Section 1: General Introduction to the Yaeger Sector Well, here we are. Riyiur, gateway to the Yaeger Sector. I told you I'd get you here without any problems, so if you ignore that imperial patrol, the pirate attack, and those mynocks in the fresher, you folks all owe me six hundred creds each. What? No, not a chance. This sector is a combat area, and I ain't insured for that. Yeah well, but it was only a small imperial patrol. We are talking about battle ready ready Star Destroyers here, and I am not putting my Star Lady through that again. Nope, I'm headed back to safer space, and you probably should do the same. Well, not realy. Heck, if both me and my Lady were a bit younger, we would stay here ourselves. This place has opportunities wherever you look. New Tech, trade items, and something that's close to a three way war, for those that like shooting. But that's neither here nor there. Neither me or the Lady can take that kind of action any more, so I'm restraining myself to ferrying people here. But I'll tell you what. I'll hook you up with a friend of mine, Ith Gond. He's a scout that's been here since the New Republic first found this corner of the galaxy. He'll show you around their corner of the Sector at the very least. You can find him at the Riyiur spaceport-B most of the time, when he isn't out flying. He flys a gold and green Explorer called Fortune's Gift. You can't miss him. I'll let him know that you are on the way. Continuity: This campaign is set shortly after the events of the Star Wars Trilogy, several months after the Battle of Endor. It is set at an edge of known space, and will be probably be little effected by the events of the novels. Setting: The campaign is set in the Yaeger sector, an area of space on the outside of the Correlian route, between the Expansion area, and the Mid Rim. The Yaeger sector contain 282 solar systems, and a pair of small nebulae, the Thorain and the Specter nebula. The Yaeger is inhabited by seventeen major spacefaring species of aliens, and nearly two thousand non-spacefaring intelligent races. History: The Yaeger Sector was first discovered by human settlers during one of the periods of expansion that the Old Republic went through, about 10,000 years ago (Y 0) The first human settlement in the sector was on the planet of Cothoria, now called Yaeger prime. The settlers gradually lost contact with the old Republic due to a pair of factors. One was the remote nature of the sector, as it was nearly eight weeks travel from the nearest outpost of the Republic, and the second was 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 years of brutal warfare among the three races, the Treaty of Miranon 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. By Y 4,012, the Yaeger humans had built an empire of 70 worlds. Then, they were attacked by an alien spacegoing species, the Yrotha. The attack was sudden and unexpected, and the Ien Yaeger were driven back to about half their former territory. In order to combat the Yrotha, the Yaeger began concentrating on military spacecraft, and as a result of several remarkable innovations, pushed the Yrotha back. By Y 4,550, the Yaeger had reconquered all of their previously held territory, and by Y 4,710 they had expanded deeply into the Yrotha's home territory. The war with the Yrotha ended in Y 4,834 with the destruction of the last of the Yrotha. Many of the planets that had been under the rule of the Yrotha wanted complete independence, and the Yaeger did not have sufficient resources to maintain control of unwilling colonies. The Yaeger maintained control of 84 systems from Y 4,843 to Y 6,721. Then the Yaeger began a war with the Skathelon, another alien race that had began expanding into the territory formerly held by the Yrotha. The Skathelon War lasted for 2,450 years, until Y 9,171. The treaty of Dar Umak (renamed Dumark by the Empire, and then Dumak by the New Republic) ended that war, with the Skathelons agreeing to leave the area formerly held by the Yrotha. That area was now known as the Yrotha protectorate, and fell under the nominal control of the Yaeger. This situation remained fairly stable until the year Y 9,784. That year, an 500 capital ship Imperial fleet arrived in the Yaeger sector. Following old records, the Empire had decided to unify all the outlying sectors of the Old Republic. This fleet, under the command of Moff Doran proceeded to 'unify' the Yaeger sector by use of traditional Imperial methods. After first gaining a number of client races by promises of future benefits and revenge against hated enemies, the Imperial fleet began to crush all resistance against their rule. Realizing the danger posed by the Imperials, the Yaeger Nation began pouring all their funds into their already formidable space navy. In Y 9,811 the Empire set out to destroy the Yaeger Nation. The Imperial fleet had 487 capital ships remaining from it's original fleet, and 102 capital ships recruited from the fleets of client races. The Yaeger nation was able to field only 315 capital ships, nearly half of which were outdated and under-armed. As could be expected, the Imperial fleet won all battles between massed groups of ships. However, despite their outdated hardware, the Yaeger had been fighting battles in this territory for over three thousand years, and their tactical knowledge enabled them to inflict massive damage to the Imperial fleet. By Y 9,843 the Yaeger war had disintegrated into a series of raids by the Yaeger against the imperial fleet. Remarkably, the Yaeger managed to maintain complete control of 35 worlds, including their major ship yards, and their largest agricultural worlds, and maintain at least a partial presence on 22 others, including the Yaeger home world. Moff Doran could never muster enough ships to attack the Yaeger core, because of the constant raids on the edge of the Imperial space. In Y 9,853 45 Star Destroyers were sent to aid Moff Doran's cause. Again, the Yaeger managed to avoid certain defeat, producing 20 capital ships of their own at that time. The Imperial reinforcements were forced to be deployed in response to the new Yaeger ships. Unknown to the imperials, the Yaeger ships were little more than shells with hyperdrives, and were no threat whatsoever. Finally, Moff Doran forced a conflict. In Y 9,858 he mobilized all available ships, and headed for the Yaeger core. The Yaeger fleet met him at the Oth'Lenar system. The battle of Oth'Lenar was technically a victory for the Empire, as they held the field of battle, and destroyed great numbers of Yaeger ships. However, in all other ways the Yaeger won the conflict. During the absence of the main Imperial fleet, Yaeger raiders were able to completely overcome the planetary defence of sixteen systems, and land troops on twenty others. In addition, the Yaeger had developed a weapon that they used to great effect against the imperial navy. On one of the moonlets of the Oth'Lenar system, the Yaeger had constructed a super laser, near the power of that on the Imperial Death Star. That laser took out thirteen Star Destroyers before the Imperials destroyed it. One of those ships was the Imperiator, the Super Star Destroyer that was Moff Doran's flagship. Because of the paranoia of Moff Doran, nobody who had any great abilities of command was allowed out of his sight, and all those that could have replaced him died on the Imperiator. The resulting state of chaos was ideal for the Yaeger raiders who were able to prey off of Imperial traders with impunity. In the year Y 9,876 the Death Star was destroyed near Endor. Refugee ships began to flood the outer sectors of the settled galaxy. The Yaeger suffered as a result, and were forced back to thirty two systems, not including Yaeger Prime, which was restored to a state of war. However, the Imperial disorder worked in the Yaeger's favor, and by Y 9,895 the Yaeger had taken control of twenty four more systems, but still could not regain Yaeger Prime. In the year Y 9,901, the New Republic began expanding into the Yaeger sector. This is when the campaign begins. Campaigns in the Yaeger Sector: The Yaeger sector is in a period of change, and unlike in many other campaigns, the actions of even a low level party can change the course of the history of the sector, and perhaps even the galaxy. The Yaeger are initially distrustful of the New Republic, and both the Black Serpents and Moff Rulduk are working to form an alliance between the Yaeger and Rulduk's imperial forces. If the Yaeger and the Empire ally, their combined forces would quickly eliminate the New Republic forces in the Sector and begin expanding out into neighboring areas. Later, struggles for dominance of that alliance, and the inevitable moral conflicts between the Yaeger and the Imperial forces could lead to the alliances collapse, or the Black Serpents or Rulduk could obtain complete control. Either of those two forces could pull other anti-New Republic forces under their banner, and possibly change the fate of the galaxy. On the other hand, if the New Republic demonstrates their good faith, and lack of desire for control of the Sector, they could ally with the Yaeger. In this case, they could probably force the imperials from the Sector, though Rulduk is not without resources, and will do his best to break that alliance apart and gain military reinforcements of his own. In addition to that, the other, minor forces could become more than that. Rulduk designed the Chakh Empire to become a credible opponent for the Yaeger, but they might become more powerful than he intended, especially if another group (such as the Black Serpents) decides to turn them into a weapon of their own. With funding and information from two hidden sources, the Chakh would quickly become more powerful than either one intends. The Brennai have yet to become a major force in the Sector, due to the fact that most of their advanced technology will not work outside of their nebula, but if that problem is solved, their weaponry is far more advanced than any other, and they are not friendly aliens. Finally, the Black Emperor remains an enigma. There are those that believe that he is a deluded madman controlled by the Shadow Dragons, and there are also those that maintain that he has demonstrated knowledge of information that only the Emperor was privy too. In addition, the Confederation of Unaligned Worlds could become more powerful, if the Chakh Empire takes major defeats, and races turn to them for support. In addition to wide ranging political and military conflicts, the Yaeger sector is a fertile ground for the actions of smugglers and legitimate traders of various sorts, as many of the goods of the core worlds (such as Kessel spice and ion cannons) are virtually unknown in the Yaeger sector, and many of the goods of the Yaeger sector (plasma guns, Ulfgar technicians, etc.) would find a wide market among the worlds of the rest of the galaxy. Intrigue and counter-intrigue have reached a fever pitch in the Yaeger sector in the last few years, as the future of the sector (and perhaps the galaxy) is undecided. Assassins and bounty hunters have begun to filter into the sector, as many of the factions can't trust the Black Serpents to take care of their business for them, and the number of critical targets for abductions, recovery, and assassinations has been going up steadily. Finally, the Shadow Dragons have become aware of the New Jedi Academy, and seeing the relative weakness of the only other organization of force users, have become interested in destroying the Jedi while they are still weak. A failed attempt would almost certainly bring Jedi into the sector to investigate. All in all, the Yaeger sector is a fertile ground for adventurers of all types. Book 1: The New Republic Chapter 1: Introduction Hey, how you all doing? My name's Ithkiyr Gond, but everybody calls me Ith. Or Firefly. But don't inquire to deeply about that last one. So, you fellows new around here? You come highly recommended. Anyhow, let me tell you one or two things about this corner of the Sector. For one thing, the Republic hasn't been here long, so there are still a couple of things that they haven't taken care of yet. Like Pirates, bandits, and Imperial bases. But that's realy the story of the sector. Anyhow, I'll take you all around. Pack into my ship, you'll all fit. She is a beauty ain't she? I got one of the locals to work with her, and she can pull some tricks you've never seen before. Point of advice: Keep your eyes open, and if you see a big hairy fellow with a hydrospanner, get your stuff taken care of by him. They call themselves Ulfgar, and they can work magic with anything mechanical. Well, strap yourself in, and I'll take you on the whirlwind tour. The New Republic in the Yaeger Sector: As the New Republic attempts to expand into the Mid Rim areas, it tries to push out pockets of Imperial influence, so as not to have an enemy army within their borders. The Yaeger sector is one of those areas. The empire had long tried to keep what was going on in the Yaeger sector a secret: After all, if word got out that there was an area that was resisting Imperial control, others might begin considering their own resistance. In addition, the Yaeger's plasma guns that were marginally superior to the blasters that had been standard since before the Clone Wars. Until they learned how to construct them, they didn't want them in anyone else's hands. It was an outlying sector, far from the usual spacelanes, and word did not get out. After the New Republic captured Coruscant, they discovered records of the existence of the Imperial venture in the Yaeger sector, but most of the details were lost. General Caggfyn McCrain, a veteran of the Rebellion, was assigned to the Yaeger Sector. He has been given a fairly large amount of resources to rid the area of Imperial control, and to bring it under the banner of the New Republic if possible. General McCrain had liberated fourteen systems from imperial control, and incorporated them into the New Republic before he encountered the Yaeger. Five of the planets that he has liberated, Dumak, Al'Geneb, Thoria, Shellshaar, and Griant were formerly Yaeger worlds, and the Yaeger nation wants them back. Organization: The New Republic forces in the region are bound by the decisions of the central command. Relationship with the other powers: The New Republic is not yet sure that the Yaeger are all that they claim. Black Serpent agents that have infiltrated the chain of command of the New Republic, have raised the possibility that the Yaeger nation never really existed, and that it is merely a front by Imperial planetary governors that are looking for a way to maintain control of a region of space during the New Republic era. What the Black Serpents hope to accomplish through this course remains unclear. It is entirely possible that the Shadow Dragons are working to force war against the New Republic, and then an alliance with the Empire, an alliance that they intend to control. New Republic Campaigns: The New Republic sphere of influence is a good place to start Yaeger Sector campaigns, for a number of reasons. First of all, travel between this part of the sector and the rest of the galaxy is far more constant than in any other part of the sector, allowing for the introduction of a new group to pass with relativly little stir. Secondly, it will be fairly easy to fill characters in on the background avaliable to individuals coming in from outside, as there isn't that much avaliable, whereas starting a campaign of Yaeger characters would require a fair amount of reading on the player's parts. Finaly, the New Republic is the only group that welcomes individuals that have no affiliation with their ideology, an ideal situation for GMs that want their PC groups to chose which side they fighting for based on experience rather than preconceptions. It is to be noted that campaigns that start in the New Republic's sphere of influence would be rather limited if they remained in that area. At the start of the campaign, the NR only controls fourteen out of the nearly three hundred systems of the sector, and while that sphere of influence will probably expand, it will probably not expand all that quickly, especialy as their initial foothold is located directly at the border between the Yaeger and Rulduk's Imperium, and any agressive action could cause retaliation all across their border. Therefor, campaigns that start here will be inclined to expand into the Yaeger and Imperial areas. The sorts of campaigns that can be set in this area are quite varied. Traders and smugglers will atempt to set up trade routes and smuggling runs across the borders of the other groups. Scout's reports on the rest of the sector will be highly sought after by the New Republic, and Riyiur Port will probably become something of a meeting ground for celebrated scouts from nearby sectors. Crimelords and corporations will approach open warfare for control of their pieces of this new sector, and will be hiring mercinaries and others to foward their interests. And as this is a combat zone, New Republic fighter pilots and captians of larger ships will find themselves engaged in open warfare, and in trying to rid their corner of the sector from it's above average numbers of pirates and other raiders. Chapter 2: Important New Republic systems of the Yaeger sector: Riyiur Type: Gateway World Region: Border Regions Trade Route: Yaeger Central Path, Long Path Sector: Yaeger Sector Strategic Location: Edge of the New Republic Sphere of influence closest to the Ishirin feeder of the Corellian Route. Temperature: Warm, reaching 50 C. during the summers Atmosphere: Breathable, with very high quantities of water vapor and methane. Hydrosphere: 73% of Riyiur's surface is shallow oceans and swamps, with an average salinity of 4-12%. Gravity: 102% Standard Terrain: Mostly flatland, with several razorback mountain ridges. Mineral Resources: Riyiur is fairly mineral poor, with some small reserves of gold, iron, and duridium, and one or two midsized deposits of low grade firestones. Length of Day: 49 Standard hours Length of Year: 257 Local days Sapient Species: Humans. Capital City: Riyiur Port is the first, and so far the only city on the planet. It has a permanent population of around 57,000, and a transient population of nearly twice that. Other Cities: None Starport: Riyiur Port has a pair of Planetary class starports, and a galaxy class starport is being considered. In addition, there is a third Planetary class starport, which is used exclusively for government ships. Population (within ± 1%): See above Planet Function: Gateway world Government: New Republic Planetary Authority Tech Level: New Republic Standard Major Exports: Food, workers, raw materials, processed goods, etc. Major Imports: None System: Star: Elkana (orange giant) Name Planet Type Moons Gethrul Scalding Rock 0 Lumen Jungle World 4 Riyiur Gateway World 2 Siapur Ice World 1 Fsheq Frigid Rock 7 Gamrul Frigid Rock 3 System Capsule: Gethrul: With average surface temperatures somewhat higher that those that usually produce life, Gethrul has little of interest to recommend it. Lumen: This jungle world is home to a wide variety of deadly sub-sentient life, but is primarily noted for the luminescent trees that form it's forests, causing the planet to glow more brightly in the night sky than either of Riyiur's two moons, and often render it visible as a bright spot in the sky throughout the day. Riyiur: See Below Siapur: A frigid, blue-white ball. Fsheq: A bright, almost fluorescent yellow, Fsheq has vast reserves of sulphur and phosphorous, harking back to an earlier volcanic period. Gamrul: A silvery globe, Gamrul has little of interest on it's dead cold surface. Planetary Capsule: Flora and fauna: Riyiur is primarily a swamp world, with vast saltwater marshes covering most of the planet. These marshes are home to a wide variety of aquatic life, mainly mammalian fish equivalents, but also saurithscian multilegged predators called Khluyak, birdlike lizards of many varieties, gigantic mammalian herbivores, called Itlann who use the legs for ambulatory purposes, and the saltwater to keep their bodies off the ground. All these creatures are hunted by the packhunting bearlike Yumit, who, despite their diminutive size, are known for their ferocity. Aside from the mostly flat, medowlike marshes, Riyiur's other major ecosystem is the Lughan forests. These mangrovelike forests are home to many of the same basic life forms as the marshes, but in somewhat different forms. Lughan Yumit have less distinct webbing on their paws, and their claws are designed for climbing in addition to rending. Lughan Khluyak have a dark brown coloration that allows them to pass as detached trunks or tree limbs, and so on with the other species. In addition to these variations, the forests are home to arachnid creatures, called Shivlers, which are very deadly, and not found