• Race: Trituri


    Description: The Trituri are a race of amphibian bipeds, much like Terran salamanders. They walk upright (in their adult stage) and have very jittery personalities. Their strength is greater than the average Human, but their intelligence is not as honed.

    Trituri begin their lives as water—breathing fish with an animal-like intelligence. They are born from eggs hatched in shallow fresh water. The mother usually lays no more than two eggs at one time. She can become fertile again in one local year(six standard months). For the first five years of life, they swim in lakes maintained by the whole community. Around 10 local years, their young start shedding their gills and develop lungs. They also start to show intelligence. Within a year, they develop their vocal chords and the community starts to educate them. By their 12th local year, they start developing their limbs. At 15, they fully walk upright and begin formal education-which lasts until they are 40 (20 standard years).

    Culture: Trituri come from a world they call Bra’ak (Home). It orbits Groombridge 1618 –- a K-class main sequence star. They were contacted by Humans from the world of Petrov in 2421. When the Humans decided to contact the Trituri, they reached orbit around their homeworld and began broadcasting messages. They were contacted shortly and language exchange started.

    After two months of radio contact, the governing body gave permission for the Humans to land. When the Trituri saw the Humans up close, they could hardly believe what they saw. They had already observed Humans through video transmissions, but they thought the Humans were fooling with them. They could not believe that mammals like Humans could ever achieve intelligence; their biologists came to this conclusion. Their knowledge of biological science was amended immediately.

    Size: Tall (215-240 cm)
    Legs: Bipedal
    Arms: Bibrachial
    Diet: Scavenger/Omnivore
    Move: 8

    Regeneration: The creature regenerates quickly. They heal a 1 BP/hour naturally.

    Semi-Aquatic: Trituri are semi-aquatic and can hold his breath for 15 minutes before checking for drowning. Their Pace in water is equal to their Swimming skill.

    Strong: Trituri start with a +10 STR

    Slow-Witted: Trituri have -10 to INT.

    Robust: Trituri start with +10 BP

    Water-Dependency: Trituri need to keep their skin moist. They prefer humid environments and will suffer one Fatigue per day in dry climates.

    Cold-Blooded: Trituri cannot maintain body temperature. -5 to STR, AGL, CRD, and WIL per 5o C (round up)from comfort zone (20-25o C)

    The Path of the Brute

    +5 STR, temperature tolerance raised to 10-35o C, -5 INT. -2 MOV. The Trituri that choose this path usually become bodyguards for various organizations. Many Mega-corporate CEO’s pride themselves on the quality of their Trituri protection.

    The Path of the Mind

    +5 INT, -5 STR, +5 to Academic specializations. Curious to a fault. Many Trituri pursue scientific endeavors. Many get into trouble in their endeavors. When a member of this path sights a scientific curiosity, they must make a WIL check to avoid obsessing about it. Referees are encouraged to assign specific difficulties to specific checks.

  • Race: Pishyakii – Leopard Snyehk

    Pishyakii: Leopard Snyehk

    Description: The Pishyakii are a race of bipedal felines. Leopard Snyehk (LS) remind others of snow leopards. They have mostly white fur with black spots all over. Every member of this sub-race have a different spot pattern. Pishyakii, like Terran cats, have retractable claws that they use as weapons. They sometimes augment their claws with cybernetics.

    Culture: Pishyakii originally come from the planet they called Rik’Shah (Green Home). It was a green world, though colder than Terra. Even the summers on the world did not remove the snow in most areas. The LS developed in the tundra regions where the land was flat but with lots of trees. They had achieved a level of technology roughly equal to Terra’s early 20th century. It was the 800th year in their cultural timeline (about 4000 Terran years)–when the IH discovered them.
    It didn’t take long. The IH blasted their cities with orbital mass cannons, contaminated the flora and fauna, and rounded up several million of them for slavery and laboratory experiments.

    Their homeworld is now dead; all life on the world is extinct. The IH never even bothered to terraform and re-populate it with Human colonists. The IH did to the LS what they normally do to non-Humans–especially the ones that don’t look too much like the Master Race. Some were kept as pets; others were used for military training (i.e. target practice). On one world, however, there was a change.

    On the planet Helga III, in the Danube System, the local Pishyakii slaves staged a revolt. They stole ships and warped out of the system. Other Pishyakii heard the news and revolts started all over IH space. The IH sent their fleets to hunt them down, but about several million escaped to Imperial (IKT) space about 50 years ago. The Pishyakii were exterminated in their space, although they left their mark on their “masters.”

    Pishyakii are predators; they know how to hunt without weapons. Many an IH citizen, soldier, or officer have been vivisected by their claws. Quite a few aristocrats had their hearts ripped out by ex-slaves. Their freedom was won by blood, payback for their world.

    Many people were very nervous dealing with the cats when they hit IKT space. The LS settled on worlds in the Terran sector. When they also found a world that resembled their home in the 82 Eridani System, they decided to call it Dis Rik’Shah (Next Green Home). Upon this discovery, most LS have emigrated there. When the Bugs came, they fought with the same ferocity as the did against the IH. Their world was liberated in 2782.

