one world against housands - the trove - gurps traveller... · 2018-06-15 · t raveller...

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Stock #82-0183 Version 1.0 May 15, 2006 STEVE JACKSON GAMES e23.sjgames.com GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Interstellar Wars, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. GURPS Traveller: Interstellar Wars is copyright © 2006 by Steve Jackson Games Incorporated. Traveller is a regis- tered trademark of Far Future Enterprises, and is used under license. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and pun- ishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated. DOWNLOAD. PRINT. PLAY. e23.sjgames.com STEVE JACKSON GAMES TM e23 ONE WORLD AGAINST THOUSANDS The transition between the First Imper- ium, governed by the Vilani, and the Rule of Man, led by the Terran Confederation, has always been a pivotal era in Marc Miller’s Traveller universe. Now, for the first time in any game system, Traveller players can explore the depths of this rich setting. GURPS Traveller: Interstellar Wars cov- ers the 200 years of war, peace, and over- whelming change as the ancient Vilani Imperium falls to the upstart Terrans. In this time of conflict, the opportunities for adven- ture are more exciting than ever before! GURPS Traveller: Interstellar Wars is an official GURPS Fourth Edition source- book for the Traveller universe. It includes a detailed timeline, along with rules for tai- loring characters to the last days of the First Imperium, starship design, interstellar trade, exploration, and ship-to-ship combat. This PDF is an electronic copy of the print edition of GURPS Traveller: Interstellar Wars. All known errata at the time of the creation of this PDF document have been corrected.

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Page 1: ONE WORLD AGAINST HOUSANDS - The Trove - GURPS Traveller... · 2018-06-15 · T raveller INTERSTELLAR WARS 01-2401 STEVE JACKSON GAMES ISBN 1-55634-746-4 $39.95 SJG 01-2401 Printed

Stock #82-0183 Version 1.0 May 15, 2006

STEVE JACKSON GAMESe23.sjgames.com

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarksof Steve Jackson Games Incorporated. Pyramid, Interstellar Wars, e23, and

the names of all products published by Steve Jackson Games Incorporated areregistered trademarks or trademarks of Steve Jackson Games Incorporated, orused under license. All rights reserved. GURPS Traveller: Interstellar Wars iscopyright © 2006 by Steve Jackson Games Incorporated. Traveller is a regis-

tered trademark of Far Future Enterprises, and is used under license.

The scanning, uploading, and distribution of this material via the Internet orvia any other means without the permission of the publisher is illegal, and pun-ishable by law. Please purchase only authorized electronic editions, and do notparticipate in or encourage the electronic piracy of copyrighted materials. Your

support of the authors’ rights is appreciated.

DOWNLOAD.PRINT.PLAY.

e23.sjgames.com

STEVE JACKSON GAMES

TM

e23

ONE WORLD AGAINSTTHOUSANDS

The transition between the First Imper-ium, governed by the Vilani, and the Rule ofMan, led by the Terran Confederation, hasalways been a pivotal era in Marc Miller’sTraveller universe. Now, for the first time inany game system, Traveller players canexplore the depths of this rich setting.

GURPS Traveller: Interstellar Wars cov-ers the 200 years of war, peace, and over-whelming change as the ancient VilaniImperium falls to the upstart Terrans. In thistime of conflict, the opportunities for adven-ture are more exciting than ever before!

GURPS Traveller: Interstellar Wars isan official GURPS Fourth Edition source-book for the Traveller universe. It includesa detailed timeline, along with rules for tai-loring characters to the last days of the FirstImperium, starship design, interstellar trade,exploration, and ship-to-ship combat.

This PDF is an electronic copy of the printedition of GURPS Traveller: InterstellarWars. All known errata at the time of thecreation of this PDF document have beencorrected.

Page 2: ONE WORLD AGAINST HOUSANDS - The Trove - GURPS Traveller... · 2018-06-15 · T raveller INTERSTELLAR WARS 01-2401 STEVE JACKSON GAMES ISBN 1-55634-746-4 $39.95 SJG 01-2401 Printed

TravellerIN

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STEVEJACKSON

GAMES

ISBN 1-55634-746-4

$39.95 SJG 01-2401Printed in the USA

9!BMF@JA:RSVSUVoY`Z^ZnZnZ`

1ST EDITION, 1ST PRINTINGPUBLISHED FEBRUARY 2006

ONE WORLD AGAINST THOUSANDSThe struggle between the First

Imperium and the TerranConfederation has alwaysbeen a pivotal era inMarc Miller’s Travelleruniverse. Now, for thefirst time, Traveller playerscan explore this rich setting.

Interstellar Wars covers 200 years of war, peace, andoverwhelming change as the ancientVilani Imperium falls to the upstartTerrans. Forge new trade routeswithin the Imperium. Defend thehomeworld from invaders during the Siege of Terra. Make firstcontact with alien races. Helpguide the Confederation in itsexpansion from a single planetto a star-spanning empire.

GURPS Traveller: InterstellarWars is an official GURPS FourthEdition sourcebook for the Travelleruniverse. It includes a detailed timeline, along with rules for starshipdesign, interstellar trade, exploration,ship-to-ship combat, and tailoring charactersto the last days of the First Imperium.

By Paul Drye, Loren Wiseman, and Jon F. Zeigler Edited by Wil Upchurch and Steve JacksonCover Art by Jesse DeGraff and Bob Stevlic

Illustrated by Andy Akins, Jesse DeGraff, Chris Quilliams, and Bob Stevlic

Page 3: ONE WORLD AGAINST HOUSANDS - The Trove - GURPS Traveller... · 2018-06-15 · T raveller INTERSTELLAR WARS 01-2401 STEVE JACKSON GAMES ISBN 1-55634-746-4 $39.95 SJG 01-2401 Printed

STEVE JACKSON GAMES

Written by PAUL DRYE, LOREN WISEMAN, and JON F. ZEIGLERBased on the award-winning Traveller science fiction universe by MARC MILLER

Additional Material by DOUGLAS E. BERRY, STEVE KENSON, ANDREW MOFFATT-VALLANCE, DAVID SUMMERS,

CHRISTOPHER THRASH, and ERIC UEBERStarship Design and Combat Systems by DAVID PULVER and JON F. ZEIGLER

Edited by WIL UPCHURCH and STEVE JACKSONCover Art by JESSE DEGRAFF and BOB STEVLIC

Illustrated by ANDY AKINS, JESSE DEGRAFF, CHRIS QUILLIAMS, and BOB STEVLIC

ISBN 1-55634-746-4 1 2 3 4 5 6 7 8 9 10

Page 4: ONE WORLD AGAINST HOUSANDS - The Trove - GURPS Traveller... · 2018-06-15 · T raveller INTERSTELLAR WARS 01-2401 STEVE JACKSON GAMES ISBN 1-55634-746-4 $39.95 SJG 01-2401 Printed

2 CONTENTS

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Interstellar Wars,and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Traveller: Interstellar Wars is copyright © 2006 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.

Traveller is a registered trademark of Far Future Enterprises, and is used under license.

The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage

the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

Playtesters: John Buston, Henry Cobb, Nelson Cunnington, Alain Ducharme, Anthony Jackson, Onno Meyer, Robert Prior, Hans Rancke-Madsen, Chad Underkoffler, Paul Whiteley

GURPS System Design ❚ STEVE JACKSONGURPS Line Editor ❚ SEAN PUNCH

Production Manager ❚ MONICA STEPHENSArt Director ❚ WIL UPCHURCH

Page Design ❚ PHIL REEDProduction Artist ❚ JUSTIN DE WITT

Print Buyer ❚ MONIQUE CHAPMANMarketing Director ❚ PAUL CHAPMAN

Sales Manager ❚ ROSS JEPSONErrata Coordinator ❚ ANDY VETROMILE

GURPS FAQ MAINTAINER ❚ STÉPHANE THÉRIAULT

INTRODUCTION . . . . . . . . . . 4About GURPS . . . . . . . . . . . . . . . . . 4About the Authors . . . . . . . . . . . . . 5

1. A DANGEROUS GALAXY . . 6The Default Present . . . . . . . . . . . . . 7

THE TERRAN CONFEDERATION . . . . . . . .7Terran Colonies . . . . . . . . . . . . . . 10Conquered Worlds . . . . . . . . . . . . 10Being Terran . . . . . . . . . . . . . . . . . . 11

THE VILANI IMPERIUM . . . . . . . . . . . . .12Outposts of Empire . . . . . . . . . . . 13The Mystery of Human Origins . . 13Imperial Society . . . . . . . . . . . . . . 15Being Vilani . . . . . . . . . . . . . . . . . . 16

2. THE EPIC STRUGGLE . . . 17SETTING THE STAGE . . . . . . . . . . . . . . .17THE NEW MILLENNIUM . . . . . . . . . . . .19

Rise of the UN . . . . . . . . . . . . . . . 19Using the Official History . . . . . . . 19The Conquest of Space . . . . . . . . 21First Contact? . . . . . . . . . . . . . . . . 22

UNIFICATION . . . . . . . . . . . . . . . . . . . . .23The Vilani Aristocracy . . . . . . . . . . 23Opening Moves . . . . . . . . . . . . . . . 24The Pace of Operations . . . . . . . . . 26Terra on the Brink . . . . . . . . . . . . 27The Empty Peace . . . . . . . . . . . . . 29How Did Terra Survive? . . . . . . . . 29

BREAKOUT . . . . . . . . . . . . . . . . . . . . . .31Protracted Struggle . . . . . . . . . . . 32The Albadawi Period . . . . . . . . . . 34

TRIUMPH AND UNCERTAINTY . . . . . . . . .37Imperial Terra . . . . . . . . . . . . . . . 37The Imperial Collapse . . . . . . . . . 39Terrans and Colonists . . . . . . . . . . 40

BIOGRAPHIES . . . . . . . . . . . . . . . . . . . .41The Sharrukin Clan . . . . . . . . . . . 41Shana Likushan . . . . . . . . . . . . . . 42Lorette Strider . . . . . . . . . . . . . . . 43Yukio Hasegawa . . . . . . . . . . . . . . 43Kadur Erasharshi . . . . . . . . . . . . . 44Umar bin-Abdallah al-Ghazali . . 44Sharik Yangila . . . . . . . . . . . . . . . 45Manuel Albadawi . . . . . . . . . . . . . 45

Arpad Kovacs . . . . . . . . . . . 46Hiroshi Estigarribia . . . . 47

3. TERRA . . . . . . 48THE HOME FRONT . . . . .48State of the World . . . . 48

The Citizen’s Life . . . . . . 50The Draft . . . . . . . . . . . . . . . . 51

Leisure and Entertainment . . . . . 52The Uplift Projects . . . . . . . . . . . . . 52

THE TERRAN CONFEDERATION . . . . . . .53Political Organization . . . . . . . . . 53A World Under Siege . . . . . . . . . . . 53Major Nation-States . . . . . . . . . . . 56Colonial Administration . . . . . . . 56The Phoenix Expeditions . . . . . . . 57

THE TERRAN NAVY . . . . . . . . . . . . . . . .57The Terran Marine Corps . . . . . . . 59Operations . . . . . . . . . . . . . . . . . . . 59The Terran Station . . . . . . . . . . . . 60

TERRAN GROUND FORCES . . . . . . . . . . .62Army Slang . . . . . . . . . . . . . . . . . . 63Operations . . . . . . . . . . . . . . . . . . . 65

THE TERRAN MERCHANT MARINE . . . .65Major Corporations . . . . . . . . . . . 67Terran Starport Authority . . . . . . . 68

4. THE IMPERIUM . . . . . . . 69IMPERIAL SOCIETY . . . . . . . . . . . . . . . .69

Vilani Psychology . . . . . . . . . . . . . 69Advertising . . . . . . . . . . . . . . . . . . . 70The Vilani Hero . . . . . . . . . . . . . . . 71The Vilani Way of Life . . . . . . . . . 72

Classes and Careers . . . . . . . 74Vilani Culture . . . . . . . 74Vilani Longevity . . . . . 75

Vilani Architecture . . . . 75THE VILANI IMPERIUM . . . . .76

Political Organization . . . . . . . 76Vilani Dissidents

and Secret Societies . . . . . . . . . 76Sharurshid . . . . . . . . . . . . . . . . . . . 77Imperial Administration . . . . . . . 78Vilani Settlement Patterns . . . . . . 79

SUBJECT RACES . . . . . . . . . . . . . . . . . .80Anakundu . . . . . . . . . . . . . . . . . . . 80Answerin . . . . . . . . . . . . . . . . . . . . 81

Bwaps . . . . . . . . . . . . . . . . . . . . . . 82Dishaan . . . . . . . . . . . . . . . . . . . . . 83Geonee . . . . . . . . . . . . . . . . . . . . . . 84Anachronisms . . . . . . . . . . . . . . . . 85Nugiiri . . . . . . . . . . . . . . . . . . . . . . 85Suerrat . . . . . . . . . . . . . . . . . . . . . . 86Vegans . . . . . . . . . . . . . . . . . . . . . . 88

THE VILANI MILITARY . . . . . . . . . . . . . .89The Vilani and Glory . . . . . . . . . . . 89The Vilani Navy . . . . . . . . . . . . . . 89The Vilani Marines? . . . . . . . . . . . 91The Vilani Army . . . . . . . . . . . . . . 93

5. THE KNOWN UNIVERSE . 95DESCRIBING WORLDS . . . . . . . . . . . . . .95

World Climate Table . . . . . . . . . . 97Social Details . . . . . . . . . . . . . . . . 98

MAP: THE GALAXY . . . . . . . . . . . . . . 100THE TERRAN NEIGHBORHOOD . . . . . .101MAP KEY . . . . . . . . . . . . . . . . . . . . . 101

Shululsish Subsector . . . . . . . . . 101MAP: SHULULSISH . . . . . . . . . . . . . . . 103

Urima Subsector . . . . . . . . . . . . 103MAP: URIMA . . . . . . . . . . . . . . . . . . . 105

Duusirka Subsector . . . . . . . . . . 105MAP: DUUSIRKA . . . . . . . . . . . . . . . . 107

Apishlun Subsector . . . . . . . . . . 107MAP: APISHLUN . . . . . . . . . 109

Dingir Subsector . . . . . 109MAP: DINGIR . . . . . . . 111Sol Subsector . . . . . . 112MAP: SOL . . . . . . . . . 113Looking Home . . . . . . 114

Thalassa Subsector . . . 116MAP: THALASSA . . . . . . . . 117

Capella Subsector . . . . . . . . . . . . 118MAP: CAPELLA . . . . . . . . . . . . . . . . . 119

The Green Badge . . . . . . . . . . . . . 119Gemini Subsector . . . . . . . . . . . 120

MAP: GEMINI . . . . . . . . . . . . . . . . . . 121PLACING WORLDS . . . . . . . . . . . . . . . .121

Step 1: World Type . . . . . . . . . . 122Step 2: World Size . . . . . . . . . . . 122Step 3: Atmosphere . . . . . . . . . . 124Step 4: Hydrographics . . . . . . . . 124Atmospheric Taints . . . . . . . . . . . 125

CONTENTS

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CONTENTS 3

Step 5: Surface Climate . . . . . . . 126Step 6: Habitability

and Resources . . . . . . . . . . . . 127PLACING POPULATIONS . . . . . . . . . . . .127

Step 7: Population . . . . . . . . . . . 128Step 8: Starport Facilities . . . . . 129Naval Bases . . . . . . . . . . . . . . . . . 129Step 9: Government Type . . . . . 130Step 10: Control Rating . . . . . . . 130Step 11: Base

Technology Level . . . . . . . . . 130Step 12: Trade Classifications . . 130Port Modifier . . . . . . . . . . . . . . . 131Step 13: World Trade

Number . . . . . . . . . . . . . . . . . 131Home Rule . . . . . . . . . . . . . . . . . . 131PR Modifier Table . . . . . . . . . . . 131Step 14: Trade Routes . . . . . . . . 131Per-Capita Income . . . . . . . . . . . . 132

6. CHARACTERS . . . . . . . . 133Point Totals . . . . . . . . . . . . . . . . . 133

ADVANTAGES, DISADVANTAGES, AND SKILLS . . . . . . . . . . . . . . . .134

STATUS, INFLUENCE, AND WEALTH . . .137Status . . . . . . . . . . . . . . . . . . . . . . 137Administrative Rank . . . . . . . . . 138Military Rank . . . . . . . . . . . . . . . 139Merchant Rank . . . . . . . . . . . . . . 141Religious Rank . . . . . . . . . . . . . . 141Merchant Rank Table . . . . . . . . 142Wealth . . . . . . . . . . . . . . . . . . . . . 142

RACIAL TEMPLATES . . . . . . . . . . . . . . .143OCCUPATIONAL TEMPLATES . . . . . . . . .146JOBS . . . . . . . . . . . . . . . . . . . . . . . . .157

7. TECHNOLOGY . . . . . . . 159PERSONAL GEAR . . . . . . . . . . . . . . . . .162

Armor and Protective Gear . . . . 162Communications . . . . . . . . . . . . 162Computers . . . . . . . . . . . . . . . . . . 162Software Costs Table . . . . . . . . . 164Medical Equipment and Care . . 165Sensors and

Scientific Equipment . . . . . . 167Survival Gear . . . . . . . . . . . . . . . 167Weapons . . . . . . . . . . . . . . . . . . . 167

VEHICLES . . . . . . . . . . . . . . . . . . . . . .168

8. STARSHIPS . . . . . . . . . . 169STARSHIP SYSTEMS . . . . . . . . . . . . . . .169

Maneuver Drives . . . . . . . . . . . . 169The Jump Drive . . . . . . . . . . . . . 169Bridge Systems . . . . . . . . . . . . . . 172Sensor Systems . . . . . . . . . . . . . 172Life Support Systems . . . . . . . . 173

STARSHIP OPERATIONS . . . . . . . . . . . .173Travel Times . . . . . . . . . . . . . . . . 173Starship Costs . . . . . . . . . . . . . . . 174

INTERSTELLAR TRADE . . . . . . . . . . . . .177Distance Modifier Table . . . . . . 179Trade Volumes Table . . . . . . . . . 179Speculative Trade System . . . . . 180Speculative Goods Table . . . . . . 180Actual Price Table . . . . . . . . . . . 181

INTERSTELLAR EXPLORATION . . . . . . .182Survey Operations . . . . . . . . . . . 182Exploration Operations . . . . . . . 184Contact Procedures . . . . . . . . . . 184

9. STARSHIP DESIGN . . . . . 187DESIGNING A SHIP . . . . . . . . . . . . . . .188

Step 1 – Determine Design Concept . . . . . . . . . . . 188

Step 2 – Hull . . . . . . . . . . . . . . . . 188Step 3 – Armor and

Surface Features . . . . . . . . . . 190Step 4 – Evaluate Hull Design . 190

Step 5 – Drives . . . . . . . . 191Step 6 – Fuel . . . . . . . . 191Step 7 – Bridge . . . . . 192Step 8 – Sensors . . . . 192Step 9 – Weapons

and Defenses . . . . . . . . 192Sensor Systems Table . . 193

Turrets Table . . . . . . . . . . . . . . . 193Turret Weapons Table . . . . . . . . 194Spinal Mount

Weapons Table . . . . . . . . . . . 194Bay Weapons Table . . . . . . . . . . 194Step 10 – Small Craft . . . . . . . . . 195Step 11 – Power Plant . . . . . . . . 195Step 12 – Crew . . . . . . . . . . . . . . 196Step 13 – Quarters

and Miscellaneous . . . . . . . . 198Step 14 – Performance . . . . . . . 200Ship Hit Points Table . . . . . . . . 200Drag Table . . . . . . . . . . . . . . . . . . 201Step 15 – Finalize Design . . . . . 201

COMMON SHIPS . . . . . . . . . . . . . . . . .201Imperial 10-dton

Missile Fighter . . . . . . . . . . . 201Terran 10-dton Light Fighter . . 202Standard 10-dton Lifeboat . . . . 202Standard 20-dton

Assault Craft . . . . . . . . . . . . . 202Standard 30-dton Ship’s Boat . . 202Standard 100-dton

Interplanetary Shuttle . . . . . 203Crockett-Class 100-dton

Picket Ship . . . . . . . . . . . . . . 203DECK PLAN: CROCKETT-CLASS

100-DTON PICKET SHIP . . . . . . . 204Iiken-Class 100-dton

Scout/Courier . . . . . . . . . . . . 205Phidippides-Class 200-dton

Fast Courier . . . . . . . . . . . . . 205Hero-Class 200-dton

Private Merchant . . . . . . . . . 206DECK PLAN: HERO-CLASS

200-DTON PRIVATE MERCHANT . . 207Harmonious Repose-Class

200-dton Yacht . . . . . . . . . . . 208Lightning-Class 400-dton

Frontier Merchant . . . . . . . . 208DECK PLAN: LIGHTNING-CLASS

400-DTON FRONTIER MERCHANT 209Richtoffen-Class 400-dton

Missile Corvette . . . . . . . . . . 210Bannerjee-Class 400-dton

System Defense Boat . . . . . . 210Gashidda-Class 400-dton

Imperial Patrol Cruiser . . . . 211Zheng He-Class 800-dton

Survey Vessel . . . . . . . . . . . . 211DECK PLAN: GASHIDDA-CLASS 400-DTON

IMPERIAL PATROL CRUISER . . . . . 212

Hardrada-Class 800-dton Commerce Raider . . . . . . . . 213

Karl Marx-Class 1,000-dton Heavy Free Trader . . . . . . . . 214

StarLeaper-Class 1,000-dton Exploration Vessel . . . . . . . . 214

Agrippa-Class 1,000-dton Corvette . . . . . . . . . . . . . . . . . 215

Shamshir-Class 1,000-dton Imperial Destroyer Escort . . 215

Sharurshid Standard 2,000-dton Passenger Liner . . . . . . . . . . 216

Sharurshid Standard 2,000-dton Branch Freighter . . . . . . . . . 216

Kargash-Class 2,000-dton Imperial Light Cruiser . . . . . 216

Sharurshid Standard 10,000-dton Line Freighter . . . . . . . . . . . . 217

Indomitable-Class 30,000-dton Battleship . . . . . . . . . . . . . . . 217

10. STARSHIP COMBAT . . . 219SEQUENCE OF ACTION . . . . . . . . . . . . .220

Detection and Communication Phase . . . . . 221

Maneuver Phase . . . . . . . . . . . . . 221Movement Phase . . . . . . . . . . . . 222Direct Fire Phase . . . . . . . . . . . . 223Point Defense and

Missile Phase . . . . . . . . . . . . . 224Launch and Docking Phase . . . 224Damage Control Phase . . . . . . . 225Celestial Bodies . . . . . . . . . . . . . 225Special Rules . . . . . . . . . . . . . . . 225

CHARTS AND TABLES . . . . . . . . . . . . . .226Space Weapons Table . . . . . . . . 226Space Range Table . . . . . . . . . . . 226Sensor Modifiers . . . . . . . . . . . . 227Gunnery Modifiers . . . . . . . . . . . 227Ramming Modifiers . . . . . . . . . . 227Major Damage Table . . . . . . . . . 227

11. CAMPAIGNS . . . . . . . . 228THE DEFAULT CAMPAIGN:

TERRAN FREE TRADERS . . . . . . .229Goals . . . . . . . . . . . . . . . . . . . . . . 230Campaign Character Packages . . 231Obstacles . . . . . . . . . . . . . . . . . . . 232Resolution . . . . . . . . . . . . . . . . . . 232

ALTERNATIVE CAMPAIGNS . . . . . . . . . .232Main Fleets . . . . . . . . . . . . . . . . . 232Commerce Raiding . . . . . . . . . . 232Ground Warfare . . . . . . . . . . . . . 232Occupation . . . . . . . . . . . . . . . . . 233Exploration . . . . . . . . . . . . . . . . . 233Colonization . . . . . . . . . . . . . . . . 234Diplomacy and Espionage . . . . 234

CAMPAIGN SEEDS . . . . . . . . . . . . . . . .234Exiles to Glory . . . . . . . . . . . . . . 234Grand Tour . . . . . . . . . . . . . . . . . 235Terra Conquered . . . . . . . . . . . . 235Alternate Interstellar Wars . . . . . 236

ADVENTURE SEEDS . . . . . . . . . . . . . . .237

INDEX . . . . . . . . . . . . . . . 239

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Traveller was first published in1977. It was one of the first roleplayinggames, and for many years it was thestandard by which all other science-fiction RPGs were measured. At first,the game was very nearly generic. Itmade certain broad assumptionsabout the far-future universe charac-ters would travel in, but the details ofback story and setting were largely leftfor players to define. Before long, how-ever, a specific setting began to takeshape: a vast Imperium existing over3,000 years in the future, controllingthousands of worlds, with its ownleaders, social forces, and deep history.

Yet the galactic state portrayed inTraveller was the Third Imperium, thesuccessor to other empires that hadexisted long before. Once there hadbeen a First Imperium, which laid thegroundwork for everything thatfollowed. After thousands of years of

ruling the known galaxy, the FirstImperium came into contact with anobscure barbarian race, backward andpoor, from a world called Earth.

The Interstellar Wars followed:struggles against overwhelming odds,exploration of exotic worlds, heroism,betrayal, triumph, tragedy . . . and, intime, the fall of empire.

The Interstellar Wars era is oneinspired by science fiction of the “spaceopera” genre. Here you will find epicbattles, new worlds to explore, longtrade voyages, exotic aliens, and theclash of civilizations. Fans of PoulAnderson, Isaac Asimov, James Blish,or E.E. “Doc” Smith – or of more recent“star empires” fiction, by authors likeIain M. Banks or David Weber – willfind this universe to their liking.

As a concept, the Interstellar Warsactually predate Traveller itself. In1976, before the first Traveller books

were published, a subsidiary of GameDesigners’ Workshop published aboard game titled Imperium. Theearly versions of the game portrayedthe early conflicts between Terra anda vaguely defined alien empire. In1977 and 1978, new printings of thegame were released directly by GDW.The board game was soon integratedinto the Traveller back story, the“aliens” becoming the Vilani, theirempire becoming the First Imperiumof ancient history. By 1980 theInterstellar Wars were a well-established part of the Traveller futurehistory, and the stars of the Imperiumgame map had been placed on theTraveller galactic map. Later releasesof Imperium included “color” materialthat had originally been developed forTraveller.

Imperium still exists – indeed,Avalanche Press released a new

4 INTRODUCTION

INTRODUCTION

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edition of the game in 2001, whichremains in print. Yet after over 25years, the Interstellar Wars era hasnever made the transition to a role-playing game . . . until now.

If you’re a long-time Traveller fan,here’s your first chance to explore oneof the most critical – but least-known– periods in the history of the ThirdImperium.

On the other hand, if you’re new toTraveller, this book is specificallydesigned for you. Aside from theGURPS Basic Set, the book you areholding provides everything you’llneed to begin adventuring in theInterstellar Wars era. You won’t needany other GURPS or Traveller materi-als to play – in particular, you won’tneed any of the dozens of Travellersourcebooks that have gone out ofprint over the years. If you’ve alwayswanted to try Traveller, here’s anopportunity to do so in a setting thatoffers epic adventure.

ABOUT THEAUTHORS

When Paul Drye was 12 years old,his parents took him on a long planetrip. To give him something to do in-flight, they took him to a “game store”beforehand and let him buy any oneitem off the shelf. In the dusty cornerlabeled “roleplaying,” he reached upand pulled down . . . Champions, the Superhero Roleplaying Game.Fortunately, his brother had cut thesame deal with his parents, and hepicked Traveller. This is all your fault,Stephen.

Loren Wiseman was one of thefounding partners of GDW, the origi-nal publishers of Traveller. He spentmore than 20 years there as a gamedesigner, developer, typesetter, andeditor. After GDW closed, Loren free-lanced for a while, and then came toSteve Jackson Games, where heserves as the GURPS Traveller LineEditor.

Jon F. Zeigler has been a sciencefiction fan since the cradle (literally).He and his wife and two children livein Maryland, where he works as acomputer security consultant. He haswritten or contributed to over adozen books for GURPS, and servedfor two years as the GURPS TravellerLine Editor.

INTRODUCTION 5

About GURPSSteve Jackson Games is committed to full support of GURPS

players. Our address is SJ Games, P.O. Box 18957, Austin, TX 78760.Please include a self-addressed, stamped envelope (SASE) any time youwrite us! We can also be reached by e-mail: [email protected] include:

Pyramid (www.sjgames.com/pyramid/). Our online magazineincludes new GURPS rules and articles. It also covers the d20 system,Ars Magica, BESM, Call of Cthulhu, and many more top games – andother Steve Jackson Games releases like Illuminati, Car Wars,Transhuman Space, and more. Pyramid subscribers also get opportunities to playtest new GURPS books!

New supplements and adventures. GURPS continues to grow, andwe’ll be happy to let you know what’s new. For a current catalog, sendus a legal-sized SASE, or just visit www.warehouse23.com.

e23. Our e-publishing division offers GURPS adventures, play aids,and support not available anywhere else! Just head over toe23.sjgames.com.

Errata. Everyone makes mistakes, including us – but we do our bestto fix our errors. Up-to-date errata sheets for all GURPS releases, includ-ing this book, are available on our website – see below.

Internet. Visit us on the World Wide Web at www.sjgames.comfor errata, updates, Q&A, free webforums, and much more. The GURPS Traveller: Interstellar Wars web page can be found atwww.sjgames.com/gurps/traveller/interstellarwars/.

Bibliographies. Many of our books have extensive bibliographies, andwe’re putting them online – with links to let you buy the books that inter-est you! Go to the book’s web page and look for the “Bibliography” link.

GURPSnet. This e-mail list hosts much of the online discussion ofGURPS. To join, point your web browser to mail.sjgames.com/mailman/listinfo/gurpsnet-l/.

Rules and statistics in this book are specifically for the GURPS BasicSet, Fourth Edition. Page references that begin with B refer to that book,not this one.

Journal of theTravellers’ Aid

SocietyThe long-running Traveller magazine is now online at

jtas.sjgames.com. It supports all versions of Traveller with news, arti-cles, discussion areas, and reviews. Subscriptions are $20 per two years,for 52 biweekly updates and full access to archives.

The Traveller News Service is updated weekly, chronicling the lifeand times of the Imperium, and is viewable free at www.sjgames.com/gurps/traveller/news.html. The SJ Games Traveller links page(www.sjgames.com/gurps/traveller/links.html) links to the TravellerWeb Ring, which includes most of the major Traveller-oriented web-sites. For information on subscribing to the Traveller mailing list, go tolists.travellerrpg.com.

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March 12, 2170 – Nusku star system, in Terran space:

“Cutty Sark, you are cleared to theApishal jump point. Your flight plan ison file as of 0900 standard time today,12 March 2170. Squawk 2495.Maintain heading 090 for orbital inser-tion lane 43. Contact Nusku DepartureControl on channel 65 passing through50,000 feet.”

William Blake nodded to the com-munications officer, who adjusted con-trols. “Nusku Tower, this is Cutty Sark,squawking 2495, on the go. Frequencychange to Departure Control confirmedat this time. Thank you.”

Blake surveyed the cramped bridge,watching his officers going about theirduties. They were a trifle rough, hejudged. Just settling into their work, notreally a team yet. That would change.

“Mr. Shimannii,” he ordered, “forward cameras on main viewer,please.”

“Aye, sir,” said the pilot, his Vilaniaccent cool and unruffled.

An image sprang into being, theblue-brown arc of Nusku’s surfacefalling away below, blue and white skyabove fading rapidly to black. Evenwith a full cargo hold, the ship’s engineswere able to slam through the denselower atmosphere, bringing it to theedge of space in mere minutes fromlevel flight.

“I never get tired of that,” Blake murmured to himself.

“Altitude 50,000 feet,” reportedShimannii.

“Thank you. Nusku DepartureControl, this is Cutty Sark, climbingthrough 50,000 feet, bound outsystemfor Apishal.”

“Cutty Sark, this is NuskuDeparture Control. We have you inradar contact. Continue standarddeparture profile, no need to contactOrbital. Current weather shows clear.Good luck and Godspeed.”

“NuskuDeparture,this is CuttySark, thank youand good day.”

Blake looked around athis officers, then at the stars now shin-ing clearly on the viewscreen. “Let’s go.”

6 A DANGEROUS GALAXY

CHAPTER ONE

A DANGEROUSGALAXY

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The Traveller future historystretches thousands of years into thefuture, but it has its roots almost inthe present day on Terra. Long before

the rise of the Third Imperium,humans from Terra struggled mighti-ly to reach the stars – only to discoverthat most of them were already

claimed by other Humans, originatingunder distant suns. For 200 years,Terra stood against the might of a vastinterstellar empire, the Ziru Sirka orVilani Imperium. The epic conflictchanged both societies forever, andlaid the foundation for the empires ofthe far future.

Interstellar Wars covers the era ofthat conflict, roughly the 22nd and23rd centuries A.D. At the beginning ofthe period, Terra was a single world,only beginning to explore interstellarspace, vastly outnumbered and out-gunned by the Vilani Imperium. By theend of the era, Terrans had taken overthe Empire as its new rulers.

The period was one of epic conflictand high adventure. Terrans broughtdown the Imperium through a combi-nation of high heroism and crassopportunism, stout courage andtreacherous cunning. There was also agreat deal of sheer luck – for much ofthe period, the Terrans were constant-ly in danger of conquest and the endof their independent civilization.

A DANGEROUS GALAXY 7

The Default PresentInterstellar Wars covers a period of about 200 years, from the begin-

ning of the First Interstellar War (in 2114) to the collapse of the VilaniImperium (in 2302).

The material presented in this book will permit GMs to run adven-tures at any point in the Interstellar Wars era. However, in many casesthe book assumes a specific point in time – 2170 A.D., late in the EmptyPeace between the Third and Fourth Interstellar Wars. Any text writtenin the present tense will assume this “default present.” Text describinghow the setting changes over time will usually be written in past or futuretense, and may be placed in text boxes to set it aside from the main lineof description.

As of 2170, the Terran Confederation has reached its “mature” form,in which it will remain more or less stable for the rest of the era. Terranshave survived the initial Vilani onslaught, but they still risk conquest ifthe Imperium should ever make a concerted effort. Terran adventurersare beginning to infiltrate deep inside the Imperium, coming into contactwith its many worlds and internal factions.

THE TERRANCONFEDERATION

For I dipt into the future, far ashuman eye could see,

Saw the Vision of the world, and allthe wonder that would be;

Saw the heavens fill with commerce, argosies of magic sails,

Pilots of the purple twilight dropping down with costly bales;

Heard the heavens fill with shouting,and there rain’d a ghastly dew

From the nations’ airy navies grappling in the central blue;

Far along the world-wide whisper ofthe south-wind rushing warm,

With the standards of the peoplesplunging thro’ the thunder-storm;

Till the war-drum throbb’d no longer,and the battle-flags were furl’d

In the Parliament of man, theFederation of the world.

– Alfred, Lord Tennyson, Locksley Hall (1842)

For most of the Interstellar Warsera, Terra and those worlds under

Terran control were under a singlegoverning body – the TerranConfederation.

The Terran Confederation grew outof the old United Nations organization.The UN began its history as an almost-impotent forum for internationaldebate; for several decades, real powerremained with the nation-states ofdivided Terra. However, in the course

of the 21st century a series of globalcrises proved impossible for even thestrongest nations to handle withoutclose cooperation. Imperfect andunpopular as it often was, the UN wasthe only global institution in a positionto consistently resolve internationaldisputes and provide the coordinationnecessary to keep civilization afloat.

By the end of the 21st century, the UnitedNations was functioning as a world government.Only the most powerful nations could pursueany form of independent policy. For the smallerstates, national sovereignty was as dead as thedivine right of kings.

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By the end of the 21st century, theUnited Nations had been reformedseveral times and was functioning as aworld government. The world’snation-states were still in existence,but the center of power had shiftedupward to the UN. Only the most pow-erful nations could pursue any form ofindependent policy. For the smallerstates, national sovereignty was asdead as the divine right of kings. TheUN was widely resented, but fewTerrans could suggest a viable alterna-tive, and the stability of Terran civi-lization had come to depend on theUN’s rule.

After the near-debacle of the FirstInterstellar War, the UN was onceagain reformed and restructured,admitting representatives from theoffworld colonies for the first time.The new governing structure,renamed as the Terran Confederation,provided leadership for the rest of theInterstellar Wars era. By the end of theInterstellar Wars period, theConfederation holds uneasy sway overthousands of inhabited worlds.

The Terran Confederation pro-vides a veneer of social and politicalunity for Terran civilization. Still,even at its height the Confederation isnot perfectly unified. There are anumber of significant divisions –between major and minor nation-states, between the Terran home-world and the colonies, and betweenTerran-dominated worlds and thosethat had been conquered from theVilani Imperium.

THEHOMEWORLD

The 21st century was a time ofalmost constant crisis. Wars and revo-lutions killed millions of people.Agricultural failures and shortages offresh water threatened billions withfamine. The planet’s climate shifted.New diseases appeared and sweptthrough the world’s population.Thousands of living species becameextinct outside of zoos and laboratories.

Even so, Terra survived. It was bat-tered, but still habitable for its popula-tion of over ten billion. By the time ofthe Interstellar Wars, Terran societyhad changed dramatically in severalkey respects.

Decline of the Nation-State

The survival of Terran civilizationwas almost certainly due to the col-lapse of an old political ideal: thenotion of national sovereignty.

At the beginning of the 21st centu-ry, Terra was divided into about 200nation-states. In theory, every one ofthese states was completelyautonomous, free to apply any policiesit wanted within its own borders.Every nation ran its own government,maintained its own armed forces, andfiercely resisted any outside interfer-ence. Even the smallest nations werepermitted the fiction of sovereignindependence.

In part, the principle of nationalsovereignty was a reaction against anearlier period of Terran history, inwhich powerful nations had builtglobe-spanning “colonial” empires atthe expense of weaker peoples.National sovereignty was regarded asthe best way to prevent any such abus-es in the future. For several decades,the stability of the global politicalorder appeared to depend on the existence of sovereign nation-states.

By the early years of the 21st cen-tury, this ideal was beginning to showits age. Some national governmentsengaged in terrible abuses of theirown citizens – mass deportations, tor-ture, and murder. The principle ofnational sovereignty was discreditedwhen it served to protect suchregimes.

Meanwhile, as the world communi-ty became increasingly interconnect-ed, the “internal” policies of one nationoften had profound effects on others.Some nations pursued selfish econom-ic strategies, enriching their ownindustries at the expense of others. Some refused to take action toprotect the environment, with conse-quences that were felt globally. Somepermitted internal corruption to run

wild, harming industrial developmentand destabilizing their neighbors.Some provided a safe haven for politi-cal revolutionaries who used terrorismagainst their enemies.

As the 21st century wore on andcivilization several times teetered onthe brink of collapse, it became obvi-ous that even the largest nation-statescould no longer be permitted completesovereignty over their internal affairs.Policies that violated basic humanrights, or those that exacerbated therising global crises, could no longer betolerated. Over time, this trend helpedconsolidate governmental power in thehands of the UN.

The Terran Confederation isbacked by a loose alliance of the mostpowerful nation-states. The smallernation-states remain in existence, buttheir ability to set their own internalpolicies is now strictly limited.Corruption, industrial mismanage-ment, ecological negligence, revolu-tion, violations of human rights – anyof these is likely to provoke theConfederation into sending in militaryforces to depose one regime and putanother in its place. Such “peacekeep-ing” campaigns are much less com-mon today than they were in the late21st century, but they still take placeevery few years.

Meanwhile, the most powerfulnations have kept some of their ownsovereignty, but even they must bowto the consensus of their partners. Thealliance of major states, actingthrough the Terran Confederation, ismore powerful than any one of itsmembers. On several occasions, majornations have attempted to break awayfrom the Confederation on some pointof internal or foreign policy, and havebeen brought to heel by economicpressure or the threat of force.

Today, the idea of “national sovereignty” has been pushed to the

8 A DANGEROUS GALAXY

We must all hang together, or assuredly weshall all hang separately.

– Benjamin Franklin (1776)

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margins. Most Terrans who take theidea seriously are dissidents, national-ist rebels who oppose theConfederation and would like to see itdismantled. Mainstream political the-ory emphasizes the survival of Terrancivilization as a whole, and sees theConfederation as the best way toinsure that survival and secure thebasic rights of every Terran citizen.

CosmopolitanismAs of 2170, Terrans are far more

cosmopolitan than their ancestors ofthe early 21st century. Although theTerran population remains very cul-turally diverse, most Terrans arefamiliar with the major features ofcultures other than their own. Moreimportantly, most Terrans are betterable to appreciate the positive aspectsof foreign cultures; societies that cutthemselves off from outside contact,or which react with automatic hostili-ty to “foreign” ideas, are now verymuch in the minority.

To some extent, this is a naturalconsequence of technological change.Even the poorest Terrans have hadaccess to globe-spanning voice, text,and image services for over 150 years.This doesn’t guarantee that Terranswill approve of foreign ideas, but itcertainly makes it easy for any citizento come into contact with them.

Cosmopolitan attitudes are alsostrongly encouraged by governmentpolicy. For almost a century, the UNand the Terran Confederation havedone their best to discourage culturalisolationism and xenophobia. Theworld information grid has been sub-sidized, helping it to expand intoevery region of the planet. Passenger

travel has also been subsidized, andnation-states have been rewarded forpermitting free movement acrosstheir borders. Nation-states have beenactively prevented from restrictingthe flow of information across theirborders. Xenophobic local regimeshave been deposed, in favor of thosemore willing to remain part of theworld community.

As a result, more Terrans enjoy“foreign” media and entertainment,more Terrans work in a country otherthan the one in which they were born,and more Terrans routinely travelabroad than at any former time in history. Most Terrans speak at leasttwo languages. Meanwhile, the mod-ern dialect of English (which has plen-ty of loan words and slang fromMandarin, Spanish, and other lan-guages) seems likely to become thefirst universal Terran language. It isalready the official common languageof the Terran Confederation Navy, andit serves as a lingua franca throughoutthe Terran colony worlds and nearbyImperial space.

One potential downside of this cos-mopolitanism is the marginalizationof many local cultures. Of the thou-sands of Terran languages spoken atthe beginning of the industrial era, thevast majority now have no nativespeakers. Today, many local culturesonly persist through active policies topreserve them. Some Terrans worrythat many languages and cultures willonly survive until the first period ofapathy causes the preservation effortsto lag. Of course, the opening of inter-stellar travel and colonization has pro-vided an opportunity to establish newworlds where distinctive cultures canmore easily be preserved.

Progress and ProsperityDespite the turmoil of the 21st cen-

tury, Terran civilization has made agreat deal of technological and economic progress.

New technologies have givenTerrans a wide range of capabilitiesthat were unknown in the early 21stcentury. Fusion power plants producecheap, clean, abundant energy.Gravitic control has reduced trans-portation costs significantly – espe-cially the cost of transporting goodsfrom the Terran surface into space.Space development has made vastmineral and other resources available.Biotechnology has improved cropyields, and has done much to preservethe planet’s last remaining wildernessareas. Advances in medical sciencehave reduced the death toll due toinfectious disease, heart disease, can-cer, and other historical scourges.

Technological progress drives eco-nomic productivity; the Terran econo-my has nearly 30 times the output thatit did at the beginning of the 21st cen-tury. The average standard of living,worldwide, is about equivalent to thatof the typical Western European in2000 Very few Terrans currently livein real poverty or lack even the basicrequirements of diet, clothing, shelter,and education. The wealthiest regionsoffer a lifestyle that would have beenunthinkable in past centuries.Disparities in wealth and income stillexist − many regions still have far to goto catch up − but most citizens findlife much easier and more pleasantthan their ancestors once did.

One unusual feature of the modernTerran economy is the very high levelof military spending. Even in peace-time, about 7% of the planet’s GrossDomestic Product is devoted to themilitary and to paramilitary projectssuch as the interstellar colonizationeffort. In times of open war againstthe Vilani, the military budget hassometimes risen as high as 15% of theplanet’s GDP. This level of militaryspending, sustained over decades oftime, is almost without precedent inTerran history. It has profound effectson Terran society and politics, andwould probably be impossible to sus-tain were it not for the obvious andcontinuing threat of the VilaniImperium.

A DANGEROUS GALAXY 9

History is full of ironies. We finally learn tostop shooting at each other, at least most of thetime, and what happens? We meet someonemuch bigger and stronger, and they start shooting at us.

– Bryce Kendall, British humorist (2105)

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TERRANCOLONIES

Terrans have settled a number ofworlds, both in the Terran star systemand elsewhere. See Chapter 5 fordetails of some of these colonies.

Worlds and OutpostsDue to the vagaries of astrography,

Terra is in the midst of a “pocket” ofstars in a region of space cut off ontwo sides by the Vilani Imperium andon the other two sides by a jump-3“gap” (see Chapter 8 for a discussionof the interstellar jump drive). This hasalways tended to channel Terranexpansion toward Imperial space. Thesituation is further complicated by thefact that there aren’t very many Terra-like worlds inside the “pocket.” Asidefrom Prometheus (p. 114) and Terraitself, the worlds immediately avail-able for colonization at the beginningof the Interstellar Wars were no morethan marginally habitable.

As a result, most Terran settlementhas gone to Prometheus, and theTerran Confederation spends most ofits effort on pushing the Imperial bor-der back rather than exploring acrossthe gap into uncharted space. There

are known to be many Terra-likeworlds inside the Imperium, most ofthem already developed by the Vilanibut lightly settled by Terran stan-dards. If the Imperium can be pressedback, all that desirable real estate willfall into Terran hands.

That doesn’t mean that the margin-al worlds inside the “pocket” are beingneglected. Some of them have valu-able resources to offer, while othersare in strategic locations that invitethe placement of way stations ordefensive pickets. Terran policy is toplace at least a military outpost inalmost every reachable star system – ifany local resources are worth develop-ing, an industrial colony can takeshape as well.

Some of the first interstellar out-posts were established by national orprivate interests, but by 2126 all ofthem were brought under directConfederation control. Today, all out-posts that are primarily of a militarycharacter are administered by theNavy, while civilian industrial settle-ments are governed by the ColonialBureau. There is always a planetaryGovernor appointed by the appropri-ate Confederation ministry, and alocal advisory board composed ofleading citizens of the outpost.

Once a colony has a substantialpopulation (usually at least 1 million)and is economically self-sufficient, itcan apply to the Confederation forhome rule. If the petition succeeds,the Terran Confederation’s colonialgovernment is withdrawn, and thecolony is admitted to theConfederation as an independentnation-state. As of 2170, this has onlyhappened four times (Luna andPrometheus in 2122, Mars in 2128,and the once-Vilani world Nusku in2161).

Although independent colonyworlds can design their own laws andforms of government, they suffer thesame limitations on their national sov-ereignty as nation-states back onTerra. They are protected somewhatby distance; colony worlds enjoy moreindependence of action because itwould cost the Confederation more tosend in a “peacekeeping” expedition.On the other hand, the colony worldsget only token representation withinthe Terran Confederation government,which remains under the control of themajor nation-states on Terra. The netresult is that the colony worlds oftenfeel separated from the homeworld bysocial as well as physical distance.

CONQUEREDWORLDS

As the Interstellar Wars progressand Terran Confederation slowlygains the upper hand over theImperium, many long-settled Vilaniworlds will pass into theConfederation’s control. As of 2170,however, there is only one such world(Nusku – see p. 112). In later yearsthere will be dozens, then hundreds,then thousands of conquered worlds.

The Process of ConquestThe conquest of a Vilani world

begins when the TerranConfederation Navy secures the spaceabove it. Once the Imperial Navy isforced to withdraw, the world itdefended is cut off from the Imperiumand laid open to invasion.

In many cases, an Imperial worldwill surrender as soon as the TerranNavy arrives. Thousands of Imperialworlds are inhabited by minor-raceHumans, aliens, or Vilani from some

10 A DANGEROUS GALAXY

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khagarii culture (p. 15). Many of theseworlds chafe under Vilani rule andwould like nothing more than to breakaway. Even some mainstream Vilaniworlds have no real loyalty to the cen-tral Imperial government. Terran pol-icy is to encourage such dissensionwithin the Imperium, treating the sub-ject peoples with respect, makingalliances with them rather thanimposing harsh Terran rule on them.As a result, many worlds switch sidesas soon as it’s clear that the Imperiumhas no way to retaliate.

If a world resists, or if loyal Vilanitroops remain behind after theImperial Navy withdraws, then theTerrans must fight to secure the plan-et’s surface. This is often a longprocess, a siege rather than a quickcampaign of maneuver. A ground war

for the conquest of a major Vilaniworld usually lasts several months;some Imperial worlds with well-pre-pared defenses hold out for years at atime. But eventually, the last pocketsof Imperial resistance are stampedout.

Unless a world has negotiated a fullalliance with the Confederation aheadof time, Terran policy is to place a mil-itary government in temporary com-mand. A large portion of the Terranmilitary is trained to provide compe-tent military administration for Vilani,and even non-Human, populations.Important industrial and social cen-ters are secured, police protection isprovided, and insurgents are locatedand dealt with. As of 2170, theConfederation is still gathering experience in how to deal with

conquered Vilani populations. Theskill, number, and size of “occupationarmies” will grow rapidly in the com-ing decades, however, as more andmore Imperial worlds come underTerran control.

During the period of military occu-pation, Terran civilians come in largenumbers to the newly conqueredworld. Some take up positions incharge of civil administration andmajor industries, usually sharingpower as far as possible with localleaders. Other Terrans come simply tomake their fortunes, providing servic-es to the civil administration or settingup new businesses among the localpopulace. All of these newcomersbring their families, setting up perma-nent Terran communities on the newworld.

A DANGEROUS GALAXY 11

Even though Terra has come under the unified ruleof the Terran Confederation, Terran society stillexhibits a lot of diversity. It’s difficult to define a set offeatures that most Terrans have in common. Of course,those few Terrans who are likely to go on interstellaradventures are likely to have unusual personal histories– the community of Terran adventurers does have anumber of features in common.

InnovationThe last few centuries have been hard on Terra’s tra-

ditionalist subcultures. Waves of social, economic, andtechnological change have shattered many communi-ties that would have preferred to cling to ancient waysof life. Although a few such communities still survive,most of today’s Terrans are at least able to adapt tochange.

Naturally, those Terrans who are likely to leave thehomeworld for interstellar adventure are the mostadaptable, even creative, of their kind. Many of themare entrepreneurs, aggressively seeking out new oppor-tunities to make a fortune. Others are social or politicalmisfits, who wish to escape the heavy hand ofConfederation rule and set up a new community onanother world.

MilitarismSince the beginning of the Interstellar Wars, the

Terran Confederation military has become one of thedominant institutions of Terran life. Every adult Terranis required by law to serve a short term in public serv-ice, and many serve in the military during this period.Most citizens have either served in the regular military

forces, or are close to someone who has. This is partic-ularly true of Terrans who have the opportunity to seekadventure among the stars – prior military service isalmost a requirement for many starship-crew or colo-nial jobs.

Individual Terrans vary in their attitudes toward themilitary, of course. There are very few rabid Terranimperialists, out to tear down the Vilani by any meansnecessary. There are also very few absolute pacifists.Most Terrans, especially those with prior service, viewthe military as a necessary, but not always positive,institution.

IndependenceMost of the homeworld’s citizens are at least toler-

ant of the Terran Confederation’s rule – they may notagree with all of the Confederation’s policies, but theysupport the Confederation as the best way to ensureTerran survival. Those who disagree are among themost likely to move to the colonies, or to take a jobinvolving travel far from Terra. As a result, members ofthe Terran interstellar community are likely to be muchmore independent and disrespectful toward authoritythan citizens back on the homeworld.

This independence doesn’t mean that all Terranadventurers are rebels. Most colonists and starshipcrewmen are willing to give the Confederation their loy-alty, especially when directly employed by the govern-ment. However, that loyalty isn’t likely to be unques-tioning or absolute. The colonist or crewman is alwaysthinking for himself. He prefers to avoid governmentinterference when off-duty, and may eventually put hisown interests ahead of those of the Confederation.

Being Terran

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Eventually the military occupationis withdrawn, and the world is givenself-government within the TerranConfederation. Confederation policyis to make sure that local citizens areas involved as possible, consistentwith the need to maintain good orderand make the world’s industries avail-able to the Terran war effort. Even so,Terrans are likely to be very influentialin the new world-state.

Mutual AssimilationVilani worlds enter the Terran

Confederation through “conquest,”but in the long run the process is moreone of mutual assimilation. The Vilanicitizens of a conquered world oftenbegin to imitate Terran customs, polit-ical theories, and social structures.They learn Terran languages, readTerran literature, choose Terran

names for themselves or their chil-dren, open businesses organized alongTerran lines, hold office in the Terran-imposed political system, and so on.Already in 2170, this process is under-way on Nusku; in the coming cen-turies, billions of Vilani on otherworlds will become “imitationTerrans.”

More importantly, this processworks in both directions. Terran set-tlers on former Imperial worlds are farfrom the home world, and are oftenvastly outnumbered by their Vilanicolleagues. Some of them respond byclinging to their Terran identity, iso-lating themselves from the Vilani pop-ulation, sometimes even holding theVilani in contempt. The more effectiveresponse, taken by most Terran set-tlers, is to integrate into the Vilanipopulace. Terrans often find Vilani

culture attractive – they are likely topick up a few Vilani folkways and bitsof Vilani language. Some Vilani wel-come Terran settlers into partner-ships, forming business and familyconnections to further integrate thetwo communities.

Within a few decades, a “con-quered” Vilani world will usuallydevelop a distinctive culture of itsown. A mixed Terran-Vilani rulingclass grows, Terran in language and inmost of its customs, but feeling moreattachment to the local (mostly Vilani)population than to distant Terra. Solong as the wars against the VilaniImperium continue, the formerImperial worlds are likely to remainloyal to the Terran Confederation –but they will look for safe ways toassert their independence from thehome world.

12 A DANGEROUS GALAXY

THE VILANI IMPERIUMIs it not a noble farce, wherein

kings, republics, and emperors havefor so many ages played their parts,and to which the whole vast universeserves for a theater?– Michel de Montaigne, Essays (1580)

When Humans from Terra firstreached the stars, they expected to besurprised by what they found. Theuniverse was vast and would doubtlesscontain wonders beyond imagination.What no one expected – what no onecould have predicted – was the

presence of other Humans already liv-ing among the stars, running a vastinterstellar civilization that wasalready thousands of years old.

In 4000 BC, there was no civiliza-tion on Terra. Settled agriculture wasjust beginning in a few favoredregions. The largest town on the plan-et had a population of less than athousand souls. The mystic city-statesof Sumeria, the pyramid-buildingdynasties of Egypt, and the half-myth-ical kings of Shang China, were allcenturies in the future.

In 4000 BC, the Human raceknown as the Vilani had already devel-oped the jump drive and was busilyexploring the galaxy. While Egyptbuilt the pyramids, the Vilani builtinterstellar colonies. While the Greeksrefined the tactics of shield and iron-bladed spear, the Vilani launchedcampaigns of conquest across thegalaxy. While Rome rose and fell, theVilani established an interstellarempire that spanned ten thousandworlds. That empire – the Ziru Sirka,also called the “Grand Empire of

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Stars” or the Vilani Imperium – stillexists today. It presents the ultimatechallenge to Terran civilization.

OUTPOSTS OFEMPIRE

The Vilani Imperium occupies anirregularly shaped region of space,about 220 parsecs coreward-to-rimward and 160 parsecs spinward-to-trailing. The Vilani homeworld is actu-ally well away from the center of thisvolume. For a variety of historical andastrographic reasons, the Vilaniexpanded much further toward thegalactic rim and “down” the Local Armof the galaxy than in other directions.

The small bubble of stars currentlyunder Terran control is nestled closeto the extreme rimward frontier ofImperial space. Terra itself is only afew parsecs beyond the final edge ofVilani settlement. Indeed, it’s a minormiracle that the Vilani failed to dis-cover the existence of Humans onTerra centuries before Terransattained spaceflight.

On Imperial maps Terra is locatedin the Kushuggi sector, also informal-ly known as “the Rim Province.” Theregion is a relatively “young” segmentof the Vilani empire. Although a fewVilani scouts tentatively explored thesector as early as 1500 BC, the firstpermanent Vilani settlement was onlyestablished a thousand years later.Almost all of the Imperial worlds inthe immediate vicinity of Terra werecolonized during the first millenniumA.D. (see Chapter 5).

The worlds of the Rim Province arelightly settled – even the most hos-pitable planets have Human popula-tions of only 2-3 billion. They are alsovery distant from the Imperial core –the fastest courier service still needsmore than two years to carry a mes-sage from the provincial capital toVland, the Vilani capital world. As aresult, despite over a millennium ofImperial settlement, the provinceretains a strong “frontier” flavor. LocalImperial administrators feel cut offfrom their superiors in the Imperialcore. Local Vilani populations areoften more stubbornly independentthan their distant kin on Vland, andmore inclined to pursue their owninterests rather than those of theempire as a whole.

Corporate FeudalismThe Vilani govern their empire

with a very light hand. They have nochoice – the sheer size and dispersionof the Imperium make it impossible togovern with strict central control.Instead, local officials have a great

deal of autonomy, handling most situ-ations on their own and making occa-sional reports to their superiors. A vast(but loose) hierarchy covers theempire, from the few ultimate leaderson Vland down to the billions of localadministrators who get things done.

A DANGEROUS GALAXY 13

The Mystery ofHuman Origins

Over centuries, Terran scientists became certain that Humans evolvedfrom non-sapient origins on Terra. Humans are well-adapted for theTerran environment. Genetic analysis shows that they are closely relatedto other Terran animal species, especially the nearly extinct great apes.The fossil record, incomplete though it may be, clearly indicates a line ofdevelopment that gave rise to modern Humans.

Contact with the Vilani threw the Terran scientific community intochaos. The Vilani originated far from Terra and have been on their home-world for ages. Yet they are fully Human, a first impression that has beenconfirmed by both medical examination and intermarriage with Terrans.

Also, the Vilani Imperium contains other Human races – dozens ofthem, each originating on a different world in the distant past. Accordingto Imperial scientific data, the various Human races known to the Vilaniall seem to have appeared at close to the same time, about 300,000 yearsago.

Terran scientists have developed several theories to account for thepresence of Humans on worlds distant from Terra.

Convergent Evolution: This theory claims that the Human shape andpsychology are optimal for a tool-using sapient species, and that theyhave somehow been selected for on many widely separated worlds. Thescientific community never took this theory very seriously, although ithas some support from the religious community and from certain pseudo-scientific groups.

Lost Human Civilization: Another theory holds that there was anunknown high-technology culture in Terra’s distant past, which exploredthe galaxy hundreds of thousands of years ago and then vanished. Thiscivilization supposedly left behind “lost colonies” that eventually becamethe present-day Human homeworlds. Archaeologists have combed Terrafor signs of this ancient spacefaring culture, and have found no trace.Pseudo-scientists still talk about Atlantis, or lost civilizations now buriedunder a mile of Antarctic ice.

Alien Interference: Some scientists suggest that aliens must have trans-planted Human stock to many worlds in the distant past. This theoryseems to be the most likely – aliens visiting Terra to pick up “samples”might not leave much evidence behind. The hypothetical aliens who mayhave transplanted Humans around the galaxy are usually called “theAncients.”

The Vilani themselves have shed very little light on the subject. MostVilani who are interested in pre-Human history lean toward the “alieninterference” theory. They point to artifacts and mysterious sites that havebeen found on hundreds of worlds, and which appear to predate the riseof any Human civilization. The earliest Vilani legends speak of mysterious“gods,” possibly referring to the aliens (or to their robotic servants).

Of course, most Vilani are not interested in such abstract questions.Very few Vilani are willing to admit that Terra could possibly be theHuman homeworld . . .

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In many ways, the Vilani hierarchyis similar to the feudal political sys-tems once common on Terra. Highoffice is often inherited, and politicalinfluence tends to run in importantnoble families. Officials live within acomplex web of obligations and privi-leges, defining how they must behave toward their superiors andsubordinates.

Unlike most of the Terran feudalsystems, the Vilani aristocracy is notmilitary or religious in nature. Vilaninobles are not primarily warriors orpriests – instead, they are managers,leaders of business enterprises or thecivil bureaucracy.

Indeed, the line between businessand government is almost invisible inVilani society. Organizations that pro-vide civil administration are expectedto produce a surplus. Business firmsprovide housing and consumer goods,organize military defense and policeprotection, administer civil justice,and perform other “government” services for their employees.

This blending of corporate andgovernment institutions is most obvi-ous at the highest levels of Vilani soci-ety. For example, the regions of Vilanispace closest to Terra are ultimatelycontrolled by a single organizationcalled Sharurshid (roughly translatingas “Direct Exchange Facilitators”).Sharurshid is a vast organization runby a network of Vilani noble families.It operates as a corporation; its pri-mary business is interstellar trade andtransportation, but it has thousands ofsemi-independent subsidiaries thatmanufacture goods and provide services on individual Vilani worlds.Meanwhile, within the Sharurshidsphere of influence, the mega-corporation is the Imperial government. Sharurshid itself admin-isters the Imperium at the subsectorlevel and above, while its major sub-sidiaries provide government serviceson thousands of Vilani worlds.

The Game of EmpireSharurshid controls a large portion

of the Vilani empire. Terran observersare aware of at least two other organi-zations of similar size that hold swayover other parts of the Imperium.However, the Vilani appear to dividetheir empire among these shangarim

(a difficult word, usually translated as“bureaus” to suggest a bureaucraticagency) so that their territories overlapvery little. This means that Sharurshidfaces little or no competition within itsown sphere of influence.

Within Sharurshid, however, thereis considerable competition. AlthoughVilani are more community-orientedthan Terrans (see Being Vilani, p. 16),they don’t lack all personal ambition.They compete for positions of respon-sibility within the Sharurshid system,for resources for their favored projects,and for influence over policy. Even themost selfless Vilani administrator canstill be convinced that he would do abetter job in high office than the bumbler currently in charge . . .

This kind of “hidden” competitionmanifests itself in many differentways. Vilani officials may openlyoppose their rivals when it comestime to meet in committee and dis-cuss policy. They may conceal or dis-tort information in their reports inorder to trap a competitor into erroror to cover up their own mistakes.

They may try to sabotage their rivals’projects. All the techniques of bureau-cratic infighting familiar to Terranoffice workers are also known to theVilani – and have been honed to ahigh degree of sophistication overthousands of years.

One aspect of Vilani competitionhas been very fortunate for the TerranConfederation: it has led variousVilani individuals and factions towork with Terrans even against theImperium. On a small scale, thismeans that individual Vilani adminis-trators are often willing to hire Terranadventurers or mercenaries. On a larg-er scale, certain Vilani factions seemwilling to consider seceding from theempire entirely, in order to pursue anindependent course with a Terranalliance. Even factions that are notinterested in secession have some-times been of great assistance to theTerran cause – for example, it seemslikely that Terra would not have sur-vived the Third Interstellar War (p. 27)had factions within Sharurshid notundermined the aggressive policy ofthe provincial governor.

14 A DANGEROUS GALAXY

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IMPERIALSOCIETY

Vilani civilization is by no meansmonolithic. Indeed, the designers ofthe Vilani Imperium deliberatelyincluded cultural diversity as a perma-nent feature of the empire. They rec-ognized that Imperial society neededthe flexibility that a certain amount ofdiversity could provide. As a result,every caste has its own customs andtraditions, every Vilani world followsits own path of social evolution, andmany of the Imperial subject raceshave accepted a veneer of Vilani cul-ture while retaining portions of theirown.

The Vilani MainstreamThe core of Vilani civilization is its

“High Vilani” and “Low Vilani” sub-cultures.

High Vilani culture is that of theinterstellar elite, the aristocrats andsenior shangarim administrators whowield Imperial power. It is character-ized by routine access to interstellartravel and communication, sumptu-ous standards of living, elaborateartistic styles, even more elaboratecodes of courtesy, and (to a Terran)extreme arrogance.

Low Vilani culture is that of theImperial “middle class.” Its membersinclude the vast majority of the Vilanipopulation, as well as those Imperialsubject races that have fully assimilat-ed into Vilani civilization. Members ofthe Low Vilani culture usually remainon the world of their birth for theirentire lives, and don’t participatedirectly in interstellar affairs. Theyusually live comfortably but not lav-ishly, and spend their lives workinghard for one of the shangarim or asubsidiary organization. Low Vilaniartistic styles are much simpler andless ornate than those of the HighVilani; Terrans often consider LowVilani art to be dull and uninspired.Low Vilani are loyal to the Imperium,but they are much less arrogant thantheir High Vilani leaders. Indeed,some Low Vilani show a keen interestin foreign ideas and culture.

DissidentsOn the Imperial social hierarchy,

the rung below the Low Vilani is

occupied by the khagarii, or “dissi-dents.” Dissident groups live andwork within Vilani society, but theyreject some or all of the age-old Vilanitraditions. Some khagarii are Vilaniwho deliberately refuse to followImperial social norms. Most of themare non-Vilani Humans or non-Humans, whose ancestors were con-quered by the Imperium but whohave never been fully assimilated.

Dissidents are denied a variety ofrights within the Imperial system. Inextreme cases, a world inhabited bydissidents can be interdicted, forciblycut off from all outside contact byImperial naval forces. Other dissidentcommunities are forced to live apartfrom mainstream society, in ghettosor reservations where they can followtheir own customs without disturbingImperial harmony. Dissidents whowork within Vilani society must acceptplacement in the “caste” system(p. 73), but are restricted to low-pres-tige careers. In particular, dissidentsare denied the right to legally own oroperate starships, and must negotiateat a serious disadvantage with theshangarim if they wish to participate ininterstellar trade.

Despite these handicaps, theImperium is home to many khagariigroups; some estimates place them atover 10% of the total Imperial popula-tion. Khagarii are particularly com-mon in frontier subsectors, and onlow-population worlds off the maintrade routes. Small dissident commu-nities can also be found on most of theVilani core worlds.

Not all Vilani “dissidents” areopenly classified as khagarii. Vilanisociety requires its members tobehave in accordance with tradition inpublic, but private thoughts andbehavior are not so strictly regulated.It’s possible for a Vilani to engage inquiet dissent from the social normswithout being considered khagarii.Many such Vilani join informal clubsor secret societies, which have tradi-tions of their own outside the castesystem and in opposition to the main-stream of Imperial culture.

BarbariansThe Vilani word lukurranii sug-

gests “those who come from foreignlands,” but it also suggests people who

come from “the underworld,” a realmof chaos and uncertainty. It is usuallytranslated into English as “barbar-ians,” but that translation doesn’tcarry the full weight of repugnanceindicated by the Vilani word.

Lukurranii are those sapientbeings, Human or not, who live entire-ly outside the Imperial system. Theyreject Vilani traditions – in fact, theymay not even be aware of those tradi-tions. They threaten the order, stabili-ty, and harmony of Vilani society sim-ply by existing. When they are capableof operating starships, the threatbecomes far greater because they canspread their chaos into the heart ofVilani civilization.

In a sense, the Vilani Imperiumexists solely for the purpose of con-quering and assimilating lukurranii.Long ago, the Vilani fought a series ofConsolidation Wars, during whichthey tracked down and conqueredevery lukurranii race they could find.After centuries of conflict, every star-faring race that the Vilani could reachwas assimilated into the growingImperium. Only after that did theImperium – quite deliberately – ceaseits growth and begin the long periodof stability that has continued to thepresent.

Today, the Imperium is once againchallenged by lukurranii who haveacquired or developed the jump drive.Terrans are clearly one such “barbar-ian” group, but there are rumors ofmore in other segments of theImperial border.

The Vilani have clearly lost muchof their ability (or their will) to putdown any barbarians who might chal-lenge them. Terra would doubtlesshave been conquered some time ago ifthe bold, warlike Vilani of theConsolidation Wars era were still incharge of the empire. As it is, evenVilani aristocrats are sometimes will-ing to bargain with Terran lukurranii.Of course, such negotiations rarelytreat Terrans as equals, always involv-ing face-saving formulae to maintainthe pretense that the barbarians aresubservient to the Imperium. Still, theend result is that Terrans can oftenwin favors or concessions in return forhelping Vilani officials to promotetheir own agendas.

A DANGEROUS GALAXY 15

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16 A DANGEROUS GALAXY

Across thousands of Imperial worlds, Vilani tend toshare certain common traits. Even Vilani khagarii havethe same basic psychology.

TraditionVilani are devoted to tradition. Whenever a Vilani

must make a decision, his first thought is usually givento what other Vilani have done in similar situations,what the customs of his family and caste require, and soon. Vilani rarely rely on their own initiative to solveproblems, and can struggle when the situation is gen-uinely new. On the other hand, Vilani gain confidencefrom the vast body of tradition they can draw upon.

Creative and innovative thinking are strongly dis-couraged by Vilani society. Those who insist on apply-ing new ideas are regarded as a danger to society,attacking the traditions that hold civilization together.A Vilani who persists in being innovative is often treated as criminally insane.

Tradition covers Vilani technology, standardizing italmost everywhere in the Imperium. Tradition alsofreezes Vilani technological development in place; thestandard Imperial toolset has seen no significantchanges in over 2,000 years. Vilani art, music, and liter-ature are also firmly grounded in tradition – a present-day Vilani artist will often produce works in a stylethousands of years old.

PragmatismNo matter their caste or subculture, the Vilani are

very pragmatic people. They don’t waste time onabstract theories or unattainable ideals – they are inter-ested only in doing what works. To them, the real uni-verse is much more important than the world of ideas.Vilani are administrators and engineers, not philosophers or scientists.

To some extent, Vilani pragmatism is related to theirinsistence on tradition. Methods, technologies, andideas become traditional once they have been proven towork over long periods of time. Vilani innovators areregarded as dangerous because they proceed withoutbeing able to prove that their innovations will do moregood than harm.

CommunityVilani are strongly community-oriented. Vilani are

certainly capable of individualistic behavior, but theirsociety trains them to always measure their actions bytheir effect on the community. A Vilani defines his self-image in the context of his family, his caste, his workteam, his home city, his home world, and the Imperialsystem as a whole. He regards his prosperity as depend-ing on that of the group. He expresses his ambitions bydemonstrating that he is better able to advance thegroup’s interests than anyone else.

One expression of this group thinking is the Vilaniattitude to work. Vilani are diligent and efficient work-ers. A Terran might expect to spend a third of his dayon the job; a Vilani thinks nothing of spending half ofhis day, and will often work longer hours than that.Vilani enjoy their recreational time, but to them lifeisn’t about having fun – it’s about working hard tomake the community healthy and prosperous.

The Vilani prefer communaldecision-making. The notion ofthe autocrat, the lone decision-maker who is subject to noother authority, is alien toVilani thought. Even the VilaniEmperor is simply the chair-man of the ruling council of theImperium. At all levels of Vilanisociety, from the Imperiumdown to the single family, deci-sions are reached by groupswho meet and work out con-sensus. The process is oftenslow, but once a decision isreached it has the committedsupport of all members of thegroup.

Vilani communities are heldtogether by codes of courtesy; these codes can beextremely elaborate, especially among the “High Vilani”castes that fill out the aristocracy and the ranks of sen-ior administration. Vilani courtesy helps maintain har-mony within the community, and helps individuals tokeep their expression of emotion within the bounds setby tradition. Even bitter enemies are unfailingly polite toone another when they must interact socially.

Being Vilani

One peculiar tradition among Vilani artistsconcerns the lost wax-process. While used extensively in industry and jewelry-making, theprocess is never applied to fine-art sculptures. Aswith the vast majority of Vilani customs, there isno rhyme or reason behind them, beyond themere fact that “it is tradition.”

– Lamon hault-Devereaux, Vilani Sculpture: A History

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On Saturday we had no meetings toattend, so I decided to give Adkhar atreat. We took the morning suborbital toParis, and then tubed down to Cairo fora day’s visit to the Egyptian antiquities.I decided we could spend a few hours inthe Cairo Museum, and then go out toGizeh to say hello to the Sphinx.

It didn’t work out quite the way Iplanned. Adkhar was polite but unimpressed.

“These must be very old,” heremarked at one point.

“They are,” I assured him.“How old are they? To be in such a

state of disrepair, they must be from thevery dawn of your civilization.”

“That’s true,” I said.“So? 15,000 years? 20,000 years?

How old are they?”So of course I had to admit that they

were only 5,000 years old. I’m afraidthat after that he didn’t appreciate any-thing he saw. Not that his veneer ofurbane courtesy ever wavered, ofcourse. Even so, it was clear that hefound it all rather childish, and ratherquaint, and more than a little shabby.

Vilani. No wonder you sometimeshave to beat them over the head with abattleship squadron before they’ll takeyou seriously.

– John Billingslake, TerranConfederation administrator (2190)

THE EPIC STRUGGLE 17

CHAPTER TWO

THE EPICSTRUGGLE

SETTING THE STAGEVilani civilization is quite ancient.

The oldest written records still pre-served on Vland are about 20,000years old. An industrial revolutionbegan about 6500 B.C., slowly butsteadily building up to the first spaceexploration about 1,000 years later.For centuries the Vilani explored thenearby stars using slower-than-lightships, before developing the jumpdrive about 4700 B.C. (for a

description of this critical technology,see The Jump Drive, p. 169).

Vilani Exploration (to c. 900 B.C.)

These early Vilani were quite dif-ferent from their descendants, theVilani encountered thousands ofyears later by the first Terran inter-stellar explorers. To be sure, theywere already cautious about social

and technological innovation – butwhen it came to exploration andtrade, they were bold. For 3,000 yearsthey poked into every nook and cran-ny of space, mapping star systems asfar as their scouts could reach. Theycontacted dozens of sentient races,both Human and alien. They set uplong-lasting trade relationships; theirmerchant ships carried exotic goodsfrom hundreds of worlds.

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18 THE EPIC STRUGGLE

These early Vilani were much moreinterested in trade than in conquest,and made little attempt to gain directrule over “barbarian” worlds. Close toVland there was a sphere dominatedby various Vilani factions, but Vilanigoods and technologies reached farbeyond this region of space. For exam-ple, by 1500 B.C. the Vegans (p. 88)had acquired the jump drive at thirdhand, 100 parsecs beyond the mostdistant frontier of the Vilani tradeempire.

The Consolidation Wars(c. 900 B.C.-c. A.D. 500)

Many barbarians used their Vilani-derived technology in ways thatclashed with Vilani law and custom.They made unapproved innovations,failed to pay royalties to theshangarim, or built small interstellarempires that openly resisted Vilaniinfluence. Over time, the Vilanibecame dissatisfied with this situationand shifted their strategy. Once theyhad explored the galaxy as peacefulmerchants; now they marshaled warfleets and proceeded to unite all ofknown space under their direct rule.

Despite the dispersal of advancedtechnology among the barbarian races,the Vilani still had a considerable tech-nological edge. Indeed, shortly beforethe Consolidation Wars began, Vilaniresearchers had developed the jump-2drive (p. 170), giving Vilani ships anunprecedented advantage in strategicspeed and mobility.

At the beginning of theConsolidation Wars era, theshangarim were already organized toprovide governmental services withintheir respective spheres of influence.Indeed, each of them already operatedan armed fleet in order to protect mer-chant convoys from barbarian orrenegade attack. It was natural foreach of the three shangarim to begiven the responsibility for conquer-ing and ruling a specific region of bar-barian space. The Sharurshid organi-zation was the shangarim responsiblefor expanding Vilani control torimward – toward distant Terra.

Sharurshid’s ultimate goal was theVegan Polity, a small interstellar statethat had been established using aVilani-derived jump drive. As far asanyone knew, there were no starfaringraces to rimward of the Vegan colo-nial sphere. Once the Vegans werepart of the Vilani empire, expansion inthat direction could safely be halted.

The Vilani conquered and colo-nized methodically to rimward, finallymaking direct contact with the VeganPolity about A.D. 75. A Vilani militarycolony was established on Shulgiasu(p. 107), which later became the centerof Vilani civilization on the Rim. A fewdecades later, the Vegan ConsolidationCampaign was kicked off with a sur-prise attack on several Vegan outposts.The conquest of the Vegan Polity tookonly a few years to complete, and wasover by A.D. 120.

After the Vegan conquest, theVilani continued to expand to

rimward and spinward, following ajump-1 “main” that trailed out intouncharted space beyond the Vegansphere. However, the main effort ofthe Consolidation Wars went else-where, and colonization in therimward direction was very slow. TheKushuggi or “Rim Worlds” provincesoon became a backwater of the growing empire.

The Ziru Sirka (c. A.D. 500 and later)

The Consolidation Wars endedabout A.D.500, with the conquest andassimilation of the last known non-Vilani starfaring culture. The Igsiirdi,the ruling council dominated by theshangarim, recognized this accom-plishment by proclaiming the founda-tion of a formal interstellar empire.The Ziru Sirka or “Grand Empire ofStars” would be a vast interstellarstate, governed by the three shangarimfor the benefit of all sapient beings.

The primary goal of the newImperium was stability rather thanfurther expansion. Explorationbeyond the borders of the empire waspermitted only under special circum-stances, and within a few centurieshad ceased entirely. New colonizationwas likewise slowed, and later halted.Technological innovation was evenmore strictly controlled. With thesechanges, the Ziru Sirka was to providea mature, steady-state economy inwhich trillions of sophonts could livein safety and comfort. While greedand personal ambition were notstamped out, they were channeledinto relatively “safe” pursuits, notablythe quest for higher status within theelaborate Imperial hierarchy.

Not all of the new Imperium’s sub-jects agreed with this goal. Even in theearly centuries of the Ziru Sirka, dissi-dent factions sometimes appeared andtried to alter the Imperial social con-tract. One such faction was thekimashargur (“Virtue of theForemost”) movement, which becamevery influential in the Imperium’srimward sectors beginning about A.D. 800.

The kimashargur were romantics.They remembered the days of techno-logical advance and galaxy-spanningexploration, and considered theImperium poorer for having turned its

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THE EPIC STRUGGLE 19

back on such ventures. They demand-ed that controls on exploration andtechnological innovation be relaxed,so that at least a small section ofImperial society could continue toengage in such pursuits. They alsopointed out that the empire’s stability,while a laudable accomplishment,could be threatened if some outsideforce arose to challenge Vilani author-ity. Clearly someone had to be respon-sible for exploring uncharted spaceand discovering new technologicaltricks, so that the Vilani community asa whole could be prepared for theunknown.

Imperial authority tolerated thekimashargur for a time, but eventuallycracked down on the movement about

A.D. 950. Many thousands ofkimashargur fled Imperial spaceentirely, settling beyond the rimwardfrontier. Thus it was a dissident popu-lation that first established Vilaniworlds such as Dingir, Gashidda,Iilike, Shulimik, and Nusku – all ofthem within only a few parsecs ofTerra. Whether any kimashargurscouts discovered Terra itself duringthis era is unknown; if they did, norecords of the discovery appear tohave survived.

About A.D. 1000 the kimashargurexiles established a Vilani pocketempire, with its capital at Dingir. Forover a century the dissidents pros-pered, developing their new worlds,diverging from the Vilani cultural

norms that had been imposed onthem back in Imperial space.Unfortunately, the experiment did notlast long; just after A.D. 1100 theImperium gathered a war fleet andforcibly annexed the kimashargurstate. The war was quite short but verybitter – even centuries later, the popu-lations of the old kimashargur worldsremembered and resented theImperial conquest.

After the reduction of thekimashargur, the Imperial rimwardborder was static for over 1,000 years.The Vilani expanded no further, ham-pered by a jump-3 gap to rimward andby sheer inertia. Fatefully, theImperial advance had stopped a merethree parsecs from Terra.

Using the Official History

This chapter describes the official history of the Interstellar Wars era,a very early (and pivotal) period in the Traveller future history. GMs andplayers already familiar with Traveller will be aware of events that takeplace thousands of years further into the future – and, of course, they willbe aware of how the Interstellar Wars themselves are “supposed” to workout.

The official history of the era is intended to give GMs and players back-ground for their own adventures. The GM may choose to set his campaignat the “default present” (p. 7) assumed in most of this book. Or he may usethe historical narrative here, together with the worldbuilding tools andother rules in later chapters, to design his own campaign setting at anypoint in the era.

However, once an Interstellar Wars campaign is under way the bestapproach is probably to push the official history firmly to the side.Permitting events to take their own course will maintain the element ofmystery and surprise, and will let players feel that they are in charge oftheir characters’ destinies. Indeed, the Interstellar Wars era was a timewhen individual actions often had a profound effect on the course ofevents. This is a worthwhile feature for any campaign setting, but only ifPC adventurers are given the chance to change history.

It should be obvious that the “future history” described here is veryunlikely to come about, even in those details that describe life on Terrain the 21st century. GMs and players shouldn’t spend too much effort try-ing to make the future history fit with current events! Many Travellerfans assume that the game’s history diverges from our own sometime inthe mid-1970s . . . by no coincidence, about the time that Traveller wasfirst published.

THE NEWMILLENNIUM

While the Vilani carved out theirinterstellar empire, Terra remained ina primitive state. An industrial revolu-tion began about A.D. 1800, centeringin Western Europe and NorthAmerica. The result was a period ofupheaval, as the thousands of localpre-industrial societies were graduallyunified into a single world communi-ty. The process took centuries, andwas not yet complete when Terra firstcame into contact with the Vilani.

RISE OF THEUN

As industrial progress spread,Terran civilization began to gothrough a slow historical cycle drivenby social and economic change.Great crises tended to alternate withperiods of peace – but each outbreakof violent disaster was stronger,harsher, and more difficult for Terrancivilization to survive.

The last major outbreak of crisisstruck soon after the turn of the newmillennium. For many years, Terrawas wracked with war, revolution,terrorism, famine, epidemic disease,radical climate shifts, and ecologicaldisasters. The very survival of civilization often seemed in doubt.

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20 THE EPIC STRUGGLE

The Treaty of New York(c. A.D. 2000-2024)

During the early years of the crisisera, cooperation among Terra’s majornation-states was infrequent andgrudging. The United States was themost powerful nation at the time, andfor years it tried to take on the role ofsingle world leader. The attemptfailed, as the deepening crisis eramoved beyond the ability of any onestate to handle on its own.

During the late 2010s, severalmajor powers – notably France,Germany, India, Japan, Russia, theUnited Kingdom, and the UnitedStates – began to search for a differentsolution for the global crisis. Variousinternational treaties were signed toimprove cooperation among the majorpowers; these had some beneficialeffect, but were soon found to be inad-equate. Eventually, the major nationsturned to the United NationsOrganization (UN).

Since its foundation, the UN hadfunctioned primarily as a forum forinternational debate. It had dozens ofsubsidiary agencies and commissions,many of which were directly concernedwith aspects of the growing global cri-sis, but it had never been given theauthority or resources to be truly effec-tive. Now the major powers reluctantlyagreed that the UN was the only insti-tution capable of coordinating theinternational community.

Before the UN could take a centralrole in solving the world’s problems,its structure and authority neededextensive revision. The necessaryreforms were enacted over a period ofseveral years, culminating in theTreaty of New York (signed in 2024).This treaty revised the UN Charter,making extensive changes to the orga-nization’s structure. In particular, thetwo organs that had traditionally exer-cised the most power lost much oftheir authority.

The General Assembly remained inexistence, but it was stripped of its rightto elect the Secretary-General. It alsolost its ability to authorize militaryaction in emergencies. The GeneralAssembly became an effectively power-less forum. It was the only place in thereformed organization where minorstates were guaranteed representation– but that representation was nearlyuseless except as a platform for tryingto move world opinion.

Meanwhile, the Security Councilwas abolished entirely. This had theeffect of eliminating the rule of “GreatPower unanimity,” which had oftenserved to hobble the UN whenever itspolicies came into conflict with amajor nation’s desires.

To replace the powers once vestedin the General Assembly and SecurityCouncil, the Treaty of New York vastlyexpanded the role of the Secretariat.

The Secretariat as a whole wasplaced under an Advisory Board,which was given primary policy-mak-ing authority. The Advisory Board’smembers were selected from all ofTerra’s nations, but it was stacked withmajor-power representatives and itsvoting rules tended to prevent minornations from changing the outcome ofany vote. Meanwhile, no major nationhad the ability to control the AdvisoryBoard either; the major powers weretherefore forced to cooperate toaccomplish anything substantive.

The Secretary-General himself wasgiven a much wider range of execu-tive powers, including the ability toorder limited military action underhis own authority. The power toappoint the Secretary-General wasgiven to the Advisory Board; thisended several unwritten rules thathad effectively prevented any major-power candidate from holding theSecretary-General’s office. Indeed, thefirst Secretary-General appointedafter the Treaty of New York was

signed was a major-power candidate(Sadao Kanzaki of Japan, appointedin 2026), and many of his successorswere from the major nations.

The Secretary-General and theSecretariat, each within its ownsphere of authority, were granted apower that had formerly been limitedto the Security Council. Each couldissue orders and policies that werebinding on all member states of theUN.

The most crucial change in the UNwas a drastic expansion of its militarypower. Formerly, the UN had no mili-tary forces under its own command –it had to call on the member states toprovide them for any specific purpose,usually by way of a Security Councilresolution. Now the major nation-states agreed to place the bulk of theirown armed forces under direct UnitedNations control.

Meanwhile, the UN’s existing agen-cies for humanitarian aid and interna-tional development were placed underclose major-power supervision. Theywere also drastically expanded, andgiven much greater budgetary supportfrom the major nations.

The Quest for Stability(A.D. 2024-2050)

The Treaty of New York was widelyregarded as a massive political com-promise. Almost no one was pleasedwith it – but Terra’s global crisis hadgrown so severe that most of the majornations could find no alternative.

Even so, the first obstacle that thereformed UN had to face was themajor nations themselves. Few ofthem were happy with the notion ofturning over so much of their ownsovereignty – especially militarypower – to a multinational body. TheUnited States threatened to withdrawfrom the UN altogether; the People’sRepublic of China actually did (in2025) and remained outside the UNfor over a decade. Several times thesedisputes threatened to break into openwar among the major powers, butsuch a conflict was averted each time.

Meanwhile, many minor states andstateless peoples interpreted theTreaty of New York as the foundationof an empire, in which they were to betreated as subjects. They feared thatthe major industrialized nations would

The most crucial change in the UN was adrastic expansion of its military power.

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THE EPIC STRUGGLE 21

begin to openly dictate policy to allothers, using their combined militarymight to enforce their wishes.

These fears were soon confirmed.The new UN proved much more likelyto send peacekeeping forces into hotspots around the world, and these“blue helmet” troops were much moreaggressive than the peacekeepers ofthe 20th century. The new interna-tional regime was also much morewilling to use military force againstnation-states that tolerated high levelsof corruption, habitually violatedhuman rights, gave safe haven tointernational terrorists, or otherwisefell afoul of UN policy.

The result was a drastic escalationin international tensions through the2020s and 2030s, as the reformed UNwas almost constantly forced to assertits authority around the world. Yetwhere the “blue helmet” troops werenot required to go, the new UN alsodemonstrated much greater ability tohelp solve local social, economic, orecological problems. Even in regionsof armed conflict, the UN was better able to overcome resistance and then provide humanitarian anddevelopment aid.

Whether the Treaty of New Yorkactually saved Terran civilization fromcollapse is debatable. Certainly theUN’s centralization and increased mil-itancy created as many problems asthey solved. Still, by the late 2040sthere was an appreciable lightening inthe global crisis. World populationstabilized, economic growthincreased, and standards of livingimproved. The worldwide level of vio-lent conflict also declined, leading to areduction in UN peacekeeping com-mitments. An era of relative peace andprosperity began.

THECONQUEST OFSPACE

Even at the height of the global cri-sis, Terra’s nation-states recognizedthe potential of deep space. The com-peting states saw space as a frontier tobe explored and exploited, but theyalso saw space as a danger – a “highground” that none could allow anotherto hold unchallenged.

Although each nation maintainedits own space operations, they recog-nized the need for coordinationbetween those space forces in matterssuch as traffic control, orbit assign-ment, radio frequency allocation, andso on. Eventually the spacefaring pow-ers decided to address this need by set-ting up a new agency of the UnitedNations.

The United Nations SpaceCoordination Agency (UNSCA) wasestablished under the authority of theUN Economic and Social Council in2015. The new agency would handleall of the mundane administrativechores that would help avoid conflictamong the spacefaring powers. It alsosoon became a clearinghouse for theinformation that space operationsgenerated – scientific data, maps andcharts, technical specifications, acci-dent reports, and so on. As additionalnations reached space independently,they also joined the UNSCA as participating members.

The UNSCA began as a rather minoragency of the UN, overshadowed by the

massive upheavals that shook Terransociety throughout the early 21st centu-ry. Even so, its role was critical in theconquest of space.

First Colonies (A.D. 2050-2088)

The first manned space expeditionlaunched by Terrans was actually in1961 – the Vostok I orbital probe,launched by the Soviet Union andcrewed by the heroic Yuri Gagarin.Despite this early start, Terrans didnot establish any permanent settle-ment in space for decades.

The first permanent offworldcolony was Archimedes Station, estab-lished on Luna in 2013. Additionallunar bases were established over thefollowing decade, culminating in theCopernicus settlement (founded in2022). The lunar colonies were mar-ginal ventures for a long time, but theyserved as valuable jumping-off pointsfor exploration deeper into the solarsystem.

Wearing the Blue HelmetThe “crisis era” of the early 21st century was a time of tremendous

conflict and danger, but it was also a time in which the actions of indi-viduals often had a profound effect on the course of history. A wide vari-ety of campaigns could be designed around the effort to save civilizationfrom collapse. The advantage of such a campaign is that the backgroundis not too different from the present day; inspiration can be drawn from“techno-thriller” adventure fiction, or from the front pages of the newspaper.

Characters in such a campaign could be intelligence agents workingfor the UN or one of the major nation-states, soldiers in the new UN-con-trolled armed forces, specialists working for a humanitarian organiza-tion, or just ordinary citizens caught up in events beyond their control.Their foes could be nation-states unhappy with the UN’s new authority,terrorists, or corrupt corporations. Or, to turn the situation on its head,the adventurers could be opponents of the UN.

For additional weirdness, add conspiracy theory. The notion of theUnited Nations as a world government is already prominent in a num-ber of conspiracy theories. The Bavarian Illuminati, an alliance of com-puter hackers, or a cabal of psionic adepts could be behind the UN. Orall three . . .

Also consider that even if nothing is publicly known about spacebeyond the Terran system, it’s possible that offworlders are already onTerra to pull strings. A near-future campaign could involve Vilani covertagents, secret jump-drive programs, Vegans held captive at Area 51 . . .In the official Traveller future history, Terrans definitely developed thejump drive on their own, but that doesn’t preclude a great deal of alienmanipulation of events years or even decades before.

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22 THE EPIC STRUGGLE

Terran space colonization truly gotunder way in the 2040s, as the home-world’s crisis era receded and variousnation-states felt free to invest inspace development. Orbital coloniessprang up in near-Earth orbit, and atthe Lagrange points associated withLuna. The population of Luna itselfgrew quickly, the first settlementsgrowing into full-fledged towns andcities. New colonies were establishedon Mars. Scientific and mining baseswere set up on Mercury and Ceres.

During this period, the UNSCAmaintained a number of research sta-tions throughout the Terran system.These laboratories produced a num-ber of scientific breakthroughs, whichwere then licensed by the UNSCA tothe various national and private space

forces. This helped ensure that newtechnologies were not monopolized byany one nation – and it also providedthe UNSCA an independent source ofrevenue. Indeed, such licenses eventu-ally began to provide a significant por-tion of the UN’s overall budget,increasing its independence andimproving its reputation.

In 2052, it was an UNSCA lab onLuna which produced the first practi-cal “grav modules,” offering Terranscontrol of gravity for the first time. AUNSCA research station on Ceres also produced the first working reactionless thrusters in 2064.

These new technologies knockeddown one of the most persistent obsta-cles to space development – the mas-sive gravitational pull of Terra itself.

By the late 2060s, the cost of moving apound of payload from Terra’s surfaceinto orbit had fallen by a factor of over100. Space travel was cheap for thefirst time, encouraging a flood ofmigration and new commercial ven-tures. By 2070, the total Terran popu-lation off Terra had reached the250,000 mark and was growing quick-ly. Most of these colonists were in thenear-Terra orbital settlements and onLuna, but the other colonies werebeginning to expand rapidly as well.

The most ambitious venture of theera was mounted by the EuropeanSpace Agency, beginning in the 2050s.The ESA built a series of very large“generation ships,” slow but designedfor extremely long travel times; someof the ships were intended for voyagesthat would be centuries in length. Thefirst of these ships, the Europa, wassent to the nearby Alpha Centauri sys-tem, where a Garden world (p. 96) wasalready known to exist. Others weredesigned to scatter through the galaxy,finding Human-compatible planetsfor settlement. The project wasimmensely expensive, but theEuropeans were determined todemonstrate that the harsh years wereover. A Promethean spirit had settledover Terra, and it seemed that nothingwas beyond the Human grasp.

The Jump Drive (A.D. 2088-2098)

The UNSCA research station onCeres had one more miracle to pro-duce. It was at that station thatTerrans first developed the jump drive,which allowed for accessible interstel-lar travel, in 2088. At first, the proto-type jump drive was extremely fuel-hungry and limited in range. It wasused only within Sol system, as a fastmeans of reaching the outer planetsand the cometary cloud.

Even after the UNSCA produced atrue jump-1 drive (in 2092), thereseemed to be little practical applica-tion for the technology. No other starsystems were within a parsec of Sol,and the mathematics of jump naviga-tion seemed to imply that a jump intoempty space was not possible. Most ofthe spacefaring powers viewed thedevelopment with interest, but madeno changes to their strategy; theEuropean Union in particular

First Contact?There are a number of strange elements in the commonly known

story about Terran-Vilani contact. Throughout the Interstellar Wars era,there were persistent rumors that at least some Terrans knew a great dealmore about the Vilani than is normally believed – even before the USSFexpedition to Barnard’s Star was launched.

For example, there is the whole question of why the Americans choseBarnard’s Star as their target. The Alpha Centauri system was closer, andit had been known for decades that a garden world existed there. Indeed,the European Union had already launched the greatest of its generationships toward Alpha Centauri, and in 2097 the world community expectedto hear from the new colony at any time.

Against such a prospect, the American statement that “scientific rea-sons” justified the choice of Barnard’s Star rang hollow and was widelycriticized in the world media. Some European journalists observed(rather caustically) that the Americans wanted to avoid playing messengerfor the new Prometheus colony. It is true that a jump-drive voyage even toAlpha Centauri would have required the location of a convenient jumppoint, but in fact such points were eventually proven to exist – and before2097 the American mission planners made little attempt to find them.

In retrospect, another possible justification for the choice ofBarnard’s Star was that the American government knew ahead of timethat the expedition would contact aliens there.

The source of such putative knowledge is unknown. Perhaps somerenegade Vilani, or members of an Imperial subject race, had secretlybeen in contact with the United States government. Perhaps, indeed, the“Roswell” legend was true after all.

On the other hand, there may be no need to engage in such wild spec-ulation. Once Terran explorers had the jump drive, it would have beennatural to examine astronomical records for evidence of nearby inter-stellar civilizations. By the 2090s, the Sandage Deep-Space Telescope andsimilar instruments were extremely powerful. It was (barely) theoretical-ly possible for such instruments to detect the emissions generated byVilani starships at Barnard’s Star, two parsecs away. The American gov-ernment owned the Sandage telescope, and so could have had secretaccess to such results.

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continued with its program of slow“generation ships.”

The United States was the mainexception. Beginning in 2093, the USSpace Force began an ambitious pro-gram to launch a manned interstellarexpedition to use the jump drive. Thetarget was Barnard’s Star, about twoparsecs away to coreward. The expedi-tion was planned as an expression ofAmerican leadership in space,although it had a strongly internation-al character. The UNSCA approved themission plan, and the US coordinatedwith several other international spaceagencies. While the mission crew wasto be commanded by an Americanastronaut, most of its members werefrom the other spacefaring powers.

The first step was to locate a “jumppoint,” a wandering planet or brown-dwarf star located at a convenientpoint in interstellar space. Such bod-ies were known to exist, althoughlocating them precisely was often

quite difficult, and it was unlikely forone to be in a convenient location.Here the American mission plannerswere lucky – a candidate rogue planetwas found, located so that jump-1 star-ships could reach it from both Sol andBarnard’s Star.

Once the jump point was estab-lished, and the painstaking work ofcomputing jump coordinates wasdone, the mission could proceed.Jump-drive ships operating from abase at Luna made several trips to thejump point, creating a makeshift fueldepot in orbit. Finally, in 2097 theStarLeaper One expedition was ready.The starship, the largest thus far builtaround the jump drive, departed fromLuna orbit and spent a full year ininterstellar space.

The US had planned for the expe-dition to end in a blaze of publicity,but when StarLeaper One returned tothe solar system its crew immediatelycalled for a news blackout. After

conferring with senior US officials,the expedition’s crew reported to aspecially called secret session of theUNSCA governing board.

When news of the expedition’sfindings was finally released to theworld late in 2098, it shocked the glob-al community. The Barnard’s Starexpedition had contacted intelligentlife at the target star.

The aliens were the Vilani crew ofa small prospecting base, establishedwithout Imperial sanction beyond theborders of the Ziru Sirka. To every-one’s astonishment, the “aliens” werebiologically Human, but theybelonged to a culture that had noTerran roots. They claimed to be citi-zens of an interstellar state whose bor-der was only a few parsecs from Sol,an empire that was ancient, vast, andimmensely powerful. The Vilani werepolite to their Terran guests, but ifanything their attitude was one ofamusement.

UNIFICATIONNews of the Vilani contact took

some time to sink in, and was met bya variety of reactions – from sheerdenial to stark terror to unbridledoptimism. For most, however, thereaction was one of fear and anger.

Even the earliest contacts with theVilani demonstrated that theImperium was vast and incrediblypowerful. The Vilani outnumberedTerra by a thousand to one, and con-trolled the resources of thousands ofstar systems. Their technology wassophisticated and advanced. Their cul-ture was very old and had alreadyassimilated dozens of subject races. Itseemed that, should the Imperiumchoose to exert its power, Terran civi-lization would be easy to conquer andabsorb.

Yet while there was clear cause forfear, there was also cause for anger.During the 21st century, Terrans hadrecovered much of their self-confi-dence. In particular, space was regard-ed as a naturally infinite frontier forTerran expansion. While everyoneexpected to meet alien civilizationssomeday, they expected that encounterto be on relatively even terms.

The reality was quite different, andquite disappointing. Once the extent

of the Vilani Imperium became clear,there seemed to be almost nowhereleft to explore. All of the valuable realestate was apparently in Vilani hands.Worse, the Imperium hemmed Terranexplorers into a “pocket,” from which

expansion could only take placethrough space already claimed by theVilani. Many Terrans had entertainedhope of a glorious interstellar future –but those hopes were now dashed, andthe Vilani were blamed.

The VilaniAristocracy

The Imperium used a hierarchical system of command, from theIshimkarun or “Shadow Emperor” down to the millions of kiduunuuzi(“holders of special privileges”) who did the routine work of local admin-istration. In the upper tiers of this hierarchy stood the extremely power-ful nobles who set Imperial policy across hundreds of worlds. It was acollection of these aristocrats who managed – or mismanaged – the earlyconflicts with Terra.

For most of the Interstellar Wars era, the highest official who everconcerned himself with the Terran challenge was the apkallu kibrat arban(“minister of the four quarters”) who supervised all Sharurshid activitiesacross six sectors at the rimward edge of the Imperium.

Beneath the apkallu kibrat arban was a set of saarpuhii, or “underk-ings,” officials who supervised Imperial government across as many as ahundred worlds each. The Saarpuhii Kushuggi (“Underking of the RimWorlds”) was the saarpuhii closest to the Terran frontier during the earlyInterstellar Wars. With his capital at Shulgiasu (p. 107) he was only a fewmonths of travel time from Terra; his policies had a profound effect onthe course of the early wars.

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24 THE EPIC STRUGGLE

OPENINGMOVES

In fact, the situation was not near-ly as bleak as it seemed in the firstdays after contact. Although the VilaniImperium was certainly massive andpowerful, it was unable to bring muchof that power to bear, and was notoverly motivated to conquer Terra inthe first place. Meanwhile, as timepassed, Terran individuals and corpo-rations discovered ways to exploreand expand despite the presence of theImperium.

Still, in those first years manyTerran leaders saw the Imperium asan intolerable challenge to their ownaspirations. Although contact with theVilani was peaceful for a long time,most Terran citizens fully expected –and even welcomed – an eventual con-flict in which they could win their ownplace in galactic history.

The Contact Era (A.D. 2098-2114)

After the initial contact betweenTerrans and Vilani, the two civilizations maintained continuingcommunications in the Barnard’s Starsystem. The kimashargur Vilani whohad participated in the first contact

established a permanent miningcolony, which was soon overshad-owed by an “official” Sharurshid base.Several Terran nations built their ownoutposts, both to lay claim to portionsof the Barnard’s Star system and tokeep in contact with the Vilani. Beforelong, the marginal Vilani outpost hadtransformed itself into somethingquite different – a kind of frontierbazaar, a place where two civilizationscould meet and explore the possibili-ties of trade and social contact.

It was at Barnard that the two soci-eties began an enthusiastic trade inhigh-technology goods. Terran entre-preneurs did especially well offeringmedical and biotechnological goods inexchange for examples of Vilani engi-neering. The Vilani felt that they gotthe better end of this bargain, not real-izing how quickly Terran scientistswould reverse-engineer the technolo-gy they received. One critical itemdeveloped (by 2108) was a Terran ver-sion of the Vilani jump-1 drive, allow-ing Terran explorers their first easyaccess to the nearest stars.

While trade grew in the Barnard’sStar system, Terran expeditions visitedthe more populous worlds of theImperial Rim Province. UN and major-nation envoys were received withpolite disdain by the Vilani aristocracy,

and had little luck reaching formalagreements with the Imperial govern-ment. On the other hand, someTerrans began to make informal butproductive contact with dissident fac-tions within the Imperium, especiallythe kimashargur population of theworlds closest to Terra.

Back home, the UN considered thedefense of Terran civilization againstpossible Imperial aggression. UnderUNSCA oversight, space had becomean almost weapon-free zone; the mostpowerful weapons outside the Terranatmosphere were personal sidearmsused by the various UN and nationalpolice forces. Now many of thetreaties and agreements that had lim-ited the military uses of space werequietly repealed.

This led to an unusual situation, akind of cooperative “arms race” amongthe major Terran states. Long-standingagreements had placed most militaryweapons under UN control on theTerran surface. Now armed spacecraftand starships were rapidly being builtfor the first time – but no agreementsexisted to place them under UN con-trol. Each Terran nation built its ownarmed starship flotilla, and a few private organizations followed suit.

All of this activity made very littleimpression on the Vilani Imperium, atleast at the level of official Sharurshidplanning. To the Vilani ruling castes,the people of Terra were simply onemore minor race on the fringes of civ-ilization – or possibly an alliance ofminor races; the Vilani at first failed tounderstand Terran ethnic diversity. AsTerrans asserted themselves, Vilaniofficials tried to fit them into theImperial system – but they soon grewimpatient with these new and arrogant barbarians.

Tensions rose, especially afterShana Likushan (p. 42) was appointedSaarpuhii Kushuggi in 2112. Likushanbarely noticed the existence of theTerran “savages,” but her arrogancemade an impression on lowerSharurshid officials who did dealdirectly with Terrans. Armed forces onboth sides began edging toward aprovocation.

Finally, in 2114 a Sharurshid mer-chant convoy approached too near theAmerican base at Barnard, ignoringthe base’s traffic-control signals.Believing an attack to be imminent,

Envoys to the EmpireThe “contact era” was the time in which Terrans first learned about

the Vilani Imperium. Everything about the vast empire was new andexotic, and the first Terrans to travel in Imperial space had much tolearn. (This era would be a good period for high adventure, as Terranexplorers visit the worlds of the Vilani Imperium and try to figure outhow the empire works.)

These first adventurers worked at a huge disadvantage: they had nojump-2 starships of their own, so unless they could somehow acquire aVilani ship they had to rely on Imperial passenger transport in order tomove around. They spent years completely cut off from Terra, forced toadapt to Vilani customs in order to operate within Imperial society.

Despite these disadvantages, many Terran explorers did quite wellduring peacetime. When the First and Second Interstellar Wars brokeout, the situation changed for the worse. Most Terran adventurers wereimprisoned as enemy aliens, some of them doomed to never return toTerra.

However, a few Terrans, lucky enough to have bought their own star-ships during peacetime, turned privateer and attacked Imperial mer-chant shipping many parsecs behind the front lines. Their life was des-perate and dangerous, but it could be profitable – and these “black-flagTerrans” were often lionized as heroes if they managed to return homewith battle honors.

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THE EPIC STRUGGLE 25

the Americans opened fire, destroyingtwo ships before the rest could get outof range. The First Interstellar Warhad begun.

The First InterstellarWar (A.D. 2114-2122)

Saarpuhii Likushan was no war-rior, but even she could not permit theTerran provocations to go unan-swered. In 2115 she dispatched asmall punitive expedition, whichengaged a mixed collection of Terrannational squadrons at Barnard’s Star.

The Terrans found themselves at asevere disadvantage, even againstsuch a minor Imperial detachment.Their ships were still technologicallyinferior, despite frantic attempts toupgrade to the Imperial level. Worse,the Terran command structure wasinexperienced and poorly integrated.At first, some of the nationalsquadrons refused to engage theVilani at all, leaving the American andChinese detachments to take the bruntof the engagement.

Once battle was joined, the experi-enced Vilani commanders were ableto defeat the Terrans in detail. Theylaid down withering long-distancemissile fire, first crippling theAmerican and Chinese flotillas, andthen ruthlessly smashing the rest ofthe Terran ships on hand. The Terranbase facilities on Barnard weredestroyed, with the loss of almost allpersonnel.

Had the Vilani pressed their advan-tage, they could have mounted a cred-ible attack against Terra itself.However, the fleet commander on thescene decided that the Terran barbar-ians had been sufficiently punished,and withdrew his forces. This gave theTerrans critical time to assess theirmistakes, rebuild their fleets, improvetheir technology, and prepare for thenext encounter.

Meanwhile, Terrans stranded with-in Imperial space launched a quiet warof their own. For years, these scatteredTerrans fought a desperate campaign,cut off from home and surrounded bya suddenly hostile empire. With sabo-tage, commerce raiding, and politicalprovocation of dissident populations,they did all they could to harm theVilani war effort.

In 2122, a second Imperial punitiveexpedition entered the frontier region.This time, the Terrans were ready,meeting the Imperials with a new fleet

under unified UN command. A newclass of light attack craft, or “missileboats,” returned Vilani missile fire,taking heavy casualties but damagingthe Imperial expedition. The battlewas effectively a draw, but it provedthat Terran forces could stand up toan Imperial task force and survive.

Imperial losses were high enoughto appear as a line item in saarpuhiiLikushan’s provincial budget. Notwishing to be distracted from the busi-ness of advancing her own ambitions,Likushan ordered a withdrawal. Soonafterward, she offered an unofficialagreement, recognizing Terra’s claimto the Barnard system in exchange fora promise to stay out of Imperialspace.

The First Interstellar War set thepattern for many of the followingconflicts. The Vilani could havedestroyed Terran civilization – butthey failed to put forth the necessaryeffort. Each side considered itself thevictor. While the Vilani simply turned

back to matters they considered moreimportant, the Terrans were ener-gized by their “victory” over a vastlysuperior force.

Pause and Regroup(A.D. 2122-2125)

During the brief peace that fol-lowed the First Interstellar War, sever-al developments took place in Terransociety that would set the tone ofmuch of the following conflict.

Already during the late 2110s, anew “free trade” movement had begunto grow rapidly on Terra. The newmovement was originally concernedwith international commerce on Terraitself, and with industrial developmentin the growing colonies. Die-hard free-market capitalists, its members resent-ed UN and national regulation of busi-ness, insisting that prosperity depend-ed on giving entrepreneurs completefreedom to develop new commercialenterprises. After contact opened withthe Imperium, the movement began topress for new commercial contactswith Vilani worlds – and it agitated forthe removal of both UN and Imperialbarriers to such trade.

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26 THE EPIC STRUGGLE

The Free Trade movement firstfound its political voice in 2123, whena Japanese industrialist named YukioHasegawa created the Free TradersFoundation (p. 66). The new founda-tion grew quickly, becoming political-ly important in several of Terra’s mostpowerful nations. With its assistance,a number of Terran entrepreneursbuilt starships and began to carryTerran goods into the Imperium –“Free Traders” who often operateddespite the disapproval of both Terranand Imperial governments.

Meanwhile, the UNSCA continuedto operate, coordinating dozens ofcrash programs to improve the Terrantechnological base. The greatest suc-cess of this effort came in 2124, whenthe UNSCA released the specificationsfor a Terran jump-2 drive. This broke amonopoly that the Vilani had held forthousands of years, and made it possi-ble for Terran ships to carry goods – ormilitary offensives – directly intoImperial space.

The last major development of theshort peace was political. After thefirst Terran defeat at Barnard’s Star, itbecame obvious that the Imperiumwas too great a challenge for the vari-ous Terran nations to meet without astrong centralized command.Immediately after the armistice, theUN admitted its first delegations fromthe colonies (Luna and Prometheus)and changed its name to the UnitedWorlds Organization (UWO). Theexpanded organization opened aseries of negotiations among themajor Terran powers, eventuallydrafting a set of comprehensivereforms that would transform it into aviable all-Terran government.

In 2124, the new organization’scharter was completed and presentedto the various national govern-ments for ratification.Several major Terrannations signed the charterwithin the same year,and the new TerranConfederation was for-mally in operation.Although scattered resist-ance to Confederationrule continued for decades,no major nation ever success-fully challenged its control overTerran affairs for the rest of theInterstellar Wars era.

The Pace ofOperations

Despite its name, the Interstellar Wars era was not one of constantbloody warfare. The conflict between Terra and the Imperium had arhythm of its own, one which permitted long periods of relative peace.

The Early Phase (A.D. 2114-2246)

During the first eight Interstellar Wars, major naval campaigns invari-ably ended in major naval battles, during which the Terran and Imperialfleets mutually pounded one another into scrap. Even the “winner” ofsuch an engagement usually lost so many ships and men that it could notimmediately press its advantage. The Terrans would often have to rebuildtheir fleet almost from scratch. The Imperial saarpuhii theoretically hadmore resources to devote to fleet construction, but the Imperial systemof governance was too inflexible to permit him to divert those resourcesquickly.

The necessary time for rebuilding on both sides meant that majornaval campaigns could not be fought every year. A more typical intervalwas three to five years. Each of the first eight wars was defined by a smallnumber of these major naval campaigns, as few as one (the FourthInterstellar War) or as many as four (the Third and Eighth InterstellarWars).

Major naval campaigns never lasted for more than a few months, afterwhich main-battle-fleet activity always halted until the next round. Duringthese breathing spaces, both sides worked to rebuild their fleets, whilecommerce raiders and other detachments skirmished on the frontier. Therelatively peaceful intervals were also the main time for ground warfare, ifone side or the other had cut off a major world and was prepared toattempt its conquest.

Aside from the abortive attempt at the conquest of Terra in the ThirdInterstellar War, the early wars were always fought for limited politicalobjectives. Eventually one side or the other would tire, and would offerpeace terms to the enemy. Such periods of formal peace were often quitelengthy – during the 132 years of the “early phase,” Terra and theImperium were at open war for only 65 years (less than half of the time).

The Late Phase (A.D. 2246-2303)

The Ninth Interstellar War changed the entire flavor of the conflict.After 2246, Terra and the Imperium were constantly at war. Formal peace

did not return until the Imperial surrender in 2303. The conflictwas no longer a matter of limited frontier engagements – it

was a battle of conquest that only one side could survive.However, the military frontier between the two pow-

ers was now dozens of parsecs long, and it was rare forhostilities to be going on everywhere along that line atonce. As before, any given subsector-sized region of thefrontier might see a major naval campaign only everyfew years. The rest of the time would be taken up byborder skirmishing and ground campaigning, while

both sides prepared for the next confrontation. Localtruces also occurred in some regions, permitting both

sides to stand down and enjoy a brief period of near-peace.

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THE EPIC STRUGGLE 27

The Second InterstellarWar (A.D. 2125-2134)

Despite saarpuhii Likushan’shopes, the Terrans did not meeklyavoid further provocation.

The Terrans still felt fenced in byVilani control of nearby space, andwere willing to defy the Imperium tofind room for expansion. By 2125,Terran starships equipped with thenew jump-2 drive were beginning toappear in Imperial space. These shipsexplored Vilani space, made covertcontact with local dissidents, spied outdefenses, and searched for some waypast the Imperium. Some of the Terranexplorers were Free Traders, carryingTerran goods and making their firstinroads into Vilani commerce.

All of this infuriated seniorSharurshid officials, who carried theircomplaints to saarpuhii Likushan.Finally, she decided to send anotherpunitive expedition into Terran space.The new invasion fleet arrived on theImperial frontier late in 2125.

As it happened, the TerranConfederation received some advancewarning of the new invasion. Ratherthan reaching Barnard without inci-dent, the Vilani fleet was delayed by aTerran screening force at Agidda. Theunified Terran fleet soon arrived andfought a main-fleet engagement – thefirst battle involving cruiser-classships on both sides. The Battle ofAgidda was a tactical draw, which leftboth fleets unable to press the attack.The Terrans can be considered thestrategic victors, however, since theyretained control of the Agidda systemand soon established a base there.

What followed was a “false war,” inwhich neither side made any seriousattempt to take up the offensive. TheVilani made desultory attempts tokeep the Terrans fenced in, while theConfederation began a strategy ofmounting commerce raids across theSirius Gap. Although individual shipsfought small skirmishes, there wereno more fleet engagements for severalyears.

By the early 2130s it became obvi-ous to Terran planners that somethingwas distracting the Vilani. In fact, theassassination of Usham Sharrukin(p. 41) had led to an outbreak of civilwar far to coreward of Terra.Saarpuhii Likushan had intervened in

the conflict on the side of theSharrukin family, hoping to impressher superiors with her loyalty in orderto win assignment back in theImperial core. To this end, she playeda double game, exerting the minimaleffort required to keep the Terrans atbay while she sent the bulk of herforces elsewhere.

Encouraged, the Confederationmounted a raid against Nusku in2134. Although the Terrans were driv-en off with heavy losses, the raidprompted Likushan to seek anarmistice. After a token attack onProcyon designed to give theImperium final battle honors,Likushan signed a treaty. The agree-ment made the Terrans official alliesof the Imperium, with nominal con-trol over everything between Agiddaand Procyon.

TERRAON THE BRINK

So far, the Terrans had been fortu-nate. Their existence had becomeknown to the Imperial government,but not even the Saarpuhii Kushuggihad taken more than a passing inter-est in military response. The apkallukibrat arban and the core Imperialgovernment had taken no notice of thesituation at all. Two conflicts hadtaken place, “wars” to the Terrans,insignificant border skirmishes to theVilani.

Now a new regime would take con-trol of the Imperial Rim Province –and Terra would barely survive theexperience.

Preparations (A.D. 2134-2145)

Shana Likushan’s support for theSharrukin faction proved critical to itsvictory in the Imperial civil war of2129-2135. As she had hoped,Likushan was rewarded for her loyal-ty by appointment to a position in theImperial core. She ended her career

on Vland, managing a substantial por-tion of Sharurshid’s core business andwriting her memoirs.

The new Saarpuhii Kushuggi wasanother non-dynastic governor, KadurErasharshi (p. 44). Erasharshi wasconvinced that a full-scale attack onTerra would one day be necessary,and he spent years preparing for it. Heordered the largest Vilani colonialeffort in centuries, establishingImperial military outposts on a num-ber of formerly uninhabited worldsnear Terra. He invested heavily in mil-itary construction, nearly doubling thesize of the available war fleet. Finally,he moved his headquarters fromShulgiasu to Dingir, leaving the snakepit of court intrigue behind so that hecould concentrate on communicationwith the front lines. All of these viola-tions of tradition made him a moreeffective military leader, but at thecost of alienating most of the Rimaristocracy.

While Erasharshi laid his plans,the Terrans were not idle. Colonialdevelopment and technologicalimprovement continued. The TerranNavy introduced several new heavy-cruiser classes to stiffen the main bat-tle fleet. However, the Terran econo-my was still not large enough to matchthe resources of the Rim Province, orto undertake a great deal of new navalconstruction.

The Third InterstellarWar: The Siege of Terra(A.D. 2145-2148)

The Third Interstellar War openedwith a strategic tour de force – a two-pronged attack designed to take theTerran Confederation by surprise.Although Terran intelligence agencieshad some warning of saarpuhiiErasharshi’s intentions, the initialattack took place almost exactly asplanned. Imperial forces assaultedboth Agidda and Procyon within a fewdays of each other, smashing theTerran picket forces in each system.

War is cruel and you cannot refine it. Thecrueler it is, the sooner it will be over.

– William Tecumseh Sherman (1864)

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28 THE EPIC STRUGGLE

Taking personal command of theforces on the scene, Kadur Erasharshimaneuvered to draw the Terrans into amain-fleet engagement. The criticalbattle took place at Agidda in 2146.Although the Terrans had addressedtheir shortfalls in training and technol-ogy, they were still unable to stand upto an experienced Vilani commanderat the top of his form. The Vilani wona decisive victory, destroying almostthe entire Terran fleet at very little costto themselves. Erasharshi then mounted a methodical campaigndown the Corridor, capturing theAgidda and Barnard outposts. By late2147, Terra itself was wide open to theenemy.

Fortunately for the Terrans, theImperials were reaching the end oftheir tether. Erasharshi had plannedfor logistical difficulties, but he wasalso under a great deal of unanticipat-ed political pressure. His rivals werebusily undermining his position backat the provincial capital, and it seemedincreasingly likely that nothing but hispersonal attention would solve the

problem. Erasharshi ordered a newoffensive, hoping for a decisive andquick victory, followed by a triumphantreturn home.

A new Vilani attack on Procyonsecured the system long enough forthe Terran military base there to becaptured. Meanwhile, Erasharshi’smain fleet attacked Terra itself. Theremnants of the Terran Navy mounteda desperate resistance, and Terranground defenses fought fiercelyagainst any Imperial ship that enteredlow orbit. Although Imperial forcesbriefly secured the immediate vicinityof Terra, they were unable to hold thespace long enough to land significantground forces. Terra suffered only abrief bombardment – but the attackinvolved nuclear weapons, whichdestroyed a dozen cities and killedmillions of Terran civilians.

After several days of laying siege toTerra, Erasharshi was forced to con-cede that his campaign was probablyfutile. He could possibly destroy Terra,but despite the Imperial fondness fordestructive raids, such destruction

had never been his goal. Instead, hewanted to conquer Terra, integrating itinto the Imperium as a major worldunder his rule. Unfortunately, this nolonger seemed possible with the forcehe had available.

Meanwhile, news arrived fromShulgiasu to warn Erasharshi of anopen revolt against his authority. Hedecided to withdraw, gathering hisforces for a return to Imperial space.Many of his subordinates believedthat Terra had been mortally wound-ed, that the Terrans would never againchallenge Imperial authority.Erasharshi himself wasn’t so certainof this, but he believed he had nochoice but to defer the conquest foranother day.

The Third InterstellarWar: The TerranCounteroffensive (A.D. 2148-2156)

The Confederation had been badlydamaged, but not irreparably so . . .and for possibly the first time inTerran history, the entire populationof the planet was unified in its pur-pose. Nuclear bombardment of Terrahad convinced even the most commit-ted pacifists that the Imperium was abitter enemy. Those holdout groupswho still resisted Confederationauthority set aside their grievances forthe duration of the war. Emergencymeasures were passed, raising rev-enues to bolster the Confederationmilitary and providing relief to thewar’s millions of civilian refugees.

The Terran counteroffensive gotunder way in 2151. While the main battle fleet was still rebuilding, a small-er detachment moved to lift the occu-pation of the Procyon colony. Afterdefeating Vilani forces at the Battle ofJunction, the navy secured the Procyonsystem and permitted Terran troops toland and retake the planet. With onefront now secure, the Confederationcould concentrate on taking the fightdirectly to the Imperium.

A second offensive moved up theCorridor, retaking Barnard andAgidda against token Vilani resist-ance. In 2156 the main fleets clashedat Nusku. Terran ships and crews nowdemonstrated that they were capableof matching Vilani performance – and

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THE EPIC STRUGGLE 29

the Imperial commanders on thescene were not up to Erasharshi’sstandard. The Imperial Navy washanded a decisive defeat and forced towithdraw from the system.

Once Nusku system space wassecure, the Terran Navy launched abrief bombardment of the planet.Once planetary defenses had beensuppressed, Terran ground forcesbegan to land.

While Terran forces invested theirplanet, the civilians of Nusku begantheir own quiet campaign againstImperial troops. Most of the popula-tion was of the kimashargur dissidentsubculture, not necessarily pro-Terranin sentiment, but strongly resentful ofImperial rule. Many local citizensmoved to sabotage Imperial forces,sometimes even working with the

Terran invaders to help trap anddestroy Imperial troop formations.

Although the Nusku ground cam-paign saw several bloody battles,Imperial resistance collapsed withsurprising speed. Once Nusku hadfallen, the Terran Confederation sentan armistice offer to saarpuhiiErasharshi. Reluctantly, the governoraccepted. Terran civilization had man-aged to survive the fiercest Vilanionslaught thus far.

THE EMPTYPEACE

A relatively long peaceful periodfollowed the Third Interstellar War.This so-called “Empty Peace” was atime of consolidation for the TerranConfederation. The first three wars

had transformed Terran society, creating the first true world state, andgiving many people the sense that theirdestiny lay out among the stars. Thethreat of the Vilani was still present,but now it seemed more distant, andmost Terrans were tired of war. It wastime, many felt, to enjoy peace andconsolidate the gains already made.

Colonial Expansion(A.D. 2156-2161)

During the Empty Peace, Terra’sinterstellar colonies flourished. Thepopulations of Earthlike worlds suchas Prometheus and Mirabilis rose rap-idly, as millions left Terra to make anew life. Terran military outposts alsogrew, with some of them becomingsmall but healthy industrial colonies.

Viewed from a distance, the Interstellar Wars era isa historical puzzle.

In 2114, Terra was a single technologically back-ward world on the fringes of the Vilani Imperium, withonly a few tiny interstellar colonies. The Terrans hadnever fought a significant conflict in space. They wereoutnumbered thousands to one in manpower and ineconomic productivity. Yet after less than 200 years,Terran civilization had not only managed to surviveevery Vilani assault, it had attained a dominant positionwithin the Imperium.

The Terran ascent to Imperial rulership is actuallythe lesser mystery. Terrans had a great deal of help,both from dissident Vilani factions and from theempire’s subject races. Still, that help only came afterthe Terrans had demonstrated that they could hold outalone against the might of the Imperium. So how didTerra remain independent through the first threeInterstellar Wars?

By the late 2200s, students of Vilani history hadcome to a startling conclusion: the Vilani of theInterstellar Wars era genuinely were not the same astheir galaxy-conquering ancestors. What’s more, thechange was a matter of deliberate choice.

The Vilani were masters of the social sciences, ableto build social and political institutions that were effec-tive and stable over very long periods of time. However,Vilani methods seemed to require a “closed system,” asociety that was self-contained and insulated from out-side contact. The unpredictable influence of outsidersmade Vilani social engineering less effective, less able toproduce a stable community.

Some Terrans speculated that the ConsolidationWars (p. 18) were an attempt to create such a closedsystem, a Vilani-controlled sphere which would includeevery starfaring culture in existence. Once theConsolidation Wars were over, a great change tookplace in the Imperium, turning every citizen’s ambi-tions toward the eternal struggle for social status. Bold,outward-looking leaders were no longer needed, andcould even be a liability to the new Imperium.Ambitious citizens were deliberately shackled, weigheddown with tradition and the constant need to defendagainst internal rivals.