anywhere else. Finally, there are several razorback ridges on Riyiur which are home to the lizardlike birds, almost exclusively, and many the species of those creatures fly great distances to breed and nest on those ranges. Their guano is very high in nutrients, and would make an excellent fertilizer, if the mounds of guano on and around these ridges were ever mined. Sentient Species: Riyiur is not home to any native sentient species, though some colonization groups have been setting out across the surface, with a fledgling Shallitan community in one of the Lughan forests being the largest of those settlements. History: The Elkana system is the Yaeger system closest to the standard galactic trade routes, and Riyiur is it's most habitable planet. In order to keep some control of the traffic headed into and out of the Yaeger sector, the New Republic has kept the direct hyper-routes to the other Yaeger Systems a military secret, and set up a customs and inspection station up at Riyiur. All those ships that are not willing to make runs through uncharted space must pass through the Elkana system on their way to the rest of the Yaeger sector, and New Republic patrol craft make sure that all of those ships stop off at Riyiur. There, safety inspections are performed, ship's manifests are checked, identification papers are examined, and a fair amount of bureaucratic red tape must be taken care of. The Yaeger Nation is an unknown factor at this point, and the New Republic wants to assure that it's citizens are at their best behavior when in contact with them. The entire inspection and registration process usually takes around four days, and only the ships owner is required in Riyiur port for most of that time. Other crew members and passengers are free to wander the cantinas and duty free shops of Riyiur port, or to hire a skimmer and go and see some local wildlife, and maybe shoot it. Military craft also have to pass through Riyiur, but they go through a completly different starport and registration system. These craft are simply inspected for battle-readiness, and crew papers are registered. This process seldom takes longer than two days, but most captains let their crews take shore leave for several days, as the Yaeger Sector has been classed as a combat area, making any avaliable R&R more than welcome. Species of Riyiur: Yumit These creatures are very deadly amphibious predators of Riyiur. Around a meter in both height and length, and nearly three quarters that in width, Yumit have stocky and powerful builds. They have four short, powerful legs, with broad, webbed feet. Yumit tend to be brown in color, with white or silver bellies. They have a very large jaw, out of proportion with the rest of their body, which houses four saberlike slashing tusks, which can open very serious wounds on just about any target. Yumit are a pack creature, with around twenty members per pack. They bear their young live, which then live in parental pouches (all three Yumit sexes have young pouches) for the first year or so of their lives. In their natural habitat, they tend to swim through the marshes in loose groups, with members breaking off to hunt passing mammalian fish, until larger prey is sighted. At this point, they submerge, and fan out, surrounding their prey. The circle then closes, and they attack. Yumit try to slash the tendons in their target's ankles, or bite through their fins or flippers on the first attack, as they really cannot outrun most of the inhabitants of the marshes. Once that technique is preformed successfully, they try to open as many large wounds as possible, in order to cause the prey to bleed to death as quickly as possible. Once the kill is made, the pack will stay there until it is almost completely stripped, or until they are driven off by larger creatures, such as the Khluyak. DEX: 5D+2 Brawling parry 7D+1, dodge 6D INT: 1D PER: 1D+2 Hide 3D+1, Search 4D+1, Sneak 3D STR: 6D Brawling 8D, climbing/jumping 7D (10D for lughan Yumit) Move: 7, 22 Swimming (14 for lughan Yumit) Special Abilities: * Natural Weapons. Claws: STR+2D, Bite: STR+3D+2 * Amphibious Adaptations: Yumit can remain submerged for up to an hour, without requiring any air at all. Their fur is quite insulative, and coated with a thick layer of natural oils, protecting them from the effects of constant exposure to Riyiur's briny water. * Camouflage: Due to their coloration and silent swimming stroke, Yumit double their hide and sneak rolls when swimming in Riyuir's swamps. Weaknesses: * Yumit are not very bright creatures, and many have been known to injure themselves gnawing at walker feet and similar substances. They are also easily trapped and killed, and if any value were to be found in their hides or other body parts, their population would drop precipitously. Dumak Type: New Republic headquarters. Region: Border Regions. Trade Route: Yaeger Central Path. Sector: Yaeger Sector. Strategic Location: At the outer edge of the Imperial/Yaeger contested regions, Dumak has become the center of the New Republic's sphere of influence. Temperature: Warm. Atmosphere: Breathable (type I), with larger than average concentrations of oxygen and aromatic compounds. Hydrosphere: Less than 6% of the surface of Dumak is of water, of which 98% is of salinity 3% or lower. Dumak has very limited subsurface water reserves. Gravity: Normal. Terrain: Unbroken plains cover the entire planet. Mineral Resources: Very limited. The entire planetary core seems to be formed of a glasslike semi-liquid with no known uses, and the crust is little more than decomposed plants and animal life, with some meteoric deposits. Length of Day: 20 standard hours. Length of Year: 325 local days. Sapient Species: Humans, Koths Capital City: The New Republic has established a small compound called Dumak Landing. Other Cities: There are several ruined Imperial garrisons on the planet that had been built over the remains of the original Yaeger structures as per the orders of Moff Rulduk Starport: The entire surface of Dumak seems ideally designed for landing starships, but the New Republic base has recently installed a Landing Strip class Starport near it's compound. Population (within ± 1%): 13,231 Humans, 745 Koths, and assorted aliens associated with the base (12 Sulustians, 3 Mon Calmari, etc.) Planet Function: New Republic outpost, capital of their Yaeger Sector presence. Government: Ruled by the New Republic navy. Tech Level: Standard New Republic military, though all goods are imported. Major Exports: None Major Imports: All goods are imported System: Limdius Star: Limd (white dwarf) Name Planet Type Moons Bikor Molten Rock 2 Dumak Plains 0 Blirnoth Gas Giant 12 System Capsule: Bikor: A fairly large planet, close to the sun. There is some evidence that it had once been a populated planet further from the sun, but when Limidus flared up to it's Giant state, Bikor had been sterilized, and then dragged in after the collapsing sun. Blirnoth: A very large gas giant, Blirnoth is nearly stellar in size. Two of it's moons, Rikeen and Shore, are capable of supporting life. Planetary Capsule: Flora and fauna: The entire planet (except for the small oceans), is covered with a thick layer of a heather like plant, called Rith. There are no large native fauna, with some invertebrate and small mammals being the largest native creatures. Sentient Species: The only native sentients of the planet clearly aren't native. A small population of a primitive insectivorous people, called the Koths dwells in small villages near the polar regions the planet. the Koths apparently were introduced from nearby Al- Geneb, where much larger populations of the Koths live, supremely well adapted to their environment. On Dumak, the most pressing problem they face is starvation, as there are simply not enough creatures that they can eat to keep a large population alive. In addition, it is somewhat less humid an environment than the Koths are designed for, and they have developed a fair number of diseases due to their poor adaptability and to their shrinking gene pool. The New Republic's bases is the location of the only other sentient population, primarily human, but with a fair number of members of other races. History: Dumak doesn't have much of a history... yet. About two thousand years ago, a population of Koths was released on the planet by person or persons unknown. Around a thousand years ago, the planet was claimed as an Ien Yaeger outpost, which it remained until the imperial attack. The Imperials captured the world, and it remained in Imperial hands until the New Republic attacked and claimed the world as it's own. The Yaeger do not agree with that claim, as it had been their world for a lot longer, and this is one of the points of conflict that are likely to emerge between the Yaeger and the New Republic. The Raljiis System System: Star: Raljiis Name Planet Type Moons Meirra Scalding Swamp 2 Girgasoom Reef Planet 4 Ostvego Cold Planet 1 Astimir Gas Giant 5 Oetgaa Ice World 0 Narro Gas Giant 1 Ifllier Gas Giant 18 System Capsule: Meirra: With ambient tempratures averaging near 70 Centigrade, Meirra's swamps are very hostile to human and similar life. Little exploration of this planet has been attempted. Girgasoom: See below. Ostvego: See below. Astimir: A gas world with reserves of gasses similar to Tibianna. The New Republic has a small gas mining facility in the clouds of Astimir, supplying the needs of EFS-93, a space station in construction near Girgasoom. Oetgaa: A small and frigid world with little of interest Narro: Relativly small for a gas giant, Narro has a single, large moon, Iryis, which may support inteligent life. Ifllier: Large, just sort of solar size, Ifflier causes a good deal of irregularity in the orbits of the other planets of the Raljiis system. GIRGASOOM Type: Reef world Region: Border Regions Trade Route: Yaeger Central Path Sector: Yaeger Sector Strategic Location: At the center of the New Republic's sphere of influence in the Yaeger Sector. Planetary size: Medium/Large Temperature: Warm, with average tempratures from 22-45 degrees centigrade. Atmosphere: Breathable, slightly over-rich in oxygen and water vapor. Hydrosphere: Most of the planet is covered with a fairly saline ocean. This ocean averages 11% salinity, with areas of greater and later amounts of salinity. In addition, other substances in the water (primarily tritonine and fluid histonite) give the waters of Girgasoom both a greater density than normal seawater, higher conductivity, and a greater oxygen bearing capacity. Gravity: 97% Normal Terrain: Those areas of the island that are not ocean are either coral atolls or islands. The ocean floor of Girgasoom is fairly flat for the most part, with a number of of upthrusts, ridges, and submerged mountian ranges breaking the monotony. It is on these higher elvations that the reefs first formed, though many of Girgasoom's corals have adapted for the conditions of the deep oceans. Mineral Resources: Large quantities of high grade limestone and other metamorphic rocks. Several seabed areas have large quantities of exposed pure metals, such as silver, gold, and durium. Length of Day: 34 Standard hours. Length of Year: 256 local days. Sapient Species: Asramul, Mon Calmari. Capital City: Yurian, a partialy submarine city that covers the largest atoll on the planet Other Cities: Atimuk, Shelbar, and Rissoom are the other major amphibious cities, and there are numerous smaller submarine and terrestrial population centers Starport: Yurian has a small planetary starport, and the New Republic has been working on the construction of a floating planetary class starport, "Girgasoom pad", which is already partialy operational. Other than that, there are few large storms on Girgasoom, and any ships capable of amphibious landings are virtualy garauntied a smooth landing. Population (within ± 1%): 2.48 billion Asramul, 45,310 Mon Calamari, 3,120 humans. Planet Function: Asramul center of government and homeworld. Government: Democracy, with only Asramul having the vote. The Asramul have sent their first representitive to the New Republic Senate this year, as the official representitve of all New Republic members in the Yaeger Sector. Tech Level: Medium space. Asramul tend to work with natural materials, but at quite sophisticated levels. Their spaceships are made primarily of glass, ceramics, and small amounts of minerals, but manage to preform near galactic standards. Major Exports: Asramul techinal objects, art, and manufactured goods, limestones, some raw materials. Major Imports: Galactic technology, liquid capital. Planetary Capsule: Flora and fauna: Girgasoom's ocean floor is nearly entirly covered with coral reefs of various types. Home to the seemingly infinite variety of life that reefs support, the reefs of Girgasoom are somewhat like the forests of other worlds, with different reef types at different elevations, and substantial variations between reefs of similar elevations depending on their relative position on the planet. One example of a reef type is the semi-surface reefs of Liranga (upon whose largest upthrust Yurian is built), a warm water, high elvation reef, inhabited by Ryun Electric Lizards, Dotomite sharks, and numberless other creatures. The Shilun slope reef is another example of a Girgasoom reef. Fed by the detritus of the high elevation reef above and by the geothermal heat of the seafloor beneath, the Shilun reef is home to Giant Tibron eels, Kilmok stingers, and Bruthi Silicoids. There are several species that are found all across Girgasoom. The large and deadly Reef Crocidile can be found in just about all the shallow water reefs, and is partialy amphibious in nature. Protocephalous Chrien Webs stretch thier stinging tentacles across the higher levels of the deeper areas, and the deadly Yellow Shark can be found in virtualy all the deep reefs. Sentient Species: The tall, amphibious Asramul are the only inteligent inhabitants of Girgasoom. History: The Asramul have lived on Girgasoom for quite a long time. Natural diplomats, they have maintained peacefull relationships with the other races of the sector, either with military might or with payments of tribute, depending on the situation. Their technology developed in naturalistic directions, trying to imitate and make use of natural substances and shapes, producing their beautifull Nautilus Cruisers and other spacecraft, as well as many more domestic devices. As Girgasoom is fairly close to the edge of the Yaeger Sector nearest to the Galactic trade routes, the Asramul have had more contact with galactic citizens than other races of the Sector. After learning about the New Republic, the Asramul investigated, and made the descision to join the New Republic. Since then, Girgasoom has been visited by numerous New Republic members, and has become somewhat of a resort world for Mon Calmari and other amphibious races. Asramul Homeworld: Girgasoom Other planets inhabited: Ostvego, Uiri Appearance: Asramul are an amphibious race, spending most of their time underwater. They quite tall, almost four meters in height, with a mottled orange, yellow, and purple skin that allows them to blend in very well with the shallow water reefs of their homeworld. Due to their primarily aquatic nature and large size, they have very powerful muscles, which are required to push their bulks through water. They are rather angular for all that, with long, thin limbs, a rather slender torso, and a long, thin head. Omnivores, the Asramul prey on fish for much of their food, while relying on corals, kelp, and other sealife for certain essential nutrients. Asramul have four independently focusing eyes, that are set in non-flexible stalks, with one set on either side of the forehead and jaw, giving their heads a somewhat starlike appearance. In addition, they have a pair of very sensitive ears, which are fully retractable, tending to remain behind a layer of skin when the Asramul are on the surface, giving them no better hearing then humans. In addition, their four nose-slits are also very sensitive, giving them detection abilities similar to those of sharks, when they are submerged. Leaders: The Asramul are a democratic society, with a single executive and a twenty member legislative/judicial branch, each of whom stand for election every ten years. World view: Known for their naturalistic philosophy, Asramul try to live in harmony with their environment, producing goods and dwellings out of natural substances, and without disturbing their environments. Despite all this, the Asramul are not a particularly pacifistic race, and are quite brutal when fighting in self defence, not stopping until their enemy is completely destroyed. Temperament: Though they try to live their lives without disturbing their environments, Asramul have predator's instincts, and far prefer meals that they hunt down and kill themselves to pre-caught food. Similarly, though they try to co-exist in peace and harmony with all life, they will not hesitate to slit throats when it seems necessary. History and Culture: The Asramul are a quite ancient race, having developed interstellar travel over thirty thousand years ago. However, they never formed an empire of any sort, quite content to remain alone in their little corner of the sector. They did colonize one planet out of their system, Uiri, due to the fact that it was remarkably similar to their homeworld, and due to overfishing of certain areas of Girgasoom. Since then, Uiri and Girgasoom have remained in close contact, with Asramul moving from one to the other in the face of planetary population increases, which are dealt with both by this method and by voluntary population controls. During this period, Asramul developed a very sophisticated culture. Their art, and subharmonic symphonies are quite sophisticated, and may prove to be quite popular in the general galactic arena. All aspects of their culture are based on their realization that resources are limited, and that natures is to be respected, as well as their own predatory nature. Due to the fact that their planet is located near the edge of the Yaeger Sector closest to the slice, they have learned more about the rest of the galaxy than many other races of the sector. Piecing together bits of information and rumor, they developed a surprisingly accurate understanding of the galactic situation, and they welcomed the New Republic's entrance into the Sector, applying for membership to the New Republic almost as soon as the first of their scouts arrived. Since that time, they have developed a quite close relationship with the New Republic, that has proved highly profitable for the Asramul, who have started to learn about the glories of interstellar investment. Tech Level: Medium space. Asramul tend to work with natural materials, but at quite sophisticated levels. Asramul in the Sector: Asramul are viewed as being haughty isolationists, and their immediate adoption of the New Republic Government has raised suspicions among many. A Quote: "Always in motion are the shoals, but their numbers can be predicted with certainty" Spaceships: Asramul's spacecraft are quite unusual, being composed of natural substances, such as glass, ceramics, and small amounts of minerals, but manage to preform near galactic standards. The gorgeous Nautilus cruiser, and the SpineDart fighters are currently the most sophisticated craft that the Asramul produce. Attribute Dice: 12D Attribute Min/Max DEX: 1D+1/4D KNO: 1D/3D+1 MECH: 1D/3D+1 PER: 2D/4D STR: 3D/5D+1 TECH: 1D/4D+2 Move: 9/13, 24/28 Swimming Special Abilities: * Environment: Asramul abilities are all at +1D+2 when they are submerged, and are conversely at -1D+2 when they are not. This is a physiological, rather than psychological penalty, and the penalty doubles for every day that the Asramul goes without at least 10 min. worth of complete submersion, and they will die if kept out of water for more than a week. * Senses: When underwater, Asramul have incredibly sensitive hearing and smell, allowing them a +4D bonus to Search rolls and Perception checks that can make use of those senses. However, this bonus is not nearly as powerful on land, giving them only a +2 bonus to those rolls. However, they can chose to extend their ears from their sheaths when out of water, and get the full benefit of that sense (+3D), but they must roll a Stamina check each round that they are extending to avoid causing permanent damage to their ears (-1 per failed check.) Story Factors: * Technology: Wile Asramul can use the equipment of other races without penalty, they are quite uncomfortable while doing so, and will try to go back to their most aesthetic but less effective tools whenever possible. Ostvego Type: Mining world Region: Border Regions Trade Route: Yaeger Central Path Sector: Yaeger Sector Strategic Location: At the center of the New Republic Sphere of Influence. Planetary Size: Medium/Small Temperature: Cool. Tempratures average at