    Other kinds of Pishyakii made it to other words – which will be detailed in a later document.

    Size: Medium (175 cm)
    Legs: Bipedal
    Arms: Bibrachial
    Diet: Predator
    Move: 10

    Agile: Leopard Snyehk have the feline grace of their ancestors. They start with a +10 AGL

    Fine Manual Dexterity: LS receive a -10 CRD because their hands are not as nimble.

    Reputation: Bloodthirsty: Pishyakii can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have -10 CHA among “civilized” types.

    Enemy: IH: Pishyakii society rose at the expense of another. The IH paid the cost. Members of each culture suffer a –10 CHA when dealing with each other. Unless fettered by other authorities or common goals, individuals of the two races typically attack each other on sight.

    Natural Weaponry: All Pishyakii have retractable claws that do +1D Armor-piercing damage.

    Low Light Vision: Pishyakii eyes amplify light. They can see in the dark and ignore attack penalties for Dim and Dark lighting.

  • Race: Chiluko

    The Chiluko are an engineered race that is based on the Terran rat. An anonymous scientist created them for reasons no longer known. All references to the laboratory work have been erased and nobody seems to know about their origin as well. What is known is that the Chiluko have made their presence known throughout charted space in 2480CE.

    Description: Chiluko look like their rat ancestors. They are bipedal beings that average about one meter tall. Their eyes are usually brown, blue, or pink. Their noses are at the edge of a long snout. Their eyes are not as good, mainly because of their snouts getting in the way. Their hearing and smell senses, however make up for it. Their mouths contain what looks like the traditional buck teeth of the rat, but their teeth lost the ability to regenerate like their ancestors’ incisors.. Their arms end in hands that contain four fingers and an opposable thumb. Their fingers and thumbs have claw-like nails that help them dig. They have tails like rats—long and minimally furred. Their voices tend to be higher-pitched than Humans.

    Like their rodent ancestors, Chiluko have very high birth rate. A female Chiluko can produce 2D children at once, and can be re-fertilized after two weeks. If they don’t check themselves, they can take over whole worlds in a very short time.

    Culture: As a race, Chiluko are really a rather amiable species. They usually take on the cultural trappings of the people around them. Birth control is popular among them; their naturally high level of children promoted this as they went into space. They are usually only aggressive if threatened. They get along with Humans, though they may resent some of them referring to them as “pets.” Pishyakii get along with them, though they like pranking each other.

    Nimble: Chiluko receive +5 in AGL and CRD.
    Frail: Chiluko receive -5 in STR and WIL
    Senses: Chiluko receive +5 to PER checks for Hearing and Scent checks. -5 to PER for sight checks.
    Small: Chiluko receive -5 to their BP score.
    Size: Short (100 cm)
    Legs: Bipedal
    Arms: Bibrachial
    Diet: Scavenger/Omnivore
    Move: 6

    The player also chooses from the charts below:

    Chiluko Positives (choose 1)

    1. Regenerative teeth: can gnaw through rope, wood, and even soft stone at a rate of 1 meter/hour
    2. +5 to BP
    3. Collapsible skeleton. Can wiggle through openings ¼ their size. ½ damage from bludgeoning attacks
    4. Improved running. Move: 12
    5. +5 to Thief skill. Many Chiluko excel at this profession.
    6. +5 to Explorer skill when it comes to survival.

    Chiluko Negatives (choose 1)

    1. Cannot regurgitate. -10 to WIL to recover from poison, disease
    2. 3Dx100© finders’ fee by rogue scientists wanting your body….for the wrong reasons.
    3. Extra -5 on BP
    4. Mistaken Identity. All Chiluko look alike, right? Too bad you look like a wanted felon.
    5. -2 starting equipment
    6. “Mickey” Obsession: The Chiluko believes that they are not a product of genetic engineering. Instead, they believe they are descended from a “Mother Rat” that created the race. Certain comic books and movies from Old Earth’s Family Entertainment Company are all the proof the Chiluko needs to support their beliefs.

  • Ship: Dark Star

    Ship Name: Dark Star
    Shipyard/Company: Mijönir Shipyards
    Ship Type: Scout
    Date of Manufacture: 12 January, 2790
    Price (Full/Adjusted): 600,000/???

