"ATTENTION INCOMING CRAFT, IDENTIFIED AS THE "FORTUNE'S GIFT" OUT OF RIYIUR SPACEPORT. THIS IS AN IEN YAEGER CUSTOMS VESSEL. STAND DOWN YOUR WEAPONS, AND PREPARE TO BE BOARDED." Outside of the Rilian's craft, a trio of small fighters swooped and darted, with one of them directly in front of the craft at all times. A mid-sized cruiser hung in space a fair distance off, and an unwieldy looking fourth ship shot from the cruiser's bay. "FORTUNE'S GIFT, PLEASE CUT OFF YOUR MAIN DRIVE NOW. IF YOU DO NOT CUT OFF YOUR DRIVE IN 15 SECONDS, YOU SHALL BE FIRED UPON. YOU HAVE 14 SECONDS. YOU HAVE" Ithkyr flipped the switch disabling the drive, and the scout ship ground to a halt. "THANK YOU FOR YOUR COMPLIANCE. WE ASK THAT THE CREW AND PASSENGERS ASSEMBLE IN YOUR SHIP'S LOUNGE, AS YOU SHALL BE BOARDED SHORTLY. ANY INDIVIDUALS FOUND OUTSIDE OF THE LOUNGE SHALL BE PLACED UNDER IMMEDIATE ARREST." As you all made your way to the lounge (somewhat hurriedly, it must be admitted), Ithkyr explained. "Yeah, I know it looks rather excessive for a random customs check, but they take that sort of thing seriously here. I hope none of you ignored my instructions... No valuables in excess of a hundred thou. credits, and no more than fifty thou. in Republic or Imperial currency? Good. I would hate to see you in jail for the next few years. What? Well, customs duty comes smack in the middle of large blocks of active combat duty, so if these boys screw up, it's back to the front with them, and they know it. That's why it's less than a matter of routine with them. Hmmm? Oh yes, we will have to pay taxes on all legal goods now, so keep your credsticks handy." There was a thump, as the boarding craft attached with the airlock, and then the airlock flashed open. A dozen naval troopers burst in, wielding deadly looking carbines. They quickly took up flanking positions at the airlock, taking full advantage of what cover was available. After a short pause, when it became apparent that no shots were being fired, a pair of scanning crews trotted in at a brisk pace, and went off to explore the rest of the ship. Six of the troopers peeled off to accompany the scanning crews, three to each crew. One of the remaining troopers rose from his shooter's crouch, removed his blast helmet, and introduced himself. "Greetings. I am Captain Komran Ackker, in command of this boarding. I trust everything will be in order, yes? That is good. I am, of course, sorry for the inconvenience this must be causing you, and am hopeful that you should be underway shortly. Ah yes, I almost forgot; Welcome to the Yaeger Nation, and allied planets. I hope your stay shall be pleasant." Just then the scanning crews returned, each bearing a datapad, which they delivered to Komran before returning to their ship. "One thing left" said Komran. "The excise duties on fourteen energy weapons, two cases of intoxicating beverages, 17,512 credits of New Republic currency..." Currently in control of fifty three planets, the Yaeger nation has the best knowledge of the region, and the second largest space fleet, after the empire. The Yaeger ships are well made and battle tested, and the fleet is organized under strong and independent commanders. Organization: The Yaeger are governed by two legislative bodies. The first is the Gii Yaeg (great hunt) in Exile, is a democratically elected council, whose members must pass stringent tests of skill, ability, loyalty and honesty before they can stand for election. The Gii Yaeg has legal control over of all aspects of the domestic life of the Yaeger, and has control over such matters as conscription and taxation. The second, the Yaeger High Command, is nominally under the control of the Gii Yaeg. However, it's leaders are selected through promotion rather than election, with a Supreme commander being appointed for a ten year term by the Gii Yaeg. The Yaeger High Command has complete control over military matters once war is declared by the Gii Yaeg. Many members of the Gii Yaeg are drawn from the military, and many who have served on the Yaeg return to the military, so the bond between the two bodies is a very close one. Factions: Most of the Yaeger are firm believers in the Yaeger system of government, however, the libertarian nature of the Yaeger culture has allowed for a fairly well established splinter groups. The major groups are the Space Gund, the Society of Erebaind, and the Black Serpents. The Space Gund: 7,000 members. Despite their sparse numbers, the Space Gund are one of the most influential and accepted of the splinter groups. Composed exclusively of combat veterans, the Space Gund is an organization who do not respect the limitations that the Yaeger High Command has placed on combat. They believe that the Gund, the traditional right of free hunting, extends into space combat. During the Yaeger war the Space Gund proved remarkably effective, capturing and destroying thousands of Imperial Transports. Now, they are less useful but more numerous, and their raids on ships flying New Republic colors could strain the relationships between the Yaeger and the New Republic. The Society of Erebaind: 3.4 million members. The Society of Erebaind is what remains of the animist Yaeger religion. Erebaind was a legendary Yaeger hunter who died in unarmed combat with Krein'Kath'Katar, a Huthor renegade who violated the treaty of Miramon. The Society of Erebaind is dedicated to preserving the virtues that defined that hero. In a sense, the society can be described as Yaeger freemasons, with arcane rules and hierarchies, and very little real purpose. However, the Society is very comfortable with violence, and have been known to overthrow planetary governments that strayed too far from the Yaeger ideal. The Black Serpents: 43,000 members. This most sinister of the Yaeger splinters is the only one that is openly suppressed by the Yaeger government. The Black Serpents take the Yaeger hunter ethic to the extreme. They hunt men. The Black Serpents have perfected the arts of stealth and cunning, and begin training at a very young age. Unknown to the rest of the Yaeger, a Black Serpent assassin killed several Imperial officers that tried to replace Moff Doran after the battle of Oth'Lenar. In addition, Black Serpent saboteurs destroyed several Star Destroyers during the Yaeger War. Black Serpents are employed as assassins, spies, saboteurs, and underworld enforcers by many of the less savory elements of the sector, and have an iron grasp on much of the crime on Yaeger held worlds. Most of the Black Serpents are nothing more than well trained and well equipped criminals with a fanatical devotion to their cause. Those in charge of the order are more than that. The Inner Circle of the Order of the Black Serpent, or the Shadow Dragons, are a group of evil force users. The Shadow Dragons are a remnant of a break-off Jedi faction, the Jhemadan, who accompanied the original settlers into Yaeger space. The Shadow Dragon's order of spies and informers enables them to capture and train all those force sensitive born in Yaeger space, and turn them to the Dark Side. Those that can not be turned are killed, often by their peers. The Shadow Dragons want the Yaeger to ally with the Empire, and then seize control of that alliance themselves, and are using the Black Serpents to accomplish that alliance. Relationships with the other powers: The Yaeger have long been sworn enemies of the Empire, and are still at a state of war with them. However, both Moff Rulduk and Black Serpent operatives have attempted to make it seem as though the aggressiveness of the Empire was the result of Moff Doran's personal viciousness. Many of the Yaeger now merely wish to reestablish the borders that they held before the Imperial attack, and may be willing to negotiate with the Empire after they achieve that goal. The Yaeger's relationship with the New Republic is rather tense, as many of the Yaeger believe that it was the New Republic's victory at Endor that led to the increased imperial presence in their sector, and the second loss of their homeworld. In addition, the New Republic's initial overtures of piece and alliance are in many ways similar to those of the empire, leading to the fear that they are just another group of would-be conquerors. Yaeger Campaigns: While starting a campaign of native Yaeger presents some challenges, it can prove to be quite rewarding. For one thing, while Yaeger characters can be expected to know a good deal about their sector, they know very little about the galaxy as a whole. Players must bear this in mind at all times, especially regarding the Empire and the New Republic. Most people that saw the movies realize that the EVIL GALACTIC EMPIRE is, well, evil, and that the members of the Rebel Alliance are the good guys. However, for the Yaeger, things are not that clear cut. Moff Rulduk is attempting to paint the evils of the Empire as a result of Moff Doran's personal ambition, and the New Republic as the true force of evil. Black Serpent operatives are attempting to achieve a similar result. Yaeger characters should view both the Empire and the New Republic with equal degrees of suspicion, until they are convinced of the justness of one side or the other. With that caveat, a Yaeger campaign can prove quite rewarding. Seeing galactic society from an outsider's view can reintroduce the wonder of the Star Wars universe; Imagine a chance to see Mos Eisly again for the first time. In addition, the Yaeger are living in interesting times, and the course they chose to take could change the destiny of the galaxy. If the Yaeger fall to Moff Rulduk, the Empire will have learned how to subdue foes they could not defeat militarily, a piece of knowledge even more useful than the Yaeger themselves can provide them. On the other hand, if the Yaeger join the New Republic, they could provide an example for future expansion out of the narrow wedge of the galaxy called known space. The opportunity to be part of something as large as all that is seldom found in role playing campaigns, and it gives the players the gratifying feel that what they are doing matters. Chapter 1: Planets of the Yaeger Nation Athar: Type: Undersettled World Region: Border Region. Trade Route: Long Path. Sector: Yaeger Sector. Strategic Location: Toward the outer edge of the Yaeger sphere of influence. Temperature: 13% above standard. Atmosphere: Breathable, with a slightly lower than average oxygen percentage. Hydrosphere: 62% of the surface of Athar is water, with an average salinity of 12%. Athar's primary groundwater reserves contain larger than average percentages of several toxic compounds, making it undrinkable by non-natives without purification. Gravity: 102% standard. Terrain: Athar has many fast moving continental plates, which cause enormous numbers of active faults and volcanic areas. This leaves the planet with a very jagged terrain, having incredibly high mountains and equally precipitous gorges. Due to it's substantial water reserves, high temperatures, and particularly tenacious native flora, almost all of this terrain is highly forested. Mineral Resources: Athar has substantial reserves of calcium, bromidium, iron, silver and ornamental obsidian and marble. However, the instability of the planet's crust, and the inaccessibility of much of the planet have prevented large scale mining operations. Length of Day: 23 standard hours. Length of Year: 310 local days. Sapient Species: The Atharin, a near human race, are the only native sentients. Capital City: Kelthos, pop 2,843,212 (+/- 1%) Other Cities: Tekral, Muthor, and Elibar are the other major cities of Athar. Starport: All of the major cities have planetary class starports, and there are several other landing strip class ports scattered throughout the planet. Population (within +/- 1%): 10,945,210 Government: Athar is ruled by a representative democracy, with a pair of equally strong executives, and a large legislative Senate. Tech Level: Medium Space. Major Exports: Soldiers, Military support personnel. Major Imports: Technology, food. System: Marlitan Star: Marlit (Medium Yellow) Name Planet Type Moons Isti Ocean World 5 Yslang Toxic Wasteland 2 Charbon Desert World 0 Athar Underdeveloped 1 Thrasor Gas Giant 17 System Capsule: Isti: Substantial amounts of algae give this water bound planet it's bright red coloration, and render it uninhabitable by any other life forms. Yslang: Apparently inhabited several thousand years ago, Yslang is still uninhabitable due to the effects of the war that killed off it's original inhabitants. Charbon: This pale lavender world is virtually sterile, inhabited only by a few varieties of microscopic life. Thrasor: This silver grey world has a spectacular series of rings, as well as a pair of life bearing moons. Planetary Capsule: Flora and fauna: Athar's biosphere is fairly uniform, due to the rather warm environment, the perfectly spherical planetary orbit, and the large substrate aquifer. The lowland regions are characteristically heavily forested, and the rather precipitous mountains tend to have light scrub or bare rockface. The forests are primarily composed of broad leafed succulents, with a particularly thick underbrush layer, composed of shrubs and thick vines. The wildlife of Athar is similarly homogeneous, with a few species inhabiting most of the planet. Some of these creatures are remarkably deadly, such as the Barb fanged night adder, the Giant hunting rachnid, and the King crescent. Others, such as the mountain dwelling blue rodan, and the herbivorous giant floaters are far more impressive, and also far less deadly. The general homogeneity of life on the planet would render it ideal for agriculture, were it not for the geographic factors that prevent large scale farming and animal husbandry. Sentient Species: Athar is home to a near human race, the Atharin. Biologically, they qualify as a subspecies of homo sapiens, being genetically distinct, but capable of crossbreeding with ordinary humans. Their separation from mainline homo sapiens occurred recently, perhaps as recently as a hundred and fifty thousand years ago, and a fair amount of recessive sports with full human characteristics still appear among the Atharin. Generally speaking, Atharin are completely hairless with slate grey skin, though varieties exist. History: The early history of Athar is a matter of some dispute. Most historians believe that it was colonized during the pre- despotic area, and lost contact with the rest of humanity almost as soon as it was colonized, while others prefer either an earlier or later time of settlement. All agree that the Athar colonists quickly regressed to a hunter/gatherer society and then slowly worked themselves back up to near space levels of technology. Almost 5,000 years ago, during the Yrotha War, the Yaeger established contact with the Atharin, who had been waging a rather effective guerilla campaign against the occupying Yrotha. Trade with the Yaeger began almost immediately, as did cooperative military actions, and military trainee exchanges. After the Yrotha were defeated, relations between the Yaeger and the Atharin grew closer, until in Y 6,233, the Atharin officially became members of the Yaeger Nation. Since that time, the Atharin have been a fairly important part of the Yaeger nation, most notably in the armed services, were they typically serve with loyalty and dedication. Because of the emphasis the Yaeger political system places on military service, Atharin have often achieved considerable political power, with several Atharin having held seats on the Gii Yaeg, and one Atharin, Shinlag Atura, having served as Yaeger high commander. The world of Athar has always presented difficulties for nature friendly development, and due to the relative wealth and high regard the Atharin have in Yaeger society, that development has not been attempted. While most Atharin are now civilized and live in the few large cities of the planet, there are still several tribes of hunter/gatherer Atharin, whose nomadic habits enable them to cover vast amounts of terrain, and to avoid those that wish to find them. Iimprin: Type: Rainforest World. Region: Border Regions. Trade Route: Long Path. Sector: Yaeger Sector. Strategic Location: Toward the outward edge of the Yaeger Sphere of Influence. Temperature: 115% Standard, with normal polar and equatorial variation. Atmosphere: Thick, with higher than normal concentrations of carbon dioxide and water vapor. Hydrosphere: 78% of Iimprin's surface is covered in water, 92% of which has a salinity between 4% and 6%. Gravity: 109% Standard. Terrain: The primary continent of Iimprin has three distinct topographical zones, (lowland forests, mountains, and the southern desert) the sea islands compose another zone, and the two polar continents a third. Mineral Resources: The primary continent of Iimprin has some small reserves of corundum gemstones and native copper, but the planet's primary mineral reserves are located on the polar continents, which have substantial reserves of native gold, silver, iron, Tharium, and crystal astraim. Length of Day: 33.2 Standard Hours. Length of Year: 280 Local Days. Sapient Species: The Nimirr are the only native sentient race. Capital City: The Nimirr are not an urban race, and Iimprin does not have any cities. Other Cities: None. Starport: There are several landing strip class ports on the primary continent, and one of the sea islands has been covered with a planetary class port. Population (within +/- 1%): 890,430 Nimirr Government: Nimiir are not social beings for most of the year, and as such they have no organized government. Their brief social periods are centered on mating, and are therefore similarly unregulated. System: Tytrian Star: Tytrir, Tytrir-B, Tytrir-C Name Planet Type Moons Tylrrain Scalding Rock 2 Iimprin Rainforest World 3 Sebiros Frigid Rock 1 Majirus Gas Giant 21 System Capsule: Tylrrain: This small red planet is in a very tight orbit around Tytrir itself. Because it is so close to the primary star, it's orbit is not disturbed by the other stars of the system, but because it is so close to the primary star of the system, it's heat renders it uninhabitable. Iimprin: While it's orbit is rendered somewhat irregular due to the gravitational forces of the other stars, Iimprin's orbit is centered around Tytrir, and is relatively stable. Sebiros: This world's orbit describes a figure eight, centered around Tytrir and Tytrir-C, although once every five years the two stars are not close enough for the change to take place, and it spends that year around only one star. Majirus: This planet is so far away from the system's center that it orbits all three stars without irregularities in it's orbit. Majirus is near stellar in mass, and one of it's moons is life bearing, despite it's frigid temperature. Planetary Capsule: Flora and fauna: The largest of the planet's topographical zones, the lowland forests, is a tropical rainforest containing a phenomenaly wide variety of lifeforms. Broad leaved succulents, such as the Weibrom Giant Teaw, the Iron Trunk Oak, and the Silver Broom tree predominate, with many varieties of creeper vines and orchids of various types, including the fast moving Kijrr Vine, and the flying Blue Royal Orchid. The fauna of the lowland forest is equally varied. Hundreds of species of ungulates and other herbivores live in every level of the forest, from the brightly colored Winged Deer to the gigantic Ground Lemur. These are preyed on by an equally wide variety of predators, such as the Red Tiger, the Giant Land Crab, and the Broad Backed tree crocodile. While the life of the Southern desert is less impressive, it is little less varied. The root nets of the Desert Fig bind hundred of acres of the desert together, as do the taproots of the Silvercone, and the sensory tendrils of the Deadly Sundew. Albino ghost serpents, rock eagles, army moles and others survive off these, other plants, and each other. After the occasional flash floods, desert eels awaken from their long sleep, preying off the newly hatched Fire Frogs and Silt Shrimp. The mountain region has less of a wide variety of life, though there are several species hardy enough to survive at it's remarkably high altitudes. The Peryton, and the Grand Eagle nest in it's heights, flying down to the forest region in search of prey. The Mountain Winged Deer thrives off the lichens of the high altitudes, as does the Giant Springtail, a creature identified as a possible ancestor of the Nimirr. The Sea Islands are inhabited by a relatively small variety of species, though each island often has a number of totally unique native species, usually variations on mainland creatures, both modern and extinct. The Polar Continents are completely barren, and void of all life. Sentient Species: The Insectile Nimirr are the planet's only sentient species. History: Despite the amount of time that has passed since the Nimirr achieved sentience, they continue to live in a very primitive societal structure. Their history is therefore relatively uneventful, at least when seen from human eyes. During the Yrotha expansion, the Yrotha moved onto Iimprin, and hunted the Nimirr for sport. The Yaeger landed a number of ground troops on the planet, who then struck out against the Yrotha. Many of the squads came in contact with Nimirr, who do not find human presence a violation of their territorial instincts, and were more than willing to help against the Yrotha. Close friendships were formed, and the combat effectiveness of the Nimirr encouraged the Yaeger to continue contact with Iimprin. This contact proved beneficial to both parties, as the Yaeger fleet has protected the planet from any number of parties interested in exploiting it's natural resources, and the Nimirr have joined many Yaeger military units, particularly the Rangers and related troops, using their natural abilities to aid the Yaeger troopers. * The Nimirr The Nimirr are an advanced, partially insectile race that has formed a close attachment with the Ien Yaeger. Quadrupedal, with their upper body extending at a right angle from the rest of their body, and a large number of manipulative and sensory tentacles extending from their upper bodies, Nimirr stand around 1.7 meters tall. The Nimirr have a thin, light, hard and