending on the ship in question.  It is largely this being 
  restricted to light speed gathering of information (though 
  closer vessels or sensor platforms can transmit that informa-
  tion over their FTL communications systems to ships farther 
  away giving virtually real-time data even at great distances) 
  that has for so long had ships normally engage at several 
  millions of miles from each other at most, even when the theo-
  retical range of such weapons is farther.  This is part of what 
  makes missiles so popular and dangerous, being self guiding 
  they can adjust in order to hit even a maneuvering target at 
  long range.
  However even the most powerful sensors are useless 
  without a computer capable of interpreting the incoming data 
  and presenting it in an understandable form.  Many make the 
  mistake of employing powerful sensors without the computer 
  capability to make the best use of them.
  Hans knows that good sensors will be vital for his ship to 
  detect pirates and raiders at a distance they cannot detect his 
  own ship in return, whether he is actively looking for them 
  or is screening merchant vessels.  Advanced notice will give 
  him vital time to maneuver for an advantage or to evade if 
  necessary.  Since he was already planning to have a powerful 
  computer system he decides it’s unnecessary to add addi-
  tional dedicated computing power.
  Hans decides to pick the best sensors he can manage, 
  selecting the equivalent of Advanced Long-range sensors.
  COMPUTER SYSTEM
  If a ship’s power plant is its heart, then the computer is its 
  brain.  Without the massive processing power typical to ship 
  computers (along with the relevant programs) a ship is nothing 
  more than an expensive piece of space junk.  Life support won’t 
  run, the engines won’t fire, the sensors and helm will refuse to 
  function, and all the myriad other parts of the ship are inert 
  and useless (except likely for the mostly hardwired emergency 
  systems for as long as battery power lasts).
  Small ships like transport shuttles not expecting to do much 
  more than go from point A to point B at a moderate rate of 
  speed and with little maneuvering can get by with systems 
  that take up less space than a personal com unit.  Larger ships 
  generally have much heftier computers as well as at least a 
  basic backup system.  Even small warships generally have at 
  least one backup system, and usually two if there is any way to 
  squeeze them in.  Furthermore, military computers are almost 
  inevitably hardened against EMP effects, the expense of which 
  is often considered excessive by civilian owners.
  Hans wants a powerful computer system to allow for 
  rapid FTL navigational calculations as well as providing 
  enhanced capabilities in controlling and numerous other 
  systems onboard, including weapons.  Thus he selects a Mk 
  2 Tetranode.  He also picks a backup Mk 1 Duranode system 
  capable of handling minimal ship functions and computing 
  navigational requirements, though it will take far longer 
  than the primary system.  Both systems will be hardened as 
  much as possible as well as being placed in the two most well 
  shielded parts of the ship for added protection.
  
  135
  SMALL CRAFT 
  ACCOMMODATIONS
  While many smaller vessels that are capable of landing 
  themselves often forgo a compliment of small craft, most large 
  ships must carry with them at least a shuttle or two.  Generally, 
  in these cases, such small craft are recessed into special alcoves 
  that allow access to them from the mothership will main-
  taining an airtight seal without taking up excessive internal 
  space and generally giving the ability to reach at least some of 
  the mechanical spaces without needing to suit up.  Otherwise, 
  they may simply be attached to the hull of the mothership 
  with access through special hatches that link directly with the 
  smaller vessel’s main airlock.  Smaller Alliance warships are 
  notorious for carrying at least a couple of parasite strike craft 
  in addition to sometimes having small workcraft hanger facili-
  ties.  Other larger ships, particularly carriers, the larger classes 
  of warships, and especially large cargo vessels may carry entire 
  wings of smaller craft in dedicated hanger bays.  Warships that 
  have dedicated hangers usually have strike craft, shuttles, and 
  other utility craft all stored together, rearranging the vessels 
  inside as necessary to maximize efficiency for the task at hand.
  At the most basic, hangers do little more than provide a 
  sealed environment in which to store and work on such craft.  
  More elaborate designs contain extensive repair and refitting 
  facilities, or even fabricators big enough to create strike craft 
  wholesale and large parts for bigger craft.  Some are designed 
  to allow the craft to transit without depressurizing the hanger, 
  but most vessels find the space and mass required of such 
  elaborate systems, as well as the additional time involved in 
  flight operations to be prohibitive.
  The core concept of Hans’ ship is its ability to carry a 
  squadron of strike craft and rapidly launch them.  Theo-
  retically, he could get by with a series of parasite fighters, 
  but that would greatly complicate repairs, maintenance, 
  and rearming.  Instead he opts for an internal hanger large 
  enough to carry a squadron of strike craft, a quartet of 
  assault shuttles, several miscellaneous craft, and enough 
  spare room to allow for additional vessels or an increase in 
  the size of integral craft in the future.  Thus he selects the 
  equivalent of two Hanger Bays.  He decides to add hanger 
  maintenance facilities extensive enough to handle anything 
  short of major damage in a reasonable amount of time.  
  Deciding that speed is more important than convenience he 
  chooses a design that pumps all the air out before opening 
  to space rather than a more complicated airlock system.  
  Launching will be from a ramp that opens out at an angle 
  from the top of the ship, reducing the surface space used and 
  allowing small craft to leave at high rates of speed.
  MISCELLANEOUS
  With the major components of the ship decided on and 
  mostly positioned, what is left are all the little details that will 
  complete the vessel.  These include but are not limited to the 
  amount of life support, crew size, crew and passenger accom-
  modations, room set aside for cargo, fuel capacity, and miscel-
  laneous equipment.  While not perhaps as flashy as the more 
  major components these little things are vital to the operation 
  and effectiveness of any vessel.
  Hans knows that he wants his ship to be able to operate for 
  extended periods of time without support which means that 
  a sizable amount of room is going to need to be set aside for 
  supplies for both the crew and the ship, though fabricators 
  and recycling systems greatly reduce the amount from what 
  it once might have been.  
  Long range cruising means that even with efficient 
  engines he’s going to want a great deal of fuel capacity and 
  it is likely that once everything else is put in place, any 
  remaining space will be turned into bunkerage.
  Accommodations for personnel are likely to be larger 
  than one might think, needing not only space for the ship’s 
  normal crew and the strike craft crews, but the entire main-
  tenance section for the strike craft, boarding parties, and 
  several prize crews as well.  Total crew size, even with exten-
  sive automation is probably going to be around a hundred 
  and fifty.  Actual life support and accommodations are going 
  to be set up to handle thrice that under normal circum-
  stances (not counting the extra capacity designed to compen-
  sate for battle damage) in order to handle captured pirates 
  and rescued hostages.  He makes sure that there is a reason-
  able amount of dedicated recreation space in the form of a 
  couple of larger rooms that can be rearranged as needed for 
  everything from briefing rooms, to game courts, to theaters, 
  training simulators, or more typically, an exercise room by 
  installing a Recreation suite (HAC).  Accommodations in 
  individual cabins and bunkrooms while not elaborate will 
  be reasonably comfortable, providing the equivalent of Good 
  Crew Quarters.
  Cargo space aside from that for needed supplies will be 
  limited by necessity, but Hans makes sure to leave at least 
  some room for the storage of recaptured goods or salvaged 
  equipment.
  