    Primary Ratings:

    Structure: 55
    Handling: 45
    Targeting: 60
    Scanners: 75
    Computer: 50


    Nova Drive: 2 LY/dy (2 upgrades MAX)
    Pulse Drive: 8 AU/hr (1.1c) (2 upgrades MAX)
    Atmo Drive: 950 kph (1 upgrade)


    Hull Points: 70 (Subsystem 14)
    Capacitors: 20 (Recharge 1/rnd)
    Fuel Tanks: 20 (Scoop 1/hr)
    Provisions: 200


    Frame: Small, Exploration (Max upgrade/system: 3)
    Crew/Pass: 1/8 (1 upgrade)
    Power Core: Type I Reactor
    Docking Space: 250 CU
    Cargo Hold: 35 CU (10 CU in hidden hold) (1 upgrade)
    Integration: 3 spaces remaining
    Hardpoints: 0 remaining

    Integrated Tech:
    Subspace Radio
    Transponder (multi-configured)
    Artificial Intelligence
    PER 50, INT 50, Pilot +0, Scientist (physical science) +0,
    Technician (starship) -10, Marksman +10 (Gunner)
    Grapple Clamps
    Sick Bay (1 patients)

    Security Ballistic Screen
    each 1HP drains 1 capacitors
    Security Reflec Screen
    each 1HP(B) drains 1 capacitors

    1x Laser Battery
    1-5D(B) damage, Range 8h, Uses 1-5 cap/shot
    1x Rocket Battery
    3D damage, Range 6h, Payload 10

    Mijönir Shipyards: +10 to targeting for all ships.

    The Dark Star is an example of a typical scout vessel in the hands of a civilian. Scouts and runabouts are, probably, the most “tricked-out” ships in the galaxy.

    The drives on this vessel have been upgraded to almost the best the Solar Alliance has to offer; even the pulse drive is FTL (1.1c). The cargo hold has been modified to store 10 CU worth of smuggled goods in secret compartments (-20 to scan – and local scans only). The science lab has been removed in favor of a larger cargo hold. The docking bay holds an Explorer craft, a hover car, a workpod, and two ground cycles.

    The ship’s computer has a female personality that responds to the name “DARLA.” Her anti-violence protocols have been bypassed by successful hacking techniques. DARLA can handle most ship operations by herself, if needed.

    The ship can be found in just about any civilized sector in the Milky Way Galaxy (and even in a few uncivilized ones). From the coreward Antares Sector to the rimward Aldebaran Sector, this ship may be found.

    The captain of the Dark Star is a Human male called John Merrick. Only a few people know him by that name; John’s alias list is as big as the Orion Nebula. He and his ship is among the PDSR(1) and IH’s(2) Most Wanted list. In the SA(3), he is only accused for smuggling non-aggressive goods to worlds where they are banned. In the other two superpowers, he is wanted for people transport – mainly beings seeking asylum from their mother countries. They are usually brought to either SA space or an independent world that has no expediting treaties with the PDSR and IH. The Dark Star, however, always seems to get away.

    The cargo hold has full life support capabilities that can handle more than 100 people, if it is needed. If you are in a bind and don’t see a way out, the Dark Star may just be coming your way……..

    1. Peoples’ Democratic Socialist Republic
    2. Império do Homem – Empire of Man
    3. Solar Alliance

  • Ship: Jackalope

    Ship Name: Jackalope
    Shipyard/Company: Hydra
    Ship Type: Runabout
    Date of Manufacture: 15-11-2778
    Price (Absolute/Adjusted): 905,000©/678,750©

    Primary Ratings:

    Structure: 50
    Handling: 60
    Targeting: 55 (1 upgrade)
    Scanners: 50 (2 upgrades)MAX
    Computer: 30


    Nova Drive: 0.5 LY/day
    Pulse Drive: 5 AU/hr
    Atmo Drive: 1,350 kph (1 upgrade)


    Hull Points: 27 (Subsystem 4) (1 upgrade)
    Capacitors: 15 (Recharge 3/rnd) (2 /2 upgrades)MAX
    Fuel Tanks: 20 (Scoop 1/hr)
    Provisions: 120 (1 upgrade)


    Frame: Tiny, Civilian (Max Upgrade Level: 2)
    Crew/Pass: 1/7 (1 upgrade)
    Power Core: 4 Type V Parabatteries
    Docking Space: 25 CU
    Cargo Hold: 11 CU
    Integration: 3 spaces remaining
    Hardpoints: 0 remaining (1 upgrade)

    Integrated Tech:

    Subspace Radio


    Security Ballistic Screen. Each 1HP(B) drains 1 capacitors


    1 x Blast Pod. 2D Damage, Range 5h, 1 cap/shot
    2 x Assault Rocket. 2D x 10 Damage, Range 2h, rack


    The Jackalope is an example of a paramilitary-upgraded runabout. Many components have received upgrades that make it a good escort for corporate freighters. The weapons have been upgraded to energy-users due to her increased capacitors. Rocket racks have been installed as well. Her computer is still low-end and the pilot must be a top-notch astrogator to warp off the trade lanes.

    The vessel was originally commissioned, as The Raven, for an Imperial admiral during the Bug War. Admiral Aki Takashugi, a personal friend of the Empress, received it as a gift. When the entire 17th Imperial fleet was lost during the battle of Yeaux D’Yvette (Altair) in 2784, Admiral Takashigi escaped in The Raven – leaving her crew behind.