around 0-20 C around most parts of the planet, with substantial variations due to seasons and locations, with the poles being substantialy colder. Atmosphere: Normal. Slightly lower than average oxygen content. Hydrosphere: Much of Ostvego's water is bound up in snowbanks and glaciers that cover much of the planet for much of the year, though Ostvego does have a pair of large, saline, and very cold oceans. Gravity: 105% normal. Terrain: Rough, with large granitic and basaltic outcroppings pushing out through the shallow sedementary level. Posseses a number of high and large mountian ranges, which channel spring snowmelt into high velocity streams that extend thousands of miles from their sources. Mineral Resources: Ostvego has substantial reserves of gold, iron, duridium, transcoll, scandium, corundrum, boron, and diamond. Length of Day: 25 standard hours. Length of Year: 379 local days. Sapient Species: Humans, Asramul, Umrin? Capital City: The largest of the mines on the planet is the Helar complex. Other Cities: There are several other New Republic mines on the planet, including the Helgorin and Farlode tunnels. In addition, foresters have set up a rather sprawling settlement called Albrim, in the southern hempisphere. Starport: Helar has a fully functional planetary class starport, as does Helgorin. All of the other mines have at least a landing strip class starport, though the qualities of those landing strips vary greatly. Population (within ± 1%): 62,520 Humans, 43,394 Asramul, 15,003 Hiltams, 5.98 million Umrin, 1,292 other. Planet Function: Mining world, that supplies most of Gigasoom's wealth, and much of the New Republic's raw materials for their manufacturing in the sector. Government: The planet is ruled by the Asramul, as a full member of the New Republic. The planetary governor of the world is an Asramul, Githolakka Nikeb. Tech Level: The tech level of the mines is at a high space level. If the Umrin are inteligent, their tech level can be described as sub-stone. Major Exports: Raw materials of many types, including metals, gems, and Kiy wood. Major Imports: Processed materials, foodstuffs, laborers. Planetary Capsule: Flora and fauna: The prolific Kiy pine is the defining flora of Ostvego's Land masses. These large conifers produce quality lumber, and forests of these trees support a wide variety of life. Usualy having thin deep green leaves, covered with a thick layer of snow, the Kiy forests bloom for two months of the year, during Ostvego's brief summer. When in bloom, the pines are covered with giant gold and purple flowers, totaly changing the usualy bleak aspect of these forests. In addition to the Kiy pine, these forest have several related species of trees, and a number of different varieties of scrub and thorn bushes. The Kiy forests are inhabited by a wide variety of life forms. The herbivorus Ghtuk, Mimran, and Lhosi, Mamrosids, a feline carnivore, Rime Wolves, and Slithers, a creature that preys from beneath the snow layer, and hibernates during the summers. In addition to these creatures, the Umrin is the primary denizen of the forests. Sentient Species: Ostvego is home to a single semi-intelligent race, the Umrin. These white furred creatures have a viscous, homicidial sort of intelegence, having no qualms about killing and eating that moves, intelligent, Umrin, or other. They have no use for tools or language, and the only sign of inteligence they display are the somewhat intracte traps they are known to set for unwary foresters and miners. During Ostvego's brief summer, the Umrin are easier to spot, and find it harder to catch food, thusly, they tend to eat larger amounts of food before the summer, and spend those months mating, and living off stored fat. Thousands of Umrin are killed each year by the summer floods, and many others do not have enough stored energy to last them through the summer months, leading to large die offs right before the winter season starts. There is some evidence that indicates that after unusualy short winters the Umrin overcrowd their territories, and explode over the planet, destroying everything in their paths. However, this has not happened since the Asramul and New Republic have settled the planet, and the evidence of this occurance is tenuos at the best. History: Before the New Republic entered the sector, the Asramul had set up a few scientific stations and listing posts, but they had little need for the materials that Ostvego is so rich in. When the Asramul allied themselves with the New Republic, Admiral McCrain saw Ostvego's resources as the ideal supply for the raw materials of a New Republic Space Station in the Yaeger sector. That station, EFS-93, is currently in construction in the Raljiis sector. Mamrosids These felinids are sleek carnivores of Raljiis, capable of taking on even the deadly Umrin. Often nearly two meters in length, and around 40 centimeters at the shoulder, Mamrosids are quadropedial, somewhat mink or otter like in form, but with larger and more powerfull legs and ankles, tipped with scimitar like non-retractible claws. During the winter, Mamrosids have heavy, pure white fur, with a thin, light green pale stripe running down their backs. During Ostvego's brief summer, that coat falls out, and a mottled grey and black coat of a similar nature, fills in. Mamrosid's eyes are usualy either violet, green, or a brilliant blue, set in wide, feline features. These creatures are usualy solitary, coming together during the summer to mate. Mamrosids have yet to breed in captivity. They are an egg laying species, with two to twelve eggs layed in a clutch. The eggs are kept warm by a layer of rotting Kiy blooms in a deep burrow dug by the parents. A mated pair will stay together until the young can fend for themselves, usualy a full year. Mamrosids are very inteligent creatures, and can make unusal and affectionate pets. However, they are powerful predators, and casualy violent, not hesitating to take a swipe at anything that annoys them. In the wild, they live for around twenty years, but they can live for much longer in captivity. Mamrosid hides are quite valuable, bringing up to two hundred credits apiece on the galactic market. DEX: 3D+2 Brawling parry 4D+1, dodge 5D, running 5D INT: 2D+1 PER: 3D+2 Search 4D+1, sneak 4D, hide 6D+2 STR: 5D Brawling 7D, climbing/jumping 8D+2, swimming 6D+1 Move: 31 Special Abilities: * Natural Weapons. Bite: STR+2D, Claws: STR+2D+2, or STR+3D+1, when all four are used at once. The second attack is usualy used after a leap, or when the Mamrosid pounces from an overhanging branch. * Camoflouge: The fur of the Mamrosids in their winter phase gives them a +2D bonus to their hide and sneak rolls when in snow covered surroundings, and their summer coat gives them a +2 bonus to those rolls in their ordinary surrounds. * Fur: The fur of Mamrosids is highly insulative, keeping their body temprature stable despite great extremes of temprature, though they often have trouble with the higher heat levels of the summers. This insulation also protects them from the bitter cold of Ostvego's water, a protection that is required even during the summer. Slithers These creatures are one of the more unusual creatures of Ostvego. Related to reptiles and saurithiscians, Slithers are warm blooded, scaled creatures, whose dark purple blood has many properties in common with anti-freeze. In form, Slithers are somewhat flounder-like, having a broad, flat central body, with their eyes and mouth located on the upper surface. Around the fringe of that body are a number of 3 to 5 meter long rope like tentacles, which the Slither uses for locomotion and for hunting. Slithers are typically a pristine white in color, though grey are pale tan varieties are known. Slithers are unisexual, fertilizing themselves and laying a clutch of ten to twenty eggs two or three times a year. Slithers rely on the snow cover of Ostvego to allow them to catch their prey. They rest beneath the snow layer, and wait for vibrations to alert them to the presence of prey. Once prey is detected, they slide beneath the snow until they are beneath their desired target, and then lash out with their tentacles. Usually, Slithers can strangulate their prey before anything can touch them, but if something tunnels down beneath the snow to their level, they can flee beneath the snow at a far faster rate than most other creatures. DEX: 2D+2 INT: 2D PER: 4D+2 Hide 7D+1, Search 7D+1, Sneak 6D STR: 6D Brawling 8D+2 Move: 9, 6 Beneath snow Special Abilities: * Natural Weapons. Slither's tentacles are highly effective in combat. When it scores they score a hit, they loop around a limb of the target, effectively immobilizing it, as well as exerting crushing pressure on the limbs it catches. (Use the hit location chart to determine where the arm hits on a successful roll. Once a tentacle hits, it remains on the limb that it has lodged on until the target dislodges it with an opposed strength roll. As long as a tentacle remains, it immobilizes that limb, and causes 1D damage a round. When one catches the torso, it does only 2 damage, and does not immobilize the torso. When one lodges on the head, it causes 3D+1 a round, and the target must make a stamina roll each round to remain conscious. Up to three limbs can loop around a single target each round.) Weaknesses: * Projectile Weapons: Slithers have yet to learn how to deal with projectile or energy weapons of any sort, and Slither traps are quite effective and deadly, as they home on to a pneumatic thumping device, and then get blasted through their centers. As Slither hides and blood are quite valuable, their population has reduced substantially around inhabited areas. As these creatures act as a check on Umrin population, the long term effects of predation on them may turn out to be quite dangerous. Umrin Homeworld: Ostvego Other planets inhabited: None Appearance: Umrin are tripedial, and have three arms. These limbs are thick and powerful, and are attached to the an equally wide torso. Umrin have horn claws on each of these limbs, and a pair of short, thick, foreword pointing horns atop their heads. Their mouths are broad, and their lower jaw has a backward bending joint that enables them to swallow small animals whole, and to take huge bites out of larger prey. Their entire bodies are covered with a thick layer of matted white or light yellow hair, which gets a good deal thicker on their heads, calves, and forearms. Leaders: Umrin are pack creatures, with the strongest male leading the group. When a pack member gets to old or weak to hold his place in the pack, he gets left behind or eaten by the other members of the pack. World view: Umrin can be said to view the world through a homicidal red haze. They hate everything not Umrin, and just about everything Umrin, for most of the time. They will not hesitate to kill and eat other sentient species, and will kill and destroy even when not hungry, simply for the pleasure of destruction. Temperament: See World View. History and Culture: Umrin have lived on Ostvego for several hundred thousand years without developing any history or culture of any sort. Every once in a while an Umrin with a much greater capacity for intelligent thought and artistic expression is born, but these are invariably killed by their kin. Tech Level: None. Umrin in the Sector: Classed as being semi-sentient by the New Republic, the Umrin have been causing problems for the miners and foresters of Ostvego, though the numbers of Umrin that attack at once are seldom large enough to get them past the initial defenses. A Quote: "Aaaarrrrrruughghgghggggggaaa" Spaceships: None. Attribute Dice: Attribute Min/Max DEX: 2D+1/6D+2 KNO: 0D/1D+2 MECH: 0D/1D PER: 2D/3D+1 STR: 3D/7D TECH: 0D/1D Move: 11/15, Special Abilities: * Skill Bonuses/Penalties: When in snowy conditions, Umrin gain a +2 bonus to all their skills. When in other conditions, they suffer a -1D penalty. In addition, they must pay three times the CP cost to advance skills that require either tool use or interpersonal interaction, and suffer a -2 penalties to skills of that type throughout their lives. * Natural Weapons: The claws and horns of the Umrin inflict STR+2D damage each, and one of these attacks can be used in addition to the bite attack without any penalties. The bite itself inflicts STR+3D+2, and often carries infectious diseases as well. Story Factors: * Reputation: Known as being insane and powerful killers, an Umrin who attempts to fit into galactic society will have to overcome a good deal of hostility and prejudice. * Population Cycles: Unlike many of the species of Ostvego, Umrin have no adaptations to protect them from the planet's brief summer. Due to this fact, large numbers of Umrin die at toward the of the summer, which acts as a population check. When the summer is short enough that these die offs do not occur, massive packs of Umrin form, destroying everything and depleting the available resources. Do to the resultant poor hunting, few Umrin indeed survive the next summer, giving the forests a chance to recover, as the Umrin population rises to ordinary levels. Al-Geneb Type: Under-developed world. Region: Border Regions Trade Route: Yaeger Central Path, Breakneck Run Sector: Yaeger Sector Strategic Location: At the edge of the Yaeger and Imperial spheres of influence, currently near the edge of the New Republic sphere of influence. Temperature: The light side of Al-Geneb is uniformly tropical and above in temperature. The dark side of the planet is usually sub-arctic in temperature, with exceptions caused by large stands of heat emitting plants or near live volcanos. Atmosphere: The atmosphere is standard, though mostly thicker on the light side, and less well oxygenated on the dark side. Hydrosphere: The surface of the light side of the planet is around 45% water, of which 90% is of salinity 2% or less. The dark side is nearly 90% covered with a layer of mostly pure ice. Gravity: Normal Terrain: Varied. The light side is mostly tropical jungle and the dark side is mostly arctic tundra and mountains, though the light side contains many large and impressive mountain ranges, and the dark side has a number of stands of Groundtap trees, and open volcanos. Mineral Resources: Rich. The planet contains massive stores of Tripotash crystals (necessary for the construction of Plasma weapons), gold, blue diamonds, and felvine (an ore useful in Durasteel production). Length of Day: 11,545,830 local years. Length of Year: 387 standard days. Sapient Species: Humans, Koths, Vurduvi on the light side, Humans, Shamblers, and Kiriku on the dark side. Capital City: There is no city that is acknowledged as the capital by all parties (see below) Other Cities: Thestos is the New Republic outpost on the planet (located on the light side). Yithim is the imperial capital, that is still defended by Imperial troopers (located on the dark side). Uthsor is a treaty city that is the capital of the Vurduvi and the Koths (light side). The Shamblers live in no place long. Rith Grove is the capital of the Kiriku. The Yaeger have a concealed mining colony called Yiergad (dark side) and an abandoned mine on the light side (Thinrinm). Starport: There is a planetary starport at Thestos and concealed starports of that type at Yithim and Yiergad. In addition, a pirate organization lead by Tamon has built a landing strip class starport at the edge of the light side. Population (within ± 1%): 232,000 Humans, 335,000 Koths, 1,430,000 Vurduvi, 54,000 Shamblers, 112,000 Kiriku. Planet Function: Contested area. Government: Koths: Tribal. Vurduvi: Noble castes rule in a highly formalized empire. Shamblers: Anarchy. Kiriku: Theocracy, with their nature priests ruling. Tech Level: Koths: Stone Age. Vurduvi: medium steam. Shamblers: None. Kiriku: medium metal working. Major Exports: Minerals, Silverwine, Vurduvi fighting swords. Major Imports: Tech. System: Star: Shiom Name Planet Type Moons Limkon Scalding rock 1 Ulm Scalding rock 0 Windorr Desert world 2 Al-Geneb see above 1 Srijj Gas Giant 4 Dwyer Gas Giant 8 Fimor Frigid Rock 3 System Capsule: Limkon: A molten world with substantial reserves of nickel and uranium, mining is impossible due to the great heat of the world. Ulm: Slightly cooler than Limkon, Ulm has been strip mined by various operators, with minimal yields. Windorr: Home to some human moisture farmers, and some rather ferocious native creatures, Windorr has minimal resources. Srijj: Two of Srijj's moons (Yimin and Ufth) are home to native sentient populations. Dwyer: Home to ferocious storms, Dwyer features prominently in the myths of many of Al-Geneb's native species. Fimor: A desolate rock of no value, Fimor is uninhabited. Planetary Capsule: Flora and fauna: The light side of the planet is mainly defined by the wide variety of life typical of tropical jungles, with broad leafed vines predominating, and a wide variety of exo-skeletal creatures as the primary fauna. The dark side of the planet is a more unusual environment. By all rights, it should be a desolate wasteland, but the Groundtap trees changed that expectation. Living off geothermal energy, groundtap trees are capable of sending roots several kilometers into the ground, and draw lava up to the surface. They produce thousands of seeds every year, which they float on the whipping winds of the dark side of the planet. Most of the seeds never germinate, but those that happen to land on a volcanic surface will sprout, sending roots down to great depths at great speeds, pulling lava up to the surface, where they live off of it's heat energy. Because of this life style, the Groundtap trees are highly resistant to heat, and tend to live in clumps, where seeds found an open lava flow. The Groundtap clumps are home to a variety of unusual lifeforms, including the bat-like Shimihtal, the deadly Lava Serpents, and the arboreal, intelligent Kiriku. In addition to the groundtap tree clumps, the dark side of the planet is also home to some other creatures, adapted to extreme cold. The massive Shamblers are the most impressive of those creatures. Standing over 4 meters in height (up to 6 meters for the oldest Shamblers), these solitary creatures roam the wastes of the dark side, hunting the swift Grusha and the horned Mirkeic, and eating the Fitris Fungi that sustains both those other creatures. Sentient Species: The Koths are a large, mottled colored exo-skeletal species that eat hundreds of the insect like native creatures a day. They tend to live in nomadic tribes of around a hundred members who are ruled by patriarchal chieftains. The Vurduvi are smaller, light yellow reptilian creatures, who have forged numerous cities out of the jungles. They are omnivorous, and are currently clearing vast swaths of jungle for use as food growing areas. The Shamblers are huge race, covered with a thick layer of midnight black fur. They are solitary, seldom meeting except to mate or fight. They are also highly intelligent, more so than most of the other native races. They have non-opposable digits, and have little desire to see hotter, more cluttered environments. The Kiriku are a golden furred arboreal race, native to the Groundtap groves. They have explored some of the other areas of the darkside, traveling across the wastes in grusha pulled sleighs, which are their equivalent of sea going craft. They are ruled by priest kings that follow a religion that has much in common with the belief in the force, and some of their legendary rulers have been very powerful force users. History: The planet was the Yaeger's primary source of Tripotash crystals for a long time. When the Empire came to the sector, the Yaeger developed many other sources of those crystals, not as profitable, but more easily defended. However, they were loathe to give up their operation on Al-Geneb, and devised a scheme to maintain their presence on the planet. They set up a mine on the light side, and concealed their primary operation on the dark side. Then, they abandoned the new mine on the light side. When the Imperials came, they believed the simplest explanation, and did not find the concealed mine. Now, they themselves have taken refuge on the darkside of the planet. The Yaeger mine has almost fifty years worth of Tripotash production from the richest lode in the sector that it has not yet been able to get off-planet, except for the occasional light freighter run. They want those crystals, and may go to war to get them. In order to allow them to land a military force on the planet, they have steered Tamon toward Al-Geneb. Ideally, the New Republic will not be able to handle Tamon, and they will let the Yaeger deal with him, and strengthen their claim to the planet. They had attempted to gain the planet through diplomatic means, but the Vurduvi, having been recognized as the dominant species of the planet, have applied for New Republic membership, and Admiral McCrain will not reject their appeal. Shoradah Type: Contaminated World