flexible exoskeleton, and remarkably powerful jumping legs, capable of taking them 18 meters in any direction with ease. The Nimirr have horn tipped claws on their legs that enable them to gain holds on surfaces at the end of each jump. Their skeleton is a pale greenish yellow in color, and their tentacles change color with their emotions. Their multifaceted eyes are very powerful, giving them vision up to four times better than that of humans. The Nimirr tend to be difficult to understand from a human perspective. They are solitary for most of the year, and carnivorous. During some seasons, they become social and herbivorous. Their internal organs are designed for that switch over in foodstuff. The Nimirr can only reproduce during their herbivorous stage, which is just as well, as they are very territorial during their carnivorous stage, not tolerating the presence of other members of their race during that period. The sensory tentacles of the Nimirr have a number of different, specialized functions. Some detect or produce sound waves, others detect the minute electrical discharges that are produced by contracting muscles, and then there are those that detect the small chemical differences that humans view as scent, but the Nimirr describe as flavors. These tentacles are long and flexible, and they can orient toward their targets quite easily. These sensors are sensitive, and their scent abilities are nearly unmatched, allowing them to track by scent where the most trained of animals would give up in despair. Attribute Dice: 12D Attribute Min/Max DEX: 2D/6D KNO: 1D+1/4D+1 MECH: 1D/3D PER: 3D+2/6D+2 STR: 1D+2/5D TECH: 1D/3D Move: 11/16 Special Abilities: * Climbing/Jumping: The Nimirr are designed for this skill, and throughout their career, they halve the cost of improving that skill, and they quadruple the distances of their jumps when compared to humans. * Enhanced Senses: Nimirr can detect unprotected living creatures from 5 meters away without fail, due to their ability to detect magnetic impulses. In addition, when tracking in a situation they can use their scent skill, they double that skill. * Natural Armor and Weapons: The Nimirr's exoskeleton gives them a +1D bonus vs. physical attacks, and a +2 bonus vs. energy attacks. Their climbing claws inflict STR+2D damage. Story Factors: * Social Patterns: The Nimirr's pattern of solitude and sociality confuses human companions, often leading them to believe that they have become entirely different people, or being somehow possessed. * Languages: The Nimirr's language involves the flexing and changing color pattern of their tentacles. Non Nimirr cannot speak their language. The Nimirr have no vocal apparatus, but they can produce sounds by rubbing their legs against the sides of their bodies, which produces a humming equivalent of Basic. Lothos: Type: Agricultural Backwater (Black Serpent Home). Region: Border Regions. Trade Route: Yaeger Central Path, Long Path. Sector: Yaeger Sector. Strategic Location: Lothos is located well within the Ien Yaeger Sphere of influence. Temperature: Temperate. Atmosphere: Type I (breathable). Hydrosphere: 42% of the surface is water, of which 74% is of salinity 5.4% or greater. Gravity: Standard. Terrain: Plains, Forested Mountains. Mineral Resources: Limited. Lothos has some Durrid and Meth deposits, but the ores are of poor quality and little use. Some crystalline quartzes are found in Lothos in fairly large numbers, and ornamental Vinnar Stones are also somewhat common. Length of Day: 23 hours. Length of Year: 400 days. Sapient Species: Humans, Gysher. Capital City: Lothos City (Black Mountain). Other Cities: Emior, Redcliff, Thone are the other major cities (Elmalai, Mount Nevo, and Sentoth are the other Black Serpent centers). Starport: Landing Strip (Concealed Galaxy). Population (within ñ 1%): 4,541,900 humans, 48,000 Gyshers, 16,000 Other. Planet Function: Agricultural Production (Black Serpent home). Government: Democracy (Shadow Dragon rule over almost every aspect of Lothos's everyday life). Tech Level: Low Space. Major Exports: Turvik Grain, Tur Spirits, Ornamental stones (Trained assassins). Major Imports: Technical and Medical supplies (liquid capital, Black Serpent and Shadow Dragon recruits). System: Almorad Star: Almor (small yellow) Name Planet Type Moons Lilor Molten Rock 0 Umarin Tropical Forest 2 Nissor Water World 3 Lothos Agricultural 1 Mil Gas Giant 6 Luman Frozen Ice Ball 2 System Capsule: Lilor: Small, near the sun. Has some fairly large deposits of gold, kilmis, and iron, but the surface temperatures make mining impractical. Umarin: The Black Serpents have set up a small base on this uninhabited world. If someone tracks the Black Serpents to Almorad, they will be lead to believe that this is the extent of the Black Serpent presence in the system. Nissor: Covered by a single ocean with a mean average depth of 7 Km, Nissor is home to a pair of intelligent species, the huge Mirmin, and the predatory Hathton. Mil: Some of the gasses of Mil are used in the agriculture of Lothos, and there is a steady traffic of heavy freighters from one planet to the other. Luman: Luman is uninhabited and ignored, without any great resources. Planetary Capsule: Flora and fauna: Lothos has two major ecosystems, the plains and the mountains. Before the planet was colonized, the plains were covered with floodwater for around three quarters of the year. The mountains were always covered with dense thicket-like forests known as the Kuthkujal. The seasonal growth of the plain was quickly supplanted by hybrid grains and fruit orchards of various types that thrived on the newly exposed highly fertile soils. However, the Kuthkujal proved remarkably resistant to taming, and in fact, it is responsible for the high nutrient water supply that makes Lothos fertile. So, now Lothos is remarkably segmented, with the rural plains and wild, forest covered mountains. The plains are now fairly monopolized by Hydozene, a grain variety that has been specially adapted to the soil of Lothos, and several forms of fruit and fodder. The livestock raised are some forms of beef Bantha, ursine creatures known as Gujuk, and a monoped species, the Rutum, that are raised for their nutritious milk. The Kuthkujal has a far larger variety of lifeforms than the plains region does. The Kuthkujal is defined by the Timkoe Bobea plants, whose thin and twisting trunks bind together to form the solid wall of plant matter that is the most important feature of those montane forests. Many other varieties of plant life are found there, including the flowering Promone, the towering Elgon Fig, and the bright opal vine. The Fauna of the region is equally varied, featuring such unusual creatures as the luminescent Hugiy, the deadly Rubiecent Hunting Mat, and the omnipresent Rllkukun, a small jumping rodent- like creature. In addition to these, the Mskill, a ferocious hunting creature also roams the Kuthkujal, often in the company of their Gysher masters. The Mskill and the Gysher are both even deadlier in reputation than they are in actuality, and fear of those creatures keep most of the inhabitants of Lothos away from the Mountain regions. Sentient Species: Humans are the primary inhabitants of Lothos, with a fair sized population living in the plains region, and a rather large number of Black Serpents and Shadow Dragons dwelling in their concealed bases in the mountains. The original intelligent inhabitants of the planet were the Gysher, a heavily furred race of carnivores with two legs and four arms, whose primary forms of locomotion are brachiation and tunneling. As the Gysher are not particularly aggressive, the Black Serpents have been introducing populations of alien creatures into the forests, hoping to find a creature that will stay in those regions and be aggressive enough to keep all others out. The success that they have had are fairly limited, but Lothos now has small native populations of primitive Durgur, Thill, and Mridone, and a number of experimental populations of various other races. History: Due to the great fertility of Lothos's plain regions, it quickly became an agricultural center of some importance after it was discovered. However, the original population used sophisticated methods to prevent the floods that usually covered the plains, preventing the flood of nutrients from the mountains that had created that great fertility. Lothos gradually receded in importance, becoming somewhat of a backwater. Despite the fact that farmers on Lothos now use flood control to channel the floods onto their lands for specific periods of time, the planet has never regained it's earlier importance, as most of the foodstuff of the Yaeger region is now produced in fungi mines on Gugimar and Kimij. After their failure to rule from Yaeger Prime, and the destruction of their temple of Jilkaroth, the Black Serpents decided to rebuild the organization somewhere it could not be found, and they chose the backwater world of Lothos for it's low importance, it's large unexplored and largely uninteresting mountain region, and it's central location in the Yaeger sphere of influence. Since that time, the Black Serpent operations on the planet have become more and more extensive, and they would probably be forced to virtually rebuild their operation from the start if they were ever forced to leave Lothos. Because of that fact, they have taken over the politics, police, and military of the planet, and they do their best to eliminate overly inquisitive visitors. Of course, they realize that eliminating government agents could cause them serious trouble, and are forced to play around those individuals when they stop by. The Black Serpents During the early years of the human colonization of the Yaeger sector, a breakaway jedi sect known as the Jhemadan took up residence in Yaeger Prime. Originally a somewhat scholastic group, many of the Jhemadan fell to the Dark side due to one member's experimentation with a Force power known as "The Dragon". This descent was gradual, as one by one it's members were entrapped by the power's apparent benefits. As the group became more and more consumed by the Dark Side, they began to take control of a local criminal organization known as the Black Serpents. Originally nothing more than a group of bandits and thieves, the Black Serpents gained a great deal of power under the Jhemadan. In addition, some of the mysticism of the Jhemadan wore off on them, and they began to see themselves as the ultimate extension of the Yaeger Hunter ethic, hunting men with consummate skill. When the wandering Jedi Master Ulvenn Shaid destroyed the Jhemadan, in the year Y 3,422, the Black Serpents survived. Ulvenn saw them as being no more than criminals, whose organization, without the leadership of their Jedi Masters, would disintegrate in a few years. Unknown to Ulvenn, several Jhemadan masters survived, and used the Black Serpents as the foundation of their rebirth. As most of the new Jhemadan were former Black Serpents, the relationship between the two groups changed. No longer were the Jhemadan as separate master group. Instead, they were the leaders of the Black Serpents, and a part of that organization. They no longer called themselves the Jhemadan. Instead, they were the Shadow Dragons, with few ties to their earlier scholastic brethren. The combination of assassination and the force proved a lethal one, and the foes of the Black Serpents fell. Ulvenn Shaid was killed by a team of Shadow Dragon Initiates in his battered freighter, the Lodestar. However, the Black Serpents pressed their power too far, and attempted to rule Yaeger Prime from their white marble temple at Jilakroth. Within three days of their claiming rule of Yaeger Prime, a well known pirate chieftain fired a pair of mid-sized nuclear missiles right through the never closing gates of Jilakroth, and the crater remains radioactive to this day. As soon as that news was heard, a vicious fire fight erupted on the Gii Yaeg floor, and the Black Serpents that had taken up residence there were killed out of hand. Once again, the Black Serpents had to rebuild, and rebuild they did. A far more secretive organization this time, they had learned not to try to take control of the Yaeger, as the Yaeger people were too much a group of individualists, and far too heavily armed to be subdued by a small group. Instead, they turned their efforts into improving the depth of their coffers, by slowly gaining power in the underworld of the sector. By patiently building up their power base, they built one of the largest criminal organizations of the Yaeger Sector. As of now, they control around 95% of the high end assassinations, and around 25% of crime in other areas. Moving their center of operation to the backwater agricultural world of Lothos, the Black Serpents began extending their network of operations throughout the Sector. As the power and numbers of the Black Serpents increased, the Shadow Dragons became more and more reclusive, until they reached their current state of being nothing more than a legend to most members of the Black Serpent. The Assassins that have long been the backbone of the Black Serpent, became the personal army of the Shadow Dragons. Now known as the Serpent's Teeth, these assassins are quite separate from the thugs and criminals that form the current rank and file of the Black Serpent organization. Totaling almost five thousand highly trained professional killers, The Serpent's Teeth are the liaisons between the Shadow Dragons and the rest of the organization, as well as keeping discipline within the ranks, and the paid murders that still provide a hefty chunk of the Black Serpent's income. The Black Serpents learned a great deal from their association with the Jhemadan, and then the Shadow Dragons. Firstly, one of the foundations of the Jhemadan sect was their emphasis on unarmed combat, and that dedication to the martial arts produced a remarkably effective combat form, especially when used in conjunction with Force manipulation. All Serpent's Tooth assassins have been trained extensively in the Jhemada School martial arts, a somewhat debased version of the original Jhemada School, and no Shadow Dragon Knight is less than instructor level in that form. As a criminal organization, the Black Serpent has a number of fairly independent operatives working for it in it's various fields of endeavors. However, the Serpent Tooth operatives assigned to check up on, or deliver orders to it's members pride themselves on getting into the offices or personal residences of the people that they want to get in touch with. Therefor, the criminals tend not to take their independence to too great extremes, and when they do things that the Shadow Dragons would disapprove of, they tend to be extremely paranoid about it for a while. Then, they tend to be unpleasantly dead. When the Empire moved into the sector, the Shadow Dragons saw a threat and an opportunity. The threat was obvious, personified by the brilliant and aggressive Moff Doran, and they soon infiltrated his intelligence services, and manipulated him into the disastrous battle of Oth'Lenar. However, they also see an opportunity in the Empire. After all, if they could somehow gain control of the massive leaderless force that the Empire has become, they could rule the galaxy. Many of the Shadow Dragons see the urbane Moff Rulduk as the diplomat that they can use to achieve that goal, but some see him as being just as dangerous as Moff Doran, if not more so. The Shadow Dragons have been trying to maneuver the Yaeger away from the New Republic, and toward an alliance with the empire. However, the mixed feelings at the top of the Shadow Dragon organization have made this a much more tentative operation than the Black Serpents usually embark on. One of their priorities is to get agents into the command structures of all the forces of the sector. They have been successful in that endeavor, with agents in the highest circles of all the major players, and most of the minor forces, though their attempts at making contact with the Brenaii have always met with violent failure. SERPENT TOOTH ASSASSINS: These highly trained assassins are known for their total devotion to the Black Serpent organization, and for their consummate skill at their jobs. They usually work in groups of three, called Triads, but for particularly different assignments they will operate in groups of six, nine or fifteen men. These groups are lead by the highest ranking Triad of their members. They have been very well trained in coordinating their efforts, and there are few targets that can resist the attack of a Serpent Tooth Triad, let alone a full fifteen man elimination squad. Dexterity 4D Blaster 7D Brawling Parry 5D Jhemada School 9D Bows 5D FRX-40 Powerbow 7D Dodge 7D+1 Grenade 7D Melee Combat 6D Shara 8D Kumji 8D Running 6D Thrown Weapons 6D Knowledge 3D Alien Species 4D Cultures 5D+2 Intimidation 7D Languages 5D+1 Law Enforcement 5D Streetwise 6D Survival 6D Willpower 7D Mechanical 2D Beast Riding 5D Repulsorlift Operations 5D Communications 5D Perception 3D Command 6D Con 7D Hide 7D Persuasion 5D Search 8D Sneak 8D+1 Strength 4D Brawling 5D Jhemada School 9D Climbing/Jumping 6D Stamina 6D Swimming 6D Technical 2D Demolition 7D+2 First Aid 6D+1 Security 8D Force Points: Varies, never more than 5 Character Points: Varies, typically 5-20 Dark Side Points: Variable, never more than 5 Move: 10 Equipment: Chameleon Suit (grants a 1D+1 bonus to sneak and 2D+1 bonus to hide), power grappling hook, macrobinoculars, comlink, Air Mask (breathing apparatus, also capable of breaking H2O down to components, allowing underwater breathing), haversack containing: three miniature listening devices and monitoring device, light micropulse "stone cutter" cutting saw, 2 kg Ritonite and six fuses (.5kg + fuse equals thermal detonator, can be used in smaller or larger amounts), 3 weeks ration bars, simple disguise, 3 vials of assorted poisons. Weapons: 2 Blaster Pistols, 1 Fragmentation Grenade, 2 Smoke Grenades, * Kumji, * Shara, * FRX-40 Powerbow. In addition to the above, the Serpent's teeth will carry equipment to match the needs of their mission. They can chose equipment from the Black Serpent's incredibly well stocked armory, or from the resources of any of the lesser members of their organization. * Kumji: Scale: Character Skill: Melee Combat: Kumji Difficulty: Moderate Damage: STR+2D (maximum 6D) Cost: Not available for sale The Kumji is essentially a group of short vibroblades affixed to a handle that is designed to be carried in the palm of the hand. However, it is somewhat more than that. Each vibroblade has a number of small spikes that shoot from it's sides and retract with the tensing of the users hand. This device grants a +2D bonus to the climb skill of experienced users. It also can gain quite a hold on targets. When a Kumji scores a hit, and the spikes are set, it takes an opposed STR roll to break loose from it's grip. When held, the target cannot move or dodge, but he can still parry and attack. * Shara: Scale: Character Skill: Melee Combat Difficulty: Difficult Damage: STR+3D+2 (maximum 8D+2) Cost: Not available for sale The Shara is a broad, sharply angled Vibro Weapon. (for those that know, like a Gurkha Kukuri, but with a somewhat sharper angle. For those that don't, sort of like a banana, held so that it bends downward. It is made of a heavy Scandium/Durasteel alloy that is twice as dense as the Durasteel of standard vibro weapons. The weight and the odd shape of the weapon make it quite difficult to use, but in the hands of an expert, the Shara is a fearsome weapon. * FRX-40 Powerbow Scale: Character Skill: Bows, FRX-40 Powerbow Ranges: 3-10/40/250 Damage: STR+2D (maximum 8D) ROF: 2 per round Cost: 500 credits This is a popular sporting bow that the Serpent's Teeth have modified to their own purposes. They are made of a very light Silicone/Plasteel/Graphite composite, and have a complex series of internal pull adjustment gears that maximize the efficiency of the bow to the extent that over 85% of the power that is put in goes straight to the arrow's forward movement. The Serpents's Teeth use it because of it's range, it's total silence, it's ability to deliver payloads of up to 150g, and the fact that most weapon detectors are not programmed to find weapons with no possible energy output. Typical actions: There are a number of different contracts that the Serpents give for assassinations. The price varies with the difficulty of the target. In ascending order of price, here are the contracts given: One Triad making a single attempt, contract fulfilled after the attempt, regardless of it's success. One Triad making an all out attempt, contract fulfilled with the death of the target or the death of all members of the Triad. One Triad making an all out extreme hit, contract fulfilled with the death of the target, his family, and all his business associates, and the destruction of his home and place of business, contract completed with success or the death of the Triad. If more men are needed, a second contract for a second Triad must be made, with no discount for the second group, and so on. It is possible to take out a much more comprehensive contract, that is not filled with the death of the operatives, just the target. In addition, the Black Serpents can be hired for other purposes, such as espionage, theft, or other reasons. Usually, lesser members of the organization (known as Snakes, or Serplings) will fill these contracts, but for particularly difficult assignments, a Triad will be put on the job. The Shadow Dragons: The reclusive leaders of the Black Serpent organization, the Shadow Dragons rule from their fortress on Lothos, an ancient temple known as the Temple of Shadows and Light, whose existence was one of the reasons for their choice of Lothos as a home for the Black Serpents. They have traveled far from their roots as the Jhemadan, a scholarly breakaway sect of Jedi. Now a ruthless organization of Dark Jedi, the Shadow Dragons have been the only known force users in the Yaeger sector for thousands of years, though rumors of a surviving Jhemadan Master have been floating around the organization for years. The Shadow Dragons are an exclusively human and near human