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Shep's Reviews of WEG Books

Posted: 2005-05-26 10:00pm
by MKSheppard
WEG #40072 - Planets of the Galaxy: Volume 3
Review and Notes by Mark K Sheppard

This is a book detailing the Elrood Sector, a backwater region of the Galaxy, there are
several gems here, which I am detailing forth for you:
Page 9 wrote:Elrood Sector is in a backwater corner of the Metharian Nebula
Territories region of the Empire. This sector has moderate wealth, and is for the most
part beyond the scope of galactic events. Elrood Sector has never been sufficiently
profitable or rebellious to merit complete Imperial domination, nor is it a particularly
tempting target for the Rebel Alliance.

The sector's isolation has discouraged large-scale investment by major galactic corporations.
Instead, the sector's trade depends upon a number of small, local companies that conduct trade
amongst the various worlds of the sector. However, the sector isn't totally free of Imperial influence.
To ensure compliance with Palpatine's regime, one planet, Derilyn, was placed under the yoke of
Imperial martial law.

When the Empire's space fleets arrived in orbit around Derilyn, few had any idea what was in store
for the world. The ensuing carnage was excessive, but served as a lesson to the rest of the worlds
in the sector: in quick order, the rest of Elrood Sector fell into line.
NOTES: This is a very isolated sector, giving us a sense of scale for the forces found nearby by the
Empire and various planetary governments.
Page 11 wrote:Imperial Forces

The Empire maintains two Star Destroyers, the Thunderflare and the Stalker, and a Bayonet-class
light cruiser called the Rintonne's Flame, who patrol the whole of Elrood Sector.

The Empire also maintains a handful of smaller patrol ships, customs vessels, and Skipray Blastboats. There
are several TIE wings. The Empire has a small armed presence on most of the worlds in Elrood Sector, a full
military base on Derilyn, and an obscure observation post in the Tifnyl System.
NOTES: It could be that ISDs are actually better equipped for patrolling isolated sectors, as they could carry a
large amount of fuel and supplies; reducing resupply runs needed, and with their huge capacity of carried vessels,
make it possible to do "flying blockades" of vital points in the sector.
Page 14 wrote:Other Imperial Vessels

There are 12 hyperdrive equipped patrol craft assigned to Elrood Sector for patrolling trade routes, as well
as the defense of Derilyn system. These craft can be equipped with a "TIE Modular Hangar," which attaches
to the hull of the ship and can carry a pair of TIE fighters for additional firepower.

There are six system patrol craft assigned exclusively to Derilyn system. They patrol the entire system looking
for vessels trying to sneak through the Imperial blockade of the system. Note that these craft will only be
encountered in Derilyn system as they aren't equipped with hyperdrive.

Aside from the TIE fighters on the Star Destroyers, Derilyn itself has an orbiting space station, the Derilyn
Space Defense Platform, with two full wings of TIE/In fighters (144 fighters).
NOTES: Shows how many patrol craft get assigned to a backwater sector.
Page 15 wrote:Imperial Observer's Report, Elrood Sector

Lieutenant Darvis Tret, Reporting.

I have spent the last six months of my tour of duty investigating Elrood Sector. All that I can say is that I am very
pleased that not a single drop of Imperial blood was shed to gain this sector. This region was not one of the
jewels in the Republic's crown.

Elrood Sector is devoted to agriculture, mining and manufacturing, although it excels at none of them. I have
found the inhabitants of the worlds to be unfailingly compliant. They are a simple folk who are ignorant about
everything save that they are at the bottom of the pecking order. The region of space has been settled for
thousands of years, and frankly, there's not much to show for it. The population is predominantly Human and
Gamorrean, with a smattering of other galactic species, as well as several native species, including the
Coynites, Orfites, Meris and Teltiors.

There are only a few worlds worthy of note. The sector capital is called Elrood (a testament to the originality
of the sector's denizens), a bureaucratic world that is also the headquarters of the sector's largest
corporation, Radell Mining.

Kidron is a refuge planet for those who have earned the animosity of the powerful, wealthy, or dangerous. At
first, I thought that this planet might prove to be a possible nest of Rebel sympathizers. I am happy to report
that Kidron's citizens are refugees from local law enforcers, bounty hunters, collection agents and gangsters.
This world poses no threat. Coyn is a planet populated by warriors who uphold a strict, archaic code of honor.
They excel as weapons makers. I am delighted to report that many Coynites willingly fight for the Empire.
Again, no presence is needed here.

Merisee is an agricultural planet that also boasts a rather extensive medical community. The people are peaceful
and typically compliant.

Derilyn is the last major planet, and the last stop on the Elrood-Derilyn Trade Route. Of all the worlds, Derilyn is
the most valuable, since it has respectable natural resources and manufacturing complexes. It is my recommendation
that Derilyn be seized and occupied. This action would also have a chilling effect on those who might consider rebellion.

Establishing a naval base here would be ideal, as forces could easily patrol the rest of the sector from here. A pair of
Star Destroyers will be more than enough to handle any potential trouble in the sector.

There are many systems in this sector that have not yet been explored. The Republic wisely refused to allocate further
resources to an already mediocre region.

Historical Note: This report was filed shortly before the Empire seized Derilyn. Lt. Tret was promoted for his efforts
on behalf of the Empire.
NOTES: Imperial view of the Elrood sector.
Page 18 wrote:These days, Korad has one prime business: salvage. The planet was originally settled in the
time of the Old Republic by a corporation called Renew, which specialized in metal reclamation and wreck salvage.
Korad was used as a dumping ground for old ships, vehicles, machinery and other wastes. Many years ago, Renew
went bankrupt, leaving the world independent. To this day, the world is a giant refuse yard — it is a place where just
about anything can be abandoned with no questions asked (since no one is in charge of the planet). Many criminals
use the planet as a good place to dump the bodies of beings who are "in the way."

Circling the planet's circumference like a natural space ring is a band of scrapped vessels, many dating back to the
Old Republic. The barren surface is littered with wrecks, ranging from starfighters, to freighters, to repulsorlift vehicles,
to old droids, to old landspeeders. The atmosphere is thick with the odor of leaking fluids from the wrecks,
spilled chemicals and the like. Korad's atmosphere requires a breather mask.

On Korad, a character can find the remains of practically every model of vessel or planetary vehicle. Naturally, most are
stripped. Finding a useful part is a Very Difficult search skill roll. The closest thing to a caretaker is a wheezy old public
relations droid named Emtee-Seventee. MT-7T is still functional, though its programming is incomplete, as parts of its
memory have been erased. The droid is left over from the days when Renew was still in business. When Renew went
bankrupt, the remaining staff evacuated quickly. There was only one vessel for evacuation purposes, and there was just
no room for the droid.
NOTES: Shows the scale of Star Wars if a planet in a backwater sector is simply filled with scrapped vessels and craft.
Page 20 wrote:Tifnyl

Tifnyl System has no habitable planets. The largest moon of the fourth planet, a gas giant, has a thin atmosphere
and a primitive ecosystem. The Empire has set up a small listening post here. A crew of 10 technicians and 10
Imperial Navy troops man the station. One of the two Imperial Star Destroyers clocks here once a month to rotate
crew members and drop off supplies. The post's military value is negligible. It was established by Moff Villis Andal
as a ploy to get additional credits sent to his sector from the public dole, and so far the plan has worked remarkably
well
NOTES: mmm... imperial corruption. Also shows how big a small listening post is personnel wise, and how often
it must be resupplied.
Pages 21 to 22 wrote:The Unexplored Systems

Due to the backward nature of the Elrood Sector and the many navigational hazards off the
established travel routes, there are many unexplored systems in Elrood Sector (these
unexplored systems are not shown on the sector map on page 10). Gamemasters are encouraged
to make exploration a prominent theme in Elrood Sector. While there aren't any undiscovered
space-faring civilizations in this area of space, there could be many information age or lower
tech-level planets out there that haven't made contact, as well as countless unregistered settlements,
lost cultures, alien artifacts and other elements that can be the focus of exploration adventures. For
more information on this type of adventure, see Galaxy Guide 8: Scouts.

Radell Mining Corporation

Radell Mining Corporation (RMC) was founded
on the planet Elrood centuries ago to handle the
anticipated flow of mineral wealth from Elrood
Sector. The company has never become a major
force in galactic mining, but enough revenue can
be wrung from the planets so that Radell makes
a respectable profit and continues to be the
largest company in the sector.

Kartell's main source of ore is in the Halbara
system, and it treats the route from Elrood to
Halbara as a vital "trade secret." Kadell has hold-
ings in several nearby sectors, but it isn't very
important to the galactic economy. Locally, work-
ing for Radell is a sign of prestige.

These days, Radell is interested in hiring ex-
ploration parties to find new sources of mineral
wealth in the sector. It also employs freelancers
to guard ships and facilities against corporate
sabotage, often perpetrated by its prime com-
petitor, Imperial Mining. Radell pays for reason-
able expenses, plus a base rate of between 75 and
300 credits per day.

If the characters seek employment through
Radell, their most likely contact is Devron Zal.
Though there are dozens of such executives who
hire adventurers, Devron is one of the best and
he is known for being able to quickly and accu-
rately assess recruits.

Imperial Mining, Ltd.

Founded on Derilyn a few years ago by retired
Imperial naval personnel, Imperial Mining, Ltd.
(IML) owes its success to the fact that the Empire
forcibly persuades some customers to use IML.
IML's chief source of ore is the Berea system,
a short jump from Derilyn and securely within
the bounds Imperial Interdicted Space. Many
Elrood citizens feel that IML is an active front for
the Empire. Whispered stories of espionage and
sabotage designed to promote the Empire's in-
terests abound.

IML has a sizable cargo fleet courtesy of the
Empire's navy — ships entering the Derilyn sys-
tem are often boarded and searched, and many
confiscated ships become the property of ÏML.
As one might expect, many of the ship seizures
are questionable (at best). Crew members aboard
such ships are quickly convicted of smuggling
and sent to work off their sentence as slave-
miners leased to IML. Individuals are paid 25
credits a day for their labors, but IML's charges
to "contract employees" for equipment, room
and board comes out to 23 credits a day, so a
worker can only reasonably expect to earn 736
credits "take home" pay per year.
NOTES: Shows how a sector can remain unexplored; due to navigational hazards,
and it seems to be that the biggest employers in most backwater sectors are mining
corporations.
Page 34 wrote:Image
Elrood Prosperity Cruisers
Craft: Elrood StarYards Ltd. Prosperity-class Customs Cruiser
Type: Light cruiser
Scale: Capital
Length: 300 meters
Skill: Capital ship piloting: Prosperity-class light cruiser
Crew: 100, gunners: 24, skeleton 35/+15
Crew Skill: Astrogation 4D, capital ship gunnery 4D, capital ship piloting 4D, capital ship shields 4D, sensors 5D
Passengers: 40
Cargo Capacity: 2,500 metric tons
Consumables: 6 weeks
Cost: 12 million (new), 7 million (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x16
Nav Computer Yes
Maneuverability: 3D
Space: 9
Atmosphere: 400; 1150 KMH
Hull: 4D
Shields: 2D
Sensors:
Passive: 50/1D
Scan: 90/2D
Search: 200/3D
Focus: 10/4D
Weapons:
6 Heavy Turbolasers
Fire Arc: 3 Iront, 1 left, 1 right, 1 back
Crew: 2
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D+2
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150KM
Damage: 4D
2 Tractor Beam Projectors
Fire Arc: 2 front
Crew: 6
Skill: Capital ship gunnery
Fire Control: 1D
Space Kange: 1-5/15/30
Atmosphere Kange: 2-10/30/60KM
Damage: 4D

Capsule: The Prosperity-class Customs Cruisers, built by Elrood StarYards, Ltd., are popular amongst the
worlds of the sector. While not exceptional combat vehicles and incapable of holding their own against Imperial fleet
vessels, they are more than adequate for customs inspections, pirate actions and other common planetary defense
activities. Elrood itself has two dozen Prosperities, with one assigned specifically to each starport and the rest assigned
to patrol and outer orbit customs inspections.

....

Elrood Starports

The starport most likely to be used by the
characters will be Elrooden Starport. There are
four Imperial class starports on Elrood, located in
the megaplexes of Elrooden, Dinbar, Elraden and
Lodos. A fifth Imperial class starport, Radell Central,
is strictly for Radell Mining's ore carriers.

There are eight standard class ports to serve smaller
cities. All Imperial class starports are assigned a
Prosperity-class cruiser and several cloud cars.
Because Elrood is a peaceful world, there is no
need for extensive defenses, and thus there are no
weapon emplacements around these areas.


NOTES: Apparently a backwater sector HQ has 24 light cruisers
assigned to it for protection alone.

Pages 42 to 43 wrote:History

The planet Elrood was colonized by the Old
Republic thousands of years ago. The first set-
tlers found a world rich in basic natural resources
— plenty of flora and fauna, a breathable atmo-
sphere, good water, rich soils for crops, and
some mineral deposits for mining and construc-
tion. The name Elrood was chosen to recognize
the senator who had fought for the funding for
this colonization effort.

Slowly, settlements blossomed into towns and
cities, while more and more colony ships arrived
over the centuries. Elrood had little to offer the
machines of industry. However, for those who
wanted a simple life of hard work and a decent
place to raise a family, the world was ideal.
As Elrood's population grew, so did its power
and prestige. Eventually, a colony was estab-
lished on Derilyn, marking the first trade route in
this region. In short order, the Coynites, Orfites,
Meris and Teltiors were discovered, and diplo-
matic relations were established with these
worlds. In time, the E-D Run was pioneered and
Elrood became a sector capital, with full accep-
tance in the Republic.

Elrood, always keenly aware of its Republic
heritage, was a staunch supporter of the old
order. When Palpatine took power, many were
swept up in the emotions and promises of
Palpatine and hoped for the best. However, Elrood
changed little. The increased taxes were a burden,
but life went on much as it had for centuries before.

Now, Elrood is a world compliant in the hands
of the Empire. Many of the people, especially
those in industry, are dissatisfied with the Empire,
as it has favored the huge galaxy-spanning corporations
over smaller, regional companies such as Radell Mining.
However, the Elroodians are a pragmatic lot, and see the
Rebel Alliance as a dangerous entity — a bunch of foolhardy
revolutionaries who lack the ability to govern and cannot
foresee the consequences of their actions.

Elrood keeps a nervous eye on Derilyn, ever
fearful that the Empire may decide to crack down
on Elrood and impose martial law. Elrood has
several shipyards capable of producing military
vessels, which may someday be in service to the
Rebel Alliance.


NOTES: Shows how a sector is colonized, and that
even a backwater sector contains shipyards capable of
producing military vessels.

Pages 46 to 47 wrote:Coyn Starports

To handle the great volume of traffic passing
through the system, Coyn has five stellar class
starports. The prime starport is Skraj'Tais,
"Skyland." It is an orbiting space station capable
of hosting hundreds of ships at a time. It is similar
in design to Kwenn Space Station and is the major
starport for those who have no business on Coyn
itself.

The other four stellar class starports are on
the surface of the planet. They are En'Tra'Tais
("Kingland"), Im'Tra'Tais ("Princeland"),
Ah'Kra'Tais ("Common-craftersland"), and
Kroyn'Tais, "Warriorland." There is also a one
standard class starport, Kra'Tais ("Craftersland"),
which is a common destination for those purchasing
goods from Coyn. Each of these starports
is within major cities: EnTra'Tal, ImTra'Tal,
Ah'Kra, Kroyn'Tal and Kra.

Characters may be sent to any of the starports,
although if they make it clear that they are just
passing through, they will almost certainly dock
at Skraj'Tais. The main Imperial base on Coyn is
at Kroyn'Tais, although there is a minimal presence
in the system.

The starports are similar in design, but
En'Tra'Tais starport is the largest. The city of
Ah'Kra has excellent medical, repair and resupply
services. Im'Tra'Tais is the most luxurious
starport. Each starport has two Prosperity-class
defense ships, purchased from Elrood.


NOTES: Apparently a system rich from trade can
buy two cruisers to protect each of it's Stellar-class
starports; and that the Prosperity-class Cruisers are
defense ships manufactured in Elrood itself...

Page 60 wrote:Kidron System Defense (KSD)

Kidron has long been responsible for its own
defense. To address that, the High City Council
formed the Kidron System Defense, or KSD. The
forces include a Corellian Corvette (the KSD flagship),
four Prosperity-class defense ships bought
from Elrood shipyards, three system patrol craft,
one old TIE (bought as salvage and refurbished),
six refurbished Z-95s and a Skipray Blastboat.
KSD is always looking for new guests to crew the
ships.

The overwhelming percentage of crewmen on
KSD vessels are guests (only 10 percent of KSD
forces are Orfite).


NOTES: This is a small backwater world in a backwater
sector, homeworld to a insignificant race, and they have
the capacity to buy a Corellian Corvette and four Prosperity
class Cruisers....

Pages 74 to 77 wrote:Image
Derilyn Space Defense Platform
Craft: Modified Rendili StarDrive Space Platform
Type: Orbiting Space Defense Platform
Scale: Capital
Length: 4,225 meters
Crew: 8,750, gunners: 320, skeleton 2.S60/+10
Crew Skill: Capital ship gunnery 5D, capital ship shields 5D, communication 4D+2, sensors 5D+2, starship gunnery 5D
Passengers: 10,400, 4,500 (troops), 1,000 (prisoners)
Cargo Capacity: 15 million metric tons (including sealed dry docks)
Consumables: 5 years
Cost: Not available for sale
Space: Immobile; orbits Derilyn, but may not alter course
Hull: 7D+2
Shields: 5D+2
Sensors:
Passive: 150/1D
Scan: 300/2D
Search: 600/3D
Focus: 20/5D+2
Weapons:
80 Turbolaser Batteries
Fire Arc: 20 front, 20 left, 20 right, 20 back
Crew. 3
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-12/75/150KM
Damage: 5D
40 Double Turbolaser Cannon
Fire Arc: 10 front, 10 left, 10 right, 10 back
Crew: 2
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D+2
Space Range: 3-10/30/60
Atmosphere Range: 300-1/3/6KM
Damage: 5D+2

Capsule: In high orbit around Derilyn, the Derilyn
Space Defense Platform is an impressive guardian
against unauthorized intrusion. Aside from its weaponry,
the space station has two full wings of TIE fighters, plus
whatever patrol vessels happen to be docked there at the time.
The platform serves as the central communication and transportation
station for Imperial military forces on Derilyn, and by
extension, Elrood Sector. This is an Imperial space
fortress at its worst, capable of handling sustained
attacks with ease.

History

Before the fall of the Old Republic, Derilyn was
a planet much like Elrood. It had a mix of agricul-
ture, manufacturing, and natural resource extrac-
tion, and was the terminus of the Elrood to Derilyn
Run, making Derilyn a jewel in the rather modest
crown of Elrood Sector.

Then came the Empire. Derilyn's population
was outraged by Palaptine's power grab. The late
Senator Wuxod from Derilyn made his planet's
opinions abundantly clear; he disappeared. Some
in Imperial City whispered that Palpatine's security
forces were behind this. Derilyn's outrage grew—
and the Empire acted.

The Derilytes did not realize just how strong the
Empire was, or to what lengths Palpatine would go
to enforce order. On the first day of Fifthmonth,
Derilyn found out firsthand.

A huge invasion force, consisting of six Imperial
Star Destroyers, several wings of TIE fighters, and
a full sector army, smashed down on the vocal, but
unprepared, planet.

The city of Paran, Derilyn's third largest city and
birthplace of Senator Wuxod, was annihilated by
the concentrated gunfire of the orbiting Star Destroyers.
TIE bombers deliberately bombed the helpless civilian
shelters.

Rather than surrender, the Derilytes fought on,
hardened by the horror of the attack. Despite the
outrage, the valor, and the sacrifice, the Empire
rolled over the Derilytes with the speed and ease of
a rancor stepping on a drunken Jawa. The planet
was secured in three days; the struggle is known as
the Sixty Hour War by the Derilytes.

With Derilyn's armed forces disarmed, the Empire
established a permanent presence. For the
next several months, the rest of the sector experienced
what is now called the Time of Panic. During
this time, the citizens of the rest of Elrood Sector
braced themselves for the worst, anticipating that
the Empire, having secured Derilyn, would enslave
the rest of the sector. For reasons unknown to all
but the Empire, this never happened.

The Empire got what it wanted—a proud world
subjugated and utterly humiliated. Palpatine knew
that the other worlds were watching Derilyn closely.
With this world defeated, the others would submit
to the Empire. To this day, it has remained so: the
other worlds of Elrood Sector are ever fearful that
they will share the same fate as Derilyn.

Derilyn Today

Martial law is in effect over the entire planet.
Derilyn's Martial Governor is General Afren Hul of
the Imperial Army. The people, sullen, bitter and
devoid of hope, live a difficult life. All goods are
rationed, strict curfews are in effect, and working
conditions are brutal. Only when the Derilytes get
behind the closed doors of their homes do their
emotional natures come forward. In some ways,
Derilyn is just as dead as if the Imperial fleet had
destroyed the planet.
NOTES: Shows the forces the Empire can send to a backwater sector.
Page 78 wrote:The Imperial Presence

The Imperial occupation force is the equivalent
of a Sector Army (see page 97 of the Imperial
Sourcebook). There is a total of 1,180,309 personnel,
including 774,576 troops (officially; actual numbers can
vary based on distribution of forces around
the sector, attrition, training, rotation and other
factors). There are over 66,000 repulsorcraft here,
as well as nearly 14,000 heavy repulsor tanks.

There are also three full wings of TIE fighters, split
among traditional TIE/In combat models, TIE bombers
and TIE/rc ships (modified to conduct detailed
observation of communication bandwidths, movement
of civilians and otherwise provide detailed
intelligence).

These fighters are at separate bases in Dorrak, Derilysa
and Tekar. While the forces may seem excessive, bear in
mind that part of the Empire's strategy is to maintain enough
troops to frighten the rest of the sector into submission —
the forces here are more than up to the task.

There are four major military bases on the
world, in addition to countless minor bases and
outposts for observation and occupation of the
planet. The largest of these is Base Derilysa, located
on the outskirts of the capital city. The next
largest is on the outskirts of Tekar, the city most
likely to be visited by off-worlders who have business here.
The final two major bases are in Dorrak and Palpatine.