Region: Border Regions Trade Route: Long Path Sector: Yaeger Sector Strategic Location: In the New Republic Sphere of Influence Temperature: Greenhouse world (117 C average) Atmosphere: Unbreatheable (29% water vapor, 27% methane, 20% CO, 7% chlorine, 17% other, primarily industrial byproducts) Hydrosphere: 24% of Shoradah's surface is covered with ocean. As that percentage was once much higher, the oceans are currently highly saline boiling bodies of water that are quite sterile. Gravity: 87% normal Terrain: Shoradah's surface is covered with urban ruins and the relict remains of large forests. All of the freshwater streams and rivers have disappeared, and large, briny lakes still remain. Mineral Resources: High. Shoradah has large supplies of crystallized iron, ytterbitrium, diamond, and fairly large supplies of duridium, kalij, and morfol ores. Length of Day: 51 Standard hours Length of Year: 200 local days Sapient Species: L'Brii Capital City: Kuluridus is the subterranean current capital of the L'Brii, while Thafrul City is the old capital that is currently the headquarters of the reclamation effort. Other Cities: Thilibur, Numas, and Ujuroth are the other major subterranean cities, and Old Mazgrul, RS-7, and RS-14 are the primary reclamation centers. Starport: Kuluridus has a planetary class starport supported by a sophisticated airlock system. Thafrul City has a currently non-functional galaxy class starport. Population (within ± 1%): 3.45 Billion L'Brii, 23,000 assorted New Republic personnel Planet Function: Reclamation in progress. Government: The L'Brii are currently ruled by a recently established democracy, whose rules are somewhat fluid at this point. Tech Level: Very Low space. The L'Brii had been at a high industrial level when the Empire claimed their planet. Since then, they have gleaned little bits and pieces of space level technology while working for the Empire. Major Exports: None Major Imports: Decontamination droids, technitions, food, water. System: Star: Abor (Single Green Dwarf) Name Planet Type Moons Shorada Reclamation in progress 0 Boraca Frigid Rock 4 System Capsule: Shorada: See Below Boraca: A pale brown world, Boraca has been considered as an alternate homeworld for the L'Brii, however despite the problems that Shorada has, Boraca is completely inhospitable. Planetary Capsule: Flora and fauna: Once teeming with life, Shorada is currently virtually lifeless. Some relict populations of the hardiest life forms may exist in isolated regions of Shorada, but that is probably wishful thinking on the parts of the reclamation scientists. Sentient Species: The short, centaur like L'Brii were one of two intelligent species native to Shoradah. The other species, the Ulpata, were a less urbanized race that were wiped out fairly early during the imperial occupation, when improper cleansing techniques and the planet's main power plant caused the release of dangerous levels of radiation into the atmosphere. History: Shoradah's early history was not that different from any other developing world. However, when the empire expanded into this part of the sector, they needed a weapons manufacturing source near the front lines of battle. Shoradah was convenient location, and the L'Brii's technology was close enough to space level to allow them to make use of many of the planet's pre- existing manufacturing facilities. Unfortunately for the L'Brii, the Empire needed the weapons fast, and if that meant cutting all available corners, that is what they did. While the industrial technology of the L'Brii had caused some damage to the environment of their world, it was nothing compared to the wholesale destruction that the Empire inflicted on their world. Gradually, the factories moved underground, to avoid the hell that they had spawned, and the enslaved L'Brii followed, to work in the plants that were destroying their planet. Finally, New Republic attacked the Imperial holdings on the planet, and the weapons plants stopped production. However, the planet was left in even worse shape than it is currently. The New Republic's reclamation attempt began soon after, and NR leaders assumed that this project would win the L'Brii over to their side wholeheartedly. This was far from what developed. The L'Brii had developed a more than healthy distrust for humans of all varieties, and they think that the "New Republic" is just another attempt by humans to get something out of them. Due to that perception, there has been no attempt by the L'Brii to take part in or aid the NR in the reclamation effort. Instead, they are not only indifferent, but actively hostile to the reclamation technitions, and there is little or no contact between the surface settlements and the underground cities. L'Brii Homeworld: Shoradah Other planets inhabited: None Appearance: L'Brii are short, squat, centuarian creatures. Seldom more than 1.4 meters tall, and 1.6 long, they have six walking limbs and four manipulative upper limbs. The arrangement of their upper limbs is not symmetrical, with three smaller and more delicate limbs on one side of their torso, and a single somewhat stronger arm on the other side. Most L'Brii have their stronger arm on the left, but around fifteen percent have the stronger arm on the right. These individuals also have the orientation of their internal organs reversed. The L'Brii have brown to black skin, with a thick layer of russet or crimson hair on their heads, forearms, and backs. They have four eyes, arranged in a fashion similar to their arms. These eyes, while individually quite weak combine to grant them vision equivalent to that of humans. Their two large, fur tufted ears are very sensitive, causing them to have quite superior hearing. The L'Brii have no sense of smell whatsoever. Leaders: The L'Brii are ruled by a democratically elected council of elders. Only L'Brii in the last 10% of their races usual lifespan (from 140 standard years on up) can stand for election on this council. It is composed of 51 members, and all issues are decided by a majority vote. World view: The L'Brii have developed a very fatalistic world view in the last few years. The universe is a horrible and unfriendly place, inhabited by malign and powerful forces who have no interest in anything except for their larger political goals. This belief in a constant threat of death and destruction from beyond the stars has lead them to devalue their own abilities and accomplishments. Now, all they desire is to become obscure enough to be ignored, but are afraid to act on that desire. Temperament: The L'Brii are a naturally proud race that has been beaten down by the Empire. Because of this, they tend to be obsequious and passive in most situations, and insanely violent if pushed to far, or if they outnumber their opponents by a substantial percentage. History and Culture: The L'Brii had developed a relatively sophisticated pre-space civilization, before they were contacted by Rulduk's Empire. The takeover of their planet by the Empire was swift and brutal, and they soon found themselves enslaved workers in munitions factories whose waste ravaged their planet. The Empire has been forced off the planet by the New Republic, but the scars of that occupation may have damaged the L'Brii beyond repair. Their planet has been laid waste, they have a total mistrust and fear of all non-L'Brii, and they have a lack of faith in their own, more than adequate technical abilities. Tech Level: Low Space. L'Brii in the Sector: L'Brii are virtually unknown off of their homeworld, though Moff Rulduk has found their servility and natural mechanical skills to be intriguing, and has several breeding populations of them (as well as cell samples, in case he finds it impolitic to retain live L'Brii slaves) at various locations. A Quote: "Please go away." Spaceships: No starships, though they do have several insystem craft with hopelessly out of date weapons and propulsion systems. Attribute Dice: 12D Attribute Min/Max DEX: 1D+1/3D+2 KNO: 1D+2/3D MECH: 1D/4D+1 PER: 1D/4D+1 STR: 1D/3D TECH: 1D/3D Move: 9/12 Special Abilities: * Superior balance: L'Brii's multipedial build enables them to remain upright in the most trying situations. They gain a +4D to bonus to all checks against falling over or being knocked down. Story Factors: * Distrust: L'Brii's distrust of offworlders extends to any of them that do not share that view. Any L'Brii that openly consorts with outworlders will find himself totally shunned by all other members of his race. CZ3 Series Droids These decon droids are the model most commonly used by the New Republic in their attempt to reclaim Shoradah. Produced by one of the smaller Mid Rim technical firms, CZ3's are known for their low price and for their tendency to malfunction. The primary reasons that the NR purchased these droids were due to a lack of local high quality manufacturers, and due to the fact that the natives of Shoradah showed no interest in taking up any of the debt incurred by the purchase of the droids. Since then, the technical staff of the reclamation has made a number of modifications on the CZ3-D9 model that was originally purchased, leading to a wide variety of droids of various abilities all on the same basic model. Model: Harkul Industries CZ3-D9 Decontamination Droid Height: 2.4 meters Move: 12 DEXTERITY: 1D KNOWLEDGE: 2D Ecology 4D, Survival 4D MECHANICAL: 1D PERCEPTION: 1D STRENGTH: 1D+1 TECHNICAL: 1D Equipped with: 2 All terrain heavy treads, wide variety of decontamination tools and materials. Chapter 3: New Republic Personalities General Caggfyn McCrain Type: New Republic General DEXTERITY: 3D Blaster 7D, Brawling Parry 6D, Dodge 5D+2, Melee Combat 6D+1, Melee Parry 5D, Vehicle Blasters 7D KNOWLEDGE: 4D+1 Alien Species 6D+2, Bureaucracy 5D+1, Cultures 6D, Intimidation 6D+2, Law Enforcement 7D, Planetary Systems 6D+1, Strategy and Tactics 7D, Willpower 7D MECHANICAL: 2D Repulsorlift Operation 5D PERCEPTION: 4D Command 8D, Investigation 7D STRENGTH: 3D Brawling 6D+2 TECHNICAL: 2D First Aid 4D Special Abilities: None Force Sensitive: No Force Points: 1 Dark Side Points: None Character Points: 23 Move: 10 Equipment: Personal: Heavy blaster pistol, hold out blaster Other: Commander of the New Republic forces in the Yaeger Sector, with his personal vehicles being a Mon Calimari Cruiser as his flagship, and a RPD Battlemaster as a Command Center for planetary engagements. He has a small estate on his home planet of Mac Morrigan, and tends to listen to Morrigan Great pipe music whenever he can. Capsule: Age: 54 Sex: Male Race: Human Appearance: Hgt: 6'3", Weight: 205 lbs, Skin: Usually tan, rough, and reddened by exposure. Eyes: Grey, Hair: Black, now streaked with grey. Notes: General McCrain bears the scars of numerous campaigns on his body. His left leg is a prosthetic replacement, and part of his skull has also been replaced. Clothing: General McCrain tends to wear battle fatigues whenever possible, but when formal dress is necessary, he will wear the ornate Mac Morrigan Deathwatch garb, with New Republic Insignia. Retainers, Henchmen, and associates: General McCrain doesn't make friends easily, but when he does, those friends last for life. Some of his closest friends are his former subordinate Senator Ulaf Kamril of Threen, Captain Deneb Markus of the NR C45 "Remembrance", a captured Imperial Star Destroyer, Miles Huldroon, a diplomat of the New Republic, and his valet, Soisti Direb. History: General McCrain rose through the ranks of the Rebellion. He joined after the Empire disbanded Mac Morrigan's army and outlawed the warpipes, almost 35 years ago. From footsoldier to General, Caggfyn's career was marked by his respect for his men and by his ability to motivate them above and beyond their greatest expectations. During his long and decorated career, Caggfyn has made many friends, and almost no soldier that served under him has anything but affection for the "Old Ironhead". Lately he has been assigned to head the New Republic's operations in the Yaeger Sector, and his old school philosophy has run into some problems in the complexities of that command. General McCrain is inclined to take a hard line with the Yaeger, a course that may lead to disaster. Personality: General McCrain is nothing if not hard-nosed. He has seen more combat first hand than just about anyone, and has no great love for warfare. However, he does not fear combat over muchly, and has never backed away from a fight. He prides honesty and honor above just about everything else, though he sees family and friends as being the most important thing in the galaxy. A Quote: "Well I have heard what you all had to say, and I still don't like the slimy little bastard. But I won't be the one to start this fight." Consul Dar Mothtac Type: New Republic Diplomat DEXTERITY: 2D+2 Blaster 4D+1, Dodge 5D KNOWLEDGE: 3D+2 Alien Species 8D, Bureaucracy 7D+1, Cultures 9D, Intimidation 6D+1, Languages 5D+2, Planetary Systems 7D, Scholar- Philosophy 7D+1, Value 4D+2, (S) Antiques 7D+1, MECHANICAL: 3D Capital Ship Gunnery 5D+1, Capital Ship Shields 6D, Communications 5D+1, Sensors 6D+1, PERCEPTION: 4D Bargain 9D+2, Command 7D+2, Con 6D, Investigation 7D, Persuasion 9D+1, Search 6D, Sneak 5D STRENGTH: 2D+1 Brawling 4D+1, Stamina 6D TECHNICAL: 2D+1 Capital Starship Repair 4D, First Aid 4D, Special Abilities: None Force Sensitive: No Force Points: 3 Dark Side Points: 0 Character Points: 12 Move: 10 Equipment: Personal Equipment: Blaster pistol, hold out blaster, three datapads containing various classified documents, military comlink, personal recording device with membanks. Other: Full control of New Republic operations on Dumak, opulent personal quarters on the base there, and a fair sized residence on Ranagor, his homeworld (located in the colony worlds region). Both of these residences are decorated by artwork and objects d'art from around the galaxy, some of which are quite valuable. In addition, he owns a personal shuttle, the Jeffries, and a small space yacht, the Starwake, which is currently being transported to his Yaeger post. Finally, Dar has been building up a collection of philosophical works from around the galaxy, which is usually on loan to the Ranagor Cultural Library, where it has attracted an impressive reputation. Capsule: Age: 43 Sex: Male Race: Human Appearance: Hgt: 5'11" Weight: 183 lbs. Skin: well tanned white. Eyes: Grey. Hair: Black. Notes: Dar has mobile, attractive features. Clothing: Dar tends to wear simple, formal attire, though he does wear his Navy dress uniform when the opportunity presents itself. Retainers, Henchmen, and associates: Dar has made friends throughout the New Republic government and armed forces on very high levels. Rear Admiral Yurak and Dar often discuss the Postulates of J'Ru the Prophet, and Senators Dlien Adura and Marcus Leoli have extend open invitations to Dar to visit their somewhat palatial homes. Aside from these high ranking individuals, Dar is close with a rather large number of naval captains and army officers, and has helped out several local and regional political personalities in their bids for higher office. In addition to these political friends, Dar is quite close with several others from his homeworld, his old ship, and those that share his hobbies. Common Haunts and Habitues: Aside from those places that Dar has to be due to his position, he can often be found at local antique dealerships, bookstores, and xenoarchaeology sites. When in the Dumak base, Dar tends to spend his free time in the library, the flight simulator or on the Sli-Ball courts. History: During the Rebellion, Dar served in the navy, serving aboard the ACR "Senator Margruin", a Mon Calmari Cruiser. Dar distinguished himself during the battle of Endor, where the Margruin suffered several simultaneous hull breaches, but the crew kept the ship from losing hull integrity, and enabled it to take part in the pursuit of craft after the destruction of the Death Star, and singlehandedly took out a pair of Victory Star Destroyers and an Interdictor cruiser. Dar was promoted to the rank of Commander after that battle, and was transferred to another command. Shortly afterward, Dar requested transfer to the diplomatic service, and was promoted to captain immediately before he left active service, for pension reasons. As soon as he was posted to the diplomatic service, Dar enjoyed several early successes, negotiating a pair of treaties with former imperial clients, while climbing the promotional ladder in the service. He reached the rank of consul last year, and the Yaeger mission is his first major post. Here, he has been given full authority to negotiate all treaties and trade agreements with the local governments and nations, working in conjunction with General McCrain. Dar heads a small staff of dedicated professionals, several of whom are headed out to the other segments of the sector, on fact finding missions. Personality: Dar is a highly motivated individual, who honestly believes in the ideals of the New Republic, and works to the best of his abilities to forward those ideals. He is also a highly personable individual, who is capable of motivating people a little beyond what they would ordinarily achieve. A Quote: "Good afternoon, Ambassador. It's a pleasure to meet you." Ithkiyr Gond Type: Scout pilot DEXTERITY: 4D+1 Blaster 7D+1, Dodge 6D+2, Melee Combat 6D, Melee Parry 6D+2 KNOWLEDGE: 3D+1 Alien Species 7D, Intimidation 5D+2, Law Enforcement 5D+2, Planetary Systems 7D+2, Streetwise 6D, Survival 7D+1, MECHANICAL: 3D Repulsorlift Ops 5D+2, Space Transports 4D+1, Starfighter Piloting 7D+2, Starship Gunnery 8D+1 PERCEPTION: 3D Con 4D+2, Gambling 5D, Hide 6D+2, Search 4D+1, Sneak 6D+2 STRENGTH: 2D+1 Brawling 5D, Stamina 4D+1 TECHNICAL: 3D Blaster Repair 6D+1, Space Transports Repair 4D+2, Starfighter Repair 7D Special Abilities: * Hide: Due to the coloration and natural stealth of the Rilians, they gain a +3D bonus to their hide rolls, when attempting to hide in areas similar to their home tunnels. This includes just about any grey toned ceilinged areas, so it is a rather useful skill. * Night Vision: Because of the efficiency of their ocular system, Rilians can see in just about any conditions short of absolute darkness. However, they are uncomfortable in the sort of lighting conditions that humans perter, and suffer a -1D penalty to all actions unless they are wearing some form of vision protection. * Climbing: Due to their suction cups, Rilians can automatically climb on reasonably flat surfaces without making any checks, and gain substantial bonuses in all other situations. However, use of these suction cups renders them particularly vulnerable to contact poisons, a fact that those trying to protect themselves from Rilians have not overlooked. Force Sensitive: No Force Points: 3 Dark Side Points: 0 Character Points: 12 Move: 10 Equipment: Personal Equipment: Heavy Blaster Pistol, 2 vibroblades, BR-2A assault blaster rifle with vibrobayonets and grenade launcher, pair Rillian fighting sticks, survival kit, macrobinoculars, Ranger Speederbike *, surveying gear. Other: Modified OT-90 Explorer, "Fortune's Gift", House on Riyiur, near the primary spaceport complex, large Estate on Strenlang, which contains objects d'art and mementos from all across the galaxy, personal fortune of around 290,000 credits. Capsule: Age: 29 Sex: Male Race: Rilian Appearance: Hgt: 4'7" Weight: 82 lbs. Skin: Slate grey with thin yellow stripes. Eyes: Refractive Green. Hair: None. Notes: Ithkiyr has a large crescent shaped scar under his left eye, which he acquired during an altercation with one of his old employer's overzealous guards. He will lie quite freely if asked about it. Clothing: Ithkiyr tends to wear well made, though nondescript clothing when in public, preferring muted greens and grays. When on a mission, he usually wears a pair of somewhat ratty grey trousers and little else, in order to take full advantage of his racial camouflage. Retainers, Henchmen, and associates: Ithkiyr has done his best to distance himself from his former criminal associates. Since his arrival in the Yaeger sector he has formed a fair number of close friendships with many of the locals, primarily in the New Republic sphere of influence, but also in the Yaeger and independent areas. Common Haunts and Habitues: Ithkiyr tends to spend most of his time at Riyiur port, when he is not on scouting missions, or selling his information to various customers. History: As with many Rilians of his time, Ithkiyr left his homeworld to work as a mercenary for the benefit of his race. After working in several less than strictly honorable positions, Ithkiyr was hired by a very powerful Hutt Crimelord. Working at first as a skiff guard, and then as a hired muscle on rotating assignment, Ithkiyr built up quite a reputation as Laschuna Grineb, a name that he took before entering the underworld. Ithkiyr served first as gunner and then captain of a freighter associated with the