  136
  FINAL TOUCHES
  Once a ship is built and nearly ready to go there are only 
  a few final preparations.  A crew will need to be found and 
  hired, supplies will need to be bought and stored, the ship will 
  need to be named and registered with a government, insur-
  ance should be bought, reams of paperwork are likely to have 
  to be filled out, small craft purchased, inspected, and brought 
  aboard, and dozens of other details need to be attended to, and 
  all this before it even embarks on its first job.
  Hans has gone through a lot, but now has his ship.  However, 
  before it’s ready to depart he needs to take care of a few last 
  details.  For much of the core of his crew, Hans contacts a 
  few old friends who are interested in the proposal, the rest is 
  acquired by enlisting a search service that screens potential 
  applicants and presents a final list for his perusal to pick 
  from.
  Supplies and fuel are easier and simply acquired through 
  normal channels, though some of the military gear is likely 
  to require additional permits.
  After due consideration Hans decides to name the ship 
  Corsair’s Bane and registers it with the United Systems Alli-
  ance as an independent warship, granting it the designation 
  I.W.S. 
  For small craft, Hans ends up picking a pair of new 
  transport shuttles for basic utility duties.  He manages to 
  acquire a pair of used older model combat shuttles which he 
  has refurbished.  While not quite up to current standards, 
  for his purposes they will serve very well in allowing efficient 
  boarding actions.  Finally, for his strike craft squadron he 
  decides to go with a set of rebuilt Wolverines that have had 
  a pair of their Medium pulse lasers switched out for a pair 
  of light particle cannon, an uprated power plant and more 
  powerful engine along with improvements to its SIF, a light 
  shielding system, and a more powerful computer system 
  which helps compensate for the removal of the co-pilot to 
  provide additional room for some of the new equipment.  
  These ships are expected to be superior to anything they are 
  likely to encounter in the course of their duties.
  With everything and everyone onboard, all that is left is 
  to find some work, preferably something not too difficult at 
  first in order to give time for the crew to get used to working 
  together and to put the new ship through its paces. 
  
  137
  LIGHT ASSAULT CARRIER 
  (CORSAIR’S BANE)  
  Gargantuan Carrier
  Origin: 
  Independent
  Tier: 
  15
  BP: 
  587
  Speed: 
  6
  Maneuverability: 
  Poor, Turn 3
  FTL: 
  6 ly/day
  AC: 
  27 
  TL: 
  28
  HP: 
  360 
  DT: 
  20 
  CT: 
  48
  Shields: 
  Heavy Shields 360 (Forward 90, 
  Port 90, Starboard 90, Aft 90)
  Attack (Forward): 
   Persistent Particle Beam Cannon 
  (2d10x10)
  Attack (Port): 
  Heavy Laser Net (5d6 Point +12), 
  Heavy EMP Cannon (EMP), Par-
  ticle Beam (8d6)
  Attack (Starboard): Heavy Laser Net (5d6 Point +12), 
  Heavy EMP Cannon (EMP), Par-
  ticle Beam (8d6)
  Attack Turret): 
  Laser net (2d6), Laser net (2d6
  Power Core: 
  Gateway Ultra, Gateway Light 
  (800 PCU, 684 Max Usage); 
  FTL Engine: 
  Fast; 
  Systems: 
   Mk 4 Armor, Mk 6 Defenses, Ad-
  vanced Long-Range Sensors, Crew 
  Quarters (Good), Nightshade 
  Stealth System, Mk2 Tetranode, 
  Mk 1 Duonode (backup), Ad-
  vanced SIF Field; Expansion Bays: 
  Hanger Bays (2), Cargo Bay, HAC 
  Recreation Suite
  Modifiers: 
  +2 any four checks per round, +5 
  DC vs sensor checks Complement: 
  150
  Crew:
  Captain: 
  +18 Diplomacy  (15 ranks), +24 
  Gunnery (15 ranks), +22 In-
  timidate (15 ranks), +26 Piloting 
  (15 ranks), +24 Computers (15 
  Ranks), +18 Engineering (15 
  Ranks)
  Engineers: 
  (3 Officers, 30 Crew Each) Engi-
  neering +26 (15 ranks)
  Gunners: 
  (3 Officers, 20 crew each) Gunnery 
  +32 (15 ranks)
  Pilot: 
  (1 Officer, 4 Crew) Piloting +26 
  (15 ranks)
  Science Officer: 
   (1 Officer, 3 crew) Computers +28 
  (15 ranks)
  