There are considerable tensions between the
Navy pilots and the Imperial Army occupation
forces (one reason why the TIE fighters were not
assigned to the standard bases). The commanders
of the Star Destroyers do not like General Hul, who
they feel is not giving them enough credit in his
reports to the Empire. Hul, in turn, does not like
Lieutenant Borf, the head customs officer, and
feels that the Navy is not doing its part in keeping
out smugglers and pirates.
NOTES: Shows the forces the Empire considers sufficient to quell
a backwater sector
Page 83 wrote:The Ruins of Paran

The city of Paran had a population of 512,000
people. Less than 3,000 remained after the Imperial
bombardment and siege, and most of them
died from radiation or the effects of biological
warheads used in the shelling.

Today, the city is a ruin, with nothing but the
skeletal plassteel frames of burnt-out buildings
and great heaps of charred rubble. The only
inhabitants are the few outcasts who have some-
how managed to survive in this hellish place, or
those who would rather risk the dangers of a
destroyed city than slave under the Empire. Many
dangerous predators from Derilyn's wilderness
have taken up residence in the ruins of the city.

Locating the entrance to the underground
areas where the Friends of Paran are holed up
takes two hours of searching and is a Very Diffi-
cult search task. The rubble, most of it lightly
irradiated, provides an excellent cloak from sen-
sors. It is more likely that the resistance will spot
the characters long before they find an entrance
and confront them. The resistance members are
quite suspicious, and may require the characters
to prove their intentions or face execution as
Imperial spies. The resistance has not much to
lose here, and they have no reason to suspect
that someone may want to help them; they view
their survival as a grand and noble struggle against
the galaxy itself.
NOTES: Shows how ruthless the Empire is.
Page 87 wrote:An Unknown World...

To: The Senate Committee on New World Discovery and
Exploration

From: Bryn Shal, Head Scientist, Project: Wayfarer,
Republic Scout Service

Dear Senators:
Remote probe ZeX555-TR349 was destroyed in route
from Elrood Sector to Cegul Sector, while surveying previ-
ously unexplored systems.

It is proposed that a secondary automated probe, or
better yet, a manned mission, be sent to Elrood and Cegul
to complete the survey. With the number of sapient spe-
cies native to the region, this area of space seems to be a
rich spawning ground for new life forms. Further investiga-
tion seems warranted.

End Transmission

To: Bryn Shal, Head Scientist, Project: Wayfarer, Republic Scout Service

From: The Senate Committee on New World Discovery and Exploration

Sir:
Your findings are noted and have been taken into con-
sideration by the committee.

However, as you are no doubt aware, funds for explora-
tion and survey are increasingly difficult to come -by. In
light of this constraint, there are many more promising
areas than this one in a backwater corner of the galaxy. At
this time, further exploration of Elrood and Cegul Sectors
is unwarranted.

Approval of replacement of destroyed probe will await
final recommendation by Republic Scout Service, Depart-
ment of Remote Exploration.

End Transmission

To: Bryn Shal, Head Scientist, Project: Wayfarer, Republic Scout Service

From: The Senate Committee on New World Discovery and Exploration

Sir:
Your findings are noted and have been taken into consideration by the committee.

However, as you are no doubt aware, funds for explora-
tion and survey are increasingly difficult to come-by. In
light of this constraint, there are many more promising
areas than this one in a backwater corner of the galaxy. At
this time, further exploration of Elrood and Cegul Sectors
is unwarranted.

Approval of replacement of destroyed probe will await
final recommendation by Republic Scout Service, Depart-
ment of Remote Exploration.

End Transmission

Historical Footnote: The first report was but one of
thousands of similar reports that were filed and forgotten.
To this day, no further exploration of the Kuras system was
sponsored.
NOTES: This shows how a system can be unexplored in the SW Galaxy, the Probe was
destroyed by a very violent asteroid field, and money was short for a second probe or
a manned mission, so it was never followed up.

Posted: 2005-05-27 07:33am
by FTeik
THanks for posting, Shep.

Several questions:

How large is a "Stellar-Class Starport"?

How large is an "Imperial-Class Starport"? (Imperial-Class SD AND Imperial-Class Star Port? WTF?)

How many worlds are in Elrood-sector?

Why are there only two ISDs instead of a larger number of smaller vessels (Strike-Cruisers or old Dreadnoughts)?

This Rendili Defense Station - are there more of those? And if so, where? Could Rendili have dropped the construction of warships in favour of building space-stations for the empire?

Re: Shep's Reviews of WEG Books

Posted: 2005-05-27 08:41am
by Kazuaki Shimazaki
MKSheppard wrote:WEG #40072 - Planets of the Galaxy: Volume 3
Review and Notes by Mark K Sheppard
APPLAUSE! Yes, thank you. thank you
Page 11 wrote:The Empire maintains two Star Destroyers, the Thunderflare and the Stalker, and a Bayonet-class
light cruiser called the Rintonne's Flame, who patrol the whole of Elrood Sector.
I see this must be one of the "eight percent" of undermanned sectors the ISB's been telling me about.
NOTES: It could be that ISDs are actually better equipped for patrolling isolated sectors, as they could carry a large amount of fuel and supplies; reducing resupply runs needed, and with their huge capacity of carried vessels, make it possible to do "flying blockades" of vital points in the sector.
Still, one wonders whether more, smaller vessels would have been a more suited patrol deployment.

Extrinsic thought: Obviously, this sector is specifically designed for a game. It is underpatrolled so Rebels can get in more easily :D
NOTES: Shows how many patrol craft get assigned to a backwater sector.
I see the Sector Fleet is at under 10% strength.
Page 15 wrote:Imperial Observer's Report, Elrood Sector

Lieutenant Darvis Tret, Reporting.

I have spent the last six months of my tour of duty investigating Elrood Sector. All that I can say is that I am very pleased that not a single drop of Imperial blood was shed to gain this sector. This region was not one of the
jewels in the Republic's crown.

Elrood Sector is devoted to agriculture, mining and manufacturing, although it excels at none of them. I have found the inhabitants of the worlds to be unfailingly compliant. They are a simple folk who are ignorant about everything save that they are at the bottom of the pecking order. The region of space has been settled for thousands of years, and frankly, there's not much to show for it. The population is predominantly Human and Gamorrean, with a smattering of other galactic species, as well as several native species, including the Coynites, Orfites, Meris and Teltiors.

There are only a few worlds worthy of note. The sector capital is called Elrood (a testament to the originality of the sector's denizens), a bureaucratic world that is also the headquarters of the sector's largest
corporation, Radell Mining.

Kidron is a refuge planet for those who have earned the animosity of the powerful, wealthy, or dangerous. At first, I thought that this planet might prove to be a possible nest of Rebel sympathizers. I am happy to report
that Kidron's citizens are refugees from local law enforcers, bounty hunters, collection agents and gangsters. This world poses no threat. Coyn is a planet populated by warriors who uphold a strict, archaic code of honor. They excel as weapons makers. I am delighted to report that many Coynites willingly fight for the Empire. Again, no presence is needed here.

Merisee is an agricultural planet that also boasts a rather extensive medical community. The people are peaceful and typically compliant.

Derilyn is the last major planet, and the last stop on the Elrood-Derilyn Trade Route. Of all the worlds, Derilyn is the most valuable, since it has respectable natural resources and manufacturing complexes. It is my recommendation that Derilyn be seized and occupied. This action would also have a chilling effect on those who might consider rebellion.

Establishing a naval base here would be ideal, as forces could easily patrol the rest of the sector from here. A pair of Star Destroyers will be more than enough to handle any potential trouble in the sector.

There are many systems in this sector that have not yet been explored. The Republic wisely refused to allocate further resources to an already mediocre region.

Historical Note: This report was filed shortly before the Empire seized Derilyn. Lt. Tret was promoted for his efforts on behalf of the Empire.
Which is when, exactly? Why is a Lieutenant in charge? Yes, I know this is a piece-of-shit sector, but still...
MkSheppard wrote:NOTES: mmm... imperial corruption. Also shows how big a small listening post is personnel wise, and how often it must be resupplied.
Honestly, I find it difficult to understand how is this extra listening post going to earn the man any credits he can keep.
Pages 21 to 22 wrote:IML has a sizable cargo fleet courtesy of the
Empire's navy — ships entering the Derilyn sys-tem are often boarded and searched, and many confiscated ships become the property of ÏML. As one might expect, many of the ship seizures are questionable (at best). Crew members aboard such ships are quickly convicted of smuggling and sent to work off their sentence as slave- miners leased to IML. Individuals are paid 25 credits a day for their labors, but IML's charges to "contract employees" for equipment, room and board comes out to 23 credits a day, so a worker can only reasonably expect to earn 736 credits "take home" pay per year.
I'm actually more interested in this being a sign of Imperial incomes. Apparently, miners (presumably lower working class) can expect 9200 credits per year of income, or 875 credits per 35 day month.
Now, Elrood is a world compliant in the hands of the Empire. Many of the people, especially those in industry, are dissatisfied with the Empire, as it has favored the huge galaxy-spanning corporations over smaller, regional companies such as Radell Mining. However, the Elroodians are a pragmatic lot, and see the Rebel Alliance as a dangerous entity — a bunch of oolhardy
revolutionaries who lack the ability to govern and cannot foresee the consequences of their actions.
Extrinsic: How ironically prophetic, despite the author's obvious intent :D
Page 60 wrote:Kidron System Defense (KSD)

Kidron has long been responsible for its own defense. To address that, the High City Council formed the Kidron System Defense, or KSD. The forces include a Corellian Corvette (the KSD flagship), four Prosperity-class defense ships bought from Elrood shipyards, three system patrol craft, one old TIE (bought as salvage and refurbished), six refurbished Z-95s and a Skipray Blastboat. KSD is always looking for new guests to crew the ships.

The overwhelming percentage of crewmen on KSD vessels are guests (only 10 percent of KSD forces are Orfite).
I also note "guests". Do they mean temporary crew? Conscripts?

Is Orfite some kind of mis-scan or an officer? Or does it just mean "permanent crew"? :D
Pages 74 to 77 wrote:Derilyn Space Defense Platform
Craft: Modified Rendili StarDrive Space Platform
Type: Orbiting Space Defense Platform
Scale: Capital
Length: 4,225 meters
Extrinsic: WEG actually made something more than 1600m long. I must be dreaming...
Space: Immobile; orbits Derilyn, but may not alter course
Whoever wrote this will do well to describe the orbit. Polar? Geosynch? Rotational period? This has tactical (i.e. gameplaying) significance!
The Derilytes did not realize just how strong the Empire was, or to what lengths Palpatine would go to enforce order. On the first day of Fifthmonth, Derilyn found out firsthand.
Imperial suppressions! Come and watch! The ever unfortunate 1 in 80! Showing today over the remote planet of Derilyn!!! Tickets for 5 Imperial creds each!
The city of Paran, Derilyn's third largest city and birthplace of Senator Wuxod, was annihilated by the concentrated gunfire of the orbiting Star Destroyers. TIE bombers deliberately bombed the helpless civilian shelters.
We see Imperial suppression tactics. Nasty... Imperial Apologists run off and get drunk in misery, knowing someone will remember this for next debate...
Rather than surrender, the Derilytes fought on, hardened by the horror of the attack. Despite the outrage, the valor, and the sacrifice, the Empire rolled over the Derilytes with the speed and ease of a rancor stepping on a drunken Jawa. The planet was secured in three days; the struggle is known as the Sixty Hour War by the Derilytes.
One wonders how little preparation they made.
With Derilyn's armed forces disarmed, the Empire established a permanent presence. For the next several months, the rest of the sector experienced what is now called the Time of Panic. During this time, the citizens of the rest of Elrood Sector braced themselves for the worst, anticipating that the Empire, having secured Derilyn, would enslave the rest of the sector. For reasons unknown to all but the Empire, this never happened.
The 1 in 80 "modification" is done. The Tarkin Doctrine works! At least now I can take this as proof that the Empire does demonstrations for deterrence, and is not liable to kill beyond that.
Page 78 wrote:The Imperial Presence

The Imperial occupation force is the equivalent of a Sector Army (see page 97 of the Imperial Sourcebook). There is a total of 1,180,309 personnel,
including 774,576 troops (officially; actual numbers can vary based on distribution of forces around the sector, attrition, training, rotation and other
factors). There are over 66,000 repulsorcraft here, as well as nearly 14,000 heavy repulsor tanks.
For some reason, the Imperial Army sees fit to deploy a full standard presence here, but the Imperial Navy and Starfighter Corps does not. This planet is considered a hazard, so the entire Sector Army seems concentrated on this one spot.
The final two major bases are in Dorrak and Palpatine.
I can't believe Palpy allowed his name to be wasted on such an insignificant base on such an insignificant planet.
There are considerable tensions between the Navy pilots and the Imperial Army occupation forces (one reason why the TIE fighters were not
assigned to the standard bases). The commanders of the Star Destroyers do not like General Hul, who they feel is not giving them enough credit in his reports to the Empire. Hul, in turn, does not like Lieutenant Borf, the head customs officer, and feels that the Navy is not doing its part in keeping out smugglers and pirates.
I suppose the fact they are badly underequipped had to do with it. We also see interservice rivalry, and why the Empire created Combined Service ranks called Moffs, who tend to govern these sectors.
Page 83 wrote:The Ruins of Paran

The city of Paran had a population of 512,000 people. Less than 3,000 remained after the Imperial bombardment and siege,
Siege? I thought you said the war lasted for all of sixty hours!
NOTES: Shows how ruthless the Empire is.
Isn't this comment more suited to the stuff above?

Posted: 2005-05-27 12:22pm
by Gorefiend
Thx a lot for the review. There wouldn’t be a picture of the Rintonne's Flame in that guide, would there? :)
How large is a "Stellar-Class Starport"?
How large is an "Imperial-Class Starport"? (Imperial-Class SD AND Imperial-Class Star Port? WTF?)
http://people.freenet.de/swrs/starports.jpg From Platt's Smuggler Guide
(btw. there are also Imperial-Class repulsor tanks. :roll: )
Why are there only two ISDs instead of a larger number of smaller vessels (Strike-Cruisers or old Dreadnoughts)?
I would go with MKSheppard statement.
NOTES: It could be that ISDs are actually better equipped for patrolling isolated sectors, as they could carry a
large amount of fuel and supplies; reducing resupply runs needed, and with their huge capacity of carried vessels,
make it possible to do "flying blockades" of vital points in the sector.
You should also consider that smuggler hunting and freight escort (which the smaller imperial ships usually end up doing) is not a big agenda all this far out in the fringe, and might fall to local forces in several cases. The text going with the Prosperity Cruiser also hints at that.

Also, one Imperial Class Star Destroyer would be enough to quell any uprisings in such minor systems. I mean one of the bigger System Militias in the region (the Kidron System Defense) has 8 light cap ships (if those system patrol craft are IPVs, not something way smaller) and not even a squadron worth of star fighters. A Imperial Class Star Destroyer can eat such a fleet for breakfast, unless the Kidron pull some really freaky tactics out of there hat.

Plus, if the need ever arises the local Moff can “call upon” any local system militia and pretty much just tell them to either help the Empire, or get there ships taken from them for good, or if things get really desperate ask Imperial Centre for some reinforcements.

Re: Shep's Reviews of WEG Books

Posted: 2005-05-27 12:58pm
by Isolder74
Kazuaki Shimazaki wrote:
MKSheppard wrote:WEG #40072 - Planets of the Galaxy: Volume 3
Review and Notes by Mark K Sheppard
APPLAUSE! Yes, thank you. thank you
Page 11 wrote:The Empire maintains two Star Destroyers, the Thunderflare and the Stalker, and a Bayonet-class
light cruiser called the Rintonne's Flame, who patrol the whole of Elrood Sector.
I see this must be one of the "eight percent" of undermanned sectors the ISB's been telling me about.
NOTES: It could be that ISDs are actually better equipped for patrolling isolated sectors, as they could carry a large amount of fuel and supplies; reducing resupply runs needed, and with their huge capacity of carried vessels, make it possible to do "flying blockades" of vital points in the sector.
Still, one wonders whether more, smaller vessels would have been a more suited patrol deployment.

Extrinsic thought: Obviously, this sector is specifically designed for a game. It is underpatrolled so Rebels can get in more easily :D
NOTES: Shows how many patrol craft get assigned to a backwater sector.
I see the Sector Fleet is at under 10% strength.
Page 15 wrote:Imperial Observer's Report, Elrood Sector

Lieutenant Darvis Tret, Reporting.

I have spent the last six months of my tour of duty investigating Elrood Sector. All that I can say is that I am very pleased that not a single drop of Imperial blood was shed to gain this sector. This region was not one of the
jewels in the Republic's crown.

Elrood Sector is devoted to agriculture, mining and manufacturing, although it excels at none of them. I have found the inhabitants of the worlds to be unfailingly compliant. They are a simple folk who are ignorant about everything save that they are at the bottom of the pecking order. The region of space has been settled for thousands of years, and frankly, there's not much to show for it. The population is predominantly Human and Gamorrean, with a smattering of other galactic species, as well as several native species, including the Coynites, Orfites, Meris and Teltiors.

There are only a few worlds worthy of note. The sector capital is called Elrood (a testament to the originality of the sector's denizens), a bureaucratic world that is also the headquarters of the sector's largest
corporation, Radell Mining.

Kidron is a refuge planet for those who have earned the animosity of the powerful, wealthy, or dangerous. At first, I thought that this planet might prove to be a possible nest of Rebel sympathizers. I am happy to report
that Kidron's citizens are refugees from local law enforcers, bounty hunters, collection agents and gangsters. This world poses no threat. Coyn is a planet populated by warriors who uphold a strict, archaic code of honor. They excel as weapons makers. I am delighted to report that many Coynites willingly fight for the Empire. Again, no presence is needed here.

Merisee is an agricultural planet that also boasts a rather extensive medical community. The people are peaceful and typically compliant.

Derilyn is the last major planet, and the last stop on the Elrood-Derilyn Trade Route. Of all the worlds, Derilyn is the most valuable, since it has respectable natural resources and manufacturing complexes. It is my recommendation that Derilyn be seized and occupied. This action would also have a chilling effect on those who might consider rebellion.

Establishing a naval base here would be ideal, as forces could easily patrol the rest of the sector from here. A pair of Star Destroyers will be more than enough to handle any potential trouble in the sector.

There are many systems in this sector that have not yet been explored. The Republic wisely refused to allocate further resources to an already mediocre region.

Historical Note: This report was filed shortly before the Empire seized Derilyn. Lt. Tret was promoted for his efforts on behalf of the Empire.
Which is when, exactly? Why is a Lieutenant in charge? Yes, I know this is a piece-of-shit sector, but still...
I'd say he is an Imperial Observer! AKA scout or intellegence officer. So a lieutenant can make strategic suggestions! Big deal
Kazuaki Shimazaki wrote:
MkSheppard wrote:NOTES: mmm... imperial corruption. Also shows how big a small listening post is personnel wise, and how often it must be resupplied.
Honestly, I find it difficult to understand how is this extra listening post going to earn the man any credits he can keep.
it a show of corruption. The sector govenor set it up to get more credits sent to the sector! Duh! Anyway it contains less than it claims to have.
Kazuaki Shimazaki wrote:
Pages 21 to 22 wrote:IML has a sizable cargo fleet courtesy of the
Empire's navy — ships entering the Derilyn sys-tem are often boarded and searched, and many confiscated ships become the property of ÏML. As one might expect, many of the ship seizures are questionable (at best). Crew members aboard such ships are quickly convicted of smuggling and sent to work off their sentence as slave- miners leased to IML. Individuals are paid 25 credits a day for their labors, but IML's charges to "contract employees" for equipment, room and board comes out to 23 credits a day, so a worker can only reasonably expect to earn 736 credits "take home" pay per year.
I'm actually more interested in this being a sign of Imperial incomes. Apparently, miners (presumably lower working class) can expect 9200 credits per year of income, or 875 credits per 35 day month.
Now, Elrood is a world compliant in the hands of the Empire. Many of the people, especially those in industry, are dissatisfied with the Empire, as it has favored the huge galaxy-spanning corporations over smaller, regional companies such as Radell Mining. However, the Elroodians are a pragmatic lot, and see the Rebel Alliance as a dangerous entity — a bunch of oolhardy
revolutionaries who lack the ability to govern and cannot foresee the consequences of their actions.
Extrinsic: How ironically prophetic, despite the author's obvious intent :D
Page 60 wrote:Kidron System Defense (KSD)

Kidron has long been responsible for its own defense. To address that, the High City Council formed the Kidron System Defense, or KSD. The forces include a Corellian Corvette (the KSD flagship), four Prosperity-class defense ships bought from Elrood shipyards, three system patrol craft, one old TIE (bought as salvage and refurbished), six refurbished Z-95s and a Skipray Blastboat. KSD is always looking for new guests to crew the ships.

The overwhelming percentage of crewmen on KSD vessels are guests (only 10 percent of KSD forces are Orfite).
I also note "guests". Do they mean temporary crew? Conscripts?