Naturally, this approach depended on the absence ofany new starfaring civilizations outside the sphere ofImperial control. For many centuries, the Imperiumwas indeed unrivaled. However, once new starfaring“barbarians” began to appear, the transformedImperium found itself unable to muster a decisiveresponse.

Imperial leaders who were primarily interested inpolitical intrigue would ignore outsiders, or would evenhire foreigners to assist against their internal rivals. Theoccasional conquest-minded leader might still arise,but in order to make a barbarian conquest he wouldhave to turn his back on his peers – who would thencombine to bring him down. The effect was to halt eachVilani conqueror before serious harm could be done toany foreign target.

Thus the Vilani Imperium failed to bring more thana tiny fraction of its power to bear on Terra. Even thatminiscule effort was almost enough to wreck Terrancivilization – but in the end it left Terra independent,able to rebuild, and eventually able to carry the fight tothe Imperium itself.

How Did Terra Survive?

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30 THE EPIC STRUGGLE

Possibly the most surprisingTerran colony was Nusku. After thearmistice, a trickle of Terran migra-tion rapidly grew into a flood, bring-ing millions of Terran civilians to set-tle among the Vilani population. Theadjustment was not always an easyone, but within a few years many peo-ple – both Terrans and Vilani – hadlearned to like and respect their coun-terparts from the other culture. Thiswas especially true of Vilani from thekimashargur subculture, who wereparticularly likely to adopt Terran cus-toms and philosophy. As a result,Nusku earned home rule and fullmembership in the TerranConfederation much faster than any-one had expected. In 2161 the Terranmilitary occupation was withdrawn,and a joint Terran-Vilani civilianregime took control of the planet.

From Nusku, Terrans fanned out toexplore the Vilani Imperium.Entrepreneurs, many of them FreeTraders, quickly invested in the sophis-ticated Nusku shipyards. Free Traderships built at Nusku ventured deepinto Imperial territory, seizing a role inImperial commerce and bringingTerran goods to new markets.

Challenges to ImperialRule (A.D. 2161-2170)

For their part, the Imperial rulingclasses were beginning to understandthe long-term threat posed by theTerrans. Kadur Erasharshi haddeparted the Rim Province in dis-grace, but his successors found theTerran presence in Imperial space tobe terribly disruptive.

One challenge that the Terransposed to Imperial society was eco-nomic. Terrans were now beginningto surpass the Imperial technologicalstandard in a few areas, producinggoods that found a ready market inparts of Imperial space. Meanwhile,the concept of open competition wasrather new to the Vilani, who for millennia had managed their eco-nomic activity through traditionalguilds and the centralized control ofthe shangarim system. Suddenly,Terran free traders and corporationswere everywhere in the Rim Province,producing superior (or just cheaper)products which undercut the tradi-tional price structure. Some Vilanirejected Terran goods out of respectfor tradition – but many, especially

among the khagarii dissidents, didnot. The result was economicupheaval, the likes of which had notbeen seen in the Imperial province incenturies.

Another Terran challenge was onthe political level. Before the ThirdInterstellar War, no one in theImperium – not even the khagarii –had taken Terrans seriously. Yet Terrahad not only survived the determinedassault of a powerful Vilani leader, ithad recovered in a few short years,mounting a counteroffensive thatactually took a major world from theImperium. Even more significant, thatworld had adapted very quickly toTerran rule; its Vilani citizens hadbeen integrated into Terran society ona respectful and equal basis.

All of this had a powerful effect onkhagarii groups on hundreds ofImperial worlds. The remainingkimashargur worlds of the RimProvince were soon hotbeds of anti-Imperial unrest, difficult for theImperial ruling class to control. Evenon worlds dozens of parsecs from theImperial border, dissident groupsbegan to seek out and work with anyTerran visitors who appeared.

A final challenge, the most tragic ofthe three, was a matter of publichealth. Immediately after the end ofthe Third Interstellar War, a series ofplagues began to spread throughVilani populations, especially onworlds close to the Imperial border.Nusku appeared to be the epicenter ofthese plagues, and it was soon proventhat the disease outbreaks always followed contact with Terrans.

Working on Nusku and elsewhere,Terran physicians discovered thatsimple Terran viral diseases – espe-cially influenza, measles, and mumps– caused the plagues. To their horror,they found that much of the Vilanipopulation was vulnerable to thesediseases and had no evolved resistanceto them. As it happened, the Vilanihad often dealt with “alien” diseases intheir thousands of years of starfaringhistory – but Terran viruses seemedparticularly virulent and deadly whenintroduced to Vilani populations.

Terran physicians fought a fiercebattle against the plagues on Nusku,and also traveled deep into Imperialterritory to help deal with disease out-breaks there. Vaccines and anti-viral

Playing in the Empty PeaceThe “default present” assumed in this book is in 2170, late in the

Empty Peace, just before saarpuhii Sharik Yangila finishes her prepara-tions for war against Terra. The period is a good one for a variety ofcampaign types.

Merchant characters, of course, can take part in the Free Traderexploration of Imperial space. They will have some difficulty withImperial officials, but they will be able to sell goods and make a decentprofit on many Vilani worlds. This is also a period during which theFree Traders work closely with Terran intelligence services, gatheringinformation about regions far behind the military frontier. For moresuggestions, see The Default Campaign, p. 229.

Military characters will also have plenty to do. With the FourthInterstellar War approaching, forces on both sides of the frontier arebeginning to prepare for confrontation. Navy characters will havepatrols, and may face an Imperial probe or renegade Free Traders.Meanwhile, back on Terra a surge of nationalist unrest has been going onfor several years. Army troops may see significant action on the home-world itself.

The Empty Peace is also a good period for campaigns involving espi-onage and political intrigue. Saarpuhii Sharik Yangila, more than anyother Imperial leader, is willing to use covert activity and subversionagainst the Terrans. Naturally, the Terrans are always willing to respondin kind. As a result, from Terra to Shulgiasu, the stars are currently aplayground for spies, assassins, saboteurs, and counter-intelligenceagents.

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THE EPIC STRUGGLE 31

therapies were mass-produced andshipped everywhere, saving millions ifnot billions of Vilani lives. This workwas critical in winning the respect ofVilani populations – but the plagueshad already presented the Vilani rulingclass with yet another reason to dealdecisively with the Terran challenge.

The Imperial Response(A.D. 2170-2173)

After the fall of Kadur Erasharshi,the new Saarpuhii Kushuggi was oneSharik Yangila (p. 45). It was duringher administration that the RimProvince attempted to respond to theTerran challenge to Imperial authority.

As saarpuhii, Yangila showed littleinterest in launching great campaignsof conquest toward Terra. She was anintriguer and manipulator, not a mili-tary strategist, and had no interest inglorious – but ultimately futile –frontal assaults. She permitted theTerrans to enjoy peace for well over adecade, all the while laying meticu-lous plans for her own campaignagainst them.

Yangila collected a staff of militaryexperts, ordering them to revive long-unused warship designs and developmethods that could counter Terrantactics. The provincial war fleet thatresulted was actually smaller than theone used by Kadur Erasharshi, but itwas more sophisticated and less likelyto collapse under its own logisticalweight.

Meanwhile, Yangila mounted anextensive intelligence campaign

against Terra, using her expertise incovert operations to “soften up” thetarget. She carefully measured Terranweaknesses – military, economic,social, and political. She also subvert-ed the Terran Confederation fromwithin, trying to divide theConfederation along lines of nationalidentity and social class. This effortmet with only mixed success, butsome of the Terran nationalist unrestof the 2160s can probably be traced toVilani covert intervention.

All these efforts came to fruition inthe late 2160s. In 2170 Yangiladecreed an almost complete shutdownof all trade with Terra, imposing verytight border controls and steep tariffson Terran goods. She justified these

moves by pointing to the economicand social disruption that seemed tofollow extensive contact with Terrans,and to the public health problem the“plague-ridden barbarians” posed toinnocent Vilani populations.

The Terran Confederation govern-ment actually made an attempt tocomply with the new Imperial restric-tions, not wishing to set off a new con-flict with the Imperium. Not all Terranindividuals agreed, however. Terransmugglers, especially members of theFree Trade movement, carried goodspast the border checkpoints in vio-lation of both Imperial andConfederation policy. This placed thetwo civilizations on a collision courseonce again.

BREAKOUT“Horatius,” quoth the Consul, “As

thou sayest, so let it be.”And straight against that great array

forth went the dauntless Three.For Romans in Rome’s quarrel

spared neither land nor gold,Nor son nor wife, nor limb nor life,

in the brave days of old.Then none was for a party; then all

were for the state;Then the great man helped the poor,

and the poor man loved the great.Then lands were fairly portioned;

then spoils were fairly sold:

The Romans were like brothers inthe brave days of old.

Now Roman is to Roman morehateful than a foe,

And the Tribunes beard the high,and the Fathers grind the low.

As we wax hot in faction, in battlewe wax cold:

Wherefore men fight not as theyfought in the brave days of old.– Thomas Babington, Lord MacAulay,

“Horatius” (1842)

So far, the Terrans had done littleexcept survive against superiorImperial force. However, the

Confederation was beginning to weardown the advantages once enjoyed bythe Vilani. The Terran technologicalbase was improving dramatically, theTerran economy was growing, andTerran military commanders werelearning the art of interstellar warfare.The Confederation was also learninghow to exploit the deep political andsocial divisions that existed within theImperium.

Over the next century, the TerranConfederation would slowly learn tohold its own – and then it would breakout of the cramped “pocket” in whichTerra was contained.

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32 THE EPIC STRUGGLE

PROTRACTEDSTRUGGLE

Historians eventually labeled thenext stage of the Interstellar Wars(from about 2170 to the end of theSeventh Interstellar War in 2214) as“the protracted struggle.” Terranslearned how to manage a sustainedwar effort across decades rather thanyears, slowly wearing down theImperial position.

The Fourth InterstellarWar (A.D. 2173-2176)

When Sharik Yangila closed theImperial border in 2170, she doubtlessknew in advance that not all Terranswould conform to the new policy.After her repeated demands that theTerran Confederation control smug-gling came to nothing, she declaredthat the Terrans had provided casusbelli and opened hostilities.

The Fourth Interstellar War beganin 2173, with a massive raid againstthe Terran colony on Procyon. TheTerran naval station and shipyardthere were destroyed in the firstassault, and a brief bombardment ofthe colony made a shambles of theplanetary defense. The colonists pre-pared for a last-ditch defense, but totheir surprise the Imperial forces sim-ply withdrew to their own space onceagain.

Terran strategists soon realizedthat the raid was a very bold openingmove. Procyon was the gateway to awhole cluster of Terran industrialcolonies and outposts, in the so-called“Outback” region. With the naval sta-tion destroyed, this flank of Terranspace was suddenly at risk, and a sig-nificant portion of the Navy had to bediverted to shoring up its defenses. Atvery little cost, the Terran Navy’soffensive capability had been gravelyreduced.

In 2174, Imperial forces began aseries of probing raids in the Nuskusystem, at the opposite end of Terranspace. The attacks, spaced severalweeks apart, each did as much dam-age as possible with long-range mis-sile fire, then withdrew before theTerrans could move to close range.This technique proved very effective,permitting Imperial forces to weardown the Terran defensive position atrelatively low cost to themselves. Thethird attack was pressed home,smashing the remaining systemdefenders and landing troops onNusku. By the end of 2175, the planethad been fully occupied by Imperialforces.

The Terran Confederation was notexactly idle during all of this, but itsleaders discovered that the EmptyPeace (and Yangila’s campaign of sub-version) had sapped Terra’s ability tofight. Military budgets had beenreduced, and military industries had

been converted to civilian use. The cit-izens were not prepared for war, andindeed the Confederation had beensnarled up in internal disputes for sev-eral years before the outbreak of hos-tilities. These problems were all cor-rectable, but it took time before theConfederation could effectively mobi-lize for war. By then, Nusku had fallenand the Vilani were beginning tomount new probes at Procyon andinto the Outback. Even if theImperium launched no new majoroffensives, the Confederation faced along and difficult war.

Faced with an impossible militarysituation, the Terrans tried diplomacyinstead. Envoys met with saarpuhiiYangila at Dingir, literally begging forpeace in very meek terms. Yangila wasnaturally delighted at this turn ofevents, thinking that she had donemore than any other Vilani to humblethe stiff-necked Terrans. She magnan-imously agreed to a peace, on the con-dition that Terra respect the bordercontrols and keep to its own space.

The Fifth InterstellarWar (A.D. 2176-2186)

Most historians consider thearmistice of 2176 to have ended theFourth Interstellar War, but in fact theConfederation never went off a warfooting. Careful internal diplomacyunified the Terran population behindthe Confederation once more. Terran

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THE EPIC STRUGGLE 33

economic might soon made itself felt,supporting a military buildup ofunprecedented speed.

Meanwhile, the Imperial positiondeclined with unusual speed. Therenown of Sharik Yangila’s provincialfleet brought it to the attention of theapkallu kibrat arban, Eneri Sharrukin(p. 41). In 2178 Sharrukin orderedYangila to divert a substantial portionof her fleet to a nearby sector, in orderto help put down a local rebellion.

The Terran Confederation tookadvantage of Yangila’s sudden weak-ness. Three years after the armistice, anew fleet launched a surprise attackagainst Nusku. Another raid struck atthe Imperial naval station atShuruppak. Finally, small detach-ments raided Vilani commerce deepinside the Imperial zone. All of thesecampaigns met with some success; inparticular, the new Nusku offensive of2183 ended with a fierce ground cam-paign that brought the planet backinto Terran hands.

After the recapture of Nusku, battlelosses brought a temporary halt to theTerran offensive, and gave saarpuhiiYangila time to consolidate herdefenses. When the next Terran offen-sive got underway in 2185, Yangilaand her military aides were able tokeep the Terrans at bay, suffering onlythe loss of the frontier outpost atMarkhashi.

Yangila was prepared to continuethe struggle, but the military reverseshad eroded her position among thehigh nobles of the Rim Worlds. By themid-2180s, most of her time and ener-gy was tied up in fending off theintrigues of her rivals rather thandefeating the Terrans. Finally the mas-ter manipulator was out-intrigued,and she was forced to step down afterthe fall of the Markhashi outpost. TheDumushirs, a noble clan based onShulgiasu, took over the post ofSaarpuhii Kushuggi and took com-mand of the war against Terra.

The Dumushirs were not fond ofTerrans, but they had no interest inprolonged warfare and were soonlooking for a way to end the conflict.They opened peace talks with theConfederation – the first time anyVilani government had taken the ini-tiative to negotiate with Terrans – andsoon reached an agreement. TheConfederation was confirmed in its

control of the stars between Nuskuand Procyon, along with its new out-post at Markhashi. The matter ofTerran commercial rights in Imperialspace was left unresolved, but SharikYangila’s most restrictive border controls were abandoned.

The Initiative Shifts(A.D. 2186-2195)

Under the Dumushir regime, theImperial Rim Province began to crum-ble in earnest. The Imperium had lostthe initiative, and was now limited toresponding to Terran actions on allfronts.

Vilani customs patrols were stillunder orders to enforce some bordercontrols and tariffs against Terrantrade, but many inspectors began toturn a blind eye to Terran smuggling.By 2190 Terran merchants were ableto move freely through the RimProvince, even taking over some ofSharurshid’s freight and passengerlines in the border region. Terrangoods finally began to win an enthusi-astic reception in some Vilani markets.

All this Terran intrusion into theImperial economy actually improvedthe standard of living of many Vilani,as competition and rapid innovationcame to many markets for the firsttime in centuries. On the other hand,contact with Terrans and with Terrangoods had a corrosive effect on Vilanisocial structures, undermining thecenturies-old framework of traditionand caste.

While Terran merchants took up agrowing position in Imperial markets,the Terrans also found themselves tobe central players in Imperial internalpolitics. Internal factions were grow-ing more important in the RimProvince, as the Dumushir govern-ment proved unable to enforce theancient structure of Vilani tradition.Even members of the Vilani main-stream, groups that had never beenclassified as khagarii, were now think-ing in terms of their own survival firstand the Imperium later. Not everyVilani faction was friendly to theTerrans, but each faction was begin-ning to choose its own strategy forresponding to the challenges of theday. Some factions had been weighingthe benefits of a Terran alliance eversince the Third Interstellar War. Now

such alliances became frequent, asTerran influence grew and that of theDumushir government waned.

The Sixth InterstellarWar (A.D. 2195-2201)

The Sixth Interstellar War began in2195, with a Vilani raid against theTerran outpost at Markhashi. The raiddid considerable damage, but the out-post was not destroyed and was soonreinforced.

At the time, the Saarpuhii Kushuggiwas Kidarneri Dumushir, the manwho had deposed Sharik Yangila andmade peace with Terra a few yearsbefore. He blamed the Markhashi raidon “renegade corsairs,” former mem-bers of Yangila’s provincial fleet whowere operating without Imperial sanc-tion. He was unwilling to resume hos-tilities, and tried to pacify the Terranswith token concessions.

So far had the Imperial provincialstructure decayed that Dumushir’sexcuse may have been true – but theTerran Confederation was not inclinedto let the Vilani off easily. Sensing thatTerra finally had the advantage, theConfederation’s leaders imposed atrade embargo against the VilaniImperium, and launched a main-fleetinvasion of Imperial territory.

The Terran attack was apparentlyaimed at the old Vilani provincial capi-tal at Gashidda. Moving slowly, theTerrans gave their foes plenty of time togather their forces and accept a main-fleet battle. The fleets clashed atShuruppak in 2197, fighting a runningseries of engagements that ended in adecisive Imperial defeat. Securing thesystem, the Terrans placed a naval sta-tion on Shuruppak, isolating the ancientVilani worlds of Iilike and Shulimik.

With the Imperial fleet in disarrayand two major Vilani worlds cut off,the Terrans began a ground campaignto conquer both worlds. The cam-paign proved to be lengthy, difficult,and bloody. Although both worlds hadsubstantial kimashargur populationsthat were pro-Terran in sentiment, thedissidents were not well organizedand the worlds’ ground defenses hadbeen strongly reinforced before thewar. Terran ground forces struggledfor almost four years to stamp outresistance on both worlds, succeedingonly in late 2201.

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34 THE EPIC STRUGGLE

While the Iilike and Shulimikground campaigns wore on, theTerran and Imperial fleets maneu-vered across nearby space. No furthermain-fleet engagements were fought,but there were dozens of small raidsand skirmishes. Commerce raidersstruck at merchant convoys on bothsides of the military frontier.

By the time Iilike and Shulimik fellto Terran control, the Imperial RimProvince was suffering from a deepeconomic depression. Many Imperialworlds had become dependent onTerran goods, which had underminedtraditional economic systems. Withthe supply cut off by theConfederation’s trade embargo, localmanagers had considerable difficultykeeping their economies afloat. Thedepression hampered efforts torebuild the provincial fleet, and madeany further defense of the RimProvince impossible. Recognizing theinevitable, saarpuhii Dumushir suedfor peace in 2201, ceding Iilike,Shulimik, and Shuruppak to theTerran Confederation.

The Seventh InterstellarWar (A.D. 2201-2214)

Kidarneri Dumushir was humiliat-ed by the Vilani defeat in the SixthInterstellar War. Recognizing that hecould not defeat the Terrans with theresources he had available, he took theunprecedented step of approachingthe apkallu kibrat arban and asking formilitary and economic assistance.

The apkallu kibrat arban at the timewas Arashir Sharrukin (p. 42). Whenthe Dumushir request for aid came tohis court, he decided that he had notime to attend to the situation person-ally. Instead, he placed his kinsmanKhugi Sharrukin in command of a capital ship task force, placing the

battleships at the disposal of theDumushir clan in order to win a glori-ous victory. The Imperial battleshipsarrived in the Rim Province in 2205,only to find that their presence was lessthan helpful. The province was in pooreconomic condition, and could barelysupport the expense of maintainingseveral dozen capital ships.

In early 2206, Khugi Sharrukin leda hasty attack against the Terrannaval station at Shuruppak, openingthe Seventh Interstellar War.Although the Terran base was sacked,the naval engagement was indecisive.Terran forces soon reinforced Iilikeand Shulimik, and the war settleddown to a near-stalemate. At onepoint a “loyalist” Vilani uprising onShulimik threatened to underminethe Terran defensive structure, butTerran ground forces and theirkimashargur allies managed to putdown the rebellion before any seriousdamage was done. By 2209 the Vilanioffensive had been halted with no further territorial losses to theConfederation.

Once the Imperial offensive boggeddown, the Vilani leaders began to feudamong themselves. KidarneriDumushir and Khugi Sharrukinfought to avoid blame for the war’smilitary failures, each writing reportsto the apkallu kibrat arban that por-trayed his own actions in the best lightand blackened the other’s reputation.By late 2210 the dispute threatened tocause a breakdown in the RimProvince government. ArashirSharrukin intervened by ordering hiskinsman to return home with his bat-tleships. Brushing the dust of the RimProvince from his boots, KhugiSharrukin complied, leaving theprovince alone to defend itself againstany Terran counterattack.

The Terrans were quick to takeadvantage of the situation. Althoughthe Terran main battle fleet was stillbeing rebuilt, small Terran detach-ments launched a series of raids intoImperial space. Several outposts in the“wilderness” between Dingir andGashidda were attacked. Meanwhile,commerce raiders penetrated deepinto Imperial territory, further disrupt-ing the provincial economy and wear-ing away at the Dumushir regime.

In 2214, a disgruntled subordinateassassinated Kidarneri Dumushir.The Sharrukin clan’s representativeswere soon implicated in the murder,throwing the provincial governmentinto total disarray. After a few weeksof internal struggle, KidarneriDumushir’s younger sisterSharikkamur took over the position ofSaarpuhii Kushuggi.

The new governor soon sued forpeace, making drastic concessions tothe Terrans. Four more Imperial starsystems were ceded to Terran control;none of them were densely inhabited,but the grant further widened thebuffer zone protecting Terra. Moreimportantly, the provincial governmentdropped all of the official border con-trols that had been imposed to restrictaccess to Vilani markets. Now Terrantraders could legally travel and tradeanywhere in the Rim Province, the onlyrestriction being the reluctance of tradi-tionalist Vilani to buy Terran goods. Inreturn, the Confederation dropped thetrade embargo against the Vilani, amove which lifted the economic depres-sion but which also reinforced thegrowing dependence of many Vilaniworlds on Terran imports.

THEALBADAWIPERIOD

The Seventh Interstellar War was aserious blow to the Vilani Imperium.Not only were the Terran “barbarians”holding their own against Vilaniauthority, they were beginning toadvance into Imperial territory wholeworlds at a time. Freed from the bor-der controls, Terran explorers andmerchants were finding opportunitiesall over the rimward portion of theempire. Many of the khagarii and sub-ject races were beginning to turn tothe Terrans for political leadership.

It is well that war is so terrible, else weshould grow too fond of it.

– Robert E. Lee (1862)

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THE EPIC STRUGGLE 35

Yet the Imperial cause was farfrom lost. The Vilani would make onemore attempt to throw the Terransback into the stellar wilderness, led bythe most formidable strategist the lat-ter-day Imperium ever produced.Fortunately for the Terrans, they wereable to produce a remarkable leader oftheir own – Grand Admiral ManuelAlbadawi (p. 45).

Preparing for the Endgame (A.D. 2214-2228)

After the Seventh Interstellar Warthere was a relatively long period ofpeace. During this pause in the longconflict, the slow retreat of Vilanipower on the Rim became an apparentrout.

Several major Vilani worlds werenow integrated into the TerranConfederation as allied or occupiedterritory, drastically expanding theTerran industrial base. Terran facto-ries and shipyards could now outpro-duce the military budget available tothe Saarpuhii Kushuggi by a factor ofthree or four to one. New ship designswere being placed into service, clearlysuperior to anything in the Vilanistandard databases.

Meanwhile, the Imperial govern-ment’s hold on the province was disin-tegrating. There was little or no effortto rebuild the provincial fleet or toshore up defenses against Terran inva-sion. Almost all of the military out-posts between Shuruppak and Dingirwere abandoned. Even the civilianpopulation was affected by a drearyfatalism. Some wealthy Vilani packedup and fled for the Imperial core,while most of the Rim Province’s pop-ulation simply waited to make what-ever accommodation they could withthe Terrans.

The situation was well known atthe court of the apkallu kibrat arban,who had finally taken the time tobecome familiar with events on theempire’s rimward frontier. In the early2220s, Arashir Sharrukin decided thatImperial security required him to givehis personal attention to the Terranproblem. He gathered a substantialwar fleet from across his domain, andordered logistical preparation bemade so that the fleet could operate

without having to draw on only theRim Province’s resources. He movedhis own court to the Rim Province,taking up residence on Shulgiasu in2224. Finally, he sent an envoy to theImperial core worlds, taking a fullreport of the situation to the Igsiirdiand the Emperor himself.

The Eighth InterstellarWar (A.D. 2228-2238)

Arashir Sharrukin’s strategic planfor the next war against Terra wasbrutally simple. There would be nosubtlety, no war of maneuver, no longseries of raids and skirmishes. Themain Imperial battle fleet would sim-ply advance into Terran space, takingworlds away from the Confederationone at a time, always bringing over-whelming force to bear in each subse-quent battle. The main thrust of theattack would be from Gashiddatoward Iilike and Shulimik, thentoward Procyon, and then toward theTerran core worlds.

Sharrukin’s plan relied heavily onlogistics rather than on tactical plan-ning. The battle fleet would be largeenough to crush any resistance, so themain problem was ensuring that sup-plies and maintenance were sufficientto keep the fleet in operation.Sharrukin was no military genius, buthe was the consummate Vilani man-ager, supremely suited to lead dividedfactions and keep vital resources flow-ing. He was also extremely ruthless,quite capable of eliminating any sub-ordinate who showed signs of plottingagainst his authority.

The Eighth Interstellar War beganearly in 2228 with a Vilani attack

against Karkhar. The Vilani battlefleet advanced slowly and methodical-ly, brushing aside Terran picketforces, seizing outpost after outpost inturn. Within a year the Vilani hadtaken Shuruppak and Markhashi, andthe major worlds of Iilike andShulimik were under siege.

Meanwhile, the main Terran battlefleet had been gathered and was in thefield opposing the Vilani. The Terranswere thoroughly outmatched in navaltonnage, and refused to engage in amain-fleet engagement. Instead, theyharassed the Vilani main body, snip-ing from a distance and trying to slowdown the Imperial advance. TerranGrand Admiral Josip Degen took per-sonal command of the main fleet,fighting an inspired campaign to keepthe Vilani off balance. Although theVilani twice attempted to attackProcyon, Admiral Degen was able tohold them off and keep a thin line ofcommunication open to the embattledground forces defending Iilike andShulimik.

It was at this point that RearAdmiral Manuel Albadawi entered thehistory books. He was in command ofa relatively small Terran fleet sta-tioned at Nusku, several jumps awayfrom the main theater of the war. Inlate 2229 he launched an ambitiousattack against the Vilani flank, sackingthe Imperial outposts at Zaggisi andShulgi. In the following year he wasthe first Terran commander to mounta significant attack against the Vilaniprovincial capital at Dingir. By virtueof clever tactics and a well-timedkimashargur revolt on the planet’s sur-face, Albadawi was able to take theplanet in early 2231.

The fall of Dingir threatened theentire Vilani position on the Rim.While Grand Admiral Degen pinneddown the Imperial main fleet,Albadawi launched a new campaignto spinward. Late in 2231 he seizedand fortified Ensulur, thus cutting offthe Vilani communications linebetween Gashidda and Shulgiasu. Hethen left about half of his fleet toguard Ensulur, taking the remainderdown the Rim Main in a series oflightning advances. He also used hisnew base to support Terran covertoperations on the Vegan worlds,which prepared to launch an openrevolt against Vilani authority.

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36 THE EPIC STRUGGLE

Over the next two years, Albadawisecured Apishlun, Shikashu, andDuriim. Small Terran troop detach-ments landed on each world, facinglittle resistance from the surprisedlocal garrisons (or the mostly sympa-thetic local populations). During thesecampaigns, Albadawi was many parsecs behind the military frontier,relying on sheer logistical improvisa-tion to keep his fleet in operation.When supplies could not be broughtin from the Terran core worlds,Albadawi bought or seized them fromthe Vilani – and when that also failed,his fleet somehow managed to dowithout.

By 2234, the Vilani main fleet hadbeen cut off from all of its supply linesback to the Imperial core. AdmiralDegen, who had managed to keep themain Terran fleet intact, launched acounteroffensive. He soon lifted thesieges of Iilike and Shulimik, andforced the Vilani to fall back onGashidda.

The Vilani offensive had failed, andnow the Imperial fleet was in serioustrouble. Not even Arashir Sharrukin’slogistical brilliance could keep battle-ships in working order while Albadawiwas free to ravage the Vilani supplylines.

The Imperial position collapsed in2236. The Vegan worlds rose up in openrevolt against the Imperium, endingany hope that the Vilani lines of com-munication could be restored. ArashirSharrukin engaged in a final purge ofthe Rim Province’s leadership, and thenfled ignominiously for the core worldsof his domain. The last Terran offensivereached Gashidda a few months later,at which point the remnants of theVilani fleet surrendered almost withoutfiring a shot. Admirals Albadawi andDegen met on Gashidda for the firsttime in several years, solemnly shakinghands in a blaze of press publicity.

With Arashir Sharrukin temporari-ly departed, the Dumushir clan wasleft to negotiate a peace accord withthe Terrans. The resulting Treaty ofEnsulur (2238) more than doubled theterritory under Terran rule, turningover several major Vilani worlds and adozen minor outposts to Terran con-trol. Even more importantly, thetreaty recognized the existence of theVegan Polity, newly independent forthe first time in over 2,000 years. Thenew Vegan state immediately allieditself with the Terran Confederation,further bolstering the Terran positionagainst Imperial aggression.

Final Gambits (A.D. 2238-2245)

During the Eighth Interstellar War,Terran engineers made two criticalbreakthroughs in naval technology.The jump-3 drive had the potential togive Terran fleets unprecedentedspeed and mobility, while advances inparticle-beam technology gave rise tothe first meson-cannon weaponry.Neither of these technologies was evenfamiliar to the Vilani or to any otherknown civilization – so the Imperiumhad no defense against their use onthe battlefield.

The new innovations came too lateto be used during the EighthInterstellar War, so Admirals Degenand Albadawi perforce defeated theImperium without them. After theTreaty of Ensulur was signed, Terranfleets were quickly overhauled tomake use of the new systems, underthe guidance of Manuel Albadawi(promoted to Grand Admiral in 2242).

As it turned out, the naval rebuild-ing was carried out just in time.

Arashir Sharrukin’s envoy haddeparted for Vland in 2223. By usingthe fastest available transport andearnestly wielding the apkallu kibratarban’s authority, the envoy had

reached the Imperial core in excellenttime. In 2229 he presentedSharrukin’s report directly to theIgsiirdi, later having an audience withthe Shadow Emperor himself.

The Emperor recognized the threatthat the Terrans posed to Imperialauthority. Unfortunately, the rimwardfrontier was not the only one facedwith internal dissension and externalinvasion. Indeed, on the corewardborder – much closer to Vland itself –a new race of alien barbarians was onthe rise. These urbarrani (“pack-preda-tor barbarians”) had been a problemfor over a century, raiding undefendedworlds and hiring out as mercenariesin the service of renegade Imperialofficials.

The Emperor deliberated, and thenmade a crucial decision. The ImperialCore Fleet would be dispatched to therim, to crush the Terrans once and forall.

Given what the Emperor knew atthe time, this was probably a wisedecision. Although the urbarraniraiders were much closer to Vland,they did not pose a threat to the legiti-macy of Imperial rule. They were sim-ply barbarians, and non-Human bar-barians at that. On the other hand, theappearance of a powerful Human rivalstate on the rim might tempt wholesectors to defect. For thousands ofyears, no enemy had ever been able towithstand the Imperial Core Fleet.While deploying it so far from Vlandcarried its own risks, no one seriouslyexpected the Terrans to survive.

The Ninth InterstellarWar (A.D. 2245-2256)

In 2245, Terran intelligencebecame aware that a massive Imperialfleet was working its way down theRim Main. Not only had ArashirSharrukin returned at the head of anew provincial fleet, but he wasaccompanied by a huge armada ofwarships from much deeper insideImperial space. Confederation leaderscorrectly deduced that the Imperiumwas preparing to hurl overwhelmingforce at Terra.

While Grand Admiral Albadawimade final preparations, the Vilaniarmada reached its main depot atShulgiasu. Early in 2246, an Imperialenvoy delivered a formal declarationof war to the Terrans.

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THE EPIC STRUGGLE 37

At first, the Imperial forcesbelieved that they were succeeding.While the armada traversed Veganspace, it met Terran and Vegansquadrons, which made hit-and-runraids but never stayed to fight for long.The Imperials prepared to lay siege tothe Vegan homeworld of Muan Gwi.

At this point, Admiral Albadawisprang his trap. He ordered jump-3raiding forces to move from Lagashdirectly onto the Rim Main, a maneu-ver the Vilani did not expect becausethey did not believe the jump to be pos-sible. Albadawi’s raiders struck at theImperial armada’s line of communica-tions, threatening to cut it off fromShulgiasu. This caused the armada toabandon its methodical advance, turning back to deal with the raiders.

At Muan Kwoyen, Albadawi usedthe bulk of his “new model” battle-ships – capable of jump-3 and carryingspinal-mount meson weapons – tosurprise the Vilani. Suddenly theImperials faced numbers far greaterthan they expected. Worse, the Terranbattleships poured long-range mesonfire into the Imperial line of battle.The Imperials had never developedmeson weapons of their own, andknew of them only from fearfulancient legends. Now the Core Fleetfaced the mythical “certain deathweapon” in bitter reality, as its proud-est ships were destroyed by internalexplosions.

The subsequent engagement was adevastating defeat for the Imperium. The Imperial grand admiral was killedin the first battle at Muan Kwoyen.

Arashir Sharrukin was killed whiletrying to rally fragments of the arma-da a few weeks later. Less than 10% ofthe Imperial armada ever escapedfrom the Rim Province. The rest wascaptured or destroyed as the Terranfleet leapfrogged up the Rim Main inpursuit.

No formal armistice ever ended theNinth Interstellar War. However, mosthistorians place the war’s end in 2256.In that year the retired AdmiralAlbadawi, widely recognized as one ofTerra’s greatest military leaders, died.Also in 2256, Terran forces capturedthe critical Vilani world of Arkiirkii,almost 30 parsecs from Terra. At thispoint, the fighting paused for a fewyears while Terran forces consolidatedtheir territorial gains.

TRIUMPH ANDUNCERTAINTY

Alexander wept when he heard fromAnaxarchus that there were an infinitenumber of worlds. His friends asking ifany accident had befallen him, heanswered: “Do you not think it a matterworthy of lamentation that when thereis such a vast multitude of them, wehave not yet conquered one?”

– Plutarch, On the Tranquility of the Mind

Despite the pause in active hostili-ties after the Ninth Interstellar War,fighting between Terran and Imperialforces never wholly ceased. TheTerrans were almost constantly on theoffensive until the final collapse of theImperium.

Unfortunately, such complete mili-tary success led to its own problems.Even while the Terran armed forcescontinued to advance, Terrans foundit increasingly difficult to govern hun-dreds and then thousands of Imperialworlds. Meanwhile, divisions withinTerran society, long papered over bythe need for unity against theImperium, became apparent onceagain. Even final victory over theVilani did nothing to resolve the deepening crisis in Terran affairs.

IMPERIALTERRA

Of course, none of the long-termproblems inherent in Terra’s militarysuccess were obvious at first. GrandAdmiral Albadawi’s successors contin-ued to press the Vilani back. TheTerran Confederation was no longer asimple “pocket state” fighting a pro-longed war against a much more pow-erful foe. Now the Confederation wasa true empire, a new Imperium takingshape on the ruins of the old.

Wars on the Frontier(A.D. 2256-2280)

In the aftermath of the NinthInterstellar War, the TerranConfederation had to pause for severalyears in order to consolidate its territo-rial gains. Most of the Kushuggi sectorwas now under Terran control; over200 formerly Imperial worlds had tobe brought firmly into theConfederation before Terran forcescould continue their advance.

In fact, in the late 2250s someTerran leaders called for an end to thewars. The Imperium had been so deci-sively defeated that any serious futurethreat to Terra was inconceivable. The

limits to Terran expansion had beenshattered; exploration and coloniza-tion could now proceed in almostevery direction without needing to fur-ther disturb the Imperium. Surelythere was no need for further blood-shed or involvement in Imperialaffairs?

Before long, events demonstratedthat this isolationist approach couldnot succeed. Khugi Sharrukin was stillat large in Imperial space, still claim-ing the title of apkallu kibrat arban. Heand other Imperial leaders continuedto fight, engaging Terran forces on themilitary frontier, stirring up unrest onthe occupied Vilani worlds. The bulkof the Imperium remained in the dis-tance, still outnumbering the TerranConfederation, still ready to make anew attempt to regain its lost territory.

By 2260, it was obvious that Terranpower had to keep expanding if anykind of stable situation was to be built.Terran leaders therefore launched sev-eral new military expeditions, strikingout of the Kushuggi sector for the firsttime. The new offensives weredesigned to cut off whole subsectorsof Imperial territory, isolatingImperial fleets into “pockets” wherethey could be destroyed in detail.

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38 THE EPIC STRUGGLE

For decades, chaotic warfare ragedon the frontiers. The fighting could nolonger be broken into neat, under-standable chunks that could belabeled as distinct “wars.” Every conflict was interrupted by localarmistices, cease-fires, or shaky peri-ods of peace. Terran navies often hadto stop and regroup before pressingon. Imperial forces might be defeatedon the field, but would renew the fightafter reinforcements arrived from theImperial core.

During this period, there was nopossibility of central control for eitherside. Both empires’ local commandersstarted and ended campaigns, signedand broke treaties, and did their bestto administer the worlds being foughtover. Indeed, new fighting often brokeout along the front lines before thenews of an armistice could reachTerra or Vland.

Once the Terrans recognized theneed for a continuous offensive, theirstring of military victories was quiteconsistent. Khugi Sharrukin waseventually brought to the peace table,signing an agreement in 2266 thatplaced the Imperium’s six rimwardsectors under nominal Terran control.

Actually pacifying this vast region ofspace took much longer. It was alreadytaking longer to secure new worldsand integrate them into theConfederation than it was taking toconquer them in the first place. Afterthe end of the Sharrukin dynasty, thepace of advance was determined by theConfederation’s civilian bureaucracyrather than by the military.

The Great Schism (A.D. 2280-2290)

Of course, the continued string ofTerran military victories could not dis-guise the fact that the nature of theInterstellar Wars had changed dramatically.

The change was most clearly felton Terra itself. The homeworld of theConfederation had spent over a century in a state of constant warfare,

but now the pressure was suddenlyrelieved. Terra itself no longer neededto drive the war effort – in fact, it wasmore convenient to perform militaryshipbuilding, construction, andrecruitment on worlds closer to thefront lines. The clearest sign of thetimes came in 2276, with the abolition

of compulsory military service forhomeworld citizens. In the next fouryears, military recruitment on Terrafell by over 95%.

While the homeworld settled downto enjoy unprecedented peace andprosperity, the colony worlds took upthe banner of war against theImperium. Colonial shipyards builtand supplied the Terran Navy, colo-nial citizens provided manpower forthe Terran Army, colonial administra-tors took on the task of managing con-quered Imperial worlds, colonial busi-nessmen continued to build tradelinks into new regions of space.Indeed, even while the homeworldturned to peaceful pursuits, thecolonies were able to support a mas-sive expansion in the war effort.

In fact, Terra was no longer theeconomic center of the empire. It tooktime to integrate conquered Vilaniworlds into the Confederation, but bythe 2270s the process had been com-pleted on over a dozen such worlds.From that point onward, most of theConfederation’s industrial production– including most of its military con-struction – took place in what wasonce Imperial territory.

This redistribution of economicpower was not reflected in the politi-cal structure of the TerranConfederation. The central govern-ment remained dominated by home-world interests, especially by themajor nation-states who still con-trolled the Secretariat 250 years afterthe Treaty of New York. The colonialplanetary republics had only nominalrepresentation in the powerlessGeneral Assembly, and had no directinfluence in the Secretariat. This situ-ation continued even after the colonialrepublics came to represent themajority of the Confederation’s citizenpopulation, the majority of its indus-trial production, and the bulk of itsmilitary might.

While the Interstellar Wars ragedclose to Terra, the potential splitbetween homeworld and coloniesremained unexpressed. However,after the Ninth Interstellar War somecolonial leaders began to questionwhy they should continue to bear theburden of war against the Imperiumwithout adequate representation onTerra.

Playing Out the EndgameThe late Interstellar Wars era is possibly the best setting for epic mil-

itary roleplaying. While the Terran armed forces have a technologicaladvantage, they are usually faced with stubborn Imperial resistance.Every world presents its own set of problems to Terran officers andenlisted men, who must deal with each situation with little guidance orbackup from distant Terra.

The sheer pace of the Terran advance makes the situation very fluid.In every new region of Imperial space, Terran forces must move from“exploration and contact” operations, to military reconnaissance, to full-scale naval warfare, to ground campaigning, and finally to occupationand integration – all within the space of a few years.

To build this kind of backdrop, the GM can use the world-design sys-tem in Chapter 5 to set up an area of Imperial space. At the beginning ofthe campaign, the area is wholly under Imperial control and Terrans areonly beginning to come onto the stage. During the campaign, adventur-ers work to push the Terran advance forward, eventually subduingImperial resistance and keeping the peace afterward.

If the adventuring party is composed mostly of Navy characters, thecampaign should use a play area of up to a subsector in size. Space bat-tles can be interspersed with shore leave or other “dirtside” activities onvarious worlds. A party composed of ground-forces characters can use asimilar approach – or the entire campaign can be set on a single world,covering the initial ground war and the subsequent occupation.

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The problem became obvious tothe Confederation as a whole after thepublication of a book, The GreatSchism, written by Hasan Ardakani ofIilike. Published in 2280, the book wasa sober analysis of the growing cultur-al divergence between homeworld andcolonies. Although Ardakani made nopolitical recommendations, his bookdid more than any other work to raisethe political awareness of the colonialpopulation. As the 2280s wore on, thecolonials became increasingly awareof their common identity, as a com-munity with its own needs and aspira-tions different from those of thehomeworld.

Unfortunately, The Great Schismalso made the Confederation’s leadersaware of the potential divisionsbetween homeworld and colonies –perhaps a little too aware. During the2280s, the Confederation’s civiliangovernment became concerned withthe “political reliability” of colonists.Government agents began to observethe colonial population, looking forsigns of disaffection or disloyaltytoward the central government back

on Terra. This concern focused specif-ically on the Terran Navy, believed tobe the most serious potential threat tocivilian government.

This political observation was quietand unintrusive, for the most part. Foryears, no one was placed under closesurveillance, and no one was arrestedfor sedition or disloyalty. Still, it could not be concealed that theConfederation no longer completelytrusted all of its citizens. This onlyserved to spark open resentmentamong the colonials toward the home-world, exacerbating the potentialproblem.

THE IMPERIALCOLLAPSE

With the Terran Confederationcommitted to continued war, theImperium found itself fighting for itsvery survival. The last stage of theInterstellar Wars saw fierce fighting ona grand scale, as Imperial authoritiesdesperately tried to hold their groundacross a front over 100 parsecs long.

The Last Offensive (A.D. 2288-2398)

In 2288, the last man to hold thetitle of Apkallu Kibrat Arban Kushamiidied, an honored guest of the TerranConfederation Navy. By that year, theTerran Confederation had conqueredthe apkallu kibrat arban’s old domain.About 1,000 inhabited worlds fell intothis region; most of these had not yetbeen formally integrated into theTerran Confederation, but there hadbeen no significant armed resistancefor several years.

The Terran Navy had just comeunder the overall command of a newGrand Admiral, Arpad Kovacs (p. 46).Unlike his last three predecessors,Admiral Kovacs preferred to com-mand from the front lines rather thanfrom safety on Terra. After arriving inthe war zone and gaining control ofthe situation, he devised a plan for anew offensive – one that he hopedwould bring the Imperium to its knees.

In the course of the wars, theTerrans had “liberated” and alliedwith several former Imperial subjectraces. Unfortunately, only one of these(the Vegans) had been able to make asignificant contribution to the Terrancause. The others were too backward,too small in number, or both.

However, within about 30 parsecsof the current military border were thehome regions of three subject races:the Darmine (Zarushagar sector), theGeonee (Masilaa sector), and theSuerrat (Ilelish sector). All three ofthese races were unusually importantto the structure of Imperial power –but Terran advance agents hadlearned that all three were restiveunder Imperial rule, and would belikely to rebel once the Terran Navywas in a position to support them.Admiral Kovacs was determined togive them that support.

Late in 2288, four Terran battlefleets jumped off from the current bor-der, striking deep into Imperial terri-tory. The main axis of the attack wasspinward into the Zarushagar sector,with a secondary offensive pushingcoreward into Masilaa sector.Meanwhile, a series of deep-penetra-tion raids pushed over 40 parsecs intoImperial space in order to keep theenemy off-balance.

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The offensive moved quickly atfirst, but within two years Imperialcommanders had deduced the Terranobjectives, and were mounting stiffresistance. The next few years sawsome of the hardest fighting of theentire Interstellar Wars era. Imperialfleets were technologically outclassed,and were usually outgunned as well,but they fought tenaciously. Imperialground forces did the same, forcingthe Terrans to pay for every new worldcaptured.

Imperial resistance failed to keepthe Terrans back. The Geonee wereslow to respond, unable or unwillingto rebel until they could be sure ofTerran support, but their uprisingbegan in 2294. The Darmine revoltbegan the following year, and wasmuch more enthusiastic. Finally, aftera hard-fought campaign ending in theBattle of Three Suns (2298), theSuerrat declared their independenceand allied with the TerranConfederation.

After 10 years of hard fighting,Grand Admiral Kovacs could see thesuccess of his strategic plan. With sup-port from the new allied races, theNavy continued to press hard.Imperial resistance was appreciablycrumbling, and whole subsectors werebeginning to defect to the Terranswithout a fight.

The Imperial Surrender(2298-2303)

The Suerrat revolt proved to be thelast blow to Imperial power, althoughthe final moves took several years toplay out. When word of the revoltreached the Imperial core, the last sig-nificant Imperial fleet had just beenordered into the Masilaa sector toface the Terrans. Rather than obey,the fleet commanders mutinied, turn-ing against Vland itself and bringingdown the Imperial government. TheIshimkarun himself became a well-treated prisoner aboard the fleet’sflagship.

After some debate, the mutinousfleet commanders and leaders of theImperial bureaucracy formed a dele-gation to meet the Terrans. In 2303the meeting took place, and the Vilanileaders offered the complete surren-der of the Vilani Imperium and all ofits subject worlds. On behalf of the

Terran Confederation and its allies,Grand Admiral Kovacs accepted.

The Interstellar Wars were over.

The Challenge of Victory(A.D. 2303 and onward)

When word of the Imperial surren-der reached Terra, it provoked a greatdeal of celebration, but also a greatdeal of soul-searching. A political car-toon of the time portrayed a Terransoldier, armed to the teeth, steppingaway from a heap of corpses into avast empty plain, peering about as iflooking for someone else to fight. Thecaption: “Now what?”

The cartoon was apt. The TerranConfederation was now the sole effec-tive political authority in all ofImperial space – but Terra was in no

condition to govern that space. In2303, three sectors (about 1,300worlds) were under direct Terran rule,and even that territory was provingdifficult for the central government tomanage. The shattered Imperium waseight times that size, its most distantworlds over two years from Terra evenfor a fast jump-3 courier. Much of theImperium was still out of reach ofTerran authority; indeed, manyImperial worlds had never seen aTerran.

Meanwhile, the newly surrenderedterritories posed problems that hadnever been seen in sectors closer toTerra. The Imperial bureaucracy waslargely intact, but it lacked directionnow that the Igsiirdi had beendeposed. Some of the Imperial subjectraces and dissident subcultures were

Terrans andColonists

The so-called “Great Schism” was a vast social movement, driven bydemographic changes on the colony worlds. Although it first receivedwidespread notice in the 2280s, its origins were much earlier than that.

Beginning with the Third Interstellar War, Terran forces conqueredand occupied many Vilani worlds. As these occupied worlds grew innumber, Terran citizens began to migrate to them in droves. This migra-tion grew rapidly, from about 1 million per year in 2220, to 15-20 millionper year in the 2280s.

One result of the Terran migration was the “Terranizing” of Vilanipopulations. Many Vilani on the occupied worlds began to imitateTerrans. They learned to speak Terran languages, took Terran names,married into Terran families, absorbed Terran political and economictheories, and adopted Terran customs. Even the billions of “unassimilat-ed” Vilani, people who tried to hold onto as many ancient traditions aspossible, tended to adopt some Terran customs simply to get along underthe new regime.

This mix produced a new society, a culture which was no longerVilani, but which was also no longer strictly Terran in attitudes or ideals.The new culture was based on Terran political and economic concepts(individualism, human rights, democracy, and entrepreneurial capital-ism) but it placed its own interpretation on those ideas, and it alsoaccepted a wide variety of Vilani and other non-Terran notions.

There was one exception to the trend toward an independent colonialsociety. There were colony worlds to rimward and trailing of Terra, found-ed as wilderness settlements on worlds that were formerly uninhabited.Most of these “Terran-only” worlds played little part in the Great Schism,growing more slowly in population, remaining culturally and politicallydependent on the homeworld. This was because most emigrants preferredto move to former Imperial planets. It was much more attractive to settleon a world that was already thoroughly tamed, especially since a Terranmigrant could almost depend on becoming a member of the colonialupper class.

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in open revolt, even without Terransupport, and might prove hostile toTerran rule. The urbarrani and otherbarbarians were tearing chunks out ofthe Imperial frontier.

While the Confederation’s centralgovernment began to debate what todo, the Terran Navy acted. GrandAdmiral Kovacs sent thousands ofnaval officers to the worlds of theImperium. Their task was not to setup a wholly new government, asKovacs realized such an attempt

would be futile. Instead, the militarygovernors were charged with provid-ing a new source of legitimate authori-ty for the existing Imperial govern-ment. They were to maintain peaceand order, permitting the localbureaucracies to keep the machineryof government in operation.

Even that limited task was tremen-dous. Kovacs stripped his fleets andsupport staff almost to the bone. Insome cases, Terran ensigns wererequired to govern whole worlds.

Commanders who had previouslybeen entrusted with no more than alight cruiser were now administeringwhole subsectors. The situationimproved as new personnel arrivedfrom regions closer to Terra, but evenso the Navy’s authority was stretchedalmost vanishingly thin. That theTerran officers could succeed at allwas due to the devotion of billions oflocal Vilani bureaucrats, who contin-ued to execute their duties despite thefall of the Imperium.

BIOGRAPHIESThe Interstellar Wars era gave rise

to many remarkable individuals, onboth sides of the centuries-long con-flict. Here are some of the mostprominent – admirals, aristocrats, cor-porate executives, politicians, and oth-ers who shaped the history of the time.These historical figures might serve asbackground figures for an InterstellarWars campaign, or might act as patronsfor well-connected adventurers.

THESHARRUKINCLAN

Descended from ancient nobility ofthe Imperial core, the Sharrukin clanwas for centuries one of the foremostfamilies in charge of the Sharurshidorganization. Late in theConsolidation Wars era, the clanestablished itself in the rimwardprovinces of the Imperium. By A.D.1500, a Sharrukin had taken over theposition of Apkallu Kibrat ArbanKushamii (“Minister of the FourQuarters of the Rim Marches”), theultimate supervisor of all Sharurshidactivities across six of the Imperium’srimward sectors.

During much of the InterstellarWars era, the Sharrukin clan was adistant yet crucial authority, itsactions (or inaction) setting the tonefor the confrontation between Terransand the Imperium. A provincial gover-nor who had Sharrukin favor couldask for aid against the Terran barbar-ians. One who was out of favor wasforced to contend with the Terranswhile drawing only on his own limitedresources. This situation lasted until

2266, when the last Sharrukin apkallukibrat arban surrendered to Terrannaval forces. Although fighting contin-ued for over a generation, the fall ofthe Sharrukin clan marked the realend of Vilani authority over theImperium – from that point on,Terran dominance wasinevitable.

UshamSharrukin

Usham Sharrukin (1954-2129)was the 11th of his line to hold theposition of apkallu kibrat arban, begin-ning in 2056. His influence was pro-foundly conservative, concerned onlywith the stability and prosperity of thesectors of his domain. No Terran evervisited his court, and he took almostno notice of their existence. During hislifetime, he took no steps to intervenein the situation on the Imperium’s rimfrontier.

Usham Sharrukin was unusuallylong-lived even for a Vilani, succumb-ing only to assassination at the age of175. The assassination was carried outby the detonation of a small nucleardevice in his palace; his immediateheirs were also killed in the blast, leav-ing the succession uncertain. Since theassassins were vaporized in the sameexplosion, their identities and motiveswere never fully made clear, but itseems likely that they were backed byone of several rival noble clans. TheSharrukin clan was forced to contendfor power, fighting an open civil warthat went on for several years beforetheir claim to the position of apkallukibrat arban was again unchallenged.

Eneri SharrukinUsham Sharrukin had five chil-

dren, the fifth being a daughter namedInanna. This daughter married anobleman of iishakku rank from the

Erasharshi clan, bearing him severalchildren. Eneri Erasharshi

(2046-2192) was thethird of these, born in2046. Eneri displayeduncommon brilliance,

becoming widely respect-ed even in his youthful 40s as

an advocate of Vilani tradition, as abusiness manager, and as a politician.However, he never expected to inheritanything but the rule of a minor worldin the Nakulakak sector.

The assassination of UshamSharrukin changed all that. TheSharrukin clan’s leadership had beenalmost obliterated – all of the apkallukibrat arban’s clear heirs were dead,leaving only secondary descendantsalive. As Usham Sharrukin’s fifthchild, Inanna Sharrukin was now inline to inherit the apkallu kibratarban’s office. In fact she felt unpre-pared for the responsibility, and wasunwilling to fight for the position. Onthe very day that she heard of herfather’s death, she formally abdicatedher claim in favor of her son Eneri.

Eneri took the name Sharrukinand stepped forward, claiming leader-ship of the clan. His quick action pre-vented the remaining members of theclan from falling out among them-selves, and unified them against theirrivals. Eneri led the clan to victory inthe civil war of 2129-2135, andclaimed the position of apkallu kibratarban after defeating his last foe.

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Eneri Sharrukin took little directrole in the Interstellar Wars during hisreign, although he was responsible forthe appointment of his youngestbrother (Kadur Erasharshi) to theposition of Saarpuhii Kushuggi in2136. Kadur’s later fall brought thatpart of the family into some disrepute,and apparently encouraged Eneri toignore events on the rimward frontierfor the rest of his time in office.

Arashir SharrukinArashir Sharrukin (2150-2246) was

Eneri Sharrukin’s third child and pri-mary heir. He was born only afterEneri had risen to the office of apkallukibrat arban – and since Eneri haddelayed having children at all, Arashirwas over a century younger than hisfather. He was raised in an indulgentmanner, and had not entirely maturedwhen he suddenly inherited hisfather’s office in 2192.

Arashir Sharrukin was theyoungest Apkallu Kibrat ArbanKushamii to hold office in over 1,000years. He was undeniably competent,with a talent for business manage-ment and military logistics. On theother hand, he was autocratic andcruel, taking pleasure in “breaking” oreven executing subordinates who dis-pleased him. He was often too erraticand indecisive to provide his domainwith sound leadership. Finally, he wasuninterested in maintaining his familyline, and failed to marry or adoptheirs. In all, he was an uncomfortableruler for the rim sectors, and waswidely hated.

Arashir intervened indirectly in theSeventh Interstellar War, sending akinsman to the Rim in command of adetachment of battleships. The ven-ture ended in ignominious failure.Worse, a dispute between theSharrukin and Dumushir clans endedin the murder of the Dumushir clanhead, causing the entire Kushuggisector to lean toward open revolt. Inthe early 2220s, Arashir decided tointervene personally.

For the next 20 years, Arashir spentmost of his time on the Rim. His lead-ership was crucial to Vilani fortunes inthe Eighth and Ninth InterstellarWars. Despite his unpleasant andautocratic nature, he did manage tokeep the Rim Province unified, and helaunched two major campaigns

against Terra. Unfortunately, thosetwo offensives both ended in crushingdefeats for the Imperium.

Arashir Sharrukin died in 2246, stillcommanding a fragment of the Vilaniarmada as it tried to fight its way outof a Terran ambush. Oddly, his reputa-tion among Vilani traditionalistsimproved considerably in the yearsafter his death. Eventually he came tobe seen as a Vilani patriot, committedto defending against the Terranonslaught even against hopeless odds.

Khugi SharrukinKhugi Sharrukin (2152-2288) was

a descendant of Usham Sharrukin, byway of Usham’s second child. Heentered the Imperial Navy as a youngman. Although he was only barelycompetent as a naval officer, he roserapidly through the ranks due to hisexalted family connections.

In 2204, Khugi Sharrukin com-manded the Imperial battleshipsquadron sent to the Rim by his sec-ond cousin Arashir Sharrukin. Hisinvolvement in the SeventhInterstellar War ended in dismal fail-ure, and he was recalled in disgrace.Although he remained in the Navy, hewas never again sent near the frontlines, and his career seemed to be atan end.

The disaster of the NinthInterstellar War changed Khugi’s for-tunes. The apkallu kibrat arban wasdecisively defeated in battle againstthe Terrans, and then killed in anambush in 2246. This left theSharrukin clan in desperate straits.Arashir Sharrukin had no direct heir;the only legitimate heirs descendedfrom the disgraced Kadur Erasharshi,and were extremely young at that.With the Terrans pressing close, thedomain’s most influential citizenslooked for a Sharrukin – anySharrukin – to take command.Although Khugi had no claim to thetitle under Vilani inheritance law, hewas the only possible candidate withany military experience.

Khugi Sharrukin was namedapkallu kibrat arban during a conclaveof the regional aristocracy in 2248. Tothe surprise of many, he proved to bea competent ruler. He kept thedomain’s aristocrats from panicking,and organized defenses against theTerran advance. Twice he took the

field himself against the Terrans,managing through dogged determination to avoid a decisivedefeat.

Despite his efforts, KhugiSharrukin realized that any possibilityof victory over Terra was long sincegone. His primary goal as apkallukibrat arban was to win an honorablepeace. In 2266, after two years ofnegotiation with Terran authorities,he surrendered to the TerranConfederation Navy. He spent the restof his life in semi-retirement on hisestates, acting as a figurehead andoccasional advisor for the new Terran-Vilani government of the Nakulakaksector.

Ironically, Khugi’s surrender mayhave assured the survival and contin-ued prominence of the Sharrukin clan.Although the office of Apkallu KibratArban Kushamii was abolished uponhis death in 2288, several of Khugi’sgrandchildren married Terrans andentered the growing Terran-Vilani rul-ing class. A great-grandson, WilliamAdkhar Sargon, became an officer inthe Terran Navy; in 2303, he com-manded a ship in the expedition thataccepted the surrender of the lastVilani Emperor.

SHANALIKUSHAN

Shana Likushan (2033-2145) wasoriginally from the Imperial core,born and raised on a world almost 200parsecs from Terra. She was from aminor aristocratic family, but did notinherit a noble title, and entered theSharurshid organization as a com-moner. Despite this, she displayedconsiderable gifts for business man-agement and intrigue. By the age of 70she had worked her way into theupper ranks of Sharurshid manage-ment, and was ready to make her bid for a position of real power andinfluence.

Unfortunately, at this pointLikushan’s faction lost a power strug-gle within Sharurshid’s upper ranks.As a result, Likushan was given aristo-cratic standing, but the “promotion”involved a transfer to the distantrimward frontier. There she wasnamed Saarpuhii Kushuggi of theImperial province closest to Terra –and farthest from Vland.

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The position of Saarpuhii Kushuggihad been held for centuries by theEreshkinar clan, which had recentlybecome extinct. Likushan might haveregarded her appointment as anopportunity to raise her own family tovery exalted status. Unfortunately, sheinstead viewed her new position as anexile. When she arrived on Shulgiasuin 2112, she immediately demonstrat-ed her contempt even for the Vilani ofthe Rim. The recent discovery of bar-barians beyond the Imperial frontierwas entirely beneath her notice.

Shana Likushan was an inept mili-tary commander, but this made littledifference, as she never took the fieldagainst the Terrans. She did provequite adept at negotiating in such away as to save the appearance ofImperial power. Her usual pattern inwartime was to inflict casualties onthe Terran Navy, withdraw withoutdoing real damage to Terran interests,negotiate a settlement, and then pres-ent the result to her superiors as adecisive victory. As a result, during hertenure as Saarpuhii Kushuggi theTerrans were able to consolidate theirposition and prepare for the moreserious conflicts to come.

Likushan was constantly on thelookout for an opportunity to abandonher “exile” on the Rim. In 2129 shesaw her chance, with the assassinationof Usham Sharrukin and the civil warthat followed. She intervened in thecivil war, supporting the claim ofEneri Sharrukin with ships and eco-nomic assistance. After the Sharrukinvictory, Likushan was rewarded witha recommendation for a new postingback to the Imperial core. In 2136 sheleft the Rim, never to return.

Shana Likushan ended her days onVland, working as one of Sharurshid’shighest managers and intriguing for aseat on the Igsiirdi. Had she livedlonger, she might well have attainedthat ambition – but she apparentlycontracted a terminal disease in theearly 2140s and died prematurely. Shedid manage to complete her memoirs,which were widely read on Vland andelsewhere. These memoirs describedthe Terran “savages” in a very unflat-tering light, and may have played arole in preventing the Imperium as awhole from taking the Terran threatseriously.

LORETTESTRIDER

Lorette Kathryn Strider (2053-2114) was born in Kansas City, UnitedStates. At the age of 8 she avidly fol-lowed NASA’s Comet Halley InterceptMission, forming an ambition tobecome an astronaut that never lefther. After attending the University ofArizona, she joined the United StatesSpace Force. She worked on the con-struction of the Oceanus Procellariumfacility on Luna, and was the firstcommander of Phobos Station.

The greatest turning point inStrider’s career came in 2095, whenshe was named the commander ofStarLeaper One, the first Terran inter-stellar mission to use the new jumpdrive. Although the mission was inter-national in character and was over-seen by the UNSCA, it was primarilyfunded by the United States, so anAmerican commander was a politicalnecessity. Fortunately, Strider was notonly politically useful but thoroughlycompetent.

While at Barnard’s Star, Strideroversaw first contact with the Vilani.She managed to establish clear com-munications, set up good relationswith the kimashargur prospectors, andlaid the groundwork for future tradeand political negotiations. In so doingshe became the first Terran consideredan ally by any Vilani faction.

Strider left the USSF in 2099,accepting a position with the UnitedNations as one of the first envoys intoImperial space. Her natural linguisticability permitted her to learn aristo-cratic Vilani with unusual speed. Onseveral occasions, she traveled as faras Dingir in order to establish contactswith the Vilani and learn more aboutthem. Strider worked hard to promoteunderstanding between the two civi-lizations, and was a leading advocatefor peace even as the threat of warloomed.

In 2114, Strider left for theBarnard system aboard the Americanfrigate Thomas Jefferson, carrying alast-ditch proposal to avoid conflict.She was too late. The ThomasJefferson was attacked by a Vilani war-ship and destroyed, the first majorTerran casualty of the FirstInterstellar War.

After her death, Strider’s famedeclined; her pacifism and unabashedappreciation of Vilani culture madeher less popular as Terran attitudeshardened. Still, Strider’s reputation asan explorer and diplomat was safe,and her autobiography is requiredreading at many of the Confederation’selite universities to this day.

YUKIOHASEGAWA

Yukio Hasegawa (2056-2142) wasa Japanese industrialist who rosethrough the ranks of one of thatnation’s most conservative keiretsu.He was a quiet but canny business-man, with a deceptively gentledemeanor that often fooled businessrivals into fatally underestimatinghim. He was also one of the firstTerran industrialists to foresee theimportance of the Vilani Imperium toTerran business.

Upon becoming CEO of his firm in2117, Hasegawa began heavy invest-ment in space industries. His corpo-ration eventually spun off an orbital-industry subsidiary under Hasegawa’sdirect leadership. This subsidiarygrew so quickly that it soon provideda significant share of the firm’s over-all profits. Hasegawa also pursuedinfluence within the national govern-ment, eventually becoming one of theprime movers behind the Japaneseinterstellar program.

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44 THE EPIC STRUGGLE

Hasegawa was a tireless promoterof open markets and interstellar trade.In 2123 he established the FreeTraders Foundation, a non-profitorganization devoted to supporting thegrowing free-trade movement. For theremainder of his life, Hasegawapushed for interstellar colonization,commerce, and trade with the VilaniImperium – often against the disfavorof both Terran and Imperial govern-ments. Under his leadership, the FreeTraders grew to sponsor dozens ofcommercial ventures into Vilani space.

Much of the later acceptance ofTerran goods by Vilani populationscan be attributed to Hasegawa’s work.So can the trade disputes that eventu-ally led to the Second and FourthInterstellar Wars.

KADURERASHARSHI

Kadur Erasharshi (2066-2160) wasthe youngest child of InannaSharrukin and her husband MazunErasharshi. As the fifth child, youngKadur never expected to inherit signif-icant wealth or status. His career wasunremarkable until the outbreak ofcivil war in 2129, in which Kadur’selder brother Eneri Sharrukin wasone of the claimants to the office ofApkallu Kibrat Arban Kushamii.Trying to shore up his support in theKushuggi sector, Eneri sent Kadur toserve on the staff of saarpuhii ShanaLikushan.

While serving on Likushan’s staff,Kadur Erasharshi did much to bring

the saarpuhii solidly into theSharrukin faction. He also served in acritical diplomatic role – he wasappointed as a leading envoy to Terraimmediately after the First InterstellarWar. This position taught him a greatdeal about the “barbarians.” Morethan any other influential figure in theRim Province, he came to understandthe Terrans and the threat they posedto the Imperium.

After his brother’s victory in thecivil war, Kadur Erasharshi turneddown a position in the apkallu kibratarban’s court. Instead, he acceptedappointment as Shana Likushan’s suc-cessor, taking the office of SaarpuhiiKushuggi in 2136. He quickly provedhimself to be that rare entity, a boldVilani, a throwback to the time whenthe Imperium had conquered worldsby the thousands.

Erasharshi was an effective mili-tary commander, with superb tacticalskills and a reasonable grasp of grandstrategy. Unfortunately for him, hewas not an effective diplomat. Duringhis rapid rise to power he made manyenemies, especially among some ofthe most influential Vilani clans of theprovince. These families had spentdecades maneuvering for thesaarpuhii’s position, and resented itsaward to yet another outsider.

The story of Kadur Erasharshi’scampaign against Terra is told else-where (p. 27). At its end, he was a broken man, disgraced and helpless todefend himself against his politicalrivals. He left the Rim Worlds in 2160

and apparently vanished from history.His fate is unknown, and indeed evenhis date of death is often disputed.

Strangely, Erasharshi’s very exis-tence was apparently expunged fromImperial records, as sometimes hap-pened to those judged traitors to theImperium. As a result, he eventuallybecame known only through Terranhistories – which uniformly black-ened his name as a dreadful war crim-inal. Only the most fair-minded ofhistorians, either Terran or Vilani,eventually were willing to concedethat Erasharshi was a competent andhonorable man.

UMARBIN-ABDALLAHAL-GHAZALI

After the Third Interstellar War,Terran commercial interests workedhard to penetrate Vilani markets,sensing the vast potential for profit.The Free Traders Foundation, estab-lished by Yukio Hasegawa (p. 43), wasthe backbone of this mercantile effort.Working with the Foundation, a num-ber of “merchant princes” found for-tunes and shaped the course of theInterstellar Wars era. One of the mostprominent of these merchant princeswas Umar bin-Abdallah al-Ghazali(2084-2182).

From 2157, al-Ghazali was theCEO of the High FrontierDevelopment Consortium, a moder-ate-sized multinational corporationspecializing in asteroid mining andorbital manufacturing. He was adevoted Muslim, but he was very cos-mopolitan in outlook and superb atthe game of international business.

After the Third Interstellar War, al-Ghazali caused High Frontier to jointhe Free Traders Foundation, quicklybecoming one of the organization’smajor underwriters. He invested heav-ily in the reconstruction and expan-sion of shipyard facilities on Nusku,and directed the construction of a fleetof small, fast trading vessels intendedfor ventures into Imperial space.Before long, High Frontier was mak-ing vast profits selling Terran commu-nications and computer equipment tocertain Vilani factions.

High Frontier’s trading ships wereall equipped for exploration and

Many Terrans tend to think of the profitmotive as a Western invention, or perhaps as aWestern aberration, to be disdained rather thanimitated. This is nonsense. Every societyexpresses the profit motive in some manner.This is particularly true of my own people. Wehave never forgotten that the Prophet, peace beupon Him, was Himself a successful merchant.

– Umar bin-Abdallah al-Ghazali, remarks to the annual meeting of the

Free Traders Association, 2168

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survey work, and did much to increaseTerran knowledge about the galaxy.They were capable of turning priva-teer in wartime, switching from tradeto commerce raiding and back againas needed. Finally, it was widely sus-pected (but never proved) that HighFrontier’s merchant fleet was acting asan espionage force in cooperationwith Confederation intelligence agen-cies. All of these facets of HighFrontier’s operation were at the directinsistence of Umar al-Ghazali, whooften spoke publicly about the needfor Terran commerce to serve the long-term interests of Terran civilization.

After the Saarpuhii Kushuggiimposed border controls and tradesanctions against Terran ships, al-Ghazali ordered his fleet to continueoperating, avoiding Imperial customspatrols by any means necessary. Thisaction made him an instant celebrity,labeled “Prince of the Smugglers” bythe international media because of hisdistant relationship to the Omaniroyal family. Once the FourthInterstellar War broke out, HighFrontier went on a war footing in sup-port of the Terran Navy.

Umar al-Ghazali survived threeassassination attempts, and lived tothe age of 98. To the day of his death,he continued to capably lead the HighFrontier commercial empire from hisheadquarters in the Lagrange-5orbital settlement.

SHARIKYANGILA

Sharik Yangila (2112-2190) was anoddity in the Imperium, a non-Vilaniwho achieved high rank within theVilani hierarchy. She was anAnakundu (p. 80), member of aHuman minor race native to theMikadira sector. The Anakundu hadbeen subject to Vilani rule for almost2,000 years, and had accepted manyaspects of Vilani culture. IndividualAnakundu sometimes reached promi-nent positions within Imperial society.

Sharik Yangila joined Sharurshidas a minor bureaucrat in 2129.Despite her non-Vilani birth, her tal-ent and meticulous attention to detailwere quickly recognized. In 2135 shewas assigned to the Ishimdagashii,Sharurshid’s intelligence and

covert-operations service. Here, herruthless ambition was allowed toflourish as she clawed her way from alowly field agent’s billet into positionsof increasing responsibility.

In 2144 Yangila was dispatched tothe Kushuggi sector as a senior agent.Assigned to the saarpuhii’s staff, shespent years studying the Terran prob-lem, even visiting Terra on severaloccasions. She quickly came to under-stand the Terrans, as perhaps noVilani ever could. With this under-standing, coupled with her brutal effi-ciency in disposing of rivals within theIshimdagashii, she soon became indis-pensable to Kadur Erasharshi. Shebecame his leading retainer, thewoman he trusted to protect his polit-ical position while he embarked onexpeditions of conquest beyond thefrontier.

In 2151 Yangila was appointedhead of the Ishimdagashii in the RimProvince. This was an unprecedentedachievement for such a young womanand for a member of her minor race –but she was far from finished.Whether Yangila actively helped toundermine Kadur Erasharshi isunknown. What is clear is that shemaneuvered herself into position to benamed his successor. This work paidoff in 2157, when Erasharshi wasdeposed and Yangila was named thenew Saarpuhii Kushuggi.

Yangila was no military genius, butshe understood how to find and moti-vate such people. Her meticulous atten-tion to detail was applied to prepara-tions for a glorious war against Terra.She hoped to use such a campaign as abasis for claiming even higher positionwithin the Imperial hierarchy. With theend of the Fourth Interstellar War in2176, Yangila appeared to have reachedher goal. She knew that the Terrans hadnot been crushed, but she believed thatshe could be gone from the Rim by thetime they could present a threat onceagain.

Unfortunately for Yangila, theTerrans recovered more quickly fromdefeat than even she could anticipate.In 2179 they reopened hostilities forwhich she was not prepared. After theVilani defeat in the Fifth InterstellarWar, she was forced to step down assaarpuhii, handing the office over toher long-time adversary, KidarneriDumushir.

Yangila went into retirement, tak-ing up residence in an isolated estateon Shulgiasu. Everyone who knew herwondered what new scheme she waspreparing to launch – but for severalyears she apparently lived quietly,enjoying her retirement and rarelyappearing in public.

In 2190 Yangila vanished from thecapital, taking a small ship and head-ing for the frontier in an apparentattempt to defect to the TerranConfederation. Unfortunately, beforeshe reached the Imperial border, hership apparently suffered a mishap andwas destroyed. A few pieces of debriswere eventually recovered from theoutskirts of the Zaggisi system, alongwith two bodies from the crew.Yangila herself was never found.

Sharik Yangila’s ultimate fateremains unknown. The obvious theo-ry – that she died in the accident thatdestroyed her ship – is not given muchcredence by those who knew her well.She may have faked her death in orderto enter Terran space secretly, takingup residence as a “guest” of theConfederation or with an anonymousidentity. In any case, rumors andsightings continued on the Rim formany years.

MANUELALBADAWI

Manuel Albadawi (2183-2256) wasborn in Cairo, Egypt. His father wasan Arab civil engineer from an oldPalestinians family, while his motherwas a Spanish biotechnician. In the2170s and 2180s, Albadawi’s parentsworked as an independent consultingteam, specializing in large-scale desertreclamation projects. As a result,Albadawi spent most of his formativeyears moving from place to place inthe Middle East and North Africa,wherever his parents traveled onassignment.

In 2201, the elder Albadawisreceived a lucrative contract to per-form environmental studies on theVilani worlds conquered during thewar. For a few months young Manuelremained behind on Earth, but oncehe reached the age of 18 he followedhis parents and entered the newTerran University on Iilike. That once-Vilani world remained his home forthe rest of his life.

THE EPIC STRUGGLE 45

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Albadawi had originally intendedto follow in his father’s footsteps andbecome an engineer. However, theexperience of interstellar travel andcontact with the Vilani population ofIilike changed his plans. Although heliked the individual Vilani he met, hecame to despise their Imperium, considering Terran civilization to bemanifestly superior. At the outbreakof the Seventh Interstellar War, heaccepted a commission in the TerranConfederation Navy. Intelligent, hard-working, and loyal, he was promotedquickly, reaching the rank ofLieutenant Commander by war’s end.

During peacetime, Albadawiremained on the promotion “fasttrack,” reaching the rank of RearAdmiral just before the beginning ofthe Eighth Interstellar War. It wasfrom that position that he firstattained galactic prominence. HisDingir campaign, ending with thesiege of the Vilani subsector capital,was competently executed – but it washis brilliant campaign down the RimMain into the Apishlun subsector thatsecured his reputation. More than anyother commander, Albadawi wasresponsible for the great Terran conquests of the war.

Albadawi was a natural choice toserve as Grand Admiral of the TerranConfederation Navy, a position heaccepted in 2242. He applied his logis-tical talents to the restructuring of theNavy that took place in the mid-2240s.

He supervised the construction of thefirst line-of-battle squadrons ever totake advantage of jump-3 drives andmeson weaponry. Once the NinthInterstellar War began, it wasAlbadawi’s strategic planning that ledto a second decisive Terran victory.

After the critical battles were won,Albadawi retired in 2250. His lastyears were spent at home on Iilike. Heturned down several offers to run forhigh political office, preferringinstead to remain home and composehis memoirs. He remained a civilianadvisor to the Navy, and continued toexercise some influence over strategicplanning.

Upon his death, Albadawi wasgiven a magnificent state funeral, butin accordance with his will his bodywas cremated and his ashes were scat-tered. No grand monument was everbuilt to the greatest Terran militaryhero of the age.

ARPADKOVACS

Although later events threw himinto eclipse, Arpad Kovacs (2236-2318) gained a permanent place inhistory during his tenure as GrandAdmiral of the Terran Navy. Not onlydid he hold that office longer than anyother officer in history, he was also theofficer who presided over the finalconquest of the Vilani Imperium.

Born on the colony world Lagash,Kovacs was of purely Terran descent,but his extended family includedmany members of Vilani or mixedancestry. Like many colonials, youngKovacs was a fierce supporter of thewar against the Imperium. He joinedthe Terran Navy in 2254 as a commonenlisted man, and was soon assignedto a new jump-3 raiding squadron des-tined for the front lines in the NinthInterstellar War. He saw considerableaction over the next few years, andwas twice decorated for heroism inbattle.

During his time on the front lines,Kovacs was also recognized for hisleadership ability and technical apti-tude, traits that made him a goodprospect for an officer’s commission.In 2259 Kovacs was accepted intoOfficer Candidate School. His captain,realizing that time on the homeworldwould be useful to a young colonialofficer’s career, arranged for him toattend OCS on Terra itself.

Kovacs did well at OCS, andearned his commission as an ensign in2261. He spent most of the 2260s onand around Terra, holding a series ofstaff positions in Navy Intelligence. Inprivate, he disliked these assignments– but they did help his later careerconsiderably, giving him contacts inthe High Command and the civilianbureaucracy that would be very usefulin later years. His time on Terra alsogave him considerable experiencewith civilian politics and with covertIntelligence operations.

Eventually Kovacs was able to winan assignment back on the militaryfrontier, becoming first officer of theChurchill-class battleship U Thant in2271. Once in the combat zone,Kovacs enjoyed one command assign-ment after another. He soon had areputation for brisk competence, ifnot for brilliance – his ships andsquadrons usually came home in goodcondition and with the missionaccomplished. He also made efficientuse of intelligence assets, and provedadept at dealing with local popula-tions. All of this made him a naturalcandidate for admiral’s rank, which heattained in 2281.

At this point, Kovacs’ extensivehomeworld background proved anunexpected advantage. During the2280s, the Confederation’s central

46 THE EPIC STRUGGLE

If an admiral wants to defeat the Vilani, hehas to approach his campaign like a matador inthe ancient sport of bullfighting. At first glance,the matador seems to have no chance; all theadvantages of strength, speed, and ferocity seemto be on the side of the bull. But somehow,whenever the bull charges, his horns nevertouch anything but the red cape. Eventually, thematador’s sword slips in on the unprotectedflank.

– Manuel Albadawi, Campaigns (2254)

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government was becoming concernedabout the political reliability of seniornaval officers. Most of the captainsand admirals leading Terra’s front-line fleets were of colonial origin, andmany of them had never spent signif-icant time on Terra. Quietly, some ofTerra’s civilian leaders were begin-ning to worry that the Navy’s goalsmight one day diverge from those ofthe civilian government.

Arpad Kovacs was colonial in ori-gin, but he had spent years on Terra.He was politically sophisticated, butwas not known to hold any politicalambitions of his own. He was person-ally known to a number ofConfederation civilian leaders. All ofthis made him a relatively “safe” can-didate for the Admiralty, at least untilsomeone equally talented but morereliable came along. His promotion tohigh rank was assured, especially afterLawrence de Marco (Secretary of theNavy, 2284-2290) became his patron.In 2287 he was named Grand Admiralof the Terran Navy.

Terran officials expected Kovacs toreturn to Terra to take up his supremecommand, as several of his immediatepredecessors had done. Instead, hetransferred his flag to the frontier andbegan to plan a great offensive againstthe Imperium. Communication timesbeing what they were, the Secretariattook several years to become con-cerned at the new Grand Admiral’sindependence – but by then, news ofthe Navy’s victories was reaching Terraand Kovacs was politically untouch-able. So long as Kovacs kept winningwars, he could retain his position, andhe kept winning for well over a decade.

Finally, the Imperial governmentcollapsed and various Vilani leadersapproached the Terrans with an offerof surrender. Years of communicationtime away from Terra, Admiral Kovacschose to act without waiting forinstructions. He supervised the negoti-ation of a final settlement, signed thetreaty that ended the Interstellar Wars,and took the Vilani Ishimkarun underhis personal protection. He then pro-ceeded to send Terran naval officersout to govern the Imperium’s thou-sands of worlds. In all of this, he hopedto stabilize the interstellar situation,giving the Terran Confederation achance to grow into the mantle ofgalactic leadership.

Kovacs knew that all these actionswere likely to be controversial back onTerra, but he chose to accept the riskin hope that the centuries-long con-flict could be brought to an end at last.With the wars over, Kovacs was at theheight of his career and could counton a place in the history books. Still,there was much work to be done, andno guarantee that the Secretariatwould leave him alone to do it . . .

HIROSHIESTIGARRIBIA

One of the most flamboyant mili-tary leaders of the late InterstellarWars period, Hiroshi Estigarribia(2262-2340) was born on Terra itself.He was native to Peru, born to a fami-ly that had no military tradition; hisfather was a robotics specialist ofmixed Basque-Quechua ancestry,while his mother was an expert inancient history from an old PeruvianJapanese family.

When young Hiroshi was a smallchild his parents moved to Ecuador,where his father had accepted a posi-tion at the Confederation NavalResearch Facility at Quito.Estigarribia grew up hearing storiesabout battles against the Vilani andadventures under distant suns. By thistime, native-born Terrans almostnever joined the Navy. Estigarribiawas determined, however, and reject-ed his family’s pleas to pursue a plan-etbound career. He entered the NavalAcademy, graduated with high hon-ors, and won a rare assignment to thewar zone – arriving there just in timeto join the grand offensive of 2288.

Estigarribia proved to be a superbcommander. He earned the respect ofhis subordinates by being an aggres-sive leader, willing to throw himselfinto the hottest part of any situationand do or die. He served with greatdistinction during several campaigns,earning rapid promotion to the rankof captain. If he had a weakness, itwas a love for publicity. He often“played to the press” when the oppor-tunity arose, a habit his superiors tol-erated since he was very good at pre-senting the Navy in a positive light.

In 2298, Estigarribia was in com-mand of the battleship Temujin, flag-ship of the 16th Fleet under FleetAdmiral Leon Gerasimov. During the

Battle of Three Suns, the Temujin wasbadly damaged by Imperial missilefire, ending with a lucky hit on the flagbridge that killed the admiral andthreatened to wreck the fleet’s com-mand structure. Captain Estigarribiasaved the flagship, and took tempo-rary command of the fleet until a sen-ior officer could re-establish the chainof command. A later inquiry foundthat Estigarribia’s actions had almostcertainly saved the 16th Fleet and wonthe battle for the Terrans.

Estigarribia’s heroic action madehim a Rear Admiral, one of theyoungest in the history of the TerranNavy. It also earned him widespreadadulation. News media on 1,000worlds dubbed him the “TerranAlexander,” an appellation which flat-tered him greatly. He was an admirerof the ancient Macedonian warlord,and saw many parallels between hishero’s career and the Terran conquests.

Estigarribia did not take part in thelast act of the Interstellar Wars; by2303 he was embroiled in the task ofsetting up Terran administrationacross the non-Suerrat portions of theIlelish sector. Still, most observersbelieved that he was due for evenhigher positions of responsibility. As afamous war leader, he had the trustand admiration of most Terran colo-nials. As a native-born Terran, he wasregarded as politically loyal to theConfederation’s central government.Already he was being named as apotential future Grand Admiral, a pos-sible successor to Arpad Kovacs whenthat officer chose to retire.

In fact, Estigarribia’s destiny wasconsiderably higher than the office ofGrand Admiral – but that story nolonger belongs to the Interstellar Warsera, and is beyond the scope of thisbook.

THE EPIC STRUGGLE 47

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One world. Oneworld set against anempire of thousands.One lone world setagainst trillions ofHuman and alienbeings who do notshare our history, anyof our cultures, orany of our values.

Victory seemsimpossible. Perhapsthe best we canexpect is survival.Yet to achieve eventhat, we must be . . .one world.– Kanshi Bannerjee,

first Secretary-General of the TerranConfederation (2127)

48 TERRA

CHAPTER THREE

TERRA

THE HOME FRONTIn many ways, the situation in

which Terra finds itself in 2170 is sim-ilar to the situation the United States,Great Britain, and other countriesfound themselves in during theSecond World War (1939-1945).During that conflict, propagandaspoke of “the Home Front” as if it wasanother theater of the war.

Although an uneasy peace exists atthe moment, war could soon break outagain. Terran independence, culture,and society are in constant danger. Tosurvive, the Terran Confederationsays, everyone must pull together anddo his part to prepare for what maycome. Citizens must waste noresource, however small, and theymust use every talent to its fullest. Thisis a constant theme in state-sponsoredliterature, television, and education.

STATE OFTHE WORLD

The state of the world in 2170depends on where one lives and one’sposition in society. Most Terran citi-zens are at least comfortable – buthuman nature being what it is, almostno one is wholly satisfied with his cur-rent status. There are still broad dif-ferences between the highest and low-est levels of Terran society, andalthough great strides have been madeto eliminate real poverty, a good dealremains to be done.

EnvironmentThe condition of the planetary

environment has improved since themiddle of the 21st century, but thatisn’t really saying much.

Atmospheric and environmentalpollution has been brought under con-trol, especially as the growing use offusion power has reduced pollutionfrom coal and fission power plants.Carbon dioxide and carbon monoxidelevels have dropped in major cities theworld over, and smog has become anincreasingly rare occurrence. Heavymetal pollution is practically a thing ofthe past.

As fusion power has become morewidespread, cheaper electricity hasmade many materials more economi-cal to recycle. Combined with accessto raw materials from the Sol systemand the removal of many industries tospace, this has reduced the need tomine Terra’s mineral deposits andmitigated the environmental impactof industry.

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TERRA 49

On the other hand, global climatecontinues to undergo a definitewarming trend. Ocean levels haverisen steadily for over a century.Coastal cities worldwide have had totake measures, not all of them suc-cessful, to hold back the rising water.A more serious consequence is thatgrowing seasons have changed, andthe traditional grain-producingregions are now drier and warmerthan in previous years.

To compensate for the shift in cli-mate, new varieties of food crops havebeen increasingly “tuned” to grow inspecific areas. Terra is more thancapable of producing a food surplus.That there is still starvation in someplaces from time to time is due toinequities of transportation and inad-equate planning. The Confederation isworking to eliminate both.

Standards of LivingAsk almost any American, and he’ll

tell you that standards of living havedropped since the mid-21st century.Much of the rest of the world has neverhad it so good. Today almost everyTerran has adequate shelter, clean run-ning water, reliable electricity, andaccess to the global communicationnetwork.

Malnutrition is still a problem insome remote regions and a few urbanareas, but deadly famines coveringentire nation-states are very rare.Transportation difficulties sometimesprevent enough food getting to whereit is needed; the Confederation seesthis as a problem of infrastructure,and is working to extend its distribu-tion networks in remote areas. Thishas the added benefit of increasingemployment in underdevelopedregions.

Health care is more of a problem.Improved sanitation has effectivelyeliminated diseases like dysentery andtyphus, and vaccination programshave done wonders for infant survival.Long-term preventative care is moreexpensive, and is not always availablefor the segment of the population withthe lowest income. The Terran HealthAdministration tries to make cutting-edge medicine available everywhere,but has only mixed success.

Unemployment remains a prob-lem, but few people are consistentlyout of work for very long. The Draft

(p. 51) was instituted to make surethat each person is able to serve Terrato the best of his ability.

Crime continues, despite theConfederation’s best efforts to eradi-cate it. The unification of world lawenforcement has made it more diffi-cult for criminals to flee across juris-dictional boundaries. Most publicspaces are covered by surveillancecameras linked to computers withfacial-recognition and other biometricsystems. Even with such measures,there remain areas where the law isineffective.

International AffairsLaws promulgated by the Terran

Confederation now govern relationsamong the nation states of Terra. Allstates in the Confederation are theo-retically equal members, but in prac-tice some are more powerful than oth-ers, and the top few nations are morepowerful than all the rest combined.The external threat of the Imperiummoderates tensions related to thispower differential, but they are alwayspresent under the surface.

The nations in control of theSecretariat try to maintain a workingrelationship with each other and with

the second-tier powers that dominatethe ineffectual General Assembly. AsTerra has become increasingly inter-connected, even the larger nationshave discovered that they need thesupport of others – no nation can “goit alone.”

Social UnrestNot everyone supports the Terran

Confederation government. Most peo-ple have reservations, and almost noone feels that it is perfect, but themajority of people feel that the currentsystem at least works.

However, even with the Imperiumpresenting a common enemy, someTerrans feel that the world govern-ment is too oppressive and that per-sonal freedoms are being sacrificed.These feelings often lead to civil strife,and in some extreme cases even vio-lence. Violent protest is most commonin the developing world, but somemajor nation-states (notably theUnited States) experience anti-Confederation unrest at times as well.Most of the Terran Confederation’sarmed forces are actually deployed onTerra – not only as a last-ditch defenseagainst Imperial attack, but also to putdown rioting or revolt when necessary.

Why “Terrans?”One odd feature of social development during the 21st century was

the rise of the word “Terra” to describe the Human homeworld.The word itself comes from the ancient Latin language, where it

meant “land” or “soil.” The Latin phrase for the entire world was orbis ter-rarum. Derivatives became the name for the entire planet in a number ofthe Romance languages.

In English it was rarely used as a name for the whole planet, asidefrom a fad for the name in science fiction literature of the mid-20th cen-tury. It did have one stylistic advantage: it easily formed the adjective“Terran,” whereas “Earth” could be made an adjective only with awk-ward constructions like “Earthman,” “Earthling,” “Earther,” and so on.Although English became the leading language of the United Nations inthe course of the 21st century, the growing number of supporters forplanetary unification settled on the name “Terra” for the world.

This choice was popular among speakers of Romance languages – avery large segment of the Terran population. It also helped to downplaythe prominence of English-speaking leaders in the movement, a bit of nec-essary linguistic camouflage. Many people feared that the progress towardunification was a new expression of American or British imperialism. Thechoice of a non-English name as a rallying point helped dispel such fears.

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50 TERRA

There are several worldwide oppo-sition movements on Terra; some ofthem have contacts with the coloniesand off-world nations. TheConfederation’s greatest fear is thatthe Imperium will discover thesemovements and give them financialand technological support. This mayalready have happened to some extent– a surge of nationalist opposition dur-ing the 2160s may be attributable toexternal subversion coordinated bythe Vilani provincial governor.

THECITIZEN’S LIFE

In later years I discovered that therewas no shortage of iridium, and thecampaign for schoolchildren to collectused ballpoint pens and turn them infor recycling was nothing more than aprogram to let us feel we were con-tributing to the war effort. I felt betrayedat first, since I had been punished fortaking all the pens from our home andturning them in, but now I can lookback on all of that with nostalgia.

– Jerzy Kalinowski, colonial administrator on Nusku

(2168)

Depending on one’s cultural view-point, life on Terra in 2170 is eitherincreasingly restrictive and totalitari-an or better than it has ever beenbefore. An American from the early

21st century would find it oppressive;a Western European from the sameera would find nothing unusual; mostAfricans would consider it a paradise.

Cities in the most economicallyadvanced areas are usually safe, com-fortable, and efficient. Crime is undercontrol, largely because unemploy-ment is low and youths from 12-20(the age when most crimes are com-mitted) have little free time in whichto make trouble.

The rural districts of the first worldare less densely populated, but con-tain many suburban areas in additionto their agricultural concerns. Thishas been made easier by the trans-portation net, which was originallydesigned to haul produce to marketbut is now also used for passengertravel. It is not uncommon for peopleto commute hundreds of miles everyday to and from their work.

In the developing world, things areimproving because employment ishigh and wages are better than everbefore. Only in the most remote dis-tricts can severe, intractable povertystill be found. The conflict with theVilani Imperium has made labor oneof the world’s most valued resources,and improved education has madeeven poor nations capable of providingskilled labor to the war effort.

Birth and ChildhoodThe population of Terra has been

stable since late in the 21st century.Far from being concerned about over-population, the Confederation andmost of the national governments tryto encourage citizens to marry andproduce children. Even nations thatwere once overcrowded now have dif-ficulty raising birthrates above the“replacement rate” – a serious prob-lem on a world with chronic laborshortages.

Citizens who do have children cancall on a variety of resources to helpraise them. Good prenatal care, nutri-tion, and pediatric medicine are avail-able almost everywhere on Terra.Most employers and national govern-ments offer generous benefit packagesto parents, including extended mater-nity leave and subsidized child-careservices.

EducationThe primary function of the

Confederation’s educational system isto prepare citizens for public servicelater in life. Everywhere on Terra,early education focuses on basic liter-acy and socialization. Later on, stu-dents are guided toward studies thatwill reinforce their individual talents.This may eventually mean universityif the student shows ability, but it mayvery well mean a vocational school, orno advanced training at all.

Schools are directly funded andgoverned by a variety of national andprivate organizations. However, theConfederation has imposed an exten-sive body of “education law” that over-rides any national or local policy. Anyeducational institution, from a child’sfirst preschool to the most elite uni-versity, must be legally accredited inorder to operate. Students who attenda non-accredited school will find thattheir credentials are not accepted bythe Confederation or any other legalemployer.

Accreditation governs how schoolsmay be funded and how students maybe selected. It also defines minimumstandards of competence for studentsat each level of development. In par-ticular, it requires students to learn apanoply of cultural information: theymust learn at least one language otherthan their own; they must be exposed

Terra and the ColoniesThe Terran Confederation’s relationship with its colonies is generally

good. New colonies are governed by the Colonial Bureau, which providesadministrative support while encouraging the growth of healthy demo-cratic institutions. Independent colony worlds can create their own gov-ernments and laws, provided they operate within the legal frameworkestablished by the Confederation. Naturally, as confrontation with theImperium continues, Terra is reluctant to allow its colonies too muchindependence.

There is a growing feeling among the colonies that Terra is simply oneworld among many, and should have no more rights and privileges thanany other member of the Confederation. Compounding this is the factthat Terran nation-states dominate the Secretariat and the GeneralAssembly while the off-world nations are under-represented.

Terrans see their predominant position as theirs by right, and areunwilling to make changes that might displace them from it. A fewextremists are beginning to suggest that Terrans have a manifest destinyto rule the galaxy.

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to the truthful details of foreign cul-tures; and they must become familiarwith the Confederation’s human-rights law.

The Confederation’s emphasis oneducation is not an accident – it hasroots in United Nations policy stretch-ing back to the 20th century. TheConfederation’s founders saw them-selves as establishing a true “worldcommunity” for the first time, andthey realized that most Terrans wouldhave to learn how to be citizens of sucha community. That meant instillingcosmopolitanism and Terran patriot-ism in addition to technical skill.

Naturally, this approach to educa-tion is a point of fierce contentionbetween the Confederation and vari-ous national governments. Many cul-tural purists continue to resent theimposition of “foreign values” ontheir children, even after decades ofliving under Confederation rule.There is a thriving “black market” inunaccredited education and falsifiedcredentials.

Public ServiceAfter completing one’s formal edu-

cation, every Terran citizen is subjectto a period of “public service” (i.e.,government work). This can takemany forms: teaching, social work,public works projects, environmentalcleanup and monitoring, scientificresearch, and so on. The most com-mon assignments, of course, are in themilitary.

There is almost no way to avoidthis service – only the most profound-ly disabled citizens are consideredcompletely unfit. It is possible to vol-unteer for a government job as oneapproaches the end of formal educa-tion; such service counts toward thelegal obligation, and may help avoidan undesirable assignment. The nor-mal term of public service is fouryears, but one can choose to “gocareer” during the initial term,remaining in government serviceindefinitely.

CareersAfter a Terran citizen finishes his

time in public service (and possiblyattends university), he is free to pur-sue his private interests. Most peoplehold a number of different jobs during

the course of their lives. The standardmodel is much as it has been for cen-turies – a citizen takes an “entry-level”job with the skills he learned in schooland during his time with the govern-ment, then takes on positions ofincreasing responsibility as he gainsexperience.

Governments and large corpora-tions employ most of the working pop-ulation. Even so, private enterprise isalive and well on Terra. Many citizensgo into business for themselves; mostsuch ventures fail, but enough succeedto make the option a popular one forambitious workers.

Another attractive area for skilledand unskilled workers alike is off-world employment. Space-basedindustries (asteroid mining, shipyardengineering, and colonial construc-tion) have been growing rapidly fordecades. The colony worlds also havebooming economies and are always

short of skilled labor. Military veter-ans in particular are likely to acceptoff-world jobs – in fact, most employ-ers who can offer such work prefer tohire ex-military personnel.

RetirementTo most Terrans, “retirement age”

is the point at which one leaves government service, and that can beanywhere from 20-90 years old. Theconcept of a period of life when onecan kick back and take it easy – the“golden years” – has become a nostal-gic dream. As people age, they takejobs that are less and less strenuous,but most citizens choose to remainemployed until they are physicallyincapable. It is not at all uncommonto find a spry octogenarian working ata sedentary job, such as clerk orreceptionist.

We all go where Terra needs us to be.– Public service slogan (c. 2150)

The DraftEvery citizen of the world must make a contribution to the common

defense of humanity. We dare not depend on the promptings of individualconscience to bring citizens to volunteer. Every one of us must be assessedand placed where he can do the most good for the greatest number.

– Jiang Bangguo, delegate to the Secretariat from the Republic of China (2116)

The single most pervasive influence in the lives of Terra’s inhabitantsis The Draft, a phrase always capitalized in the Terran news media. TheDraft was instituted during the First Interstellar War, and has remainedin force ever since.

The Terran Confederation tracks every citizen from birth to the end ofhis life. As he approaches the end of his formal education, the PublicService Bureau administers a battery of tests to determine where he canbe best put to use. When he finishes his education, he is subject to theDraft, which determines where he will be assigned for his four (or more)years of government work.

Even after completing his required term of public service, every Terrancitizen remains subject to the Draft until he reaches the age of 40. Shouldwar or some other emergency break out, citizens may be “reactivated,”pulled out of their private-sector jobs and placed under governmentorders once again.

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LEISURE ANDENTERTAINMENT

Terran artists are in the midst ofwhat some have labeled “high post-modern cosmopolitanism.” Theystrive to mix cultures in their work,often at the cost of real depth.

Visual ArtsConventional “flat” photography is

still very popular. In fact, the produc-tion of two-dimensional cinema hasbecome a cottage industry; advancesin computer-assisted production havemade it possible for even amateurs toproduce movies as rich and detailed asthe best of the 20th century.Filmmakers rarely bother with actors,large numbers of extras, or on-loca-tion filming any longer – computersoftware can produce almost anydesired effect on the screen.

Holograms and holographic pro-jections have been a valid artisticmedium for years, but full-roundthree-dimensional movies are still intheir infancy.

Painting is still accomplished usingthe same materials that have beenused for centuries, although modernchemistry has regularized the colorsand media available. Computer-assist-ed painting is very popular becausethe finished work can be stored elec-tronically, and the range of effects isalmost unlimited.

ArchitectureMaterials science and gravitic sup-

port have made it possible for archi-tects to achieve what previous genera-tions could only dream of. Buildingscan be taller, tunnels and bridgeslonger; undersea installations are fea-sible, and everything is generally saferand more durable. Designs for publicbuildings have come to reflect the aus-terity of the governments that commis-sion them, and are devoid of “showy”features beyond the minimum decora-tion to make the structure pleasing tothe eye. Any decorative features of adesign must also be useful.

Modern architects make increasinguse of prefabricated components, suchas wall modules with utility connections pre-installed. This permitsbuildings to go up faster and more efficiently, and means that specialist

construction workers find most oftheir employment on an assembly linerather than in the field.

Music and thePerforming Arts

Live music remains popular in avariety of styles, but most people listento satellite broadcast radio or one ofthe numerous digital channels. TheConfederation’s Ministry of Culturemaintains an enormous catalog ofmusic available to all citizens, and this is supplemented by private commercial networks.

Live theater is relatively expensiveto produce, but is still popular withthose who seek the possibility of aunique experience.

LiteratureThere is great pleasure to be had in

the physical act of reading, of turningthe pages, touching, feeling, smellingthe paper and the ink, and com-muning with the spirit of the author.One could read The Hound of theBaskervilles on electronic paper, I sup-pose. One could also drink fine oolongfrom a plastic cup, but it loses some-thing. The best teas deserve bonechina, and the best literature deservespaper and ink.

– Alyson Graves, literary critic (2144)

Literature has been changed moreby the media through which it is pre-sented than by any stylistic factors.While there is still a considerable nos-talgia market for traditional paperbooks, most people make use of

The Uplift ProjectsDoctor Moreau would be so proud . . .

– Lynn Jackson, animal-rights activist (2155)

Genetic engineering is a controversial subject on Terra. Early in the21st century, experiments were begun to “uplift” or improve the intelli-gence of certain non-Human species. The earliest of these involved sim-ple selective breeding and special training programs, but with advancesin gene-splicing technology, more fundamental changes have beenundertaken.

The earliest work was governed by the United States Navy, whichtried to enhance the intelligence and tractability of the porpoise for useas an underwater scout. There is evidence that some animals were testedin the detection of mines and enemy divers as early as the 1990s, but theprojects were dropped when technological solutions proved cheaper.

More recent experiments with animals have concentrated on theiruse in off-world colonization efforts. The most extensive work has beendone with chimpanzees, dolphins, and gorillas. These three have allgiven rise to uplifted species, nearly as intelligent and versatile asHumans, and quite able to work as junior partners in colonization proj-ects. Another success created the “neodog,” a variant canine withimproved (but sub-sentient) intelligence and language ability, useful ina variety of jobs. Finally, one of the more unusual projects has createdthe “miniphant,” a smaller but very intelligent elephant that has alreadyseen service as a riding and draft animal on the colony worlds.

As of 2170, most of the engineered animal species are still animals,more intelligent and cooperative than their wild brethren, but not yetcapable of acting as Terran citizens. In later decades, this situation willchange. Engineered dolphins in particular will become an intelligentpartner-species, with full citizenship rights on most Terran-controlledworlds.

Experiments with food crops have been less publicized, but are vast-ly more important to Terra. Food crops are now increasingly “tuned” foroptimal growth under special conditions, to tolerate a wider variety ofrainfall conditions, and to resist pests and disease.

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portable readers for “ephemeral” literature that includes newspapers,magazines, short stories and light novels.

Popular magazines and newspa-pers proliferate, but are different foreach reader. A subscriber can choosefrom a menu of topics and levels ofdetail, and get daily (or even hourly)updates customized to his interestsand comprehension level.

This sort of content control extendsto novels and short stories as well.

Popular authors often build multipleplot threads into their creations, sothat readers can follow the characterof their choice through the storyline orpick alternate endings.

AthleticsSports have changed little since the

20th century. The most popular sporton Terra is football (known toAmericans as soccer). Baseball andAmerican-rules football also have

large followings. The Olympic Gamescontinue, now overseen by theConfederation’s Ministry of Cultureand held in a different location everyfour years.

Sports fans remain obsessed withstatistics, and computers have onlyenabled them to keep track of increas-ingly esoteric minutiae. They willargue over anything connected withtheir favorite team, and sometimescome to blows over it.

THE TERRANCONFEDERATION

The Terran Confederation is thename assumed by the United Nationsin 2124, at the conclusion of the FirstInterstellar War. It has undergone sev-eral reorganizations over the years,and has expanded its control from thenations of Terra to the stars.

The Terran Confederation stilloccupies the old UN grounds in NewYork City in the United States, but thebuilding itself was expanded in 2098.The Secretariat and General Assemblymeet there, and the Secretary-Generalof the Terran Confederation has hisoffices there, but many of the subdivisions of the government areheadquartered elsewhere on Terra.

POLITICALORGANIZATION

In rough order of strength andinfluence, the main powers of Terra in2170 are the United States of America,the European Union, the Republic ofChina, the Republic of India, andJapan. Together, these five nationsprovide the economic and politicalmuscle to keep the TerranConfederation in power. No singlenation is so powerful as to dominateworld politics, but so long as the “BigFive” partners cooperate, they canexercise absolute control over theConfederation.

Over the years, individual mem-bers of the Big Five have sometimestried to gain a dominant position, orto assert their independence fromConfederation control. Such attemptshave always failed – no nation on

Terra can oppose the combinedstrength of the rest of the Five. Forreasons of national pride and history,this is especially irritating to politi-cians in China and the United States,even several generations after the formation of the Confederation.

Secretary-GeneralThe Secretary-General is the lead-

ing official of the TerranConfederation. He is appointed by theAdvisory Board of the Secretariat(p. 54), serves a five-year term, andcan selected for any number of subse-quent terms. He can be deposed by avote of no confidence in the AdvisoryBoard, if the vote passes by at least a

two-thirds majority; the Board mustthen appoint a new Secretary-Generalto finish out the current term.

The Secretary-General has a varietyof executive powers. He is the admin-istrative head of the Confederation,and all of the government’s ministersand department heads report to him.He is the Commander-in-Chief of theConfederation’s armed forces duringwartime. He also holds a very good“bully pulpit” position, and (if he ispersonally persuasive) can effectivelysway world opinion. The Secretary-General is often considered a merepuppet of the Advisory Board, but infact a capable holder of the office hastremendous power of his own.

A World Under Siege

Since the Third Interstellar War, Terrans have developed a “siegementality” even though the world is no longer under direct militarythreat. Although peace has permitted the Confederation to dial back itsrhetoric about the threat of enemy invasion, it continues to emphasizethat all citizens must work together. “Do your part” is a common slogan.

This has led to a mild xenophobia among the Terrans who have neverleft the world. In many places on Terra, visitors who look “alien” aresubject to suspicion, especially if they resemble the movie stereotype ofa Vilani: short, dark-skinned, delicate-featured, and always wearinghighly ornate and impractical garments. Vilani spies, of course, are saidto carefully blend in – so anyone can be an Imperial agent . . .

Of course, citizens who have traveled to other worlds quickly becomesophisticated enough to recognize how ludicrous all of this is – yetanother way in which Terran and colonial culture are beginning todiverge.

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54 TERRA

One power that is not granted tothe Secretary-General is the role of Commander-in-Chief of theConfederation’s armed forces duringpeacetime. When no active hostilitiesare under way, command of the military is held by the Minister of War.

SecretariatTogether, the various agencies of

the Terran Confederation governmentform the Secretariat. The originalSecretariat of the United Nations wassimply the Secretary-General’s admin-istrative staff. Much of the work of theUN was done by various outsideoffices and commissions. Some ofthose organizations still exist,although most have been absorbedinto the Secretariat, which has growndramatically. Today, the Secretariat isthe core of the Terran Confederation,and it dwarfs the rest of the originalUnited Nations structure in size andinfluence.

The Advisory BoardThe Secretary-General commands

the Secretariat on a day-to-day basis.However, ultimate control of it rests

with the Advisory Board, a council ofnational representatives.

The Advisory Board consists of 12voting members. Ten of these areappointed, two each by the nationalgovernments of China, the EuropeanUnion, India, Japan, and the UnitedStates. A member of the AdvisoryBoard serves until replaced; the lengthof his term is determined by his homegovernment, with the only restrictionbeing that it must be no less than twoyears and no more than 10. The lasttwo members of the Advisory Boardare chosen at random from among themembers of the General Assembly.These two “rotating seats” are occu-pied for one calendar year at a time,cannot be held by the Big Five nations,and cannot be granted to the samenation twice in a row. The Secretary-General presides over meetings of theAdvisory Board, but does not voteexcept to break ties.

The Secretariat not only imple-ments Confederation policy, it has aleading role in making it. The AdvisoryBoard is the body that most oftenwrites new Confederation laws for theconsideration of the GeneralAssembly. If the Board musters a two-thirds majority, it can pass new laws

without needing a General Assemblyvote. The Board must also approveany new law passed by the GeneralAssembly before it can go into effect.Of course, Confederation laws areenforced by the agencies of theSecretariat, which have considerableinfluence over how those laws areinterpreted on a daily basis.

General AssemblyThe General Assembly is the main

deliberative body of the TerranConfederation. It consists of one vot-ing delegate from each nation ofTerra, and one from each independentoff-world state (as of 2170 there arefour of these, representing Luna,Mars, Nusku, and Prometheus).Delegates to the General Assembly areselected by their home governments –some are elected by popular vote, butmost are appointed. Terms are set atthe pleasure of each nation. Terrancolony worlds that do not yet havehome rule are represented by non-vot-ing members appointed by theColonial Bureau; these are sometimesappointed from the colony’s popula-tion, sometimes not. Occupied Vilaniworlds are not represented.

The General Assembly is not con-tinually in session. It routinely meetsfor about six months out of each calendar year, and can also be calledinto session by the Secretary-Generalif an emergency requires it.

A President manages meetings ofthe General Assembly. This officialalso serves as the “head of state” forthe Terran Confederation. A Presidentis elected at the beginning of each ses-sion, and serves until the beginning ofthe next. If there is more than one ses-sion in a given calendar year, it is tra-ditional for the same person to beelected President, but this has notalways happened.

The General Assembly has thepower to pass Confederation laws,although any such law must also beapproved by the Advisory Board of theSecretariat before it can be imple-mented. It also has limited authorityover the Secretariat’s budget, and hassometimes used that power to starveConfederation programs that areunpopular in the minor Terrannations. Aside from these specificpowers, the General Assembly hasalmost no way to influence events,

Civilian ControlCivilian control of the military has been a guiding principle of the

Terran Confederation charter from the beginning. Serving members ofthe Confederation military are forbidden from holding civilian office,and general officers are discouraged from expressing political opinionswhile on active duty.

The Commander-in-Chief of the Terran armed forces during wartimeis the Secretary-General of the Terran Confederation. Under him is theMinister of War, who, assisted by the Secretaries of the Navy and Army,controls the armed forces in peacetime. The Minister of War supervisesthe combined Chiefs of Staff of the Army and the Navy. The most seniormilitary officers in the Confederation are therefore third in the chain ofcommand for the armed services.

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unless the Big Five powers are in dis-agreement. At most times, the GeneralAssembly only serves as a toothlessforum for international debate.

The fact that minor Terran nationshave almost no representation exceptin the General Assembly causes sometension between them and the BigFive states. Meanwhile, the vast over-representation of Terra causes somebad feeling among the off-worldstates. The colonists feel that they areentitled to more equitable representa-tion, since the brunt of any militaryaction would fall on them first.

National GovernmentsIn theory, any nation in the Terran

Confederation may choose any gov-ernment it pleases, provided its citi-zens approve. In practice, theConfederation will intervene if thelocal government becomes too oppres-sive – and the Confederation defineswhat it considers “too oppressive.”This may take the form of political oreconomic sanctions, or occasionallyeven military action.

Republics and Democracies: Thevast majority of Terran nation-statesare republics or representative democ-racies. The Confederation explicitlyprefers this form of government for itsmember states.

Limited Monarchies: There are veryfew hereditary monarchies left on Terra.The European Union nations of theUnited Kingdom and Spain are typicalexamples – each is a constitutionalmonarchy, in which the monarch ishead of state but the head of governmentand most lesser officials are elected.

Principalities: These are smallnations ruled by a prince or otherminor noble, usually with some formof democratic input from the populace.Examples include the European Unionnations of Monaco and Liechtenstein,or the Sultanate of Brunei.

Dictatorships: As of 2170, noTerran nation-state is ruled by anovert dictatorship. Governments ofthis type usually run afoul of theConfederation’s human-rights laws,and are quickly deposed. Some peoplewrongly consider the military govern-ments imposed on occupied Vilaniworlds to be dictatorial, although suchgovernments are only intended to betransitional in nature.

Political PartiesThere are hundreds of political

parties on Terra, sometimes morethan a dozen in a single country. Inthe last few decades, several parties(or alliances of parties) have becomeglobal in scope, and a few now spanseveral worlds.

Imperialists: This party calls for anaggressive program of interstellarexpansion, with new worlds to beruled directly from Terra. Naturally,this means an even greater militarycommitment against the VilaniImperium. Some members are overtracists, promoting an ideology thatclaims natural Terran superiority overthe Vilani. Although the ImperialistParty is well organized and unified, itis rather small and has little real influ-ence. It is most popular in the Big Fivenations, notably China and the UnitedStates.

Nationalists: Nationalist parties arefound everywhere on Terra. They aremost common in the developingnations, but even the Big Five nationsoccasionally give rise to these move-ments. Although they have many supporters, they have difficulty coop-erating and have little actual power in the Confederation government.Nationalists resent the existence of theTerran Confederation, and call for a

return to the days of nation-statesupremacy. Their position on inter-stellar politics is mixed – most call fora militant policy toward the Vilani,but a few actually regard theImperium as a potential ally againstthe “tyrannical” Confederationregime.

Conservatives: The conservativebloc spans a wide but loosely organ-ized group of national and super-national parties. Most conservativeparties prefer minimal governmentand government spending (except fordefense) and a laissez-faire approachto business and general economic pol-icy. Conservatives tend to work withinthe Confederation system, and areoften very influential.

Socialists: Dozens of socialist andliberal-democrat parties exist aroundthe world, dominating the govern-ment of many nation-states. Theseparties often cooperate in a loose“socialist bloc” within theConfederation government. Socialistsgenerally favor an activistConfederation government, controlson business, an interventionist eco-nomic policy, and a conciliatoryapproach toward the VilaniImperium. As of 2170, socialists forma majority of both the Advisory Boardand the General Assembly.

Important Terran ConfederationAgencies

The major agencies of the Secretariat are listed below, along with thelocations of each one’s headquarters. During much of the 21st century,these agencies were located together at UN Headquarters in New YorkCity, United States. As the Secretariat grew in numbers and influence, itwas increasingly inconvenient to find office facilities in the same city.When the Interstellar Wars began, the new Terran Confederation decid-ed to disperse the major agencies; this helped with the office-space prob-lem and also helped ensure that no one city would be too tempting apolitical target for Imperial attack.

Ministry of Justice: Geneva, SwitzerlandMinistry of War: New York City, United StatesMinistry of Trade: Brussels, BelgiumMinistry of Production: Chicago, United StatesMinistry of Education: London, United KingdomMinistry of Health: Beijing, ChinaMinistry of Culture: Kyoto, JapanColonial Bureau: Paris, FrancePublic Service Bureau: Mumbai, IndiaTerran Starport Authority: Phoenix, United States

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Greens: The “Greens” form a fairlywell organized bloc of local environ-mentalist parties, with membersworldwide. They feel that the greatestthreat to the continued existence ofhumanity is environmental ratherthen military or political. They favorvery strict economic controls and aless belligerent policy towards theImperium. They have little directinfluence in the Confederation gov-ernment, although they usually con-trol a consistent block of votes in theGeneral Assembly and can sometimespush their proposals to center stage.

COLONIALADMINISTRATION

Terran civilian colonies that havenot been granted their independenceare administered by the Confed-eration’s Colonial Bureau. TheConfederation Navy and Army controlall military outposts and installations,as well as all occupied worlds.

Terran ColoniesTerran policy is to place at least a

military outpost in every systemwithin the Confederation’s sphere ofinfluence. Where the population of aworld is composed solely of militarypersonnel (including military

dependents and civilian employees ofthe military), the world is under mili-tary government. Where both Navyand Army personnel are present, ajoint-force command is established,with the Navy tending to dominate.

Garden worlds, and worlds thatmight yield useful resources, are tar-gets for civilian colonization. Theactual work of colonization is left upto national governments, corpora-tions, and even small private organiza-tions. The Colonial Bureau overseesthe process – it declares worlds openfor colonization, allocates land orresource claims, and provides the initial framework of planetary government.

United States of America: The United States has alarge and relatively young population, an advancedtechnological base, and a sound economy. As a result itremains the most powerful single nation on Terra,although it no longer holds a dominant position inworld affairs. It has an extensive space program, pro-viding the largest share of Marine and Naval personnel,as well as a substantial portion of the Navy’s shipbuild-ing budget. American entrepreneurs are very prominentamong the Free Traders, and are heavily involved incolonial development.

The United States was a stumbling block to worldunification for decades. Until the First Interstellar War,it opposed any attempt to create a world government inwhich it would not play a leading role. Even today, theUnited States still has one of the most vocal nationalistmovements on Terra.

European Union: Technically, the European Unionis an alliance of nation-states, but after almost 200 yearsof cooperation the alliance is so close as to almost con-stitute unification. The three leading nations of theUnion remain France, Germany, and the UnitedKingdom. The Union stresses “soft power” in worldaffairs, concentrating on economic and moral influencerather than direct political or military control. TheUnion is the second largest economic power on Terra,trailing the United States by the smallest of margins. Ithas a very extensive space program, and is the largestsingle contributor of ships for the Terran Navy.

Republic of China: In the course of the 21st century,the Communist government of China gradually fadedinto a more moderate state, still authoritarian but withtrappings of Western democracy and capitalism. Chinahas a very large population, and has done a great dealto catch up with the most advanced nations over thelast century. As a result it has a powerful voice in Terran

politics. China encourages its population to migrate tothe colonies, by subsidizing transportation costs forfamilies willing to relocate. China also financed andequipped one of the early Phoenix Expeditions (p. 57).

Republic of India: India is the most populous nationon the planet, a lively democracy and a major center ofTerran culture. Although it is technologically backward,it can provide a great deal of manpower for projects allover the Terran Confederation. In particular, it is one ofthe largest sources of recruits for the Terran Army.

Japan: Japan is one of the wealthiest nations onTerra. It experiences constant severe labor shortages,and so provides relatively little manpower for theTerran armed forces and colonial ventures. Instead itprovides financial backing for commercial and govern-ment projects. It is also a technological leader in sever-al fields, notably computers, robotics, spacecraftdesign, and advanced physical research.

Republic of Korea: After the reunification of theKorean peninsula in the mid-21st century, Korea spentalmost half a century integrating the devastated societyof the north. Korea has been slowly recovering eversince. While its economy is not on a level with theUnited States or European Union, it is respectable andgrowing stronger with each passing decade. Koreanentrepreneurs are very active in the Free Traders.

Russia: After the breakup of the old Soviet Union,many of its smaller republics eventually joined theEuropean Union. Russia’s nationalistic tendencies led itto chart an independent course. Its vast naturalresources and enormous land area have made it apower to be reckoned with on Terra, although develop-ment has been stubbornly slow. Although Russia is nota first-tier nation, it had a space program of its ownbefore Vilani contact, and so its presence in space is stilllarger than its rank on Terra would indicate.

Major Nation-States

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A colony world is usually granted“home rule” (political independence)as soon as its stable population isaround a million, and as soon as alocal government is ready to take overfor the Colonial Bureau administra-tion. Once home rule is granted, theworld gets its own seat in the GeneralAssembly and begins to take part inConfederation government.

Occupied WorldsOccupied Vilani worlds are placed

under martial law, with the specificsdepending on the individual situation.Joint military commands are the mostcommon, with the Army tending topredominate since it usually has thelargest number of personnel on anoccupied world. Rarely, a governorfrom the Colonial Bureau will be placed in charge of military occupation forces.

As of 2170, the TerranConfederation’s policy is to treatoccupied worlds as humanely as pos-sible, with an ultimate goal of inte-grating them into the Confederationas member nation-states. This policyhas been tested once – on Nusku –with considerable success; it remainsto be seen whether other Vilaniworlds will be as easy to integrate intothe Terran system.

The PhoenixExpeditions

The Phoenix Expeditions were a series of dozens of long-range colonialventures, started even before the First Interstellar War and continuingthroughout the 22nd century.

The original idea behind the Phoenix Expeditions was to send self-contained colony ships into areas far beyond Vilani space. Named aftera mythical bird that was reborn from the ashes of its own destruction,each ship carried the tools and supplies to establish a new Terra, and alsothe records and history of the old.

The earliest Phoenix ships did not make use of jump drives, and incor-porated primitive suspended animation technologies. Various systems ofconstant acceleration were used on many of these vessels, and the shipswere targeted at systems thought likely to have habitable worlds. Laterships incorporated jump drive, which obviated the necessity for suspended animation and increased the chances of success.

Each expedition was to find a suitable world as far from Imperialinfluence as possible, and to start a settlement there. Some expeditionsheaded to rimward, searching for worlds that the Imperium would neverfind. Others moved through Imperial space, hoping to establish newcolonies in the Imperial flank or rear. They were expected to be out ofcontact with Terra for generations, and for security reasons were orderedto be cautious about re-establishing contact with Terra.

Different theories of what constituted a viable colony startup influ-enced the ships’ size, payload, and layout. Numerous designs and vari-ants existed; practically every expedition had its unique features. An earlyPhoenix expedition was usually built into a single hollowed-out asteroid,fitted with reactionless drives and carrying tens of thousands of colonistsin suspended animation. After the jump-2 drive became available, aPhoenix expedition usually consisted of four to six superfreighters (about10,000 dtons in size), escorted by eight to 10 smaller ships equipped forexploration work and armed for self-defense.

THE TERRAN NAVYThe Terran Confederation Navy

was officially established in 2125, justbefore the outbreak of the SecondInterstellar War. The new force com-bined a number of national flotillas

that been built by the spacefaringnations and were operating underjoint UN command. In its earliestyears the Navy was still dominated byChina, the European Union, Russia,

and the United States, with minorcontributions from Australia, Canada,Japan, and Korea. Since then it hasbecome more broadly based, withships and manpower coming fromdozens of Terran nations.

THE NAVYLIFE

The Navy is the most prestigiousmilitary organization in the TerranConfederation. It receives a substan-tial portion of the military budget, thebest personnel from The Draft, andthe public relations benefit of numer-ous victories in previous wars. TheNavy claims, with some justification,to be the main defense between Terraand absorption by the VilaniImperium.

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Recruitment and Training

Most naval personnel are drafted,but a certain number are volunteerswho hope to enlist before a less desir-able service claims them. The Navytries to “cherry pick” its candidatesfrom among the Draft pool, andadvertises to persuade the best andbrightest to come in on their own.

Every recruit receives eight weeksof basic training, which includesindoctrination to the Navy life, basicmilitary courtesy, and physical train-ing. If the recruit does not speak orread English, he is given a crash“total-immersion” course in that lan-guage; modern teaching methodsmean that a bright student can gain aworking knowledge of the language ina few weeks. Basic training turns thecivilian into a spacehand, and pre-pares him mentally, physically, andemotionally for military service. Basictraining also identifies those who areconstitutionally unfit for naval serv-ice, and enables them to move intoother fields better suited to their personality.

After completing Basic, the recruitsreceive six to 12 weeks of advancedtraining in some technical specialty.There are dozens of specialties, eachrepresenting a specific job to be donein the Navy. Not all of these are per-formed on spaceships, since the Navyruns ground installations in supportof their fleet elements.

Many naval officers are “mus-tangs,” who rise from the ranks afterdistinguishing themselves in someway. However, the Navy also recruitsnew personnel directly into its officercorps. New officers sometimes jointhrough the Naval Officer’s TrainingCorps (NOTC), which is sponsored atvarious Terran universities. TheNavy’s elite officer-training institutionis the Confederation Naval Academy,which is based on Luna.

On DutyLife on a ship in space can be

cramped, boring, and dangerous.While the Navy tries to make as muchliving space as possible available tosailors, every bit of a military space-ship must be used to the maximum,and this often means that crew

comforts are minimal. Of course,comfort is a relative thing . . . for somespacehands, their current assignmentis paradise compared to their civilianlife on Terra.

ProcurementThe two largest military shipyard

complexes are in the Terra and Nuskusystems. Civilian shipyards are alsoimportant, since the Navy can com-mandeer civilian vessels in time ofwar. The Navy’s Bureau of Shipsreviews all designs manufactured inthe Confederation, with a viewtowards their possible use in wartime.Every civilian shipyard in theConfederation has a Naval Liaisondetachment to carry out inspectionsas ships are built, and to track whatvessels are being produced, so theNavy knows what’s available in theevent of a crisis.