    When Empress Bowman died, her empire died with her. When the government transitioned to The Solar Alliance, military tribunals, concerning war crimes committed during the conflict with the Bugs, were held. Admiral Takashugi was among the ones tried. She was found guilty of murder against her crew. Eyewitness accounts of the few survivors that made it to the escape pods were admitted. Testimony was also given during her trial that revealed the Admiral kicked people off her runabout at gunpoint while she abandoned ship – even shooting a crew member during the egress. She was found guilty and executed. Her property, including The Raven, was auctioned off.

    In 2799, a young pilot, named Dale Sanders picked up the vessel fairly cheaply. He renamed the vessel Jackalope with the hopes of making a name for himself.

    Seven passengers fit in comfortable seats, four of which double as additional crew stations if needed. The cockpit and passenger compartment each eject as two separate escape launches when trouble arises.

  • Ship: Royal Flush (Pink Flamingo)

    Ship Name: Royal Flush (Pink Flamingo)
    Shipyard/Company: Hydra
    Ship Type: Ocelot-Class Fast Transport
    Date of Manufacture: 29-4-2750
    Price (Absolute/Adjusted): 8,500,000©/ 6,250,000©

    Primary Ratings:

    Structure: 65
    Handling: 55 (3 upgrades)
    Targeting: 50 (1 upgrade)
    Scanners: 50
    Computer: 50 (2 upgrades)


    Nova Drive: 2 LY/day (2 upgrades) MAX
    Pulse Drive: 3 AU/hr
    Atmo Drive: 250 kph (1 upgrade)


    Hull Points: 120 (Subsystem 24)
    Capacitors: 20 (Recharge 1/rnd)
    Fuel Tanks: 50 (Scoop 3/hr) (2/2 upgrades)
    Provisions: 310 (1 upgrade)


    Frame: Medium, Industrial (Maximum Upgrade: 4)
    Crew/Pass: 2/8 (1/0 upgrades)
    Power Core: Type II Reactors
    Docking Space: Too Large
    Cargo Hold: 400 CU
    Integration: 0 space remaining
    Hardpoints: 0 remaining

    Integrated Tech:
    PER 50, INT 50, Diplomat +0, Pilot +0, Science (Planetary) -10, Technician (Starships) -10
    Subspace Radio
    Engineering Center
    Hangar (100 CU: typically 2 runabouts, 3 shuttles, 1 workpod)
    Sickbay (1 patient)


    Security Ballistic Screen. Each 1HP drains 1 capacitor
    Security Reflec Screen. Each 1HP(B) drains 1 capacitor


    1 x Auto Turret. 2D (or 5D for 5-shot burst), Range 5h, Payload 20


    The Royal Flush represents a common site in the frontier regions of space. Having said that, each individual transport vessel can be quite unique – whether it is intended or not.

    The over-50-year-old vessel looks like a rust bucket; her outer hull seems to look like it will fall apart any minute, the reactor sounds like it is straining against the hull, waiting to burst out of engineering, and the passageways are soaked in what looks like blood. Twenty days of cleaning the walls haven’t completely removed it. With all that, however, the Royal Flush is still a reliable light freighter vessel that keeps together.

    This ship changed many hands. She started as a light freighter transporting ore for a fledgling mining company, Monroe Prospects, L.L.C.. When the Bug war broke out, her Nova Drive was upgraded to 2LY/day. She was also commandeered by Terran Imperial forces to serve as a supply transport for fleet support.

    She survived the war. When it was over, she was sold via government auction. Another corporation secured it for light trade operations in the northern sectors of the empire-turned-republic. She was declared lost in space in 2795….

    In 2801, a group of entrepreneurs discovered her in deep space in the New Texas System. The ship was abandoned and there was blood on the walls. No bodies were left on-board and all the life rafts were still intact. What happened to the previous crew is a mystery…….

    Mechanical Troubles:

    Blood stained passenger area: The blood is so bad two separate layers of interior paint have failed to cover it up effectively.

    Jury-rigged panels: The outer panels have been replaced by poorly manufactured parts (of a different color, of course). Doesn’t affect performance, but looks ugly.

    Fuel rod inserters: The starship has trouble starting up its reactor core to power its nova drive. Whenever you start it, there is a 50% chance that it will take 1-10 turns to get it started. Otherwise it sputters to life with labored groans.