Is Orfite some kind of mis-scan or an officer? Or does it just mean "permanent crew"? :D
Guest on Kidron refeer to any offworlder who is not an Orfite.
Kazuaki Shimazaki wrote:
Pages 74 to 77 wrote:Derilyn Space Defense Platform
Craft: Modified Rendili StarDrive Space Platform
Type: Orbiting Space Defense Platform
Scale: Capital
Length: 4,225 meters
Extrinsic: WEG actually made something more than 1600m long. I must be dreaming...
Space: Immobile; orbits Derilyn, but may not alter course
Whoever wrote this will do well to describe the orbit. Polar? Geosynch? Rotational period? This has tactical (i.e. gameplaying) significance!
Yes it does from the wording it implies a geo synchronus orbit
Kazuaki Shimazaki wrote:
The Derilytes did not realize just how strong the Empire was, or to what lengths Palpatine would go to enforce order. On the first day of Fifthmonth, Derilyn found out firsthand.
Imperial suppressions! Come and watch! The ever unfortunate 1 in 80! Showing today over the remote planet of Derilyn!!! Tickets for 5 Imperial creds each!
The city of Paran, Derilyn's third largest city and birthplace of Senator Wuxod, was annihilated by the concentrated gunfire of the orbiting Star Destroyers. TIE bombers deliberately bombed the helpless civilian shelters.
We see Imperial suppression tactics. Nasty... Imperial Apologists run off and get drunk in misery, knowing someone will remember this for next debate...
Rather than surrender, the Derilytes fought on, hardened by the horror of the attack. Despite the outrage, the valor, and the sacrifice, the Empire rolled over the Derilytes with the speed and ease of a rancor stepping on a drunken Jawa. The planet was secured in three days; the struggle is known as the Sixty Hour War by the Derilytes.
One wonders how little preparation they made.
With Derilyn's armed forces disarmed, the Empire established a permanent presence. For the next several months, the rest of the sector experienced what is now called the Time of Panic. During this time, the citizens of the rest of Elrood Sector braced themselves for the worst, anticipating that the Empire, having secured Derilyn, would enslave the rest of the sector. For reasons unknown to all but the Empire, this never happened.
The 1 in 80 "modification" is done. The Tarkin Doctrine works! At least now I can take this as proof that the Empire does demonstrations for deterrence, and is not liable to kill beyond that.
Page 78 wrote:The Imperial Presence

The Imperial occupation force is the equivalent of a Sector Army (see page 97 of the Imperial Sourcebook). There is a total of 1,180,309 personnel,
including 774,576 troops (officially; actual numbers can vary based on distribution of forces around the sector, attrition, training, rotation and other
factors). There are over 66,000 repulsorcraft here, as well as nearly 14,000 heavy repulsor tanks.
For some reason, the Imperial Army sees fit to deploy a full standard presence here, but the Imperial Navy and Starfighter Corps does not. This planet is considered a hazard, so the entire Sector Army seems concentrated on this one spot.
Well the Navy deployed the forces it needed, this IS a backwater sector after all two ISD's might actually be over kill!
Kazuaki Shimazaki wrote:
The final two major bases are in Dorrak and Palpatine.
I can't believe Palpy allowed his name to be wasted on such an insignificant base on such an insignificant planet.
There are considerable tensions between the Navy pilots and the Imperial Army occupation forces (one reason why the TIE fighters were not
assigned to the standard bases). The commanders of the Star Destroyers do not like General Hul, who they feel is not giving them enough credit in his reports to the Empire. Hul, in turn, does not like Lieutenant Borf, the head customs officer, and feels that the Navy is not doing its part in keeping out smugglers and pirates.
I suppose the fact they are badly underequipped had to do with it. We also see interservice rivalry, and why the Empire created Combined Service ranks called Moffs, who tend to govern these sectors.
Page 83 wrote:The Ruins of Paran

The city of Paran had a population of 512,000 people. Less than 3,000 remained after the Imperial bombardment and siege,
Siege? I thought you said the war lasted for all of sixty hours!
A siege of sixty hours is still a siege. Your point? Sieges do not have to last long periods of time.
Kazuaki Shimazaki wrote:
NOTES: Shows how ruthless the Empire is.
Isn't this comment more suited to the stuff above?

Re: Shep's Reviews of WEG Books

Posted: 2005-05-27 01:06pm
by MKSheppard
Which is when, exactly? Why is a Lieutenant in charge? Yes, I know this is a piece-of-shit sector, but still...
This was written before the Empire smashy smashyd Derylin; he got
promoted afterwards for it.

And as to why the EMpire keeps a full Sector Army on Derylin....

While the forces may seem excessive, bear in
mind that part of the Empire's strategy is to maintain enough
troops to frighten the rest of the sector into submission —
the forces here are more than up to the task.


The Tarkin Doctrine! :twisted:

Posted: 2005-05-27 01:14pm
by FTeik
Gorefiend wrote:Thx a lot for the review. There wouldn’t be a picture of the Rintonne's Flame in that guide, would there? :)
How large is a "Stellar-Class Starport"?
How large is an "Imperial-Class Starport"? (Imperial-Class SD AND Imperial-Class Star Port? WTF?)
http://people.freenet.de/swrs/starports.jpg From Platt's Smuggler Guide
(btw. there are also Imperial-Class repulsor tanks. :roll: )
Thanks.

Hmm, one has to wonder, if Tattoine is really the armpit of the universe, if it has a starport two classes ABOVE the worst, that is out there. :D

Re: Shep's Reviews of WEG Books

Posted: 2005-05-27 01:15pm
by Isolder74
MKSheppard wrote:
Which is when, exactly? Why is a Lieutenant in charge? Yes, I know this is a piece-of-shit sector, but still...
This was written before the Empire smashy smashyd Derylin; he got
promoted afterwards for it.

And as to why the EMpire keeps a full Sector Army on Derylin....

While the forces may seem excessive, bear in
mind that part of the Empire's strategy is to maintain enough
troops to frighten the rest of the sector into submission —
the forces here are more than up to the task.


The Tarkin Doctrine! :twisted:
Plus like I pointed out he is an observer! He was not the sector commander but an intelligence officer who made an observation on a back water sector. His suggestion of a target was noted and he was promoted for it when his plan worked!

Posted: 2005-05-27 01:18pm
by MKSheppard
FTeik wrote:Hmm, one has to wonder, if Tattoine is really the armpit of the universe, if it has a starport two classes ABOVE the worst, that is out there. :D
I saw something in WEG, basically Tatooine is just off a major trading route
so it's a big hotspot for smugglers and their ilk...

Posted: 2005-05-27 01:19pm
by Lord Revan
FTeik wrote:Thanks.

Hmm, one has to wonder, if Tattoine is really the armpit of the universe, if it has a starport two classes ABOVE the worst, that is out there. :D
well it lives more or less on export and (import) so it's not so wierd that it has a good starport (and it's Tatooine with one t).

Re: Shep's Reviews of WEG Books

Posted: 2005-05-27 01:19pm
by Kazuaki Shimazaki
Isolder74 wrote:I'd say he is an Imperial Observer! AKA scout or intellegence officer. So a lieutenant can make strategic suggestions! Big deal
I was just thinking he's still an Observer for a Sector. One would think he'd be a Colonel or something at least...
it a show of corruption. The sector govenor set it up to get more credits sent to the sector! Duh! Anyway it contains less than it claims to have.
I'm just still not clear on what he wants to get from it that he can't get anywhere else. One day, someone (say an Imperial governor) would come over and order it closed down.
Guest on Kidron refeer to any offworlder who is not an Orfite.
All right, thanks...
Yes it does from the wording it implies a geo synchronus orbit
1) Why imply when you can state.
2) If there was one I confess blew right by me.
Well the Navy deployed the forces it needed, this IS a backwater sector after all two ISD's might actually be over kill!
One would think if they are having problems plugging down smuggling here, the first thing that comes to mind is to try getting a few more ships.
A siege of sixty hours is still a siege. Your point? Sieges do not have to last long periods of time.
What kind of siege is one that lasts for 60 hour?. Technically the definition is correct I'd admit, but it is still a major misuse of implied language IMHO.

Re: Shep's Reviews of WEG Books

Posted: 2005-05-27 01:34pm
by Isolder74
Kazuaki Shimazaki wrote:
Isolder74 wrote:I'd say he is an Imperial Observer! AKA scout or intellegence officer. So a lieutenant can make strategic suggestions! Big deal
I was just thinking he's still an Observer for a Sector. One would think he'd be a Colonel or something at least...
Why are you expecting a colonel? It seems rather resonable in that it was previously a unoccupied sector. He could have been actually assigned to a neighboring sector and saw a chance to get higher on the officer food chain.
Kazuaki Shimazaki wrote:
it a show of corruption. The sector govenor set it up to get more credits sent to the sector! Duh! Anyway it contains less than it claims to have.
I'm just still not clear on what he wants to get from it that he can't get anywhere else. One day, someone (say an Imperial governor) would come over and order it closed down.
The book suggest that he leaks the location to the rebels in effort to get them to send a team to take it out. Then he can justify it use simply as a trap for rebel opperatives. Then he might also put in it what in on paper whenever a Higher up desides to play a visit. The chance of Vader showing up is very slim is it not. A Moff he could probably fool. This sector is so small A Moff wasn't even assigned to the place.
Kazuaki Shimazaki wrote:
Guest on Kidron refeer to any offworlder who is not an Orfite.
All right, thanks...
Your welcome
Kazuaki Shimazaki wrote:
Yes it does from the wording it implies a geo synchronus orbit
1) Why imply when you can state.
2) If there was one I confess blew right by me.
It is implied when it location is listed as 'stationary' other than that chalk it up to bad technical writing
Kazuaki Shimazaki wrote:
Well the Navy deployed the forces it needed, this IS a backwater sector after all two ISD's might actually be over kill!
One would think if they are having problems plugging down smuggling here, the first thing that comes to mind is to try getting a few more ships.
Chalk it up to corruption. The man in charge of inspecting ships is apperantly easy to bribe.
Kazuaki Shimazaki wrote:
A siege of sixty hours is still a siege. Your point? Sieges do not have to last long periods of time.
What kind of siege is one that lasts for 60 hour?. Technically the definition is correct I'd admit, but it is still a major misuse of implied language IMHO.
A very short one. It could be the planet was secure in 60 hours and then they camped out around the ruins for a while to make a point.

Posted: 2005-05-27 06:16pm
by MKSheppard
WEG #40063 - Galaxy Guide 9: Fragments from the Rim
Review and Notes by Mark K Sheppard

This is a book detailing the Outer Rim, and it's a really good book with a lot of gems buried in it.
Pages 14 to 21 wrote:Special Operations Teams

The vast majority of recruits for the Rebel Alliance and Empire alike consist of average individuals. These people are assessed and then trained for the roles of soldiers, pilots, adminis­trative staff or whatever other demand needs to be filled. It is a tribute to the Rebel instructors that the Alliance's troops and support personnel are as good as they are.

Unfortunately, this gives rise to an awkward question for Alliance Command and Personnel: "What do you do with advanced individuals?" These people can fly starships and repulsorlifts, shoot, trade, gamble, talk the hind legs off a Cracian thumper (or an Alliance commander!), jury-rig things, hack into computer systems, and do just about anything else that can be imagined. Giving them a rifle and sending them out with the line troops is a waste. Assigning them an X-wing only uses half their skills. Where can they possi­bly be given work that uses their skills more efficiently?

The answer is Special Operations: the pana­cea for beleaguered Personnel officers. Special Ops is a perfect location for advanced, highly skilled individuals who don't fit the role of a standard soldier. Special Ops troops are known for their flamboyant actions and the ability to succeed where only sheer luck and the favor of fate could have allowed survival. Special Ops as a concept has two levels of operation: beginning Special Ops units are called Mission Groups; experienced units, who are generally given more difficult missions, are called Special Ops Teams. Listening to a Special Ops operative talk is like hearing an old spacer weave stories about 50 kilometer long space slugs.You never know where the truth ends and the fiction begins.

"You need 100,000 credits by two weeks ago? No problem."

"The sector Moff needs his ytterbium stolen? Well, they didn't have time to unload it, so they stole his landing barge as well..."

"You want us to blow up a what? Is that all? It's guarded by a company of stormtroopers? Oh, right. We'll be careful ... yeah, sure I know what careful means ... Do you want us to do any shopping while we're there?"

Mission Groups

Most groups of player characters involved in the Rebel Alliance will be assigned to a Special Ops Mission Group. This allows the Alliance to make full use of these individuals' "exceptional" skills, while not restricting them to the duties of traditional spec forces organizations. Mission Groups fit into the Alliance chain of command as "floaters" between Alliance command, standard forces and sector forces. They can be sent out on loan to sector forces desperately in need of sup­port, but often end up travelling half-way across the galaxy in the course of their exploits.

It also means that all that free-floating cockiness is put to constructive use, rather than into driving base commanders and security person­nel crazy. As a result, the Alliance has a broad base of talented units who are willing to take a crack at any mission anywhere in the galaxy.

Many Mission Groups are based at Rebel starfighter bases like Tierfon, Cathis, Ansarra or Dalastine. This means that they have somewhere to refuel and resupply their ships without ha­rassment. Most teams have their own transport, often a light freighter of some sort, and in addi­tion the starfighter base can make use of the high piloting skills often present within such a group.

This is a better set-up than even Alliance Intel­ligence (Intell) can provide; most Rebel intelli­gence operations are designed to be covert, which means that the operatives can be in place for a long time before doing anything. Mission Groups thrive on action; in the Intell environment, they'd have blown covers inside a fortnight, and would end up making a spectacular escape off-planet, wrecking months or years of painstaking Intell groundwork as they went. True, they probably would escape, but this is of little benefit to the Intelligence department.

Of course, Mission Groups are often sent to worlds to draw attention away from an Intell cell that is about to be discovered.

Operating from a starfighter base isn't the only arrangement, of course; some Mission Groups are used as roving agents, and are trans­ferred from one area to another as problems crop up, while others are used in the Intelligence Operations department (notwithstanding the comments above), in Ordnance and Supply, and even in Support Services. SpecForces also occa­sionally takes a Mission Group under its wing, usually as "other specialists" such as transporta­tion specs, pilots, communications experts, trans­lators, medics, scroungers and the like. These areas are more fully detailed on page 40 of the Rebel Alliance Sourcebook.

Special Ops Teams

"Special Ops Teams are where Mission Group members go when they have become '23ers' but are still too young or energetic for a desk job. "
- Adison Cray, Free Agent

"I'm too old for a desk job, it appears, so I have to carom around the galaxy like a maladjusted space sheet, too. I have always suspected that I won't be able to retire on health grounds until I've been dead for at least two years, such is the Alliance's need for skilled personnel. Many special operatives are doubtless in the same position. It's not just a job ..."
- Jakob Biddyn, Special Operations Group Leader

Special Ops Teams are "advanced Mission Groups" and are cut off from the Alliance com­mand structure. They are answerable to only a few higher-ups, and receive practically no backup whatsoever from any branch of the Alliance. They receive no support from Ordnance and Supply, no X-wing or SpecForces support, noth­ing. They just don't need this kind of "mollycod­dling."

The difference between Special Ops Teams and Mission Groups? Mission Groups get orders; Special Ops get requests. Polite requests. If they wouldn't mind, if they're not too busy, please. And if the Special Op says no, that's just too bad. Most of the time, "spooks" go looking for their own trouble.

Some Special Ops go on deep-cover missions, using a number of Rebel supply caches to keep running. Alternatively, they might set up a net­work of these caches themselves, possibly as the nucleus for rebellion in a new sector. This often involves a fair amount of trading, then plunging the profits of the trade into the supply caches.
Other Special Ops may be free agents, and simply roam the galaxy looking for things that need doing. After all, the security network at the Impe­rial Shipyards around Seswenna was woefully lacking...

Where necessary, the Alliance does have means of contacting Special Ops Teams in the field, via contacts, mail drops, personal ads and the like. If a sector intelligence cell or Rebel outpost has need of the talents of a Special Ops unit, it can put a call out through one of these channels, and any spook in the area can then pick up the message and arrange to meet at a neutral venue. But by and large, these units are left to wreak havoc upon the Imperial war machine without the Alliance watching; an arrangement that suits all sides admirably (except for the hapless Imperials).

Special Operations Slang

Special Ops Teams take a lot of trouble to ensure that their jargon is at least twice as ob­scure as anyone else's.

Some Special Ops Teams also like to engage in conversations with members of other branches of the Alliance in order to see just how long they can get away with talking at cross purposes.

Special Ops especially enjoy confusing the stuff­ing out of Alliance Intell operatives, who have their own slang (see page 26 of the Rebel Alliance Sourcebook), although most Special Ops Teams have figured out all of their phrases. With a Special Operative around, conversations seem to get just plain weird: phrases like "5-G takeoff," "cuddly toy," "take a gander" and "she's cute" have completely different meanings.

The following list is already somewhat out of date, as Special Ops Team slang is constantly revised to ensure that no one else is ever in danger of understanding what Special Ops per­sonnel are talking about.

#Chicken Alarm: A hazard assessment, follows an exponential sequence: 1, 2, 3, 5, 8, and 13 Chicken Alarms have been known. 13 is a Death Star sighting, 8 is a fleet arriving in-system, 5 is a solitary Star Destroyer, 3 is a ground army, 2 is a small fleet, 1 is any other sizeable operation. This term is also used to rate the relative danger of a mission.

#G's: (7G's, 8G's) Number of hostile aliens.

23er: In Alliance Intelligence, an agent who has made 20 field assignments and been retired; in Special Ops, any very competent agent.

ABH: Average Bounty Hunter, or rather, above-average bounty hunter.

Acquisition Run: Any combat operation pre­senting opportunities for large-scale theft,

Battery: A lot of chickens huddled together, enough to make even a Special Op slightly ner­vous.

BBH: Boring Bounty Hunter, the common run of target practice.

Bear: Balinaka.

BH: Bounty hunter.

Birdwatcher: ISB Agent, from "Imperial Sunbathers and Birdwatchers" (Special Ops crew tend to have a low opinion of the ISB).

Black: Any large denomination (1,000 credits +) that is probably "blackmarked" and traceable.

Boring: Either "extremely dangerous" or "no threat at all" or possibly both at the same time. Only Special Ops know how this one works.

Boys in White: Stormtrooper.

Brass Mine: A Special Operative.

BUG: (Big Ugly Guy) Any hostile alien.

Bursting: Physical: Dealing with a large predator by waiting until it opens its mouth and then feeding it a live grenade or thermal detonator.

Conceptual: Entering a known enemy trap with much more firepower than the trap can handle, or using an enemy's offensive action as an opportunity to do him harm.

Can't: Tank (deliberate misspelling).

Cat: Orryxian (Not that any Orryxian would ap­preciate this).

Catnot: (Contraction of "Categorically Not") Re­fers to Kashyyyk, the Wookiee homeworld.

CB: Cybernetic Bronchitis. Nickname for Darth Vader.

Chicken: Any Imperial operation or personnel.

Chorus Girl: Imperial AT-ST Walker.

Coop: A lot of chickens huddled together.

Cuddly: Incredibly Dangerous.

Cute: Extremely Dangerous.

Defenestrate: Throw person out of window.

Delimit: A Wookiee attacking in hand-to-hand combat. Any hand-to-hand combat attack by a very strong opponent. This word is believed to be a corruption of "De-limb it."

Difficult: Easy.

Dobbin: Imperial AT-AT walker.

Doesn't: A Wookiee.

Don't: Plural, several Wookiees.

Drink Vouchers: Money.

Duck: Any undercover Imperial operative that is trying not to look like an undercover Imperial operative.

Dumb Orphan: Orphan with valuable information.

Easy: Difficult.

Easy Easy: Easy.

Entertainment: Combat.

ETLA: Extended Three Letter Acronym. A Four Letter Acronym. See TLA.

Fatigue Scanning: Looking for the weak spots in a system or organization.

Fear Gland: Self preservation instinct. Consid­ered a bad quality in Special Ops.

Firework: Anything containing a reasonably large fusion reactor.

Fish: Fish.

Fish: Mon Calamari (or any other aquatic species).

Fish: Trouble (obviously, depends on context).

Frac: Fraction of a credit, particularly any non-Imperial currency unit.

Fracs'n'Blacks: Large quantity of money in all denominations.

Frag: Fragmentation grenade, as in "Frag "em!"
Gander: Grenade,
Gark: Any flying species.

GBH: Gross Bounty Hunter, i.e. Boba Fett, Zardra, Dengar, IG-88, etc.

Gnu: Gun, slugthrower.

Grease: Funding for bribes.

Grease the Servos: Funding for bribes.

Greenhorn: A new Rebel soldier who's way too eager for combat.

Greenie: Rodian.

Grey Man: Imperial Intelligence Agent.

Gronk: Any species capable of generating a particularly loud cry/alarm call. As in "Gronk!"

Gruff: Any canine-appearing species.

GS (Groundshaker): Imperial AT-AT Walker.

GUB: Great Uncle Boba, refers to Boba Fett.

Hammerheads: Ithorians,

Headhunting: Physically locating an enemy's "head" or main nerve center with a view to de­stroying it.

Headshot: Any single operation that renders the rest of an enemy's operations useless.

Hijack: Con, bribe, trick, order or otherwise per­suade a complete stranger to render assistance in some task.

Hitching a Ride: Using someone else's intelli­gence network or facilities, usually without their knowledge or permission.

HSS: (High Speed Surgery) Disabling an armored vehicle or starship by cutting a hole in its hull and injecting a grenade or thermal detonator into the gap.

Hundred Club: Those individuals whose boun­ties exceed 100,000 credits and are still at large.

Interesting: Very Dangerous.

Invite: Explosive device.

Jack: Anyone, as in "Hi, Jack," said to a complete stranger.

KSA: Kinky Silver Armor. An Imperial Radtrooper.

Leech: A spook with 'acquisitions' skills (security, etc.).

Less Boring: Dead. See Boring.

Lightly Tronned: A tron where the vehicle crew survives. See Tron.

Livestock: Assorted weapons, explosives and heavy artillery.

Mildly: (Adjective) Extremely.

Million Shot: A'Very easy" mission. "It's a million to one chance, but it might just work."

Mindspook: A spook with Force skills.

NRU: Nice Red Uniform, an Imperial Royal Guardsman.

One Percenter: Mission carrying a 1% survival chance. A "standard" mission.

Orphan: Rebel soldier or pilot stranded in the field.

Penned Orphan: Orphan captured by Empire.

Planters: Ithorians.

Plastic Soldier: Stormtrooper.

Portable: Anything a Special Op finds necessary to remove. Even if the item in question weighs 60 tons and has been molecularly welded to the ground, if a Special Op needs it, it will be re­moved.

PSC (Plastic Soldier Carrier): Imperial AT-AT walker.

Raisin-head: A greenhorn who's seen too many war holos.

Red Carpet: Large quantity of explosive devices.

Salting the Ether: Generating spurious plans for non-existent missions and broadcasting them in tight code in spare bandwidths to keep Imperial Intelligence's Analysis Bureau from getting bored.

Sandman: Imperial sandtrooper.

Scoping: Estimating resources needed for an operation. Or, maintaining surveillance on mem­bers of the opposite sex (Depends on context).

Scrip: Corporate or Planetary currency.

Season Ticket: Several explosive devices.

Severely Tronned: Where practically nothing survives. See Tron.

SideThink: Peculiar Special Ops mindset, blend­ing opportunism, careful planning and lethal effi­ciency with a healthy dose of mindless reckless­ness and pure cockiness.

Slimebottom: Hutt.

Slug: Hutt.

Smart Orphan: Orphan without any particularly valuable information.

Snowman: Imperial snowtrooper.

Spook: A Special Operative, particularly a solo one.

Squawker: Any flying species.

Squid: Quarren.

Squid Head: Quarren.

SS: (Skywalker Surprise) Mission carrying a 0.1% survival chance. An "interesting challenge."

Star Destroyer: 174,000 design flaws waiting to be exploited.

Sweet: Cute and cuddly.