A significant portion of the TerranNavy’s ships are of Imperial design.Some of them are even of Imperialmanufacture, adapted in Terran ship-yards for Confederation service. Fordecades, Terrans have been deliber-ately capturing Imperial ships andshipyards, making use of the ships,the technology, and facilities to fillout the Navy. Terran naval architectshave a tradition of adapting Imperialtechnology into their designs.

In addition to Imperial ships andImperial designs, the Navy has a

number of former Imperial personnelin its ranks. These are deserters fromthe Imperial Navy who have chosento enlist and been accepted into theConfederation Navy because of theirexpertise and skills. Naturally, con-cerns about espionage and sabotagemean that Naval Security keeps acareful eye on them at all times.

ORGANIZATIONTerran Navy organizations are

normally simple ad hoc groupings ofships. All formations are adapted totheir individual mission, andalthough there is a “typical” organiza-tion on the books for each type ofsquadrons, this is often modified forvarious reasons.

Unit HierarchyTheater of Operations: A theater of

operations (“theater” for short) is agrouping of star systems in which afleet or fleets are assigned to operate.The commander of a theater is nor-mally the most senior admiral amongthe fleets of those assigned. Theatersare given unique names according tothe most important star system thatthey contain. As of 2170, the Navymaintains three theaters: the TerranTheater, the Nusku Theater, and theProcyon Theater.

Fleet: A fleet is a grouping of sever-al squadrons under a single admiral.Fleets are numbered, theoretically in

The Language of the NavyWhen the Terran Confederation Navy was established, its leaders

faced the problem of establishing a unified command over starship flotil-las originally built by a dozen different nations. English was the only lan-guage that most of the new Navy’s personnel had in common. It had longbeen the common language of international aviation, and a great manypeople learned it as a second tongue in civilian life. Although the impo-sition of a single language was not politically popular, it proved the onlyway to proceed in the press of events during the First and SecondInterstellar Wars.

After the Second Interstellar War, the immediate threat of Vilaniattack subsided, and the Terran Navy had grown considerably. The useof English had become ingrained, and was recognized as a permanentofficial policy in 2143. In the following years, the other Confederationarmed forces began to follow suit, as did the Confederation civilian gov-ernment. As of 2170, the Confederation still uses several languages forofficial business, but English is by far the most frequent.

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the sequence in which they were created, but this convention is notalways followed. In particular, somefleets are named, the main examplebeing the Home Fleet based at Terra.A fleet will have support elements,such as transport and tankersquadrons, as well as combat elements.

Squadron: Squadrons are made upof similar ships when operating aspart of a fleet or larger organization,but will have support and logisticalelements attached when they are serv-ing on their own. Squadrons are num-bered and identified by their type: the19th Destroyer Squadron, the 5thTanker Squadron, the 21stTransport Squadron, and so on.The names are often abbreviated:DesRon 19, TankRon 5, TranRon21, and so on.

Individual Ship: Ships are commanded by officers given thecourtesy title of “Captain” regardlessof their actual rank. Small craft, suchas ship’s boats or landing vessels, gen-erally do not follow this rule. A ship ofa given type will have a standard crewlaid down in regulations, but willoften vary from that organization dueto casualties or specific missionrequirements.

Departments and Sections: Belowthe individual ship level, crews aredivided into smaller units calleddepartments. A department handles amajor system aboard a ship, such asengineering, gunnery, life support,electronics, communications, com-mand, and so on. A section is a subdi-vision of a department, usually han-dling a specific subsidiary system.Power generation is a section underthe engineering department, forexample.

Ground installations consist ofdepartments and sections, with anoverall commander and a staff if nec-essary. Extremely large ones, such asmajor naval bases, will be commandedby an admiral.

Support and LogisticsAmateurs study tactics, professionals

study logistics.– Ancient military axiom

Any complex system eventuallybreaks down, but preventative mainte-nance can keep this from happening.

Fleets of ships andthe men aboard them need fuel, food,air, water, spare parts, and thousandsof other items to keep operating.Warships consume ammunition andenergy at a fantastic rate, and needrepairs after almost every battle.

Keeping a fleet of fighting starshipsfunctioning requires transport ships,tankers, and other support vessels inlarge numbers. The Terran Navymaintains an extensive support arm,and in wartime supplements this fleetby commandeering civilian shipping.Even so, it is almost impossible tokeep all needs satisfied during actualcombat operations. This is one reasonwhy open war against the Vilani tendsto develop a years-long cycle ofadvance and consolidation (see ThePace of Operations, p. 26).

Naval BasesA naval base is a facility for the

repair and maintenance of naval star-ships. Most have yards for the con-struction of small, non-jump-capablecraft. A few are Navy-owned ship-yards, used for putting together thelargest naval vessels. Some bases alsocontain depots – stockpiles of the myr-iad other things needed to keep a fleetoperating.

The Terran Confederation has sofew naval bases that there is no stan-dard layout or table of organizationand equipment. Some are partly

land-based and partly orbital, whileothers are deep-space installationsand completely space-based.

OPERATIONSThe Navy’s overall purpose is to

defend the Terran Confederation, andto project the Confederation’s powerinto enemy territory in pursuit ofTerran political goals. In pursuit ofthis purpose, the Navy undertakes avariety of operations.

Power ProjectionOne of the overriding principles of

Terran Naval doctrine is the idea thata winning force must maintain themomentum, continuing to push its“center of mass” through the initialareas of resistance and into theenemy’s rear areas. In this, theConfederation Navy follows one of theprinciples of the 18th centuryPrussian king Frederick the Great:“always fight your battles on someoneelse’s territory.”

Naturally, it isn’t always possiblefor the Terran Navy to stay on theoffensive. So far, the Imperium hasalways taken the initiative at thebeginning of each conflict, and in factTerran strategic planning assumesthat war will start with an Imperialattack. Terran doctrine still calls forthe Navy to carry the war to the enemyas soon as possible.

The Terran Marine Corps

Like most of the Terran Confederation’s armed services, the TerranMarine Corps was first assembled out of units from several nations; inthis case, not all of them were conventional marines. In general, the com-ponents were elite infantry units, chosen for their traditional high stan-dards of training and their ability to operate independently for extendedperiods.

Terran Marine units tend to be battalion-sized and smaller, sinceinterstellar transport is often at a premium. They are among the most

highly trained and well-equipped of the Terran forces,although they lack heavy armor and support artillery

that would take up too much scarce transport space.They are designed to be the first combatants ontothe battlefield, and to hit the enemy hard enough toenable follow-up forces to land and continue theoffensive. Terran Marine detachments also serve asship’s troops aboard Terran Navy vessels.

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System DefenseKill everyone they send. Eventually,

they’ll stop coming.– Ancient military axiom

Protecting a world can be as com-plicated as the defenders care to makeit. The guiding principle is to do asmuch damage to invading ships aspossible, as far from the defendedworld as possible, and keep hittingthem until they stop coming.

The Terran Navy often fightsdefensively in order to keep Imperialforces away from a critical world.Sometimes this defense is carried outby squadrons specifically designed forthe purpose, including non-jump-capable fighters and “system defenseboats.” The Navy also operates moni-tors, large orbital stations that mountvery heavy weapons. Of course, thevery last-ditch defense of any world isin the hands of the Terran Army.

Current Terran doctrine onlylabels one world as absolutely criticalto the Confederation’s survival – Terraitself. Any defense of Terra itself islikely to be fought to the last man andship. Other worlds are less important,

and can be sacrificed if necessary.Naval strategists must weigh the costof any defense against the damagethat can be done to the Imperialoffensive.

The Navy sometimes “defends” theConfederation with a strategy ofambush and commerce raiding. It’srelatively easy for a small Terransquadron to move behind the “frontlines,” waiting to ambush a thinlyguarded Imperial convoy. This tacticis particularly useful given thearrangement of stars around Terra.Any Imperial attack has to movethrough the Nusku or Procyon starsystems; even after an offensive moveson, any Vilani supply convoys mustmove through the same vulnerablechoke points. Indeed, the Navy hashidden caches of supplies and spareparts on many small moons and aster-oids in those systems, and in othersthat might prove to be useful ambushpoints. These caches can help com-merce raiders to continue operatinglong after their direct supply linesback to Terra are cut.

Convoy EscortOf course, the Confederation is vul-

nerable to a commerce-raiding strate-gy too. While the Vilani don’t deliber-ately use raids to the same degree,they are not above attacking adefenseless merchant convoy if theopportunity presents itself. Thus, inwartime every civilian or militarytransport convoy needs an escort.

The primary problem with escorting a convoy during a jump isthe difficulty of coordinating when a

Marine Line BattalionsMarine combat battalions have several different tables of organization

and equipment, depending on the original nationality of the unit and itsmission. Despite efforts to standardize, and many decades after the firstnational units were converted to Terran Confederation Marines, manyMarines (and the nations who supply them) resist any attempt to changetheir “unit traditions.” For example, the American Marines insist on asquad consisting of a squad leader and two four-man fireteams, builtaround a man-portable ETC-GPMG (Electro-Thermal/Chemical GeneralPurpose Machinegun), resisting the gauss GPMG in use by practicallyevery other Marine unit. British Marines use a section organization, witha section leader and three fireteams, two built around a Gauss GPMPteam and one around a sniper team.

The Terran StrategyAs of 2170, there have been three Interstellar Wars between Terra and

the Imperium. Each was begun by an Imperial attack against Terra, andeach ended with Terra in control of more territory than before. The Vilanididn’t even attempt to conquer Terra during the first two wars; during thethird, they were forced by their own internal politics to stand down beforecompleting the conquest. Since the end of the Third Interstellar War,Terran planners have come to suspect that the Imperium is simply notstructured to permit lengthy campaigns of conquest. Terra has developeda strategy that depends on this inherent limitation on the Imperial system.

The Terran strategy is one of aggressive defense. The Terran Navy isdeployed to meet any Imperial attack as far from Terra as possible. If aninvasion force advances toward Terra, it is to be harassed and delayed.The Terran Navy will try to inflict as much damage as possible, but willavoid being trapped into any pitched battle in which the Imperium hasthe advantage. Meanwhile, commerce raiders will attack Imperial sup-port squadrons and commercial traffic.

Eventually the Vilani attack will bog down, hopefully still at a distancefrom Terra itself. At that point, if the Terran Navy has avoided sufferingcritical damage, it can go on the offensive. The counterattack will be driv-en by political objectives – the goal will be to win concessions from theImperial government, whether these are territorial or simply commercialin nature. As soon as such concessions are won, the Confederation willask for or accept a peace.

This strategy is one of limited objectives, and isn’t designed to over-throw the Imperium. Terran planners recognize that the Confederationdoesn’t have sufficient resources for such a conquest, and won’t havesuch resources for decades or centuries to come. Instead, the Terranstrategy is designed to buy time – permitting the Confederation to surviveand grow until it does have the strength to challenge the Imperium onequal terms.

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group of vessels exits jump space.With preparation and care, a portionof the escorting vessels can arrange toarrive in advance of the main convoy,securing the region of emergence forthe incoming vessels.

Expeditionary ForcesThe marines are the point of the

arrowhead – they make the opening.The Army forms the two edges of thearrowhead – it widens the hole theMarines make, and carries the rest ofthe arrow through to the heart of thetarget. The Navy is the shaft of thearrow, the part that gets the headwhere it’s going. All the parts worktogether to accomplish the job. Noneof them can do it alone.

– Admiral Roger Marbury St. John,Terran Confederation Navy (2164)

When the Navy does go on theoffensive, the goal is to convince theVilani Imperium (or rather, theprovincial government) that peacewould be less disruptive than contin-ued warfare. The fastest way toaccomplish this is with a full-blownassault against a Vilani outpost orcolony world. An expeditionary force isthe organization formed to carry outsuch an assault.

Expeditionary forces are alwaysjoint operations, involving both theTerran Navy (along with the Marines)and the Army. The initial planetaryassault is the task of theConfederation Marines, while follow-up forces normally belong to theArmy. The Navy provides transporta-tion and support for the assault andground campaign.

An expeditionary force intended totake a world consists of four parts: thesecurity group, the bombardmentgroup, the assault group, and thetransport group.

The security group is composedentirely of Navy ships, and opens theassault by clearing the system ofenemy space forces and securing thevicinity of the world to be attacked.This includes neutralizing any satel-lites in orbit over the target world.The security group also protects theother groups from counterattacks,whether by raiding forces left behindin the target star system, or byImperial task forces jumping in fromelsewhere.

The bombardment group, alsocompletely naval, conducts thepreparatory bombardment of the tar-get areas on the world, focusing onanti-starship defense installations anddefenses in the landing zones. Its jobis to “suppress” planetary defenses sothat the Marine and Army units canland and do their work. Even after theground forces are well established onthe planet’s surface, the bombardment

group continues to provide fire support from orbit.

The assault group consists of theMarine assault teams, the landingcraft that carry them to the world’ssurface, and squadrons of smallattack ships that provide direct firesupport. The assault group’s task is tosecure a safe landing zone, in whichthe bulk of the Army troops and sup-port equipment can be brought to thetarget world’s surface.

Terran Naval TacticsNo captain can go far wrong who lays his ship alongside an enemy.

– Admiral Horatio Nelson

Terran naval technology emphasizes beam weapons, which can dohorrendous damage to enemy ships, but which cannot attack effectivelyat very long ranges. Imperial warships, on the other hand, emphasizefast, stealthy, long-range missiles that can be launched from outside theTerran “engagement envelope.” As a result, Imperial warships can oftenhold the range open, avoiding the solid punch of Terran beam weapons,wearing down the Terran defense with wave after wave of missiles.Avoiding this situation is the primary consideration of Terran tacticaldoctrine.

In main-fleet engagements, the Terrans have little choice but to closewith the enemy, absorbing the punishment of missile attacks until themain beam weapons can be brought to bear.

Terran ships use stealth, electronic countermeasures, and lots ofpoint-defense fire in order to prevent missiles from locking onto orreaching their targets.

The Terran Navy has also deployed several classes of “missile boats” –small, cheap ships that are not expected to survive any major engage-ment, but which can fire substantial volleys in a short time. Imperialcommanders who don’t expect such attacks from the Terrans are oftentaken by surprise.

Whenever possible, the Terrans use stealth and misdirection to lurethe Vilani close. If a battle is to be fought close to a planet or other body,Terran warships will lurk on the surface or in close orbit, waiting to “popup” and fire beam weapons at any enemy that wanders too near. Terrahas also experimented with “Q-ships,” armed warships that mimic theshapes and energy signatures of unarmed freighters, in order to baitcommerce raiders.

Terran tacticians also recognize that Imperial naval engagements pro-ceed according to a very strict doctrine. While individual Imperial com-manders might be capable of departing from the preset plan, they arestrongly discouraged from doing so. Once their initial plan begins tocome apart, lower-level Imperial officers become unsure what to do, andtend to fall back on a few standardized maneuvers. Terran commanderswho can anticipate these can often win battles, even against superiorodds, if only the Imperials can be denied the initiative.

Terran naval tactics are constantly being rewritten in the face of bat-tle experience, training maneuvers, and technological advancement. Anyflag officer with combat experience, as soon as he can be spared, is senton a tour of the training facilities to teach others what he knows beforehe is returned to the front.

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The transport group is usually acombination of Navy warships andcivilian ships pressed into wartimeservice. Once a landing zone issecured, the transport group brings inthe remainder of the ground forces,and it continues to land supplies asnecessary until the campaign is con-cluded. Returning transport shipscarry wounded troops to hospitalships with the transport group.

System SurveyOne duty of the Navy is to perform

detailed surveys of every system it canget a ship to. This is usually accom-plished by fitting out ex-merchant ves-sels with astrographic survey gear.Such ships carry a mixture of regularand retired Navy personnel on long-term missions designed to last three tofive years. Private concerns have pro-duced several designs for purpose-built survey vessels, and the Navy hasbegun hiring private companies forthis work on an experimental basis.

Long-Range ExplorationSurvey and exploration of worlds

outside of the Terran sphere of influ-ence are performed by two groups,both of which are connected with theConfederation Navy.

Exploration outside the Imperiumis the responsibility of the regularNavy, and is carried out by surveycruisers of between 400 and 1,000dtons. Crews of these vessels numberabout 25-100, and are specially select-ed for their experience in biology,planetography, meteorology, andfirst-contact methodology.

Exploration within the Imperiumis forbidden to the ConfederationNavy, according to the treaty thatended the Third Interstellar War.Naturally, the Navy circumvents thisrestriction any way it can. The mostfrequent tactics is to officially dis-charge naval officers, and send themout with civilian crews (many ofwhom are also retired Navy personnel) in civilian vessels supplied

by a cooperative Terran mercantileconcern. These “merchant” shipscross the frontier and make their wayas deep into the Imperium as possible,visiting worlds that the Navy doesn’texpect to fight over for centuries.

In recent days there has been atightening of restrictions on Terrantraders within the Imperium. TheNavy has responded by making use of“Terrani,” Terran citizens of Vilaniancestry, who speak the language andknow the customs. Ships carryingsuch crews are often given falsifiedImperial registration. In particular,many Terran ships inside Imperialspace have Nusku registration, issuedby sympathetic Nuskan officialsbefore the planet officially changedhands at the end of the ThirdInterstellar War. Some Imperial offi-cials know about this ruse, but theycannot issue an Imperium-wide can-cellation of Nuskan ships’ paperswithout risking loss of face andremoval from office.

TERRANGROUND FORCES

The Terran Confederation Army isdesigned to deal with enemy forceswithin bombardment range of a givenworld – usually about 40,000 miles.Anything beyond that is the Navy’s job.The Army therefore includes thingsnot traditionally assigned to an army –“wet” naval vessels both surface andsubsurface, and aircraft capable ofoperating both in atmospheres and (toa limited extent) in space.

THEARMY LIFE

Many Terrans view the Army as ameans to an end, a way to get techni-cal training and to see the world with-out spending a fortune. A lucky soldiercan even earn an offworld assignment;many such soldiers end up settling inthe colonies rather than returninghome.

This “military emigration” isencouraged by the Terran Con-federation, which provides land grantsand other incentives to soldiers who

want to participate. Since most habit-able worlds are underpopulated byTerran standards, this is a very attrac-tive option to citizens of a denselypopulated area such as China or theIndian subcontinent. The call “To theStars!” has been sounded in Chinese,Hindi, Urdu, Malay, and a dozen otherlanguages of the developing world.

Recruitment andTraining

Army recruits are drafted, but (aswith the Navy) many citizens volun-teer. Soldiers go through an eight-week period of basic training, andfrom eight to 16 weeks of advancedtraining. Basic training consists ofphysical and mental conditioning tothe military life, along with basicweapons familiarization. Advancedtraining adds the knowledge requiredby the recruit’s military specialty(infantryman, grav mechanic, tanker,and so on). The Army differs from theNavy in not sharing a single common

language – but most soldiers do learnEnglish early in their careers if theydidn’t already speak it on enlistment.

Basic and advanced training takesplace at one of more than a dozentraining bases throughout Terra. TheArmy also maintains bases on Marsand in the asteroid belt, for low gravityand vacuum-conditions training.

As with the Navy, the Army pro-motes many of its officers from theranks. The Army also maintains threemilitary academies to train new offi-cers coming directly from the civilianpopulation: Fengshan (China),Hamburg (Germany), and West Point(United States).

On DutyAfter training is completed, a

recruit is sent to his duty station.As of 2170, most of the Terran

Army is still stationed on Terra itself.As a matter of policy, new soldiers areusually posted away from their homecountries, to ensure that they remainloyal to the Confederation and avoid

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involvement in local politics. Somesoldiers earn an assignment off world,usually to an occupation force onNusku or some other former Imperialcolony.

Conditions of deployment can varywidely. Soldiers may be quartered incomfortable barrack blocks safe in themiddle of a friendly Terran popula-tion, or in portable shelters on a polaricecap. Their duty may simply be tostand ready to defend their positionagainst Imperial attack. It may be tohelp a newly conquered world inte-grate itself into the Confederation. Itmay be to help keep the peace, in arestive region of Terra or on a rough-and-tumble colony world

ORGANIZATIONThe largest Army unit for which a

standard table of organization exists isthe division. Divisions can be compo-nents of larger formations (primarilycorps and armies), but these do not

have formal tables of organization, andare assembled on a case-by-case basis.

Individual national preferences arestill reflected in many of the lower-level organizations – this is especiallytrue of the Terran Marines. For exam-ple, units of French origin often usethe binom rather than the fireteam asthe smallest tactical unit.

Unit HierarchyTroops are classified according to

several different criteria. First, there isthe broad distinction between combattroops and support troops. Combattroops are those intended to directlyparticipate in combat, such asinfantry, cavalry, artillery, tanks, andso on. Support troops are intended toprovide support for combat troops.Quartermaster, transport, signal,intelligence, maintenance, adminis-tration, and medical units, among oth-ers, fall under this classification. Sometroops exist in a kind of twilight

between these two states. Engineersperform both combat and supportoperations, as do military police.

Troops are also classified by arm ofservice, and there are dozens of these.The major service arms are infantry,cavalry, artillery, armor, aviation, andengineers.

Theater: The Confederation Armyand Navy share the same theater designations (see p. 58).

Field Army: A field army (in thesense of a specific unit) consists of twoto five corps and a number of sup-porting units. At the army level, sup-porting units typically outnumber thecombat units: an army will have trans-port, signal, intelligence, militarypolice, quartermaster, ordnance,maintenance/repair, and administra-tive units, plus whatever other attach-ments are needed to accomplish itsmission.

Corps: A typical corps has fromthree to five divisions, along withbrigade or battalion-sized artillery,recon, air defense, and other combatunits, plus combat support of thesame type found at army level butsmaller. Units assigned to a corps aresometimes split up and assigned toindividual divisions for special pur-poses – a division might have addi-tional artillery attached for an assault,or engineers if demolition is required.

Heavy Division: Sometimes calleda tank division or an armored division,this unit consists of two armoredbrigades and a mechanized infantrybrigade, along with an artillerybrigade and other supporting armsand assets. The assorted support unitsnormally assigned to a division cantotal one or two brigades’ worth ofpersonnel and equipment. It is usedwhere concentrated firepower is needed.

Mechanized Division: This unit con-sists of two mechanized infantrybrigades, an armored brigade, and anartillery brigade plus other supportingarms and assets. Mechanized divisionsoffer a mix of troop types, and are usedwhere flexibility and adaptability areneeded.

Mobile Division: Sometimes calledan airmobile division, this unit con-sists of two airmobile infantry brigadesand a cavalry brigade, plus other sup-porting arms and assets. Mobile divi-sions are used in situations wherespeed and flexibility are important.

Army SlangLike most soldiers, Terran Army troops sprinkle their conversation

with a level of casual profanity that is not dealt with here. The followingis a sample of their tamer slang.

Basha: From the Nepalese (Ghurka), an improvised shelter in thefield. Also a verb, as to “basha up” is to rig a shelter and go to sleep.

Blat: To fire small arms, from the sound made by them.Blue Helmets: Garrison forces, especially those deployed on Terra. The

term is normally derogatory.Flying Coffin: Any grav vehicle, but especially a grav tank.Gropo: Any infantry, contraction of “ground pounder.” Impy: Plural “Impies.” Derogatory epithet for Imperials.Lanni: Plural “Lannies.” Derogatory epithet for Imperials, a shorten-

ing of “Vilani.”Oslo: Outer Space Liaison Officer. This term has replaced “Space

Cadet” as a derogatory term for an incompetent officer.POL: Verb, to refuel, from the acronym POL (“Petrol, Oil,

Lubricants”).Provo: Short for Provost Marshal, a nickname for Military Police.Redcap: Nickname for military police of British origin, who wear red

caps. Sometimes applied to all military police.Rupert: Derogatory epithet, a talentless or incompetent junior officer.Sapper: An engineer, especially a combat engineer.Squaddie: Any enlisted soldier.Stonk: To hit an area with artillery fire.Stonking: Excellent, good, large.Tactical: To “go tactical” is to check equipment, discard unnecessary

items (especially if they rattle) and generally prepare for action.Terrani: A person of mixed Vilani and Terran ancestry, or a person

born on Terra of Vilani parents.Yomp: To march cross-country with full pack, without transport.

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64 TERRA

Infantry Division: An infantry divi-sion consists of two infantry brigadesand a mechanized infantry brigade,plus supporting troops. They are usedin rear areas where security and short-range patrols are more important thanpure firepower.

Garrison Division: Garrison divi-sions consist of a cavalry brigade, twogarrison infantry brigades, and a civilaffairs brigade, plus other supportingarms and assets. Garrison divisionsserve in Terran “hot spots” and onoccupied worlds, and are intended tohelp move a region or world towardreliable self-government under theTerran Confederation. A civil affairsdivision is organized identically to agarrison division, but with two civilaffairs brigades and one garrisoninfantry brigade.

Brigade: A brigade consists of threeto six battalions, along with support-ing units, under a headquarters.Supporting units that are smaller thanbattalions are often attached directlyto the brigade headquarters.

Regiment: A regiment is usuallythree or more battalions, and is usual-ly an administrative unit with its ownmilitary traditions rather than a unitlikely to be deployed in the field.

Battalion: Battalions contain threeto five companies, almost always amixture of types, under a headquar-ters company. Lower-echelon unitsusually depend on the troops in thebattalion headquarters for administra-tive support and preventative mainte-nance. Major repairs are undertakenat higher echelons.

Company/Squadron/Bat te ry :Infantry companies contain three ormore infantry platoons accompaniedby a weapons platoon and a companyheadquarters, which contains com-mand as well as administrative andcombat support elements. Among cav-alry and reconnaissance units of somenationalities, a company is called asquadron. In artillery units, a companyis called a battery, and consists of sev-eral gun sections under a battery head-quarters with a fire direction center.

Platoon/Troop: In Confederationservice, a platoon contains about 40soldiers, although the number varieswith different types. Infantry platoonsconsist of three to five sections orsquads, under a platoon leader (typi-cally a junior lieutenant) and his assis-tant (typically an NCO). AConfederation mechanized infantryplatoon contains a machinegun sec-tion and an anti-armor section asadditional support. Weapons platoonscontain crew-served weapons sec-tions; armor and cavalry platoons con-tain three to five vehicles of the appro-priate type. Among cavalry and recon-naissance units of some nationalities,a platoon is called a troop.

The Two Terran ArmiesIn practice, there are two Terran Confederation Armies: the field Army,

and the planetary defense Army. While the distinction is not part of the offi-cial Army organization, in practice most Army units can be classified intoone or the other category.

Field Army units land on a world after the Marines have opened abeachhead, defeat any Imperial troops remaining on the world, andoccupy the world for the first few months after it has been secured.Planetary-defense Army units operate behind the front lines, holding keyworlds and acting as their final line of defense.

Troops of the field Army are equipped and trained to a standard justbeneath that of the Terran Marines. They specialize in mobile warfare –striking hard, crippling the opposition with precise application of locallyoverwhelming force, and neutralizing the logistical and command-and-control infrastructure of the enemy. Their officers and technical staffcome from the richest nations on Terra, and their rank-and-file soldierstend to be from nations of the second tier.

Planetary-defense Army troops are recruited primarily from thedeveloping world. Their training and equipment, while rarely inade-quate, are at a standard lower than those of the field Army. They aretrained in police and constabulary duties, and place emphasis on defen-sive rather then offensive tactics. Their logistical requirement is larger,since many of the officers and enlisted men bring spouses and familiesalong on deployment.

It is an open secret that planetary defense units are often deployed toareas where loyalty to the Terran Confederation is shaky. They are muchmore likely to see action against internal rebels than against theImperium.

Military Police and Civil Affairs

The Terran Provost Marshal’s office is in charge of training and supportof the various MP (military police) units in Terran service. Military policeprovide area security, maneuver and mobility support, police intelligenceoperations, internment of prisoners of war, resettlement or relocation ofdisplaced civilians, and law and order in the area of operations.

Military police are not the same as Civil Affairs units, although someof the duties overlap. Civil Affairs units are designed to impose militarygovernment on a region whose loyalties to the Confederation are uncer-tain, but where active combat is not taking place. They sometimes fightinsurgents, but more often they are intended to prevent rebellion by guid-ing the civilian population into the Terran fold. Civil affairs units buildinfrastructure, train local civilian officials, provide security support, andperform intelligence gathering against potential rebels.

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Section or Squad: Some nationali-ties use these terms interchangeably,but a section is usually larger than asquad. Terran Army regulations haverecently settled on the section as threefireteams and a section leader, and thesquad as two fireteams and a squadleader, and have also defined a weaponor vehicle crew as a section if it con-tains three or more soldiers.Mechanized or mobile infantry squadscontain transport vehicles sufficient tocarry the unit.

Fireteam: A fireteam is three to fivesoldiers, normally four. One is desig-nated the team leader, usually a seniorprivate or a corporal.

Binom: A binom is two soldiers,and is used by some nationalities (pri-marily the French) under the fireteam.In cases where both soldiers in abinom are the same rank, one willhave seniority. Binoms seldom con-tain officers. When a vehicle crew is abinom, it usually consists of a driverand a vehicle commander/gunner.

OPERATIONSTerran Army units are assigned a

variety of missions, and are trainedand equipped for several specificduties.

Planetary DefenseA properly conducted planetary

defense requires both space and

ground assets. A well-garrisoned andsupplied world can hold out formonths or even years, and can inflictcasualties on an invading force far outof proportion to its own numbers. Onthe other hand, a poorly trained, inad-equately equipped, and improperly leddefense force can collapse withindays.

Military OccupationForces on an occupied world will

initially consist of the invasion troops.These will gradually be replaced bygarrison and civil-affairs divisions asresistance to the occupation declines.Gradually, the military occupation willbe lifted as local forces can be trained

and equipped to take over ordinarypolice and constabulary tasks.

Planetary InvasionOne of the most difficult opera-

tions faced by the Army is an opposedlanding on a fully defended world.Such operations require a assaultforce at least three times larger thanthe defending force, with more beingpreferred. Once the Navy has clearedthe system of spaceborne opposition,and has dealt with the ground-basedair defense forces, assault landingscan begin. Speed and overwhelmingforce are necessary, and the invadersmust retain the initiative throughoutthe entire operation.

Terran Ground TacticsTerran small-unit tactics have undergone considerable change in the

last few decades. In the 21st century, the most advanced Terran armiesdepended on satellite navigation and communications systems that wereextremely vulnerable to high-tech jamming. An overdependence on“smart bombs and snake eaters” – precision-guided munitions and high-ly-trained advance spotters with laser designators – meant that Terranarmies were at a disadvantage when operating outside their satellite network.

New equipment and new techniques had to be developed if theTerrans were to defeat the Imperials. Today, Terran units are much lessdependent on the high-technology infrastructure that they once used onTerra. Of course, their techniques still benefit if the enemy can be deniedthe high ground of space and close orbit, even if only temporarily.

THE TERRANMERCHANT MARINE

Through Terra’s past, there havealways been men who made historywhile seeking personal fortune: theGreek merchant-adventurers in Persiain the decades before the Macedonianconquest, the British East IndiaCompany on the Indian subcontinentin the 18th and 19th centuries, the furtrappers of North America during thesame era, and countless others. Few ofthese men were consciously trying tofound an empire, but that is preciselywhat they did.

The merchant princes of 2170occupy a similar niche, and will make

history – and their fortune – or die trying.

MERCHANTTYPES

There are almost as many mer-chant ship designs as there are shipowners, since each one is customizedto suit the tastes and requirements ofits captain. Sizes range from 100 to800 dtons or more, and almost all areequipped with jump-2 drives. Smallerships, owned by small corporations oreven individuals, usually have crews

of 8-30 men. The largest freighters, upto 10,000 dtons in size, may havecrews numbering over 100.

Armed Merchant MarineShortly after the formation of the

Terran Confederation Navy, theConfederation decided to encouragethe construction of armed merchantvessels. The purpose was twofold: toenable Terran merchant shipping todefend itself against pirates and otherhostiles during time of peace, and toprovide a backup force that the Navycould requisition during wartime.

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66 TERRA

The program was backed by anumber of Terran corporations, andaccelerated dramatically after the cap-ture of the Nusku shipyards in theThird Interstellar War. Today theTerran merchant marine includesdozens of privately owned armedfreighters, many of them operatinginside Imperial space.

Bureau of ColonizationEstablished in an attempt to bring

organization to extraterrestrial colo-nization efforts, the Terran Bureau ofColonization is responsible for regu-lating all new settlement efforts. TheBureau operates out of administrativeoffices in Paris, France, and overseesthe appointment of local governmentsfor all Terran colonies. Before itsestablishment, colonial governmentwas a hodgepodge of national regula-tions and local groups; the Bureaubrought consistency to the operation.

Although the Colonial Bureauappoints a Terran governor for eachcolony, the actual work of buildingand operating a colony is usually dele-gated to a corporation or other privategroup, under the governor’s supervi-sion and control. As a result, privatecompanies or consortia operate mostcolonies. A few companies even spe-cialize in colonial administration, pro-viding police, infrastructure, and government services under contract.

The first such efforts involved min-ing or industrial firms that openedoperating facilities on remote worlds.Workers do better when their families

are nearby, so “company towns” soongrew up near the facilities. Later, thesesettlements became cities in their ownright, and industrial firms found itcost-effective to “farm out” civicaffairs to specialist companies underlong-term contracts.

Corporate Merchant Fleets

Merchant companies find it con-venient to organize themselves intoregional territories, rather like theNavy’s theaters of operation, althoughthey are usually called something else.A ship will be assigned to operate outof a particular district, using a partic-ular starport as a home base, return-ing there after trade missions, some ofwhich can last years.

MERCHANTORGANIZATION

Merchant corporations are busi-ness ventures, not military commands(although some are run as if theywere). Each is organized differently,according to the wishes of its governing body.

Each nation-state on Terra has itsown law code concerning businessoperations – some loose, some highlyrestrictive, some in between. TheConfederation has made someprogress in coordinating and condensing the plethora of nationalregulations, but this is not an

enormous priority. In general, howev-er, merchant corporations are dividedinto departments that report to a sin-gle controlling body, usually a boardof directors.

The Terran Confederation is stillsmall enough that it is only a fewweeks journey from one end to theother, so most Terran corporationsare still operated from a central head-quarters on or near Terra. Outlyingoperations have some independenceof action, but they are constantly subject to orders from the homeoffice.

DepartmentsLike a single vessel in the Navy, a

merchant ship is divided into depart-ments: engineering, piloting and navi-gation, supercargo, and so on. Onlarger vessels, each department has anofficer in charge; on smaller ones, adepartment may consist of a singleperson.

Enlisted and OfficerRanks

Each jump-capable merchant star-ship is commanded by a captain,regardless of the size of the ship or itscrew. If necessary, a ship will havesubsidiary command staff, usually ledthe first officer (or executive officer)who is given the rank of lieutenant.Some companies call their divisionheads “commanders” and others callthem “chiefs,” often applying the for-mer usage on large vessels and the latter on smaller ones.

Shipboard OperationsAll ships have engineering, naviga-

tion, and command departments. Onsmall ships, these consist of an engi-neer, a navigator, and a pilot/captain.On larger vessels, there will be depart-ment heads and subsidiary crewmen.Larger passenger ships have stewarddivisions, while smaller ones have asingle steward devoted to passengercomfort.

Crewmen are always assigned tomonitor certain vital ship systems, ona rotating watch system that varieswith the size of the ship and crew. Onsmaller ships, the entire crew oftenrotates “bridge watch” and monitorsall systems from a central location.

The Free TradersFounded in 2123, the Free Traders Foundation was a nonprofit organ-

ization intended to promote open markets and interstellar trade. Thebrainchild of Japanese industrial magnate Yukio Hasegawa, theFoundation helped Terran entrepreneurs acquire ships and begin carry-ing Terran goods into the Imperium, at first without the knowledge orapproval of the Terran government or Imperial administrators.

Although it occasionally continues to act at cross-purposes with theTerran government, the Foundation is now a very powerful organization.It is particularly influential in the new Nusku Republic, where its member corporations have invested heavily.

Naturally, the Foundation is even less popular with Imperial officialsthan with the Confederation government. Many observers fear that FreeTraders’ activities within the Imperium may be provoking a new out-break of war.

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TERRA 67

Life aboard a Terran merchantship is usually quite spartan. Crewquarters are crowded and only mar-ginally comfortable. Most merchantships, especially the smaller ones,work their crews very hard – 16-hourshifts are not unheard of when a shipis in the midst of arrival or departureoperations.

MAJORCORPORATIONS

As of 2170, the following Terrancorporations are the most prominentones involved in deep-space industriesand interstellar trade.

AsteroidenbergwerkeGmbH

Asteroidenbergwerke is, by a sub-stantial margin, the TerranConfederation’s leading operator indeep-space mining and heavy industry.The company was established in the2030s, and was one of the first privatefirms to engage in mining operations inthe Terran planetoid belt. It was heavi-ly involved in the European Union’sgeneration-ship program, helping toconstruct and man a number of thecolony ships.

Today, Asteroidenbergwerke hasoperations in a dozen star systems,and is the sole owner-operator of twoTerran industrial outposts. In particu-lar, it is the Confederation’s leadingsupplier of the rare-earth metal lan-thanum, critical to the production ofjump-drive equipment. Although itdoes not operate an interstellar trans-port line of its own, it is a major ship-per of construction equipment, heavyindustrial equipment, and refinedmetals.

BehmerAktiengesellschaft

Behmer AG (nicknamed “TheBag”) is a consulting firm founded inthe early 21st century, working withsmall Terran nation-states to solvelocal economic and social problems.During the 2050s the companybecame a major contractor to theEuropean Union’s generation-shipprogram. Behmer personnel left Terraas some of the earliest interstellarcolonists, prepared to set up new governments when the generation

ships reached their destinations. Thefirst colony to be established, atPrometheus, began with a Behmer-staffed administration that was quitesuccessful.

Today, Behmer AG has become theConfederation’s leading provider ofadministrative services for low-popu-lation colony worlds. Industrial firmsthat establish offworld colonies oftencall on Behmer to help set up andmaintain local government. TheTerran Confederation has also con-tracted with Behmer for civilianadministration on occupied Vilaniworlds; the company is given somecredit for the successful integration ofNusku into the Terran Confederation.

FarStar AssociationThe FarStar Association is a loose

organization of independent tradebrokers rather than a real corporation,but its service is still valuable. If anindependent merchant captain is will-ing to commit to a regular route,FarStar will see to it that he alwayshas the best cargo available when hearrives. On the other hand, woebetides the captain who is consistent-ly late, or who misses a pickup.Getting on the FarStar blacklist can bevery bad for business . . .

Hasegawa LimitedThis firm operates no starships of

its own, but it builds ships in theTerran shipyards. It is an important

supplier of parts and systems for othermajor shipbuilders in the Terran sys-tem. It is also a major military contractor. Finally, it is an importantfinancial backer for a variety of deep-space ventures.

Named after its most famous CEO,Yukio Hasegawa (p. 43), HasegawaLimited has gone through a numberof name changes and other reorgani-zations since its foundation in 2092.Most recently (2168), the firm’s head-quarters were moved to London, andit was reincorporated under Britishlaw to take advantage of favorableEuropean regulations concerningdeep-space industry.

The current CEO is Yoshira Ehara,the grandson of Yukio Hasegawa.Although Hasegawa established theFree Traders Foundation, he alwayskept his firm separate so that the inde-pendence of the Foundation wouldnot be compromised; that traditioncontinues to the present day.

Hellenic IndustriesLimited

Founded in 2134 by a consortiumof Greek and British investors,Hellenic Industries specializes in themanufacture of small spacecraft. Ithas shipyard facilities in the Terranasteroid belt, in orbit around Luna, in the Prometheus system, and elsewhere.

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High FrontierDevelopmentConsortium

Terran industrialist Umar bin-Abdallah al-Ghazali (p. 44) used hispersonal fortune to acquire the assetsof this near-defunct trading corpora-tion in 2157. This move made al-Ghazali the Chief Executive Officer,majority stockholder, and Chairmanof the Board of Directors. With thenew infusion of capital he provided,the Consortium invested heavily inshipyard facilities on Nusku, andbegan construction of a series ofsmall, fast merchant ships designed topenetrate Imperial space withoutattracting undue attention.

It is rumored that the Consortiumis in an unofficial partnership with theTerran Confederation Navy, and thatal-Ghazali’s ships are engaged incovert scouting and espionage mis-sions while they travel within theImperium.

Hill and MastersonHill and Masterson (often called

“H&M”) is a large American manufac-turing concern, with installations onTerra and several of the colonyworlds. The firm specializes in heavyvehicles, and is the primary supplierof gravitic vehicles under contract forthe Confederation Army. It also pro-duces one of the most popular civiliangrav vehicles, the Hill and Masterson“Phoenix Air/Raft.”

KaufmannSternenschiffbau AG

This corporation operates one ofthe largest private shipyards on Terra,located in the L-5 position. Kaufmannbuilds a variety of civilian ships, andhas a long-term contract with theNavy to build warships.

Octave Kaufmann was a graduatestudent assistant on the UNSCA teamthat developed the first reactionlessthruster in 2064. By the time of hisdeath in 2104, he was the holder of 18patents related to gravitic and thrustertechnologies. He retired from UNSCAin 2087 to found KaufmannSternenschiffbau, and headed thecompany’s research division for theremainder of his life.

Novotny FactoringDavid Novotny was a British citizen

of Czech ancestry. Just before the FirstInterstellar War, he founded one of theearliest firms to carry on regular tradewith the Prometheus colony. His firmgrew rapidly after the war was over,especially once demobilization placeda large number of jump-capable shipsonto the civilian market.

Today, Novotny Factoring is one ofthe largest firms managing tradebetween Terra and the colonies. Itnormally specializes in “there-and-back” trades rather than long traderoutes – it arranges for shipping ofcolonists and manufactured equip-ment out to the colonies, followed byimmediate shipping of exotic colonialgoods back to Terra. The exception isthe route between Terra and Nusku,where Novotny Factoring has becomea major player in industrial tradebetween the Confederation’s twomajor worlds. The firm operates asmall merchant fleet of its own, andalso leases space on other carriers.

Redwing Express,Incorporated

Redwing Express is a recent addi-tion to the ranks of Terran spaceindustries, established in 2158. It maybe a new company, but it has a repu-tation as a hard worker, and hasexpanded very rapidly. It specializes inprivate courier service to every worldin the Terran Confederation, carryingdata, small cargoes, or important pas-sengers. Redwing’s distinctive paintjobs, guaranteed service, and “can do”attitude take the customer’s mind offits high fees.

Smutny AssociatesPavel Smutny was a Croatian geo-

logical engineer who was one of thefirst scientists to travel to Prometheususing the newly invented jump drive.He spent several years performingresource surveys for the Prometheuscolony, and was the first to discoverthe unusual “Prometheus amber” pro-duced by certain woody plants on thatplanet. In 2108 he established a plane-tary-survey company, which took partin the initial surveys of several worldsin the “Outback” region to rimwardand trailing of Terra.

Today, Smutny Associates remainsa small but very influential firm, withunmatched expertise in planetary sur-vey and early exploration. Although itoperates no ships of its own, the firmoften provides scientific teams forTerran exploratory ships traveling intouncharted space.

Topornin/RostovtzeffTopornin/Rostovtzeff T.O.O. (Tovar-

ichestvo c Ogrannichnuu Otvetstvenuuor “limited liability partnership”) is thelargest Russian company engaged inoffworld trade. Within the TerranConfederation itself it is a relativelyminor player, but it is investing heavi-ly in potential trade into the VilaniImperium. It has been quite successfulin opening markets on the kimashar-gur worlds closest to Terra, sometimesusing innovative techniques (i.e. smug-gling) to avoid Imperial restrictions onTerran trade.

Topornin/Rostovtzeff is the second-largest participant in the Free TradersAssociation (after the High FrontierDevelopment Consortium, and oper-ates several exploratory-trade ships ofits own.

68 TERRA

Terran StarportAuthority

In 2160, the Terran Confederation created the Terran StarportAuthority to regularize the operation of starports and civilian shipyards.The Authority oversees tower and traffic operations, and controls theday-to-day operations of every starport in the Confederation. TheAuthority is operated by a Director, who is appointed by the Secretary-General and reports directly to him. The headquarters and main officesof the Authority are located in the largest Terran “downport,” nearPhoenix, Arizona.

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Never forget that the Vilani areHuman.

We aren’t up against out-and-outE.T.s, with wavy tentacles andretractable eyes. The Vilani may not beexactly like us, but at bottom they have

the same wants and needs. Their cul-ture is unusual by our standards, butour ancestors from Cortez toMacArthur all managed to deal withdivergent cultures.

None of this is new. We’ve been herebefore, and we’ve won before.

– Lt. Colonel Jing Xue, opening lecture on Vilani Psychology,

Copernicus Naval College (2165)

THE IMPERIUM 69

CHAPTER FOUR

THE IMPERIUM

IMPERIAL SOCIETYThe initial thing that any Terran

notices about Imperial society is itsstable, monolithic nature. Like manyfirst impressions, this one is only apartial truth. The Vilani have devel-oped a culture that spans thousands ofstar systems, and they specifically dis-courage other folkways, but it’s stillHuman nature to differentiate if givenhalf a chance. As remarkable as theZiru Sirka may be for its homogeneity,it only got that way, and only stays thatway, thanks to numerous processesthat actively work to keep it so.

VILANIPSYCHOLOGY

The Imperium is built on four pri-mary psychological principles, whichare drilled into Vilani from birth. Allfour are designed to maintain the

status quo, and to keep Vilani societyvibrant.

ConservatismNot long after Terrans encountered

the Vilani, one wit observed that “theymake the ancient Egyptians look likewild-eyed revolutionaries.” The Vilanimade their last major technologicalinnovation at about the time Terranswere figuring out how to smelt iron.

This is not due to a flaw in Vilanipsychology. The Vilani once had atechnologically advancing societymuch like that of Terra. They are notincapable of learning new things, oreven of inventing them. They simplychoose not to.

Terrans sometimes compare Vilaniconservatism to that of ancient Egyptor the Inca. This misses a critical fact:Imperial society was developed by a

rational, scientific people with a worthy goal in mind – to transform society into a tool for givingpeople a place, and making themhappy with that place. A more exactTerran analogy might be to pre-indus-trial China, where Confucian ideologywas developed along similar lines andfor similar purposes.

To the Imperial viewpoint, changebrings dislocation and unhappiness. Itcan also create new wealth and oppor-tunities, but once one reaches a cer-tain reasonable quality of life, is con-tinuing forward worth the cost? Morethan 3,000 years ago, some Vilanicame to the conclusion that it wasn’t,and over time they convinced every-one else. Vilani conservatism is a con-scious choice, designed to maximizehappiness in Imperial society, and itwas deliberately imposed a long timeago.

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70 THE IMPERIUM

The average Vilani citizen may notbe aware of the history of this change,but he believes whole-heartedly thathis happiness – and that of others –depends on life carrying on in itsunchanging way. So long as tempta-tion can be avoided, most Vilani willstick to traditional ways even if itmeans minor inconvenience. Everyday of their lives, they are remindedthat what might be convenient orexpedient could also be the start of aslippery slope to social breakdown.

Of course, in many cases the Vilanicitizen doesn’t have to choose incon-venience by following tradition. Forexample, a common Terran jokeclaims that there’s an easy way to tella Vilani: he’s the one standing at anintersection at two in the morning,rain pouring down on him and not acar in sight, waiting for the light tochange so he can cross the street. Aswith many jokes, there’s some truth tothis one. The average Vilani citizen,finding himself in such a situation,never dreams of jaywalking – althoughhe might at least think about the idealong enough to reject it. What reallyprevents this humorous situationfrom happening is that the Vilani havealready considered it. Their cross-walks go under the road, and have formillennia, so no pedestrian is everforced to wait in the rain.

That’s typical of the Vilani way. Inevery field of endeavor, someonealready thought it through thousands ofyears ago. The Vilani believe that theirancestors came up with a solution tomost problems, and in many casesthey’re right. Theirs is not a blind con-servatism, but one that makes sense,given the work their ancestors did toensure that the traditions would beworthy of respect.

CollectivismTerrans sometimes compare

Imperial society to the Communistnation-states of 20th-century Terra.This comparison is understandable,especially given the command-drivennature of the Imperial economy, butthere are several major points of difference.

The most important difference isthat the Vilani do not believe in thehistorical inevitability of their system.They see the Ziru Sirka as an achieve-ment, the product of their race’sproudest moment. They believe that itneeds constant maintenance, or elsethings will eventually fall back into thebad, chaotic old ways.

Another difference is that theVilani are not “utopians” – they don’tassume that Human nature willchange to match the requirements of

their ideal civilization. Instead, theyassume that people will still be people,primarily interested in their own per-sonal welfare. Imperial society makesroom for those selfish impulses, anddeals with them by channeling them,not by hoping that they will cease toexist.

Within these boundaries, the Vilanihave come up with their own peculiarform of collectivism. Under theImperial system, there is a basic stan-dard of living to which everyone isentitled; while not lavish, it is morethan adequate to support life. As inTerran society, there are rewards forhard work and success. But theserewards are usually not monetary, butdirectly material. Housing is handedout by one’s employer, as are food,clothing, entertainment devices, andother “perks.” The higher one is on thesocial ladder, the better one’s standardof living.

Of course, this concession toHuman acquisitiveness has beenplaced within boundaries that keep itfrom getting out of hand. For exam-ple, the only way to get better perks ora higher standard of living is throughpromotion. In other words, there is noimpersonal way of acquiring them –one’s superiors decide when they aredeserved. In Terran society, no matterhow you get the money, you can buythe goods. In the Imperium, if you’veproduced like no one else, but at theexpense of others, you’re more likelyto be demoted than promoted.

This is not to say that Imperialsociety has no money; it’s just thatmoney exists entirely for accountingpurposes. It’s associated with a personas one of several metrics used to eval-uate him, but he has no control over it.Money in Vilani space has long sinceevolved to become a virtual represen-tation of production, with no othersocial or legal role.

Another check on Vilani greed is akind of “potlatch” custom. When aVilani citizen is promoted to higherprofessional or social status, he isexpected to be generous with gifts tohis colleagues, subordinates, neigh-bors, and family members. It’s consid-ered a point of honor to give moreback to the community than one takesfrom it. Following this tradition givesthe successful citizen prestige, andalso engenders good relations withinthe social circle.

AdvertisingThe Vilani have been exposed to no advertising since the founding of

the Ziru Sirka and the creation of its command economy. There are veryfew competing products, and items mostly differentiate themselvesaccording to status. For example, there are different types of shoes, butwho has the right to draw each type from the store varies according toclass. Since product and consumer are already matched, there is simplyno point to taking up time or space in the media to tout a product; atmost, a factual report will be broadcast on the news channels to informcitizens that a new item is available.

When Terrans first burst on the scene, they brought their competingproducts and the concept of advertising with them. At first, many Vilanibelieved the loud, colorful, 30-second “news programs” that promisedamazing things. The common Vilani soon learned the truth of the mat-ter and rapidly swung to the opposite view; many decided to mistrustanything a Terran merchant said.

Since then, Terran trade concerns have adapted their advertising toVilani viewpoints, and won back some of the customers they alienatedduring the first burst of commerce. A few unscrupulous merchants stilltry to take advantage of Vilani gullibility, but Terran companies and government try to police this for their own future benefit.

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THE IMPERIUM 71

EfficiencyIn Vilani society, “perks” are

assigned according to personal andgroup production. Greater productionmeans more perks: more and betterpersonal goods, more luxuries, morestatus. However, in their quest forincreased production, Vilani citizensare constrained in two notable ways.

In places where business can moveforward only on a zero-sum basis, forexample by putting a competitor outof business, a Vilani has no room tomaneuver. It’s unacceptable to ruinsomeone else for your own benefit.(Naturally, there are some who do notfollow this principle, especially themost powerful nobles, who are usual-ly quite willing to destroy their rivalsto get ahead.)

Technological innovation is alsoextremely slow, so increases in pro-ductivity aren’t likely in that arenaeither.

Within these constraints, the bestway to prove one’s worth is with effi-ciency. One of the few areas in whichthe Imperium does permit innovationis in business processes – the questionof how one gets work done. A success-ful innovator in this area can earnrapid promotion and lifelong respect.There is, therefore, an incentive tothink of better ways to work.

Of course, the Vilani are extremelyconservative when it comes to chang-ing how they do things. Their indus-trial civilization is more than 8,000years old, and most processes haveundergone generations of refinement.A bright manager is up against the col-lective brainpower of millions, if notbillions, of his ancestors when tryingto improve the way things are done.

If a Terran dreams up a potentiallymore efficient way of organizing thefactory floor, he will likely think tohimself, “Let’s give it a try and see howit works.” A Vilani will assume thatsomeone has already shown that it isnot as good as the way things are donenow. If his idea appears promising, heassumes it’s because he hasn’t seen thehidden flaws yet. He will spend a greatdeal of time in the historical archivesresearching the idea; he will only pro-ceed if he can’t find a previous exam-ple. Even then, it is assumed that theway to proceed is to bring it up withhis superiors and his employees, and

gain consensus from both. If consen-sus can’t be reached, the innovatormight publicize his idea until someother factory can be found willing togive it a try.

In theory, this means that Vilaniindustry is extremely efficient.However, the organizational resist-ance to change caused by the need toreach consensus means that radicalideas rarely find a test bed. Mostchanges are merely incrementaltweaks to a pre-existing process. Eventhose are hard to implement, andmany potential innovators are contentto let things lie.

Note that Terran technologicalsuperiority in some fields is a two-edged sword because of this Vilani

emphasis on efficiency. If Terranshave a genuinely better way of doingsomething – for example, in computertechnology or medicine – the Vilaniare nearly helpless to counter it. Thenecessary dip in production caused bynew capital investment is not support-able, unless the investment is goingtowards the “tried and true.”

On the other hand, when the Vilanido come to understand a Terranprocess or technology well enough tohave confidence in its implementa-tion, the rewards are great. Some for-ward-looking Vilani rapidly moves upthe chain of command due to his suc-cess, and Terra loses a bit more of itsadvantage in flexibility.

The Vilani HeroVilani stories are Human stories, with protagonists and villains,

action, mysteries, and all the usual things Humans find interesting.However, certain classes of hero typical of Terran mythology neverappear in its Vilani counterpart. There are no “lone wolves,” and no peo-ple who seek personal revenge after being failed by society. Vilani heroesare also not quixotic; there’s always a point to their actions. George LeighMallory’s excuse for adventure (“Because it’s there!”) is incomprehensi-ble. The Vilani hero works within the system. For example, while manyVilani dramas hinge on crimes, they are always recognizable “police pro-cedurals,” with an emphasis on “procedure.” Holovids that get into thenitty-gritty details of investigation and the hunting down of a perpetratorare endlessly popular. So is a more unusual kind of story that follows thecriminal as the system brings him to justice.

“Disaster movies” are also popular. The Vilani are perfectly aware thatthe universe itself is not under their control, and they get a visceral thrillout of seeing their heroes fight back against what an unfeeling galaxy canhurl against them. Again, the emphasis is on how the Vilani way of lifecan help people through difficult times. If a hero has to deal with the con-sequences of, say, an asteroid strike, there is always a contrast betweenhow desperate things are when he is by himself, and how things start tolook up when society begins to piece itself together again. Unlike the con-ventions of Terran “post-apocalyptic” stories, other Humans are nevervillains in Vilani disaster fiction. Instead, the hero provides the seed ofinspiration around which fearful or misguided Vilani can gather torebuild a proper society.

One common Vilani hero is the protagonist who goes “from rags toriches,” in the style of a Horatio Alger story. Vilani society promotes thenotion that anyone can go far, if he works within the system and showstalents that the Ziru Sirka needs. Such social mobility is less commonthan it was long ago, but the ideal still holds strong, and the commonVilani citizen loves this kind of story. A weirder version of this genre isabout the hero who starts humbly and stays poor, but who sets things upso that his descendants can gain wealth. In a way, this tale is an anodynefor the vast majority who never get to riches themselves; it assures themthat their efforts are going to pay off down the line even if there’s no signof it now.

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72 THE IMPERIUM

ChauvinismAs with most peoples, the Vilani

believe that their civilization is the bestof all possible societies. In their partic-ular case, they have some grounds formaking that judgment. Most Humancultures are as they are by historicalaccident. In contrast, the Ziru Sirkawas designed quite deliberately toreflect Vilani values. Where the Vilani’slegitimate pride oversteps its bounds isin its exclusivity – the need to judgeother cultures as inferior.

Vilani cultural exclusivity derivesfrom the ancient era of theConsolidation Wars, when the proto-Imperium brought every known star-faring society under its own control.In fact, the Consolidation Wars werefought in order to ensure the stabilityof Imperial civilization. The wars werea solution for an economic problem(that of unregulated innovation andcompetition), not a cultural one.

Thus, the imposition of Vilani tra-ditions on non-Vilani was never theirprimary intention. Indeed, the earlyImperial Vilani considered other cul-tures to have plenty of merit, at leastfor the non-Vilani who created them.However, in the centuries since theend of the wars, the Vilani have cometo see the imposition of their tradi-tions as an active blessing to the sub-jected peoples. In effect, they havemoved from the rational notion thatthe Ziru Sirka is the best social formfor Vilani to the irrational belief thatit’s the best social form for everyone.

Fortunately for Terra, the Vilani nolonger have the will they once had toimpose their culture on others. If theystill exhibited the same sense of focusthat their ancestors had, theConfederation would not last longagainst the might of the Imperium.However, Vilani complacency has leftonly a few economists aware of the

threat presented to the Imperial way oflife by the existence of a powerful star-faring culture – such as that of Terra –that is outside Imperial control.

At present, most of the men andwomen in charge of Imperial militaryequipment truly believe that, thanks totheir non-Vilani ways, the Terranscan’t present a threat. However, thenotion that the existence of independ-ent Terra strikes at one of the pillars ofsociety is slowly starting to filter intothe proper channels, with potentiallyexplosive results.

THE VILANIWAY OF LIFE

Vilani are much like Terrans in thebroad outlines of their lives – they areborn, they are educated, they choose acareer, they grow old and die, they giveway to their descendants. The details,however, are significantly different.

Birth and ChildhoodFor most of Vilani history, it was

safer to give birth than it was in a cor-responding period on Terra. Vland’snative disease organisms find it diffi-cult to attack Humans, so Vilaniwomen didn’t have to worry aboutmany of the postpartum infectionsand illnesses that attacked theirTerran sisters until the 20th century.Similarly, children were much betteroff, as scourges like measles and scar-let fever simply didn’t exist. SomeTerran observers have suggested thatVilani collectivism grew out of the factthat they could become emotionallyattached to children with less fear oftheir dying young. In any case, in themodern day a Terran would find thebirth process quite familiar: pre-natalcare, a trip to the hospital, and then abrief period of time off work for theparents.

Life diverges when the child startssocializing. Even Terrans recognizethis as a critical period in life, whenthe child learns that other people havetheir own thoughts and their ownneeds. Children are gradually drawninto group interaction, and begin tolearn how to work with others. It’s atthis point that Vilani society beginsteaching its distinctive ways to itsnewest members.

EducationOn Terra, the education system is

geared toward the acquisition ofknowledge, the socialization of chil-dren, and the development of problem-solving skills. The Imperium’s schoolsare much the same, with the notableexception of not teaching their childrenhow to solve problems themselves.

To a Vilani, “problem-solving” isequivalent to “finding out what othershave done.” They learn how to resolvedifficulties by relying on the develop-ment of group consensus and investi-gation of historical databases for previously successful procedures.

To a Terran observer, Vilani class-es look like throwbacks to an earlierage. Students of similar age gatherphysically in the same room, asopposed to using computer-aided tele-education and proceeding at theirown pace. From the earliest age, chil-dren are taught to work together, thestronger students assisting the weakerones so that the group as a wholeattains its goals. Children are alsoexposed to a wide variety of tasks, sothat everyone has the experience ofbeing a leader as well as needing helpfrom others.

Classes mix students from differentsocial classes; the goal is to get chil-dren used to working with people whoare not their friends or social equals.Once students have mastered the basicskills (the Vilani equivalent of elemen-tary school), they are segregated some-what in order to give members of eachsocial stratum training specific to theirexpected position in life. However,even in the final years of school, all stu-dents, highborn and low alike, willshare a few courses. After graduation,it’s expected that a Vilani will be ableto work with his equals, take instruc-tion from his superiors, and giveinstruction to his subordinates – allsmoothly and without resentment.

Human? I don’t know. I mean, they lookHuman enough, but I’ve seen a bunch of Vilanithree-year-olds in class. They pay attention forhours on end. That’s not Human.

– Bill Rodriguez, Nusku colonist (2163)

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THE IMPERIUM 73

The Class SystemEvery Vilani citizen falls into one

of three social classes: engarii,damgarii, and enshii. These very oldVilani words are usually translated as“commoners,” “merchants,” and“nobles.” Of course, any translationfrom Vilani to English is difficult, andthis one is looser than most. It givesthe sense of a feudal society, which theImperium most certainly is not.Another way to translate the threenames of the social groups might be“employees,” “managers,” and “execu-tives.” These translations, while notexact, better reflect the way Vilaniinteract in a technologically advanced,industrial society.

All three classes are hereditary.Children are assumed to be worthy ofthe same status as their parents unlessthey clearly show they aren’t. No stig-ma attaches to mixed marriage, but insuch cases, children are assigned thestatus of the lower-class parent atbirth.

It’s important to note that even inthis late and somewhat ossified peri-od, there is still mobility between theclasses. Most Vilani start out theircareers in the class to which they areborn, but promotion is always a pos-sibility, and the most promising chil-dren may be raised a class immedi-ately after completing school. Vilanisociety depends on this mobility as itsprimary way of channeling naturalHuman acquisitiveness and competi-tiveness. It’s also an important toolfor preventing people from actingbadly – as well as promotions, thereare demotions.

Engarii, commoners, or “employ-ees” are by far the most numerousgroup of Vilani. They make up theworkaday people who go to their jobs,do what they’re told, then go home atnight with few large thoughts in theirheads. Engarii form the bulk of the so-called “Low Vilani” culture (p. 15).Enlisted men and NCOs in the militaryare usually engarii.

Members of the damgarii, or “man-ager,” class are almost entirely theindustrial “petty nobility” – allied withthe great industrialists of the distantpast, but not as rich or successful inthe present. Managers fill the positionsof junior and mid-level officers in themilitary, and virtually all scientists

are manager-class, too. Damgarii runthe day-to-day operations of theshangarim.

The modern ruling class is anamalgam of three different groups.The first group is the original enshiiclass, derived from the aristocraticrulers of Vland’s earliest agriculturaltowns.

The second group is the shugilii.Native life on Vland is almost incom-patible with Human biochemistry;without careful preparation mostfoods are toxic. Beginning in prehis-toric times, the shugilii caste devel-oped (and hoarded) safe methods forfood preparation, on which societycame to depend. With advanced tech-nology and interstellar trade the needfor these secret techniques declined,but the shugilii retained a role as theguardians of tradition, the closestthing Vilani society had to a priestlycaste.

Finally, there is a group of wealthyindustrialist clans, who derive bothwealth and status from times prior tothe Consolidation Wars. Over the last3,000 years, these three groups havemelded, though there are still minordifferences between them.

Early in Vilani history, each sub-group of the enshii class establishedone of the three great shangarim, or“bureaus.” To this day, each portion ofthe ruling class tends to gravitate intocertain sections of the Imperial gov-ernment. Descendants of the originalenshii tend toward the officer class ofthe Army and Navy, and control the

shangarim Makhidkarun. The shugiliicaste controls Naasirka. The in-dustrialists run Sharurshid (p. 14).

The ruling class contributes its bestmembers to the Igsiirdi, the actual rul-ing council of the Imperium, whichprovides the closest thing the Vilanihave to a career in pure politics. TheIgsiirdi in turn selects the Ishimkarunor “Shadow Emperor.”

CareersIn Vilani society, there are few

career changes. It is assumed that aperson will pick a career at age 14 (18Terran years), use the last few years ofhis schooling to prepare for that pro-fession, and then stick with it until theend of his working life. This lack ofmovement has led to the commontranslation of the Vilani word ii as“caste.” This is something of a mis-nomer, since there’s no requirementfor any citizen to have the same careeras his parents. Indeed, youngsters areactively encouraged to look for workoutside their parents’ professions, as acheck against nepotism.

Social class most often dictatescareer choice. Careers are assigned toeach social class based on the amountof leadership required, so a young cit-izen needs to pick something appro-priate to his class unless he is specifi-cally chosen as promising (or hope-less) during school. Of course, anyprofession that is normally organizedin a hierarchical manner will need theparticipation of people from differentsocial classes.

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74 THE IMPERIUM

Once ready to begin work, a newadult is seconded to an older person inthe same profession. He remainsunder this mentor’s tutelage until thatperson dies, is promoted, or specifical-ly resigns in favor of his charge. Thislast option often occurs when itbecomes obvious that the apprenticeis a prodigy; it normally takes no morethan 20 years to discover this fact.

The Vilani have no strict concept ofseniority. When it becomes necessaryto reorganize a group of workers, it isthe responsibility of the group’s leaderto design the new organization andrecommend his design to his ownsuperiors. Even sudden death is noexcuse, as a leader is supposed to haveinstructions at the ready for this event(leading to Terran jokes about “LastWill and Departmental Restructuring”documents). It is assumed that thereorganization will take place solelyon the basis of competence, not on“time in grade” or any other measureof seniority.

RetirementA Vilani’s working life starts to

come to an end on his 85th birthday(about 110 Terran years). On that dayhe starts working three days in sixrather than the usual four. The nextyear, this drops to two, and so on.From age 88 to 90 (about the age of

115 to 118 Terran years), he is merelyan irregular consultant to his succes-sor. After his 91st birthday (about 119Terran years), he is out of the work-force entirely, and is supported by abasic stipend made available to allretired citizens, the luxury of whichdepends on his position whileyounger.

Of course, while they may stopworking, older Vilani aren’t lackingfor responsibilities to fulfill. In partic-ular, they are the caretakers of theirextended family’s youngest children,yet another piece of social engineeringdesigned to instill young Vilani withtrust in authority.

VILANICULTURE

Trading is about value, and value(once you get past the basics of life)depends very much on culture.Terrans who intend to work inImperial society need to understandwhat drives the Vilani when they’renot working.

Visual ArtsVilani art is at the same time very

abstract and very literal. Their visualart and decoration bears some resem-blance to the classical Muslim art ofTerra, with an emphasis on repeatinggeometric figures. The difference isthat despite the similarity in form,there is no metaphor in modern Vilaniart. Medieval Muslims used abstrac-tion in order to get around a religiousstricture against representativeimages; the figures were intended to“be” something despite not literallylooking like that thing. In Vilani paint-ing and sculpture, a square is just asquare.

In fact, the current style developedjust before the Consolidation Wars, ata time when the symbols of Vilani artwere as complex and meaningful asanything produced by a Terran cul-ture. In the intervening 3,000 years,however, the “symbols” have becomeindependent of their original mean-ings; artists keep using them becausethat’s what is done, not because theyhave something to say with them.

Paradoxically, this makes art veryaccessible to the Vilani masses.

Classes and Careers

In many cases, a Terran with only a vague idea of Vilani social struc-ture can guess at an occupation’s class. There are cases where historicalaccident or confusion with the Terran status of a career can be confusing.Several common professions and their associated social classes:

Artist or entertainer: CommonerDoctor or surgeon: Executive (the medical profession derives from the

ancient shugilii caste)Engineer or technician: CommonerFactory worker: CommonerMerchant captain: ManagerMerchant deck hand: Commoner (even including highly trained

technicians)Military enlisted man: CommonerMilitary junior officer: ManagerMilitary senior or “flag” officer: ExecutivePolice officer: CommonerScientist: Commoner

The Vilani are crazy for geometric figures. Iremember one I had to chaperone in Paris; wespent two hours in the Louvre and she didn’tlike a single thing. Eventually we ended up at anold amusement park on the outskirts of the city– and she declared this rundown hedge maze wewent through to be the finest piece of Terran artshe’d seen.

– Vincent Royce, Ministry of Commerce official (2150)

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THE IMPERIUM 75

Museums and galleries are popularentertainments for even the lowest-class employee – there’s nothing tounderstand, you just look and enjoy.This makes objets d’art a favorite tradegood, though it’s difficult to predict inadvance what will appeal to a Vilani.For example, they don’t see the pointof painting real-world objects: “Whynot just use a photograph or hologram?”

Conversely, Terran abstract art isconsidered either interesting or sohorribly “wrong” that it provokeslaughter. For example, most Vilanifind Jackson Pollock merely amusing,while geometric artists like PietMondrian are accepted as fine art.

AthleticsLike Terrans, Vilani enjoy testing

their physical limits, but a quickexamination of Vilani sports showsthat they choose their adversariescarefully. Competing as an individualis distasteful; while such sports existedin the past, no one plays them anymore. Instead, the Vilani stick to teamsports, or individual sports where thecompetition is impersonal.

As an example of the latter, theVilani play uskamsii, a game with aremarkable resemblance to golf – oneuses a club outdoors to drive a smallball towards a distant target in a mini-mal number of shots. Vilani view theuskamsii course itself as the opponent,

with the odd side effect that they pre-fer to stick to the same course for everygame rather than trying different chal-lenges. When they play in groups, theyinvariably play “best ball,” with thegroup scoring according to the bestperformance among the players.Construction of an uskamsii course isexpensive, and access to one is restrict-ed to manager-class or better. Onetrade item that is very popular amongVilani commoners is a dedicated hand-held computer game that simulatesTerran golf.

Team games are deliberately coop-erative, possibly as an attempt toobscure the fact that one team is delib-erately trying to defeat the other. Themost popular such game in the

Imperium is duriir, which is played ona field shaped like two wedges pointingat one another. The wedges are dividedinto five zones, each containing a play-er. The object is to make the ball (hitwith rackets) fall in the opposingteam’s wedge – the further in, the morepoints. The twist is that only the playerin the wedge’s “point” is allowed toknock the ball into the other side. Theother players defend against the lobs ofthe opposing team’s “point man,” andwork to knock the ball back to theirown point player. In a way, the gameresembles Terran volleyball, with thedistant players working the ball for-ward a step at a time until the player atthe front can smash it towards the territory of the other team.

Vilani LongevityThe Vilani are much longer lived than Terran Humans. Barring illness

or injury, a Vilani citizen can expect to reach an age of 130 Terran years,and some Vilani live for more than another half century past that.

This is yet one more factor that lends stability to the Imperium. Despiteworking for nearly 100 Terran years, a citizen will still draw goods fromthe economy for several more decades after that. This has the effect ofslowing economic growth, as so much production is siphoned off for theelderly. Of course, as is typical for the Imperium, this is considered a pointin the retirement system’s favor and not a drawback.

Vilani longevity apparently breeds true. People of mixed Vilani-Terranparentage already show signs of extended vigor and health. The few peo-ple of mixed heritage who were born prior to 2070 are routinely clearingtheir century mark.

Vilani architecture is much like the other Vilani artforms – oddly familiar to a Terran visitor, but differentenough to seem alien.

The buildings themselves are massive, blocky, andmonumental. Terrans often describe the prevalent styleas a mix between Babylonian ziggurats and mid-20thcentury Russian concrete triumphalism. There is notmuch adornment or ostentation. What decoration thereis serves to remind the observer of the sober ideals ofthe Imperium: collectivism, efficiency, and respect forthe past.

Most cities are built on a radial plan, with longboulevards down which gravitic vehicles travel. Theboulevards are also very wide, with grass (or at least anunused area) down the center to give vehicles a place toput down in case of an emergency. Pedestrian side-walks (or slidewalks in richer or larger cities) run alongboth edges of the street.

Vilani cities are planned under the assumption thatmost transport traffic will be communal rather thanprivate. Only high-ranking manager or executive-classcitizens will own their own ground cars or air/rafts.Depending on the distance to be traveled, a Vilani com-moner will take a “people carrier” or use the slidewalkuntil he gets near his destination, at which point hehops off and walks along a side road to his goal.

Vilani buildings are almost always square or rectan-gular, which means that when combined with a city’sradial layout, there are innumerable triangular bits ofland left over. This is deliberate; the leftover space isused for parks and other public facilities. From the air,Vilani cities are checkered with green or whatever othercolor the local flora favors, despite the massive, boxybuildings.

Vilani Architecture

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The Imperium is so vast that it’sdifficult to conceive just how big itreally is. The very fastest Imperialcourier services require about twoyears to carry a message from therimward frontier to Vland. A moretypical traveler would take over fiveyears to make the same journey – andto reach the Imperium’s corewardfrontier, even more time would beneeded.

During Terran history, empireshave always been limited by the time ittook for instructions to go from thecenter to the edge. Terran empires thatwere more than six months “across”have never lasted very long. The Vilanihave therefore come up with some-thing completely unfamiliar to Terranobservers – a political system that canhold itself together despite huge problems with communication.

POLITICALORGANIZATION

The Imperium is organized as astar, with the Shadow Emperor at thecenter. The three shangarim and twomilitary services are linked to him andhim alone. There is no official channelpermitting the five power groups to

negotiate directly with one another,and indeed any such negotiation isconsidered treasonable. This haspeculiar effects on the day-to-dayoperations of the empire, as alwaysreinforcing its stability and changelessness.

The Shadow EmperorThere are many things impeding

change in the Imperium, but if one ismost important it’s this: theIshimkarun or “Shadow Emperor” isthe sole source of law.

At first sight this seems contradic-tory. The Terran experience indicatesthat a dictatorship can change morequickly than a democracy, as there’sno need to “play politics” when itcomes time to make a decision.However, even on Terra there havebeen cases of absolutism in whichthings were almost unmanageable,because every decision had to gothrough one person. There’s a fine bal-ance between centralization and dele-gating when it comes to getting thingsdone, and as always the Ziru Sirka wasspecifically designed to slow thingsdown.

The key to this is that the ShadowEmperor’s day only has 32 hours, thesame as even the poorest subject onVland. With the events of thousandsof worlds swirling around him, it isfar beyond the realm of possibilitythat he could affect more than thetiniest fraction of them.

The Vilani solution to this problemis not delegation, but precedent. EveryIshimkarun has over 3,000 years ofrulings from his predecessors to fallback on. Until he specifically authoriz-es a change to a previous decision,that precedent rules. Procedure is fol-lowed because, once upon a time, itwas the law laid down by some near-forgotten Emperor to deal with a sim-ilar situation. Fortunately, the systemof precedents is highly refined, andsince the Ziru Sirka has been so static,it can cover almost everything.However, when something novel hap-pens, it can take a long time for themessage to get to the Imperium’s“head” and for the response to return.

When a new situation arises, or ifan old law needs revising, it is the dutyof the shangarim and the military serv-ices to bring it to the Emperor’s atten-tion. More to the point, they must tryto bring it to his attention.

Even with the vast majority of mat-ters handled by following precedent,there are still far too many things forthe Emperor to examine. The fivepoints of the “star” surrounding himhave to compete for his time, strug-gling to gain the minutes needed tooutline the problem, advise theEmperor on the solution, possiblywait for him to consult with outsideexperts, and then make a change tothe established procedure. Only themost critical matters are raised, andon everything else the affected personshave to make do.

Naturally, in such a system the ulti-mate sign of Imperial disapproval isthe loss of the Emperor’s attention.For example, if one of the shangarimbegins to act up, the Emperor only hasto make his displeasure known for theother four groups to have a field day.They divide the disapprovedshangarim’s “face time” among themselves, thereby getting more oftheir own agendas advanced. They can

Vilani Dissidentsand SecretSocieties

There are no dissidents in Vilani space. Ask any Vilani – he’ll tell youso, loudly and emphatically.

The primary purpose of the Imperium is to get everyone to toe theline, reducing strife and so maximizing happiness. Unfortunately thispurpose contains a fundamental flaw: it assumes that everyone will behappy with the same thing. Despite the best efforts of Vilani society toinstill love for the way things are, mistakes will be made, and sometimessheer Human contrariness will leave someone dissatisfied. If only oneperson feels this way, he usually stays very quiet. If two of them gettogether, they form a secret society.

In the Imperium’s core, the police are well-funded, and are very goodat finding and dealing with the “socially ill.” Out on the Rim, the level ofcontrol is much lower. Secret societies of all sorts have popped up andmaintain a precarious existence. While they are difficult to find by defi-nition, a Terran who can plug into one and cater to its needs can turn atidy profit – and crack open the Imperium just a little bit more for thenext trader to come along.

THE VILANI IMPERIUM

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THE IMPERIUM 77

also start to cheat the outcast groupwith impunity. Shipments arrive withdefective parts, if they arrive at all;prices are raised; promising recruitsare poached. The only recourse is toget the Emperor to stop it, and theEmperor won’t even listen to the blacksheep until it comes back into line.

The only remaining danger to theEmperor’s authority is the creation ofad hoc connections between the pointsof the star. For the Imperial system towork, everything must go through theEmperor. As a result, communica-tions between the shangarim and themilitary are very restricted. It is possi-ble for a shangarim official to takedirect command of military units inthe field, but the necessary protocolsare so restrictive that only the mosttalented bureaucrats can accomplishmuch. Most shangarim executivescontent themselves with outliningstrategic goals for their province, let-ting the military figure out how toattain those goals.

The protocols controlling commu-nication between the various agenciesare very deep – once again, the benefitof 3,000 years of refinement – but theyquite specifically avoid topics thatcould let two or more factions conspire against the throne.Communication outside the approvedprotocols is high treason, and the fac-tions are always on the lookout forsigns that their competitors are engag-ing in it. The one item that is guaran-teed to draw the Emperor’s attentionimmediately is evidence of extra-legalcommunication, and coming up withsuch evidence invariably leads him toexamine more of the loyal branch’sissues for a while afterwards.

The IgsiirdiThe Igsiirdi is composed of repre-

sentatives of the branches of Imperialgovernment, who advise the Emperorand try to get Imperial legislationpassed on their behalf. Strictly speak-ing, the Igsiirdi has 300 members, butonly 15 “Speakers” are authorized totalk directly to the Emperor – oneeach for the Army and Navy, three foreach of the shangarim, and four“members at large” appointed by thecurrent Emperor. The remainder of

the council is the power base on whichthe Speakers rely to define the agendafor their presentations to theIshimkarun. Members of the Igsiirditend to fall into factions behind differ-ent Speakers, making up informalpolitical parties that push differentviewpoints within their own factions.

The other major role of the Igsiirdiis the selection of the new Emperorupon the death of the previous one.When the Emperor dies, all Igsiirdimembers capable of doing so areexpected to report to the ImperialPalace on Vland, where the death isannounced and three days of mutualconsultation begin. At the end of thethree days, each segment of the

Igsiirdi (the three shangarim, theArmy, the Navy, and the Emperor-appointed faction) puts forward a candidate. This nomination processusually produces six names, butsometimes more than one faction willput forward the same name.

Voting then begins – openly, itshould be noted, not by secret ballot –in a series of rounds. After each roundof voting, the candidate receiving theleast votes is dropped from the ballot.The process continues until one candi-date obtains a majority of the votes. Atthis point, one more ritualized vote isheld with only that person on the bal-lot, so that the new Emperor is alwaysformally elected with 100% of thevote.

The ShangarimThe shangarim, or “bureaus,” are

three huge agencies that manage theday-to-day operations of theImperium. Taken as a bloc, they arethe single largest faction in theIgsiirdi, though they often vote atcross-purposes.

Each of the shangarim stems froma specific power group in early Vilanisociety aristocrats, shugilii, and indus-trialists. Not long after the Vilanibegan expanding into space, thepower of each of these groups wasthreatened; their response was to reor-ganize the government along corpo-rate lines. Each group established oneof the shangarim as a overarching cor-porate bureaucracy. Each of thebureaus was then handed a territoryto run; these spheres of influence werelargely distinct, although in a fewregions they overlapped in complexways. Despite the enormous disloca-tions of the Consolidation Wars, thethree shangarim have hung ontopower ever since.

The Emperor doesn’t rule the Imperium. Noone does. They think the ghosts of ten trilliondead Vilani will rise up out of their graves ifanyone ever has an original thought.

– Juan Santiago, Imperial Years (2168)

SharurshidOf the three bureaus, the one most likely to be encountered by Terrans

on a day-to-day basis is Sharurshid, the Vilani shipping and trading con-cern. This is not only because it is engaged in the business likeliest to getadventurers into the Imperium – buying and selling – but also because it’sin control of the space closest to Terra.

It’s fortunate for the Terran Confederation that Sharurshid is itsneighbor. As the shangarim most used to commerce and transport, it wasthe likeliest to accept Terran overtures to trade. While relations can befrosty at times, the potential for profitable transactions always bringsSharurshid back to the table. If Terra had been next to Makhidkarun,with its more authoritarian style, things might have been very different.

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78 THE IMPERIUM

Makhidkarun is the aristocraticagency, specializing in services oftenassociated with government on Terranworlds. Police, media, infrastructure,and similar services are under its con-trol, or licensed to the othershangarim. Its primary territory is thearea around Vland.

Sharurshid is the industrialistshangarim. Its areas of interest are theproduction and distribution of goods,and the continuing development ofcolonies as markets. All unarmedships in the Imperium belong toSharurshid, so while this agency for-mally owns the territories near theTerran Confederation, it can be foundoperating anywhere the Vilani go.

Naasirka is the bureau derivedfrom the shugilii caste. At first solelyconcerned with food production, ithas branched out into other “basics,”notably energy production and distribution.

IMPERIALADMINISTRATION

With huge travel times betweenVland and the Rim (or any other fron-tier for that matter), the Imperiumdepends on its hierarchy. In manyways, it’s organized like a Terran cor-poration, with “vice-presidents” and“upper management” and “middlemanagement” controlling successivelysmaller political divisions. It’s impor-tant to note, in particular, that none ofthem rule a domain – they managethem. They are completely answerable

to the people higher up in the hierar-chy, and even to the Emperor (thoughin practice the Ishimkarun rarely paysattention to anyone more than a levelbelow). Every manager has a book tofollow, and is more bureaucrat thannoble.

The Imperial HierarchyThe highest rank in the Vilani rul-

ing class is that of Ishimkarun, or“Shadow Emperor.” He is selected bythe Igsiirdi, and serves for life or untilhe chooses to abdicate (which almostnever happens). The Emperor lives inextreme seclusion; he never appears inpublic, and aside from his own familyand household staff he almost nevermeets with anyone other than the 15Speakers of the Igsiirdi.

Beneath the Shadow Emperorstands a set of 12 apkallu kibrat arban(“Great Ministers of the FourQuarters”). This title is one of extremeantiquity, and appears to be from adialect of Vilani that is now otherwiseextinct. The title denotes a position ofimmense power, and is reserved forthe leaders of the shangarim and theirhighest assistants. Each of thesenobles oversees the activities of hisbureau over at least 2-4 sectors. Inmost cases, the power of the apkallukibrat arban is limited to grand strate-gy – the sheer size of a noble’s domainat this level prevents much controlover the details of government opera-tion. Another informal name for thesenobles is karunii (“petty emperors”).

The title of saarpuhii (“underking”)appears to derive from the variousnation-states that existed on Vlandbefore spaceflight. Today a saarpuhiioversees a substantial portion of a sin-gle sector, usually 80-150 worlds in all.A saarpuhii on the Imperial frontier isthe official most likely to hold strate-gic control over local wars, overseeingpunitive expeditions against rebels orbarbarians. The saarpuhii whosedomain is closest to Terra is theSaarpuhii Kushuggi (“Underking ofthe Rim Worlds”).

Below the Saarpuhii Kushuggi are10 sarriiu (“supreme governors”), whooversee about a dozen worlds apiece.Each subsector’s capital is usually theseat of a sarriiu with unusually highprestige. There are normally 2-4 lessersarriiu per subsector as well.

The sarriiu in turn are supported byshakkanakhu (“provincial governors”),who appear to occupy a very flexiblelevel in the bureaucracy. Ashakkanakhu normally governs 3-6worlds – but in one known case, ashakkanakhu in the Kushuggi provinceclearly manages more worlds and peo-ple than the weakest sarriiu of the area.It’s not entirely clear why this is thecase, but there’s reason to believe thatthe political subdivision of provincescan be quite fluid if something isupsetting the situation. Apparently theTerran Confederation is doing justthat, and things are being reorganizedin odd ways according to needs perceived by the current saarpuhii.

The business end of Imperial gov-ernment can be found at the lowestlevel of the hierarchy that is routinelya week or more away from its superi-ors. These iishakku (“governors”) eachget a planet to manage, or sometimespart of a particularly populous orimportant planet. Most citizens willdeal with the local iishakku or hisstaff, if they need to interact with theImperium at all.

All of the above titles are hereditary.Vilani noble families employ a rule ofinheritance that is very unusual byTerran standards: only the third andlater children are eligible to inherit anoble’s hereditary titles, and adoptionfor the purpose of obtaining an heir isnot permitted. A noble’s first and sec-ond children are still members of theexecutive class, but they must earnnew titles for themselves. It’s routine

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THE IMPERIUM 79

for a noble family to lose a hereditaryposition for lack of any legal heir, forc-ing the family’s superiors to choose anew clan to hold the position. Thiscauses a certain amount of “churn” inthe Imperium’s upper hierarchy, preventing any one family from monopolizing power.

Below the rank of iishakku comesthe bulk of the Imperial ruling class,the pool of potential leaders fromwhich the shangarim and the militaryservices can draw. There is a bewil-dering variety of non-hereditary titlesat this level, indicating the degree andkind of authority held by each individ-ual. It can be particularly difficult forTerrans to navigate the lower Imperialhierarchy, even if the titles themselvesare properly translated – is a “ThirdMinister for Quality Control” senior toan “Undersecretary of EmployeeRelations,” or the other way around?

One non-hereditary title that doesoccur frequently is that of kiduunuuzii(“holder of special privileges”). Thistitle is awarded to particularly effectiveleaders, including “troubleshooters”who have a history of solving problemswherever they go. The title of kidu-unuuzii is even awarded to very talent-ed members of the manager class,often as a preliminary to grantinghereditary noble status.

Colonies vs. OutpostsThere are about 10,000 star sys-

tems in the area of space controlled bythe Imperium. Of these, about 4,000include planets inhabited by substan-tial Vilani populations, and another4,000 contain outposts of some kind.The rest are simply empty systemscontained within the Vilani sphere,but otherwise of no note at all.

The Vilani don’t colonize “difficult”or inhospitable worlds unless there issomething else compelling aboutthem. Sometimes this is a resource,but most often the attractive feature issheer location – the system is a neces-sary stopping point along a route fromone place to another, and the Vilanihad to pick somewhere in the systemto put their facilities. These areImperial outposts, and they’re differ-ent from Vilani worlds in a number ofimportant ways.

Most obviously, they are much lessdensely populated, and much less

diverse than a proper Imperial colony.Nearly everyone living there is, at leastindirectly, connected with servicingpassing traffic or performing whatev-er other intended function the outpostmay have.

This makes an outpost more cos-mopolitan than a colony, as theworld’s citizens are used to dealingwith people from outside the commu-nity. They’re often more tolerant of dif-ference too, though this is a matter ofdegree as compared to their colonialbrethren rather than actual toleration.If nothing else, people on outposts will

be more familiar with the concept oftrade than your average Vilani on amore hospitable world.

The final difference is that the pop-ulation mixture is often odd. Vilanicolonies are just that: Vilani colonies.

There are many other races in theImperium, but with the exception ofthe Vegans (p. 88), none of them arethe majority on any world within easyreach of Terra. On outposts, however,it’s not unusual to see members of themore important subject races, particularly the Suerrat (p. 86).

You know, if we behaved ourselves, I thinkthe Vilani are so complacent they’d let us colonize all the empty worlds in their Imperium,from one end to the other. Good thing I have nointention of being a good boy by their standards,just so I can breathe canned air for the rest ofmy life.

– Bill Rodriguez, Nusku colonist (2166)

Vilani SettlementPatterns

For the entire, glorious period leading up to the Consolidation Wars,the Vilani had their choice of worlds. With only a few exceptions, such asGeonee and Suerrat space, no one else laid any claim to a significantnumber of planets.

As a result, Vilani colonists were quite choosy, and the majority ofVilani colony worlds are reasonably Terran (or, rather “Vland-like”). TheVilani started substantial colonies on less hospitable planets only whena valuable resource beckoned, or a bridge was needed between twoimportant colony areas.

Similarly, there has never been any reason to let planetary popula-tions get out of hand: there is always more land out there somewhere,and the benevolent Imperial government is willing to move people to newcolonies in the unlikely event that they wish to. There are still emptyworlds well worth living on throughout Imperial space. Even the mostpopulous worlds, barring Vland itself, rarely have more than a few billioncitizens.

Still, a merchant run down a Vilani-inhabited main is something ofa hit-or-miss proposition. By sheer random chance, several “good”worlds will sometimes be lined up, with markets of hundreds of millionsto tap, while a run of bad luck will turn up minor outposts and emptystar systems stretching for parsecs.

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While it’s common to use the term“Vilani Imperium,” it’s important toremember that the Vilani are not theonly intelligent species under its rule.About 10% of the Imperial populationare Humans of other stock, no moreVilani than they are Terran. Another10% are alien species, with no biological ties to Humans at all.

As far as possible, the Vilani try tointegrate these races into Imperialsociety, but for a variety of reasonsthis effort isn’t always successful.

First, many were brought into theImperium by force. Thousands ofyears may have worn off the worst ofthe sting, but a few races that wereonce only moderately less powerfulthan the Vilani still remember theirglory days.

There are also aliens that simplycan’t be integrated, for reasons of psy-chology or physical difference. Somesuch aliens are actively blockadedonto their home worlds, with Imperialnaval squadrons to ensure that theylaunch no expeditions into space.Others are still primitive, and are“interdicted” – shielded by the Navyfrom all outside contact.

In fact, the Vilani are stubbornabout their crusade to bring “goodgovernment” to the rest of the galaxy.Only the really hopeless cases getblockaded or interdicted; theImperium will keep banging its headagainst the wall if there’s the slightestchance that a race will come aroundto the Vilani way of life. This meansthat the Imperium has to deal withuprisings every now and then – but itnormally enjoys an overwhelmingadvantage over such rebels. Clientrevolts are rarely more than small hur-dles in the way of the Vilani obsessionwith making everyone else just likethem.

ANAKUNDUThe Anakundu are a minor Human

race native to Nuiya, in the Mikadirasector. They were at a Neolithic level ofdevelopment when the Vilani came,lifting them to modern conditions overthe next 1,000 years. Since then theyhave been staunch allies of theImperium, and in fact are one of the

few non-Vilani races to occasionallyhold high positions in the government.

HistoryLittle is known about early

Anakundu history. At some point therace was apparently reduced to a verysmall population, causing a genetic“bottleneck” that has left them in thethroes of a serious evolutionary deadend.

The Anakundu were first contactedby the Vilani about 4,000 years ago. Atthat time there were only a few tens ofthousands of them, living in smallhunter-gatherer groups on one of theirhome world’s continents.

Primitive and unthreatening, theAnakundu received aid from theImperium so that they could be incor-porated into galactic civilization.Among the Vilani coming to Nuiyawere medical doctors, who soonnoticed that the Anakundu had a shortmaximum lifespan, even setting asidedeaths caused by their primitive state.Eventually the Vilani developed a drugthat let the Anakundu live somewhatlonger; out of amazement at the“magic” their benefactors possessed,they willingly became Vilani clients.

For the last 2,000 years theAnakundu have enjoyed equal statuswith the Vilani, though they are heavi-ly outnumbered by their allies. Theylive entirely by Vilani culture, and havenothing but disdain for the primitiveways of their ancestors.

PhysiologyExternally, the Anakundu look

much like Vilani or Terrans. Theirhome continent on Nuiya was in theextreme north, so they are usually verypale. The major exception is aroundtheir eyes. Their homeworld’s primarystar is quite bright, and their snowyhome environment made for a greatdeal of glare. As an adaptation,Anakundu eyes are black, surroundedby a dense spray of freckles thatreduce reflection from the cheek-bones.

The most unusual aspect of theAnakundu is their sleeplessness andassociated short lifespan. As an

SUBJECT RACES

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THE IMPERIUM 81

infant, an Anakundu sleeps six orseven hours per night; he will gradu-ally lose another hour for every 10Terran years of life. While they haveadapted somewhat to this condition,there are fundamental limits reachedat about two hours of sleep. Withoutmedical intervention, at some pointbetween 45 and 50 Terran years ofage, an Anakundu will drop rapidlyinto mute senescence, insanity, thendeath.

The Imperium treats this condi-tion with gakinisharra, a drug thatslows the process and holds off thetwo-hour limit until age 75-80. Whilestill tragically short by Vilani stan-dards, this lifespan has been all theAnakundu could expect for thousandsof years, and they do not look formore.

It is worth noting that theAnakundu sleep deficit resemblessome Terran chromosome disorders.It is believed within Confederationmedical circles that their conditioncould be cured with gene therapy.Vilani medical science has notadvanced to this stage, however, andno Anakundu has ever submitted tothe tests that would be needed toestablish the truth.

PsychologyFatalism and subordination are the

two main prongs of Anakundu cul-ture. They never recovered from theshock of being contacted by a vastlymore advanced Human race. Whilethey have long since caught up withthe Vilani and become Imperial part-ners, their continuing deficit in lifes-pan makes them feel inferior to thisday. Most Anakundu accept their“fate,” and live their lives accordingly.This attitude spills over into otherthings, so it’s virtually unheard of foran Anakundu to complain about any-thing. Even the normal Human desireto make things better is muted; anAnakundu must be suffering morefrom, say, cold or hunger before hebecomes motivated to try and solvethe problem.

On the other hand, Anakundu fol-low orders willingly. They are espe-cially valued for their ability to stayawake for 20 consecutive hours atwill, and more than twice as long withminimal difficulty. The Imperial

Army is especially fond of them asground troops, valuing their stoicismand stamina.

Anakundu in theInterstellar Wars

If it weren’t for their extremely paleskin and their freckled “eye-shades,”one might never realize that anAnakundu is not a Vilani. They haveadopted Vilani language, and liveentirely within Vilani culture.Although their short lifespans tend tolimit their promotion in Vilani society,Anakundu can be found even in theImperial executive class.

Most often, a Terran will discoverthe difference by bumping up againstAnakundu sleeplessness. Runningacross a pale, black-eyed ghost in thedark of night, when everyone else isasleep, is a memorable experience.Sometimes an Anakundu will specifi-cally use the wee hours to get awaywith something under the noses ofdreaming Terrans.

Terran soldiers often call theAnakundu the “night-fighters” or“spooks,” and hold them in consider-able respect. The average Terran doesn’t know about the Anakunduracial weaknesses. They just knowthat these slender troopers are brave,determined, and can win an engage-ment just by staying awake and shooting long after their Terran foeshave collapsed from exhaustion.

ANSWERINThe Answerin are a Human race,

much like Terrans or the Vilani.Unlike some Human races, they aredifficult to distinguish from the twomain types of Human, but they pos-sess unusual internal changes, and apsychology to match.

HistoryNot much is known about the

Answerin, as they live far to coreward ofTerra – in fact, it is believed that theyhail from near Vland itself. MostAnswerin met by Terrans are soldiers,so detailed questioning is often difficult.

Still, it is known that they encoun-tered the Vilani fairly early on, beforethe founding of the Ziru Sirka. Theircivilization was primitive, so they rapidly acquired that of the Vilani at a

time when that process was much lesspainful. When the Ziru Sirka began,their home world was peacefullyannexed, and the Answerin have beenloyal subjects ever since.

PhysiologyThe average Answerin is 3” taller

than a Terran or Vilani, and some-what heavier, although slimmer inproportion due to his greater height.His world’s twin suns are heavy emit-ters of ultraviolet light, so even thelightest-skinned Answerin is dark byTerran standards, and many are blackin the literal sense of the word. Theirhair is invariably black too, and usual-ly slightly wavy; a few have straighthair. Their only unusual facial featureis a pronounced epicanthic fold in themanner of Terran East Asians, anadaptation to the strong light in whichthey developed.

What makes the Answerin unusualamong known Humans is their abilityto consciously trigger adrenalinesurges, which enhance their strengthand speed for approximately aminute. Once the minute is over, theyare debilitated for the next hour. Thisconscious control over an involuntary“fear” reaction has had a profoundeffect on their psychology and culture.

PsychologyThe Answerin are very interested in

self-control, particularly control offear. They do have emotions, showinghappiness, anger, love, and so onwhen there is no reason to suppressthem. Fear, however, is viewed as amental illness, and the Answerin havespent the last 3,000 years trying tocure it.

Answerin culture is structuredaround keeping fear from becomingan issue, partly through removingcauses, and partly through carefullycultivating personal bravery as part oftheir lives. They’re not insensitive todanger, but they believe that an irra-tional response to it is counterproduc-tive. During their lives, they bendevery effort toward learning how tostay calm and continue functioningwhen every other Human race wouldbe wasting mental resources battlingfear, or would have given in to theemotion entirely.

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Answerin in theInterstellar Wars

Their unique psychology makesthe Answerin very useful as soldiers,and many members of their race arein the Imperium’s armed forces. ManyAnswerin are in other professions, butTerran Humans almost neverencounter these members of the race.

An Answerin soldier’s adrenalinesurge makes him doubly dangerous.Terrans often call Answerin “berserk-ers,” despite the fact that they areinvariably quite calm while punchingholes through walls, overturning cars,and otherwise doing things no Humanhas any right doing. They are greatly

feared in wartime – although it’sworth noting that this is a respectfulfear, as most Terran soldiers alsoadmire Answerin strengths.

Fortunately, while Answerin aregrouped into their own units, they arecommanded by Vilani, so they arestuck with fossilized tactics that makethem vulnerable. Every time warbreaks out, the Terran forces arearmed with a whole new set of cleverideas for getting the Answerin to“burn off” their surges, renderingthem useless for combat afterwards.It’s to Answerin credit that Terrans dohave to come up with new ideas everytime; the Answerin are rarely taken inmore than once by any given gambit.

BWAPSOf all the Imperial subject races,

the Bwaps (also called “Newts” bymost Terrans) are the most successful.

They obtained this status by havingunparalleled heads for bureaucraticdetail, which gives them the ability totake on fussy management jobs thateven Vilani find difficult.

HistoryOriginally hailing from the world of

Marhaban, the Newts had begun theirIndustrial Revolution when they werefirst contacted by the Vilani. This wasbefore the Consolidation Wars, andthe Bwaps picked up Vilani technologywith great speed, coming up to a parwith their Human visitors within 100years.

The Bwaps soon had a small inter-stellar state of their own, but whenthe Ziru Sirka was proclaimed theyvoluntarily joined the new empire.The Imperium’s ideals of order andstability appealed to them greatly,and they threw themselves into thenew project. Over time, they becamethe most useful Vilani partner in therunning of the Imperium, and havespread throughout the entire state.

PhysiologyThe Bwaps are 4’ to 5’ in height and

bipedal, but otherwise have a superfi-cial resemblance to the Terran crea-tures that supplied their nickname.Like Terran newts, they are amphibi-ous, and they do require high levels ofhumidity to protect their skins. Inmost Human facilities they will wearspecial robes and head-cloths thatdraw water from small attached tanks.

If the humidity drops below 20%,however, even that stopgap starts tofail, and a Newt will have to wear a fullenvironment suit in what is otherwisea perfectly hospitable place.

Bwap eyes are large and apparentlypupil-less, being entirely a shiny black.Their skins, always damp, are darkgreen and blue. They sport complexcolor patterns, some of them natural,some applied with waterproof paintsto act as markers of social status andposition.

Females are outnumbered 10-to-1by males, and are sequestered onBwap colony worlds, so all Bwapsencountered by Terrans are male.

PsychologyNewts are focused on hierarchy

and procedure, an attitude that some-times makes them “more Vilani thanthe Vilani.” The Imperium’s foundersacknowledged that the society thatthey were creating ran counter to somedeep Human motivations, but that isnot the case with the Newts. Of all theraces ruled by the Ziru Sirka, they arethe most psychologically suited to it.

Conceptually, the Bwaps view theworld as Wapawab, the tree of life,with everything connected to every-thing else, and everyone performing afunction for the good of the whole.Each tries to place himself and othersin that tree and then interact in anappropriate manner. In particular,they have a fondness for being the“cogs in the machine.” This meansthat the majority of them encounteredby Terrans are bureaucrats, trying tokeep things in order. Or, as someTerrans have put it: “They think theImperium’s a tree, and it’s their dutyto keep us saps running.”

Balancing out their fetish forbureaucracy is their incorruptibility.As part of insisting that every rule befollowed, they would never dream of“polluting the water” by taking a bribeor looking the other way. As theImperium is designed to run smooth-ly if the rules are followed, a Bwapcan be your best friend when dealingwith the Vilani, a bulwark against thecorruption that is shot through thesystem.

On the other hand, if you’re a rule-breaker, they can make your lifeimpossibly difficult.

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Bwaps in theInterstellar Wars

As well as being common sights inthe Imperial bureaucracy, Bwaps arefound wherever their peculiar knackfor detail can come in handy. Thisincludes systems maintenance, fromas high-profile as heading a starporttraffic control system to as lowly asjanitorial work. They are also com-mon on water worlds, where not onlycan they help run things, they can gounderwater for long periods of time towork on niggling problems.

Bwaps are also commonly encoun-tered in criminal investigations.Despite their reputation for focusingon the small things, they are as imagi-native as Humans when it comes tointerpreting data, and their doggedability to check every possibility makesthem effective, if slow, forensic officers.

There are not many Bwap tradersor military personnel, but the race isperipherally associated with eachfield. Bwaps are often the best peopleto approach when trying to find a par-ticular cargo, as they can often tell youdown to the last detail who has whatand how much. Terrans often useBwaps as de facto brokers on Vilaniworlds. Similarly, while they rarelyengage directly in military operations,they are excellent in support roles, oras engineers aboard starships.

DISHAANPsychologically incapable of think-

ing past their own best interests, theDishaan are in many ways the antithe-sis of the Vilani ideal. The Ziru Sirkahas gone to heroic lengths to curb theseimpulses, but now that they are inter-acting with a non-Vilani state, theDishaan are falling back into old habits.

HistoryBefore the founding of the Ziru

Sirka, several non-Vilani states flourished in parts of what is nowImperial space, and one of the mostsuccessful was Ushkaq Sasutxi, theDishaan Hegemony.

Over the course of 1,000 years, theDishaan built up a small empire ofabout 20 worlds based on Vilani tech-nology. Moreover, they were greattraders of the period, ranging far andwide across much of what is now the

Imperium, looking for riches to bringhome. Their fundamental dishonestywas understood, so deals were alwaysstructured to make it worth theirwhile to stick to the contract. Give aDishaan half a chance, though, andhe’d cheat you blind.

This propensity for chaos ranagainst the grain of Vilani goals in theperiod leading up to the ConsolidationWars, so the Dishaan were one of thefirst races to be attacked. It took 80years of war to finally break theDishaan, and then the Vilani were leftwith the problem of what to do withtheir new client race. It proved virtual-ly impossible to impose Vilani cultureon the Dishaan without piling on out-rageously negative consequences forstraying.

For the last 4,000 years, everyDishaan has been under constant sur-veillance, from birth to death. TheVilani strategy is to make certain thatany deviation from acceptable normsis punished to an extent far greaterthan the potential gain of the crime.Most Dishaan are not allowed to leavetheir world unless they have consider-able assets under Vilani control,which can be confiscated if theirowner gets out of line. Those who dotravel are usually merchants, thoughsome work for the armed forces assolitary commandos with fearsomereputations among Terrans.

PhysiologyThe Dishaan are five-foot-tall tree-

dwellers with stubby legs that makethem ungainly on the ground andlong, powerful arms that make themmasters in a forest canopy. Each armis tipped with a large curved claw;these are intended to make grabbingthe next branch easier, but they arealso extremely effective in hand-to-hand combat. The claws are also usedto take apart the carrion on which theDishaan feed. Two widely set eyes ona broad, neckless head help them

judge the distance to the next treebranch. Their “hands” are actuallytheir feet – one more reason why theyavoid standing on solid ground.

PsychologyThe proto-Dishaan were pack ani-

mals, roaming in groups of 20 to 30and driving predators away from theirkills. Their social structure was basedentirely around feeding rights, asmaintained by continuous “peckingorder” squabbles. Intelligence gradu-ally developed as the Dishaan evolvedever more elaborate ways of subjugat-ing their pack mates without resortingto physical violence.

The modern-day Dishaan is stillconstantly looking for angles, and hasabsolutely no compunction aboutdoing anything that puts him one stepahead of someone else. He is honestexactly as long as it’s to his advantage.The second he decides that cheating isbetter, that becomes his strategy.

Dishaan in theInterstellar Wars

Within the Imperium itself, theDishaan are not as untrustworthy asthey could be. On their home worldsthey are constantly watched (by otherDishaan, in fact, as “traitors” are amplycompensated). Since the Vilani harshly

punish lawbreaking, the calculation tobreak the rules rarely works out.

In Terran space, however, anyonedealing with a Dishaan needs to watchcarefully – offworld they wearportable surveillance devices, butthese don’t work very well outside of aVilani infrastructure. On the otherhand, this also means that once outfrom the ever-watching eyes of theVilani they’re willing to cheat theirmasters in return for Terran goods;the race has been a valuable conduitfor transferring Imperial technologyinto Terran hands.

I hate the Dishaan. Wrinkly, vulturous,black-hearted, love to scare you half to death. Iget enough of that from my unit.

– Staff Sergeant John Sevdalian (2175)

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A few Dishaan take “cheating” toits ultimate level, and love murder andlooting for their own sake. In mosteras there has been no outlet for thisimpulse, but recently the Vilani havereturned to a tactic they used in theConsolidation Wars after the Dishaanwere conquered. Solitary Dishaan –even a unit as large as a platoon ishard to hold together in wartime – areintroduced into the field of operationsand told to run wild. In forests orcities with high buildings they canmake their way around far above theheads of Terrans, wreaking havocbehind the lines. These “Wreckers” aredetested by Terran troops, and fewsurvive capture. Equally few arearound to be captured in the firstplace, however, as the Wrecker mind-set is fortunately rare even among theDishaan.

GEONEEThe Geonee are a variant of the

Human species, one encountered bythe Vilani not long after they went tothe stars. What was most shockingabout the encounter was that theGeonee had the jump drive as well,though it eventually came out thatthey had reverse-engineered it from aderelict ship they discovered in theirhome star system.

HistoryThe Geonee were the greatest rival

of the Vilani for over 3,500 years. Theywere the toughest opponent during theConsolidation Wars, but they werefinally defeated (about the 4th centuryB.C.) and have been under Vilani ruleever since. Despite the millennia ofsubjugation, they still live on dozens ofworlds somewhere to coreward ofTerra, and are sometimes encounteredby travelers headed in that direction.

PhysiologyGeonee are smaller than most

Humans, having adapted to a hot,high-gravity world; they average about5 feet tall and 160 pounds, both maleand female. Despite their small size,they are very strong and dense, withvery little fat on their bodies.

The only other notable differencebetween the Geonee and Terrans is intheir diet. Geonee are borderline carnivores, preferring to eat meat at

all times. While they can digest veg-etable matter, and even use it as fla-voring in some dishes, they have ahard time with more than a smallamount of it in the diet.

PsychologyThe Geonee possess much the

same basic psychology as otherHumans. Most of their psychologicaldifferences are imposed on them bytheir society.

Culturally, the Geonee are sexuallydimorphic. Males are active andaggressive, while women are expectedto be shy and retiring. In earlier times,women were actually considered chat-tels of their male relatives, but theVilani ended this practice when theyimposed their culture on the Geonee.Even so, to this day Geonee womenare rarely encountered off a Geonee-dominated world.

Geonee men and women can onlyinteract as relatives or, if courting,though the agency of a semi-intelligentcreature called a cerosee that is nativeto the Geonee homeworld. The Geoneegenerally do not discuss this subject,and the cerosee are so shy and cautiousthat it is still not entirely certain thatthey actually exist. Some who studythe Geonee believe that they may bemetaphorical, a variety of “Cupid” inthe Geonee courtship ritual.

The Geonee are extremely proud oftheir past, not only the relativelyrecent past when they were a space-faring power, but also a hypotheticalGolden Age hundreds of thousands ofyears ago. During this Golden Age, theGeonee believe they had an even moreadvanced and widespread empirethan that of the Imperium. They canbe quite prickly about the subject,despite the fact that there is some evi-dence to suggest that they are wrongin this belief.

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Geonee in theInterstellar Wars

The race is particularly interestingto Terrans for two reasons. One is thatthere is some contradictory evidencethat they are the Ancients, or at leastdescendants of the Ancients (p. 13).More practically, they are interestingbecause they are the Vilani’s mostrestive subject race. Even before Terraappeared on the scene, they had morethan once revolted unsuccessfullyagainst the Ziru Sirka. Given anopportunity to ally with theConfederation, there is reason tobelieve that they will take the chance.

NUGIIRIOne of the most unusual races

known to the Terrans are the Nugiiri.Winged bipeds with an odd mixture oflizard-like and insect-like characteris-tics, they mostly keep to themselvesand have been difficult to investigate.

HistoryWhat is known of the Nugiiri past is

largely conjectural, but Terran xenolo-gists have managed to construct thefollowing theory.

The Nugiiri appear to be native toKilennur, a world to spinward and

trailing of the Urima subsector, abouta year’s travel from Terra. Their nativetechnology varies from Vilani normslike that of no other known race; whatthis implies about their origins andpsychology is not yet clear. They werealready relatively advanced before theVilani conquered them, and they even-tually allowed themselves to beabsorbed by the Ziru Sirka in returnfor a promise to be left in isolation onKilennur’s southern continent. Theyhave kept their part of the bargain inthe centuries since, and are only rarelyseen off their home world.

Long-time players of Traveller probably recognizethe Nugiiri as the Droyne, an enigmatic race scatteredthroughout Imperial space and beyond. They will knowa great deal more about the Nugiiri than anyone livingduring the Interstellar Wars era. By the time of theThird Imperium, much of the mystery about the Nugiirihas been dispersed; GMs need to make sure that thingstheir players might know don’t leak out to the advantageof their characters. These are:

● The Nugiiri are not native to Kilennur: This isthe one fact that Terrans have a chance to find out forthemselves. If anyone with knowledge of the biologicalsciences can examine both the Nugiiri and Kilennur’sbiosphere, it will be obvious that the Nugiiri are fromelsewhere.

● The Nugiiri are part of a widely-dispersed race:Even if they are discovered to be non-native to their“homeworld,” it’s still not obvious that the Nugiiri gotthere by colonizing the planet on their own initiative.Based on what the Terrans know, it’s much likelier thatthe Nugiiri got their knowledge of interstellar travelfrom the Vilani at some forgotten point in the past. Itwould take a major archaeological expedition to discov-er evidence to the contrary (specifically, that the Nugiirihave been living on Kilennur for much longer than theVilani have been in space).

Even the Vilani are unaware of this, despite therebeing multiple worlds with native Droyne colonies inthe Imperium. Since the Vilani invented jump drive, theDroyne have been so secretive and unconnected withthe universe as a whole that no one has realized that it’sthe same race on all of their worlds. In each case, theyhave been written off as simply another minor race, onenative to the world where they were found.

In many cases, Droyne colonies are barely at theindustrial level of technology. In the case of those (likeKilennur) that are more advanced, thousands of yearsof complete disinterest by the Droyne in the affairs ofthe Vilani have allayed all concerns. In the Interstellar

Wars period, it’s unlikely that an Imperial official willeven realize that an encountered Droyne is a member ofthis long-neglected species; he will likely dismiss it asbelonging to some minor race he’s never seen before.

● The Nugiiri are psionic: In the Interstellar Warsperiod, Terrans do not know that psionic powers exist,while the Vilani have only a very limited understandingof the phenomenon. If Terrans were to make a break-through on this front, it would likely be from study of theNugiiri from Kilennur. However, there is a paradox here– there’s no particular reason to study the Nugiiri in thefirst place until it’s understood that they have fantasticpowers of the mind.

● The Nugiiri are an offshoot of the Ancients:During the 22nd and 23rd centuries, it’s not even clearthat there ever was an Ancient civilization, much lessthat the Ancients were derived from a single race, orthat that race is the Droyne. While the Nugiiri ofKilennur have a high-technology society, they are some-what behind the Vilani. Their artifacts are radically dif-ferent from Vilani ones, but this can easily be explainedaway as the effect of alien thought processes working ontechnology received from the Imperium.

● The Nugiiri and the Chirpers are related:Between the Ancient period 300,000 years ago and70,000 years ago, the Droyne began losing their abilityto caste. As this is a critical step to their development offull intelligence and adulthood, the colonies that lostthis ability completely became “Chirpers,” semi-intelli-gent creatures apparently no more related to Droynethan chimpanzees are to Humans. Some colonies devel-oped “coyns” – coin-like focuses for the psionic castingritual – and recovered, but many did not. In theImperium, only the Geonee (p. 84) are in a position tomake the connection between the two, but as Chirpersare involved in the courtship rituals of this repressedrace, and they have their own name for the Chirpers,the topic is never discussed.

Anachronisms

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PhysiologyThe Nugiiri are hexapods, with a

pair each of arms, legs, and wings.Their home world has lower gravityand a higher atmospheric densitythan Terra, and they can fly undersuch circumstances. In more Terra-like conditions, they are restricted toshort-distance gliding.

The average member of the speciesis 50% smaller than a Human, andpossesses a “hunched” quality thatmakes them look even smaller. Theirbasic external appearance is scaledand leathery, with a toothless, oval-shaped head. Their eyes are multi-faceted like those of Terran insects.

The term “average member” is a bitmisleading, however, as the Nugiiripossess several biologically derivedcastes, again similar to those of Terraninsects like bees or termites. Thesmallest of these is barely 3’ in height,while the largest averages 6’6”. Theexact nature of the castes is poorlyunderstood, and it is not even knownhow many there are, but they seem todetermine the individual’s role in soci-ety. A few “pre-caste” Nugiiri havebeen encountered, so it is known thatthe caste is imposed at some pointprior to adulthood, but how thisoccurs is also unknown.

PsychologyEach individual is shaped by its

caste, and in most cases this severelylimits its intellectual capabilities.Within the limits of the individual’sfunction in society, it is quite adept,but without a community to embeditself within, it is quite helpless.

Two castes are exempt from thisrule. The “leader” caste is rarelyencountered away from Kilennur, butpossesses Human-level intelligenceand flexibility. The so-called “sport”caste is even more unusual, and evenmore independent. Sports appear tobe the Nugiiri designed to handle theunforeseen, dealing with situationsthat are too quick or too distant for theleader caste to handle. As this includestrading and the rare Nugiiri diplomat-ic mission, sports are encountered byHumans more often than any othercaste. “More often” is a relative term,though, and the Nugiiri would proba-bly never be encountered by Terrans iftheir home world wasn’t relativelyclose to Terra.

Nugiiri in theInterstellar Wars

By and large the Nugiiri keep tothemselves, and actively discouragecontact with outsiders. Even sportsencountered away from home willavoid speaking with others, and beclose-mouthed about their missionswhen avoidance is impossible.

SUERRATThe third of the three great Human

races that inhabited the area of theImperium prior to the ConsolidationWars, the Suerrat are now grudgingsubjects of the Vilani. They differ fromthe Human physical norm more thanmost, and so still retain a strong iden-tity despite Imperial efforts to bringthem to heel.

HistoryThe ancestral Suerrat lived in their

homeworld’s lush equatorial forests,and were well adapted to that environ-ment. Early Suerrat literally lived intrees, having tamed, and then movedin with, a local predator that madeburrows in the largest trunks. Overtime they passed through the stages ofcivilization recognizable to any Terranhistorian.

The Suerrat paralleled the Vilani intechnological development, with onemajor exception. The two racesreached space within a few hundredyears of each other, but the Vilaniwere the only ones to go on and devel-op the jump drive. The Suerrat usedsublight gravitic drives instead. By thetime they first encountered the Vilani,they had founded a state of about twodozen worlds, knit together by vastgeneration ships. The two civilizationstraded, and soon the Suerrat had aconsiderable empire comparable tothat of their brethren.

Like the Geonee, Dishaan, and others, the Suerrat were conqueredduring the Consolidation Wars. Likesome of the others, they retain strongmemories of their golden age of inde-pendence. Though not as activelyrebellious as the Geonee, the Suerratare likely to take up arms against theImperium if an opportunity presentsitself.

PhysiologyThe Suerrat are Human, though

the casual observer might be forgivenfor thinking otherwise. They exhibitseveral genetic traits that are dormantin Terrans or Vilani, producing whatmany Terrans think of as “ape-like”features. They are small, averagingjust over 5’ for males and just underthat for females. Both weigh in at 130pounds, which is quite heavy for theirsize. This is because they are verybroad across the chest, and quite mus-cular – despite the size difference, theSuerrat are about as strong as TerranHumans.

More unusually, their feet areslightly prehensile. Suerrat shoes areusually more like mittens to Terraneyes, soft and freeing the bigtoe/thumb from the other toes to allowits use. On the right surfaces they arelikely to go barefoot.

The most remarkable superficialdifference is the coat of fur the Suerratgrow over most of their bodies, miss-ing only on their palms, soles, andfrom the neck up. This fur is usuallyred and quite long, though it’s worthnoting that the Suerrat don’t actuallyhave more hair than Terrans – it’s justthat Terran “fur” is much finer andshorter than theirs. Curiously, Suerratcannot grow facial hair.

The race has one other adaptationof note, though it is much more subtlethan the others mentioned. Theirhome world orbits a dim red dwarf,and so their days are much less bright-ly illuminated than those of Terra orVland. As a result, their retinas aremore sensitive than those of Terrans,their eyes are slightly larger, and theirpupils are larger still. Some Terransfind their gaze annoying for reasonsthey can’t place; this is probablybecause their eyes are subtly differentfrom what we’re used to.

Practically, this means that theSuerrat are comfortable with a muchlower light level than a Terran orVilani would be. A Suerrat room mightbe lit by no more than one or twobright LEDs, dim but acceptable tothem, uncomfortable and dangerousto a Terran. On the other hand,Suerrat find it difficult to see in the fulllight of G-class or F-class stars, andhave to wear sunglasses on planetsorbiting them.

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THE IMPERIUM 87

PsychologyThe Suerrat have lived in the trees

for their entire history, even in themodern period when every group ofbuildings is associated with a largecentral tree. Suerrat are more interest-ed in nature than most Human races,but they balance this with a love ofcrowds and sociability. Their cities areodd mixtures of vast, empty areasneeded to support the trees and theirassociated ecology, punctuated bydensely populated “downtowns”where they can meet and interact.

Suerrat sociability extends natural-ly to other species; a Suerrat’s firstreaction on encountering a creaturethat isn’t obviously violent is toattempt to communicate. They arevery good at taming animals, and theircities are often home to an astonishingvariety of domesticated creatures.While Suerrat and Terrans have not

had much direct contact, there isalready a growing trade in all varietiesof Terran animal (and not just onesusually intended to be pets).

Suerrat in theInterstellar Wars

Outside the worlds of their formerempire, the Suerrat occupy a specialniche in the Imperium. Having colo-nized space first with sublight drives,they were in no position to be pickyabout the worlds they settled, andmost of them were heavily flawed.Over time, they became masters of living in extreme environments.

When the Suerrat were conqueredby the Vilani, their environmentaltechnology wasn’t absorbed so muchas it was co-opted; to this day they arethe ones best suited to run it. Vilaniusually live on Vland-like worlds, buteven with jump-2 drives many airless

or otherwise uninhabitable planetsare needed as outposts. The Suerratmake up a significant minority of thepopulation on these worlds, helping torun the systems, and are doubly suitedto work in outposts in low or zero-G environments thanks to theirprehensile feet.

This puts the Suerrat in the unusu-al position of being able to maintainsome of their own lifestyle despite theImperial tendency for cultural assimi-lation. As the life-support techniciansin Imperial space, Suerrat have man-aged to intermix their ecological viewswith Vilani technology; their outpostsare considerably more pleasant thansimilar installations in Terran space.The adaptation of Suerrat technologyin this field, and of Suerrat to run it,has been a lucrative source of technol-ogy transfer since not long after Terrainvented its own jump drive.

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88 THE IMPERIUM

VEGANSThe first truly alien race encoun-

tered by Terrans, the Vegans occupyseveral worlds near the star Vega, justoutside the current coreward borderof the Confederation.

HistoryLike most other subject races, the

Vegans received the jump drive fromothers. Vilani influence was still faraway when this happened, but tradersfrom the powerful Geonee state tocoreward passed the secret on about1500 B.C. A conservative race, theVegans built up a small state about 10parsecs in diameter around their homeworld Muan Gwi, then settled down toassimilate what they had taken.

Unfortunately for them, the Veganswere the last known spacefaring raceas one headed to the Rim – in otherwords, they were the obvious anchoron one border of the Ziru Sirka whenthe Imperium was first proposed. Fora while they were protected by havingthe Geonee between them and theVilani, but after that race was con-quered the days of Vegan independ-ence were numbered. The Vilani con-quered the original Vegan Polity byabout 120 A.D.

Since then the Vegans have beencarefully trying to find a way out oftheir predicament. While not aggres-sive, or even particularly resentful ofthe Imperium, they would rather betheir own masters. With lives spanningseveral centuries from birth to death,

the Vegans are cautious by Humanstandards, and have never brought aplan all the way to the point of rebel-lion. With the right spark from Terra,though, this may change.

PhysiologyVegans are roughly humanoid, but

they diverge strongly from Humanappearance. Muan Gwi is a smallworld, so they are very tall – often over7’ in height – but frail and unable tohandle Terran gravity for any length oftime. Their eyes are at the top of theirbody at the end of a long fleshy hood;strictly speaking this isn’t a “head,” inthat it doesn’t contain any other sen-sory organs nor can it turn independ-ently of the rest of the body. Veganshear through a series of ear holesaround their shoulders, and a mouthpierces the chest. The mouth isn’t dualpurpose like a Human’s, being only foreating their vegetarian diet; breathingslits flank it on either side.

Muan Gwi is quite arid, so Veganlegs bear a superficial resemblance tothose of Terran camels, especially intheir broad, soft feet that can easilyhandle sandy ground. Vegan armssplit into many tentacles just belowthe elbow, producing an odd “hand”that makes it difficult for a Vegan touse Human equipment and vice versa.

PsychologyTerrans often characterize Vegans

as stoic, but this is not true. Vegans

actually have a range of emotionsquite similar to ours, surprisingly forsuch an alien race. The difference isthat their emotions are much weakerthan those of Humans, to the pointthat they are rarely swept away bywhat they feel.

As a result, Vegans are much lessambitious and driven than Humans,and will think about things ratherthan act. In the Imperium this is prob-ably a good thing, as the thoroughnesswith which the Vilani put down rebel-lion would bring disaster if the Vegansever acted on their feelings aboutbeing subjected.

Vegan society before theConsolidation Wars was somewhatsimilar to that of the Vilani, with citi-zens divided into castes named tuhuir.Despite the similarity, the Vegans findit troubling to live by Vilani ways, asthey miss subtleties of the tuhuir sys-tem that matched particular Veganneeds. There is also resentment at theImperium’s controls on innovation inart, philosophy, and mathematics;these three topics are of great interestto the thoughtful Vegans.

Vegans in theInterstellar Wars

Though other subject races aremore obviously opposed to being partof the Imperium, the Vegans may havemade the most progress through sheerpassive resistance. They follow Vilanidictates in letter, not spirit, and only tothe minimum extent necessary to keepthe Imperium from cracking down.They follow orders, and back downwhen challenged, but constantly testthe limits of what they can do. After2,000 years of practice, they are masters of being infuriating withoutseeming the least bit threatening.