  • Ship: Swift Wind

    Ship Name: Swift Wind
    Shipyard/Company: PDSR
    Ship Type: Frigate
    Date of Manufacture: 25 August, 2784

    Primary Ratings:

    Structure: 80
    Handling: 45
    Targeting: 70
    Scanners: 60
    Computer: 60


    Nova Drive: 0.5 LY/dy
    Pulse Drive: 3 AU/hr
    Atmo Drive: n/a


    Hull Points: 266 (Subsystem 54)
    Capacitors: 190 (Recharge 2/rnd)
    Fuel Tanks: 60 (Scoop 3/hr)
    Provisions: 2 years


    Frame: Large, Security
    Crew/Pass: 5/150
    Power Core: Type III Reactor
    Docking Space: Too Large
    Cargo Hold: 407 CU
    Integration: 0 spaces remaining
    Hardpoints: 0 remaining

    Integrated Tech:
    Subspace Radio
    Backup Subspace Radio
    Artificial Intelligence
    PER 50, INT 50, Modified violence interlock (can be overridden by passcode), Pilot +0, Technician (starship) +0, Academic (politics/law) +10
    Engineering Center
    Hangar (195 CU: 2 starfighters, 3 runabouts, 4 shuttles, 2 workpods)
    Spare Payloads (3, already added to weapons)
    Robotics Lab (38 CU)
    Sick Bay (5 patients)
    Tech Lab (40 CU)
    Tractor Beam

    Military Ballistic Screen
    every 2HP drains 1 capacitor
    Military Reflec Screen
    every 2HP drains 1 capacitor
    Anti-Missile Defense
    drains 5 capacitors to stop one missile/rocket
    Proximity Defense
    drains 2 capacitors, 2D(B) damage, proximity triggered

    1x Torpedo
    7Dx10 dmg, Range 10h, Payload 2
    1x Laser Cannon
    1-5D(B) (or 6D(B) for 10-shot burst), Range 8h,
    Uses 1-5 capacitors/shot
    2x Guided Missile
    5Dx10 damage, Range 8h, Payload 2 (each)

    PDSR: PDSR ships suffer -0.5 LY/dy to Nova Drives. Weapon Philosophy: 50% +1 hardpoints must be missile/rocket launchers. All guns -33% range.

    The ::Swift Wind:: represents a typical frigate of the PDSR (Peoples’ Democratic Socialist Republic). Its slow nova drive is the result of the PDSR’s lower technical expertise in this field. The weapon loadout is also typical: missiles and rockets over guns. The PDSR’s military economy mass-produces missiles and missile parts on an enormous scale. This is part of the plan for the politburo to provide work for all PDSR citizens.

    The ship’s AI has improved skill in Academic (politics/law) because ships’ AI in this nation usually act as the ship’s political officer – training the crew, maintaining morale, and transmitting information back to HQ of any dissident activity.

    The vessel’s cargo hold usually stores extra missile ordinance. Crews take the standard time moving the weapons into the corresponding payload bays when it is needed. The caveat to this is that there are chances of major explosive damage if the cargo is hit in combat. Nevertheless, the PDSR doe not consider this to be a problem; frigates are produced by the tens of thousands every month and are the main force for local system defenses (Systems in the PDSR are not allowed to deploy their own forces) as well as in the Kosmoflot (Kosmoflot). Many of these frigates are also configured for deep space exploration – less missiles and more scientific equipment.

    You may find the Свифт ветер near the PDSR/Solar Alliance border. Her captain is a Human female named Kапитан Lейтенант Viktorya Dimitrova (Lieutenant Commander Viktorya Dimitrova). She rose through the ranks through honest work. From a low (non-party) family, Viktorya successfully entered the Kosmoflot at the age of 17. She graduated near the top of her class. She started her career aboard system patrol boats in various systems. Within 10 years, she received he promotion to the Field-Grade Officer Corps as well as her first command – The Свифт ветер. She has had this command for two years and hopes to have command of a larger ship, eventually.

    She is a fair Captain who tends to ask questions before shooting. Her AI, an entity going by the name of IVAN, sometimes is at odds with her. So far, IVAN has not reported anything to HQ; if the Captain does something truly disloyal, however, IVAN has stored much data about every little discrepancy that she has committed. This data will all be used for her court-marshal…..

  • To Live And Die In Starlight

    This is a work of fiction I have written. Enjoy


    Date: 19 June, 2457

    Location: Near The Moon’s L-4 point

    “Lieutenant Armel, what do we have left?”

    On a normal day, Lieutenant Commander Larssen, Captain of the HCS (High Colonial Ship) Korona, would have not been so urgent in her question. This day was far from normal; it was day three of a battle between Earth’s forces and the High Colonial Rebel fleet. The largest battle to date in the civil war would now be added to their ship’s record – if they survived.

    It had been almost six years since the war started. That was when the colonies on Earth’s Moon revolted against the Air Tax. The Governing body of Earth, ruled by their NOPL (New Order of the Promised Land) doctrine, felt that living off of Earth was a transgression against God. It didn’t matter that Earth’s hungry billions relied upon colonial support for resources. The government kept that information hid from the populace, maintaining the image of being the “All-Providing Prophets.”

    NOPL, in its divine wisdom, sent marines to the Moon’s largest city, New Kiev, and depopulated it. 740,000 exposed to space the hard way. The shock of this action sent all of the other worlds in the Sol System – the High Colonies – into revolt.