TAD: A thermal detonator. As in, "Add a TAD to fix that Imperial squad."

Takeoff: Eliminating prime weapons, while leav­ing the heart of an objective intact. For example, destroying defensive ion cannon while leaving a power plant intact, or downing the bodyguards of a powerful but unarmed crimelord.

TAM: Threatening Armored Man. An Imperial Storm Commando.

Ten Percenter: Mission carrying a 10% survival chance. An "easy" mission.

TEPM: (Thermal Exhaust Port Mission) Mission carrying a 0.1% survival chance; an "interesting challenge."

Thinking Sideways: A compliment.

Thousand Shot: Mission carrying a 0.1 % survival chance. An "interesting challenge."

Tinfish: Imperial seatrooper.

Tinfish Bucket: Imperial AT-AT Swimmer.

TLA: Three Letter Acronym.

Toy: Melee or heavy weapon.

Trawling: Out looking for "fish" (see "fish").

Tron: Cause opposing vehicle to suffer a "spec­tacularly debilitating irreversible maneuvering capability deficit," or crash. "That's tronned it."

UCT: (Universal Cutting Tool) A Lightsaber.

Vapor Op: A hopeless plan, of the type produced by greenhorns, laser-brains and raisin-heads.

Very Dumb Orphan: Orphan who "knows too much" and must either be rescued, silenced or discredited in some way.

Wake-up call: Grenade.

Won't: A town or a Wookiee village, believed to derive from a deliberate misspelling of "town."

Wotshisname: Practically anything or anyone, mainly depending on context. As in "Tell wots-hisname to get up here with that grenade!"

Wolf: Shistavanen Wolfman.

Yellow Stuff: Stabilized ytterbium.

The Most Dangerous Positions In The Rebel Alliance

The Rebel Alliance is full of dangerous jobs: fighter pilot, SpecForce operative, Wookiee hand-to-hand combat tutor, autochef operator and so
on. However, some jobs are considered particularly dangerous, even by Rebels with no "fear glands." Some of these positions are outlined below.

Special Ops Teams

Special Ops Teams consists of people who go out into the galaxy, find some trouble, get them­selves as deep into it as they possibly can, and then get out again. Special Ops Teams are so good that trouble that would be fatal to most other people seems to them to be all part of a day's work and they do get to choose how deep in the dip they go.
Chicken factor: 5 or more per mission.

Mission Groups

Most of what applies to Special Ops applies to a lesser extent to Mission Groups. The main differ­ence is that as the Alliance chooses their missions, Imperial traps or poor estimates of the level of opposition may mean they occasionally get in over their heads.
Chicken factor: 2 to 3 (theoretically; more likely 5 or more per mission).

Field Agent

Field Agents are given specific objectives (short or long term) by the Intelligence Operations De­partment. They go out, perform these tasks and then return. After twenty such missions, they must either retire or transfer to another department. See page 27 of the Rebel Alliance Sourcebook for further details.
Chicken factor: 1 to 3 per mission.

Free Agent

Becoming a Free Agent requires special dispen­sation from Alliance High Command. A Free Agent is essentially a solo Special Operative. There does appear to be a subtle distinction between the two of these, as solo Special Ops are also known, but the two posts are basically the same. The most likely difference is that a Free Agent does report to the Intelligence department, either to the head of Operations, or to the Chief of Intelligence himself. No Free Agent is anything less than a full 23er.
Chicken factor: 8 or more per mission.

Special Agent

The post of Special Agent is a catch-all category and is used to describe the unique posts filled by certain individuals. For example, Greg Somax, the one Rebel agent at the Imperial Naval Academy (see page 141 of the Rebel Alliance Sourcebook) is a Special Agent.
Chicken Factor: 3 or more per mission.

Recruitment Agent

This is one of the most dangerous jobs in the Alliance. Recruitment Agents are people who are constantly on the lookout for new membership for
the Rebel Alliance despite the fact that any one of the people they approach could be an Imperial plant, a collaborator or an informant. And even if they are not Imperial agents, there is still a risk that the prospective recruits are staunch enough citi­zens (despite their anti-Imperial opinions), or des­perate enough for the 10,000 credit reward that is in place on certain planets, to turn the Agent in to the Imperials.

There are only two things that stop more Re­cruitment Agents being compromised. One is the sheer number of people who are genuinely op­posed to the Empire. The second is the fact that the Empire may choose not to haul the Agent in so that they can use him to feed spies into the Rebel Alliance. This second option can (and has) had catastrophic consequences for several Rebel out­posts. Even the best Recruitment Agents can ex­pect to make a bad call about once every three to five years. More often than not, the Agent's first bad call is also his last.
Chicken factor: 7 or more.

Supply Agent

Supply Agents are people who go out looking for material to buy for the Rebel Alliance, despite the strict export controls that this material invariably carries. It is relatively easy for an Imperial Auditor to notice that quantities of sensitive, high-tech materials are being bought by such and such a company, and decide to investigate, and there are limits to how far a Supply Agent can go to disguise his activities. Agents, once discovered, are often arrested and taken for interrogation, although Im­perial Intelligence has tried insinuating S-Thread Trackers into the cargo consignments to see if it can trace the location of the Rebel supply bases. This technique has not proved very successful because Rebel outposts are in such out-of-the way places that the trackers have only been able to narrow the location down to the nearest ten par-sees or so.
Overall chicken factor: 3 or more per mission.

Observer

A moderately dangerous post, although it does depend on what is being observed. Observers who are caught generally get about the same treatment as Supply Agents. The danger of the Imperials using a compromised Observer post to supply false information to the Alliance is a very real one; the consequences can be dire.
Chicken factor: 3 or more depending on the subject under observation.

Foster Agent

Foster Agent is hands-down the most danger­ous of all jobs in the Rebel Alliance, with a guaran­teed chicken factor of 11. Kina Margath, of "Margath's in Elshandruu Pica," is a Rebel Foster Agent. Her mission, as is the mission of every Foster Agent, is to collect orphaned agents and return them to the Alliance. Rebel X-wing pilots, for instance, are given the name of a Foster Agent, so that if they have to bail out they have a ground-based contact who can make arrangements to get them back to the Alliance. Mission Groups operate under the same arrangement in case they miss their pickup rendezvous, lose their ship or some such. This is at least as dangerous as the activities of other Rebel agents, with the added problem that if the Imperials capture a pilot, they may be able to break him or even re-program him as a double agent before letting him go on to the Foster Agent. All judgment calls in this case are at the absolute discretion of the Foster Agent.

This is a much higher risk than any other Rebel has to undergo; the Foster Agent is dependent on his orphans not being captured or broken. For all other Agents, it is the Agent himself who suffers this fate, but a Foster Agent can face the worst consequences of Imperial interrogation through absolutely no fault of his own - and with no chance to reduce the risk of it happening.
NOTES: A Fairly Comprehensive Listing of rebel SpecOps Slang. Would be VERY useful for Fanfics.
Pages 27 to 30 wrote:Radiation Zone Assault Troopers

Radiation Zone Assault Troops, or "rad-troopers," are a little-known arm of the Emperor's elite stormtrooper divisions, and like Imperial spacetroopers, they have been trained to handle one of the deadliest terrain types known: heavy-radiation zones. Imperial command long ago iden­tified this terrain type as requiring an elite unit; spacetrooper suits provide ample protection against radiation, but are unsuitable for gravity fields. Consequently, standard stormtrooper ar­mor was modified to provide additional radia­tion protection by the introduction of a lead-polymer substrate, and the distinctive silver and black battle armor of the radtrooper legions was formed.

The armor may be distinctive, but it is not well-known. Sometimes radtroopers are sent into areas that have been filled with radiation as a result of prior combat or natural conditions. In other circumstances, the Empire may actually fill a battle area with radiation. In either case, often only those wearing spacesuits can survive. Un­fortunately, fighting in a spacesuit puts an indi­vidual at a distinct disadvantage. Spacesuits are bulky and hamper movement; the radtrooper armor is lightweight, allowing much freer move­ment, and the superior skills of the radtroopers are usually just as decisive a factor as the radia­tion. Casualty figures for units that have had to face radtroopers are invariably frighteningly high.

The troopers use light weapons (such as force pikes and vibroblades) for rapid assaults where mobility is a prime concern; heavier equipment options are used whenever extra staying power is required or a comprehensive sweep of an objective is necessary.

Another advantage that the radtroopers usu­ally possess is provided by the terrain itself. While modern weapons are quite resistant to radiation, there are limits, and all radiation zones above grade four cause continuous malfunctions in most powered weapons. As a result, radtroopers are given blasters with high power ratings to partially offset the effects of these malfunctions; when even these weapons give out, they simply switch to melee combat, an area where other troops receive minimal training nowadays. This type of engagement further com­pounds the advantage of their heavier armor.

Certain members of radtrooper heavy assault forces are equipped with standard weapons, but are also given a quantity of explosives to gain entry to the unit's objective. All radtroopers are trained in the use of these explosives. The usual assessment is three satchels of charges plus a number of extra radiation resistant timers. Each satchel contains 10 charges rated at 6D damage; charges may be combined as per the "Combined Actions" rules on pages 68 to 70 of Star Wars: The Roleplaying Game, Second Edition. The charges are often prepared with timers and detonators prior to battle for maximum deployment speed. Thermal detonators are almost never used, as their already notorious volatility is made worse by strong radiation.

Radtroopers use the standard utility belts common to all stormtrooper unit types, which include high-tension wire, grappling hooks, spare blaster power packs, ion flares, concentrated rations, a spare comlink, water, medical sup­plies, and specialized survival equipment for the terrain encountered. For radtroopers, this sur­vival equipment includes anti-radiation pills, two extra detoxification hypos in case a "hot" area is unexpectedly encountered, a radiation tent, a water purifier, a radiation meter and a few other items to allow survival in some of the most deso­late wastes known. Radtroopers can stay active in the field for almost as long as regular stormtroopers.

***********
Image
Radtrooper (Imperial Radiation Zone Trooper)
1. Macrobinocular view plate with blast shield and UV sensors.
2. Stress reinforced helmet with automatic polarized lenses, comlink, and breathing filters.
3. Stress reinforced armor with heat and radiation reflective coating.
4. Heat and radiation cooling unit with energy source and portable environment unit (one-piece wrap-around backpack unit).
5. Utility belt with specialized survival gear, spare breathing filters, concentrated rations, emergency power cells and spare comlink.
6. Black, two-piece temperature-control, radiation sealed body glove.
7. Holstered blaster carbine.

Radtrooper Armor
Model: Imperial Munitions radtrooper armor
Type: Radiation-zone personal battle armor
Cost: Not for sale*
Availability: X
Game Notes: Radtrooper armor protects the head, torso, arms and legs. The armor adds +3D to Strength code for all physical attacks and adds +1D to Strength against energy attacks. Unless the suit is damaged in combat, it is completely sealed against radiation and atmospheres. The armor is equipped with an atmosphere and moisture filtration/recycler system so that radtroopers can operate freely in heavy-radiation zones. Like standard stormtrooper armor, it reduces the trooper's Dexterity code and skills by -1D.

* Radtrooper armor is classified as a military secret, so possession of such armor is punishable by life imprisonment or execution. Those few sets of armor that have reached the black market are believed to have sold for over 50,000 credits. It is believed that this highly specialized armor costs the Empire over 25,000 credits per suit.

******************

Imperial Radiation Zone Troopers (Radtroopers)
DEXTERITY 3D
Blaster 4D, brawling parry 4D, dodge 4D, grenade 4D, melee combat: vi broblade 6D+1, melee combat: force pike 7D, melee parry 6D+2
KNOWLEDGE 3D
Survival: radiation zones 6D
MECHANICAL 2D
PERCEPTION 3D
Hide 4D, search 4D+2
STRENGTH 3D+1
Stamina 4D+1, brawling 6D
TECHNICAL 3D
Armor repair 5D, blaster repair 5D, first aid 3D+2, demolition 4D+2
Force Points: Varies, typically 1-5
Dark Side Points: Varies, typically 1-5
Character Points: Varies, typically 5-30
Move: 10
Equipment: SoroSuub Stormtrooper Two blaster carbine (6D+2 damage), 2 concussion grenades (5D damage), vibroblade (STR+3D damage), force pike (STR+4D dam­age), Radtrooper armor, standard utility belt, survival kit

Imperial Storm Commandos

Imperial Storm Commandos are the Emperor's answer to guerilla tactics. After the destruction of the Death Star at the Battle of Yavin, the Emperor was forced to acknowledge the effec­tiveness of the hit-and-fade tactics that the Rebel Alliance used. Consequently, he decided that a commando unit trained in these same methods could achieve spectacular results as well. Se­lected from the finest stormtroopers, the Storm Commandos are experts at guerilla warfare. They have a reputation for ferocity that few other units can hope even to approach. They are commonly used in anti-Rebel operations, siege-breaking,
"extractions," and in Base Delta Zero operations against "hard" targets.

Generally speaking, regular stormtrooper units are used for mainstream military operations such as assaults, battles and "pacifications" on hun­dreds of thousands of standard worlds. The elite units have been trained for special terrains, in­cluding, but not limited to, radiation-contami­nated areas, underwater and space operations. As such, they often face smaller-scale missions, such as commando raids.

Specialists

One quarter of Storm Commandos have the standard skills and attributes and are designated "Line" units. Another quarter are designated "Assault" units, and also have vehicle blasters 5D+2 and blaster artillery 4D+2. Another quarter have an additional +2D in hide, sneak, streetwise, security and demolitions, and are designated "Saboteur" units. The final quarter of the Storm Commando forces are designated "Tech" units and have the standard skills plus an additional +1D to repulsorlift operation, as well as repulsorlift repair 4D, droid programming 5D, droid repair 6D, and computer programming/repair 6D. Combinations of these four unit types are able to perform practically any small-scale mission on any planet in the galaxy.

Additional Unit Equipment

Assault units carry 2 concussion grenades each (5D damage) as well as the unit commander's choice of heavier weaponry (where speed is of
the essence lighter repeating weapons and/or grenade launchers may be used to retain mobility).

Saboteur units will have supplies of detonite (often three satchels for every other trooper) and may occasionally use thermal detonators. Saboteurs are particularly resourceful (even for Imperial stormtroopers), and thesuccess of many missions has been assured by a saboteur with a spare charge booby-trapping the objective's es­cape vehicle.

Tech units are generally equipped with sophisticated communication gear, computer probes and tools for assisting in sabotage and computerized surveillance of targets.

**********************

Image
Storm Commando (Imperial Storm Commando)
1. Holstered blaster carbine.
2. Holstered blaster pistol.
3. Survival kit including concentrated rations, medpacs, emergency power cells and spare comlink.
4. Explosives pouch.
5. Blast reinforced helmet with sensor pack and "reflec" coating.
6. Blast reinforced cocoon shell battle armor with "reflec" coating.
Not shown: Black, two-piece temperature-control body glove.

Storm Commando Armor
Model: Imperial Munitions Storm Commando armor
Type: Lightweight personal battle armor
Cost: Not for sale*
Availability: X
Game Notes: Based on the light armor of Imperial Scouts, Storm Commando armor is protective (+1D to Strength to resist dam­age) without being restrictive (no penalty to Dexterity or related skills). Storm Commando helmets also contain a UV night-sight fea­ture, that allows the troopers to move in darkness with relative ease (+3D to search and Perception in darkness). Also. the Storm Commando armor is made of a newly-cre­ated polymer called reflec, which bends most types of sensor probes away from them, rendering them virtually invisible to most light probes, though a fairly deter­mined scan will detect them. In game terms, if the Storm Commandos are not being ac­tively sought, roll an additional +1D to their hide and sneak checks. The armor is also relatively sound absorbent, with a thin layer of sound baffling built in, enabling theStorm Commandos to move more quietly (add +1D to sneak). Their armor is usually black, with no insignia or other unit designations on it, since the Storm Commandos prefer to oper­ate in darkness.

* Storm Commando armor is classified as a military secret and carries the same penalty as possession of radtrooper armor. On the black market, Storm Commando armor is believed to cost upwards of 10,000 credits.

*****************

Imperial Storm Commandos
DEXTERITY 3D
Blaster 7D, brawling parry 5D+2, dodge 5D+2, grenade 5D, melee combat 5D+2, melee parry 5D+2
KNOWLEDGE 3D
Survival 6D
MECHANICAL 2D
Beast riding 5D, hover vehicle operation 5D+1, repulsorlift operation 5D
PERCEPTION 3D
Hide 6D+2, search 6D+2, sneak 7D
STRENGTH 3D+1
Brawling 5D
TECHNICAL 3D
Armor repair 5D, blaster repair 5D, first aid 4D, demolitions 4D+2, security 3D+2
Force Points: Varies, typically 1-5
Dark Side Points: Varies, typically 1-5
Character Points: Varies, typically 5-30
Move: 10
Equipment: Blaster carbine (5D+2 damage), blaster pistol (4D damage). Storm Commando armor, standard utility belt, survival kit
Pages 31 to 32 wrote:Image
Image
Noval Garaint's Armor (Modified Kraill 210 Personal Armor)

1. Fully integrated on-board sensor pack with stress-reinforced blast helmet.
2. Arakyd Whisper jet pack.
3. Grenade.
4. Smoke grenade.
5. Holstered blaster rifle.
6. Medpac.
7. Internal dual force blades.
8. Integral line slinger with attached magnetic grapple and winch.
9. Sealed environment and atmosphere filter.
10. Reinforced battle armor with power suit boosters.

Krail 210 Personal Armor
Model: Modified Krail Armory Model 210 personal armor
Type: Modified personal battle armor
Skill: Powersuit operation: Krail 210 armor
Cost: (with all modifications) 26,000
Availability: Basic suit is "X" (illegal) on most planets; modified suit is unique
Game Effect: Basic Suit: Protection +2D to Strength for energy at­tacks, +3D to physical attacks; -1D to Dexterity and related skills. Suit has a Move of 15, with movement rolled on powersuit operation skill. Power Suit: + 1D to lifting. Sensor Pod: +1D to search
Integral Internal Line Slinger 20-meter range. Can attach to grappling or magnetic hooks. Uses missile weapons skill. Jet Pack: Has a Move of 100 meters horizontally, 70 meters vertically. Uses jet pack operation skill, base difficulty is Easy, modified by obstacles. Has 20 charges, can expend up to two per round. Winch: Capable of lifting 100 kg (i.e. Garaint and his equipment only)
Internal Dual Force Blades: STR + 3D damage, Moderate melee combat difficulty. Sealed Enviro Filter: Filter system can block out harmful molecules, or in case of Insufficient or deadly atmosphere, the suit can completely seal, drawing upon a two-hour internal supply of oxygen.

Capsule: Noval Garaint's custom modified suit of armor has given him the critical advantages he has needed during his career. Most of the suit's features areconcealed in hidden panels so that it appears to be a standard suit of armor. When he uses his special gadgets, it often allows him to quickly and easily capture his prey.
NOTES: Hmm, it appears that battle armor is illegal on most planets...
Pages 38 to 41 wrote:There are millions of corporations in the galaxy; thousands of them are big enough to count as megacorporations, some of which own systems or entire sectors of space. Among the mega-corporations, the most profitable fields are transportation, ship-building, mining, weapons manufacturing and bulk food processing.

Many of these companies are publicly owned and administered by a board of directors. Others are owned by private families or individuals. Still others are government administered, owned by trade guilds, or guided by some other more unusual method of operation.

In every case, the nature of the corporation is likely to be dictated by the personalities of the people at the top (Gastess' Finance, Inc. being a particularly unpleasant example of this). These individuals and companies are worth mentioning because the characters may be directly affected by the decisions made by these companies, or the executives of these companies may be particularly flamboyant individuals in a sector.

Also bear in mind that certain characters of an aristocratic bent may encounter these people or their families. These people are all excessively rich, and often extremely bored. "If Daddy runs the company, and gives his daughter a mere million-a-week allowance, how is a girl supposed to spend it?"

The answer is usually in casinos and clubs, on luxury liners and pleasure planets, on buying expensive toys and playing at being a trader, on buying a little company to run for something to do, on shopping and clothes and jewelry, on buying new slaves, at swoop races and gladiatorial contests, at balls and feasts, on bail money after being caught breaking some tedious local law ... the choices are simply limitless.

Planets like Sorotarr VI, home of the Game and a real gamblers' paradise, are usually packed full of Moffs, corporate executives, Imperial nobles, Fleet Admirals, crooks, and aristocrats, all of them incognito, and most of them desperate for something, anything, interesting to happen.

Adarlon, in the Minos Cluster (Galaxy Guide #6, Tramp Freighters) is much the same, and so is Harloen, the swoop racing capital of the Outer Rim.

It should not be surprising that in a galaxy where corporations own entire sectors, the directors of those corporations are some of the most powerful people alive. As the government of the galaxy actively encourages the ruthless and systematic exploitation of planets and populations, it should come as no surprise that some of those people are thoroughly unpleasant. However, there are still companies out there that believe in the principles of enlightened self-interest. The following is a small selection of corporations and corporate families in the Outer Rim Territories, ranging in character from enlightened to despotic.

Fabritech, Inc.

Kvarn Mandel is the current head of Fabritech Inc., a company that manufactures sensors and control systems for starfighters, particularly the Empire's TIE fighter. A stately, distinguished gentleman, he is a staunch supporter of the New Order of Emperor Palpatine, and it is because of this that he landed the Sienar TIE fighter subcontract that put his company on the map.

Because of the company's success at manufacturing sensors and control modules for the TIE fighter, it has branched out into the fields of navigational software and gunnery modules for capital starships, which the Empire is buying at a frightening rate. Fabritech is clearly a company with a future as far as the Empire is concerned.
The Mandel family mansion is in the labyrinth of corridors in the underground city of Fabrin on Thorgeld I. Mandel travels regularly to the company's sector headquarters, but always manages to return home at least once a month. He is totally devoted to his wife Emlyn and his four children. However, Mandel's life has one great,
unresolved tragedy. His youngest daughter, Samire, disappeared without a trace eleven years ago (at the time, she was 16).

His youngest son, Simmin, now 29, has been looking for her ever since, and recently hired the Skine Bounty Hunter College to help him. He is convinced that the lack of evidence pointing to Samire's death is cause for hope, and during the last decade he has received sufficient fragmentary hints to keep him from giving up.

Kvarn Mandel strongly disapproves of his son's search for conclusive proof. This is partly because he has convinced himself that his daughter is dead. He hates to see the pain of reopened wounds that Simmin's occasional finds cause the rest of the Mandel family.