From a Terran standpoint, thereare very few races that would makebetter neighbors. Vegans will followtheir own interests without qualms aslong as they think they can get awaywith it. They will gladly help Terranswhenever the help brings discomfortto the Vilani and doesn’t endangerVegan society. As a result, they haveproven to be very useful trading part-ners and sources of intelligence. In many ways they are theConfederation’s window onto the restof the Imperium.

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THE IMPERIUM 89

The doctrine of “hit it with a bighammer” is indeed crude, but theVilani have a very large hammer, andhave been pounding nails for a verylong time. Of course, it has beenalmost as long since any of the nailshave really fought back.

– Hauptmann Heinrich Guthard,Terran Confederation Marines (2166)

THE VILANIWAY OF WAR

It’s been many generations sincethe Vilani have faced a threat thatcouldn’t be easily crushed by the com-bined forces of the Navy and Army.The greatest danger to the Vilani iscomplacency; being on top for so longmakes it difficult to imagine anotherforce capable of giving a good fight.

In the millennia that the Ziru Sirkahas ruled the stars, the Vilani havedeveloped an efficient militarymachine that is dependent on twothings: strict adherence to procedures,and overwhelming force.

To the Vilani military, “The Book”is everything. The Vilani have compiled a vast collection of doctrineand tactics, some of it stretching backto before the Consolidation Wars.The natural conservatism of theVilani mindset makes it difficult forcommanders in the field to impro-vise, and their training doesn’t evenbother with realistic exercises toteach them this critical skill. A goodway to look at this side of the Vilanimilitary is to think of officers asskilled technicians, able to functionwithin the limits of their training, butforced to refer to “The Book” whenanything goes wrong. There areexceptions to this rule – officers whocan improvise effectively – but theseare rare.

Along with The Book, the ZiruSirka meets threats with overwhelm-ing force. This is an expression of theVilani desire for short, “cost-effi-cient” wars. Even in pre-industrialtimes on Vland, actual combat wasconsidered wasteful of lives andresources. It was considered far better form to muster a massive forceand convince the opponent that

resistance would be disaster for him.To this day, the Vilani are likely toopen any campaign with a carefulattempt at intimidation.

On the other hand, the bluff needsto be carried through if called. If aweaker force chooses to fight, it mustbe smashed, and collateral damage isnot an issue – it’s even a benefit.Wanton destruction produces terrorand economic hardship, hopefullydelivering a lesson that will last longinto the peace that follows any war.

Of course, the Vilani expect any“barbarian” enemy to use the sametactics of terror and destructionagainst them, if given the chance. Thisis one reason why the Imperium triesto apply overwhelming force; the planis to keep any enemy far too busydefending himself to play havoc withImperial civilian populations. If anenemy does manage to break into theImperial rear, the threat can unhingean otherwise well-planned offensive asundefended worlds shout for help.

If an enemy manages to put up agood fight, the Vilani are likely tostand down and wait for anotheropportunity. Even during theConsolidation Wars, the Vilani werecapable of great patience; they couldwait for decades to deliver final defeatto an opponent. Today’s more compla-cent Imperium is even more likely toback down if Terran or allied forcesare able to resist the first assault, giv-ing the Confederation a chance torebuild and regroup.

THEVILANI NAVY

The Aasha Ziru Sirka (“Fleet of theGrand Empire of Stars”) has been theunquestioned master of the galaxy forthousands of years. Naval personnelknow they cannot be beaten, and anysmall losses against barbarians, rebel-lious provinces, or other renegades arewritten off as bad luck.

THE VILANI MILITARY

The Vilani and GloryThe Vilani concept of military glory differs considerably from the

Terran version.The Vilani rarely award medals to individuals for achievement on the

field of battle. Instead, entire units are recognized, even if only one or twosoldiers performed heroically. Perhaps it was Private Kikiima who tookout the enemy gun crew after charging 100 yards under heavy fire – buthis fellow soldiers gave him covering fire, and his leaders trained him tobe able to perform the feat. Hence it’s the platoon as a whole that gets the“attaboy” from a commander.

The Vilani don’t give medals as we think of them. Instead, the unitreceives thanks or a gift from a senior commander. The further the praiseoriginates from up the chain of command, the higher its value. Units holdthese gifts and notes in high regard, and display them proudly. A giftmight be as simple as a vial of soil from the battle site or a piece of debrisfrom an enemy ship, or a family heirloom from the commander’s clan.The rules governing the giving and display of these gifts are quite intricate.

While a Vilani trooper won’t get medals pinned to his chest, he is stilljust as brave as his Terran counterparts. The base motivation for bravery(“please, don’t let me be a coward and let my buddies down”) is the samein both Terran and Vilani units. Vilani are already attuned to the opinionsof others in their civilian society; they remain so in the military.

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Overall OrganizationThe Aasha doesn’t have permanent

fleets in the sense that Terrans thinkof them. Instead, the Vilani assemblefleets as needed from available units,and place senior officers in charge ofthem for the duration. That beingsaid, there are some squadrons(mashushshi) composed of so manyships as to be fleets by Terran standards.

While this lack of consistent organ-ization seems odd to most, it servesthe Vilani well. Naval assets are foundthroughout the territory of ashangarim, and these ships can bequickly assembled into the sledge-hammer so beloved in Imperial doc-trine. Also, the lack of permanentfleets limits the power of commandersin the field, making it harder for onemalcontent to gather enough power tobe a threat.

In times of war, regional governorsorder their squadrons into service,and appoint senior officers to com-mand the fleets. Occasionally a gover-nor or other shangarim executive ofhigh rank will take personal commandof a task force, but this is not commonpractice. In many cases, commandingofficers are recommended by their fel-lows. The non-linear nature of Vilaniranks makes it easy for a good starshipcaptain to become the equivalent of aFleet Admiral for the duration of a cri-sis, then go back to being a simplecaptain at the end of hostilities.

Vilani naval forces are usuallyorganized around groups of 10: 10ships make up a squadron, 10squadrons make up a fleet, and so on.Groups of 10 are often broken intopaired groups of five in order to covermore space during extended opera-tions. This isn’t a rule or formal regu-lation, but a simple habit that hasbecome part of Vilani thinking. It isprevalent enough that Terran com-manders have developed a rule ofthumb: “If you see five Vilani ships,assume there are five more nearby.”

Of course, the Vilani aren’t uncon-scious of their “counting by 10s”foible. Vilani slang includes a set ofmetaphorical expressions that hasspread beyond the Imperial Navy intoVilani society as a whole. For example,a formation or organization that’sbeen badly damaged is said to be“counting by eights.”

A leader who does the job withinsufficient resources is said approv-ingly to be “counting by nines,” where-as the same phrase is used disapprov-ingly of a leader who acts before he isready. The Vilani say that the Terransalways count by nines, and when aVilani refers to a “Terran 10,” hemeans nine!

A leader who makes sure that everydetail is taken care of, and who buildsup overwhelming force before acting,is said to be “counting by 11s.” This isusually a compliment.

On the other hand, a commanderor leader who rarely acts, because he’stoo busy complaining that he doesn’thave enough assets to complete thejob, is said to be “counting by 12s.”This is not a compliment.

BattlegroupsThe heart of the Aasha Ziru Sirka,

the Vilani battlegroups (gaashnarru)are the force used to enforce the willof central command. The typicalVilani dreadnought or battleship dis-places at least 20,000 dtons, and usesmassive missile batteries for its mainpunch. These ships are organized intosquadrons of 10, plus escorts and sup-port vessels. The escort fleet is small,usually one or two cruisers per battle-ship, along with a handful of smallervessels of 500-dton to 5,000-dton size.

One of the battleships will beequipped with a specialized com-mand-and-control center, along withstealth and heavy ECM systems, andwill serve as the battlegroup’s flagship.

The majority of the battlegroupsare held in the Imperium’s interiorregions. Given the political situation atthe time of the early Interstellar Wars,the shangarim felt a strong need tokeep their strongest weapons close tothe centers of power. These fleets weresent to regional governors only intimes of dire need, and even then onlyat great political cost to the governorwho called for them.

CruisersDisplacing 4,000 to 20,000 dtons,

the cruisers of the Aasha are the heavyships most often seen on the frontiers.These vessels are equipped for long

patrols (at jump-2, any significantpatrolling takes many months) andare quite comfortable. Like battle-ships, they are noteworthy for their large missile magazines.Commanders of Aasha cruisers arethe most independent-minded in thefleet, since they spend a great amountof time away from more senior com-manders. On the other hand, they stillhave “The Book” hanging aroundtheir necks, and a duty to report on allactions while out in the field. Fewtake advantage of their isolation.

90 THE IMPERIUM

Naval RankRank in the Aasha is complex. Unlike navies built on the American or

European model, there is no linear hierarchy of ranks. Instead, every-thing is based on function and position.

To this end, the names of ranks take full advantage of the tonalnature of the Vilani language. For example, Merishmirra6 means cruis-er (merishmir) captain. Merishmirra5 means a senior staff officer onboard a cruiser, usually an executive or department head. If aMerishmirra6 officer was to be transferred to a staff position on a largebase, his rank would become Gamirirem, with the final syllable toned toindicate seniority. This system is very confusing to Terrans, as the tonalchanges are subtle, and the concept of changing rank names entirelywith each transfer is unfamiliar.

Because of all the different names, there are more than 50 distinctranks in the Aasha, and even more if one considers tonal variations.Trying to remember that Kurmaruushririi3 means “second assistantjump technician” while the same word toned differently means “seniorfleet engineer” gives most Terran intelligence officers headaches.

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Smaller cruisers operate in “wolfpacks” of 10 ships. They patrol togeth-er and attack targets of opportunity.Terran commanders quickly learn tobe wary of such tactics. The largerships are used as a reaction force, heldat a fleet headquarters until word ofan attack comes in. They are alsodeployed as heavy, short-leggedpatrollers, securing a small number ofworlds (usually along a main).

Destroyers and EscortsThe Vilani place little faith in

smaller vessels. They don’t fit into the“big hammer” strategy, and few of theVilani’s opponents can muster a cred-ible space threat, making the need fora small escort minimal. The few small-er ships the Vilani do use are forescorting civilian vessels and conduct-ing what is best described as customsduties: boarding ships and searchingfor contraband.

There are larger escorts, displacing1,000 to 4,000 dtons, which accompa-ny capital ships and cruisers to protectthem from missiles and fighters.These ships and their crews carry littleprestige, and are held in contempt bythose serving on other ships.

FightersThe Vilani rely heavily on their

fighters, short-range ships displacingfrom 10 to 50 dtons that are used foreverything from in-system patrols tomassed assaults on battleships. Vilanifighters (dhue) usually carry one ortwo missile racks, with a few point-defense models carrying a laserweapon. In smaller fighters, weaponsare in fixed mounts. The largest fight-ers carry turrets and crews of two orthree men. There are also specialized

fighters for EW, ground attack, andrecon.

To transport the wings of fighters,the Aasha uses massive carriers. Morelike mobile bases than warships, the

carriers displace up to 40,000 dtons.Each holds hundreds of fighters,organized into 10-ship squadrons.Fighter squadrons do not necessarilyuse a single type of fighter; in fact,dhue squadrons are organized aroundtheir pilots, not the vessels they fly.

Support ShipsThe Aasha Ziru Sirka uses hundreds

of different classes of support ships.Given the nature of the Imperial gov-ernment, many of them are simply“civilian” vessels given a new set oforders. Most common are freightersthat have been converted to serve astroop carriers or other combat supportships.

THE IMPERIUM 91

The Vilani Marines?There is no organization in the Vilani military comparable to the

Terran Marine Corps. The line between Army and Navy is strictly drawn,and neither service can conceive of a force under the control of one thatwould execute some of the duties of the other. The closest thing theImperium has to an elite Marine force is the Shigniid Dia Ugkin, the“Legion of the Frontier” (see p. 94).

The Aasha does have security troops for shipboard actions and guard-ing naval institutions, but these are considered naval personnel.Meanwhile, the Army has a few interface craft.

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Naval BasesThe Vilani rarely settle unpleasant

worlds unless they are important totransportation routes. Logically, then,the Vilani should put their naval basesin the same locations, as by definitiontheir outposts are at chokepoints forfleet movements.

This theory, however, depends onthe false assumption that the Vilaniworry about stopping fleet move-ments. It has been almost 2,000 yearssince anyone fielded a large group ofships against them, and in that timethe bases have shifted to protectingindividual worlds of importance.Naval bases are therefore almostalways placed on Garden worlds,which also solves the problem of leavefor stationed personnel.

Naval StrategyThe Vilani expect to know about

trouble before it brews, but placing thebases at important planets is intendedto guard against times when they donot. In the first stages of a war, thefleets defend their bases and associat-ed worlds. Individual units aredetached if the opposition is sufficient-ly weak, or if a target of opportunitypresents itself, but in general systemdefense is the squadron’s first purpose.

While deployed units carry out sys-tem defense, other units gather at aconvenient eshiimar (“marshalingyard”) for orders. On average, there isone depot per 10 naval bases, and theyare in mothballs for long periods oftime, activated only when hostilitiesbegin. The Vilani eshiimar closest toTerra is at Dingir; with the constantthreat of warfare on the rimward fron-tier, the Vilani have taken the unusualstep of keeping it open continually(though ships still only gather therewhen the shooting starts).

Once a sufficiently large number ofunits has gathered, they set out fromthe marshaling point to demonstratethat one does not challenge theImperium. The usual tactic is to pick amain that runs from the depot to thesource of the trouble, mopping up anyresistance along the way with over-whelming shows of force. If this isenough to end the fighting, so muchthe better, but the Aasha is perfectlywilling to blast opposing vessels intomarble-sized pieces.

92 THE IMPERIUM

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Convoy EscortThe Terran Confederation has

offered the first notable threat toVilani lines of trade in over 1,000years, so the Imperium is relearninghow to protect its shipping.Unfortunately for them, the parts of“The Book” devoted to the topicassume that the enemy is limited tojump-1 ships, which is not the casefor most of the Interstellar Wars. Forthe first time since the ConsolidationWars, The Book needs a new chapter.To date, the Vilani have beenabysmal at coming up with tactics todeal with the situation; this is fortu-nate, as once the Aasha gets rollingthere’s not a lot for Terran units to dobesides commerce raiding.

THEVILANI ARMY

The Ziru Sirka has successfullyheld onto an empire of thousands ofworlds, for thousands of years. Muchof the credit can be given to theGisadia Ziru Sirka – the “Army of theGrand Empire of Stars.”

Over the centuries the army hasgone from being little more than amob to a highly professional force,then back again. These changes havealways been dependent on the currentstate of security in the Empire. Duringtimes of relative peace, the Army hasusually failed to maintain its fundingagainst encroachments from the Navyor the shangarim. When war looms, orwhen (as has been the case recently)rebellions have flared, the Army gainsstature.

Currently the Army is on theupswing, although in many regionsthe level of training remains little bet-ter than that of a heavily armed policeforce. Conservatism and the lack of areal foe has left many units composedof “parade ground troops” – troopswho look good during drill, but per-form poorly in combat.

General DoctrineThe Gisadia relies on large, heavy

formations to establish superiorityquickly, then tries to defeat the enemyin detail. This requires space superior-ity, which the Ziru Sirka has enjoyedfor its entire history.

The Vilani don’t make frequent useof “drop troops,” forces trained tomake re-entry in individual capsules,as a regular part of their force struc-ture. A few special operations units douse this tactic on occasion, but it israre. Instead, orbital bombardment isapplied to suppress local defenses,then landing craft are used to shuttlewhole battalions down at one time.

The reason the Vilani do not makeuse of this tactic isn’t technological,but psychological. In any sort of drop,be it from a low-flying aircraft or aship in orbit, the forces being droppedwill experience disruption of com-mand lines due to troops being scat-tered. Terran troops deal with this bytraining such forces to act with indi-vidual initiative until command isreestablished. To the Vilani, it isinconceivable that a soldier could landand fight alone without direction.

Unlike the regulars, the ShigniidDia Ugkin (p. 94) does make effectiveuse of drop troops.

Infantry BattalionsThe base formation of the Gisadia

is the nadshemi, or “infantry battal-ion.” The 1,200 or so troops in one

nadshemi do the hard job of takingand holding ground. The Vilaniinfantry are vehicle-poor, with light-skinned APCs as their only means oftransportation and support.

The battalion commander has arelatively large staff. Along with the“normal” staff positions such as oper-ations, intelligence and supply, he hasadditional staff for public relationsand security. He also has a number ofofficers holding the uniquely Vilaniposition shugilii, acting as a sort ofchaplain’s corps.

Each battalion has six companies:five infantry and one for commandand support.

Tank BattalionsThe Army also deploys ishkaaim,

or “tank battalions.” The Imperiumstill uses ground vehicles for its heavytanks. The largest are wheeled ortracked, but the majority of them areground effect vehicles. Vilani tanksuse missiles and rapid-fire cannon todestroy the enemy. Imperial armor

tactics resemble classic cavalry tacticsof the pre-industrial era – probe forweakness, then get into the rear areato raise havoc.

Because of the difficulty in trans-porting ground vehicles, armor unitsmake up a very small percentage ofthe forces used on the offensive. Moreoften than not, they are found in thedefense, where they can prepare forenemy attacks. Tanks are also used tooccupy particularly restive worlds; theVilani are not above using armoredformations to literally crush civilianuprisings when necessary.

Tank battalions consist of threeoversized companies along with acommand and support company. Thebattalion commander has a smallerstaff than his infantry counterpart, andis dependent on higher command forintelligence and much of his support.

THE IMPERIUM 93

Ever wonder what goes on inside a Vilaniofficer’s head? No? Neither does he.

– Common Terran Army joke (c. 2160)

Army RankCompared to the Navy, the Gisadia uses a simple rank structure.

There are only six enlisted ranks and eight officer grades. There are alsothe amrimkhar, the equivalent of warrant officers without commandduties, who hold technical jobs that require status. See Chapter 6 for asummary of Imperial Army ranks.

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Larger FormationsGisadia forces rarely move in

groups smaller than division strength.Units of this size, called lurkugi, aremade up of six combat battalions,extra artillery (mostly missiles), and asupport battalion.

The next larger unit is the kuearda,a corps-strength group of three to fivelurkugi. Extra forces are added asneeded. A unit of this size is onlymoved when a grave threat is perceived.

Beyond the kuearda is the sukau-uaashdug, or “supreme army group,” acollection of forces that haven’t beenused on the offensive in centuries.Each sukauuaashdug has severalkuearda and whatever support itscommander feels necessary. An Armyofficer commanding such a unit is oneof the few who can confidently giveorders to the Navy.

The Shigniid Dia UgkinOccupying a unique niche in the

Ziru Sirka military, the Shigniid DiaUgkin (“Legion of the Frontier”) isthe wild card in the otherwise pre-dictable Vilani armed forces. Madeup of subject-race troopers, malcon-tents, and outright criminals, theShigniid Dia Ugkin is a cross betweena penal battalion and the FrenchForeign Legion.

The Shigniid Dia Ugkin is com-posed solely of assault troops. In train-ing and temperament, the force isunsuited to almost any other role. It isthrown into battle with little regard forcasualties, since its members are notwhat the Vilani consider ideal citizensin any case. The troops of the Legionhave developed a fatalistic attitude thatis best summed up by its unofficial

motto: “Diduma inshaiirshurla aipgiaginagkhuuirkake kakiiinkhish khiik-ishela ad.” (“We have come here to die,and only the gods and officers knowwhen that will happen.”) Shigniid DiaUgkin units operate their own space-craft, and can be used as privateers inwar.

Recruiting for the Shigniid DiaUgkin is difficult. Unlike Terrans, whofind units like the Foreign Legionromantic, the typical Vilani sees theLegion as the equivalent of a prisonsentence. Indeed, many of theLegion’s recruits are accepted directlyfrom prisons, or are given a choicebetween service and “hard time” whenconvicted of crimes. Others areencouraged to join by families whowish to hide a “black sheep.”

Legion officers are theoreticallyassigned from the regular Army, buthere too the Shigniid Dia Ugkin is seenas a convenient dumping ground forjunior officers who fail to conform tothe Vilani way. This results in theShigniid Dia Ugkin being, by far, themost versatile force in the ImperialArmy. It is on par with a good Terranunit with regard to innovation andtactical flexibility.

One difficulty faced by the Legionis supply. Shigniid Dia Ugkin store-houses are always the last to get

supplies, and they tend to always beunder-stocked. To counter this, theLegion has developed a tradition oflooting and adaptation. Shigniid DiaUgkin units carry a wide variety of per-sonal weapons, gear, and even uniforms.

One unifying factor in the Legionis its love of bladed weapons. Fromthe kiikag (a dagger with a brassknuckle-like guard) to the khapsish (aheavy, cutlass-like blade), no memberof the Shigniid Dia Ugkin feels com-fortable without his blade. Those whohave survived assaults by the ShigniidDia Ugkin describe howling mobswaving swords, even when boardingspacecraft!

Members of the Shigniid Dia Ugkinknow their reputation, and work toenhance it. They tend to decorate anyvehicles they come to possess withimages of skulls and fire, wear asmuch ammunition as possible (alongwith the knives, of course), and evengo to extremes in personal grooming.

Although the Shigniid Dia Ugkincan be found almost anywhere alongthe Imperial border, it is organizedinto units no larger than a company.There is usually one group of fiveLegion companies per frontier sector.

94 THE IMPERIUM

The Frontier Legion’s motto starts, “We havecome here to die . . .” I think ours should be“Always happy to oblige.”

– Staff Sergeant John Sevdalian (2165)

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January 15, 2171 – Uruk star system, in Imperial space:

“Now, that’s impressive.”Captain William Blake stood watch-

ing the viewscreen as Cutty Sark madeits final approach to the world calledUruk. To everyone’s surprise, the screendisplayed not one world, but two. Thenearest sphere was blue-white, withtouches of brown and green, the colorsof a habitable world. The more distantwas white and reddish-brown, the col-ors of a Mars-like desert world, but withthe faint haze at its limb that denoted asignificant atmosphere.

Christie,the navigator

and an expertastronomer, read

figures from the panel before her. “Thisis a double-planet configuration, likethat of Terra and Luna but with muchless difference in size between the twocomponents. Uruk has about 0.63Terran masses, its companion Ishkarabout 0.4. The distance between them isa constant 320,000 miles. The twoworlds are in a state of mutual tide-lock.”

“Long days, then,” observed Blake.Christie nodded, not bothering to

refer to her panel as she made the necessary calculations in her head.

“One day-night cycle will take about 47standard days. The local weather pat-terns must be dominated by that cyclerather than by the seasons. Native lifewill be quite hardy, and accustomedto very long periods of darkness.”

“It doesn’t sound very hospitable,but the Vilani put their subsector cap-ital here. I wonder what makes theplace worth living on.”

Christie shrugged. “I couldn’t speculate, sir.”

“Well, there’s only one way to findout,” Blake grinned. “Let’s go see.”

Interstellar Wars adventurers willspend a lot of time traveling amongthe stars, visiting worlds held byTerrans, Vilani, or other interstellarcivilizations. The Traveller universe isa vast one, with many thousands ofindividual worlds to visit and explore.

This chapter covers the nature ofCharted Space, the region of the galaxythat has been mapped by knownspacefaring civilizations. It includesrules for describing worlds, and forgenerating new worlds on whichadventures can be set. It also includesa detailed look at the region of spacenearest to Terra – the primary battle-ground for the first half of theInterstellar Wars era, and the regionmost familiar to Terran explorers andFree Traders.

THE KNOWN UNIVERSE 95

CHAPTER FIVE

THE KNOWNUNIVERSE

DESCRIBING WORLDSThis book uses a specific format to

give thumbnail descriptions of worlds.The terms defined in this section willbe used both to describe specificworlds in the Interstellar Wars uni-verse (for example, see The TerranNeighborhood on p. 101) and to helpthe GM design his own worlds (seePlacing Main Worlds and PlacingPopulations, starting on p. 127).

Mapping the GalaxyFollowing Traveller and GURPS

Space, we use the parsec as a standardunit of measurement for interstellardistances. One parsec is equal to about3.26 light-years, or 19 trillion miles.

Space is three-dimensional, butTraveller simplifies star-mapping byprojecting the galaxy onto a

two-dimensional plane. Star maps arethus oriented with the coreward direc-tion at the top, toward the center ofthe Galaxy. The opposite direction isrimward. The direction of galacticrotation is toward the left edge of astandard map, designating the spin-ward direction. To the right edge of astandard map is the trailing direction.

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The map of the known universe(p. 100) covers a region of the localarm of the galaxy, about 200 parsecs“wide” (spinward-to-trailing) and 240parsecs “deep” (coreward-to-rimward). This region stretchesroughly from Vland to Terra, andtakes in the main body of the VilaniImperium. Vilani astrographersdivide space into sectors, rectangularregions that are exactly 32 parsecswide and 40 deep and contain rough-ly 400 to 500 stars. Each sector is fur-ther subdivided into 16 subsectors,which are eight parsecs wide and 10deep. Terran astrographers havepicked up these conventions and usethem in their own maps of the galaxy.

In Traveller, space is mapped on ahexagonal grid, with each “hex” beingone parsec across. Hence a sector is 32by 40 hexes, and a subsector is eighthexes by 10. Each hex on the map iseither empty or contains one star sys-tem. Each star system is considered tohave a single “main world” that is thefocus of Human or alienactivity; in Traveller thedetails of the rest of thestar system are oftenignored.

PHYSICALDETAILS

The first few parameters given foreach main world have to do with theworld’s physical properties: its overalltype, size, surface environment, andpotential value to colonists.

World Type (Type)Terrestrial planets, the small

worlds occupied by Humans and sim-ilar species, fall into several generaltypes. A world’s type depends on whatvolatiles the planet can retain over bil-lions of years. Volatiles are chemicalcompounds with low melting andboiling points; they make up the bulkof a planet’s atmosphere and hydros-phere. Hydrogen, nitrogen, oxygen,water, carbon dioxide, and a numberof other familiar compounds are allvolatiles.

Over long periods of time, heavyvolatiles tend to stay in the planet’satmosphere while lighter compoundsescape into space. A large, dense planet might be able to retain volatiles

as light as hydrogen gas. A smallerworld may be unable to hold ontocompounds such as water, free oxy-gen, or carbon dioxide. Worlds closerto their primary star will have moredifficulty retaining volatiles. All of thishas a profound effect on the world’ssurface environment, particularlyincluding whether or not it is capableof supporting Human life.

In Interstellar Wars, the followingworld types are relevant.

Asteroid Belt: The “main world” ofthe star system is actually a settledasteroid belt. The bulk of the system’spopulation lives in artificial habitats,floating freely in space or built insidethe belt’s largest asteroids. Inhabitedasteroid belts are often major miningand industrial centers.

Barren (Ice): The main world of thestar system too small to retain signifi-cant atmosphere, but it is far enoughfrom the primary star that it can haverich deposits of water ice and similarfrozen volatiles. Most Barren (Ice)worlds are actually large moons orbit-

ing gas giant planets. Examples inthe Terran system includeJupiter’s moons Callisto andEuropa.

Barren (Rock): The main worldis too small to retain an atmos-

phere, and too warm to have muchice. The surface is almost entirely com-posed of naked rock, pocked withcraters. Some Barren (Rock) worldsare large moons, while others are plan-ets in their own right. Examples in theTerran system include Mercury andLuna.

Desert (Ice): The main world islarge enough to hold onto an atmos-phere, although that atmosphere maybe very thin. It is cold enough to havea great deal of ice and other frozenvolatiles. It may even have liquid“oceans,” although these are veryunlikely to be composed of pure water– they may be full of hydrocarbons orother odd substances instead. MostDesert (Ice) worlds are large moonsorbiting gas giant planets. The soleexample of a Desert (Ice) world in theTerran system is Saturn’s moon Titan.

Desert (Rock): The main world islarge enough to hold onto an atmos-phere, but that atmosphere is proba-bly very thin. The world is not largeenough to retain water vapor. As aresult, any water that the world

originally had has probably escaped tospace, perhaps leaving behind a fewburied deposits of water ice. The fore-most example in the Terran system isMars.

Garden: The main world is verysuitable for Human habitation. It hasa significant atmosphere, plenty of liq-uid water to form oceans, and a pleas-ant climate. It also has extensive life,either locally evolved or imported,including photosynthetic organisms(plants) that can maintain free oxygenin the atmosphere. Terra itself is thebest example of this class of world.

Glacier: The main world has a thickatmosphere and plenty of water –indeed, the world may have muchmore water than a typical “oceanworld” like Terra. However, the worldis so cold that most of this water isfrozen, covering the rocky surfacewith a thick coat of ice.Photosynthetic life is rare or com-pletely absent, so the atmosphere haslittle or no free oxygen. There is noexample of this kind of world in theTerran system.

Greenhouse: The main world beganits existence with a thick atmosphereand a good supply of water, but atsome point it became too warm to sup-port a habitable environment. As theoceans began to boil, the atmosphereexperienced a “runaway greenhouseeffect.” Some Greenhouse worlds(“wet greenhouses”) still have oceansof surface water, trapped by intenseatmospheric pressure. Others (“drygreenhouses”) have lost all of theiroriginal water to space. In either case,the surface environment is extremelyhostile, the air unbreathable and fur-nace-hot. Venus (a “dry greenhouse”)is the only example of this class ofworld in the Terran system.

Pre-Garden: The main world has asignificant atmosphere, plenty ofwater, and a hospitable climate.However, photosynthetic life has notyet evolved or been established on thesurface. As a result, the atmospherecontains little or no free oxygen. Thereare no examples of this class of worldin the Terran system, although Terraitself fell into this category a billionyears ago.

Subgiant: The main world is verylarge and cool, and was able to retainhelium and even hydrogen gas fromits era of formation. However, for

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some reason it failed to undergo theprocess of “runaway accumulation”that would normally have given rise toa gas giant planet. The end result is aworld with a very dense atmosphere ofhelium, hydrogen compounds, and(for the largest worlds) hydrogen gas.Unlike a gas giant planet, the subgiantworld has a well-defined solid surfaceand may have oceans of liquid watermixed with other substances. Thereare no examples of this class of worldin the Terran system.

Size (Dia)A world’s size is described in terms

of its diameter. Some “worlds” areactually asteroid belts, composed ofhundreds of small objects no morethan a few hundred miles in diameter.Other worlds are planets or largemoons, single solid bodies thousandsof miles across.

Planets are also sometimesdescribed according to their density,the average mass per unit volume inthe planet’s body. A Terra-like worldwill usually have an iron core of veryhigh density, overlaid by a thick layerof less-dense rock and stone (the verythin layer of water and air is almostnegligible on this scale). A planet witha smaller iron core would be lessdense; a planet with more iron andless rock would be denser. Some largemoons have bodies that contain agreat deal of ice, which is even lessdense than rock.

World density is expressed as a pro-portion of Terra’s density – a worldwith a density of 1.0 is exactly as denseas Terra and probably has a very simi-lar composition. Density normallyranges from 0.3 (a world with a greatdeal of ice in its body) to 1.4 (a worldthat is almost a ball of solid iron).Some textbooks and game source-books prefer to give density in gramsper cubic centimeter (g/cc); to get den-sity in these units, multiply the densityrating by 5.5.

Gravity (Grav)Each world’s surface gravity is

measured in Gs, multiples of the sur-face gravity of Terra. A world with sur-face gravity of less than 1 G has aweaker “pull” than Terra, while aworld with surface gravity greaterthan 1 G has a stronger “pull.”

AtmosphereOne of the most important ques-

tions any visitor to a world will haveis, “Can I breathe the air?”

Breathable atmospheres, com-posed primarily of nitrogen and oxy-gen, are defined by their pressure. Abreathable atmosphere can be VeryThin, Thin, Standard, Dense, or VeryDense. A Standard atmosphere has nospecial effects; the other pressure cat-egories are defined on p. B429 andhave effects as described there.

A breathable atmosphere may beTainted. A Tainted atmosphere con-tains some contaminant that makes itdangerous to breathe without a filtermask or some other simple protectivedevice. A tainted atmosphere is mildlyToxic (p. B429), usually requiring aHT roll no more than once per hour toavoid 1 point of toxic damage. Mosttainted atmospheres can be breathedsafely while wearing a filter mask(p. 167). For more detail on Taintedatmospheres, see Atmospheric Taints,p. 125.

Unbreathable atmospheres presentvarying degrees of danger to unpro-tected Human visitors. They can beSuffocating, not actively poisonous butlacking in free oxygen. They can beToxic, actively doing damage whenbreathed directly. Or they can beCorrosive, attacking exposed tissuesand requiring full-body protectivegear. All three of these categories areas described on p. B429.

Interstellar Wars defines one cate-gory of unbreathable atmosphere thatdoes not appear in the Basic Set. AnInsidious atmosphere is considered tobe Corrosive, requiring full-body pro-tection. However, unless protectiveequipment is specifically designed for

that particular atmosphere, the equip-ment will fail after 2d hours. Insidiousatmospheres represent environmentsthat are so hostile as to overwhelm“off-the-shelf” protective equipment,or that are capable of somehow get-ting around the protection offered bysuch equipment.

Hydrographic Coverage(Hyd)

Planets are also described in termsof their hydrographic coverage, theportion of the world’s surface that iscovered by “oceans” of some liquidmaterial. On a Terra-like world, theoceans will be composed of liquidwater; on more hostile planets theoceans may be composed of moreexotic substances.

Many worlds that have no liquidoceans on the surface may be rich inwater or other ices; they may also haveextensive underground water or ice.These features do not count towardthe hydrographic coverage, but maybe of interest to visitors.

Surface Climate(Climate)

The fastest way to describe aworld’s overall climate pattern is totalk about the average surface temper-ature for the world. Local tempera-tures will naturally vary widely fromthis average. Rather than give a singleprecise figure, it is more useful to givea range of “most typical” tempera-tures, which can be understood as rep-resentative. The temperature rangesused in Interstellar Wars are given inthe World Climate Table.

WORLD CLIMATE TABLEClimate Temperature TemperatureType Range (F) Range (K)Frozen Below -20º Below 244 KVery Cold -20º to 0º 244 K to 255 KCold 0º to 20º 255 K to 266 KChilly 20º to 40º 266 K to 278 KCool 40º to 60º 278 K to 289 KNormal 60º to 80º 289 K to 300 KWarm 80º to 100º 300 K to 311 KTropical 100º to 120º 311 K to 322 KHot 120º to 140º 322 K to 333 KVery Hot 140º to 160º 333 K to 344 KInfernal Above 160º Above 344 K

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98 THE KNOWN UNIVERSE

Climate Type is a descriptive namefor the world’s overall surface climate.Temperature Range (F) gives the associ-ated range in degrees Fahrenheit.Temperature Range (K) gives the samerange in kelvins, an absolute unit oftemperature that is often used by scientists, and which can be used incertain computations in worldbuilding.

Note that Frozen and Infernal cli-mates are considered uninhabitablefor Humans; those climate ranges aretypical of barren worlds outside the“life zone” of a star system. MostHumans will find Very Cold, Cold,Hot, and Very Hot climates to beuncomfortable, so worlds with thoseclimate types will be difficult to live on.

Resources (RVM)Every world has some value to

Human or other settlers: mineralresources, native plant or animalspecies that generate useful products,even something as simple as arableland on which crops can be sown.Interstellar Wars uses the ResourceValue Modifier (RVM), a numberbetween -5 and +5, to describe theoverall resource value of a world.

An RVM of +0 indicates a world ofaverage resource wealth, likely toattract settlement only if it is reason-ably habitable. An RVM above +0 indi-cates unusual resources, which mayattract settlers even if the local envi-ronment is hostile. An RVM below +0indicates a world unlikely to offer anyresources worth exploiting.

Affinity (AFF)The Affinity score for a given world

is a summary of all the factors thatmight make the world attractive toHuman settlement – whether the sur-face environment is hospitable or not,the level of local resources, and so on.The Affinity score is a number between-5 and 11, and is closely related to theResource Value Modifier.

SOCIALDETAILS

Each world is also described interms of its social environment: the alle-giance and size of the local population,the size and availability of starport facil-ities, details of the local government,and the size of the local economy.

Allegiance (Alg)A world will usually have an alle-

giance code that indicates who “owns”the world. Each allegiance code canhave a “subcode” indicating that theworld is inhabited by a specific sub-culture or unusual population. Themost likely examples are given here;GMs designing their own regions ofspace for adventure are encouraged tocome up with more allegiance codesand subcodes as needed.

Im (Imperial): The world is claimedand governed by the Vilani Imperium.An Imperial world without a subcodeis inhabited by the mainstream“Imperial Vilani” culture.

Im-K (Imperial-kimashargur): Theworld is populated primarily bykimashargur Vilani (p. 18).

Im-Ve (Imperial-Vegan): The worldis populated primarily by Vegansunder Imperial rule (p. 88).

Cs-Im (Imperial Client State): Theworld is aligned with and subordinateto, but not officially a part of, theVilani Imperium.

Te (Terran): The world is claimedand governed by the TerranConfederation, and is populated pre-dominantly by Terrans.

Te-V (Terran-Vilani): The world ispopulated primarily by Vilani, andwas conquered or annexed by theConfederation.

Cs-Te (Terran Client State): Theworld is aligned with and subordinateto, but not officially a part of, theTerran Confederation.

Ve (Vegan): The world belongs tothe independent Vegan Polity (after2236 in the official history; see p. 36).

Na (Non-aligned): Independentneutral world without affiliation.

PopulationEach world’s population will be

given. A world’s listed populationincludes both permanent residentsand long-term transients; “temporary”workers at the starport or a naval baseare included, but short-term visitorsare not. Population is always given totwo significant figures (i.e. “1.3 billion”instead of “1.265 billion”).

Each world also has a PopulationRating (PR). This is the “order ofmagnitude” of the world’s population;increasing the PR by one multipliesthe actual population by a factor of

10. For example, a world with a pop-ulation between 1.0 million and 9.9million has a PR of 6; a world with apopulation between 1.0 billion and9.9 billion has a PR of 9.

Starport Class (Port)Starports are graded by their abili-

ty to provide fuel, spare parts, andrepairs to visiting starships. The fol-lowing classification applies to themain starport on any given world;most worlds will have several ports oflower class than the main starport.

Class A (Excellent quality installa-tion) starports are the largest and bestequipped, with facilities for even thelargest starships. Visiting crew andpassengers will find hostels, recreationand training facilities, warehousespace, and so on. Refined fuel will beavailable. There will be a shipyardcapable of constructing new starships,and an extensive repair facility.

Class B (Good quality installation)starports are somewhat smaller, butstill well equipped. Services for visit-ing crew and passengers are present,but less extensive. Refined fuel will beavailable. There will be a shipyardcapable of constructing non-starshipsfrom scratch; the shipyard will be ableto provide repairs and maintenanceoverhaul service for starships.

Class C (Average quality installation)starports are common on low-popula-tion or backwater worlds with limitedinterstellar trade. Services for visitingcrew and passengers will be basic, andmany visitors may simply choose tolive aboard ship. Only unrefined fuelwill be available. Basic repair facilitieswill be present, but complex repairs (ora ship’s annual maintenance overhaul)will have to be done elsewhere.

Class D (Poor quality installation)starports are common on worlds thatsee almost no starship traffic. Therewill be almost no services for visitingcrew and passengers. Only unrefinedfuel will be available, and there will beno significant repair facilities.

Class E (Frontier installation) star-ports are usually found on worlds thathave been explored but have almostno outside contact. The starport isessentially a marked area of openground. There are no services for visi-tors, and there are no refueling orrepair facilities.

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Class X (No installation) indicates aworld with no starport at all and noprovision for any ship landings. ClassX “starports” are typical of unchartedworlds, or of worlds that have been“interdicted” (forcibly cut off frominterstellar contact).

Some worlds will have a separatestarport facility for Terran, Imperial, orother naval forces. Such a “naval base”is indicated in Interstellar Wars worlddata by an N added to the starport class;for example, a class A starport with anaval base will appear in world datalistings as having an “A-N” starport.

Government Type(Government)

Interstellar Wars uses a subset ofthe government types and special con-ditions listed on pp. B509-510 todescribe local world governments. Thefollowing government types are mostcommon for Terran and Vilani worlds.

Anarchy: This is a rare type, foundonly on worlds on which local govern-ment has collapsed, or where the pop-ulation density is too low to supportformal government.

Athenian Democracy (AthDem):This government type is only found ona few low-population Terran worlds.The concept of mass participation ingovernment is almost unthinkable tothe Vilani.

Caste: This government type iscommon on medium-populationVilani worlds. Such worlds often havea “primitive” form of Vilani socialorganization, reminiscent of the insti-tutions first established on Vlandthousands of years ago. The popula-tion is organized into dozens or hun-dreds of adoptive castes, with no onecaste clearly in charge. Sharurshidand the other shangarim usually haveonly limited involvement in local gov-ernment, and the interstellar Imperialaristocracy is likewise not much inevidence.

Some Vilani worlds that have comeunder Terran rule still retain a Castegovernment type. On these worlds, theTerran governing class is trying toleave most Vilani customs and socialstructures alone. The newcomerstherefore operate as a new “rulingcaste” within the largely unchangedVilani society.

Clan/Tribal: This government type isoccasionally found on low-populationVilani worlds. It functions rather likethe Caste type, but is even more prim-itive – castes are usually subordinate tofamily and clan relationships.

Corporate State (Corporate): Thisgovernment type indicates a world runlike a business by one or more alliedcorporations. Both Terran and Vilaniworlds sometimes come under thisgovernment type. Within theImperium, it indicates direct rule byone of the shangarim and its manysubsidiaries, with profit-making a pri-mary government concern. In Terranspace, a Corporate State is usually acolony world established and run byone of the Terra-based industrial conglomerates.

Dictatorship: This governmenttype is found on a few high-popula-tion Terran worlds. Terran coloniesrarely start as dictatorships – such agovernment usually seizes power onlyafter a social upheaval that under-mines local democracy. Some Terranworlds with the Dictatorship govern-ment type are currently underConfederation military rule, after“peacekeeping” forces were sent in tocalm an unstable social situation.Conquered Vilani worlds often gothrough a period of military rule aswell, and are consideredDictatorships during that time.Dictatorship is a very rare governmentform in Imperial space. The Vilaniprefer government by consensus, atleast among the ruling class, andrarely accept rule by a single individual.

Feudal: This government type isvery common on Vilani worlds, and isprobably the prevalent political formwithin the Imperium. The name israther misleading, as the Vilani do notpractice military feudalism of theform once frequently found on Terra.Instead, they practice a kind of corpo-rate feudalism in which the aristocra-cy is one of economic managers.These worlds have fully establishedcaste systems that are governed by theshangarim by way of the interstellarImperial aristocracy (see p. 78 for adiscussion of Vilani noble titles andresponsibilities). A Feudal world isintimately involved in the widerImperium, with extensive politicaland trade links to nearby systems.

Representative Democracy (RepDem):The most common government typeon Terran worlds, including once-Vilani worlds that have been conquered and assimilated by theTerran Confederation. Officials whoare elected by the population set laws and government policy. TheConfederation has a policy of encour-aging representative governmenteverywhere that local conditions makedemocracy practical. The constitu-tional details change from world toworld (especially on worlds that havehome rule – see p. 131).

Theocracy: This government typeappears on a few high-populationworlds. On Terran worlds it representstrue rule by a religious elite, usuallyderived from one of the major Terranfaiths. Vilani religious ideas are some-what different; a Vilani “theocracy” isusually not overly concerned withdeities as such, but with the rigidlycareful maintenance of ancient tradi-tions. A “theocratic” world in Imperialspace is usually dominated by theshugilii caste (p. 73).

Control Rating (CR)Interstellar Wars uses the Control

Rating system (p. B506) to describe thelevel of local governmental control. Usethe rules from the Basic Set to estimatehow often local government will interfere with visitors to a given world.

Technology Level (TL)Every world has an associated

Tech Level (see p. B511). InterstellarWars defines a number of technolo-gies that are not standard for GURPS(see Chapters 7 and 9 for details).TL10 represents the “Imperial stan-dard” technology, the best available tothe Imperium throughout the era. TheTerran Confederation progresses fromTL9 to TL11 during the course of theInterstellar Wars.

Note that in Interstellar Wars, theTech Level of a world does not normal-ly indicate that only goods at that TechLevel are available there. Most worldshave access to off-planet commerce,and can buy goods at any Tech Levelthrough the interstellar trading net-work. Visitors to a backwater Imperialworld with TL7 will still be able to buyTL10 goods (probably at a premiumcost, since they must be imported).

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100 THE KNOWN UNIVERSE

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Unless a character grew up on aworld that was actually cut off fromthe rest of the galaxy, he will probablybe familiar with equipment at themaximum TL available. On the otherhand, people from a world with lowTL are likely to be poor. The TechLevel of a world does indicate the tech-nology most commonly available tolocal industry, which determines theproductivity of the local economy,which in turn determines the typicalwage and standard of living for thelocal population.

Trade Classifications(Trade)

Trade classifications note clusters ofeconomically meaningful world char-acteristics. These are important natu-ral or demographic features that caninfluence a world’s preferred imports

or exports. They can also influence thereal wealth available to citizens of theworld.

Ag (Agricultural): The world’s econ-omy is dominated by the productionof foodstuffs and related goods.

Ex (Extreme): The world is inhos-pitable, requiring the use of artificialhabitats. Vacc suits or other extensiveprotective gear is required to ventureoutside.

In (Industrial): The world’s econo-my is dominated by heavy industrialproduction.

Na (Non-Agricultural): The world isdependent on synthetic or hydroponicfood production and imported food.

Ni (Non-Industrial): The world hasalmost no heavy industry, and isdependent on imports for all of itsheavy equipment.

Po (Poor): The world’s populationsuffers under low-grade living

conditions, and much of the world’seconomic production is used to simply maintain local infrastructure.

Ri (Rich): The world is very hos-pitable, and the population enjoyshigh-grade living conditions.

World Trade Number(WTN)

Every world has an associatedWorld Trade Number (WTN). This isan abstract measure of the economicoutput of the world – essentially, thetotal value of all goods and servicesproduced there, modified by the levelof offworld trade that takes placethrough the world’s starport. TheWorld Trade Number is used in thetrade rules (p. 177) to help determinewhere major trade routes are, andhow much trade takes place betweenany given pair of worlds.

THE TERRANNEIGHBORHOOD

The early Interstellar Wars takeplace in an area three subsectors bythree. Most of this region is controlledby the Imperium, while the TerranConfederation is backed up against asubstantial three-parsec gap that can’teasily be crossed. The Confederationitself dominates only the Sol subsector,and is just beginning to expand intothe regions to rimward that have beenuntouched by any star-faring race.

SHULULSISHSUBSECTOR

Most of this subsector was settled inthe last centuries of the ConsolidationWars, largely by core-sector Vilaniinterested in opening up new worlds inthe aftermath of the Vegan campaign.Colonization was slow; a few worldswere actually settled as late as 900 byImperial Vilani who circumvented thetightening controls on migration.

One branch of the Rim Main trailsinto the subsector from rimward, buteven this astrographic feature hasfailed to bring a great deal of com-merce or settlement into the region. Itremains a backwater, probably themost isolated and neglected portion of

the Saarpuhii Kushuggi’s domain. Ifanything, Imperial control has beenweakening over the last 500 years.Local nobles have started sponsoringmercenaries, fighting little wars witheach other under the noses of thehigher levels of government.

By no coincidence, the Shululsishsubsector is also a primary target forTerrans who wish to undermineImperial authority in the borderregions. Free Traders and otheradventurers have already been presentin the subsector for many years.

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0214 ShululsishAs the capital of the subsector,

Shululsish is the home of the region’sleading sarriiu. The position is athankless one – every outsider whohas been placed in the post has soonfound the lesser nobles of the subsec-tor united against him. The last twosarriiu have been weakling localsinstead; the current one (EsharkuGudakhaa) is nearly feebleminded.

Instead of being a center for order,Shululsish has become a pawn inregional politics. It is home to nearly athird of the subsector’s population – soif one of the region’s shakkanakhu canget control of it, he has the upper handas long as he can hold it. The sarriiu’scourt is a pit of cutthroat politics –every spare noble child, talented fami-ly retainer, and foolishly brave kidu-unuuzii in the subsector is there, fight-ing it out for favor. Countless careershave been made and broken here inthe last few decades.

Shululsish itself is small, but heav-ily populated. It is quite dense, due to

a large nickel-iron core. Despite beinghalfway between Mercury and Mars insize, it has a thick atmosphere andseveral large seas.

0215 LiriinanOf all the worlds in this loosely

controlled subsector, Liriinan is themost independent of all. This isn’t adeliberate choice by its citizens, butan outgrowth of the fact that the plan-et’s riches are so great that there is lit-tle need for them to engage in inter-stellar trade. Visiting Terran mer-chants are currently introducingthem to the difference between “need”and “want.”

Home to a half-billion people,Liriinan is a huge market for Terranmerchants, despite its relative isola-tion. More than any other world in thesubsector, it is free to do as it wishes;

it is not under the direct control ofSharurshid or the Imperial aristocra-cy. The local population is beginningto take advantage of this freedom byengaging in “illegal” manufacturing –it is producing goods outside the fixed Sharurshid quotas, specificallyintended for trade with Terran visitors.

The total amount of illicit manu-facturing is quite small in comparisonto Liriinan’s handling of its ownneeds. Only a few thousand peoplehave shown the mental flexibility totry it, though the number continues toexpand as young people come of ageafter being exposed to the practice.The only other factor limiting trade isthe planet’s mediocre starport, but asLiriinan is a long run from Terra any-way, this doesn’t affect most ships thatcall.

One Kaareshuri offered me 10 credits for aused tin can. The zinc in it would redeem halfan acre of land. I couldn’t do it; I ended up justgiving it to him. They’re going to take my unioncard away when I get back to Terra.

– Hirohisa Mori, Free Trader (2165)

SHULULSISH SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population0111 Kishara – Garden 8,900 1.20 Standard 98% Warm -1 7 –0116 Purdishi Im Desert (Rock) 6,200 0.71 Trace – Hot +0 0 –0214 SHULULSISH Im Garden 5,400 0.80 Dense 42% Cool +0 9 1.6 billion0215 Liriinan Im Garden 7,100 0.86 Standard 87% Normal +0 9 520 million0217 Neshukka Im Garden 8,200 1.07 Dense 92% Warm +0 8 140 million0313 Ashi Im Desert (Rock) 3,900 0.40 Trace – Cold +1 1 8.2 million0316 Gararin Im Desert (Rock) 3,400 0.43 Trace – Cool +0 0 6000317 Bemidshii Im Garden 5,300 0.58 Standard 69% Normal +0 9 770 million0319 Makamii Im Barren (Rock) 900 0.11 – – Hot +2 2 8.5 million0411 Dushamaa Im Garden 8,000 1.08 Standard-T 71% Warm -1 7 100 million0511 Ushmi Im Garden 6,100 0.72 Standard 32% Normal +0 9 2.6 billion0518 Arukhur Im Barren (Rock) 1,900 0.24 – – Infernal +1 1 1.3 million0612 Arnaa Im Garden 7,900 0.97 Dense 60% Warm +0 9 1.4 billion0617 Kaareshur Im Garden 9,100 0.91 Standard 72% Cool -2 7 130 million0618 Lekuni Im Asteroid Belt – – – – Frozen +1 1 5.1 million0713 Miri Im Desert (Rock) 4,700 0.41 Trace – Frozen +0 0 –0717 Kamsha Im Greenhouse 9,000 1.25 Insidious 46% Infernal +2 2 2.6 million0718 Ippuraash Im Barren (Rock) 1,700 0.14 – – Infernal +0 0 11,0000719 Maksha Im Barren (Ice) 2,600 0.13 – – Frozen +0 0 9500720 Mishaagi Im Pre-Garden 6,700 0.86 Suffocating 72% Cool +0 0 7,0000814 Upirzanu Im Subgiant 9,000 1.09 Corrosive 48% Frozen +1 1 750,000

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THE KNOWN UNIVERSE 103

The world itself is one of the mosthospitable known to the Confederation,a near-paradise at the end of a longtrading route. A slightly lower gravitycontributes to the giddy feeling manyTerrans experience while visiting here.With less land than Terra, all in thetemperate and subtropical zones, thereare no deserts or arctic wastelands onthe whole planet. The local climate andsoil are very favorable for importedfood crops and fruit trees, some ofwhich grow so easily that they mightalmost be considered weeds. The peo-ple have developed away from standardVilani attitudes in their isolation, andare now more relaxed in manner anddress than Imperials on other worlds.All of this makes Liriinan a favorite portof call for Terran merchants, who half-jokingly refer to it as “Tahiti.”

0617 KaareshurThough quite distant from Terra,

Kaareshur is a major destination forConfederation traders. The system isvery poor in metals, and is desperatefor imports of any element heavierthan iron. Historically this has notbeen much of a problem, as the richLekuni belt is only one jump away; thetwo systems made an excellent part-nership, with metal going one wayand food the other.

Unfortunately for Kaareshur, Lekunihas fallen under the sway of iishakku

Erkiishaga ofArukhur. He’sbeen deliberatelyredirecting thebelt’s metal pro-duction to theother worlds underhis control, or to the Apishlun and Urima subsectors. Ifproductivity were his sole interest,he’d be better off continuing the oldarrangement, but he is using the lackof shipments as a way of extending hisinfluence to Kaareshur. Local peopleand organizations that make conces-sions to him get some of the metalsthey need, just enough to stay afloat.Those who don’t are driven under.

As a result, free traders who touchdown with metals in their holds are ina position to make a killing. Two fac-tors make the trip dangerous, though.The iishakku controls Kamsha aswell, and the Ippuraash outpost goesout of its way to avoid antagonizinghim. Erkiishaga therefore controlsmost of the planets inbound toKaareshur, so getting there in the firstplace is a problem.

Once the landing gear touchesdown, though, the prospective traderhas to deal with the desperation of theKaareshuri. The locals are havingproblems even feeding themselves, asthe soil is so metal-poor that somecritical micronutrients are missingfrom the soil. Plants won’t grow unless

the fields are salted with zinc andmolybdenum, and those, too, used tocome from Lekuni. Even if a Terran isbringing in something simpler, likeiron or tin, rumors will spread, andcrowds will begin to gather . . .

URIMASUBSECTOR

The Urima subsector is dominatedby a segment of the Rim Main thatmoves across the rimward half of thesubsector. The worlds on the mainwere settled in the immediate after-math of the Vegan ConsolidationCampaign, about A.D. 200.Settlement of the more scatteredworlds to coreward was slow, and wasonly completed about A.D. 800.

The subsector is a major hub oftrade and commerce, especiallyaround the neighbor worlds of DzimZhia Gwi (Vegan) and Urima(Imperial Vilani). This cluster ofworlds is a major target for Terranadventurers, especially those trying tounderstand and win allies among theVegan population.

Port Government CR TL Trade WTNE – 0 0 – –E – 0 0 – –

A-N Feudal 6 10 – 5.5C Caste 4 6 Ri 4.5B Feudal 6 9 – 5.0B Feudal 1 9 Ex Na Ni 4.0C Corporate 0 10 Ex Ni 2.5B Caste 6 7 – 4.5B Feudal 4 9 Ex Na Ni 4.0A Feudal 6 10 – 4.5B Feudal 6 8 – 5.0C Caste 4 8 Ex Na Ni 3.5B Feudal 4 10 – 5.5C Caste 6 5 – 4.0B Feudal 4 10 Ex Na Ni 4.0E – 0 0 – –B Caste 1 8 Ex Ni 4.0B Caste 4 9 Ex Ni 3.5C Corporate 4 10 Ex Ni 2.5C Corporate 1 8 Ex Ni 2.5E Caste 6 8 Ex Ni 2.5

DARRUKESH

APISHLUN

UR

UK

UR

IMA

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104 THE KNOWN UNIVERSE

1011 UshiinUshiin is a tidally locked world

with a warm climate, leading to anunusual distribution of water and ice.As usual, the hot and cold poles aredesert and glacier respectively, but onUshiin the glacier gives way to tundraseveral hundred miles from the termi-nator line. Along the line itself, thetemperature rises to the point that theplanet has a ring of liquid water some200 miles wide completely surround-ing the planet. The world’s name

means “iris” in Vilani, and from theright angle Ushiin does resemble agigantic eye.

Despite its odd appearance, Ushiinis fairly typical of tide-locked worlds.The major exception is ecological innature. At some point in the distantpast, its oceans were apparently seed-ed with Terran life, which has by nowalmost displaced the native bios-phere. The Vilani have noticed theoddity, but have not made much of it.Confederation scientists consider it a

clue as to where the Vilani and othernon-Terran Human races came from.Even aside from this, Ushiin is a mag-net for paleontologists looking forspecies that went extinct on Terraduring the late Pleistocene.

1519 IinuIinu has almost no land protruding

from its world-girdling ocean, sowhile otherwise quite pleasant it isn’tas densely populated as other worldsnearby. As a result, it was a literalbackwater until recently.

The primary product of Iinu is themeat of a local life form, an enormousfloating creature that serves as theequivalent of a mobile coral reef in thelocal ecology. The Vilani of Iinu neverexamined this animal particularlyclosely, simply harvesting it for food.Its meat is so cheap locally that it hasnever been exported offworld.

The first person to really analyzethe meat was Esmeray Uzunjarsili, aTerran Free Trader with a background

URIMA SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population0912 Umra Im Garden 5,700 0.64 Very Thin-T – Hot +0 0 16,0000913 Lanashri Im Subgiant 10,300 1.60 Corrosive 82% Frozen +0 0 11,0000914 Kimirsika Im Garden 9,200 1.04 Dense 78% Normal +0 9 520 million0918 Siinira Im Desert (Rock) 3,900 0.37 Suffocating – Chilly +0 0 2,2000919 Marasra Im Garden 9,800 1.30 Thin 62% Normal -1 7 240 million1011 Ushiin Im Garden 5,400 0.81 Standard 18% Warm +0 8 400 million1020 Shashamak Im Garden 6,100 0.71 Very Thin-T 40% Cool +1 1 1.3 million1111 Dimmurak Im Garden 6,000 0.68 Thin 71% Normal +0 8 830 million1116 Niimuru Im Garden 4,300 0.65 Standard 82% Warm +0 9 140 million1117 Mashaddun Im Garden 8,800 1.00 Dense-T 36% Cold -2 5 100 million1119 Dashinur Im Garden 6,200 0.78 Standard 99% Cool -1 7 42 million1120 Karnisari Im Garden 6,000 0.70 Thin-T 39% Chilly +0 7 310 million1214 Amgilash Im Asteroid Belt – – – – Infernal -4 -4 –1216 Mikaam Im Garden 4,300 0.76 Thin 62% Cool +0 8 130 million1218 Tunshaon Tyo Im-VeGarden 5,000 0.56 Thin 37% Normal +0 8 420 million1219 Sasuniir Im Barren (Ice) 1,100 0.07 – – Frozen +0 0 2,8001311 Nishni Im Asteroid Belt – – – – Frozen -1 -1 10,0001316 Khariishish Im Desert (Rock) 4,900 0.43 Trace – Cold -1 -1 –1318 Gashakur Im Desert (Rock) 5,000 0.46 Trace – Frozen +0 0 4,4001320 Dishiigi Im Barren (Rock) 900 0.08 – – Frozen -1 -1 –1417 Larimshar Im Garden 6,000 0.68 Thin-T 69% Warm -1 6 29 million1418 Muan Ialour Im-VeGarden 5,400 0.52 Thin 58% Cool -1 7 100 million1419 Genaraa Im Garden 5,000 0.82 Dense-T 99% Tropical +0 7 220 million1511 Imkha Im Garden 5,000 0.83 Standard 35% Warm +0 9 770 million1512 Kiranura Im Pre-Garden 6,000 0.62 Suffocating 60% Chilly +0 0 –1515 Dzim Zhia Gwi Im-VeGarden 4,400 0.72 Thin 57% Cool +2 10 3.6 billion1516 Ewmiak Im-VeGarden 4,300 0.70 Thin 24% Normal +0 7 200 million1517 URIMA Im Garden 7,000 0.83 Thin 50% Hot +2 9 2.5 billion1519 Iinu Im Garden 8,200 1.05 Dense 99% Warm -1 7 390 million1616 Orruiltan Tyui Im-VeBarren (Rock) 1,300 0.10 – – Frozen +0 0 2,5001619 Tyudhaur Im-VeGarden 5,200 0.83 Dense-T 94% Very Hot +0 5 19 million

When he said we were headed to Ushiin tolook for extinct life, I was all up for it. I loveddinosaurs and stuff when I was a kid. Turnedout he was an expert in plankton, and we cameback with 150 gallons of green water.

– Raimo Saarinen, Free Trader (2168)

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THE KNOWN UNIVERSE 105

in chemistry. Forced to stay on Iinufor more than two months whilerepairs were made to her ship, shestarted examining the local life out ofsheer boredom. She hit the jackpotone day when she took a close look atwhat had been destined for her platethat evening.

The creature’s meat and organsturned out to be a storehouse of phar-maceutical precursors. Disliking itslocal name, she dubbed it thedaghadasi in her native language(Turkish). One important drug hasalready been isolated from the crea-ture, an effective treatment forAlzheimer’s disease, and CaptainUzunjarsili is now a multimillionaire.

DUUSIRKASUBSECTOR

The bright star Vega (Duusirka tothe Vilani) is the most prominent fea-ture of this subsector. Ironically, theVega star system is of almost no

importance in local affairs; the sen-tient species that Terrans call “Vegan”is not from that star system at all.Instead, the Vegan sphere is centeredon the homeworld Muan Gwi, circlingan unassuming red dwarf star threeparsecs to coreward.

The Duusirka subsector is the heartof the Imperial Rim Province. Its capi-tal, Shulgiasu, is home to theSaarpuhii Kushuggi’s court, the localcenter of Imperial power. The Veganhomeworld and other Vegan worldsare major industrial centers. Theprovincial war fleets that threatenTerra are largely built and suppliedfrom the Duusirka subsector’s shipyards. It also produces trade goodssold both in the Terran Confederationand a great distance to coreward.

Seven to eight months from Terraby usual transport, the Duusirka sub-sector is much too distant for casualvisits. Still, thousands of Terrans travelto the region every year – adventurers,ambassadors, spies, and even the

occasional tourist who wishes toexperience the best that Imperial civilization has to offer.

1717 Muan GwiThe second most populous world

in the entire region (behind onlyTerra), Muan Gwi is the homeworld ofthe Vegan race. Despite its 2,000-yearhistory of oppression, it is still an eco-nomic powerhouse, and the center oftrade with other major Vegan worldslike Muan Kwoyen and Dzim ZhiaGwi. Next to Dingir, it is also thefavorite target of Terran traders.Merchants who head out this way getto see the awesome Zinn Aho high-port, a massive facility some two mileslong . . . the largest orbital structure inthe sector.

There are very few Vilani on MuanGwi, thanks to the highly developedVegan talent for passive resistance(p. 88). Vilani bureaucrats find post-ings to Muan Gwi infuriating, and soin recent centuries the Vegans havelargely been left to run things themselves – just as they wanted.

Port Government CR TL Trade WTNB Corporate 4 10 Ex Ni 3.5C Corporate 1 8 Ex Ni 3.0B Feudal 6 7 – 4.5D Caste 0 8 Ex Ni 2.0B Feudal 6 8 – 4.5A Feudal 1 8 – 5.0A Clan/Tribal 6 8 Ni 4.0B Theocracy 6 5 – 4.0B Feudal 1 7 – 4.5

A-N Feudal 4 10 – 5.0B Feudal 5 7 Ri 4.0B Feudal 2 5 – 4.0E – 0 0 – –C Feudal 6 6 – 4.5B Caste 4 6 – 4.5C Caste 5 8 Ex Ni 2.5B Corporate 3 10 Ex Ni 3.5E – 0 0 – –B Caste 4 10 Ex Ni 3.0E – 0 0 – –B Caste 4 7 Ag 4.0B Caste 4 9 – 5.0A Theocracy 6 10 – 5.0C Feudal 6 7 – 4.5E – 0 0 – –A Caste 4 10 – 5.5B Caste 4 9 Po 5.0

A-N Feudal 6 10 – 5.5A Feudal 1 10 – 5.0C Caste 4 9 Ex Ni 3.0D Caste 4 5 – 3.5

ISHNAR

DINGIR

SH

ULU

LS

ISH D

UU

SIR

KA

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106 THE KNOWN UNIVERSE

1816 Muan IsslerMuan Issler was once the “second

homeworld” of the Vegans, home tonearly 2 billion members of that race.When the Vegan Consolidation Warcame to an end, it was left as a starkexample of what the Vilani were willing to do to win.

By 119, the Imperium had pushedthe Vegans back to just two worlds:their homeworld and Muan Issler.After a half century of combat, theVegans had the measure of their foe,and while the situation was still grim,they were determined to make theVilani fight for every cubic foot of theirspace. Both systems were bristlingwith defensive arrays, and anything

approaching within a billion miles ofthe planet without permission wasvaporized.

After scouting the defenses, theVilani realized that the final push wasgoing to be extremely costly. Morecampaigns against other racesloomed, so the decision was made tonuke the Vegans into submission. TheVegan civilian populations were vul-nerable to nuclear attack – so standingoff in the outer system, a huge Vilanifleet lobbed wave after wave ofnuclear-tipped missiles toward MuanIssler. Perhaps one missile in 100 gotthrough, but the hits shattered theplanet’s society over the course of afew weeks. After a time, the defensesstill held but there was nothing left todefend. The razing of Muan Issler wasthen broadcast to the Vegans on MuanGwi, and the last world of the Politysurrendered rather than go through arepeat of the massacre.

In the Interstellar Wars period,Muan Issler is home to less than fivemillion Vegans and about 500,000Vilani. Even now, the planet hasslightly elevated radiation levels due toheavy-metal fallout in the soil.

DUUSIRKA SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population1711 Kasaan Im Garden 7,100 0.99 Dense 49% Normal +0 9 780 million1717 Muan Gwi Im-VeGarden 4,300 0.65 Thin 62% Cool +2 10 4.3 billion1718 Hsuilzish Im-VeGarden 6,200 0.68 Standard-T 84% Warm +0 8 320 million1720 Duusirka Im Asteroid Belt – – – – Infernal -1 -1 –1813 Wanish Tyo Im-VeGarden 6,000 0.62 Very Thin – Very Cold +1 1 5.0 million1814 Tsamis Im-VeGarden 5,300 0.53 Thin-T 68% Normal +2 9 1.3 billion1816 Muan Issler Im-VeDesert (Rock) 2,800 0.37 Trace – Frozen +1 1 5.2 million1818 Ashtagz Tyui Im-VeDesert (Rock) 3,000 0.38 Trace – Normal +0 0 2,6001911 Ikarak Im Asteroid Belt – – – – Frozen +2 2 3.0 million1912 Galishgu Im Barren (Ice) 1,600 0.10 – – Frozen +0 0 14,0001917 Asterr Tyui Im-VeGarden 6,100 0.70 Standard 61% Cool +0 9 1.1 billion1919 Khuraaga Im Garden 8,900 1.00 Thin-T 16% Hot -1 5 52 million2011 Andiirish Im Asteroid Belt – – – – Frozen -1 -1 –2012 Deraanasa Im Garden 7,800 1.00 Standard 63% Normal +2 11 3.2 billion2015 Duikin Tyui Im-VeDesert (Rock) 3,100 0.28 Trace – Frozen +0 0 15,0002017 Hariksiat Im-VeDesert (Rock) 3,200 0.31 Trace – Cold +0 0 4,2002114 Nikurmani Im Subgiant 7,900 1.04 Corrosive 61% Frozen +0 0 5,0002118 Nakishi Im Garden 7,000 0.98 Dense 48% Normal +0 9 310 million2213 Ganukak Im Asteroid Belt – – – – Frozen -2 -2 –2218 Muan Kwoyen Im-VeGarden 6,100 0.70 Standard 58% Cool +0 9 1.5 billion2312 Direnaa Im Garden 8,200 1.08 Standard 51% Normal +1 10 490 million2319 SHULGIASU Im Garden 6,800 0.81 Thin 83% Warm +1 9 2.4 billion2411 Dashiraa Im Garden 5,000 0.86 Very Thin-T 12% Frozen +0 0 –2414 Namirma Im Barren (Ice) 2,300 0.13 – – Frozen +0 0 5,9002415 Shani Im Desert (Ice) 3,700 0.25 Toxic 21% Frozen +0 0 6,2002418 Khalikkam Im Desert (Rock) 6,400 1.09 Trace – Very Hot +1 1 630,0002419 Ganigami Im Garden 4,400 0.61 Very Thin 31% Cold +0 0 2,5002420 Arrukir Im Garden 5,400 0.86 Dense-T 99% Tropical +0 7 200 million

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THE KNOWN UNIVERSE 107

The Vegan inhabitants of the worldhave never reconciled themselves tothe destruction, which to them wasonly a few generations ago. They aredisproportionately involved in effortsto throw off the Vilani yoke. Of allVegans, the inhabitants of Muan Isslercome the closest to displaying radicalbehavior. Some even carry small vialsof ash from destroyed cities, as areminder of their dead ancestors.

2319 ShulgiasuOriginally founded as an advance

base against the Vegans during theConsolidation Wars, Shulgiasu haslong moved past its humble begin-nings. It is the most densely populatedVilani world in the Kushuggi province,and is the political and cultural capitalfor Vilani in the region.

Shulgiasu is a major destination forTerran travelers, although fewer makethe trip than one might think at first.Shulgiasi are sticklers for procedure,and unscheduled traders are likely tofind themselves in a sea of red tape.Most captains prefer to head for Dingir

or Muan Gwi, closer to Terra and morelikely to offer a hospitable reception.

On the other hand, this does meanthat Shulgiasu has been relativelyuntouched by Terrans, and there areundoubtedly commercial opportuni-ties here if one can only find them.Some have suggested that the planet’sVegan minority (numbering about 10million) may be the place to start.

As the base for Vilani consolidationof the whole region, Shulgiasu isstuffed full of monuments and otherexamples of Vilani triumphalism. Thecapital city, Kankhali, has been nick-named “The Golden City,” partly forits richness and partly for a goldensheen to the buildings that was theheight of architectural fashion 2,300years ago. Given that archaism is oneof the watchwords for Vilani culture,the fact that Shulgiasu still stands outis worth noting.

APISHLUNSUBSECTOR

The Apishlun subsector was settledabout 800-1000, almost exclusively by

kimashargur Vilani who wished toescape the strict social controlsimposed by Imperial law. Althoughthe kimashargur were conquered bythe Imperium soon afterward, theirsubculture remains dominant on sev-eral worlds of the region. Meanwhile,Imperial authority is relatively weak;most of the local aristocratic clans areuninterested in imposing the fullstrictness of Vilani tradition on thepopulace. Terran adventurers whoreach the subsector often find it easyto make friends and act within theImperial framework.

Almost all of the subsector’s worldsare situated on the “tail” segment ofthe Rim Main, forming a closelybound community. AlthoughApishlun is on the extreme Imperialfrontier, and the reach of Imperialauthority is relatively weak here, traderemains active. Of course, the combi-nation of rich trade and weak author-ity often makes the region a primarytarget for Terran spies and commerceraiders during wartime.

Port Government CR TL Trade WTNB Feudal 0 9 – 5.0A Caste 4 10 – 5.5A Caste 4 10 – 5.0E – 0 0 – –C Caste 4 8 Ex Na Ni 3.5B Caste 4 8 In 5.0D Caste 4 8 Ex Na Ni 3.5B Caste 4 10 Ex Ni 3.0A Caste 6 10 Ex Na Ni 4.5B Corporate 2 10 Ex Ni 3.5A Caste 4 10 – 5.5B Feudal 4 7 Po 4.0E – 0 0 – –

A-N Feudal 4 10 – 5.5C Caste 4 10 Ex Ni 3.5B Caste 4 10 Ex Ni 3.0C Caste 5 10 Ex Ni 3.0C Feudal 6 7 – 4.5E – 0 0 – –B Caste 4 10 – 5.5B Caste 1 10 – 5.0

A-N Feudal 5 10 – 5.5E – 0 0 – –B Corporate 5 10 Ex Ni 3.0C Caste 1 8 Ex Ni 2.5D Caste 5 8 Ex Ni 3.0C Caste 2 10 Ni Po 3.0B Feudal 6 7 – 4.5

IKAAKUR

SOL

UR

IMA

NIS

INA

SH

A

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108 THE KNOWN UNIVERSE

0722 ApishlunApishlun is one of the most

remarkable planets known. It appar-ently developed multicellular life asmuch as five billion years ago. Sincethen, the native life has developed aplanet-wide ecosystem of incrediblerichness and complexity.

On most living worlds, nativespecies tend to specialize and developsymbiotic relationships with oneanother. Ecologies develop complexfeedback mechanisms, bringing sta-bility to the living environment. Thisprocess is usually halted by naturaldisaster – comet or asteroid strikes,massive volcanic eruptions, ice agesbrought on by continental drift, andso on. After each mass-extinctionevent takes place, the survivingspecies are forced to start over fromscratch.

Apishlun has been almost free ofmass extinctions for a very long time.It circles a tame K1 V star, has noplanetoid belts as neighbors, and isprotected from cometary intruders bythree large gas giants circling theouter regions of the star system. Whilethere is some evidence of very old

impacts on the world, the Apishlunsystem was effectively clean of debrismore than five billion years ago.Meanwhile, the planet’s internal heathas declined over the eons. Althoughcontinental drift and volcanism havenot stopped entirely, they have sloweda great deal and have not threatenedthe stability of the ecosphere in over500 million years.

As a result, the symbiotic connec-tions between life forms have becomemore and more complex, to the pointthat they are actually able to resisttheir own destruction. Apishlun hasbecome an example of the “Gaiahypothesis.”

The Vilani inhabitants of the plan-et don’t appreciate the mechanism, asmost Vilani lack sophistication in the

APISHLUN SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population0121 Khishirii – Barren (Ice) 1,400 0.07 – – Frozen +0 0 –0123 Nushmi Im-K Garden 8,100 1.11 Dense 72% Normal +0 9 220 million0125 Kishakhpap – Desert (Rock) 3,800 0.40 Trace – Frozen -2 -2 –0126 Nunashi Im-K Garden 4,300 0.70 Thin 68% Warm -1 7 51 million0224 Shaalgar Im-K Garden 6,200 0.71 Standard 60% Cool +0 9 260 million0226 Iishu Im-K Garden 4,900 0.61 Standard-T 92% Warm +0 7 38 million0230 Alizarin – Garden 4,300 0.73 Standard 57% Normal -1 8 –0326 Eneldun Im-K Desert (Rock) 2,900 0.22 Trace – Frozen +1 1 3.1 million0330 Krypton – Pre-Garden 8,800 1.18 Suffocating 41% Tropical +2 2 –0424 Lakisha Im Garden 7,300 0.98 Dense-T 82% Warm +0 8 300 million0426 Siikani Im Barren (Rock) 1,400 0.13 – – Hot +0 0 15,0000524 Irashdaa Im Garden 5,800 0.86 Dense 89% Warm +0 9 160 million0527 Masiira Im Garden 6,000 0.77 Standard 92% Normal +0 8 140 million0528 Kidashi Im-K Garden 4,400 0.60 Thin 68% Cold +2 9 2.5 billion0624 Ishirshu Im Glacier 8,100 1.02 Toxic 22% Frozen +0 0 –0626 Kunekaar Im-K Garden 6,900 0.87 Thin-T 18% Hot -1 4 13 million0628 Sagarasaar Im Garden 5,100 0.84 Dense 87% Tropical +0 9 190 million0721 Akhamin Im-K Garden 5,900 0.65 Standard 21% Warm +0 8 290 million0722 APISHLUN Im Garden 8,900 1.16 Dense 61% Normal +2 11 3.0 billion0723 Shikashu Im-K Garden 8,000 1.13 Standard 63% Warm +0 9 810 million0726 Dikanishi Im Asteroid Belt – – – – Infernal -1 -1 7000729 Edaazun Im Garden 4,300 0.64 Standard 95% Cold +0 7 490 million0822 Urshu Im Desert (Rock) 3,900 0.31 Trace – Frozen +0 0 16,0000823 Shiranshar Im Pre-Garden 9,900 1.25 Suffocating 52% Normal +0 0 –0824 Khurimisi Im-K Garden 6,000 0.70 Thin-T 22% Cool +0 6 43 million0825 Duriim Im-K Garden 4,400 0.68 Dense 79% Cool +1 10 2.4 billion0826 Munilgan Im-K Garden 5,300 0.54 Thin 39% Cold +0 7 190 million

On Apishlun, I had a fruit that was the bestthing I ever ate – sweet, juicy, with a faint tartness that went straight to the pleasure centers in my brain. I found it growing on a treeat the edge of some farmer’s field. When thefarmer saw me eating it, he nearly blew a bloodvessel. I thought I was in trouble until heexplained to me it wasn’t his fruit tree, it wasjust something that had been growing there. Andthe last time he’d checked, it was poisonous.

– Sergio Alessandri, Free Trader (2165)

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THE KNOWN UNIVERSE 109

biological sciences. When they firstcolonized the world, they simplynoticed that the biosphere was partic-ularly hospitable. They don’t realizethat Apishlun is literally accommodat-ing them, adapting at enormous speedto their presence and fitting them intothe planet’s immense web of life.

A few Terran scientists have beento Apishlun, and are trying to under-stand how the whole system works,and how it can work so quickly. Onenagging problem is that any symbioticrelationship involves a trade-off. Thespeed with which the planet’s ecologycan incorporate offworlders suggeststhat there is some advantage to it indoing so. What the Vilani might begiving up remains mysterious.

For those not living on Apishlun,the biosphere remains interesting ifonly for the trade opportunities it rep-resents. The planet is a net exporter offood, and a producer of luxury food-stuffs. Meanwhile, the extravagance ofApishlun’s native life promises a vastnumber of biologically producedchemicals and pharmaceuticals towhoever can get in and examine themin detail first. Biologists estimate thatthe planet has more than 1,000 times

as many distinctspecies as Terra has had at any pointin its history, so the project is poten-tially huge – and so are the potentialprofits.

DINGIRSUBSECTOR

Like the neighboring Apishlun sub-sector, this region was first settled bykimashargur dissidents between A.D.800 and A.D. 1000. Dingir itself wasthe capital of a kimashargur “pocketempire” that defied Imperial authorityfor a few short decades. The regionhas been pacified for centuries – butwith the wars against Terra ongoing,many cracks are beginning to appearin the facade of Imperial unity.

For centuries, the Dingir subsectorwas a backwater, almost entirely

ignored by the Imperium. Aside froma small segment of the Rim Main,most of the region’s worlds are scat-tered, divided by jump-1 gaps that cutoff the largest and slowest freighters.Trade and commerce have alwaysbeen relatively sparse. Today, ofcourse, the region has suddenlybecome important as a primary battle-ground in the wars against Terra.Many of the subsector’s people, accus-tomed to living out from under directImperial gaze, are resentful of theirregion’s new prominence.

The Dingir subsector is sometimecalled “Smuggler’s Heaven” by TerranFree Traders. Not only are many of theregion’s star systems thinly populatedand badly patrolled, but some mem-bers of the local population enthusias-tically cooperate with Terran smug-glers. Many a Free Trader ship hasarranged to meet with a Vilani coun-terpart in the outer fringes of somelocal star system, exchanging contra-band. Of course, the Imperial Navyhas become aware of this practice,and has stepped up patrols in theregion.

Port Government CR TL Trade WTNE – 0 0 – –X Caste 4 2 Ri 0.0E – 0 0 – –C Caste 2 6 Ag 4.0A Caste 3 10 Ri 5.0B Clan/Tribal 3 10 – 4.5E – 0 0 – –B Clan/Tribal 2 10 Ex Na Ni 4.0E – 0 0 – –B Feudal 6 7 – 4.5B Caste 3 9 Ex Ni 3.5A Feudal 6 10 – 5.0B Feudal 6 7 – 4.5

A-N Feudal 4 10 – 5.5E – 0 0 – –B Feudal 2 6 Po 4.0B Caste 6 10 – 5.0B Feudal 2 7 Ri 4.5

A-N Theocracy 6 10 – 5.5B Feudal 4 9 Ri 5.0C Caste 0 8 Ex Ni 2.0A Feudal 6 8 – 5.0C Corporate 3 8 Ex Ni 3.0E – 0 0 – –B Feudal 3 10 Po 4.5A Feudal 4 9 – 5.5B Feudal 2 8 – 4.5

SHULULSISH

THALASSA

AR

KH

AA

RU D

ING

IR

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110 THE KNOWN UNIVERSE

1222 DingirContesting Shulgiasu for the title

of most important Vilani world in theprovince, Dingir is a major destina-tion for Terrans heading into theImperium.

The planet is large, and relativelyclose to its primary. Its multiple conti-nents are small and evenly distributed,which allows warm ocean water to cir-culate from the equator to the poleswith ease. Dingir has no ice caps,despite being only marginally warmerthan Terra.

With many continents, Dingir isalso interesting because it is relativelydecentralized for a Vilani world.Cities are dotted all over the planet,and starports serve many of them,rather than the usual “one world, onemain starport” rule followed in theImperium. As the Dingiri are alsokimashargur, they’re a little more flex-ible than most Vilani. Smuggling isrampant, and fortunes can be made.

Balancing this is Dingir’s status asthe local Imperial naval depot. Thereare always a large number of Vilanimilitary ships in-system, and theseare often deployed to patrol for unauthorized trade. If the Imperium

were ever to start cracking down ontrade from the Confederation, Dingiris likely where they’d start.

1526 MeshanEpsilon Indi has always

been a top candidate for lifenear Earth, and it wasintensely studied evenbefore the Terran inven-tion of the jump drive.Life was never foundthere until the system wasexamined up close andMeshan was discovered. Aninhospitable place, far enoughfrom its sun to be cooler than Earth, itstill had developed some primitive photosynthesizing life.

After the Second Interstellar War,the Confederation decided to place acolony on the planet. Although therewas no direct access to Meshan exceptthrough Imperial space, the choosyVilani had never settled the planet.Hence the Confederation felt free toplace a colony there.

At the outbreak of the ThirdInterstellar War, however, the planet’sisolated position proved a terrible liability. With Kadur Erasharshi’s

armada moving down the Corridor,there was no way to reinforce Meshan,The colony was helpless when a Vilanisquadron jumped into the systemlooking for elements of the Terran

fleet.Of course there was

nothing to find, but justto be on the safe sidethe Vilani command-er dropped a nuclearwarhead on thecolony’s landing field.

90% of the Terrancolonists were killed

immediately; with thecolony’s infrastructure de-

stroyed, most of the rest followed inthe next few weeks. With the Siege ofTerra underway, it was three monthsbefore a relief expedition could bemounted – in fact, the Confederationdidn’t even know the colony had beendestroyed until the siege was lifted.When the relief force finally did arrive,the last few hundred survivors wereevacuated.

Since then, the system has been ano-man’s land. The Confederation hasconsidered rebuilding the colony, butuntil the planet’s position is lessstrategically vulnerable those plans

DINGIR SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population0921 Ensulur Im Barren (Rock) 2,800 0.37 – – Frozen +1 1 3.9 million0922 Damakaa Im Barren (Rock) 1,900 0.19 – – Frozen +0 0 50,0000923 Kansara Im Garden 5,600 0.61 Standard 58% Normal +0 9 800 million0924 Ginaa Im Garden 5,400 0.57 Very Thin 19% Cold +0 0 4000926 Ishumled Im-K Garden 5,400 0.68 Standard-T 72% Warm +0 8 610 million0929 Saris Im Desert (Rock) 3,400 0.43 Trace – Cool +1 1 11 million1022 Khakushma Im Garden 4,800 0.67 Very Thin 46% Cool +0 0 24,0001024 Fomalhaut Im Greenhouse 7,900 1.17 Corrosive 83% Infernal +0 0 –1026 Khulampu Im Glacier 8,700 1.15 Suffocating 19% Frozen +0 0 6,5001127 Gashidda Im-K Garden 3,400 0.51 Standard 95% Cold +1 8 780 million1129 Ishkur Im-K Garden 5,200 0.49 Standard 23% Hot +0 7 370 million1222 DINGIR Im-K Garden 10,200 1.03 Dense 89% Warm +0 9 1.4 billion1224 Kinunir Im Garden 5,000 0.48 Very Thin 16% Warm +0 0 15,0001324 Shulgi Im Desert (Rock) 5,200 0.47 Trace – Frozen +0 0 11,0001326 Shulgiili Im Pre-Garden 6,200 0.71 Suffocating 100% Cool +0 0 2,5001327 Enki Kalamma Im Barren (Rock) 1,900 0.17 – – Very Hot +1 1 2.4 million1424 Karkhar Im-K Garden 6,100 0.72 Standard-T 51% Normal -1 7 48 million1427 Shuruppak Im Asteroid Belt – – – – Frozen +0 0 16,0001429 Iilike Im-K Garden 4,300 0.76 Thin 51% Cool +1 9 1.0 billion1522 Altair Im Asteroid Belt – – – – Infernal +0 0 –1523 Zaggisi Im Garden 7,200 0.97 Dense-T 88% Tropical +0 8 100 million1526 Meshan Im Desert (Rock) 4,200 0.40 Trace – Chilly +0 0 –1529 Markhashi Im Barren (Rock) 2,900 0.20 – – Frozen -1 -1 1,0001530 Shulimik Im-K Garden 7,000 1.04 Dense 32% Normal +0 9 630 million1622 Apishal Im Garden 6,000 0.70 Very Thin 29% Cool +0 0 6001629 Sirius – Asteroid Belt – – – – Infernal -2 -2 –

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THE KNOWN UNIVERSE 111

will have to wait. The destruction ofMeshan still rouses anger in manypeople, but it was only one of manyterrible events to happen during theThird Interstellar War.

Epsilon Indi has a distant browndwarf companion, some 1500 AUaway. The dwarf is surrounded by athick belt of gas and rock, baked by itsinfrared radiation. As one of the clos-est brown dwarfs to Terra, it is studiedintensely by Confederation scientists.Given the tensions along the border,however, there is no permanent instal-lation in orbit, and exploratory shipsare always accompanied by Terranmilitary backup.

1629 SiriusThe brightest star in Terra’s sky is a

lonely and desolate place up close. Thesystem is eternally blasted by its bril-liant white primary star, and wasseverely disrupted in the past by thewhite dwarf companion as it passedthrough the red giant stage. Little canbe found except a few thousand boul-der-sized chunks of refractory rockand metal close to the primary, and aonce-melted cloud of icy bodies in thefar outer system. It is difficult even to

refuel at Sirius – traffic crossing thesystem must carry extra fuel to dou-ble-jump, bring tanker ships, or spendmonths searching for an icy body inthe outer star system.

Under normal circumstances, thesystem would be ignored, but in thecurrent situation Sirius is of consider-able strategic value. It is one of the two“choke point” systems that standbetween Imperial and Terran space(Nusku being the other). TheConfederation must defend the Sirius-Procyon “bridge,” just as it mustdefend the Corridor stretching fromNusku to Barnard’s Star.

Sirius has no permanent habita-tion, as there’s simply nothing thereto permanently inhabit. Both sidespatrol the system periodically, watch-ing for a buildup of forces. Each ofthe last two wars involved strikesthrough this system, so any move-ment is viewed with suspicion.Rumor has it that the Confederationgovernment is considering towing anOort cloud object closer into the star,to use as a watch post and refuelingdepot. Naturally, any such move islikely to meet with severe Imperialdisapproval.

Port Government CR TL Trade WTNB Caste 1 10 Ex Na Ni 4.0C Caste 0 10 Ex Ni 3.0A Feudal 5 8 Ri 5.0C Corporate 0 8 Ni Po 2.0A Caste 2 9 – 5.0B Feudal 6 8 Ex Na 4.0B Corporate 1 8 Ni 3.0E – 0 0 – –C Corporate 2 9 Ex Ni 3.0

A-N Feudal 6 10 – 5.0B Theocracy 6 5 – 4.0

A-N Feudal 6 10 – 5.5C Caste 1 8 Ni Po 3.0C Corporate 1 8 Ex Ni 3.0D Corporate 0 10 Ex Ni 2.5C Caste 6 10 Ex Na Ni 4.0B Feudal 5 9 – 4.5C Caste 3 10 Ex Ni 3.0B Theocracy 6 6 – 5.0E – 0 0 – –B Feudal 6 8 – 4.5E – 0 0 – –C Caste 2 8 Ex Ni 2.5B Feudal 4 9 Ri 5.0D Caste 2 8 Ni Po 2.0E – 0 0 – –

Sirius doesn’t even qualify as the armpit ofthe universe. You gotta have something there toqualify for “armpit.”

– Able Spacehand Martin Baker, Terran Navy (2163)

URIMA

CAPELLA

APIS

HLU

N

SO

L

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112 THE KNOWN UNIVERSE

SOLSUBSECTOR

Heart of the Terran Confederation,the Sol subsector includes Terra itselfand most of the earliest Terran colonyworlds. As such, the region has beenthe main battlefield for the first fewwars against the Imperium. With therecent conquest of Nusku, however,the Terrans are hoping to push thebattle back into Imperial territory.

Aside from Nusku, one of the lastgreat kimashargur settlements, Vilanicolonization of the region has alwaysbeen sparse. Over the centuries a fewexpeditions have ventured into thesubsector from time to time, the mostrecent of these being the venture thatcontacted Terrans at Barnard’s Star atthe beginning of the Interstellar Warsera. But these expeditions neverstayed for long, nor did they establishpermanent colonies.

Under saarpuhii Kadur Erasharshi,a series of Vilani outposts was estab-lished on the worlds of the “LagashTrace” trailing from Nusku – but theseoutposts, too, were abandoned afterthe Third Interstellar War. Rumor hasit that the Vilani established a greatcache of high-technology goods andequipment on one of those worlds.Although the rumor makes little sense,this has not stopped treasure-huntersfrom investigating. The Confederationis hoping to use those worlds for amore practical purpose – exploringacross the jump-3 gap to trailing, in

order to reach the rich worlds that arebelieved to lie beyond.

The Terran population of theregion is still almost entirely locatedon Terra itself. The so-called“Outback” worlds to rimward andtrailing are home to small industrialoutposts and colonies; many of theseare growing rapidly, but none of themcontribute significantly to the Terraneconomy as yet. The character of thesecolonies is widely varied, from thesophisticated European-flavored tech-nocracy of Prometheus to the wildanarchy of the Ember outpost.Fortunes and reputations can be made– or lost – in this booming colonialcommunity.

1822 NuskuNusku orbits 61 Cygni A, a slightly

variable K5V star 0.29 AU away. Thenight sky is spectacularly lit up by 61Cygni B (named Anlagar in Vilani),which is currently some 87 AU away.Anlagar is much too distant to con-tribute any warmth to the planet, butit is a dazzling point of orange light inthe sky for much of the year, easily vis-ible during the day as well as at night.

With more than a billion citizens,Nusku has the second-largest popula-tion in the Confederation. Its techno-logical base is consistent throughoutthe planet, and is more advanced thanthe average on Terra itself. These areideal conditions for industrial development; the Confederation has

SOL SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population1822 Nusku Te-V Garden 5,300 0.59 Standard 86% Warm +1 10 1.1 billion1824 Agidda Te Garden 8,800 1.08 Standard-T 20% Normal +0 7 42,0001827 TERRA Te Garden 7,900 1.00 Standard 72% Normal +1 10 12 billion1830 Procyon Te Desert (Rock) 3,700 0.37 Trace – Warm +2 2 11,0001926 Barnard Te Barren (Rock) 2,000 0.14 – – Infernal +0 0 1,2001929 Junction Te Garden 8,800 1.00 Standard-T 51% Chilly +0 8 240,0002021 Ishimshulgi Te Barren (Rock) 1,700 0.15 – – Hot +0 0 4502027 Prometheus Te Garden 7,400 0.93 Dense 49% Tropical +0 9 850,0002028 Peraspera Te Pre-Garden 7,400 0.84 Toxic 24% Cold +0 0 13,0002029 Midway Te Garden 6,300 0.73 Dense-T 89% Very Cold +0 6 25,0002030 Hades Te Garden 4,400 0.72 Very Thin 12% Frozen +1 1 10,0002121 Lagash Te Garden 5,900 0.60 Standard 68% Normal +0 9 140,0002222 Ninkhur Sagga – Glacier 9,700 0.98 Suffocating 24% Frozen +0 0 –2227 Ember Te Desert (Rock) 3,600 0.33 Trace – Frozen +0 0 2,5002228 Loki Te Subgiant 8,700 0.95 Corrosive 100% Frozen +0 0 –2323 Mukhaldim – Garden 4,900 0.47 Very Thin 28% Very Cold +1 1 –2325 Kaguk – Garden 6,200 0.74 Thin-T 84% Cool +0 8 –2330 Dismal Te Desert (Rock) 4,300 0.40 Trace – Cold +1 1 10,000

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THE KNOWN UNIVERSE 113

been deliberately converting Nuskufrom a nondescript Vilani world intoan industrial powerhouse.

The kimashargur Vilani who inhab-it the world have taken up Terrannotions of progress and science with avengeance, and annual economicgrowth has been greater than 10%ever since the Confederation tookover. Pre-conquest industries, includ-ing the superb local shipyards, havebeen restored to service and areexpanding rapidly. An extensive navalbase has been constructed. Majorshipping lines are popping into exis-tence on a yearly basis solely to serveNusku, and the right cargo at the righttime can make a trader’s fortune.

Naturally, this white-hot economicboom has attracted Terran immigrantsin huge numbers. More Terransmigrate to Nusku each year than to allof Terra’s other colony worlds puttogether. Of course, this migration hasyet to disturb the demographic bal-ance of the planet – over 95% of thepopulation is still pureblooded Vilani.

As important as the Terrans havebeen to Nusku, Nusku has had a near-ly as great an effect on Terra. For thefirst time, Terran industry has beenable to examine Vilani technology andtechniques as a whole – rather thansomething traded for or acquired inbad condition after a battle. Importantdiscoveries are being made everymonth, as legions of investigators andintelligence operators pore overNusku’s factories and databases.

1824Agidda

Agidda willlong be remem-bered as the first world takenfrom the Vilani.Barnard was onlyformally claimed bythe Imperium afterTerrans first visited, so its integrationinto the Confederation was relativelyunimportant in the grand scheme ofthings. Agidda, on the other hand, hadbeen colonized by kimashargur Vilaniaround A.D. 1100. While the outposteventually became decrepit, a waypointleading nowhere, it was a part of theImperium for several hundred years.When Agidda was handed over to theTerrans at the end of the SecondInterstellar War, it was the first indica-tion that Terra could truly advanceagainst the might of the Ziru Sirka.

The Vilani outpost was deliberatelydestroyed as the Imperium withdrewfrom the Terran advance, so theTerran Agidda colony had to startfrom scratch. The planet is only mar-ginally habitable – tidally locked, it isnearly bereft of life as its primary(Ross 154) occasionally flares anddoes severe damage to the day face ofthe planet. The highest native lifeforms are bacterial mats in the oceanshallows, and the level of oxygen inthe air is too low for Humans tobreathe without artificial aid.

Port Government CR TL Trade WTNA-N RepDem 5 10 – 5.5D RepDem 6 6 Ni 2.5

A-N RepDem 6 9 – 6.0C RepDem 1 10 Ex Ni 3.0B Corporate 4 10 Ex Ni 3.0C RepDem 6 6 Ni 3.0D Corporate 0 9 Ex Ni 2.0B Technocracy 3 10 Ni 4.0C Corporate 5 9 Ex Ni 3.0E Technocracy 4 5 Ni 2.0C AthDem 2 9 Ni Po 3.0C AthDem 2 6 Ni 3.0E – 0 0 – –D Anarchy 0 10 Ex Ni 2.5E – 0 0 – –E – 0 0 – –E – 0 0 – –D AthDem 2 8 Ex Ni 2.5

Nusku’s a nice world. You get the best ofVilani and Terran societies working together, andit’s clean, efficient, and quiet. People are friendly,the kids are well dressed. Place drives me nuts.

– Bill Rodriguez, Nusku colonist (2165)

DUUSIRKA

GEMINI

DIN

GIR

AR

CTU

RU

S

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114 THE KNOWN UNIVERSE

Agidda’s main importance is itsstrategic location – it sits on theCorridor between Terra and Nusku,and can serve as an outer picket ofTerra’s home defense. A great deal oftransit traffic comes through the starsystem, and the colony is primarilydesigned to provide services for thistraffic. As usual, the Confederation isstrapped for solars (p. 142) in its con-tinuing effort to colonize and other-wise upgrade everything in sight, soAgidda’s Crimson Down starport isstill quite primitive. As Nusku swellsin importance, the Agidda colony willdoubtless grow and modernize.

1929 JunctionNext to Prometheus (and discount-

ing Nusku), Junction is the TerranConfederation’s most populouscolony. Although the planet resemblesTerra in several respects, it is not aparticularly hospitable world, and it islikely that many of the next wave ofcolonies will surpass it.

Junction’s primary hazard is theatmosphere itself. It is composed ofthe usual mix of oxygen and nitrogenfound on terrestrial worlds, and iseven of approximately the same densi-ty as Terra’s. However, the planet isdeep within an ice age caused by adeficit of carbon dioxide in the air.This lack has varying effects on differ-ent people, but it is common to expe-rience dizziness, disturbed breathing,and sleeping difficulties. Over time thesymptoms get stronger, so people liv-ing on Junction prefer to live inenclosed habitats with the rightamount of carbon dioxide introducedinto the air. When he goes outside, acitizen will wear a small remixer maskthat retains enough CO2 to make upthe difference.

The planet is also tidally locked toits red dwarf primary. Despite the con-stant mixing of the atmosphere andoceans, temperatures can get too highor low for comfort away from the twi-light zone. People do venture out intothe “hotback” and “coldback,” butsuch expeditions require preparation.So far, all colonization ventures havestuck to the band of relatively pleasantterritory in between.

Of course, Junction is the second-closest reasonably habitable world toTerra (again behind Prometheus).

Unlike better worlds that are furtherout, it has been surveyed completely,and exploitation of its resources wasunder way even before more distantplanets were discovered. As a virginworld, Junction still has easily accessi-ble stocks of rare metal ores andpetrochemicals, and arable land tohelp feed Terra’s billions. While theirworld is far from perfect, Junction’sinhabitants make the most of its proximity to a market of billions.

0210 ProcyonProcyon’s sole inhabited world is a

Mercury-sized ball of rock that wouldbe uncolonized even by the non-dis-criminating Terrans if it weren’t for itslocation. One jump from the Siriussystem, Procyon is the shield betweenthe Imperium and Terran colonies asfar away as Ember and Forlorn.

Procyon is hardly a colony at all,but rather an oversized military instal-lation. Next to Nusku, it has thelargest standing fleet of anyConfederation system, and patrolsfrom there are launched towardsSirius on a weekly basis. Everyone living on Procyon is either militarypersonnel or just passing through.

So far as anyone can tell, Procyonhas no value at all except for its strate-gic importance. The world has beenexamined fairly extensively in thehopes of making it a little more self-supporting, but nothing valuable hasever turned up. On the other hand,Procyon shrunk considerably as itcooled, and the surface is verycracked and jumbled. It is difficult tosay for certain that there isn’t some-thing worthwhile down in the manycrevasses that cross the planet’s surface.

2027 PrometheusThe Prometheus colony was

Terra’s first, founded by the ESA evenbefore the discovery of the jump drive.It is the most heavily populated of allnative-Terran colonies, and is expect-ed to pass one million citizens in thenext few years. In 2122 it had thehonor of being the first interstellarnation admitted to the UnitedNations, and the Republic ofPrometheus was a founding memberof the Terran Confederation. It stillmaintains a European character, butHumans of all types – even Vilaniimmigrants – can be found in thecolony.

Prometheus orbits Alpha CentauriA closely enough to receive somewhatmore stellar radiation than Terra doesfrom Sol. This makes the world quitewarm. The equatorial regions arenearly uninhabitable, so settlementstend to cluster around 60° north andsouth latitude. The southern zone isthe home of the original Europeancolony, while the northern zone ismore recently settled and much moremixed. Grav transports shuttlebetween the two regions several timesa week.

The entire Alpha Centauri star sys-tem has a high concentration of met-als, as much as twice that of Sol, soPrometheus is rapidly becoming amajor mining center. It’s cheaper toget basic metals like iron and nickelfrom asteroids, but in cases where vul-canism and water can help concen-trate the metals (for example, gold,copper, and palladium), Prometheus isturning up sites richer than anythingever found on Terra.

The system’s most unusual featureis its companion stars. Swinging in

Looking HomeVisitors to Alpha Centauri are often curious to find Sol in

Prometheus’ sky. As it happens, so are the Prometheans, and even youngchildren will be able to point it out if asked.

The plane of the system’s orbits faces Sol almost head on, so the Suncan’t be seen from the European settlements. In the north, however, itis visible high in the sky for the entire year, about 15º from the celestialpole. It is the fourth brightest star in Prometheus’ sky, and adds an extra“leg” to the constellation Cassiopeia (which otherwise looks much thesame on Prometheus as it does on Terra).

To the naked eye, of course, there is no sign that Sol has any planets.

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THE KNOWN UNIVERSE 115

and out from 11 to 36 AU over thecourse of 80 years, Alpha Centauri Bis a spectacular sight, far brighterthan Luna in Terra’s sky and packedinto a smaller disk. Despite its impres-sive appearance, it is too distant toaffect Prometheus’ climate in a waynoticeable without instruments.

Naturally, B draws a lot of atten-tion from tourists, but a tradition hasgrown up that an immigrant isn’t real-ly a Promethean until he’s seenProxima with the naked eye. Dim andfar more distant, Proxima is only justvisible near the Pleiades. The new-comer’s friends will take him out onenight specifically to take a look, andbinoculars are available if needed(though the guest of honor can expectribbing if they have to be used).

2028 PerasperaArguably the oddest Terran colony,

Peraspera is a gigantic laboratory,home to 13,000 personnel in oneinstallation. All are dedicated to vari-ous projects that are made easier bythe planet’s odd environment.

Life has not yet evolved onPeraspera, so the atmosphere is achoking mixture of nitrogen, nitrogenoxides, carbon dioxide, and varioussulfurous gases. Most people studyingthe planet are interested in life sup-port under these conditions, eithershort term or long.

The “short-termers” are experts inthe field of actual life support,mechanical systems that allow peopleto live in buildings plunked down inunbreathable air. The Suerrat are the

current masters of this technology, butthey are more focused on dealing withvacuum conditions. The Vilani havenever developed the technology to dealwith unbreathable atmospheres forextended periods of time withoutcheating – bringing in oxygen andother supplies from off world.Confederation scientists are hoping tocome up with systems that will letthem live on worlds like Peraspera self-sufficiently. If nothing else, it would letthem tuck away military installationswhere the Vilani would never findthem, since no supply traffic wouldgive them away.

The other main group is com-posed of scientists interested in mak-ing Peraspera and many otherworlds habitable in the long runthrough terraforming. The planetbears a resemblance to Terra morethan a billion years ago, and naturalprocesses will probably turn it into agood analog of the Terran home-world some day. The terraformingresearchers are interested in speedingup that process – but it’s not yet clearjust how quickly the transformationmight be accomplished.

2227 EmberEmber is a singularly unpromising

world, inhabited by Terrans only intheir desperate desire to expand awayfrom the Imperium. Smaller thanLuna, and with nearly no atmosphere,it was originally intended as a step-ping-stone into space to trailing.Unfortunately neither it nor its near-by brother Loki was near another

“stepping-stone.” Ember is a deadend, more than two parsecs from any-thing further out, and was officiallyabandoned years ago.

Still, the economic and militarybuildup of the Confederation is sointense that some people see worth inEmber. Ember orbits 23 AU from itstwin primaries, and most of the time itssurface is completely frozen. However,the smaller of the two primaries is aflare star, and leaps to five times its nor-mal brightness every now and then.Ember is still frozen at these times . . .but less so than usual. During flareepisodes, complex molecules like ethaneand acetylene can form in the nearlyoxygen-free conditions. These are valu-able feed stocks for several industrialprocesses, so something more than1,000 independent miners and explorerscan be found on the planet at any giventime, scooping up the chemicals oncethe flare is over and they freeze solid.

Flare times can be very dangerous,not least because there’s no way topredict when they will occur. Emberhas multiple locations where largewater ice plateaus poke up above thelandscape. Prospectors rest on thesesafe havens while a flare is going on –despite the increased temperature,there’s no chance of water ever melt-ing on Ember. Once the flare is over,however, their crawlers must descendto the plains and begin their mining. Ifthey’re trapped out in the open whenanother flare hits, they risk beingmired in slushy swamps, or even com-pletely submerged in a hydrocarbonlake, to be entombed when thingsfreeze up again.

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116 THE KNOWN UNIVERSE

THALASSASUBSECTOR

Months from Terra by starshipand cut off by the rimward edge ofImperial territory, the Thalassa sub-sector would be of little interestexcept for a quirk of astrography. TheSaris-Yenisei “bridge” (p. 118) givesTerran explorers access to the region,which has never even been charted bythe Vilani Imperium. The first Terranoutposts have been established in thesubsector, and exploration of themore distant worlds is already underway.

In fact, most of the worlds of thissubsector have been explored onlysuperficially, and many have beencovered by nothing but a short orbitalsurvey. The Confederation govern-ment is far too short-handed tomount an intensive exploration of theregion, so private adventurers arebeing recruited to do the job. Fromthe new colony on Thalassa itself,exploration ships are slowly fanningout across the region, making maps,performing surveys, and stakingclaims for various factions back onTerra. With the Confederation gov-ernment so distant, a “Wild West”atmosphere has settled over the

region; explorers are advised to bewell armed to avoid tempting theircolleagues into piracy.

0231 UnexploredThis as-yet-unnamed world has

only been visited once to date, and dueto its distance from Terra it will likelyremain uninhabited for some time.

Reports from the crew of theBougainville, the one ship to travelthrough the system, indicate that lifehere is very unusual. The planet issmall, and has lost nearly all of itswater and air to space. In its earlydays, life presumably evolved as nor-mal, but now it is fighting a rearguardaction against extinction.

On the surface, the sole life is foundat cave mouths, a single species of plantthat releases water to freeze and sealoff the entrance while still allowinglight in for photosynthesis. Theseplants can grow to great lengths downinto the caverns, and apparently are thebasis of a cave-dwelling ecology. Theexplorers from the Bougainville reportthat the cave systems are damp, withlarge lakes here and there, containingfishlike animals. The atmospheric pres-sure inside is also considerably higherthan on the surface.

0632 SionnachThe newest of Terra’s colonies,

Sionnach is the spearhead of explo-ration into the Thalassa subsector.Though this region is not as rich inhabitable worlds as the Near BoötesCluster, Sionnach sees a steady streamof ships passing through fromChrysolite via Wallach and Thalassa.

Sionnach itself is not much of aprize, once one gets past its location.The atmospheric pressure is less than40% of Earth’s, making it unbreath-able even though the air is half oxygen.The Confederation has been deliber-ately recruiting colonists from theBolivian Altiplano on Terra, as they areadapted to similar conditions, but eventhey are unable to stay outside morethan a few hours without a pressuremask. Most visitors will likely faintwithin a few seconds.

Despite this failure, theConfederation continues to build upSionnach. A scientific institute is dueto open in the next year, with theintent of studying the effects of low-but-not-impossible atmospheric pres-sures on other kinds of Terran life.The hope is that it may be possible toengineer food crops that can handlelow oxygen levels in otherwise

THALASSA SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population0136 (Unexplored) – Garden 6,800 0.70 Very Thin-T – Tropical +1 1 –0138 (Unexplored) – Garden 8,300 1.06 Thin-T 40% Very Hot +0 5 –0231 (Unexplored) – Desert (Rock) 4,000 0.36 Trace – Cold +0 0 –0233 (Unexplored) – Garden 4,400 0.72 Standard 68% Cool -1 8 –0237 (Uncharted) – – – – – – – – – –0239 (Uncharted) – – – – – – – – – –0240 (Uncharted) – – – – – – – – – –0331 (Unexplored) – Barren (Rock) 800 0.04 – – Frozen +2 2 –0332 (Unexplored) – Desert (Rock) 4,000 0.38 Trace – Very Cold +0 0 –0335 (Unexplored) – Garden 6,100 0.90 Standard-T 83% Warm -1 7 –0432 (Unexplored) – Garden 5,000 0.67 Standard-T 100% Chilly +0 7 –0434 (Unexplored) – Desert (Rock) 6,000 0.67 Trace – Frozen +0 0 –0437 (Unexplored) – Barren (Rock) 2,100 0.12 – – Frozen +2 2 –0438 (Uncharted) – – – – – – – – – –0440 (Uncharted) – – – – – – – – – –0532 (Unexplored) – Garden 5,200 0.53 Very Thin 16% Normal +0 0 –0533 (Unexplored) – Desert (Rock) 2,700 0.12 Trace – Frozen +0 0 –0536 (Unexplored) – Garden 6,300 0.86 Dense-T 62% Normal +0 8 –0632 Sionnach Te Garden 4,800 0.61 Very Thin 30% Cool +0 0 5000637 (Unexplored) – Desert (Rock) 3,800 0.36 Trace – Frozen -1 -1 –0639 (Uncharted) – – – – – – – – – –0640 (Uncharted) – – – – – – – – – –0832 Wallach Te Garden 4,300 0.70 Standard-T 83% Tropical -1 7 11,0000833 Thalassa Te Garden 4,300 0.76 Dense 98% Cold +0 7 58,0000835 (Unexplored) – Garden 6,100 0.68 Thin 94% Warm +0 7 –

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THE KNOWN UNIVERSE 117

hospitable environments. If success-ful, this will open up more worlds forcolonization, so the Confederation is putting forth as much effort as possible so far from Terra.

There are rumors that severalVegans have been invited to join theproject, as the worlds they prefer arenot that different from Sionnach.

0833 ThalassaOne of the three Terran outposts in

the subsector, Thalassa is in the mid-dle of an ecological catastrophecaused by contact with Terran lifeforms.

The planet was first surveyed in2128 by the Terran jump-2 ship Argo,on one of the first exploration mis-sions into this subsector. They found awater world, with the only significantland mass buried under ice at thesouth pole. Thalassa was about 700million years old, and had recentlydeveloped basic multicellular life. Theplanet was noted as a potential colonyworld, and then the Argo moved on.

When the next ship arrived sixyears later, it was obvious that something had happened – Thalassa’sformerly stable biosphere was in fullcollapse. A six-month investigation

came to the conclusion thatcontamination byTerrestrial bacteriawas the cause. Designed by an extra3.5 billion years of evolution to breakdown tough organic tissues like cellu-lose and keratin, these bacteria werenow quite efficiently destroying theprimitive Thalassan life forms.

Over the next few decades, severalattempts were made to reverse theprocess, but – were successful. In 2164,the planet was officially turned over toa coalition of scientific research unitsworking on the problems of terraform-ing. Native Thalassan life is now foundonly in extremely harsh environmentsat the ocean bottoms, where theirdestroyers can’t go, so the new caretak-ers have decided to introduce Terranlifeforms into the biosphere. With pre-viously existing oxygen in the air andliquid water in abundance, Thalassa isconsidered a much easier job thanMars (the other Confederation worldbeing terraformed), and it is hoped thatwhat can be learned from the processhere will help on the Red Planet andelsewhere.

In the six years since taking cus-tody of the planet, the ThalassanCoalition has managed to produce a

stable, if simple, ecological web con-sisting mostly of bacteria and plank-ton, with a few small fish species aswell. Now that that has been estab-lished, the next step is to start intro-ducing larger and larger animals, upto sharks and whales, all the whileworking endlessly to keep the systemin control.

About 5,000 of the planet’s popula-tion are actively involved in theprocess, while the rest are colonists ofa more traditional stripe. The planet’sfew islands are rich with volcanic ashthat can be turned into soil with theright “starter” mixture of Terran soiland organisms. Already, several of thelargest islands have been settled, andthe long process of making the planetself-supporting has begun.

Thalassa is sufficiently far off nor-mal trade routes that few ships visit,and in any case the current colony’ssole possible export is low-value bulkfoodstuffs. However, the Coalition sci-entists are usually well paid by theiroffworld employers, and are desperatefor consumer goods and equipmentimported from elsewhere.

Port Government CR TL Trade WTNE – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –– – – – – –– – – – – –– – – – – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –– – – – – –– – – – – –E – 0 0 – –E – 0 0 – –E – 0 0 – –D Anarchy 0 8 Ni Po 2.0E – 0 0 – –– – – – – –– – – – – –C RepDem 4 7 Ni 3.0C RepDem 4 10 Ni 3.0E – 0 0 – –

APISHLUN

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118 THE KNOWN UNIVERSE

CAPELLASUBSECTOR

Rimward of Terra and theImperial border is a jump-3 gap,uncrossable by starships using cur-rent technology. The only break inthat gap is between Saris (in theDingir subsector) and Yenisei (in theCapella subsector), which are onlytwo parsecs apart. The Vilani havenever taken advantage of this “bridge”to explore or colonize to rimward –which leaves the Capella subsectoropen for Terran expansion.

Since the end of the ThirdInterstellar War, the Confederationhas invested considerable resourcesin exploring and colonizing past theSaris-Yenisei “bridge.” Several Terrancolonies have been established in theregion, providing a base for explo-ration to rimward. From here, itappears that Terran expansion cancontinue almost indefinitely, so theventure is regarded as a long-terminvestment in the future of Terran civ-ilization. Even if the Vilani shouldconquer Terra, it seems unlikely thatthey would pursue every Terrancolonist to the edge of the galaxy.

The main thrust of exploration inthis area is to rimward and trailing ofthe “bridge,” toward a rich groupingof stars called the Near Boötes Cluster.It is already known that this clustercontains a surprising number of richgarden worlds. Direct exploration ofthese worlds is under way, with bothConfederation and private expeditionstaking part. The Confederation’s long-range colonial plan includes intensivesettlement of the cluster over the nextcentury or so.

It is known that several “generationship” expeditions, sent out in the mid-21st century, headed in this directionfrom Terra. Reopening contact withthese long-lost colonists would be agreat coup, even if it had little effecton the course of the conflict with theImperium.

1032 ChrysoliteOne of the most ancient worlds

known, Chrysolite is over seven bil-lion years old. Its sun is now at thehottest point in its history, and theplanet is so warm that its oceans areevaporating. Chrysolite’s “cold trap,”the upper part of its atmosphere thathas until now kept its oceans from

disappearing into space a molecule ata time, is saturated with water.

This condition makes the planet’sskies a place of astonishing beautyand violence. Thunderheads rear 50or more miles up, ultraviolet lightsmashes water vapor into its compo-nent ions, and enormous lightningbolts bring them back together. Theground is often pelted with raindropsthe size of a man and hail the size of afist – only the world’s warm climatekeeps the latter from being even bigger.The landscape is scarred by erosion,and the oceans are brown with silt.

Naturally, all of this has put off theTerran Confederation, as Chrysolite isa necessary stopping point betweenthe Sol subsector and the Near BoötesCluster, or to Sionnach and theworlds of Thalassa subsector. As of2170, 52,000 people call the planethome, and for the last 10 years it hasbeen the informal home base forTerran explorers in the region. In par-ticular, a bar named The GoldenStone (in Mesa, the planet’s only largetown) has become famous as a placewhere men and women rest who’vebeen the first Humans to see somepart of the universe.

CAPELLA SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population0931 Yenisei Te Barren (Rock) 800 0.05 – – Frozen +0 0 1,3000938 (Unexplored) – Asteroid Belt – – – – Infernal +1 1 –1032 Chrysolite Te Garden 5,100 0.51 Thin-T 72% Warm +1 8 52,0001034 Tunguska Te Garden 4,700 0.65 Thin 9% Very Cold +0 5 10,0001035 (Unexplored) – Garden 4,300 0.70 Standard 82% Normal +0 9 –1136 (Unexplored) – Garden 6,800 0.84 Dense 50% Normal +1 10 –1137 (Unexplored) – Desert (Rock) 3,800 0.43 Trace – Very Cold +0 0 –1140 (Unexplored) – Garden 9,300 1.06 Standard-T 64% Normal -1 7 –1234 Luuru – Subgiant 9,100 1.20 Corrosive 71% Frozen +0 0 –1237 (Unexplored) – Desert (Rock) 4,300 0.38 Trace – Frozen +0 0 –1239 (Unexplored) – Garden 6,200 0.68 Thin-T 71% Hot +0 6 –1332 Mirabilis Te Garden 4,300 0.70 Thin 31% Normal +1 9 140,0001337 (Unexplored) – Garden 4,400 0.78 Dense 72% Warm +0 9 –1339 (Unexplored) – Garden 7,300 0.93 Standard 96% Warm +0 8 –1340 (Unexplored) – Garden 4,900 0.50 Very Thin-T 16% Very Cold +0 0 –1435 (Unexplored) – Garden 6,900 0.87 Thin 91% Chilly +0 7 –1437 (Unexplored) – Garden 7,300 0.85 Standard 32% Normal +1 10 –1439 (Unexplored) – Garden 8,100 1.07 Dense 74% Cool +0 9 –1440 (Unexplored) – Asteroid Belt – – – – Infernal +2 2 –1533 Sarpedon Te Desert (Rock) 3,000 0.24 Trace – Frozen +1 1 10,0001537 (Unexplored) – Desert (Rock) 3,400 0.38 Trace – Cold +2 2 –1538 (Unexplored) – Garden 8,400 1.19 Very Dense 96% Very Hot +1 6 –1540 (Unexplored) – Garden 7,400 0.84 Thin 50% Cool +1 9 –1636 (Unexplored) – Garden 4,400 0.75 Thin 56% Normal +0 8 –1637 (Unexplored) – Barren (Rock) 2,000 0.11 – – Frozen +0 0 –

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THE KNOWN UNIVERSE 119

1034 TunguskaAnyone looking at this world from

orbit understands its name when theYin Crater rotates into view. One hun-dred miles in diameter, it lies on theedge of one of the planet’s oceans, tak-ing a huge bite out of the adjoiningcontinent.

The impact occurred 100,000years ago, and Tunguska is still recov-ering from the ensuing mass extinc-tion. Life on land is impoverished; noland-animal species is larger than adomestic cat, and every species isgenetically homogeneous, descendedfrom a few survivors of the asteroidstrike. The oceans are better off, butstill depleted. Terran colonists arebringing plant and animal specieswith them in the hopes of integratingthem with the local biosphere while itis already in the process of adapting.With any luck, a hybrid will developthat is very hospitable to Humans.

1337 UnexploredVisited only twice so far by any

Terran explorers, this system containsa very promising terrestrial world thatis targeted for the next wave of colo-nization. The most unusual thing inthe system, though, is in orbit around

the next planetout. The planetitself is a nonde-script Mercury-sizedhunk of rock, but its “moon” is an arti-fact of some sort, named the LitchfordRemnant after its discoverer.

The Remnant is a vaguely rib-shaped piece of extremely hardceramic, 300 feet long and 20 feetthick, broken at one end. Inscribed allover its surface are lines that bear aresemblance to large-scale computercircuits, but only the lines and theslightest traces of germanium are left

of whatever those might have been.The artifact hasn’t been dated, mostlybecause without knowing its composi-tion it is impossible to know whattests to use. It has been scratched withvery high-powered lasers, and theresulting puffs of gas suggest it is anarrangement of boron, silicon, andcarbon. Figuring out exactly how theatoms hold together and produce theRemnant’s incredible hardness isbeyond Confederation technology.

Port Government CR TL Trade WTNC Corporate 2 10 Ex Ni 3.0E – 0 0 – –B RepDem 5 10 Ni 3.5C AthDem 4 9 Ni Po 3.0E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –B RepDem 6 10 Ni Po 4.0E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –C Technocracy 0 9 Ex Ni 3.0E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –E – 0 0 – –

The Green BadgeChrysolite is named for a cheap green gemstone that can be found in

quantity around the shores of the small lake next to Mesa. Terran explor-ers based on the planet have been using the stones to distinguish them-selves from “ordinary people” for several years now. On returning toChrysolite, any person who was the first Human ever to step onto a plan-et receives a half-inch flat oval of the green-and-yellow-streaked stone towear. The badge can be set in a ring, a brooch, a pin, an earring, or any-thing else – the exact location is left up to the explorer. Although chryso-lite is only a semiprecious stone, the badges have entered Terran folklore;genuine examples are priceless. Only 27 exist, and the owners of six aremissing or dead.

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120 THE KNOWN UNIVERSE

GEMINISUBSECTOR

The Gemini subsector is dividedinto two sections. To coreward is ascatter of worlds that are immediatelyaccessible from Terra, part of the“Outback” that has already been settledby a series of Terran outposts. Theseworlds are well explored, and several ofthem are inhabited by small (but fast-growing) Terran communities.

Cut off from the “Outback” by ajump-3 gap are the unexplored worldsof the subsector, some of them in theNear Boötes Cluster to spinward, oth-ers scattered and relatively inaccessi-ble to trailing. The Cluster is accessi-ble to Terran explorers by way of theSaris-Yenisei “bridge,” but even so theCluster worlds of the Gemini subsec-tor are at the very limit of Terranexploration. To trailing, the remainingworlds of the subsector are isolated byanother jump-3 gap, and so are almostcompletely unknown to Terran explor-ers. Only the bright stars Castor andPollux are at all known; their star sys-tems have been mapped only from adistance, by sensitive telescopes.

The Gemini subsector is the targetof a number of strange rumors.Several explorers have reported oddnon-Human artifacts, or traces ofactivity that can’t be tied to any knownTerran expedition. Verification ofthese rumors is very difficult, and theConfederation government dismissesthem as unfounded.

0501 InfernoOne of the first colonies in this

subsector, Inferno has been settledfor less than 10 years. The planet isquite like Terra, but unfortunately it’smost like the Terra of 300 millionyears ago – carbon dioxide levels inthe atmosphere are 40 times as highas those on Terra. Breathing Inferno’sair for more than an hour causes nau-sea and dizziness, and most peoplepass out after a few hours more.Special recirculating masks contain-ing reserves of powdered limestoneare needed for extended outdoor jour-neys. This extra fraction of green-house gas gives Inferno its name, astemperatures at the equator canexceed 160°. In the northern andsouthern latitudes the climate is cooler, but still very warm.

While bad for Humans, the air andheat make Inferno a paradise forplants. It is nearly impossible to getanywhere along the ground, as thegreenery (which is actually a darkgreenish-blue due to Inferno’s red sun)is impenetrable over much of the plan-et. Unless staying in the cleared colonyarea, air travel is recommended.

Animal life usually takes a backseat to Inferno’s flora, but pseudo-insects have carved a substantial nichefor themselves. Like many Terraninsects, they feed on plants, mostly aspollinators in symbiosis. One interest-ing divergence from Terran life is the

manner in which the insects find theirfood and each other. On Terra, sight isthe primary means of location,accounting for the colorful flowersthat can be found in any garden. OnInferno, the forest canopy is so thickit’s possible to be a few feet away froma plant and not be able to see it. Theinsects use sound instead, and in amanner that may be unique in thegalaxy.

Both plants and insects pick upmetals from the soil, using them tobuild long sturdy veins – in the leavesor petals of plants, and in the wings ofinsects. When struck, these veinschime like a tuning fork. Each pairingof insect species and associated planthas a unique frequency. If one canmanage to get some distance into theforest, the visitor is treated to a ran-dom concert of notes, reminiscent of“experimental” music.

Plants on Inferno usually use ironfor their veins, thinly sheathed withorganic material to prevent rusting.Entomologists, on the other hand,need to be very careful with theirinsect specimens. With weight a consideration for flying insects, mostspecies have settled on magnesium. Inthe damp, carbon-dioxide-laden air ofInferno, this presents no problems –but in a Terran-style atmosphere, theyoften spontaneously combust, killingthe bug and surprising nearbyHumans.