organization, making it their business to kill any non-human force users that they can find, and they are very good at finding things. They recruit their members mainly from the Black Serpent organization, though when they find a natural force user elsewhere, they make it their business to either turn and recruit them, or kill them. They have a very strict hierarchy, with the rankings being Acolyte, Disciple, Initiate, Student, Knight, Lord, Master, and Grand-Master. A member of one rank is completely subservient to the members of the higher ranks. The only way that a Shadow Dragon can reach a higher rank is by passing the requisite tests (that vary from level to level), and receiving a promotion by a member of Lord level or higher. In order to achieve the level of Lord or Master, the Shadow Dragon must pass the tests in the presence of all members of the level above the one he is striving for that are not on active assignment, and receive their approval. To achieve the level of Grand Master, a candidate must pass the tests, and if there is a sitting Grand Master, he must immediately defeat him in mortal combat. The Jhemadan prided themselves on their simple, almost monastic lifestyle, and that ethic is still part of the Shadow Dragon lifestyle. All members below the rank of Student are restricted to the outer court, where they own nothing other than a coarse grey robe, and perform eight hours of backbreaking labor a day, in addition to their long and tiring lessons. A Student moves into the opulent Inner court, though he is still allowed no personal property other than his robe. Each student is made the personal servant of a Knight, who is also that student's instructor (another carry over from the Jhemadan). The Student will now leave the Temple of Shadows and Night for the first time since his arrival there, accompanying his master on his assignments. When the Knight judges him as being ready for his test, he is taken back to the Temple, and if he passes his test, he graduates to the opulent lifestyle of the higher ranking Shadow Dragons. Generally speaking, the Shadow Dragons have around five Masters, ten to fifteen Lords, around a hundred Knights, and an equal number of Students (no Initiate is raised to Student unless there is a Knight without a Student), two hundred or so Initiates, four hundred Disciples, and nearly a thousand Acolytes. Around once every tenth generation, a Master attains the rank of Grand Master. The Shadow Dragons currently have a Grand Master, Iridian Soh, but Grand Master Iridian is almost two hundred years old, and beginning to become feeble and incoherent. The relationship between the Shadow Dragons and the Black Serpent organization started as being a very close one, but the two organizations have drifted apart somewhat, with the Shadow Dragons viewing the Black Serpents as tools to be used to serve a purpose, and if necessary to be left by the wayside. The Serpent Tooth assassins are much closer to the Shadow Dragons than the rest of the organization is, and they serve as the Shadow Dragon's contact with the rest of the Black Serpent. One of the facets of the Jhemadan that the Shadow Dragons have maintained is their devotion to the art of hand to hand combat. In fact, the school of martial arts that the Shadow Dragon's practice is still called the Jhemada school, though it a somewhat debased and formalized reflection of the original. The Serpent Tooth practice this form as well, but without the Force manipulations that the Shadow Dragons include. The force powers of the Shadow Dragons are connected to those of the Jedi by a very tenuous thread, a thread that has been strained a number of times. Therefore, they do not have all of the powers that most Jedi know. They do not know: Absorb/Dissipate Energy, Enhance Attribute, Instinctive Astrogation Control, Short Term Memory Enhancement, Instinctive Astrogation, Force Lightning, Lightsaber Combat, Accelerate Another's Healing, Return Another to Consciousness, Doppleganger, Force Harmony, Telekinetic Kill, Transfer Life, or Transfer Force. However, they have an entire battery of powers that they developed on their own, which are unknown in the rest of the galaxy. CONTROL: CLOAK OF DARKNESS Control Difficulty: 30 -total Dark Side Points, to a minimum of 5, may not be attempted by an individual with less than 5 DSP. Effect: When this power is called, the jedi calls upon the palpable essence of the Dark Side, turning himself into a silhouette so dark that the eye recoils from it. When this power is invoked, it grants a +3D bonus to the Hide and +2D to Sneak, and the jedi holding it will not register on electronic sensors of any type (although the space he is in will register as being completely empty, and some sophisticated systems will be able to detect him due to the lack of normal air in his space). This is a power that can be kept up. THE DRAGON Control Difficulty: Very Difficult Required Powers: Emptiness, Control Pain Effect: This is the power that proved the undoing of the Jhemadan, and it remains the cornerstone of the Shadow Dragons. The Jhemadan had been experimenting with essences, and the Dragon was the image associated with the essence of Power. When the power is invoked, the Jedi's physical Strength doubles, for as long the power is maintained. In addition, the thought processes of the invoker increase 33% in speed, enabling much more efficient retrieval of information (KNO skills). This tampering with the essential nature of the invoker is not without it's penalties, as the Jhemadan discovered. When a Jedi is under the influence of the Dragon, he sees everything through the amoral and arrogant view of unbound power. In addition, the power is somewhat addictive in nature, and once experienced, the Jedi will find himself desiring to repeat that experience whenever possible. Finally, frequent use of the power diminishes the power of it's effects, and starts to cause a physical transformation of it's user into a six limbed, reptilian creature of some sort, but as the partial transformations have always proved fatal somewhere along the line, the exact nature of the creature that the Jedi is on the road to becoming is unknown. In game terms, the first time the power is invoked, the invoker must make an easy willpower roll to avoid committing an evil act when the opportunity presents itself when the power is up. Each additional time that the power is invoked, the difficulty of the check increases by 2. Secondly, once the power has invoked the power once, they must make an easy willpower roll to avoid attempting to call on that power when the need arises. Each subsequent time the power is called upon will increase the difficulty of that check by 2. This number will decrease by 2 for every month that passes without the power being called upon, until it no longer exists. However, each time the power is called upon after that, the check will reappear, at the highest level of difficulty that it reached, +2. Thirdly, every third time the power is called upon, it's power decreases by 10%. Finally, if the wild die comes up with a mishap any time the power is called, a minor physical change will take place in the invoker. 3 changes will be noticeable, and 10 will be fatal. This is a power that can be kept up. HANDS OF THE JHEMADAN Control Difficulty: Medium Effect: This is one of the powers that have carried over from the Jhemadan times. When called upon, this power causes the Jedi's hands to be encased in a glowing blue field of Force. This field is impenetrable, and extends up to the users elbows. The power protects it's users hands from extreme heat and cold, but that is not it's primary function. When used in conjunction with Jhemada school martial arts, the Hands of the Jhemadan add 2D+2 to the damage caused. When invoked by a Dark Jedi, the field is a deep red that grows darker for those more attuned to the dark side. There are rumors that the Jhemadan had a more powerful version of this power, but they have never been proven. This is a power that can be kept up. SENSE: THE CLOUDS, PARTING Sense Difficulty: Medium Effect: Another of the powers that was also practiced by the Jhemadan, The Clouds, Parting is designed to sweep away all the obstacles blocking clear sight and Sense powers. When invoked, all powers in effect designed to obstruct or confuse the target must immediately make opposed rolls with the Jedi who invoked The Clouds, Parting. Failure causes those powers to be dispelled instantly, and even a near miss will causes them to waver slightly. ALTER: CRIMSON BURST Sense Difficulty: Targets Control or Perception roll, modified by distance. Required Powers: Life Sense, Telekinesis Effect: This power is the Shadow Dragon's version of the Telekinetic Kill power. In game terms, it has the same effects as that power, except it can be used from a distance, as long as line of sight is maintained. In actuality, the power is far more gruesome, as it's effects are achieved by altering the pressures on the various areas of the targets bodies. The result is that blood starts to flow from the target's pores and orifices as soon as he starts to take damage. Eyesight is lost immediately, in addition to the damaging effects. SHADOW MIST Sense Difficulty: Difficult Effect: When this power is called upon, a thick layer of mist will pour from the ground around the Jedi calling it up. This layer will produce a ground hugging layer around one meter thick, and around twenty meters in diameter. The mist will dissipate after an hour, but until that time, it is impenetrable to visible and electronic imaging, making it ideal for concealing retreats. The Jedi that produces this mist can see through it as though it was not there. This power can be negated by "The Clouds, Parting." CONTROL AND SENSE: JHEMADA COMBAT Control Difficulty: Moderate Sense Difficulty: Easy Effect: This power is handled in the same way as lightsaber combat, except that it is used to amplify the user's skills at Jhemada school unarmed combat instead of Lightsaber combat. It can be used in conjunction with the "Hands of Jhemada" power, and the blaster bolt deflection can only be done when that power is up. CONTROL AND ALTER: SHADOW SPLIT Control Difficulty: Easy Sense Difficulty: Moderate Effect: When this power is called upon, the jedi invoking it appears to split into four copies of himself, each of moves away in a different direction. In actuality, only one of the images is real, the others are merely shadows, created by the portioning out of some of the invoker's life force. Each time the power is invoked, the jedi must expend a character point. These images do not take damage, and are completely insubstantial. As all forms of matter and energy pass right through them, they can be detected in that manner. This power can be maintained from round to round, costing a character point every 10 rounds. The images can attack, although they cause no damage on a successful hit. The two ways in which this power is commonly used are to aid in flight, with the various images running away as well, drawing off enemy fire, and to aid in combat, where they draw fire, and distract opponents, making them dodge or parry illusionary attacks. This power can be dispelled by "The Clouds, Parting" CONTROL, SENSE, AND ALTER: MIND SAND Control Difficulty: Easy Sense Difficulty: Target's Control or Perception Roll (whichever is higher) Alter Difficulty: Medium Required Powers: Affect Mind Effect: This power is designed to cripple the abilities of opposing Jedi. When invoked, and the target's roll is lower than the sense roll, the target can no longer use the force skill of Sense, and any powers based on that skill. When he tries to do so, all he will see is a featureless grey field. If he tries, he can make an opposed roll every round to break the control, though that does count as an action. All other Force Powers can still be used normally. This power can be kept up from round to round. It is particularly vulnerable to "The Clouds, Parting" as a successful invocation of that power will not only negate the effects of this power, the person holding the "Mind Sand" power will still believe that the power is up, and can expend effort trying to keep it up with no effect. Truhtac: Type: Plains World. Region: Border Regions. Trade Route: Yaeger Central Path. Sector: Yaeger Sector. Strategic Location: On the border between the Yaeger and Imperial spheres of influence. Temperature: 74% normal. Atmosphere: Thin. Less than normal concentration of oxygen and nitrogen. Hydrosphere: 21% of Truhtac's surface is covered in water, 91% of which has a salinity of 11% or more. Gravity: 112% Standard. Terrain: Dominated by the vast plains regions, with some stands of forest near springwater sources and the saline oceans. Mineral Resources: Substantial Reserves of Iron, Copper, Duridium, Crystal Lithic, and pockets of Thatc gases. Length of Day: 34 Standard Hours. Length of Year: 560 Local Days. Sapient Species: Ulfgar, Shamramu, Lefgan. Capital City: Corrab. Other Cities: Kimbor, Eschac, and Liur. Starport: Truhtac has three planetary class ports, and a single galaxy class port, all of which are located away from the major cities, as somewhat unpredictable Ulfgar Technology occasionally has a negative effect on the areas around their starport. Population (within +/- 1%): 4,355,710,300 Ulfgar, 215,000 Shamramu, 2,319,202 Lefgan. Government: The Ulfgar are ruled by their grand council, The Shamramu by their dynastic monarchs, and the Lefgan by the alpha males of their herds. Tech Level: The Ulfgar have reached a High Space level, the Shamramu a medium steam level, and the Lefgan have no technology. Major Exports: High technology, some metals, trained technicians. Major Imports: Some raw materials, unknown technology, scientific data. System: Ashriel Star: Ashri (Red Giant) Name Planet Type Moons Shinar Scalding Rock 4 Xhamnagoc Water World 1 Truhtac Plains World 2 Shurak Frigid Rock 0 System Capsule: Shinar: This planet spins on it's axis at the same rate that it orbits Ashri. The Ulfgar have set up a mining facility on it's relatively cool dark side. Xhamnagoc: Large and temperate, the shoals of Xhamnagoc provide much of the food for Truhtac's Ulfgar. Truhtac: See Below Shurak: Far from the center of the System, a minijump to Shurak was the goal of early Ulfgar hyperdrive experiments. Planetary Capsule: Flora and fauna: Due to a number of factors, Truhtac should be highly hostile to life of all forms; The thin atmosphere, the lack of water, and the cold temperatures all should combine to make Truhtac relatively desolate. These geographical factors failed to produce their expected result due to the richness of the trace elements in Truhtac's soil, and the fabulously nutritious Slebium grasses. Slebium grasses tie up much of the planet's free water, causing very dry subsurface conditions. However, they grow very quickly, and provide a wide variety of essential nutrients. The only other flora group on the planet are the Jhorti trees, which are capable of surviving off of the highly saline ocean waters, and form thick stands around those waters. The vast plains of Truhtac are inhabited by a wide variety of animals, with substantial variation for climate differences. The large, heavy bodied Mimbar are the primary herdbeasts of the planet, with a fair degree of speciation across the surface of the planet. Other prominent herbivores include the squirrel-like Thruj, the semi-polar wooly Ratjim, the light bodied Ksim, and a wide variety of invertebrates. The herbivores are preyed upon by such creatures as the Giant Smilodon, the flying Brown Drake, and the snakelike Virrivid. All of these creatures are dependant on the Slebium grasses for water, even those that are primarily carnivorous. The Jhorti forests are inhabited by an equally wide range of wildlife. Shipith Webwalkers, Green Drakes, Aboreal Virrivid, and Snapdragon trees all prey upon the various herbivores; the Khshor deer, the fruit drake, and the forest Mhuth. Some of these species are capable of drinking the highly saline seawater, but most rely upon the fruit and leaves of the Jhorti for their fluids. Sentient Species: Truhtac is home to three sentient species. The plains are shared between the highly advanced Ulfgar, and the quadrupedal herbivorous Lefgan, whose huge herds periodically sweep through even the largest of the Ulfgar cities. The dark, huge, heavily furred Shammaru dwell in the forest regions, and their extreme xenophobia prevents anyone else from exploring those regions too deeply. History: The Ulfgar's curiosity and technical abilities caused their civilization to quickly outpace the older cultures of the Lefgan and the Shammaru. The hostility of the Shammaru and the disinterest of the Lefgan kept them from gaining much from the Ulfgar's rise to space level technology, but the Ulfgar's rapid expansion into space has kept them from straining Truthac's resources too far, allowing all three races to survive on their homeworld. The Ulfgar's rapid rate of technological advancement lead them off the surface of their planet early on in their history, and into the rest of the sector. Shielded from Yrotha and Skathelon aggression as a byproduct of their position in the Yaeger's rear, the Ulfgar controlled several neighboring systems without having any form of military, relying on trade, concessions and alliances to protect them. When the Empire entered the sector, Truhtac and the other Ulfgar worlds were ripe for conquest, but the Ulfgar's willingness to submit to Imperial rule seemed to negate the necessity for a military conquest. And at first, the Ulfgar signed a number of treaties with the Empire, and allowed them full access to all facets of their society. However, when they discovered that Moff Doran was selling young Ulfgar as slaves, they immediately engaged in mass revolution against the occupying imperial troops, on all Ufgar held worlds. The lack of preparation on the part of the Empire was matched by the primitive weapons and tactics of the otherwise advanced Ulfgar. The initial revolution was of only limited success. When Moff Doran was able to bring his fleet in, he expected to walk right over the Ulfgar. But they had sought the aid of the Ien Yaeger, and were able to adapt the Yaeger's technology well enough to put together a fleet that was able to hold the Imperial Navy off for a short time. Then, the Yaeger war flared up again, and Doran was forced to focus all his energy on that conflict. Shortly afterward, the battle of Oth Lenar was fought, and the Imperial forces were forced to defend all of their remaining holdings in the Yaeger sector. They simply do not have enough resources to successfully regain control of the Ulfgar worlds. The Ulfgar have been truly independent ever since. * Ulfgar: Homeworld: Truhtac Other Worlds inhabited: Gaethold, Manannon, Thiran 1, Thiran 2, Thiran 4, Za'anat. Total Numbers: Truthac: 4.35 billion. Gaethold: 45.6 million. Manannon: 1.12 billion. Thiran 1: 4 hundred thousand. Thiran 2: 4.8 million. Thiran 4: 5 million. Za'anat: 2 hundred thousand. Appearance: Ulfgar are around 2.5 meters in height. They are fully bipedal, and solidly built, with shoulders around 1.5 meters wide. Ulfgar are covered with a thick layer of tawny fur. They have heavy jowls, and enlarged supraorbital ridges. Some of the Ulfgar, mainly those of Manannon and Za'anat, have vestigial horns, but most merely have bony ridges at the top of their heads. Leaders: Each of the individual Ulfgar Settlements are governed by a democratically elected council, and a planetary governor appointed by the Grand Council of the Ulfgar. The governor and the council have approximately equal power, with the council having slightly more power than the governor. The Grand Council meets on Truthak. It is composed of members democratically elected by the members of each settlement. Each member wields power proportionate with the number of people that he represents. Worldview: Ulfgar are the ultimate rationalists. Anything that they cannot measure or study does not exist. Their technological level is slightly higher than that of the other races of the area, but they have not concentrated in the military sciences, as they have little interest in warfare. Initially the Ulfgar had signed a number of treaties with the Empire, and allowed them full access to all facets of their society. However, when they discovered that Moff Doran was selling young Ulfgar as slaves, they immediately engaged in mass revolution against the occupying imperial troops. The lack of preparation on the part of the Empire was matched by the primitive weapons and tactics of the otherwise advanced Ulfgar. The initial revolution was of only limited success. When Moff Doran was able to bring his fleet in, he expected to walk right over the Ulfgar. But they had sought the aid of the Ien Yaeger, and were able to adapt the Yaeger's technology well enough to put together a fleet that was able to hold the Imperial Navy off for a short time. Then, the Yaeger war flared up again, and Doran was forced to focus all his energy on that conflict. Shortly afterward, the battle of Oth Lenar was fought, and the Imperial forces were forced to defend all of their remaining holdings in the Yaeger sector. They simply do not have enough resources to successfully regain control of the Ulfgar. The Ulfgar have been truly independent ever since. Temperament: The Ulfgar have an outer layer of calm that conceals a great capacity for anger. When aroused, an Ulfgar will attack without any conscious thought. This elemental rage embarrasses the otherwise civilized Ulfgar, and they will either try to rationalize it afterward, or pretend that it never happened. Ulfgar are otherwise curious and inventive, with enough patience to allow them to improve their inventions to the level of usefulness, but little more than that. Habitat: On their homeworld, the Ulfgar evolved in the vast plain regions, and most of them live in the cities of that region to this day. Ulfgar are most comfortable in open territory, and have been known to develop severe claustrophobia after prolonged exposure to enclosed spaces. Relationship with other races: Because of their long period as a willing client of the Empire, the Ulfgar are regarded with suspicion by many