  138
  There is a single general space, a single vast immensity which 
  we may freely call void: in it are innumerable globes like 
  this on which we live and grow, this space we declare to be 
  infinite, since neither reason, convenience, sense-perception 
  nor nature assign to it a limit. 
  — Giordano Bruno 
  Quoted in Joseph Silk, The Big Bang (1997), 89. 
  W
  hile there is plenty of adventure to be found 
  beyond the atmosphere, it is likely you will spend 
  at least some, if not most of your time planetside.  
  Because of this, being able to create a planet from 
  scratch can prove highly useful.  Just as important is the fact 
  that if you can create one planet, you can easily create an entire 
  solar system.
  While it may seem a bit overwhelming at first when you 
  consider all the necessary aspects involved in creating a world, 
  we’ll be presenting the basic steps along with an example to 
  make it a bit easier.  The thing to remember is that the degree 
  of detail about a world is likely to be proportional to how 
  much time is going to be spent there.  The more time spent the 
  more underlying detail should be provided.
  Concept
  Before we can determine anything else about a world we 
  need to know what we want it to be.  Will it be inhabitable 
  without any life support or special equipment, inhabitable only 
  with such equipment, or completely uninhabitable.? Does it 
  support a population, and if so how large and of what species? 
  Does it have any indigenous life, sapient or otherwise?  What 
  role does it play?  These and other questions will help you 
  establish the specifics about your planet.
  We decide we want a relatively small world that is unim-
  portant in the overall galactic scheme of things.  We decide 
  it is survivable without special equipment, but rather on 
  the dry side and with a limited and relatively primitive 
  ecosystem that is vulnerable due to the lack of overlapping 
  links.  It was settled several decades back by a mixture of 
  Humans and Gremlins, though at this point a few members 
  of other species can be found as well.  At the moment it is 
  slowly becoming a self-sufficient colony world that has only 
  just begun to acquire a basic industrial base.  It often serves 
  as a base from which explorations of the local area of space, 
  relatively poorly mapped, can launch. 
  Type
  Earlier on note has been made of the different types of 
  planets in brief, and this is the next step, from your concept 
  you’ll have some idea of what type of planet you’re envisioning, 
  and the descriptions provided will help you clarify the details 
  of your world.  Once you know what the overall existing condi-
  tions are likely to be, you will be able to begin determining 
  what adjustments to your concept you are going to have to 
  make to have things fit.  Something to keep in mind is that 
  realistic worlds are rarely all one type of terrain or climate, 
  Earth is an excellent example, with a variety of terrains and 
  climates spread across the planet’s surface.  Most often single 
  climate worlds exist on the outer edge of or beyond what is 
  normally considered inhabitable, and even then there are 
  often variations, it not ones large enough to normally attract 
  the notice of people to whom the entire planet is a hostile 
  environment.
  Planet type will often also be the biggest factor in deter-
  mining where within a solar system a planet exists.  Generally, 
  habitable planets exist only within thin bands around stars 
  unless other factors are involved.
  Our world isn’t perfect but is survivable without too much 
  effort and without the need for special equipment, thus we 
  know it is a Class 6 Standard world.  We’ve already decided 
  that the primary reason for its Class designation is that it 
  is a bit on the dry side to be a Class 1 Garden world.  We 
  further decide that the local flora and fauna are incompat-
  ible in terms of nutrition with the majority of races, thus 
  giving another reason to avoid the Class 1 designation.  
  Likely the planet exists closer to the inner edge of habitability 
  than the outer edge.
  Atmosphere
  The atmosphere of a world will in part depend on its type, 
  but even Type I Garden worlds can have a wide range of atmo-
  spheres, and what may be suitable for one species might be 
  lethal to another.
  There are a number of ways for an atmosphere to form, 
  but the thing to keep in mind is how it is sustained.  The most 
  ideal atmosphere in the universe is useless if there is no way 
  for it to renew itself.  Methods range from gases produced 
  internally to life-forms on the surface taking in one set of gases 
  and converting it to another type.  In the second case, it may 
  well be that the entire ecosystem of the planet is based on this 
  process.
  In the majority of cases, most sapient species breathe some 
  mixture of oxygen and nitrogen, but many use different combi-
  nations or entirely different gases.  Even different mixtures of 
  similar gases can make a significant difference in the suitability 
  of any given world for a given species.
  Knowing that both humans and gremlins are able to survive 
  without life support equipment we can infer that a suitable 
  oxygen and nitrogen atmosphere with some carbon dioxide 
  is likely present along with the usual smattering of trace 
  gases.
  16: OUR OWN 
  LITTLE WORLDS
  