GEMINI SUBSECTOR DATA TABLEHex Name Alg Type Dia Grav Atmosphere Hyd Climate RVM AFF Population1732 Ys Te Garden 7,700 0.98 Thin-T 72% Tropical +0 7 32,0001736 (Unexplored) – Desert (Rock) 3,600 0.33 Trace – Very Cold -1 -1 –1738 (Unexplored) – Garden 2,300 0.18 Standard 98% Warm +0 8 –1739 (Unexplored) – Garden 7,200 0.76 Very Thin – Cold +1 1 –1740 (Uncharted) – – – – – – – – – –1833 Remulak Te Garden 9,100 1.15 Standard-T 43% Warm +1 9 48,0001836 (Unexplored) – Garden 9,800 0.87 Dense 50% Normal -1 8 –1931 Hephaistos Te Pre-Garden 9,000 1.02 Suffocating 98% Warm +0 0 6,0002031 Calgary Te Garden 10,200 0.90 Dense-T 96% Cold +0 6 10,0002131 Inferno Te Garden 5,000 0.50 Standard-T 79% Hot +0 7 30,0002132 Forlorn Te Garden 4,300 0.74 Dense-T 62% Cold +0 7 12,0002135 (Uncharted) – – – – – – – – – –2138 (Uncharted) – – – – – – – – – –2235 (Uncharted) – – – – – – – – – –2236 Pollux – Asteroid Belt – – – – Infernal -3 -3 –2240 (Uncharted) – – – – – – – – – –2337 (Uncharted) – – – – – – – – – –2339 Castor – Asteroid Belt – – – – Very Cold +2 2 –2433 (Uncharted) – – – – – – – – – –

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THE KNOWN UNIVERSE 121

Port Government CR TL Trade WTNC AthDem 6 8 Ni 3.0E – 0 0 – –E – 0 0 – –E – 0 0 – –– – – – – –C AthDem 5 5 Ni 2.5E – 0 0 – –C Corporate 2 10 Ex Ni 3.0C RepDem 1 8 Ni 3.0C Technocracy 6 6 Ni 3.0C AthDem 4 7 Ni 3.0– – – – – –– – – – – –– – – – – –E – 0 0 – –– – – – – –– – – – – –E – 0 0 – –– – – – – –

PLACINGWORLDS

Interstellar Wars GMs runningadventures far from Terra will wantto design their own worlds. This sec-tion presents a simple system fordesigning regions of space to serve asthe backdrop for adventures. Therules here assume conditions as of theInterstellar Wars era in the Travelleruniverse – GMs who want a systemmore widely applicable to other settings should refer to GURPSSpace.

Mapping a SubsectorEach subsector has a system densi-

ty, indicating how likely it is for aworld to appear in each hex (see theSystem Presence Table). For example,the region of space closest to Terra isof Scattered density.

When mapping a subsector for thefirst time, choose a system density,then roll dice as indicated in the tablefor each hex in the subsector map.Place a world in the hex if the targetnumber of greater is rolled.Alternatively, the GM may simplyplace an appropriate number of star

systems as he pleases(typical ranges of star system countsare given in the table).

SYSTEMPRESENCETABLE

ThrowSubsector per Typical Density Hex NumberRift 12+ on 2d 2-3Sparse 6+ on 1d 11-16Scattered 5+ on 1d 21-32Standard 4+ on 1d 32-48Dense 3+ on 1d 43-64

Generating WorldsThe steps in the following sequence

allow the GM to design the mostimportant worlds of his InterstellarWars universe. The sequence producesresults similar to those of the ClassicTraveller world-design rules, whileretaining some degree of realism.Always remember that the rulesshould be considered guidelines, anindication of which options are more

likely to yield the Traveller flavor whilestill fitting current scientific theory. Nodie roll should be allowed to dictate thecourse of the GM’s campaign.

The steps below assume that theGM is planning to generate at least anentire subsector of space as a back-drop for Interstellar Wars adventures.The GM should proceed with Steps 1through 6 of the sequence for eachindividual world. Once that has beendone, Steps 7 through 15 will help himto determine how those worlds fittogether – where the trade routes lie,which worlds play host to militarybases, and so on.

The design sequence is intended toproduce a description of the mainworld of each star system. A systemmay have thousands of other planets,moons, asteroids, and significantpieces of space debris. The mainworld is the one with the largestHuman or alien population – the onethat visitors are most likely to findinteresting. The GM may design otherworlds in the star system to suit hisneeds, possibly by referring to GURPSSpace for additional detail.

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122 THE KNOWN UNIVERSE

STEP 1:WORLD TYPE

For each world marked on themap, roll 4d on the World Type Tableand make note of the result. In somecases the result on the World TypeTable includes two or more of theabove classes; see the instructions following the table as needed.

WORLD TYPETABLERoll (4d) World Type4-7 Asteroid Belt8-9 Barren10 Desert (Rock)11-12 Garden

(Very Thin atmosphere)13-14 Garden

(Thin atmosphere)15-16 Garden

(Standard atmosphere)17-18 Garden

(Dense atmosphere)19-21 Hostile22-24 Garden

(Very Dense atmosphere)

Asteroid Belt: The main world is ofthe Asteroid Belt type.

Barren: The main world is either aBarren (Ice) or Barren (Rock) world.Roll 3d; on a 12 or less the type isBarren (Rock), otherwise it is Barren(Ice).

Garden: The main world is of theGarden class. Aside from noting theworld type, also make note of theatmospheric pressure (Very Thin,Thin, Standard, Dense, or Very Dense)for later reference.

Hostile: The main world falls intoone of the remaining types, each

characterized by a significant butunbreathable atmosphere. Roll 3d onthe Hostile World Type Table, andmake note of the result as the world’stype.

HOSTILEWORLD TYPETABLERoll (3d) World Type3-4 Subgiant5-6 Desert (Ice)7-9 Glacier10-15 Pre-Garden16-18 Greenhouse

STEP 2:WORLD SIZE

Each world type has its own asso-ciated range of world sizes – refer tothe following section that is appropri-ate for any given world. In each case,roll 3d on a Diameter Table specific tothe world’s type to get the diameter ofthe world. Once the diameter hasbeen established, roll 3d on the speci-fied Density Table to get the world’saverage density. The result on theDiameter Table may give a DensityModifier that must be added to theroll on the Density Table. Once thediameter and density of the worldhave been determined, the world’ssurface gravity can be computed.

The diameter of each world will begiven in miles, rounded to the nearest500 miles. If the GM wants finerdetail, he can roll 1d immediately afterhis roll on the Diameter Table. On a 1,subtract 200 miles from the diameterfrom the table; on a 2, subtract 100miles; on a 5, add 100 miles; on a 6,add 200 miles.

Asteroid BeltsIf the main world is an asteroid

belt, skip this step. The “world” is com-posed of dozens to thousands of aster-oids, none of them more than a fewhundred miles across, most of themmuch smaller. The surface gravity ofthese asteroids will be negligible.

Barren (Ice) WorldsRoll 3d on the Barren (Ice)

Diameter Table. Once the diameter ofthe world has been established, roll on

the Icy Core Density Table (p. 123) todetermine the world’s average density.

BARREN (ICE)DIAMETERTABLERoll Density (3d) Diameter Modifier3-8 1,000 -49-12 1,500 -113-14 2,000 +015-16 2,500 -417-18 3,000 -8

Barren (Rock) WorldsRoll 3d on the Barren (Rock)

Diameter Table. Once the diameter ofthe world has been established, roll onthe Small Iron Core Density Table(p. 123) to determine the world’s average density.

BARREN(ROCK)DIAMETERTABLERoll Density (3d) Diameter Modifier3-8 1,000 -89-10 1,500 -411-12 2,000 -113-14 2,500 +015-16 3,000 -417 3,500 -818 4,000 -12

Desert (Ice) WorldsRoll 3d on the Desert (Ice)

Diameter Table. Once the diameter ofthe world has been established, roll onthe Icy Core Density Table (p. 123) todetermine the world’s average density.

DESERT (ICE)DIAMETERTABLERoll Density (3d) Diameter Modifier3-8 3,000 +89-12 3,500 +413-14 4,000 +015-16 5,500 +017-18 6,000 +0

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THE KNOWN UNIVERSE 123

Desert (Rock) WorldsRoll 3d on the Desert (Rock)

Diameter Table. Once the diameter ofthe world has been established, roll onthe Small Iron Core Density Table todetermine the world’s average density.

DESERT(ROCK)DIAMETERTABLERoll Density (3d) Diameter Modifier3-5 3,000 +126-8 3,500 +49-12 4,000 +013-15 4,500 -416-18 5,000 -8

Garden and Pre-Garden Worlds

For both Garden and Pre-Gardenworlds, roll 3d on the GardenDiameter Table. Modifiers: ForGarden worlds only, -6 if the world hasa Very Thin atmosphere as indicatedin Step 1, -3 if it has a Thin atmos-phere, +3 if it has a Dense atmosphere,+6 if it has a Very Dense atmosphere.

Once the diameter of the world hasbeen established, roll on the LargeIron Core Density Table (p. 124) todetermine the world’s average density.

GARDENDIAMETERTABLERoll Density (3d) Diameter Modifier3 or less 4,500 +154 5,000 +85-6 5,500 +07-8 6,000 +09-10 6,500 +011-12 7,000 +013-14 7,500 +015-16 8,000 -117 8,500 -418 or more 9,000 -8

Glacier WorldsRoll 3d on the Glacier Diameter

Table. Once the diameter of the worldhas been established, roll on the LargeIron Core Density Table (p. 124) todetermine the world’s average density.

GLACIERDIAMETERTABLERoll Density (3d) Diameter Modifier3 4,000 +124 4,500 +05-6 5,000 +07-8 5,500 +09-10 6,000 +011-12 6,500 +013-14 7,000 +015-16 7,500 +017 8,000 -418 8,500 -8

Greenhouse WorldsRoll 3d on the Greenhouse Diameter

Table. Once the diameter of the worldhas been established, roll on the LargeIron Core Density Table (p. 124) to determine the world’s average density.

GREENHOUSEDIAMETERTABLERoll Density (3d) Diameter Modifier3 4,500 +154 5,000 +85 5,500 +06 6,000 +07-8 6,500 +09-10 7,000 +011-12 7,500 +013-14 8,000 +015 8,500 +016 9,000 -117 9,500 -418 10,000 -8

Subgiant WorldsRoll 3d on the Subgiant Diameter

Table. Once the diameter of the worldhas been established, roll on the LargeIron Core Density Table (p. 124) todetermine the world’s average density.

SUBGIANTDIAMETERTABLERoll Density (3d) Diameter Modifier3-4 8,000 +85-7 8,500 +48-10 9,000 +011-13 9,500 +014-18 10,000 +0

Planet DensityOnce the diameter of a planet has

been determined, roll 3d on one of thethree following tables for the planet’sdensity. For Barren (Ice) and Desert(Ice) worlds, roll on the Icy CoreDensity Table. For Barren (Rock) andDesert (Rock) worlds, roll on theSmall Iron Core Density Table. For allother worlds, roll on the Large IronCore Density Table. In all cases, applyany Density Modifier from theDiameter Table to the 3d roll.

ICY COREDENSITYTABLERoll (3d) Density6 or less 0.37-10 0.411-14 0.515-17 0.618 or more 0.7

SMALL IRONCORE DENSITYTABLERoll (3d) Density6 or less 0.67-10 0.711-14 0.815-17 0.918 or more 1.0

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124 THE KNOWN UNIVERSE

LARGE IRONCORE DENSITYTABLERoll (3d) Density6 or less 0.87-10 0.911-14 1.015-17 1.118-20 1.221-23 1.324 or more 1.4

Planet Surface GravityTo determine the surface gravity of

a planet, apply the following formula:G = (K ¥ D)/7930G is the world’s surface gravity, in

Gs. K is the world’s density from oneof the Density Tables. D is the world’sdiameter, in miles. Round off to twodecimal places and make note of theresult.

STEP 3:ATMOSPHERE

This step determines the composi-tion and surface pressure of theworld’s atmosphere. Each world typehas its own associated atmosphericproperties. Refer to the following sec-tion that is appropriate for any givenworld.

Asteroid Belt, Barren (Ice), or Barren (Rock) Worlds

None of these worlds will have asignificant atmosphere. Note “–” forthe atmosphere; a visitor on the sur-face will be in a vacuum (see p. B437).

Desert (Ice) WorldsA Desert (Ice) world will have an

atmosphere, composed largely of car-bon dioxide or nitrogen. Nitrogenoxides and ammonia are very likely tobe present, presenting an immediatedanger to exposed tissues. Roll 3d; ona 9 or less the atmosphere is Toxic,otherwise it is Corrosive.

Desert (Rock) WorldsA Desert (Rock) world will have an

atmosphere, very thin and composedlargely of carbon dioxide and nitrogen.

Roll 3d; on a 15 or less there is only aTrace atmosphere (p. B429), otherwisethe atmosphere is Suffocating.

Garden WorldsGarden worlds have significant

atmospheres composed primarily ofnitrogen, with a significant amount offree oxygen that can support Humanrespiration. The pressure of a Gardenworld’s atmosphere is determined bythe result originally obtained from thetable in Step 1.

Any Garden world’s atmospherewill be Tainted on a roll of 9 or less on3d. To generate more specific detailabout a given Tainted atmosphere, seethe text box.

Glacier and Pre-Garden Worlds

A Glacier or Pre-Garden world willhave an unbreathable atmosphererich with carbon dioxide and nitrogen.There may be other toxic substancesin the atmosphere due to volcanicactivity or other natural processes.Roll 3d; on a 12 or less the atmosphereis Suffocating, otherwise it is Toxic.

GreenhouseA Greenhouse world will always

have an atmosphere that is extremelydense and furnace-hot. A “dry greenhouse” world will have anatmosphere composed primarily ofcarbon dioxide and sulfur com-pounds, while a “wet greenhouse”world will have nitrogen, water vapor,and possibly even free oxygen in themix. Roll 3d; on a 12 or less the atmos-phere is Insidious, otherwise it isCorrosive.

Subgiant WorldsA Subgiant world will have a very

dense atmosphere dominated by heli-um, hydrogen, and hydrogen com-pounds such as ammonia andmethane. Warmer subgiant worldsmay have carbon dioxide and nitrogengas in place of ammonia andmethane. Roll 3d; on a 12 orless the atmosphere isCorrosive, otherwise it isToxic.

STEP 4:HYDROGRAPHICS

This step determines the portion ofthe world’s surface that is covered byliquid “oceans.” These oceans aremost likely to be composed of water,but on some worlds they may containmore exotic compounds.

Each world type has its own associ-ated hydrographic properties. Refer tothe following section appropriate forany given world. In each case, thehydrographic coverage is expressed asa multiple of 10% of the world’s sur-face area. If the GM wants more detail,he can roll 2d-7 and multiply by 1%,adding the result (even if negative) tothe basic hydrographic percentagegenerated below.

Asteroid Belt, Barren, and Desert (Rock) Worlds

None of these world types will have“oceans” of liquid water or other com-mon substances. Their hydrographiccoverage is always 0%.

Asteroid belt objects, Barren(Rock) worlds, and Desert (Rock)worlds that are far enough from theprimary star may have some amountof water ice, buried under the surfaceor hidden in always-shadowed craters.

Barren (Ice) worlds are often cov-ered with water ice, but will not havepermanent bodies of liquid water onthe surface. Beneath the surface of theice, a Barren (Ice) world may haveconsiderable liquid water, especially ifthe world experiences internal heat-ing. For example, most Barren (Ice)worlds that orbit gas giant planets areheated by tidal effects, keeping thesubsurface oceans warm enough tostay in a liquid state.

Desert (Ice) WorldsDesert (Ice) worlds may have

“oceans” of liquid volatiles, but theseare likely to be composed of liquidhydrocarbons rather than water. Roll2d-2 and multiply by 10%; the result

is the portion of the world’s sur-face covered by substances in aliquid state. The rest of the sur-face is likely to be rich with ices,possibly including water ice.

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THE KNOWN UNIVERSE 125

When the GM is running an adventure on a worldwith a tainted atmosphere, he may want to know moreabout the exact nature of the taint. Roll 3d on theAtmospheric Taint Table, or choose a primary contaminant from the sections below.

ATMOSPHERIC TAINTTABLERoll (3d) Major Toxic Component3-4 Chlorine or Fluorine5-6 Sulfur Compounds7-8 Nitrogen Compounds9-10 Organic Toxins11-12 Pollutants13-14 High Carbon Dioxide15-16 High Oxygen17-18 Inert Gases

Chlorine or FluorineIn an oxygen-nitrogen atmosphere, chlorine would

normally combine with other elements to form nontox-ic compounds. However, it’s possible for living thingswith an odd biochemistry to release a significantamount of chlorine into the atmosphere. This might giverise to a biosphere full of plants and animals that use aTerra-like carbon-oxygen cycle but are adapted to thepresence of trace amounts of chlorine in the air. Visitorswho do not have similar biochemistry would find theunfiltered air to be corrosive and very poisonous.

A world with significant amounts of chlorine in theair would be a very strange place. The air would carrya faint color, and the presence of chlorine wouldslightly distort images. Since chlorine gas is heavierthan air, it would tend to pool in caves and depressionsin the land, reaching concentrations that might killeven native animal life. On such a world, rainfall andstanding water would actually be a weak hydrochloricacid solution. Living things would use odd polymers intheir structure – natural plastics, which would not dis-solve in the chlorine-tainted air.

On such a world, an unprotected Human wouldneed to make a HT roll every minute, at -2 to -6 depend-ing on the local concentration of chlorine. Failure caus-es 1 point of toxic damage. At its highest concentrations, the chlorine would actually beCorrosive (p. B429).

On some worlds, fluorine gas might play a role sim-ilar to chlorine, but fluorine is much less common.

Sulfur CompoundsHydrogen sulfide, sulfur dioxide, and sulfur trioxide

might be found in the air due to massive industrial pollution or volcanic activity. Visitors would find the air

to be toxic and full of unpleasant odors. Rainfall andstanding water would be weak solutions of sulfuric acid.

Unprotected visitors would need to make a HT rollonce per hour to avoid 1 point of toxic damage. Close toa source of the sulfur compounds, the roll may be morefrequent.

Nitrogen CompoundsNitrogen oxides are very unlikely to appear in an

oxygen-nitrogen atmosphere unless they are producedby a strange local biochemistry or by massive industri-al pollution. As with sulfur compounds, the unfilteredair would be somewhat toxic and any open water wouldbe tainted by acid.

Unprotected visitors would need to make a HT rollonce per hour to avoid 1 point of toxic damage. Close toa source of the nitrogen compounds, the roll may bemore frequent.

Organic ToxinsLiving things may release dangerous substances into

the air – pollen, spores, disease-causing microorgan-isms, complex airborne toxins, and so on. In general, anunprotected visitor would need to make a HT roll onceper day to avoid 1 point of toxic damage. Unprotectedexposure to the air may also count as exposure to aweak respiratory-agent poison (p. B437) or a disease(p. B442); the GM is encouraged to develop his own

exotic maladies to give his alien worlds flavor.

PollutantsNon-organic poisons may be in the air as

well – heavy-metal or radioactive dust, toxicsmoke from volcanism or industrial pollu-

tion, and so on. In general, an unprotected visitorwill need to make a HT roll once per day to avoid 1point of toxic damage. Heavy-metal poisoning canhave lasting effects, as can radioactivity (p. B435).

High Carbon DioxideThe Human metabolism is set to deal with a certain

amount of carbon dioxide in the air. When there is toomuch, our breathing reflex malfunctions; the result ishyperventilation and a sense of suffocation. The resultis rather like that of a Very Dense atmosphere (p. B430)and can lead to suffocation. (p. B436) It is possible to acclimate to moderate levels of carbon dioxide.

Very high levels of carbon dioxide are actively toxicand cannot be acclimated to; an exposed Human willneed to make a HT roll once per hour to avoid 1 pointof toxic damage.

Continued on next page . . .

Atmospheric Taints

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126 THE KNOWN UNIVERSE

Garden and Pre-Garden Worlds

Garden and Pre-Garden worldswill almost always have liquid-wateroceans. Roll 2d-2 and multiply by 10%(maximum 100%); the result is theportion of the world’s surface coveredby liquid water.

Glacier WorldsGlacier worlds generally have no

permanent bodies of liquid water ontheir surface, but they may have lakesor small seas that are temporarily liq-uid during certain seasons. Roll 2d-10and multiply by 10% (minimum 0%);the result is the portion of the world’ssurface that is usually covered by liquid water.

Greenhouse WorldsEven if a Greenhouse world still

has some surface water, it is usuallyin the process of losing it. Roll 2d-7and multiply by 10% (minimum 0%);the result is the portion of the world’s

surface that is still covered by liquidwater. A Greenhouse world that stillhas liquid water is a “wet greenhouse”(p. 124), while a world with 0% hydrographics is a “dry greenhouse.”

Subgiant WorldsA Subgiant world is unlikely to

have oceans of pure liquid water.However, if its surface temperatureand atmospheric composition areright it may have vast oceans of waterand ammonia or other substances,mingled in a “eutectic” solution whosefreezing point is much lower than thatof pure water. Roll 2d-2 and multiplyby 10% (minimum 0%); the result isthe portion of the world’s surface thatis covered by such a liquid substance.

STEP 5:SURFACECLIMATE

This step determines the averagesurface temperature of the world. Theaverage doesn’t take into account

daily or seasonal variations – it indi-cates the most typical temperature tobe found on the world over long periods of time.

Interstellar Wars defines world cli-mate in terms of a set of temperatureranges. If a world is said to have one ofthese climate types, its average temper-ature falls within that range. The rangesare defined on the World Climate Table;in many cases, the GM will be directedto roll on that table in order to deter-mine the world’s climate type.

Climate Type is a descriptive namefor the world’s overall surface climate.Temperature Range (F) gives the asso-ciated range in degrees Fahrenheit.Temperature Range (K) gives the samerange in kelvins.

Each world type has its own asso-ciated climatic properties. Refer to thefollowing section that is appropriatefor any given world.

Asteroid Belt WorldsAsteroid belts can be found at almost

any distance from the primary star, andso can have almost any climate. Roll 3d;on a 6 or less the world has Infernal cli-mate, on a 7-9 the GM should roll on theWorld Climate Table, otherwise theworld has Frozen climate.

Barren (Ice), Desert (Ice), Glacier,and Subgiant Worlds

All of these world types are foundat some distance from the primarystar, and are guaranteed to be too coldfor liquid water. They always haveFrozen climate.

Atmospheric Taints (Continued)High Oxygen

In moderate cases, an excess of oxygen can be a mildirritant to skin and mucous membranes, and can makeit much easier for people to hyperventilate when work-ing hard. Treat this as giving the effect on HT of a Denseatmosphere (p. B430).

Very high concentrations of oxygen are actively toxic;make a HT roll once per hour to avoid 1 point of toxicdamage. At such concentrations, the oxygen increasesfire hazards as well – all materials are considered to beone flammability class higher (p. B430).

Inert GasesNitrogen and other chemically inert compounds can

cause “inert gas narcosis” when their partial pressure ishigh enough. Symptoms include light-headedness,reduced dexterity, euphoria, and impaired judgment.This is normally a problem only in Very Dense atmos-pheres, although a few compounds (such as nitrousoxide, or “laughing gas”) can cause these symptoms atrelatively low pressures.

An unprotected Human will be at -1 to all IQ-basedrolls, and will need to make an IQ roll to perform eventhe simplest tasks. He will lose the Common Senseadvantage if he has it, and will gain Impulsiveness.

WORLD CLIMATE TABLERoll Climate Temperature Temperature(3d) Type Range (F) Range (K)– Frozen Below -20º Below 244 K3 Very Cold -20º to 0º 244 K to 255 K4-5 Cold 0º to 20º 255 K to 266 K6-7 Chilly 20º to 40º 266 K to 278 K8-9 Cool 40º to 60º 278 K to 289 K10-11 Normal 60º to 80º 289 K to 300 K12-13 Warm 80º to 100º 300 K to 311 K14-15 Tropical 100º to 120º 311 K to 322 K16-17 Hot 120º to 140º 322 K to 333 K18 Very Hot 140º to 160º 333 K to 344 K– Infernal Above 160º Above 344 K

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THE KNOWN UNIVERSE 127

Barren (Rock) andDesert (Rock) Worlds

These worlds can be found at a vari-ety of distances from the primary star,although they are by definition too closeand too warm to permit permanentlyfrozen water on the surface. Roll 3d; onan 8 or less the world has Infernal cli-mate, and on a 9-12 the GM should rollon the World Climate Table. Otherwisethe world has Frozen climate.

Garden and Pre-Garden Worlds

These worlds are guaranteed to be“just right” for the presence of largeamounts of liquid water – warmenough that most of the water willremain unfrozen, cool enough thatnone of it will boil. Roll on the WorldClimate Table for all such worlds.

Greenhouse WorldsThese worlds are extremely hot,

due to the runaway greenhouse effectthat is taking place in the atmosphere.They always have Infernal climate.

STEP 6:HABITABILITYANDRESOURCES

This step determines the factorsthat might make a world attractive forHuman or alien settlement. Colonistsare likely to come to a world that iscomfortable for them, where they canlive without investing in expensive arti-ficial life support. However, even if aworld is very inhospitable, settlers mayarrive in a quest for valuable resources.

ResourcesFor each world, roll on one of the

following tables. For Asteroid Beltworlds, roll 3d on the Asteroid BeltResource Value Table. For all otherworld types, roll 3d on the PlanetaryResource Value Table. The result willbe a description of the world’s resourceavailability, along with a ResourceValue Modifier (RVM) that will be usedin later steps of the sequence. Make anote of the RVM for each world.

ASTEROIDBELTRESOURCEVALUE TABLE

ResourceRoll Overall Value(3d) Value Modifier3 Worthless -54 Very Scant -45 Scant -36-7 Very Poor -28-9 Poor -110-11 Average +012-13 Rich +114-15 Very Rich +216 Abundant +317 Very Abundant +418 Motherlode +5

PLANETARYRESOURCEVALUE TABLE

ResourceRoll Overall Value(3d) Value Modifier3-4 Very Poor -25-7 Poor -18-13 Average +014-16 Rich +117-18 Very Rich +2

AffinityThe Affinity score for each world

summarizes both resource value andhabitability.

If the world is of any type otherthan Garden, the Affinity score isequal to the Resource Value Modifier.A Garden world with a Very Thinatmosphere will also have an Affinityscore equal to the RVM; it may sup-port locally evolved life, but Humanswill be unable to survive without high-technology equipment.

If the world is of the Garden typewith more than a Very Thin atmos-phere, the Affinity score is computed asfollows. Begin with the Resource ValueModifier and add 3. Add 1 if the atmos-phere is either Standard or Dense. Add1 if the atmosphere is not Tainted. Add1 if the hydrographic coverage isbetween 1% and 29%, or if it is 91% orhigher; add 2 if the hydrographic cover-age is between 30% and 90%, inclusive.Add 1 if the world’s average climate isHot or Cold; add 2 if it is Chilly, Cool,Normal, Warm, or Tropical.

Make a note of the Affinity scorefor each world.

PLACINGPOPULATIONS

Once the GM has gone throughSteps 1-6 for every world in his regionof interest, he will have defined thephysical parameters for each world. Inthe rest of the world design sequence,he will determine the social parame-ters for each world – how manyHumans (or other sapient beings) livethere, what kind of government they

live under, how much trade theyengage in, and so on.

Population CategoriesBefore placing populations, the

GM should first decide where to placeborders – which worlds are currentlyin Imperial space, which are in Terran

space, and which are outside spaceclaimed by either major power. TheGM should consider what kind of fla-vor he wants adventures in the regionto have. Does he prefer tense cross-border confrontations, culture clashesdeep inside Imperial territory, or boldexploration into uncharted space?

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128 THE KNOWN UNIVERSE

If the subsector being generated ispartially or wholly under Terran con-trol, the GM should also decidewhether the Terran-controlled worldswere first settled by Terrans or bysomeone else. Terran-originatedcolonies are only likely to be foundclose to Terra, in space that never fellunder Imperial control. Late in theInterstellar Wars era, after Terranshave already conquered dozens orhundreds of Vilani worlds, most“Terran” worlds will have been settledoriginally by the Vilani or by Vilanisubject races.

In any case, the GM should sortthe worlds of his subsector into fourcategories:

Imperial Vilani worlds were origi-nally colonized by the Vilani, or by aVilani subject race, and are still underImperial control.

Conquered Vilani worlds were orig-inally colonized by the Vilani, or by aVilani subject race, but have sincepassed into Terran control.

Terran worlds were originally colonized by the Terrans, and are stillunder Terran control. (During thecourse of the Interstellar Wars,Imperial forces managed to destroy anumber of Terran outposts, but nowell-established Terran world wasever conquered by the Vilani.)

Neutral worlds are under the controlof neither major power.

STEP 7:POPULATION

This step determines the currentpopulation of each world in the sub-sector. This step must be performedfor all of the worlds together; theplacement of minor settlements tendsto depend on the placement of majorcolonies, which in turn depends onthe physical parameters determined inSteps 1-6.

ColoniesA colony is a permanent settlement

on some world, a place where aHuman or other community is likelyto remain for generation after genera-tion. Most of a colony world’s popula-tion is made up of long-term immi-grants or permanent residents; thecolony is their home. Some “colonies”are actually the homeworlds of sapient

races, and have been inhabited sinceprehistory.

New colonies usually begin with apopulation of at least 10,000; a trulymassive colonization effort will beginby planting up to 500,000 people onthe target world. From there, colonieswill grow indefinitely due to furtherimmigration and natural populationincrease.

The Vilani believe that overcrowd-ing and unrestricted populationgrowth lead to social instability, sothey strictly limit their own popula-tions and force their subject races todo the same. Terrans (and other bar-barians) are not so careful – but evenby the end of the Interstellar Wars erathere are no Terran colonies morethan about 200 years old, which limitsthe size of their populations.

Every Imperial Vilani, ConqueredVilani, and Terran world with anAffinity score greater than 0 will be acolony world. Very few Neutralworlds will be inhabited; the GM maydeliberately place an occasionalNeutral colony to represent the home-world of some “barbarian” race notyet contacted by either the Vilani orthe Terrans. There should generallybe no more than one or two suchworlds per sector – most subsectorshave no native sapient races.

Once the Affinity score has beendetermined for every world being gen-erated in the region, roll 3d on theColony Population Table for eachworld in Imperial-controlled orTerran-controlled space with anAffinity score greater than 0. Make anote of the resulting population foreach world. Modifiers: Add +3 timesthe world’s Affinity score. If the worldis Imperial Vilani or Conquered Vilani,add +40. If the world is Terran, add +1for every 10 full years since the colonywas established.

The population results from theColony Population Table are approxi-mate. The GM should feel free to varythem by up to 10% in either directionfor any given world. Always round offworld populations to two significantfigures.

OutpostsAn outpost is a settlement on an

unattractive world, planted onlybecause of the world’s strategic

COLONYPOPULATIONTABLE

Roll (3d) Population28 or less 10,000 (PR 4)29 13,00030 15,00031 20,00032 25,00033 30,00034 40,00035 50,00036 60,00037 80,00038 100,000 (PR 5)39 130,00040 150,00041 200,00042 250,00043 300,00044 400,00045 500,00046 600,00047 800,00048 1.0 million (PR 6)49 1.3 million50 1.5 million51 2.0 million52 2.5 million53 3.0 million54 4.0 million55 5.0 million56 6.0 million57 8.0 million58 10 million (PR 7)59 13 million60 15 million61 20 million62 25 million63 30 million64 40 million65 50 million66 60 million67 80 million68 100 million (PR 8)69 130 million70 150 million71 200 million72 250 million73 300 million74 400 million75 500 million76 600 million77 800 million78 1.0 billion (PR 9)79 1.3 billion80 1.5 billion81 2.0 billion82 2.5 billion83 or more 3.0 billion

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THE KNOWN UNIVERSE 129

location or other unusual properties.Unlike a colony, an outpost has rela-tively few permanent settlers – most ofthe inhabitants expect to migrate else-where once their work at the outpostis finished.

Once all colonies have beenplaced, go back to each world with anAffinity score of 0 or less in Terran-controlled or Imperial-controlledspace to determine whether it willhave an outpost.

Some outposts are military incharacter. Military outposts aredesigned to serve as a base, or to pindown the current frontier betweenTerran and Imperial territory. Anyworld within two parsecs of a foreigncolony will always have an outpost.Make a note of these military outpostsfirst.

Many outposts are placed to servetransient starship traffic. If a world islocated so that starships are likely tovisit while traveling from one colonyor military outpost to another, therewill always be an outpost. For exam-ple, worlds on the map often fall intomains, groups of worlds in adjacenthexes, arranged so that a jump-1 star-ship can easily reach each world inturn. Every world on such a main willhave an outpost, so long as there is atleast one colony world or militaryoutpost in both directions. Anothercommon situation is the world placedtwo parsecs from a colony world oneither side, so that jump-2 starshipswill almost always stop at the worldon the way from one colony to theother. All such worlds will have outposts as well.

Other worlds may have outposts ofvery diverse nature – scientificresearch stations, corporate miningtowns, small “rogue” settlements ofthe independent-minded, and so on.Terrans are much more likely to placesuch “extra” outposts than the Vilani.If a world that fits none of the aboveconditions is within Terran-controlledspace, it will still have an outpost on aroll of 9 or less on 3d. If the world iswithin Imperial-controlled space, itwill have an outpost on a roll of 5 orless on 3d.

For each world that has an outpost,roll 3d on the Outpost PopulationTable below to determine the out-post’s approximate population. Theresults from the Outpost Population

Table are also approximate. The GMshould feel free to vary them by up to25% for any given world. Alwaysround off outpost populations to twosignificant figures (i.e. “2,600” insteadof “2,633”).

OUTPOSTPOPULATIONTABLERoll (3d) Population3 or less 100 (PR 2)4 1505 2506 4007 6008 1,000 (PR 3)9 1,50010 2,50011 4,00012 6,00013 10,000 (PR 4)14 15,00015 25,00016 40,00017 60,00018 or more 100,000 (PR 5)

STEP 8:STARPORTFACILITIES

Once the population of each worldhas been established, this step deter-mines the level of starport facilitiesavailable on each world.

ColoniesFor each colony world, roll 2d on

the Colony Starport Table. Modifiers:

+1 for every level of PR above PR 4.Note that on a natural 2 on the dice,the colony will always have a Class Xstarport; such a world has been inter-dicted by either the Vilani or theTerran government.

COLONYSTARPORTTABLERoll (2d) Starport ClassNatural 2 X4 or less E5-6 D7-8 C9-12 B13 or more A

OutpostsIf the world is an outpost, roll 1d

on the Outpost Starport Table.Modifiers: +4 if the outpost was notplaced as the result of a random dieroll in Step 7 (that is, the GM deliber-ately placed it because the world is ona military border, or because it is alikely transit point for starship traffic).

OUTPOSTSTARPORTTABLERoll (1d) Starport Class2 or less E3-5 D6-8 C9 or more B

Naval BasesOnce the starport class is determined for each world in the region,

naval bases can be placed. Naval bases should not be placed at random.For each subsector or similar-sized region of Imperial or Terran

space, there will usually be one to three naval bases – one per subsectorin areas far from any frontier, but two to three per subsector in areasclose to a frontier. Naval bases will preferably be placed on worlds withClass A starports and PR of 7 or higher.

Naval bases are usually placed on worlds with the highest populationin their region. However, naval bases should usually be separated by atleast three parsecs; if the highest populations in the region are clusteredclose together, second or third naval bases will usually be placed at some distance even if this means placing one on a relatively low-populationworld.

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130 THE KNOWN UNIVERSE

STEP 9:GOVERNMENTTYPE

Once the population of each worldhas been established, use this step todetermine their government types.Vilani worlds will usually have a verydifferent government type than Terranworlds. If a world is Neutral (i.e. it isinhabited by a population not part ofeither major civilization) then the GMshould determine its government typein accordance with its role in his cam-paign; he may use types frompp. B509-510 that do not normallyappear on Imperial or Terran worlds.

Roll 3d on the Vilani or TerranGovernment Type Table, and refer tothe column that is appropriate for theworld. Modifiers: Add the PR of theworld to the die roll.

VILANIGOVERNMENTTYPE TABLE

Imperial ImperialRoll Vilani Vilani(3d) Colony Outpost10 or less Anarchy Anarchy11-13 Clan/Tribal Corporate

State14-16 Caste Caste17-20 Feudal Caste21-23 Feudal Feudal24 or more Theocracy Theocracy

STEP 10:CONTROLRATING

Once the population of each worldhas been established, this step

determines the Control Rating prevalent on each world.

Roll 4d on the Control RatingTable. Modifiers: Add the PR of theworld to the die roll.

CONTROLRATING TABLERoll (4d) Control Rating14 or less 015-16 117-18 219 320-21 422 523 or more 6

STEP 11:BASETECHNOLOGYLEVEL

Once Steps 1-10 have been com-pleted for each world, this step deter-mines the base Tech Level prevalenton each world.

Begin by determining the maximumpossible Tech Level for the campaignsituation. The maximum possible TechLevel for a given world depends onwhether it is an Imperial Vilani worldor not, and on the period in history. Foran Imperial Vilani world, the maximumpossible Tech Level is always TL10. Fora Conquered Vilani or Terran world,the maximum possible level is TL9before 2128, TL10 from 2128 to 2235,and TL11 after 2235.

Roll 1d on the Tech Level Table.Modifiers: +6 if a Class A starport ispresent, +4 for a Class B starport; +2 fora Class C starport, -4 for a Class X star-port; +2 if the world’s diameter is lessthan 1,500 miles (or the world is an

asteroid belt), +1 if the world’s diameteris between 1,500 miles and 4,500 miles;+1 for any atmosphere other than aThin, Standard, or Dense one; +1 forhydrographic coverage between 85%and 94%, +2 for hydrographic coverageof 95% or higher; +1 for PR 1-5, +2 forPR 9, +4 for PR 10; +1 for a politicaltype of Anarchy or Technocracy, -2 fora political type of Theocracy.

Regardless of the result on the TechLevel Table, the TL for a given worldcannot exceed the maximum possiblefor its culture and the time period. If theTL from the table exceeds the maxi-mum, reduce the world’s TL to matchthe maximum. Meanwhile, if the worldis not a Garden world, or is a Gardenworld with a Very Thin atmosphere,then the world must be at least TL8;raise the TL to 8 if the result from thetable is less than 8.

TECH LEVELTABLERoll (1d) Tech Level1 or less TL3 or less (GM’s choice)2 TL43-4 TL55-6 TL67 TL78 TL89 TL910-11 TL1012 or more TL11

STEP 12:TRADECLASSIFICATIONS

Trade classifications note clusters ofeconomically meaningful world char-acteristics. These are important natu-ral or demographic features that caninfluence a world’s preferred importsor exports. They can also influence thereal wealth available to citizens of theworld.

The following trade classificationsare significant. For each world beinggenerated, note which classificationsare applicable.

Agricultural (Ag): The world’satmosphere must be Thin, Standard,Dense, or Very Dense, the hydro-graphic coverage must be 35%-84%,and the local PR must be 5-7.

Extreme (Ex): A world is Extreme ifany of the following conditions holds:there is no atmosphere, or the

TERRAN GOVERNMENTTYPE TABLE

Conquered Roll Terran Vilani Terran (3d) Colony Colony Outpost10 or less Anarchy Anarchy Anarchy11-13 Technocracy Technocracy Corporate14-16 AthDem Technocracy Corporate17-20 RepDem RepDem Corporate21-23 RepDem Caste RepDem24 or more Dictatorship Dictatorship Dictatorship

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atmosphere is Trace, Very Dense,Suffocating, Toxic, Corrosive, orInsidious; the climate is Frozen orInfernal; or hydrographic coverage isless than 5%.

Industrial (In): The world musthave no atmosphere, a Trace atmos-phere, or a Very Thin, Thin, Standard,Dense, or Very Dense atmosphere thatis Tainted (p. 125); the world’s PRmust be 9 or higher.

Non-Agricultural (Na): The worldhas no atmosphere, or has a Trace orVery Thin atmosphere, the hydro-graphic coverage is less than 35%, andthe PR is 6 or more.

Non-Industrial (Ni): The world’sPR is 6 or less.

Poor (Po): The world has a VeryThin or Thin atmosphere, and hashydrographic coverage in the range of5%-34%.

Rich (Ri): The world has aStandard, Dense, or Very Denseatmosphere that is not Tainted; theworld’s PR is 6-8; and the local ControlRating is 2-5.

STEP 13:WORLD TRADENUMBER

The World Trade Number of aworld is a measure of the size andactivity of its economy, as modified bythe level to which its population isinterested in interstellar trade. Aworld with no population has a WTNof 0 – otherwise, computing a world’sWTN requires two steps.

Unmodified World TradeNumber (UWTN)

The UWTN measures the size ofthe world’s economy. It is dictated bythe size of the world’s workforce(which in turn depends on the world’spopulation) and the productivity ofthat workforce (which is determinedby the world’s TL). Refer to the TLModifier and PR Modifier tables; add

the TL Modifier and the PR Modifierfor the world together to get theworld’s UWTN.

TL MODIFIERTABLEWorld TL TL Modifier2 or less -0.53-5 06-8 0.59 or higher 1.0

PR MODIFIERTABLEWorld PR PR Modifier0 01 0.52 13 1.54 25 2.56 37 3.58 49 4.5

Port Modifier and Final WTN

The port modifier measures theimportance of trade to the world’seconomy. A better starport encour-ages trade by attracting merchantsand visitors. Conversely, a small orrun-down starport discourages trade

(and may indicate that the world’spopulation has little interest in outsidecontact).

Refer to the Port Modifier Table,using the world’s UWTN and itsStarport Class to get the port modifier.Add the Port Modifier to the UWTN toget the final WTN for the world. Theminimum WTN is 0.

STEP 14:TRADEROUTES

Once the WTN is known for eachworld in the region of interest, thentrade routes can be mapped out.

Throughout the Interstellar Warsera, commercial traffic tends to followa “main and branch” system of traderoutes. The most populous and pros-perous planets are designated as hubworlds. These hub worlds are connect-ed to one another by main routes.Main routes are divided into majorand minor routes, depending on theamount of traffic that normally fol-lows them. Minor worlds trade onlywith the network of main routes, notwith each other – the routes that carrygoods to and from such worlds arebranch routes. The process of drawingthese routes is more art than science,but the following guidelines will helpproduce a rational network.

THE KNOWN UNIVERSE 131

Home RuleFor each world under Terran control, the GM may wish to determine

whether the world has home rule or not. A world with home rule has itsown sovereign government, and is a full member of the TerranConfederation. A world without home rule is politically a colony ofTerra, governed by the Confederation’s Colonial Bureau or by theConfederation military.

Any Conquered Vilani or Terran world with a PR of 6 or more may havehome rule. Roll 3d. Modifiers: +4 for every level of PR above 6; -4 if theworld is Conquered Vilani; -4 if the world is within 6 parsecs of the currentImperial border. On a result of 15 or higher, the world has home rule.

PORT MODIFIER TABLEUWTN Class A Class B Class C Class D Class E Class X5 or more 0 0 -0.5 -1 -1.5 -44-4.5 +0.5 0 0 -0.5 -1 -3.53-3.5 +0.5 +0.5 0 0 -0.5 -32-2.5 +1 +0.5 +0.5 0 0 -2.51-1.5 +1 +1 +0.5 +0.5 0 -20.5 or less +1.5 +1 +1 +0.5 +0.5 -1.5

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In general, whenever two worldsare to be connected by a trade route,use the smallest number of hops fromone world to the next on the map, withno single hop stretching more thantwo parsecs. If there is a choice ofequally short routes between a givenpair of worlds, choose the route thattouches at the best starports.Whenever a distance between twoworlds is to be determined, measure italong such a jump route, not necessarily along a straight line.

First, identify hub worlds. Anyworld with a WTN of 5.5 or higher andan A-class starport is a hub world.

Next, connect the hub worlds witha network of main routes (major andminor). Any two hub worlds that areno more than 6 parsecs apart along ajump-2 route are connected by amajor route. Draw these routes, usingjump-2 hops where necessary.

Once the major routes have beendrawn, the map will have small groupsof interconnected hub worlds. Suchgroups may themselves be connectedto one another by minor routes. If a

pair of hub worlds, one in one groupand one in another, are no more than10 parsecs apart, they may be connect-ed by a minor route. Any given pair ofhub-world groups will normally beconnected by only one minor route,which will pass between the two hubworlds that are closest together byjump count. Draw these routes, againusing jump-2 hops where necessary.

Now consider all worlds that arenot yet on a major or minor route.Some of these worlds will be connect-ed to the network of main routes by abranch route. The possible length ofthe branch route for any given worlddepends on the world’s WTN, as indicated on the following table.

For each world not already on amajor or minor route, determine thelength of the potential branch route tothe nearest hub world. If the length isno greater than the maximum lengthgiven on the table for the world’s WTN,then a branch route will exist connect-ing that world to the network. For thispurpose only, if the hub world beingconsidered is Industrial and the otherworld is Non-Industrial, add 0.5 to theWTN of the lesser world.

Draw branch routes beginning withthe minor worlds that are closest totheir hub worlds. Branch routes willtend to meet existing routes, mergingwith the mains or with other branchroutes as they approach the hub world.

132 THE KNOWN UNIVERSE

Although it is not relevant to later steps in the worlddesign process, the GM may wish to determine the per-capita income for citizens of the world. This indicatesthe amount of disposable income an average citizen of that world will have on hand.

To determine per-capita income for a given world,refer to the following table. The planet’s TL determinesthe base per-capita income, which is then modified bythe world’s trade classifications (if any).

BASE PER-CAPITAINCOMETech Level Base Per-Capita Income (Solars)TL11 $96,000TL10 $60,000TL9 $38,000TL8 $24,000TL7 $15,000TL6 $9,200TL5 $5,600TL4 $3,600TL3 $2,200TL2 $1,400TL1 $880TL0 $560

Multiply the base per-capita income by all of the modifiers required by the world’s trade classifications,

according to the Trade Classification Modifiers Table.The trade classifications indicate that planetary condi-tions make the population more or less productive thanthe world’s technological base would otherwise indicate.

TRADECLASSIFICATIONMODIFIERSTrade Classification ModifierRich 1.6Industrial 1.4Agricultural 1.2Extreme 0.8Non-Industrial 0.8Poor 0.8

The final per-capita income for a world can indicatethe most typical Wealth level (p. B517) for citizens ofthat world. Refer to the Typical Wealth Table.

TYPICAL WEALTHTrue Per-Capita Income Wealth Level$84,000 or more Comfortable$44,000 to $84,000 Average$19,000 to $44,000 Struggling$6,000 to $19,000 PoorLess than $6,000 Dead Broke

Per-Capita Income

BRANCH ROUTE TABLEMinor World WTN Maximum Route Length (pc)2.5 or less No route possible3 23.5 54 94.5 195 or more 29

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CHARACTERS 133

January 28, 2170 – HighFrontier Consortium offices,

Nusku highport:William Blake rose from

behind his desk and went tothe viewport. A hundredmiles below, Nusku’s nightface swam by, arcology-citylights sparkling in breaksbetween the clouds.Suddenly the limb of theplanet caught fire, glowinggold and white, and 61Cygni A rose in glory.

“I never get tired ofthat,” Blake murmured to

himself.Then he turned back to

the desk, where the pile ofdossiers still stood two feethigh. Somewhere in there were

the crewmen he would lead a hundredlight-years into Imperial space. All hehad to do was find them.

POINT TOTALSInterstellar Wars characters can

be built on a variety of power levels. Acampaign centered on “ordinary peo-ple” caught up in great events canwork with characters built on 50points or less. More typical low-pow-ered adventurers with a skilled back-ground should be built on 100 or 150points – most of the occupational tem-plates later in this chapter will workwell at this power level. A high-level“movers and shakers” campaignwould require characters built on 200points or more.

CHAPTER SIX

CHARACTERS

Gender RolesImperial Vilani culture imposes very little distinction between the

social roles of men and women. Both sexes have the same civil and polit-ical rights, and both can rise to the highest levels of corporate or militarypower. In noble families, female children are just as likely as males toinherit a title. Although a few dissident subcultures within the Imperiumpractice gender inequality, this is far outside the Imperial norm, and suchsubcultures are often subject to harsh treatment from the authorities.

In theory, the Terran Confederation encourages the same kind of sex-ual equality. The Confederation itself makes no distinction between menand women in its civil and military institutions. Most multinational cor-porations follow a policy of strictly enforcing equality in the workplace.Women’s rights are a cornerstone of the Confederation’s human-rightspolicy, and serious inequities are likely to attract economic sanctions ormilitary action. This stance is supported by most Terrans, who feel thatit would be suicidal to exclude half of the population from the struggleagainst the Imperium.

In practice, some traditional Terran societies still practice genderinequality despite strong Confederation disapproval. Such isolated soci-eties survive in rural areas, in the poor sections of large cities, and in thecolonies.

In summary, male and female characters can be designed to fill thesame roles, in either Imperial or Terran society. Adventurers who haveexperienced gender discrimination will be from an unusual social back-ground, and may have other social disadvantages as well (below-averageWealth, a Social Stigma, and so on).

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134 CHARACTERS

A number of character traitsrequire some special handling in theInterstellar Wars setting.

ADVANTAGES

Appearance see p. B21Terran and Vilani attitudes about

physical attractiveness are quite simi-lar, aside from a few cultural quirksthat will rarely come into play. TheAppearance advantages (and their cor-responding disadvantages) are inter-changeable between Terrans andVilani – and at the GM’s option, amongother Human minor races subject toImperial rule.

Clerical Investmentsee p. B43

Priests or holy men from one of thehundreds of Terran religions may takethis advantage. The most commonorganized Terran religions areChristianity, Islam, Hinduism,Buddhism, Sikhism, and Judaism.Many Terran ethnic groups (notablythe Chinese) still maintain “tradition-al” forms of religion that includeloosely organized priesthoods. Ofcourse, a substantial minority ofTerrans are secularists, agnostics, oratheists.

Some dissident subcultures amongImperial Vilani have organized priest-hoods. Vilani also take ClericalInvestment if they are members of theshugilii caste. This caste is not identi-cal to a Terran religious order, but ithas a number of similar features.Shugilii have an important role in therituals of food preparation, and theyalso serve as guardians of the Imperialethical traditions.

In either case, consider takingsome level of the Religious Rankadvantage as well (see p. 141).

Cultural Familiaritysee p. B23

In most Interstellar Wars cam-paigns, the only two “cultures” thatare likely to come into play are Terranand Imperial.

If a campaign centers on Terransociety, then the GM may wish tobreak the Terran culture into severalsubcultures for the purpose of thisadvantage. If a given Imperial subjectrace is likely to come into play, theGM may likewise wish to break theImperial culture into two or more sub-cultures.

Vilani and other Imperial Humanspay 1 point for familiarity with Terranculture, but a non-Human Imperialcitizen will pay 2 points. Terrans pay 1point for familiarity with Imperial cul-ture, as do members of non-HumanImperial subject races. Non-Humanswho come from outside the Imperiumwill pay 2 points for CulturalFamiliarity (Imperial).

Gadgeteer see p. B56The 25-point level of this advantage

may be appropriate for Terran charac-ters in some campaigns, especiallythose centering on technologicaladvancement. Imperial charactersshould never take this advantage – atleast not without taking a Secret (“tin-kers with machinery in unauthorizedand non-traditional ways”) or anEnemy!

High TL see p. B23The baseline technology available

throughout the Interstellar Wars era isTL10. Late in the period, Terran char-acters may have access to TL11 equip-ment. If a Terran character withaccess to such equipment is spendingmost of his time among those whodon’t, he may be required to take onelevel of this advantage.

Languages see p. B23Most Terran characters would be

advised to learn English, as that isincreasingly becoming the commonlanguage of the Terran Confederation.Aside from English, the most impor-tant Terran languages are Arabic,French, German, Hindi (includingUrdu), Japanese, Mandarin Chinese,Portuguese, Russian, Spanish, andTurkish.

The High Vilani language is theofficial language of the Imperium, andis spoken or understood by almostevery Vilani on all but the most isolat-ed worlds. Low Vilani is a simplifieddialect, which is spoken in spaceportsand by many of the subject races, andwhich sometimes serves as theImperium’s “common tongue.”Subject-race languages often heard inregions close to Terra includeBawapab (the language of the Bwaps),Geonee, Oynprith (the language of theNugiiri), Suerrat, and Vegan.

Legal Immunitysee p. B65

Both Terran and Imperial societiesapply this advantage in certain cir-cumstances. In particular, Terrandiplomats traveling in Imperial spacecan use the Diplomatic Immunityform of this advantage. Imperial lawrecognizes even “barbarian” envoys asbeing in a protected class.

Social Regardsee p. B86

Vilani who are over 120 years ofage may take one level of SocialRegard. Even Terran visitors to theImperium receive similar respect; anyTerran character at least 70 years ofage who spends most of his time inImperial society can take the samelevel of this advantage. All such characters are considered “venerated.”

ADVANTAGES,DISADVANTAGES,

AND SKILLS

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CHARACTERS 135

Talent see p. B89The following talents are suggested

for use in the Interstellar Wars setting.Born Tactician: Covers Expert Skill

(Military Science), History (Military),Intelligence Analysis, Leadership,Savoir-Faire (Military), Soldier,Strategy (Land), and Tactics. Reactionbonus: anyone you serve with (or com-mand) in the Army or Marines. 10points/level.

Intuitive Admiral: Covers Crewman(Spacer), Expert Skill (MilitaryScience), History (Military),Intelligence Analysis, Leadership,Savoir-Faire (Military), Shiphandling(Spaceship), Shiphandling (Starship),and Strategy (Space). Reaction bonus:anyone you serve with (or command)in the Navy. 10 points/level.

DISADVANTAGES

Addiction see p. B122Both Terran and Imperial soci-

eties must deal with the problem ofaddiction.

The Terran Confederation is some-what puritanical about the use ofaddictive or “recreational” drugs.Confederation law permits the use ofalcohol, caffeine, qat, tobacco, and theimported Vilani drug shardu (a mildlyaddictive stimulant and euphoric).National or local law may imposeadditional restrictions on the use ofthese drugs. Other drugs may only beused for legitimate medical purposes.Any drug that is “highly” or “totally”addictive is carefully controlled, andusually illegal without a physician’ssupervision.

Imperial society is even morerestrictive. Alcohol and shardu are theonly drugs that are legal and widelyused. All other drugs are carefully con-trolled, to be used only for legitimatemedical purposes. On the other hand,a dizzying variety of substances isavailable. Many of these drugs havepotential recreationalapplications, andsome dissident orsubject-race sub-cultures use themdespite officialdisapproval.

Code of Honorsee p. B127

Code of Honor (Professional) andCode of Honor (Soldier’s) are both

very appropriate for theInterstellar Wars setting.

Many Imperial citizens followan Imperial Code of Honor, whichis defined as follows: Never break

your word. Follow the traditions.Defer to your superiors in the social

hierarchy, and obey their orders solong as those are within the bounds oftradition. Expect deference fromImperial citizens of lesser rank, butalways work to protect and defendthem. Always solve problems yourselfas they arise, without depending onhigher authority to help you (it isacceptable to call on your subordi-nates for aid). Code of Honor(Imperial) is worth -10 points.

PsionicsPsionic powers exist in the Traveller universe – but during the

Interstellar Wars era, they are almost unknown and very poorly understood.

Most Imperial citizens know nothing about psionics, and would reactwith fear and suspicion if anyone demonstrated psionic talent in theirpresence. A few dissident subcultures, especially those with a mystical orreligious basis, may cultivate mental disciplines that are conducive topsionic development. No one in the Imperium has ever made a seriousscientific study of psionic phenomena.

Terran society is also unfamiliar with psionics. The prevailing opinionin the scientific community is that psionic abilities aren’t real; no seriousscientist would risk his reputation by trying to study them. Only a fewexplorers, encountering strange phenomena out among the Imperialworlds, are beginning to suspect that psionic powers might exist.

Psionic characters should be very rare in the Interstellar Wars setting,and should only be designed with the GM’s explicit permission. Being alatent psi (having Talent, but no abilities) has an Unusual Backgroundcost of 10 points. Being a fully capable psi (having functional powers),has an Unusual Background cost of 25 points.

The following psionic powers and Talents are available in theInterstellar Wars setting:

Awareness: This is the psi talent of mind-over-body. Awareness Talentcosts 5 points/level and the Awareness power can provide the followingabilities: Additional ST (Costs Fatigue -5%), Additional HT (CostsFatigue, -5%), Metabolism Control (p. B68), and Regeneration (p. B80,Costs Fatigue -5%). Awareness abilities apply a -10% psionic powermodifier.

ESP (p. B255): The following abilities are available: Clairsentience,Danger Sense, Detect (for psis and psionic activity), Para-Radar, andPenetrating Vision.

Psychokinesis (p. B256): Only the Telekinesis ability is available.Telepathy (p. B257): The following abilities are available: Animal

Empathy, Empathy, Mind Probe, Mind Reading, Mind Shield, Mindlink,Telesend, and “Mental Assault” (Affliction 1, Will; Based on Will, +20%;Malediction 2, +150%; Secondary Unconsciousness +40%; Telepathic-10%; 30 points).

Teleportation (p. B257): Only the Warp ability is available, and it musthave the Modifier: Range Limit (300 miles on a planet’s surface, 400yards up or down, -25%) due to issues of conservation of momentum andpotential energy.

Other psi powers and abilities are allowed only at the GM’s discretion.Some races (like the Droyne) also have innate psi powers, but these arelikely rare and poorly understood even by the races possessing them!

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136 CHARACTERS

Curious see p. B129This disadvantage is very rare

among Vilani, and is uncommon evenamong non-Vilani subject races of theImperium. Imperial society stronglydiscourages curiosity.

Disciplines of Faithsee p. B132

Some Terrans with a strong reli-gious background carry some versionof this disadvantage. Vilani of theshugilii caste must observe a widevariety of rituals, especially surround-ing the preparation and consumptionof food, and are required to takeRitualism.

Duty see p. B133This disadvantage should be car-

ried by anyone who has more than avery modest level of Rank (except forCourtesy Rank, which does not carryany obligation). People with Rank atlevel 6 or higher should probably havea Duty requiring their presence “quiteoften” (12 or less) or “all the time” (15or less).

Honesty see p. B138This disadvantage is very common,

but not required, for Vilani charactersliving in Imperial society.

Intolerance see p. B140The Interstellar Wars era is a time

of grand conflict between empires,races, and political ideologies. Anycharacter can justify taking some levelof Intolerance.

Many Terran characters haveIntolerance toward all non-Terrans;this is considered Total Intoleranceand is worth -10 points. On the otherhand, most Vilani are quite toleranttoward non-Vilani (or even non-Humans) who have accepted Imperiallaw and customs. The most commonform of Intolerance in the Imperiumis aimed at “barbarians,” those whostand outside the Imperial social sys-tem; this form of Intolerance is worthonly -5 points.

Low TL see p. B22This disadvantage is almost never

appropriate in the Interstellar Wars

setting. Even worlds with a technologi-cal base below TL10 will usually haveaccess to TL10 import goods and thecorresponding skills. Late in the period,Imperial characters who spend most oftheir time inside Terran-controlledspace may be at a disadvantage due totheir unfamiliarity with TL11 goodsand techniques. At the GM’s option,such characters may be required totake one level of this disadvantage.

Overconfidencesee p. B148

This advantage is fairly commonamong Terran adventurers, and formspart of the Imperial stereotype ofTerrans . . .

Social Stigmasee p. B155

Terran society is fairly egalitarian,and few groups within it are labeled asinferior. The Criminal Record,Ignorant, Minor, and UneducatedSocial Stigmas are appropriate forsome Terran characters. The MinorityGroup Stigma would only apply to afew ethnic groups that are far outsidethe mainstream of Terran society. TheSecond-Class Citizen and ValuableProperty Stigmas are almost impossi-ble to find, given the Terran concernwith universal Human rights.

Within Imperial society, there is asignificant ranking of citizens alongracial and species lines. Vilani, andthose subject races that have fullyaccepted Vilani culture, suffer underno Social Stigma. Subject races thatresist Vilani customs, or that are rest-less under Imperial rule, are treated asSecond-Class Citizens. A few subjectraces and dissident subcultures areknown for open resistance to Imperialrule, and are considered MinorityGroups. Meanwhile, the CriminalRecord, Ignorant, Minor, andUneducated Social Stigmas are just asapplicable in the Imperium as inTerran society.

Susceptible see p. B158Early in the Interstellar Wars era,

many Human citizens of theImperium found themselves to be sus-ceptible to certain Terran viral dis-eases. Imperial Human charactersthat have not had much previous

exposure to Terrans may take this dis-advantage to reflect this weakness intheir evolved immunity. The frequen-cy of the noxious substance is “occa-sional” if exposure to Terrans is infre-quent, or “common” if the character isgoing to be dealing with Terrans on aregular basis.

At the GM’s option, an Imperialcharacter that has associated withTerrans for a long period (and haspossibly survived one or more attacksof viral disease) may buy off this dis-advantage.

Workaholic see p. B162This disadvantage is quite com-

mon, but is not required, amongVilani characters.

SKILLS

Computer Hackingsee p. B184

This skill is not appropriate for theInterstellar Wars setting. Experts incomputer intrusion should acquire the“realistic” skills mix described underthis skill’s entry in the Basic Set.

Computer Programmingsee p. B184

Imperial characters may not takethis skill unless they have becomefamiliar with Terran computer tech-nology. Likewise, Terran charactersmay not use this skill when workingwith computers of Imperial manufac-ture. Imperial computers are notreprogrammable – they are designedand built for a specific purpose.

Gunner see p. B198Starships use several specialized

onboard weapons. The Gunner spe-cialties that apply include BeamWeapons (used for lasers, plasmaguns, particle accelerators, or mesoncannon), Missiles (used for shipboardmissiles), Repulsors (used for graviticrepulsors), and Sandcasters (used forsandcasters).

Navigation see p. B211Navigation (Space) covers naviga-

tion through normal space, betweenplanets or between a jump point and

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a nearby world. Navigation(Hyperspace) can also be calledNavigation (Jumpspace), and coversuse of the jump drive.

Philosophy see p. B213Aside from the various Terran and

minor-race philosophies that areavailable, characters may studyPhilosophy (Imperial). This covers thebody of knowledge and traditions thatforms the ideological basis for the ZiruSirka. It includes an ethical tradition,a complete political theory, and a setof scientific theories regarding theorganization of very large societies. Ithas been thoroughly documented, andcan be studied even by outsiders whowish to better understand howImperials behave.

Piloting see p. B214The most common versions of this

skill are Piloting (Aerospace) andPiloting (High-PerformanceSpacecraft). Most starship or space-ship pilots will learn both specializa-tions, covering every situation that anormal spacecraft will encounter.Truly capable pilots also learn Piloting(High-Performance Airplane), cover-ing atmospheric travel for ships withairframe hulls, and Pilot (Contragrav),covering common ship’s vehicles,such as air/rafts and G-Carriers.

Savoir-Faire see p. B218In the Interstellar Wars setting, an

additional specialty exists: Savoir-Faire (Merchant). This specialty covers the customs, traditions, and

regulations of interstellar mercantilesociety. It includes knowledge of theunwritten customs governing behav-ior on board ship and in a starport.Administrative Rank (for Imperialmerchants) or Merchant Rank (forTerrans) determines relative standing.

Savoir-Faire (Merchant) andSavoir-Faire (Military) default to eachother at -2, since many of the customsof merchant service are derived frommilitary practice.

Shiphandlingsee p. B220

The most common versions of thisskill are Shiphandling (Spaceship)and Shiphandling (Starship). In theInterstellar Wars setting these twospecializations are quite similar; theydefault to one another at -2.

STATUS, INFLUENCE,AND WEALTH

Whether a campaign is centered onthe doings of “ordinary” adventurers,or whether it focuses on the activitiesof their rich and powerful patrons,sooner or later the GM and players willneed to know how social influenceworks in the Interstellar Wars setting.The following rules examine socialinfluence in detail, to the highest levelsof both Terran and Imperial society.

STATUSStatus works very differently in the

two major societies of the InterstellarWars era. A character should buyStatus according to one or the other ofthe following sets of rules, dependingon where he currently spends most ofhis time.

Terran StatusTerran society is a “classless” one.

Spreading democratic ideals have dis-credited the notion of inherent socialstatus almost everywhere on Terra.Terran characters follow the rule fromClassless Meritocracies, p. B28. Theymay not normally buy more than twolevels of Status (but see Courtesy Rank,p. 143). Refer to the Terran StatusTable to determine what level of Status

is appropriate for a character’s familyor personal background.

Terran characters may acquiremore levels of “free” Status from various forms of Rank, or fromWealth.

Terran characters that are from asocial underclass can take up to twolevels of negative Status as a disadvan-tage. Terrans with negative Status areprobably from a background of pover-ty – urban poor from a wealthy nation,or citizens of one of the developingnations that still has an extensive classof rural poor.

Imperial StatusThe role of birth is much stronger

in the Imperium than in Terran socie-ty. Refer to the Imperial Status Tableto determine what level of Status is

appropriate for a character’s familybackground. Characters can also bepromoted to a higher class, in whichcase they hold higher base Status thantheir parents.

Imperial characters may acquiremore levels of “free” Status from vari-ous forms of Rank. In fact, they mustoften hold a minimum level of Statusto be eligible for high Rank. Imperialcharacters do not get “free” Statusfrom Wealth.

Imperial society does not includenegative Status. All Imperial characters(and foreigners operating withinImperial society) are considered tohave at least Status 0. On the otherhand, many outsiders, notably dissi-dents and “barbarians,” carry a SocialStigma (see p. 136).

TERRAN STATUS TABLEStatus Notes2 Extremely wealthy citizen family, famous

or highly respected professional status1 Wealthy citizen family, respected professional status0 Ordinary citizen family-1 Struggling citizen family, citizen of bottom-tier nation-2 Poor citizen family, outcast, criminal, or vagrant

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ADMINISTRATIVERANK

Administrative Rank is availablefor both Terran and Imperial charac-ters. The Terran Confederation onlyapplies the advantage to civilian gov-ernment officials, whether they workfor the Confederation, or for a nation-al or local government. In Imperialspace, almost everyone has some levelof Administrative Rank, since mostcitizens are employed in some capaci-ty by one of the shangarim pseudo-governments.

PCs from either culture shouldgenerally have Administrative Rankno higher than 5. Individuals withhigher levels of rank are generally toopowerful (and too tied to their jobs) tomake good adventurers.

In many cases, someone will workat a high level in the hierarchy withouthaving direct command authority –for example, a member of a powerfuladministrator’s staff, or a highlyplaced technical assistant. Such acharacter will have AdministrativeRank two to three levels lower thanthat of his boss.

Terran Administrative Rank

Terran Administrative Rank affectsStatus according to the rule on p. B29.It supplements but does not replaceStatus, and therefore costs 5 points perlevel. Refer to the following table todetermine what level of AdministrativeRank may be appropriate.

Terran governments often includejudicial or legislative officials who don’tdirectly control large sections of thebureaucracy, but who still carry con-siderable influence. These officials willnormally have Administrative Rank 2-3

levels below that of an executive-branch official at the same level. Forexample, the President of the UnitedStates has Administrative Rank 11; asenator or a member of the Supreme

Court might have Rank 9, while a congressman or federal District Courtjustice might have Rank 8.

Imperial Administrative Rank

Imperial Administrative Rankaffects Status according to the rule onp. B29. It supplements but does notreplace Status, and therefore costs 5points per level. Refer to the followingtable to determine what level ofAdministrative Rank may be appro-priate.

Citizens with Administrative Rank0-2 are drawn from the worker class.Junior managers (Rank 3-6) comefrom the “merchant” class, and must

TERRAN ADMINISTRATIVERANK TABLERank Notes12 Secretary-General of the Terran Confederation11 Member of the Advisory Board of the Secretariat

Elected leader of a powerful nation-state (China, European Union, United States)

10 Head of a major Confederation government agency (about 5 million subordinates)Elected leader of a second-tier nation-state (Argentina,

Nusku Republic, Russia)9 Head of a typical Confederation government agency

(about 1 million subordinates)Elected leader of a third-tier nation-state (Australia, Netherlands, Thailand)

8 Head of a very large national government agency (about 200,000 subordinates)Head of a small Confederation government agencyElected leader of a large province or a small nation-state

7 Head of a large national government agency (about 50,000 subordinates)

Elected leader of a megalopolis, a medium province, or a very small nation-state

Governor or elected leader of a major colony world6 Head of a small national government agency

(about 10,000 subordinates)Elected leader of a major city or a small provinceGovernor or elected leader of a minor colony world

5 Chief of a large department (about 2,000 subordinates)Head of a large urban or provincial government agencyElected leader of a large town

4 Chief of a large office or small department (about 500 subordinates)Head of a small urban or provincial government agencyElected leader of a small town or a county-sized rural political unit

3 Chief of a small office (50-200 subordinates)2 Branch or division leader (10-50 subordinates)

Technical specialist with a large staff1 Team leader (1-10 subordinates)

Technical specialist with a small staff0 Ordinary rank-and-file worker (no subordinates)

IMPERIAL STATUS TABLEStatus Notes5 Ancient and venerated enshii (“noble” or executive-class) family4 Respected enshii family3 Ordinary enshii family

Highly respected damgarii (“merchant” or manager-class) family2 Respected damgarii family

Highly respected engarii (“commoner” or worker-class) family1 Ordinary damgarii family

Respected engarii family0 Ordinary engarii family

Foreigner

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have at least Status 1 before any “free”Status from Rank is considered.Executives (Rank 7 and higher) aredrawn from the aristocracy, and musthave at least Status 3 before any “free”Status is considered.

MILITARYRANK

Military Rank is available for bothTerran and Imperial characters.Terrans with Military Rank are fromthe Confederation’s Army, MarineCorps, or Navy. Imperial characterswith Military Rank are from theImperial Army or Navy.

PCs from either culture shouldgenerally have Military Rank no high-er than 5. Individuals with higher lev-els of rank are generally too powerful(and too tied to their jobs) to makegood adventurers.

The tables below associate levels ofMilitary Rank with actual rank titles,

but this assumes someone with directcommand authority. A servicemanwho holds less direct authority thanhis title would indicate might have alower level of Military Rank as well.For example, a Terran Army lieu-tenant who leads a platoon ofinfantrymen has a position of greatresponsibility, and carries the full levelof Military Rank (Rank 3) appropriatefor his title. On the other hand, a lieu-tenant who works as a junior staff offi-cer in a rear-echelon office probablyspends his day writing reports andmaking coffee; at the GM’s discretion,he may only have Military Rank 1-2.

Terran Military RankTerran Military Rank affects Status

according to the rule on p. B29. It sup-plements but does not replace Status,and therefore costs 5 points per level.When designing a character with aTerran military background, refer to

the following tables to decide what levelof Military Rank is most appropriate.

The Terran Army and MarineCorps both incorporate units that areraised and maintained by manyTerran nations. Many of these unitsretain national traditions; althoughthey tend to use English as a commonlanguage, they sometimes retain theirown rank titles. The rank titles pre-sented here are drawn from theAmerican and British models. GMs(or players) interested in military his-tory are encouraged to research ranktitles used by other Terran cultures.

In the Army, there are a few gener-als who hold Military Rank 9-10. Theseofficers normally work on theConfederation’s highest military staff,and have great influence over militaryplanning and deployment. They rarelytake the field, although they are some-times sent to command the invasion oroccupation of major Imperial worlds.The highest Army officer in theConfederation is the General of theArmy. He holds Military Rank 10, andreports directly to the Minister of War.

The Terran Marine Corps normallyuses no flag rank higher than that ofBrigadier or Brigadier General. TheCorps occasionally appoints a Marshalto command very large Marine opera-tions, usually involving the invasion ofmajor Imperial worlds. A Marshalholds Military Rank 8. The highestMarine officer in the Confederation isthe Commandant of the Marine Corps.He holds Military Rank 9, and reportsto the Grand Admiral of the Navy.

Although the Terran Navy was firstraised by multiple Terran nations, ithas since been reorganized so that allnaval units follow a rank hierarchybased on the original Americanmodel. The rank titles given above areused throughout the Navy.

A few admirals hold Military Rank9-10. Admirals with Military Rank 9are either members of theConfederation’s highest military staff,or are sent to the field to take com-mand of large fleet formations duringactive hostilities. The highest Navyofficer in the Confederation is theGrand Admiral of the Navy. He holdsMilitary Rank 10, and reports directlyto the Minister of War. The GrandAdmiral spends most of his time onTerra, but the office has a tradition of“activist” officers who take the fieldduring wartime.

IMPERIAL ADMINISTRATIVERANK TABLERank Notes18 Ishimkarun (ruler of the entire Imperium)17 Speaker for one of the shangarim on the Igsiirdi16 Apkallu kibrat arban (overseeing several sectors)

Minor civilian member of the Igsiirdi15 Saarpuhii (overseeing about 100 worlds)14 Sarriiu (overseeing 10-15 worlds)13 Shakkanakhu (overseeing several worlds)12 Iishakku (overseeing an entire minor world,

or a large region on a major world)11 Planetary shangarim department executive

(about 20 million subordinates)Influential kiduunuuzii with great freedom of action

10 Planetary shangarim department executive (about 5 million subordinates)

Typical kiduunuuzii9 Planetary shangarim department executive

(about 1 million subordinates)Minor kiduunuuzii with limited privileges

8 Major shangarim executive (about 200,000 subordinates)7 Minor shangarim executive (about 50,000 subordinates)6 Chief of a very large department (about 10,000 subordinates)

Leader of a large shangarim subsidiary5 Chief of a large department (about 2,000 subordinates)

Leader of a medium shangarim subsidiary4 Chief of a large office or small department (about 500 subordinates)

Leader of a small shangarim subsidiary3 Chief of a small office (50-200 subordinates)2 Branch or division boss (10-50 subordinates)

Technical specialist with a large staff1 Team boss (1-10 subordinates)

Technical specialist with a small staff0 Ordinary rank-and-file worker (no subordinates)

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140 CHARACTERS

Imperial Military RankThe Imperial Army follows a sys-

tem of rank that vaguely resembles theTerran model, with “enlisted men”drawn from the worker class, “juniorofficers” drawn from the managerclass, and “flag officers” drawn fromthe executive class. The Navy follows amuch more convoluted scheme, witha plethora of functional titles thatTerrans find very confusing. Terransoften refer to Imperial naval officersin purely descriptive terms. For a fulldiscussion of the Imperial military,see Chapter 4.

Imperial Military Rank affectsStatus according to the rule on p. B29.It supplements but does not replaceStatus, and therefore costs 5 pointsper level. When designing a characterwith an Imperial military background,refer to the following tables to decidewhat level of Military Rank is mostappropriate.

Imperial Army personnel withMilitary Rank 0-2 are always drawnfrom the worker class. Junior officers(Military Rank 3-6) are drawn fromthe manager class, and must have atleast Status 1 before any “free” Statusfrom Rank is considered. Flag officers(Military Rank 7 and higher) aredrawn from the executive class, andmust have at least Status 3 before any“free” Status is considered.

Above Military Rank 8 are officerswho oversee all Army activities acrosswide reaches of Imperial space. Suchofficers are very rare, and normallyplay little part in battlefield command.Instead, they implement general policyand spend their time with long-range

strategic planning. In general, one ofthese Army officers holds the title ofkueardaishi or sukauuaashdugishi,possibly with an additional title indi-cating over what region he holds over-all responsibility. Although he doesnot report directly to anyone in thecorporate hierarchy, his region ofresponsibility is usually about thesame size as that held by a titlednobleman whose Administrative Rankis four levels higher. For example, anArmy officer with Military Rank 11oversees all Army activities in severalsubsectors, about the same region as that ruled by a saarpuhii(Administrative Rank 15).

TERRAN ARMYAND MARINESMILITARY RANKTABLERank Titles Notes8 + Field Marshal Theater,

General field army, Lieutenant General or corps

commander7 Major General Division or

Brigadier General brigade Brigadier commander

6 Colonel Regiment or brigade commander

5 Lieutenant Colonel Battalion commander

4 Major Company Captain commander

3 Lieutenant Platoon 1st Lieutenant commander2nd Lieutenant

2 Warrant Officer Senior staff Sergeant Major at theFirst Sergeant companyMaster Sergeant or higherStaff Sergeant level

1 Sergeant PlatoonLance Corporal seniorCorporal squad

leader, orteam leader

0 Private First Class OrdinaryPrivate soldier

TERRAN NAVYMILITARY RANK TABLERank Titles Notes8 + Admiral Fleet or theater commander

Vice Admiral7 Rear Admiral Commander of a capital-ship squadron

(dreadnoughts or battleships), a division of smaller ships, or an important naval base

Commodore6 Captain Commander of a large-ship squadron

(heavy or attack cruisers, or a carrier wing), a capital warship, or a naval station

5 Commander Commander of a medium-ship squadron(light cruisers or cruisers) or a large warship

4 Lieutenant Commander of a small-ship squadron (destroyers,Commander corvettes, or frigates) or a medium warship

3 Lieutenant Commander of a small warship or a crew sectionLieutenant,

Junior GradeEnsign

2 Master Chief Senior staff for a large ship or crew sectionPetty Officer

Senior Chief Petty Officer

Chief Petty Officer1 Petty Officer, Senior staff for a small ship

1st ClassPetty Officer,

2nd ClassPetty Officer,

3rd Class0 Able Spacehand Ordinary spacehand

SpacehandSpacehand Recruit

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The highest Army officer in theImperium is the Army’s singlespokesman on the Igsiirdi. He holdsMilitary Rank 12, and is probably theleast influential member of theImperium’s ruling council.

As with the Army, Navy personnelwith Military Rank 0-2 are alwaysdrawn from the worker class. Juniorofficers (Military Rank 3-6) are drawnfrom the manager class, and musthave at least Status 1 before any “free”Status from Rank is considered. Flagofficers (Military Rank 7 and higher)are drawn from the executive class,and must have at least Status 3 beforeany “free” Status is considered.

Naval officers with Military Rankof 8 and higher are usually lumpedtogether under a title that translates as“great fleet commander.” They spendmost of their time on administrationand grand strategy, but they do takethe field to fight campaigns when nec-essary. Although such an officer doesnot report directly to anyone in thecorporate hierarchy, his region ofresponsibility is usually about thesame size as that held by a titlednobleman whose Administrative Rankis two levels higher. For example, anaval officer with Military Rank 13oversees all naval activities in thedomain of one saarpuhii(Administrative Rank 15).

The highest naval officer in theImperium is the Navy’s spokesman onthe Igsiirdi. He holds Military Rank 14.He is supported by a number of seniorstaffers, some of whom also sit on theIgsiirdi and hold Military Rank 13.

MERCHANTRANK

Terran characters only may haveMerchant Rank, indicating positionwithin a corporate hierarchy. Thisespecially includes characters who areserving aboard a Free Trader or othermerchant starship. Imperial charac-ters within one of the pseudo-corpo-rate shangarim hold AdministrativeRank instead.

For Terrans, Merchant Rankaffects Status according to the rule onp. B29. It supplements but does notreplace Status, and therefore costs 5points per level. Refer to the following

table to determine what level ofMerchant Rank may be appropriate.

As with government bureaucrats, acorporate employee will sometimeswork at a high level in the hierarchywithout having direct commandauthority. Such a character will haveAdministrative Rank two to three levelslower than that of his boss.

RELIGIOUSRANK

Religious Rank is available forboth Terran and Imperial characters.Religious Rank affects Status accord-ing to the rule on p. B29. It supple-ments but does not replace Status,and therefore costs 5 points per level.It would be very uncommon for anadventurer to hold high ReligiousRank; PCs should probably not be per-mitted to hold more than ReligiousRank 1-2 (the level of an ordinarypriest).

Terran Religious RankTerrans with this advantage are

priests or holy men in one of the manyTerran religious organizations.Religious Rank 0 is typical of a“novice” or priest in training. ReligiousRank 1-2 is normal for a low-rankingpriest, one who is permitted to teachand conduct religious rituals but hasno authority to change or interpret

VILANI ARMYMILITARY RANK TABLERank Titles Notes8 + Sukauuaashdugishi Army group or theater commander

Kueardaishi Corps or army group commander7 Lurkugiishi Division commander6 Kerkiishi Regiment or brigade commander5 Kupuishi Battalion commander4 Ishdarishi Company commander3 Pirasishi Full platoon commander

Khiipishi Section or light-platoon commander2 Uurshugkhir Battalion senior staff

Askam Company senior staff1 Sharsha Platoon senior staff

Shuukishi Team or squad leader0 Dakhaki Experienced soldier

Khali Ordinary soldier or raw recruit

VILANI NAVYMILITARY RANK TABLERankNotes8 + Fleet admiral or theater commander7 Commander of a capital-ship squadron (dreadnoughts or battleships)

Commander of a division of smaller shipsCommander of an important naval base

6 Commander of a large-ship squadron (heavy or attack cruisers, or a carrier wing)

Commander of a capital warshipCommander of a naval station

5 Commander of a medium-ship squadron (light cruisers or cruisers)Commander of a large warship

4 Commander of a small-ship squadron (destroyers, corvettes, or frigates)Commander of a medium warship

3 Commander of a small warshipLarge crew section commander

2 Senior “enlisted” assistant on a medium or large warshipSmall crew section leader

1 Senior “enlisted” assistant on a small warshipSenior “enlisted” assistant in a crew section on a medium or large warshipTeam leader

0 Ordinary spacehand

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theological doctrine. In many religiouscommunities, higher rank than this isnot even possible – there is no organ-ized hierarchy to confer greater levelsof authority.

Very influential priests, who holdhigher titles and have real authorityover other priests, normally haveReligious Rank 3-5. Leading officialsof a large and well-organized religiousorganization might have even moreRank. In general, consider how manyother ordained priests are subject to acharacter’s authority, and comparethat to the “number of subordinates”on the Administrative Rank orMerchant Rank tables to get someidea of the appropriate level ofReligious Rank.

The Roman Catholic Church is thelargest and most centrally organizedreligious body on Terra. As head of theChurch, the Pope has Religious Rank10.

Vilani Religious RankThe Vilani shugilii caste operates

as a kind of priesthood within Vilanisociety. Imperial characters withReligious Rank are usually from thatcaste, or are members of a dissidentsubculture’s religious establishment.

The shugilii caste is not organizedat any level higher than that of a singleworld. Vilani with Religious Rankhigher than 4 are extremely rare; evenon high-population worlds, there are

none with Rank higher than about 8.A shugilii with Religious Rank thathigh is probably the leading shugiliifor a very important noble family. Allshugilii are drawn from the “noble” orexecutive class, and must have at leastStatus 3 before any “free” Status isconsidered.

Many dissident subcultures have areligious component, but these splin-ter cults have very “flat” hierarchies,lacking prominent leaders who mightcome into conflict with the Imperialsystem. Priestly characters from dissi-dent cultures almost never haveReligious Rank higher than 2. Theycan be from any class and hold anylevel of Status.

WEALTHThe Terran and Imperial

economies are structured quite differ-ently from one another. As a result,personal wealth is treated slightly differently in the two major societies.

Terran WealthThe Terran economic system of the

Interstellar Wars era would be famil-iar to any visitor from one of the lead-ing nation-states of the early 21st cen-tury. Free-market capitalism domi-nates the system, although there is alot of government intervention andregulation. Money is regarded as acommodity, which citizens can earn

and freely exchange for any goods orservices they want.

Although most nation-states stillissue their own currencies, the TerranConfederation issues one as well – thesolar. In 2170, one solar is roughlyequal in buying power to $2.80 in2000-era United States dollars. Allprices in this book are given in solars(abbreviated $).

The average starting wealth for aTerran character is $50,000. Note thatTerran society is strongly stratifiedalong economic lines; it is quite com-mon for Terran citizens to have wealthbelow Average, especially if they comefrom second-tier or poverty-strickennations. Wealth brings Terran charac-ters Status according to the usualrules: Wealthy gives one free level ofStatus, while the first two levels ofMultimillionaire give one free level ofStatus each.

Imperial WealthThe Imperium runs on a “com-

mand” economy. Executives and sen-ior managers make all significant eco-nomic decisions. Money exists as anabstract indicator of resources, but itis normally used only as an account-ing convenience for the shangarim.Ordinary citizens are not normallyfree to purchase from or offer theirlabor to whomever they wish. Theyrarely have control over any money;instead, they earn credit from theiremployer and can use that to drawupon their employer’s resources fortheir own use.

Despite this relatively money-freeeconomy, Imperial characters in theInterstellar Wars game are assumed tohave a Wealth level, and can measuretheir accumulated credit as if it were“money” in the Terran sense. Indeed, anImperial character’s wealth will bemeasured in Terran solars ($), but thisrepresents a combination of shangarimcredit, local “underground market” cur-rencies, barter goods, and other com-modities. The average starting wealthfor an Imperial character is $50,000.

Wealth does not bring Imperialcharacters any extra Status. If anImperial citizen has a different level ofpersonal wealth than is expected for hissocial position and rank, this is consid-ered unusual. However, to the Imperialmind wealth comes from social posi-tion, not the other way around.

MERCHANT RANK TABLERankNotes10 CEO of a very large corporation (about 5 million employees)9 CEO of a large corporation (about 1 million employees)8 CEO of a medium-sized corporation (about 200,000 employees)7 CEO of a small corporation or subsidiary (about 50,000 employees)6 CEO of a very small corporation or subsidiary (about 10,000 employees)5 Chief of a large department (about 2,000 employees)

Line Commodore of an extensive or prosperous merchant line4 Chief of a large office or small department (about 500 employees)

Line Commodore of a typical merchant lineSenior Captain (commanding a large freighter)

3 Chief of a small office (50-200 employees)Captain (commanding a small freighter)

2 Branch or division leader (10-50 employees)Technical specialist with a large staffFirst Officer or Second Officer on a merchant ship (navy officer equivalent)

1 Team leader (1-10 employees)Technical specialist with a small staffThird Officer or Fourth Officer on a merchant ship

(navy petty officer equivalent)0 Ordinary rank-and-file worker (no subordinates)

Spacehand or Apprentice on a merchant ship (ordinary deckhand)

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For adventurers, the most seriousdrawback to the Imperial economicsystem is that it doesn’t permit

someone to buy whatever he wants,whenever he wants. Whenever a member of Imperial society wishes to

buy an item using his “money,” theGM may rule that he has no rightunder Imperial traditions to buy theitem. For example, anyone can buymost harmless items of personalequipment, but a Vilani citizen who isnot from a military caste may be for-bidden to own weaponry or bodyarmor. As another example, no Vilanicitizen is permitted to purchase areprogrammable or digital computer.

Purchases that violate tradition orshangarim policy are considered to beillegal, even if the item itself has a fairlyhigh Legality Class (p. B267). The GMshould feel free to make a check againstthe local Control Rating (p. B506) to seewhether officials interfere with the purchase or harass the buyer.

Cost of LivingBoth Terran and Imperial charac-

ters must meet their monthly cost-of-living requirements (see Cost of Living,p. B265). The cost of living depends onthe Status associated with one’s familyor personal background, along withany free Status gained from Wealth(Terrans only). Any levels of Statusgained for free due to active Rank, orpurchased due to Courtesy Rank, donot count to determine a character’scost of living. Someone with highStatus due to Rank probably lives aswell as anyone else with the same levelof personal Status, but his employerwill support the “extras” in his lifestyle.

Courtesy RankAdventurers who are “out on their own” may have prior experience in

civilian administration, the military, or a corporate hierarchy. BothTerran and Imperial cultures tend to treat people who have held suchoffice with respect, even after they retire or otherwise move on.Characters may buy Courtesy Rank (p. B29) to match the level of author-ity they once held, at 1 point per level of Courtesy Rank. It is possible fora character to hold more than one kind of Courtesy Rank, affecting dif-ferent social situations, or to hold Courtesy Rank as well as full Rank ina different institution. Courtesy Rank does not provide “free” levels ofStatus.

In Terran society, people who achieve very high levels of Rank oftenretain some of the associated Status after they retire. If a Terran charac-ter has Courtesy Rank, he may buy additional Status at full cost up to theamount of “free” Status the Courtesy Rank would have given him if itwere active Rank. If he also has active Rank at a lower level, he may onlybuy Status to make up the difference between that and his CourtesyRank. This is an exception to the Classless Meritocracies rule (p. B28) thatnormally restricts Terran characters to buying two levels of Status.

For example, the retired CEO of a major corporation might haveCourtesy Rank 8 to reflect his achievements as a business leader. As aTerran, he would normally be permitted to buy only two levels of Status.However, his old Merchant Rank gave him three “free” levels of Status.Therefore, because of his Courtesy Rank, he can buy three more levels ofStatus at full cost.

Imperial characters can also buy Courtesy Rank to indicate rank onceheld in the shangarim hierarchy or in the military. However, they do notusually retain any extra Status once they have retired. They may not buyadditional Status (above the normal limit of five levels) because of anyCourtesy Rank.

RACIAL TEMPLATESThe following templates are avail-

able for characters’ racial back-grounds, and are more or less com-mon in regions of space close to Terra.

Anakundu7 points

The Anakundu are a minor Humanrace subject to the Vilani Imperium.Although they suffer under a numberof physiological handicaps, they arewell-adapted to Imperial society.Since their homeworld is relativelyclose to Terra, they are often encoun-tered by Terrans traveling in Imperialspace.

An Anakundu normally takes thedrug gakinisharra on a regular basis,in order to prolong his life and controlhis sleeplessness. This does not consti-tute a Dependency disadvantage, as anAnakundu without his drug does notbegin to take physical damage. Thegakinisharra drug is somewhat expen-sive (about $3,500 for one years’ treat-ment regimen), but is easily availablewherever Anakundu travel.

An Anakundu ages according tothe standard rules, but he is unlikelyto live long enough to suffer the effectsof age. The template below assumesan Anakundu about 18-22 Terranyears of age. For every 10 Terran yearsof age above that, add another level of

the Less Sleep advantage. AnAnakundu character with Less Sleep6-7 will acquire some level of theTerminally Ill disadvantage unless hehas carefully kept up with his gakin-isharra treatments. An Anakunducharacter with Less Sleep 8+ willacquire the Terminally Ill disadvan-tage no matter how carefully he hastaken his drug. An Anakundu withTerminally Ill may also have one ormore mental disadvantages, reflectingthe deterioration of his brain andmind.

For more information on theAnakundu, see p. 80.

Advantages: Less Sleep 4 [8].Quirks: Stoic temperament. [-1]

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Answerin40 points

The Answerin are a Human minorrace subject to the Vilani Imperium.Their homeworld is distant fromTerra, but individual Answerin aresometimes encountered by Terrans asground troops – a role in which theyhave a fearsome reputation.

Answerin are slightly taller andmore slender than Terrans, but arewell within the normal Human rangeof build. Answerin have dark brown orblack skin tone, dark hair, and deep-set eyes with pronounced epicanthicfolds. They age about as quickly asTerrans.

The “Adrenalin Surge” advantageis a meta-trait unique to Answerin. Itconsists of Basic Speed+1 (CostsFatigue; 3 FP/minute, -15%) [17] com-bined with Combat Reflexes (CostsFatigue; 3 FP/minute, -15%) [13]. Thetotal cost of the ability is 30 points.The two abilities must always be acti-vated together; the Answerin pays 6 FPto raise his Basic Speed and acquireCombat Reflexes for one minute, then3 FP for each additional minute.Naturally, few Answerin can maintainthe Adrenalin Surge for more than oneor two minutes, but in a tight situationit can be very useful.

For more information on theAnswerin, see p. 81.

Advantages: Adrenalin Surge [30];Fearlessness 3 [6]; High PainThreshold [10].

Disadvantages: Odious Racial Habit1 (Arrogant demeanor) [-5].

Quirks: Vegetarian. [-1]

Bwap-10 points

The Bwaps, or “Newts,” are one ofthe most successful subject races inthe Vilani Imperium. Their naturalbent toward order and attention todetail makes them ideal administra-tors; individuals often perform quitewell within the Imperial social order.

A typical Bwap stands 4’ 6” inheight and weighs about 120 pounds.They age about as quickly as Terrans.Bwaps are upright and bipedal instance, but they otherwise resembleHumans very little. They have long,snouted faces, stumpy tails, and lightlyscaled amphibious skin. Their skin is

patterned in a variety of colors, usual-ly greens, browns, yellows, and blues.Bwap skin must always be kept moist,so they often wear a loose hooded gar-ment designed to carry and distributecool water.

For more information on theBwaps, see p. 82.

Attribute Modifiers: ST-2 [-20]; HT-1[-10].

Secondary Characteristic Modifiers:SM -1.

Advantages: Acute Taste and Smell 1[2]; Acute Vision 1 [2]; Amphibious[10]; Flexibility (Double-Jointed)[15]; Peripheral Vision [15].

Disadvantages: Honesty (12) [-10];Weakness (Dry air; 1d/30 minutes)[-10].

Quirks: Attentive; Careful; Hates tohurry; Likes complex tasks. [-4]

Dishaan-2 points

The Dishaan are an Imperial sub-ject race, thoroughly disliked by boththe Vilani and by those Terrans whohave encountered them. Their racialpsychology makes them viciouslydeceitful, not to be trusted unless thesituation makes honesty clearly totheir advantage.

A typical Dishaan is about 5’ inlength. Their forelimbs are long andclaw-tipped, used for hanging andswinging from forest-canopy branches.Dishaan hind-limbs are stubby, usedas manipulative organs when hangingor as clumsy legs on the ground. Thehead is broad and somewhat vulturine.Dishaan have lifespans somewhatshorter than the Terran norm, with

aging thresholds at 40, 60, and 80years; this is not enough of a handicapto require any levels of the ShortLifespan disadvantage.

Due to their unusual psychology,Dishaan may not normally take theCode of Honor, Honesty, or Selflessdisadvantages.

For more information on theDishaan, see p. 83.

Attribute Modifiers: ST+1 [10]; DX+1[20].

Secondary Characteristic Modifiers:Per+2 [10]; Basic Move -1 [-5].

Advantages: Brachiator [5]; Claws(Talons) [8].

Disadvantages: Greed (9) [-22];Reputation -2 (To all non-Dishaan,all the time, as dishonest cheats)[-6]; Selfish (12) [-5]; Social Stigma(Minority Group) [-10]; Trickster(15) [-7].

Geonee29 points

The Geonee are a minor Humanrace subject to the Vilani Imperium,renowned for their ability as engi-neers, technicians, and merchants.They are nomadic by preference, andcan be found almost anywhere inImperial space. They have been underImperial rule for thousands of years,but are still stubbornly independent ofmind, likely to resist Vilani policy ifthey get the chance.

Geonee are short and very stocky,averaging about 5’ tall and 160 pounds.Geonee facial features are thick andheavy, with wide lips and noses. Skintones tend to be light, with hair colorranging from white to dark brown. Theywear clothing made of tough, damage-resistant materials cut in angularshapes. Geonee men often wear a hat-helmet which features long cloth “side-burns” hanging from the temples.Geonee age about as quickly as Terrans.

Geonee society is extremely patri-archal. Although the Vilani haveimposed a measure of sexual equalityon the Geonee, women are still treatedas inferiors wherever the men thinkthey can get away with it. Geonee mentend to look down on the females ofother Human races, treating themwith disdain and preferring to dealonly with males.

For more information on theGeonee, see p. 84.

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Attribute Modifiers: ST+2 [20]; DX+1[20].

Secondary Characteristic Modifiers:HP-2 [-4].

Advantages: Improved G-Tolerance(0.5 G increment) [10].

Disadvantages: Odious Racial Habit(Treat Human females as near-property) [-5]; Social Stigma(Minority Group) [-10].

Quirks: Proud; Strong sense of groupand racial identity. [-2]

Nugiiri-5 points

The Nugiiri of Kilennur are anoth-er non-Human race originating rela-tively close to Terra. Few of them everventure away from their homeworld,and those that do are usually from oneor two leading castes. The racial tem-plate given here describes such indi-viduals; the race exhibits a great dealof diversity among its various castes,so a variety of atypical Nugiiri mightbe encountered.

Nugiiri are winged, but are unableto fly on worlds with close to Terrangravity. On worlds with surface gravi-ty of 0.6 Gs or less, they can fly nor-mally. On worlds with surface gravitybetween 0.61-0.65 Gs, they can engagein controlled gliding (see p. B56). Onworlds with surface gravity between0.66-0.7 Gs, they can glide (p. B56). Ifthe local gravity is higher than 0.7 Gs,the wings are of little use except tohelp slow a fall. Denser atmospherescan give the Nugiiri a slight boost,while thin atmospheres make flyingharder; the GM should decide exactlyhow effective Nugiiri wings are on anygiven world.

Nugiiri tails are capable of aimedblows, doing crushing damage.Nugiiri warriors sometimes fit mace-like projections on their tails, usingthem in battle.

Nugiiri have psionic abilities – afact that is not clearly understood byany outsider, Vilani or Terran. Almostall Nugiiri have the Invisibility andMind Reading advantages given in thetemplate. A few Nugiiri, especiallythose who are sent out into the non-Nugiiri universe on missions for thecommunity, develop more elaboratetelepathic abilities.

Nugiiri are devoted to their com-munity, or oytrip, and find their sole

purpose in life in service to that com-munity. A Nugiiri who is cut off fromthe community often falls into a life-threatening physiological syndromesimilar to withdrawal from addiction.Treat this as a cheap, legal Addiction.Most Nugiiri who are likely to ventureinto the outside world can “recover”from this Addiction with an unmodi-fied Will roll, making it a 0-point trait.Worker castes find the Addiction to be“highly” or “totally” addictive, andmay take the disadvantage at the -5 or-10 level. Meanwhile, most Nugiirihave the Gregarious and Selfless dis-advantages. For more information onthe Nugiiri, see p. 85.

Attribute Modifiers: ST-3 [-30]; DX-1[-20]; IQ-2 [-40].

Secondary Characteristic Modifiers:HP-3 [-6]; SM-1.

Advantages: Claim to Hospitality(Nugiiri communities) [5]; Flight(Winged, -25%; Gravity restric-tions, -15%) [24]; Invisibility (CanCarry Objects, Medium encum-brance, +50%; Switchable, +10%;Telepathic, -10%) [60]; MindReading (Racial, -10%; Telepathic,-10%) [24]; Night Vision 4 [4];Peripheral Vision [15]; ReducedConsumption 2 [4]; Striker(Crushing) [5].

Disadvantages: Hidebound [-5];Short Lifespan 1 [-10]; SocialStigma (Second-Class Citizen) [-5];Vulnerability (Crushing damage,¥2 damage) [-30].

Suerrat2 points

The Suerrat are a minor Humanrace subject to the Imperium. Theyare renowned for their ability as envi-ronmental scientists and technicians,and can be found on thousands ofImperial worlds.

Suerrat are small but muscular inbuild, averaging about 5’ tall and 130pounds. They have retained severalape-like features unusual amongHuman subspecies, notably prehen-sile toes and long body hair. Their eyesare well adapted to dark and to longwavelengths – in fact, they are uncom-fortable in the bright sunlight foundon Terra, Vland, and many otherHuman-inhabited worlds. Suerrat ageabout as quickly as Terrans.

Suerrat are very sociable, with aliensand animals as well as each other. Theyare well known for their natural affinityfor other living things. Many Suerrathave levels in the Animal Friend orGreen Thumb talents (see p. B90).

For more information about theSuerrat, see p. 86.

Advantages: Animal Empathy [5]; Fur[1]; Night Vision 6 [6]; PlantEmpathy [5].

Disadvantages: Bad Sight (Near-sighted; Only in full G-class sun-light, Mitigated by sunglasses orprotective gear, -80%) [-5];Chummy [-5]; Xenophilia (15) [-5].

Terran0 Points

Terrans are “baseline” Humans,defining the norm for Interstellar Warscharacters. They receive no specialadvantages or disadvantages. For adetailed overview of Terran society, seeChapter 3.

Vegan28 points

Vegans are a vaguely humanoidalien species, native to a region a fewparsecs coreward of Terra. As theImperial subject race closest to theTerran Confederation, they are themost frequently encountered byTerran explorers. The Vegans arerestive under Imperial rule, and manyof them are likely to want to work withTerrans to gain their independence.

Vegans are tall and frail, unable tostand up to Terran-standard gravity forlong periods of time. They have a sen-sory hood that vaguely resembles aTerran’s head. They have a bundle oftentacles at the end of each arm; theseappendages are sensitive manipulators,but are inferior to Human hands ingripping strength. Their voices arepeculiar by Human standards, rich withrasping and buzzing sounds. Veganslive a very long time, maturing at about70 Terran years of age and routinely living into their fourth century.

Vegans evolved in a gravity field ofabout 0.5 G, and are unusually sensi-tive to variations in gravity (see the G-Intolerance disadvantage). Because ofthe construction of their sensoryhood, Vegans may not take thePeripheral Vision advantage.

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An adult Vegan will usually have aCode of Honor or a related disadvan-tage, reflecting commitment to theideals of his tuhuir. Anyone playing aVegan should work out the details ofthis Code of Honor with the GM. Atypical tuhuir will impose at least -10points of disadvantages. While theadvantage is not mandatory for Vegancharacters, many Vegans have theequivalent of Common Sense.

For more information about theVegans, see p. 88.

Attribute Modifiers: DX+1 [20].Secondary Characteristic Modifiers:

SM+1.Advantages: Acute Hearing 1 [2];

Empathy (Sensitive) [5]; ExtendedLifespan 2 [4]; Fearlessness 1 [2];

Infravision [10]; NictitatingMembrane 1 [1]; Protected Vision[5]; Reduced Consumption 2(Water only, -50%) [2].

Disadvantages: Bad Grip 1 [-5]; G-Intolerance (0.1G increment) [-10];Social Stigma (Second-ClassCitizen) [-5].

Quirks: Congenial; Dull; Humble. [-3]

Vilani-3 points

Vilani are the Humans who found-ed the Ziru Sirka, and who continue torule it to the present day. They are theforemost rivals (and greatest potentialpartners) of Terran civilization.

Vilani tend to be slightly shorterand more muscular than Terrans,

with heavy bone structure but delicatefacial features. Their skin tones andhair color are always dark, althoughthey have light-colored eyes rangingfrom gray to a golden hazel color.They wear a variety of clothing styles,some of them quite flamboyant. Vilanilive much longer than Terrans, matur-ing at about the same age, but experi-encing aging thresholds at 100, 140,and 180 Terran years.

For a detailed overview of Vilanisociety, see Chapter 4.

Advantages: Extended Lifespan 1 [2];Less Sleep 2 [4]; Lifting ST 1 [3].

Disadvantages: Hidebound [-5];Workaholic [-5].

Quirks: Chauvinistic; Humble. [-2]

OCCUPATIONALTEMPLATES

The following templates are partic-ularly useful for Terran characterswho are prepared for a life of adven-ture. Some of them can be adapted forImperial characters as well.

Academician85 points

You are a scholar, usually a univer-sity professor or private instructorwho spends more time teaching thanin original research. You are not thesort of person who normally venturesinto a conflict zone. Still, there’s agalaxy full of interesting things tolearn and interesting people to teach,and you’re not going to let little thingslike wars stop you.

Attributes: ST 10 [0]; DX 10 [0]; IQ 13[60]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [0]; Per 13 [0]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: A total of 20 pointsselected from Claim to Hospitality(Universities) [variable], CulturalAdaptability [10 or 20], CulturalFamiliarity [1 or 2], EideticMemory [5 or 10], Favor [variable],Language Talent [10], Languages[variable], Lightning Calculator [2

or 5], Mathematical Ability[10/level], positive Reputation[variable], Single-Minded [5],Tenure [5], Versatile [5], Voice[10], or above-average Wealth[variable].

Disadvantages: A total of -20 pointsselected from Absent-Mindedness[-15], Clueless [-10], Code of Honor(Professional) [-5], CombatParalysis [-15], Cowardice [-10*],Curious [-5*], Dependents [vari-able], Duty (Teaching) [variable],Enemy (Academic rival) [variable],Fearfulness [-2/level], Gluttony[-5*], Honesty [-10*], Indecisive[-10*], Intolerance (Uneducatedpeople) [-5], Jealousy [-10],Laziness [-10], Low Empathy [-20],Low Pain Threshold [-10], NoSense of Humor [-10], Oblivious[-5], Obsession [-5* or -10*],Odious Personal Habits [-5, -10, or-15], Overconfidence [-5*],Pacifism [variable], Phobias [vari-able], Post-Combat Shakes [-5*],negative Reputation [variable],Secret [-5 to -20], Selfish [-5*],Sense of Duty [-2 to -20], SpaceSickness [-10], Squeamish [-10*],Stubbornness [-5*], Truthfulness[-5*], Unfit [-5 or -15], Unluckiness[-10], Workaholic [-5], orXenophilia [-10*].

Primary Skills: Teaching (A) IQ+1[4]-14; plus two of Anthropology,Archaeology, Astronomy, Chem-istry, Computer Programming,Cryptography, Economics, ExpertSkill (any), Geography, Geology,History, Law (any), Linguistics,Literature, Mathematics, Pale-ontology, Philosophy, Physiology,Physician, Psychology, Sociology,or Theology, all (H) IQ [4]-13, orBiology, Physics, Surgery, or WeirdScience, all (VH) IQ-1 [4]-12.

Secondary Skills: Computer Operation(E) IQ+1 [2]-14; Public Speaking (A)IQ [2]-13; Research (A) IQ [2]-13;and Writing (A) IQ [2]-13.

Background Skills: Savoir-Faire(High Society) (E) IQ [1]-13;Speed-Reading (A) IQ-1 [1]-12;plus three extra points in primaryor secondary skills.

* Multiplied for self-control number; see p. B120.

Athlete100 points

You are a current or retired profes-sional athlete, trained in a sport ofyour choice. For some reason, youhave left the competition circuit totake to a life of adventure – perhaps

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CHARACTERS 147

you have suffered an injury, you areon the run from professional gam-blers, or you have simply decided tofind new challenges.

Attributes: ST 12 [20]; DX 12 [40]; IQ10 [0]; HT 12 [20].

Secondary Characteristics: Damage1d-1/1d+2; BL 29 lbs.; HP 12 [0];Will 11 [5]; Per 10 [0]; FP 12 [0];Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: A total of 20 pointsselected from Ambidexterity [5],positive Appearance [variable],Daredevil [15], extra FP [3/level],Fit [5 or 15], Flexibility [5 or 15],High Manual Dexterity [5/level],High Pain Threshold [10],Languages [variable], RapidHealing [5 or 15], positiveReputation [variable], above-aver-age Wealth [variable], +1 ST or HT[10], or +1 DX [20].

Disadvantages: A total of -20 pointsselected from Bad Back [-15], Codeof Honor (Professional) [-5],Compulsive Behavior [-5 to -15],Enemy (Athletic rival) [variable],Greed [-15*], Honesty [-10*],Impulsiveness [-10*], Incurious[-5*], Intolerance [variable],Jealousy [-10], Lecherousness[-15*], Low Empathy [-20],Obsession [-5* or -10*],Overconfidence [-5*], Phobias[variable], negative Reputation[variable], Secret [-5 to -30], Selfish[-5*], Sense of Duty [-2 to -20],Shyness [-5, -10, or -20], SpaceSickness [-10], Stubbornness [-5*],Trademark [-5 to -15], Unluckiness[-10], or Xenophilia [-10*].

Primary Skills: Games (chosen sport)(E) IQ+2 [4]-12; plus any one ofBicycling, Brawling Sport, GunsSport, Jumping, or ThrownWeapon (any), all (E) DX+2 [4]-14,Boating (Unpowered), Boxing,Bow Sport, Climbing, Dancing,Rapier Sport, Riding (Horse),Saber Sport, Smallsword Sport,Sports (any), Staff Sport, SumoWrestling, Throwing, or Wrestling,all (A) DX+1 [4]-13, Acrobatics,Judo Sport, or Karate Sport, all (H)DX [4]-12, Swimming (E) HT+2[4]-14, Hiking, Lifting, or Running,all (A) HT+1 [4]-13, or Skating orSkiing, both (H) HT [4]-12.

Secondary Skills: Any two of Acting,Gambling, or Leadership, all (A) IQ

[2]-10, Carousing (E) HT+1 [2]-13,Sex Appeal (A) HT [2]-12, orIntimidation (A) Will [2]-11.

Background Skills: Three extrapoints in primary or secondaryskills.

* Multiplied for self-control number; see p. B120.

Attorney74 points

You are an expert on some field ofTerran law, often involved in commer-cial or political negotiations. With therapid expansion of the Terran sphereof influence, there is always a call forlegal expertise as the Confederationlearns how to rule an empire. Yourskills may not suit you for a life of dan-ger, but they often command a highprice nevertheless.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12[40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will12 [0]; Per 12 [0]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: Comfortable Wealth [10]and a total of 20 points selectedfrom Allies [variable], positiveAppearance [variable], Charisma[5/level], Contact Group [variable],Contacts [variable], Empathy [5 or15], Fashion Sense [5], Favor [vari-able], Honest Face [1], Languages[variable], positive Reputation[variable], Single-Minded [5],Smooth Operator [15/level], highStatus [5/level], Voice [10], or moreWealth [variable].

Disadvantages: A total of -20 pointsselected from Bully [-10*], Callous[-5], Code of Honor (Professional)[-5], Combat Paralysis [-15],Cowardice [-10*], Dependents [vari-able], Enemy (Former clients oropponents) [variable], Fearfulness[-2/level], Gluttony [-5*], Greed[-15*], Honesty [-10*], Jealousy

[-10], Low Pain Threshold [-10],Miserliness [-10*], No Sense ofHumor [-10], Obsession [-5* or-10*], Overconfidence [-5*],Pacifism [variable], Phobias [vari-able], Post-Combat Shakes [-5*],negative Reputation [variable],Secret [-5 to -20], Selfish [-5*],Sense of Duty [-2 to -20], SpaceSickness [-10], Squeamish [-10*],Stubbornness [-5*], Unfit [-5 or-15], Unluckiness [-10], Workaholic[-5], or Xenophilia [-10*].

Primary Skills: Law (any) (H) IQ [4]-12; Research (A) IQ+1 [4]-13; andeither Diplomacy (H) IQ [4]-12 orFast-Talk (A) IQ+1 [4]-13.

Secondary Skills: Administration (A)IQ [2]-12; Public Speaking (A) IQ[2]-12; and Writing (A) IQ [2]-12.

Background Skills: Any three ofCriminology, Interrogation, orPolitics, all (A) IQ-1 [1]-11,Accounting or Psychology, both(H) IQ-2 [1]-10, Intimidation (A)Will-1 [1]-11, or Detect Lies (H)Per-2 [1]-10; plus three extra pointsin any primary or secondary skills.

* Multiplied for self-control number; see p. B120.

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Belter95 points

You are a deep-space prospector,experienced in mining the asteroidsand small airless moons that can befound in almost any star system. Youmay be a crude, rough-and-tumbleperson who has little interest inHuman society . . . or simply an intel-lectual introvert. You continuallysearch for the great strike that will letyou retire to a life of ease.

Attributes: ST 10 [0]; DX 12 [40]; IQ12 [40]; HT 10 [0].

Secondary Characteristics: Damage1d-1/1d+1; BL 24 lbs.; HP 10 [0];Will 12 [0]; Per 12 [0]; FP 10 [0];Basic Speed 5.5 [0]; Basic Move 5[0].

Advantages: A total of 20 pointsselected from 3D Spatial Sense[10], Artificer [10/level], Fit [5 or15], G-Experience [variable],Gizmos [5/gizmo], Improved G-Tolerance [5 or 10], Languages[variable], Luck [variable], orSingle-Minded [5].

Disadvantages: A total of -30 pointsselected from Debt [-1 to -20],Greed [-15*], Honesty [-10*],Intolerance [variable], Loner [-5*],Low Empathy [-20], Miserliness[-10*], No Sense of Humor [-10],Oblivious [-5], Odious PersonalHabits [-5, -10, or -15],Overconfidence [-5*], Phobias[variable], negative Reputation[variable], Secret [-5 to -30],Shyness [-5, -10, or -20],Stubbornness [-5*], Unluckiness[-10], below-average Wealth [vari-able], Workaholic [-5], orXenophilia [-10*].

Primary Skills: Piloting (High-Performance Spacecraft) (A) DX+1[4]-13 and Prospecting (A) IQ+1[4]-13.

Secondary Skills: Engineer (Mining)(H) IQ-1 [2]-11; Free Fall (A) DX[2]-12; Geology (Ice Worlds orRock Worlds) (H) IQ-1 [2]-11;Navigation (Space) (A) IQ+1 [2]-12;Spacer (E) IQ+1 [2]-13; and VaccSuit (A) DX [2]-12.

Background Skills: Brawling (E) DX[1]-12; Carousing (E) HT [1]-10;Guns (any) (E) DX [1]-12; plus twoextra points in primary or second-ary skills.

* Multiplied for self-control number; see p. B120.

Bureaucrat65 points

Whether you come from a govern-ment or a corporate bureaucracy, youare an experienced administrator.You’ve spent much of your careerdoing the paperwork that gets thingsdone. Now you’re ready to take up thetraveling lifestyle, applying your hard-won skills to the problems of a galaxy.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12[40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will12 [0]; Per 12 [0]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: Either AdministrativeRank 1 [5] or Merchant Rank 1 [5];plus a total of 20 points selectedfrom more Administrative Rank[5/level], Allies [variable], CommonSense [10], Contact Group [vari-able], Contacts [variable], CourtesyRank [1/level], Favor [variable],Languages [variable], MathematicalAbility [10/level], more MerchantRank [5/level], Patron (Corporationor bureaucratic agency) [variable],Security Clearance [variable],Single-Minded [5], high Status[5/level], Unfazeable [15], or above-average Wealth [variable].

Disadvantages: A total of -20 pointsselected from Bully [-10*], Callous[-5], Chummy [-5 or -10], Clueless[-10], Code of Honor (Professional)[-5], Combat Paralysis [-15],Cowardice [-10*], Dependents[variable], Duty [variable],Fearfulness [-2/level], Gluttony[-5*], Hidebound [-5], Honesty[-10*], Incurious [-5*], Intolerance[variable], Low Pain Threshold[-10], Miserliness [-10*], No Senseof Humor [-10], Oblivious [-5],Pacifism [variable], Phobias [vari-able], Post-Combat Shakes [-5*],negative Reputation [variable],Secret [-5 to -30], Selfish [-5*],Shyness [-5, -10, or -20], SpaceSickness [-10], Squeamish [-10*],Stubbornness [-5*], Unfit [-5 or-15], Unluckiness [-10], Workaholic[-5], or Xenophilia [-10*].

Primary Skills: Administration (A)IQ+2 [8]-14.

Secondary Skills: Accounting (H)IQ-1 [2]-11 and any two ofMerchant or Politics, both (A) IQ[2]-12, or Diplomacy, Economics,Finance, Law (any), or MarketAnalysis, all (H) IQ-1 [2]-11.

Background Skills: ComputerOperation (E) IQ [1]-12; Research(A) IQ-1 [1]-11; Savoir-Faire (any)(E) IQ [1]-12; Writing (A) IQ-1[1]-11; and two extra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Capitalist80 points

You are one of Terra’s business-men, devoted to the principle of“doing good by doing well.” You trav-el the galaxy looking for new businessopportunities, and incidentallyextending Terran influence deep intoImperial space.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12[40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [5]; Per 13 [0]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: Comfortable [10] and atotal of 30 points selected fromAllies [variable], Business Acumen[10/level], Charisma [5/level],Claim to Hospitality (Businessallies) [variable], Contact Group[variable], Contacts [variable],Fashion Sense [5], Favor [vari-able], Independent Income [1 to20], Intuition [15], Languages[variable], Luck [variable],Mathematical Ability [10/level],Merchant Rank [5/level], Patron(Corporation) [variable], positiveReputation [variable], above-aver-age Status [5/level], or moreWealth [variable].

Disadvantages: A total of -30 pointsselected from Bully [-10*], Callous[-5], Code of Honor (Professional)[-5], Compulsive Behavior [vari-able], Dependents [variable],Enemy (Business rival) [variable],Gluttony [-5*], Greed [-15*],Jealousy [-10], Low Pain Threshold[-10], Miserliness [-10*], Obsession[-5* or -10*], Overconfidence [-5*],Phobias [variable], negativeReputation [variable], Secret [-5 to

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CHARACTERS 149

-30], Selfish [-5*], Space Sickness[-10], Stubbornness [-5*], Unfit [-5 or -15], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Merchant (A) IQ+1[4]-13.

Secondary Skills: Accounting (H)IQ-1 [2]-11; Administration (A) IQ[2]-12; Fast-Talk (A) IQ [2]-12;Leadership (A) IQ [2]-12; and any three of Current Affairs (any)(E) IQ+1 [2]-13, Politics (A) IQ [2]-12, or Diplomacy, Economics,Finance, Law (any), or MarketAnalysis, all (H) IQ-1 [2]-11.

Background Skills: ComputerOperation (E) IQ [1]-12; Research(A) IQ-1 [1]-11; Savoir-Faire (HighSociety) (E) IQ [1]-12; and fourextra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Colonist40 points

You are one of the pioneers whoare establishing new civilizations onthe Terran Confederation’s colonyworlds. Few colonists play a grandpart in the history of the InterstellarWars, but there are always some wholeave their fields and small towns forthe interstellar stage.

Attributes: ST 11 [10]; DX 10 [0]; IQ10 [0]; HT 11 [10].

Secondary Characteristics: Damage1d-1/1d+1; BL 24 lbs.; HP 11 [0];Will 10 [0]; Per 10 [0]; FP 11 [0];Basic Speed 5.25 [0]; Basic Move 5[0].

Advantages: A total of 20 pointsselected from Animal Empathy [5],Animal Friend [5/level], CommonSense [10], Cultural Familiarity [1or 2], Fit [5 or 15], G-Experience[variable], Green Thumb [5/level],Honest Face [1], Improved G-Tolerance [5 or 10], Languages[variable], Less Sleep [2/level],Outdoorsman [10/level], orSerendipity [15/level].

Disadvantages: A total of -20 pointsselected from Charitable [-15*],Chummy [-5 or -10], Clueless [-10],Combat Paralysis [-15], Cowardice[-10*], Curious [-5*], Dependents[variable], Easy to Read [-10],Fearfulness [-2/level], Gullibility

[-10*], Hidebound [-5], Honesty[-10*], Impulsiveness [-10*],Incurious [-5*], Intolerance [vari-able], Loner [-5*], Low Self-Image[-10], Odious Personal Habits [-5,-10, or -15], Overconfidence [-5*],Pacifism [variable], Phobias [vari-able], Post-Combat Shakes [-5*],Selfless [-5*], Sense of Duty [-2 to-20], Shyness [-5, -10, or -20], SpaceSickness [-10], Stubbornness [-5*],Truthfulness [-5*], Unluckiness[-10], below-average Wealth [vari-able], Workaholic [-5], orXenophilia [-10*].

Primary Skills: Driving (any) (A)DX+1 [4]-11 and Survival (any) (A)Per+1 [4]-11.

Secondary Skills: Guns (any) (E)DX+1 [2]-11; plus any three ofSewing (E) DX+1 [2]-11, Riding(any) or Stealth, both (A) DX[2]-10, Camouflage, Carpentry,Gardening, or Masonry, all (E)IQ+1 [2]-11, Animal Handling(any), Electrician, Farming,Machinist, Mechanic (any),Merchant, Meteorologist, Smith(any), or Teamster (any), all (A) IQ[2]-10, Swimming (E) HT+1 [2]-12,Hiking (A) HT [2]-11, Fishing orScrounging, both (E) Per+1 [2]-11,or Tracking (A) Per [2]-10.

Background Skills: ComputerOperation (E) IQ [1]-10; First Aid(E) IQ [1]-10; plus two extra pointsin primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Dilettante70 points

You are one of Terra’s idle rich.You may have acquired a few usefulskills almost by accident, but for themost part the only things you are goodat are art, sports, and fun. Adventurerstraveling with you will find you usefulmainly for your wealth, although insome situations your skills may comein handy.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10[0]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will10 [0]; Per 10 [0]; FP 11 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: Wealthy [20]; Status 1[0]*; and a total of 60 points select-ed from Alcohol Tolerance [1],

Allies [variable], positiveAppearance [variable], Charisma[5/level], Claim to Hospitality(Family friends) [variable], ContactGroup [variable], Contacts [vari-able], Cultural Familiarity [1 or 2],Daredevil [15], Fashion Sense [5],Favor [variable], IndependentIncome [1 to 20], Languages [vari-able], Luck [variable], No Hangover[1], Patron (Family) [variable], pos-itive Reputation [variable], SmoothOperator [15/level], more Status[5/level], Voice [10], or moreWealth [variable].

Disadvantages: A total of -30 pointsselected form Addiction [variable],Alcoholism [-15 or -20], CombatParalysis [-15], CompulsiveBehavior [-5 to -15], Cowardice[-10*], Curious [-5*], Enemy(Family adversary) [variable],Fearfulness [-2/level], Gluttony[-5*], Greed [-15*], Honesty [-10*],Impulsiveness [-10*], Intolerance[variable], Jealousy [-10], Laziness[-10], Lecherousness [-15*], LowPain Threshold [-10], Miserliness[-10*], Obsession [-5* or -10*],Odious Personal Habits [-5, -10, or-15], Overconfidence [-5*], Pacifism[variable], Phobias [variable], Post-Combat Shakes [-5*], negativeReputation [variable], Secret [-5 to-30], Selfish [-5*], Short AttentionSpan [-10*], Slow Riser [-5], SpaceSickness [-10], Squeamish [-10*],Stubbornness [-5*], Trademark [-5to -15], Truthfulness [-5*], Unfit [-5or -15], Unluckiness [-10], orXenophilia [-10*].

Primary Skills: Savoir-Faire (HighSociety) (E) IQ+3 [8]-14.

Secondary Skills: Any three ofBoating (any), Dancing, Driving(any), Piloting (any), Riding (any),or Sports (any), all (A) DX+1[4]-11, Current Affairs (any) Games(any), both (E) IQ+2 [4]-12,Connoisseur (any), Cooking, Fast-Talk, Gambling, Poetry, or Writing,all (A) IQ+1 [4]-11, Artist (any)Musical Instrument (any), both (H)IQ [4]-10, Carousing, Singing, orSwimming, all (E) HT+2 [4]-12, orSex Appeal (A) HT+1 [4]-11.

* Gets one level of free Status fromWealth.

** Multiplied for self-control number; see p. B120.

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150 CHARACTERS

Diplomat90 points

You are a current or retired diplo-mat, whose career was built aroundsmoothing over disputes betweenTerran factions (or between Terra andthe Imperium). Of course, even if youare retired, nobody is quite willing tobelieve that you’re not still in the GreatGame. You retain a variety of usefulskills, and any adventuring party willlikely be happy to have your help.

Attributes: ST 10 [0]; DX 10 [0]; IQ 13[60]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [0]; Per 13 [0]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: A total of 30 pointsselected from Administrative Rank[5/level], Allies [variable], positiveAppearance [variable], Charisma[5/level], Claim to Hospitality(Embassies) [variable], ContactGroup [variable], Contacts [vari-able], Cultural Adaptability [10 or20], Cultural Familiarity [1 or 2],Empathy [5 or 15], Fashion Sense[5], Favor [variable], Honest Face[1], Language Talent [10],Languages [variable], LegalImmunity (Diplomatic) [20],Patron (Government) [variable],positive Reputation [variable],Security Clearance [variable],Social Chameleon [5], SmoothOperator [15/level], above-averageStatus [5/level], Voice [10], orabove-average Wealth [variable].