races that were enslaved by the Empire's forces. Their revolt has left them without allies among those that still support the imperial cause. The only race allied with the Ulfgar are the Ien Yaeger humans, and that alliance has done much to erase the distrust of those that view the Ulfgar as collaborators. A Quote: " Version 2.1? What's the point? I got a completely new idea! " Attribute Dice: 12D Attribute Min/Max: DEX: 1D+1/3D+2 KNO: 1D/3D+1 MECH: 2D/5D+1 PER: 1D/3D+2 STR: 1D/5D TECH: 1D/6D Move: 10/13 Special Abilities: * Skill Bonus: When first created, the Ulfgar gain 2D for any 1D put into any technical skill. Spaceships: The Ulfgar have no military spaceships of their own, but have been working with the Yaeger to improve the Yaeger's battleships. The first product of that engineering group is the Yaeger Yards CC-15 "Opal" Cruiser, a ship that shows great promise, once it's various design flaws are worked out. Ulfgar Technicians have been instrumental in the development of several of Yaeger Yards newest craft, such as the Praetorian, Lenape and Lammergeir fighters, and the top secret Superion II Dreadnought. The Ulfgar have developed several non-military craft of their own. These include the Chacol series freighters, the HMSA observatory craft, and the Piton Planetary Explorer. * Shamramu: Homeworld: Thrutac Other planets inhabited: None Appearance: Shamramu have a pale red or lavender skin, which is mostly covered with black or dark brown fur. The only area of Shamramu that are not covered are their faces, the palms of their hands, and the soles of their feet. The Shamramu are fully bipedal, with a pair of long and muscular arms. Their faces are particularly unattractive to human eyes, being heavily wrinkled with narrowly set bloodshot eyes, a pair of short, trunklike noses, and a carnivores mouth, capable of opening at a 100ø angle, and filled with triangular, powerful teeth. The Shamramu are physically huge, often reaching three meters in height, and around half that across at the shoulder. Females are a good deal smaller than the males, seldom reaching 2.5 meters in height, and .7 meters across the shoulder. Leaders: Shamramu are ruled by an absolute monarch and his relatives. Dynastic changes are fairly frequent, and supporters of the usurper usually wind up appointed to the nobility, so the class structure of the Shamramu is relatively flexible, especially for a monarchy. World view: The Shamramu are extreme xenophobes, hating and fearing all not Shamramu sentients. When in their home forests on Truhtac, Shamramu actively hunt out and kill any outsiders that dare trespass. Temperament: Shamramu are relatively violent, but not excessively so, amongst themselves. Even the dynastic struggles are decided in an almost bloodless manner, with only two or three hundred killed in one of those struggles. However, when dealing with non-Shamramu the Shamramu are incredibly violent. Considering them as being soulless and evil, Shamramu kill outsiders without any considerations of honor or justice. History and Culture: Originally emerging in one of the four major stands of Jhorti forests, the Shamramu soon spread out to cover that entire forest. Then, they took voyages of exploration across the plains, attacking any Ulfgar and Lefgan that they met. By this time the Ulfgar had advanced far beyond the Shamramu's technological capacity, and used satellites to track the Shamramu explorers, avoiding them completely, or tranquilizing them and redirecting them when they got too close to Ulfgar cities. Eventually, the Shamramu found the other Jhorti stands, and formed new monarchies there. Occasional trade between the forests continues, with the Shamramu trade parties careful monitored and avoided by the Ulfgar. Every once in a while a Lefgan herd ignores the Ulfgar's warnings, or an Ulfgar refuses to allow his experiments to be interrupted, and a battle is fought. These skirmishes are not particularly draining on the numbers of any of the races, but the do serve to heighten the animosity between the Shamramu and the other races. Tech Level: The Shamramu have a medium steam level of technology, though their attempts to build railroads between the forest stands have always been disrupted by the Ulfgar, who refuse to continuous permanent interruption of Lefgan's migratory routes. The height of Shamramu technology are rifles with seven shot magazines, which use a compound similar in effect to smokeless powder. Shamramu in the Sector: Shamramu are unknown off of Truhtac where they are viewed as being primitive and hostile, and are tolerated due to an idea of responsibility to less advanced races rather than by any real desire to protect them. A Quote: "Die outsider! Die, die, die!" Spaceships: None. Attribute Dice: 13D Attribute Min/Max DEX: 2D+1/5D+2 KNO: 1D/2D MECH: 1D/1D+2 PER: 2D/4D+2 STR: 3D/7D TECH: 1D/1D+2 Move: 12/20 Special Abilities: * Natural Weapons and Armor: Claws: STR+1D, Bite: STR+2D, Heavy fur: +1D vs. physical attacks. * Natural Camouflage: The coloration of the Shamramu matches that of the Jhorti forests perfectly, giving them a +2D bonus to hide and sneak when in that environment Story Factors: * Xenophobia: Shamramu hate all outsiders, and must roll a difficult willpower check in order to avoid taking aggressive action against beings unfamiliar to it. Shamramu make break themselves of this habit if they take the effort, but the nature of the species makes the exertion of such effort both rare and frowned upon. * Mimbar: These heavy bodied herbivores are the primitive ancestors of the Ulfgar, and possibly the Shamramu. Mimbar travel in small family groups of around 20 members, and are lead by the largest and most powerful member of that pack, regardless of it's sex. Mimbar are covered with a coat of fur whose coloration and weight varies from subspecies to subspecies. Mimbar are primarily quadrupedal, but their rear legs are more powerful than their forelegs, and they tend to rear up on their hind legs to get a better view, or when engaging in combat. Mimbar have a pair of large, thick, heavily curved horns which they use in combat and in ritualized display. Mimbar are very large creatures, standing around 2.3 meters at the shoulder when on all fours, and up to twice that when rearing up on their hind legs. Mimbar are the primary prey animals of many of the species of Truthac, for while most predators will hesitate to attack full grown Mimbar, their cubs are both large and helpless. For this reason Mimbar tend to be insanely aggressive when faced with unfamiliar stimuli, as such stimuli usually turn out to be predators after their cubs. While this technique is effective against many predators, more intelligent pack hunters, such as the Brown Drake, often lure the adult Mimbar away from their cubs by inciting them to rage, while other members of the pack seize the cubs. Some of the elemental range of the Mimbar has carried over into the otherwise civilized Ulfgar, and one of the most insulting thing that you can say to an Ulfgar is to say that he's "acting the Mimbar". DEX: 3D+2 Brawling parry 4D+1, dodge 5D, flying 8D, running 5D PER: 2D Search 3D+1 STR: 7D Brawling 12D Move: 18 Special Abilities: * Natural Weapons. Horns: STR+3D, can only be used when the Mimbar has sufficient vertical clearance to rear up on it's hind legs and lunge. Bite: STR+2. * Rage. When a Mimbar is under the impression that either it or it's cubs are threatened, the Mimbar becomes enraged, adding 2D to it's strength for the purposes of inflicting damage, and taking double actions each round. Weaknesses: * Rage. When in rage state, the ordinarily very intelligent Mimbar is unable to think clearly, and often winds up falling into the most primitive traps. Yaeger Prime: Type: Contested world. Region: Border Regions. Trade Route: Yaeger Central Path, Long Path. Sector: Yaeger sector. Strategic Location: At the edge of the Empire's sphere of influence in the Yaeger sector. Planetary size: Medium/Large. Temperature: 101% Normal, with somewhat colder winters than normal for planets in that range. Atmosphere: Breathable, with somewhat above average CO2 percentages. Hydrosphere: 38% of Yaeger Prime is covered with water. It has two major oceans, one of which (the Kuyalis sea) is far more saline than the other (the Herlmluft sea), having average salinities of 11% and 3% respectively. Gravity: 106% normal. Terrain: The terrain of Yaeger prime is remarkably varied, with bitter cold windswept mountains on the poles, wide bands of volcanic activity, towering mountain ranges both quite ancient and fairly recent, canyon riddled badlands, vast flatland regions, and chains of coral islands. Mineral Resources: Yaeger Prime is quite rich in mineral resources, with substantial reserves of native gold, silver, iron, and copper, as well as large deposits of more exotic compounds, such as Buridium, Nanotypain, and Tripotash crystal. Length of Day: 25 Standard hours. Length of Year: 343 Local days. Sapient Species: Human, Huthor, Dimmamyuk. Capital City: Doran City is the capital of the imperial occupation, but the much older Jorthu Yaeg is the traditional capital of the planet, and of the Yaeger Nation as a whole. Other Cities: Yaeger Prime has a large number of urbanized areas, with two major population centers being Jorthu El Kos, and Tungar City. Jilkaroth was once the second largest city of Yaeger Prime, before it was destroyed. Starport: Both Doran City and Jorthu Yaeg have galaxy class starports, though Jorthu Yaeg's port has been closed since the founding of Doran City. There are numerous planetary and landing strip class starports elsewhere on the planet, including the near planetary class port of the secret Yaeger military base of Prime Landing. Population (within +/- 1%): 2,710,498,000 humans, 48,920 Huthor, 23,040,900 Dimmamyuk. Planet Function: Occupied capitol world. Government: Imperial Occupation, though it's grasp on the locals is extremely weak, especially on the Huthor population, who are not challenged at all in their home territories, and seldom fired upon when they leave that range. Human and Dimmamyuk locals are technically subject to the usual sort of repressive imposed rule of imperial occupation, but in reality it has proven rather difficult to control the locals, due to the incomplete imperial grasp on the planet, and the local's general competence in combat. For this reason, imperial control is extremely tight in the areas of highest urban concentration, but the more rural areas, and the low income urban areas are free for most of the time, but are subject to the occasional Imperial sweep. Tech Level: High Space, for both the Imperial occupying force and the Yaeger. The Dimmamyuk are at a low space level, and the Huthor reject all technology. Major Exports: High tech manufactured goods, Minerals, and other materials are being harvested by the Empire, Tripotash Crystals are smuggled off world by the Yaeger. Major Imports: Imperial troops and occupation personnel, Yaeger Ranger and Kommando units, mechanical components, high technology. System: Cothorian Star: Cothor (Mid sized yellow) Name Planet Type Moons Jakru Scalding Rock 0 Yaeger Prime Occupied World 1 Yaeger Secundus Desert World 1 Yaeger Tertius Jungle World 2 Luthic Ice World 4 Athric Gas Giant 29 System Capsule: Jakru: Fairly close to the sun, Jakru is rich in numerous minerals, and the graveyard of numerous speculative mining operations. Yaeger Prime: See Below. Yaeger Secundus: Home to numerous played out mines and massive dunes, Yaeger Secundus is under the same sort of occupation as Prime. Yaeger Tertius: This high temperature world is home to a remarkably hostile planet wide jungle. Yaeger troops went through exposure training here before the occupation, and it is still home to a few concealed monitoring stations, though the planet is subject to occasional Imperial fighter flybys. Luthic: Home to several forms of native megafauna, Luthic is not inhabited by sentients of any type. Athric: This very large planet has a spectacular series of rings, with high ferric and cuprous values giving the rings their characteristic red and green color. Planetary Capsule: Flora and fauna: Yaeger Prime is noted for its thick and varied forest cover, which is fed by the planet's proximity to its sun, it's high water reserves, and the large deposits of necessary trace minerals. From the Northern Taiga to the equatorial rainforests to the badlands scrubs, Yaeger Prime is covered with forests of different types. All in all, scientists identify thirty major woodland types on Yaeger Prime, each with several subdivisions. Because of the great diversity of life on Yaeger Prime, it is hard to identify any particular species as being particularly important overall; The Great Boar is far and away the most important creature of the badlands scrub, but it is seldom found out of forests of that type, while the Sampan Fangface is the terror of the mangrove, and can't survive out of that range. Suffice it to say, the planet is home to a vast array of flora and fauna, both beautiful and highly deadly. Sentient Species: Yaeger Prime is home to three sentient races, Humans, Huthor, and Dimmammyuk. At first, constant conflict between the three races was the rule of life on the planet, but eventually common ground was reached in their shared culture, and eventually a series of treaties ended this warfare, and the three races currently have very high opinions of each other. History: Yaeger Prime, as the homeworld of the Yaeger nation, has an exceedingly long and rich history. The first human settlement in the sector was on Yaeger Prime, then called Cothoria. These settlers gradually lost contact with the old Republic due to the remote nature of the sector, and a local hyperspace anomaly that prevented any form of radio communication over hyperspace. The last ship that left to the Old Republic left in Y 230, and by Y 3,000 the Old Republic had become nothing more than a shadowy myth. During this time, the humans of Cothoria began to expand out across the planet, and soon came into contact with the other sapient creatures of the planet, the Huthor and the Dimmamyuk. Highly influenced by the predatory, catlike Huthor, the humans began to refer to themselves as Ien Yaeger, a term meaning "the hunters" in the local language. After several decades of brutal warfare among the three races, the Treaty of Miramon was signed in Y 450, and has stood until the present day, regulating the interaction between the three races. Inter-stellar travel, a secret that had been lost around Y 350, during the three races war, was rediscovered in Y 1,215. The Yaeger humans quickly expanded from their homeworld, renamed Yaeger prime in Y 1,307. Once the Yaeger expanded off of Prime, mining operations slowed down in intensity, allowing substantial reserves to remain to this day. Yaeger Prime remained the home of the larger manufacturing firms, and to many Yaeger citizens. Many individuals that grew up in the colonies retired to Prime after they made their fortune, and many colonists retained title in their stake in Prime for as long as they could, leading to a planet whose human inhabitants were either wealthy, or absentee landholders, and the land values of the areas allocated to humans gradually rose, as the Yaeger expanded to more and more planets. Unable to afford the land required to expand, and faced with a prohibitively high cost of living, industry gradually moved off Prime to the colonies. Yaeger Prime remained a world dedicated to rich estates and the mechanics of government for quite a while, until social centers gradually moved to the now rich colony worlds. As the cost of living approached normal, industry returned to Yaeger Prime, specifically the Yaeger Yards Starport, and related technology firms. Some farming and animal husbandry had remained throughout on the great estates, and remained to supply luxury food items, such as Jujir steaks and Yaeger Yellow wine. However, most staple food was imported, at first from hybrid grain producers such as Minrell, Lothos, and Epis and later from the fungi mines of Gugimar and Kimij. During the Yrotha War, and later the Skathelon War, Yaeger Prime was a military target of great importance, and had built up a formidable planetary defence net, as well as a number of concealed fortresses and strongholds on the planets surface, many of which remain today. Due to the strong Skathelon presence, and later the Pangritai presence, expansion of the Yaeger tended to take place in the opposite direction, leaving Yaeger Prime at the edge of the Yaeger sphere of influence. Realizing the danger posed by this border position, Yaeger Yards moved the bulk of their operations to Omriar, a world closer to the center of the Yaeger sphere, while maintaining several smaller shipyards on Prime. When the Imperial war with the Yaeger began, Moff Doran saw Yaeger Prime as the center of Yaeger power, and he felt that if he were to capture Prime, the rest of the sector would quickly fall. The Yaeger central command realized that their fleet could not survive a full engagement, and therefor the Gii Yaeg, the governing body of the Yaeger, was evacuated from Prime almost as soon as the war with the Empire began. The Yaeger fleet fought a typical rearguard action over Prime, losing the field of battle, but inflicting far greater damage on the foe then they themselves endured. Despite their capture of the Cothorian system, the planet itself proven a somewhat harder nut to crack. Millennia of defensive construction combined with tenacious native wildlife and the determined local defenders caused the conquest of Prime to drag on and on, to end in the incomplete occupation described in the Government section, a state that Prime remains in. When Moff Doran was killed at Oth'Lenar, the planet fell under the control of Admiral Jithron, and then Moff Rulduk. Despite the change in power, the nature of the Imperial presence has remained fairly constant, as Rulduk plans to make the removal of the Imperial presence on Prime a significant event, and he also wants it to take place on his own timetable. However, the resurgent Yaeger Nation is threatening a military takeover of Prime, something that Rulduk would have to work at to turn to his own advantage. Chapter 2: Personalities of the Yaeger Nation. Akon Makur: Type: Yaeger Pirate DEXTERITY: 3D+2 Blaster 8D+2, Dodge 7D+2, Melee Combat 5D, Melee Parry 6D KNOWLEDGE: 2D+2 Alien Species 6D+2, Business 8D+1, Cultures 5D, Intimidation 8D, Strategy and Tactics 6D MECHANICAL: 4D Capital Ship Piloting 9D, Capital Ship Weapons 7D, Space Transports 6D, Starship Weaponry 5D+2 PERCEPTION: 3D Bargain 5D+2, Command 7D+2, Con 6D, Investigation 6D+2, Search 5D, Sneak 6D+2 STRENGTH: 3D Brawling 6D, Climbing/Jumping 5D+1, Swimming 6D TECHNICAL: 2D Blaster Repair 5D, Computer Programming/Repair 8D+1, Security 7D Special Abilities: Left eye and surrounding area a prosthetic replacement, equipped with an automatic blaster sight (+2D+2 to blaster skill with blasters capable of linking to prosthesis), macrobinocular distance view, and thermal imaging. Right arm is also a prosthesis, armored (+2D vs. all attacks), enhanced power (+1D to STR for that arm), and equipped with a computer jack and built in blaster pistol. Force Sensitive: No Force Points: 3 Dark Side Points: 2 Character Points: 24 Move: 11 Equipment: Personal Equipment: Yaeger BR-2A blaster rifle, Yaeger BC-8 naval carbine, and a heavy blaster pistol, all linked with the cyber eye, comlink, jet pack, vibroblade. Other Equipment: Akon's flagship is "The Grey Lord", a modified Panther Class Cruiser. From this ship he commands a small fleet of modified freighters, starfighters, and a pair of Panther combat cruisers, which make a fairly effective pirate fleet. This group, known as the Silver Shadows, is centered on the Rock of Barlial, an atmosphereless moon of Truthak. There Akon has his fortress, and his personal fortune of almost 4 million credits worth of Yaeger and Imperial currency, as well as high quality raw materials, and advanced components. Capsule: Appearance: Hgt: 6'3". Weight: 220 lbs. Skin: Reddish. Eyes: One dark brown, nearly black, one glowing yellow. Hair: Wavy, shoulder length black, pulled back into a ponytail. Notes: Akon has the seal of the Yaeger tattooed into his left deltoid. Clothing: Akon tends to wear loose fitting, high quality black clothing when flying missions, and highly ornamental clothing of varied sorts while on the Rock of Barlial. Retainers, Henchmen, and associates: Akon's top three lieutenants are responsible for coordinating the actions of his fleet. They are Ricar Benor, Creil Nin, and Kar Gan Yas. Outside of his organization, he tends to hire the bounty hunter Glinn Majur, and Loth Mirin, a spy. History: Akon is a genuine war hero, having served in the battle of Oth'Lenar, and several other major conflicts of the Yaeger War. During the war, he gradually gained rank in the Gund, and as soon as he got his discharge, he took up piracy in the Panther class Cruiser that he earned through his service. He had lost his eye during the war, and then his arm as a pirate. He is very comfortable with the replacements, and seems to have a knack for loosing parts of his body in combat. Personality: Akon tends to glory in violence, laughing madly as he guides his ships into combat. He is much more restrained when combat does not seem imminent, though glimmers of his innate violence will occasionally shine through when he grows annoyed. A Quote: "Fly her right through the middle of the fighters damn it, up their throats!" * The Grey Lord: Craft: Modified Yaeger Yards C-1 Panther Mark 7.3 Scale: Capital Type: All Purpose cruiser Length: 232 meters Cost: Not for sale. Skill: Capital Ship piloting; Panther Crew: 55 Passengers: Up to 2,000 troops Cargo Capacity: Up to 5,000 metric tons, if troops aren't being carried. (700 metric tons concealed holds) Consumables: 2 years Hyperdrive Mod: X1 Hyper Backup: X8 Nav Computer: Yes Maneuverability: 2D+2 Space: 7 Atmosphere: 400; 1150 kph Hull: 3D+2 Shields: 2D+1 Sensors: Passive: 50/1D+1 Scan: 100/2D Search: 150/3D+1 Focus: 12/5D Weapons: 9 Medium Plasma Cannons Scale: Capital Fire Arc: 2 each, 3 front Crew: 1 Skill: Capital ship gunnery Fire Control: 3D Space Range: 3-10/30/65 