  139
  Knowing there is a basic ecosystem in place we decide 
  that several different species of biota are responsible for 
  maintaining the atmosphere.
  Topography/Weather
  Topography is where you decide on what the planet’s 
  surface is like.  At its extreme, this can involve considering 
  a variety of conditions over a long period of time such as 
  weathering, climate, plate movements, and other factors over 
  the period of the planet’s existence.  However, while you are 
  more than welcome to go to whatever lengths you want in 
  determining this sort of thing, this is a quick and dirty guide.  
  As this is for a game the rule of thumb is whatever suits your 
  needs is acceptable, and you can figure out how it got that way 
  later if need be.
  A few key points to keep in mind though, large bodies 
  of water tend to produce humid areas around their borders 
  that are also not subject to as extreme temperature changes 
  as other areas.  Mountains tend to trap moisture on one side, 
  thus leaving it wet and the other side dry, the degree to which 
  this effect occurs can vary depending on the height of the 
  mountains and the amount of moisture carried over them by 
  prevailing winds.  This also often can result in powerful local 
  weather patterns as well.
  The larger the bodies of water, the more extreme the 
  weather is likely to be as it moves from one end to the other, 
  or in more extreme cases completely around a world.  Massive 
  waves, powerful storms, and fast moving currents are just 
  some of the effects that these bodies of water can produce.
  Large flat areas of land also tend to produce extremes of 
  weather, even if it is not necessarily violent.  But they also 
  tend to be relatively stable when it comes to prevailing climate 
  conditions.
  Another point to consider is axial tilt, while not technically 
  part of topography it can have significant effects on weather 
  patterns, generally speaking, the more severe the tilt the more 
  erratic and severe the weather.
  We know our world is a bit on the dry side. That suggests 
  a scarcity of water.  We decide to go with a single medium 
  sized inland sea and scattered large lakes as the primary 
  sources of water, not counting the relatively small ice caps.  
  It is a young planet and thus many of its mountain ranges 
  are massive, not having been subject to millions of years of 
  erosion on a planet that is still very tectonically active with 
  plenty of plate movements resulting in plentiful volcanoes.  
  These factors combine to make much of the planet either very 
  humid or barren desert and difficult to travel great distances 
  on the ground.  Short term weather tends to change rapidly 
  and proves very powerful, sweeping down from the moun-
  tains as significant differences between hot and cold fronts 
  excite the atmosphere.  Long-term weather patterns tend to 
  vary only moderately due to only a minor axial tilt.
  Resources
  Most planets are settled because they offer something, be it 
  isolation, strategic position, or most commonly, resources that 
  the planet possesses or provides access to.  Resources can range 
  from valuable minerals, usable wood, medicines, food sources, 
  fuel sources, to other more exotic items.
  D%
  Resource Type
  1-20
  Mineral Rich
  21-40
  Exotic Minerals
  41-60
  Pharmaceuticals
  61-80
  Ancient Ruins
  81-100
  Agricultural Boon
  When constructing your world you’ll need to decide what 
  kind of resources if any it contains that drew people there or 
  are available for use, or failing that, what other reasons there 
  are for people to be present (if any in fact are).
  Mineral wealth is likely the most common reason for a 
  world to be settled, either specifically for its mining potential 
  or because such resources are invaluable to a newly founded 
  colony.
  Food sources are probably the next most common reason 
  for settlement.  A world easily able to produce large amounts 
  of food, normally through growing grains or harvesting of 
  easily processable native life often proves to be the center 
  of a cluster of less bountiful worlds, the massive fabricators 
  otherwise needed to feed populations in their entirety often 
  more expensive than shipping nutrient rich food in bulk from 
  nearby systems.
  Many worlds sport small outposts that have grown over 
  time almost by accident that were sited solely as a refu-
  eling stop.  While worlds containing large amounts of easily 
  converted fuel are not necessarily uncommon, there are often 
  stretches of space where only a couple such worlds exist and 
  often installations spring up to not merely offer refueling but a 
  variety of other services.
  Keep in mind that many colony worlds are chosen specifi-
  cally because they have a variety of resources that are useful 
  not only to a starting colony but for a more established world 
  as well.  If a world cannot be made eventually self-sufficient the 
  odds of it being picked for the primary intent of colonization 
  are less likely.
  We already know that our world relies heavily on the expor-
  tation of harvested grains, the rich volcanic soil and mild 
  climate allowing for multiple bountiful crops with relatively 
  little effort.  We decide that because of the heavy tectonic 
  activity there are relatively plentiful mineral deposits avail-
  able, including a wide array of radioactive, though the 
  amount of plate activity makes them too expensive to export 
  successfully, they’ll prove useful not only to the growing 
  colony now, but when it begins to rapidly expand in the 
  future.  Otherwise, there is little in terms of resources worth 
  mentioning.
  Satellites
  What’s hanging around in orbit above a planet can have a 
  significant impact on a world.  Moons can exert powerful tidal 
  forces, provide launching platforms into space, or valuable 
  depositories of resources, not to mention the possibility of 
  having settlements all their own.  Whether they are captured 
  by a planet’s gravity or otherwise acquired, moons should be 
  