The other reason is that Kvarn Mandel believes deep down that Samire may actually have joined one of the organizations affiliated with the blasted Rebel Alliance. This pricks his conscience since Fabritech owes its success to the Empire. Simmin Mandel has completely overlooked this possibility, but unfortunately if he were to realize what the true story might be, he would be torn between his desire to find out what really happened to his sister and his loyalty to his father and the rest of the family.

Drever Corporation

The Drever Corporation is one of the smaller weapons manufacturing concerns in Parmel Sector, and specializes in small blaster and blaster cannon technology, with a few entries in the field of plasma-based cutting tools. The company's products are generally reliable but unspectacular, with one exception: the Phoenix Plasma Punch.

Marred with an uninspired name, the Plasma Punch is nonetheless an excellent and useful tool. The Phoenix fires a cicular stream of plasma energy which allows it to cut circular holes in virtually any material at close range, including magnetically sealed materials. The hole can have any diameter from three to 30 centimeters.

It is particularly useful for Imperial Customs officials trying to board vessels, but it is impractical as a weapon because of its limited range and extremely high power consumption rate (the unit can only be activated twice and can run for a maximum of ten minutes before requiring a 6-hour recharge). Imperial personnel who have used the Phoenix swear by it as the safest and most effective means of breaching magnetically sealed materials. Unfortunately the company hasn't had the inclination to promote the tool, and thus it has cut back on production due to unsatisfactory sales.

The man who invented the Plasma Punch is Madel Wharen, and until recently, he was on the Drever Corporation's Board of Directors. He is a quiet but determined supporter of the Alliance.

While he cannot publicly endorse the Alliance, he constantly lobbies for business policies that would indirectly aid the Alliance and hinder the Empire. This has led to some blazing arguments with his erstwhile business partner, Jenson Drever II, the current Drever managing director. These fights resulted in Wharen being transferred to one of the corporation's backwater research and development (R&D) stations, where he is now stuck doing development work.

Actually, this is partly the reason behind the solid quality of Drever's product line: Wharen is extremely good at finding flaws in items, and then finding cheap and simple ways of fixing them. However, he has always fancied himself as an inventor (in fact, he is much better at development work).

The Rebel Alliance knows of Wharen's leanings and would like to recruit him into their organization. This is, naturally, more complicated than it sounds. First, there is Wharen's family: the Rebel Alliance also has a vested interest in rescuing his wife, Bea, and young son, Padyn (who are closely watched by Imperial Security).

The second problem is Wharen himself. As per standard practice for the ISB, they have introduced a Surveillance agent onto the Drever Cor­poration Board. This agent has been in place for several years and is well aware of Wharen's loyalties. Naturally, Wharen's work at R&D is being closely overseen by several other ISB agents, and the Empire fully expects the Alliance to try an extraction at some point. Consequently, the ISB Surveillance agents have access to Investigations resources and are able to call on Driver's internal security forces.

The Alliance has also been considering a radically different approach. Wharen commands the loyalty of a very large portion of Drever's staff, mainly because of his high skills as an engineer
and his ability to consistently engineer profitable products. Therefore, it might be possible to oust Drever and install Wharen as the controlling force in the firm.

This would be very distasteful to the Empire.

Changing the situation would involve a particularly unsubtle form of Imperial takeover of the company, which the Empire is hesitant to do because Drever is particularly well liked in the corporate cultureof the Empire. A takeover would send a clear and unpalatable message to many other corporations that the Empire needs to maintain order. The only viable alternative for the Empire is to quietly dislodge Wharen, which would lead to a very dangerous internal power struggle and increase the likelihood that the Empire would get caught in the act.

Gastess' Finance, Inc.

Gastess' Finance, Inc. regularly breaks its own short-term and long-term performance records on the Parmic Sector stock market. Unfortunately, its methods of operation leave a lot to be desired.
Gastess' Finance, Inc. specializes in hostile takeovers. It buys well-run, successful companies, fires theirmanagement, runs them for short-term profit until thestaff and machinery are worn out, and then sells the company if it can or puts the company into voluntary liquidation if it can't be sold. Then it repeats the whole process again with another company. The resulting huge short-term profits are siphoned of into the parent company, leaving behind a trail of shattered dreams and broken lives. Gastess' shares, needless to say, are highly sought after.

The company is now big enough that it can take over planetary corporations. Unfortunately, planetary corporations cannot be fully liquidated in the way that most other concerns can be. Once Gastess' has finished with a world, the people are trapped in the ruins, and have absolutely no chance of repairing the damage or rebuilding their homes. This leaves them spiralling into a cycle of debt and tax arrears, and eventually condemns them to Imperial labor camps. This may be the reason behind the Empire's tacit approval of Gastess' methods: Imperial demand for cheap labor is seemingly unlimited.
The corporation is run by a "blind" Gotal named Sarlim Gastess ("blind" in this case meaning with non-functioning head-cones, a serious but extremely rare disability among the Gotal).
Gastess functions quite well among members of species other than his own, despite his generally poor eyesight and hearing. Members of his own species are terrified of him; by Gotal standards, he is a clinical psychopath.

Directly underneath Gastess are the directors he uses to manage the companies he takes over. They are, in their way, just as unpleasant as Gastess, and are often significantly more inventive when it comes to stripping a company of every conceivable asset. Foremost among this group are the three Harmion brothers - Halleb, K'yne and Sarell. These three, along with their wives and families (Sarell is the only one who is still single and even he has an obnoxious girlfriend), really seem to relish the destruction and anguish they cause.
NOTES: General information on some companies

Posted: 2005-05-27 06:19pm
by MKSheppard
Fragments of the Rim CONT'D
Pages 44 to 48 - The Entire Chapter on Guilds wrote:Guilds have a special place in the Star Wars universe. They are composed of individuals and corporations that are engaged in similar fields of trade, and therefore lobby for things that are good for the industry, but every individual member of a guild is competing with all of his or her fellow guild members.

Some of the guilds introduced below wield immense power and influence in the Outer Rim Territories or appeal to sensibilities of certain player character types. Other guilds might be able to provide unique and highly specialized skills for characters in need.

The Most Honourable Guild of Armourers

The Most Honourable Guild of Armourers consists of the best the galaxy has to offer in terms of weapons specialists. The Guild specializes in extremely exotic and rare weaponry. While they do sell standard items such as BlasTech DL-18 blaster pistols, they don't make a huge profit from it. The Guild's main focus is rare, expensive and sometimes restricted weaponry.

The Guild has found a unique system for avoiding "Imperial entanglements." Simply, the Guild has resources so vast that it has purchased the planet Epsi Nadir, where its auction house is located. The Guild then obtains planetary waivers, which are perfectly legal and binding, to sell its wares. Most of these weapons are classified as "collector's items" or "historical artifacts" to avoid unnecessary bureaucratic wrangling on other worlds. The Guild's customers are expected to register their "collector's" weapons, especially the really illegal ones, but for a small, under-the-table fee, the documents are often "lost."

The Guild has franchise deals with every major arms manufacturer in the galaxy and contacts with almost every minor company. The range of weapons covers everything from common blasters to stokhli spray sticks to ancient weapons no longer in common usage, such as rail guns and micro-missile guns. If the Guild doesn't sell it,
either it isn't made anymore, or it's unknown technology (in which case, the Guild will find it, once its members are aware of its existence).

Of course, items occasionally surface that ought to fit into one of those two categories. Recent Guild auctions have had a lightsaber, a partial suit of Mandalorian battle armor, and an assassin droid among the lots on offer. These weapons and objects go for extremely high prices during open auctions. Even though the bidding for the saber exceeded 250,000 credits, it apparently didn't reach its reserve.

The main Guildhouse is situated deep in the Core, which makes going there very dangerous for any character with any reasonable amount of experience (as he will usually have a bounty to match). Conversely, few characters without this experience will have the money needed to make the trip worthwhile. It is therefore fortunate that once a year the Guild loads a liner with a large number of trade "samples," and heads out to the periphery of the galaxy. Simultaneously, it sends out a large number of invitations to some of the richer individuals who might be interested in the Guild's products.

Past Guild customers have included Boba Fett, Dengar, Zardra, Matt Talon, and many other bounty hunters with similar reputations, as well as many crimelords, wealthy recluses, Imperial and planetary nobles, and corporate executives who find it convenient to be able to buy weapons on the cutting edge of galactic technology in a location where no one asks awkward questions.
Some of these individuals have exotic and demanding requirements which simply cannot be met elsewhere.

For instance, Marshal Levnis, a planetary baron, has for a long time been trying to find a Kalld'n-class stardrive for his personal yacht, the Lady Akiko. Seeing as only fifty of these drives were built, and forty-three have been accounted for, the Guild really is his last hope. The Moff Balfour is in a similar position. Eventually, if it is available, the Guild will find what is required.

Then there are the likes of Count Imal Valesovich or the High Lord Affric of Sarin Sector, both duellists of the old school and always looking for this or that ancient duelling sword or vibroblade to add to their collections.

Getting a Guild Invitation to attend the annual Auction is often an adventure in itself. Make no mistake: if you aren't invited, the Guild doesn't want you there. However, with the right bribes to the right planetary officials, arrangements to attend can be made.

Other possible scenarios involving the Guild could include an actual auction on Epsi Nadir. Attending an auction is always going to be interesting if the characters have the nerve to stay in the same room as Boba Fett, IG-88, Zardra and goodness knows who else for more than five seconds. The Guild Auction Hall is probably the most dangerous place in the galaxy to start a fire fight...

Another option is to have the Guild commission the characters (if they are well-enough known in the right circles) to obtain an item of some kind for them.

Corellian Merchants' Guild

The Corellian Merchants' Guild (CMG) is one of the largest private trade organizations in the galaxy. Membership is open to all native-born Corellians, and all owners or crew members of Corellian ships. In fact, some companies install a Corellian as their CEO in order to gain member-
ship in the CMG.

The Empire deeply mistrusts this organization, viewing it as a veritable hive of anti-Imperial activity, law-breaking and sedition. They're right, but only on the Guild's good days. Unfortunately, the Guild has such a stranglehold on galactic commerce the Empire doesn't dare to shut it down. Because of the way the Guild has been set up, individual Guildhouses are completely autonomous. Even under Imperial law, the Empire can only shut down one Guildhouse at a time unless it passes a law to make the entire organization illegal in the same way that the Rebel Alliance is illegal. The economic consequences of such an action would be dire, and so, as things stand, whenever one Guildhouse is closed down for anti-Imperial activity, another one immediately pops up to replace it. Corellians have always liked dropping grit into the bureaucratic machinery of authority, and the Empire is certainly a worthwhile target.

On a day-today basis, the Guild provides trade contacts and information for its members, starship repair bays, refits, repairs, upgrades, restock and supply, Corellian whisky and also a sort of "help service" for beleaguered traders. The trader must lodge a sum of money (from 100 to 10,000 credits, 1,000 being the average sum deposited) with the Guild, and this is then recorded as Guild credit. From then on, as long as any of this money remains, the Guild will provide
legal aid, "backup finance" (i.e., some of the Guild credit is returned without charge), and any other resources that the trader may need to get him out of a predicament. The more credit you have lodged with the Guild, the more help you will get.
Starship services are all provided at standard prices to Guild members regardless of their price locally. This can be a boon in some systems, where charges are double and triple the stan­dard rate, but unfortunately not all planets have a CMG Guildhouse on them.

There is also a free message service for Guild members: leave a message with one Guildhouse, and whenever a Guild member happens to be heading in the right direction, he'll pass the message on for you. This is a rather erratic means of message transmission, and it is much faster for planets that are frequently visited by Guild members, but since the dismantling of the HoloNet, it compares favorably with using cou­rier vessels or the Imperial Data Service (which is by no means secure or free from prying eyes).
This message service might provide some use­ful scenario hooks: a character might be asked to carry a message to an out-of-the-way planet be­cause it's less of a detour for him than for anyone else, or he may receive a message from an old trader friend who needs his help.

The Guild's willingness to help out its members whenever possible might also hook the characters into a scenario, or they may even need to make use of Guild facilities themselves.

Zygerian Slavers

Under the Old Republic, slavery was outlawed and abhorred by all respectable beings. The Republic strove to uphold the rights of all sapients. However, with the rise of the Empire and Imperial Decree A-SL-4557.607.232, which legalized procurement of slaves under certain conditions, this horrible practice has returned to the galaxy. The formerly secret Guild of Zygerian Slavers went public shortly after slavery was made legal; as the Empire's oppression has spread, so the Zygerian Slavers have come into their own.

The Zygerians' success as slavers is due, in large part, to their generally disciplined approach to the business. Individual slavers pay a yearly membership fee to join their guild system, and are then allocated a "patch" of space in which to work. These patches vary in size, from portions of planets on highly urbanized worlds, to whole planets, to entire systems, depending on the level of membership the slaver pays for. The more ready cash up front, the larger the patch.
There is a guarantee that only two or three other slavers will have been allocated the same patch, ensuring that all parties can operate profitably. If any other unaffiliated slavers try to
muscle in on this area, the guild may also be able to provide sufficient backup to dissuade them, although this is not always the case.

The guild structure also allows the Zygerians to obtain Slaver Permits from the Empire at reduced prices. Since the Empire has legalized slavery in some regions, there is now a thriving trade in slaves. The discipline of the Zygerian approach also means that the Twi'leks of the Ryloth system tend to use Zygerians in preference to other slavers, as the Zygerians' "honorable" approach to business reduces the damage the slaving does to Twi'lek society.

Lantillian Spacers' Brotherhood

This guild is often regarded as a sort of second-rate Corellian Merchants' Guild. Membership is open to any spacer (Corellian or not, regardless of species or sex; a surprisingly enlightened attitude in light of the Emperor's anti-alien bias). The Brotherhood provides trade con­tacts and information, starship repair and upgrades, and restocking and supply facilities (usually at 90% of the going rate on the planet concerned). The Brotherhood does not provide the message or finance services that the CMC does, and its guildhouses are not as frequently encountered. Generally speaking, anyone who qualifies for CMG membership joins the CMG; significantly fewer traders choose to join the Brotherhood.

The Lantillian Spacers' Brotherhood has another problem, too, in that because it lacks the CMG's economic clout, it is more vulnerable to Imperial harassment. Consequently its guildhouses have to be somewhat more law-abiding. This probably also adversely affects guild membership figures, given the leanings of most of the small traders who might be interested in joining.

Ithorian Trade Guilds

"Never pass up an opportunity to trade with an Ithorian. You'll get high-quality goods, and unless you really let him gouge you, you 'II get a fair price. There 's always a market for Ithorian produce, too. "
- The Spacer's Handbook (Bootleg Edition)

Sound advice. One of the factors behind the good prices that can be obtained is that Ithorians are almost invariably the producers of whatever they sell: foodstuffs, grains, seeds, and so on. As a result, they can sell at very low prices and still make a healthy profit. That profit usually gets reinvested in the Ithorians' business, making it more efficient and able to sell profitably at even lower prices.

Traders with reasonable bargain skills can often buy goods wholesale at 5-10% below the market rate and make a healthy profit for themselves at the other end. Meanwhile, the Ithorians,
for whom growing things is not merely a job, but a religious obligation, are happy to have plenty of cash coming in to let them expand their planting operations. In fact, on some of the poorer worlds where Ithorian trade centers have grown up, the Ithorians are happy to give their produce away to the impoverished local residents. The Ithorians have also pioneered several crop education programs for local produce growers so that these poor and uneducated planets can feed themselves.

Ithorian Trade Guilds are a pleasure to visit and are much more convenient than hoping to come across a Herd Ship. Specific Guild trade centers are generally owned by specific Ithorian Herd Ships, and are usually good size complexes. They are often oases of green in cities where
every other trace of plant life has been obliterated in the name of profit; they are invariably packed with an astonishing variety of trees, shrubs, flowers, fruits, bulbs, grains, tubers, grasses, fungi and nuts. If you require a variety of grain that will cope with a fully arid climate, or a fruit that won't rot even if it is rained on for 350 days in a standard year, or a bulb that can complete its growing cycle in exactly 800 days, ask an Ithorian. Even if he doesn't have it, he'll cultivate one for you, often inside a few months. And what's more, if you can supply him with a variety of plant that he hasn't seen before, he might give you a little extra discount by way of thanks.

Institute of Starship Engineers

This is one of the most highly-respected engineering institutes in the galaxy save for the Imperial Engineering Academy. All professional starship engineers are advised to gain an accredited qualification from the ISE. The Imperial Navy, for instance, requires graduates of the Imperial Engineering Academy that enter the Navy to receive biannual certification from the ISE. Many corporate concerns take a similar standpoint. Indeed, becoming a full member of the Institute - a Chartered Starship Engineer - gives the engineer many possible avenues for career advancement, as well as many job opportunities where he can choose his own wage. There is almosta 100% uptake by those people who qualify.

Members of the ISE are quick to point out that they are not starship mechanics; rather they are engineers, concerned with the functioning of the vessel as a whole rather than a specif ic system or sub-system in particular. They supervise the activities of the various technicians, mechanics and droids that are needed to run a starship.

The Institute has a huge campus located on Coruscant, and has branch campuses in the Corellian System, Sullust, and Perithal VI. The ISE used to have a campus on Alderaan. The cost of entering the ISE is fairly high, with a charge of 15,000 Imperial credits per semester. Students undergo grueling, hands-on courses in hyper-space engine repair for space transports and capital ships, astrogation, computer programming and repair, and capital ship gunnery repair (among others). As students complete these rudimentary courses, they begin learning the art of engineering starships, from major overhauls, to designing new ships from scratch. The majority of the students attending the Institute are receiving post-academy training in accordance with Imperial Navy requirements. Many students have been able to sell their designs to starship manufacturing companies.
NOTES: Some interesting stuff on Naval engineering requirements by the Empire
Chapter Six of the Sourcebook wrote:Chapter Six Bounty Hunters

Given that an overwhelming number of player characters are wanted by the Empire (or by a crimelord, or by a corporation, or by someone who is willing to pay hard credits for their hides), characters may wonder exactly how much of a threat the bounty hunters chasing them pose.

A good rule of thumb is to consider the bounty offered as a gauge to indicate the skill of the pursuing bounty hunters. The higher the bounty offered, the tougher the bounty hunters chasing the characters are going to be (Boba Fett doesn't chase people until it's worth his time).

Most average bounty hunters will take the time to chase a character with a bounty of 1,000 credits or less. Bounties of 1,000 to 5,000 credits attract novices and average bounty hunters.
Bounties of 5,000 to 20,000 credits attract veteran bounty hunters or superior quality bounty hunters that have fallen on hard times. Bounties over 20,000 credits are sure to attract superior quality bounty hunters, while anyone who is worth over 100,000 credits will attract master level bounty hunters like Boba Fett. See the Gamemaster Handbook for an explanation of the die codes relating to the terms "average," "novice," "veteran," "superior," and "master."

The Hundred Club

The "Hundred Club" has a particularly elevated place on the Empire's priority list. It consists of those people whose bounties exceed 100,000 credits who are still alive and free. The Hundred Club has well over 1,000,000 members. After the Hundred Club, the only way up is to get onto the Imperial "Most Wanted" list, which only has a few hundred people on it at the moment.

Bounty Postings: How They Work

Bounty hunting is still one of the most despised professions in the galaxy and bounty hunters, while technically "independent law enforcement officers," are often considered to be only slightly above the criminal scum they are hired to hunt down. Of course, with all of the criminal
activities, loan defaulters and rebellious operatives (both those in the Rebel Alliance and those who are independent traitors), there is an immense amount of work available. However, the Imperial bureaucracy, being what it is, isn't willing to allow a business worth billions of credits to go untaxed. The Imperial posting system is a way of generating the desired revenues.

In order to work "legally," a bounty hunter must obtain Imperial Peace-Keeping Certification (IPKC) - the so-called "Bounty Hunter's License." This license is valid in carefully designated areas of the galaxy (normally well away from the Core Worlds), but on its own does little more than give the bounty hunter the right to transport his weapons and equipment across the galaxy without too much harassment from the Imperials. This permit costs 500 credits for a standard year.

In order to bring in a bounty, a hunter must get a separate permit for a specific individual, called a Target Permit. In fact, bounty hunters may need additional permits on specific planets or for corporate areas. Some common additional permits required are usually Sector Permits (valid throughout one sector or oversector for a specified time, and good for any individuals or a specific individual, depending on the permit), a System Permit (valid in a single star system for a specified time, and also good for a lone or any number of individuals, depending on the permit), or the Capture Permit, which is issued after a target has been captured.

The costs of these permits vary greatly; a System Permit costs 50 to 500 credits per month (often the most cost-effective way of bounty hunting, but not all systems issue them). A Sector or Oversector Permit costs 1,000 to 10,000 credits per month. A Target Permit costs 10 to 1,000 credits per month, depending on the size of the person's bounty (unless the quarry has a very high or very low bounty, a Target Permit will cost around 100 credits). Capture Permits, since they are issued "after the fact," cost 25% of the bounty
or 500 credits, whichever is higher. "Most Wanted" bounties are posted galaxy-wide, and a bounty hunter needs only an IPKC to pursue one of these.

This system often provides a reimbursement clause built-in to these permits, allowing for any damage done on the way to be paid for out of the final bounty. In practice, only parties with a good degree of legal clout, such as Imperials, corporations and wealthy individuals, have much chance of being reimbursed for any damages suffered.

It may seem unusual to suggest that bounty hunters like Boba Fett would bother with securing permits, but it is a fact that this is the cost of doing this type of business in the Empire. For the bounty hunter, though, the profits to be made are worth the permits, and many of the more experienced bounty hunters have hired expeditors whose job is to secure the proper permits, do the proper explaining to the authorities for any "minor offenses" and to, when necessary, arrange the appropriate bribes for especially "sensitive" situations.

Private Postings

Needless to say, Imperials aren't the only people to post bounties. Crimelords, corporations and private individuals also post bounties (Jabba the Hutt is notorious for this). Legal private bounty postings must be lodged with the Empire (for a fee, of course).

The fee depends on the area in which the bounty is to be posted. For example, a sector or oversector posting costs 1,000 to 10,000 credits; a system posting costs 50 to 500 credits. Private concerns may not place "Most Wanted" notifications. In addition, the full quantity of the bounty must be pre-paid to the Imperial Office of Criminal Investigations (IOCI). Bounty postings may also be placed through local governments from town to planetary level, although legal restrictions and associated fees vary immensely from locality to locality. While specific local laws may vary and there are exceptions in the Imperial legal code, in general, a bounty may only be posted against individuals who, in the Empire's opinion, have conclusive evidence of illegal activities against them.