crimelord, rising to rather high levels of that crimelord's inner circle as a roving enforcer, known for delivering rather pointed messages to employees who thought themselves far from the crimelord's grasp. Then, when trying to track down a certain Corellian Smuggler, Ithkiyr came across a perfectly functional derelict OT- 90 explorer. Stashing the ship at one of the uninhabited worlds that he had come across, Ithkiyr continued his pursuit of the smuggler. Unfortunately, Ithkiyr was caught in an imperial fleet, and was incarcerated for his lack of proper licensing for his ship's weaponry. After spending several months in an Imperial jail, and spending a small fortune in bribes, Ithkiyr returned to the hunt, only to discover that his employer was killed, and that he was a target for both former associates and former rivals. Ithkiyr dodged several rather lethal traps set by those individuals and returned to the ship that he had found, which was still in usual condition, and set off for the uncharted borders of known space. As nobody other than him knew of this ship, nobody was able to track him, and he soon found himself in a new profession as a scout, operating under his current name. Since then he has established himself as the premier independent scout of the New Republic section of the Yaeger Sector, and he deserves that reputation. Personality: Ithkiyr is phenomenaly grateful to be out of the violent criminal underworld that he was once a part of. The incredible violence of the attack that the destroyed his former employer, the vindictiveness of the attacks on Ithkiyr and his co-employees by that crimelord's rivals, and the utter helplessness that he experienced without organizational backing made Ithkiyr realize that this was not the life for him. In addition, since he has made his escape, he has not been in contact with other Rilians. Because of this he has not felt the usual obligation of searching out new technology for his race, a fact that has relaxed him considerably. Ithkiyr shares the quiet, fatalistic humor of his race, but due to his background he has also developed a fair amount of respect for the power of blind luck for his benefit, as well as the other way around. A Quote: "M-31 class world, 3 major landmasses, apparently vegetated, large polar icecaps, no signs of civilization. Going in for a closer look..." * Fortune's Gift Craft: Modified KDY Systems OT-90 Explorer Type: Scout Ship Scale: Starfighter Length: 21 meters Skill: Starfighter Piloting; OT-90 Cost: Not Available for Sale Crew: 1 Passengers: 10 Cargo Capacity: 10 metric tons Consumables: 2 Years Hyperdrive Multiplier: x1 Hyper Backup: x10 Nav Computer: Yes Maneuverability: 2D Space: 9 Atmosphere: 455; 1300 KPH Hull: 2D+2 Shields: 1D Sensors: Passive: 20/0D Scan: 50/2D Search: 100/3D+1 Focus: 7/5D Weapons: 2 Light Laser Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 3D+2 Space Range: 1-5/13/30 Atmosphere Range: 100-500/1.3km/3.0km Damage: 3D+1 2 Heavy Laser Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 1D+2 Space Range: 1-3/5/12 Atmosphere Range: 100-300/500/1.2km Damage: 6D+1 Ithkyir Gond's pride and joy, the Fortune's gift is what took him out of the Rillian's corner of the galaxy and sent him out among the most distant stars. Working as a mercenary for a Hutt Crimelord, Ithkyir came across the derelict Gift while attempting to track down a certain Corellian smuggler. By the time he returned without any leads on the smuggler, the crimelord had been destroyed, and his rivals were taking down all of his former associates. Ithkyir decided that a change of identity was in order, and used his new ship as the cornerstone of his new identity. Spending the last of his credits on refitting the ship, Ithkyir rechristened it with it's current name, and set off as a freelance scout. Since that time he has experienced the most remarkable luck in this craft, and the improvements that he has fitted it with match that relationship. The ship's sensors are modified to grant a +2D bonus for any planetary scans, and the ships computer is capable of analyzing vast amounts of scanner data (Sensors: 4D+1) while performing all other functions, enabling Ithkyir to get the goods on a planet while fighting a running dogfight with Imperial patrols. The light and heavy laser combination allows Ithkyir to get in the first couple of shots in a dogfight, and to give opponents a false sense of security before they come into the heavy laser range. Lyon Destrier Type: Jedi Knight DEXTERITY: 3D Blaster: 5D, (S) Atriel Hand Blaster: 8D+2, (S) X-5: 7D, Dodge: 7D+1, Lightsaber: 9D, Melee Parry:7D KNOWLEDGE: 2D+1 Force Related: 7D MECHANICAL: 2D+2 Starfighter Piloting: 4D, (S) SETH fighters: 8D+2, Starship Gunnery: 6D, Starship Shields: 4D+1 PERCEPTION: 3D Hide: 4D, Search: 4D+1, Sneak: 5D STRENGTH: 3D Stamina: 5D, Swimming: 4D+2 TECHNICAL: 2D Starship Repair: 4D+2, (S) SETH Repair: 6D+2, Starship Weapons Repair: 5D Special Abilities: Jedi Jedi Skills: Control: 4D+1 Control Pain, Emptiness, Reduce Injury, Remain Conscious, Alternate Personality (q.v.) Sense: 5D+1 Life Detection, Magnify Senses Alter: 4D Telekinesis Control and Sense: Lightsaber Combat Control and Alter Accelerate Another's Healing Force Sensitive: Yes Character Points: 38 Force Points: 9 Dark Side Points: 2 Move: 11 Equipment: Personal: At his heavy duty grey utility belt, Lyon wears a Attriel Hand blaster*, and an archaic style lightsaber (the Brand Argent). He carries a hold out blaster at each wrist, and another at the back of his neck. Lyon has a small vibro-blade concealed in the sole of one of his boots, and another at the knot of his headband. When he can, he carries a X-5 blaster rifle*. Other: Lyon's ship, the Arcburner* is where he holds most of his other equipment. However, when he will be spending time away from his ship, he tends to carry a large backpack, containing a fair amount of survival tools, trade goods, and credits. Capsule: Age: 24 (apparent), 74 (actual) Sex: Male Race: Human Appearance: Hgt: 6'2" Weight: 215 lbs. Skin: White, slightly pale. Eyes: One blue, one covered with a milky white film. Hair: Flowing, shoulder length white. Notes: Lyon is clean shaven, with a scar passing across his right eye (the white one). Lyon will often wear his hair in two loosely tied braids running over his shoulders, with the mass hanging free behind a white headband. Clothing: Lyon wears a military style white shirt, grey gloves, loose white trousers tied with drawstrings over heavy grey boots, and a hooded grey cloak. Retainers, Henchmen, and associates: Lyon has three retainers, his apprentice, Irion Bane, and a pair of Uthtar Swamp Dragons, Urak and Glom. In addition, he is a part time member of a New Republic operative group that includes Aiera Ap Lyffed, Regin D'Arc, Lugruf CiKoba, and Manson Briggs, though he is far closer to Aiera than to the others. Finally, Lyon is known to be a friend of Eric Lance, an young New Republic Commander, who was once a rebel privateer. History: Lyon was a young Jedi trainee at the time of the Emperor's ascension to the throne. When the Imperial navy bombed the Jedi Academy, Lyon was in one of the sub-basements, undergoing an exercise know as the "Internal Journey". This exercise involved spending time in a sensory deprivation tank that was hooked up to a stasis chamber. The stasis chamber was modified, so that the subject remained conscious while his body did not age. The exercise was supposed to last for one day, with the stasis tank there merely to remove all bodily needs during the Journey. Lyon spent fifty years in the chamber, until the power for the stasis field ran down. During his long internment, Lyon became more and more attuned to the power of the force, constantly fighting duels with his internal demons that seemed far more real than hallucinations. During one of these duels, Lyon had his eye slashed out by an opponent's saber. When he left the chamber, the scar of the opponent's swipe remained, and his eye was covered with a milky film. When Lyon looks through that eye he sees things through their manifestation of the force, rather than through their physical forms. The film that covers his eye will swirl and glow whenever he calls upon the force. When Lyon attempts a particularly difficult manipulation, sparks have been known to fly from that eye, and the illumination given off rose to equal that of a full powered glowrod. After he dug his way out of the body filled basement (taking two lightsabers, his own having a green blade, and the Brand Argent, a Jedi artifact that hadn't functioned for generations), Lyon found himself hunted by large numbers of Stormtroopers, who had been notified that a rebel spy was loose in the imperial core. Lyon managed to steal a VIP shuttle, and after getting the passengers into the escape pods (but not firing them off), he returned to the Jedi Academy's old fighter base on a large asteroid in Coruscant's system. There, he jettisoned the escape pods, and crashed the shuttle. The Imperial guards were convinced that he lost control of the craft and died in the impact. After spending around a week in hiding on the asteroid, Lyon powered up the Academy Commandant's prototype SETH fighter, the Arcburner. Using his highly developed force powers Lyon piloted the Arcburner through the main body of the imperial fleet, and headed out of the system. The Emperor was informed of these developments, and had the chief of the Internal Security and the chief of the Core System Fleet killed, but he did not consider Lyon a threat. The Imperials had excavated the ruins of the academy after Lyon escaped, and had pieced his whole story together. The Emperor assumed that any imprisoned that long must have been driven insane, and he was not concerned about an insane apprentice Jedi. Lord Vader was not that easily convinced, having encountered the young Lyon before his conversion to the Dark Side, and placed a fairly large bounty on Lyon's head. Forced to dodge bounty hunters for several years (Lord Vader's contract called for Lyon being returned alive, which is all that saved him several times.), Lyon learned how to manipulate the force well enough to pass invisible among his enemies. He returned to his home system, Kaldron, and began training a pair of apprentices, Roger Heartsblood and Caradon Daneth. Caradon turned to the Dark Side, and Lyon killed him in a duel. Feeling inadequate to the challenges of teaching, and highly disturbed by what happened in that duel, Lyon left Kaldron and headed out to the Outer Rim. Vader had grown frustrated with the bounty hunter's lack of success, and hired Boba Fett to kill Lyon. Fett found him and attacked him on the surface of Biel Duran, a swamp world. Lyon was quickly defeated by the bounty hunter. He fell backward into a deep sinkhole after being mortally wounded. Fett flew in to the sinkhole, but could not find the body. He brought Lyon's Lightsaber back to Lord Vader as proof of Lyon's death. Vader destroyed the weapon, and was satisfied that Lyon Destrier was dead. But he wasn't. Biel Duran's reclusive subterranean natives, the Denshiarai, had found Lyon as he was dying, and healed his wounds. Then they enslaved him in their mines, along with many other spacefarers that spent one night to many on the surface of Biel Duran. Lyon did not know enough about the fine manipulation of the force required to escape his chains (which were rigged to explode under less subtle methods of tampering), and was forced to work in the mines for two full years. Then Aiera Ap Lyffed (q.v.), a rebel operative, fell prey to the Denshiarai. Working together, Lyon and Aiera escaped the Denshiarai. The Arcburner was where Lyon had hidden it, but it's long exposure to the hostile environment of the swamp had rendered it inoperative. Aiera's ship had been destroyed by her forced landing on Biel Duran, but some of her systems were still usable. A superb technician, Aiera was able to repair the damage to the Arcburner, and transfer almost all surviving material from her ship to the Arcburner, improving several systems, particularly the faulty heatpump interface. Lyon returned Aiera to a Rebel outpost, as he had agreed, and then signed on with her next mission, something that he had not agreed on. Lyon did not fully trust the rebellion, and adopted his force created "False persona" whenever dealing with Rebel operatives. Lyon formed a deep attachment to only one other rebel, Eric Lance. The son of one of Lyon's closest friends during his early years of the Academy, Eric was almost an exact replica of his father, Cornilius. The only exception to that uncanny similarity was that while Cornilius was so strong in the force that it almost consumed him, Eric is about as force sensitive as a labor droid. Lyon finally revealed his true identity to Eric, and the two have always remained close friends. After running a few missions with the Aiera's Rebel cell, Lyon retired to Uthar, a frontier world on the edge of the Mid-Rim region. Lyon remained as something of a hermit in Uthar's cloud forests for several years. During this time, he repaired the damaged Light Saber that he had taken from the academy. (The Brand Argent has a silvery white blade). While repairing the Saber, Lyon's force induced nightmares grew more and more real. Lyon left Uthar, and headed back to the core worlds, when the empire was defeated at Endor. Lyon's found Aiera on Coruscant, and agreed to seek employment with the New Republic, but he refused to meet with Skywalker, or admit to his training as a Jedi. Lyon said, regarding Skywalker's new academy; "It is doomed. Utterly and completely doomed. Skywalker knows nothing, and his students less. They will be turned to the Dark Side. All of them in their turn. A knight should never try to teach, only a master. And there are no more Jedi masters." Lyon was assigned to the Yaeger Sector. There, he spent some time on Yaeger prime, where he met a Irion Bane, a young Ien Yaeger who was trying to master the force on his own. Lyon realized that while his teaching Irion was dangerous, allowing him to seek the force on his own was more so. Lyon took Irion on as an apprentice, and has acknowledged his identity as a Jedi to the New Republic officials there. Luke has sent him an offer to teach at the new Academy, and he has declined, preferring to see how he does with one student before attempting more. Lyon is currently investigating a series of ancient ruins on a planet in the heart of the Spectre Nebula, which he has seen many times in his force induced nightmares. Special Benefits/Penalties: Lyon's time in the Voyage has left him with very enhanced Jedi powers, but has caused equally deep scars. Lyon's hallucinations and force induced nightmares are reflections of the real universe, as perceived by the force, and he has gained a good deal of information about the true nature of many of those things in the physical universe that most affect the force. Lyon's other skills were also honed by his experience, as reflected in his scores. Lyon's method of acquiring these skills was by self-education, and he can now improve his skills or learn new ones with minimal penalties for learning without a teacher. However, these benefits did not come without their penalties. First of all, the internal demons that he battled for all those years were strengthened by that struggle. A hostile jedi could easily release these demons, and force Lyon into an internal struggle with them. In game terms, Lyon will no longer be aware of the real universe, and will be forced into a familiar and hostile world, where he will battle various force using creatures. These creatures will cause real damage, and will also take damage from Lyon's weapons. The battle will last until all those creatures are killed. Damage to Lyon will not wake him from that state. Rather, he will transfer his imaginary world onto the real one. He will attack those that attacked him with his usual skill, and will only take damage when they hit him. This state can be evoked once a week, or until Lyon realizes that the only way that he can defeat the monsters is to accept them, and make them a part of himself. In addition, the long internment has not left Lyon entirely sane. He is uncomfortable with prolonged contact with people, and is extremely uncomfortable with emotional attachments. This orientation causes him to slowly distance himself from those around him, withdrawing into hermitude when nothing is done to reverse that trend. Lyon has a death wish, perhaps inspired by the deaths of all his comrades. Lyon is remarkably violent in combat situations, and often highly successful in such conflicts. He keeps seeking them out, hoping to find his match and rest with his friends. He sublimates this wish into formulating ingenious plans that place him square in the middle of a shoot out. These plans are almost always successful, as Lyon is quite intelligent, but they exist to provide a venue for his violence, rather than the other way around. Lyon's connection to the force has also been warped by the damage to his psyche. The saber that destroyed his eye was not real. It could not hurt him. But subconsciously he new it could, and used the force to change his vision. Time had stopped for his body in that chamber, so there was no way that his hair could change from black to white during that time. But it had in his visions, so again, he subconsciously manipulated the force to change his body. This manipulation has continued, shaping his body to meet his self image. If someone could convince him that he was wounded, he would be. If someone could convince him that he was dead, very possibly, he would be. * Attrael Hand Blaster: Model: Attrael Munitions 49HA Scale: Character Skill: Blaster; Blaster Pistol Ranges: 2-5/20/40 Damage: 6D+1 Ammo: 20 Cost: 15,000 credits, (power packs: 500) Fire Rate: 2 These weapons were made during the days of the old republic. The quality of the workmanship on an Attrael is unmatched in this age, and those weapons that still survive are highly sought after. Similar in many ways to a Heavy Blaster, the Attrael looks somewhat like a sawed off blaster rifle, with a woodtone durasteel stock, and gold detailing. When the weapon is discharged, it produces a loud roar, audible for almost a kilometer. * X-5 Blaster Rifle: Model: Logron Gunsmithing X-5 Scale: Character Skill: Blaster; Blaster Rifle Ranges: 3-40/140/380 Damage: 5D Ammo: 100 Cost: 4,000 credits, (power packs: 100) Fire Rate: 1 A fairly common weapon from the days of the Old Republic, these weapons are somewhat outdated. Still, the X-5 is an accurate piece to long ranges, and packs a fairly decent punch. * The Arcburner: Craft: Modified Sienar Systems Fleet X-4, SETH Type: Space superiority fighter Scale: Starfighter Length: 16 meters Skill: Starfighter Piloting, SETH Cost: Not for sale Crew: 1 or 2 Crew Skill: see Lyon and Aiera Passengers: none Cargo Capacity: 200 kg, .5 cubic meters Consumables: 3 weeks Hyperdrive Mod: X.8 Hyper Backup: None Nav Computer: Yes Maneuverability: 3D+1 Space: 10 Atmosphere: 415; 1200 Hull: 3D Shields: 2D Sensors: Passive: 20/0D Scan: 40/1D Search: 45 /2D Focus: 2/3D Weapons: Mini Turreted Light Blaster Cannon Scale: Starfighter Fire Arc: All Crew: Pilot Skill: Starship gunnery, killsight targeting Fire Control: 5D Space Range: 1-4/10/16 Atmosphere Range: 100-400/1km/1.6km Damage: 4D 4 Laser cannons (fire linked) Scale: Starfighter Fire Arc: Fore Crew: 1 (co-pilot or pilot) Skill: Starship gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300 m/1.2 km/2.5km Damage: 5D The Arcburner is the ship that Lyon took from one of the Jedi Academies old fighter base, where it had been stored as an example of the failed SETH type fighter. The only major modifications that Lyon has made to the ship so far is that he has replaced the Proton Torpedo launcher with a light blaster cannon, and the replacement of the torpedo bay with extra space for the storage of provisions and cargo. The mini-turret is one of Aiera's personal innovations, and it has proved itself to be remarkably effective in combat situations, especially against the lightly armored TIE fighters that the Empire fields. Aiera Ap Lyffed (zero leader) Type: New Republic Human Tech. DEXTERITY: 3D+2 Blaster: 7D, Dodge: 7D+1, Melee Combat: 5D+2 KNOWLEDGE: 3D Survival: 5D, Value: 4D+1 MECHANICAL: 4D Space Transports: 6D (S) GR-7: 8D, Starfighter Piloting: 5D, Starship Gunnery: 6D PERCEPTION: 4D Hide: 6D+1, Investigation: 5D, Search: 6D+2, Sneak: 4D+2 STRENGTH: 3D TECHNICAL: 6D Blaster Repair: 8D+2, Computer Programming/Repair: 9D+1, Demolitions: 7D, Droid Programming: 7D+1, Droid Repair: 8D, Repulsorlift Repair: 7D, Security: 8D, Space Transport Repair: 9D, Starfighter Repair: 9D, Starship Weapon Repair: 8D+2 Special Abilities: Aiera's left shoulder is a cybernetic replacement. It does not grant any special abilities, but it does give her the ability to link directly with computer systems, and