  140
  noted, whether they serve an important purpose or merely a 
  romantic backdrop to an evening.
  Major artificial satellites are also noted here, some may even 
  be the primary reason for a settlement on the planet’s surface.  
  At the very least they are likely to bring a fair amount of extra 
  traffic to a world they orbit, and depending on the exact type, 
  may well do far more than that.
  Planetary rings are surprisingly common, but most are 
  generally too thin to be seen unless at just the right angle, and 
  many end up deteriorating over time until there is nothing left.
  Our planet lacks any natural satellites, but the USDF main-
  tains a small support base in orbit that sees a fair amount 
  of traffic and provides a measure of security.  Its personnel 
  often visits the planet on either business or R&R and 
  provides a valuable degree of security.
  Native Life
  Some worlds come with native life already established even 
  before explorers stumble over it or colonists import lifeforms 
  of their own (intentionally or otherwise).  While the aspects of 
  handling an encounter with intelligent life is beyond the scope 
  of this section and going into any real detail about setting up 
  an ecosystem could fill an entire series of book, we can at least 
  glance over very briefly some of the most basic aspects of a 
  standard ecology.  I’ll leave it to the reader to come up with 
  more exotic systems.
  Fortunately, in most cases, you won’t need to go into a 
  planet’s ecology in too much detail, but having at least a basic 
  idea of what performs what role is not a bad idea.
  Figure out what the major predators and providers are and 
  how they interact.  Find out what converts or concentrates 
  base sources of energy into a form that other life forms can 
  consume efficiently.
  If your planet relies on a biological source or sources to 
  produce a breathable (or turn a breathable atmosphere into an 
  unbreathable one) figure out what it is and what process it uses 
  in brief.  You may also want to figure a diversity of species for 
  different environments on the planet.
  Keep in mind those lifeforms that might be a threat to 
  people, either directly, or imperiling their means of livelihood 
  or sustenance. 
  Life on our world is fairly basic but widespread.  There 
  is little overall diversity due to the fairly uniform climate 
  planetwide.  At the most basic level are microscopic vege-
  tables and animal creatures that absorb the large amounts 
  of gases released into the oceans and atmosphere and as a 
  waste product produce oxygen and nitrogen.  This is scaled 
  up through the first several layers of the ecosystem and is 
  entirely prevalent among the plant life.  At this point in the 
  evolutionary process, predation is in its most basic stages 
  and predators are rather clumsy, but still highly effective as 
  their prey species have yet to evolve defenses.
  Plantlife has taken the form of mosses, with even 
  floating masses having taken to the air and often discoloring 
  the sky for wide swaths.  Others form bulging masses that 
  heap themselves upwards in great mounds.
  The animal life is mostly slow moving and fairly passive, 
  however several predators evolved the ability to move at 
  what for the planet is a fairly rapid pace for short periods 
  by using special muscles that store up energy.  None of them, 
  however, are a direct threat to the settlers as they hunt by 
  tracking the pheromones of their prey and do not recognize 
  the off-world scents.
  Reasons for Settlement
  If a world is settled, there needs to be a reason for it, an 
  indigenous population, survivors of a shipwreck, a planned 
  colony, a temporary resource extraction base, a fueling station, 
  research lab, or a military outpost.  The reasons behind the 
  original settlement will have a large impact on the people and 
  culture on a given world, even if it has been generations since 
  the original settlement.  It can also have an effect on where the 
  majority of people live and the more common professions.
  Our world was settled primarily to serve as a nearby source 
  of foodstuffs for several other nearby systems.  It was a 
  planned colony and well funded which meant that the 
  colonists underwent few of the hardships that many do and 
  were able to start from a firm base rather than having to try 
  and build up to the bare essentials.  A small USDF support 
  base is in orbit over the world to provide a base for patrols 
  in the surrounding region with the growing population and 
  industrialization making the cluster more prone to raiding 
  and piracy.  Recently because of its central location, decent 
  infrastructure and the presence of several poorly explored 
  clusters nearby, there has been an increase in the transient 
  population of spacers and explorers.
  Thus there are a great many farmers on the planet along 
  with the specialists that are there to support them, along 
  with a scattering of spacers, explorers, scientists, and USDF 
  personnel on leave, providing an interesting spectrum of 
  people.
  Population
  Who and what lives on your world?  What species?  How 
  widespread are they?  Do they live in one or two main settle-
  ments or are they scattered widely across the surface or is it a 
  mixture of both?
  We already know that the primary population of the planet 
  is a mixture of Gremlins and Humans.  There are not enough 
  members of any other species to note here, but the odd indi-
  vidual could prove to be interesting.  Humans only comprise 
  roughly one in five of the settlers, with the prolific Gremlins 
  making up the rest of the population.
  The overall population is around a quarter million with 
  the largest concentration in the main settlement of Moss-
  fall which has around forty thousand.  The rest are scat-
  tered in small settlements or homesteads in the main and 
  surrounding valleys.
  Culture
  Culture is a crucial factor to take into account when 
  designing a world.  What are the people like, are there any 
  major religions that will have an impact on interactions 
  between people?  What kind of government do they have?  
  What are the laws?  What are outlooks on life?  What ideas and 
  concepts are held in high esteem or disfavor?  These and many 
  other questions can be answered depending on how detailed 
  you want a given planet’s culture to be.
  