Atmosphere Range: 6-20/60/130km Damage: 5D+1 4 Heavy Ion Cannons Scale: Capital Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-10/25/50 Atmosphere Range: 100-1.0km/2.5km/5.0km Damage: 4D 4 Quad Laser Turrets Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2km/2.5km Damage: 4D+1 16 Repeating Blaster Turrets Scale: Speeder Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2km/2.5km Damage: 5D Fighter Compliment: 10 Hunters, 15 Bugs, 2 Modified Prowlers (Ion Cannons added), 3 Darts, 1 Makev. Akon Makur's personal flagship, the Grey Lord is a heavily modified Panther cruiser. Akon has added a fully functional fighter bay to the Grey Lord in addition to the usual multi- function cargo bay. In addition, he has added several more weapon systems, including Ion Cannons, weapons that were unknown to the Yaeger until quite recently. He has also added a concealed cargo hold though he tends to take cargoes that he can sell or use without any questions. The Grey Lord has been painted a uniform gunmetal grey, as have all the fighters that it carries. The other ships in Akon's organization tend to have restrained color schemes with large amounts of grey or silver, but the Grey Lord is the only ship in the organization that Akon allows to have the uniform grey color. Admiral Nathan Bau Type: Yaeger Admiral DEXTERITY: 3D Blaster 8D+2, Brawling Parry 7D, Dodge 7D, Melee Combat 7D+1, Melee Parry 6D, Vehicle Blasters 6D KNOWLEDGE: 5D Alien Species 9D+2, Bureaucracy 6D, Cultures 8D, Firearms 7D, Intimidation 5D+2, Languages 5D+2, Law Enforcement 7D, Planetary Systems 9D+2, Strategy and Tactics 12D+2, Willpower 9D, MECHANICAL: 3D Astrogation 5D, Communications 4D+2, Sensors 5D, Starfighter Piloting 7D+1, Starship Gunnery 8D PERCEPTION: 4D Command 11D, Investigation 9D, Search 6D+2, Sneak 6D+2 STRENGTH: 3D Brawling 9D+1, Stamina 7D, Swimming 6D TECHNICAL: 3D Starship Repair 4D, Starship Weapons Repair 5D, Blaster Repair 6D Special Abilities: None Force Sensitive: Yes Force Points: 8 Dark Side Points: 1 Character Points: 40 Move: 11 Equipment: Personal Equipment: Yaeger Service Sidearm, Yaeger BR-2A Blaster Rifle, Steel Nightstick, Archaic Fox-7 Revolver. Other Equipment: The "Stiener Sword", a modified Daemon class cruiser is his personal flagship. That command ship is usually accompanied by eight capital level ships. Nathan is the supreme commander of the Yaeger fleet, though he has always allowed a great deal of autonomy for the lower order commanders. He owns the rights to a large estate in the Stiener region of Yaeger Prime, but that area is currently under Imperial control Capsule: Age: 76 Sex: Male Race: Human Appearance: Hgt: 6'4". Weight: 184. Skin: Tan. Eyes: Pale Blue. Hair: Steel Grey. Clothing: A Crimson and Grey naval informal uniform, usually worn without jacket, is the only uniform that Nathan wears, aside from a light pair of grey fatigues that he wears while exercising. Retainers, Henchmen, and associates: Admiral Bau is married. His wife, Elahna, currently resides on Trolius, the current location of the Yaeger government. Admiral Bau is a living legend among the Yaeger, and everyone that has served under him treats him with the utmost respect. Some of his closest friends include Liamon Mahler, a young captain that Admiral Bau once knocked out on the bridge of his own ship, General Ulf Grimor, the senior commander of the Yaeger Marines, and Ilmur C'tar, a retired pirate that had been a longtime foe of Nathan during his years as a border fighter and captain. History: A tactical and strategic genius, Nathan Bau has lived nearly his entire life in the Yaeger Navy. First a fighter pilot, then the captain of a ship of the line, Nathan Bau has served over 61 years in arms, in just about every conflict that the Yaeger nation fought in those years. In recent years, Nathan engineered the battle of Oth'Lenar, which while technically was an Imperial victory, proved to be the turning point in the Yaeger war. Personality: Admiral Bau has a rather violent side, and has been known to start brawls aboard his command ship, when subordinates proved less than proficient at their tasks. However, when out of military situations, he tends to be a calm, quiet man who considers his options before acting. A Quote: "What the? Get away from that terminal! CRUNCH." * The Stiener Sword: Craft: Yaeger Yards C-12 Daemon Mark 1.2 Scale: Capital Type: Battle cruiser Length: 225 meters Cost: Not for sale Skill: Capital Ship piloting; Daemon Crew: 122 Passengers: 100 (elite troops) Cargo Capacity: 2,000 metric tons Consumables: 2 years Hyperdrive Mod: X1 Hyper Backup: X4 Nav Computer: Yes Maneuverability: 3D Space: 9 Atmosphere: 400; 1150 kmh Hull: 3D+2 Shields: 4D Sensors: Passive: 60/1D+1 Scan: 120/3D Search: 200/4D+1 Focus: 7/5D+2 Weapons: 10 Medium Plasma Cannons Scale: Capital Fire Arc: 2 each Crew: 1 Skill: Capital ship gunnery Fire Control: 3D Space Range: 3-10/30/65 Atmosphere Range: 6-20/60/130km Damage: 5D+1 6 Quad Laser Turrets Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2km/2.5km Damage: 5D 6 Heavy Plasma Cannons Scale: Capital Fire Arc: 3 front, 1 all others Crew: 2 Skill: Capital ship gunnery Fire Control: 2D+2 Space Range: 3-20/50/80 Atmosphere Range: 6-40/100/160km Damage: 7D 2 Torch Cannons Scale: Capital Fire Arc: 1 Front, 1 Rear. Crew: 2 Skill: Capital Ship Gunnery Fire Control: 1D Space Range: 3-5/10/20 Atmosphere Range: 300-500/1km/2km Damage: 10D+1 Fighter Complement: 14 Praetorians The Stiener Sword is the flagship of Admiral Nathan Bau, and by extension, the Yaeger fleet. For all that, the Stiener Sword is a rather unprepossing craft, painted a low vis black with a small Yaeger star insignia. Inside, the ship is nowhere near as impressive looking as one of Rulduk's Warlord class Star Destroyers, but it is just as well designed for command functions. The Stiener Sword is equipped with a local wideband holoprojector of great power, and a large number of anti-jamming devices. In addition, the craft has a hardwired linkage with the sensor arrays of the other ships of the Yaeger fleet, and Admiral Bau can summon up the data that any of his craft are receiving, and see the battle from their perspective. Admiral Bau in particular finds this an incredibly useful function, as it enables him to do something like coordination of the essentially chaotic Yaeger tactics. Because this is the flagship of the Yaeger fleet, it is kept immaculate, and crewed by some of the most capable members of the Yaeger navy. However, because of Admiral Bau's personality, the ship has none of the frills associated with flagships, and is in fact slightly less luxurious than the other cruisers of this class. The vessel itself is captained by Captain Johan Kaib, who is officially in full command of his own vessel, though he did once come to fisticuffs with Admiral Bau over battle operations of the ship. Captain Kaib was in the right, and could have pressed charges, but as Admiral Bau did save the ship, and win the battle, he wisely let it slide. Lira Shiram Type: Bitter Veteran DEXTERITY: 3D+2 Blaster 7D, Brawling Parry 5D+1, Dodge 7D+1, Grenade 6D, Melee Combat 5D, Melee Parry 5D+1, Missile Weapons 6D, Vehicle Blasters 5D+1 KNOWLEDGE: 2D+2 Alien Species 4D+1, Intimidation 6D, Planetary Systems 3D+1, Streetwise 6D+1, Willpower 4D MECHANICAL: 2D+1 Beast Riding 4D, Communications 5D+1, Repulsorlift Operation 6D, Sensors 5D PERCEPTION: 3D+1 Command 6D, Hide 6D+1, Investigation 5D, Search 5D+2, Sneak 6D+2 STRENGTH: 3D+2 Brawling 6D+2, Climbing/Jumping 5D, Lifting 4D+2, Stamina 5D TECHNICAL: 2D+2 Blaster Repair 5D+1, Demolition 5D+1, First Aid 4D, Security 4D+2 Special Abilities: Left leg is a prosthesis, +1D to STR for all purposes. Force Sensitive: No Force Points: 2 Dark Side Points: 1 Character Points: 20 Move: 11 Equipment: Personal Equipment: Light Repeating Blaster, naval carbine, BR-2A blaster rifle, 3 service sidearms, 2 vibroblades, 3 knives, credpouch containing 100 credits, great star of the Yaeger, carried in pants pocket Other: Modified Stamgire light landspeeder "Red Bandit", 35,000 credits in military account. Capsule: Race: Human Sex: Female Age: 37 Appearance: Hgt: 5'5" Eyes: Green Hair: Black Notes: Lira has a deeply tanned complexion, marred by a number of hairline scars and minimal prosthesis. Lira has a tatoo of the Yaeger star on her right deltoid, as well as the number and unofficial motto of her unit (792nd Infantry, Bandor's Bandits: Rip at the ****ing throat). Clothing: Lira tends to wear a rather tattered and dirty set of Infantry combat fatigues at all times, though she does still have her immaculate full dress uniform, which she has not worn in several years. Retainers, Henchmen, and associates: Since the destruction of the 792nd, Lira has not made any other friends, and has done her best to distance herself from those people that she knew out of a military context. However, because of her actions at the battle of Seven Streams, she did gain a certain degree of fame among those serving in the military at the time, and is still recognized occasionally. Common Haunts and Habitues: Lira tends to hang out in cantinas, bars, and gambling dens around the sector, glorying in the brawls that characterize those institutions, picking up the occasional wad of cash from unconscious participants. She is not interested in working as a mercenary or a bounty hunter, and will be most offended if that sort of job is offered to her. History: Lira was one of the most decorated Captains of the Yaeger war. She served with distinction until the battle of Seven Streams. There, despite her best efforts, her entire regiment was wiped out by the Imperial forces. Lira lost her leg there, and many of her closest friends. Despite offers of promotion, Lira had herself mustered out soon after that, and has since wandered the less savory areas of the sector, trying to forget the horrors of that war. Personality: Lira is a very bitter woman. While she doesn't have anyone in particular to blame for the Yaeger's defeat at Seven Streams, she feels that the politicians are to blame for the dragging on of the Yaeger War. She has none of the indomitable spirit of the Yaeger any more, or at least she thinks she doesn't, and has no desire to keep fighting. However, she is very good at killing people, and still enjoys doing things like that, mostly at the spur of the moment. A Quote: "Back off. Or draw." * The Red Bandit Craft: Modified Stagmire QRJ Light Landspeeder Type: Personal Landspeeder Scale: Speeder Length: 6 meters Skill: Repulsorlift Operations; Stagmire Light Cost: Not for sale Crew: 1 (Lira) Passengers: 2 Cover: Full Cargo Capacity: 100kg Move: 260; 750 kph Maneuverability: 2D+2 Body Strength: 4D Altitude Range: Ground Level-50 meters Weapons: 2 Retractable Repeating Blaster Cannons (fire linked) Scale: Character Fire Arc: Front Crew: Pilot Skill: Blasters; Repeating Blasters Fire Control: 2D Range: 10-300/500/800 Damage: 7D+1 1 Concealed medium blaster cannon Scale: Speeder Fire Arc: Rear Crew: Pilot Skill: Vehicle Blasters Fire Control: 1D Range: 100-500/700/1.2km Damage: 6D The Red Bandit is Lira Shiram's personal craft, and she has had some fairly significant modifications made to it. The medium blaster cannon takes up most of the space in the trunk, and Lira uses it to discourage any possible pursuit. The craft itself is painted a dull red, and has the symbol of Bandor's Bandits painted brightly on the hood of the vehicle. Chapter 3: Yaeger Templates: Hunter Pilot: Background: It may not be the newest of the Yaeger's fighters, it may not be the strongest, and it may not be the fastest, but the Hunter is a symbol of the Yaeger, and you fell in love with that symbol at a very young age. You beat all the holovid simulations, you memorized all the specs of the varieties of Hunter around, including the rare F25CQ-1, with the big jetfins. As soon as you were old enough, you signed up at the Yaeger Fighter Academy, and even though they wanted to put you in a Prowler, you eventually wound up in the cockpit of a Hunter. You served with distinction during the war, and your pay proved to be sufficient to cover the cost of the Hunter. Now, you and you craft are looking into all available options before going back to war. Personality: You are something of an artist, expressing yourself with the beautiful and responsive Hunter. For you, the politics of the Sector and the reason for the war you are fighting in take second place to the purity of combat among the silent stars. While you have lost friends to the Empire, and while Imperial pilots try to kill you on a regular basis, you don't take it personally - after all, the Imperials are pilots too, despite their woeful lack of skills. This doesn't stop you from squashing TIEs like insects, but you don't squash them angry. Objective: To fly. To make use of the Hunter to it's fullest possible extent. A Quote: "No, you can do a fast wingover in the atmosphere at under three g, you just need to start retracting the wings right before you go into the maneuver. The air pressure created flips you over just like that..." DEXTERITY: 3D Blaster: Brawling Parry: Dodge: Vehicle Blasters: KNOWLEDGE: 2D+1 Planetary Systems: Streetwise: Survival: Willpower: MECHANICAL: 4D Astrogation: Communications: Repulsorlift Operations: Sensors: Starfighter Piloting: Starship Gunnery: PERCEPTION: 2D+2 Command: Hide: Persuasion: Search: Sneak: STRENGTH: 2D+2 Brawling: Climbing/Jumping: Lifting: TECHNICAL: 3D+1 Blaster Repair: Computer Programming/Repair: Repulsorlift Repair: Starfighter Repair: Starship Weapon Repair: Equipment: Yaeger fighter corp. uniform, vacuum suit, Yaeger service sidearm, Hunter Starfighter, 1,500 credits Yaeger military scrip standard. Yaeger Free Trader: Background: After serving your term in the navy, you decided to turn your training to your own advantage. Trading in you ship shares for a downpayment on a rather beat up Operion freighter, you took to the Yaeger spacelanes, carrying cargo through the war torn sector. The war has kept most ships from the lanes, so you never have to travel with an empty hold, but there is a war on, and occasionally you find your ship boarded by one side or the other, and your cargo impounded for military use. Still, if there is any time that you could make your fortune as a freighter captain, it's now. Personality: You are far from being an idealist, more interested in your profit margin than in the sector's struggle. You aren't particularly patriotic, and do your best to avoid customs duties, but at the same time you have many friends in the army, and don't want to do anything to hurt them. Objective: To get rich. Real rich. A Quote: "Well, maybe I could get these carbines past the Imperial blockade. But it'll cost ya..." DEXTERITY: 2D+2 Blaster: Brawling Parry: Dodge: KNOWLEDGE: 3D+1 Alien Species: Bureaucracy: Business: Law Enforcement: Planetary Systems: Streetwise: Value: MECHANICAL: 3D+1 Astrogation: Communications: Sensors: Space Transports: Starship Gunnery: Starship Shields: PERCEPTION: 3D+1 Bargain: Con: Hide: Investigation: Persuasion: Search: Sneak: STRENGTH: 2D Lifting: Stamina: TECHNICAL: 3D+1 Blaster Repair: Computer Programming/Repair: Security: Space Transports Repair: Starship Weapons Repair: Equipment: Yaeger Service Sidearm, Suit ordinary clothing, Operion 949 light freighter (perhaps slightly modified) with 10,000 credits debt on it, glowrod, freighter repair tools, 3,000 credits standard. Yaeger Marine: Background: You always loved being a member of the Yaeger Nation. When the Yaeger war began, you signed up for the respected Marines and served with distinction. Now that the war is winding down, you are looking into other options. Your training in combat, both ship to ship and on the ground is extensive, and with the current unrest in the Sector, these skills are in fairly great demand. Personality: You like hitting things. Other than that, you did not make it through the war without learning caution, and you are not one to jump into something without a good reason. However, you are far from being a coward, and when you decide to go at something, you will, regardless of the odds. Objective: To make your pile, and retire rich. A Quote: "Keep your head down, and keep your rifle on auto." DEXTERITY: 4D Blaster: Brawling Parry: Dodge: Grenade: Melee Combat: Melee Parry: Missile Weapons: Vehicle Blasters: KNOWLEDGE: 2D+2 Alien Species: Law Enforcement: Planetary Systems: Streetwise: Willpower: MECHANICAL: 2D Beast Riding: Repulsorlift Operations: Sensors: PERCEPTION: 3D+1 Command: Hide: Investigation: Persuasion: Search: Sneak: STRENGTH: 3D+2 Brawling: Climbing/Jumping: Lifting: Stamina: Swimming: TECHNICAL: 2D+1 Blaster Repair: Demolition: First Aid: Move: 10 Equipment: Yaeger Naval Carbine, Yaeger BR-2A Blaster Rifle, Yaeger Service Sidearm, Yaeger combat fatigues, Zero G option Mag boots, vibroblade, Light camouflage body armor (+1D to physical attacks, +2 to energy for all locations), 400 credits Yaeger Scrip. Yaeger Naval Trooper: Background: During the Yaeger war, you were drafted as a Naval trooper, and you served with distinction. Now that your term of service is over, you are looking for some other work, and your five years on the line have left you with the sort of skills that are highly sought after by many of those that roam the spacelanes. Nobody is better at close in, Zero-G combat than a Naval Trooper, and pirates, para-military groups, the Yaeger officer corp, even the New Republic or the Reformed Imperial Navy are equally attractive options. For now, you are just the heavy muscle on a light freighter. It's a job that gives you a chance to see the sector and get paid, without making any long term commitments. Personality: A lot of the people that you got close to during the war got killed in very messy ways, often right in front of your eyes. Since then, you've withdrawn into yourself a bit, not making friends easily. Of course, you couldn't have survived the war without learning who you can trust and who you can't, so you aren't hostile or suspicious of trustworthy people, but trust is a long way from emotional attachment, something that you have learned to avoid. Objective: To get a good job with a unit you can trust. A Quote: After a rough ride: "Lousy pilots with their fancy suits and double time. One of these days, I'm gonna pound that boy good..." DEXTERITY: 4D Blasters: Brawling Parry: Dodge: Melee Combat: Melee Parry: Missile Weapons: KNOWLEDGE: 2D+2 Alien Species: Cultures: Planetary Systems: Streetwise: Willpower: MECHANICAL: 2D Capital Ship Gunnery: Communications: Starship Gunnery: Sensors: PERCEPTION: 3D Command: Gambling: Hide: Search: Sneak: STRENGTH: 3D+1 Brawling: Climbing/Jumping: Lifting: TECHNICAL: 3D Armor Repair: Blaster Repair: Capital Ship Weapon Repair: First Aid: Starship Weapon Repair: Equipment: Yaeger Naval Carbine, Yaeger Service Sidearm, Yaeger combat fatigues, zero g option mag boots, vibroblade, vacuum capable medium body armor (+1D+2 to physical attacks, +1D to energy for all locations), 800 credits Yaeger Scrip. Yaeger Ranger: Background: You grew up on one of the far flung Yaeger colonies, and spent your youth crawling through the underbrush chasing down triphibians with a slingshot, and as you grew up you got some schooling, but spent most of your time alone in the backcountry hunting Wringlig Giants for the government bounty, and poaching Linias Deer whenever you had the chance. When the Yaeger war came up, you jumped at the chance to fight the Empire, and you've been assigned to a Ranger unit, along with one or two of your childhood friends. Personality: Honest and open, you have little experience with the conventions of civilized society. You also haven't spent much time with other people, and you tend to be more comfortable on a hostile alien planet than in a climate controlled urban center. Objective: To find new species of game creatures and kill them, to keep the Empire out of the Yaeger sector. A Quote: "Would you look at that. A six point adult Brogra. And a Stormtrooper on it's back." DEXTERITY: 3D+2 Blaster: Brawling Parry: Dodge: Grenade: Melee Combat: Melee Parry: Running: KNOWLEDGE: 3D+1 Alien Species: Planetary Systems: Survival: Willpower: MECHANICAL: 2D Beast Riding: Ground Vehicle Operations: Repulsorlift Operations: Sensors: PERCEPTION: 3D+2 Hide: Investigation: Search: Sneak: STRENGTH: 3D+1 Brawling: Climbing/Jumping: Stamina: Swimming: TECHNICAL: 2D Blaster Repair: Demolition: First Aid: Ground Vehicle Repair: Repulsorlift Repair: Equipment: Yaeger Ranger's combat fatigues, wilderness survival kit, camouflage blast vest, camouflage blast helmet, 1000 credits Yaeger Scrip, * Yaeger service sidearm, 2 knives, vibroblade, * Yaeger BR-2A Blaster Rifle * Yaeger Service Sidearm: Model: Yaeger Central Munitions RR-4 Personal Sidearm Scale: Character Skill: Blaster, Blaster Pistol Ranges: 3-10/25/110 Damage: 4D Ammo: 150 Cost: 500 (power packs: 35) The standard weapon of the Yaeger ground troops, the RR-4 has decent ranges and a fairly large power pack, making it a very popular weapon among the troopers, though there are no regulations regarding the weapons that Yaeger soldiers carry, and many chose other weapons. * Yaeger BR-2A Blaster Rifle: Model: Yaeger Central Munitions BR-2A Military Issue Assault Scale: Character Skill: Blaster, Blaster Rifle Ranges: 3-30/110/320 Damage: 4D+2 Ammo: 100 Cost: 1,200 (power packs: 25) The BR-2A is one of the most sought after Blaster rifles in the Sector. In addition to their performance, they are rugged weapons, capable of taking a great deal of abuse and still operating at near optimum levels. Unlike many other rifles, where the add ons are included later and have to cope with the design of the rifle, the BR-2A was designed to interlock with a Marcobinocular Thermal and image intensification targeting scope, a pair of Vibrobayonets that mount on the sides of the barrel, and a concussion grenade launcher that fits below the barrel (ranges 3-10/30/60, ROF 1 per round). Chapter 4: Yaeger Vehicles and Technology: As the Yaeger developed their technology independently of the Old Republic, their current array of vehicles and weapons is quite different from those seen in the rest of the known galaxy. It should be noted that the cost listed is for Ien Yaeger. Unless