    The revolt didn’t go well. NOPL forces recaptured the inner planets and were moving into the Jovian and Saturnian moons. The rebellion might have been crushed if it weren’t for the wisdom of a former Martian businesswoman-turned-admiral, Katrina Mendoza. She, along with help from Heinrick’s Claim – an extra-solar colony world orbiting the star Sirius – helped to turn the tide of the war in the Rebel’s favor. Her actions led the massive multi-colony fleet to this confrontation: the bulk of their fleet against what NOPL could muster. They were outnumbered three to one, but they had Admiral Mendoza.

    The first two days of the battle, being fought near Trotsky Shipyards – the largest array of shipyards at The Moon’s L-4 point – were a grueling display of absolute brutality. The Earth forces, governed by their NOPL doctrine, would neither give nor accept quarter. These shipyards were the only yards available to Earth, as no such facilities existed on the planet anymore. If Earth lost these yards, the planet would no longer be able to continue their aggression against the rebelling High Colonies. Their fury and tenacity would be unrelenting.

    Larssen’s ship, the Korona, was a 2000 cubic meter missile destroyer. Her main weaponry were the munitions she could deploy: from small-class anti-frigate missiles to heavy anti-battlecruiser torpedoes. The only “guns” she had were short-ranged anti-fighter/missile lasers. Her mission profile was to be in the rear-guard, striking with the long-range missiles. In battle, however, things never go to plan. Admiral Mendoza’s tactics, however, were superior. The way she maneuvered the fleet around NOPL forces was like a dancer around a stage. After three days of near-continuous fighting, pausing only for a few hours to regroup and rearm however the ships could, everyone was bleeding.

    The Korona herself was bleeding badly. During the latest engagement with the enemy, she suffered wave after wave of fighter squadrons which her wing fought off desperately. The Korona was fortuitous in one way by being the only ship in her wing still active in the fight. How active she was, Captain Larssen was trying to ascertain.

    “Lieutenant Armel, respond!” Larssen repeated.

    “Damage reports coming in,” Armel finally responded. “Missile batteries one through five are out of commission without dry-dock. Six through eight are being repaired now. Nine and ten are online.”

    “What about propulsion?”

    “Plasma thrusters are online, but we lost much of our propellant fuel. I estimate we have only about 17 thrust- hours left. Reactor is back online. Battery cells are still okay. I do not have the data for Life Support yet.”

    “Very well,” Larssen resigned, “keep me posted.”

    “Aye, Ma’am.”

    “Mr. Fry,” Larssen turned her attention to her Weapons Officer, “what do we have in the remaining tubes?”

    “We have Mark-2’s in Battery Nine, Mark-5’s in Battery Ten, Ma’am,” Fry responded.

    Larssen visibly showed a glimmer of hope at this news. Even though they were badly crippled, they were far from spent.

    “We also have six remaining Mark-6 missiles and two Mark-10 torpedo loads in the magazine left,” Fry continued.

    “Even better!” Larssen exclaimed. “Fry, prepare the Mark-10’s for loading! Helmsman MacAuley, Plot me a course that will get us in range of the cruisers!”

    “Aye aye, Ma’am,” MacAuley replied. “plotting an intercept course to –”

    A white flash appeared at the Two-O’-Clock position on the view screen relative to the ship’s bow – towards the region of the flagships.

    “Sensor Ops!” Larssen yelled, “What was that?!”

    Sensor Operator Sashti looked back at the Skipper with a pale look on her face.

    “Skipper, I believe it was the Gate.”

    The Lieutenant Commander balked at the reply. The Tannhäuser Gate was THE flagship of the Rebel fleet, Admiral Mendoza’s personal ship. If that explosion was her battleship…

    “Sensors,” Larssen was visibly shaken. “FULL SCAN! GIVE ME CONFIRMATION NOW!!”

    “Confirmed, Ma’am. It was the Gate.”

    The last attack on her must have hit a munitions magazine. The ship became a star – for a few moments – then only black.

    Larssen stopped straining against her seat straps. She was not even thinking about the fact that, if the restraints were suddenly released, her legs would’ve slammed her into the bulkhead in the weightless environment. She quickly recovered her composure – and her resolve.

    “MacAuley,” She ordered, “continue my last order. Give me a vector!”

    “Aye, Ma’am,” MacAuley replied. “Applying full acceleration!”

    The admiral may be dead, but the battle was far from over.

    The Korona thrusted forward toward the NOPL core fleet. Her thrusters were capable of 4-G acceleration and she was using it. Her remaining missile ports were opened and ready to launch.

    “Skipper,” Ensign Fry reported, “Damage Control reports Missile Tubes Six through Eight are online!”

    “Excellent!” Larssen exclaimed, “Load Six and Seven with Mark-6’s. Load Eight with remaining Mark-10’s!”

    “Aye, Ma’am. Weapons report it will take ten minutes for reload.”

    “Good. In the meantime, Ensign, give me a firing solution. Give me something to shoot!”

    “Aye, Ma’am. I think I have successfully targeted one of their carriers. Looks like a 20,000-tonner. Plotting firing solution now.”