  141
  The people of our world being from the Alliance and 
  composing more than one species have a strong tolerance for 
  different opinions, ideas, lifestyles, and species, so long as it 
  doesn’t threaten their livelihoods.  Like in many other places, 
  the two primary species have taken advantage of each other’s 
  natural abilities to achieve a high degree of cooperation and 
  efficiency. 
  The government is a democracy with each person having 
  a vote and a governor elected every five years.  Most settle-
  ments of more than a couple of dozen people have a local 
  spokesman, and larger settlements have an elected mayor.
   With little to do on the planet, a sizeable portion of 
  young adults leave to work elsewhere, with the local USDF 
  station receiving a surprisingly large number of would-
  be candidates.  Outside of Mossfall,  people are mostly 
  too widely scattered to have easy access to services many 
  people take as standard and thus are used to being ruggedly 
  independent and fairly self-sufficient.  Because of this, most 
  families have at least one form of transportation and people 
  like doctors and repair personnel are used to making long 
  trips out to residences.
  A great deal of the universe does not need any explana-
  tion. Elephants, for instance. Once molecules have learnt to 
  compete and to create other molecules in their own image, 
  elephants, and things resembling elephants, will in due 
  course be found roaming around the countryside ... Some of 
  the things resembling elephants will be men. 
  — Peter William Atkins 
  The Creation (1981), 3. 
  T
  he Starsea Universe is filled with a multitude of crea-
  tures both sapient and otherwise, any interstellar 
  traveler is likely to encounter at least a few new species, 
  if not dozens or hundreds.  Simply creating and placing 
  one or several species within an ecosystem is generally not 
  overly complicated at the level of detail normally needed.  
  However creating a sapient species that is more than simply 
  background fluff can be a far more complicated process.  
  Because of this, we’ll walk through the most basic steps of 
  creating one suitable for use.  You should feel free though to 
  expand as much as you want upon these foundations.
  Concept
  The most important step when creating a new race the 
  concept, what role is this race going to play?  Even though as 
  individuals they may do a great deal of different things, what 
  does the rest of the galaxy see them as?  Honorable warriors, 
  suave diplomats, great pilots, or many other concepts, where 
  have they been pegged, accurately or otherwise?
  How do they see themselves?  Are they unified or divided?  
  What is important to them as a species?  What kind of worlds 
  do they inhabit?  How technologically advanced are they?  
  What kind of culture or cultures do they have?  How far have 
  they expanded?  Nail your concept down and the rest should 
  easily flow into place with a little application of logic.
  We visualize our race as a group of aquatic beings that 
  evolved on a world that is mostly water.  They are known 
  generally as philosophers and intellectuals and due to the 
  amount of extra life support needed to survive in most 
  environments, they are not known to travel much beyond 
  their own system.  A generally unified race, the art of debate 
  and discussion have been elevated to a high degree.  So far 
  they only inhabit in any numbers their homeworld and a few 
  other places within their own system that they have installed 
  extensive life support systems.  Because of their waterbased 
  existence, they were unable to create a particularly high 
  degree of technology until discovered by outsiders who were 
  able to provide the technology that could be used as the base 
  for an underwater industry.
  Physical Description
  How your creature looks will depend on a number of 
  things, primarily the environment it comes from and what the 
  processes of evolution created in terms of advantages.  Crea-
  tures rarely have attributes that are not advantageous at some 
  point in their evolution, even if the need no longer exists.  This 
  can really work in two ways, either you decide what the crea-
  ture looks like and can do, and then come up with an environ-
  ment that makes those viable evolutionary choices, or you can 
  design the environment and use that to decide what kind of 
  creature would evolve under them.
  Keep in mind that a creature needs a way to interact with its 
  environment, examine its environment (even if only through 
  touch), and potentially move just as a beginning.
  We know already that our species evolved on a primarily 
  water world and is an aquatic species.  This leaves us a 
  good number of body forms open to us and puts little upper 
  limit on overall body mass.  We decide we want them to be 
  about 30ft long and weigh in the range of 4-5 tons total.  
  While large for an aquatic creature, it certainly isn’t huge.  
  We decide that we want it to be a mammal-like species 
  with the ability to regulate its body temperature to some 
  17: SPECIES 
  CREATION
  
  142
  degree to better let it cope with their world’s varying water 
  temperatures. 
   We want them to be omnivores and to give them a taste 
  of the exotic, as well as neatly cover some other angles; so we 
  decide to give them two primary methods of feeding.  One 
  orifice they use to filter feed, gathering in microscopic plants 
  and animals as they swim through their world’s oceans.  
  Through another, they ingest larger pieces of food, snatched 
  by a group of fourteen tentacles spaced around their forward 
  section.  The ability to filter feed means that they normally 
  do not have to work overly hard to secure food while the 
  ability to ingest more concentrated sources of energy allows 
  for periods of high activity and the tentacles provide manip-
  ulative appendages.  Propulsion is provided by four sets of 
  three flippers, with two sets located along the upper body 
  and two along the lower body.
  The creatures have sonar that they use to navigate, 
  explore their surroundings, and communicate.  They also 
  have four eyes located near the front of their bodies located 
  in pairs on their upper and lower body. 
  Their coloration is split between a dark green on the top 
  and a light green on the bottom, matching the coloration of 
  their world’s oceans while their overall body form is teardrop 
  shaped, bulged at the front and tapering at the rear.  Thin 
  scales cover much of their body affording them some protec-
  tion from predators on their homeworld.
  They have an internal skeleton and maintain air blad-
  ders while using gills to breathe and can expect to live three 
  hundred standard years or more, even without the likely 
  advances in medical sciences likely to come about in the near 
  future.
  Culture
  Culture is an important aspect of any species, whether 
  sapient or otherwise.  At all but the most basic levels individ-
  uals and groups within a species have certain ways of inter-
  acting with each other, even normally anti-social species have 
  some rules for how they avoid each other.
  In sapient species, cultures can be very complex, and some 
  species may well have more than one culture in addition to 
  numerous subcultures.  Often though when it comes to other 
  species, one particular culture will become the one a given 
  species is known for, whether because it happened to be the 
  one first encountered, most often encounters, or the one that 
  best plays to stereotypes depends on the circumstances.  Of 
  course, this can lead to individuals either trying to conform to 
  that cultural stereotype when among other species or going out 
  of their way to avoid conforming to that stereotype.
  When you create a culture it can be as complex or simple as 
  you want, always remembering you can expand on the basics 
  later on if you need to.  Remember that you should keep in 
  mind not only how a culture(s) interact among themselves, but 
  in reaction to outsiders.
  Because our creatures are relatively free to move around 
  their planet and can communicate over long distances they 
  effectively have a unified culture.  As they need to expend 
  relatively little effort normally in order to survive and their 
  habitat is not conducive to complicated tool creation, this 
  has left them a great deal of time to turn intellects elevated 
  by millions of years of need to work together to thwart the 
  larger predators on their planet, towards the arts of philos-
  ophy, debate, and other mental exercises.
  They are social creatures and work in groups throughout 
  their lives, each group normally being under the control of 
  the senior matriarch who directs where the group moves and 
  any efforts towards gathering additional food beyond what 
  they could normally acquire through simply moving about.  
  They often though not always lead the group discussions.
  As a species, they still are not sure how to react to the 
  outside universe that has only recently introduced itself.  
  Long accustomed to a stable and predictable environ-
  ment the culture shock is not yet fully worn off, though to 
  outside appearances they are adapting well enough.  A small 
  industrial base capable of operating in their environment 
  has already been set up and some of the more adventurous 
  ones have already leftthe planet, either traveling or setting 
  up several small bases within their own system with the help 
  of the newcomers.  It is expected that in time they may well 
  begin to colonize many of the largely water filled worlds that 
  are often left nearly untouched.
  History
  Even a brief history and outline of a species’ past can be 
  greatly illuminating.  While there is no reasonable way to hope 
  to compact an entire species’ comprehensive history into the 
  space normally available (though feel free to try), nor in many 
  cases is there any need to do so.
  Our species’ history is entirely oral, recorded in songs that 
  are memorized by great storytellers, and while interesting 
  enough to them, is generally rather dull for outsiders.  Few 
  things of real note occurred until the arrival of a United 
  Systems Alliance Survey ship that set down to refuel and 
  contact was made.  While not yet having joined the Alliance 
  it seems likely that once the species gets around to forming 
  some sort of body that can act on behalf of the species as a 
  whole (if they ever do) they may well choose to join.  For now 
  though they are relying on their small amount of offworld 
  trade and private enterprise to generate enough income for 
  their few modern projects.
  Other Details
  Often times even after you’ve filled out everything else there 
  will be a few pieces you want to include but just weren’t able to 
  put down for one reason or another.  Feel free to make a note 
  of them after everything else.
  