some sort of trade agreement is reached with either the New Republic or the Empire, these vehicles should not be available at all, or at incredibly inflated prices. Claw Main Battle Tank: Craft: TertiusBane Ind. Claw-1A Repulsor Tank Type: Repulsor Tank Scale: Speeder Length: 14 meters Skill: Repulsorlift Operations; Claw Cost: 78,000 credits Crew: 4 Passengers: 2 Cover: Full Cargo Capacity: 5 metric tons, 1 sq. meter internal space Move: 105; 300 kph Maneuverability: 2D Body Strength: 5D Altitude Range: Ground level-5 meters Weapons: 2 Heavy Plasma Cannons (fire linked) Scale: Speeder Fire Arc: Front Crew: 1 Skill: Vehicle Blasters; Heavy Plasma Cannons Fire Control: 2D Range: 100-500m/1.0km/2.2km Damage: 7D 1 Diamondback Anti-Armor Missile Launcher Scale: Walker Fire Arc: Front Crew: 1 Missile Loadout: 5 Skill: Missile Weapons; Diamondback Fire Control: 1D+2 Range: 10-50/150/210m Damage: 6D 1 Repeating Blaster Turret Scale: Character Fire Arc: Turret Crew: 1 Skill: Blasters, Repeating Blaster Fire Control: 2D Range: 3-75/100/200m Damage: 8D The main battle tank of the Yaeger, the Claw has proven quite successful against imperial armor, dealing with the Imperial class hovertanks with ease, and often taking on AT series walkers with some measure of success. Unlike Imperial design, which stresses triumph over the elements, the Claw is designed to become a part of it's environment, enabling it to be relatively stealthy, often getting it's first salvo off at unaware targets. Claw tanks have a very low profile, and their ceramic/duralloy armor has some sensor baffling properties, raising the difficulty of sensor checks to pick up the vehicle by one level. The Claw has very powerful primary drive, enabling it to carry several hundred kg of additional camouflage (earth, branches, etc.), raising the sensor difficulty another level. The Claw is a very adaptable vehicle, designed to be used in virtually any atmospheric condition. Modifications for the most common conditions are standardized, but even unusual terrain types can be handled by the Claw, with a little effort on the part of the maintaining techs. The speed, power and camouflage of the Claw renders it ideal for hit and fade attacks, and it's superior armor allows it to stand and fight for a few rounds before it flees. Still, Yaeger heavy ground forces are almost always highly outnumbered by their imperial counterparts, so Claw commanders will seldom risk their vehicles in that manner, seldom taking more than a single salvo before heading for the hills. Hatchet Transport: Craft: TertiusBane Industries ATR-9R3 "Hatchet" Type: Light troop carrier Scale: Speeder Length: 21 meters Skill: Repulsorlift Operations; Hatchet Cost: 121,000 credits Crew: 3 Passengers: 6 fully equipped Yaeger Rangers, + 6 Manitou Speeder Bikes Cover: Full Cargo Capacity: 180 kg Move: 420; 1,200 Kph Maneuverability: 3D Body Strength: 2D+2 Altitude Range: Ground level -100 Km Weapons: 3 Light Blaster Cannons (fire linked) Scale: Speeder Fire Arc: Front Crew: Pilot Skill: Vehicle Blasters Fire Control: 3D+1 Range: 50-150/1.0km/1.4km Damage: 5D 2 Double Blaster Turrets Scale: Speeder Fire Arc: Turret Crew: 1 Skill: Vehicle Blasters Fire Control: 2D+2 Range: 20-100/500/1.0km Damage: 6D+2 In response to the modernization of the Imperial Scouts, The Yaeger High Command has improved the arsenal of their highly respected Rangers. One of the new craft currently fielded is the Hatchet Transport. Designed to launch from either grounded Doublet Corvettes or from flyby drops by various forms of carrier craft, the Hatchet will leave it's drop area at high speed, and then duck below whatever cover is available, getting the Rangers to the areas that they are assigned to with a minimum possibility of detection. When they reach the area that they are supposed to drop the Rangers in, the primary innovations of the Hatchet come into play. The Rangers mount their bikes inside the craft, and the craft will then sling them out at nearly full velocity. All of the bikes are usually launched at once, with 2 leaving the vehicle at each side (except the front). The slings are concealed behind flash-open doors that have been designed to look like armor plates, and the gyro-stabilization of the slings makes them capable of angling the launch quite easily, allowing the crew member assigned to the slings to match the bike's trajectory with the available open spaces (preventing early collisions with obstacles). The Hatchet can travel for up to three weeks without refueling, but unless some distraction is necessary, it will usually travel back to another drop site to pick up more Rangers. Manitou Speederbike: Craft: TertiusBane Industries B-8R7 "Manitou" Type: All Terrain Speederbike Scale: Speeder Length: 2.2 meters Skill: Repulsorlift Operations; Manitou Cost: 11,500 credits Crew: 1 Passengers: 1 Cover: 1/4 Cargo Capacity: 100kg Move: 139; 380 Maneuverability: 3D+2 Body Strength: 2D+2 Altitude Range: ground level -15 meters Weapons: 2 light blaster cannon (fire linked) Scale: Speeder Fire Arc: Front Crew: Pilot Skill: Vehicle Blasters Fire Control: 2D+2 Range: 10-50/100/200 Damage: 5D Another of the Yaeger Ranger's new weapons, the Manitou bike gives them a more universal mobility than the tamed creatures or the less sophisticated speederbikes that they had relied on until now. Somewhat shorter and stubbier than the Ikas Adno bikes, the Manitou has much larger fuel tanks, and a pair of side cargo compartment, allowing them to take the rangers much further, and to take large amounts of equipment with them. The Manitou is a good deal more quiet than the Ikas-Adno, and the Rangers have thus far found the Manitou a useful craft, and it has gone into general usage after successful early tests. Operion 949 Transport: Craft: Operion 949 Cargo Transport Scale: Starfighter Type: Armed Cargo ship Length: 63 meters Skill: Yaeger Transports, Operion 949 Cost: 450,000 credits Crew: 3 Passengers: 14 Cargo Capacity: 80 Metric tons Consumables: 2-5 years Hyperdrive Mod: X1.8 Hyper Backup: X15 Nav Computer: Yes Space: 6 Atmosphere: 350; 1000 kph Maneuverability: 2D+2 Hull: 3D Shields: 2D Sensors: Passive: 20/1D Scan: 40/2D Search: 60/3D Focus: 5/4D Weapons: 3 Fire linked Medium Blaster Cannons. Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship gunnery Fire Control: 2D Space Range: 1-4/11/25 Atmosphere Range: 100-400/1.1km/2.5km Damage: 5D 1 Turreted Heavy Plasma Guns Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1-4/9/15 Atmosphere Range: 100-400/900/1.5km Damage: 6D 2 Charge Torpedo Tubes Scale: Starfighter Fire Arc: Rear Missile Loadout: 8 (total) Crew: Co-Pilot Skill: Starship Gunnery Fire Control: 1D Space Range: 1-3/7/10 Atmosphere Range: 100-300/700/1.0km Damage: 4D+2 (more for head on collisions) The cargo ships carrying goods through Yaeger space have been faced with constant harassment by Imperial fighters, and have had to avoid the occasional capital ship on blockade duty. The ship that has proven most effective under these conditions is the Operion 949 Medium transport. Heavily armed and agile, the 949s are among the most common ships in Yaeger controlled space. Their major drawbacks are their limited cargo space, and high cost. If the Yaeger Nation ever allows export of star ships, these ships can make very effective pirates and smugglers. The charge torpedo tubes are capable of dealing with just about any of the charge torpedoes made by the Yaeger. The stats listed are for Flow-18 torpedoes, a fairly common model. As with all charge torpedoes, the Flow-18s produce a high energy plasma field around them when fired, producing the characteristic energy glow of a charge torpedo. As primitive examples of the breed, Flow-18 missiles do not do all that much damage. Bug: Craft: Yaeger Yards Bug mark 2.2 Type: Mini Starfighter Scale: Speeder Length: 1.7 Meters Cost: 2,000 credits Crew: 1 Passengers: 0 Cargo Capacity: 0 Consumables: 5 days Hyperdrive Mod: Nil Hyper Backup: Nil Nav Computer: No Space: 5 Maneuverability: 4D+1 Hull: 3D Shields: Nil Sensors: Nil Weapons: Double Repeating Blaster: Scale: Speeder Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 5D Space Range: 2/3/8 Atmosphere Range: 200 Damage: 7D These are the smallest and lightest fighters of any navy. Capable only of spaceflight at sub-light speed, Bugs are cheap and expendable. The Bug can be adapted for use in the atmosphere, and can also be fitted with repulsorlift drives. These ships are primarily useful for their nuisance value, and for their ability to take out speeder and character scale targets on larger ships. The Bugs have no room for sophisticated sensors, and they can only detect ships out of visual range by linking with other ships. Dart Customs Fighter: Craft: YY LF14-W2 "Dart" Scale: Starfighter Type: Customs Fighter Length: 4 meters Cost: 12,000 credits Crew: 1 Passengers: 3 Cargo Capacity: 20 kg Consumables: 1 day Hyperdrive Mod: None Hyper Backup: None Nav Computer: No Space: 8 Maneuverability: 3D+2 Atmosphere: 420; 1200 KPH Hull: 2D Shields: None Sensors: Passive: 10/1D Scan: 20/2D Search: 30/3D Focus: 4/4D Weapons: 2 Light Blaster Cannons Scale: Starfighter Fire Arc: Front Crew: 1 Skill: Starship Gunnery Fire Control: 3D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 Damage: 5D These light craft are held in the bellies of cruisers assigned to custom duties. Usually found in groups of three, they swarm around suspicious craft, preventing jettisoning of cargo, launching escape pods, and blocking clear paths to hyperspace. In addition, they provide armed support for the boarding craft. The inexpensive craft have found some use in other situations, both as maximized atmospheric fighters, and as support craft for piratical boardings. They are really not designed for prolonged combat situations, with a full crew of three, and no storage space for any consumables other than O2 and water. Grange Mini-Carrier Craft: Yaeger Yards MRF-20C1 "Grange" Type: Mini-carrier Scale: Starfighter Length: 38 meters Skill: Space Transports; Grange Cost: 360,000 credits Crew: 6 Passengers: 5 (200 troops, if fighter bay is removed) Cargo Capacity: 2 metric tons (35 if fighter bay is removed) Consumables: 1 Year Hyperdrive Multiplier: x1 Hyper Backup: x14 Nav Computer: Yes Maneuverability: 2D Space: 7 Atmosphere: 350; 1,000 KPH Hull: 2D+2 Shields: 2D Sensors: Passive: 50/0D Scan: 75/2D Search: 110/3D Focus: 5/4D Weapons: 2 Medium Plasma Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 1-4/12/24 Atmosphere Range: 100-400/1.2km/2.4km Damage: 6D+2 3 Double Blaster Turrets Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 3D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/2.5km Damage: 5D Fighter Compliment: 7 Hunters, or 3 Prowlers and 2 Bugs In order to avoid the static formations that larger carriers require, the Grange mini-carrier is small and light enough to move with the Yaeger swirling tactics. An early innovation, the Grange ships grew less popular with the innovation of starfighter hyperdrives, though they are still quite useful (especially the fully modernized 20C1). They can carry ships for long range strikes, and can cause enemy craft to underestimate the numbers of fighters arrayed against them. Finally, they can act as a launching platform for high powered non-hyperdrive equipped ships, or for various forms of atmospheric craft. Still, the mission profiles of the Grange have been limited in recent years, and Yaeger Yards has been experimenting with other configurations of the combat tested design. It is not very well designed as a freighter or a troop transport, as it's somewhat triangular form, and it's fighter slings and repair area tend to get in the way. Reconfigured Grange ships are often used to lure opposing ships out of formation, breaking down battle plans of fleets less well designed for the chaotic combat that the Yaeger prefer. Hunter: Craft: Yaeger Yards F25E Hunter Scale: Starfighter Type: Space Superiority Fighter Length: 12 meters Cost: 165,000 credits Crew: 1 Passengers: See Below Cargo Capacity: 11 tons Consumables: 2 months Hyperdrive Mod: x1.5 Hyper Backup: No Nav Computer: Yes Space: 8 Atmosphere: 385; 1100 Maneuverability: 3D (2D with wings furled) Hull: 2D (3D with wings furled) Shields: 2D Sensors: Passive: 30/1D Scan: 50/2D+1 Search: 80/3D+2 Focus: 8/5D Weapons: 1 Light Plasma gun: Scale: Starfighter Fire Arc: special Crew: Pilot Skill: Starship gunnery Fire Control: 3D+1 Space Range: 1-4/12/24 Atmosphere Range: 100-400m/1.2km/2.4km Damage: 6D+2 2 Hawk Missile Launchers: (fire separately) Scale: Starfighter Fire Arc: Front Missile Loadout: 4 each Crew: Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 3/8/12 Atmosphere Range: 300m/800m/1.2km Damage: 7D+1 This is the primary starfighter of the Yaeger nation. First developed about a hundred years ago, the Hunter has undergone many improvements, but it's basic form has remained the same. The Hunter is a flexible craft, capable of atmospheric flight, as well as space combat. The wings of the Hunter are jointed, and can be folded in against the main body. At the end of each of the wings, there is a single missile launcher. When the wings are fully extended, the Hunter has a wingspan of 18 meters. There is also a 25 cubic meter cargo bay that can act either as uncomfortable housing for two individuals, an ordinary cargo hold, or a bomb bay. The primary weapon system of the Hunter is mounted beneath the cockpit. That is, an advanced light plasma gun, on a unique mount. The gun can be extended on a double jointed swiveling base, or it can be locked in a forward position, to avoid shearing forces, or finally it can be withdrawn entirely into the base of the cockpit to provide even greater protection, a configuration often used during atmospheric reentry. Hawk charge missiles are standard for the launchers, and to replace them with any other missile or torpedo, modification of the weapon system is necessary, as the targeting system is calibrated for the Hawks. Obviously, replacing them with some other weapon would require even greater modification, but is not impossible. When the Hunter's gun is extended, it provides a 180ø area of fire both below and to the front of the ship. This incredibly large area of fire, the rapid rate of fire of the plasma gun, (it can be fired up to four times a round, with half the usual penalties for multiple actions) and the relatively great power of the plasma gun enable Hunters to engage and destroy much more powerful ships. There are several major weak points in the Hunter model starfighters. For one thing, the plasma gun that is the Hunter's main strength, channels a great deal of energy when fired. If the gun is hit, the Hunter will explode. This destruction will be nearly complete, at least in the cockpit section. The other major weak point are the wings of the Hunter. A solid hit will punch a hole in the wings, and can destabilize the Hunter's flight, and limit it's maneuverability and speed, especially in the atmosphere. Despite it's various weaknesses, the Hunter is a formidable starfighter. More than a match for many of the ships of the New Republic, the Hunters were central to the Yaeger nations survival in the face of the Empire's attack. Hunters, with their wings folded, can be stacked within cargo ships in great numbers. In the battle of Korthas Yaeger, a fleet of Hunter ships slipped through the Imperial blockade in an old garbage hauler, and then attacked from the rear, destroying large numbers of surprised Imperial ships before they were destroyed by the sheer weight of the Empire's numbers. Kord Phantom: Craft: Kord Engineering 180S Special Edition Phantom Cargo. Scale: Starfighter Type: Cargo ship Length: 52 meters Cost: 389,000 credits Crew: 3 Passengers: 10 Cargo Capacity: 85 metric tons Consumables: 2-5 years Hyperdrive Mod: X1 Hyper Backup: X10 Nav Computer: Yes Space: 8 Atmosphere: 350; 1000 KMH Maneuverability: 2D Hull: 3D Shields: 1D Sensors: Passive: 20/1D Scan: 50/2D Search: 110/3D Focus: 6/3D+2 Weapons: 2 Light Plasma Cannons, Fire linked Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship gunnery Fire Control: 2D Space Range: 1-5/10/30 Atmosphere Range: 100-500/1km/3km Damage: 4D These transports are among the quickest freighters that ply the space lanes. Unlike the Operion 949, that can outfight imperial customs cruisers, the Phantoms are minimally armed and armored. They must rely on avoidance and speed to get their cargos through, and they excel at those tasks. These ships will also probably be quite popular if the Yaeger Nation ever relaxes it's restrictions on ship exporting. Operion Kulak: Craft: Operion 14 Kulak Medium Fighter Scale: Starfighter Type: Long Range Fighter Length: 20 Meters Cost: 65,000 credits Crew: 2 Passengers: Nil Cargo Capacity: 5 tons Consumables: 1 year Hyperdrive Mod: x2 Hyper Backup: Nil Nav Computer: Yes Space: 6 Maneuverability: 1D+2 Hull: 2D+2 Shields: 1D Sensors: Passive: 20/0D Search: 34/1D Scan: 45/2D+2 Focus: 2/4D Weapons: Medium Plasma Gun: Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 1-4/12/24 Atmosphere Range: 100-400/1.2/2.4km Damage: 4D+1 Thrand Charge Missile Launcher Scale: Starfighter Fire Arc: Front Missile Loadout: 5 Crew: Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 1/6/9 Atmosphere Range: 100/600/900 Damage: 6D The Operion shipyards no longer manufacture any fighters, as the Yaeger Battle yards have virtually cornered the local market for military space craft, by virtue of their government connection, which supplies them with high quality engineers and vast amounts of capital. The last fighter produced by Operion, the Kulak, flew off the line eighty years ago. the Kulak was never been able to complete with the much more effective Hunters. However, they are equipped with the Yaeger's trademark plasma blaster and charge missiles, and a Operion 14 would command an enormous price to research groups outside of Yaeger Space. The Kulak is a solidly designed ship, and is still the primary fighter of many backwards or poor organizations. In addition, as it is a somewhat more rugged design than the relatively delicate Hunter, there are those fighter pilots that prefer the Kulak, even when Hunters are available. Lammergeir Atmospheric Assault Craft Craft: Yaeger Yards AT-45a "Lammergeir" Scale: Starfighter Type: Atmospheric Assault fighter Length: 15 meters Cost: 215,000 credits Crew: 2 Passengers: None Cargo Capacity: 13 kg Consumables: 2 weeks Hyperdrive Mod: x2 Hyper Backup: None Nav Computer: Yes Space: 7 Maneuverability: Space 2D, Atmosphere 3D+1 Atmosphere: 565; 1600 Hull: 3D Shields: 2D+2 Sensors: Passive: 10/1D Scan: 30/2D Search: 45/3D Focus: 6/4D Weapons: 2 Wing mounted triple blaster cannons Scale: Walker Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1-2/9/12 Atmosphere Range: 50-200/900/1.2 km Damage: 9D+2 2 Nose mounted heavy blaster cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Co-Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5km Damage: 5D 2 User defined missile hardpoints (fire linked or separate) Scale: Varies Fire Arc: Front Crew: Co-Pilot Skill: Starship Gunnery Fire Control: Varies Space Range: Varies Atmosphere Range: Varies Damage: Varies 1 Double light blaster cannon Scale: Speeder Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D+2 Space Range: 1-3/5/11 Atmosphere Range: 100-300/500/1.1 km Damage: 10D The Yaeger's nations new atmospheric fighter, the Lammergeir is set to take the place of modified Prowlers and Hunters in atmospheric combat situations. Those Lammergeirs that have reached the front have been very effective, ripping ground craft and infantry to shreds. The Lammergeirs rely on modernized scramjets to provide atmospheric motive power, and their distinctive wailing howl can be heard as soon as they engage those engines. The Lammergeir's swept wing formation gives it superior handling when it has an atmosphere to bank against. That formation also allows the Lammergeir to make truly spectacular maneuvers, including a hammerhead dive at near full velocity that is quite effective, when the air pressure doesn't rip the wings off. The missile hardpoints are designed to mount either anti- starfighter charge torpedoes of any configuration, or various other ant-surface warheads, such as brilliant anti-tank submunitions, cluster bombs, and fragmentation devices. Wrathtech Technology is reportedly very interested in acquiring the blueprints of the Lammergeir, in order to improve their new Falchion fighter, though they are not interested enough in the designs to jeopardize their budding relationship with the Yaeger Yards. Locust Dropship: Craft: Kallan Starships 144E Locust Class Dropship Scale: Starfighter Type: Mobile Assault base/dropship Length: 85 meters Cost: 150,000 credits Crew: 4 Passengers: 50+ Cargo Capacity: 3000 tons Consumables: 1 year Hyperdrive Mod: x2 Hyper Backup: No Nav Computer: Yes Space: 6 Maneuverability: 1D Atmosphere: 315; 900 Hull: 2D Shields: 1D Sensors: Passive: 40/0D Scan: 60/1D Search: 80/2D Focus: 4/3D Weapons: 4 Turreted Double Laser Cannons Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D+2 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 Damage: 4D 4 Light Plasma Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1-5/15/30 Atmosphere Range: 100-500/1.5/3.0 Damage: 5D Inspired by the quick and unpredictable jumps of the remarkably well camouflaged Kallan black locust, the Locust Dropship has become the dropship of choice for several military and paramilitary organizations of the Yaeger Sector. Most effective in medium sized groups, the quick and unpredictable maneuvers of the Locust make them very hard to shoot down. These ships are designed to get troops onto a hostile planet, and provide them a defensible position once it gets them there. These ships are somewhat less expensive than other dropships, and that price difference is reflected by the fact that Locust's tend to come apart after flying a few combat missions. The Locust is equipped with a impulse drive randomizer. When this is engaged the ship will engage in unpredictable jerks and lunges, designed to throw off pursuit. In game terms, when the randomizer is engaged, the Locust gains a +6D bonus to maneuverability when attempting to dodge, and will perform occasionally impossible seeming maneuvers