    “Helm,” Larssen ordered, “Cut acceleration! Orient ship for a missile run!”

    The Korona cut her thrusters, putting the crew back to micro-gravity.

    Ensign Fry worked feverishly at his console. The readout indicated that he had a strong fix on the carrier’s position. His console reported the Mark-5’s ready to fire.

    “Skipper,” Fry reported, “I have a firing solution on the carrier. Mark-5’s ready to go.”

    “What about the heavies?” Larssen asked.

    “Still have about four minutes before load completion.”

    “Damn! This firing solution will not last. FIRE!”

    An array of missiles spit out of the Korona. They blazed across space in a streak of fire at maximum velocity. The NOPL carrier – the 20,000 cubic meter Apostle – started to fire its anti-missile batteries. Half of the missiles were blasted by the laser fire; the other half made it to firing range. The warheads exploded, the energy from the explosions pumped the generators and fired their coherently-focused X-ray beams at the target microseconds before the explosions consumed them. The hull of the Apostle ruptured, subsystems being vaporized by the beams.

    “Considerable damage to the carrier,” Fry reported to the Skipper, “Her engines are cooling down, but power is still registering.”

    “Do we still have a firing solution?”

    “Yes, Ma’am.”

    “We have anything left?”

    “Not yet, Skipper. The tubes will take another 10 minutes to reload and we only have the Mark-2’s and they might not be able to cause much damage to…. wait… Ma’am, Weapons reports the 6’s and 10’s are loaded now!”

    “FIRE THE 6’s!!!!”

    The Mark-6 missiles were not X-beam pumpers; their warheads contained high-yield fusion warheads, as did all of the High Colony’s missiles above Mark-5. This time, however, the Apostle’s lasers did not fire. The missiles detonated without interference.

    The Apostle flashed in an astounding series of white star-like blazes that almost matched the Gate‘s magnitude. Almost.

    “Ma’am!” Fry exclaimed. “The 1st Commandment is in range!”

    The 1st Commandment was NOPL’s flagship. Her 35,000 cubic meter hull could not be mistaken. She showed signs of extreme battle damage, like every other ship in the battle, but she was far from out of the fight – just like the Korona.

    “Fry, tell me you have the 10’s prepared.”

    “Yes, Ma’am. Firing solution being plotted now.”

    “Very well, you may fire when ready.”

    “Aye, Ma’am. Solution imminent… correcting… There! Firing!”

    The Mark-10’s flew out and traveled to their destination. Anti-laser fire started to work, then stopped. NOPL fighters, which originally seemed to be on intercept vectors toward the Rebel fleet, suddenly changed course….

    “Sensor Ops, plot the fighters’ vector!”

    SO Sashti acknowledged the order and started computing. “Ma’am,” she replied, “they look like they’re going for the missiles!”

    And after them they went. If the fighters couldn’t shoot them down, they rammed them with their craft. None of the missiles managed to reach their target.

    “Weapons, RELOAD NOW!!”

    The Korona frantically reloaded her Mark-10’s, her last load of the heavies. The Captain of the Korona decided to make a fateful decision.

    “Helm,” Larssen ordered, “set a course toward the Commandment, maximum thrust.”

    “Ma’am?” the Helmsman asked.

    “You heard me, FULL THRUST! Get us right up the Commandment‘s nose!”

    “Aye, Ma’am,” MacAuley replied.

    The Korona thrusted forward. During the eternity between missile loadings, the ship sped toward her destination. Remaining fighters vectored in. Korona’s defense lasers came to life. A NOPL missile frigate launched her ordinance at her, and was pulverized in return by the remaining Mark-2 load. The Korona made her way toward the Commandment and was right inside the anti-missile laser range when her thrusters were vaporized.

    “Captain, this is Engineering, Armel here,” The Engineer’s face was on the vidscren. “We lost power to thrusters. That last blast lost us our fuel so, even if I can get the thrusters online, the point is moot.”

    “Do we have any power at all?” Larssen asked.

    “I have re-routed power to weapons. You have enough for one shot.”

    “That’s enough. Weapons, THE KITCHEN SINK! EVERYTHING WE’VE GOT!!”

    The Korona launched whatever missiles she had. Her lasers fired as well. The Commandment started to rupture. Her reactor, however didn’t flash, as it wasn’t fission-based; the hull just went dark.

    That was for the Admiral, Larssen thought to herself, Katrina, that one was for you…

    Lieutenant MacAuley looked at her Skipper. “Ma’am, we have no power other than the emergency batteries. What can we do?”

    All the eyes of the bridge were on the Captain. Lieutenant Commander Larssen was about to speak when the Communications Officer, Petty Officer Sweeny, spoke up.

    “Skipper,” Sweeny said, “we have an incoming transmission from the Mjölnir.”

    The HSS (Heinrick Space Ship) Mjölnir was a 25,000 cubic meter battlecruiser from Heinrick’s Claim. Her Captain, Commodore Agnetha Trygstad, was one of the first officers of Heinrick’s Claim’s Navy that spoke in favor of war with Earth to the government.