  143
  “The maneuvers exhibited by modern spacecraft would have 
  been thought impossible by earlier physicists and space trav-
  elers.  They had believed any real sort of ship to ship combat 
  unlikely, and if it happened at all would consist of a brief 
  high speed pass or orbital slug fests where opponents would 
  match speeds and tear away at each other until fatal damage 
  was inflicted.  However, with the invention of the inertial 
  drive, SIFs, and more efficient forms of propulsion combat 
  more closely resemble that imagined by entertainment and 
  literature of the time period.”
  -Excerpt from the USDF’s An Introduction to 
  Modern Stellar Combat training manual.
  A
  cting on a tip-off the pirate ship Breezy (A modified 
  Drake Class Privateer) lies in wait in deep space for a 
  particularly rich prize.  Its FTL sensors patiently scan 
  for lightyears in several directions.  While the odds of 
  its quarry dropping out of FTL space within range are exceed-
  ingly slim, with the knowledge obtained about their prey’s 
  likely course they can be fairly certain it will drop out of FTL 
  space for a navigational fix within range of their sensors, at 
  which point they can make a short FTL transition and drop on 
  top of it before its FTL engines are prepared to activate again.
  (The Breezy’s Science Officer, being in no hurry takes 20 on 
  a Scan check. 20+16 for a total of 36 versus DC 30, easily 
  beating it.)
  Sure enough, after a couple days of patient waiting an FTL 
  signature matching what they expect shows up and a short 
  while later disappears off their sensors a fair distance away, 
  indicating its return to normal space.
  (The Breezy’s Pilot, taking the information from the Science 
  Officer calculates a short FTL jump, He rolls a 15+13 for a 
  total of 26 versus DC 20.  He passes the check with a good 
  margin for error.)
  The Breezy arms its weapons and defensive systems while 
  going to its equivalent of general quarters before it makes 
  a short FTL flight before returning to normal space only a 
  couple hexes away distance away from the intended target.
  (The Breezy’s Science Officer makes another Scan check and 
  rolls a 2+16 for a total of 18, not beating a DC 36)
  More detailed sensor readings at close range confirm that it 
  is the expected target, the large Lifter class merchant ship Java 
  Spice loaded with a valuable cargo.  Lightly armed with defen-
  sive weaponry there is little chance of it fending off the heavily 
  refitted pirate ship.
  Almost immediately the Java Spice hails the newcomer, 
  demanding its identity and purpose.  The captain of the Breezy 
  chooses to not reply yet and his ship continues to close on 
  the merchant which after several more increasingly panicked 
  attempts at establishing communications begins to accelerate 
  18: EXAMPLE OF 
  SPACE COMBAT
  sluggishly away from the oncoming vessel and begins trans-
  mitting a distress signal.  Only now does the pirate captain 
  respond, ordering the merchant to heave to, cease transmit-
  ting, and prepare for boarding, promising to spare the crew if 
  there is no resistance, and promising to slaughter everyone if 
  they continue to try and evade.
  (The Breezy’s Captain makes an intimidation check to try 
  and bully the Java Spice into surrendering without a fight, 
  rolling a 10+10 for a total of 20 versus DC 42.  Failing the 
  Check though he doesn’t realize it)
  The Java Spice’s captain seemingly bows to the inevitable 
  and reluctantly brings his ship to a relative stop, laying broad-
  side to the oncoming pirate vessel.  
  (The Breezy’s Science Officer now makes another effort to 
  Scan the ship for further details, rolling a 8+16 for a total of 
  24, again failing the DC 36 check)
  However the crew of the Breezy was so intent on their 
  quarry they failed to notice the other FTL signature closing 
  until it dropped out of space on top of the other two vessels 
  in a show of superb (or very lucky) navigation.  There is panic 
  initially on the Breezy as the first thought is that it might be a 
  naval vessel which changes to confusion when they recognize 
  it as another pirate ship, the Anguish (A modified Caravan 
  Class).
  The captain of the Breezy hails the Anguish and demands 
  to know what they are doing here in addition to warning them 
  off his prize.  The captain of the Anguish replies that she has an 
  equal right to the prize as they waited just as long and that in 
  any case there is plenty of cargo for both ships.
  (The Captain of the Anguish tries a Diplomacy check, roll a 
  14+4 for an 18 total versus DC 25, failing the check.)
  While there is no honor among thieves, poaching another 
  pirate’s target rarely results in a positive response and the 
  Breezy’s captain is no exception.  He angrily orders the 
  Anguish to clear the area or else.  On both pirate vessels the 
  Java Spice is temporarily forgotten as the potential confron-
  tation looms.  Both carry fairly heavy energy armaments, 
  though their configurations are better suited for running down 
  merchants than proper naval combat, the Anguish is unusual 
  for a pirate in carrying a light missile armament, and though it 
  is well out of date by the standards of modern navies, is usually 
  more than sufficient for its usual targets.  The Breezy on the 
  other hand is unusual in mounting an only slightly obsolete 
  ECM system that they took off an earlier victim.  
  Both pirate vessels begin maneuvering to try and maneuver 
  to the best advantage.
  (The Breezy’s Pilot rolls a 18+13 for a total of 31, the 
  Anguish’s Pilot rolls a 13+17 for a total of 30, only just losing 
  out to the Breezy and moving to close the range first.  The 
  Anguish’s Science Officer rolls a Scan check with a 15+16 
  