Some companies post bounties through the Empire, though many do not. Corporate bounties function in a very similar manner to Imperial bounties, save that they are posted by companies and the issued permits for that bounty are only valid within that company's territory. Some corporations charge very high permit fees, and others waive the costs entirely. Some companies generate substantial revenues by posting false bounties and then gathering permit fees from inexperienced bounty hunters. The legal code that the bounty hunter must operate under var-
ies from company to company, and while these laws are the final authority within that company's territory, outside of company territory, the local or Imperial law is the final authority.

There are also several posting agencies which serve as an intermediary between the Imperial government and the private concerns who want to post a bounty. The majority of agency postings come from individuals or companies who have a small number of postings in a year - people with many postings deal with the government directly, while people who will only post one or two bounties in their entire lives often handle the matter privately. The agency is responsible for checking evidence, making postings available to bounty hunters, collecting appropriate permit fees and then passing the appropriate share to the government. The Empire often accepts a lower percentage because the volume of revenue generated by most agencies is quite impressive. Bounty hunters prefer to work with agencies because it is just one more step removed from the government and overly curious inspectors; corporations like the agencies for the same reason and also for the reduced bureaucracy involved with the posting; and, the Empire likes the agency approach because it gets huge revenues for minimal effort. Of course, some agencies are less scrupulous than others and may handle postings with questionable evidence or none at all, especially since Imperial investigators are often willing to accept bribes to avoid specific cases.

Illegal Postings

Crimelords, for obvious reasons, seldom publicly post bounties. Posting a private bounty without notifying the IOCI is a criminal offense (Class II or III infraction under Public Order Act 96.76, the Assault and Injuries Act (rev. 96.82) or the Mandatory Notifications Ordnance #885.774.283 Sections B-E).

Bounty postings by crimelords are the simplest of all. Simply kill or capture the individual, bring whatever is left to the crimelord's home planet, and you will usually be paid cash in hand. Some crimelords, notably PIoovo Two-for-One, pay commission for any funds or valuables that the bounty hunter is able to retrieve. A common rate is 10% of the value of all retrieved items.

Of course, private postings are a way for criminals to get troublesome people out of the way and a way for the bounty hunter to get a little extra money on the side without paying for permits. Some companies, guilds, and in rare cases, even Imperial officials or nobles, have been known to privately post bounties in situations where they feel that they can't get appropriate satisfaction through normal legal channels.

Individuals who are well-connected with the
Empire or local governments may be able to get around certain "bureaucratic missteps," such as a lack of the proper permits.

Pin Money

"Pin money" is the term used by Zardra and some other bounty hunters to describe those small-time criminals who have been engaged in illegal activities over an extended period of time, but who have still only managed to amass a very small bounty. The hunters use the bounties on these individuals as a sort of free-floating supply of petty cash to cover the expenses of hunting more worthwhile prey. Other terms commonly used to describe these targets are "loose change," "petty cash," "pocket money," "disposable income," and so on.

A prime example of a criminal to whom this term applies is the outlaw Helm Iskraker, described in the adventure Crisis on Cloud City. Most "pin money" targets have bounties of several hundred credits, perhaps one or two thousand credits at most. Their defining feature is that these people have stumbled through ten, twenty, thirty and more years of bungled thefts, murders and assaults, and still haven't managed to amass a "worthwhile" bounty.


*********

Ad Hoc Syndicates

Not all bounty hunter syndicates are permanent affairs. Occasionally a group of hunters who may or may not have worked together before join forces in order to collect a specific bounty. Imagine a syndicate composed of IG-88, Dengar, and six others of similar skill coming for you. These groups, if they work well, may occasionally give rise to anew syndicate. If not, the bounties collected will be shared among the survivors, and the hunters will go their separate ways once more (peaceably or otherwise).

*********

Bounty Hunter Syndicates

Only the very best big-league bounty hunters find the risks of working alone offset by the profits to be gained. Most beginning and inexpe-
rienced bounty hunters usually find that they are better off operating as part of an organized syndicate. This type of set-up has a number of advantages, not least being the fact that some money is still coming in when business is slow and the syndicates teach new bounty hunters the ropes without getting them killed (usually).

A typical arrangement is to have a central office located near a number of profitable systems, a couple of administrative staff (often a droid or two), some medical facilities, and perhaps a data link to the Imperial Enforcement Data Core, where the main bounties are posted.
Major syndicates are often sited at sector capitals, where the faster communications of the capital can be put to good use. Syndicates also spring up at the sites of local "hot spots" so that a faster turnaround time can be gained.

The numbers in a syndicate vary a great deal; there might be three or four hunters in the smallest ones (for instance, some of the groups in the adventure Tatooine Manhunt), while the larger syndicates (such as the Mantis Syndicate on Santarine) muddy the border between syndicates and mercenary companies.

Suffice it to say that if you get a single bounty hunter after you, that may be regarded as unfortunate, but if you can shake him off he will probably take the hint and go and pick on an easier target. However, if you attract the attentions of a good syndicate, you have about the same long-term survival chance as a Rancor hunter armed with a toothpick.

The Ragnar Syndicate

The Ragnar Syndicate is based in Ragnar system, Merel Sector. It is one of the biggest, most professional bounty hunter syndicates in the Outer Rim Territories and is slowly gaining ground on the more established galaxy-wide syndicates.
The group has several master bounty hunters at its disposal, probably ten times as many veterans, and countless novices. The syndicate is large enough to give pause to the best Special Ops groups, never mind anyone else. In the sectors where the group most commonly operates, namely Merel, Astal, Dail, Skine, Loi, and Portmoak (on occasion), those on the sidelines usually consider the results to be a foregone conclusion.
("You've got the Ragnar Syndicate after you, boy? Hurr. Hurr. Hurr. Have you made yer funeral arrangements yet? If not, yer too late. Hurrr. Hurrr." They're almost always right.)

The syndicate usually works in groups of four to ten hunters, and wherever possible, unit leaders are required to choose one or two novice hunters from the group training pool to be included in their mission detail. The novices chosen will be ones who are good enough to cope with the hazards anticipated, but who will learn from the experience. The rest of the group will be made up of more experienced members. Aside from standard bounty hunting, the Ragnar Syndicate often takes contracts involving siege-breaking, anti-terrorist operations, sabotage, assault, and other quasi-mercenary activities. Where additional firepower is necessary, the syndicate has sufficient finances to augment its numbers by hiring a mercenary company or two. The group has not yet been hired for a battalion-level operation, for which everyone else ought to be thankful.

Syndicate members are engaged on short-term contracts - that is, for the duration of one specific mission. This allows the more experienced members to continue with their own freelance work. Advancement within the syndicate is strictly on merit, and it typically takes about five years for the better candidates to advance to second-in-command level for missions. From second-in-command, it generally takes about another three years for a hunter to gain sufficient command experience to lead of a team of his own. The syndicate doesn't have to worry about an over-abundance of potential officers. Novice bounty hunters have fairly low pay levels (not nearly as much as one could make freelancing). The money that the syndicate saves by paying lower wages is used to train "syndicate loyal" and experienced hunters, as well as for the syndicate's new equipment and maintenance costs.

The Ragnar Syndicate's home sector, Merel, is ruled by Moff Tregar. Moff Tregar is an extremely competent individual (he was reckoned to be too influential to be made into a Grand Moff), and he and the Ragnar Syndicate have what has been described as "a good working relationship." This bodes ill for many Rebel units; Tregar often uses the Ragnar Syndicate for missions that could cause "embarrassment" if undertaken by the Imperial military. The Ragnar Syndicate invariably fulfils its side of these contracts admirably.

The Mantis Syndicate

The Mantis Syndicate, based in the Santarine system in the Hook Nebula, is another extremely rich and powerful bounty hunter syndicate. This group is even bigger than the Ragnar Syndicate, but it concentrates on larger-scale missions. The Mantis Syndicate has been engaged in battalion-level operations. Most of the group is currently being held on retainer by the High Lord Affric of Sarin Sector, who appears to be using the unit as his own private army. That means that the unit can currently "only" muster sufficient forces for company-level objectives elsewhere.

Generally speaking, the group operates mainly against pirate groups, swoop gangs, outlawed mercenary units, and similar organizations, such as the Nova Demons (described in Planets of the Galaxy Volume One). Fortunately for the Nova Demons, they are some way outside the syndicate's accustomed sphere of operations, but in the last two years, three swoop gangs and four mercenary units have not been so fortunate.
The group also recently wiped out a group of unlicensed slavers operating out of the Suhuurmin system.

The Slaver Syndicate

This is another large bounty hunter syndicate which recently moved to a new base in one of the Karazak system cave complexes. Karazak is one of the slave capitals of the Outer Rim Territories, along with Zygeria and the Thalassian system.
Rather than being a cross between a bounty hunter syndicate and a mercenary unit, this group captures some of the less-wanted fugitives, collects their bounties, but then instead of handing them over to the Imperials for imprisonment, the group buys the ownership rights to its captives, and sells them off as slaves. Many alien species, notably Agorffi, Gamorreans and Wookiees, are particularly prized for their brawn and usefulness in hard labor situations.

The Skine Bounty Hunter College

This is a somewhat smaller syndicate. It is a specialist group, dealing almost entirely with so-called "vagrant" fugitives: those who evade capture by keeping on the move across the galaxy, usually because they have their own starship. The syndicate specializes in cold trails and tenuous leads, and has a success rate of more than twice the average figure for the industry. It also takes a lot of trouble to collect all of the extant bounties on its prey - a thousand here, two thousand there - after all, it soon adds up.

For an exorbitant fee (100,000 credits and up), the College will trace anyone you ask it to provided they have been sighted at least once in the last fifteen standard years. All members of the College typically have search and investigation and related skills at 7D and higher. The College is actually a widespread net of hunters and informants, covering much of the galaxy, though it is quite popular in the Outer Rim Territories, Wild Space, and the Unknown Regions, since those regions are easy to disappear in. The College won't give up until every last lead has been chased down to a dead end, even in these remote regions.

Guild of Hunters

The Guild of Hunters is the bounty hunters' club. Unfortunately, it is so secretive that no one knows much about it. This select group of the galaxy's most deadly and bloodthirsty bounty hunters offers the rich and powerful the solutions to any "problems" they may have with another person. It is rumored that no one has contacted the Guild; if a bounty worth the Guild's time is made known, someone from the Guild will contact you. They are a frightening bunch.

The Guild of Hunters will hunt anyone (for the right price, which is invariably obscenely high), and kill or capture to order. They have several assassin droids available, and they can call on some of the best bounty hunters in the galaxy. All of this is reflected in the amounts they charge.

However, for one year only, Core World assassinations are on special offer. Yes, that's right, for a cool one million credits, they'll kill any Core World resident outside of Imperial City and the top Imperial bureaucracy, with no questions asked. Inside Imperial City? Nothing doing. One of their best customers lives there ...
NOTES: Hmm very very interesting stuff....
Chapter Seven Complete wrote:Chapter Seven Military Units

Aside from the forces of the Imperial military, there are many independent mercenary units that are available for hire in the galaxy. This is because the forces of the Empire cannot be everywhere to enforce order; independent corporations, planetary governments and fabulously wealthy private citizens often hire mercenary units for self-defense, and in some cases, to settle long-running disputes. The publicly known mercenary units, of necessity, only take part in legal missions, such as defense from pirates and to suppress rebellion on a world. However, many units, especially underground mercenary armies, do quietly take missions that skirt the limits of or even flagrantly violate Imperial law.

The First Sun Mobile Regiment

The First Sun Mobile Regiment is a mercenary unit that contracts out to the Imperial Army quite frequently. The First Sun is a repulsorlift infantry regiment designed primarily to run search-and-destroy missions, which the troops of the unit jocularly refer to as SLAMs (Search, Locate, Annihilate Mission). Indeed, the regiment often undertakes missions with the same objective as the Empire's "Base Delta Zero" command: the elimination of all assets of production, including factories, arable land, mines, fisheries, droids and sapient beings (particularly any witnesses that may have seen atrocities being committed).

Within the limits of their resources, the First Sun have proved completely reliable at achieving this self-imposed objective. Naturally, they have gained a reputation for total ruthlessness and are rumored to be responsible for some of the more heinous atrocities so far committed during the war.

Generally speaking, the First Sun Mobile Regiment works for the Empire on worlds where it is not cost-effective to use regular army troops or where the local military is not "sufficient to enforce loyalty to the New Order." Recently, however, there was one occasion where an Imperial Moff had his personal stormtrooper guard butcher one of the First Sun's companies after they "exceeded their authority" by exterminating an entire outpost before Imperial Intelligence had an opportunity to interrogate the inhabitants.

Since then, the First Sun has tried to keep the Imperials at arm's length. While publicly the First Sun is still totally committed to the Empire - after all, there are too few other organizations with enough ready cash to hire an entire regiment-the Mobile troops don't trust the Imperials any more and they make absolutely certain that they do not have to rely on Imperial backup to extricate themselves from any "tactically compromising" situations. It is believed that the leadership of the First Sun is investigating alternatives to working for the Empire, although it is doubted that joining the Rebel Alliance is considered a viable alternative.

First Sun Mobile: Average Trooper
DEXTERITY 3D
Blaster: blaster pistol 5D, blaster: blaster rifle 7D+2, dodge
5D. grenade 5D. melee combat 4D+2. melee parry 4D+2.
vehicle blasters 6D+2
KNOWLEDGE 3D
Planetary systems 5D, streetwise 4D, survival 5D
MECHANICAL 2D+2
Ground vehicle operation 4D, hover vehicle operation 4D,
repulsorlift operation 4D, walker operation 3D+2
PERCEPTION 3D
Hide 5D, search 7D+2, sneak 5D
STRENGTH 3D
Stamina 5D
TECHNICAL 3D
Computer programming/repair 4D, demolition 6D, first
aid 4D, security 4D
Character Points: Varies, normally 0-5
Move: 10
Equipment: Comlink, datapad, glow rod, macrobinoculars,
2 medpacs, survival kit (tempshelter, long-range comlink,
rations for mission duration, medicines, molecord rope,
magnetic grapplers), BlasTech EKX-10 blaster rifle (5D
damage), Merr-Sonn Munitions DD6 blaster pistol (4D+1
damage), 3 fragmentation grenades (5D damage), blast
helmet (+1D to head front and back physical attacks; +1
from energy), blast vest (+1D to torso front and back from
physical attacks; +1 from energy)

Churhee's Riflemen

Churhee's Riflemen, named after its now-deceased founder, Vlaydm Churhee, is another mercenary unit that specializes in "low profile" operations in the outlying systems of Imperial influence. The Riflemen are an experienced scout company currently operating in Sarin and Parmel Sectors, which contains some Imperial colony worlds and some weapons production facilities. They usually engage in rear-guard harassment of the enemy.


Churhee's Riflemen were a truly mercenary outfit, often changing sides to the one with the most currency available. On a mission for the Imperials in Y'Trella system, the Riflemen were nearly wiped out when the Imperials failed to provide them with the necessary backup (it was in this mission that Vlaydm Churhee died). They do have the consolation that information in their possession at the time could have prevented the Imperials from incurring heavy losses a few days later. Nonetheless, the Riflemen now only accept anti-Imperial contracts, preferably missions that will seriously hamper the New Order.

The unit prides itself on the high quality of marksmanship among its members. When the Riflemen are at full strength, the unit conforms to the Order of Battle of a fully augmented Imperial Scout Company (as per page 89 of the Imperial Sourcebook), save that all line squads in Churhee's Riflemen are actually sharpshooter squads, and
typically have 6D blaster skills or higher. At present, the unit is operating at 65 to 70 percent of full strength.

Because of the high caliber of troops in the company, Churhee's Riflemen have proved to be a real thorn in the sides of the local Imperials -particularly in Parmel Sector. Their presence is likely to be one of the deciding factors in Moff Talus' decision on whether to allocate additional Fleet resources to Battlegroup Operations on Turcan III. The Riflemen would be very flattered to receive this level of attention, but it would probably make their next battle their last. Alliance Command is watching developments closely; if Tallis does decide to send part of his fleet, the Rebels will need to evacuate a major portion of their ground forces in the Turcan system. The Riflemen will naturally be offered transportation if this evacuation must be enacted.

Churhee's Riflemen: Average Trooper
DEXTERITY 3D
Blaster: blaster pistol 6D+2, blaster: blaster rifle 8D+2,
dodge 5D, grenade 4D, melee combat 4D+2, melee parry
4D+2
KNOWLEDGE 3D
Planetary systems 5D, survival 5D
MECHANICAL 2D+2
Hover vehicle operation 4D, repulsorlift operation 4D, walker operation 3D+2
PERCEPTION 3D
Hide 5D, search 7D+2, sneak 5D
STRENGTH 3D
Stamina 5D
TECHNICAL 3D
Computer programming/repair 4D, demolition 4D, first aid 4D, security 4D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Comlink.macrobinoculars, blast helmet (+1D to head front and back for physical), blast vest (+ ID front and back torso for physical attacks, +1 for energy attacks), SoroSuub Model Kylan-3 heavy blaster pistol (5D+2 dam­age), knife (STR+1D damage), uniform, survival kit

The Laramus Base Irregulars

The Laramus Base Irregulars are a small, ragged company of quasi-Rebel soldiers, specializing in missions so dangerous that the members of the the company are known as "dead men." The unit is currently under the command of Tagg Pierce, a former lieutenant in the Rebel Alliance who is noted for his utter contempt for line officers. The Laramus Base Irregulars used to operate from Laramus Base in Laramus system, Parmic Sector, but Rebel activity started to get a little heavy in that area and Laramus Base was eventually destroyed by Imperial reprisals.

The company is now homeless and highly mobile, searching for a new headquarters. They have travelled as far afield as Aris V in Parmel Sector during this search. At present, the unit is fragmented into sub-units, each with a couple of dozen members (two to four squads), spread over many different systems and more-or-less looking for some action that the company as a whole can get involved in. While they're looking,
they accept any small-scale missions they happen to find.

The Irregulars have so many members with specialist skills - as befits a hand-picked elite unit - that they are very similar to a Rebel SpecForces unit. However, the company's discipline is so lax, and its commanders so disliked by Rebel Command, that they are considered expendable. Often, the Rebel Alliance sends the Irregulars into tough situations to avoid sending in SpecForces that are deemed too valuable to waste on "suicide missions." Despite this, the Irregulars have an incredibly high success rate, though they have been known to suffer up to 95 percent casualties.

Essentially, the Irregulars are a heavy line company (not a feature of the standard Imperial Order of Battle) consisting of six heavy infantry platoons and two heavy weapons platoons. They also have all the skills of an Imperial special missions unit available to them as a result of the broad experience of individual members. This is one of the most ragged, motley groups of warriors around. Sooner or later, one of the Irregulars' roving groups of thrill-seekers or Alliance Command is going to turn up some work that the whole company can get involved in. When this happens, may the Force help the Imperials they're up against.

The term "irregular" is not an exaggeration. The Laramus Base troops have varied backgrounds and experiences, and thus their skill
levels are highly variable. The guidelines below are simple "averages," and an individual's level of skill can be very different.

Laramus Base Irregulars: Average Trooper
DEXTERITY 3D
Blaster 7D+1, dodge 5D
KNOWLEDGE 3D
Intimidation 6D, planetary systems 5D
MECHANICAL 4D
Space transports 6D, starfighter piloting 5D+1
PERCEPTION 3D
Hide 6D, search 6D, sneak 7D
STRENGTH 3D
Brawling 6D
TECHNICAL 3D
Force Points: Varies, but typically 0-3
Character Points: Varies, but typically 2-15
Move: 10
Equipment: Varies from mission to mission. Most soldiers are equipped with a heavy blaster pistol (5D damage) and little else. New supplies are scavenged from targets or hijacked from Imperial convoys.

Ailon Nova Guard

The Nova Guard of the Ailon system have a reputation for martial prowess on a par with the Imperial Royal Guard and the Mandalorians. For a Nova Guard, training for combat is an act of religious devotion, and is also part of a martial tradition stretching back more than 13,000 years. Indeed, the battle honors of the Ailon regiments are so numerous that only on the most prestigious ceremonial occasions are they all brought out.

In these cases, the Ailon First Honors Platoon carries the regimental honors. Every Honors Platoon Guardsman carries one banner, and every banner has up to thirty honors displayed, at a rate of one honor for each battle the regiment has been involved in. By anyone's standards, that's a tremendous amount of martial tradition.

The Ailon people are firm believers in survival of the fittest and rule by strength, and they regard the Empire, and Emperor Palpatine in particular, as the most fit and strong force in existence. As such, they are fiercely loyal to the Empire (though the Empire has no great love for them).

Under Imperial rule, the military activities of the Ailon Nova Guard have been reduced since defense is the job of the "real" Imperials (not to mention the Emperor's well-documented prejudices against non-Humans). Consequently, the ceremonial side of their duties has expanded.
The annual Ailon Military Ceremonies are a wonder to behold, and virtually every galactic news source provides coverage of the event. There are holofeatures, fireworks, laser displays, flying displays, mock battles, feasts, parades, festivals, displays - anything and everything with a military theme. This is one of the most prestigious events in the military calendar too, and the Empire always sends some of its stormtrooper legions and elite army and naval units as part of the display. There are always plenty of acrobatic displays by TIE fighters and other atmospheric
craft, with live holo simulcasts of capital ship fleet maneuvers in system space.

The Emperor, realizing that conquering the Ailon people would be a costly operation, decided instead to harness their uniquely warlike nature to suit his own purposes. Despite his distaste for non-Humans, the Emperor has on occasion used the Nova Guard as "cannon fodder"; however, the orders are presented to the Allons as a "great battle that only the Nova Guard can perform," in which case the Allons relish the coming massacre.