    “Put them on,” Larssen said.

    The speaker in Larssen’s helmet relayed the transmission:

    “To HCS Korona, this is the HSS Mjölnir. Repeat: this is the HSS Mjölnir. We are aware of your status. We are matching vectors and will deploy grappling protocols when in range. How is your life support?”

    “Roger, Mjölnir,” Larssen replied, “Life support holding on battery power. We have about three and one-half hours left before batteries give out.”

    “Understood, Korona, we should be in a rendezvous point within two hours. Prepare crew for evacuation.”

    “Roger, Mjölnir. Standing by.”

    “I do not know what you or your crew are aware of, Captain, but, for the record, the remaining NOPL forces are out of commission. It looks like the remaining ships shut off their life support systems and killed their crews before they could be boarded and captured. It’s incredible. We are trying to ascertain the reason for this.

    “Anyways, the battle is over; we have taken the shipyards. NOPL will have quite a problem now engaging our fleets. You and your crew served with honor. When you come on-board, and your crew are taken care of, you will be officially debriefed. Mjölnir out.”

    “Understood. Thank you. Korona out.”

    Lieutenant Larssen relaxed in her command chair. The Korona was in no shape to re-pump the atmosphere into the compartments; the crew would have to stay in their spacesuits for the time being until the rescue. She hoped the Korona could be saved. If not, she would always remember the ship, and her crew, with pride. She didn’t know what would lie ahead in the war, as it still seemed to be far from over, but she hoped that nothing else would compare to what they went through over the past three days. No matter what, she thought to herself, we will meet whatever comes next for us.

  • Marrlo

    “My story? To tell it is not easy, but I guess I need to.

    “I was born on Dantooine. My parents were simple farmers who emigrated to the planet from Corellia. We, as in me and my brother, Heinrick, grew up on the farm working it as well as hunting in our spare time.

    “The ruins of an old Jedi temple were not far from our home. Our parents forbade us from going there, but we went anyway. Sifting through the ruins, one day, we found someone.

    “His was Jedi Master Kanin. He said he sensed us and came here to Dantooine because of that. He wanted to take us away to the re-established Jedi Temple on Tython. We all went back to the family farm. Our parents weren’t happy at all to see Master Kanin. Master Kanin was persuasive, however, and our parents eventually relented. Master Kanin obtained passage on a transport that would take us to Tython.

    “Little did any of know, however, that Heinrick was already contacted.

    “About a month before meeting Master Kanin, Heinrick met another – a Sith Lord by the name of Darth Perfidious. He promised my brother to train him quickly to the way of “true power.” Heinrick was always the impatient one. I look behind me now and I should have already seen this. Then again, hindsight is 20/20-vision.

    “We were on the transport when an emergency happened en route to Tython. Power went out all over the ship – except for a single lifepod. As Master Kanin was helping the crew try to get power back, I made my way to the lifepods – and found Heinrick there about to jettison.

    “I couldn’t stop him in time. He jettisoned and made it to another transport nearby. I found out it was headed for Korriban…..

    “One day, I will meet him again. On that day, maybe I can show him the error of his choices. If not, I don’t know what I will do….”

  • The Solar Alliance: Mercury

    This is not finished, but I am posting a blurb about 29th century Mercury. Enjoy!


    Gravity: .38g
    Min/Max Temperatures: -173/427 °C

    Mercury, the closest world from Sol, is an important power and mining center for the entire system. It’s density make it second only to Terra in the system. The reason for this is because the majority of the world (75%) is made of metals.

    Mercury is not independent; as of 2801, it is still a protectorate of Terra. Several Terran-based companies have mining operations on Mercury and either sell the minerals, usually to Martian factories, or process them with their own facilities. The power stations on the planet are also prolific. The main source of parabattery manufacturing and recharging in the Sol System is all around the planet.

    Life here is hard. The temperature in the day versus night is comparable to Luna. This, as well as the length of daylight – 30 Terran days, is the main reason that most of the mining and power factories on the planet are mobile. They prefer to be on the dark side, using the public launchpads to propel their cargo to orbit (all launchpads on Mercury are public domain).

    Near the equator, the solar collectors are found. They are placed all around the planet and are stationary. Power from the collectors is transmitted through the network and is collected by mobile charging stations. The parabatteries, like the minerals, are then launched into orbit via high-g rocket boosters. The goods in orbit are then collected and distributed to where they need to go. >>PARABATTERY COMPANY NAME<< is the main company on Mercury. It controls 90% of parabattery production and distribution. >>MINING COMPANY ALPHA<< has its facilities here to collect resources to be transported to its orbital factories around Luna. >>MINING COMPANY BETA<< Transports its goods to its Martian factories at Olympus City. The relationship between >>MCA<< and >>MCB<< is tense on the planet. Each company accuses the other of sabotaging their equipment. Things may be boiling over soon.