  144
  for a total of 31, beating the Breezy’s DC of 21 easily and 
  obtaining information about the other ship’s defenses.  The 
  Breezy moves to close the distance as well, with its’ Science 
  Officer rolling a 12+16 for a total of 31 versus the Anguish’s 
  DC of 14)
  The Anguish opens fire first with a Heavy Torpedo 
  Launcher, taking advantage of the longer range they offer to 
  try and destroy or drive off their competition.  (The gunner on 
  the Anguish rolls a 15+16 for a 31 against the Breezy’s TL:21, 
  meaning the torpedo locks onto the target and given the range 
  will strike this round unless shot down)  Neither pirate ship 
  carries much in the way of defensive armament and the Breezy 
  begins evasive maneuvers with its pulse lasers opening fire as 
  the missile comes in range.  The torpedo is picked off just short 
  of impact by the defensive lasers (The Breezy’s gunner opens 
  fire with her Flak Thrower as a free action due to its Point 
  special ability, rolling a 18+8 for 26 versus the torpedo’s DC of 
  24, destroying it at the last moment.).  The Breezy turns on the 
  Anguish and its forward fixed mount energy weapons open 
  fire, (The Brezzy’s Gunner returns fire, rolling a 10+16 for a 
  total of 26 versus the Anguish’s AC of 15, hitting.  He rolls 3d6 
  for the Light Particle Beam for a total of 12 damage) a beam 
  strikes the Anguish with one managing to hole an empty cargo 
  hold.  Streaming air the Anguish prepares to return fire when 
  the Breezy is suddenly enveloped in a series of powerful anti-
  matter explosions which leave only incandescent gas behind 
  when they fade.
  (The USDF Trapper’s Gunners fire the ship’s entire port 
  broadside into the unsuspecting Breezy, easily hitting and 
  inflicting more than twice the damage than the Breezy had 
  hit points, utterly vaporizing the pirate vessel.  The Trapper’s 
  Captain rolls an Intimidate check versus DC 21, rolling a 
  9+24 for a 33, easily beating the DC)
  Automated warnings blare out on the Anguish as it is lashed 
  by powerful targeting sensors from the “merchant vessel” both 
  pirates had continued to close on which only now reveals itself 
  to be the USDF Armed Merchant Cruiser Trapper by its iden-
  tification beacon and a terse message from it’s captain ordering 
  the Anguish to prepare for boarding.  With the remains of 
  the Breezy left behind by the unseen salvo of heavy weapons 
  still visible, the captain of the Anguish finding the shoe on 
  the other foot for a change opts to surrender despite the 
  United Systems Alliance’s well known policies for dealing with 
  pirates, exchanging a certain death for a thin thread of hope of 
  managing her survival somehow.
  The captain of the Trapper is well pleased with itself, not 
  having expected to snare two pirates at once with the bait of 
  a richly laden merchant ship he had let leak some weeks ago.  
  As boarding shuttles full of Strikers and a prize crew launch to 
  take over the Anguish it looks forward to being able to proceed 
  on it’s way within a couple of hours at most, and with luck 
  capture a few more overly ambitious outlaws, not only making 
  the space lanes a little safer for honest travelers, but enriching 
  its own and its crew’s pockets with prize money as well. 
  
  145
  GLOSSARY
  Sil’vith: Outsiders accepted into Sagaren society as equals 
  and given their full trust.  An extremely high and rare honor 
  granted to those who have proven their friendship to the 
  Sagaren race and shown that they exemplify the tenants laid 
  down by The Hunter, though they need not follow him/her/
  it.  Such people have all the rights and responsibilities expected 
  of Sagarens and as such are granted full access to their at times 
  secretive culture.
  It can also be used as a term between two or more Sagarens 
  indicating a deep level of trust, respect, and support.
  Bond-mate: A term most commonly used within the 
  United Systems Alliance, it is used to indicate a romantic rela-
  tionship between two or more people, who either because of 
  cultural reasons, or practical applications, cannot arrange for 
  the formal equivalent of marriage.  The actual conditions may 
  vary, but within the Alliance, those involved are recognized 
  legally as spouses.
  Fil’ack: A closely knit group of three or more Sagarens who 
  typically work together and who implicitly trust each other.
  
  146
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  make it enforceable.
  15. COPYRIGHT NOTICE: 
  Open Game License: v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document: © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, 
  Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley 
  Schneider, Amber E. Scott, and Josh Vogt.
  The Starsea Chronicles: Copyright 2017, D3 Adventures, Inc.; Author: Gabriel Jewell
  
  147
  
  A NEW GALAXY 
  TO EXPLORE
  The Starsea Chronicles, an action-packed galaxy full of 
  excitement, intrigue, and adventure.  Find within new  
  empires, new races, new weapons and ships to help you fully 
  immerse yourself into a setting ripe with opportunity!
  • Four major empires
  • More than 30 new ships, including a new class of ship
  • Ten new races
  • Four new classes, as well as new Archetypes and 
  Themes
  • In-depth system and race building guidelines to create 
  your own worlds to explore
  The Starsea Chronicles, A Universe of Adventure Awaits!
  
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