does hide several tools and a holdout blaster. Force Sensitive: Yes Character Points: 34 Force Points: 4 Dark Side Points: 1 Move: 10 Equipment: Personal: Aiera has a specially modified heavy blaster pistol* that is her primary weapon, and a hold out blaster that she conceals in her cybernetic shoulder. Other than that, she sometimes carries a blaster carbine when she expects heavy combat. In addition she tends to carry a wide array of tools that she needs for full use of her technical skills. Other: Aiera is the owner of a modified GR-7 medium freighter called the Hypercomet* This single person craft is loaded with some of the most high tech add on available, including some stealth technology that puts the best available New Republic and Imperial technology to shame. In addition, the Hypercomet contains a fully equipped computer center and lab, and that is where Aiera does most of her work. When she is off her ship, Aiera tends to take along whatever supplies that she sees as being necessary. Capsule: Age: 26 Sex: Female Race: Human Appearance: Hgt: 5'9" Weight: 110 lbs. Skin: Light Complexion Eyes: Light Green Hair: Short Black Notes: Aiera is a strikingly attractive woman, with classical features, but there is something about the set of her features that discourages intimacy. Clothing: Aiera tends to wear either simple New Republic battle fatigues or a heavy grey vanroon hide topcoat over a white jumpsuit. The coat has a number of inside pockets, which she uses to hold the various implements of her trade. Retainers, Henchmen, and associates: Aiera is a solitary individual, who avoids contact of every type, as best as she is able. The nearest thing that Aiera has to friends are a New Republic operative group that includes Regin D'Arc, Lyon Destrier, Lugruf CiKoba, and Manson Briggs. Lyon Destrier is the one member of the group that Aiera is closest to, as she sees herself as somewhat of a reflection of that doom ridden Jedi. Aiera has a number of contacts in the underworld, and in the New Republic command chain, including Lyon's friend Eric Lance. History: Aiera's father was influential in the government of Kubar NiMed, a Core Worlds planet. During the rise of the New Order, her entire family was rounded up and executed, as traitors to the Senate. Aiera escaped only by taking to the streets of Immoom, a huge metropolis of NiMed, as a beggar and a thief. After a brutal adolescence on NiMed's streets, Aiera was contacted by the Rebel Alliance, and began a distinguished career in the Rebellion. Aiera had a thorough education in her youth, and had early developed a remarkable skill with machines of various types. In the Rebellion, she used these skills to remarkable effect. After the Battle of Yavin, Aiera founded a technical group known as the Zero Wing. These individuals fine tuned combat ships, and did their best to disrupt Imperial computer networks, with a truly remarkable success at a skirmish known as Kowr Dison. Zero wing operators had gained access to the local network of the Star Destroyers stationed near Kowr Dison, and recalibrated the sensors of all the TIE fighters. When the shooting started, the TIEs started crashing into each other and the ISDs. Within a few seconds the blinded TIEs were wiped out, and the Rebel Starfighters penetrated the shields of the capital ships. Within the space of two minutes, the other ships were destroyed, without a single casualty on the Rebel side. After that victory, the Zero Wing disbanded, with it's individual members being absorbed by various commando groups, having proved their value beyond all shadow of a doubt. Aiera found a partner, Looruc Migad, and began a series of top secret missions for the Rebellion. This rather effective team was broken on Biel Duran, where Aiera's old ship, the "Searing Shooter" was shot down, and Looruc was killed. Aiera was blinded and enslaved by the reclusive natives of Biel Duran, and fully expected to die there. Lyon Destrier was also in the mines of Biel Duran at that time, and together, they escaped and began a long association. The pair joined a newly formed group, together with Regin D'Arc and Manson Briggs. This group has proved remarkably effective, though internal strife and leadership problems have often threatened to split the group apart. Lately, Aiera's ties to the New Republic have been called into question by Lyon Destrier. It appears that her father may have been targeted for execution by the then embryonic Rebellion, as his imperial replacement proved to be an Alliance sympathizer, something her father empathetically wasn't. Since then, she has withdrawn even more into herself, though she has not declined any of her New Republic missions. Personality: Aiera has always been distant, both as a result of her difficult childhood, and her rather unsuccessful friendships since then. She is almost always more comfortable with machines than people, though she has almost always been completely comfortable with Lyon, and lately, she has struck up a warm friendship with the personable Commodore Eric Lance. A Quote: "There's a flaw in it's xj-14 coupling... all we have do is provide a high powered q-matter surge through that linkage." * Modified Heavy Blaster: Model: Modified Quantum Mech. Gundark Blaster Scale: Character Skill: Blaster, Blaster Pistol Ranges: 3-10/30/75 Damage: 6D Ammo: 25 Cost: not for sale (power packs: 25) Aiera has put a fair amount of work into this weapon, without any major improvements in it's functionality. However, she has fitted it with a laser sight that adds 2D to her blaster skill, and a completely effective silencer. * The Hypercomet Craft: Highly modified GR-7 Light Freighter Scale: Starfighter Type: Personal Starship Length: 52.2 meters Cost: Not for Sale Crew: 1 Passengers: 5 Cargo Capacity: 10 tons Consumables: 3 years Hyperdrive Mod: x.7 Hyper Backup: x10 Nav Computer: yes Space: 10 Maneuverability: 3D+2 Atmosphere: 385; 1100 kmh Hull: 5D Shields: 4D+2 Sensors: Passive: 50/2D Scan: 100/3D Search: 120/4D Focus: 6/5D Weapons: 2 Double Blaster Cannons (fire linked) Scale: Starfighter Fire Arc: Mini turret Crew: Pilot Skill: Starship Gunnery Fire Control: 2D+2 Space Range: 1-3/25/40 Atmosphere Range: 100-300m/2.5km/4.0km Damage: 5D 3 Extra Heavy Modified Laser Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 3D+1 Space Range: 1-10/35/70 Atmosphere Range: 100-1km/3.5km/7.0km Damage: 9D+2 1 Light Ion Cannon Scale: Starfighter Fire Arc: Rear Crew: Pilot Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1-5/10/20 Atmosphere Range: 100-500/1.0km/2.0km Damage: 3D+1 This is Aiera's personal ship. Once it was a freighter, but the cargo space has been slowly taken over by Aiera's equipment. The GR-7 was always a sleek ship, and the various modifications that Aiera has made have only enhanced it's beauty and it's lines. The cockpit of the Hypercomet is located in the center of the ship, and Aiera controls all the operations and weapon systems from there. Obviously, she can't control all of them at once, and the computer toggles from system to system, following a locked target as it travels from arc to arc. When she is not controlling a system, and a hostile craft is in range, the central computer takes over, but it's starship gunnery skill is merely 2D+2. In addition to the listed systems, the Hypercomet contains a remarkable array of other systems. Firstly, it's onboard computer is a TH8-R, a massive system that is the current standard in high end computing. Aiera's system has been improved beyond even the TH8-Rs exceptional standards. This computer is sentient and highly intelligent, and maintains all systems that Aiera is not paying attention too. Secondly, the Hypercomet is equipped with an array of transponder equipment. It has both an Imperial and a New Republic Interrogator, and a very rare BoSS TranCoder. This device enables Aiera to change her transponder identity simply by tapping in a new name. Thirdly, there are a number of internal security systems aboard the Hypercomet, and as she is a security expert of great skill, they are remarkably deadly in nature. Concealed repeating blasters, eight separate drive cut-offs, and a wide array of internal sensors, when combined with a sentient and self aware computer coordinating the activities of the internal security net, make the Hypercomet an almost impregnable target. In addition, the Hypercomet contains a fully equipped laboratory containing a number of independent computer systems, and a fairly large assortment of the highest quality equipment. Finally, the Hypercomet is equipped with a superior quality cloaking device. When engaged, it adds 4D+2 to the difficulty of opponents sensor checks to find it, and subtracts 3D from opponents starship gunnery rolls, unless they make a heroic sensors check to obtain a target lock. Aiera is contemplating further alterations on the Hypercomet, and is currently looking for new powerplants and capital scale shield generators. That improvement should probably take up the rest of the remaining cargo capacity, which she currently uses to hold some other equipment that she is working on. Regin D'E'Rque (D'Arc) Type: Shalitan Smuggler. DEXTERITY: 4D Blaster: 7D, Dodge: 7D+1, Lightsaber: 5D, Melee Combat: 5D+2, Melee Parry: 5D KNOWLEDGE: 5D Alien Species: 6D+1, Business: 8D, Streetwise: 7D+2, Survival: 6D, Value: 8D+1 MECHANICAL: 3D Space Transports: 6D, (S) Guardian Cruiser: 8D, (S) Shallitan Clipper: 6D+1 PERCEPTION: 5D Bargain: 7D, Command: 6D, Con: 6D+2, Hide: 8D+1, Search: 6D, Sneak: 6D STRENGTH: 3D TECHNICAL: 3D Space Transports Repair: 4D, Starship Weapons Repair: 3D+2 Special Abilities: * Water Breathing: The Shallitans are true amphibians. Although they spend most of their time out of the water, they can still breathe aerated water just as well as they can breathe air. * Swimming: Shallitans are powerful swimmers, gaining 2D for every dice put into that skill throughout their careers. Story Factors: * Reputation: Shallitans are known as being smugglers and thieves as a race, and will be treated accordingly. Under the Empire, Shallitans will have a hard time getting legitimate business or permits of any sort. The New Republic does not discriminate against any race, and they will have a much easier time getting that sort of thing under their control, but they will still find themselves watched by suspicious government employees. * Space route memory: Growing up piloting sporting ships in asteroid infested system for generations has given Shallitan's an edge when it comes to remembering the location of the various objects of a system. Once they fly a route, they will remember it precisely, for the rest of their lives. * Language: Shallitans speak and understand basic fluently, but they tend to use words from their native tongue when they can't find synonyms, and their drawling accent is incomprehensible to many. Force Sensitive: No Character Points: 40 Force Points: 1 Dark Side Points: None Equipment: Personal: Regin possesses an arsenal of remarkable size and variety. The weapons that he tends to carry are a modified Blascore 14 Heavy Assault Blaster Rifle*, a sawed off version of the same weapon*, a Jedi Lightsaber that Regin uses to cut things, or as part of a disguise as a young jedi knight, a Merid 2 Hold out special*, a Shalit Machete*, and a pair of blaster pistols. Other: The flagship of Regin's small fleet, the Gyrfalcon (q.v.) carries a large amount of other equipment, including a fully armed and equipped assault group of 24 men. Regin is a moderately successful smuggler captain, and can produce just about anything, given enough time. Both of Regin's other two transport ships, the Rum Belly and the Beautiful Lady of the Marach Line (Shalitan Clippers, q.v.) carry large stores of equipment of sensitive nature. Regin also owns several snubfighters, but these tend carry nothing than the bare basics, limited to combat missions most of the time. The one exception to this rule is the SuperLaser, Regin's personal Shallitan hunting craft. He tends to use that craft when he needs to carry something small and valuable past a large and powerful force. When away from his ships, Regin travels in medium landspeeder, the Jungle Dart (q.v.) that carries a fairly large stock of equipment of various sorts. When on foot, Regin carries equipment to match his needs. Capsule: Age: 36 Sex: Male Race: Shallitan Hgt: 6'1" Weight: 188 lbs. Skin Color: tan, mottled with dark brown spots. Eyes: Yellow, with vertical black pupils Notes: Regin is a typical Shalitan (q.v.), with a blue green patch at the back of each gill that is exposed only when he is displaying. Clothing: Regin has hundreds of outfits, that he wears to match specific occasions. Most typically,he will be seen wearing a Darmakor forage outfit. That is, grey and brown trousers, baggy, with large pockets, a similar shirt, and a knee length coat, whose voluminous billows can conceal almost anything. Retainers, Henchmen, and associates: Regin is the leader of a small army of smugglers. This army is composed of twenty three Shalitans, mostly professional smugglers and asteroid hunters from his home village, four Wookies bounty hunters, and their human leader that signed on with him, two Sulustans, two Manrats, and a large and irritable Bathcron Troll. Regin is also a member of a New Republic operative group that includes Aiera Ap Lyffed, Lyon Destrier, Lugruf CiKoba, and Manson Briggs. Regin's adventures with this group lead him into contact with a mysterious traveler known as "The Seven" and a professional thief named Cian Mantar. These two have often called on Regin for aid, and they both owe him a fairly large number of favors. History: Regin was the son of Rolan D'E'rque, one of the many Shallitans who turned their hand and craft to the art of smuggling. Some of Regin's earliest memories included clinging to the railing of his father's clipper, the Little Man, while they skipped through the edge of asteroid field ahead of a customs cruiser. Rolan was not a particularly ambitious man, and was content to make a modest living off of running low cost items from one world to another. The one thing that Rolan had a true passion for was Mynock hunting, and he took great pride in his sporting ship, the Trueshot. When the New Order came to power, the small time operators, like Rolan, found themselves under much more intense government scrutiny than they had before. Rolan had no interest in working that hard, and sold the Little Man to a friend, and retired on the proceeds. Regin had been counting on taking over the ship from his father, and after it was sold, he took out the Trueshot, and pulled in the Rabmore, a derelict Old Republic Light Customs Cruiser. The cruiser had been abandoned in orbit of Kroncomb, a planet of the Shallitan system that was almost englobed by an asteroid field. Regin expected his father to be furious, as he had taken the sporting ship through the most hazardous conditions possible, and after he pulled the cruiser out of the Kroncomb system, he had a friend take the Trueshot back, while he hired a crew of Shallitans, and headed out to the galaxy at large, to embark on a far more ambitious career than his father had ever dreamed of. At first, the group used the Customs Ship to stop freighters for "inspection", making sure to impound any valuable, easily resalable items. This ruse lasted until the Rabmor became known as a pirate, and he found himself hunted both by the empire and the local pirates, who found his poaching to be offensive. Regin and company then installed a completely new transponder (taken from another cruiser that had recently fallen into Shallitan hands). This proved sufficient to fool imperial ships, but not the pirates, who had a far more intimate knowledge of the ship, as it had stopped several of their freighters and impounded their cargo. In a last, desperate move, the group disguised themselves as an imperial crew, and after shooting up their cruiser pretty bad, limped into an Imperial shipyard, and demanded a new ship. Confirmation of their identities was a process that was supposed to take several days, but Regin did convince the harbor-master to let him see his new ship, a brand new Imperial Customs Guardian Light Cruiser. That night, Regin and his crew snuck into the ship, and blasted loose of the imperial space dock. They managed to shoot down several of the TIE fighters chasing them, when the Rabmor got hit by a stray shot. The old cruiser went up like a torch, taking half the docking station with it. Now, instead of being inventive and troublesome criminals, they had become rebel saboteurs, and the Empire hunted them accordingly. The Gyrfalcon, as the new ship was christened, made it's way out of the sector as fast as it could, with a Star Destroyer on it's tail. Despite his reluctance to get involved in politics, Regin had no choice at this point but to join the rebellion. He did not have the resources to survive alone in the face of an imperial assault, and he was pretty sure that they wouldn't accept a polite apology and their ship back as sufficient reparation. Besides, he already had it in with the Rebels, as news of the blown spacedock would have certainly reached them. Passing it off as an act of rebellion rather than an unfortunate accident was easy enough, and Regin soon found himself a commissioned officer of the rebellion. Rebel Techs repaired the Gyrfalcon, and made the first of what was to be a long series of modifications to that craft. The team that Regin was to command included almost all of his old friends (the three most talented were assigned to other areas of the rebellion), Aiera Ap Lyffed, Manson Briggs, Lugruf CiKoba, and Nidona El-Afaren. Nidona was killed during a mission in the Goribar Plantations of Rithos, but the rest stuck together throughout the rest of the years of the rebellion, though official command of the group (but not the ship) was shifted to Manson Briggs, after his actions at Alarn Backur. After the Rebellion became the New Republic, Regin resigned his commission, and although he still maintained close ties to his former associates, he turned his full attention to smuggling. Mainly to and from imperial space, but not scrupling to nip a bit from the New Republic, when he thinks that he'll get away with it. When Regin heard the news of the Yaeger sector, he immediately offered to ferry the group there. He sees unlimited profit in this new patch of space, and is seriously considering moving his entire operation into this sector. Personality: Regin is a reluctant hero, who finds himself repeatedly saving the universe from the empire when all he wants to do is open a new smuggling run or two, and retire to an executive position, perhaps branching out to control some local loan sharking, gambling, and prostitution. He has become known as somewhat of a hero of the rebellion, and he does not scruple to take advantage of that reputation to get a cargo or two through customs, or to get a planetary governor to sign shipping contracts. Still, he does have a great deal of loyalty to his friends, and has been known to forgo large sums of money to save their hides. He doesn't scruple to take advantage of those occurrences either, and will use his friends and New Republic diplomatic pouches to cart illegal cargos where they bring the highest prices. All in all, Regin is likable, but thoroughly corrupt, and tends to have a corrupting influence on any he comes in contact with. A quote: "Shure, shure, Ah was aht the battle o Endor... Ye ah, Hoth too... Thaeyre won't be no problhem speedin up this heyr inspection, whould there?" * Blascore 14 Heavy Assault Blaster Rifle: Model: Blascore 14 Heavy Assault Blaster Rifle Scale: Character Skill: Blaster, Blaster Rifle Ranges: 3-30/90/280 Damage: 5D Ammo: 120 Cost: 950 (power packs: 25) This weapon is fairly new, having been introduced after the battle of Endor. Slightly less powerful than the Stormtrooper 1, the Blascore 14 is far more rugged, capable of being subjected to just about any conditions without losing much in the way of performance. The slightly larger clip and lower price have done much to make this weapon a great favorite among those that have recently been allowed to rearm, after a long imperial occupation. * Sawed off Blascore 14: Model: Modified Blascore 14 Heavy Assault Blaster Rifle Scale: Character Skill: Blaster, Blaster Rifle Ranges: 3-20/40/80 Damage: 6D Ammo: 120 Cost: 950 (power packs: 25) This is one popular modification made to the Blascore 14. The rifle barrel is removed, leaving the user with what is essentially a heavy blaster carbine, with rather poor shot control. still, sawed offs are easy to conceal, and actually cause heavier damage at short range, do to the wider dispersion of the blaster bolt. * Merid Hold Out Blaster Model: Merid Weaponry ff-4 Hold Out Special Scale: Character Skill: Blaster, Hold out blaster Ranges: 3-10/20/40 Damage: 4D Ammo: 10 Cost: 3,950 (power packs: 100) One of