Ailon Nova Guard: Average Trooper
DEXTERITY 4D
Blaster: blaster pistol 6D, blaster: blaster rifle 6D, brawling parry 8D, dodge 6D+2, melee combat 6D, melee parry 6D
KNOWLEDGE 2D
Intimidation 6D
MECHANICAL 3D
PERCEPTION 3D
STRENGTH 3D+2
Brawling 7D+2, climbing/jumping 6D+2
TECHNICAL 2D
Character Points: Varies, but typically 0-10
Move: 11
Equipment: Nova Guard armor (+1D to head and torso (each) for physical and energy attacks, -ID on Dexterity and skills)
NOTES: So everyone uses Merc units, heh heh heh
Pages 59 to 62 wrote:". ..and now, not only is the Imperial Navy faced with greater and greater challenges as the treasonous Rebel Alliance becomes more experienced in matters of space combat, but the forces of Emperor Palpatine are continually forced to combat pirates in petty skirmishes throughout settled space. And these groups are no longer the rag-tag cutthroats of a few decades ago; they are seasoned combat veterans with a fierce hatred of the Empire. The Nauy has its work cut out for it. "
- Excerpt from Kaelldin Krothburt's Study
of the Galactic Balance of Power: The New
Order's Greatest Challenges. DataLine Press,
datapad entry 542.21, Dx#4/R2P format
(restricted government access only).

It is, of course, no great shock to the general public that piracy, especially in the Outer Rim Territories, is on the rise. With the galaxy existing in a state of war, the opportunities for piracy in space are plentiful and highly profitable. What is a bit of a shock is the degree of skill that some of the more prominent groups of pirates exhibit, and the frequent examples of cooperation that these formerly adversarial groups are demonstrating. If these pirates ever form an alliance, the Empire has a major fight on its hands.

The Khuiumin Survivors

"... Fewer than 275 pirates out of 8,000 escaped alive. "
- Account of the Imperial defeat of the Eyttyrmin Batiiv pirate gang

The Khuiumin system was, for many years, the home of the infamous Eyttyrmin Batiiv pirates, until they were scattered and nearly destroyed by the Victory-class Star Destroyers Bombard and Crusader. Only a handful of the original pirates escaped, and they are still at large: the 275 survivors went into hiding, spending virtually every free moment training and honing their skills in order to exact bloody revenge against the Empire.
At their peak, the Eyttyrmin Batiiv pirates had over 70 starfighters, 50 yachts, and 28 corvettes, as well as a number of captured civilian craft. Currently, only one of the pirate corvettes, the Backstab, and a handful of starfighters are operational. The mighty pirate armada is no more.

The Khuiumin Survivors now have fewer members than the notorious Void Demons of Isen IV, but have proportionally twice as many pilots, all of whom are highly experienced in combat and high-speed attack runs. The Imperial operation pruned a lot of deadwood from the Eyttyrmin Batiiv pirates, and the survivors, under the leader-
ship of the pirate Jacob Nive, are now lean, powerful, and thirsting for Imperial blood. Since Nive assumed command of the pirates, their training has been martial in nature. Nive has insisted that discipline be maintained among his troops and has even required that a uniform to be worn by all personnel on duty.

The formerly ragged and murderous pirates are now more of a mercenary unit. They are still searching for the Crusader and the Bombard (as well as the ships' captains at Khuiumin) and they long for the day that they have the Imperial vessels in their gunsights again.

The Khuiumin Survivors
All stats are 2D except: Blaster 6D, dodge 7D, capital ship piloting 4D, capital ship gunnery 5D, starship gunnery 5D.
Move:10. Heavy blaster pistol (5D+1 damage), knife (STR+1D damage), sword (STR+2D damage), comlink

Thalassian Slavers

Thalassian slavers are not a very disciplined bunch. Thalassians are more like pirates, and when times are particularly hard, they will resort to full-fledged piracy to make ends meet. Sometimes they resort to piracy even when times aren't hard because starship crews have useful skills and command a high price on the open market, not to mention that most Thalassian slavers think piracy is a lot of fun. This means they don't have a good relationship with the Imperials, though. In some sectors, Imperials shoot Thalassian vessels on sight. In other sectors, the reverse is true.

The Thalassian slavers most noted ship is the Harmzuay, an old Kaloth-style battlecruiser that has been up-gunned to the point that it can eat Nebulon-B frigates for breakfast, and it would probably give a Victory-class Star De stroyer a nasty fight. It also has an excellent crew (albeit, one with a warped sense of humor). Once a starship drops out of hyperspace in front of it, the Harmzuay launches its own fighters and cripples the vessel or uses tractor beams to bring smaller ships aboard. Then, the Thalassians board the vessel once the crew has been sufficiently terrified.

****

Image
The Harmzuay
Craft: Kaloth-style battlecruiser
Type: Modified archaic battlecruiser
Scale: Capital Ship
Length: 307 meters
Skill: Capital ship piloting: Kaloth battlecruiser
Crew: 1,240, gunners: 224, skeleton: 540/+15
Crew Skill: Astrogation 6D+2, capital ship gunnery
7D+2, capital ship piloting 6D+2, capital ship shields
6D+2, sensors 6D, starship gunnery 5D
Passengers: 75 (troops)
Cargo Capacity: 6,540 metric tons
Consumables: 6 months
Cost: Not for sale
Hyperdrive Multiplier: x2 1/2
Hyperdrive Backup: x18
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: 330; 950 KMH
Hull Code: 4D+2
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 100/3D
Focus: 5/4D Weapons:
44 Turbolaser Batteries
Fire Arc: 10 front, 15 left, 15 right, 4 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 600-3KM/7KM/15KM
Damage: 3D+2
24 Laser Cannon (fire separately)
Fire Arc: 8 front, 8 left, 8 right
Crew: 3
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D+2
Space Range: 1-3/12/25
Atmosphere Range: 200-600/2.4KM/5KM
Damage: 4 D
2 Tractor Beam Projectors
Fire Arc: 2 front
Crew: 10
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Damage: 4D

*********

Thalassian Slavers: All stats are 2D except: Blaster 6D+2, dodge 7D+2, intimidation 5D, capital ship gunnery 7D, capital ship piloting 6D, Strength 3D+2. Move: 10. Blaster pistol (4D damage), knife (STR+1D damage), sword (STR+2D damage), comlink, slave collar, three pairs of binders, two medpacs.

Thalassian Fighter Pirates. AH stats are 2D except: Mechanical 3D, starfighter piloting 5D, starsfiip gunnery 4D+2. Move: 10. Blaster pistol (4D damage), flight suit, comlink.

Thalassian Fighters. Modified Z-95 fighters. Starfighter, starfighter piloting 5D, starship gunnery 4D+2. Maneuverability 1D+2, space 7, atmosphere 400; 1,150KMH, hull 4D, shields 1D+2. Weapons: 2 triple blasters (fire control 1D, range 1-5/10/17, damage 4D), concussion missiles (fire control 1D, range 1/3/7, damage 7D).
NOTES: Hmm Pirate Stats on a specific band. I wonder how much havoc the Eyttyrmin Batiiv could inflict on ST.......

Posted: 2005-05-27 06:20pm
by MKSheppard
Fragments of the Rim Final Part

Chapter 11 wrote:Chapter Eleven News Agencies

The Star Wars galaxy is one where access to information is vital. With a civilization that spans millions of systems and countless quadrillions of beings, there is a compelling need to have accurate information as soon as possible. With the Empire's stranglehold on the HoloNet, often the fastest way to get information from one spot to another is courier (of course, there are subspace radio networks, but there is considerable lag time over long distance broadcast). For the average citizen of the galaxy, however, there are the news agencies. They have resources to gather information all over the galaxy, although most are under considerable regulation from the Empire. Still, an overview of some of these agencies, and how their policies affect the perceptions of the general citizenry, is in order.

TriNebulon News

TriNebulon News covers about a quarter of the Outer Rim Territories, including Parmel, Quence and Portmoak Sectors. TriNebulon broadcasts holovids on several subspace bandwidths (though communication isn't instantaneous; there is usually some delay in the outlying areas of its broadcast sphere). The network's style can politely be described as "tabloid." It is fiercely pro-Imperial and ridicules those with views that aren't in keeping with the Empire's pro-Human and intolerant attitudes. TriNebulon also makes a lot out of the fact that it has "correspondents in far-flung corners of the galaxy, there to ensure that you get to hear about the important issues first."

The fact that these far-flung correspondents rarely write about anything more important than the night-life, the weather and what outrageous fashions exist in their corner of the galaxy appears to have eluded both TriNebulon's editors and its viewership. These "far-flung correspondent" jobs are regarded among journalists as some of the cushiest in the business.

NovaNetwork

Everything that applies to TriNebulon News applies equally to its arch-rival, NovaNetwork. NovaNetwork also has some other tricks of its own. For one, anything that can be trademarked is trademarked. Also, the network manages the difficult juggling trick of being pro-Imperial and being tolerant and in favor of individual rights -a confusing and schizophrenic editorial policy.
The two networks cover virtually the same territory, and whenever one of them makes a factual error on reporting something within that area, the other can be relied on either to ridicule the "shoddy reporting" of its "lesser competitor" or
alternatively to come up with an even wilder inaccuracy of its own.

Sektor 242 NewsLine

This is a much smaller news agency than the TriNebulon and NovaNetwork, and it attains far higher standards of accuracy and objectivity. It has a mild pro-alien and individual rights slant (it is one of the few agencies to admit that all sapients are "people" instead of just Humans) and a generally thoughtful style of prose; its political commentaries are highly respected for their conciseness. The network's major difficulty is economics, where its commentaries are often far wide of the truth.

The network also syndicates one of the ten most popular animated holostrips on the Outer Rims main disk - "The Times and Trepidations of Majnar Roak." This bewildering series is either a simple, straightforward story of the trials and tribulations of a retiring finance clerk on a backwater world, or a mildly excoriating satire on the state of Sarin Sector (Sector 242) itself. Sometimes it is really hard to tell.

Imperial HoloVision

Imperial HoloVision is one of the largest, most powerful news agencies in the galaxy. In the days of the Republic, it was called Republic News; when Emperor Palpatine took over, the company was reorganized, given an Imperial warrant, and
more or less passed back to its old management. There are a few COMPNOR "observers" within the organization, and some managers have been displaced, but the company actually needed very few changes to get it to conform to the Emperor's requirements. Under the Republic, it had remained sufficiently independent that it was able to show at least some of the flaws of the crumbling Old Republic; all the Emperor's servants needed to do was to blind it to the short-comings of the New Order. This has been relatively easy to achieve.

It is a rare planet that is not within HoloVision's broadcast sphere. Since the dismantling of the HoloNet, the simple logistics involved in distributing the company's latest news releases across the galaxy are mind-boggling. In fact, the company now spends more on collating and distributing its material than it does on gathering its stories. Imperial HoloVision is pro-Imperial (naturally), pro-business and in favor of individualism, but not in favor of government protection and supervision of rights. Its reporting style is detailed, sophisticated and mostly accurate. It doesn't distort the questionable policies of the Empire; it simply ignores them, therefore making sure that most of the galaxy's population never hears about atrocities. It is respected and trusted, and perhaps one of the most powerful propaganda tools the Emperor possesses, even if its executives aren't on the Imperial payroll.

Galactic Weekly NewsStack

Galactic Weekly NewsStack has proven to be a major thorn in COMPNOR's side. The NewsStack began as a counterculture publication, downloaded into various public domain computer networks.
Instead of dying a quick death, as COMPNOR predicted it would, NewsStack was passed from network to network, sector to sector, receiving much wider dissemination than COMPNOR dreamed possible. Since then, the Imperial censors have worked very hard to stop the spread of the NewsStack. Unfortunately, they have achieved very little success in their endeavors.

The NewsStack acts like an old-style virus program, insinuating itself into the broadcast spheres of virtually every computer and holo system around, including (occasionally) the broadcasts of the larger news networks. On pre-programmed dates, the NewsStack programs override a computer's operating system and present themselves to computer operators. The rumors have been known to show up on computer networks, business computers, holonews broadcasts, and anonymous sources have confirmed that once a posting ended up overriding the command controls of an Imperial Star Destroyer while on maneuvers in the trinary Septevorres System. The override function caused the Star Destroyer to drift into one of the suns ...

COMPNOR's programmers are trying desperately to root out the NewsStack, but so far they have met with no success; the editor and his staff are all expert programmers, apparently. The NewsStack appears to be the product of young, enterprising computer operators in the Outer Rims with entirely too much free time on their hands. Their irreverent brand of humor and complete disrespect for authority (in any form) has resulted in them being banned by the Empire's COMPNOR Art group. Their satire has enraged the Empire's top leaders, Rebel Alliance command and most of the major corporations in the Known Galaxy. Naturally, this has made the NewsStack exceedingly popular throughout the Empire.

The editor of the NewsStack, who writes under the pseudonym Palpatine II, has proudly stated that he is "rabidly anti-Imperial, anti-corpora­tion, and anti-Rebellion. We're anti-euerybody."

The publication is scathing in its criticisms (par­ticularly of the Empire). Irreverence is another feature of the NewsStack: the arts correspondent writes under the pseudonym "Ars Danger, advisor to the Emperor" as he reviews banned rock groups. Despite the decision to make any subject grist for the humor mill, it has proven surprisingly popular, especially among adolescents and young adults who tend to like such pointed commentary, even if they are on the receiving end. It is satire at its finest, and is driving COMPNOR crazy ("Which proves that the Empire has absolutely no sense of humor," says NewsStack editor "Palpatine II").

Of course, COMPNOR is the only Imperial group that is really willing to devote much time to this: the military and Imperial Intelligence are far too busy trying to prevent the Rebellion from spreading. However, it is believed by some that members of the NewsStack are secretly Rebel sympathizers and bury certain select bits of information within their dispatches, which can then be deciphered by Alliance intelligence personnel. The NewsStack's response is "Anything for publicity."

*******

Galactic Weekly NewsStack:
Banned by the Empire and Loving Every Minute Of It!


21.05 Luke Skywalker is just an Alliance public relations exercise. DataPage 18732

25.02 Rebel Special Operations Team steals Mandalore Sector. "Where are they keeping it?" asks baffled Moff. DataPage 19928

26.12 "Oink" is a deadly insult in Gamorrese; Moff Balfour inadvertently starts clan war. DataPage 20177

26.13 Reporter identifies site of AT-AT stud farm, Pictures on DataPage 33123

28.08 Imperial Royal Guard foils attempted theft of Palpatine's left leg. "I'm hopping mad," says Emperor. DataPage 23671

29.91 Due to a bookkeeping error, three Imperial-Class Star Destroyers have inadvertently been reclassified as comlinks, and are now on sale as Naval Surplus at twelve credits apiece. DataPage 44903

30.25 TechNotes, Volume 17: The SoroSuub RIP-17 Autochef series can be modified to produce:
a) food (though this requires more time and effort than you would think).
b) detonite (which is what the autochef claims is "food").
c) high-quality spice liquor (Just kidding! Apologies to all you Corellians who fell for this!). DataPage 00834

36.61 Sector Moff mutters insults behind Lord Vader's back; is demoted to corpse almost instantly. "That Vader, he kills us," say Imperial Personnel officers. DataPage 24722

37.11 Rebel Security foils unauthorized cloning attempt on General Madine. "I'm beside myself," says General. DataPage 13904

37.82 Boba Fett is actually a green, scaly humanoid about 25 centimeters tall. He controls his armor via a complicated system of levers, pulleys, and bits of string. DataPage 83400

37.91 Retraction: The editors would like to apologize to Mr. Fett for the above item, and ask that he please quit shooting our reporters. DataPage 83401

38.94 Jabba the Hutt to start fast food chain, named Rancor's Nibblepit. Debt defaulters are encouraged to help supply primary ingredients to daily specials to help pay their debts to Jabba. DataPage 46902

39.67 Retraction: The editors would like to apologize to Jabba the Hutt and to the next of kin of several of his debtors. The preceding piece should have read: "Debt defaulters are the primary ingredients." We would also like to ask the next of kin to quit whining about it, already. The meals ... sorry, debtors ... in question were deadbeats, anyway! DataPage 46904
NOTES: Hmm, This is very interesting. SW has it's own ONION, and their news articles are like a virus and have made an ISD lose control, LOL.

Posted: 2005-05-27 07:28pm
by Old Plympto
GG9 is my favorite WEG book. It's an in-universe Star Wars book, funny and witty without being absurd.

Posted: 2005-05-27 09:20pm
by Spanky The Dolphin
Despite occasional complaints, West End Games really did put out some of the best EU stuff for Star Wars, and were often a joy to read. It's a pitty that Wizards of the Coast don't put as much effort into their SW materials as WEG did.

Posted: 2005-05-28 02:48am
by Gorefiend
Thx again MKSheppard. :)

PS: The Harmzuay certainly won’t win any beauty contests. No surprise Tavira had it blown up instead of capturing it. :roll:

Posted: 2005-05-28 03:27am
by Danny Bhoy
Old Plympto wrote:GG9 is my favorite WEG book. It's an in-universe Star Wars book, funny and witty without being absurd.
Is GG9 the one that covers the popular culture of the Empah? Like IBC and its scarlet rating, and bands like Deeply Religious, Emperor's New Clothes and Boba Fett and the Assassin Droids?

Posted: 2005-05-28 04:20am
by Old Plympto
Danny Bhoy wrote:Is GG9 the one that covers the popular culture of the Empah? Like IBC and its scarlet rating, and bands like Deeply Religious, Emperor's New Clothes and Boba Fett and the Assassin Droids?
Yup. And intoxicating drinks as well.
Simon Smith and Eric Trautmann wrote:Starshine Surprise
This drink is called the Starshine Surprise because, after you drunk it, the next thing you will notice is the stars above you, probably because you are laying flat on your back in the street (which is quite a surprise if you're not expecting it).
:lol:

Special Request to MkSheppard

Posted: 2005-05-28 12:12pm
by Kazuaki Shimazaki
I understand a High Inquisitor Tremayne is somewhere in GG9. Since you are reading it, would you mind picking out his section (and maybe some of chapter, if it had interesting stuff) Thank you.

Posted: 2005-06-02 01:02am
by MKSheppard
WEG# 40077 Flashpoint Brak Sector Review

Once again, a decent little book with a few gems.

Image
Imperial Garrison Complex on Bacrana, Page 49
Page 9 wrote:Imperial METOSP
Brak Sector

Capital World: Bacrana, Bacrana System
Primary Industries: Imperial Naval operations, mining and refining (Lant Mining Corporation)
Primary Sapient Species: Human
Native Sapient Species: Aramandi (Aramand Cluster only)
Sector Governor: Moff Lesan Ramier
Inhabited Systems: 67
Uninhabited Systems: 355

• Travel Restrictions: Imperial standard restrictions apply in most systems. Due to Imperial Naval activities,' travel permits are required in the Bacrana, Rehn, Skone, and Garia systems. Permits may be applied for at any official starport or obtained upon entering the systems (subject to fines and customs inspections).

Additional permits may be required in some private systems-owned by Lant Mining Corporation. Trade and. travel in the Aramand Cluster is restricted to official Imperial and Aramandi approved vessels only

Traveler's Advisory:' Rebel activity has been reported in Brak sector. Caution is advised in outlying areas. Report any suspicious activity immediately.
So Brak Sector only has 18% of it's systems actually inhabited.....
Page 12 wrote:Naval Strength

Currently, Moff Ramier is the Sector Group's commander, although Admiral Trier handles day-to-day operations. The Imperial Naval forces in Brak sector consist of a standard Sector Group of 2,400 ships, including 30 Star Destroyers and about 1,600 other combat starships. Most of these ships patrol various systems and trade routes within the sector. Due to the large number of abandoned mining worlds, a fourth of these ships are routinely used to make detailed sweeps of these uninhabited systems, following up reports from scout ships and probots. The Empire fully realizes how easily these worlds could (and have) become bases for pirates and Rebels. Because of the fleet staging areas in Brak sector, the actual number of Imperial forces can change rapidly.

Imperial Staging Areas

The Empire has established four fleet staging areas within Brak sector. Each area is located in a system containing at least one world with agricultural or foodstuff production and some manufacturing capacity. The areas are in the Bacrana, Rehn, Skone and Garia systems. Each staging area is a rendezvous and resupply point for Imperial fleets. Both combat and support fleets can be accommodated by the areas. Missions may be inward bound (towards the Core), outward bound (towards the Outer Rim Territories), deep space bound (towards Wild Space or the Unknown Regions) and local (within any of the nearby sectors). The amount of time required for a fleet to assemble and take on supplies can range from a few hours to weeks. As a general rule, quick operations require less time to set up than long campaigns.

Because these areas are known assembly points for Imperial missions, the Navy is very protective of these systems. Access to the systems is allowed by permit only. Strict penalties, with possible imprisonment, can be levied against violators. Picket ships and sensor stations constantly patrol the systems' outer limits for Rebel eavesdroppers.

In order to further insure that a fleet's final destination is kept secret (a lot can be learned by observing a fleet's departure vector), the staging area may not be the ultimate departure point. Often, a departing fleet jumps to a secret rendezvous point and changes to a new, unobserved course. The rendezvous points are constantly changed to insure secrecy.
...yet it warrants a full sector group with slightly more than the usual complement of ISDs...
Page 19 wrote:This is a brief list of our Sector Forces, once all of our reinforcements arrive:

Bases
1 sector headquarters (Oracle Base) with 1 Y-wing squadron
3 starfighter bases (2 Y-wing squadrons, 1 X-wing squadron)
2 backup bases under construction
Numerous "underground" bases

Surveillance Posts
2 Carba Asteroid Belt (Bacrana system)
l Renn VII (Renn system)
1 Skonc II (Skone system)
1 Deinar (Demar system)

Cell Networks
Amma, Bacrana

Naval Strength
3 Corellian Corvettes
35 light freighters (various types)
36 Y-wing starfighters
12 X-wing starfighters
Rebel Scum and their sector forces.
Page 23 wrote:History

Darman Lant established the Lant Mining Corpora­tion (LMC) as an interplanetary mining and refining company during the time of the Old Republic. Though initial operations were conducted on Inner Rim worlds, LMC soon gained enough economic strength and pres­tige to petition the Republic for the development of Brak sector in the Expansion Region. At that time, the Repub­lic was experimenting in corporate controlled space. LMC received the charter to develop Brak sector's natu­ral resources and the governorship of all systems within the borders of the sector.

Within four decades, LMC's operations extended across 60 planets, moons and asteroid fields in 25 sys­tems. Planets were colonized to support the mining worlds, providing food and manufactured goods. They also served as a place for rest and relaxation for LMC's employees. Virtually everyone in the sector worked for LMC.

LMC's prof its soared. Operations constantly expanded as highly efficient processes allowed entire systems to be quickly and efficiently stripped of all resources. The corporation abandoned exhausted mining planets and used the support planets to aid other systems.

Although LMC itself enjoyed fantastic profits and financial success, conditions were less than prosperous for most citizens. Poor living conditions, low wages and high "company store" prices became commonplace as LMC squeezed Brak sector for maximum profits. Since the corporation was the people's representative to the Republic, LMC easily hid the sector's actual conditions from the Old Republic government.