Disadvantages: A total of -30 pointsselected from Charitable [-15*],Chummy [-5 or -10], CombatParalysis [-15], Cowardice [-10*],Duty [variable], Enemy (Enemygovernment) [variable], Fanaticism(Patriot) [-15], Fearfulness[-2/level], Gluttony [-5*], Low PainThreshold [-10], Overconfidence[-5*], Pacifism [variable], Phobias[variable], Post-Combat Shakes[-5*], negative Reputation [vari-able], Secret [-5 to -30], Selfish[-5*], Selfless [-5*], Sense of Duty[-2 to -20], Squeamish [-10*],Stubbornness [-5*], Unfit [-5 or -15], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Diplomacy (H) IQ[4]-13; Public Speaking (A) IQ+1

[4]-14; and Savoir-Faire (HighSociety) (E) IQ+2 [4]-15.

Secondary Skills: Administration (A)IQ [2]-13; Current Events (any) (A)IQ [2]-13; Politics (A) IQ [2]-13;either Acting (A) IQ [2]-13 or Fast-Talk (A) IQ [2]-13; and any two ofEconomics, Finance, History,Intelligence Analysis, Law (any),Market Analysis, or Psychology, all(H) IQ-1 [2]-12.

Background Skills: Research (A) IQ-1[1]-12; Writing (A) IQ-1 [1]-12; andfour extra points in primary andsecondary skills.

* Multiplied for self-control number; see p. B120.

Doctor95 points

You are a physician, trained to healthe sick and injured. Your skills are inhigh demand in wartime, as the con-flict generates wounded patients bythe thousands. Even in peacetime, youare a popular individual anywhere onthe galactic frontier.

Attributes: ST 10 [0]; DX 11 [20]; IQ13 [60]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [0]; Per 13 [0]; FP 10 [0]; BasicSpeed 5.25 [0]; Basic Move 5 [0].

Advantages: A total of 20 pointsselected from Cultural Familiarity[1 or 2], Eidetic Memory [5 or 10],Empathy [5 or 15], Healer[10/level], High Manual Dexterity[5/level], Higher Purpose [5],Languages [variable], Less Sleep[2/level], Resistant (Disease) [vari-able], Single-Minded [5], above-

average Status [5/level], or above-average Wealth [variable].

Disadvantages: A total of -30 pointsselected from Addiction [variable],Charitable [-15*], Code of Honor(Professional) [-5], CombatParalysis [-15], Dependents [vari-able], Guilt Complex [-5], Honesty[-10*], Nightmares [-5*], Pacifism[variable], Phobias [variable],Secret [-5 to -30], Selfish [-5*],Selfless [-5*], Sense of Duty [-2 to-20], Stubbornness [-5*], Unfit [-5or -15], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Diagnosis (H) IQ[4]-13; Electronics Operation(Medical) (A) IQ+1 [4]-14; andPhysician (H) IQ [4]-13.

Secondary Skills: Physiology (H) IQ-1[2]-12; plus any two of Hypnotism,Pharmacy, Poisons, Psychology, orVeterinary, all (H) IQ-1 [2]-12, orSurgery (VH) IQ-2 [2]-11.

Background Skills: Administration (A)IQ-1 [1]-12; Computer Operation (E)IQ [1]-13; Diplomacy (H) IQ-2[1]-11; Teaching (A) IQ-1 [1]-12;plus three extra points in primaryor secondary skills.

* Multiplied for self-control number; see p. B120.

Entertainer90 points

You work in the entertainmentindustry, and although you don’t contribute directly to the war effort,

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CHARACTERS 151

you certainly help out with morale.Whether you work on the stage orbehind it, you make people happy andlift their spirits. As a bonus, you nor-mally find yourself able to earn a littleextra cash no matter where you go –even the most backwater colony orisolated military unit will gladly pay tosee what you have to offer.

Attributes: ST 10 [0]; DX 11 [20]; IQ12 [40]; HT 11 [10].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will12 [0]; Per 12 [0]; FP 11 [0]; BasicSpeed 5.5 [0]; Basic Move 5 [0].

Advantages: A total of 20 pointsselected from Alcohol Tolerance[1], positive Appearance [variable],Charisma [5/level], Claim toHospitality (Fans) [variable],Cultural Familiarity [1 or 2],Empathy [5 or 15], Fashion Sense[5], Flexibility [5 or 15], Languages[variable], Luck [variable], MusicalAbility [5/level], No Hangover [1],Penetrating Voice [1], positiveReputation [variable], SmoothOperator [15/level], Versatile [5],Voice [10], or above-averageWealth [variable].

Disadvantages: A total of -20 pointsselected from Addiction [variable],Alcoholism [-15 or -20], CombatParalysis [-15], CompulsiveBehavior [-5 to -15], Cowardice[-10*], Fearfulness [-2/level], Greed [-15*], Honesty [-10*],Impulsiveness [-10*], Incurious[-5*], Jealousy [-10], Lecherousness[-15*], Low Pain Threshold [-10],Miserliness [-10*], Overconfidence[-5*], Pacifism [variable], Phobias[variable], Post-Combat Shakes[-5*], negative Reputation [vari-able], Secret [-5 to -30], Selfish[-5*], Short Attention Span [-10*],Squeamish [-10*], Stubbornness[-5*], Trademark [-5 to -15], Unfit[-5 or -15], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Any two of Dancing(A) DX+1 [4]-12, Acting, Per-formance, or Public Speaking, all (A) IQ+1 [4]-13, MusicalInstrument (any) (H) IQ [4]-12, orSinging (E) HT+2 [4]-13.

Secondary Skills: Any three of StageCombat (A) DX [2]-11, Acrobaticsor Sleight of Hand, both (H) DX-1

[2]-10, Makeup or Savoir-Faire(any), both (E) IQ+1 [2]-13, GroupPerformance (any), Poetry, orWriting, all (A) IQ [2]-12, Artist(Scene Design) or MusicalComposition, both (H) IQ-1 [2]-11,or Sex Appeal (A) HT [2]-11.

Background Skills: Carousing (E)HT [1]-11; Fast-Talk (A) IQ-1[1]-11; plus four extra points inany primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Journalist65 points

Even in a time of war, the publichas a right to know what’s going on.You travel throughout the galaxy, dig-ging up stories that keep the worldsinformed (and, incidentally, boostyour reputation). Traveling with agroup of adventurers, you will doubt-less gather more than enough materi-al for your work – if you aren’t thedriving force behind the group your-self. Of course, Imperials often reactvery badly to pesky journalists . . .

Attributes: ST 10 [0]; DX 10 [0]; IQ 12[40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will12 [0]; Per 13 [5]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: A total of 20 pointsselected from positive Appearance[variable], Charisma [5/level],Contact Group [variable], Contacts[variable], Cultural Adaptability[10 or 20], Cultural Familiarity [1or 2], Empathy [5 or 15], FashionSense [5], Favor [variable], HonestFace [1], Intuition [15], LanguageTalent [10], Languages [variable],Patron (News agency) [variable],positive Reputation [variable],Serendipity [15/level], Single-Minded [5], Smooth Operator[15/level], or Voice [10].

Disadvantages: A total of -20 pointsselected from Bully [-10*], Code ofHonor (Professional) [-5], Curious[-5*], Delusion (“While I’m carry-ing this camera, nothing can hurtme”) [-5 or -10], Impulsiveness[-10*], Jealousy [-10], Low PainThreshold [-10], Obsession [-5* or-10*], Overconfidence [-5*],Pacifism [variable], Phobias

[variable], Post-Combat Shakes[-5*], negative Reputation [vari-able], Secret [-5 to -30], Sense ofDuty [-2 to -20], Stubbornness[-5*], Unfit [-5 or -15], Unluckiness[-10], below-average Wealth [vari-able], Workaholic [-5], orXenophilia [-10*].

Primary Skills: Research (A) IQ+1[4]-13 and Writing (A) IQ+1 [4]-13.

Secondary Skills: Electronics Opera-tion (Media) (A) IQ [2]-12; and anythree of Savoir-Faire (E) IQ+1 [2]-13, Electronics Operation (Com-munications), Fast-Talk, Inter-rogation, Photography, or PublicSpeaking, all (A) IQ [2]-12,Intimidation (A) Will [2]-12, orDetect Lies (H) Per-1 [2]-12.

Background Skills: ComputerOperation (E) IQ [1]-12; Speed-Reading (A) IQ-1 [1]-11; and twoextra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Marine130 points

You are a serving member (or aretired veteran) of the TerranConfederation Marines. As such, youenjoy a fearsome reputation – but youalso remember many a comrade lostin action. You have spent much ofyour career in deep space, and arevery likely to remain a footlooseadventurer after leaving the military.

Attributes: ST 11 [10]; DX 12 [40]; IQ11 [20]; HT 11 [10].

Secondary Characteristics: Damage1d-1/1d+1; BL 24 lbs.; HP 11 [0];Will 11 [0]; Per 11 [0]; FP 11 [0];Basic Speed 5.75 [0]; Basic Move 5[0].

Advantages: A total of 30 pointsselected from Born Tactician[10/level], Combat Reflexes [15],Courtesy Rank [1/level], DangerSense [15], Fearlessness [2/level],Fit [5 or 15], G-Experience [vari-able], High Pain Threshold [10],Improved G-Tolerance [5 or 10],Languages [variable], MilitaryRank [5/level], Penetrating Voice[1], positive Reputation [variable],or Security Clearance [variable].

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152 CHARACTERS

Disadvantages: A total of -30 pointsselected from Bloodlust [-10*],Callous [-5], Chummy [-5 or -10],Code of Honor (Soldier’s) [-10],Duty [variable], Enemy (Militaryrival) [variable], Fanaticism(Patriot) [-15], Flashbacks [vari-able], Honesty [-10*], Incurious[-5*], Intolerance [variable],Jealousy [-10], Nightmares [-5*],No Sense of Humor [-10],Overconfidence [-5*], Sense ofDuty [-2 to -20], Stubbornness[-5*], Trickster [-15*], Unluckiness[-10], or Workaholic [-5].

Primary Skills: Free Fall (A) DX+1[4]-13; Gunner (any) (E) DX+1[4]-14; Guns (any) (E) DX+2 [4]-14;Savoir-Faire (Military) (E) IQ+2[4]-13; Soldier (A) IQ+1 [4]-12; andVacc Suit (A) DX+1 [4]-13.

Secondary Skills: Armoury (A) IQ[2]-11; Brawling (E) DX+1 [2]-13;either Driving (any) (A) DX [2]-12or Piloting (any) (A) DX [2]-12;Knife (E) DX+1 [2]-13; Leadership(A) IQ [2]-11; Tactics (H) IQ-1[2]-10; and Throwing (A) DX [2]-12.

Background Skills: ComputerOperation (E) IQ [1]-11; ElectronicsOperation (Communications) (A)IQ-1 [1]-10; Electronics Operation(Sensors) (A) IQ-1 [1]-10; First Aid(E) IQ [1]-11; Gesture (E) IQ[1]-11; Lip Reading (A) Per-1[1]-10; and Stealth (A) DX-1 [1]-11;plus five extra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Policeman110 points

Policemen have many reasons fortraveling: pursuit of fugitives,vengeance for denied justice, flightfrom implacable enemies, even a sim-ple urge to bring their skills to the law-less frontier. Law enforcers who travelthe stars often find their hands full –Terran colonies are often unrulyplaces, and conquered Imperialworlds present their own social problems.

Attributes: ST 10 [0]; DX 11 [20]; IQ12 [40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will

12 [0]; Per 13 [5]; FP 10 [0]; BasicSpeed 5.25 [0]; Basic Move 5 [0].

Advantages: A total of 20 pointsselected from Administrative Rank[5/level], Combat Reflexes [15],Contact Group [variable], Contacts[variable], Courtesy Rank [1/level],Danger Sense [15], Favor [vari-able], Fearlessness [2/level], Fit [5or 15], Higher Purpose [5],Languages [variable], greater LegalEnforcement Powers [5 to 15],Patron (Police agency) [variable],or Security Clearance [variable].

Disadvantages: A total of -20 pointsselected from Bully [-10*],Charitable [-15*], Chummy [-5 or-10], Code of Honor (Professional)[-5], Dependents [variable], Duty[variable], Enemy (Criminal) [vari-able], Honesty [-10*], Intolerance[variable], No Sense of Humor[-10], Obsession [-5* or -10*],Overconfidence [-5*], Pacifism(Cannot Harm Innocents) [-10],Secret [-5 to -20], Selfless [-5*],Sense of Duty [-2 to -20], SpaceSickness [-10], Stubbornness [-5*],Unluckiness [-10], below-averageWealth [variable], or Workaholic[-5].

Primary Skills: Area Knowledge(Beat) (E) IQ+2 [4]-14; Brawling(E) DX+2 [4]-13; Guns (any) (E)DX+2 [4]-13; and Law (any) (H) IQ[4]-12.

Secondary Skills: Criminology (A) IQ[2]-12; Observation (A) Per [2]-13;Search (A) Per [2]-13; Stealth (A)DX [2]-11; Shadowing (A) IQ[2]-12; any two of Bicycling (E)DX+1 [2]-12, Driving (any),Piloting (any), or Riding (any), all(A) DX [2]-11, or Running (A) HT[2]-10; plus any three ofInterrogation, Leadership, orStreetwise, all (A) IQ [2]-12,Diplomacy, Forensics, Psychology,or Tactics, all (H) IQ-1 [2]-11,Intimidation (A) Will [2]-12, orDetect Lies (H) Per-1 [2]-12.

Background Skills: Administration(A) IQ-1 [1]-11; ComputerOperation (E) IQ [1]-12; ElectronicsOperation (Communications) (A)IQ-1 [1]-11; Electronics Operation(Sensors) (A) IQ-1 [1]-11; First Aid(E) IQ [1]-12; Research (A) IQ-1[1]-11; plus three extra points inprimary or secondary skills.

* Multiplied for self-control number; see p. B120.

Politician70 points

You are a professional politician,using the democratic institutions ofyour nation-state to climb to the high-est levels of national (or evenConfederation) power. You spend atleast as much time gathering votes asyou do exercising power – butbetween election campaigns, you arebusy making policy and passing laws.Even after you retire from active polit-ical life, you will have considerableindirect influence from the contactsand reputation you made while inoffice.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12[40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [5]; Per 12 [0]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: A total of 30 points select-ed from Administrative Rank[5/level], Allies [variable],Appearance [variable], Charisma[5/level], Claim to Hospitality(Political allies) [variable], ContactGroup [variable], Contacts [vari-able], Courtesy Rank [1/level],Cultural Familiarity [1 or 2],Empathy [5 or 15], Fashion Sense[5], Favor [variable], Honest Face[1], Independent Income [1 to 20],Language Talent [10], Languages[variable], positive Reputation[variable], Security Clearance [vari-able], Social Chameleon [5],Smooth Operator [15/level], above-average Status [5/level], Voice [10],or above-average Wealth [variable].

Disadvantages: A total of -30 pointsselected from Bully [-10*],Chummy [-5 or -10], Enemy(Political rival) [variable],Fanaticism (Political ideology)[-15], Gluttony [-5*], Greed [-15*],Hidebound [-5], Incurious [-5*],Intolerance [variable], Jealousy[-10], Lecherousness [-15*], LowPain Threshold [-10], Obsession[-5* or -10*], Overconfidence [-5*],Phobias [variable], Post-CombatShakes [-5*], negative Reputation[variable], Secret [-5 to -30], Selfish[-5*], Sense of Duty [-2 to -20],

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CHARACTERS 153

Space Sickness [-10], Squeamish[-10*], Stubbornness [-5*], Unfit[-5 or -15], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Politics (A) IQ+1 [4]-13 and Public Speaking (A) IQ+1[4]-13.

Secondary Skills: Acting (A) IQ[2]-12; Administration (A) IQ[2]-12; Law (any) (H) IQ-1 [2]-11;Savoir-Faire (High Society) (E)IQ+1 [2]-13; and any two ofAccounting, Economics, ExpertSkill (Military Science), ExpertSkill (Political Science), Finance,History, Intelligence Analysis,Market Analysis, or Psychology, all(H) IQ-1 [2]-11.

Background Skills: Research (A) IQ-1[1]-11; Writing (A) IQ-1 [1]-11; andthree extra points in primary orsecondary skills.

* Multiplied for self-control number; see p. B120.

Rogue90 points

“Rogue” is a more romantic termfor “criminal.” You are one of society’soutcasts, either a romantic criminal-hero or a brutish criminal-thug. Yousurvive outside the law, which maywell be one of the reasons you travelamong the stars – after all, the law isthinner out here.

Attributes: ST 10 [0]; DX 11 [20]; IQ12 [40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will12 [0]; Per 12 [0]; FP 10 [0]; BasicSpeed 5.25 [0]; Basic Move 5 [0].

Advantages: A total of 30 pointsselected from Alcohol Tolerance[1], Alternate Identity (Illegal) [15],positive Appearance [variable],Charisma [5/level], CombatReflexes [15], Contacts [variable],Cultural Adaptability [10 or 20],Danger Sense [15], Daredevil [15],Fashion Sense [5], Favor [vari-able], Fearlessness [2/level],Flexibility [5 or 15], High ManualDexterity [5/level], LanguageTalent [10], Languages [variable],Luck [variable], Night Vision[1/level], No Hangover [1], SmoothOperator [15/level], Versatile [5],

Voice [10], above-average Wealth[variable], or Zeroed [10].

Disadvantages: A total of -30 pointsselected from Addiction [variable],Alcoholism [-15 or -20], BadTemper [-10*], Bloodlust [-10*],Bully [-10*], Callous [-5], Code ofHonor (Pirate’s) [-5], CompulsiveBehavior [-5 to -15], Debt [-1 to 20],Enemy (Police) [variable],Fearfulness [-2/level], Gluttony[-5*], Greed [-15*], Impulsiveness[-10*], Incurious [-5*], Intolerance[variable], Jealousy [-10], Klepto-mania [-15*], Laziness [-10],Lecherousness [-15*], Light Sleeper[-5], Loner [-5*], Miserliness [-10*],Obsession [-5* or -10*], OdiousPersonal Habits [-5, -10, or -15],Overconfidence [-5*], Paranoia[-10], Phobias [variable], negativeReputation [variable], Secret [-5 to-30], Selfish [-5*], Shyness [-5, -10,or -20], Slow Riser [-5], SocialStigma (Criminal Record) [-5],Space Sickness [-10], below-aver-age Status [-5/level], Stubbornness[-5*], Trademark [-5 to -15],Trickster [-15*], Unfit [-5 or -15],Unluckiness [-10], below-averageWealth [variable], Workaholic [-5],or Xenophilia [-10*].

Primary Skills: Area Knowledge (any)(E) IQ+2 [4]-14 and Streetwise (A)IQ+1 [4]-13.

Secondary Skills: Carousing (E)HT+1 [2]-11; either Survival (any)or Urban Survival, both (A) Per[2]-12; Stealth (A) DX [2]-11; andany six of Beam Weapons (any),Brawling, Fast-Draw (any), Guns(any), Knife, or Thrown Weapon(Knife), all (E) DX+1 [2]-12, EroticArt, Climbing, or Filch, all (A) DX[2]-11, Escape, Pickpocket, orSleight of Hand, all (H) DX-1[2]-10, Computer Operation orPanhandling, both (E) IQ+1 [2]-13,Acting, Electronics Operation(Communications), ElectronicsOperation (Security), ElectronicsOperation (Surveillance), Fast-Talk, Fortune-Telling (any),Gambling, Holdout, Lockpicking,Merchant, Shadowing, or Traps, all(A) IQ [2]-12, Forgery (H) IQ-1[2]-11, Running or Sex Appeal,both (A) HT [2]-10, or Intimidation(A) Will [2]-12.

Background Skills: Four extra pointsin primary or secondary skills.

* Multiplied for self-control number; see p. B120.

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154 CHARACTERS

Scientist90 points

You may work at or for a universi-ty, like an academician (see p. 146),but you are more devoted to researchand discovery than to teaching.Contact with the Imperium has givenyou thousands of new worlds toexplore, and access to Imperialrecords has given you thousands ofyears’ worth of data to examine. Ofcourse, your job is to advance beyondanything the Imperium has managedto attain . . .

Attributes: ST 10 [0]; DX 10 [0]; IQ 13[60]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [0]; Per 13 [0]; FP 10 [0]; BasicSpeed 5 [0]; Basic Move 5 [0].

Advantages: A total of 20 pointsselected from Allies [variable],Claim to Hospitality (Universities)[variable], Cultural Adaptability[10 or 20], Cultural Familiarity [1or 2], Eidetic Memory [5 or 10],Favor [variable], Language Talent[10], Languages [variable],Lightning Calculator [2 or 5],Mathematical Ability [10/level],positive Reputation [variable],Single-Minded [5], above-averageStatus [5/level], Tenure [5],Versatile [5], or above-averageWealth [variable].

Disadvantages: A total of -20 pointsselected from Absent-Mindedness[-15], Clueless [-10], Code of Honor(Professional) [-5], Curious [-5*],Dependents [variable], Duty

(Teaching) [variable], Enemy(Academic rival) [variable],Honesty [-10*], Intolerance(Uneducated people) [-5], Jealousy[-10], Low Empathy [-20], NoSense of Humor [-10], Oblivious[-5], Obsession [-5* or -10*],Odious Personal Habits [-5, -10, or-15], Overconfidence [-5*],Pacifism [variable], Phobias [vari-able], Post-Combat Shakes [-5*],negative Reputation [variable],Secret [-5 to -20], Selfish [-5*],Sense of Duty [-2 to -20], SpaceSickness [-10], Stubbornness [-5*],Truthfulness [-5*], Workaholic[-5], or Xenophilia [-10*].

Primary Skills: Research (A) IQ+1[4]-14; and any two of Anthro-pology, Archaeology, Astronomy,Chemistry, Computer Programming,Cryptography, Economics, ExpertSkill (any), Geography, Geology,History, Law (any), Linguistics,Literature, Mathematics, Pale-ontology, Philosophy, Physiology,Physician, Psychology, Sociology,or Theology, all (H) IQ [4]-13, orBiology, Physics, Surgery, or WeirdScience, all (VH) IQ-1 [4]-12.

Secondary Skills: Computer Opera-tion (E) IQ+1 [2]-14; ElectronicsOperation (any) (A) IQ [2]-13;Electronics Operation (any other)(A) IQ [2]-13; Public Speaking (A)IQ [2]-13; Teaching (A) IQ [2]-13;and Writing (A) IQ [2]-13.

Background Skills: Leadership (A)IQ-1 [1]-12; Savoir-Faire (HighSociety) (E) IQ [1]-13; Speed-Reading (A) IQ-1 [1]-12; plus three

extra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Soldier130 points

You are a member of the TerranConfederation Army, either currentlyserving or retired. You may not haveas much deep-space experience asyour counterpart in the Marines, butyou have probably seen more action,on Terra if not against the Vilani. Afteryou retire, your skills will likely bemuch in demand in your homenation, in the colonies, or in one of theTerran mercenary units that are beingorganized in Imperial space.

Attributes: ST 11 [10]; DX 12 [40]; IQ11 [20]; HT 11 [10].

Secondary Characteristics: Damage1d-2/1d; BL 24 lbs.; HP 11 [0]; Will11 [0]; Per 11 [0]; FP 11 [0]; BasicSpeed 5.75 [0]; Basic Move 5 [0].

Advantages: A total of 30 pointsselected from Born Tactician[10/level], Combat Reflexes [15],Courtesy Rank [1/level], DangerSense [15], Fearlessness [2/level],Fit [5 or 15], High Pain Threshold[10], Languages [variable], MilitaryRank [5/level], Penetrating Voice[1], positive Reputation [variable],or Security Clearance [variable].

Disadvantages: A total of -30 pointsselected from Bloodlust [-10*],Callous [-5], Chummy [-5 or -10],Code of Honor (Soldier’s) [-10],Duty [variable], Enemy (Militaryrival) [variable], Fanaticism(Patriot) [-15], Flashbacks [vari-able], Honesty [-10*], Incurious[-5*], Intolerance [variable],Jealousy [-10], Nightmares [-5*],No Sense of Humor [-10],Overconfidence [-5*], Sense ofDuty [-2 to -20], Stubbornness[-5*], Trickster [-15*], Unluckiness[-10], or Workaholic [-5].

Primary Skills: Guns (any) (E) DX+2[4]-14; Gunner (any) (E) DX+2 [4]-14; Savoir-Faire (Military) (E)IQ+2 [4]-13; Soldier (A) IQ+1[4]-12.

Secondary Skills: Armoury (A) IQ [2]-11; Brawling (E) DX+1 [2]-13;Camouflage (E) IQ+1 [2]-13; eitherDriving (any) (A) DX [2]-12 or

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CHARACTERS 155

Piloting (any) (A) DX [2]-12;Hiking (A) HT [2]-11; Knife (E)DX+1 [2]-13; Leadership (A) IQ[2]-11; NBC Suit (A) DX [2]-12;Navigation (Land) (A) IQ [2]-12;Survival (any) (A) IQ [2]-12; Tactics(H) IQ-1 [2]-10; and Throwing (A)DX [2]-12.

Background Skills: ComputerOperation (E) IQ [1]-11; ElectronicsOperation (Communications) (A)IQ-1 [1]-10; Electronics Operation(Sensors) (A) IQ-1 [1]-10; First Aid(E) IQ [1]-11; Gesture (E) IQ[1]-11; Scrounging (E) Per [1]-11;and Stealth (A) DX-1 [1]-11; plusthree extra points in primary orsecondary skills.

* Multiplied for self-control number; see p. B120.

Spy90 points

The life of a Terran undercoveragent can be very interesting, and alsovery short. Naturally, the job is notone from which it’s possible to com-pletely retire – even after you havereturned to a “civilian” life you mayfind yourself caught up in world-spanning intrigues.

Attributes: ST 10 [0]; DX 11 [20]; IQ12 [40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will12 [0]; Per 13 [5]; FP 10 [0]; BasicSpeed 5.25 [0]; Basic Move 5 [0].

Advantages: A total of 30 pointsselected from Alternate Identity [5or 15], Charisma [5/level], CombatReflexes [15], Contact Group [vari-able], Contacts [variable], CulturalAdaptability [10 or 20], CulturalFamiliarity [1 or 2], Danger Sense[15], Eidetic Memory [5 or 10],Empathy [5 or 15], Fashion Sense[5], Favor [variable], Honest Face[1], Language Talent [10],Languages [variable], Patron(Government) [variable], SecurityClearance [variable], SocialChameleon [5], Smooth Operator[15/level], Versatile [5], Voice [10],or Zeroed [10].

Disadvantages: A total of -30 pointsselected from Curious [-5*], Duty[variable], Enemy (Enemy govern-ment) [variable], Fanaticism(Patriot) [-15], Flashbacks

[variable], Insomniac [-10 or -15],Intolerance [variable], LightSleeper [-5], Loner [-5*],Nightmares [-5*], No Sense ofHumor [-10], Overconfidence [-5*],Paranoia [-10], Secret [-5 to -30],Sense of Duty [-2 to -20],Stubbornness [-5*], Trickster[-15*], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Area Knowledge (any)(E) IQ+2 [4]-14.

Secondary Skills: IntelligenceAnalysis (H) IQ-1 [2]-11; Research(A) IQ [2]-12; plus any six ofClimbing or Stealth, both (A) DX[2]-11, Escape (H) DX-1 [2]-10,Savoir-Faire (any) (E) IQ+1 [2]-13,Acting, Disguise, ElectronicsOperation (Communication),Electronics Operation (Security),Electronics Operation (Sensors),Explosives (Demolition), Fast-Talk,Holdout, Interrogation, Lock-picking, Photography, Shadowing,or Traps, all (A) IQ [2]-12,Cryptography (H) IQ-1 [2]-11,Carousing (E) HT+1 [2]-11, SexAppeal (A) HT [2]-10, BodyLanguage or Lip Reading, both (A)Per [2]-13, or Detect Lies (H) Per-1[2]-12.

Background Skills: ComputerOperation (E) IQ [1]-12; eitherDriving (any) or Piloting (any),both (A) DX-1 [1]-10; Guns (any)(E) DX [1]-11; plus two extrapoints in primary or secondaryskills.

* Multiplied for self-control number; see p. B120.

Starship Bridge Officer100 points

Whether you serve aboard a TerranNavy vessel or a commercial ship, youare one of the officers who managecritical ship functions from its nervecenter – the bridge. You are trained ina set of highly technical skills, and willdoubtless find yourself in greatdemand once you are ready to beginadventuring on your own behalf.

Attributes: ST 10 [0]; DX 12 [40]; IQ12 [40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will

12 [0]; Per 12 [0]; FP 10 [0]; BasicSpeed 5.5 [0]; Basic Move 5 [0].

Advantages: Either Merchant Rank 1[5] or Military Rank 1 [5]; plus atotal of 20 points selected from 3DSpatial Sense [10], CombatReflexes [15], Courtesy Rank[1/level], Cultural Familiarity [1 or2], Fit [5 or 15], G-Experience[variable], Improved G-Tolerance[5 or 10], Intuitive Admiral[10/level], Languages [variable],Mathematical Ability [10/level],more Merchant Rank [5/level] orMilitary Rank [5/level], positiveReputation [variable], above-aver-age Status [5/level], Voice [10], orabove-average Wealth [variable].

Disadvantages: A total of -30 pointsselected from Chummy [-5 or -10],Code of Honor (Professional) [-5],Curious [-5*], Duty [variable],Enemy (Military or commercialrival) [variable], Fanaticism(Patriot) [-15], Flashbacks [vari-able], Greed [-15*], Honesty [-10*],Intolerance [variable], Jealousy[-10], Lecherousness [-15*],Miserliness [-10*], Nightmares[-5*], No Sense of Humor [-10],Overconfidence [-5*], Sense ofDuty [-2 to -20], Squeamish [-10*],Stubbornness [-5*], Trickster[-15*], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Spacer (E) IQ+2[4]-14.

Secondary Skills: Free Fall (A) DX[2]-12; Leadership (A) IQ [2]-12;Savoir-Faire (Merchant orMilitary) (E) IQ+1 [2]-13; Vacc Suit(A) DX [2]-12; and any three ofPiloting (Aerospace) or Piloting(High Performance Spacecraft),both (A) DX [2]-12, ComputerOperation (E) IQ+1 [2]-13,Electronics Operation (Com-munications), Electronics Opera-tion (Sensors), Navigation (Hyper-space), or Navigation (Space), all(A) IQ [2]-12.

Background Skills: Administration(A) IQ-1 [1]-11; Brawling (E) DX[1]-12; Carousing (E) HT [1]-10;Guns (A) DX-1 [1]-11; and threeextra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

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156 CHARACTERS

Starship Commander140 points

Whether you command a tinyscout ship or a multi-kiloton bat-tlewagon, you are the final authorityon board a starship. You are one ofthe freest people in the Confederation– and yet, you are also deeply boundby responsibility. It’s your job to makethe decisions that make or break for-tunes, or that mean life and death foryour crewmen.

Attributes: ST 10 [0]; DX 12 [40]; IQ13 [60]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [0]; Per 13 [0]; FP 10 [0]; BasicSpeed 5.5 [0]; Basic Move 5 [0].

Advantages: Either Merchant Rank 3[15] or Military Rank 3 [15]; plus atotal of 25 points selected from 3DSpatial Sense [10], CombatReflexes [15], Courtesy Rank[1/level], Cultural Familiarity [1 or2], Fit [5 or 15], G-Experience[variable], Improved G-Tolerance[5 or 10], Intuitive Admiral[10/level], Languages [variable],Mathematical Ability [10/level],more Merchant Rank [5/level] orMilitary Rank [5/level], positiveReputation [variable], above-aver-age Status [5/level], Voice [10], orabove-average Wealth [variable].

Disadvantages: A total of -30 pointsselected from Chummy [-5 or -10],Code of Honor (Professional) [-5],Curious [-5*], Duty [variable],Enemy (Military or commercialrival) [variable], Fanaticism(Patriot) [-15], Flashbacks [vari-able], Greed [-15*], Honesty [-10*],Intolerance [variable], Jealousy[-10], Lecherousness [-15*],Miserliness [-10*], Nightmares[-5*], No Sense of Humor [-10],Overconfidence [-5*], Sense ofDuty [-2 to -20], Squeamish [-10*],Stubbornness [-5*], Trickster[-15*], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Spacer (E) IQ+2[4]-15.

Secondary Skills: Administration (A)IQ [2]-13; Free Fall (A) DX [2]-12;Leadership (A) IQ [2]-13; Savoir-Faire (Merchant or Military) (E)IQ+1 [2]-14; Shiphandling (H) IQ-1[2]-12; Vacc Suit (A) DX [2]-12; and

any four of Piloting (Aerospace) orPiloting (High PerformanceSpacecraft), both (A) DX [2]-12,Computer Operation or Savoir-Faire (Servant), both (E) IQ+1[2]-14, Electronics Operation(Communications), ElectronicsOperation (Sensors), FreightHandling, Navigation (Hyper-space), or Navigation (Space), all(A) IQ [2]-13, or Strategy (Space)(H) IQ-1 [2]-12.

Background Skills: Brawling (E) DX[1]-12; Carousing (E) HT [1]-10;Guns (A) DX-1 [1]-11; and threeextra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Starship Deckhand80 points

Every starship is a technologicalmiracle, but even so it requires plentyof skilled labor to stay in operation.You are a “deckhand,” one of the gen-eral-service crewmen who keep anyship running. You perform routinemaintenance, do damage control inbattle, help handle freight, and assistpassengers. You may not be high in

the social hierarchy of merchant serv-ice, but you are still a necessary part ofstarship life.

Attributes: ST 10 [0]; DX 11 [20]; IQ12 [40]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will12 [0]; Per 12 [0]; FP 10 [0]; BasicSpeed 5.25 [0]; Basic Move 5 [0].

Advantages: A total of 30 pointsselected from 3D Spatial Sense[10], Combat Reflexes [15],Courtesy Rank [1/level], CulturalFamiliarity [1 or 2], Fit [5 or 15],G-Experience [variable], ImprovedG-Tolerance [5 or 10], IntuitiveAdmiral [10/level], Languages[variable], Mathematical Ability[10/level], Merchant Rank [5/level]or Military Rank [5/level], positiveReputation [variable], above-aver-age Status [5/level], Voice [10], orabove-average Wealth [variable].

Disadvantages: A total of -30 pointsselected from Chummy [-5 or -10],Code of Honor (Professional) [-5],Curious [-5*], Duty [variable],Enemy (Military or commercialrival) [variable], Fanaticism(Patriot) [-15], Flashbacks [vari-able], Greed [-15*], Honesty [-10*],Intolerance [variable], Jealousy[-10], Lecherousness [-15*],Miserliness [-10*], Nightmares[-5*], No Sense of Humor [-10],Overconfidence [-5*], Sense ofDuty [-2 to -20], Squeamish [-10*],Stubbornness [-5*], Trickster[-15*], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Spacer (E) IQ+2[4]-14.

Secondary Skills: Free Fall (A) DX[2]-11; Savoir-Faire (Merchant orMilitary) (E) IQ+1 [2]-13; Vacc Suit(A) DX [2]-11; and any three ofBrawling, Gunnery (any), or Guns(any), all (E) DX+1 [2]-12, First Aidor Housekeeping, both (E) IQ+1[2]-13, Piloting (Aerospace) orPiloting (High PerformanceSpacecraft), both (A) DX [2]-11,Computer Operation or Savoir-Faire (Servant), both (E) IQ+1[2]-13, or Cooking, ElectronicsOperation (Communications),Electronics Operation (Sensors), orFreight Handling, all (A) IQ [2]-12.

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CHARACTERS 157

Background Skills: Administration(A) IQ-1 [1]-11; Carousing (E) HT[1]-10; and two extra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

Starship Engineer100 points

The captain and the bridge officersmay run the ship, the other crewmenhave their jobs and do them well, butyou are the one who makes sure shekeeps going – even after someone elseblows holes in her. You may be under-paid and underappreciated, but you’rethe most important member of thecrew, and in crisis time everyoneremembers it.

Attributes: ST 10 [0]; DX 11 [20]; IQ13 [60]; HT 10 [0].

Secondary Characteristics: Damage1d-2/1d; BL 20 lbs.; HP 10 [0]; Will13 [0]; Per 13 [0]; FP 10 [0]; BasicSpeed 5.25 [0]; Basic Move 5 [0].

Advantages: A total of 25 pointsselected from 3D Spatial Sense[10], Artificer [10/level], CombatReflexes [15], Courtesy Rank

[1/level], Cultural Familiarity [1 or2], Fit [5 or 15], G-Experience[variable], Gizmos [5/gizmo], HighManual Dexterity [5/level],Improved G-Tolerance [5 or 10],Intuitive Admiral [10/level],Languages [variable], MathematicalAbility [10/level], Merchant Rank[5/level] or Military Rank [5/level],positive Reputation [variable],above-average Status [5/level],Voice [10], or above-averageWealth [variable].

Disadvantages: A total of -30 pointsselected from Chummy [-5 or -10],Code of Honor (Professional) [-5],Curious [-5*], Duty [variable],Enemy (Military or commercialrival) [variable], Fanaticism(Patriot) [-15], Flashbacks [vari-able], Greed [-15*], Honesty [-10*],Intolerance [variable], Jealousy[-10], Lecherousness [-15*],Miserliness [-10*], Nightmares[-5*], No Sense of Humor [-10],Overconfidence [-5*], Sense ofDuty [-2 to -20], Squeamish [-10*],Stubbornness [-5*], Trickster[-15*], Unluckiness [-10],Workaholic [-5], or Xenophilia[-10*].

Primary Skills: Spacer (E) IQ+2[4]-15.

Secondary Skills: Computer Opera-tion (E) IQ+1 [2]-14; Free Fall (A)DX [2]-11; Vacc Suit (A) DX [2]-11; and any four of Armoury(Heavy Weapons), Armoury(Vehicular Armor), Electrician,Electronics Repair (Com-munications), Electronics Repair(Computers), Electronics Repair(Medical), Electronics Repair(Sensors), Machinist, Mechanic(Aerospace Craft), Mechanic(High Performance Spacecraft),Mechanic (Jump Drive), all (A) IQ[2]-13, or Computer Programmingor Engineer (Starships), both (H)IQ-1 [2]-12.

Background Skills: Administration(A) IQ-1 [1]-11; Carousing (E) HT[1]-10; Guns (any) (E) DX [1]-11;Savoir-Faire (Merchant orMilitary) (E) IQ [1]-13; and threeextra points in primary or secondary skills.

* Multiplied for self-control number; see p. B120.

JOBSThe GM and players should feel

free to define jobs for their ownInterstellar Wars game, applying therules found on pp. B516-518. Somesuggested jobs are described here.

Corporate OfficialMany business managers or execu-

tives spend at least part of their timeadventuring, especially if their busi-ness takes them to the colonial fron-tier or into Imperial space. TheBureaucrat or Capitalist templates aremost appropriate for this job.

Prerequisites: Corporate officialsneed Accounting, Administration,Leadership, and Merchant, all at 12+.They also need Merchant Rank 2+.

Job Roll: Roll against the best pre-requisite skill held. A critical successwill add a 10% bonus to the base payscale described below, while a criticalfailure will impose a 10% penalty.Critical successes and failures do notnormally cause changes in MerchantRank.

Salary: The monthly salary paidvaries from employer to employer. Atypical corporation might pay $1,200+ ($1,800 ¥ Merchant Rank) + ($600 ¥best prerequisite skill) for MerchantRank 2-5, and $12,000 + ($18,000 ¥Merchant Rank) + ($6,000 ¥ best pre-requisite skill) for Merchant Rank 6+.

Wealth Level: Assuming typicalpay scales and levels of the bestprerequisite skill, a corporateofficial’s job is Comfortable forMerchant Rank 2-3, Wealthyfor Merchant Rank 4-5, VeryWealthy for Merchant Rank 6-8,and Filthy Rich for Merchant Rank9+.

Government OfficialMany government officials spend

time on the colonial frontier, or other-wise involve themselves in situationswhere adventures might happen. TheBureaucrat or Politician templates aremost appropriate for this job.

Prerequisites: Government officialsneed Administration, Diplomacy,Law, and Politics, all at 12+.

Job Roll: Roll against the best pre-requisite skill held. A critical successwill sometimes lead to a promotion inAdministrative Rank, which in turn

affects monthly salary. Likewise,a critical failure may lead to a

loss of Rank.Salary: The monthly

salary paid depends onthe government or agencythat employs the official.

The Terran Confederationbureaucracy is fairly typical,

and pays $800 + ($2,000 ¥Administrative Rank) + ($400 ¥ bestprerequisite skill).

Wealth Level: Assuming typical payscales and levels of the best prerequi-site skill, a government official’s job isAverage for Administrative Rank 0,Comfortable for Administrative Rank1-4, and Wealthy for AdministrativeRank 5+.

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ScientistFrom humble lab assistants to

Nobel-winning scholars, scientists areoften at the forefront of Terran expan-sion. The Academician and Scientisttemplates are most appropriate forthis job.

Prerequisites: All scientists needComputer Operation and Research at12+.

For any given scientist, the GM andplayer should choose one more skill,matching the character’s scientificspecialty, to be a prerequisite skill forthe scientist’s specific job. For ideas,refer to the lists of secondary skills forthe Academician and Scientist tem-plates. This additional prerequisiteskill must also be held at 12+.

A scientist must have no negativeReputation associated with his scientific work.

Job Roll: Roll against the best pre-requisite skill held. A critical successwill sometimes lead to increases inpositive Reputation, which in turnaffects monthly salary. Likewise, acritical failure may lead to a loss ofReputation.

Salary: The monthly salary paidvaries from employer to employer. Atypical employer might pay $600 +($300 ¥ worst prerequisite skill) +($1,200 for every point in positiveReputations associated with the scientist’s work).

Wealth Level: Assuming typical payscales and levels of the worst prereq-uisite skill, a scientist’s job is Averagefor 0-2 points in positive Reputations,Comfortable for 3-9 points inpositive Reputations, andWealthy for 10+ points inpositive Reputations. Itwould be extremelyunusual for any scientistto have such an amazingreputation as to merit aVery Wealthy or greaterincome . . .

ScroungerIf all else fails, anyone in an urban

area or near a starport can get a “job”working as a beggar or scrounger.

Prerequisites: Panhandling andScrounging, both at 10+.

Job Roll: Roll against the best pre-requisite skill.

Salary: A typical income for ascrounger is about $1,000 per month,with much of the “salary” coming inkind or in the form of stolen items.Use the freelancing rules for this job,increasing or decreasing each month’spay according to the outcome of thejob roll.

Wealth Level: Poor.

SoldierThe Terran Army is a major employ-

er – billions of Terran citizens havespent at least a few years in uniform.Even when a Terran adventurer is outof active service, he may find a positionwith one of the mercenary units thatare beginning to spring up on the fron-tier. The Soldier template is associatedwith a job with any of these employers.

Prerequisites: All soldiers need atleast Guns (Rifle) and Soldier skill.Soldiers with Military Rank 2+ needLeadership and Tactics as well. Allprerequisite skills must be held at 12+.

Job Roll: Roll against the worst pre-requisite skill held. A critical successwill sometimes lead to a promotion inMilitary Rank, which in turn affectsmonthly salary. Likewise, a criticalfailure may lead to a loss of Rank.

Salary: The monthly salary paidvaries from employer to employer. Atypical mercenary unit might pay$500 + ($750 ¥ Military Rank) + ($250¥ worst prerequisite skill). The TerranArmy pays $400 + ($600 ¥ MilitaryRank) + ($200 ¥ worst prerequisiteskill).

Wealth Level: Assuming typical payscales and levels of the worst pre-

requisite skill, a mercenary’s jobis Average for Military Rank0-5 and Comfortable forMilitary Rank 6+. The job ofa soldier in the Terran Armyis usually Struggling for

Military Rank 0-1, Average forMilitary Rank 2-7, and

Comfortable for Military Rank 8+.

Starship CrewmanStarships need crewmen with a

wide variety of occupational special-ties. The Starship Bridge Officer,Starship Commander, StarshipDeckhand, and Starship Engineer tem-plates are the most appropriate forthis set of jobs.

Prerequisites: All starship crewmenneed Free Fall, Spacer, and Vacc Suitskills at 12+.

For any given crewman, the GMand player should choose three moreskills to be prerequisites for the crew-man’s specific job on board. For ideas,refer to the starship-related occupa-tional templates. Good prerequisiteswill usually come from the lists of pri-mary and secondary skills in the mostpertinent template for the job. If acharacter changes jobs, a new set ofprerequisite skills should be defined.These additional prerequisite skillsmust also be held at 12+.

A starship crewman will also needto have sufficient Merchant or MilitaryRank to justify his specific job position.

Job Roll: Roll against the best pre-requisite skill held. A critical successwill sometimes lead to a promotion inMerchant or Military Rank, which inturn affects monthly salary. Likewise,a critical failure may lead to a loss ofRank.

Salary: The monthly salary paidvaries from employer to employer. Atypical commercial firm might pay$600 + ($900 ¥ Merchant Rank) +($300 ¥ best prerequisite skill). TheTerran Navy pays $500 + ($750 ¥Military Rank) + ($250 ¥ best prerequisite skill).

Wealth Level: Assuming typical payscales and levels of the best prerequi-site skill, a starship crewman’s job isAverage for Merchant Rank 0-3 orMilitary Rank 0-5, and Comfortablefor Merchant Rank 4+ or MilitaryRank 6+.

Unskilled LaborerAnyone can find work as an

unskilled laborer, especially in urbanareas, near starports, or on a rapidlygrowing colony world.

Prerequisites: ST 10+.Job Roll: Roll against ST. A critical

success will yield a permanent 10%pay raise, while a critical failure maylead to a 10% pay cut or firing.

Salary: A typical pay rate forunskilled labor is about $2,500 permonth. Use the freelancing rules forthis job, increasing or decreasing eachmonth’s pay according to the outcomeof the job role.

Wealth Level: Struggling.

158 CHARACTERS

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December 24, 2169 – Gukhiddadownport, in Imperial space:

Gen Christie sat at the officer’slounge table, head bent over a scatter ofpapers and a hand computer. Acrossfrom her, Mukhad Laragii, the Vilaninavigator she had befriended in thestarport watering hole, frowned withconcentration.

“Perhaps I am still not understand-ing how to use this computer,” Laragiicomplained. “I can find no procedurefor solving the equations you describe.”

Christie took the computer backfrom him, tapped at the keyboard, andnodded. “You’re right.”

Laragii sighed in frustration. “I fearyou must find another way to explain,then. I do not understand the purposeof this mathematics.”

“Just a moment.” Christie openedthe program-development environmenton her computer, and began to punchfuriously at the keyboard. “It’s just amatter of applying a Fourier transformto this other set of functions . . .”

Christie’s voice faded off as sheworked, oblivious to the physical uni-verse as she entered the world of math-ematical abstraction. Laragii noticedone of her Terran crewmates, casting anindulgent smile at the navigator as heobtained food from the galley. Laragiideduced that she behaved this wayoften, and decided to wait patiently.

“There!” Christie exclaimed a fewminutes later. “Look at this.”

Laragii peered at the computer’s dis-play, mentally translating the unfamil-iar Terran mathematical notation.Suddenly inspiration struck. “Yes. Yes, Isee now.”

“Good. Then . . .”Laragii held up a hand. “Wait. Your

computer could not solve this problema few minutes ago. Now it can? How isthis accomplished?”

Christie sat back, a puzzled look onher face. “I wrote a program to solve theproblem.”

“Yes? And a ‘program’ is what, pre-cisely?”

She thought for a moment, strugglingfor words for a concept she had taken forgranted since childhood. “I used a spe-cial language that the computer under-stands, to describe the problem and howto solve it. Once I had done that, thecomputer could do the work much fasterthan I could. That’s a program.”

Laragii peered at the machine. “Thecomputer . . . learns?”

“I suppose you could say that,”Christie agreed.

The Vilani navigator stared at her, hiseyes alight with interest. “Tell me more.”

TECHNOLOGY 159

CHAPTER SEVEN

TECHNOLOGY

OVERVIEWThe Traveller universe makes cer-

tain assumptions about future tech-nology. In GURPS terms, the funda-mental technologies listed in theBasic Set (see Tech Level by Field,p. B512) never advance any furtherthan TL9 (or in some cases TL10).However, at TL9 a number of super-science technologies appear and beginto advance. Interstellar Wars usesTL11+ to represent advanced levels ofthese superscience fields, layered overthe stable TL9-10 situation.

TERRANTECHNOLOGY

Terran civilization has been in astate of rapid technological advance-ment for centuries. The mostadvanced nations on Terra firstreached TL9 about 2050. After contactwas established with the VilaniImperium, Terran scientists copiedmore sophisticated Vilani technolo-gies and were stimulated to develop

new ones of their own. This progresscaused a transition to TL10, whichtook place during the 2120s and2130s. The next major set of advances,breaking through into TL11, tookplace in the 2230s and 2240s. By theend of the Interstellar Wars era, Terrahad pushed well past the Imperialtechnological standard and hadbecome the leading technological center in Charted Space.

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Terran BiotechnologyIn Terran society, one exception to

the standard GURPS TL progression isin the area of medicine and biotechnol-ogy. Terrans were late to reach TL9 inthis field, attaining it only about 2100.During the Interstellar Wars era, theynever reached TL10 in medicine orbiotechnology – except in the area of“uplift” of animal species, in which anumber of successful experiments weremade in the 22nd and 23rd centuries.

Terran medical technology, as itaffects aging rolls and medical care,should be considered TL9 throughoutthe Interstellar Wars era.

Terran CyberneticsTerran society is also somewhat

behind the GURPS TL progression inthe area of artificial intelligence,cybernetic implants, and brain-to-machine interface. As with biotech-nology and medical science, Terransreached TL9 in cybertechnology about2100, and never attained TL10 duringthe war era.

Self-aware artificial intelligenceappears in the Traveller setting, butonly at very high TL. Computers androbots at TL9-11 may be quite intelli-gent, but will not be self-aware or self-motivated. This is true even for Terranequipment.

Cybernetic implants are generallylimited to prosthetics – artificialreplacements for damaged or defec-tive body parts. These may provide asmall advantage in strength, durabili-ty, or capability when compared tothe original organ, but prostheticsthat provide a large enhancement inperformance are quite rare.

Neural interfaces, which permit aHuman to operate machines througha direct connection to the nervous sys-tem, are possible but rare. Directbrain-computer interfaces are not pos-sible under current Terran technolo-gy. At most, a hideously expensiveexperimental interface might connectto an operator’s senses and peripheralnerves, giving him a particularly vividform of “virtual reality” experience.

IMPERIALTECHNOLOGY

In contrast to the Terrans, theVilani were technologically stagnant

throughout the Interstellar Wars era.They had attained early TL10 as earlyas 900 BC, they were still at TL10when the new Ziru Sirka put an end toall technological innovation about 500AD, and they remained at that levelwhen they came into contact withTerra.

Over the centuries, Imperial tech-nology matured rather than advanced.New techniques were not discovered –instead, familiar techniques wereslowly honed to the highest possiblelevel of reliability and sophistication.The result was Imperial StandardTechnology, a vast array of well-defined techniques and manufactureditems. The Imperial Standard includ-ed specifications and plans for every-thing, from a tenth-solar penlight upto a billion-solar warship, from theproper method for applying merdeshpaint up to the definition of elaboratetelecommunications protocols.

Poor or backward worlds could notuse all of the Imperial Standard.Knowing how to build a given itemwas useless if the local infrastructurecould not support the process. Besides,every item in the compilation wasowned by one of the shangarim, whichcontrolled its legal use and could col-lect licensing fees. Still, the Standardwas consistent throughout Imperialspace, giving every Imperial world thesame potential technological base.

Imperial Biotechnologyand Cybernetics

The primitive Vilani were notentirely uninterested in biological sci-ence. Most food items had to be exten-sively processed before they could beeaten, a requirement that encouragedthe shugilii caste to carefully study theplant and animal species aroundthem. However, since native diseaseorganisms were almost unable toaffect the Human body, the Vilaniwere never motivated to delve deepinto the biological sciences. Eventoday, the Vilani have only a limitedunderstanding of cellular biology orthe germ theory of disease.

The Imperial Standard Technologyis at an early TL7 level for biotechnolo-gy and most areas of medical science.Through trial and error, the Vilani havedeveloped advanced surgical tech-niques, including the ability to performsafe blood transfusions and somemajor-organ transplants. Their under-standing of biochemistry is primitive,and they have not discovered the structure or role of DNA.

The Vilani can make prosthetics,especially to replace limbs or assist thenatural function of some organs (aux-iliary lenses for the eyes, pacemakersfor the heart, and so on). True bionicreplacement organs or significantenhancements are not possible.

160 TECHNOLOGY

Biotechnology and CyberneticsTerran society is only backward in biotechnology in terms of the stan-

dard GURPS TL progression. In fact, Terran society is quite advanced inbiotechnology and medical science when compared to the VilaniImperium. Terran biotech and medical equipment are among the firstexport items to find large markets within Imperial space.

Similarly, Terran cybernetic technology is behind its expected pointon the GURPS TL progression, but is well in advance of the correspon-ding Vilani achievements. Terran cybertech is not as well received with-in Vilani space, but even it finds a ready market on a few Imperial worlds.

One of the basic assumptions of the Traveller universe is that notechnology advanced enough to transform the fundamental nature ofhuman beings will ever be widely available in the game. Traveller has itsroots in science fiction of the so-called “Golden Age,” before the conse-quences of highly advanced biotechnology or cybernetics became acommon theme. Hence, societies in the Traveller universe will tend tolag behind the standard GURPS TL progression in these specific areas– exactly the technologies that do have the greatest potential for changing human nature.

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One advantage that the Vilanienjoy in medical science is access topharmaceuticals derived from thou-sands of worlds. Vilani pharmacistscan provide a wide variety of natural-ly occurring drugs, some of whichhave nigh-miraculous effects on theHuman body. Several of these drugsare listed on p. 166.

Imperial medical technology, as itaffects aging rolls and medical care,should be considered TL7 throughoutthe Interstellar Wars era.

Imperial ElectronicsVilani electronic systems are effi-

cient, reliable, and cheap. They pro-vide capabilities similar to thosedesigned by Terrans. However,because Vilani technological develop-ment took a significantly different pathmillennia ago, Imperial electronicdevices seem quite strange to a Terranencountering them for the first time.

The fundamental difference is thatVilani electronic devices are designedfor a specific task, and are not easilyapplied to any other task. Even Vilanicomputers are not flexible machines –each computer is “hard-wired” for aspecific kind of calculation or datamanipulation, and can’t be repro-grammed to perform any other job.This fact makes the relationshipbetween a Vilani and his machinesquite different from that between aTerran and his.

For example, a Terran starshipmight have a central mainframe com-puter, which performs all the routinecomputation on board, providesentertainment media to the crew and

passengers, and can be repro-grammed to handle any new tasks thatmight arise. Within the limits imposedby onboard security, any crewmancan access any of the computer’s functions through any terminal. Thestarship crew almost certainlyincludes one or more people skilled incomputer programming that can easi-ly redirect the mainframe’s resourcesas needed.

In contrast, a Vilani starship has acomputer dedicated to computing

jump coordinates, another computerdedicated to processing sensor data, athird dedicated to handling on-boardcommunications, a fourth dedicatedto gunnery control, and so on. Each ofthese computers, by itself, is at least aseffective and reliable for its task as theTerran mainframe. However, the vari-ous computers are separate devices,which might not even be networkedtogether. A crewman who knows howto operate one computer might haveno idea how to operate a different one.If any truly new task arises thatrequires massive computationalpower, the crew is out of luck; none ofthe existing ship’s computers can berebuilt to handle the new task withoutan almost complete redesign (whichno one on board knows how to do).

Another example: almost everyTerran owns a personal computer,which can easily be connected to thelocal planetary network. Using thiscomputer, he can speak or send a textmessage to anyone else on the net-work, skim the news, download booksor music, manage his finances, playgames, process images or scientific

data, or perform any of a thousandother tasks. Every program he runs isinfinitely customizable, permittinghim to fit his experience to his ownindividual tastes. The only limit is theprogrammable capacity of his computer and the availability of software.

Almost every Vilani also owns ahousehold computer. Using thisdevice, he can speak or send text mes-sages to anyone else on the same plan-et, but the messages are always pre-sented the same way, and they canonly be sent using predefined proto-cols. He can skim the news, but onlythe news that the single planetarynews service provides, and only in theformat the service chooses to present.He can download entertainment fromthe available broadcast services, butonly what those services choose tomake available to him. If he wishes toplay electronic games, he will have tobuy additional devices to play them on– possibly one device per game. If heneeds to process images or scientificdata in the course of his job, hisemployer will provide him with yetanother device on which that can bedone. The Vilani can customize hisinteractions with the machines to acertain extent, but he is always forcedto choose items from a predefinedmenu; he can never rebuild his tools tosuit his personal taste.

In short, although the Vilani citizenhas access to very sophisticated elec-tronics, the way in which he interactswith his devices is very rigid and inflex-ible. Vilani who come into contact withTerran electronics are often extremelyattracted to them, if they are able toappreciate their sheer flexibility. Ofcourse, they can also get into serioustrouble with the Imperial authoritiesfor owning or using such devices!

Vilani computers, sensors, com-municators, and other electronicdevices are all considered to be atTL(6+4), roughly equivalent to TerranTL10 but based on completely differ-ent principles. The major exception isin the area of robotics, where theImperial Standard is limited to aboutTL(6+1), or equivalent to Terran TL7.Vilani use crude, single-purposeindustrial robots, but they do notbuild general-purpose robots, nor dothey produce computers with anydegree of self-programming ability.

TECHNOLOGY 161

NanotechnologyThe standard TL progression in GURPS Fourth Edition includes

applications of nanotechnology at TL10 and above. Interstellar Warsassumes that nanotechnology is viable at high TL, but that the results aresubtle, blending into the background in such a way that most people arenever aware of them.

Nanotech devices (“nanites”) are assumed to be very delicate andexpensive, useful in certain manufacturing processes or medical treat-ments, but by no means ubiquitous in daily life. Nanites are also assumedto be incapable of self-replication, so they can’t exist “unsupervised” orbecome wildly destructive. Adventurers will almost never own or usenanites themselves, and they can be assumed to be an invisible part of thebackground for most adventures.

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The following lists of gear build onthe Basic Set, adding items and rulesspecific to the Traveller universe. Withcertain exceptions listed below, any-thing in Chapter 8 of the Basic Set isavailable.

ARMOR ANDPROTECTIVEGEAR

The lists of armor and protectiveequipment found in the Basic Set(pp. B282-287) are adequate for theInterstellar Wars setting. TheImperium does not use “battlesuits”(powered armor), but the TerranConfederation begins to use themafter reaching TL11. Use the Battlesuitfrom the table on p. B285, adjustingits DR for TL11 as indicated in thenotes.

COMMUNICATIONSAll communications equipment

listed here uses the rules referencedunder Communicators, p. B471.

Communicator, Short Range (TL8):A small two-way radio, often built intoa helmet or worn on a belt. The stan-dard model has a base range of 10miles. $100, negligible weight, 15days. Can be disguised in an earring,wristwatch, or other small accessoryfor +50% cost.

Communicator, Medium Range(TL8): A palm-sized radio, with a baserange of 100 miles. $200, 1 lb., 15days. A video display is available atdouble cost.

Communicator, Long Range (TL8):A book-sized or backpack unit, with abase range of 1,000 miles. Capable ofreaching ships in low planetary orbit.$500, 10 lbs., 4 days. A video display isavailable for an extra $100.

Com Scrambler (TL8): Attached toany communicator, scrambles mes-sages so that only another scramblerwith the same cryptologic key candecode the transmission. An eaves-dropper with access to a Terran main-frame (or better) computer might beable to decode the transmission with aCryptography skill roll. $500, negligible

weight, draws negligible power fromthe attached communicator.

Digital Camera (TL8): Takes full-color still or motion pictures, record-ing them on a computer disk. $500, 2lbs., 4 days.

COMPUTERSComputers come in a bewildering

variety during the Interstellar Warsera, from the small hand-carrieddevices used by many Terrans as per-sonal data assistants, to the powerfulmainframes used to run Terran star-ships, to the myriad single-purposemachines produced by strange Vilanitechnology. Computers use the rulesfound on p. B472.

Computer TypesThe available computers are listed

in the table below. Each type’s weight,cost, and Complexity are given.Computers are usually run on build-ing or shipboard power, althoughMinicomputers and smaller devicescan also be run from battery power(provided by a computer terminal; seep. 163).

Several options may be added toany computer to alter its capabilities.An option that is “Imperial Required”must always be built into Imperialcomputers; an option that is “TerranOnly” may never be built into Imperialcomputers.

Cheap: The computer is less sophis-ticated than usual, and is thereforemuch cheaper. This option can beused to describe older hardware.

Compact: The computer is substan-tially reduced in size and weight, butis much more expensive as a result.

Dedicated (Imperial Required): Adedicated computer can only run asingle software program, designatedwhen the computer is built. The pri-mary characteristic of Imperial com-puters is that they are all built with theDedicated option.

Genius: The computer uses state-of-the-art processing technology. Thisgreatly increases its price. Imperialcomputers may only use this option ifthey are designed to run an ExpertSystem program (p. 164).

Hardened: The computer is builtwith optical systems, or with moresophisticated forms of hardening atTL10+. The effect is to make the com-puter more resistant to attacks such aselectromagnetic pulses or powersurges.

High Capacity: The computer’s soft-ware and data storage capacity isincreased by 50%. The computer canrun three programs of its ownComplexity, and so forth.

Robot Brain (Terran Only): Thecomputer has a brain optimized tocontrol a mobile robot. This optiongives it a built-in operating systemthat permits it to move, control its

162 TECHNOLOGY

PERSONAL GEAR

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limbs (if any), run built-in equipment,process sensor information, under-stand orders to the limits of its IQ, andso on. The computer has an effectiveDX of (Complexity/2)+8 (roundeddown), and an effective IQ ofComplexity+3. It is programmed toobey its owner and will follow ordersliterally. The main drawback of thisoption is that it halves the number ofprograms the computer can run (oneof its own Complexity, 10 of oneComplexity lower, and so on).

Synaptic Processing (Terran Only –TL10): The computer is built to imi-tate the way an animal’s brain struc-ture works. This gives the computer alimited ability to “learn,” altering itsown programming in response toinput. The computer gains an IQ ofComplexity+4 for learning purposes,but no DX; the computer cannot learnDX-based skills. Combined with therobot brain option, this makes thecomputer semi-sentient, with limitedinitiative. However, it has no interestin anything beyond following its user’sorders – it is not “self-aware.” Treatthis like a normal robot brain, but onthat can learn; it has its normal DX butan IQ of Complexity+4.

The Computer Table gives theweight, cost, and Complexity of eachcomputer type. If any options areapplied, change the statistics by all ofthe factors given for the selectedoptions. Options can only be selectedonce each.

Computer TerminalsThe equipment described on the

Computer Table above is only the pro-cessing element of the computer – the

portion that manipulates data. Unlessthe computer is intended strictly for anunmanned vehicle, a battlesuit, or arobot, it should have at least one terminal.

A terminal includes a keyboard ortouchpad, a “mouse” or other pointingdevice, one or more cameras, aholodisk reader, a screen or holodis-play, a printer – in short, a variety ofequipment used to either provide thecomputer with data input or presentdata output to the user. Each terminalallows one person to use the computerat a time. A single terminal can be con-nected to multiple computers, possiblythrough an extensive network.

Adding a terminal to a computerdoes not increase its capacity in anyway. If multiple users try to exceed itscapacity by running more programs ofa given Complexity than the computercan handle, then they will simply beunable to do so.

Terminals come in several differentlevels of size and complexity. GMs andplayers should feel free to mix andmatch terminals and computers. Forexample, a Palmtop terminal attachedto a Tiny computer would be a useful“data assistant” for almost any Terranstarship crewman; a Mainframe com-puter might be connected to dozens ofDesktop terminals to form a sciencelab’s computer network. Terminalshave internal batteries and can sup-port the power requirements of a com-puter as well as their own; they canalso be run from building or ship-board power.

Palmtop Terminal (TL8): Includes asmall screen and touchpad, plus amicrophone and speaker for spokeninteraction. Also includes a small

radio modem for “wireless” connec-tion to nearby computer networks(range about 10 yards). Internal bat-teries can support a Tiny computer’spower requirements. $100, 0.5pounds, 6 hours.

Desktop Terminal (TL8): Includesthe full range of input and outputdevices, but lacks a printer or a high-quality holovisual display. Includes asmall radio modem for wireless con-nection (range about 30 yards).Internal batteries can support a Smallcomputer’s power requirements. $500,10 pounds, 6 hours. A compact ver-sion of the terminal (a “laptop”) hashalf the weight but +50% cost.

Workstation Terminal (TL8): Includesthe full range of input and outputdevices, at higher quality, plus a printer.At TL9+ it includes a high-quality holo-visual display. Includes a radio modem(range about 100 yards). Internal batter-ies can support a Minicomputer’s powerrequirements. This is the typical ship-board computer workstation. $1,000, 40pounds, 6 hours.

Data Storage and Databases

A computer always has data stor-age capacity (for the basic data stor-age rules, see p. B472). A Complexity 1computer has a base storage capacityof 100 MB; this capacity increases bya factor of 10 per level of Complexity(hence a Compexity 2 computer has acapacity of 1 GB, a Complexity 3 com-puter a capacity of 10 GB, and so on).

Portable data storage is in the formof holodisks. These are dime-sizeddisks that can easily be interfaced withany computer terminal. At TL9, aholodisk contains 100 GB of data; thiscapacity increases by a factor of 10 perTL (so a disk contains 1 TB at TL10,and 10 TB at TL11). A holodisk costs$5 and has negligible weight.

Databases store information onvarious subjects (see Data Storage,p. B472, for examples of how largevarious databases need to be). Thecost of a database varies dramatically;a standard reference encyclopediamay be nearly free, while a database ofmilitary starship designs may be com-pletely unavailable except to a licensednaval architect. Typical costs are $1 to$100 per GB, depending on supplyand demand.

TECHNOLOGY 163

COMPUTER TABLEType Weight Cost ComplexityMainframe 1,000 $250,000 TL-3Microframe 100 $50,000 TL-4Minicomputer 10 $10,000 TL-5Small 1 $2,000 TL-6Tiny 0.1 $400 TL-7OptionsCheap ¥1 ¥0.05 -1Compact ¥0.5 ¥2 –Dedicated ¥0.5 ¥0.2 –Genius ¥1 ¥20 +1Hardened ¥3 ¥5 –High Capacity ¥1 ¥1.5 –Robot Brain ¥1 ¥1 –Synaptic Processing ¥1 ¥2 –

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Although Imperial computers donot use programs in the same sensethat Terran computers do, theImperium does use holodisks anddatabases. The two civilizations usedifferent protocols to store and trans-fer information, but translation is rel-atively easy and most Terran comput-ers are able to read Imperial storagemedia.

SoftwareSoftware programs are purchased

and run using the rules on p. B472.The cost of a given piece of softwaredepends on the TL of purchase andthe Complexity of the program, asgiven by the following table. Highlyspecialized programs may cost two tofive times the value in the table; somesuch cases are noted below, but theGM should feel free to impose highercosts. A program designated as “Free”is available for negligible cost, as“shareware,” or bundled into packageswith other software.

Imperial computers do not usesoftware, as such; each computer is“hardwired” to run a single programand cannot be reprogrammed. Theprogram to be run is designated whenthe computer is purchased.

Accounting (TL8): Used to manipu-late numbers, perform financial pro-jections, and so on. The GM may con-sider this to be required for normal useof the Accounting or Finance skills.Complexity 2.

Damage Control (TL8): This pro-gram monitors system statusthroughout a starship, helping engi-neers diagnose damage and repair it.It gives a +2 bonus to rolls to repairship damage. The program isComplexity 2 for a ship less than 100dtons in size, Complexity 3 for a ship100-999 dtons in size, Complexity 4

for a ship 1,000-9,999 dtons in size,and Complexity 5 for a ship 10,000dtons or larger. The computer mustalso have an installed database of theship’s blueprints and technical specifications (1 GB, $1,000).

Datalink (TL8): This programenables any computer to link (througha cable or communicator) with anoth-er electronic device. The computercan now display data from the otherdevice, and can be used to giveinstructions through the link. This isalso the software used to communi-cate with other computers through anetwork. Complexity 1.

Entertainment (TL8): A fullEntertainment program scans newschannels, provides visual or musicalentertainment, and presents computergames. Complexity 2. Entertainmentdatabases must be available as well; 1GB of database can include dozens ofmusical performances, a few movies,or a single computer game of moderate complexity.

Expert System (TL8): An ExpertSystem program encodes the knowl-edge of an expert in a given field, andcan assist untrained individuals to usethe skill. They can be asked what-ifquestions, but they will not bring anynew insights to a problem, and can’tbe used for original research or inven-tion. Expert Systems are available foralmost any skill that requires a lot of“book learning” or specialized techni-cal knowledge (medicine, theoreticalor applied science, engineering, star-ship systems operation, accounting orfinance, wilderness survival, and soon). They are not available for mostskills that require physical perform-ance (most athletic or combat skills).The GM should determine whether anExpert System is available for anygiven skill. A basic Expert System has

skill-12; it is Complexity 3 for an Easyskill, Complexity 4 for an Averageskill, Complexity 5 for a Hard skill,and Complexity 6 for a Very Hardskill. Higher skill levels are available(+1 to skill for +1 Complexity).

Gunner (TL8): This program per-mits the ship’s computer to work as agunner. The computer has skill-12with a Gunner program ofComplexity 4, +1 to skill for every +1to Complexity. The skill bonus is notcumulative with any bonus (or penal-ty) from a Targeting program – usethe lower of the Gunner or Targetingprogram bonus. One copy of theGunner program running on theship’s computers will replace onehuman gunner.

Internal Security (TL8): This pro-gram monitors and controls a build-ing’s or ship’s security systems. It hasan Electronics Operation (SecuritySystems) skill on its own, or can add abonus to an operator’s skill. If some-one is attempting to fool security sen-sors, a Quick Contest of Skill inElectronics Operation (SecuritySystems) may be required. AComplexity 3 program has a skill of 14or adds a +2 bonus to an operator’sskill; +1 to skill and bonus for every +1Complexity.

Interpreter (TL8): This program cantranslate from any language to anyother language, so long as both of theappropriate language databases areon line. Written or nonverbal lan-guages can be handled so long as theappropriate sensors and “speakers”are available. A program that can pro-vide Broken-level translations isComplexity 3, a program capable ofAccented-level translation isComplexity 4, and a program capableof Native-level translation isComplexity 5. Language databases areusually 1 GB, $1,000.

Jump Navigation (TL9): This pro-gram is necessary in order to use theNavigation (Hyperspace) skill. Itcomes in several levels, depending onthe range of the jump to be performed.A Jump-0 program is Complexity 4, aJump-1 program is Complexity 5, aJump-2 program is Complexity 6, anda Jump-3 program is Complexity 7.

Jump Planning (TL9): This is not aprogram, but a database; it includespre-computed values for many of theparameters necessary to plot a jump

164 TECHNOLOGY

SOFTWARE COSTS TABLEComplexity Cost (TL9) Cost (TL10) Cost (TL11)1 Free Free Free2 $50 Free Free3 $200 $50 Free4 $1,000 $200 $505 $5,000 $1,000 $2006 $20,000 $5,000 $1,0007 $100,000 $20,000 $5,0008 – $100,000 $20,0009 – – $100,000

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between a specific pair of star systems.If an appropriate Jump Planning data-base is available, the Navigation(Hyperspace) skill roll to plot the jumpsafely is at +4. Imperial navigatorsalways use Jump Planning databases.Terran navigators use them for addedsafety but are often willing to do with-out. Jump Planning databases aresometimes called “jump tapes,”although they are stored on holodiskslike any other database. A JumpPlanning database is 100 GB in size,

and normally costs $1,000. Databasesfor most destinations within three tofour parsecs can usually be bought atany Class C or better starport.

Personality Simulation (Terran Only– TL10): This program lets the com-puter simulate emotions, quirks, andso on, and also permits the use ofhighly idiomatic speech. In a robot, itcan also simulate gestures and physi-cal mannerisms. It can be pro-grammed with a specific personality(even duplicating a real or fictional

person) or left to develop its own (gen-erally based on those around it). Asimulation good enough to seem“real” to those interacting with it forlong periods is Complexity 5, while asimulation of near-Human depth ofpersonality is Complexity 6.

Routine Vehicle Operation (TL8):This program enables the computer tocontrol a vehicle for routine travel – nocombat driving or dangerous maneu-vers. A program with effective Drivingor Piloting skill of 12 is Complexity 2;+1 skill for +1 Complexity. The vehiclemust have been designed for comput-er control and must be fitted with theappropriate electronic sensors.

Targeting (TL8): A starship gunnermay use this program to predict targetpositions and aim heavy weaponry.The program can be purchased at anydesired Complexity, and grants abonus (or penalty) to Gunner skillequal to Complexity-5. Firing a star-ship’s weapons without a Targetingprogram imposes a -6 penalty toGunner skill. One copy of this programmust be running on ship’s computersfor each gunner.

Technical Reference (TL8): Thisprogram serves as a design systemand diagnostic tool for a single tech-nical skill (such as Armoury,Electrician, Electronics Repair,Engineer, Machinist, or Mechanic). Itgrants a +2 to any skill roll to designor repair a piece of equipment usingthe supported skill. Complexity 3.

Word Processing (TL8): A complete,state-of-the-art desktop publishingsystem, used to create and manipulatetext and image files. Complexity 2.

MEDICALEQUIPMENTAND CARE

Physicians use the rules from theBasic Set to determine how effectivethey are (see Recovery, p. B423).Throughout the Interstellar Wars era,Terran physicians are considered tobe working at TL9. Vilani physiciansare considered to be at TL7, but theyhave access to all the unusual drugslisted below, and they know how touse them. As a result, they can oftenobtain more impressive results thantheir technical base might suggest.

TECHNOLOGY 165

Example of Computer Design:Imperial Expert Systems

Most Terrans are accustomed to carrying a flexible personal comput-er around, and have heard that Imperials don’t enjoy such a technologi-cal amenity. When they first encounter Vilani technicians, they’re oftensurprised to see them carrying around small devices, very similar inappearance to the Terran “perscomp.”

In fact, many Vilani carry a small personal device, dedicated to run-ning a single Expert System program (p. 164) that supports their owntechnical specialty. These expert systems are very good, if somewhatinflexible, and have been carefully refined over centuries or millennia.They embody not only the technical knowledge of Vilani civilization, butalso information on who owns each piece of technology and thereforecontrols any further innovation affecting it.

Young Vilani, just starting out on their careers, will tend to lean ontheir expert systems for guidance even in the simplest technical tasks.Older, more experienced Vilani can get along without their expert sys-tems – but they tend to continue referring to them, if only to know what“tinkering” might expose them to charges of illicit innovation. SinceImperial expert systems are so refined and extensive, they are often intel-ligence targets for Terran operatives, at least early in the Interstellar Warsera before Terran technology attains parity with the Imperial Standard.

Imperial expert-systems devices can support a very wide variety ofskills. Two examples are described below – the GM is encouraged todesign more.

Technician’s Aide: This is a Small computer, designed with theDedicated and Genius options, attached to a compact Desktop terminal.It runs a Complexity 5 Expert System program, usually providing a skilllevel of 13 in an Average skill such as Electrician, Electronics Repair, orMechanic. A Technician’s Aide is often issued to a new technician whenhe embarks on his career, and he may rely on it heavily for many years.$9,750 (including software cost), 5.5 lbs., 6 hours (when not attached toship or building power).

Administrator’s Aide: This is a Minicomputer, designed with theDedicated and Genius options, attached to a normal Workstation termi-nal. It runs a Complexity 6 Expert System program, usually providing askill level of 14 in an Average skill such as Administration or Merchant,or a skill level of 13 in a Hard skill such as Accounting or Law. Many low-level or mid-level administrators in Imperial society make use of anAdministrator’s Aide. $46,000 (including software cost), 45 lbs., 6 hours(when not attached to ship or building power).

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Available DrugsThe following are examples of the

kind of “miracle drugs” that are avail-able in the Imperium (or, via trade, inTerran space). The GM should feelfree to design more, using the rules onp. B425.

Gakinisharra: Used to treat thesleep-deprivation syndrome sufferedby the Anakundu race (p. 80), thisdrug can also be used to counteractinsomnia and other sleep disorders. Itis very effective, non-habit-forming,cheap, and widely available every-where in Imperial space. Gakinisharracancels up to three levels of LessSleep, and also gives a +2 to HT whenmaking a roll to avoid an episode ofthe Insomniac disadvantage. It istaken as a pill, with a dose lasting oneday; multiple doses have no addedeffect. LC 4, cost per dose $10.

Kash: Simply called “fast,” this sub-stance triggers a kind of hibernationstate in Humans. Many Vilani use it asa short-term substitute for the riskyprocess of suspended animation.Upon taking the drug, the patientimmediately falls into a deathliketrance, during which he is consideredto have Metabolism Control 5. He usesonly half as much oxygen as usual,and the effects of starvation and dehy-dration take 32 times as long to harmhim – thus, after 10 days under thedrug, the patient will only feel theeffects of one missed meal or abouteight hours without water. The drug isadministered as a contact agent, usu-ally in the form of a patch, with eachdose lasting a week. Multiple doseshave no additional effect, so if apatient is to remain in hibernationsomeone must be present to apply anew patch on a regular basis. LC 3,cost per dose $2,000.

Kulikasu: The “physician’s friend,”this drug was discovered early inVilani history and is presently used allover Imperial space. The patient mustmake a roll against HT-6 or fall uncon-scious until the drug wears off. Whileunder the influence of the drug, thepatient loses the Slow Healing disad-vantage and acquires Regeneration(Regular). The drug is administered asan injection, with each dose lasting(25 – HT)/4 hours; multiple dosesextend the effect but also multiply thepenalty to the HT roll to retain con-sciousness. LC 3, cost per dose $300.

Sharaddun: This drug is often usedby Vilani soldiers in combat, and hasappeared on the Terran black market.While under the influence of the drug,the user acquires the Enhanced TimeSense advantage. At the end of thedrug’s period of effect, he must makea HT-4 roll or take 1d FP and 1d HP.The drug is administered as an injec-tion, with each dose lasting (25 – HT)minutes; multiple doses extend theeffect, but the fatigue and hit pointslost must be determined for each dose.LC 1, cost per dose $1,000.

Urshaggim: Another “combat drug”often used by Vilani soldiers, this drugprovides a +1 bonus to ST, DX, andHT for the duration of its effect. At theend of the drug’s period of effect, theuser must make a HT-4 roll (using hisunmodified HT) or take 1d HP. Thedrug is administered as an injection,with each dose lasting (25 – HT) min-utes; multiple doses extend the effect,but the hit points lost must be deter-mined for each dose. LC 1, cost perdose $1,000.

Ushkiirga: This anti-bacterial agentis sometimes called the “ultimateantibiotic” by Terran physicians. Itnot only attacks bacterial infectionsdirectly, but it also bolsters theHuman immune system and improvesresistance even against viral diseases.It provides a +8 bonus to all HT rollsto resist infection or infectious dis-ease. It is administered by injection,with each dose lasting (25 – HT)/4hours; multiple doses extend theeffect. LC 3, cost per dose $250.

Suspended AnimationImperial and Terran scientists have

independently developed ways to sus-pend Human metabolism for longperiods. The process is fairly cheap,but it requires bulky equipment andthe care of a skilled physician. Thenecessary “low berth” equipment ismost often found on large-scale pas-senger transports, lifeboats, andTerran slower-than-light colony ships.

Entering a low berth requires fiveminutes, or twice as long withoutassistance. A low berth can be set to

166 TECHNOLOGY

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revive its occupant at any fixed time,or when it receives a signal from alinked computer that is programmedto recognize certain external condi-tions. Revival takes 15 minutes.Success is automatic if the revivalprocess is monitored by someone withElectronics Operation (Medical) skillat 10 or better. Otherwise, roll againstHT+6; the patient dies on a failure orcritical failure. One person can onlymonitor four revivals at a time.

Low berths become available atTL9. Throughout the Interstellar Warsera, one low berth (with space for asingle passenger) takes up 250 cubicfeet, weighs 2 tons, and costs $50,000.A low berth requires an uninterruptedsource of power, usually from a citypower grid or a ship’s power plant.Internal batteries can maintain servicefor about one day.

SENSORS ANDSCIENTIFICEQUIPMENT

Atmosphere Tester (TL8): A simpli-fied chemsniffer that tests the atmos-phere and displays the compositionusing a digital readout. A light glowsred if the atmosphere is unbreathablefor Humans, or green if it is safe.Exotic chemical or biological contam-inants may be beyond the tester’s abil-ity to assess (use a chemsniffer forthese). $400, 1 lb., 3 weeks.

Biosniffer (TL10): An advancedchemsniffer that can recognize andanalyze evidence of biological organ-isms. The biosniffer could determinewhat type of life forms had previouslyoccupied an area by picking up char-acteristic molecules produced by theirexhalation, skin flakes, and so on. Itcould then compare them to a data-base included in the device’s comput-er, helping the user track specificorganisms or species. Range is fiveyards. Previously unknown life formswill impose a penalty to theElectronics Operation (Sensors) rollto successfully use the device. $2,000,2 lbs., 2 weeks.

Chemsniffer (TL8): Analyzes chem-ical traces in the atmosphere. Can beused to determine atmospheric com-position in greater detail than is avail-able from a standard atmospheretester. It can also locate contaminants,

drugs, explosives, and so on. Range is5 yards. $700, 2 lbs., 2 weeks.

Densitometer (TL11): This gadgetuses gravitic-imaging technology tomap the interiors of objects at a rangeof up to 500 yards. It can also be usedto locate water, ores, or other itemsunderground. A clear scan requiresone second per 27 cubic feet of vol-ume scanned. When an object hasbeen scanned, the data is stored onstandard computer media can be usedto produce “cutaway” views of theobject. $15,000, 20 lbs., 5 minutes.

Inertial Compass (TL8): Smalldevice that indicates direction and dis-tance traveled from any preset pointon a planet, accurate to within a yardper 1,000 miles. Must be calibrated forthe planet (takes one hour and aNavigation or Electronics Operation(Sensors) roll). Can be tied into a plan-et’s geolocation satellite system forgreater accuracy. $250, 1 lb., 3 weeks.

SURVIVALGEAR

Air Mask (TL7): A face mask andair hose. Used on worlds withunbreathable but otherwise harmlessatmospheres. If the atmosphere lacksenough oxygen (or has too much) thenair tanks are also required, while if ithas enough atmosphere but is con-taminated or tainted, a filter (but notanks) is required. $100, 2 lbs. Foranother $50, add a mini-tank with 10minutes of air.

Air Tank (TL7): Stores two hours’worth of air. Usable with vacc suits, airmasks, sealed armor, and so on.Multiple tanks can be worn. Each tankis $100, 10 lbs. An advanced rebreather(TL8, $200, 1 lb.) added breathing gearmultiplies tank duration by 10.

Filter (TL8): Used with any airmask or respirator, a filter allows con-taminated air to be breathed withoutresorting to air tanks. The filter mediarequire replacement every 48 hours.$200, 1 lb. for CBR-rated filter usableagainst chemical agents, bioweapons,or radiation fallout; $100 for a filterrated only for things like pollution,volcanic fumes, or pollen.Replacement filter media: $40 forCBR-rated, $10 otherwise, 1/4 lbs.Note that to protect against contactagents like nerve gas or bioweapons, asealed suit will also be necessary.

Pressure Tent (TL8): An airtight tentstrong enough to be inflated to oneatmosphere in a vacuum. Opening itcompletely evacuates the air; enteringor leaving through the one-man air-lock takes a minute. $500, 15 lbs. for aone-man tent; $1,500, 30 lbs. for atwo-man tent; $5,000 and 150 lbs. foran eight-man tent.

Respirator (TL9): Makes Thin andVery Thin atmospheres safely breath-able. Includes protective goggles and ashort-range communicator. $300, 3lbs., 36 hours.

Reducing Respirator (TL9): MakesDense and Very Dense atmospheressafely breathable. Includes a short-range communicator. $500, 5 lbs., 36hours. Requires a chemical rechargeevery two weeks, costing $50.

Rescue Ball (TL8): This is a book-sized package that inflates into an air-tight bubble with a self-sealing flap. Itcan be inflated in four seconds andholds 15 minutes of air (more if theuser carries an air tank). It floats, andis flexible enough to move in (Move1). A rescue ball is easy for even anuntrained individual to use, so manymerchant vessels issue them to passengers instead of vacc suits. $800,5 lbs.

Personal Reentry Kit (TL8): Afoamed ablative heat shield, chemicalthruster, and parachute allows anindividual in a sealed suit (such as avacc suit or battle dress) to re-enter aplanetary atmosphere from low orbit.Safe re-entry requires successful FreeFall and Parachuting skill rolls.$15,000, 30 lbs.

WEAPONSThe lists of melee and ranged

weapons found in the Basic Set(pp. B267-281) are adequate for theInterstellar Wars setting. “Blaster”weapons are not available, even atTL11. Beam weapons in the Travelleruniverse are usually designed so thatthe power supply can be carried orworn separately from the workingportion of the weapon. The powerpack is normally worn on the belt orback, with a sturdy cable running tothe weapon. Imperial forces tend touse “slugthrower” weapons, especiallythe TL9 autopistol and the TL10Gauss rifle. Terran soldiers followsuit, although at TL10+ Terran forcesoften use laser weapons as well.

TECHNOLOGY 167

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“Grav vehicles” are the main trans-portation of a high-technology society,replacing almost all other vehicletypes except in specialized applica-tions. All gravitic vehicles are con-trolled using Piloting (Contragravity)skill. There are three grav-vehicle con-figurations in common use: air/rafts,speeders, and G-carriers. Each ofthese has an “Imperial Standard” type,which is the most common modelmanufactured in Imperial space.Various Terran manufacturers alsoproduce varying grav-vehicle models.

Air/RaftsAn “air/raft” is the gravitic equiva-

lent of the personal ground car. Theyare slow, and can become rather diffi-cult to handle in high or turbulentwinds. They are open-topped, and canbe covered with a cloth or plasticcanopy, but cannot be sealed againstvacuum. Air/rafts can be used for sur-face-to-low-orbit flights, although thetrip can take several hours andrequires that the passengers wear vacc

suits. A standard air/raft has a capacityof one driver, three to five passengers,and four tons of cargo. Air/rafts areoften carried by small starships as aux-iliary craft; they take up four dtons ofspace in a vehicle bay or hangar.

SpeedersSpeeders are large, overpowered

gravitic vehicles, sacrificing passengerand cargo space for streamlining andspeed. They are sealed against highwinds and vacuum, and can easily beused for surface-to-orbit travel. A stan-dard speeder can carry a driver, onepassenger, and up to 200 pounds ofcargo. They are sometimes carried bystarships as auxiliary craft, althoughtheir lack of cargo capacity makesthem unpopular in this role. They takeup six dtons of space in a vehicle bayor hangar.

G-CarriersG-Carriers are heavy cargo vehi-

cles, with handling characteristicssimilar to those of a large air/raft.

They are usually designed for lighttroop transport duties, carrying heav-ier armor and often mounting a lightinfantry-support weapon in an opengun mount. They are sealed, but aretoo slow for travel beyond low plane-tary orbit. A standard G-Carrier cancarry a driver, a gunner, and up to 12passengers, with two tons of cargo. G-Carriers are sometimes carried bymilitary starships as auxiliary craft;they take up eight dtons of space in avehicle bay or hangar.

168 TECHNOLOGY

VEHICLES

GRAV VEHICLE TABLETL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Stall9 General Gravitics

Air/Raft 57 +3/2 10 1/25 5.9 4.9 +3 1+3 15 – $400,000 O 010 Imperial

Standard Air/Raft 50 +3/3 12 1/30 5.4 4.4 +3 1+3 16 – $600,000 O 010 Hill & Masterson

Phoenix Air/Raft 53 +3/3 11 1/30 5.8 4.6 +3 1+5 18 – $560,000 O 010 Kaufmann

Diamond Air/Raft 50 +4/3 11 1/40 5.4 4.4 +3 1+3 16 – $700,00011 Hill & Masterson

Phoenix II Air/Raft 53 +3/3 11 2/40 5.8 4.6 +3 1+5 22 – $630,000 O 010 Imperial

Standard Speeder 57 +4/2 12 10/300 1.8 0.3 +4 1+1 12 – $1 million – 010 Hill & Masterson

Thunderbird Speeder 57 +4/2 11 10/300 2.0 0.5 +4 1+1 10 – $1 million – 010 Kaufmann

Sapphire Speeder 57 +4/3 11 12/360 1.8 0.3 +4 1+1 12 – $1.2 million – 011 Hellenic Industries

OTV Speeder 57 +4/2 11 16/400 1.8 0.3 +4 1+1 16 – $1.5 million – 09 General Gravitics

Heavy Cargo Carrier 72 +2/3 10 1/30 9.4 3.4 +5 2+12 16 – $750,000 X 010 Imperial

Standard G-Carrier 63 +2/4 12 1/30 7.4 3.4 +5 2+12 22 – $1 million X 010 Hill & Masterson

Basilisk G-Carrier 67 +2/4 11 1/30 7.4 3.4 +5 2+12 24 – $1 million X 011 Hill & Masterson

Basilisk II G-Carrier 72 +2/4 11 2/40 7.4 3.4 +5 2+12 28 – $1.2 million X 0

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Wherever we want to go, wego. That’s what a ship is, youknow. It’s not just a keel anda hull and a deck and sails . . .That’s what a ship needs. Butwhat a ship is . . . is freedom.

– Captain Jack Sparrow,“Pirates of the Caribbean”

The fundamental fea-ture of Traveller is travel. Atypical Traveller campaigntouches on many worlds,with adventurers voyagingfrom one world to the nextthrough space.

STARSHIPS 169

CHAPTER EIGHT

STARSHIPS

STARSHIP SYSTEMSA starship is a very complex piece

of technology, composed of manycomponent systems. Some of the mostimportant of these systems aredescribed here.

MANEUVERDRIVES

Maneuver drives are devices used topropel spaceships through “normal”space from world to world. They aremost often used to move between aninhabited world and a nearby pointwhere the jump drive can be used.They are also used to move betweenworlds in a single solar system; this isless common, since few solar systemshave more than one inhabited world.Finally, maneuver drives can be usedfor interstellar travel, but this isextremely rare since the distances areso long and the jump drive is a muchmore convenient method for crossingthem.

Most civilizations begin their explo-ration of space using reaction drives,“rockets” that eject mass backward inorder to propel a vehicle forward. Themain drawback of such drives is thatthey require vast quantities of reaction

mass. This makes them expensive, andstrictly limits the velocities they canreach.

Fortunately a better alternative ispossible. At late TL8, new drives usepower to generate forward thrustwithout needing to burn fuel or ejectreaction mass. Such reactionlessthrusters violate the laws of physics asunderstood in the early 21st century,but they make cheap, convenientspace travel possible. Reactionlessthrusters are the standard maneuverdrive used by the Imperium, Terrans,and all other known spacefaring civi-lizations.

The performance of a maneuverdrive is most often expressed in termsof space acceleration, which is meas-ured in gravities (G). A drive that candeliver 1 G of space acceleration cancause the ship to accelerate as if understandard Terran gravity (32 feet persecond per second). Typical maneuverdrives deliver between 0.5 G and 6 G.

THE JUMPDRIVE

Only one form of faster-than-lighttravel is available: the jump drive.

A jump drive works by projectingthe ship through an alternate universeknown as jumpspace. Once a starshipmoves to a safe distance from a world,it can activate its jump drive and enterjumpspace.

While the ship is in jumpspace, itexists inside a “bubble” of normalspace maintained by the jump drive.Inside that bubble, the laws of physicsremain “normal,” and the ship and itsinhabitants can function normally.Outside the bubble, the laws ofphysics are very strange – machineryand Humans that are exposed directlyto jumpspace tend to malfunction.

Jump space appears to exist inmultiple “levels.” A jump through thefirst level will take the starship up toabout one parsec in normal space,while a jump through the second levelwill take the starship up to about twiceas far. Each level is reached using asignificantly different kind of jumpdrive – thus a starship with two-parsecrange uses different machinery (andmore of it) than one with only one-parsec range. There are probablymore than three levels in deep jump-space, but no one knows how manymight exist, or how to reach them.

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The performance of a jump drive isexpressed in terms of jump number. Ajump drive that can cause the starshipto jump up to one parsec has a jumpnumber of one, and is usuallydescribed as a “jump-1” drive.Imperial starships can be designedwith jump-1 or jump-2 drives. Terranstarships have similar capabilitythrough the first half of theInterstellar Wars era, and laterbecome capable of jump-3.

Technical DetailsJump drives operate most reliably

at a distance from large, massiveobjects. Any object more massivethan a given starship has the potentialto disrupt the ship’s drives. If thedrive is actuated within 100 times thediameter of such an object, it maymalfunction disastrously.

The jump drive operates along astraight line, called a jump line,through normal space. If the jump lineintersects a 100-diameter spherearound an object larger than the ship,the ship is “precipitated out” of jump-space, appearing in normal space nearthe disrupting object. It is an astroga-tor’s job to plot a course that avoidssuch pitfalls. Of course, the effect pre-vents a ship from emerging fromjumpspace within another object.

Jump navigation requires some veryadvanced mathematics and a great dealof computer “number crunching.”Every jump is different, and a greatdeal of careful planning and computa-tion has to be done before the jumpdrive can be turned on.

Terrans and Imperials approachthe problem of jump navigation differ-ently. Terrans compute all the detailsof each jump as they are needed, usinghighly trained navigators and powerfuldigital computers to do the necessarywork. This makes the job of planningeach jump much harder, but it alsomeans that Terran ships can alwaysplan a jump, even in unexplored spaceor after a previous misjump.

On the other hand, Imperial shipsuse a computational short-cut. If anImperial ship is following a knowntravel route, it uses a jump tape(p. 164). A jump tape is designed forone origin-destination pair of star sys-tems. It contains some pre-computedparameters that apply to any jump

from that origin system to that desti-nation system. Even with a jump tape,some computational work must still bedone for each specific jump, but thework is much easier for the navigator.The drawback to this approach is thatan Imperial ship can’t jump at all with-out a jump tape. As a result, if anImperial ship finds itself in unexploredspace, or can’t get the jump tape for agiven origin-destination pair, it’sstranded.

Each jump requires a quantity ofliquid hydrogen. Some of this hydro-gen is converted into energy in the

ship’s reactor, while some of it is usedas reactor coolant. The rest of the fuelis expelled into jumpspace while theship is in transit, to hold open the“bubble” of normal space that protectsit. Although the term is technicallyinaccurate, all of this expendablehydrogen is referred to as “fuel.” Jumpfuel is normally consumed at the rateof 10% of the ship’s displacement ton-nage per parsec jumped (althoughsome jump drives are less efficient; seep. 191). An in-system microjumprequires the same amount of fuel as aone-parsec interstellar jump.

170 STARSHIPS

Interface OperationsOne of the most difficult maneuvers any ship can undertake is to land

on or take off from a world with a substantial atmosphere. Maneuverdrives are very powerful and can do a great deal to overcome gravity –but passage through a thick atmosphere can itself be very dangerous. Thefollowing rules apply to any ship attempting to land on or take off fromany world that has more than a Trace atmosphere.

Ships are considered to have unstreamlined, streamlined, or airframehulls (see Streamlining, p. 189). Each type has its own maneuver profile.Landing or taking off in a substantial atmosphere requires a Piloting(Aerospace) roll. Local atmospheric conditions can modify this roll; tak-ing off under perfect conditions might give a +2 bonus, while landing inthe middle of a hurricane will give at least a -6 penalty!

An airframe-hull ship can actually fly to or from orbit, its hull gener-ating lift so that the ship’s drive doesn’t have to do all the work of over-coming gravity. This will work even if the ship’s space acceleration ratingis lower than local gravity. The process takes only a few minutes, andrequires a single Piloting (Aerospace) roll. On a failure, the takeoff orlanding maneuver isn’t carried out successfully; either the ship misses itsdesignated takeoff lane, or it overshoots the landing zone and must dou-ble back. Such failures sometimes earn fines or criminal penalties, espe-cially in crowded airspace! On a critical failure, the ship takes damagefrom buffeting or collision equal to 10% of its hit points.

A streamlined-hull ship isn’t really designed for atmospheric flight,but it is capable of careful takeoff or landing, with the ship’s drive doingall the work of opposing gravity. In this case, takeoff or landing is onlypossible if the ship’s space acceleration rating is higher than local gravi-ty. To determine the time required, divide 20 minutes by the differencebetween the ship’s space acceleration and local surface gravity (in Gs). APiloting (Aerospace) roll is necessary every five minutes; the results of afailed roll are as for an airframe ship.

An unstreamlined ship is not designed to move in an atmosphere atall, and any such maneuvers are very hazardous. Takeoff or landing isonly possible if the ship’s space acceleration rating is higher than localgravity. The time required is as for a streamlined ship, with a minimumtime of 10 minutes. A Piloting (Aerospace) roll is necessary every minuteduring the maneuver. On any ordinary failure, the ship will take damageequal to 10% of its hit points; on a critical failure it will take damageequal to 1d ¥ 10% of its hit points. Most unstreamlined ships are notdesigned with landing gear, so any but a very gentle landing will do moredamage to the hull (GM’s discretion).

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Jump OperationsA successful jump requires four

skill rolls on the part of a ship’s crew.These four skill rolls must be made ina specific order. They can be per-formed by four different people, or(since they must be done one afteranother) by fewer than four people ona ship with a very small crew.

Attempting a jump using unrefinedfuel (p. 192) is -2 to all four rolls.Attempting a jump from within 51-100 diameters of a massive object is-4, within 11-50 diameters is -8, with-in 10 diameters is -12.

In each case, success on the skillroll means that the operation was suc-cessful and the next stage in theprocess can be attempted; if all fourrolls succeed, the jump takes place asplanned. A simple failure on a skill rollmeans that the operation was unsuc-cessful; that task must be attemptedagain, at a -1 penalty per subsequentattempt, or the whole process must bestarted over from the beginning.

A critical failure on any of the fourrolls means that a jump mishap maytake place. Roll again. On a success,the task has experienced a simple fail-ure, as above. On a failure, the jumpmishap takes place. On a second criti-cal failure, a jump disaster takes place,and the starship is completelydestroyed (or simply experiences crip-pling damage, at the Game Master’soption).

If the process of planning and exe-cuting a jump is performed under rou-tine conditions (the ship is not underfire, the ship is well-maintained, andthere are no penalties to any of therolls) then skill rolls may not be neces-sary. Under such circumstances, anycrewman with at least 12 in one of therequisite skills can perform the associ-ated task, assuming success withouthaving to make the roll.

The four skill rolls, in the requiredorder, are as follows:

Navigation (Space) is used to locatethe proper point at which the shipshould enter jumpspace, and plot acourse through normal space that willbring the starship to that point.

Piloting is used to maneuver theship to the proper jump point. ThePiloting specialization that is neces-sary depends on the performance ofthe starship’s maneuver drives; the

most likely candidate is Piloting(High-Performance Spacecraft).

Navigation (Hyperspace) is used to“plot a course” through jumpspace.The ship’s navigator determines theproper setting for the jump drive con-trols that will bring the ship out at thedesired point at the destination. If theship is Imperial and has a jump tapefor the desired origin and destinationsystems, then this roll is at +4. If anImperial ship doesn’t have the rightjump tape, then the jump drive cannotbe used.

Mechanic (Jump Drive) is usedwhen the ship reaches the jump point,to activate the jump drive and makesure that it operates within the param-eters defined by the Navigation(Hyperspace) skill.

Jump MishapsJump drives are very temperamental

machines, and can malfunction spec-tacularly. Although they are quite reli-able when used under ideal conditions,they become less so when used understress. Many jump-drive technicians areintensely superstitious . . .

Jump drives have several “failuremodes,” depending on exactly why agiven jump failed to take place asplanned.

No Jump: If a Navigation (Space)or Piloting mishap takes place, theresult is “no jump” − the jump drivesimply fails to operate. The process ofplanning and executing the jump mustbe resumed from the beginning.

Misexit: If a Navigation (Hyper-space) mishap takes place, the ship’snavigator has planned the wrong paththrough jumpspace and the ship failsto return to normal space at thedesired location. Roll 1d. On a 1, theship has exited near a solitary world,comet, or odd chunk of rock in the ori-gin star system. On a 2-3, the ship exitsnear a world or gas giant in the desti-nation star system, but not the rightworld or gas giant. On a 4-6, the shipexits at a random point on the desti-nation star’s 100-diameter limit.Misexit mishaps are usually not dan-gerous, but they can wreak havoc withthe ship’s schedule (and can be incon-venient when the ship is trying tomake a rendezvous).

STARSHIPS 171

Deep Space JumpsThe mathematics of jump navigation is much simpler when there is a

large mass, a star or very massive planet, in normal space close to eachend of the jump. During the Interstellar Wars era, neither Terran norImperial navigators are able to plan a jump that starts or ends in deepinterstellar space, far away from any such massive object.

This means that the vast majority of interstellar travel must go from onestar system to the next. The empty hexes on the maps in Chapter 5 (or onsubsector maps generated using the rules in that chapter) are normally off-limits to starships using the jump drive. This means that “gaps” – regionsof space containing no star systems – can be so wide as to be impassable!

Of course, interstellar space is not entirely empty. An enterprisingastronomer may be able to find massive objects even in the empty hexeson the maps: rogue sunless planets, large comets, “brown dwarf” stars,and so on. Such objects could easily serve as an “anchor” for one end orthe other of a jump. Terran navigators call such deep-space objects “jumppoints,” and are willing to use them as needed. On the other hand, theImperium has not searched for new jump points in centuries, andImperial navigators rarely use even the ones that are known.

Deep-space jump points are not marked on the maps in this book, andthere are no rules for placing them on a newly designed map. The GMshould place them as he decides they’re needed for his campaign.However, a GM who wishes to use jump points should be aware that theyare rare, and that the discovery of a new one can change the course of anentire campaign. In particular, a jump point in the right position couldpermit whole fleets to move directly across three-parsec gaps – an abilitythat could change the whole course of the early Interstellar Wars.

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Misjump: If a Mechanic (JumpDrive) mishap takes place, the jumpdrive undergoes a serious malfunction.Roll 1d. On a 1-2, the ship undergoesno jump, as above. On a 3-4, the shipexperiences a failed jump; it spends aweek in jumpspace, and then emergesinto normal space at the exact samepoint from which it departed. On a 5-6, the ship experiences a misdirectedjump and emerges from jumpspace ata point very distant from its intendeddestination.

BRIDGESYSTEMS

A spaceship’s control center is usu-ally its bridge, a special compartmentfrom which the rest of the ship’s sys-tems can be managed. Several majorsystems are actually centered on the bridge, notably the ship’s communicators and computers.

The available bridge systems aredescribed in Chapter 9 (p. 192). Short-range craft can have a small cockpit orlarge cockpit. Starships will usuallyhave a small bridge, a standard bridge,or a command bridge. The type ofbridge installed determines the level ofperformance that can be expectedfrom communications and computersystems.

CommunicationsSystems

All ships have several differentcommunications systems installed.These systems operate using the rulesfor the Telecommunication advantage(p. B91).

Radio: Shipboard radios use thestandard rules for thatTelecommunication type, and nor-mally have the Video enhancement(p. B91). A cockpit has one radio, asmall bridge has two, a standardbridge has five, and a commandbridge has 10. A cockpit radio’s rangeis 250,000 miles at TL9 or 500,000miles at TL10+. A bridge radio’s rangeis 2.5 million miles at TL9 or 5 millionmiles at TL10+.

Laser: Shipboard laser communi-cators use the standard Tele-communication rules, with the Laserand Video enhancements. A cockpit orsmall bridge has one laser communi-cator, a standard bridge has two, anda command bridge has four. A cockpitlaser’s range is 500,000 miles at TL9 or1 million miles at TL10+. A bridgelaser’s range is 5 million miles at TL9or 10 million miles at TL10+.

IFF-Transponder: Every ship isrequired by law to install an IFF-transponder system. This systemsends out an automatic identificationcode by radio communicator. On acivilian ship this system comes facto-ry-sealed; it can be turned on or off,but the identification code can’t bealtered. Military systems can be repro-grammed to give false identities toenemy ships, or to not respond at all.Cockpits install one IFF-transpondersystem. Bridges install two to give abackup.

Computer SystemsEvery cockpit and bridge system

includes three identical computers forredundancy. A small cockpit or bridgeinstalls minicomputers, withComplexity equal to TL-5. A largecockpit or standard bridge installs

microframes, with Complexity equalto TL-4. A command bridge installsmainframes, with Complexity equal toTL-3.

A Terran ship installs actual digitalcomputers, which can be repro-grammed and are accessed via com-puter terminals distributed aroundthe ship. Almost every compartmentincludes a computer terminal − evenstaterooms have them − that can tapinto the ship’s computer to run entertainment or news software.

Imperial ships don’t install central-ized digital computers. Instead, everyship’s system has its own dedicatedcomputer. For simplicity’s sake, anImperial ship is treated as having thesame type of computer as a Terranship with the same type of bridge.However, an Imperial ship can’tchange the “programs” being run bythis notional computer network.

For more rules regarding computeruse, see Chapter 7 (pp. 162-165) andp. B472.

SENSORSYSTEMS

Every ship needs sensor systems toensure that the crew is aware of itssurroundings and any potentialthreats. All ships have a mix of activeand passive sensors.

An active sensor directs radar andother emissions at a target, then ana-lyzes the energy that “bounces” backin order to learn about the distance,direction, size, composition, appear-ance, and other aspects of the target.Active sensors use the rules forScanning Sense (p. B81). The basictype is Radar, with the Multi-Modeand Targeting enhancements.

The ship’s passive sensors use acombination of telescopes, cameras,and similar devices to take in whatev-er electromagnetic radiation is alreadypresent in the environment. Passivesensors use the rules for theHyperspectral Vision advantage(p. B60) with the Extended High-Bandand Extended Low-Band enhance-ments. They also have TelescopicVision (p. B92) and Protected Sense(p. B78).

A ship’s sensor systems are given aScan rating, which is a measure oftheir range and power of resolution.The Scan rating is used during space

172 STARSHIPS

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combat or when a ship’s crew simplywishes to detect or track anotherobject. See Chapter 10 for rules gov-erning sensor use.

LIFE SUPPORTSYSTEMS

Manned ships always need elabo-rate systems to provide crew and pas-sengers with clean air, potable water,food, and habitable temperatures, andto deal with biological wastes. Theselife-support systems are much morecomplex than most non-techniciansrealize; maintaining and repairingthem is one of the most unpopularshipboard duties.

Interstellar Wars starships don’thave total-recycling life support systems. Breathable air and water arerecycled with high efficiency, but bio-mass is not. Ships must bring on pro-

visions on a regular basis. Meanwhile,waste matter accumulates in the ship’slife support system, and must bedumped from time to time.

CapacityA life support system is rated for its

capacity, the number of people thatcan be supported by the system forlong periods of time (assuming thatenough provisions are on hand).

A life support system can be over-loaded if necessary. Roll 3d after eachday of overloading, at +1 per full 10%by which the number of peopleaboard exceeds system capacity. Onan adjusted roll of 13 or more, the sys-tem begins to break down, losing 10%of its current capacity (rounded up tothe nearest full person) for each pointby which the roll was exceeded. AMechanic (High Performance

Spacecraft) roll can be attempted onceper day; if it succeeds, it will restore10% of full capacity. Note that oncethe life support begins to fail, theeffect snowballs. If the ship remainsoverloaded, life support will eventual-ly reach 0% and fail. At that point, allthe oxygen in the air will be used upwithin 1d hours, and everyone willdie. Those in low berths are unaffect-ed if life support fails . . . as long as thepower stays on.

Short-Term Life SupportSome ship components carry short-

term life support, and can keep a fewcrewmen or passengers alive for a mat-ter of hours. Such systems are normal-ly only used in emergencies or onboard short-term ships (fighter craft,shuttles, and so on). Refer to the shipdesign rules in Chapter 9 for specifics.

STARSHIPS 173

STARSHIPOPERATIONS

Operating a starship requires con-siderable advance planning. Some ofthe pertinent considerations are discussed below.

TRAVEL TIMESMany travelers, especially mer-

chants, will want to know how long ittakes to reach their destination.

Interplanetary TravelInterplanetary distances are usually

measured in thousands or millions ofmiles (for a world and its satellites) orastronomical units (for whole star sys-tems). One astronomical unit (AU) isequal to 93 million miles, the averagedistance between Terra and its sun.

Spaceships usually follow a nearlystraight-line course through space,accelerating halfway to their destina-tion, then “turning over” and deceler-ating the rest of the way in order tomatch velocities with the destinationupon arrival. This is the most efficientway to reach any destination in nor-mal space, using maneuver drives as

powerful as reactionlessthrusters.

To determine traveltime for such a journey,use this formula: Time(in hours) = 68 ¥[Square root of (D/A)],where D is the distancein AU, and A is the accel-eration of the ship in Gs(the sAccel statistic gen-erated in the ship-designsequence in Chapter 9).

For approximate val-ues, refer to theManeuver Drive TravelTimes Table. Traveltimes are given in hours(h) or days (d).

MANEUVER DRIVETRAVEL TIMES TABLEDistance 0.5 G 1 G 2 G 3 G 4 G 5 G 6 G Notes0.001 3.0 h 2.2 h 1.5 h 1.2 h 1.1 h 1.0 h 0.9 h Habitable world to nearby moon0.002 4.3 h 3.0 h 2.2 h 1.8 h 1.5 h 1.4 h 1.2 h Habitable world to distant moon0.005 6.8 h 4.8 h 3.4 h 2.8 h 2.4 h 2.2 h 2.0 h Habitable world 100D limit0.01 9.6 h 6.8 h 4.8 h 3.9 h 3.4 h 3.0 h 2.8 h Gas giant to nearby moon0.02 14 h 9.6 h 6.8 h 5.6 h 4.8 h 4.3 h 3.9 h0.05 22 h 15 h 11 h 8.8 h 7.6 h 6.8 h 6.2 h Gas giant to distant moon0.1 30 h 22 h 15 h 12 h 11 h 9.6 h 8.8 h Gas giant 100D limit0.2 43 h 30 h 22 h 18 h 15 h 14 h 12 h0.5 68 h 48 h 34 h 28 h 24 h 22 h 20 h1 4.0 d 68 h 48 h 39 h 34 h 30 h 28 h Average Terra-to-Venus distance2 5.7 d 4.0 d 68 h 56 h 48 h 43 h 39 h Average Terra-to-Mars distance5 9.0 d 6.3 d 4.5 d 88 h 76 h 68 h 62 h Average Terra-to-Jupiter distance10 13 d 9.0 d 6.3 d 5.2 d 4.5 d 4.0 d 88 h Average Terra-to-Saturn distance20 18 d 13 d 9.0 d 7.3 d 6.3 d 5.7 d 5.2 d Distance to

outer gas giant worlds50 28 d 20 d 14 d 12 d 10 d 9.0 d 8.2 d Distance to inner cometary cloud

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Interstellar TravelThe geometry of jumpspace means

that a voyage through it almost alwaystakes close to a week (168 hours, plusor minus 10%). The time spent injump has no relation to the distancetraveled in normal space; a 3-AU“microjump” and a multiple-parsecinterstellar jump both take about aweek.

Although the exact duration of ajump cannot be predicted, a ship canusually detect the onset of emergencea few minutes in advance. Most star-ships set a 168-hour “jump clock”when the jump engines are turned on,and an alarm sounds when the ship isabout to emerge from jumpspace.Some starship crewmen entertainthemselves by placing bets on theexact length of each jump . . .

STARSHIPCOSTS

Starships are expensive pieces ofequipment, beyond the means of anybut the wealthiest individuals. Moststarships in the Interstellar Warsgame are owned by large organiza-tions – the Imperial or Terran Navy,one of the Vilani shangarim, or aTerran corporation.

FinancingMost small-scale Terran starship

owners purchase their ships withfinancial backing from larger corpora-tions or the Confederation govern-ment. Small Imperial merchant ships,held by individuals or small groups,are subsidized by the appropriate levelof the shangarim bureaucracy. Ineither case, the ship’s backers expectdue diligence from their active part-ners in pursuing agreed-upon goals,and also expect significant returns ontheir investment. Owners who consis-tently fail to meet their objectives mayfind their ships repossessed.

The details of such a subsidyscheme vary, but a typical arrange-ment is as follows.

The individual or corporation pur-chasing the ship must have a goodreputation and a well-considered busi-ness plan. The financial backer willhave goals in mind that the ship isintended to fulfill: maintaining regularcontacts among colonies, developing

new trade routes into the Imperium,discovering new commodities or mar-kets, conducting astrographic surveys,collecting economic intelligence, per-forming as naval auxiliary in wartime,and so on. The future owners andbackers negotiate until they reach anagreement on how the ship will beused and what kinds of returns areexpected.

The purchaser is expected to put upa substantial fraction of his ownmoney to demonstrate his commit-ment. The amount of this “down pay-ment” varies, up to 20% of the ship’spurchase price. The backers will thencover the rest of the cost. The owner’sshare of net profits (after expenses) isdetermined by multiplying their downpayment by a factor (typically ¥4) torepresent the active risks they run inoperating the ship, and dividing theresult by the ship’s purchase price. Thebackers receive the remainder. After a

specified period (generally 30 years),full title reverts to the owner, who thenretains all of the profits for himself.

For example, a brand-newLightning-class merchant ship costs$250 million out of the shipyard. If thepurchaser of such a ship put up $5million, his share of the profits wouldbe $5 million times 4, divided by $250million, or 8%. His backers wouldkeep the remaining 92% of net profits.

MaintenanceStarships require constant routine

maintenance. Members of the engi-neering, maintenance, and life sup-port crew sections (p. 196) spendmost of their time performing thismaintenance. The expected size ofthese crew sections, as defined inChapter 9, indicates the amount ofmaintenance that must normally beperformed. Each member of thesecrew sections is assumed to provide

174 STARSHIPS

Sublight Interstellar TravelSince reactionless thrusters require no fuel, they can be run for long

periods of time without interruption. After several months of constantacceleration, a starship can reach a significant fraction of the speed oflight – making interstellar travel feasible even without using the jumpdrive.

During the Interstellar Wars, this kind of travel is used on a numberof occasions. Terran colony ships use slower-than-light (STL) travel tocross wide “rifts,” in which no stars are available to serve as jump points.Other colony ships use STL simply to hide, fleeing for distant regions ofthe galaxy where the Imperium will never find them. The Vilani are notinterested in colonization, but the occasional Imperial ship often has tolimp home through normal space after being stranded by a misjump orby jump-drive damage.

The usual procedure for STL interstellar travel is for the ship to accel-erate at maximum drive capacity until reaching about 0.8 c (where c isthe speed of light, about 186,000 miles per second). This takes about twomonths for the fastest warships, or between 18 and 24 months for slowmerchant vessels and colony ships. Although reactionless thrusters workat even higher velocities, 0.8 c is the highest safe speed – any faster, andeven a heavily armored vessel faces too much risk from interstellar debrisand hard radiation.

At this “interstellar cruising speed,” a ship takes about four years totravel a single parsec (one hex on the standard subsector maps). The shipshuts down its drives and coasts through interstellar space, only beginningto decelerate when it approaches the target star.

A ship in such a situation usually faces some risk due to the inabilityto perform annual maintenance at a shipyard (p. 175). Still, a ship has afair chance of completing an interstellar journey safely if it is in goodcondition and is well-maintained and well-provisioned to begin with. Themost common problem is crew dissatisfaction, much of it arising fromsimple boredom. Many starship crews who are faced with unplannedinterstellar STL voyage place as many men as possible in low berths.

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eight man-hours per day in mainte-nance work. At the GM’s option,crewmen from races with the LessSleep advantage or the Workaholicdisadvantage may provide more man-hours per day, while crewmen withthe Laziness, Short Attention Span, orSleepy disadvantages may providefewer.

If a ship is short-handed in the per-tinent crew sections, crew may berequired to put in longer work shifts,members of other sections may haveto chip in, or the ship may simply fallshort on its required maintenance.

The rules for the Maintenance dis-advantage (p. B143) apply, as do therules under Breakdowns (p. B485).Although maintenance work is per-formed on a continuous basis, themaintenance period is biweekly. Ifinsufficient maintenance is performedduring a maintenance period, the shiploses one point of HT and must makea HT roll. If the HT roll fails, the shiploses 1d dHP (D-scale hit points, usedto measure damage to spacecraft; seeChapter 9).

See Damage Effects (p. 223) for theeffects of damage to the ship; in par-ticular, damage due to missed mainte-nance may lead to Major Damageresults, indicating serious breakdownsin ship’s systems.

Along with routine maintenance,every starship requires a completeoverhaul once a year to ensure that itremains in good working order. Thisannual maintenance restores any dam-age or HT loss due to missed routinemaintenance, and removes anyremaining faults not caused by battledamage. It costs 0.1% of the base priceof the ship, and requires two fullweeks at a Class B or better starport.The ship’s operators should make pro-vision for the payment of the mainte-nance fee when it comes due, andshould prepare for the revenue lostwhile the ship is laid up.

SuppliesThe primary expendable item used

by any starship is the hydrogen fuelused by the jump drive. Refined fuelcan only be purchased at a Class B orbetter starport, and normally costs$350/dton. Unrefined fuel can be pur-chased at a Class D or better starport,and costs $80/dton.

Meanwhile, starship crews mustpurchase provisions. Standard provi-sions cost $6 per man-day, and mustbe carried as cargo. Small ships onshort journeys can ignore the cargospace needed for provisions, but largeships may need to track it. One dton ofprovisions has a mass of 12 tons, con-tains 2,000 man-days of food andother supplies, and costs $12,000.

Crew SalariesCrew salaries must be paid on a

monthly basis. Chapter 6 suggests thatfor merchant ships, a fair monthlysalary for any given crewman is $600+ ($900 ¥ Merchant Rank) + ($300 ¥best job skill). If the exact mix of skillsand Merchant Rank levels among thecrew is undetermined, this can beapproximated as $9,000 for the SeniorCaptain commanding a large mer-chant ship (1,000+ dtons), $7,800 forthe Captain commanding a smallermerchant ship, $6,600 for each officer,$5,700 for each petty officer, and$4,800 for each ordinary crewman.

If a ship makes a particularly prof-itable voyage, it is common for part ofthe profit to be distributed among thecrew as a bonus. Any such division isup to the ship’s commanding officer orthe policy of his corporate sponsors.

Service FeesWhen a starship makes berth, it

must usually pay a variety of servicefees. For simplicity, the GM mayassume that these amount to $100 perdton of ship per week (or fraction of aweek) in port. If the GM wishes totrack the fees more closely, he mayapply the following.

Berthing Fee: Berthing frees coverpower, life support, and data hook-upsat the berth, access to facilities formaintenance, and often courtesytransportation to the main starport ter-minal. Once paid, berthing fees coverunlimited arrivals and departures forthe entire duration, although crowdedstarports frown on berths that standempty for too long. The standardberthing fee, at both Imperial andTerran starports, is $20 per dton ofship for the first six full days, plus $2per dton of ship per day thereafter.

Customs Duties: These dutiesapply when any foreign party movesgoods through a starport onto a

world. As far as a merchant crew isconcerned, customs duties neverapply to freight (goods owned bysomeone else that the crew has beenpaid to transport) – in such cases, anyduties are paid by the owner of thefreight. However, whenever a mer-chant sells cargo (speculative goodsthat he owns himself) on a world, hemust pay any duties that apply. In theImperium, the shangarim always col-lect a duty of 4% of the sale price ofthe cargo. In Terran space, the dutydepends on the starport and the typeof cargo; the duty will be 1d%.Customs duties can be avoidedthrough smuggling (see CovertOperations, p. 176).

Freight Handling: Ships that don’thave enough personnel to handlecargo or freight themselves can paystarport stevedores to do the loadingor unloading. The necessary numberof crewmen is one per 250 dtons ofcargo or freight; the needed crewmencan come from the cargo services sec-tion, or can be diverted from othercrew sections that aren’t busy in port(gunners or ship’s troops, for exam-ple). The standard cost of hired steve-dores is $20 per dton of cargo orfreight, with a minimum of $500.

Lighterage Fees: Cargo, freight, andfuel can be delivered to or from a shipthat’s away from the starport. Cargoand freight lighterage costs $10/dtonfrom surface to orbit, $15/dton to aship at a planet’s 100-diameter limit,or $40/dton to a ship at a star’s 100-diameter limit. Fuel delivery is moreexpensive: $80/dton from surface toorbit (if the starport has no refuelingfacilities in orbit), $100/dton to a shipat a planet’s 100-diameter limit, or$400/dton to a ship at a star’s 100-diameter limit.

Shuttle Tickets: A one-way ticketfrom orbit to a planetary surface (orback) is $50 per person. Each personcan bring up to 200 pounds of bag-gage; any extra is carried at lighteragerates.

Special Handling: Any cargo orfreight that requires special handlingadds 50% to all freight handling andlighterage fees.

Starport Administration Fee: Thisfee covers the costs of administration,maintenance, and operation of theport, as well as search and rescueservices. The standard fee is $500,paid on landing.

STARSHIPS 175

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Waste Dumping Fee: InterstellarWars starships do not have total-recy-cling life support systems. Over time, aship’s life support system accumulateswastes, which must be disposed of.These can be ejected into space forfree (although this is usually illegal incrowded shipping lanes or in low-orbit space). They can also be dumpedat any starport, for $1/man-day sincethe ship last cleared the life-supportsystem.

Wharf Fees: If cargo or freight is tobe stored on the berth, the wharf feecovers the use of port facilities,

warehouse space, and transfer spaceon the berth itself. The owner of freightusually pays this fee, but merchantcrews carrying speculative cargo mustpay for their own space. The standardcost is $20/dton for up to 30 days, and$2/dton per day thereafter.

FinesFines are the personal responsibili-

ty of the ship’s captain, unless the fineis the direct result of misconduct by acrew member. Even then, the captainusually pays the fine out of the ship’s

cash reserve and collects it from thecrew member later (perhaps byreducing his pay).

Failure to Vacate: If a ship isordered to vacate its berth at a star-port and fails to do so on time, thestarport authority will levy a fine. Thestandard fine is $1,000/hour.

Violation of Regulations: Any otherviolation of local, Confederation, orImperial regulations will likely lead toa fine. The amount varies, but typicalfines are $500 or more per incident.

176 STARSHIPS

Spies, smugglers, and other adventurers may wishto land covertly on an inhabited planet. A ship comingin for a landing will be at least as visible and audible asa large meteor, due to the flare of re-entry and the sonicbooms of deceleration from orbital speed.

If the planet is at TL5 or lower, the best solution issimply to come down in a secluded area, at least a fewhundred miles from any known habitation. With luck,no one will be on hand to see the ship. Landing duringbad weather will further reduce this chance.

If the planet is at TL6+, the process is more complex.The full details of planetary defense are beyond thescope of this book, but the following rules can be usedfor a quick-and-dirty approach to the problem.

First, the intruder must slip past any hostile vesselsin space near the planet. The starship combat rules inChapter 10 can be used to game out any such attempt.If the patrol vessels detect and intercept the intruder,they will alert planetary defences. In this case, theintruder may give up and try to break off, or may fightits’ way through to the surface.

If the intruder evades the space patrol, it canattempt to evade ground watchers and sensors. Foreach individual ship attempting to land covertly, thecaptain must make a roll against his Shiphandling skill.Modifiers are as follows.

Alertness: +4 if the local authorities are not very alert(typical of a sleepy frontier planet or complacent innerworld); +2 if the planet is somewhat alert (there is alocal navy base, but local authorities have no reason toexpect intruders).

Piloting Skill: +1 if the ship’s pilot has Piloting skillat 15+, or +2 at 20+.

Size Modifier: Subtract the ship’s Size Modifier. Forexample, if the ship has SM +10, the captain gets a -10penalty.