that are not particularly useful or intelligent at that time. The Locust will continue in basically the same direction that it set out in, and the impulse drive randomizer will function in the exact same manner in atmospheric travel, and may cause collisions if engaged too low. When a Locust is grounded, the following additional weapons can also be brought to bear. 6 Heavy Blaster Cannons: Scale: Walker Fire Arc: Turret Crew: 1 Skill: Blaster: Blaster Cannon Fire Control: 3D Range: 100-1km/3.1km/5.5km Damage: 5D 2 Heavy Charge Mortars: Scale: Speeder Fire Arc: Turret Crew: 1 Skill: Missile Weapons Fire Control: 2D+1 Range: 10-80/120/240 Damage: 10D, with a blast radius of 10 meters Locusts are almost always equipped with large amounts of camouflage netting, and a pair of landspeeders, or eight speeder bikes. Locusts are easily outgunned by every capital ship in existence, and many starfighters. Any ship that can keep up with their wild gyrations will easily be able to destroy them. In addition, when the impulse engine randomizer is engaged, those aboard the Locust will be rendered horribly discomfited by the sudden jerking motions. All aboard must roll a successful Moderate Stamina roll to avoid spending the entire time that the randomizer is on being spacesick. In addition, even after making that roll, they have a -2D penalty to all skill checks while the randomizer is engaged. Makev Customs Boarding Craft Craft: YY FW-4J "Makev" Scale: Starfighter Type: Boarding craft Length: 14 meters Cost: 145,000 credits Crew: 3 Passengers: 25 (troops) Cargo Capacity: 140 kg (2 metric tons if no troops carried) Consumables: 1 day Hyperdrive Mod: None Hyper Backup: None Nav Computer: No Space: 7 Maneuverability: 2D Atmosphere: 350; 1,000 Hull: 2D Shields: 2D Sensors: Passive: 25/1D Scan: 30/2D Search: 40/3D Focus: 4/4D Weapons: 2 Light Plasma Cannons Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1-5/15/30 Atmosphere Range: 100-500/1.3/3.0 Damage: 5D+1 1 Heavy Cutting Laser Scale: Starfighter Fire Arc: Front Crew: 1 Skill: Starship Gunnery Fire Control: 3D Space Range: 1/na/na Atmosphere Range: 1-3/5/10 Damage: 12D+2 Usually the fourth small craft assigned to the capital scale customs craft in Yaeger space, the boarding craft is designed to carry two three man scanning crews and nineteen troopers into suspect craft. The Makev is capable of docking with just about any other crafts, and the cutting laser is designed to carve a hole if the opposing craft proves to be less than amenable to the boarding. The weapon is designed to be fired after the magnetic clamps lock the boarding craft to the surface. The damaged caused is localized to the hull region bounded by the Makev's airlock. Out of it's usual mission profile, the Makev can be found in service as a dropship, or as an infleet shuttle. Modified Makevs make appearances as personnel transports or light dropships, or as very light freighters. However, when in formation with the usual three Darts, they can disable and board just about any sub- capital, and many capital ships, something that is useful both for the customs service, and for less legitimate operators, including pirates, bandits and kidnappers, when they can get the Makevs. Praetorian Fighter: Craft: Yaeger Yards F-190 Mark I "Praetorian" Scale: Starfighter Type: Assault Starfighter Length: 34 meters Cost: 358,000 credits Crew: 4+ Gunners Passengers: None Cargo Capacity: 5 kg Consumables: 1 week Hyperdrive Mod: x2 Hyper Backup: Nil Nav Computer: Yes Space: 7 Maneuverability: 2D Atmosphere: 330; 950 kph Hull: 4D Shields: 2D+2 Sensors: Passive: 10/0D Scan: 20/1D Search: 30/1D+2 Focus: 3/2D Weapons: 4 Heavy Plasma Cannons Scale: Starfighter Fire Arc: Forward Crew: 1 each Skill: Starship Gunnery Fire Control: 2D Space Range: 1-4/15/21 Atmosphere Range: 100-400/150/210 Damage: 6D 3 Double Blaster Turrets Scale: Starfighter Fire Arc: 1 Right, 1 Left, 1 Rear Crew: 1 each Skill: Starship Gunnery Fire Control: 3D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/2.5km Damage: 4D+2 1 Extra Heavy Plasma Cannon Scale: Starfighter Fire Arc: Rear Crew: 2 Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1-5/20/35 Atmosphere Range: 100-500m/2.0km.3.5km Damage: 10D This starfighter was designed as a replacement for the elderly Prowler starfighters. The first run of Praetorians produced by the Yaeger Yards were commissioned last year, and after the ships repeatedly proved themselves in combat, the Yaeger Military Supply Board has ordered the construction of several hundred of these fighters. However, the Yaeger Yards are to continue production and development of the Prowler class ships, as they have not been convinced that the Praetorian can fill all facets of the Prowler's mission profile. The Praetorian has followed the current line of Yaeger military thinking. That is, this ship is designed for military applications, and nothing else. Earlier ships had been designed for some degree of functionality outside of the context of organized warfare, as it is the Yaeger practice to put a large percentage of a pilot or captain's wages toward the purchase of his ship. Now that it is clear that there is organized conflict taking place elsewhere, the traditional objection to single function craft has slowly evaporated. Praetorians have a remarkably weak sensor array, relying on information relayed by support ships to provide targeting information. They also carry few provisions and no cargo or passengers, again relying on support craft. The space saved by these and similar compromises has allowed for the placement of the Praetorian's formidable attack and defence capabilities. Few fighters can survive a barrage of the four primary plasma guns of a Praetorian, and a massed attack by a Praetorian wing is capable of destroying many capital ships. One of the many new technologies of the Opal project has been incorporated into the Praetorian with an ingenious modification. Instead of the Opal's Total Focusing Linkage, only one of the Praetorian's Plasma cannons can channel the energy of the other weapons. This cannon, covering the rear arc, is not activated in most combat situations. It is in fact disguised as part of the Praetorian's engine systems. When the rear cannon is powered up, it draws all the power from the other weapon systems. Those scanning the ship will see the power being drawn from the weapons and apparently channeled into the engines, often leading opponents to following a fleeing Praetorian quite closely, and leading to an unpleasant surprise, when the rear cannon opens fire. Prowler: Craft: Yaeger Yards G122s Prowler Type: Heavy Starfighter Scale: Starfighter Length: 30 Meters Skill: Starfighter Piloting; Prowler Cost: 270,000 credits Crew: 3 Passengers: 5 Cargo Capacity: 70 metric tons Consumables: 4 Months Hyperdrive Multiplier: x1.8 Hyperdrive Backup: No Nav Computer: Yes Maneuverability: 1D Space: 6 Atmosphere: 315; 900 KPH Hull: 4D Shields: 2D Sensors: Passive: 15/1D Scan: 30/2D Search: 60/2D+2 Focus: 3/3D Weapons: 3 Double Blaster Turrets Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1-4/11/25 Atmosphere Range: 100-400m/1.1km/2.5km Damage: 4D+1 2 Charge Torpedo Tubes Scale: Starfighter Fire Arc: Front Missile Loadout: 8 each Crew: Co-Pilot Skill: Starship Gunnery Fire Control: 3D Space Range: 1/6/8 Atmosphere Range: 100/600/800 Damage: 9D+2 2 Heavy Plasma Cannons Scale: Starfighter Fire Arc: front Crew: Co-Pilot Skill: Starship Gunnery Fire Control: 4D Space Range: 1-5/15/30 Atmosphere Range: 100-500/2.5km/3.0km Damage: 6D These large fighters are the heavy muscle of the Yaeger fighter corp. Not as fast or maneuverable as most of the other Yaeger Fighters, the Prowlers are very heavily armed and armored, and are capable of dishing out a great deal of damage to ships of all classes. Introduced well before the Hunter, the Prowler is the oldest ship in active service in the Yaeger Fleet. It's weapon systems have been upgraded time and time again, as the Prowler's basic design is quite friendly toward modification. There are many privately owned Prowlers, and they make excellent pirates and escort vessels. Milos Skar Craft: Milos Shipyards 2-HAS Skar Type: Space superiority fighter Scale: Starfighter Length: 13 Meters Cost: 600,000 credits Crew: 1 Passengers: None Cargo Capacity: 10kg Consumables: 3 months Hyperdrive Mod: x1 Hyper Backup: None Nav Computer: Yes Space: 11 Atmosphere: 455; 1,300 Maneuverability: 4D+1 Hull: 2D Shields: 2D Sensors: Passive: 30/1D Scan: 60/2D+1 Search: 110/3D+2 Focus: 7/4D Weapons: 2 Improved Plasma Guns, fire separately: Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 4D+2 Space Range: 1-5/17/31 Atmosphere Range: 100-500/1.7/3.1 Damage: 6D Aether 7.3 Charge Missiles: Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1-10/20/40 Atmosphere Range: 100-1km/2.0/4.0 Damage: 9D+2 These fighters are the among the highest quality ships ever produced by the Yaeger Nation, by the independent Milos Shipyards. Hard and compact, the Skar ships can outfly and outfight just about any other fighter commonly fielded in the Yaeger Sector. They have never been produced in great numbers, because of their high cost, and many of the Skar that were produced were destroyed in the battle Oth'Lenar. The Weapon Systems of the Skar deserve special attention. The Plasma guns have been modified from the Yaeger standard for starfighter weaponry, with the Plasma being formed inside the weapon itself, not having the usual internal production and pipeline out that is such a danger to the other Yaeger ships of it's class. The Aether series of missiles has a modified internal shield generator in it's head. The shield is designed to overcharge, and produce an explosive field capable of producing almost as much energy as a matter/anti-matter reaction. The Aether 7 has eliminated many of the problems that plagued the earlier missiles of that series. It is now a long ranged, highly accurate munition, that unfortunately is also ridiculously expensive. In addition, the Skar 2HAS is equipped with the new Yaeger Hyperdrive accelerator. When engaged, increase the efficiency of the ships hyperdrive by up to a factor of 10. This boost only lasts for a few minutes, and the variable nature of the power and duration of the boost make it necessary to completely recalculate the astrogation figures after leaving an accelerated hyper. Excessive use of the Accelerator infallibly causes a complete system failure aboard any ship. Notes: As the Skar are equipped with the new Yaeger hyperdrive accelerator, they are even less likely to be for sale than ordinary Yaeger ships. Despite standard military custom, personal ownership of a Skar class ship is strictly forbidden inside Yaeger space, and the government of the Yaeger nation might very well go to war if one of these ships were stolen. Vulture Class Scout: Craft: GEP SC3 Mark 5.2 Military Run "Vulture" Scale: Starfighter Type: Scout Ship / Medium Starfighter Length: 17 meters Cost: 72,000 credits Crew: 3 Passengers: None Cargo Capacity: 12 metric tons Consumables: 3 years Hyperdrive Mod: x1.6 Hyper Backup: x24 Nav Computer: Yes Space: 6 Maneuverability: 2D Atmosphere: 385; 1100 kph Hull: 2D Shields: 1D Sensors: Passive: 30/0D Scan: 60/1D Search: 120/2D Focus: 7/3D Weapons: 1 Long Range Light Plasma Gun Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 3-15/36/75 Atmosphere Range: 6-15/70/150km Damage: 3D 2 Fire Linked Medium Laser Cannons Scale: Starfighter Fire Arc: Front Crew: Co-Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2km/2.5km Damage: 4D Originally called Ranger Class Scouts, these scout ships saw extensive use as a reconnaissance vehicle during the Yaeger War. Produced by General Exploration Products of Yaeger Prime as a long range scout, much of the Sensor equipment that had originally been devoted to planetary evaluation was scrapped, and replaced with a improved version of GEP's Threat Evaluation Scanners. These scanners are designed to convey as much information about enemy ships as possible from as far a distance as possible. The Vultures got their nickname from the tactics and mission profiles that this ship lent itself to. The specialized sensor arrays grant a Vulture a +4D bonus to all checks regarding the status of enemy spacecraft. This bonus does not apply to initial detection of enemy craft, or to passive sensor checks. This bonus also only applies when the third crew member, the sensor technician, is at his post. A standard tactic of Vulture pilots is to stay at long range and try to hit it's target with the long range plasma gun. This weapon is not very powerful, and it takes a great many shots to down a target with this weapon, but the Vulture is fast enough to stay out of the reach of most foes while firing with this weapon. Another generally used tactic is for a wing of Vultures to wait at the edge of a large scale combat, and hit any stragglers or heavily damaged craft if opposing craft survive the main battle. Such wings have been known to take out capital ships whose weapon systems were heavily damaged, and will often collect the escape pods of either side. Other mission profiles for Vulture class ships include scouting missions, mainly those designed to gauge the strength of opposing fleets, and accompanying heavier craft on attack runs. One typical run of that sort is a wing of Vultures accompanying a Century class bomber in a run against a convoy of ships. The century drops it's load of starship scale concussion missiles, inflicting massive damage on the convoy, and then the Vultures fly in and finish the target ships before then can scatter and limp back home. Century Class Bomber: Craft: YY B-990 Century Class Bomber Scale: Capital Type: Bomber Length: 45 meters Cost: 200,000 Credits Crew: 3, and 10 gunners Passengers: See Below Cargo Capacity: See Below Consumables: 3 Months Hyperdrive Mod: x2 Hyper Backup: x15 Nav. Computer: Yes Space: 5 Maneuverability: 1D Atmosphere: 210; 600 KPH Hull: 4D Shields: 3D Sensors: Passive: 15/1D Scan: 40/2D Search: 60/3D Focus: 4/4D Weapons: 8 Quad Lasers Turrets Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/2.5km Damage: 5D 1 Heavy Plasma Cannon Scale: Capital Fire Arc: Front Crew: 2 Skill: Capital Ship gunnery Fire Control: 1D Space Range: 2-25/50/120 Atmosphere Range: 4-50/100/240km Damage: 6D+1 1 Bomb Bay (Torpedo configuration) Scale: Capital Fire Arc: Bottom Crew: Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 1-5/10/25 Atmosphere Range: 50-250m/500m/1.2km Damage: 6D The Century is very small for a capital ship. It is given that class due to the power of it's shields, armor, and weapon systems. Designed to carry virtually all types and quantities of ordinance, Century class ships are slow and virtually unmaneuverable, especially when compared to other Yaeger craft. These ships are heavily armed and armored and usually strike opposing capital ships from within the middle of a fleet, though wedges of Century ships with heavy fighter support have been known to hit targets of virtually every type. The primary storage area of the Century is it's bomb bay. The configuration listed is where the bomb bay is filled with anti-ship torpedoes. In this configuration, the Century can carry three loads of the listed power, or any other combination of 18D worth of capital ship damage. However, the bomb bay of the Century can be reconfigured to hold anti-personnel devices, incendiary devices, air to surface warheads, or even jump troops. The bomb bay can also be used as a cargo bay, or a passenger area. Finally, it can be subdivided into smaller areas, each containing various types of devices or cargos. Other than the bomb bay, there are no passenger areas or cargo bays on a Century. Daemon Class Cruiser: Craft: Yaeger Yards C-12 Daemon Mark 1.2 Scale: Capital Type: Battle cruiser Length: 214 meters Cost: 5.1 million credits Skill: Capital Ship piloting; Daemon Crew: 115 Passengers: 150 Cargo Capacity: 3,000 metric tons Consumables: 2 years Hyperdrive Mod: X1.5 Hyper Backup: X8 Nav Computer: Yes Maneuverability: 2D+2 Space: 8 Atmosphere: 400; 1150 kmh Hull: 3D+2 Shields: 3D Sensors: Passive: 40/1D+1 Scan: 80/2D Search: 120/3D+1 Focus: 5/4D+2 Weapons: 8 Medium Plasma Cannons Scale: Capital Fire Arc: 2 each Crew: 1 Skill: Capital ship gunnery Fire Control: 3D Space Range: 3-10/30/65 Atmosphere Range: 6-20/60/130km Damage: 5D+1 6 Quad Laser Turrets Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2km/2.5km Damage: 4D+1 6 Heavy Plasma Cannons Scale: Capital Fire Arc: 3 front, 1 all others Crew: 2 Skill: Capital ship gunnery Fire Control: 2D+2 Space Range: 3-20/50/80 Atmosphere Range: 6-40/100/160km Damage: 6D+2 2 Torch Cannons Scale: Capital Fire Arc: 1 Front, 1 Rear. Crew: 2 Skill: Capital Ship Gunnery Fire Control: 1D Space Range: 3-5/10/20 Atmosphere Range: 300-500/1km/2km Damage: 10D Fighter Complement: 14 Hunters 4 Prowlers 24 Bugs Slightly larger and far more heavily armed than the Panther Class Cruisers, Daemon Class Cruisers are a new product of the Yaeger Battleyards. Incapable of the versatility that defines the Panthers, Daemons are far more effective in battle. The Daemons are indeed a formidable war machine. Designed after the Ulfgar allied themselves with the Yaeger nation, the only Ulfgar innovation present on the Daemons are the Torch Cannons, a new technology that shows great promise. A long obsolete form of FTL travel, the torch drive, has been resurrected by the Ulfgar, and converted to a weapon. If both the hyperdrives of the Daemons are disabled, an inventive tech might be to refit the ship to travel on a painfully slow and dangerous twin Torch Drive. Doublet Corvette: Craft: Operion CRV-85 Doublet Class Corvette Type: Multi-purpose mid sized vessel Scale: Capital Length: 185m Skill: Capital Ship Piloting; Doublet Cost: 7.8 million credits Crew: 148 Passengers: Up to 2,000 troops Cargo Capacity: up to 13,000 metric tons Consumables: 1 Year Hyperdrive Multiplier: x2 Hyper Backup: x14 Nav Computer: Yes Maneuverability: 2D+1 Space: 6 Atmosphere: 330; 950 KPH Hull: 4D Shields: 3D Sensors: Passive: 40/1D Scan: 80/2D Search: 100/3D Focus: 5/4D Weapons: 16 Medium Plasma Cannons Scale: Capital Fire Arc: 4 Each. Crew: 2 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 3-10/30/65 Atmosphere Range: 6-20/60/130km Damage: 5D+1 16 Quad-Laser Cannons Scale: Starfighter Fire Arc: 4 Each. Crew: 2 Skill: Capital Ship Gunnery Fire Control: 2D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2/1.3km Damage: 5D+1 8 Light Blaster Emplacements Scale: Speeder Fire Arc: 2 Each. Crew: 2 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 3-10/40/80 Atmosphere Range: 3-10/40/80km Damage: 8D+1 Originally designed as a dedicated medium fighter carrier, the Doublet Corvette has seen service in a number of different configurations. Generally used as a fighter carrier, a troop transport, or a dropship, the corvette is also capable of serving as a freighter or an exploration craft. The most unique aspect of the ship is it's form: essentially a pair of trapezoidal structures held together by thick pylons. The top section holds the bridge, crew quarters, and the main cargo hold, and the bottom section holds the engines, powerplants, shield generators, computers, and other engineering sections. The plasma cannons are mounted on the upper surface of the upper section and the lower surface of the lower section, and all the other weapons are mounted around the central cavity. The reason for this configuration was to allow the fighters a few seconds of heavy cover right after they leave the fighter bay (which opens into the central cavity), and allows them to avoid any opposing craft which would be able to pick them off, had they been emerging from a more conventional fighter bay. When starfighter scale hyperdrives became the standard, Operion's sales of the corvette dropped off sharply. In order to revitalize the line, they made a few improvements, including the installation of atmospheric thrusters. Once the ship was capable of atmospheric flight, a whole new mission profile applied, and the Operion Corvette pushed the then standard Duese Pound Dropship clear out of the ground assault market. Ground assault vehicles benefitted tremendously from the early cover that the internal space granted them, and the ground level medium plasma cannons could lay down a field of fire that would discourage enemy infantry units from coming within range of the assault craft. The only problem with the ship as a dropship was that infantry units couldn't get to the ground very easily, but a few Fastdrop APCs solved that problem quite well. The Doublet corvette remains the standard dropship of the Yaeger Nation, although it's primacy is being challenged by such craft as the Quicksilver and the Groundbreaker, new dedicated dropships that build on the Doublet's advantages while making use of other, more sophisticated innovations. Dragon Class Battleship: Craft: YY 1CS-2 "Dragon" Heavy Battleship Scale: Capital Type: Extra Heavy Battle Cruiser (Battleship) Length: 1300 meters Cost: N/A Crew: 37,500 Passengers: 5,000 (troops) Cargo Capacity: 35,000 metric tons Consumables: 5 years Hyperdrive Mod: x1 Hyper Backup: x6 Nav Computer: Yes Space: 8 Maneuverability: 2D+2 Atmosphere: 280; 800 Hull: 7D+1 Shields: 5D Sensors: Passive: 50/1D Scan: 100/2D+1 Search: 200/4D+1 Focus: 6/6D Weapons: 20 Heavy Quad Laser Cannons Scale: Starfighter Fire Arc: 5 each arc Crew: 1 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/2.5km Damage: 6D 20 Medium Plasma Cannons Scale: Capital Fire Arc: 5 each arc Crew: 2 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 3-15/46/90 Atmosphere Range: 600m-3.0/9.2/180km Damage: 6D+2 16 Heavy Plasma Cannons Scale: Capital Fire Arc: 4 each arc Crew: 2 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 3-15/46/90 Atmosphere Range: 600m-3.0/9.2/180km Damage: 8D+2 5 Heavy Torch Cannons Scale: Capital Fire Arc: 1 each arc, 2 front Crew: 2 Skill: Capital Ship Gunnery Fire Control: 1D Space Range: 3-10/26/50 Atmosphere Range: 600m-2.0/5.2/100km Damage: 10D+1 4 Praseo-90 charge torpedo tubes Scale: Capital Missile Load out: 28 (total) Fire Arc: Front Crew: 4 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1/6/14 Atmosphere Range: 100/600/1.4km Damage: 15D The Dragon battleship is far and away the most powerful