the finest hold outs on the market, the Merid special is out of the range of most customers. Small, light, hand tooled and with exceptional workmanship, a Merid special is a work of art, and those that own them appreciate that, * Shallit Machete Scale: Character Skill: Melee Combat: Shallit Machete Difficulty: Moderate Damage: STR+2D+2 Cost: 1,000 credits A favorite weapon of the inhabitants of Shallit, the Shallit machete is a curved, toothed blade, made of watered durasteel, and having a mono-filament cutting edge. Not only used as a weapon, the Shallitans tend to use their machetes for every imaginable purpose, from clearing the thick mangroves of their homeworlds to cutting up the meat on their plates, to sharpening their fingernails. * The Gyrfalcon Craft: Highly modified Guardian class light cruiser Type: Multi-purpose cruiser Scale: Starfighter Length: 84 meters Skill: Space Transports; guardian cruiser Cost: Not for sale (3+ mil. credits in mods.) Crew: 5; 22 Passengers: 14, + 6 prisoner brig Cargo Capacity: 800 metric tons, 200 cubic meters Consumables: 2 years Hyperdrive Multiplier: x.6 Hyper Backup: x8 Nav Computer: Yes Maneuverability: 3D+1 Space: 10 Atmosphere: 415; 1200 Hull: 6D Shields: 2D (capital scale) Sensors: Passive: 50/2D Scan: 100/3D Search: 215/5D Focus: 12/5D+1 Weapons: Four Laser Cannons (fire separately) Scale: Starfighter Fire Arc: 2 front, 2 turret Crew: 1 Skill: Starship gunnery Fire Control: 3D+2 Space Range: 1-5/15/35 Atmosphere Range: 100-500/1.5km/3.5km Damage: 6D+1 2 Ion Cannons (fire separately) Scale: Capital Fire Arc: Turret Crew: 2 Skill: Capital Ship Gunnery Fire Control: 2D+2 Space Range: 1-10/25/50 Atmosphere Range: 2-20/50/100 km Damage: 3D 1 Proton Torpedo Launcher Scale: Starfighter Fire Arc: Rear Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1/3/7 Atmosphere Range: 50-100/300/700m Damage: 9D 3 Quad Laser Turrets (fire separately) Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5m Damage: 6D Originally an Imperial Customs cruiser, the Gyrfalcon little resembles it's original form. Owned By Regin D'arc, a famous Shallitan smuggler, the Gyrfalcon is the flagship of his small fleet. Painted a uniform white, and now possessing smooth, aerodynamic lines, the Gyrfalcon is an aesthetically pleasing ship, and Regin's pride and joy. In addition to the systems listed, Regin has made other modifications to his ship. For one thing, it now has a fighter bay. Capable of holding up to four snubfighters at once, the bay usual holds a pair of refitted A-Wings that Regin convinced the New Republic to give him, and the Narkoom, his personal craft, a Shallitan Hunting Ship. The last space is reserved for a passenger's ship, usually Lyon's Arcburner, but occasionally a New Republic fighter's X-Wing, or a diplomats personal craft. The Gyrfalcon is equipped with a number of internal systems that aid it's use as a smuggling ship. Half of it's listed cargo space is in detection proof compartments that will only be revealed by the most thorough of searches. One quarter of that space probably won't turn up even under a full scan. The Gyrfalcon has a number of internal weapons sensors, a pair of independent control centers, and fully equipped facilities. Finally, the Gyrfalcon and it's crew have a number of false identities supported by transponder codes and papers. The first is that of the NRS-44 "Constitution", a New Republic consular ship. The second is that of the Imperial Courier "Blood Runner", and the last is of the personal pleasure yacht "Semdor's Folly". Manson Briggs Type: New Republic Lt. Colonel. DEXTERITY: 4D Blaster: 8D, Dodge: 8D+1, Melee Parry: 6D KNOWLEDGE: 4D Bureaucracy: 8D, Business: 5D, Intimidation: 6D, Law Enforcement: 6D+2, Strategy and Tactics: 6D+1, Willpower: 6D, Value: 6D+1 MECHANICAL: 3D+1 Starship Gunnery: 7D, Starship Shields: 6D PERCEPTION: 4D+1 Command: 9D, Investigation: 6D+1, Persuasion: 5D, Search: 6D+2 STRENGTH: 3D+1 Brawling: 4D+2, Stamina: 4D, Lifting: 6D TECHNICAL: 2D+1 Demolitions: 7D, First Aid: 3D Special Abilities: None Force Sensitive: No Character Points: 24 Force Points: 1 Dark Side Points: None Move: 9, Swimming: 5 Equipment: Personal: Manson tends to carry a regulation combat blaster carbine, fitted with a Thermal, Laser and image intensification sighting system that gives him a +2D bonus to his blaster skill in all conditions. In addition, he usually wears a Grummar Personal Sidearm Pistol*. Though not standard issue, Grummar had some contacts with the rebellion, and it is the most powerful hand arm allowed by New Republic regulations. Finally, he will use heavier weapons, usually Radon Anti-craft submunitions*, or a Matsure Personal Repeating Blaster*. Other: Manson has spent most of efforts toward acquiring his personal fortune, now totaling just over 1.2 million credits in liquid assets, and nearly twice as much in real estate and assorted interests. Manson's funds are always held in New Republic banks, and large percentage of his investments are in NR War bonds. Manson has political aspirations of the highest order, and is known to make large campaign contributions to various senators and other elected New Republic officials. Manson's desire to play the political game may have lead him to transfer several capital ships into Grand Admiral Thrawn's navy, hoping for an Imperial commission, should Thrawn succeed. These allegations remain unproven, as Manson had nowhere near the sort of power required to get control of those ships, but they have kept him out of immediate entry into the field of public politics. Capsule: Age 32 Sex: Male Race: Human Appearence: Hgt: 6'3" Weight: 285 lbs. Skin: Light Eyes: Steel Blue Hair: Military Cut Blonde Notes: Manson has heavy features with deep set eyes. He has a number of hairline scars across his face as a result of a fletchete round at close range. Clothing: Manson always wears New Republic uniforms, usually grey combat fatigues with his full array of medals. Retainers, Henchmen, and associates: Manson is a political individual, with no real friends. He sees people in terms of the power they posses and the influence that he can exert on them, rather than individuals. As such, he is a remarkably effective military commander, able to see his soldiers as resources rather than people, and able to sacrifice a few with no qualms. Those that served under him appreciate the fact that he kept them alive where another commander would have been routed, but they have little love for him, both because of his personality and his attitude. Manson is the nominal commander of a New Republic operative group that includes Aiera Ap Lyffed, Regin D'Arc, Lyon Destrier and Lugruf CiKoba. As half of the other members don't have any official position in the New Republic, and as those that are officially in the New Republic are both contemplating leaving it, Manson doesn't have the sort of complete control that he desires. Still, they usual take his orders under serious consideration, as they are always tactically sound, and occasionally show flashes of brilliance. Manson has numerous contacts in the New Republic command chain, and some very influential congressmen owe him favors, even if they don't like him much. History: Manson was originally an officer cadet in the Imperial Navy. After discovering that relatives in high places, and the ability to follow orders without question were just about the only traits that the Empire looked for in it's officers, and after seeing a protege, Kohabel Sirret, get sent into a high combat area simply because Sirret's superior feared his ability, Manson decided to jump ship and join the rebellion. Though he saw the chances of the rebellion as a whole as being limited at best, he saw his chances of personal survival and advancement as being much better in the Rebel organization. Also, he realized that if the Rebellion ever did succeed in restoring the Republic, its members would probably wield a disproportionate amount of power in the new Galactic order. Once he made that decision, he devoted all his efforts to the Rebel cause as best he was able. He realized that bringing some resources in with him to the rebellion would be something that would guarantee him a fairly high position in the alliance, so instead of jumping from his Imperial training ship, he and a pair of accomplices hijacked it, first pretending to be the commandant, and dumping the cadets on a temperate world that was thought to be uninhabited "for a survival test of undetermined duration". Continuing with this ruse, the let the rest of the two hundred man crew, and all of the professional fighter pilots, take a shore leave on Morkoloth. They were all somewhat disconcerted when the ship hypered out, leaving them on a world with a large number of attractive beaches, and nothing of a higher tech level than a beach umbrella. His place in the rebellion insured, Manson went on to command first a platoon, and later a squadron of Rebel troopers. During this time, Manson saw a large amount of heavy combat, and began investing all his pay into the then very high interest Alliance War Bonds. After the battle of Yavin, he received several medals for his actions, and top level commanders were made aware of his tactical brilliance, and his remarkable success rate. He then got a fairly significant promotion, and was assigned to a newly formed special operation group, then headed by Regin D'Arc. Throughout the years of the rebellion, Manson proved his value to the group again and again, unofficially taking control of the group fairly early on, and receiving official control of the group after his promotion for his remarkable success at Alarn Bakur. Manson still retains control of the fragmenting group, but he himself is looking for a larger command, or an appointment as a planetary governor. A quote: "Limthrain, Markus, I want you both up that hill. Now, when the enemy opens fire on those two, that will reveal their position..." * Grummar Personal Sidearm Pistol: Model: Grummar 18 Sidearm Scale: Character Skill: Blaster, Blaster Pistol Ranges: 3-10/40/130 Damage: 4D+1 Ammo: 130 Cost: 1,500 credits (power packs: 25) * Radon Anti-Craft Submunition: This shoulder mounted missile launcher is designed to enable a footsoldier to strike and destroy light opposing craft. It is quite heavy, weighing 30 kg. A standard issue Radon comes with a four missile magazine. Model: GRD 94 "Radon" Scale: Speeder Skill: Missile Weapons Ranges: 3-20/50/150 Damage: 3D+1 Ammo: 4 Cost: 11,500 credits (missiles: 100 each.) * Matsure Personal Repeating Blaster: This is the heaviest single person combat weapon in the New Republic's arsenal. With a back carried powerpack and a folding biped mount, the Matsure is used to give small groups the punch they need to deal with the still massive numbers of Imperial troops Model: Matsure 1-A1 repeater Scale: Character Skill: Blasters; repeating blasters Ranges: 3-50/150/400 Damage: 7D+1 Ammo: 40 Cost: 21,500 credits (power pack: 400.) Agemem Kitros aka Tamon Type: Pirate Chieftain DEXTERITY: 3D Blaster 7D+1, brawling parry 7D, dodge 6D+2, grenade 6D. KNOWLEDGE: 4D Alien Species 6D, cultures 6D, business 8D+1, intimidation 7D+2, law enforcement 7D, planetary systems 8D+1, streetwise 8D, value 7D. MECHANICAL: 2D+2 Communications 6D, shields 5D, starfighter piloting 6D+1, starship gunnery 7D. PERCEPTION: 4D Bargain 8D, command 8D+1, con 7D, hide 7D+1, search 8D, sneak 5D+1, investigation 6D STRENGTH: 3D Brawling 8D. TECHNICAL: 2D Demolitions 7D+1, first aid 6D, security 7D. Special Abilities: None Force Sensitive: Yes Force Points: 3 Dark Side Points: 4 Character Points: 29 Move: 11 Equipment: Personal: Heavy blaster pistol, 2 hold out blasters, light repeating blaster, modified Scorpio fighter "The Widowmaker", several datapads containing records, rutters, and logs. Other: Agamem is the chief of a fairly large pirate band. Originally operating out of the mid-rim regions, they have relocated to the Yaeger sector. Agamem's flagship is a modified Dreadnought called the "Dark Lady", and from it he commands a fleet of twelve capital ships (mainly corvettes and dreadnoughts, with a pair of modified bulk freighters) and fifty smaller ships (modified freighters, customs cruisers, Scorpio fighters and some Y-Wing fighters). The Pirates are in the process of constructing a base on Al-Geneb, but for now they hold their rather substantial fortune aboard their ships. Agamem's personally owns treasures from around the galaxy valued at nearly a million credits. Capsule: Age: 33 Sex: Male Race: Human Appearance: Hgt: 5'6" Weight: 130lbs. Skin: Dark, olive complexion. Eyes: Dark brown. Hair: Long, wavy black, tied into a ponytail. Notes: Agamem wears a thick mustache, and a golden eyepatch. Clothing: Agamem tends to wear loose-fitting ornate clothing, preferring items with gold and silver thread and bright blues and reds. Retainers, Henchmen, and associates: Agamem is close friends with the pilot of his flagship, Kildros Foth. He tends to spend most of his time with his two top lieutenants, Sielia Thris and Kjumkaa Maka. Finally, he relies on Thistos Ilkri, an ex-imperial fighter pilot, to keep an eye on the lower ranks. Common Haunts and Habitues: Since he left all his old haunts behind when he left the Mid-Rim, Agamem has not been often seen far from his ships. however, he has started to pay visits to some of the more interesting dives in the Imperial Sphere of influence, and has become almost a familiar face at the Ghilikan Eternal Floating Dice Station. History: Brought up as a deck boy aboard a pirate ship, Agamem has never known any life other than that of a space pirate. His rise through the ranks of the organization he currently commands was based more on the connections he formed in the upper ranks than any great skill as a pilot. He took the name of Tamon from his predecessor, and the organization has flourished under his control. Personality: Agamem is a very ruthless man, who will kill anybody if he sees an opportunity for profit. He does not display that side of himself except when necessary, usually acting like a somewhat crude, harmless buffoon. A Quote: "Ha ha! Good one, good one. Now boys, space him." * The Widowmaker Craft: Modified WrathTech TCR-44a1 "Scorpio" Type: Space Superiority Fighter Scale: Starfighter Length: 13.2 Meters Cost: Not available for sale. Skill: Starfighter Piloting; Scorpio Crew: 1 Passengers: None Cargo Capacity: 50 kg; .2 cubic meters Consumables: 1 month Hyperdrive Multiplier: x1 Hyperdrive Backup: None Nav Computer: None (uses Astromech Droid) Maneuverability: 3D Space: 10 Atmosphere: 410; 1,200 Kph Hull: 3D Shields: 3D Sensors: Passive: 25/1D Search: 85/3D Scan: 115/2D Focus: 3/4D Weapons: 3 Laser Cannons (fire linked) Scale: Starfighter Fire Arc: Front Skill: Starship Gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/2.5km Damage: 6D 2 Mini Ion Cannons (fire linked) Scale: Starfighter Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1-3/7/36 Atmosphere Range: 100-300/700/3.6km Damage: 4D 1 Heavy Fusion Blaster Cannon Scale: Starfighter Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D Space Range: 1-5/10/40 Atmosphere Range: 100-500/1.0km/4.0km Damage: 8D The personal ship of Agamem Kitros, the Widowmaker was the first Scorpio to be seen in the organization, and many of his followers soon found themselves ships of that type, to curry favor with Agamem. The fusion blaster cannon is the most major of the modifications that he has preformed on the ship, though the improved speed and shields of the ship are worthy of notice. * The Dark Lady: Craft: Modified Rendili StarDrive Dreadnought Cruiser Type: Heavy Cruiser Scale: Capital Length: 600 meters Skill: Capital Ship Piloting; Dreadnought Cost: Not Available for sale Crew: 9,113. Passengers: 5000 (troops) Cargo Capacity: 12000 metric tons Consumables: 2 years Hyperdrive Multiplier: x1 Hyper Backup: x12 Nav Computer: Yes Maneuverability: 1D Space: 5 Atmosphere: N/A Hull: 5D+2 Shields: 2D+1 Sensors: Passive: 30/0D Scan: 50/1D Search: 100/2D Focus: 4/3D Weapons: 20 Quad laser turrets Scale: Starfighter Fire Arc: turrets Crew: 1 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/1.5 km Damage: 5D 20 Quad Turbolaser Cannons Scale: Capital Fire Arc: 6 front, 7 left, 7 right Crew: 3 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 3-20/40/80 Atmosphere Range: 6-40/80/160 km Damage: 4D 20 Turbolaser Batteries Scale: Capital Fire Arc: 5 each. Crew: 4 Skill: Capital Ship Gunnery Fire Control: 1D Space Range: 3-10/30/60 Atmosphere Range: 6-20/60/120 Damage: 7D Fighter Compliment: 12 Scorpios, 10 Y-wings, 2 FANGE Interceptors. Agamem Kitros's flagship, the Dark Lady is an extensively modernized Dreadnought Cruiser. Because of that modernization, the ship requires a far smaller crew than most Dreadnoughts, and has a fully modern hyperdrive rating. The inefficient Turbolaser cannons have been replaced with anti-starfighter quad lasers, and a fully functional starfighter bay has been installed. However, the original design leaves little more room for modifications, and Agamem is currently looking for a more modern ship. Eric Lance: Type: New Republic Colonel. DEXTERITY: 4D+1 Blaster: 8D, Dodge: 7D+1, Melee Combat: 7D, (A) Fencing: 4D, Melee Parry: 6D+1 KNOWLEDGE: 4D Alien Species: 6D, Bureaucracy: 5D+2, Languages: 5D+2, Strategy and Tactics: 5D+2 MECHANICAL: 4D+1 Archaic Starship Piloting: 7D, Capital Ship Piloting: 7D, Space Transports: 6D+1, Starfighter Piloting: 9D+1, Starship Gunnery: 7D PERCEPTION: 3D+2 Gambling: 4D, Hide: 6D+1, Investigation: 5D, Search: 6D+2, Sneak: 4D+2 STRENGTH: 3D+2 Brawling: 4D+1, Stamina: 5D TECHNICAL: 3D Demolitions: 7D, Starfighter Repair: 9D, Starship Weapon Repair: 8D+2 Special Abilities: None Force Sensitive: No Character Points: 44 Force Points: 1 Dark Side Points: None Move: 11 Equipment: Personal: Eric usually wears a Jien Cavalry Saber*, and a Heavy Blaster Pistol at his belt. In addition, he carries a hold out blaster behind his neck, and will often carry a Reticular Blaster Rifle* when he expects heavy combat. Other: Eric currently commands a flotilla of 17 capital level ships. They are: His flagship, the Carnelian Storm a modified KBSystems Heavy Cargo Transport, 3 Corillian Corvettes, 4 Nebulon-B frigates, 2 Krioth Anti-Starfighter Frigates, 3 Marauder Class Cruisers, 2 Modified Koral Yards Medium Freighters, and 2 GAR Heavy Cargo Ships carrying supplies and fuel for the flotilla. The small fleet has a large number of starfighter class vessels, including combat starfighters, recon and communication craft, as well as a pair of the new Hichililar Minesweeper craft. Eric keeps his personal effects in his chambers on the Carnelian Storm. In addition to the ships listed above, Eric is the owner of the FR61 and the FR73, a pair of near mint condition Hero fighters that he recovered from light atmospheric work on the backwater planet of Muir. Eric and his wingman, Dyrviil Kadoth, occasionally fly those ships, and the maintenance of those ships has become something of a ritual with that pair. In addition, Eric has recently used his contacts at RPD to get ahold of two of the new Destroying Angel Superfighters, and he and Dyrviil have racked up impressive kill results in those two ships. Capsule: Age: 29 Sex: Male Race: Human Appearance: Hgt: 6'5" Weight: 245 lbs. Skin: Oriental. Eyes: Pale Grey Hair: Shoulder Length Wavy Red. Notes: Eric has the epicathaletic folds and high, well defined cheekbones of the colonists of Trian Jien. Clothing: Eric tends to wear New Republic battle fatigues under a red Jien warrior's cape, fastened by the gold chain of a commander. Since he and Lyon Destrier have recovered his father's effects from the storage rooms of an Imperial prison on Mekomba, Eric has taken to wearing his father's Clone Wars Service medal, and his father's Republic Starburst. Eric never wears his own medals, except when he is required to. Retainers, Henchmen, and associates: Eric has friends and associates across the galaxy, from the streets of Mos Eisly, to the New Republic Senate, and just about everywhere in between. Some of Eric's closest friends are Lyon Destrier, a Jedi Knight who was a close friend of his father's, his wingman and advisor, Dyrviil Kadoth, and Aiera Ap Lyffed, a partner of Lyon's and a New Republic Tech. Eric has lately made some friends among the Yaeger, such as Councilman Johannas Kallsgeld, and Mathros Bane, a freighter pilot. History: Eric was raised by his mother, Gwirall Lance, on the Mid-Rim planet of Kothas. Marked by his unusual appearance among the fair skinned colonist of Kothas, even at a young age Eric was very popular among his peers, and made a number of friends among both the colonists and the native K'hurin inhabitants of Kothas. As he grew up, he became curious about his heritage, and his mother sent him to Trian Jien for a year. At first shunned as an outsider, Eric soon was accepted as a true son of Jien, especially after it was learned that