Starport Type: If the planet has a Class A starport, -6;if it has a Class B starport, -4; if it has a Class C starport,-2; if it has a Class D or lower starport, no modifier.

Sensor TL: Subtract 2 ¥ (TL-6) of the starport orplanetary-defense sensors. If the planet is at TL5 or less,add +2.

Population: Add (10-PR) where PR is the planet’sPopulation Rating (p. 98). For example, a planet with apopulation of 30 million (PR 7) would give a +3 bonus.

Knowledge: If the captain or any bridge crewmanhas details of the planet’s sensor systems and any weak-nesses, blind spots, or passcodes, or even holidayswhen the local inhabitants may be less alert, the GMmay assign a +1 to +5 bonus. On the other hand, if theplanet’s defenders have been warned to expect intrud-ers at a given time or place, the GM may assign a -1 to-5 penalty!

Good Planning: The basic Shiphandling roll repre-sents good but unexceptional planning, knowledge ofsensors, and the use of night, weather, and terrain tomask an approach. The GM may assign a further mod-ifier if the players come up with a particularly good (orparticularly bad) plan.

A critical success on the Shiphandling roll meansthat the ship can come down wherever it pleases with-out detection, and can fly about at will once it is in thelower atmosphere (the GM may require another rollonce per hour). Success means that the ship avoidsdetection in the upper atmosphere, but will be detectedat low altitude unless it chooses to come down some-where far from habitation. Failure by 1 or 2 is treated asa success, but the ship’s trajectory was tracked brieflyand someone has a rough idea of where to find it (with-in a few hundred miles). Failure by 3+ means that theship was detected in orbit or at high altitude. Dependingon local attitudes, authorities may ignore it, challenge itover the radio, send ships to intercept it, or simply blowit out of the sky with ground-based defenses.

Ships attempting to take off without being detectedcan simply reverse the above procedure.

Covert Operations

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STARSHIPS 177

INTERSTELLAR TRADEThen a health (we must drink it in

whispers)To our wholly unauthorised horde –To the line of our dusty foreloopers,The Gentlemen Rovers abroad –

– Rudyard Kipling, “The Lost Legion”

TRADE IN THEINTERSTELLARWARS

During the Interstellar Wars era, interstellar commerce is shaped by aclash between two wildly differenteconomic models. The Ziru Sirkamanages a vast economic system,based on a mature network of traderoutes that has been stable for cen-turies. On the other hand, the TerranConfederation is a new economicsphere, full of energy but very unsta-ble due to its explosive growth.Adventuring merchants who wish tomake a profit in this environmentneed to understand how it works.

Trade RoutesThroughout the Interstellar Wars

era, commercial traffic tends to follow a“main and branch” system of traderoutes. The most populous and pros-perous planets are designated as hubworlds. These hub worlds are connectedto one another by main shipping routes.

Minor worlds rarely trade directlywith one another – instead, theirexports are sent to the nearest mainroute or hub world, and their importsare drawn from the same place. Someminor worlds generate enough off-world trade that they are worth pro-viding with regular shipping service.The routes that carry goods to andfrom such worlds are called branchroutes.

This system of organizing traderoutes is inefficient; it often causestraffic to make more jumps than arereally necessary to get a given con-signment of goods from its source toits destination. In a free-market sys-tem, every pair of worlds would befree to trade directly, and traffic wouldalways follow the most efficientroutes. Trade routes would simplyappear where the merchant trafficfreely chose to follow certain paths.

However, the Imperium doesn’tuse free-market economics. Truly freetrade is unstable and hard to control,even if it is often more efficient. Theshangarim therefore insist on a main-and-branch system, with almost alltrade passing through the hub worldsas choke points. Such a system is rela-tively easy to control, and helps theshangarim executives to retain theirprivileged position in a stable socialstructure.

Terran civilization is much moredevoted to free and open trade. Evenso, during the Interstellar Wars era thegrowing Terran trade network tendsto follow the same main-and-branchmodel, despite its inefficiency. This islargely due to historical accident.

Early in the interstellar period, theTerran economy is almost entirelydominated by Terra itself. The variouscolony worlds have no more than afew million inhabitants each, and verylittle heavy industry. Terra exportsmanufactured goods and a steady flowof emigrants to the colonies; thecolonies export raw materials and afew exotic luxury items back to Terra.The colonies carry on almost no directtrade with each other. Thus the earlyTerran trade system resembles theImperial model, with a single “hubworld” (Terra) and a cluster ofcolonies strung out along a fewbranch routes.

Later, populous Imperial worldsbegin to fall into the Terran economicsphere, first by ones and twos andthen by whole clusters at a time. TheTerran advance is so rapid that Terranmerchants are almost forced to workwithin the existing main-and-branchsystem. Some Free Traders and entre-preneurs get rich by short-circuitingthe Imperial routes, bringing worldsinto direct commercial contact for thefirst time. Major shipping lines, how-ever, stay with the ancient – andproven – Imperial trade routes. Onlyafter the Interstellar Wars are over willmany Terran shippers begin to set uptheir own, more efficient, routes.

Trade Route TypesIn the Interstellar Wars setting,

trade routes are classified into three

major types. If the campaign is takingplace in the standard InterstellarWars setting (near Terra, about 2170)then the maps in Chapter 5 indicatewhere these trade routes lie.Otherwise, the GM must draw traderoutes on his own star maps whilegoing through the world-designsequence found in that chapter.

Major routes are the larger “mains,”tying together hub worlds that arelocated in “clusters” relatively close toeach other. They carry tens or evenhundreds of thousands of dtons ofcargo per week. Any given world on amajor route will usually see severalsuper-freighters of 10,000+ dtons, andmany freighters of 1,000+ dtons, eachweek. Free Traders and other smallmerchant ships will find little workalong such routes, unless they can findsmall consignments of freight whichhave not been consolidated into largelots by the major shipping lines.

Minor routes are lesser “mains,”making up longer links that connectthe hub-world clusters. A minor routecarries freight in the high thousandsor low tens of thousands of dtons perweek. A world on a minor route will bevisited by six to 10 freighters of 1,000+dtons, along with a dozen or moresmall ships of 100-400 dtons, eachweek.

Branch routes are small tributaries,connecting the most prosperousminor worlds into the trade network.A branch route carries freight in thehigh hundreds or low thousands ofdtons per week. A world on a branchroute will see up to about a dozensmall merchant ships per week, all ofthem well under 1,000 dtons in size.

Frontier worlds are those inhabitedworlds that are not on the establishedtrade network at all (that is, they arenot even on a branch route). The mostpopulous frontier worlds may be visit-ed by one to two small merchant shipsper week. Others are served only byinfrequent “packet” transports andtramp merchant ships, sometimesgoing for months without an interstel-lar visit. Free Traders sometimes findthe greatest opportunities (and thegreatest risks) by visiting worlds offthe established trade routes.

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Speculative TradeCautious merchants will tend to

stay on the main and branch traderoutes, earning money by carryingfreight and passengers at fixed rates.This enables them to minimize risk,because it’s easy to predict how muchfreight and how many passengers willbe available. On the other hand, thisapproach is unlikely to yield greatprofit.

Ambitious merchants will acceptgreater risk for the chance of greaterprofit, by engaging in speculativetrade. Rather than signing contracts tocarry someone else’s goods, a mer-chant captain will buy goods using hisown money, and then try to sell thegoods elsewhere for a profit. If every-thing works well, he can make a realkilling – if they don’t, he may have tosell at a loss simply to keep operating.

Speculative trade is a very com-mon practice in Terran space, wherefree markets are common, localeconomies are booming, and a mer-chant captain only needs cash toinvest. Many Terrans are surprised tolearn that the practice is also knowninside the Vilani Imperium.

In theory, the three shangarim havea monopoly on all trade within theImperium. The Sharurshid organiza-tion claims to control all trade in therimward sectors, with a specificmonopoly on trade with the barbarianTerrans. In practice, the situation isquite different. Many parties work toundermine the shangarim monopoly:dissident subcultures like thekimashargur Vilani, restless subjectraces like the Vegans, ambitious man-agers, and even the occasional frus-trated shangarim executive.

These subversive elements con-spire to create an institution known asduraag. In High Vilani, the wordduraag simply means “marketplace,”and is applied to a variety of publicspaces in Vilani cities, including somethat have nothing to do with com-merce. In Low Vilani slang, the wordduraag is applied to a kind of back-room bazaar that exists on everyworld with a significant economy. Inthis context, the word is alwaysemphasized by its position in the sen-tence – so when translated intoEnglish, it is usually capitalized: “TheMarket.”

The Market meets in a differentplace on every Vilani world. On someworlds it is a secretive institution,while on others it meets openly nearthe main starport. In any case, TheMarket is a place where managersand executives can meet to arrangetrades outside official channels.Managers that have excesses theycan’t easily dispose of meet with oth-ers that have shortfalls they can’t filland attempt to make deals to mutualbenefit. Various quasi-legal means areused to avoid official attention: cash-only transactions, unwritten agree-ments, barter, or carefully arrangedreciprocal “theft.”

Such shady commerce naturallyattracts smugglers and a few realcriminals, making The Market subjectto intermittent sweeps by shangarimpolice. Still, it is firmly enshrined inImperial tradition. Most Vilani con-sider participation in The Market tobe illegal and mildly dangerous, butnot particularly shameful. Gettingcaught means having your goods con-fiscated, paying the fine, and tryingharder not to get caught the nexttime.

Terran Free Traders, largely shutout of legitimate trade within theImperium, often find The Market cus-tom-tailored to their needs. It can behard for inexperienced Terran mer-chants to navigate, but its commercialpotential is large. Terrans can use TheMarket to find surpluses where noVilani has looked for them, and createmarkets that Vilani have neverthought to exploit.

Eventually, Terran Free Traders(and their Vilani imitators) will over-turn centuries-old trading patterns,revolutionizing commerce within theImperium. Along the way, they willcontribute to the collapse of the

Imperial government and ultimatelypave the way for Terran victory in theInterstellar Wars.

BASIC TRADESYSTEM

The following system helps the GMand players quickly determine howmuch a small merchant ship willmake by carrying freight and passen-gers. It assumes that the ship is goingto stay on established trade routes – itwill not be able to find significantfreight or passengers otherwise. Solong as that condition is met, however,the basic trade system is ideal for cam-paigns that feature trade only as abackdrop for other adventures.

Bilateral Trade Number(BTN)

The total amount of trade that takesplace along a given trade route isreflected in the route’s “size” (major,minor, or branch). When a merchantship needs to find freight or passengersfor a specific destination, the GM mustdetermine how much trade is takingplace specifically between the currentand destination ports. This can bedone by computing the Bilateral TradeNumber (BTN) for the two worlds.

To determine the BTN, begin byadding the World Trade Numbers(WTNs) for the two worlds, as deter-mined during the world-designsequence in Chapter 5. This gives theamount of trade that can be expectedbetween them, based solely on the sizeof the world economies.

Next, examine the trade classifica-tions of the two worlds as generated inthe world-design sequence. If oneworld is Agricultural (Ag) and theother is Extreme (Ex) or

178 STARSHIPS

Eventually, Terran Free Traders willoverturn centuries-old trading patterns,revolutionizing commerce within theImperium.

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Non-Agricultural (Na), then increasethe BTN by 0.5. Likewise, if one worldis Industrial (In) and the other is Non-Industrial (Ni), then increase the BTNby 0.5. This adjustment accounts forthe fact that worlds in this situationcomplement each other – they havemore to gain from trade than a moretypical pair of worlds.

If the two worlds are under thecontrol of two different political enti-ties (normally, the Imperium and theTerran Confederation), then decreasethe BTN by 1. Trade that must cross apolitical border is usually hindered.

Next, determine the distancebetween the two worlds along the tradenetwork and refer to the DistanceModifier Table below. Decrease theBTN by the amount indicated for thedistance between the two worlds.Worlds that are further apart under-take less direct trade. No AvailableTrade indicates not that there will beno freight or passenger traffic betweenthe two worlds, but that there will beno such traffic available for small mer-chant ships to handle. Long-haulfreight and passenger service is almostentirely monopolized by theshangarim shipping lines or theirTerran megacorporate successors.

DISTANCEMODIFIERTABLEDistance (pc) Distance Modifier0 01-2 -0.53-5 -16-9 -1.510-19 -220 or more No Available Trade

Finally, if one world of the pair hasa much smaller economy than its part-ner, the economic model behind theWTNs and BTN breaks down some-what. To correct for this, the finalBTN may not be greater than twicethe smaller WTN+1.

Once the BTN has been computed,the GM and players can determinehow much freight and how many pas-sengers are available for transport tothe declared destination.

Basic ProcedureOnce a merchant ship reaches port,

it may declare its destination and

begin searching for freight and passen-gers to carry there. The current portand the declared destination must beconnected along the established traderoutes, but they do not need to be asingle jump apart. The BTN betweenthe current and destination worldsmust be at least 6.0, otherwise any traf-fic that may be available will bemonopolized by large shipping lines.

FreightBeginning on the first full day after

the ship lands, it may try to findfreight that is intended for the desti-nation port. Once per day, refer to theTrade Volumes Table below and makethe roll for freight volume that is indi-cated for the BTN of the current anddestination worlds. Halve the result(rounded down) if the ship is Terran-registered and the port is underImperial control, or vice versa. Thefinal result gives the number of dtonsof freight that are available that day.

Each lot of freight must be deliv-ered within one week, plus 10 days forevery two parsecs of distance along thetrade network between departure anddestination ports. Unloading at thedestination starport is usually suffi-cient for delivery (but see SpecialHandling, p. 175). Late delivery incursa 10% penalty per day late.

The standard rate for freight ship-ping is $700 per dton per parsec alongmajor or minor routes, or $800 perdton per parsec along branch routes.

PassengersBeginning on the first full day after

the ship lands, it may solicit passen-gers who wish to travel to the destination port. Once per day, refer

to the Trade Volumes Table below andmake the roll for passenger volumethat is indicated for the BTN of thecurrent and destination worlds. Halvethe result (rounded down) if the shipis Terran-registered and the port isunder Imperial control, or vice versa.The final result gives the number ofnumber of potential passengers whopresent themselves that day.

To determine what level of serviceeach potential passenger wants, beginby rolling 1d with a maximum of thetotal number of potential passengers.This indicates the number of low andstandard tickets that the ship can sellthat day. At an Imperial port, all ofthese tickets will be for standard pas-sage. In a Terran port, half (roundedup) of these tickets will be for low pas-sage and the rest will be for standardpassage. If any potential passengersare left, roll 1d again with a maximumof the remaining number of potentialpassengers. This indicates the numberof first-class tickets that the ship cansell that day. Any potential passengersthat remain will want luxury tickets. Ifthe ship can’t provide the level of serv-ice that a given potential passengerwants, he will go elsewhere rather thansettle for a different kind of ticket.

A passenger is expected to pay forhis ticket in advance, either whenmaking his travel reservations orwhen boarding the ship. On the otherhand, once a passenger has madereservations to travel on a given ship,he will expect the ship to depart for hisdestination within one week (sevendays). He will also expect to arrive athis destination within one week, plus10 days for every two parsecs of dis-tance along the trade network betweendeparture and destination ports.

A ship that fails to meet passengers’expectations about timeliness and qual-ity of service may be able to get awaywith it, at least for a while. At the GM’soption, the ship’s crew may acquire anegative Reputation, or angry passen-gers may lodge complaints with Terranor Imperial authorities.

The standard rates for passengertransport are $400 for a low ticket,$2,500 for a standard ticket, $3,500 fora first-class ticket, and $6,000 for aluxury ticket. Ticket prices are perjump rather than per parsec traveled.

STARSHIPS 179

TRADEVOLUMESTABLE

Freight PassengerVolume Volume

BTN Roll Roll6 2d-10 None6.5 2d-7 None7 2d-2 1d-47.5 (2d-2) ¥ 5 1d-28 (2d-2) ¥ 5 1d-18.5 + (2d-2) ¥ 10 2d-2

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SPECULATIVETRADESYSTEM

The following system can be usedwhen a small merchant ship is tryingto turn a profit through speculativetrade – the art of buying cargo at alow price, in the hopes of selling itlater for a high price. This system canbe used whether the ship stays onestablished trade routes or not, and itcan be used in conjunction with thebasic trade system (p. 178). The spec-ulative trade system is useful for cam-paigns in which the GM and playersare interested in following trade insome detail.

In outline, the speculative tradesystem is very basic: buy low and sell

high. Merchants seek goods for sale(possibly on The Market, in Imperialspace) and buy them with whateverresources are available. They carrythese goods in their holds to subse-quent destinations, seeking interestedbuyers. A Free Trader normally car-ries a number of different speculativecargoes, never knowing which will sellfirst, and fills his hold with freight asnecessary. When a given lot of specu-lative cargo seems to have found aprofitable market, it is sold. Ideally,the merchants bring in enough to payfor landing expenses, operating costs,a new load of goods, and a little prof-it. Unfortunately, they are sometimesforced to accept whatever they can toprevent a total loss.

A canny trader can maximize hisprofits by matching likely goods with

receptive markets. This makesadvance information about theregion of space where he is trading aparticularly valuable commodity.

Generally only one merchant orteam of merchants per crew maysearch for goods or buyers – any moreis counter-productive.

Finding Goods for SaleBeginning on the first full day after

the ship lands, a merchant crew maybegin searching for speculative car-goes to buy. Each attempt takes fivedays, and is made using the best skillsfrom among the merchant team. If anattempt fails, repeated attempts maybe made at no penalty (unless a criti-cal failure occurs; see below).Attempts to find goods to buy can be

done at the same time asany attempts to find buyersfor goods already in thehold (p. 181).

Roll versus Merchant orStreetwise, whichever islower. Any penalty for lack-ing an appropriate CulturalFamiliarity advantageapplies, as does any penaltyfor not being a nativespeaker of the local lan-guage. Any applicableReputation (good or bad)also modifies the effectiveskill. Modifiers: +1 if any-one on the team has AreaKnowledge for the localplanet at 12+, or +2 at 20+;-1 if the world is on abranch route, or -3 if on amain (major or minor)route.

A successful roll indi-cates that a lot of cargo hasbeen located for purchase;critical success indicatesone to three lots.

A critical failure resultsin the crew being shunned;no one from this ship willever be able to contact thespeculative cargo marketson this world again, untilthey make amends. On aTerran world, this maymean simply paying a finefor insider trading or otherviolations of local law. Onan Imperial world, a criticalfailure means that the local

180 STARSHIPS

SPECULATIVE GOODS TABLEDice Price Sale Price Lot Size DensityRoll Commodity ($/dton) Modifiers (dtons) (tons/dton)11 Heavy Metals 20,000,000 Ex-3 1d 2512 Industrial Crystals 2,000,000 In+3, Na-3 1d 1013 Radioactives 100,000 In+4, Na-3 1d 1014 Petrochemicals 15,000 In+3, Na-4 2d¥5 715 Artwork, Handicrafts 10,000 2d 516 Wood, Wood Products 2,000 Ag-4, In+1, Ex+4 5d¥10 521 Industrial Metals 75,000 Ex-2 2d 2522 Ceramics, Glass 15,000 2d 1023 Gemstones 10,000,000 In+4, Ni-2 1d 0.524 Spices 6,000 Ag-2, Ex+1, Na+2 1d¥5 725 Alcoholic Beverages 7,500 Ag-3, In+1, Ni-1 2d 726 Fruits, Vegetables, Nuts 2,400 Ag-2, In+3, Ex+2, Na+2 4d¥10 531 Special Minerals 750,000 In+1, Na-3 1d 1032 Lanthanum 5,000,000 In+2, Na-3 1d 1033 Polymers 12,000 In-2 3d¥5 534 Light Metals 10,000 2d¥5 2535 Textiles 30,000 Ag-2, Ex+2, In-1 3d¥5 436 Livestock 1,000 Ex+4, Ni-2 3d¥5 141 Shelters 12,000 Ex+1, In-1, Na+2 3d 842 Computers 250,000 In-2 2d 543 Firearms, Ammunition 120,000 1d 744 Pre-recorded Media 50,000 Ni+2 1d 245 Pharmaceuticals 120,000 Ag-1, In+3, Ni-3 1d 646 Grain, Flour, Baked Goods 5,000 Ag-2, Ex+2, Na+2 2d¥5 1051 Protective Suits 400,000 Ag-4, Ex+4, In-2, Ni+1 1d 252 Tools 20,000 In-1 1d¥5 1053 Manufactured Goods 50,000 In-1, Ni+1 3d 854 Toys, Games, Sporting Gear 50,000 Ni+3 2d 555 Entertainment Devices 50,000 Ni+3 1d¥5 456 Meat, Fish 20,000 Ag-2, In+2, Ex+2, Na+2 1d¥5 861 Precision Instruments 400,000 In-3, Ni+3 2d 762 Electronics, Electronic Parts 50,000 In-1, Ni+1 1d¥5 263 Ground Vehicles 40,000 In-2, Ni+2 3d¥5 364 Grav Vehicles 250,000 In-2, Ni+2 1d¥5 365 Grav Units, Gravitic Parts 160,000 In-2, Ni+2 1d¥5 466 Machinery, Mechanical Parts 50,000 In-1, Ni+1 4d¥10 8

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leaders of The Market have decided thecrew cannot be trusted; such trust canprobably be regained only through adifficult adventure . . .

Determine AvailableGoods

Once a lot of speculative cargo hasbeen located, roll two dice, one at atime. Modifiers: on the first die, -1 ifthe world is Non-Industrial; +1 ifIndustrial. On the second die, -1 if theworld is Non-Agricultural; +1 ifAgricultural. Treat results less than 1as 1, and greater than 6 as 6. Read thetwo numbers consecutively, as a two-digit number from 11 to 66, and consult the Speculative Goods Table.

For each lot of cargo, roll the indi-cated number of dice to determine lotsize in dtons. Multiply the lot size bythe price per dton ($/dton) to deter-mine base price. If needed, multiplylot size by density (tons/dton) to deter-mine total mass; multiply again bylocal gravity to determine weight.

Determine PurchasePrice

Once the nature of each lot of spec-ulative goods is known, roll on theActual Price Table to determine theactual purchase price. Subtract 2 ifthe world is Poor; add 4 if the world isRich. Add or subtract the Sale PriceModifiers that apply to the worldwhere the goods are being purchased,as indicated for the specific commod-ity on the Speculative Goods Table.The result on the Actual Price Tablegives the actual purchase price as apercentage of the base price as givenon the Speculative Goods Table.

One member of the merchant teammay use Merchant skill to try to lowerthe actual purchase price, using aQuick Contest according to the rule onp. B209. The result of the QuickContest will add or subtract 10% from

the base price of the goods. For exam-ple, if the initial roll on the ActualPrice Table gives a result of 150%, avictory in the Quick Contest will lower

the purchase price to 140% of base,while a defeat raises it to 160% ofbase. Groups desiring more optionsmay consult pp. B560-562.

If the lot is larger than desired,breaking it up and buying only a por-tion requires a positive Reaction rollfrom the seller. One member of themerchant team may attempt anInfluence roll (p. 359) instead; modifiers for Cultural Familiarity andlanguage skill still apply.

Once goods are purchased, theyare delivered at the ramp or dockingbay outside the ship’s cargo hatch. It isthe crew’s responsibility to load eachlot into the hold, though at Class C orbetter starports they can hire steve-dores. If desired, the crew may offer tocome and pick up a cargo in return fora favorable Reaction modifier, butthen they are responsible for paying(or evading) any outbound customsand duties.

Finding BuyersBeginning on the first full day after

the ship lands, a merchant crew maybegin searching for buyers for anyspeculative cargoes that are in thehold. Each attempt to find a buyer forany one lot takes five days, and ismade using the best skills from amongthe merchant team. If an attempt fails,repeated attempts may usually bemade at no penalty. If the ship hasmore than one lot of speculative cargoin the hold, the crew may search forbuyers for each of them at the sametime, and can also search for a lot ofgoods to purchase.

Attempts to find a buyer use thesame skill roll as finding goods forsale; add an additional modifier equalto WTN-6 (round down). On a

success, a buyer is found. On a criticalfailure, the crew will be shunned onthat planet, with the same effects as acritical failure when searching forgoods.

Determine Selling PriceOnce a potential buyer has been

found for a given lot of goods, the saleprice must be determined. Use thesame process as that used to deter-mine purchase price. The Sale PriceModifiers that apply are the ones asso-ciated with the world where the goodsare being sold. If a Quick Contest ofMerchant skill is used to try toimprove the same price, a victory willraise the price by 10%, while a defeatlowers it by 10%.

The sale price offered by a poten-tial buyer doesn’t have to be accepted,but refusal to sell counts as a failure tofind a buyer. Another attempt must bemade, taking five more days.Furthermore, the merchant teammust make a Reaction roll; on a Pooror worse reaction, the result is equiva-lent to a critical failure on the roll tofind a buyer, and the crew is shunned.

The crew is responsible for unload-ing the goods, clearing them throughinbound customs, and paying (orevading again) any duties owed onthem. Goods are considered deliveredwhen turned over to the buyer at hisplace of business or other specifieddestination.

ACTUAL PRICETABLE

Actual Price Roll (% of Base Price)3 or less 30%4 40%5 50%6 60%7 70%8 80%9 90%10 100%11 100%12 110%13 120%14 130%15 140%16 150%17 160%18 or more 170%

STARSHIPS 181

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The long day wanes: the slow moonclimbs: the deep

Moans round with many voices.Come, my friends,

’Tis not too late to seek a newerworld.

Push off, and sitting well in ordersmite

The sounding furrows; for my pur-pose holds

To sail beyond the sunset, and thebaths

Of all the western stars, until I die.It may be that the gulfs will wash us

down:It may be we shall touch the Happy

Isles,And see the great Achilles, whom we

knew.– Alfred, Lord Tennyson,

“Ulysses” (1842)

During the Interstellar Wars era,most of “known space” is not knownto Terrans, who are constantly visitingworlds and regions of space for thefirst time. In any case, the Vilani canonly tell Terrans about space towardthe galactic core. Out toward the rimare thousands of worlds that noHuman has ever seen, worlds whereTerrans might build a civilizationentirely independent of the Imperium.Before that can happen, Terrans mustgo out to explore and survey thoseworlds, breaking ground for thecolonies to come.

SURVEYOPERATIONS

Survey operations involve a generalevaluation and mapping of the worldsin a target star system. Many of thetasks involved in survey work require ashipboard survey module; standardship’s sensors will not do because theyaren’t properly configured for surveywork.

Survey tasks normally involveusing the Electronics Operation(Sensors) skill, followed by a scientificskill to interpret the collected data.Make the Electronics Operation roll

first. On a critical success, the follow-up scientific skill roll is madewith a +3 bonus. On a success, the fol-low-up roll is made unmodified. On afailure, some of the collected data areincorrect, but a correct interpretationcan be made with more difficulty;make the follow-up roll at a penaltyequal to the amount by which the sen-sor roll was missed. On a critical fail-ure, the data are obviously bad andthe follow-up roll may not be made atall. The GM may wish to make eitheror both rolls for the players, to keepthem in the dark as to whether theyare succeeding or not.

System DetectionSurvey operations in a new star

system begin long before the surveyship first jumps into the system. Thefirst step is to get an impression of thecontents of the target star system.This is normally done from one ortwo parsecs’ distance.

First, the survey ship attempts tolocate planets in the target star sys-tem. This takes a day of observationfrom a survey module. Roll againstElectronics Operation (Sensors).Modifiers: +1 if at a one-parsec dis-tance, -1 at two parsecs, -2 at threeparsecs, -3 at four to five parsecs, or -4at six parsecs.

If the sensors roll succeeds, anylarge gas giants (Saturn- or Jupiter-sized) will be detected. Success by 2 ormore will detect small (Uranus- orNeptune-sized) gas giants. On a criti-cal success, large terrestrial planets(6,000+ miles in diameter) will bedetected. Even on a successful skillroll, some planets may be concealed atthe GM’s discretion; perhaps they arebehind the primary star or are pre-senting an unlighted face to theobserver.

If any planets were detected, rollagainst Astronomy to produce a roughsystem map, at +4 if more than oneplanet was detected (GM’s discretion).On a success, the astronomer canlocate the ecliptic plane of the target

system (i.e., the plane most of theplanets will orbit in). He will also havea rough estimate of the orbit for eachplanet sighted.

Another task that is undertaken atthis stage is to “listen” for signs ofintelligent life. Detecting a civilizationwill take one day of observation; thiscan be done at the same time as thesearch for planets, but a different sci-entist must do the work. At interstellarranges, only civilizations at TL7 andabove can be detected using ship-board instruments.

Roll against Electronics Operation(Sensors) to detect civilizations, usingthe same modifiers for range as fordetecting planets. On a success, the sci-entist will detect any population of atleast 10 billion living at TL7, one bil-lion at TL8, 100 million at TL9-10, or30 million at TL11+. If the sensor rollis made by a significant margin, thescientist may detect smaller popula-tions, down to one-tenth the size on acritical success. Also on a critical suc-cess, the process will gather 2d hoursof language samples (see LinguisticAssessment, p. 184). Even if nodetectable civilization is present, theGM should roll in case of a critical fail-ure – in which case he may mislead thescientist into believing a civilization ispresent even if it isn’t.

System MappingWhen the survey ship jumps into

the target system, the crew may haveonly a rough idea of what planets arepresent and where they are. Theymust immediately make a map of thestar system and establish their ownlocation. Once that’s done, a moredetailed study of the system’s worldscan be done.

First, the ship’s exact locationmust be established. This task is usu-ally undertaken by the ship’s naviga-tor, using the standard ship’s sensors.Roll against Navigation (Space), witha +2 if a rough system map is alreadyavailable (either from library data orfrom astronomical observations at

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interstellar range). On a success, theship’s position has been establishedwith enough accuracy to allow fur-ther survey operations to proceednormally. On a failure, the navigatorwas inaccurate and all subsequentsystem-mapping skill rolls will be at-1. On a critical failure, the inaccura-cy is greater (penalty is -3). Any penal-ty will last until the first success in asystem-mapping task (the error wasnoticed and corrected).

Next, any planets in the systemmust be located precisely. This is actu-ally more time-consuming once theship is inside the target system; from afew parsecs away, it’s easy to knowwhich way to point the telescope.From inside the target system, thewhole sky needs to be searched.

To produce a workable systemmap requires 10 days of observations.Up to four astronomers per systemmodule can work together and reducethis time. Roll against ElectronicsOperation (Sensors) to locate systemobjects, at +2 if a rough system map isalready available. This mappingprocess will automatically detect allthe gas giant planets present in thesystem. On anything but a critical fail-ure, all the terrestrial planets will alsobe detected. On a success, all of thelarger moons in the system willappear. On a critical success, smallermoons and planetoids will also bedetected.

Once planets and other bodieshave been detected, a follow-upAstronomy roll will produce a workingmap of the star system. On a success,gas giants and terrestrial planets willbe immediately identifiable, and theGM may reveal the main world’s spe-cific planet type (see p. 96 for a dis-cussion of planet types). Any unusualfeatures of planetary orbits will alsobe known at this point. Finally, suc-cess will permit the ship’s navigator toprepare jump parameters for returnvisits to the star system. So long asjump masking is not a factor, futurejumps into the star system can bemade directly to the 100-diameterlimit of any desired body.

Finally, the ship will again searchfor evidence of intelligent life.Civilizations at TL5 and up can bedetected at interplanetary ranges.Detection again requires one day ofobservations by a scientist who is not

involved with the search for planets.Roll against Electronics Operation(Sensors). On a success, the scientistwill detect any population of at least10 billion living at TL5, one million atTL6, 100,000 at TL7, 10,000 at TL8,1,000 at TL9-10, or 300 at TL11+.Again, if the sensor roll is made by asignificant margin, the scientist maydetect smaller populations, down to1/10 the size on a critical success. Alsoon a critical success, the process willgather 2d hours of language samples.The GM should always make this roll,even if no detectable civilization ispresent or detection is automatic.

Planetary SurveyTerran explorers don’t usually

examine every world in a target sys-tem closely. Any nearly-habitableplanet is likely to get considerableattention. Standard procedure is to doan initial evaluation of the planetwhile still at some distance (four tofive million miles), then move in toclose orbit for a detailed survey andmapping sweeps.

It takes very little time to discover aplanet’s general parameters: diameter,atmosphere, hydrographic coverage,and climate. A rough idea of the plan-et’s density and surface gravity willalso be possible. An hour’s observationwith a survey module will suffice.Make a roll against ElectronicOperations (Sensors) to gather data,then against Geography (Physical)with the appropriate specialty (seep. B180) to interpret the results.

To map the surface of a terrestrialworld and determine its density andcomposition, a survey ship takes up aclose orbit and begins using its plane-tary-survey instruments. Multiple tele-scopes and other instruments are usedin concert, with each survey specialistsupporting the work of other membersof the team.

The best orbit for surface mappingis some variation of the “ball-of-yarn”

orbit. The survey ship orbits at a veryhigh inclination to the planet’s equa-tor, actually passing over the northand south polar regions on each cir-cuit. As the planet rotates, the shipfinds itself always passing over newterrain, eventually scanning every por-tion of the planet’s surface. If the plan-et is too small or its rotation is tooslow, the ship may alter its trajectoryslightly on each pass to get the sameeffect. Taking up an effective ball-of-yarn orbit requires a successfulPiloting roll. The entire mappingprocess takes a number of hours equalto the diameter of the planet in thou-sands of miles, squared (minimum 2hours).

To gather data for the survey, eachspecialist (up to four per survey mod-ule) must make an ElectronicsOperation (Sensors) roll. If at least onesurveyor succeeds, a Cartography rollis needed to assemble the survey datainto a working planetary map.Modifiers: +2 for each surveyor afterthe first who succeeded in his sensorsroll.

The completed survey map will dis-play visual and thermal features of thesurface, resolving features down toabout 100 feet across. If there is noreason to avoid using active sensors,the survey will also yield a synthetic-aperture radar map of the planet,including nearly exact elevations.Densitometer scans will give someidea of what lies under any oceans,giving a rough map of the seafloor.The GM may wish to simply share anyplanetary map he has drawn with theplayers at this point.

The orbital mapping survey is thelast chance the exploration team hasto detect intelligent life, short of actu-ally landing on the planet and lookingfor citizens. Once the mapping sensorresults are in, make anotherCartography roll, at +2 for every sur-veyor after the first who succeeded.Success in this roll will detect any pop-ulation of at least 10 million at TL0,one million at TL1-4, or 100,000 atTL5. Again, if the sensors roll is madeby a significant margin, smaller popu-lations can be detected, down to 1/10the size for a critical success. AnyTL6+ civilization that has thus fareluded detection is automaticallylocated once close-orbit mappingresults are available.

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If intelligent life has been detectednow or at any earlier point, a success-ful Cartography roll will locate anymajor population centers. Even cul-tures that lack cities will have regionsof unusually dense population (hunt-ing ranges or good agricultural land),and these can be placed on the map.

EXPLORATIONOPERATIONS

Once the initial survey of a newworld has been completed, explorerscan get down to business. Real under-standing of any new world requiresthat explorers go down and get theirhands dirty. After all, every new plan-et is a world, the end product of bil-lions of years of isolated evolution, fullof traits unique to itself.

Geological SurveyGeneral information about plane-

tary geological formations will beavailable due to the orbital mappingpass. More detailed maps of local ter-rain can be generated by low-altitudemapping flights. During these, a ship’ssmall craft or grav vehicles pass overthe terrain at a height of about onemile, using visible-light cameras, IRsensors, radar, and densitometer read-ings to build an extremely detailedmap. Assume that one team (two tofour explorers) can cover about 5,000square miles in a day. The taskrequires a lot of routine Piloting andElectronic Operation (Sensors) use,but the GM may not want to botherwith skill rolls unless unusual circum-stances present themselves. To assem-ble the final detailed map of any givenarea, a Cartography roll is required.

The detailed terrain map will givesome information about subsurfacegeological formations and oredeposits, but getting a complete pic-ture will require on-site inspection. Ina given region, a geologist will drillcore samples in carefully chosen loca-tions, and will also use seismometersand a portable densitometer. Thisprocess requires 1d days for an area ofabout 500 square miles. The geologistmust succeed in skill rolls againstElectronics Operation (Sensors) andGeology. On a success, the geologistwill understand the broad outlines oflocal geological history, and will know

whether there are any valuable miner-al deposits in the area. Actually locat-ing these deposits may take months oryears of work, and may not be a taskfor the initial exploration team.

If the planet being explored has nosignificant local life, then geologicalsurveys may be sufficient to determinethe planet’s Resource Value Modifier(p. 98). This will require the successfulcompletion of 2d local area surveys(GM rolls).

Biological SurveyMeanwhile, if the planet is a

Garden world, biologists will fan outto gather information about native lifeforms. Such a biological survey takesabout 1d days per region and terraintype covered.

During the biological survey, theexplorers will collect samples of plantlife and soil for later analysis. Theywill also try to study at least 10-12 dif-ferent animal species in each terraintype. Small animals can be capturedfor intensive study. Large creatureswill be anesthetized or killed, so thatgross anatomic studies can be doneand tissue samples can be taken. Theexplorers will also try to make holo-graphic records of as many species aspossible, exhibiting normal behaviorin their natural environment.

The biological survey will require anumber of Biology rolls, possibly withvarious specialties (Botany to studyplant samples, Zoology to study cap-tured animals, Biochemistry orMicrobiology to study soil samples,and so on). Photography skill will alsobe useful in taking holographs of crea-tures in their natural setting. Capturingor hunting animal specimens should beplayed out as a set of mini-adventures,using as much detail as GM andplayers are comfortable with.

On a world with significant locallife, both geological and biological sur-veys are needed to determine the plan-et’s Resource Value Modifier (p. 98).This will require the successful com-pletion of 2d local geological surveysand 2d local biological surveys.

Ecological SurveyThe biological survey will yield

enough information to get a broadview of a world’s natural history.Major plant and animal orders will be

understood, and the most prevalentlarge species will be identified. To geta real understanding of how localecosystems work, however, a full ecological survey is necessary.

An ecological survey takes 2d yearsto complete, and is usually done aftera full scientific colony is placed on theworld. The surveyors must painstak-ingly identify local species down to thesmallest animal and plant forms.Further, the team must observe howall of these species interact over sever-al local years, to make sure that anyseasonal changes are noticed andunderstood. The survey will involvemany rolls against various Biologyspecialties.

CONTACTPROCEDURES

Once explorers have determinedthat intelligent life is present, the ques-tion of contact arises. As of 2170, theonly new intelligent races that Terranshave come into contact with have beenmembers of the Vilani Imperium.However, the Terran Confederationhas already developed contact proto-cols that all official expeditions areready to implement. Unofficial expedi-tions may have to develop their ownprocedures on the fly . . .

In general, explorers will avoidgoing in to contact a new society“cold.” If possible, the explorationteam will study the natives for weeksor even months from hiding.

Linguistic AssessmentThe most important precontact

task is a study of the local languages.If the native society is at a low level ofdevelopment (TL0-TL5), then samplesof the language must be gathered viadirect monitoring of conversations.This would most likely be done usingstealth reconnaissance drones placedin inhabited areas. At TL6 and up, itbecomes possible to gather samples bymonitoring radio communicationsfrom orbit.

Stealth drones are almost impossi-ble for a low-tech society to detect inflight, but at higher tech levels thelocal sensor network begins to have achance at detection. It can be difficultto deploy drones where they will havea good vantage point and yet will not

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be discovered accidentally. Use theappropriate Piloting skill to deliver astealth drone undetected, at a -1penalty for each native TL above 6. Afailure indicates that the flight had tobe aborted, while a critical failureindicates that the probe was lost orshot down. Once the drone hasreached the target area, the pilot canuse his Camouflage skill to find a goodplace from which it can eavesdrop.

Radio monitoring can be done with-out risk of detection. Use ElectronicsOperation (Communications) to tapinto the local radio net using a ship’scommunicators. At higher tech levelsthe signals themselves may become dif-ficult to interpret. As analog signals giveway to digital (late TL7), the eavesdrop-pers must first break the pro-tocols that encode voice,video, or text data. Thisrequires several hours’worth of samples and aCryptography roll, at -2 forevery native TL above 8.

Each flight of a stealthdrone can gather 1d-2hours of useful languagesamples (minimum 0).Ship’s communicatorscan gather one hour ofuseful samples for everytwo hours of monitoring.The GM should determinehow many hours of sampleswill be needed before a working modelof the language can be derived. If thelanguage is related to a known lan-guage (as for a lost colony of somekind) then 2d ¥ 10 hours may beenough to “break” the new dialect. Ifthe language is completely unknown,then at least (2d+8) ¥ 10 hours of sam-ples will be needed, possibly more ifthe language has unusual syntax or iscommunicated in an unusual manner.

In any case, Linguistics rolls willbe needed to analyze the samplesproperly, and to create a database forthe new language. At this point, thedatabase is still incomplete, and willnot permit anyone to learn the language at better than a Brokencomprehension level.

Sociological AssessmentOnce the local language has been

“broken,” explorers must make an ini-tial estimate of local social, cultural,

and political parameters. Again, this isbased on information gatheredthrough stealth reconnaissance andradio monitoring. However, even ifthe language is beginning to beknown, it will take considerably morework to get insight into the local cul-ture. The rules below assume that atleast 200 hours of language sampleshave been gathered. If less than this isavailable when the explorers try tomake a sociological assessment, applya -1 penalty to each skill roll for every10 full hours of deficit. Extra samplesgive a +1 bonus for every 100 hours ofsurplus. Video samples or stealth-drone photography count double ifthey show natives interacting socially.

Technology Level: The easiestparameter to assess from a distance isthe level of technological develop-ment. The overall TL of a societyshould be obvious by the time the ini-tial language database is complete,without any need for skill rolls.

Population: The native populationis also fairly easy to estimate by thetime the initial language database hasbeen completed. Make a roll againstGeography (Political) to estimate theworld’s native population, and again toestimate the population of any specificarea.

Political Structure: During thisphase, the team can determine theworld’s government type. Interceptedcommunications can give some ideaas to who makes decisions, and howpolitical power is implemented. Rollagainst Sociology to determine thelocal government type.

Specific Political Institutions: Thedetails of local politics and customs are

not always as obvious as the overallstructure. At this point, the explorerswill be most interested in the specificsof local law. Soon they will be prepar-ing for actual contact – and they willwant to know what might get themarrested! Roll against Anthropology tomake a rough assessment of localpolitical structures and laws.

Instead of resolving the sociologicalassessment purely with skill rolls, theGM may wish to game out the processin more detail. In this case, once theinitial language database has beenbuilt, or even before, the GM maybegin to provide clues to social param-eters by describing the explorationteam’s observations.

For example, rather than calling foran Anthropology skill roll and tellingthe players “the society accepts dis-sent,” the GM may describe a crowdedcity square, observed by a stealthdrone. Dress and appearance arediverse. Some of the natives are appar-ently putting on a political demonstra-tion, with signs and chanted slogans,but although there are angry expres-sions no one is moving to stop it.Indeed, some natives in uniform areapparently protecting rather thanarresting the dissidents. Of course,some of the explorers’ observationscan be misleading . . .

This treatment can give the playersmore latitude to direct the investiga-tion, perhaps using other skills to fer-ret out bits of evidence. Once the play-ers have drawn and stated their con-clusions, the GM can make skill rolls,granting bonuses if the players havebeen perceptive, or penalties if not.

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Covert ContactOnce the linguistic and sociological

assessments are finished, the com-mander of the exploration team mayauthorize covert contact. This is notintended to open communicationsbetween the Terran Confederation andthe new culture. Instead, the explorerswill be sent to gather more informa-tion without revealing themselves tothe natives.

Of course, the whole concept ofcovert contact implies that Terranexplorers can be covert when theymove among the natives. Surgicalalteration and disguise can only go sofar when dealing with a non-Humancivilization. The Terran Navy is exper-imenting with custom-built robotsthat are operated remotely by contactspecialists, but this technique has notyet been tried in earnest. Current pro-tocols call for Terran explorers tomove directly to an overt contactmode.

Members of the “Alpha Team”assembled for a covert contact mis-sion must be as familiar as possiblewith the native language and customs.At this point, they will speak the nativelanguage at a Broken level, but theirunderstanding of local culture will betoo incomplete to permit any level ofCultural Familiarity. This implies theexpenditure of one character point or200 hours of study per explorer.

If possible Alpha Team membersare provided with clothing and per-sonal equipment that will fit localstyles. Money is often a problem, espe-cially if the local technology can pro-duce elaborate currency that is hard tocounterfeit without close examina-tion. Instead, the Alpha Team is pro-vided with compact items that mightbe of value in trade. Precious metalsare a common choice. High-technolo-gy goods may be carried, but only ifthey can be concealed very easily;covert-contact specialists often havehigh levels of the Holdout skill. TheAlpha Team may carry concealableweapons for self-defense.

An inhabited area is chosen for themission, preferably a frontier or ruralregion that allows for an unobservedlanding. Once the Alpha Team lands,it makes its way into contact with thelocal population. Naturally, the courseof each covert contact mission shouldbe played out as an adventure!

The goal of each covert-contactmission is to gather more detailedinformation about local language, cul-ture, political structures, laws, andcustoms. The Alpha Team mustdecide what items or information laterteams will need to better interact withthe natives. They should obtain exam-ples of local currency, identity docu-ments, clothing, personal equipment,and so on. They can also obtainscrolls, books, newspapers, down-loads from library computers – anykind of documentation that willimprove the expedition’s grasp of thelocal language and social situation.Naturally, all this will mean interact-ing with the local population, unlessthe team resorts to stealth and theft.Apply all penalties to social skills forlack of language skill or CulturalFamiliarity!

The GM should decide in advancehow many successful covert-contactmissions will be required before thisstage of the contact operation can beconcluded. For a Human culture thatisn’t too alien to Terran experience,1d+1 missions may suffice. For a non-Human culture, 2d or even 3dmissions might be needed.

Once the requisite number ofcovert-contact missions has beencompleted, the exploration team mayimprove the language database so thatmembers can buy up to an Accentedcomprehension level. CulturalFamiliarity for the local culture mayalso be purchased at this time.

Overt ContactOnce covert contact is finished, or

once the decision has been made toskip the covert contact step entirely, inthe case of a truly alien culture, theexploration team can move to overtcontact. The Terran Confederationhas no “non-interference” principle,and permits its explorers to makeopen contact even with low-technolo-gy societies. After all, Terra needsallies wherever it can find them . . .

The “Beta Team” that engages infirst overt contact is outfitted in amanner similar to the covert-contactAlpha Teams, although if higher lev-els of language skill and CulturalFamiliarity are available, the BetaTeam members must have investedin them. The exact procedure for

overt contact is left up to the missioncommander, since the circumstancesare likely to vary widely (and sinceTerrans don’t have much experiencewith such missions to draw upon).

Established protocols call for thefirst overt-contact mission to opencommunication with local politicalauthorities. The existence of off-worlders or Terran civilization is not tobe revealed to the general populaceuntil local authorities agree that thiscan be done. Even then, the announce-ment is left up to the local officials,with the contact team operating onlyin support.

The Beta Team should not discussthe details of Terran scientific or tech-nological knowledge. High-technologyitems may be demonstrated as part ofthe process of proving the team’sclaims, but how devices work shouldbe left to later discussions.

Similarly, the team should not dis-cuss Terran politics or institutions.Beta Teams may admit to being froma starfaring civilization that is inter-ested in continuing contact with thelocal society, but the details should beleft vague if possible. The team maypromise that more information will bemade available once a good workingrelationship seems likely.

Once local authorities are copingwell with the implications of contact,the Beta Team should conclude anagreement with them, laying out howfurther contacts may proceed. Thismay require considerable negotiation.The explorers should gain free accessto the local population, enough tocomplete in-depth linguistic and soci-ological surveys. This normallyrequires that the authorities cooperateand that the population be madeaware of the explorers’ presence. Therelationship should be set up so thatthe existing social and political situa-tion is left as intact as possible. In par-ticular, the Beta Team must be carefulnot to become part of any local powerstruggle, withdrawing entirely if thatappears necessary.

Once friendly overt contact hasbeen made, other Terran agencies willstep in, especially from the Ministry ofTrade and the Ministry of Culture. Theexploration team’s job is complete,and it will doubtless be assigned toother work . . .

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January 18, 2237 – KaufmannSternenschiffbau R&D offices, L5 habitat, Terra-Luna space:

Alexa Karlsen shook her head. “I’vetold you, David. The Navy just won’tpay for the design studies.”

David Sandoval made a fist andthumped his desk in frustration, scowl-ing at the stars beyond the viewport.“You made your arguments?”

“The best ones I could,” Karlsenanswered. “They told me exactly what Isaid they would. You’re trying to use toomany new technologies at once. They’renot willing to risk so much on anuntried concept.”

“That’s stupid,” Sandoval growled.“None of these technologies are reallyuntried. They’ve all been thoroughlytested, and some of them even sawaction in the last war. But as long as wekeep using them in bits and pieces, we’llnever get the kind of synergistic effectwe need.”

“I know that. You know that. Butthe Bureau of Ships isn’t buying.”

Sandoval sighed. He could imagineit, flying between the stars, a warshiplike none the galaxy had ever seen. Itwas a shining hammer that the Navycould use to shatter the Imperium once

and for all. It seemed hewould just have to go onimagining.

But Karlsen wasn’tfinished. “Now, I didhave one interestingencounter after I left themeeting . . .”

“With whom?”Sandoval asked, notreally listening.

“Admiral Albadawi.”Sandoval blinked.

“Really?”“Really. Now, I don’t

want you to get yourhopes up . . .”

“Right.” Sandovalthought hard. Manuel Albadawi wasthe Navy’s rising star. Rumor had it thathe was likely to be named GrandAdmiral very soon. “Was he interested?”

“Yes, he was.” Karlsen leaned for-ward, holding Sandoval’s gaze. “Now,he doesn’t have any discretionary fundsto back a design study. But he is willingto consider supporting any proposal wecan come up with. The only problem isthat he’s leaving in six weeks for a tourof the Occupation Zone. He’ll be gonefor months.

If we want to give him something tolook at, we’ll have to put it together our-selves, and we’ll have to work very fast.”

“I see.”“Do you think you can do it?”Sandoval frowned. “I don’t know. I’ll

try.”“Good enough,” said Karlsen. “I’ll

keep R&D off your back for the next fewweeks. Drink a lot of coffee, David. Thisis the big one.”

After Karlsen left, Sandoval watchedthe stars spin past his viewport for afew more minutes. Then he opened hisdesktop, cleared away all the files for hisother projects, and began with a blanktemplate. First, he entered a new title.

“Preliminary Design Proposal,Advanced Battleship Class,” he mur-mured to himself. “Tentative name . . .Indomitable.”

Six hours later, he was still hard atwork. The stars wheeled outside theviewport, unwatched.

The ship-design system presentedhere gives the GM and players all thetools necessary to create ships for theInterstellar Wars setting. The systemis modular, permitting ships to beassembled from standard-sized hullsand modules.

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CHAPTER NINE

STARSHIPDESIGN

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The design system involves a step-by-step procedure. Calculations aresimple and can easily be done onscrap paper. A calculator is useful butnot essential. Before beginning, referto Units and Abbreviations (see box)for a list of terms and abbreviationsused in this design system.

Step 1: Determine the design concept.

Step 2: Design the ship’s hull.Step 3: Choose armor and surface

features.Step 4: Evaluate the hull design.Step 5: Install maneuver and jump

drives.Step 6: Install fuel tanks and fuel

processing equipment.Step 7: Install bridge systems.Step 8: Install sensors.Step 9: Install weapon systems.Step 10: Select small craft.Step 11: Install power plant.Step 12: Determine the size and

makeup of the crew.Step 13: Install quarters and

miscellaneous systems.Step 14: Determine ship perform-

ance.Step 15: Finalize the design.As design choices are made, keep

track of the number of internal spacestaken up by ship’s systems, the ship’smass (in tons), its cost (in M$), andthe power required by ship’s systems(in MW).

STEP 1 –DETERMINEDESIGNCONCEPT

First, decide on the general con-cept and mission for the ship. Who isbuilding it and for what purpose? Is ita starship, or a craft intended only forin-system travel? Is it a merchantmanor a warship? Does it have specializedfunctions that most ships do not have?

Next, decide at what TL the ship isbeing designed and built. During theInterstellar Wars era, Vilani starshipsare always built at TL10 (the “Imperialstandard” technology, see p. 160).During the same era, Terran shipbuild-ing technology progresses from TL9 toTL11; Terran ships can be built at a

variety of technology levels, dependingon the year of construction.

STEP 2 –HULL

A ship’s hull is its frame, and alsoprovides its basic infrastructure(decks, cables, stress bracing, and soon). The size of a hull is measured indtons. To design the ship’s hull,choose its size, shape, and degree ofstreamlining.

Hull SizeBegin by selecting a hull size from

those listed on the Hull Table. Notethat the largest hulls are only availableat higher TL. Based on the hull’s size,record the hull’s base surface area (inksf), base cost (in M$), and SizeModifier (SM).

The base surface area of each hullis the area of a sphere with the appro-priate volume (assuming 500 cubicfeet per dton of hull volume). Areashave been rounded off to two signifi-cant figures. Hull shapes that varyfrom a sphere will have more surfacearea to cover the same volume; this isimplemented in later steps.

The base cost of any hull is equal to$50,000 per dton. This covers not onlythe cost of the hull itself, but also thecost of internal bracing, partitions, air-locks, power transmission infrastruc-ture, artificial gravity, and other sys-tems not explicitly described in the restof the ship-design rules.

The Size Modifier for each hull sizeis assumed to incorporate the modi-fiers for hull shape from p. B550,regardless of the actual shape of thehull. A spherical hull has the samecross-section from every direction, butgets the full +2 bonus to Size Modifier.A long, narrow hull will be larger in itslongest dimension, but will have nobonus to Size Modifier. In any case,the total SM will be the same.

Configuration and Shape

Hulls come in different configura-tions as well as sizes. Each configura-tion defines the hull’s shape and affectsthe layout of internal and external fea-tures. The available configurations areneedle/wedge, flattened sphere, cylinder,close structure, sphere, and dispersedstructure. Some configurations havemore surface area than others, and

188 STARSHIP DESIGN

Units and AbbreviationsThe following units and abbreviations will be used throughout the

starship design process.dDR: A measure of spaceship Damage Resistance. One point of dDR

equals DR 10.dHP: A measure of hull hit points. One point of dHP equals 10 hit

points.dton: A “displacement ton,” a measure of hull volume. One dton is

equal to 500 cubic feet.Gravity (G): A measure of acceleration equivalent to that produced

by the surface gravity of Terra. One G is equal to 32 feet per second persecond.

ksf: A measure of hull or turret surface area, equal to 1,000 squarefeet.

M$: A “megasolar,” or one million Terran Confederation solars.MW: A megawatt, a unit of power production or consumption. Equal

to 1,000 kilowatts (kW).Space: A unit of 500 cubic feet, a convenient measure of the internal

volume of a hull, or of the size of a ship’s systems. Often used inter-changeably with dton (see above).

Ton: A measure of mass or weight, equal to 2,000 pounds.

DESIGNING A SHIP

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some configurations are more likely tobe sleek and streamlined.

Needle/Wedge: A long, sleek shapewith very clean lines. “Needle” hullsare very long and narrow, while“wedge” hulls are somewhat shorterand wider. Most Terran warships andsmall craft are built on this shape.

Flattened Sphere: A round, flatshape, reminiscent of the classic “fly-ing saucer” configuration. Imperialsmall craft are usually built with thisshape, especially if they need goodatmospheric performance.

Cylinder: A long, rounded shape,suitable for ships that don’t need thebest atmospheric performance. MostImperial cruiser-class warships arebuilt with this shape.

Close Structure: A generic shape,generally cylindrical in structure butwith various pods, nacelles, and othersubstructures attached. Many civilianships, both Imperial and Terran, arebuilt with this shape.

Sphere: A standardizedspherical shape, with few orno attached substructures.Some very large “monitors”(armed, nearly-stationaryspace stations) are builtwith this shape, as are a fewsmaller ship classes that areintended exclusively fordeep-space operations.

Dispersed Structure: Ageneric classification forships built as open frame-works rather than compacthulls. Very few ship classesare built with this shape,although the Terran Navyhas experimented with it forsome support vessels.

Select a hull configura-tion. Make a note of the AreaModifier, Cost Modifier,Turrets Modifier, and beststreamlining available forthat configuration.

StreamliningEvery hull has one of

three levels of streamlining:unstreamlined, streamlined,or airframe.

Unstreamlined vesselsmay have dispersed struc-tures, or they may havemore standard hull shapesbut with no concessions to

airflow. An unstreamlined vesselmust remain below supersonic speedsin any atmosphere denser than Traceor it risks destruction. This makesatmospheric landings and takeoffsvery difficult and dangerous for suchvessels. Meanwhile, unstreamlinedvessels typically have no landing gearor other facilities to relieve the stress-es on the hull when set on the ground.An unstreamlined ship may be able toland on a world once – but it is likelyto be unable to ever lift off again.

Streamlined vessels are generallycylindrical, spherical, or block-shaped. Sharp edges may have beenrounded off, but the hull does not gen-erate lift and there are no aerodynam-ic control surfaces. A streamlined shipmay skim gas-giant atmospheres forhydrogen fuel (p. 192), but they mustexercise caution when landing on ortaking off from worlds with substan-tial atmospheres. However, they nor-mally have retractable landing gearand are unlikely to be damaged bysimply landing on a planetary surface.

Airframe vessels are sleek, usuallyneedle-, wedge-, or disk-shaped. Anairframe ship is designed for atmos-pheric performance and smooth air-flow over the hull. It has full atmos-pheric maneuverability, and generateslift in any substantial atmosphere.Airframe ships may skim for fuel andcan safely re-enter any atmosphere.An airframe hull is assumed to includeretractable landing gear.

Select a streamlining level, andmake a note of the Area Modifier andCost Modifier from the followingtable. The best level of streamliningthat is available depends on the hullconfiguration, as given on the HullConfiguration Table.

HULLSTREAMLININGTABLE

Area Cost Streamlining Modifier ModifierUnstreamlined 0.0 0.0Streamlined 0.2 0.2Airframe 0.3 0.4

Finalizing Hull DesignOnce the hull size, configuration,

and degree of streamlining are deter-mined, several attributes of the hullcan be computed in turn.

STARSHIP DESIGN 189

HULL TABLEHull Size TL Base Area Base Cost (dtons) Required (ksf) (M$) SM10 – 1.4 0.5 +620 – 2.2 1.0 +630 – 2.9 1.5 +740 – 3.6 2.0 +750 – 4.1 2.5 +760 – 4.7 3.0 +780 – 5.7 4.0 +7100 – 6.6 5.0 +8200 – 10 10 +8300 – 14 15 +9400 – 17 20 +9500 – 19 25 +9600 – 22 30 +9700 – 24 35 +9800 – 26 40 +10900 – 28 45 +101,000 9 30 50 +102,000 9 48 100 +103,000 9 63 150 +104,000 9 77 200 +115,000 10 89 250 +116,000 10 100 300 +117,000 10 110 350 +118,000 10 120 400 +119,000 10 130 450 +1110,000 10 140 500 +1220,000 10 220 1,000 +1230,000 10 290 1,500 +1340,000 10 360 2,000 +1350,000 10 410 2,500 +1375,000 11 540 3,750 +13100,000 11 660 5,000 +14

HULL CONFIGURATION TABLEArea Cost Turrets Best

Configuration Modifier Modifier Modifier StreamliningNeedle/Wedge 2.5 2.0 0.3 AirframeFlattened Sphere 2.0 1.6 0.25 AirframeCylinder 1.5 1.2 0.3 StreamlinedClose Structure 1.2 1.0 0.25 StreamlinedSphere 1.0 1.0 0.2 StreamlinedDispersed Structure 2.0 1.0 0.2 Unstreamlined

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Surface Area: To determine thetotal surface area of the hull (in ksf),multiply the base surface area fromthe Hull Table by the sum of the AreaModifiers from the Hull ConfigurationTable and the Hull StreamliningTable.

Mass: The hull’s mass is computedby multiplying the total surface area(in ksf) by 1.5 tons at TL9, 1 ton atTL10, and 0.75 tons at TL11.

Cost: To determine the total cost ofthe hull (in M$), multiply the base costfrom the Hull Table by the sum of theCost Modifiers from the HullConfigurations Table and the HullStreamlining Table.

Maximum Number of Turrets: Themaximum number of turrets that canbe placed on the ship’s hull is based onthe hull’s base surface area from theHull Table. Multiply the base area bythe Turrets Modifier from the HullConfigurations Table. Round theresult down to the nearest integer. Thedegree of streamlining does not affectthe number of turrets that can bemounted on the hull.

STEP 3 –ARMOR ANDSURFACEFEATURES

Ships are armored to protectagainst micrometeors, cosmic radia-tion, and enemy weapons. Addingarmor will make a ship more massiveand therefore slower, but it will alsomake the ship more durable. Othersurface features may make the shipharder to spot using active or passivesensors. These features do not take upinternal hull volume, but do add massand cost.

The mass and cost of these surfacefeatures depends on the total surfacearea of the hull (in ksf), as derived inStep 2.

Choose Armor dDRSpaceship armor is rated in dDR

(multiples of DR 10). An airframe orstreamlined ship must have at leastdDR 10. An unstreamlined ship with aconfiguration other than Dispersed

Structure may have any dDR. A shipwith a Dispersed Structure hull musthave dDR 0. Most civilian ships willhave at least dDR 10 – but ships likelyto face enemy fire (warships, Terranprivateers, renegade Vilani ships) arelikely to be much better armored.

To determine how much armor aship needs, review the weapon tablesstarting on p. 226. As a rule of thumb,a light military vessel will be able towithstand a hit from turret lasers at itsTL, if the hit does average damage. Acruiser-sized warship will be complete-ly impervious to turret laser weapons,and will be able to withstand averagehits from bay-mounted beamweapons. Battleships and dread-noughts will be impervious to bay-mounted beam weapons, and will beable to withstand average hits fromspinal-mount particle cannon.

Armor Mass and CostArmor Mass: Multiply the ship’s

hull area (in ksf) by the chosen dDR.Multiply the result by 0.75 tons at TL9,0.5 tons at TL10, and 0.3 tons at TL11.

Armor Cost: Multiply the armor’stotal mass (in tons) by M$0.012 to getarmor cost.

StealthA vessel can optionally be given

stealth to make it harder to detect withactive sensors (like radar). Stealthsubtracts (TL-4) from the effectiveskill level of active sensor scans.

Stealth Mass: Multiply the ship’shull area (in ksf) by 0.25 tons. Stealthmass does not vary by TL.

Stealth Cost: Multiply the stealthfeature’s total mass (in tons) by M$0.3to get stealth cost. Stealth cost doesnot vary by TL.

STEP 4 –EVALUATEHULL DESIGN

So far, the design process hasfocused on the hull. Now the hull hasbeen completely described, and theprocess is about to move to the task ofallocating ship’s systems to take upspace within the hull. At this point, thehull should be evaluated to set theparameters for later stages in theprocess.

190 STARSHIP DESIGN

Suggested Hull SizesA ship’s classification depends on its function, not its size. Even so,

naval experts usually classify spaceships according to hull size. Here aresome suggested hull size ranges for various ship classes during theInterstellar Wars era.

A ship with a hull size of less than 100 dtons cannot mount a workingjump drive. Starship hulls must therefore be at least 100 dtons in size.

COMMON HULL SIZE TABLEShip Class Hull Size Range (dtons)Fighter or Lifeboat 10-20Launch, Gig, or Ship’s Boat 20-30Pinnace or Cutter 30-50Shuttle 50-100Scout or Courier 100-400Tramp Merchant 100-200Small Free Trader 200-400Patrol Cruiser or Corvette 400-1,000Large Free Trader 400-1,000Destroyer or Frigate 1,000-2,000Freighter 1,000-2,000Light Cruiser 2,000-3,000Cruiser 3,000-5,000Heavy Cruiser or Attack Cruiser 5,000-10,000Carrier 10,000-20,000Large Freighter 10,000-20,000Dreadnought 20,000+Battleship 30,000+

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Hull SpacesHull spaces are a measure of usable

internal hull volume. A ship, no matterwhat its degree of streamlining, beginswith hull spaces equal to its hull sizein dtons.

Record the number of available hullspaces. Beginning with the next step inthe design process, ship’s systems willbe installed inside the hull. Each sys-tem will take up some number of hullspaces – if the total number of hullspaces occupied by systems is nogreater than the number of availablespaces, the design will be legal.

Hull Mass andEstimated Mass

Compute the mass of the emptyhull, and use this figure to estimatethe final loaded mass of the completedship. This estimate is useful whenchoosing drives and other equipmentfor the ship.

Hull Mass: Add together hull mass,armor mass, and stealth mass, asdetermined in earlier steps. Recordthe total as the Hull Mass.

Estimated Mass: Record a workingapproximation of the ship’s finalloaded mass, useful when decidingwhat components (especially whatmaneuver drives) are to be placed inthe hull. Estimated Mass can beignored once the ship design is com-pleted. The density of internal compo-nents and payload can vary widely, butfor most ships a reasonable estimate isHull Mass + (2 ¥ hull spaces).

STEP 5 –DRIVES

Every mobile ship needs a maneu-ver drive, or “M-drive,” to propel itthrough space. Every starship needs ajump drive, or “J-drive,” to permit it tomake jumpspace transitions from onestar system to the next.

Maneuver DriveA maneuver drive is a reactionless

system that produces thrust withoutneeding to consume fuel or reactionmass. Maneuver drive systems arerated for thrust, measured in tons; thetotal thrust delivered by all M-drivesystems on board is used later todetermine the ship’s maneuveringperformance.

Maneuver drive systems areinstalled by the space. No matter whatthe TL, one space of maneuver drivemachinery has a mass of 4 tons, costsM$1.0, uses 20 MW of power, and pro-vides 200 tons of thrust. Half-spacemaneuver drive systems can beinstalled, taking up half the mass,requiring half the cost and power, anddelivering half the thrust of a singlespace.

Jump DriveThe jump drive enables faster-

than-light interstellar travel, as well asan alternative method of interplane-tary travel that is sometimes conven-ient. Only ships with hull size of 100dtons or more can install a workingjump drive.

Jump drive systems are installed bythe space. No matter what the TL, onespace of jump drive machinery has amass of 4 tons, costs M$4.0, and uses20 MW of power. The jump drive’spower requirement applies only whilethe ship is in jump space, so thedesigner can assume that the maneu-ver drives will be shut down while thejump drive is drawing power.

To determine how many spaces ofjump drive systems are required, referto the Jump Drives Table below. Eachavailable jump range has a specificrequirement in spaces of jump drivesystems – install exactly that manyspaces per 100 dtons of ship hull size.A jump drive of a given range will onlybe available at certain TL.

Note that a “Jump-0” drive is avail-able. This represents the earliestTerran jump drives, which were high-ly experimental and only capable ofreaching the solar cometary cloud(maximum range about 0.25 parsecs).Very few ships would have mountedsuch drives by the beginning of theInterstellar Wars era, but the option ispresented here for the sake of cam-paigns set in the earliest days ofTerran space exploration.

JUMP DRIVESTABLEJump Spaces Ship TL Range (per 100 dtons) RequiredJump-0 4 Early TL9Jump-1 2 Late TL9Jump-2 3 TL10Jump-3 4 TL11

STEP 6 –FUEL

Starships with the jump drive uselarge quantities of hydrogen fuel dur-ing each jump. Much of a starship’svolume will be devoted to the storageand processing of this fuel.

Fuel TanksStarships need fuel tanks to store

hydrogen fuel, which is used to actu-ate the jump drive and to maintain theship’s presence in jumpspace duringtravel. Ships without a jump drive donot need fuel tanks for their own oper-ation, although “tankers” that providefuel to other ships are possible.

Fuel tanks are installed by thespace. No matter what the TL, onespace of fuel tanks has an empty massof 0.025 tons, costs M$0.02, and usesno power. Half-space fuel tank sys-tems can be installed, with half themass and cost, and storing half asmuch hydrogen fuel.

At TL10 and above, a ship usesexactly 10 spaces of hydrogen fuel perparsec of jump for every 100 dtons ofship hull size. For example, a 100-dtonship making a two-parsec jump willuse 20 spaces of hydrogen fuel; a1,000-dton ship making a one-parsecjump will use 100 spaces of hydrogenfuel. A jump of less than interstellarrange always uses the same fuel as aone-parsec jump.

The earliest Terran jump drives(notably those used aboard theStarleaper exploratory ships) were veryfuel-inefficient. Double the above fuelconsumption for any Terran jumpdrive built at TL9. Ships built by non-Terran TL9 civilizations may or maynot use inefficient jump drives – ifthey don’t, their fuel consumption isas for TL10+.

A ship usually has at least enoughfuel tanks to store the fuel necessaryfor one jump at its maximum range.Ships may have extra fuel tanks, inorder to perform more than one jumpwithout having to refuel.

STARSHIP DESIGN 191

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Fuel ProcessorsStarships sometimes perform

“wilderness refueling,” refilling theirfuel tanks from materials found onbackwater worlds or out-of-the-waymoons. The most common method isfor a starship to skim the outer atmos-phere of a gas giant planet, scoopingup hydrogen gas. If a gas giant is notavailable, fuel can be “cracked” fromwater or other ices that can be foundin many places in almost every starsystem. Hydrogen that is skimmed orcracked must be processed and puri-fied before it can safely be used asfuel.

Fuel processor systems are ratedfor the amount of unrefined fuel thatthey can process in one hour, measured in dtons.

Fuel processors are installed by thehull space. The statistics for eachspace of fuel processors depend on TLand are given in the following table.Half-space fuel processor systems canbe installed, taking up half the mass,requiring half the cost and power, andprocessing half of the unrefined fuel ofa single space.

STEP 7 –BRIDGE

Every manned ship needs at leastone bridge to serve as a command cen-ter for the ship. In this compartment,the ship’s leading officers and crewwork and manage ship’s systems.Many ships have secondary controlrooms as well. In particular, warshipsoften have an emergency bridge incase the main bridge is damaged, or a“flag bridge” for the use of flag officersin command of whole squadrons.

Select at least one bridge systemfor the ship. A bridge is assumed toinclude the ship’s main computers,workstations for the bridge crew,mechanical and electronic controls for

other ship’s systems, communicationsequipment, image processing equip-ment for the ship’s sensors, and so on.

A small cockpit is a single-seatcockpit, typical of short-range,unarmed craft. It includes limited lifesupport (three man-days at TL9, sixman-days at TL10+).

A large cockpit is a twin-seat cockpit, typical of fighters and long-range small craft. It includes lim-ited life support (six man-days at TL9,12 man-days at TL10+). There is a sin-gle bunk in the back of the cockpit,permitting one crewman to stretchout for rest periods.

A small bridge is typical of large butnon-jump-capable ships, such asinterplanetary shuttles. It also appears

on a few small starships that haveless than the maximum availablejump range; the onboard computerdoes not have the capacity to plotmaximum jumps. It has three crewstations and enough room for thecrew to get up and walk around. Itincludes limited life support (24man-days at TL9, 48 man-days atTL10+).

A standard bridge is typical ofsmall warships and most civilianstarships. Its onboard computer iscapable of navigating even the maxi-

mum jump range available at its TL. Ithas five crew stations and plenty ofwalking-around room. It includes lim-ited life support (40 man-days at TL9,80 man-days at TL10+).

A command bridge is usually foundon large warships. Its onboard main-frame can compute maximum-rangejumps with ease, with plenty of pro-cessing power left over for a variety ofother operations. It has 10 crew stationsand plenty of walking-around room. Itincludes limited life support (80 man-days at TL9, 160 man-days at TL10+).

For each bridge system type, thesize of the ship’s computer is given.Every ship is assumed to have threehardened computer systems of thesame size, with two of them serving as

backups (see Computers, p. 162). TheComplexity of the ship’s computers isalso noted. Note that a jump-0 shipneeds an onboard computer ofComplexity 4+, a jump-1 ship needs acomputer of Complexity 5+, a jump-2ship needs a computer of Complexity6+, and a jump-3 ship needs a computer of Complexity 7+.

STEP 8 –SENSORS

Every ship needs sensor equipmentin order to remain aware of its envi-ronment. Install at least one sensorsystem in each ship; multiple sensorsystems can be installed as backups incase of battle damage. Most smallcivilian ships can get by with no morethan a Model-1 sensor array; warshipsand large freighters will have heaviersensor systems.

Sensor systems have a Scan rating,a general measurement of sophistica-tion and power. For detailed rules onsensor use, see Sensors, p. 172. Thespaces, mass, and cost of a sensor sys-tem do not vary with TL. However,sensors built at higher TL have greaterpower requirements and longer range.Apply the tech level adjustments givenin the table for each sensor system.

Note that early Traveller materialused the “Model-X” notation todescribe the ship’s computer, andmade no provision for sensor systems.“Realistic” computer systems are like-ly to be small and light, but realisticsensors are bulky even at very high TL.Interstellar Wars assumes that themassive “computer” systems in earlyTraveller designs actually representsensors and other electronics.

STEP 9 –WEAPONS ANDDEFENSES

The universe is a dangerous place,and most ships mount some sort ofarmament.

192 STARSHIP DESIGN

FUELPROCESSORSTABLE

FuelShipMass Cost Power Processed/TL (tons) (M$) (MW) Hour (dtons)9 4 0.2 20 2.510 4 0.2 18 3.211 4 0.2 16 4.0

BRIDGE SYSTEMS TABLEMass Cost Power

System Spaces (tons) (M$) (MW) Computer ComplexitySmall Cockpit 0.5 3 0.25 neg. Minicomputer TL-5Large Cockpit 1 4 1 neg. Microframe TL-4Small Bridge 1.5 8 0.5 neg. Minicomputer TL-5Standard Bridge 2.5 12 1 neg. Microframe TL-4Command Bridge 5 24 4 neg. Mainframe TL-3

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Turret WeaponsTurrets are rotating superstructures

mounted on the hull, used to holdweapons. They have considerable flex-ibility in arc of fire, since they canrotate on the hull to aim in any direc-tion. As long as the ship’s hull orappendages aren’t in the way, the tur-ret can fire in any target, regardless ofthe ship’s current attitude. Turretweapons are the universal tools ofspace combat. Even on large vessels,they still fulfill valuable point defenseand close-defense roles (against missiles and small vessels).

Lasers are coherent-light weapons.Most ships mount them as a missiledefense; they are the most commonweapons on civilian ships due to theirlong range and high penetration. AtTL9, these weapons are “rainbow”lasers, capable of being tuned to per-form well in various conditions suchas planetary atmospheres, dense fog,smoke, and even underwater. At TL10and above, X-ray lasers become thestandard ship’s laser cannon, offeringgreater penetration against armor.The standard military laser is a beamlaser, which projects a continuousbeam on each firing. Civilian ships aremore likely to use a pulse laser, whichprojects shorter pulses before needingto recharge.

Plasma guns and fusion guns arehigh-energy weapons that shoot boltsof superheated gas, contained in amagnetodynamic “bottle.” They sufferfrom short range when compared tolasers, because the magnetic contain-ment of the plasma decays in a shorttime. Still, they are superb defensive

weapons – the powerful bolts arestrong enough to melt any missile,drone, or foolhardy small craft intoslag.

Missile racks are launchers forship-to-ship missiles. Each turn, avessel may launch one missile per tur-ret missile rank, 24 missiles per lightmissile array, and 36 missiles per-heavy missile array. Missile racks areinconvenient for small civilian craft touse – the missiles are very long andare a chore to load except when theship is grounded or docked at anorbital facility. Still, the racks are alsouseful for launching non-weapondrones (communication relays, elec-tronic-warfare drones, survey probes,and so on) and so many civilian shipswill mount at least one. Warshipsoften mount missile racks, takingadvantage of the missiles’ long rangeand standoff capability. Indeed, theImperial Navy almost specializes inmissile combat at the expense ofdirected-energy weapons.

Sandcasters are a defensive systemused for protection against laser fire.They launch canisters full of tinyreflective/ablative crystals, commonlycalled “sand.” These crystals scatterincoming laser light, reflecting part ofit in all directions, absorbing the rest.The standard tactic is to shoot “sand”canisters so that a cloud of sand isplaced between the ship and anyenemy vessels that might fire on it.For more details of the use of sand-casters in combat, see p. 223.

The maximum number of turretsthat can be installed depends on thearea of the ship’s hull, and is deter-mined in Step 2. Turrets need not be

installed when the ship is built.Instead, “hardpoints” up to the maximum number of allowed turretscan be designated as places for turretsto be installed later.

Fixed Mounts: Any small craft (100dtons or less) may install up to threefixed mounts in the hull. Fixed mountspermit the installation of turretweapons without the ability to rotatethem to cover different fields of fire. Inorder to aim a weapon in a fixedmount, the whole ship must be turned.If a small craft includes fixed mounts,they displace one turret on the hull.However, a small craft that is too smallto mount any turrets at all can stillinstall up to three fixed mounts.

If the ship is not going to carry tur-rets at first, stop after allocating hard-points. Otherwise, assign fixedmounts or light or heavy turrets asneeded. Plasma or fusion guns canonly be installed in a heavy turret,while all other turret weapons can beinstalled in a fixed mount or light tur-ret. Refer to the Turrets Table for turretrequirements.

TURRETSTABLE

Mass CostPowerSystem Spaces (tons) (M$) (MW)Fixed Mount 1 0 0 0Light Turret 1 1 0.1 neg.Heavy Turret 2 1.5 0.2 neg.

Turret weapons take up no hullspace beyond that used by the fixedmount or turret. Plasma and fusionguns may be mounted two per heavyturret, while all other turret weaponsmay be mounted one per fixed mount,or three per light turret. If multipleweapons are mounted in one turret,they are usually identical – but somesmall Terran ships use a triple mountwith one laser, one missile rack, andone sandcaster for maximum flexibility.

Turret armament need not be spec-ified when a vessel is designed, asshipyards can leave turrets empty forthe owner to customize. Merchantships in safe regions may have emptyturrets, or may mount only one or tworather than the full complement ofweapons. Although empty or partiallyfilled turrets cannot be used to storecargo, crews often find creative usesfor the extra space – like illicit stills.

STARSHIP DESIGN 193

SENSOR SYSTEMS TABLESystem Spaces Mass (tons) Cost (M$) Power (MW) ScanModel-0 0.5 6 2 1 12Model-1 1 12 4 2 14Model-2 1.5 18 6 3 15Model-3 2 24 8 4 16Model-4 3 36 12 6 17Model-5 4 48 16 8 18Model-6 6 72 24 12 19Model-7 9 110 36 18 20Model-8 14 170 56 28 21Model-9 20 240 80 40 22

Tech Level AdjustmentsTL9 – – – – –TL10 – – – ¥2 +2TL11 – – – ¥4 +4

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TURRETWEAPONSTABLE

Mass Cost Power System (tons) (M$) (MW)Beam Laser/9 3 1 5Beam Laser/10 3 1 20Beam Laser/11 3 0.5 20Pulse Laser/9 3 0.5 2.5Pulse Laser/10 3 0.5 10Pulse Laser/11 3 0.25 10Plasma Gun/10 5 1.5 20Plasma Gun/11 5 0.75 20Fusion Gun/11 5 2.0 30Missile Rack 1 0.75 neg.Sandcaster 1 0.25 neg.

Bay WeaponsWeapon bays are large spaces allo-

cated for heavy weapons on the skin ofthe ship’s hull. They are rarely foundon even very large civilian craft, butthey are quite common on medium-sized warships. Bay weapons havelimited arc of fire, requiring the shipto maneuver to face them toward theenemy. Some bay weapons are largerversions of turret weapons systems,but there are also weapons that canonly be mounted in bays.

Particle Cannon weapons are themost typical beam weapons given baymounts. They accelerate hydrogennuclei to relativistic velocities, stripthem of their charge, and fire them ata target. “P-beams” have less rangethan lasers, but are considerablymore powerful and are harder todefend against. They deal heat andexplosive damage, and metal“spalling” exposes the target’s crewand unshielded electronics to hardradiation.

Repulsors are not, strictly speaking,a weapon system – they are a defenseagainst enemy missile weapons. Theyproject gravitic fields toward incom-ing missile volleys, twisting the mis-siles’ trajectories so that they fail toclose to striking distance.

As with turrets, bay weapons neednot be installed when the ship is built.Empty bays can be set aside at con-struction and filled later. Warshipsmay use empty bays to store “deadfallordnance” (i.e. missiles and bombs forplanetary bombardment, which aredelivered by simply being droppedfrom the weaponless bay). Emptybays can also be used to store cargo orsmall craft.

Empty weapon bays take up spacein the hull (50 or 100 spaces, as appro-priate) but have no mass, cost, orpower requirement. Weapon bays takeup hull area and displace turrets; a 50-dton bay displaces eight turrets, whilea 100-dton bay displaces 10 turrets.

Spinal Mount WeaponsA spinal mount is a large weapon

mount used only for massive beamweapons. In effect, the ship is builtaround the weapon, which is fixedinside the ship’s hull and is consideredits main structural member. Spinal

mounts have a limited arc of fire, so inorder to aim a spinal mount weaponthe whole ship must be turned.

Spinal mount weapons are almostnever found in ships built at TL9 orsmaller than 5,000 dtons, and arenever found in civilian ships. Mostship designs will not need to considerthem. A ship may only include onespinal-mount weapon.

The Terran Confederation oftenuses spinal mount weapons in itslargest warships; the Imperium usessimilar technology in a few warshipclasses, but tends to rely on massivemissile volleys instead. Most spinalmount weapons at TL10 are massiveparticle-accelerator cannon, but a newvariation of the technology appears atTL11 and is used by most large Terranwarships after that point.

Meson cannon are an advancedweapon type that is only available toTerran warships, and only after theConfederation advances to TL11. Ameson cannon takes advantage of aspecific class of subatomic particlesthat does not interact with normalmatter – but which releases radiationwhen it decays, a few microsecondsafter creation. The meson cannon firesenergetic beams of these particles atspeeds very close to that of light. If thebeam’s velocity is properly calibrated,then the particles decay inside the tar-get ship, bypassing any armor, causinginternal explosions and radiation.

Only one spinal mount weapon canbe installed in any ship. The weaponmust be specified and installed at thedesign stage; a spinal mount forms anintegral part of the ship’s structure,and the ship cannot operate withoutthe weapon in place. Like otherweapons systems, spinal mounts takeup hull area and displace turrets.Refer to the Spinal Mount WeaponsTable, which gives turrets displaced foreach weapon along with the otherusual attributes.

194 STARSHIP DESIGN

BAY WEAPONS TABLESystem Spaces Mass (tons) Cost (M$) Power (MW)Heavy Particle Cannon/9 100 500 100 500Heavy Particle Cannon/10 100 500 100 1,500Heavy Particle Cannon/11 100 500 50 1,500Light Particle Cannon/10 50 250 50 750Light Particle Cannon/11 50 250 25 750Bay Plasma Gun/10 50 250 75 1,000Bay Plasma Gun/11 50 250 40 1,000Bay Fusion Gun/11 50 250 100 1,500Repulsor Array/10 100 400 100 250Repulsor Array/11 100 400 100 250Heavy Missile Array 100 100 75 neg.Light Missile Array 50 50 40 neg.

SPINAL MOUNTWEAPONS TABLE

Mass Cost Power TurretsSystem Spaces (tons) (M$) (MW) DisplacedLight Spinal Particle Cannon/10 4,000 20,000 4,000 60,000 35Light Spinal Particle Cannon/11 3,500 18,000 3,500 55,000 35Heavy Spinal Particle Cannon/10 4,500 23,000 4,500 70,000 40Heavy Spinal Particle Cannon/11 4,000 20,000 2,000 60,000 35Light Spinal Meson Cannon/11 2,000 10,000 2,000 30,000 25Heavy Spinal Meson Cannon/11 5,000 25,000 5,000 75,000 40

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STEP 10 –SMALL CRAFT

Ships often carry various vehiclesand small craft – air/rafts or orbitalshuttles for the crew’s use, lighters topermit cargo offloading from un-streamlined ships, fighter squadrons,and so on. Any such vehicles or smallcraft should be selected at this point.

Small craft can be carried in several different ways.

Vehicle BaysA vehicle bay is a small space

recessed into the larger ship’s hull,custom-designed to snugly hold a sin-gle, specific small craft. It cannot beused for any other type of vehicle. Toaccess the small craft, crewmen use ahatch that directly connects the largerand smaller vehicles. Any mainte-nance to be performed on the smallcraft must be done from inside unlessthe two vehicles are in spacedock.

The total size of all small craft car-ried in vehicle bays cannot exceed20% of the larger ship’s hull size. Forexample, a 100-dton scout ship couldcarry two 10-dton lifeboats or a single20-dton gig in vehicle bays, but nomore.

Regardless of the size of the smallcraft, the equipment for a vehicle baytakes up one space, has a mass of 0.5tons, has negligible cost, and uses nopower. The vehicle bay must also beallocated one space for every dton ofthe small craft’s size; this extra spacehas no mass, cost, or power requirement.

Hangar BayA hangar bay is a large space inside

the ship in which a variety of smallercraft can be stored for use. Unlike avehicle bay, a hangar bay is not spe-cific to one class of small craft. Anysmall craft that does not exceed aspecified size may use it – indeed,large hangar bays may provide suffi-cient space to store many small craft.Such large hangar bays have baydoors, and may include elevators orramps to move the small craft intolaunch position.

There is no limit to the size ofhangar bays within a larger ship.When hangar bays are beingdesigned, the capacity (in dtons) of

the bay must be specified; the exactnature of the small craft to be carriedneed not be. Decide whether the systems form one large hangar or several smaller ones.

Regardless of the size of any smallcraft to be stored within a hangar bay,the necessary equipment takes up 1.5spaces, has a mass of one ton, has neg-ligible cost, and uses negligible power.The hangar bay must then be allocat-ed two spaces for every dton of capac-ity; this extra space has no mass, cost,or power requirement.

Hangar bays are normally sealedagainst vacuum, and can be providedwith air pressure and life supportwhile the ship is not engaged inlaunch or retrieval operations.

Launch TubesShips that carry many similar

small craft (such as carriers or “moth-er ships,” which carry fightersquadrons) sometimes install launchtubes in order to launch the smallcraft as efficiently as possible. Alaunch tube is a low-powered massdriver, which uses electromagneticinduction to propel the launched craftquickly away from the larger ship’shull. There is usually a “reloading”mechanism, a set of elevators used tobring new craft into the launch tubevery quickly.

If a ship is to launch small craftwith a launch tube, begin by installinga hangar bay in which all of the car-ried small craft can be stored whennot on flight operations. Then install aseparate hangar bay just large enoughto contain the largest craft to beaccommodated by the launch facility.Finally, add one module of launchtube systems for every five dtons (orfraction thereof) of the largest craft tobe accommodated. Regardless of TL,one module of launch tube systemstakes up two spaces, has a mass of 20tons, costs M$0.2, and uses 0.5 MW ofpower.

STEP 11 –POWER PLANT

During the Interstellar Wars era,almost all starships use a fusion powerplant design first developed by theVilani over 7,000 years earlier.Although Terrans had developedfusion power independently, theyquickly borrowed features of the muchmore efficient Imperial design. A fewearly Terran ships used fission powerplants, trading long-range enduranceand safety for cost effectiveness.

A ship may have more than oneseparate power plant, to provideredundancy in case of systems failureor battle damage.

Total up all of the power (in MW)required to run all systems installed sofar. For most ships, any remainingpower requirements are trivial. Thetotal power requirement must nor-mally be met in full by installingpower plant systems. The GM maychoose to permit “underpowered”ships, but this adds extra complicationas the crew must choose which sys-tems to keep fully powered at anygiven time.

Since a ship’s maneuver drive andweapons are very unlikely to be run-ning in jumpspace, the jump drive’spower requirement can be ignoredunless it is greater than the sum ofmaneuver drive and weapon powerrequirements.

Select a power plant system fromthe following table. Power plants arealso rated for output, giving the MW ofpower required for other ship’s sys-tems that can be satisfied by thepower plant. They are also rated forendurance, giving the time (in years)that the power plant can operate with-out needing to refuel.

Output, mass, and cost are perspace of power plant. Power plantsmay be taken in half-space incre-ments, with half the listed output,mass, and cost.

STARSHIP DESIGN 195

POWER PLANT TABLESystem Mass Cost Output EnduranceFission Power/9 4 2.5 8 2Fission Power/10+ 4 1.5 8 2Fusion Power/9 4 12 8 200Fusion Power/10 4 3 20 200Fusion Power/11 4 1.5 20 200

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STEP 12 –CREW

Now that almost all of the ship’ssystems have been installed, considerhow many crewmen will be needed toman them.

Typical crew requirements aregiven below, but these are averages;actual requirements can vary a greatdeal, and every individual ship mayhave a different crew roster. Militaryships will have larger crews to allowfor multiple shifts and to replace loss-es in combat. Transports often runwith a bare minimum of crew to savemoney. A civilian yacht might nothave any permanent crew, but whenthe yacht is in operation somebodyneeds to do each job. Ships with min-imal crews call for talented people,since several jobs are doubled up.

In general, crew should have a skilllevel of at least 12 in the skill(s) appro-priate for their positions. If the GMfeels that a ship is under-crewed, heshould assess penalties to appropriateskill rolls, especially in stressful situa-tions when one crewman has to be inthree places at once.

Crews, especially on large ships,are divided into sections; each sectionhas a specific function and is usuallycommanded as a unit. For the purposeof these rules, we divide the varioussections into core crew (the crewmenrequired to operate the ship’s func-tions) and the support crew (the crew-men whose primary job is to supportthe core crew). The core crew includesthe command section, the engineeringsection, the gunnery section, the flightsection, the passenger service section,the cargo service section, the ship’stroops, and the specialists. The sup-port crew includes the maintenancesection, the life support section, themedical section, and the general services section.

Before allocating the crew, decidehow many passengers the ship canexpect to carry; the size of severalcrew sections depends on the passen-ger capacity of the ship. Passengerscan travel by low passage, standardpassage, first-class passage, or luxurypassage (p. 179); although passengeraccommodations can be shuffled fromone trip to the next, the expected num-ber of passengers in each class shouldbe determined.

Aside from dividing crew into sec-tions, the crew allocations listed herealso classify crew into officers, pettyofficers, and crewmen. These terms arevery specific to the Terran Navy – butevery starship service tends to divideits crew in some fashion into “com-manders,” “experienced crewmen,”and “ordinary crewmen.” In servicesother than the Terran Navy, feel freeto apply different labels to each levelof the crew as appropriate.

Command SectionThe command section includes

“bridge crew,” the officers and sup-port staff who coordinate all of theship’s activities.

Small craft usually run with onlyone or two crewmen in the cockpit. Allof these crewmen are considered to bepart of the small craft’s “commandsection.”

Very small starships (100-200dtons) often get by with as few as threecrewmen in the command section: acommanding officer, a pilot who alsoserves as navigator, and an officer whoruns sensors and communications systems.

Slightly larger vessels will usuallysplit the available work among moreofficers. A five-man command section,typical for ships of 200-1,000 dtonssize, would include: commanding offi-cer, executive officer (who also servesas command pilot), navigator, sensorofficer, and communications officer.

Ships approaching 10,000 dtons insize will often have a 10-man com-mand section: a commanding officer,an executive officer (command pilot),an additional pilot, two navigators, twosensor officers, two communicationsofficers, and a computer officer.

On ships of 10,000 dtons or greaterhull size, the command section oftenexpands beyond the bridge, includingmore officers and a support staff thatworks elsewhere on the ship. The totalnumber of personnel in the commandsection should amount to at least fiveper 10,000 dtons of ship.

On any starship, up to the first 10members of the command sectionwill all be officers. After that, about50% of the section will be officers,25% will be petty officers, and 25%will be ordinary crewmen.

Engineering SectionThe engineering section includes

technicians who operate the ship’sdrives and power plant. It alsoincludes technicians who performroutine maintenance and repairs onthe drives.

The engineering section requiresone engineer for every five spaces ofjump drive, maneuver drive, or powerplant systems at TL9, or one engineerfor every 20 spaces at TL10+. Thenumber of engineers is roundeddown, although ships of 200 dtons ormore almost always have at least oneengineer. Small craft don’t normallycarry an engineering section, relyinginstead on maintenance technicianscarried by the parent ship.

The first two crewmen in the engi-neering section are always officers, thechief engineer and the second engi-neer, or “chief engineer’s mate.” Afterthese two, the engineering section willhave about 10% officers, 20% pettyofficers, and 70% ordinary crewmen.

Gunnery SectionThe gunnery section includes not

only the “gunners” who operate ship’sweapons in combat, but also the fire-control and tactical specialists whocoordinate weapon fire in accordancewith orders from the ship’s captain.

Spinal mount weapons need onegunnery crewman per 100 spacestaken up by the weapon (round to thenearest whole number). Bay weaponsneed at least two crewmen, and turretweapons need at least one crewmanper turret.

The gunnery section will usuallyhave about 10% officers, 30% pettyofficers, and 60% ordinary crewmen.On warships, there is usually at leastone officer or petty officer to serve asa chief gunnery officer; if the gunnerysection is large, there will be at leastone petty officer per type of weapon onboard.

Flight SectionThe flight section includes pilots

and crew for the ship’s attached smallcraft, including personal vehicles,gigs, interface shuttles, fighters, andeven subsidiary spaceships of 100dtons or more. It also includes “flight

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control” officers, who coordinate thetraffic of such smaller vehicles.

Each small craft needs its ownpilot, as well as any other crew that isneeded when the craft is in operation.Each craft also needs at least one tech-nician to provide regular maintenance.If the ship has at least four small crafton board, then the launch facilitiesthemselves (hangar bays, launchtubes, and so on) will need at least onecrewman for every four small craft.Finally, if the ship has at least 10 smallcraft on board, then it needs at leastone flight control crewman for every10 small craft.

The pilot for each small craft of 10dtons or more will be an officer, aswill any flight control crewmen. Afterthat, the flight section usually includes10% officers, 30% petty officers, and60% ordinary crewmen.

Passenger ServiceSection

The passenger service sectionincludes crewmen whose primary jobis to tend to the comfort and enter-tainment of passengers. Crewmen inthe passenger service section are alsocalled stewards.

Ships designed to carry passengersalways require at least one crewmandedicated to passenger care. A shipneeds one extra steward for every 50low passengers, one for every 20 stan-dard passengers, one for every 10 first-class passengers, and one for everytwo luxury passengers.

The passenger service section’sfirst crewman is usually an officercalled the chief steward; this officeroften acts as the ship’s purser as well,handling the ship’s day-to-dayaccounts and running the ship’s store.After the chief steward, the passengerservice section usually consists of10% officers, 20% petty officers, and70% ordinary crewmen.

Cargo Service SectionThe cargo service section includes

crewmen whose primary job is to han-dle cargo loading and unloading oper-ations, and to monitor and care forcargo when a ship is in transit. Cargohandlers are also called stevedores.

Even many ships that make a livingcarrying freight have no specific cargoservice section. Such ships press other

crew into service to help with cargohandling, or they rely on cargo han-dlers working at each port of call. Themajor exception is Terran merchantvessels working inside Imperial terri-tory; such ships cannot usually call onport stevedores, so they carry theirown cargo-handling crew instead.

Any starship that carries cargo forpay must have at least one crewmandedicated to cargo handling. Smallmerchant ships will usually press othercrewmen into service during cargoloading or unloading. Large merchantships with at least 1,000 spaces of cargostorage are likely to have dedicatedteams of stevedores; on such ships,assume one stevedore (and appropriatecargo-handling equipment) for every250 spaces of cargo.

The cargo service section is led bya crewman called the cargomaster.This individual supervises loadingand unloading operations, and dou-ble-checks the cargo manifest. If thecargomaster is the only stevedore onboard, he is usually a petty officerreporting to the ship’s purser; onsome ships he is the ship’s purser. Ifthere are multiple stevedores onboard, then the cargo service sectionusually consists of 10% officers, 20%petty officers, and 70% ordinarycrewmen.

Ship’s TroopsMost ships of at least 1,000 dtons

size have an armed contingent onboard, the ship’s troops. On a warship,these are marines; on a civilian ship,they are usually security forces organ-ized in a paramilitary fashion. Theship’s troops contingent varies in sizefrom a single fire team up to a wholeregiment. They often fill the role ofsecurity forces aboard their ship and

take part in military exercises whenrequired by the ship’s commandingofficer. They are also used for dam-age-control parties, for manning someship’s weapons, and for boardingactions.

Ship’s troop contingents vary insize from about three per 1,000 dtonsto three per 100 dtons. They are armedand organized according to the stan-dards of the service from which theyare drawn.

SpecialistsLarge ships, especially military ves-

sels, will carry full-time officers andspecialists for a variety of tasks: com-munications, sensors, landing teams,security staff, science crew, and so on.Allocate as many specialists as appearto be needed to fit the ship’s functions,considering all the crew that wereassigned to other core-crew sections.

Total up all of the crewmen allocatedthus far; these are the core crew.

Maintenance SectionThe maintenance section includes

technicians who perform generalizedmaintenance and damage control onall of the ship’s systems (the drives,power plants, life support, and othersystems as well).

The maintenance section includesone full-time mechanic if there are atleast eight core crewmen on board;one more for every full 40 core crew-men or 400 dtons of ship, whichever isgreater. Maintenance crewmen usuallyreport to the chief engineer. The sec-tion normally consists of 10% officers,20% petty officers, and 70% ordinarycrewmen.

STARSHIP DESIGN 197

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Life Support SectionThe life support section includes

technicians who specialize in per-forming maintenance and damagecontrol on the ship’s life support systems.

The life support section includesone full-time technician if there are atleast 15 core crewmen and passengerson board; one more for every full 80core crewmen and passengers. Lifesupport technicians usually report tothe chief engineer. The section nor-mally consists of 10% officers, 20%petty officers, and 70% ordinary crewmen.

Medical SectionThe medical section includes fully

certified medical doctors, nurses, andmedical technicians to care for crewand passengers.

The medical section includes onefull-time medic if there are at least 15core crewmen and passengers onboard; one more for every full 40 corecrewmen and passengers. A shipshould have at least one medic persickbay system.

On a small ship, the first medic isusually a petty officer reporting to theship’s chief steward or directly to thecaptain. On a ship of 1,000 dtons sizeor larger, the first medic is usually anofficer. A large medical section usual-ly consists of about 20% officers, 30%petty officers, and 50% ordinary crewmen.

General Service SectionThe general service section includes

a number of different specialties, all ofwhom provide basic services to crewand passengers. These run shops andstorage, provide ship’s security (espe-cially if there are no ship’s troopsaboard), provide food service, handlecargo, and perform other operations.

All ships require service crewmento take care of the crew’s generalneeds, as well as to provide servicesthat both crew and passengers share.Allow one such crewman if there areat least 15 core crewmen and passen-gers on board; one more for every full40 core crewmen and passengers.Increase the size of the general servicesection by 50% if there are no ship’stroops on board, both to perform

security duties and to reflect the factthat ship’s troops often act as supple-mentary service crew when not oncombat duty.

The general service crew usuallyconsists of about 10% officers, 20%petty officers, and 70% ordinary crewmen.

STEP 13 –QUARTERSANDMISCELLANEOUS

Once the crew size has been deter-mined, quarters and other workingspaces can be installed.

QuartersCrew and passengers need quarters

to live in during travel. Several classesof accomodation are available. Thespace taken up by these systems isonly about 50% allocated to livingspace; the rest is taken up by commonareas (corridors, galleys, lounges, andso on) and life support equipment.

Bunkrooms: A bunkroom is a roomwith 10 bunk beds (each with a smalllocker), intercom, controls for lightand temperature, and shared sanitaryfacilities. Bunkrooms are generallyused only on Terran warships, wherespace is at a premium. One bunkroomcan accommodate up to 10 crewmen.

Stateroom: A stateroom is a cabincapable of housing one or two people.It contains beds, chairs, desks, closets,and sanitary facilities. There is anintercom and controls for heat andtemperature.

Luxury Stateroom: A luxury state-room is a spacious cabin capable ofhousing one or two people in greatcomfort. Its fittings are similar tothose of a standard stateroom, but aremuch more expensive and attractive.

Low Berth: A low berth is a sus-pended-animation system, capable ofhousing up to two passengers for longperiods of time without drawing on

ship’s supplies or life support. So longas the ship’s power plant continues tooperate, the low berth will maintainits occupant in good health. A lowberth can be designated as an emer-gency low berth with the same volume,mass, and cost; an emergency lowberth will carry four passengers, but itis too dangerous for routine passengertransport. See Suspended Animation(p. 166) for rules.

Small Craft Seating: A unit of smallcraft seating provides moderatelycomfortable seating for 12 passengersfor a short period of time (up to 12hours). It is normally installed only onsmall craft intended for short-termoperations (orbital or interplanetaryshuttles, for example).

A flag officer will normally have hisown luxury stateroom. A ship’s com-manding officer normally has his ownstateroom, as does any officer com-manding the engineering, gunnery, orflight sections, or the ship’s troops.Other officers and petty officers livetwo to the stateroom. Ordinary crew-men and ship’s troops may sharestaterooms, although on Terran ships(especially warships) they are oftenhoused in bunkrooms. Each luxurypassenger should have his own luxurystateroom, while standard and first-class passengers should have theirown staterooms; couples or groupstraveling together may share state-rooms, but this should not beassumed when installing quarters.

Half-space versions of low berthsor small craft seating may be installed,with half the mass, cost, powerrequirement, and capacity.

WorkshopsMany ships need built-in work-

shops to support the engineering andmaintenance staff. Machine partsoften need to be repaired or replaced,and if a needed component isn’timmediately available it may need tobe fabricated by hand.

198 STARSHIP DESIGN

QUARTERS TABLESystem Spaces Mass (tons) Cost (M$) Power (MW)Bunkroom 2 0.5 0.01 neg.Stateroom 4 1 0.05 neg.Luxury Stateroom 8 2 0.15 neg.Low Berth 1 4 0.05 neg.Small Craft Seating 1 1.5 0.01 neg.

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Regardless of TL, one workshopsystem takes up 2.5 spaces, has a massof 15 tons, costs M$0.06, and uses neg-ligible power. Workshops at higher TLwill have better equipment. Up tothree personnel at a time can work ineach workshop.

One workshop should be installedfor every 60 full personnel in the engi-neering, maintenance, and life sup-port sections. On Terran ships, espe-cially those likely to be in Imperial orunexplored space for long periods,this requirement is often exceeded.

If a workshop is available, anypenalty for not having one is negated.A workshop also provides a +2 bonusto the user’s skill on any task involv-ing the diagnosis or repair of ship’ssystems.

LaboratoriesShips intended for exploration,

survey, or other scientific work needlaboratory space for the science spe-cialists on board. Each laboratory sys-tem is dedicated to a single scientificskill and cannot be used to supportother skills.

Regardless of TL, one laboratorysystem takes up two spaces, has a massof 10 tons, and costs M$1.Laboratories devoted to certain physi-cal sciences (GM’s discretion) use 0.3MW of power each; other laboratoriesuse negligible power. One scientist at atime can work in each laboratory. Onelaboratory should be installed for everyscience specialist in the crew, unlesssome of the scientists are working in asurvey module (see below).

A laboratory gives a +2 skill bonusin any situation where the associatedscientific skill is being used and labequipment would be a benefit.

Survey ModulesExploration and survey ships often

carry specialized astronomical instru-ments and sensor arrays. These sen-sors are not useful for ship-combat sit-uations and can’t be used to targetship’s weapons. Instead, they are usedto detect astronomical objects atmulti-parsec distances, and to surveyplanetary surfaces in detail from orbit.

Regardless of TL, one survey mod-ule takes up four spaces, has a mass of12 tons, and uses negligible power. Asurvey module costs M$60 at TL9,

M$30 at TL10,and M$15 atTL11+. At theGM’s discretion, asurvey module cancount as laborato-ry space for skillslike Astronomy,Cartography orGeology. It pro-vides space forfour scientists. Aship will rarelyneed more thanone survey mod-ule, unless it islikely to havemany survey spe-cialists working atthe same time.

For rules re-garding the use ofa survey module,see InterstellarExploration, p. 182.

SickbaysAny ship carry-

ing medical per-sonnel may havesickbays where thesick and injuredcan be treatedunder controlledconditions. A sick-bay includes med-ical beds with spe-cial instrumentsand storage fordrugs and surgicalequipment. Alarge sickbay caninclude a motion-controlled theaterfor surgical procedures.

Regardless of TL, a sickbay systemtakes up one space, has a mass of oneton, costs M$0.2, and uses negligiblepower. One medical specialist at atime can work in each sickbay, andthere is room for two patients per sick-bay. Multiple sickbay systems can becombined into one larger medicalfacility. One sickbay should beinstalled for every two people in themedical section. If there is only onemedic on board, but that medic is anofficer, he is usually given a sickbay towork in.

Cargo SpaceAny leftover space in the ship may

either be left as “empty space” or des-ignated as a cargo hold. Each space ofcargo hold has room for 500 cubic feetof cargo. Necessary cargo doors,ramps, tie-downs, and other equip-ment are included. Multiple spaces ofcargo can either represent a singlelarge hold or a number of smallerholds. Holds may be installed in half-space increments.

An empty cargo hold has no massor cost.

STARSHIP DESIGN 199

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STEP 14 –PERFORMANCE

At this point, the ship design iscomplete and a number of importantattributes can be determined.

Ship MassTotal Empty Mass (EMass): Add

together the Hull Mass (from Step 5)and the mass of all installed systems.Do not include the mass of ammuni-tion, fuel, or payload. The result is theship’s empty mass. Round the EMassto two significant figures.

Total Loaded Mass (LMass): This isequal to the empty mass, plus theseadditions:

● The mass of cargo carried.Assume five tons per space of cargohold; this figure allows for holds thatare not fully packed, for container

mass, and so on. A dense, heavy loadmay be as much as 25 tons per space.

● The mass of crew and passengers.Assume 0.1 ton per person. As a rule ofthumb, this can be simplified to oneton per bunkroom, 0.2 tons per state-room or luxury stateroom, 0.2 tons perspace of low berths, 0.4 tons per spaceof emergency low berths, or 1.2 tonsper space of small craft seating.

● The mass of hydrogen fuel. Thiscan be simplified to one ton per spaceof fuel tanks.

● The mass of ammunition. Thiscan be simplified to 1.8 tons per turretmissile rack or sandcaster, 90 tons perlight missile array, and 180 tons perheavy missile array.

● The empty mass of any smallcraft or vehicles carried in vehiclebays or hangar bays.

Round the LMass to two significantfigures.

Hit PointsThe ship’s hit points depend on its

empty mass. Refer to the followingtable and record the ship’s hit points.

SHIP HITPOINTS TABLEEmpty Mass Hit Points (dHP)15 tons or less 1016-42 tons 1543-91 tons 2092-160 tons 25170-270 tons 30280-420 tons 35430-610 tons 40620-850 tons 45860-1,300 tons 501,400-2,100 tons 602,200-3,300 tons 703,400-4,900 tons 805,000-6,800 tons 906,900-10,000 tons 10011,000-17,000 tons 12018,000-27,000 tons 14028,000-39,000 tons 16040,000-54,000 tons 18055,000-91,000 tons 20092,000-160,000 tons 250170,000-270,000 tons 300280,000-420,000 tons 350430,000-610,000 tons 400

The actual formula for dHP istaken from p. B558, and the GM maychoose to use that formula to get moreexact Hit Point totals for his owndesigns. Remember to divide HP by 10to get dHP.

Other AttributesTotal Cost: Add together the cost of

all components to get the ship’s finalcost. Round off to two significant fig-ures.

Size Modifier (SM): As determinedin Step 2 (p. 00).

ASig: This is the ship’s active sensorsignature. It is equal to SM, minus(TL-4) if the ship has stealth.

Life Support Capacity: This meas-ures how many people can be sup-ported by the ship’s life support sys-tems for long periods (assumingenough provisions are on hand).Capacity is equal to (2 ¥ LuxuryStaterooms) + (2 ¥ Staterooms) + (10¥ Bunkrooms). Low berths yield nolife support capacity. Bridge systemsand small craft seating modules also

200 STARSHIP DESIGN

Starship Operating ConditionStarships don’t all operate to the same standard. Some are built by

skilled craftsmen applying the best tools and resources, while others arebuilt in ramshackle civilian shipyards by contractors who are engaging inwholesale fraud and embezzlement. Even a well-constructed ship willtend to decay over time as wear and tear accumulates.

A vessel’s general condition is indicated by its HT attribute (seep. B483). In the Interstellar Wars era, a vessel just out of the shipyard willhave a HT of 8-12. The vast majority of new ships will have a HT of 10,while only the most exceptional ships will have HT as low as 8 or as highas 12 (indicating truly atrocious or remarkably sound workmanship,respectively).

A vessel’s HT attribute declines by one level every 50 years. Once aship’s HT drops below 8, it is too unreliable for use and is normallyscrapped. Thus a typical starship can expect to have a 150-year operatinglifespan. Many Imperial ships are at least this old – on the other hand,Terrans have been operating starships for so short a time that very fewTerran ships have had the chance to lose any HT.

A spacecraft’s purchase cost is naturally related to its workmanshipand state of repair. The GM may choose to tie a ship’s purchase cost toits HT attribute, permitting adventurers to buy old or ramshackle shipsfor a bargain price, or superbly built ships for a premium. A suggestedscheme is as follows. Multiply the base cost for the ship (as given by theship design sequence) by the Price Multiplier for its current HT score.

SHIP HT AND COST TABLEVessel HT Price Multiplier12 5.011 2.010 1.09 0.58 0.1

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yield no life support capacity,although they can provide life supportfor strictly limited periods.

Space Acceleration (sAccel): Thismeasures how rapidly the ship canaccelerate (including its ability todecelerate and maneuver). A ship’ssAccel in Gs is equal to the tons ofthrust provided by its maneuver drive,divided by the ship’s total loaded massin tons. Round off to two significantfigures.

GMs may wish to calculate multi-ple sAccel for ships whose mass canchange dramatically (e.g., with empty

vs. full fuel tanks, or with empty vs.full cargo holds).

Jump Performance (Jump): This isthe ship’s jump range, and is deter-mined by the size of its jump drive(see p. 170). A ship may have jump-0,jump-1, jump-2, or jump-3 capability.

Top Air Speed: To compute a ship’stop cruising speed in a substantialatmosphere, begin by calculating theship’s drag as equal to her surface area(measured in ksf) multiplied by theappropriate factor from the DragTable.

DRAG TABLEStreamlining Drag FactorAirframe Hull 100Streamlined Hull 200Unstreamlined Hull 1,000

The top air speed in a Standardatmosphere (p. 97) is equal to thesquare root of [15,000,000 ¥ (Totalthrust/Drag)]. A streamlined hull isrestricted to 740 mph, while anunstreamlined hull is restricted to 600mph. This represents the ship’s topspeed for normal cruising, not when itis accelerating into or out of orbit.Round off to two significant figures.

STEP 15 –FINALIZEDESIGN

The ship design is now complete. Anew ship is usually categorized by sizeand function (“heavy cruiser” or“tramp freighter”). The first ship of anew class usually gives its name to theclass, and subsequent ships builtunder the same design will havenames which are thematically similar.For example, all battleships in the Aresclass are named after Terran (or alien)war deities.

STARSHIP DESIGN 201

Consumables and ExtrasThe ship design sequence maps out the more or less permanent com-

ponents of a ship class. Every individual ship needs a variety of “extras,”which should be purchased before the ship becomes fully operational.These include:

Consumables: Food and other supplies (p. 175). Most ships maintainat least a month’s worth of consumables for the crew and any expectedpassengers.

Computer Software: Example programs are described on pp. 164-165.Every starship should run at least one Damage Control program, a JumpNavigation program complex enough to support the ship’s jump range,and one Targeting program per gunner. Other programs and databasescan be installed as needed, up to the capacity of the ship’s computer(p. 163).

Ammunition: Missiles mass 0.15 tons each, and cost $30,000 apiece.Sandcaster loads mass 0.06 tons each, and cost $400 apiece. A turret mis-sile rack has a capacity of 12 missiles, a light missile array has a capacityof 600 missiles, and a heavy missile array has a capacity of 1,200 missiles.A sandcaster has a capacity of 12 canisters.

Missiles can also be stored in cargo space, at 30 missiles or sand can-isters per space of cargo. Missiles launched must be tracked, and oncethey are gone no more can be launched until the racks and bays arereloaded (usually between battles).

COMMON SHIPSThe following small craft and star-

ship designs are typical of thoseencountered during the InterstellarWars era.

IMPERIAL10-DTONMISSILEFIGHTER

The Imperial Navy used fightercraft, but Vilani fighter doctrine wasnot very aggressive. A fighter

squadron’s function was to emerge from its mother ship, remain at a dis-tance from the enemy, add to theweight of the fleet’s missile volleys,and then return for reloading. As aresult, Vilani fighter pilots tended tobe more lightly trained and to haveless esprit de corps than their Terrancounterparts – a fatal flaw once theTerrans built their own fighter wingsand their own (much more aggressive)fighter doctrine.

Tech Level: 10.

Hull: 10-dton Flattened SphereAirframe hull, dDR 33 armor,Stealth.

Systems: 3 Maneuver Drive, LargeCockpit, Model-0 Sensors (Scan14), 2 Fixed Mount, 2 MissileRacks, 3-1/2 Fusion Power.

Statistics: EMass 95 tons, LMass 100tons, Cost M$20, SM +6, ASig +0,Hull dHP 25, no life support capac-ity, sAccel 6.0 G, no jump capacity,Top Air Speed 5,300 mph.

Crew: Command Section (1 officer),Gunnery Section (1 crewman).Total 1 officer, 1 crewman.

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TERRAN10-DTONLIGHT FIGHTER

Throughout the early InterstellarWars era, the Terrans used light fight-ers for a variety of purposes. Theywere a critical part of planetarydefense. They could be very useful in afleet escort role, multiplying pointdefense against Imperial missilestorms. Finally, they helped projectpower against Imperial formations,using speed and stealth to get intobeam-weapon range. Many variantfighters were produced – the onedescribed here was a typical laser-heavy model of the early InterstellarWars.

Tech Level: 10.Hull: 10-dton Needle/Wedge Airframe

hull, dDR 16 armor, Stealth.Systems: 2-1/2 Maneuver Drive, Small

Cockpit, Model-1 Sensors (Scan16), 2 Fixed Mount, 2 Pulse Lasers,4 Fusion Power.

Statistics: EMass 83 tons, LMass 83tons, Cost M$22, SM +6, ASig +0,Hull dHP 20, no life support capac-ity, sAccel 6.0 G, no jump capacity,Top Air Speed 4,400 mph.

Crew: Command Section (1 officer).Total 1 officer.

STANDARD10-DTONLIFEBOAT

Small starships rely on rescueballs or conventional small craft inemergencies. Larger starships are

often equipped with specialized long-term lifeboats. This example cancarry 24 passengers in low berths.When the low berths are full, andpower consumption has been set tominimum (a distress beacon broad-casting on a timer; minimal power tothe low berths and computer; no lifesupport), lifeboats can and do keeppassengers alive for centuries. Thestandard lifeboat has no airlock, andso cannot take on more passengers invacuum or a hostile atmosphereunless everyone is in protective gear.

Tech Level: 10.Hull: 10-dton Flattened Sphere

Airframe hull, dDR 10 armor.Systems: 1/2 Maneuver Drive, Large

Cockpit, Model-0 Sensors (Scan14), Fusion Power, 6 EmergencyLow Berths, 1 Cargo.

Statistics: EMass 59 tons, LMass 67tons, Cost M$8.2, SM +6, ASig +6,Hull dHP 20, no life support capac-ity, sAccel 1.5 G, no jump capacity,Top Air Speed 2,200 mph.

Crew: Command Section (2 crew-men). Total 2 crewmen. If thelifeboat is left in space for morethan a few days, the crew musttake the last two low berths.

STANDARD20-DTONASSAULTCRAFT

This small craft was used by bothImperial and Terran forces for a partic-ular mission: the “opposed boarding”of potentially hostile vessels. Patrol

cruisers often used the assault craft tosupport customs inspections, whileother vessels used them to deliver Marines to capture enemy shipsin battle.

Tech Level: 10.Hull: 20-dton Needle/Wedge Airframe

hull, dDR 13 armor.Systems: 3 Maneuver Drive, Small

Cockpit, Model-2 Sensors (Scan17), Light Turret, Beam Laser,Missile Rack, Sandcaster, 4-1/2Fusion Power, 2 Small CraftSeating, 7-1/2 Cargo.

Statistics: EMass 110 tons, LMass150 tons, Cost M$28, SM +6, ASig+6, Hull dHP 25, no life supportcapacity, sAccel 4.0 G, no jumpcapacity, Top Air Speed 3,800 mph.

Crew: Command Section (1 officer),Gunnery Section (1 crewman).Total 1 officer, 1 crewman.

STANDARD30-DTONSHIP’S BOAT

Larger merchant ships that needextra cargo or passenger transportservice use a “ship’s boat” as their all-around auxiliary craft. The standardship’s boat exists in a variety of variantforms, five of which are listed here.

Standard Ship’s BoatThis variant is normally used for a

balanced mix of passenger and cargoservice. It is a typical small craft usedby small and medium-sized merchantships.

Tech Level: 10.Hull: 30-dton Needle/Wedge Airframe

hull, dDR 10 armor.Systems: 2 Maneuver Drive, Large

Cockpit, Model-0 Sensors (Scan14), 2-1/2 Fusion Power, 4 SmallCraft Seating, 20 Cargo.

Statistics: EMass 83 tons, LMass 190tons, Cost M$17, SM +7, ASig +7,Hull dHP 20, no life support capac-ity, sAccel 2.1 G, no jump capacity,Top Air Speed 2,700 mph.

Crew: Command Section (1 officer, 1crewman). Total 1 officer, 1 crew-man. If passengers are carried, oneor two stewards must accompanythe crew to take care of the passengers during the flight.

202 STARSHIP DESIGN

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Cargo Shuttle VariantThis variant is often used by large

merchant vessels that specialize incargo transport.

Tech Level: 10.Hull: 30-dton Needle/Wedge Airframe

hull, dDR 10 armor.Systems: 2 Maneuver Drive, Large

Cockpit, Model-0 Sensors (Scan14), 2-1/2 Fusion Power, 24 Cargo.

Statistics: EMass 77 tons, LMass 200tons, Cost M$17, SM +7, ASig +7,Hull dHP 20, no life support capac-ity, sAccel 2.0 G, no jump capacity,Top Air Speed 2,700 mph.

Crew: Command Section (1 officer, 1crewman). Total 1 officer, 1 crew-man.

Passenger ShuttleVariant

The passenger shuttle variant isused by large passenger liners, andcan transfer large numbers of passen-gers to or from a planetary surface ina short time. Another variant, withmore powerful engines and somearmor, is sometimes used by Terranmercenary units as an assault lander.

Tech Level: 10.Hull: 30-dton Needle/Wedge Airframe

hull, dDR 10 armor.Systems: 2 Maneuver Drive, Large

Cockpit, Model-0 Sensors (Scan14), 2-1/2 Fusion Power, 20 SmallCraft Seating, 4 Cargo.

Statistics: EMass 110 tons, LMass150 tons, Cost M$17, SM +7, ASig+7, Hull dHP 25, no life supportcapacity, sAccel 2.7 G, no jumpcapacity, Top Air Speed 2,700 mph.

Crew: Command Section (1 officer, 1crewman). Total 1 officer, 1 crew-man. If passengers are carried, sev-eral stewards must accompany thecrew to take care of the passengersduring the flight.

Fuel Skimmer VariantThis variant is often used by

unstreamlined civilian ships to skimfuel for the jump drive. Military shipsuse their own (much larger) fuel skim-mers to perform refueling operations.

Tech Level: 10.Hull: 30-dton Needle/Wedge Airframe

hull, dDR 10 armor.

Systems: 2 Maneuver Drive, 24 FuelTanks, Large Cockpit, Model-0Sensors (Scan 14), 2-1/2 FusionPower.

Statistics: EMass 77 tons, LMass 100tons, Cost M$17, SM +7, ASig +7,Hull dHP 20, no life support capac-ity, sAccel 4.0 G, no jump capacity,Top Air Speed 2,700 mph.

Crew: Command Section (1 officer, 1crewman). Total 1 officer, 1 crewman.

Mobile BaseThis variant is designed for place-

ment on a planetary surface, usuallyby an exploration team that intends tospend days or weeks working awayfrom the parent ship. It includes abunkroom for long-term life support,laboratory space, and cargo storagefor secondary vehicles, pre-fabricatedshelters, or equipment.

Tech Level: 10.Hull: 30-dton Needle/Wedge Airframe

hull, dDR 10 armor.Systems: 1-1/2 Maneuver Drive, Large

Cockpit, Model-0 Sensors (Scan14), 2 Fusion Power, Small CraftSeating, Bunkroom, 2 Laboratory,8 Cargo.

Statistics: EMass 95 tons, LMass 140tons, Cost M$17, SM +7, ASig +7,Hull dHP 25, Life Support 10,sAccel 2.2 G, no jump capacity,Top Air Speed 2,400 mph.

Crew: Command Section (1 officer, 1crewman). Total 1 officer, 1 crew-man. Scientists and other special-ists may travel with the vessel astemporary crew.

STANDARD100-DTONINTERPLANETARYSHUTTLE

In star systems with widely sepa-rated settlements, there is always aneed for interplanetary transportationfor passengers and small cargoes.Variants on the standard 100-dtonshuttle can be found in large numbersin almost any densely inhabited starsystem. It is designed for short-hoptrips of up to a few days’ length, andcan provide reasonable comfort forpassengers and crew.

Tech Level: 10.Hull: 100-dton Close Structure

Streamlined hull, dDR 10 armor.Systems: 2 Maneuver Drive, Small

Bridge, Model-1 Sensors (Scan 16),2 Hardpoints, 2-1/2 Fusion Power,13 Staterooms, 41 Cargo.

Statistics: EMass 110 tons, LMass310 tons, Cost M$21, SM +8, ASig+8, Hull dHP 25, Life Support 26,sAccel 1.3 G, no jump capacity,Top Air Speed 740 mph.

Crew: Command Section (3 officers),Passenger Service Section (1 offi-cer), Cargo Service Section (1 pettyofficer), Medical Section (1 pettyofficer). Total 4 officers, 2 pettyofficers.

Passengers: 3 First-Class, 6 Standard.

CROCKETT-CLASS 100-DTON PICKETSHIP

As early as the Second InterstellarWar, the Terran Confederation real-ized that the Imperium had a majoradvantage in its strategic “depth.”Imperial expeditions could be organ-ized many parsecs behind the frontlines, leaving Terran admiralsunaware of the danger until it wasalmost too late to respond. Somethingneeded to be done to give Terra morewarning of new Imperial offensives.

One response was the Crockett-class picket ship. Designed to operateup to several parsecs behind the mili-tary front, the Crockett was small, fast,extremely stealthy, and equipped witha much larger warship’s sensor suite.It could lurk in the vast empty spacesto be found even in an important starsystem, watch enemy fleet move-ments, and then sprint for home togive warning of anything out of theordinary.

Best of all, the Crockett was rela-tively inexpensive. Thousands ofCrockett-class ships were built duringthe course of the Interstellar Wars.Sometimes teams of several Crockettseach were operating in 25-50 star sys-tems at a time. Many of the picketships were captured or destroyed byImperial forces, but many moreescaped to bring vital intelligencehome.

STARSHIP DESIGN 203

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204 STARSHIP DESIGN

CROCKETT-CLASS 100-DTON PICKET SHIP

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The Crockett was designed to oper-ate away from fleet support, possiblyfor months at a time. Unlike manysmall Terran warships, its crew accom-modations used no low berths orbunkrooms to save space. Instead, evenordinary crewmen were given a rela-tively large “ration” of stateroom spaceto help alleviate the tension of longdeployments. The main weakness ofthe class was a lack of cargo space; thisforced crews to be very creative whenfinding places to store consumablesand other small necessities.