ship in usage among the Yaeger. The Superion Dreadnought is a good deal more powerful, but only two of those craft were ever made, and one of those two is non-functional. Twelve Dragons have come out of Yaeger Yards, five of which have been destroyed and three are so battle damaged that they are in permanent drydock. However, the four remaining craft play an important part in Yaeger strategy. Too large to move in the floating tactics that the Yaeger prefer, the Dragons provide a high priority target that Imperial commanders can't ignore, and attempts to disable a fleet's Dragon (usually incorrectly identified as the fleet's flagship. Yaeger flagships are usually unmarked modified Panther or Daemon cruisers) often lead to far greater casualties than the goal is worth, especially when Yaeger ships fail to flee after the Dragon is taken out. Despite the fact that Dragons primary function in combat is to act as a target, they are fearsome enough battle platforms that ignoring them is just as fatal as devoting too much effort to destroying them. In addition, the crews of the Dragons don't much like the idea of dying to help the cause, and the Dragons have been given sufficient teeth to drive off many attacking craft, including Imperial Star Destroyers. Originally the Dragons were fitted with five additional torpedo tubes, but those were removed when the Torch cannons were invented. All existing Dragons have been modified in this manner, so in a way the modified version has become the stock model. Because of the value and firepower of the Dragons, Navy officers cannot purchase these ships with credits earned toward their ships, and as no Dragons have been produced in the last five years, it is hard to give an exact value on these ships. Suffice it to say, the Yaeger nation does not intend to sell any of these ships, and would take notice if one of them went missing. Eagle Class Destroyer: Craft: YY D-90 "Eagle" Scale: Capital Type: Combat Destroyer Length: 305 meters Cost: 12.2 million credits Crew: 1,090 Passengers: 800 (troops) Cargo Capacity: 200 tons Consumables: 1 Year Hyperdrive Mod: x1 Hyper Backup: x10 Nav Computer: Yes Space: 8 Maneuverability: 3D Atmosphere: 350; 1000 Hull: 4D+1 Shields: 4D Sensors: Passive: 50/1D Scan: 100/2D Search: 200/3D Focus: 10/5D Weapons: 25 Medium Plasma Cannons Scale: Capital Fire Arc: 5 front, 10 left, 10 right Crew: 2 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 3-10/30/65 Atmosphere Range: 6-20/60/130 Damage: 5D+1 10 Heavy Plasma Cannons Scale: Capital Fire Arc: 1 front, 3 all others Crew: 2 Skill: Capital ship gunnery Fire Control: 2D+2 Space Range: 3-20/50/80 Atmosphere Range: 6-40/100/160km Damage: 6D+2 25 Quad Laser Cannons Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 3D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/1.5km Damage: 7D 2 Praseo-90 charge torpedo tubes Scale: Capital Missile Load out: 20 (total) Fire Arc: Front Crew: 4 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1/6/14 Atmosphere Range: 100/600/1.4km Damage: 15D Fighter Complement: 20 Hunters 10 Prowlers 10 Other (or 3 light transports) The Eagle Destroyer is the largest ship commonly fielded by the Yaeger nation. They do posses larger ships, the Dragon Battleship and the Superion Dreadnought, but those vessels are to large to fit into the swirling tactics of the Yaeger, and will seldom be seen in ordinary engagements. The Eagle is designed to take on much larger ships, particularly the Imperial Star Destroyers, but it can also be used in ordinary combat situations. When flying against a Star Destroyer, the usual tactic is to concentrate shields on the forward arc, and head straight in. The ship is fast and heavily armored enough to survive the initial barrage, and get within torpedo range(as long as all of the Star Destroyer's initial attacks were not directed exclusively at the Eagle). Once there, the Eagle may attempt to maneuver a bit, to launch the torpedoes at a weak point in the target's shields, but the torpedoes are really powerful enough to destroy just about any target. However, they are large and slow, taking a full round to travel to the target, and presenting a Starfighter scale target for that period. In other combat uses, the Eagle is quite effective, using it's speed, power, and maneuverability to good results, though it is slightly too large to really fit in to the Yaeger tactics. The Eagle has lately been supplanted by the Mazarin Class Destroyer, though with the war on, both classes of ship are seeing plenty of action. Ghost Class Battleship Craft: YY 1CS-4 "Ghost" Battleship Hull Scale: Capital Type: Decoy Battleship Length: 1300 meters Cost: N/A Crew: 500 Passengers: 1,000 Cargo Capacity: 300 metric tons Consumables: 10 years Hyperdrive Mod: x1 Hyper Backup: None Nav Computer: Yes Space: 8 Maneuverability: 2D Atmosphere: 280; 800 Hull: 1D Shields: 3D Sensors: Passive: 50/1D Scan: 100/2D+1 Search: 200/4D+1 Focus: 6/6D Weapons: 20 Heavy Quad Laser Cannons Scale: Starfighter Fire Arc: 5 each arc Crew: 1 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/2.5km Damage: 6D 1 Heavy Torch Cannons Scale: Capital Fire Arc: Front Crew: 2 Skill: Capital Ship Gunnery Fire Control: 1D Space Range: 3-10/26/50 Atmosphere Range: 600m-2.0/5.2/100km Damage: 10D+1 Designed to fool Imperial forces into believing them to be Dragon class Battleships, the Ghost class ships have the precisely same profile as Dragon class ships. However, they are very far from the war machines that the Dragon class ships are. Built hurriedly from substandard materials, Ghost class ships often leak vacuum, requiring crew to go spacesuited when traveling out of their vacuum sealed quarters and duty stations. Dragon class ships have huge central cavities, thousands of square meters in area which are completely unused. However, the engines of the ships are not powerful enough to keep their speed up while carrying much cargo, and as the central battle strategy of Ghost ships is to run like a scared rodent, they seldom carry anything in those central spaces. The crews of ghost class ships tend to use the area for recreational functions, like ball games and hang gliding. Twenty Ghost class ships were built, and only one of those twenty has been destroyed. However, Moff Rulduk himself commanded the fleet that had been chasing those ships, and he is well aware of their battle incapacity. For that reason, the Ghosts no longer travel as a single huge fleet. Rather, they put in appearances where the can expect no opposition, or in the face of larger fleets, and then lead those fleets into traps. Crewmen of Ghost class ships take their lives on the line, parading as targets before massive Imperial fleets, and are known as being almost suicidally brave, even away from their vessels. The massive hulls of the Ghost class ships often lure fleet officials into planning an upgrade of these ships into effective battle platforms. The problem is, these ships are simply incapable of handling even the power that they have, as their superstructure is just so fragile. In order to allow the ship to handle any significant modifications substantial hull reinforcement is required, and the cost of that reinforcement outweighs any benefits that the modifications could provide. The Yaeger government is trying to keep the existence of Ghost class ships a secret, and therefore will not be selling any of them. Mazarin Class Destroyer: Craft: YY D-110 "Mazarin" Scale: Capital Type: Combat Destroyer Length: 295 meters Cost: 11.8 million credits Crew: 980 Passengers: 600 (troops) Cargo Capacity: 150 tons Consumables: 1 Year Hyperdrive Mod: x1 Hyper Backup: x10 Nav Computer: Yes Space: 8 Maneuverability: 3D+2 Atmosphere: 364; 1040 Hull: 4D Shields: 4D Sensors: Passive: 50/1D Scan: 100/2D Search: 200/3D Focus: 10/5D Weapons: 17 Medium Plasma Cannons Scale: Capital Fire Arc: 3 front, 7 left, 7 right Crew: 2 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 3-10/30/65 Atmosphere Range: 6-20/60/130 Damage: 5D+1 10 Heavy Plasma Cannons Scale: Capital Fire Arc: 1 front, 3 all others Crew: 2 Skill: Capital ship gunnery Fire Control: 2D+2 Space Range: 3-20/50/80 Atmosphere Range: 6-40/100/160km Damage: 6D+2 20 Quad Laser Cannons Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 3D+1 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/1.5km Damage: 7D 4 Torch Cannons (3 in front fire linked) Scale: Capital Fire Arc: 3 Front, 1 Rear. Crew: 2 Skill: Capital Ship Gunnery Fire Control: 2D (1D rear) Space Range: 3-5/10/20 Atmosphere Range: 300-500/1km/2km Damage: 11D+2 (10D rear) Fighter Complement: 10 Hunters 20 Praetorians The Mazarin Destroyer is one of the Yaeger Yards newest ships, and it is designed to take the place of the Eagle Destroyer. Slightly smaller and more agile than it's counterpart, the Mazarin's primary improvements are the replacement of the Charge Torpedoes with the Torch Cannons. While less powerful than the Charge Torpedoes, the Torch cannons are more accurate, and not limited to 20 shots. They also have a longer range, and cannot be shot out of the sky. The Torch cannons do put more of a drain on the power plants than the charge torpedoes, and the ship has a somewhat reduced armament due to that fact. All in all, the Mazarin is a substantially more effective ship than the Eagle, especially against large capital scale craft. Panther Class Cruiser: Craft: Yaeger Yards C-1 Panther Mark 7.3 Scale: Capital Type: All Purpose cruiser Length: 191 meters Cost: 4.2 million credits Skill: Capital Ship piloting; Panther Crew: 45 Passengers: Up to 2,000 troops Cargo Capacity: Up to 5,000 metric tons, if troops aren't being carried. Consumables: 2 years Hyperdrive Mod: X1.5 Hyper Backup: X8 Nav Computer: Yes Maneuverability: 2D+2 Space: 7 Atmosphere: 400; 1150 kmh Hull: 3D+1 Shields: 2D+1 Sensors: Passive: 50/1D+1 Scan: 100/2D Search: 150/3D+1 Focus: 6/4D+2 Weapons: 8 Medium Plasma Cannons Scale: Capital Fire Arc: 2 each Crew: 1 Skill: Capital ship gunnery Fire Control: 3D Space Range: 3-10/30/65 Atmosphere Range: 6-20/60/130km Damage: 5D+1 2 Quad Laser Turrets Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2km/2.5km Damage: 4D+1 16 Repeating Blaster Turrets Scale: Speeder Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-3/12/25 Atmosphere Range: 100-300m/1.2km/2.5km Damage: 5D These small capital ships are the backbone of the Yaeger Fleet. They are capable of performing a number of functions very well, from cargo runs to atmospheric drops, to troop transport, and are fairly effective in battle. The Cargo bay of the Panther is designed to be converted into temporary troop quarters. When it is being used for cargo, a Panther can hold up to 100 passengers in other locations. The cargo bay can also be converted into a fighter bay, but that requires some modification, and the fighter bay thusly produced is more than a little cramped. The Panther is designed to be used in atmospheric work, and the repeating blasters are usually not manned during space combat, but are very effective in clearing a landing area of enemy craft. Until more specialized craft, such as the Quicksilver and Groundbreaker landing craft find wider acceptance, large scale Yaeger landings always rely on one or two Panthers and a Doublet Corvette to establish a beach head. Despite the fact that the Yaeger nation now fields numerous specialized craft capable of filling just about all the purposes the Panther was designed for, it remains an incredibly popular ship, due to it's versatility in combat, and it's uses out of the scope of large scale conflicts. Yaeger Yards is currently developing a Panther Mark 8, but no details are available. Weapons: Yaeger BC-8 Naval Carbine: Model: Yaeger Central Munitions BC-8 Naval Carbine Scale: Character Skill: Blaster, Blaster carbine Ranges: 3-40/70/110 Damage: 5D+1 Ammo: 100 Cost: 1,100 (power packs: 25) Designed for the vicious close combat of space boarding parties, the Blaster carbine puts out a great deal of power at short range, but is widely inaccurate at longer distances. The Blaster Carbine is equipped with a laser targeting sight, an extremely long and wide vibrobayonet mounted under the barrel, and a set of assault spikes along the sides. Yaeger Service Sidearm: Model: Yaeger Central Munitions RR-4 Personal Sidearm Scale: Character Skill: Blaster, Blaster Pistol Ranges: 3-10/25/110 Damage: 4D Ammo: 150 Cost: 500 (power packs: 35) The standard weapon of the Yaeger ground troops, the RR-4 has decent ranges and a fairly large power pack, making it a very popular weapon among the troopers, though there are no regulations regarding the weapons that Yaeger soldiers carry, and many chose other weapons. Yaeger BR-2A Blaster Rifle: Model: Yaeger Central Munitions BR-2A Military Issue Assault Scale: Character Skill: Blaster, Blaster Rifle Ranges: 3-30/110/320 Damage: 4D+2 Ammo: 100 Cost: 1,200 (power packs: 25) The BR-2A is one of the most sought after Blaster rifles in the Sector. In addition to their performance, they are rugged weapons, capable of taking a great deal of abuse and still operating at near optimum levels. Unlike many other rifles, where the add ons are included later and have to cope with the design of the rifle, the BR-2A was designed to interlock with a Marcobinocular Thermal and image intensification targeting scope, a pair of Vibrobayonets that mount on the sides of the barrel, and a concussion grenade launcher that fits below the barrel (ranges 3-10/30/60, ROF 1 per round). ShtaltCorp KR-ZCharge Medium Mortar: Scale: Speeder Crew: 2 Skill: Missile Weapons Fire Control: 1D Range: 10-80/120/240 ROF: 1 every other round Damage: 6D, with a blast radius of 10 meters Based on the charged projectile technology behind the Yaeger's Charge missiles, Charge mortars throw a charged shell, often to very substantial distances. The KR-ZCharge model is one of the older versions of this device, and is distinctly low tech, with only the barest minimum of a target vectoring computer, and requiring a two man crew. More advanced versions have far more sophisticated targeting devices, can propel shells to longer ranges, and have automatic loading capacity. The KR-ZCharge remains in service because of it's rugged durability, it's ability to throw shells of virtually every type, and it's relative portability. TertiusBane Ind. KS-RT Automatic Missile Launcher Scale: Speeder Crew: 1 Skill: Missile Weapons Fire Control: 3D Range: 10-150/300/500 ROF: 2 Damage: 5D+2, blast radius of 3 meters This rather bulky weapon is the anti-armor personal weapon of the Yaeger Infantry. Firing from a magazine of 15 shells, the KS-RT provides a substantial punch against even heavy repulsor tanks, and it's rapid fire ability allows it break up infantry charges without too much difficultly. The KS-RT requires tripod mounting to be fired properly, except if the individual firing it has a Strength of 6D or greater, in which case it can be fired braced against the shoulder. The weapon also comes with a thermal imaging sight, and it's primary use is by elite Ranger units, who infiltrate enemy territory, take out a few vehicles, and then fade back into the bush. For this reason, the KS-RT generally does not use Charge weapon technology, rather using smokeless flareless liquid propellants, depleted uranium shells, and heavy explosive warheads. Listing of the planets of the Yaeger Nation: Almorad: Star: Almor Inhabited Planets: Lothos, Nissor System Function: Agriculture, (Black Serpent Home) Native Sentients: Gysher, Mirmin, Hathton # Planets: 6 Ankobite: Star: Ankoba Inhabited Planets: None System Function: Military outpost Native Sentients: None # Planets: 2 Arentine: Star: Arent Inhabited Planets: Symlabor System Function: Medicine and Research Native Sentients: (Dannites) # Planets: 5 Ashriel: Star: Ashri Inhabited Planets: Truhtac System Function: Homeworld, Research Native Sentients: Ulfgar, Shammaru, Lefgan # Planets: 4 Al Edraei: Star: Al Edra Inhabited Planets: Debien, Stiapur System Function: Heavy Industry Native Sentients: Thibiur # Planets: 4 Belorian: Star: Belor Inhabited Planets: Ustim, Nigrill System Function: Military Training Native Sentients: None # Planets: 10 Besmer: Star: Besem Inhabited Planets: Gugimar System Function: Agriculture Native Sentients: Olyon # Planets: 6 Caercullian: Star: Caercull Inhabited Planets: Dannus System Function: Homeworld, Trade, Manufacturing Native Sentients: Dannite # Planets: 5 Caerlodwinian: Star: Caerlodwin Inhabited Planets: Olbiar System Function: Industry Native Sentients: (Dannite) # Planets: 12 Cothorian: Star: Cothor Inhabited Planets: Yaeger Prime, Secundus, Tertius System Function: Occupied Native Sentients: Huthor, Dimmamyuk # Planets: 6 Cressidian: Star: Cressida Inhabited Planets: Helios System Function: Bussiness and Industry Native Sentients: None # Planets: 5 Damsorian: Star: Damsor Inhabited Planets: Astimer, Lobeh System Function: Homeworld, trade Native Sentients: Quellan # Planets: 4 Deutomite: Star: Deutom Inhabited Planets: Ghliyer, Trior System Function: Wildlife preserve Native Sentients: Imbaran, Jhiluop # Planets: 16 Drummond: Star: Drummon, Drummon-B Inhabited Planets: Ilskien System Function: Urban Residential Native Sentients: Offier # Planets: 11 Essembrian: Star: Essembria A, Essembria B, Essembria C, Essembria D Inhabited Planets: Manannon System Function: Industry Native Sentients: None, (Ulfgar) # Planets: 32 Fri'Trisian: Star: Fri'Tris Inhabited Planets: Eschar, Midgar System Function: Mining, Residential Native Sentients: Kulbiar (Dannite) # Planets: 7 Ghatanian: Star: Ghatan Inhabited Planets: Estobri System Function: Residential Native Sentients: None # Planets: 3 Gherouck: Star: Gherou Inhabited Planets: Operius System Function: Manufacturing Native Sentients: None # Planets: 7 Glotturung: Star: Glotterun Inhabited Planets: Semroth System Function: Residential Native Sentients: Dommu # Planets: 5 Ilbarian: Star: Ilbar Inhabited Planets: Sriluke, Emgar System Function: Recreation Native Sentients: Liyiur # Planets: 7 Kontaken: Star: Kontak Inhabited Planets: Genzmer System Function: Residential, trade Native Sentients: None # Planets: 12 Manium: Star: Manius Inhabited Planets: Elbrai System Function: Industry Native Sentients: None # Planets: 7 Markovian: Star: Markov Inhabited Planets: Za'anat System Function: Scientific Exploration Native Sentients: (Ulfgar) # Planets: 2 Marlittan: Star: Marlitt Inhabited Planets: Athar System Function: Underdevloped Native Sentients: Atharin # Planets: 5 Muthian: Star: Muth Inhabited Planets: Omriar System Function: Heavy Industry Native Sentients: Asmir, Nikum, Oftgen # Planets: 8 Oripan Cluster: Star: Orpias 1, Orpias 2, Orpias 3, Denbar, Fakuir Inhabited Planets: None System Function: Military Outpost Native Sentients: None # Planets: 12 Orokesh: Star: Orok Inhabited Planets: Furse System Function: Recreation Native Sentients: Hyembor # Planets: 12 Ortiadah: Star: Ortiad Inhabited Planets: Bandoor System Function: Residential Native Sentients: Norgif # Planets: 11 Poelite: Star: Poel Inhabited Planets: Togra System Function: Agriculture Native Sentients: Damrun # Planets: 2 Questal: Star: Questa Inhabited Planets: Kimij System Function: Agriculture Native Sentients: None # Planets: 2 Raidior Cluster: Star: Asim, Niflur, Raidus, Raidus 2, Immikair, Saiown Inhabited Planets: Shalpur System Function: Residential Native Sentients: Milimek # Planets: 47 Rhitonian: Star: Rhiton Inhabited Planets: Asgar, Manist, Trolius System Function: Government Center Native Sentients: Lugians (Ulfgar) # Planets: 5 Riyaleh: Star: Riyal Inhabited Planets: Nythar System Function: Military Training Native Sentients: None # Planets: 7 Secagan: Star: Secag Inhabited Planets: Moldesh System Function: Industry Native Sentients: None # Planets: 12 Shiang Lung: Star: Shian Lung, Rodam Lung Inhabited Planets: Shimiarah, Esnu System Function: Homeworld, Cultural Center Native Sentients: Amarui # Planets: 19 Shimbar: Star: Shimba Inhabited Planets: Gaethold System Function: Research Native Sentients: Ulpin, Simgar (Ulfgar) # Planets: 10 Simpuriac: Star: Simpur Inhabited Planets: Aspar, Niy System Function: Agriculture Native Sentients: Chamar, Ilruir # Planets: 4 Stonite: Star: Stone Inhabited Planets: Elgared System Function: Manufacturing, Trade Native Sentients: None # Planets: 7 Tachashite: Star: Tachash Inhabited Planets: None System Function: Asteroid Mining Native Sentients: None # Planets: 5 Tehir: Star: Tehir, Sipur Inhabited Planets: Minrall System Function: Agriculture Native Sentients: None # Planets: 14 Terrelite: Star: Terrel Inhabited Planets: Ilgoran System Function: Military Outpost Native Sentients: Masadure # Planets: 7 Thimurian: Star: Thimur Inhabited Planets: None System Function: Military Outpost Native Sentients: None # Planets: 0 Thirian: Star: Thir Inhabited Planets: Thiran 1, 2, and 4 System Function: Residential Native Sentients: Zambu (Ulfgar) # Planets: 8 Thixin: Star: Thix Inhabited Planets: Mantin System Function: Light Industry Native Sentients: None # Planets: 12 Thuo: Star: Thu Inhabited Planets: Epis System Function: Agriculture Native Sentients: None # Planets: 12 Thursurian: Star: Thursur Inhabited Planets: Hydor System Function: Industry Native Sentients: Lipiur # Planets: 14 Tiprion: Star: Tipr, Tipr Beta Inhabited Planets: Ulmek System Function: Military Outpost Native Sentients: None # Planets: 20 Tytrian: Star: Tytrir, Tytrir-B, Tytrir-C Inhabited Planets: Iimprin System Function: Residential Native Sentients: Nimiir # Planets: 4 Upellian: Star: Upell Inhabited Planets: Carin, Estgoth System Function: Heavy Industry Native Sentients: None # Planets: 9 Velevin: Star: Velev Inhabited Planets: Research platform 12 System Function: Scientific Research Native Sentients: None # Planets: 0 Wiriickite: Star: Wiriick Inhabited Planets: Totriore System Function: Academics, light industry Native Sentients: Yorotin # Planets: 12 Worathite: Star: Worath Inhabited Planets: Fodra System Function: Urban Residential, Industry Native Sentients: None # Planets: 12 Xyior: Star: Xyi Inhabited Planets: Isbahn System Function: Homeworld, heavy industry Native Sentients: Xiapurite # Planets: 7 Zygiurite: Star: Zygiur, Amsteno, Olabiun Inhabited Planets: Ishur, Mandiro System Function: Manufacturing Native Sentients: None # Planets: 5