his father was the famed Cornilius Lance, hero of the Clone Wars, and jedi knight. Eric soon decided to move to Trian Jien, and after a few years joined the Jien space cavalry, where he flew a large number of combat missions against the Imperial forces that were becoming the dominant force in the region. After attaining the rank of Major, Eric met a rebel operative, Kristiren Jo. After learning about the actions of the rebellion, Eric decided that in the end, the only hope that Trian Jien had against the empire was if the Alliance succeeded. As a Rebel Pilot, Eric flew an impressive number of combat missions, including a three ship run at a supply depot that was guarded by what seemed to be the entire imperial fleet. Eric received promotions fairly quickly, and has gained a reputation as a fair and honorable officer who can form a good relationship with just about anybody. As such, he is the primary candidate for command of the politically sensitive joint New Republic/Yaeger fleet that was proposed last year. General McCrain sees this proposal as a threat to his own power, and while he will support any decision that the New Republic Central Command makes, he has been a vocal opponent of Commodore Lance's promotion. Personality: Eric is known for his ability to make friends in the most unlikely of places, and this reputation is far from unjustified. Eric always puts the welfare of the individuals under his command before his own, and though he is not known for any great strategic brilliance of his own, he is often able to get the best of all possible advice, and follow it precisely. In person, Eric sometimes seems somewhat intimidating, as his broad build and confident stride make him seem to somewhat dwarf others. However, that impression is usually quickly dispelled, as Eric is a genuinely warm and kind individual, albeit with a rather manic sense of humor. Eric is an idealist, who believes that the New Republic is the answer to all of the galaxies problems. A Quote: "Arrrayooohhh Jiiiiiiiiiiieeeeeeennnn!!!" (a traditional battle cry of Trian Jien) * Jien Cavalry Saber: Model: Triest Family forge, cavalry saber Difficulty: Difficult Damage: STR+3D+2 Cost: 15,000 credits to Jien natives, 3x as much to others. Though Trian Jiem is a technologically advanced world, they still retain many of the primitive traditions that the original colonist of their planet held dear. The Cavalry Saber is one of those traditions, and it is rather effective in combat. Made of carbon laced watered durasteel with a cutting edge of blue stronium. The cutting edge is no thicker than 3 molecules anywhere along it's length, and more durable than plasteel. The Jien Cavalry Saber is one of the finest melee weapons in the galaxy, especially when wielded by a proficient fencer. * Reticular Blaster Rifle: Model: Reticular Inc. FF-3000 Rifle Scale: Character Skill: Blaster, Blaster Rifle Ranges: 3-40/120/550 Damage: 5D Ammo: 100 Cost: 4,000 credits, (power packs: 25) This weapon is not a regular part of the New Republic arsenal, though it's combat effectiveness has raised the question that it perhaps should be. The high cost of the weapon has always been an effective answer to that question, especially during the budget wars of modern times. * Carnelian Storm Craft: Heavily Modified KBSytems Heavy Cargo Transport. Scale: Capital Type: New Republic Battle Cruiser Length: 350 meters Cost: Not for sale Crew: 125 Passengers: Up to 500 Cargo Capacity: 3,000 tons Consumables: 3 years Hyperdrive Mod: x2 Hyper Backup: x10 Nav Computer: yes Space: 6 Maneuverability: 2D+1 Atmosphere: Not capable of atmospheric flight Hull: 5D Shields: 2D Sensors: Passive: 50/1D Scan: 80/2D Search: 160/3D Focus: 8/4D Weapons: 16 Turbolaser Batteries Scale: Capital Fire Arc: 4 each Crew: 2 each Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 3-15/35/75 Atmosphere Range: 6-30/70/150 Damage: 4D 45 Heavy Blaster Cannons Scale: Starfighter Fire Arc: 15 right, left, and rear Crew: 1 Skill: Capital Ship Gunnery Fire Control: 3D+2 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2km/2.5km Damage: 4D+2 1 "Centurion" Super Laser Scale: Capital Fire Arc: Front Crew: 4 Skill: Capital Ship Gunnery Fire Control: 2D+2 Space Range: 3-20/45/85 Atmosphere Range: 6-40/90/170km Damage: 10D Fighter Compliment: 15 X-Wings, 15 Y-Wings, 5 B-Wings, 1 Shuttle, 2 Spacewhip SR fighters, 2 Destroying Angel Super Fighters, and 2 Hero Class Archaic fighters. The Carnelian Storm is the flagship of Commodore Eric Lance, a veteran of the Rebellion who made a moderately large fortune as a privateer. The Carnelian Storm is the flagship of Commodore Lance's 15 capital ship flotilla, and is unmistakable, largely covered with a bright crimson layer of paint. Together with the rest of that fleet, the Carnelian Storm is currently stationed in the Yaeger Sector, with a roving commission under Admiral McCrain. Lance confiscated this ship from a trading corporation that had been carrying processed ore to Imperial construction plants, and began work on the cargo-hauler almost right away. The ore chutes seemed natural as fighter slings, and the Carnelian Storm Carrier was born. At first, the only fighters that the then Captain Lance was able to get were a few Y-Wings, some souped up Renegade Special Editions, and a pair of Heros, in nearly flawless condition. Since then, he has improved his fighter complement, both by pulling strings at New Republic Central Command, and by personal purchase of the now available X-Wings. Eric managed to get his hands on the pair of Destroying Angels through his contacts at RPD, and he and his wingman have put them through their paces, flying them into some remarkably heated battles against Imperial ships, the occasional Yaeger pirate, and several varieties of alien fighters, as his fleet has recently been fighting a running series of battles against the Chakh Empire. Commodore Lance has some plans to further improve on the Carnelian Storm, but he hopes to get an Opal II battlecruiser as a new flagship,if the Yaeger/New Republic Combined fleet ever becomes a reality. New Craft of the New Republic in the Yaeger Sector: Hichiliar Minesweeper Craft: Craft: RPD MS-8 Hichiliar Minesweeper Type: Minesweeper Starfighter Scale: Starfighter Length: 12 meters Skill: Starfighter piloting; MS-8 Cost: 250,000 credits Crew: 3 Passengers: 1 Cargo Capacity: 50kg Consumables: 1 month Hyperdrive Multiplier: x2 Hyper Backup: None Nav Computer: None, uses astromech droid Maneuverability: 1D+2 Space: 4 Atmosphere: No Hull: 4D Shields: 1D Sensors: Passive: 50/1D Scan: 100/2D+1 Search: 120/3D+1 Focus: 6/4D+2 Weapons: 4 Long Range Blaster Cannons Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 3D Space Range: 1-10/28/50 Atmosphere Range: 100-1km/2.8km/5.0km Damage: 4D 2 Sniperfocus Blaster Cannons Scale: Character Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 3D+2 Space Range: 1-8/18/30 Atmosphere Range: 100-800/1.8km/3.0km Damage: 8D Designed to take out the mines commonly used in the galaxy today, a Hichiliar craft tends to move around the outside of a minefield, knocking out the mines from long range. The Sniperfocus rifles are designed to take out the newer contact mines, devices that are so small that they cannot be hit by Starfighter scale weapons, and that home in on starfighters when those ships pass by. The Hichiliar minesweepers usually make their rounds accompanied by several fighters, as they are not really fast or maneuverable enough for dogfighting. Designed by RPD exclusively for New Republic use, the Hichiliar craft is far more advanced than comparable Imperial craft, usually modified attack transports. Marauder Light Cruiser: Craft: Dromos Ltd. LCF-81A "Marauder" class cruiser Type: Multi-purpose light cruiser Scale: Capital Length: 145 meters Skill: Capital Ship Piloting; Marauder Cost: 7 million credits Crew: 38 Passengers: 150 Cargo Capacity: 800 metric tons, 450 cubic meters + Fighter Bay. Consumables: 2 Years Hyperdrive Multiplier: x1 Hyper Backup: x12 Nav Computer: Yes Maneuverability: 2D+1 Space: 7 Atmosphere: 364; 1020 Hull: 2D Shields: 3D Sensors: Passive: 50/2D Scan: 150/3D Search: 200/5D Focus: 10/5D+1 Weapons: 14 Turbolasers Scale: Capital Fire Arc: 5 Front, 3 left, 3 right, 3 back Crew: 1 Skill: Capital Ship gunnery Fire Control: 3D+2 Space Range: 3-15/36/75 Atmosphere Range: 600-3km/72km/150km Damage: 5D 4 Ion Cannons Scale: Capital Fire Arc: Turret Crew: 2 Skill: Capital Ship Gunnery Fire Control: 2D+2 Space Range: 1-10/25/50 Atmosphere Range: 2-20/50/100 km Damage: 3D 5 Proton Torpedo Launchers Scale: Starfighter Fire Arc: 3 front, 2 rear Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1/3/7 Atmosphere Range: 50-100/300/700m Damage: 9D 16 Quad Lasers Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5m Damage: 6D Usual Fighter Compliment: 5 X-Wings, 5 B-Wings, 5 A-Wings. Dromos Ltd. is a company that was virtualy made anew when the New Republic liberated the Nathtur system and the Nathtur Shipyards, a manufacturing planet for Imperial capital vessels. The shipyards had been owned by Dromos Ltd. before the empire nationalized them, and they have recently been restored to what remained of that company. Origionaly a manufacturer of mass cargo carriers, Dromos found it's shipyards configured for the production of military vessels. After a mass hiring of Verpines from an asteroid whose orbit was decaying, Dromos has expanded into the military market, officialy selling to all customers, but realy selling primarily to the New Republic. The Marauder is the newest heavy ship in the NR's arsenal, and is expected to become the standard in the next few years. Fairly heavily armed and armored, the Marauder is also quite fast and agile, and capable of carrying fairly large cargoes. Cyclone Class Cruiser: Craft: Dromos Ltd. Type: In system cruiser Scale: Capital Length: 159 meters Skill: Capital Ship Piloting; Cyclone Cost: 13 million credits Crew: 415 Passengers: 150 Cargo Capacity: 700 metric tons, 450 cubic meters. Consumables: 4 Months Hyperdrive Multiplier: x2 Hyper Backup: x12 Nav Computer: Yes Maneuverability: 3D+1 Space: 9 Atmosphere: 420;1200 Hull: 4D Shields: 3D Sensors: Passive: 50/2D Scan: 150/3D Search: 200/5D Focus: 20/6D+1 Weapons: 22 Quad Lasers Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5m Damage: 6D 15 Proton Torpedo Launchers Scale: Starfighter Fire Arc: 3 front, 2 rear Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1/3/7 Atmosphere Range: 50-100/300/700m Damage: 9D 10 Extra Heavy Short Range Blaster Cannon Scale: Starfighter Fire Arc: 4 Front, 2 Right, 2 Left, 2 Rear Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space Range: 1/3/7 Atmosphere Range: 2-15m/25/40 Damage: 12D 5 Tractor Beam Projectors: Scale: Capital Fire Arc: 1 Front, 2 Right, 2 Left Crew: 2 Skill: Capital ship gunnery Fire Control: 4D Space Range: 1-5/15/30 Atmosphere Range: 2-10/15/60km Damage: 6D After the release of the Marauder, Dromos Ltd. started bidding on New Republic military contracts. The Cyclone is the first cruiser they have produced specifically for the New Republic, and it looks to become a significant part of the New Republic's arsenal in the years to come. Termed a "Brown water" cruiser, the Cyclone is designed for in-system and high atmospheric combat, and is virtually useless in pitched deep space battles. In form, the Cyclone is a sleek, long, ship, with a pair of supercharged capital ion engines at the rear, and another pair bulging out near midships. As many of the missions in the Cyclone's profile could best be accomplished by a ship capable of traversing asteroid fields, it has been equipped with a pair of weapon systems that allow it to do just that. Modeled after the Extra Heavy Cannons of the Shallitan clipper, the Cyclone's cannons can blow apart even the most dense asteroids. In addition, the tractor beams of the ship can be used both to immobilize opposing ships (a virtually guaranteed kill in an asteroid field), and, when the polarity is reversed, to shove asteroids out of the way. In addition, the particle shields of the Cyclone are nearly twice as powerful as normal, protecting them from the mini-asteroids that are often the most damaging factor of diffuse asteroid fields. Because of it's mission profile, Cyclones are not really capable of spending long periods in space. A Cyclone requires refueling and resupplying quite often, and routine maintenance at least once a year. PTS Hero Craft: Polnar Technical FS-19.2 "Hero" Type: Space Superiority Fighter, archaic Scale: Starfighter Length: 12 meters Skill: Archaic Starship Piloting, Hero Cost: 7,000 credits (2.5 Million credits +, in mint condition) Crew: 3 Passengers: None Cargo Capacity: 5 kg Consumables: 1 week Hyperdrive Multiplier: None Hyper Backup: No Nav Computer: No Maneuverability: 2D+2 Space: 3 Atmosphere: 225; 650 KPH Hull: 2D Shields: None Sensors: Passive: 10/0D Scan: 20/1D Search: 40/1D+2 Focus: 2/2D Weapons: 1 High powered repeating rail gun. Scale: Starfighter Fire Arc: Turret Crew: 1 Skill: Starship Gunnery Fire Control: 2D+1 Space Range: 1/4/8 Atmosphere Range: 100/400/800 Damage: 3D 2 Medium Meson Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 1D Space Range: 1/3/5 Atmosphere Range: 100/300/500 Damage: 1D+2 The Hero was one of the most powerful fighter craft in the universe for many years. The primary weapon of the Hero, the Rail Gun, was a vast improvement over the other projectile weapons of the time. Throwing depleted uranium/cadmium projectiles at high velocity, the Rail Gun could slash through the armor of most other ships with ease. The Hero could carry up to forty of these projectiles, a much higher load than that of ships carrying pin torpedoes, the only more powerful weapon fielded by starfighters of the time. The Barium cannons, while weak, were capable of penetration the then new shield technology that protected the capital ships of the time. (Note: Barium cannons, while much weaker than Ion cannons, operate under similar principles, and can bypass energy shield, and in some cases, Barium Cannons have been modified to the extent that they can penetrate particle shields as well. They still can't get much longer range or more powerful output though). Though the Hero has long been obsolete, there are still those that enjoy it's look and feel, and many wealthy spacecraft aficionados will have a Hero or two in their starfighter collections. Those Heros that have seen active use over the millennia are considerably less valuable, and are sometimes used for light atmospheric work in isolated corners of the galaxy. Destroying Angel Craft: RPD X-4A Type: Experimental Superfighter Scale: Starfighter Length: 19 meters Skill: Starship Piloting; Destroying Angel Cost: Not for sale (4.1 million in construction costs) Crew: 1 Passengers: None Cargo Capacity: 15kg Consumables: 2 months Hyperdrive Multiplier: x1 Hyper Backup: None Nav Computer: None (uses R-7 astromech droid) Maneuverability: 4D+1 Space: 14 Atmosphere: 700; 2,000 KPH Hull: 3D+2 Shields: 2D Sensors: Passive: 30/2D Scan: 40/3D+2 Search: 80/4D+2 Focus: 6/6D Weapons: 4 Heavy Laser Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 4D (see below) Space Range: 1-4/15/32 Atmosphere Range: 100-400/1.5km/3.2km Damage: 7D 2 Long Range Blaster Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 3D Space Range: 1-10/20/45 Atmosphere Range: 100-1km/2.0km/4.5km Damage: 3D 2 Extra Heavy Torch Cannons (fire linked) Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 2D Space Range: 1/5/7 Atmosphere Range: 10-100/500/700m Damage: 10D 6 Claw Armor Piercing Missiles Scale: Starfighter Fire Arc: Front Crew: Pilot Skill: Starship Gunnery Fire Control: 3D Space Range: 1/5/10 Atmosphere Range: 100/500/1km Damage: 6D (see below) The X-Wing has been the standard in space superiority fighters for over twenty years. RPD has been assigned to produce a replacement for the beloved fighter, and the result is the very, very impressive Destroying Angel. This is what is termed a "pie in the sky" prototype. Far to expensive to be produced in any numbers, the ship is packed with every improvement that the special engineering team (composed of RPD's usual staff, Verpine technicians, and a few Ulfgar recruited from the Yaeger sector.) could think of. A limited run of 50 of these craft have been produced, and will be tested in a wide variety of combat situations. Those improvements that prove most effective, and hold up the best, will be included in later versions of the ship that will be far more cost effective. In form, the Destroying Angel is somewhat like the Yaeger Hunter in appearance, with much heavier wings permanently halfway extended, a New Republic type astromech droid slot behind the cockpit, and a fixed strut underneath, mounting the Twin Torch cannons. The first run Destroying Angels are all painted a uniform white, without any insignia or ornamentation. The Destroying Angel is equipped with some truly remarkable improvements. The Claw Missiles are a good deal larger than standard starfighter missiles, as they are a two part warhead. The first half is a high yield localized warhead, designed to provide a massive localized explosion. The second part is a depleted Cynorad shell that is heated to up to 600 C before impact. Within this shell is a high powered explosive. The first stage weakens the armor, and the Cynorad pushes through anything that remains, delivering it's payload right into the middle of the target. In game terms, the Claws can effectively ignore modern starship armor, and can only be blocked by their particle shields. The Heavy Lasers and the Long Range blasters are both linked into the new Killsight targeting system. The pilots helmet is equipped with sensors that link into the weapon systems. As he turns his head, the weapons automatically orient toward the direction he is looking. The D.A.s helmet also superimposes 3-D sensor images over the pilot's regular view, enabling him to target anything, simply by looking at them. Furthermore, these sensors are remarkably easy to use, as reflected in the numbers above. The Destroying Angel's other controls are also almost as intuitive, making it possible for just about anyone to pilot them. However, in the hands of a proficient pilot, the Destroying Angel truly lives up to it's name. In fact, RPD is considering a making a second limited run of these Superfighters, for those missions where a fighter is of greater utility than a capital ship. Of course, they do cost considerably more than many combat corvettes, and the New Republic is not yet sure it really needs these ships that badly. Note: If you give one of these to players, you have to make sure that they give them back. After all, RPD wants to take them apart, and find out what worked, and what didn't. But it is a nifty ship to let them play with once or twice, and give them a taste of what the future might hold. Chapter 4: New Republic held systems Raljiis: Star: Single Mid-Sized Orange Inhabited Planets: Girgasoom, Ostvego System Function: Military Center Native Sentients: Asramul (spacegoing), Umrin # Planets: 7 Shiom: Star: Single Yellow Dwarf Inhabited Planets: Al-Geneb, Yimin and Ufth (moons of Srijj) System Function: Underdeveloped Border System Native Sentients: Koths, Virduvi, Shamblers, Kiriku, Hiryikur (Yimin), Fahutah (Ufth). # Planets: 8 Limdus: Star: Single White Dwarf Inhabited Planets: Dumak System Function: Temporary political headquarters Native Sentients: Koths (introduced) # Planets: 3 Elkana: Star: Single Orange Giant Inhabited Planets: Riyiur System Function: Gateway system Native Sentients: None # Planets: 6 Abor: Star: Single Green Dwarf Inhabited Planets: Shoradah System Function: Decontamination in progress Native Sentients: L'Brii # Planets: 2 Riburi: Star: Single Brown Dwarf Inhabited Planets: Lstin System Function: Mining world Native Sentients: None # Planets: 2 Abasri: Star: 2 Yellow Dwarves, 1 Red Giant Inhabited Planets: Selmakri, Uiri System Function: Residential Native Sentients: Limkiri, Asramul (spacegoing) # Planets: 21 Lokan: Star: Single Blue Giant Inhabited Planets: Ukis, Jeel System Function: Religious Center Native Sentients: Mashiro # Planets: 5 Alhambris Star: 3 Yellow Dwarves Inhabited Planets: Ilpuri System Function: Manufacturing Native Sentients: Shabuur # Planets: 12 Strenlang Star: 1 Yellow, 1 Red Giant Inhabited Planets: Thoria System Function: Residential Native Sentients: Ikrull # Planets: 7 Yorthak Star: Single Brown Dwarf Inhabited Planets: None System Function: Military Outpost Native Sentients: None # Planets: 5 Wiyr Star: 2 Mid sized Yellow Inhabited Planets: Yair, Shellshaar System Function: Food Production Native Sentients: None # Planets: 12 Usorus Star: 2 Red Giants Inhabited Planets: Ulmirk, Alsbaan, Kadjorn System Function: Manufacturing Native Sentients: Uylib # Planets: 27 Belar Star: Single mid sized blue Inhabited Planets: Griant System Function: Agriculture (fruits and wood) Native Sentients: Besser # Planets: 6