Eventually, rumors and reports prompted the Republic to remove Brak sector from corporate control. LMC's monopoly was broken up. The corporation retained mining rights, but was no longer responsible for all government functions (although quite a few systems were still owned by LMC).
An early attempt at the Corporate Sector, perhaps?
Page 31 wrote:Lormar Class Refinery Station
Craft: KDY's Lormar-class Refinery Station
Type: Semi-mobile orbital refinery
Scale: Capital
Length: 2,000 meters
Skill: Space transports: Lormar station
Crew: 5,000, skeleton: 2,500/+15
Crew Skill: Capital ship piloting 3D, capital ship shields 2D+2, sensors 3D
Passengers: 1,000
Cargo Capacity: 1 million metric tons
Consumables: 2 years
Cost: 1.5 billion (new), 800 million (used)
Hyperdrive Multiplier x10
Hyperdrive Backup: x20
Nav Computer: Yes
Space: 1
Hull: 6D
Shields: 1D
Sensors:
Passive: 30/0D Scan: 40/1D Search: 50/1D+2 Focus: 2/2D

Capsule: The Lormar-class refinery station is a mobile (al­though painfully slow) deep space refinery for metal and mineral ores. The station is used when construction of planetary facilities or transportation to existing refineries is deemed too costly. Generally deployed in orbit around a world and largely immobile, the station moves to a new planet maybe three or four times in its career. The raw materials are transported to the station via planetary ore haulers, and the refined goods are shipped on bulk freight­ers or container ships.

Lormar stations are self-contained cities. Some employ­ees have been know to never leave the station until the end of their contract, and a few families have spent years on the station. Closing a Lormar is similar to wiping out an entire community.

Currently, two Lormar stations are seeing heavy use in the Mangez system, which is LMC's most distant operation in Brak sector. With the predicted increases in production for the Mangez system, LMC is planning to send another one to join the two already there. Both currently active stations are operating at maximum capacity.
Page 43 wrote:Bacrana Shipyards

The Bacrana Shipyards are the latest addition to the Imperial Navy in Brak sector. When completed, the shipyards will be able to accomodate up to 15 capital ships up to the size of Imperial Star Destroyers. These facilities will be the largest for several sectors. Currently, eight spacedocks are in operation, the largest being Bacrana Orbital Spacedock A, or "BOD-A."

Construction of the remaining facilities continues, and the Navy hopes to have the first Star Destroyer docks finished by the end of the year. The new shipyards are located in the Bacrana system to provide maximum protection for the yards and their helpless drydocked starships. As the sector's capital and a fleet staging area, Bacrana always has a fleet of Imperial capital ships within the system for immediate action.

The actual number of combat ships varies greatly depending upon the activity of the nearby staging area. Additional supporting fire can come from the planet's ion cannons, fighters from Bacrana's garrisons, as well as the spacedocks themselves. All of these factors make the shipyards a difficult target for Rebel assaults.

Even though only half completed, the shipyards are already abuzz with activity. Continuous dock operations require a steady stream of freighters and shuttles to move workers, equipment, and supplies between the stations, the planet's surface, and other systems. These ships include Imperial military craft, corporate and private freighters, all of which transport parts and technical personnel and must be security cleared before docking. While the Empire prefers to handle the repair and maintenance of the fleet itself, industry engineers may be requested for delicate repairs or system upgrades.

Bacrana Orbital Spacedock A (BOD-A)
Craft: KDY's Orbital Space Dock (OSD) III
Type: Orbital capital ship spacedock
Scale: Capital
Length: 1,600 meters
Crew: 5,500, gunners: 64, skeleton: l,000/+10 (no drydock operations)
Crew Skill: Capital ship gunnery 4D, capital ship shields 4D, sensors 4D
Passengers: 500
Consumables: 1 month
Cost: Not available for sale
Space: Immobile
Hull: 7D
Shields: 5D
Weapons:
8 Turbolaser Batteries
Fire Arc: Turret
Crew: 8
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Damage: 4D

Capsule: Positioned in a geostationary orbit above Bacrana, the Bacrana Orbital Spacedock A (or BOD-A) is a recently completed Kuat Drive Yards spacedock. BOD-A provides facilities for repairing and overhauling capital ships up to 600 meters in length, plus additional bays for smaller ships.

The station consists of two large drydocks (which are joined into one unit for ships over 300 meters long), numerous freighter hangars, spacebarge hangars, and includes living quarters for dock personnel.
Normally, long term overhauls and repairs (taking from one to six months) are performed in Dock 1, while Dock 2 is reserved for shorter repair jobs. However, because of changing priorities, maintenance scheduling, and the unexpected arrival of damaged ships, the dock often adjusts its normal procedures.

Bacrana System Defense Forces (BSDF)

Like most major star systems, Bacrana has a system defense force, which is separate from the Imperial military. The BSDF was established during the Old Republic and has remained independent despite increased Imperial pressure. The BSDF primarily acts as the system's police and customs agents.

The BSDF is officially under the command of the planetary government. However, with the positioning of the Imeprial Moff on Bacrana, the force now falls under Imperial command. Because all the troops are citizens of Bacrana, the BSDF tends to be more lenient than the Imperial troops, especially when ordered to partake in political crackdowns.
Page 44 to 45 wrote:Rebel Surveillance Posts

Surveillance posts are established in areas where there are large amounts of Imperial activity, and the surroundings permit a hidden outpost to remain hidden. In the Carba Asteroid Belt, outposts were built into two of the larger asteroids. The posts use passive sensors and extensive communications packages to monitor Imperial fleet movements in the system. The information gleaned from countless transmissions and readings is passed on to the Rebel Sector Headquarters via hyperspace pod. After it is analyzed, some of the information is used exclusively within Brak sector's Alliance command, while relevant news is passed up the chain to Rebel Intelligence.

While each post gathers essentially the same information, the way the information is handled is different. Outpost C-1 is entirely manned by droids. This is a great advantage during Imperial sensor sweeps, as the entire station shuts down (there are no life-form readings to pick up) until the danger of detection passes. The droids do little more than collect data and send it to Sector Headquarters at regular intervals via hyperspace pod.

The droids rarely forward information early on a "hunch."

For this reason, there is a second post, manned by Rebel operatives. While also very small, Outpost C-2 analyzes the data it receives and reports data, analysis and suspicions back to Sector Headquarters.

Because of the hazards of the Carba Asteroid Belt, manning the surveillance posts is one of the most hazardous assignments in Brak sector. The danger of collision is everpresent and neither base could survive such a collision. Although both bases incorporate sensor masking systems, it is highly likely that one or both of the bases will be discovered in the near future: to the Alliance, the risks are worth it. Both outposts have self-destruct mechanisms and outpost C-2 has a small hyper-space-capable escape shuttle, as well as limited weapons and shields.

Outpost C-2
Crew:
3 Humans
1 x 3PO protocol droid
1 x R2 astromech droid
1 x 4C observation droid
Scale: Capital
Body Strength: 1D
Shields: 2D
Sensors:
Passive: 250/3D
Scan: 800/4D
Search: 1,000/5D
Focus: 18/6D
Weapons:
1 Laser Cannon
Fire Arc: Turret
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/8/15
Damage: 2D
Pages 59 to 63 wrote:Tel III

Tel III is the largest of the four planets. Tel III is basically a gray, ash covered rock in space. The planet is covered with canyons, impact craters, and mountain ranges, all of which are crumbling into dust. Overland travel is often very difficult. Because of the planet's distance from Tel, the lighting is a bizarre combination of sunlight and light from the luminescent gas, giving the sky a green tinge at all hours.

Lately, Tel III has gained new importance as the home of the Rebel Alliance's Brak Sector Headquarters, Oracle Base. Originally General Reskan's base of operations for his guerilla war, the base has been recently enlarged and upgraded by Rebel engineers, and is designed to take advantage of the system's unusual features.

Located in the wall of an extremely large impact crater, the base was constructed by converting and expanding existing natural caverns into useable areas. The result has been a multi-level base which includes living and working spaces, a large hangar, an underground training cavern and a complex of tunnels connecting the base to weapons and sensors emplacements.

As with all Rebel bases, secrecy is the key to Oracle Base's survival. From the outside, only well-camouflaged weapons and sensors betray the true nature of the crater, as even the hangar's blast shield is constructed to match the surrounding cliff face.

The nebula itself has also been incorporated into Oracle Base's defenses. Because the cloud disrupts sensor readings and long range communications, it acts as a sensor mask to the base's operations. The base's sensors are programmed to compensate for the distortion, thereby giving the base a distinct advantage over incoming ships. Of course, the cloud forces Rebel ships out of hyperspace, as with any others approaching the system. While this makes quick in-and-out operations difficult, Rebel strategists believe it is a fair trade-off. The nebula gives the base time to positively identify approaching ships and warn of any incoming attack. Ships normally need 15 to 20 hours to travel from the nebula's boundaries to Tel III.

Since the planet is completely inhospitable to most life-forms, food, water, and other supplies must be flown in from other systems. If necessary, the base has enough stores to last for two to four months, depending on the number of people stationed there.

Image

Oracle Base

1. Anti-Vehicle Laser Cannon (6). Atgar 1.4 FD P-Towers
2. Speeder Bays. Hidden bays for speeder bikes and landspeeder maintenance. All are accessible by tunnels.
3. Anti-Infantry Battery (8). Golan Arms DF.9s
4. Short Range Sensor Array.
5. Turbolaser Battery (2).
6. Observation Towers (2). Single sentry observation posts.
7. Control Tower. Observation platform and flight control tower. The crew handles final approach for all incoming ships, as well as providing final visual confirmation of an incoming ship's identity. The control tower also directs laser fire during combat situations. The tower itself is armored and armed with four anti-infantry batteries. The tower normally has a crew of five, but this number is increased to 12 during battle alerts. The tower is connected to the tunnel system via turbolifts.

Control Tower. Walker-scale, body strength 7D. Weap­ons: 4 anti-infantry batteries (1 to each fire arc, speeder scale, crew: 3, fire control 2D, 20-600/3/16 km, damage 4D, blast radius 5 meters)

8. Long Range Sensor Array.
9. Hidden Observation Stations. These stations are from five to 15 kilometers from the base. Many are connected to the tunnel system. Each is manned by two to five scouts.

Tunnels

A system of artificial and natural tunnels and caverns links most of the surface defenses and sentry stations to the base. The tunnels allow troops to be deployed in areas outside the base in secrecy and safety during defensive actions. The tunnels can be closed off by blast doors and collapsed by explosive charges should they be infiltrated by enemy troops. Some tunnels also house repeating blasters for additional defense, as well as hidden weapons and supply caches for troops who become surrounded or isolated during the defense of the base.

Command Level

1. Command Center. Buried many meters beneath the surface, the command center is only accessible by tunnels and turbolifts to the main base and the surface. The two entrances are guarded by security strongpoints. The command center contains duty stations for all types of sensor and communications monitoring, as well as for base operations and missions monitoring. Information gathered from around the sector is received and analyzed. There is also a holographic projector in the center of the room. Because of the extremely sensitive material discussed here, only command officers and approved personnel are allowed inside.

2. Conference Room. Used for mission briefings and debriefings, as well as for planning sector strategies and other discussions requiring a secure meeting room.

3. State Rooms. Except for the commanding officer's quarters, each stateroom is shared by three officers and contains beds, lockers, and bathing facilities. The quarters are spartan, with the exception of each officer's few personal belongings. Any extra room is used to store supplies of all kinds.

Main Level

1. Medical Suite. The best Rebel medical facility in the sector, the suite contains a large entry hall (a) which doubles as an emergency triage room, an operating room (b), three bacta tanks (c), three treatment rooms (d), and the doctor's office and quarters(e). The two doctors are aided by aToo-Onebee (2-1B) surgical droid, an Emdee-oh (MD-0) laboratory technician droid, and an Emdee-one (MD-1) laboratory technician droid.

2. Armory. Protected storage for troop carried weapons. Blasters, repeating blasters, explosives, grenades, and other military equipment can usually be found here, but the inventory varies tremendously by what missions are currently underway. Extra body armor and helmets are kept here as well.

3. Common Room. Central space used as a recreation and briefing room, temporary barracks, training area, lounge and other various activities.

<TABLE> Oracle Base Personnel and Vehicles

Personnel
Combat Pilots (including speeders) 44
Ground Troops (including gunners) 170
Command
Commander 1
First Officer 1
Senior Engineers 4
Intelligence Officers 4+
Senior Navigators 2
Ground Troop Commander 1
Surgeons 2
Junior Officers 10+

Support
Training Staffers 5
Support Y-wing Ground Crew Chiefs 12
Y-wing Ground Crew 36
Technicians 24
General Staff 50
Total 366+

Vehicles
Airspeeders 10
Landspeeders 5
Speeder bikes 5
Y-wings 12 (Plus hangar space for 2 light freighters)
Total 32</TABLE>


4. Mess Hall and Galley. Open at all times because individual shifts vary. The autochefs and storage units come from commercial businesses or were salvaged from decommissioned starships. A pair of SE4 servant droids augment the Human staff.

5. Quarters. Despite the overall size of the base, the regular troops' quarters are still quite crowded, with each room housing between 5 and 15 people. Bunks range from cots to triple bunks, all salvaged from something else. The same is true for the personal lockers. The rooms are decorated by the individuals living there, with whatever belongings they brought with them.

6. Ready Room. Pilot and command briefings and debriefings are handled here. A small holographic projector is used for battle plans, showing detailed maps of attack and rendezvous sites when such data is available. On extended alerts, pilots wait here if not in their ships.

7. Hangar. The largest single room of the base. Actually a natural cavern with a reinforced ceiling and finished floor, the hangar incorporates a number of func­tions:

(a) Starfighter Bay. A squadron of Y-wing fighters is kept at ready. When on alert, all fighters can be launched within two minutes. Most repairs are handled on the
flight line, but major overhauls are done behind the line. Above the fighters are winches for astromech droid placement.

(b) Overhaul Bay. Major overhauls and repairs are handled here.

(c) Armory. Storage of proton torpedoes and other "hard" weapons. Also used to store explosive chemicals and a few personal weapons.

(d) Speeder Bay. 10 combat airspeeders patrol the base's surrounding area. Because of the height of the hangar's entrance, landspeeders may not use this bay.

(e) Machinist and Technical Shop. Technicians work to keep the patched-up, worn-out and outdated equip­ment in operation. Anything from ship parts to speeder engines to droid servos to blasters may be found here.

(f) Crash Wagon. Because of the close quarters of the hangar, fires and debris could be extremely dangerous to the entire base. A heavy repulsorlift truck, mounted with a large blast shield, is used to push burning fighters, ships and speeders out of the hangar. The truck is also used for towing ships around the hangar.

(g) Control Deck. All hangar operations are directed from the control deck located above the bay. It is the responsibility of these soldiers to keep incoming and outgoing craft from colliding with other operations in the hangar.

(h) Freighter Bay. This bay serves other ships which land at the base. Freighters frequently bring supplies and personnel to and from the base. All loading and unloading occurs here. Two light freighters may land at one time.

(i) Magnetic Reid. Because Tel III has no atmosphere, a magnetic field is used to prevent the escape of the base's air during hangar operations.

(j) Blast Doors. Built to resemble the surrounding cliff face, the blast doors are used to shield hangar opera­tions from battles, dampen energy emissions from the hangar, and conceal the location of the hangar.

8. Main Generator. Provides power for all base opera­tions. Smaller auxiliary generators are located around the base for emergency power. The main generator also provides power for the base's shields (4D capital scale, shields can operate continuosly for four hours on fuel cells, but need four hours of recharging for each hour of use once the fuel cells are exhausted).

9. Fuel Cells. Constantly charged by the main genera­tor, the fuel cells provide power for speeders, starfighters and freighters, as well as emergency power for base operations.

Training Level

1. Training Cavern. This large, natural cavern is used as a training center for troops and new recruits. By using the various areas of the room, the Rebels can train for a variety of terrain types, honing tactics, combat, and weapons skills. Several tunnels lead from the room, some of which have been deemed unwanted and blocked.

2. Common Room. Used for eating, classes, and rec­reation.

3. Trainer's Office. Computers with the files for vari­ous training procedures and other information can be
found here.

4. Galley. A small galley for use during intensive training periods

5. Quarters. New recruits and personnel undergoing intensive training are housed here, as well as transients undergoing training.

Nice. We want more MKSheppard

Posted: 2005-06-02 04:02am
by Kazuaki Shimazaki
MKSheppard wrote:map
Imperial Garrison Complex on Bacrana, Page 49
Friendly suggestion: If you want a scale, remember that the Pre-fabricated base (Item 1 on map) is 150m wide.

By the way, thank you, thank you.
Page 9 wrote:Capital World: Bacrana, Bacrana System
Primary Industries: Imperial Naval operations, mining and refining (Lant Mining Corporation)
Primary Sapient Species: Human
Native Sapient Species: Aramandi (Aramand Cluster only)
Sector Governor: Moff Lesan Ramier
Inhabited Systems: 67
Uninhabited Systems: 355
Small sector indeed.
• Travel Restrictions: Imperial standard restrictions apply in most systems. Due to Imperial Naval activities,' travel permits are required in the Bacrana, Rehn, Skone, and Garia systems. Permits may be applied for at any official starport or obtained upon entering the systems (subject to fines and customs inspections).
OK, so I need a visa. No problem.
So Brak Sector only has 18% of it's systems actually inhabited.....
No dependencies. Small sector?
The Empire has established four fleet staging areas within Brak sector. Each area is located in a system containing at least one world with agricultural or foodstuff production and some manufacturing capacity. The areas are in the Bacrana, Rehn, Skone and Garia systems. Each staging area is a rendezvous and resupply point for Imperial fleets. Both combat and support fleets can be accommodated by the areas. Missions may be inward bound (towards the Core), outward bound (towards the Outer Rim Territories), deep space bound (towards Wild Space or the Unknown Regions) and local (within any of the nearby sectors). The amount of time required for a fleet to assemble and take on supplies can range from a few hours to weeks. As a general rule, quick operations require less time to set up than long campaigns.
So sometimes, the Sector Fleet goes for work outside this sector. Hmm...
Page 19 wrote:This is a brief list of our Sector Forces, once all of our reinforcements arrive:

Bases
1 sector headquarters (Oracle Base) with 1 Y-wing squadron
3 starfighter bases (2 Y-wing squadrons, 1 X-wing squadron)
2 backup bases under construction
Numerous "underground" bases

Surveillance Posts
2 Carba Asteroid Belt (Bacrana system)
l Renn VII (Renn system)
1 Skonc II (Skone system)
1 Deinar (Demar system)

Cell Networks
Amma, Bacrana

Naval Strength
3 Corellian Corvettes
35 light freighters (various types)
36 Y-wing starfighters
12 X-wing starfighters
Right. First of all, I want to know how many Rebel Army troops this sector has. Second, these forces are puny indeed.
Page 31 wrote:Length: 2,000 meters
Ooh, another WEG thing bigger than 1600m. So much, BTW, for Corran's claims that there is nothing that big (big as a SD) in private ownership (XWBW) :D
Page 43 wrote:Bacrana Shipyards

The Bacrana Shipyards are the latest addition to the Imperial Navy in Brak sector. When completed, the shipyards will be able to accomodate up to 15 capital ships up to the size of Imperial Star Destroyers. These facilities will be the largest for several sectors. Currently, eight spacedocks are in operation, the largest being Bacrana Orbital Spacedock A, or "BOD-A."
Not bad for a small sector.
Bacrana Orbital Spacedock A (BOD-A)
Craft: KDY's Orbital Space Dock (OSD) III
Type: Orbital capital ship spacedock
Ooh, finally we see one of those deepdocks from the ISB...
The BSDF is officially under the command of the planetary government. However, with the positioning of the Imeprial Moff on Bacrana, the force now falls under Imperial command. Because all the troops are citizens of Bacrana, the BSDF tends to be more lenient than the Imperial troops, especially when ordered to partake in political crackdowns.
Duh. But what I really want to know is how big it is, how well it is equipped and so on.
Outpost C-2
Crew:
3 Humans
1 x 3PO protocol droid
1 x R2 astromech droid
1 x 4C observation droid
So they plan to do "analysis" with 3 humans. Interesting...
Scale: Capital
Scrub that. Gimme a size, in meters!
Passive: 250/3D
Scan: 800/4D
Search: 1,000/5D
Focus: 18/6D
This is pretty amazing. These stats imply the suite is supposed to be almost as good as the one aboard an Observation Module on a MTC, and much better than the suite on any warship, even Executor or Eclipse. Which I find amazing considering how this is supposed to be a small base (with 3 men and 3 droids) and the MTC is 1150m long (with 1550 people).

How about a skill rating of the crew?
Pages 59 to 63 wrote:The nebula itself has also been incorporated into Oracle Base's defenses. Because the cloud disrupts sensor readings and long range communications,
So much for fast help.
Oracle Base Personnel and Vehicles

Personnel
Combat Pilots (including speeders) 44
Ground Troops (including gunners) 170
I see. The base is defended by one company of troops.
Command
Commander 1
First Officer 1
Senior Engineers 4
Intelligence Officers 4+
Senior Navigators 2
Ground Troop Commander 1
Surgeons 2
Junior Officers 10+

Support
Training Staffers 5
Support Y-wing Ground Crew Chiefs 12
Y-wing Ground Crew 36
Technicians 24
General Staff 50
Total 366+

Vehicles
Airspeeders 10
Landspeeders 5
Speeder bikes 5
Y-wings 12 (Plus hangar space for 2 light freighters)
Total 32
Nice overview of a Rebel base.

Posted: 2005-06-02 06:57am
by FTeik
Once again my thanks for additional info.

30 ISDs and 2,400 ships in a sector with only ~400 systems of which only 67 are inhabited?

Even if all of those are major worlds (full membership) scaled up to the one million-world number we would get a half million ISDs for the empire in total.

Seems this sector is a special case and used as a stagging area for action outside its borders (what might be the stand of the local Moff on this?).

I finally went off the deep end...

Posted: 2005-06-02 08:28am
by Kazuaki Shimazaki
... and purchased two RPG guides off the Internet off Amazon. I'm still wincing at the incredible $19.58 shipping cost. Jesus Christ, we are talking two itty bitty books here, right? How can it cost so much to ship via regular shipping?

Man, I sure hope it actually arrives.