Members of the Crockett class wereusually named after famous soldiersand frontiersmen of the pre-space-flight era.

Tech Level: 10.Hull: 100-dton Needle/Wedge

Airframe hull, dDR 70 armor,Stealth.

Systems: 19-1/2 Maneuver Drive, 3Jump Drive, 20 Fuel Tanks, 2 FuelProcessor (6.4 dtons/hour),Standard Bridge, Model-5 Sensors(Scan 20), 2 Light Turret, 2 BeamLaser, 2 Missile Rack, 2Sandcaster, 22-1/2 Fusion Power, 6Staterooms, 1/2 Cargo.

Statistics: EMass 940 tons, LMass970 tons, Cost M$140, SM +8, ASig+2, Hull dHP 50, Life Support 12,sAccel 4.0 G, Jump-2 (2-parsecrange), Top Air Speed 5,600 mph.

Crew: Command Section (3 officers),Engineering Section (2 officers),Gunnery Section (2 crew-men), Specialists (1 pettyofficer, 1 crewmen – sen-sor and SIGINT special-ists), MaintenanceSection (1 crewman).Total 5 officers, 1 pettyofficer, 4 crewmen.

Passengers: None.

IIKEN-CLASS100-DTONSCOUT/COURIER

The Imperium mixes the functionsof picket vessel and naval courier inthe Iiken-class scout/courier ship. Thisis one of the oldest ship designs inImperial service; it was first manufac-tured over 2,000 years ago, during theConsolidation Wars.

Hundreds of Iiken-class ships canbe found in any Imperial subsector,

even on the rimward frontier. Mostare in Imperial Navy service, but someare actually in private hands.

As a matter of long-standing tradi-tion, a mid-level Imperial naval offi-cer with an exemplary record willsometimes be issued a surplus Iikenwhen he leaves active service. Navalpensions being what they are, this isoften the only way that a retired offi-cer from the manager classes canafford personal interstellar trans-portation. The “detached duty” Iikenships receive limited maintenancesupport from the Navy, making pri-

vate operation even easier. Inexchange, the retired officer

operating the ship mustreport regularly to Navyintelligence officials onanything “interesting”he may encounter.Meanwhile, if war

breaks out in the region,a detached-duty officer

and his Iiken are subject tobeing recalled for active service.Meanwhile, a number of Iiken-

class ships have been captured or oth-erwise acquired by Terrans over theyears. Just as in the Imperium, someof these have been “excessed” intocivilian hands.

An Iiken-class ship normally oper-ates with a full crew of four when inactive Imperial service. A highlyskilled individual can (barely) operatethe ship alone.

Tech Level: 10.

Hull: 100-dton Needle/WedgeAirframe hull, dDR 50 armor,Stealth.

Systems: 11 Maneuver Drive, 3 JumpDrive, 40 Fuel Tanks, FuelProcessor (3.2 dtons/hour),Standard Bridge, Model-6 Sensors(Scan 21), 2 Hardpoints, VehicleBay (4-ton capacity, carries oneair/raft), 12-1/2 Fusion Power, 4Staterooms, 3 Cargo.

Statistics: EMass 680 tons, LMass740 tons, Cost M$110, SM +8, ASig+2, Hull dHP 45, Life Support 8,sAccel 3.0 G, Jump-2 (4-parsecrange), Top Air Speed 4,200 mph.

Crew: Command Section (3 officers),Engineering Section (1 officer).Total 4 officers.

Passengers: None.

PHIDIPPIDES-CLASS 200-DTON FASTCOURIER

After the Third Interstellar War,the Terran Confederation found itselfmaintaining significant military forcesin star systems as far apart as Nuskuand Mirabilis. The Terran Navy in par-ticular saw the need to quickly movemessages, critical personnel, andsmall cargoes among its various sta-tions. The response was thePhidippides-class fast courier, theleading military courier ship of theearly Interstellar Wars era.

STARSHIP DESIGN 205

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The Phidippides had no advantageover other ship classes in jump capaci-ty, but it gained an edge in efficiency.Oversized fuel tanks meant that itcould make two maximum-rangejumps in a row without stopping torefuel. Extra fuel processors meant thatit could perform wilderness refueling very rapidly. Powerfulmaneuver drives gave it the ability toquickly cross normal space betweenjump points when necessary.Meanwhile, the Navy usually providedcourier ships with its best personnel,including promising junior officerswho were being earmarked for thecommand of larger ships. With allthese items in play, the Phidippides wasoften able to make interstellar journeys– especially those involving multiplejumps – significantly more quicklythan any other ship in the Navy.

Many examples of the Phidippidesclass found their way into private serv-ice, to be used as commercial courierships or even refitted as private yachts.The class was retired from active navalservice after the Eighth InterstellarWar, to be replaced by a variety ofjump-3 courier types. However, a fewPhidippides-class ships could still befound in operation years after theInterstellar Wars were over.

Ships in the Phidippides class werenamed after famous message-carriersfrom Terran history and legend.

Tech Level: 10.Hull: 200-dton Needle/Wedge

Airframe hull, dDR 10 armor,Stealth.

Systems: 19 Maneuver Drive, 6 JumpDrive, 80 Fuel Tanks, 4 FuelProcessor (12.8 dtons/hour),Standard Bridge, Model-3 Sensors(Scan 18), 3 Hardpoints, 24 FusionPower, 10 Staterooms, 22-1/2Cargo.

Statistics: EMass 430 tons, LMass630 tons, Cost M$150, SM +8, ASig+2, Hull dHP 40, Life Support 20,sAccel 6.0 G, Jump-2 (4-parsecrange), Top Air Speed 4,500 mph.

Crew: Command Section (3 officers),Engineering Section (2 officers),Passenger Service Section (1 offi-cer), Specialists (1 petty officer, 1crewman – communications spe-cialists), Maintenance Section (1crewman). Total 6 officers, 1 pettyofficer, 2 crewmen.

Passengers: 4 First-Class.

HERO-CLASS200-DTONPRIVATEMERCHANT

Perhaps the most widely-knownship in Terran or Imperial space, theHero-class private merchant hasbecome the stuff of legends despite itshumble beginnings.

The Imperial shipping network isbased on a rigid, but very effective,main-and-branch system. Majorworlds are connected by branches tonearby hub worlds. Trade flows fromits origin world to a hub world, alonghigh-capacity main lines to a hubworld at the far end, and then alongthe final branch to the destination.Many minor worlds are located alongone of these lines, and are served inpassing.

Meanwhile, a few backwater orfrontier worlds are off the Imperialtrade network, not directly served bythe system. For these, it is necessary toprovide occasional shipping service tothe nearest world on the trade net-work. For centuries, Sharurshid hasemployed an unremarkable 200-dtonlifting-body design, cheap and easilymanufactured, to provide this service.

The English name of this ship classis a classic example of the pitfalls ofautomatic language translation. Aswith most Imperial merchant vessels,the 200-dton packet vessels had noofficial names, just registry numbers.The original Confederation Navy des-ignation for the ship class was simply“Type A.” When Terrans asked whatthe ships were called, their crews oftenresponded disigshar, which means“sandwich filled with a variety ofsliced meats and vegetables.” This isan example of Low Vilani slang, com-menting on the ships’ less-than-ele-gant appearance and pedestrian mis-sion. However, the most popular earlyVilani-to-English translation programrendered the word as “hero,” and thename stuck. Examples that fell intoTerran hands were soon named afterfamous figures from folklore, mythology, and popular fiction.

When the Terran Navy advancedinto Imperial territory during theSecond and Third Interstellar Wars, itcaptured many small, innocuous Hero-class vessels. Their crews were

low-ranking shangarim employees,without any personal reason to resistcapture – and usually no weaponry toresist with, even if they were soinclined. The little ships surrenderedin droves; still more were captured onthe ground while laid up “in ordinary”on Nusku.

During peace negotiations,Imperial officials didn’t consider theHero-class ships to be valuable enoughto demand their return. As a result,dozens of these ships have been sold toprivate Terran bidders at scrapyardprices, to be converted into independ-ent trading and exploration vessels.They have proven so successful in thatrole – a combination of the right sizeand versatility – that Imperial ship-yards in the rim provinces have notbeen able to keep up with demand fornew ones. Indeed, some Terran corpo-rations have produced their own ver-sions of the existing Imperial design.As of 2170, the little Hero merchantships are among the most commonstarships seen in the TerranConfederation and far beyond.

Ironically, even the Imperial Navyhas adopted Siigiizuni (“heroic person”)as a designation for Hero-class shipsoperating under Terran command.

Tech Level: 10.Hull: 200-dton Close Structure

Streamlined hull, dDR 10 armor.Systems: 5-1/2 Maneuver Drive, 6

Jump Drive, 40 Fuel Tanks, FuelProcessor (3.2 dtons/hour),Standard Bridge, Model-1 Sensors(Scan 16), 2 Hardpoints, 6 FusionPower, 10 Staterooms, 7 LowBerths, Workshop, Sickbay, 87-1/2Cargo.

Statistics: EMass 240 tons, LMass720 tons, Cost M$68, SM +8, ASig+8, Hull dHP 30, Life Support 20,sAccel 1.5 G, Jump-2 (2-parsecrange), Top Air Speed 740 mph.

Crew: Command Section (3 officers),Engineering Section (1 officer),Specialists (1 petty officer – usuallya Vilani interpreter or guide),Passenger Service Section (1 offi-cer), Cargo Service Section (1 pettyofficer), Medical Section (1 pettyofficer). Total 5 officers, 3 pettyofficers.

Passengers: 1 First-Class, 4 Standard,14 Low.

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STARSHIP DESIGN 207

HERO-CLASS 200-DTON PRIVATE MERCHANT

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HARMONIOUSREPOSE-CLASS 200-DTON YACHT

Terra’s wealthiest citizens took tointerstellar travel quite early, pursuingeverything from colonial investmentopportunities to simple tourism. Atfirst, wealthy travelers took ship oncorporate or even military transport,“roughing it” on Terra’s crude earlystarships. After the Second InterstellarWar, there was enough surplus ship-yard capacity to permit a few whollyprivate (and rather frivolous) designs.

In 2136, Kaufmann Sternen-schiffbau AG (p. 68) built the firstHarmonious Repose yachts. For theirtime they were quite advanced, incor-porating a great deal of Vilani-derivedtechnology, and they quickly gained areputation for mechanical reliability.They were also very luxurious, andsported the finest interior comforts yetbuilt into any Terran starship. Themodel quickly became popular. Manymajor corporations with offworldinterests purchased yachts for travel-ing executives. A few very wealthy cit-izens bought them simply to visit thecolonies or Imperial space.

The origins of the nameHarmonious Repose are obscure; thename appears to have been assignedon a whim of Britte Kaufmann, dilet-tante heiress of the Kaufmann indus-trial empire. Other examples of theclass are named by their ownersaccording to personal preference.

Tech Level: 10.Hull: 200-dton Flattened Sphere

Airframe hull, dDR 12 armor.Systems: 4-1/2 Maneuver Drive, 6

Jump Drive, 40 Fuel Tanks,Standard Bridge, Model-2 Sensors(Scan 17), 2 Hardpoints, 2 VehicleBays (4-ton capacity, each carriesone air/raft), 6 Fusion Power, 8Luxury Staterooms, 10Staterooms, Workshop, Sickbay,22 Cargo.

Statistics: EMass 300 tons, LMass460 tons, Cost M$78, SM +8, ASig+8, Hull dHP 35, Life Support 36,sAccel 2.0 G, Jump-2 (2-parsecrange), Top Air Speed 2,400 mph.

Crew: Command Section (3 officers),Engineering Section (1 officer),Flight Section (1 petty officer, 3

crewmen), Passenger ServiceSection (1 officer, 1 petty officer, 3crewmen), Maintenance Section (1crewman), Life Support Section (1crewman), Medical Section (1 offi-cer), General Service Section (1crewman). Total 6 officers, 2 pettyofficers, 9 crewmen.

Passengers: 8 Luxury.

LIGHTNING-CLASS400-DTONFRONTIERMERCHANT

Beginning in 2159, the HighFrontier Consortium (p. 68) construct-ed a special line of fast merchant shipsat the newly-rebuilt Nusku shipyards.The Lightning-class “frontier mer-chant” was intended to explore deepinto the Vilani Imperium. It wouldcarry cargo and passengers alongImperial trade routes, but it would also“spy out the land,” building a betterunderstanding of the Imperium forTerran merchants – and for the Terrangovernment.

Lightning-class ships were onlymarginal as merchant vessels, carry-ing a number of features that weren’tuseful from a strictly commercialstandpoint. It was one of the fastestsmall merchant vessels of its day, itspower plant was unusually large, andit carried advanced sensor and sensor-masking systems. Most ships of the

class operated with extra crew as well;for example, carrying gunners evenbefore ship’s weapons were installed.The cost associated with these itemsoften made it very difficult for theships to turn a profit. On the otherhand, they were all quite useful in aconflict situation. The Lightning-classships could run, hide, and fight farbetter than any other merchant vesselof their size, which made them naturalexploratory or privateer craft.

The High Frontier Consortiumregarded the Lightning class as aninvestment in its long-term commer-cial success. By the end of the 22ndcentury, the Consortium had com-mercial and political contacts manyparsecs into Imperial space, and moreconventional merchant ships wereworking a network of trade routes.Other parties also used the Lightningdesign for their own exploratorytraders – or for commerce raidingduring wartime.

Lightning-class ships usually cameunarmed from the shipyard, sinceTerran ships were not permitted toenter Imperial space armed during theEmpty Peace. Naturally, enterprisingcrews usually acquired weaponry atthe earliest opportunity. The ship’sfusion power plants were oversized,permitting the installation of a fullcomplement of laser weapons.

Ships in the Lightning class wereusually named after famous merchantvessels from Terran history. Namestaken from age-of-sail “clipper ships”were quite popular.

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STARSHIP DESIGN 209

LIGHTNING-CLASS 400-DTONFRONTIER MERCHANT

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Tech Level: 10.Hull: 400-dton Needle/Wedge

Airframe hull, dDR 10 armor,Stealth.

Systems: 24 Maneuver Drive, 12Jump Drive, 80 Fuel Tanks, 2 FuelProcessors (6.4 dtons/hour),Standard Bridge, Model-4 Sensors(Scan 19), 4 Hardpoints, 2 VehicleBays (4-ton capacity, each carriesone air/raft), 37 Fusion Power, 15Staterooms, 2 Bunkrooms,Workshop, Sickbay, 162 Cargo.

Statistics: EMass 680 tons, LMass1,600 tons, Cost M$250, SM +9,ASig +3, Hull dHP 45, Life Support50, sAccel 3.0 G, Jump-2 (2-parsecrange), Top Air Speed 3,900 mph.

Crew: Command Section (5 officers),Engineering Section (2 officers, 1crewman), Gunnery Section (1petty officer, 3 crewmen), FlightSection (1 petty officer, 3 crew-men), Passenger Service Section (1officer), Cargo Service Section (1petty officer), Ship’s Troops (1 petty officer, 3 crewmen),Maintenance Section (1 petty offi-cer, 1 crewman), Life SupportSection (1 crewman), MedicalSection (1 officer), General ServiceSection (1 crewman). Total 9 offi-cers, 5 petty officers, 13 crewmen.

Passengers: 3 First-Class, 6 Standard.

RICHTHOFEN-CLASS 400-DTON MISSILECORVETTE

In the first engagements of theInterstellar Wars, Terran forces weresoundly defeated whenever they wentup against Imperial missile frigates.They soon began experimenting withmobile missile platforms of their own.One of the most successful develop-ments of this design strategy was theRichthofen-class missile corvette,which first appeared soon before theThird Interstellar War and played animportant part in blunting the firstImperial offensives of that conflict.

The Richthofen class is often calleda “missile boat” (a misnomer, since“boat” implies a non-jump-capableship). It is very heavily armored for aship of its size, can shrug off most tur-ret beam weapons, and is even some-what survivable in the midst of an

Imperial missile storm. Its massivemaneuver drives and power plantmake it quite expensive, but also giveit great maneuverability despite itsmass of armor. Its main weakness isits lack of defensive weaponry; point-defense lasers and sandcasters havebeen slighted in favor of greater mis-sile throw-weight. Despite their tough-ness, Richthofen corvettes can still beoverwhelmed by Imperial attack.

Terran Navy crewmen dislikebeing assigned to the Richthofen class;the ships are very crowded due to theirmassive drives and large engineeringcrews. Members of the class arenamed after famous military aviatorsfrom Terran history.

Tech Level: 10.Hull: 400-dton Close Structure

Streamlined hull, dDR 140 armor,Stealth.

Systems: 84 Maneuver Drive, 12Jump Drive, 160 Fuel Tanks, 2 FuelProcessors (6.4 dtons/hour),Standard Bridge, Model-6 Sensors(Scan 21), 4 Light Turrets, 12Missile Racks, 85-1/2 FusionPower, 5 Staterooms, 2 Bunk-rooms, Workshop, Sickbay, 16-1/2Cargo.

Statistics: EMass 2,600 tons, LMass2,800 tons, Cost M$470, SM +9,ASig +3, Hull dHP 70, Life Support30, sAccel 6.0 G, Jump-2 (4-parsecrange), Top Air Speed 740 mph.

Crew: Command Section (5 officers),Engineering Section (2 officers, 1petty officer, 6 crewmen), GunnerySection (1 petty officer, 3 crew-men), Ship’s Troops (1 NCO, 3enlisted men), MaintenanceSection (2 crewmen), Life SupportSection (1 crewman), MedicalSection (1 petty officer), GeneralService Section (1 crewman). Total7 officers, 4 Navy petty officers andMarine NCOs, 16 Navy crewmenand Marine enlisted men.

Passengers: None.

BANNERJEE-CLASS 400-DTON SYSTEMDEFENSEBOAT

The Third Interstellar War was aterrible lesson for the Terran Navy.

Imperial forces had advanced so far asto lay siege to Terra itself, and theNavy’s mobile forces had been unableto mount a decisive response. Duringthe naval buildup after the Imperialforces abandoned the siege, the Navysolicited proposals for a new ship class– the system defense boat.

System defense boats (or SDBs)would be non-starships, posted insquadrons to any star system that theNavy wished to defend to the bitterend. They would be fast, stealthy, andtough, able to both survive majorengagements and flee into hiding.During the initial invasion of a starsystem, the SDBs would operate inconjunction with the Navy’s main fleet– but if the Navy was forced to with-draw, the SDBs could remain behindto make life difficult for the victoriousImperials. SDB squadrons could hidein deep space, in the thick atmosphereof a gas giant, or in the depths of aplanet’s ocean. They could stay in hid-ing for weeks or months, emergingwhen an opportunity to strike againstImperial forces presented itself.

As it happened, the SDB squadronsdeployed in the Terra system werenever called to action. However, sys-tem defense boats played an impor-tant role elsewhere in the later wars.They helped to slow Imperial offen-sives, and kept tenuous lines of com-munication open to Terran worldsthat had been overrun.

Members of the Bannerjee class ofSDBs were named after Terran politi-cians and statesmen. The Terran Navysometimes succumbed to the tempta-tion to name SDBs after living politi-cians, in order to curry favor with thecivilian administration.

Tech Level: 10.Hull: 400-dton Needle/Wedge

Airframe hull, dDR 150 armor,Stealth.

Systems: 159 Maneuver Drive,Standard Bridge, Model-6 Sensors(Scan 21), 5 Light Turrets, 6 BeamLasers, 6 Missile Racks, 3Sandcasters, 166-1/2 Fusion Power,5 Staterooms, 3 Bunkrooms, 2Workshop, Sickbay, 29 Cargo.

Statistics: EMass 5,100 tons, LMass5,300 tons, Cost M$790, SM +9,ASig +3, Hull dHP 90, Life Support40, sAccel 6.0 G, no jump capacity,Top Air Speed 10,000 mph.

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Crew: Command Section (5 officers),Engineering Section (3 officers, 2petty officers, 11 crewmen),Gunnery Section (1 petty officer, 4crewmen), Ship’s Troops (1 NCO, 3enlisted men), MaintenanceSection (2 crewmen), Life SupportSection (1 crewman), MedicalSection (1 petty officer), GeneralService Section (1 crewman). Total8 officers, 5 Navy petty officers andMarine NCOs, 22 Navy crewmenand Marine enlisted men.

Passengers: None.

GASHIDDA-CLASSIMPERIAL400-DTONPATROLCRUISER

The Imperium uses the Gashidda-class patrol cruiser to “show the flag”in Imperial star systems, especiallythose that are off the main trade net-work. They have been deployed inlarge numbers to systems along therimward border, where they pay par-ticular attention to the movements ofTerran ships. Many a Terran mer-chant captain has had to endurebeing “pulled over” by one of thesesmall cruisers – a particularly annoy-ing experience, since many of theircommanders are junior officers with

an overdeveloped sense of superiorityto all “barbarians.”

The Gashidda-class cruiser isdesigned to carry a single standard 20-dton assault craft (p. 202) to supportcustoms inspections and boardingactions. Members of the class arenamed after famous soldiers fromVilani history.

Tech Level: 10.Hull: 400-dton Needle/Wedge

Airframe hull, dDR 90 armor,Stealth.

Systems: 68 Maneuver Drive, 12Jump Drive, 80 Fuel Tanks, 2 FuelProcessors (6.4 dtons/hour),Standard Bridge, Model-6 Sensors(Scan 21), 5 Light Turrets, 3 PulseLasers, 9 Missile Racks, 3Sandcasters, Vehicle Bay (20-dtoncapacity, carries one 20-dtonassault craft), 71 Fusion Power, 20Staterooms, Sickbay, 51-1/2 Cargo.

Statistics: EMass 2,900 tons, LMass3,400 tons, Cost M$440, SM +9,ASig +3, Hull dHP 70, Life Support40, sAccel 4.0 G, Jump-2 (2-parsecrange), Top Air Speed 6,500 mph.

Crew: Command Section (5 officers),Engineering Section (2 officers, 1petty officer, 4 crewmen), GunnerySection (1 petty officer, 4 crew-men), Flight Section (1 officer, 2crewmen), Ship’s Troops (1 offi-cer, 2 petty officers, 7 crewmen),Specialists (1 petty officer – expertinspector), Maintenance Section(2 crewmen), Life Support Section

(1 crewman), Medical Section (1officer), General Service Section (1crewman). Total 10 officers, 5petty officers, 21 crewmen.

Passengers: None.

ZHENG HE-CLASS 800-DTON SURVEYVESSEL

After the Third Interstellar War,the Terran Confederation Navy wasgiven a new mission – long-rangeexploration. Navy vessels were toexplore widely, searching out placesfor Terrans to settle beyond Imperialcontrol (and routes to reach these newworlds, even if they had to crossImperial space).

The Navy was not well-organizedfor exploration, and had no shipsspecifically built for such work. Afterevaluating many proposals, theAdmiralty settled on a class designedby Kaufmann Sternenschiffbau AG(p. 68). The new class would bespecifically designed to operate inuncharted space for long periods,mapping and exploring star systemsfor the first time. The first examplesleft the shipyard in 2160, and weresoon committed to long-termexploratory ventures to spinward andrimward of Terra.

Only about a dozen ships in theZheng He class were ever built.Although members of the classbrought incredible quantities of infor-mation back to Terra, they oftenseemed to be laboring under a curse.The Zheng He itself was lost to anunknown disaster on its third voyage,apparently with no survivors. TheJacques Cartier was caught in Vilanispace at the outbreak of the FourthInterstellar War, and was destroyedby an Imperial patrol. The Pytheaswas critically damaged while investi-gating a derelict starship in an unex-plored star system; its crew wasforced to settle on the system’s solehabitable planet until rescue arrivedover 20 years later. Other members ofthe class suffered less criticalmishaps, often having to limp hometo Terra. Even so, the Zheng He andits successors were among the mostsuccessful exploratory ships of theInterstellar Wars era.

STARSHIP DESIGN 211

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GASHIDDA-CLASS IMPERIAL400-DTON PATROL CRUISER

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The Zheng He class was unstream-lined, and was incapable of gas-giantrefueling or landing on a target world.It usually carried two mobile bases(p. 203) to land exploration teams onthe surface of interesting worlds andtwo fuel skimmers (p. 203) to help itperform wilderness refueling. It hadextensive cargo capacity, and couldplace temporary camps or bases ontarget worlds to facilitate months-longexploratory ventures.

Ships in the Zheng He class werenamed after famous Terran seagoingexplorers of the pre-industrial era.Most of the ships were named afterancient or non-European explorers,due to public-relations considerations.

Tech Level: 10.Hull: 800-dton Sphere Unstreamlined

hull, dDR 10 armor.Systems: 20 Maneuver Drive, 24

Jump Drive, 160 Fuel Tanks, 2 FuelProcessors (6.4 dtons/hour),Command Bridge, 2 Model-5Sensors (Scan 20), 5 Hardpoints,Hangar Bay (120-dton capacity,normally carries four ship’s boats),24 Fusion Power, 28 Staterooms, 2Workshop, 16 Laboratory, Survey,2 Sickbay, 160-1/2 Cargo.

Statistics: EMass 790 tons, LMass2,100 tons, Cost M$320, SM +10,ASig +10, Hull dHP 45, LifeSupport 56, sAccel 1.9 G, Jump-2(2-parsec range), Top Air Speed600 mph.

Crew: Command Section (5 officers),Engineering Section (2 officer, 1crewman), Flight Section (4 offi-cers, 1 petty officer, 4 crewmen),Ship’s Troops (1 petty officer, 4crewmen), Specialists (4 officers, 4petty officers, 12 crewmen – com-puter, sensor, and scientific special-ists), Maintenance Section (1 pettyofficer, 2 crewmen), Life SupportSection (1 crewman), MedicalSection (1 officer, 1 crewman),General Service Section (2 crew-men). Total 16 officers, 7 petty officers, 27 crewmen.

Passengers: None.

HARDRADA-CLASS800-DTONCOMMERCERAIDER

Terrans used commerce raidingfrom the earliest years of conflict withthe Imperium, but no ships weredeliberately built for the strategy untilthe Third Interstellar War. TheHardrada class was one of several builtin the early Interstellar Wars era,while the Terran Navy experimentedto find the best way to strike into theImperium’s rear areas.

The Hardrada class was a typicalsmall Terran warship, relying heavilyon laser weapons for striking power(and for point defense againstImperial missiles). Its most unusualfeature was the extensive provision forship’s troops. A Hardrada could carrya light platoon of Marines, trained andequipped for rapid-deployment raids.While the ship could be quite effectivein deep-space attacks on Imperialmerchant shipping, the Marine con-tingent made it capable of effectiveraids against critical facilities onminor Imperial worlds. Of course, thepresence of so many Marines madethe Hardrada class one of the mostcrowded small warships in the Terranorder of battle.

Hardrada-class ships were designedto carry two passenger-variant ship’sboats (p. 203) as Marine assault landers.

The Hardrada class saw limiteduse for over 20 years before it trulycame into its own during the FifthInterstellar War. Commerce raidingwas particularly successful amongthe lightly-populated worlds of the

Dingir subsector, especially whencombined with the kind of smallMarine raids in which this class spe-cialized. In later wars, similar shipsplayed a small but critical part inkeeping the Imperium off balance,preventing any coordinatedresponse to the Terran advance.

Members of the Hardrada classwere named after famous pirates, privateers, and military adventurers ofTerran history. The class ship itselfwas named after Harold Hardrada, aViking king of Denmark who wasanother contender for the throne ofEngland in the year that Duke Williamof Normandy won the Battle ofHastings. Ironically, the most famousship of the class was probably theDuke William, which carried out anaudacious raid against the Imperialnaval depot at Dingir in 2228.

Tech Level: 10.Hull: 800-dton Needle/Wedge Air-

frame hull, dDR 75 armor, Stealth.Systems: 96 Maneuver Drive, 24

Jump Drive, 320 Fuel Tanks, 4 FuelProcessors (12.8 dtons/hour),Standard Bridge, Model-5 Sensors(Scan 20), 8 Light Turrets, 12Beam Lasers, 6 Missile Racks, 6Sandcasters, 2 Vehicle Bays (30-dton capacity, each carries oneship’s boat), 109 Fusion Power, 23Staterooms, 10 Bunkrooms, 3Workshop, 3 Sickbay, 48 Cargo.

Statistics: EMass 4,000 tons, LMass4,700 tons, Cost M$700, SM +10,ASig +4, Hull dHP 80, Life Support146, sAccel 4.0 G, Jump-2 (4-parsecrange), Top Air Speed 6,300 mph.

Crew: Command Section (5 officers),Engineering Section (2 officers, 2petty officers, 7 crewmen),Gunnery Section (2 petty officers, 6crewmen), Flight Section (2 offi-cers, 2 crewmen), Ship’s Troops (3officers, 22 NCOs, 54 enlistedmen), Specialists (1 officer, 2 pettyofficers, 4 crewmen – computerand intelligence specialists),Maintenance Section (1 petty offi-cer, 2 crewmen), Life SupportSection (2 crewmen), MedicalSection (1 officer, 2 crewmen),General Service Section (3 crew-men). Total 14 Navy and Marineofficers, 29 Navy petty officers andMarine NCOs, 82 Navy crewmenand enlisted Marines.

Passengers: None.

STARSHIP DESIGN 213

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KARL MARX-CLASS1,000-DTONHEAVY FREETRADER

As the Empty Peace dragged on,Terran merchants ranged further andfurther afield in the Imperium,searching for new goods, fresh mar-kets, and deeper toe-holds. In the early2160s, the FarStar Association (p. 67)proposed a more aggressive stance,centered around a vessel even largerthan the Lightning class. In 2166,Hasegawa Limited launched the so-called “heavy trader” Karl Marx.

The heavy traders were navalescorts in all but name, not as fast innormal space as the smallerLightnings, but capable of mounting arespectable array of laser and missilebatteries. The single standard ship’sboat provided an extra platform forexploring unfamiliar star systems;holds and passenger space couldcarry paying cargo in peacetime andcaptured goods in wartime.

Peace ultimately spelled the demiseof the heavy traders. They were simplytoo big to maintain by “living off theland” – trading small but lucrative car-goes in exchange for port fees and thenext load of goods. Few worlds couldsupply the appetite of their enormousholds with chance-found wares; fewerstill could find markets enough for allthat they needed to sell to stay afloat.They might have survived if they hadaccess to the steady flow of regulartrade, but by the time reliable marketsbegan to open up to Terran mer-chants, they were obsolete – tooexpensive and overbuilt to compete.While they lasted, however, the KarlMarx heavy merchants were theundisputed Kings of the Free Traders,and they long remained so in popularimagination and fiction.

Ships in the Karl Marx class werenamed for famous or influential eco-nomic thinkers of previous centuries.In the end, only a few dozen membersof the class were ever built. Otherships in the class included IrvingFisher, Milton Friedman, FriedrichAugust von Hayek, John MaynardKeynes, John Locke, Alfred Marshall,James McLean, John Stuart Mill, David

Ricardo, Jean-Baptiste Say, JosephSchumpeter, and Adam Smith.

Tech Level: 10.Hull: 1,000-dton Cylinder

Streamlined hull, dDR 12 armor,Stealth.

Systems: 30 Maneuver Drive, 30Jump Drive, 200 Fuel Tanks, 4 FuelProcessors (12.8 dtons/hour),Standard Bridge, Model-5 Sensors(Scan 20), 9 Hardpoints, VehicleBay (30-dton capacity, carries oneship’s boat), 40 Fusion Power, 28Staterooms, 3 Bunkrooms, 15Emergency Low Berths, Work-shop, Sickbay, 522 Cargo.

Statistics: EMass 960 tons, LMass3,900 tons, Cost M$370, SM +10,ASig +4, Hull dHP 50, Life Support86, sAccel 1.6 G, Jump-2 (2-parsecrange), Top Air Speed 740 mph.

Crew: Command Section (5 officers),Engineering Section (2 officers, 3crewmen), Gunnery Section (1 offi-cer, 2 petty officers, 6 crewmen),Flight Section (1 officer, 1 crew-man), Ship’s Troops (1 petty offi-cer, 5 crewmen), Passenger ServiceSection (1 officer, 1 crewman),Cargo Service Section (1 petty offi-cer), Maintenance Section (1 pettyofficer, 2 crewmen), Life SupportSection (1 crewman), MedicalSection (1 officer, 1 crewman),General Service Section (2 crew-men). Total 11 officers, 5 petty officers, 22 crewmen.

Passengers: 6 First Class, 12Standard.

STARLEAPER-CLASS1,000-DTONEXPLORATIONVESSEL

The StarLeaper ships were notableas the first true interstellar vessels everbuilt by Terrans. Earlier jump-driveships had explored the outer solar sys-tem, but it was the StarLeaper shipsthat first visited other stars.

The StarLeaper ships were built andmanned by an international consor-tium, although most of the fundingand personnel support came from theUnited States. Only four of the classwere ever built; they were given nonames as such, but only the numbersZero through Three. Each of the four

had a substantially different designand was applied for different purposes.

StarLeaper Zero was the experimen-tal prototype, and was used primarilyas transportation for a deep-space fueldepot in 2095-2096. StarLeaper Onewas the ship used during the historicBarnard’s Star expedition of 2097-2098, and later made a number ofround-trip voyages between Terra andBarnard. StarLeaper Two was the firstjump-drive ship to reach Prometheusin 2101, and was later lost with allhands while searching for a deep-space jump point beyond Prometheus.StarLeaper Three was abandoned inmid-construction in 2103, but in 2125it was brought out of “mothballs,”completed with a jump-2 drive, andsent out on several voyages of explo-ration. Three was the most long-livedand far-traveled member of the group,eventually carrying a diplomatic expedition as far as Dingir in 2135.

The ship design given here is thatused during the StarLeaper One expe-dition to Barnard’s Star. The ship car-ried several small landing vehicles andearly grav cars for ground exploration(not included in the performance list-ed below). During the expedition ithad no provision for wilderness refu-eling; instead, it carried enough fuelfor a double jump so that it couldreturn to the deep-space fuel depot onthe way back to Terra.

Tech Level: 9.Hull: 1,000-dton Cylinder

Unstreamlined hull, dDR 10armor.

Systems: 10 Maneuver Drive, 20Jump Drive, 400 Fuel Tanks, 2 Fuel Processors (5 dtons/hour),Command Bridge, Model-5 Sensors(Scan 18), Hangar Bay (100-dtoncapacity), 50 Fission Power, 17 Staterooms, 4 Bunkrooms, 2Workshop, 15 Laboratory, 2Sickbay, 194.5 Cargo.

Statistics: EMass 1,000 tons, LMass2,400 tons, Cost M$320, SM +10,ASig +10, Hull dHP 50, LifeSupport 74, sAccel 0.83 G, Jump-1(2-parsec range), Top Air Speed600 mph.

Crew: Command Section (5 officers),Engineering Section (3 officers, 2petty officers, 11 crewmen), FlightSection (4 officers, 4 petty officers,5 crewmen), Ship’s Troops (1 petty

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officer, 5 crewmen), Specialists (3officers, 6 petty officers, 6 crew-men – sensor and scientific special-ists), Maintenance Section (1 pettyofficer, 2 crewmen), Life SupportSection (1 crewman), MedicalSection (1 officer, 1 crewman),General Service Section (2 crew-men). Total 16 officers, 14 pettyofficers, 33 crewmen.

Passengers: None.

AGRIPPA-CLASS1,000-DTONCORVETTE

The Agrippa-class corvette was firstdesigned after the Third InterstellarWar, in response to growing saber-rat-tling activity along the Imperial rim.Capable of extremely high accelera-tion, it is able to get to a trouble spotin minimal time. Its heavy emphasison beam weapons permits it to dealout harsh damage at close range, or toact as a missile shield for convoys.

Typical missions for the Agrippaclass include convoy escort andperimeter patrol. Its jump capacityand high acceleration qualify it as atrue escort, often deployed to runalongside destroyer squadrons.

Ships of the Agrippa class arenamed after famous “wet-navy” offi-cers of the pre-spaceflight era onTerra. The class ship itself is namedafter Marcus Vipsanius Agrippa, pos-sibly the greatest naval commander ofthe late Roman Republic.

Tech Level: 10.Hull: 1,000-dton Needle/Wedge

Airframe hull, dDR 138 armor,Stealth.

Systems: 270 Maneuver Drive, 30Jump Drive, 200 Fuel Tanks, 10Fuel Processors (32 dtons/hour),Command Bridge, StandardBridge, Model-7 Sensors (Scan 22),Model-2 Sensors (Scan 17), 4 LightTurrets, 5 Heavy Turrets, 6 PulseLasers, 6 Beam Lasers, 10 PlasmaGuns, 291-1/2 Fusion Power, 33Staterooms, Workshop, 2 Sickbay,30 Cargo.

Statistics: EMass 8,600 tons, LMass9,000 tons, Cost M$1,500, SM +10,ASig +4, Hull dHP 100, Life Support66, sAccel 6.0 G, Jump-2 (2-parsecrange), Top Air Speed 9,800 mph.

Crew: Command Section (10 offi-cers), Engineering Section (4 offi-cers, 5 petty officers, 20 crewmen),Gunnery Section (2 petty officers, 7crewmen), Ship’s Troops (1 NCO, 5enlisted men), MaintenanceSection (1 petty officer, 2 crew-men), Life Support Section (1crewman), Medical Section (1 offi-cer, 1 crewman), General ServiceSection (2 crewmen). Total 15 offi-cers, 9 Navy petty officers andMarine NCOs, 38 crewmen andMarine enlisted men.

Passengers: None.

SHAMSHIR-CLASSIMPERIAL1,000-DTONDESTROYERESCORT

The Shamshir is a typical Vilanidestroyer escort. It relies on its size andspeed to protect its charges, runningalongside while looking for hostiles thatmight be trying to make flankingattacks. Its lack of capital-ship weapon-ry is not a drawback in this role, as it isable to shoot at many targets at once.

Terran forces have often managedto lure a Shamshir into an unequalengagement, drawing one away fromthe main fleet. Without any supportfrom the main guns of other ships,this vessel is easily destroyed.

The Shamshir typically carriesthree standard 30-dton ship’s boats assupport craft.

Tech Level: 10.Hull: 1,000-dton Flattened Sphere

Streamlined hull, dDR 160 armor,Stealth.

Systems: 200 Maneuver Drive, 30Jump Drive, 200 Fuel Tanks, 10Fuel Processors (32 dtons/hour), 2Command Bridge, Model-7Sensors (Scan 22), 7 Light Turrets,6 Pulse Lasers, 15 Missile Racks,Hangar Bay (90-dton capacity, car-ries three ship’s boats), 205 FusionPower, 30 Staterooms, Sickbay,26-1/2 Cargo.

Statistics: EMass 7,400 tons, LMass8,000 tons, Cost M$1,200, SM +10,ASig +4, Hull dHP 100, LifeSupport 60, sAccel 5.0 G, Jump-2(2-parsec range), Top Air Speed740 mph.

Crew: Command Section (10 offi-cers), Engineering Section (4 offi-cers, 4 petty officers, 13 crewmen),Gunnery Section (2 petty officers,5 crewmen), Flight Section (3 offi-cers, 3 crewmen), Ship’s Troops (1petty officer, 3 crewmen),Maintenance Section (1 petty offi-cer, 2 crewmen), Life SupportSection (1 crewman), MedicalSection (1 officer, 1 crewman),General Service Section (2 crew-men). Total 18 officers, 8 pettyofficers, 30 crewmen.

Passengers: None.

STARSHIP DESIGN 215

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SHARURSHIDSTANDARD2,000-DTONPASSENGERLINER

These vessels were employed bySharurshid wherever passenger num-bers justified their expense, on bothmain lines and branches of theirsprawling network. Since manybranch terminals did not fill the liner’spassenger capacity each week, depar-tures were often infrequent (thoughstill rigidly regular).

Imperial regulations insisted thatenough seats be provided on auxiliarycraft to evacuate all crew and passen-gers in an emergency. To fulfill thisrequirement, the liner carried four30-dton passenger shuttles (p. 203).

Tech Level: 10.Hull: 2,000-dton Close Structure

Unstreamlined hull, dDR 10armor.

Systems: 20 Maneuver Drive, 60Jump Drive, 400 Fuel Tanks,Standard Bridge, Model-3 Sensors(Scan 18), 4 Vehicle Bays (30-dtoncapacity, carries one passengershuttle each), 60 Fusion Power, 6Luxury Staterooms, 250Staterooms, 140 Low Berths, 7Sickbays, 136-1/2 Cargo.

Statistics: EMass 1,800 tons, LMass3,400 tons, Cost M$580, SM +10,ASig +10, Hull dHP 60, LifeSupport 512, sAccel 1.2 G, Jump-2,Top Air Speed 600 mph.

Crew: Command Section (10 offi-cers), Engineering Section (2 offi-cers, 1 petty officer, 4 crewmen),Flight Section (4 officers, 1 pettyofficer, 4 crewmen), PassengerService Section (3 officers, 4 pettyofficers, 15 crewmen), CargoService Section (1 petty officer),Maintenance Section (1 petty offi-cer, 5 crewman), Life SupportSection (1 petty officer, 6 crew-men), Medical Section (2 officers,4 petty officers, 8 crewmen),General Service Section (2 offi-cers, 4 petty officers, 15 crewmen).Total 23 officers, 17 petty officers,57 crewmen.

Passengers: 6 Luxury, 50 First Class,150 Standard, 280 Low.

SHARURSHIDSTANDARD2,000-DTONBRANCHFREIGHTER

Designed to carry cargo frommajor world to main line hub alongthe branches of the Sharurshid tradenetwork, the standard freighter wasthe workhorse of Imperial shipping inthe rimward territories. In keepingwith Vilani practice, individual mer-chant vessels were not given names,but nicknames were common in addi-tion to the official registry numbers.Most often, an Imperial would refer toone of these ships as damgar (“mer-chant”) and not give it anotherthought.

The “branch freighter” was anunstreamlined vessel, carried no smallcraft, and thus was forced to rely ontransport based at each port of call inorder to load and unload cargo. As aresult, the freighter rarely stopped atfrontier ports, even when these werelocated on a trade route.

Although not intended as a passen-ger vessel, the branch freighter includ-ed six staterooms for passengers. Theaccommodations were simple, but fre-quent departures made “tramping” anattractive option for some.

Tech Level: 10.Hull: 2,000-dton Close Structure

Unstreamlined hull, dDR 10armor.

Systems: 40 Maneuver Drive, 60Jump Drive, 400 Fuel Tanks,Standard Bridge, Model-3 Sensors(Scan 18), 60 Fusion Power, 24Staterooms, Sickbay, 1,338-1/2Cargo.

Statistics: EMass 1,100 tons, LMass8,200 tons, Cost M$580, SM +10,ASig +10, Hull dHP 50, LifeSupport 48, sAccel 1.0 G, Jump-2(2-parsec range), Top Air Speed600 mph.

Crew: Command Section (10 offi-cers), Engineering Section (2 offi-cers, 1 petty officer, 5 crewmen),Passenger Service Section (1 offi-cer), Cargo Service Section (1 pettyofficer, 4 crewmen), MaintenanceSection (1 petty officer, 5 crew-men), Life Support Section (1crewman), Medical Section (1 offi-cer), General Service Section (1crewman). Total 14 officers, 3 pettyofficers, 16 crewmen.

Passengers: 2 First Class, 4 Standard.

KARGASH-CLASSIMPERIAL2,000-DTONLIGHT CRUISER

The Kargash light cruiser forms thebackbone of the Imperial fleet’s raid-ing squadrons. Imperial light cruisersare typically found in groups of 10,with numerous destroyers anddestroyer escorts running alongside.

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Alone, a single Kargash can deliverdevastating blows to an enemy’s ves-sel. When light cruisers are used inconcert with all of their escorts, theyare a sight to be feared.

As is typical with Vilani warships,these vessels are designed primarily toserve as missile platforms. The small-craft loadout varies (and is not includedin the performance listed below), butthe most typical configuration includesthree standard 30-dton ship’s boats.

Tech Level: 10.Hull: 2,000-dton Cylinder Stream-

lined hull, dDR 240 armor, Stealth.Systems: 460 Maneuver Drive, 60

Jump Drive, 400 Fuel Tanks, 20Fuel Processors (64 dtons/hour), 2Command Bridge, Model-6Sensors (Scan 21), Model-4Sensors (Scan 19), 2 Light MissileArrays, 2 Heavy Turrets, 4 PlasmaGuns, Hangar Bay (100-dtoncapacity), 466 Fusion Power, 60Staterooms, Workshop, 2 Sickbay,31 Cargo.

Statistics: EMass 14,000 tons, LMass15,000 tons, Cost M$2,500, SM+10, ASig +4, Hull dHP 120, LifeSupport 120, sAccel 6.0 G, Jump-2(2-parsec range), Top Air Speed740 mph.

Crew: Command Section (10 offi-cers), Engineering Section (7 offi-cers, 9 petty officers, 33 crewmen),Gunnery Section (2 petty officers, 4crewmen), Ship’s Troops (1 officer,6 petty officers, 16 crewmen),Maintenance Section (1 petty offi-cer, 5 crewmen), Life SupportSection (2 crewmen), MedicalSection (1 officer, 2 crewmen),General Service Section (3 crew-men). Total 19 officers, 18 pettyofficers, 65 crewmen.

Passengers: None.

SHARURSHIDSTANDARD10,000-DTONLINEFREIGHTER

Known generically as kaanukir(“freighter”), these behemoths carriedthe bulk of Imperial trade along themain “backbone” lines of theSharurshid network in the rimwardprovinces. Economies of scale made

them among the cheapest vessels tooperate per ton of freight, allowinglow-value bulk goods to ship at a prof-it, or more expensive wares to shipacross greater distances. They wererarely encountered away from themain trade routes, although theywould venture wherever demand wassufficient to fill their holds.

Tech Level: 10.Hull: 10,000-dton Close Structure

Unstreamlined hull, dDR 10armor.

Systems: 200 Maneuver Drive, 300Jump Drive, 2,000 Fuel Tanks,Command Bridge, StandardBridge, Model-3 Sensors (Scan 18),Model-0 Sensors (Scan 14), 4Hardpoints, 300 Fusion Power, 73Staterooms, 10 Low Berths, 2Workshop, 2 Sickbay, 6,881 Cargo.

Statistics: EMass 4,500 tons, LMass41,000 tons, Cost M$2,900, SM+12, ASig +12, Hull dHP 80, LifeSupport 146, sAccel 1.0 G, Jump-2(2-parsec range), Top Air Speed600 mph.

Crew: Command Section (10 offi-cers), Engineering Section (5 offi-cers, 7 petty officers, 28 crewmen),Passenger Service Section (1 offi-cer, 1 crewman), Cargo ServiceSection (3 officers, 6 petty officers,18 crewmen), MaintenanceSection (2 officers, 5 petty officers,19 crewmen), Life Support Section(2 crewmen), Medical Section (1officer, 2 crewmen), GeneralService Section (1 petty officer, 3

crewmen). Total 22 officers, 19petty officers, 73 crewmen.

Passengers: 5 First Class, 10Standard, 20 Low.

INDOMITABLE-CLASS30,000-DTONBATTLESHIP

More than any other ship class, theIndomitable and its sister ships wereresponsible for breaking the back ofthe Imperial Navy.

The keel of Indomitable was laid in2239, in the heady days immediatelyfollowing the Eighth Interstellar War.She was the first capital ship to beconstructed purely from TL11 tech-nology. As such, she had capabilitiesthat had never been seen before, inany Terran or Imperial warship. TheIndomitable class of battleships soonbecame the cornerstone of GrandAdmiral Albadawi’s strategy for thedefeat of the Imperium.

The design was eminently success-ful. Indomitable and her sister shipstook part in every major naval offen-sive mounted by the Terran Navy,from the early battles of the NinthInterstellar War to the final surrenderof the Imperium. Indomitable herselfserved as Grand Admiral Albadawi’sflagship during the Ninth InterstellarWar. Unstoppable laid down history’sfirst meson-cannon barrage during theBattle of Muan Kwoyen, destroyingnumerous Imperial ships.

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Although Imperial news dispatchesclaimed six times that one of theseships had been destroyed, not one wasactually lost to enemy fire. They didsurvive many close calls and near-misses – such as the incident in whichTerrible was rammed by a Vilanidestroyer during intense fighting overSylea. Still, their sheer size, toughness,and firepower made them queens ofthe battlefield for over a century.

The Indomitable carried a double-strength squadron of 20 laser-armedfighters. These small craft were prima-rily used for close-in defense, freeingup the battleship’s weapon mounts forship-killing systems. On occasion,they were hurled forward for deep-penetration raids or other audaciousmaneuvers.

The primary weakness of theIndomitable class was logistic ratherthan tactical. The ship’s hull was sotightly packed that there was almostno room for cargo, including spareparts and consumables. As a result,the battleships were unable to mountraids away from the main body of theTerran fleet. Crews sometimes packed

needed goods into spare stateroomsand bunkrooms, but this led to severecrowding on board.

Ships in the Indomitable class wereusually named after martial virtues, inthe style of ships of the line in theancient Age of Sail.

Tech Level: 11.Hull: 30,000-dton Needle/Wedge

Streamlined hull, dDR 400 armor,Stealth.

Systems: 4,260 Maneuver Drive,1,200 Jump Drive, 9,000 FuelTanks, 180 Fuel Processor (720dtons/hour), 2 Command Bridge, 2Model-9 Sensors (Scan 26), HeavySpinal Meson Cannon, RepulsorArray, 2 Bay Fusion Guns, 2 LightMissile Arrays, 5 Heavy Turrets, 10Fusion Guns, Hangar Bay (200-dton capacity), 8,182 FusionPower, 75 Bunkrooms, 230Staterooms, 2 Luxury Staterooms,17 Workshops, 12 Sickbays, 276Cargo.

Statistics: EMass 180,000 tons,LMass 190,000 tons, CostM$32,000, SM +13, ASig +6, HulldHP 300, Life Support 1,214,

sAccel 4.5 G, Jump-3 (3-parsecrange), Top Air Speed 740 mph.

Crew: Command Section (12 officers,1 petty officer, 2 crewmen),Engineering Section (70 officers,136 petty officers, 476 crewmen),Gunnery Section (6 officers, 19petty officers, 40 crewmen), FlightSection (24 officers, 7 petty offi-cers, 16 crewmen), PassengerService Section (1 officer, 3 crew-men), Ship’s Troops (3 officers, 22NCOs, 54 enlisted men), Specialists(2 officers, 4 petty officers, 14crewmen – intelligence and staffspecialists), Maintenance Section(7 officers, 15 petty officers, 54crewmen), Life Support Section (1officer, 1 petty officer, 10 crew-men), Medical Section (5 officers, 7petty officers, 12 crewmen),General Service Section (2 officers,5 petty officers, 17 crewmen). Total133 Navy and Marine officers, 217petty officers and Marine NCOs,698 crewmen and enlistedMarines.

Passengers: 2 Luxury, 16 First-Class,30 Standard.

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June 21, 2172 – Somewhere inImperial space:

Cutty Sark continued, apparentlyoblivious, while the Imperial patrolcruiser moved smoothly to matchcourses. A burst of Vilani speech cameacross the intership channel.

“As before, sir. ‘Terran ship, cutyour engines and prepare to beboarded,’ ” the communicationsofficer translated.

Captain Blake smiled. “Use therunning lights, Mr. Shimanni.Sharurshid standard protocols.Signal ‘Communications arraymalfunctioning, request escort.’ ”

“Aye, sir.”The patrol cruiser appeared

on the unmagnified main viewer,a chip of silver against the stars,only a few dozen miles away.

“Wait for it,” said the captain.The communications officer

cleared his throat. “Once again,and they’re starting to sound impa-tient. ‘Cut your engines and prepareto be boarded.’ ”

Blake waited one more moment,then leaned forward and opened theintercom to the gunners. “Gentlemen,let fly!”

The Interstellar Wars era saw thou-sands of battles in space, from single-ship skirmishes to massive main-fleetengagements. The system presentedhere is intended to resolve spaceactions on a hexagonal grid, usingcounters or miniatures. It is intendedfor vessels created with theInterstellar Wars ship design system.

Scale and DefinitionsSpace battles are fought in 20-

minute combat rounds. One map hexis equal to 10,000 miles of distance.Each spacecraft counter represents asingle vessel or a salvo of missiles. Avelocity of one hex per round is equalto a speed of 30,000 mph.

Acceleration is measured in Gs.Vessels with less than 1 G accelerationuse special rules for movement (p. 222).

Any unqualified use of the term“spacecraft” can be assumed to coverships, small craft, and missiles.

PreparationIn addition to a hexagonal grid

map, each spacecraft requires twocounters. One is a spacecraft counter toindicate the vessel’s current location,

while the other is a vector counter tomark its future position. Both shouldbe marked similarly so that they can bedistinguished from each other andfrom other counters on the map, butso that the two counters for one space-craft can easily be associated with eachother.

As with character counters in theTactical Combat System (p. B348),spacecraft and vector counters mustbe placed on the map so that they arefully inside a hex. Each of the twocounters must always face a specifichex side, and the two counters mustalways face in the same direction.

Setting UpThe GM should only set up a map

and counters if space combat is apossibility (or if he wants players tothink that it is). While deep-spaceencounters are possible, most actionoccurs within a few hundred hexes ofa world.

If space combat seems imminent,the GM should first place any planets,moons, or other large bodies on themap (see Celestial Bodies, p. 225).Different planets will be tens of thou-sands of hexes apart, but aplanet/moon system is likely to fit onthe map. For example, the averageEarth-Moon distance is 24 hexes – andmany planetary satellites will be muchcloser to their primaries.

The GM secretly decides on thelocation and course of NPC space-craft. Before revealing the location ofthese vessels, he asks players to pro-vide him with the same informationfor their spacecraft. Based on this, theGM should place friendly, neutral, andhostile spacecraft (except any carriedaboard ships) on the map. The GMmay wish to keep some unspottedcraft “off the map” to surprise players,possibly stationary vessels hidden onor behind worlds.

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CHAPTER TEN

STARSHIPCOMBAT

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Place each spacecraft’s counterwhere the spacecraft is at the start ofthe engagement, and place its vectorcounter where the spacecraft will benext round if it doesn’t maneuver. The

position of the vector counter relativeto the spacecraft counter indicates thespacecraft’s heading, while the distance between the two countersindicates its velocity. Thus, a stationary

spacecraft has its two counters in thesame hex, one moving at about 30,000mph (one hex per round) toward aplanet would have its vector marker inthe adjacent hex closest to the planet,and so on. Relatively low velocities (oneto five hexes per round) are mostplayable, as faster-moving vessels willtake a long time to turn around.

The distance between opposingspacecraft depends on the situation.

In a system with a busy starport(Class C or better), there is usually agreat deal of traffic passing by, andcaptains won’t begin to grow con-cerned until a vessel passes within halfa light-second or so (seven to ninehexes). Likewise, if a PC crew is plan-ning some sort of nefarious activity,an enemy won’t usually pay muchattention to them until they get withina similar distance.

In a frontier star system or an actu-al war zone, ship captains will bemore cautious. The GM may want tostart checking for detection within alight-second or two (18-36 hexes) Onthe other hand, if an enemy was hid-ing behind a planet, moon, or largeasteroid, the combat could begin atmuch shorter ranges as it suddenlyappeared within line of sight.

If the battle is a set-piece engage-ment or a random encounter, the GMshould be careful to place ships withconverging vectors. If the engagementis the climax of a chase, place the quar-ry in the center of the map and the pur-suers at one edge, bearing in mind thatthe pursuer will be unable to catch upunless he possesses a faster ship ormissiles. Care should also be takenwhen placing things that can’t maneu-ver (or can’t maneuver much) in thecontext of the game – i.e., space sta-tions, satellites, or low-accelerationships.

220 STARSHIP COMBAT

FacingThe direction that a spacecraft or vector counter faces is important in

several specific rules. A counter’s facing defines its front arc, side arcs, andrear arc as follows.

From the center of a counter’s hex, draw two lines along the closestsides of the hex immediately in front of the counter, and extend theselines as far as needed. These lines should define a 60º arc in front of thecounter. Any hex that is partially or entirely between these two lines isconsidered to be in the counter’s front arc.

Similarly, from the center of the counter’s hex, draw two lines alongthe closest sides of the hex immediately behind the counter, and extendthese lines as far as needed. Any hex that is partially or entirely betweenthese two lines is considered to be in the counter’s rear arc.

Any hex that is not in a counter’s front or rear arcs is in one of its side arcs.If two spacecraft A and B are in the same hex, and spacecraft A has

declared that it is attempting to ram spacecraft B, then B is in A’s frontarc. Otherwise, B is in A’s side arc.

You can download all the counters required for starship combat athttp://e23.sjgames.com/.

SEQUENCE OFACTION

Play proceeds through the follow-ing sequence each round. There are noindividual turns as such – detection ischecked for all spacecraft, thenmaneuvers are made for all spacecraft,and so on.

1. Detection and CommunicationPhase

2. Maneuver Phase3. Movement Phase4. Direct Fire Phase

5. Point Defense and Collision Phase6. Launch and Docking Phase7. Damage Control Phase

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DETECTIONANDCOMMUNICATIONPHASE

Each space combat round, checkto see if spacecraft detect previouslyunnoticed objects. Large objects likemoons, planets, or stars are automati-cally detected. The GM may requiresensor rolls to detect smaller objectslike asteroids if they aren’t on charts.

Sensor StanceFor each spacecraft, determine its

sensor stance at the beginning of thisphase. Each spacecraft is always inone of three stances: silent running,active, or broadcasting.

Silent running means that thespacecraft is using only passive sen-sors, and is not making any deliberateradio or other transmissions. Thespacecraft’s transponder, if any, mustbe turned off. A spacecraft in thisstance can still be seen at a consider-able distance, either through a tele-scope or through the detection of thewaste heat from its power plant anddrives. Missiles are always in silentrunning, but manned spacecraft neednot be.

Active means that the spacecraft isusing its active sensors, but not mak-ing deliberate radio or other commu-nication transmissions. The space-craft’s transponder, if any, must beturned off. The emissions from thespacecraft’s active sensors may be eas-ily detected by other ships; this is onereason why warships should carefullyconsider when to “go active.”

Broadcasting means that thespacecraft is making deliberate radiotransmissions using its standard com-munications gear, or that it has anactivated transponder. Spacecraft inthis stance are very easy to detectfrom a distance. Civilian starships arealmost always in this stance – indeed,it is illegal for a civilian ship to turn offits transponder when in an inhabitedstar system’s traffic lanes. Note thatradio communicators and transpon-ders are designed to be easy to detect,and are usually detectable at longerranges than a ship’s active sensors. Ifa ship is in broadcasting stance, there

is no logical reason to not be usingactive sensors as well.

Note that missiles are controlledwith laser or “tight-beam” radio com-munications, which are very hard todetect from a distance. A ship maycontrol missiles from any sensorstance, including silent running.

The GM should secretly decidewhich stance each NPC spacecraft isin, and then ask players to reveal thestances of their own spacecraft.

Detection ProcedureFor each sensing ship and potential

target, roll against the sensor opera-tor’s Electronics Operation (Sensors)skill, adding appropriate modifiersfound in Sensor Modifiers later in thischapter (p. 227). If the ship is in silentrunning, the roll must use the PassiveSensors modifiers. If the ship is inactive or broadcasting stance, then theroll may use either Passive Sensors orActive Sensors modifiers, whichevergives the better chance of detecting agiven object.

Failure means that the object is notdetected, but another try may be madenext round.

Success by 0-2 means detection.The object’s existence has been discov-ered, and its location and course areknown. The object’s spacecraft andvector counters can be placed on themap.

Success by 3-4 means detection andrecognition. The object is detected,and its general shape resolves as afuzzy image.

Success by 5+ means detection andidentification. The object appears “onscreen” as an actual image, and itsidentity can be determined if it existsin available databases.

Once detection is achieved, it isretained unless something occurs thatwould interrupt a direct line of sightbetween the vessels, such as a ship

moving behind a planet. Furtherattempts can be made to detect thesame object, in order to improve thequality of the context; in this case,ignore any results that would lowerthe degree of detection achieved.

Any objects launched by a space-ship after it has been detected arespotted automatically. In particular, ifa spacecraft that has been identifiedfires missiles, they are identified asthey launch.

MANEUVERPHASE

In this phase, every spacecraft witha working maneuver drive maymaneuver. Spacecraft maneuver inorder of lowest to highest sAccel rat-ing. Spacecraft with equal sAccelmaneuver in order of highest to lowestSize Modifier. Break ties with a QuickContest of Tactics skill between therespective captains, with the winnermaneuvering last. Each spacecraft’spilot (or the controlling gunner, for amissile) determines how the space-craft will maneuver.

On its turn, a spacecraft maneuversby changing facing and/or accelerat-ing. To carry out a spacecraft’s maneu-ver, using the following procedure:

1. Turn the spacecraft counter toface any hexside.

2. Turn the vector counter to face inthe same direction as the spacecraftcounter.

3. If desired, move the vectorcounter to a new hex. The distancethat the vector counter may be moveddepends on the direction in which it ismoved. If the vector counter’s newposition will be in the front arc of itsold position, it may move a number ofhexes up to the spacecraft’s sAccel rat-ing (rounded down). Otherwise, itmay move a number of hexes up tohalf of the sAccel rating (roundeddown).

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Slow ManeuveringIf a spacecraft has sAccel less than

1 G, it will not be able to maneuverevery round. It requires (1/sAccel)rounds to maneuver (rounded down).Each time it maneuvers, it may moveits vector counter one hex, but thismovement must be into the vectorcounter’s closest front hex.

For example, a spacecraft capableof 0.3 G acceleration can maneuveronce every 1/0.3 = 3.33 rounds, round-ed down to every three rounds.Between these rounds, it may notchange facing or accelerate.

Missiles andManeuvering

A missile can only maneuver if it iscurrently under the direct control of agunner. It must be within communi-cations range of the ship on which thegunner is working (50 hexes at TL9, or100 hexes at TL10+). Gunners onboard a given ship can only controlone missile per installed missile rack,24 missiles per light missile array, and36 missiles per heavy missile array.

Control of a missile can be “hand-ed off” from one ship to another, solong as the two ships are within com-munications range of each other. If amissile is dropped because there is nogunner is available to control it, it canbe “reacquired” on the next turn. Infact, it must be reacquired on the nextturn, otherwise it will automaticallyself-destruct during the ManeuverPhase.

Any one missile may only maneu-ver three times before running out ofon-board power. GMs may wish to usea small die or another marker next toeach missile counter to keep track ofremaining power. Once a missile runsout of power, it will automatically self-destruct after the Point Defense andCollision Phase of that turn.

MOVEMENTPHASE

Spacecraft move in any order –since there are no decisions to be madein this phase, it doesn’t matter whatorder movement takes place in. Foreach spacecraft, the GM or a playershould use the following procedure:

1. Pick up the spacecraft counterand put a placeholder (a small coin ordie) in the hex the spacecraft counterwas taken from.

2. Pick up the vector counter andput the spacecraft counter in the hexthe vector counter was taken from.The spacecraft counter must face inthe same direction that the vectorcounter did before movement.

3. Trace a line from the center ofthe placeholder’s hex through the cen-ter of the spacecraft counter’s hex andon in the same direction. Move the vec-tor counter along that line, a numberof hexes equal to the distance betweenthe placeholder and the spacecraftcounter. The vector counter must facein the same direction as the spacecraftcounter. Once this is done, the place-holder can be removed from the map(but see Gravity Fields, below).

In effect, the spacecraft moves intothe place held by its vector counterfrom the previous round, and the vec-tor counter is moved to a new locationalong the same projected course. Aspacecraft that does not maneuver willcontinue to move each round in thesame direction.

Gravity FieldsEach world with a surface gravity

of at least 0.25 G will be surroundedby gravity hexes (see p. 225). A space-craft that passes through a gravity hexwill be accelerated, its velocity vectoraltered, by the world’s gravity. Oncethe spacecraft’s vector counter hasbeen placed in Step 3 above, but beforethe placeholder is removed, add thefollowing two steps.

4. Examine the line traced fromthe placeholder to the spacecraftcounter’s current position. Each grav-ity hex that this line enters, ignoringthe placeholder’s hex but includingthe spacecraft counter’s hex, willcause the vector counter to move. Ifthe line passes along a hexsidebetween a gravity hex and a non-gravity hex, this doesn’t count.

5. For each gravity hex in turn,visualize an arrow from that gravityhex pointing to the planet, and movethe vector counter one hex in thatdirection. Remember to maintain thevector counter’s facing.

6. Once the vector counter has beenmoved for each gravity hex, the place-holder can be picked up and the nextship’s movement can be performed.

CollisionsIf a spacecraft’s course (the line

between its placeholder and its newspacecraft counter position) intersectsa planet-sized celestial body, it musteither crash into the planet or land onit (see Celestial Bodies, p. 225).

Any number of spacecraft mayshare the same hex with each other,or with small bodies like asteroids,without risking accidental collision.

RammingAfter all spacecraft have completed

their movement, a spacecraft that isin the same hex as any other space-craft (or other object) may attempt toram. Ramming must be declared atthe end of the movement phase by thespacecraft’s pilot. The target of a ram-ming attempt may cooperate, attemptto evade the ram, or even announcethat it is ramming a different vessel.The actual results of ramming are

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resolved in the Point Defense andMissile Phase, but the decision mustbe made now, as a spacecraft closingto ram becomes easier to hit. A space-craft may attempt to ram only onetarget per round.

DIRECT FIREPHASE

Direct fire is fire performed usingdirected-energy weapons: lasers, plas-ma guns, particle cannon, or mesoncannon. Spacecraft perform direct fireone at a time. All fire is consideredsimultaneous. Attacks should beresolved sequentially and can takeplace in any order, but any damageshould not be applied until the end ofthe phase.

When it is a spacecraft’s turn to fire,resolve fire one gunner at a time. Eachgunner decides for himself whether toshoot and what to shoot at. A singlegunner can fire all of the weapons inhis turret or bay, if he is at the turret orbay’s crew station. Fixed-mount andspinal mount weapons are fired frombridge crew stations. A Gunner pro-gram running on the ship’s computercan replace a single gunner.

One gunner can only fire at onetarget per round; he may not “split”the fire of multiple directed-energyweapons under his control. Eachweapon may only fire once per DirectFire Phase – this represents a numberof carefully aimed tracking shots firedover the entire 20-minute period of acombat round.

ProcedureUse the following procedure for

each weapon that is being fired:1. Choose a target. A weapon can

fire on any target that the gunner’sspacecraft has detected, is within hisweapon’s maximum range, and iswithin his arc of fire. Weapons in tur-rets or bays may fire in any direction.Weapons in fixed mounts or spinalmounts may only fire into the space-craft’s front arc.

2. Determine the modified Gunnerskill for the firing gunner (or pro-gram) using the Gunnery ModifiersTable (p. 227). Roll against modifiedskill to determine if the hit occurred.During the 20-minute combat round,a successful attack roll may indicatemultiple hits. For the purposes of

space combat only, treat all directed-energy weapons as having RoF 20 andRecoil 2 (p. B373); one extra hit isachieved for every full multiple of twoby which the attack roll is made.

3. If the target is hit, has a pilot,and has sAccel of at least 0.1 G, it mayattempt a vehicular dodge againsteach attack that hits (p. B375). Rollagainst half of the pilot’s Piloting(High Performance Spacecraft) skill,rounded down. A spacecraft mayattempt to dodge multiple times in thesame round, but may only attempt tododge once against any given attack. Asuccessful roll avoids one hit, plusadditional hits from the same attackequal to the margin of success. A crit-ical success dodges all the hits fromthat attack.

4. For each hit that is not dodged,roll the weapon’s damage dice (seeSpace Weapons Table on p. 226).Damage is halved beyond the half-damage range. Subtract target dDR,modified by armor divisor, as usual.Sandcasters may offer extra dDRagainst lasers (see Sandcasters,p. 193). If damage penetrates armor,see Damage Effects below. On a criticalhit, the attacker may choose to dodouble damage, or to have defensesprotect at one-tenth of normal DR.

Pinpoint FireA gunner using a directed-energy

weapon other than a meson cannoncan attempt to use “pinpoint marks-manship” against a weak spot in thetarget’s armor (e.g., hatches, weapontubes, turret rings, and so on). This isdifficult: when computing the gun-ner’s effective skill, ignore the target’sSize Modifier. On a hit, the target’s DRprotects at half normal, cumulativewith other armor divisors.

Pinpoint fire may be used to knockout specific systems on the targetspacecraft. In this case, the gunnermaking the attack must declare thespecific target before firing; in effect,he may choose any one entry on theMajor Damage Table (p. 227). Theattack will not get any extra hits nomatter how well the gunner makes hisskill roll. On a hit, the target’s dDR ishalved, as is usual with pinpoint fire.The attack must do at least 10 dDR ofdamage (after armor and otherdefenses) to inflict the desired MajorDamage result.

SandcastersIn the Direct Fire Phase, a turret’s

sandcasters can be targeted toward asingle enemy vessel. A single sandcast-er adds dDR 40 to its ship’s armordDR against all laser fire originatingfrom the targeted vessel. Multiplesandcasters can combine to protectagainst fire from a single spacecraft,but each extra sandcaster only addsanother +5 dDR.

Damage EffectsDamage effects are calculated

immediately, but do not take effectuntil the end of the Direct Fire Phase.Thus, everyone has a chance to firebefore being crippled or destroyed.

All damage to a spacecraft is con-sidered to be to the body. The followingdamage results are possible.

Major Damage: Each time thespacecraft takes 50% of its originaldHP in damage from a single attack,or when the spacecraft is reduced toless than 1/3 of its original dHP, ittakes Major Damage. Roll 3d on theMajor Damage Table (p. 227) and applythe result.

Disabled: When the spacecraft isreduced to 0 dHP, it is crippled, out ofpower, and leaking air. It continues tomove in the Movement Phase, butmay not maneuver, dodge incomingfire, jump, fire weapons, use sensorsor communicators, or apply any othershipboard systems that require power.Piloted small craft (such as lifeboatsor fighters) can still be launched andrecovered.

Destroyed: When the spacecraft isreduced to -1¥dHP, it must make a HTroll. On a failure, it is destroyed. Theeffects are as for disabled, above, butthe ship can no longer launch orrecover small craft. Another HT rollmust be made each time the space-craft is reduced to another multiple of-1¥dHP. At -5¥dHP, the spacecraft isautomatically destroyed.

Crew and Passenger Damage: Usethe Occupants and Vehicle Damagerule (p. B555) to determine whetherany occupant of a spacecraft is hitwhen damage penetrates the hull andarmor. Remember that damage is inD-scale – multiply by 10 to determinehit points of damage to a crewman orpassenger. Crewmen are rarely justwounded in space combat . . .

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POINTDEFENSE ANDMISSILEPHASE

If a spacecraft attempted to ram itstarget and was not destroyed byenemy fire during the Direct FirePhase, the ram attempt is resolved inthis phase. If multiple spacecraft areramming each other in the same hex,resolve them in order of highest tolowest sAccel, then lowest to highestSize Modifier, breaking ties with aQuick Contest of Tactics. (This is thereverse of the order established in theManeuver Phase.)

Although missiles do not attack byphysically colliding with their targets,they do run very close before settingoff proximity-fused explosives. For thepurpose of the following rules, this isconsidered “ramming.”

Point DefenseBefore any spacecraft is rammed, it

may attempt to use directed-energyweapons and sandcaster fire for pointdefense. Fire is allowed even if theweapon also fired during the DirectFire Phase. Point-defense fire isresolved like normal fire against a tar-get, except that no range modifier isapplied to the skill roll.

A spacecraft may only use point-defense fire against other spacecraftthat are attempting to ram it in thecurrent phase. Point-defense fire maybe performed even against incomingspacecraft that have not yet beendetected; it’s assumed that the incom-ing spacecraft appears on proximitysensors less than a minute beforeimpact, giving enough time for anattempt to shoot it down.

Each directed-energy weapon mayonly fire once during this phase. If itsgunner scores multiple hits (seep. 223), he may divide those hits amongdifferent targets rather than hitting thesame target more than once. Thisrequires that subsequent targets be noharder to hit than the first. This tech-nique is most often used against groupsof incoming missiles; on average, a sin-gle directed-energy weapon will takeout two or three missiles.

When sandcasters are used aspoint-defense weapons, treat them as

standard TL10 beam lasers for thispurpose. A sandcaster used for pointdefense cannot hit more than one tar-get, no matter how well the gunnerdoes on his skill roll.

RammingIf both spacecraft cooperate in

ramming each other, the attemptautomatically succeeds. Otherwisethe attempt is resolved as a QuickContest of Skill between the rammerand the target. Manned craft use theirpilot’s Piloting skill. Missiles use theircontrolling gunner’s Gunnery skill.Refer to Ramming Modifiers (p. 227)for the modifiers to each side’s skilllevel. If a very large salvo of missilesattempts to ram the same spacecraft,the GM may wish to break the salvointo groups of 3, 5, or 10 missiles andmake a contest of skill for each, ratherthan rolling for each individual missile.

If the rammer loses or ties, it failsto hit the target. If this occurs, noth-ing happens, and the ramming space-craft remains in the target’s hex. If therammer wins, both spacecraft collide.

Space-combat missiles do damageby proximity explosion, delivering ashaped-charge explosive warhead justbefore actual collision with the target.A hit from a missile always does12d(10) burn explosion damage.

Collision damage depends on therelative velocity between the twospacecraft. This can be determined bycounting the distance between theirtwo vector counters in hexes. Collisioninflicts crushing damage on bothspacecraft equal to the relative veloci-ty in hexes, times the dHP of the small-er spacecraft, times 150 dice of dam-age. Any collision between two war-ships is likely to destroy both!

Ramming an asteroid, planet, ormoon won’t do damage on a planetaryscale, but it can devastate an area.Aside from any warhead effects,assume that anything nearby takescrushing explosion damage equal toone-tenth the collision damage.

LAUNCH ANDDOCKINGPHASE

In this phase, spacecraft maylaunch missiles and small craft, and

may also recover small craft.Spacecraft perform these tasks in thesame order in which they maneuveredduring the Maneuver Phase.

Missile LaunchA spacecraft may launch one mis-

sile per missile rack, 24 missiles perlight missile array, and 36 missiles perheavy missile array each round. Notethat a spacecraft can only controlabout this many missiles at one time(see Maneuver Phase, p. 221). Onesalvo will usually not be launcheduntil the previous salvo has reached itstargets.

Newly launched missiles are placedin the same hex as the launching space-craft, with any desired facing. The mis-sile’s vector counter is placed in thesame hex as that of the launchingspacecraft, facing the same direction asmissile’s spacecraft counter.

For convenience, salvos of missilesthat are intended to maneuver togeth-er and strike the same target can berepresented by a single pair of coun-ters. A small die or some other markercan be used to indicate how many mis-siles are in the salvo, and to registerlosses to enemy fire.

Small Craft LaunchA spacecraft may launch one small

craft per vehicle bay or hangar bay perturn. A launch tube can launch up to40 small craft per turn. A spacecraftwith a dispersed structure may launchall of its small craft in one turn.

Newly launched small craft areplaced in the same hex as the launch-ing spacecraft, with any desired fac-ing. The vector counter of a small craftmust be placed in the same hex as thelaunching ship’s vector counter, withthe same facing as the small craft’sspacecraft counter.

DockingTwo spacecraft that occupy the

same hex, and whose vector countersare also together in a single hex, aresaid to have “matched courses.” Theymay dock during the Launch andDocking Phase. One of the spacecraftmust be capable of maneuver; theother must either cooperate, or mustbe crippled and unable to maneuver.

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Safe docking requires careful pilot-ing and takes an entire combat round.Neither spacecraft may maneuver inthe next combat round’s ManeuverPhase. The docking maneuver is notcomplete until the beginning of thenext Launch and Docking Phase. Oncedocked, spacecraft can maneuver pro-vided that they continue to matchcourses and don’t exceed 1 G of accel-eration (i.e. their vector counters arenever moved more than one hex dur-ing the Maneuver Phase). Undockingis faster; it takes a single phase anddoesn’t restrict maneuver.

Small Craft RecoveryA spacecraft can recover small

craft, storing them on board, if all therequirements for docking are met andthe smaller craft can fit aboard. Onesmall craft may be recovered per vehi-cle bay (assuming the small craft isdesigned to fit the bay), hanger bay, orlaunch tube on the larger spacecraft. Ifa bay or launch tube is used for smallcraft launch, it cannot also be used forsmall craft recovery in the sameLaunch and Docking Phase.

Emergency Docking or Recovery

A docking or recovery operationcan be performed more quickly. Thepilot of the maneuvering craft makes aPiloting skill roll. On a success, theoperation takes a single Launch andDocking Phase, and there is no restric-tion on maneuvers next round. If theroll fails, the two spacecraft collide atrelatively low speed. Both take dice ofcrushing damage equal to 1/10 of thesmaller spacecraft’s dHP.

DAMAGECONTROLPHASE

In this phase, engineers can attemptto repair damage to their vessel. Therules under Repairs (p. B484) apply.

Minor Repairs: Hit points lost dueto missed maintenance, battle dam-age, or any other cause can berepaired by crewmen with the appro-priate skills. All repair rolls duringcombat are at -7. This penalty is acombination of rushing the repair rollby 40% in order to make it in a

20-minute combat round (see TimeSpent, p. B346) and of working on avery expensive item (p. B484). Outsidecombat, engineers can take as muchtime as they need, although the -3penalty for repairing an object costingover $1,000,000 still applies. Each suc-cessful skill roll restores one normal-scale HP times the margin of success.Every 10 normal-scale HP restoredwill repair one dHP.

Major Repairs: Each MajorDamage result, or point of lost HT dueto missed maintenance, must be con-sidered a Major Repair. If a MajorDamage result is being repaired, usethe cost of the individual ship’s systemin order to determine the cost of spareparts. If a point of lost HT is beingrepaired, the cost of the spare parts isequal to 1d% of the ship’s base price.

CELESTIALBODIES

While most of space is empty, thevaluable parts aren’t. Many engage-ments will take place around planetsand other strategic objectives.

WorldsThese are planets and moons whose

diameter is 1,000 miles or greater.Typical inhabited worlds are less than10,000 miles in diameter, and so com-fortably fit in a single hex. Worldsshould be represented on the mapeither by drawing a circle or by placingan appropriate counter in a hex.

Line of Sight: A world blocks line ofsight past it. A spacecraft may use sen-sors, communicators, and directed-energy weapons other than mesoncannon into (but not through) a worldhex. Meson cannon may be firedthrough a world hex.

Gravity Hexes: Any world with asurface gravity of 0.25 G or more willgenerate gravity hexes. The world’shex itself is not a gravity hex. SeeGravity Fields (p. 222) for the effect ofthese hexes on movement.

High Orbit: A spacecraft that movesone hex directly from a gravity hex toan adjacent gravity hex during theMovement Phase is in orbit. Thespacecraft’s movement should carry itcompletely around the planet withoutrequiring any further acceleration.

Low Orbit: A stationary spacecraftin a world hex (i.e. a vessel whosespacecraft and vector counters areboth in the world hex) is assumed tobe in low orbit.

Landing and Takeoff: A spacecraftin low orbit can land on the world’ssurface during the Maneuver Phase,leaving the map. A spacecraft on aworld’s surface may leave the world bybeing placed on the map in low orbit(i.e. stationary in the world hex).

Large BodiesLarge bodies such as gas giants

and stars will take up multiple hexes.Represent such bodies as a circle(Diameter/10,000) hexes across. Alarge body’s gravity hexes are repre-sented by a larger circle with a diam-eter of 4 ¥ Square root(Mass). Don’tworry about aligning a large object onthe hex grid; it won’t fit. Just draw acircle for the given diameter, and ifthe 1-G gravity well is larger, a secondcircle for it.

Large bodies will block line of sightas worlds do. Realistic gravity andorbital mechanics for large bodies arebeyond the scope of this system. GMscan apply gravity effects as in the stan-dard rules, except that the gravityzone may be a number of hexes deep.

A ship that enters a gas giant orstar hex is immediately destroyed.Ships that perform wilderness refuel-ing (p. 192) skim the very thin outerfringes of the gas giant’s atmosphere,just outside the planet’s radius asdrawn on the map.

Small BodiesSmall bodies include asteroids (a

few yards to several miles across) andsmall moons or planets up to 1,000miles in diameter. In the space com-bat system, such bodies do not affectdetection or fire unless a ship is in thesame hex and is deliberately keepingthe small body between itself andanother spacecraft.

Ships may pass freely throughhexes containing small bodies. Theydo not generate gravity hexes.

SPECIALRULES

The following rules elaborate onvarious aspects of space combat.

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Crew Positions and Skill Rolls

Smaller vessels often have thesame crewman performing multipleroles. If a crew member is undertakingmultiple tasks during a single spacecombat round, he suffers a -2 penaltyto all skill rolls for each extra task he isperforming.

Actions counted as tasks are: pilot-ing; firing one weapon or one set ofidentical weapons at the same target(sandcasters may not be fired ingroups); controlling any number ofmissiles; acting as a sensor operator;damage control; complex communica-tions (GM’s option; e.g., coordinating asquadron or tracking a signal).

A ship with more than two crewengaged in the above tasks should alsohave a captain, who does nothing butgive orders. If no captain is on hand,the GM should apply an extra -1penalty to everyone’s skill rolls!

Fighters and similar small craft areoften designed to make it easier for asingle crewman to manage multipletasks. The GM should permit fighterpilots (and other small-craft

commanders, at his discretion) to per-form piloting, gunnery, and sensoroperations all at the same time without penalty.

JumpA starship with a working jump

drive and enough fuel may prepare fora jump in any Maneuver Phase. Theship may not maneuver in that phase,and jumps at the beginning of the nextManeuver Phase.

A safe jump entry (or exit) requiresa distance from any large body of atleast 100 diameters. Thus, starshipsmay jump in or out safely from (plan-etary diameter in miles/100) hexes.See p. 171 for jump procedures.

Ships jumping in appear at thebeginning of a Maneuver Phase,retaining whatever vector they hadwhen they went into jump.

Missile StatisticsBoth Imperial and Terran ships use

very similar ship-to-ship missilesthroughout the Interstellar Wars era.The statistics, using the same abbrevi-ations as for spaceships, are as follows.

Note that almost any hit from aspace combat weapon will disable amissile, preventing it from finishing itsattack run. The GM may rule that onehit from any weapon will destroy amissile without needing to roll fordamage.

Tech Level: 10.Hull: Cylinder Streamlined hull, dDR

4 armor, Stealth.Statistics: EMass 0.15 tons, LMass

0.15 tons, Cost $30,000, SM +0,ASig -6, Hull dHP 2, no life supportcapacity, sAccel 8.0 G, no jumpcapacity, Top Air Speed 740 mph.

Crew: None (remotely controlled).

TranspondersIn both Imperial and Terran space,

civilian ships are required to carryactive transponders that constantlybroadcast their location and identity.This means that they are normally inthe broadcasting sensor stance.Transponders can be turned off, butnaval patrols reserve the right to fireon any detected ship that is runningwithout a transponder.

226 STARSHIP COMBAT

* Meson cannon ignore all DR,from armor or any other source.

Damage is given in D-scale dice.Multiply by 10 to get normal scale damage.

sAcc is the weapon’s space accuracy.Add 30 to get its normal Acc score.

Range is the half-damage and max-imum range, in space combat hexes.

SPACE RANGETABLEHexes ModifierPoint Defense +00 -101 -122 -143 -154-5 -166-8 -179-11 -1812-17 -1918-28 -2029-39 -2140-56 -2257-85 -2386-113 -24114-170 -25

CHARTS AND TABLESSPACE WEAPONS TABLEWeapon/TL Damage sAcc RangeBeam Laser/9 6d(5) burn 0 1/3Beam Laser/10 7d(5) burn 2 2/6Beam Laser/11 8d(5) burn 2 2/6Pulse Laser/9 3d(5) burn 0 1/3Pulse Laser/10 4d(5) burn 2 2/6Pulse Laser/11 5d(5) burn 2 2/6Plasma Gun/10 12d(3) burn -1 0/2Plasma Gun/11 14d(3) burn -1 0/2Fusion Gun/11 16d(3) burn -1 0/2Heavy Particle Cannon/9 6d(10) burn 2 2/6Heavy Particle Cannon/10 8d(10) burn 3 3/9Heavy Particle Cannon/11 10d(10) burn 3 3/9Light Particle Cannon/10 6d(10) burn 3 3/9Light Particle Cannon/11 8d(10) burn 3 3/9Bay Plasma Gun/10 6d¥4(3) burn 0 1/3Bay Plasma Gun/11 6d¥5(3) burn 0 1/3Bay Fusion Gun/11 6d¥6(3) burn 0 1/3Heavy Spinal Particle Cannon/10 16d(10) burn 4 4/12Heavy Spinal Particle Cannon/11 20d(10) burn 4 4/12Light Spinal Particle Cannon/10 12d(10) burn 4 4/12Light Spinal Particle Cannon/11 16d(10) burn 4 4/12Heavy Spinal Meson Cannon/11 20d(*) burn ex 3 3/9Light Spinal Meson Cannon/11 16d(*) burn ex 3 3/9

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SENSORMODIFIERS

In the following modifiers, “beingwithin a planetary atmosphere”assumes that the spacecraft is sur-rounded by an atmosphere denser thanTrace. This can be the atmosphere of aterrestrial planet or of a gas giant.

Basic ModifiersSkill: Add the sensor operator’s

Electronics Operation (Sensors) skilllevel.

Sensors: Add the Scan rating of thesensor systems, based on the modelnumber of the sensor and TL of theship (p. 193).

Range: Count the distance in hexesbetween the sensing spacecraft andits target, and get the appropriatemodifier for that distance from theSpace Range Table (p. 226).

Prior Detection: If the object hasbeen detected on a prior round by thesame ship, or by an ally sharing information, +4.

Passive SensorsIf the sensing ship is using passive

sensors, apply the following modifiersto see if it can detect a given target.

Passive Sensors: -6 for all detectionattempts using passive sensors.

Passive Signature: Add the target’sSize Modifier (SM). If the target has aneedle/wedge or cylinder shape, and thesensing ship is in the target’s front orrear arc, -2; if the target has a flattenedsphere or close structure shape, and thesensing ship is in the target’s front orrear arc, -1.

Target Sensor Stance: If the target isin the active stance, +20; if it is in thebroadcasting stance, +30.

Target Location: -2 if the target is inthe same hex as or in a hex adjacent toa planet or moon, but not within aplanetary atmosphere; -6 if the targetor the sensing ship is within a planetary atmosphere.

Active SensorsIf the sensing ship is using active

sensors, apply the following modifiersto see if it can detect a given target.

Active Signature: Add the target’sactive signature (ASig). If the target isnot a spacecraft and doesn’t have an

ASig score, use its Size Modifierinstead.

Target Location: -4 if the target is inthe same hex as or in a hex adjacent toa planet or moon, but not within aplanetary atmosphere; -6 if the targetor the sensing ship is within a planetary atmosphere.

GUNNERYMODIFIERS

The following modifiers apply forany attempt to hit a target with directed-energy weapons.

Skill: Add the gunner’s Gunner(Beams) skill.

Accuracy: Add the weapon’s sAccrating, as taken from the SpaceWeapons Table (p. 226).

Range: Count the distance in hexesbetween the sensing spacecraft and itstarget, and get the appropriate modifi-er for that distance from the SpaceRange Table (p. 226).

Target Size: Add the target’s SizeModifier (SM). If the target has nee-dle/wedge or cylinder shape, and thefiring ship is in the target’s front orrear arc, -2; if the target has flattenedsphere or close structure shape, and thefiring ship is in the target’s front orrear arc, -1.

Sensor Stance: If the firing ship iscurrently using active sensors, +2.

Meson Targeting: If the target hasdispersed structure shape, and the firing weapon is a meson cannon, -4.

RAMMINGMODIFIERS

The following modifiers apply toboth sides in any ramming attempt.

Faster Spacecraft: The spacecraftwith the higher sAccel rating adds halfof the difference between the twosAccel ratings (rounded down).

Target Size: The ramming space-craft adds the target’s Size Modifier(SM). The target’s shape does notaffect ramming.

Missile Control Range: If the ram-ming spacecraft is a missile, -1 forevery three full hexes range from thecontrolling spacecraft to the target.

Missiles and Repulsors: If the ram-ming spacecraft is a missile and thetarget has at least one repulsor array,the target adds +15. A single repulsorarray can be used against only 100incoming missiles in one round.

MAJORDAMAGETABLE

3-4: One bridge or cockpit isknocked out. If all bridge or cockpitsystems are disabled, the ship can stillbe controlled, but all skill rolls are at -4.

5-6: Communications disabled.Ship cannot communicate with othervessels or maintain control of missiles.

7: Sensors damaged. Scan rating isreduced by four.

8: Cargo holds damaged. Cargo orfreight is destroyed equal to one-quarterof the ship’s original cargo capacity.

9: Power plant damaged. Ship loseshalf of its original sAccel and jumpcapacity.

10: Weapon(s) knocked out.Choose one fixed mount, turret, bay,or spinal mount. All weapons in thatmount are disabled.

11: Fuel tank shattered. Half of theship’s original fuel capacity is lost.

12: Maneuver drive damaged. Shiploses half of its original sAccel.

13: Jump drive disabled. Ship can-not jump.

14: One vehicle bay, hangar bay, orlaunch tube is disabled. The facilitycannot be used to launch or recoversmall craft. At the GM’s discretion,small craft being carried may also takedamage.

15-16: Life support damaged. 20%of the ship’s original life supportcapacity is lost (see Life SupportSystems for details, p. 200).

17-18: Fuel processors (if any) aredisabled.

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April 15, 2174 – Nusku star system,in the war zone:

Shimannii reached the bridge intime to see the jump-emergence tumblebegin. A flash of blue-white lightwashed the hull cameras, and thenstars wheeled all around Cutty Sark.

“Emergence confirmed,” said thenavigator, watching her instruments.“We are in Nusku space, on the 100-diameter stellar limit as expected.”

“Well done,” Shimannii replied.“Comms, find Orbital Control for me,please.”

“Done,” reported the little alien at thecommunications console.

“Nusku Orbital Control, this isCutty Sark, Nusku registry, arriving

from the Apishal jump point at 1935standard time, 15 April 2174. Requesttransponder code assignment and flightplan to Nusku Down starport alongminimum-time trajectory.”

Almost four minutes before Nuskustarport would reply. Shimannii usedthe time to review the voyage. Fouryears away from Terran space. TheCaptain and a third of the crew lost. Theship nearly crippled, then repaired, thendamaged once more. Trade links forged,and then most likely lost with therenewed outbreak of war. No freight inthe hold, no passengers in the state-rooms, the ship frankly running forhome through the war zone. On theother hand, the ship carried a priceless

cargo of experience – friendswon, contacts made, knowl-edge gathered from dozens ofImperial worlds.

Shimannii and CuttySark were coming home, toNusku rather than to theTerran homeworld that nei-ther had ever seen.

“Cutty Sark, this isNusku Orbital Control. Yourarrival recorded and accept-ed. You are cleared for a min-imum-time trajectory forNusku, squawk 2771, main-tain contact on channel 5.Welcome home.”

Shimannii nodded.“Thank you, Control.Transponder set to 2771,contact on channel 5. Seeyou soon.” He tapped at hiscontrols, setting the shipmoving along the course thatthe navigator had alreadyplotted.

“Sir?” It was youngAlexia Dergan, a technicianpromoted to Sensor Officerafter the position’s formeroccupant had been killed.

“Yes, Officer Dergan?”Shimannii prompted.“Do you think we’ll go out

again?”Shimannii stifled a smile. Terrans!

Drag them through fire and death, andthe ones who survived still continued tothink ahead to the next venture. Theywere nothing like Vilani, andShimannii realized that was just howhe liked them. “That’s up to theConsortium, Officer Dergan,” he said,and turned to look at the stars. “Still, Iimagine we will.”

This chapter provides the GM withsome suggestions as to how to getstarted with the Interstellar Warssetting.

228 CAMPAIGNS

CHAPTER ELEVEN

CAMPAIGNS

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Interstellar Wars was designedunder the assumption that a cam-paign will most often focus on TerranFree Traders operating within theVilani Imperium. Free Traders travelthrough Imperial space, buying andselling goods in order to make a prof-it. They must deal with varying situa-tions on many different Imperialworlds. They will be faced withImperial disapproval, but they mayalso make friends in surprising placesin Vilani society.

SETUPTo set up a working Free Traders

campaign, the GM should considerdesigning some or all of the followingmaterials ahead of time.

TimeframeThe GM should decide the date of

the beginning of the campaign. Referto Chapter 2 and settle on a period thatseems likely to give the best “flavor.”

Most of the material in this bookassumes a “default present” of 2170.At this time, Terra has survived sever-al Imperial attacks and has attainedrough parity with Imperial technolo-gy. However, Free Traders are onlybeginning to explore deep intoImperial space, with the limits of well-known space less than 20 parsecsfrom Terra. Adventurers will haveplenty of opportunity to visit worldsthat are completely new to Terranexperience. Meanwhile, storm cloudsof renewed conflict are gathering onthe horizon. Within a few years theImperium will launch another waragainst Terra, and the outcome is byno means certain.

In earlier eras, the Free Trademovement does not yet exist or is justgetting under way. Terran entrepre-neurs will be at a technological disad-vantage, and will be limited to operat-ing in space very close to Terra. Theymay spend as much time helping to

start the first Terran colonies as theyspend opening markets in Imperial ter-ritory. The Imperium is a much morepresent and overwhelming threat.

In later eras, Free Traders are veryactive, penetrating dozens and evenhundreds of parsecs into Imperialspace. They become very self-confi-dent, conscious of their position in thevanguard of Terran power. They knowthat wherever they go, Terran battlefleets and Terran government will oneday follow. Of course, the era is alsoone of more frequent (and morechaotic) warfare – Terran merchantsare very likely to get caught up in aflare-up of violence along the militaryfrontier.

In general, the more the GM wish-es to challenge the players withstrange worlds and powerful Imperialadversaries, the earlier he shouldplace his campaign. If the players aremore interested in doing as theyplease against the backdrop of adecaying Imperium, the campaignshould be set later in the era.

The Field of PlayUnless the campaign is only going to

last for a few sessions, it will need atleast a dozen interesting worlds to serveas a backdrop (where “interesting” canbe defined as “worth visiting repeated-ly”). This implies that at least half a sub-sector will be needed, with about 20worlds in all. A full subsector will pro-vide plenty of extra space, and will beuseful if the campaign needs to shift itsfocus on the map for any reason.

If the campaign is to take placeclose to Terra, one of the subsectorsalready mapped out in Chapter 5 maybe a good choice. The Dingir subsec-tor (p. 109) is quite close to Terra; thePC merchants will probably face agreat deal of competition from otherTerrans, and they will find themselvesright on the front line if a new warbreaks out. The Apishlun (p. 107),Urima (p. 103), and Duusirka (p. 105)

subsectors are more distant withoutbeing entirely cut off from Terranspace. The Urima and Duusirka sub-sectors are particularly interestingbecause they are the core of theImperial rim province, as well as thehome territory of the enigmatic Veganspecies.

Free Traders who truly strike outfor new frontiers will pass beyond theChapter 5 maps. For such a campaign,the GM should generate a field of playusing the world-design rules inChapter 5. The GM should also decideabout where the generated region fallson the map of known space (p. 100)and how far it is from Terra in terms oftravel time. The campaign can beginwith the adventurers entering the gen-erated region for the first time, withseveral weeks or months of previoustravel assumed to be in the back story.

The GM should use the rules inChapter 5 not as a set of dictates, butas a springboard for his own creativeideas. If he wishes to generate a regionof space that is somehow atypical, heshould feel free to change the world-design procedure to suit himself.

Once the field of play has beendesigned in broad details, the GMshould at least consider how toexpand on the bare-bones descriptionof the most important worlds. Are theworlds of the region settled by tradi-tional Vilani, or has local culturediverged from the Imperial norm? Doany Imperial subject races have signif-icant settlements in the region? Arethere any local races not well knownto Terrans? Where are the hub worldslocated, and which of them is likely tobe the local political center? Are thereany minor worlds that nevertheless sitat the junction of several trade routes?Which worlds have very repressivegovernments (Control Rating 6), andwhich are unusually free or anarchic(Control Rating 1 or less)? Are anyworlds technologically backward,possibly indicating isolated societies?

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THE DEFAULTCAMPAIGN: TERRAN

FREE TRADERS

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The ShipThe adventurers will need a ship in

which to travel, carry cargo andfreight, and meet interesting passengers.

Several of the ship classes inChapter 9 are appropriate for a FreeTraders campaign. The Hero-class pri-vate merchant would be good for a rel-atively small crew, possibly operatingon a shoestring budget without thesponsorship of a major corporation.Larger crews could use the Lightning-class frontier merchant or the KarlMarx-class heavy merchant. These areall designed to be good “adventurer’sships,” capable of working as priva-teers if the crew decides to go over tothe wrong side of Imperial law. On theother hand, these ships are harder tooperate at a profit as legitimatetraders. If the GM doesn’t wish tomake the mercantile life difficult forhis players, he should provide themwith corporate sponsorship to relievesome of the profit-making burden.

Most of the merchant ships inChapter 9 are not listed with installedweapons. If the GM wishes, he canrevise the design to include a weaponsloadout. Alternatively, he can force thecrew to enter Imperial spaceunarmed, hoping to acquire ship’sweapons later on (doubtless after aseries of adventures).

CharactersOnce a region of play and a ship

have been selected, the players canbegin to think about character design.

This process should be driven bythe selected ship class. Each shipdesign includes a listing of the mosttypical crew roster. The GM and play-ers should work out the completedepartment organization and chain ofcommand on board the adventurers’ship; these do not have to exactly fol-low the roster given for the shipdesign.

The ship should have a SeniorCaptain (Merchant Rank 4) or Captain(Merchant Rank 3) in command.Other “officers” noted under the ship’sdesign should hold the rank of First orSecond Officer, with Merchant Rank2. “Petty officers” should actually holdthe rank of Third or Fourth Officer,with Merchant Rank 1. “Crewmen”

will be Spacehands or Apprentices,with Merchant Rank 0.

The bridge crew should include atleast a command pilot and a navigator,and may include communications,computer, or sensor officers as well.The engineering section shouldinclude a chief engineer, and possiblyan engineer’s mate and a senior main-tenance technician. If there is a gun-nery section or a section of ship’stroops, each should have a leadingcrewman. The senior “enlisted” crew-man on board (Merchant Rank 1 orless) may be designated the “bosun,”and given special responsibilities inmanaging the crew. The leading crew-man in either the passenger service orthe cargo service sections should bedesignated the ship’s purser, the officermost responsible for record keepingwhile the ship engages in commerce.

Assign players to the available ship-board roles before starting characterdesign, then design PCs to fit theassigned roles. For all but the smallestships, most of the crew will be NPCs.The GM can simply keep track of whatpositions are filled by NPCs, namingthem and generating their charactertraits only as needed. Of course, alarge crew can serve as a pool ofreplacements for any PCs that arekilled or lost.

One approach to handling a largecrew is a “troupe play” technique, per-mitting each player to generate two ormore characters in different positions.For example, each player might haveone senior officer and one lower-rank-ing crewman. The player would thenchoose which character to play in agiven adventure; if the other characteris needed, the GM can handle himbriefly as an NPC. This style of playprovides variety, and reduces thechance that a player will find himselfwithout a character who could reasonably be involved in a givenadventure.

Another point to consider is whetherto permit a player to take on the role ofthe ship’s captain. Some play groupswill find a player-run commander to beuncomfortable, as other players resisttaking orders. One approach to this sit-uation is to permit the players to brieflydrop out of character when a criticaldecision point arrives, so that they candiscuss the matter and make decisionscooperatively. Once the players havereached a decision in a manner they’re

comfortable with, they can return tocharacter and the commander can givethe appropriate orders. Alternatively,the ship’s captain can be an NPC, usedby the GM to provide guidance anddirection to the crew.

Initial ConditionsOnce the field of play, the ship,

and the characters are ready, thecampaign can begin. Place the shipand crew on a world on the edge ofthe field of play, and assume that theship has just arrived there after someperiod of traveling from Terranspace.

The GM should determine howmuch cash is currently in the ship’soperating fund. An amount equal toabout one month’s expenses is appro-priate. The hold should initially benearly full of speculative cargo at thestart of the campaign (the GM canallow the players to select cargos fromthe table on p. 180, or roll randomly)and the port fees for this worldunpaid, as if the ship is newly arrived.The passenger staterooms, however,should be empty. The crew will doubt-less make acquiring new cargo,freight, and passengers an early priority.

GOALSBy definition, Terran Free Traders

will have several closely linked goals.

TradeFirst, Free Traders need to trade.

They must turn at least enough profitto pay operating expenses and crewsalaries, while keeping the banks orthe corporate sponsors happy. Tomake a profit, the crew will have tocontinually search out commercialopportunities. More basically, the shipwill have to keep moving from worldto world – if the adventurers linger toolong in one place, they will find themselves falling behind on theirexpenses.

ExplorationSecond, Free Traders are explorers.

Even if they fail to make much profitthrough trade, they can still earnrewards by recording what theyobserve on new worlds, and returningthose observations to Terra. On each

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world they visit, they should inquireinto the basic facts of local society.Who lives on the world? What are thequirks of local culture? Who are thepolitical decision-makers, and whatfactions exist among them? Is the pop-ulation loyal to the Imperium, arethere dissident splinter groups, or isthe world just waiting for a chance torebel? Can the crew make any localfriends or allies, to be called on later?Answering these questions may wellinvolve the Terrans in short-termadventures on each world they visit.

SurvivalThird, a Free Trader crew working

deep inside Imperial space will need tosee to its own survival. If hostilitiesbreak out again between the Imperiumand Terra, Free Traders may findthemselves surrounded by foes.Meanwhile, the Imperium itself is nolonger stable. Local civil wars andrebellions can break out at any time,catching Free Traders in the crossfire.

Long-Range GoalsAside from these general goals,

the GM should come up with one ortwo long-term plot arcs to give hiscampaign its own shape.

A Free Trader ship may have a mis-sion other than its obvious purpose oftrade and exploration. Many FreeTrader ships are owned by a largeTerran corporation, which can assignlong-range tasks: finding trade goods ofa certain description, setting up tradeagreements with leading figures on spe-cific worlds, and so on. Other FreeTraders cultivate a relationship withConfederation military intelligence, act-ing as couriers or operatives for specialmissions. Still others may ally with anImperial leader or faction, carrying outtasks that their allies can’t handlethrough normal channels. All of theseconnections can serve as a source ofextra income, making it easier for aFree Trader crew to meet its expenses.

An enigma is often a good way togive a campaign long-term interest.Every new world the adventurers visitis going to be a mystery of sorts, but inthe normal course of events that mys-tery will be “solved” by the time theship lifts. A true enigma is a far-reach-ing mystery with clues scatteredacross several worlds, a mystery that

will take many play sessions to unrav-el. Typical enigmas for the Travelleruniverse include wide-ranging political conspiracies, mysterious

alien or minor-Human races, or high-technology artifacts that date tobefore Human history.

CAMPAIGNS 231

Campaign CharacterPackages

When designing characters to fill out a Free Trader crew, several char-acter traits may be best considered as being shared among all the PCs.The GM should design a “campaign package” of character traits, to betaken by every PC in order to fit the campaign. It may be possible to setthe total character-point cost of the package at zero – in any case, thetraits in the package should not count against the campaign’s limit ondisadvantages. A similar package may be set up for group-design situations in other campaign types.

Character traits that can go into the campaign package includeContacts or Contact Groups (representing known contacts that anyone inthe crew can use), Duties (representing the obligations imposed by a cor-porate, military, or Imperial sponsor), Enemies (persistent villains facedby the full crew), or Patrons (the ship’s organizational sponsors).

Every PC should take a frequency of appearance of “quite rarely” (6 orless) for each of these traits; very small play groups (two to three players)might use “quite often” (9 or less) instead. The GM should roll for Duties,Enemies, or Patrons for each player once per adventure; the level towhich the shared trait comes into play depends on how many playersmake their appearance roll.

For example, suppose that every member of an adventuring partycomposed of six PCs takes an Enemy, who appears on a 6 or less for anyone crewman. The Enemy will appear in about 45% of adventures. Inabout 10% of adventures, more than one player will succeed in theappearance roll; the GM can make the Enemy a leading factor in thoseadventures.

Sample PackageThe GM plans a campaign package for the PC crewmen of a Free

Trader starship. The ship is associated with Terran Navy Intelligence,which will occasionally send money or other resources, but will alsorequire the crew to perform hazardous missions. Meanwhile, an ImperialNavy captain opposes the Terrans, and directs patrol vessels and law-enforcement officials to harass them.

Terran Navy Intelligence counts as a Patron. In Terran space it wouldcount as an “extremely powerful organization,” but deep inside Imperialspace its resources are much more limited; it counts only as a “very pow-erful organization” worth a base cost of 20 points. It appears “quiterarely,” and so is worth only 10 points to each PC. The GM decides thataside from providing information and “pull,” the Patron will sometimesmake up the shortfall if the Free Trader’s ship fails to meet its expenses.

The missions assigned by Navy Intelligence count as a Duty, whichapplies to the crew as a whole. The Duty comes up “quite rarely” for eachplayer, and the missions are not overly hazardous. The Duty is worth -2points for each PC.

The Imperial officer who pursues the crew is the leader of a medium-sized group, which includes several formidable individuals (including theofficer himself). He counts as a Rival-level Enemy, since he only wishesto harass and inconvenience the crew rather than destroy it. He or hisminions appear on a 6 or less for each PC. This Enemy is worth -30 ¥ 1/2¥ 1/2 = -7-1/2 points, rounded down to -8 points.

The total cost of the campaign package is 0 points.

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OBSTACLESEvery planetside visit will likely

carry its own obstacles. Starport offi-cials, shangarim representatives,Imperial military officers, and ordi-nary citizens, will all tend to look atTerrans with suspicion. Of course,even friendly Imperials are alien toTerran experience. Misunderstandingsof language or culture can complicatethe simplest of adventures.Meanwhile, both the mission and theenigma will carry their own obstacles.

Aside from these continuous low-level hindrances, the campaign shouldhave at least one recurring villain, apersonal opponent who will make lifedifficult for the adventurers.Possibilities include a shangarim offi-cial who regards the Free Traders asdangerous competitors, a Navy officerwho directs patrol ships to follow andharass the Free Trader vessel, or anaristocrat who despises “barbarians”and does his best to oppose the crew’sactions.

RESOLUTIONIn theory, a Free Trader campaign

can go on indefinitely. The GM maywish to have a final series of adven-tures in mind, in which the mission,enigma, recurring villain, and anyother plot arcs can all be resolved.Once the resolution is complete, a newcampaign can be set up using differentpremises. Perhaps the characters aresent to a new region of space with anew mission, or perhaps they haveaccumulated enough money that theycan go into business for themselves.

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ALTERNATIVECAMPAIGNS

Aside from the “Terran FreeTraders” premise, the InterstellarWars setting can support a wide variety of other campaign frames.

MAIN FLEETSAlthough the Interstellar Wars era

is best known for massive naval cam-paigns and space battles, setting up acampaign centered on such events canbe very challenging. Serving navalofficers and crewmen have little free-dom to move about and adventure,especially in wartime or whenassigned to a major battle fleet. Thereis also the problem of the campaign’sscale. It is difficult to set up a cam-paign involving large-scale fleetmaneuvers and battles while still leav-ing PC adventurers with anything significant to do.

Possibly the best compromise is topermit the players to take on the rolesof senior officers aboard a large war-ship, possibly even a capital ship (likethe Indomitable-class battleshipdescribed in Chapter 9). Such a shipcan be a base for wide-ranging adven-tures, especially late in the InterstellarWars era when Terran fleets areadvancing across whole sectors.Adventures involving maneuver andbattle can be interspersed with adven-tures about intelligence gathering,interaction with Imperial populations,or even shore leave in exotic ports. Theadventurers’ ship will be very signifi-cant even in the largest battles, andwill serve as a safe home base for

other adventures. Players can alsogenerate more than one charactereach, permitting a mix of high-level“command” adventures and low-level“ordinary crew” adventures.

COMMERCERAIDING

A campaign can still focus on navaladventure, while avoiding many of thescale problems of a main-fleet situa-tion. Terran commerce raiders oftenoperate independently, well behindthe military frontier where they can’trely on orders or support from theirsuperiors. They have wide discretionas to where to operate and which tar-gets to attack. They often operate at adisadvantage in technology or num-bers, and must be clever if they are tosucceed.

Of course, successful commerceraiders rarely operate entirely alone.Some find allies among subject-raceor dissident populations on Imperialworlds, giving them a place to go for

repairs and to unload captured goods.This often draws them into factionalconflicts within the Imperium – andeven encourages them to start suchconflicts where they can.

A commerce-raiding campaignshares many features with a merchantcampaign, and in fact many TerranFree Traders turn to commerce raid-ing in wartime. Commerce raiders willengage in space battles with freightersand small escort craft, but they alsocarry ship’s troops in order to carryout raids on undefended groundsidetargets.

GROUNDWARFARE

The Interstellar Wars era saw hun-dreds of major ground campaigns andthousands of minor battles. Althoughthis book doesn’t include extensivedetail about the organization and tac-tics of ground forces, the GM maywish to design a campaign aroundsuch operations.

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A campaign centered on a majorground war would probably involveno more than one world, usually aGarden world with a large Imperialpopulation. The GM should developthis world in considerable detail:regional and local maps, the structureof pre-invasion government, the sizeand composition of Imperial forces,and information about local popula-tions and factions. Terran troops willtake part in combat missions of vari-ous sizes. Between battles, they willgather intelligence, borrow from thelocal economy, and otherwise interactwith the civilian population.

Ground-warfare campaigns rarelyinvolve months of all-out combat.Once Terran forces secure spacearound a given world, Imperial forceswill quickly be reduced to guerrillaand small-unit resistance. A campaignwill involve lots of foot or vehiclepatrols, occasional skirmishes withImperial troops, and rare major con-frontations with plenty of artillery oraerospace support.

An alternative way to approach thiskind of campaign is to center thegame on the adventures of a Terranmercenary unit. Terran mercenariesdo travel from world to world fre-quently, and face a wide variety ofopponents. They are usually hired for very specific objectives, so theirmission is usually clear and

short-term (although there is alwaysthe possibility of treachery by anemployer). Mercenaries will usuallyoperate far from support, so if thingsgo badly there may be nothing to prevent a disaster.

OCCUPATIONOnce a world has been secured,

Terran forces may remain stationedthere for many years. During thisoccupation period, Terran colonistsand administrators will arrive, begin-ning to integrate the world into theTerran Confederation. The period canbe one of considerable social change,conflict, and opportunity.

An entire campaign can be cen-tered on the transition of an Imperialworld to full membership in Terransociety. Adventurers can come fromthe Terran Army, serving in the garri-son, possibly accepting dischargelocally in order to settle permanentlyon the occupied world. Others will beadministrators, merchants, andcolonists, come to build a Terranenclave among the Vilani or subject-race population. The goal is to build athriving hybrid society, and possiblyto win independence within theTerran Confederation.

Armed civilian resistance was rareon Imperial worlds; once Imperialtroops were forced to surrender, the

local population usually tried toaccommodate itself to the Terran pres-ence. There were exceptions, of course– and even on a “pacified” world, someformerly Imperial citizens may be will-ing to conspire against the Terranregime. Meanwhile, not all of theTerran immigrants were honorablepeople. Many adventures can revolvearound the effort to prevent unscrupu-lous Terrans from exploiting the popu-lace or trying to carve out an empireindependent of Terran control.

EXPLORATIONPlenty of worlds within a year’s

travel of Terra are unknown. Even inImperial space, there are worlds thatremain uninhabited and have almostnever been visited. To rimward andtrailing of Terra is a vast expanse ofunexplored territory, never colonizedby either Terrans or the Imperium.Many Terrans of the InterstellarWars era regard this region as thebest hope for their future, a place toestablish whole civilizations out ofthe military (and cultural) reach ofthe Imperium.

An exploration campaign can beorganized much like a naval or FreeTrader campaign, in that the PC groupfills out the crew of a survey vessel.Most of the same techniques for char-acter design apply here as well. TheZheng He-class survey vessel is idealfor this kind of campaign, and is typi-cal of the exploratory ships operatedby the Terran Navy throughout theInterstellar Wars era.

The design of an exploration cam-paign can provide a serious challengefor the GM. Explorers don’t have theconstant pressure of making a profitto drive their efforts, so the GM willhave to come up with some otherongoing challenge to maintain sus-pense. Meanwhile, explorers by defi-nition won’t be dealing with theImperium very often, so there will bea shortage of interesting NPCs(including villains) and character-driven tasks. The GM may want toconsider introducing an alien civi-lization, renegade Terrans, or someother party to provide both an ongoing challenge and a source ofNPC interactions.

CAMPAIGNS 233

Terran MalcontentsNo matter what the campaign frame, the GM should bear in mind that

the Interstellar Wars are not a campaign of Good against Evil. Terranpropaganda is reminiscent of that used by the Allies during the WorldWars – casting the war as a noble crusade, exhorting the populace to beunified in purpose, demonizing the enemy as inhumane and un-Human.Even so, many Terrans find it easy to be cynical about this portrayal, see-ing the Terran Confederation as an institution designed mostly to protectthe privileges of a small minority of Terrans.

Terran travelers can easily be from backgrounds that are likely tomake them skeptical about the Terran social structure: citizens of poornations, poor citizens of major nations, citizens of colony worlds that areshut out of meaningful participation in Confederation government. Howmuch any one adventurer may resent or resist the Terran establishmentis up to the player.

Meanwhile, the GM should make a conscious choice about just howmuch skepticism about the Confederation is warranted! A “good”Confederation may be very much as the propaganda portrays it: honest,competent, and devoted to the survival and growth of Terran civilization.An “evil” Confederation may be far more corrupt than even the averageTerran citizen believes.

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COLONIZATIONDuring the Interstellar Wars era

and afterward, most Terran migrationis to the worlds of the VilaniImperium. However, Terrans also set-tled dozens of worlds that were previ-ously uninhabited, carving new civi-lizations out of the wilderness. A com-plete campaign can be set up aroundthe events on a single colony world.

The GM will need to design thecolony world in considerable detail,mapping existing settlements, placingsites of interest to explorers, decidingwhat local flora and fauna may exist,and so on. Important colonists willneed to be drawn up as NPCs.

A Terran colony, especially in itsearliest days, will have a “Wild West”flavor about it. Aside from the dangersinherent in settling a new world, thecolonists themselves will often be inconflict. Culture-groups that wereantagonistic back on Terra will bethrown together on the new world.Political factions will struggle to con-trol the rising colonial government.Groups will disagree about how to usethe new territory, and may try to stealland or force others to abandon theirclaims. Criminals will set up shop in

the growing settlements, and will useforce to maintain their control.Colonial law enforcement authoritiesmay be thinly spread across wholecontinents, unable to maintain controlon their own. Even law-abiding citi-zens will be forced to defend their ownlives and property.

One advantage of a colony-basedcampaign is that the situation evolvesvery rapidly. PCs can easily find them-selves to be important people, makingdecisions that will affect an entireworld’s future history.

DIPLOMACYANDESPIONAGE

This campaign frame is unlikely torequire frequent starship travel or thedevelopment of new worlds.Diplomacy and espionage are mostlikely to take place near a center ofpower, such as Terra or an Imperialhub world. The GM may wish to setup one such world in considerabledetail, and have most of the campaigntake place there.

Diplomats spend their time representing their home government

in negotiations, acting as an advocatefor their fellow citizens in foreign ter-ritory, and generally trying to makefriends and influence people. Theyrarely see violent action and are nottrained for it; they are forced to thinktheir way out of difficult situations.

Spies gather information on behalfof their home government. Very fewspies are James Bond-style super-agents who engage in combat-heavymissions. Most are trained in “field-craft,” a set of techniques that enablesthem to recruit local allies, stay in con-tact with them, and gather informa-tion from them – all without attractingthe attention of local authorities.

These two genres of adventure arelinked because they are likely to occurtogether. Both Terra and the Imperiumhave similar diplomatic traditions. Inpeacetime, diplomats are relativelyuntouchable unless they are caughtspying, and even then they can only beexpelled. This makes an embassy – aTerran legation on an Imperial world,or the Imperial embassy on Terra – themost common place from which to runa spy ring. In any case, diplomats areamong the most avid consumers ofintelligence . . .

234 CAMPAIGNS

Aside from the general campaignframes described above, the followingspecial campaigns may be of interestin an Interstellar Wars setting.

EXILES TOGLORY

To add a bit of grittiness, have all ofthe Terran characters come from pooror outcast backgrounds. Terra is dom-inated by the most influential citizensof its wealthiest nation-states; thisleaves most of the world’s populationshut out of political and commercialopportunities. This gives many citizensa rather cynical attitude toward uni-fied Terra. They often regard service tothe Terran government or military as away to gain personal advancement,not as an honorable obligation. Oncethey are out of service, they look for away – any way – to avoid returning tothe poverty-stricken and powerlesscommunities they left behind.

The best way to set up this kind ofcampaign is to find a common back-ground for the PC adventurers.Perhaps they are all from the samepoor nation, or they all come from thesame unprivileged segment of a majornation-state’s population. A commonhistory in Terran government or mili-tary service will help as well. In any

case, the adventurers begin the cam-paign together and familiar with eachother, but with no connections, notmuch money, and no easy way to getmore.

An “exiles to glory” campaign canuse many of the campaign framesdescribed above. Ambitious ex-Armyor ex-Marine troopers may be

The Vilani CampaignFor a change of pace, an Interstellar Wars campaign can be set up on

the other side of the epic conflict – with most or all of the PC adventurersbeing Imperial citizens.

An Imperium-centered campaign should likely still be set close to theinterface with Terran civilization. In regions of Imperial space far fromthe war zone, conflicts tend to be quietly Byzantine, involving behind-the-scenes maneuvering and elaborate intrigue rather than direct action.Close to Terran space, Imperial society may be fragmenting, permittingImperial characters to engage in more recognizable adventures.Meanwhile, Terrans provide a tough adversary, especially later in the era.

CAMPAIGN SEEDS

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discharged on an occupied Vilaniworld, where they can seek out oppor-tunities. People with starship experi-ence may (somehow) come into pos-session of a cast-off merchant ship,hoping to make a killing in interstellartrade. Settlers on a colony world maystrike out for new territory, hoping toseize valuable land or mining rights.Or they may stay in a colony’s boom-towns, trying to carve out a fortune inthe streets.

The main difference in a campaignof this type is that there is no assump-tion that “following the rules” is theright thing to do. From the poor man’sstandpoint, the Terran establishmentis designed to keep him penniless andpowerless. In any case, adventurersfrom a poor background are likely tobe viewed with suspicion by Terranauthorities. To get ahead, adventurerswill have to be grasping, ruthless, andnot very respectful of authority. Muchlike most PCs in any roleplaying game,in fact . . .

GRAND TOURThroughout the Interstellar Wars

era, a number of Terrans made thelong journey to the Imperial capital.Some went out of curiosity, others insearch of business opportunities, andothers as spies. Most who attemptedthe journey never returned to Terra,dying or finding a new home some-where along the way. Those few thatsucceeded brought home fantastictales and, sometimes, great fortunes.

A voyage from Terra to Vland andback using jump-2 transport takes 160-200 jumps, depending on the exactroute taken. The trip is not likely to takeless than six and eight years, and maytake a good deal longer if the travelerslinger anywhere along the way.

The GM shouldn’t try to draw upevery world along the way. Instead,the “grand tour” can be organized as aseries of mini-campaigns, each involv-ing only a few worlds. The adventurersarrive, become entangled in whateverlocal problem or mystery exists, andmove on after the problem has beenresolved. There may be as much as ayear or two of “off-camera” timebetween mini-campaigns; the GMmay hand out character points toreflect experience earned during theroutine activity of these periods (see

Improvement Through Study, p. B292,for guidelines).

Once the travelers reach Vland, theGM should have a complex and inter-esting series of adventures prepared forthem – they are at the capital of theentire Imperium, where the wealth andintrigue of 10,000 worlds converge!Perhaps they have made friendly con-tact with one of the leading Imperialnobles of the outer provinces, and canuse that connection to get involved inthe highest levels of Imperial politics. Ifthey have assimilated enough intoVilani society, perhaps they can winappointment to important positions inthe Imperial bureaucracy. Or they mayfind themselves, as always, barbarians –shut out of any legitimate advance-ment, able to progress only through ahigh-stakes gamble.

If the Terrans win a place inImperial society, they may wish to stayon Vland or somewhere else along thevoyage, and the campaign can beresolved at that point. Otherwise theywill return to Terra. To avoid endingthe overall campaign in anticlimax,the return voyage should be signifi-cantly more challenging. Perhaps thevoyagers return to find that war hasbroken out, and they must avoid cap-ture if they are to return home. Or per-haps the connections they made at theImperial capital will permit them tointervene in affairs on the provincialfrontier . . .

TERRACONQUERED

For a real challenge, ignore the“official” historical timeline and havethe Imperium conquer Terra!

Terra could have fallen underImperial control at many differentpoints in history. Had the UnitedNations and Terran Confederation notmanaged to keep Terra unified, someof Terra’s nation-states might havebeen tempted to come to a separatearrangement with the Imperium.Even with Terra unified, any of thefirst four Interstellar Wars might haveended in a decisive Terran defeat, hadthe Imperium been willing to expendmore effort on the task.

Yet the Interstellar Wars era wasnot the time of maximum danger. Forabout 1,000 years (from 200 to 1200)Terra was ripe for Imperial conquest.Only a few more parsecs of expansionat the end of the Consolidation Warsor during the conquest of thekimashargur (p. 18) would havebrought Imperial armadas to Terra.Even the mightiest Terran states of thetime (the Roman Empire, the Arabcaliphates, or the T’ang or Sungdynasties in China) would have beenunable to resist an invasion.

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After an Imperial conquest, Terrawould have been ruled by Sharurshidas a commercial colony. Vilanicolonists would have arrived by themillions, setting up industries, search-ing out local resources for exploita-tion, teaching Imperial laws and cus-toms to the Terran population.Terrans who accepted Vilani wayswould have been rewarded withwealth and a position in theSharurshid government. Terrans who

refused, and disrupted the Imperialregime, would have been stamped out.

Over time, Terrans would have set-tled on many of the worlds of theImperial rimward province – appar-ently assimilated into Vilani society,but nursing deep-seated resentmentagainst the Imperium. There theywould have met the kimashargur, whofelt similarly . . .

A “Terra Conquered” campaignwill be much like the Vilani-only cam-paign (p. 234), with the exception that

most of the adventurers will be ofTerran origin at least partially assimi-lated into Imperial culture. If the pointat which Terra was conquered isplaced early enough, the GM maywant to work out an “alternate histo-ry” of events taking place after theImperial arrival. The natural course ofthe campaign would be to work outhow Terrans might adjust to their con-quered state; this may involve violentrebellion or a long effort to win higherstatus within the Imperial system.

236 CAMPAIGNS

If the Terra Conquered setting isn’t exotic enough, tryone of the following campaign seeds for truly over-the-top adventure.

Legacy of WarIn this ambitious set-up, the campaign spans the

entire Interstellar Wars era. The goal is to produce anepisodic campaign, mimicking a historical novel inwhich successive members of the same families interactwith major events.

The campaign is set up as a series of short story arcs,starting with First Contact with the Vilani (or even ear-lier) and ending with the Terran victory over the ZiruSirka. Each story arc lasts for about 4-6 sessions, afterwhich a number of years pass “off-camera.” Existingcharacters can become much more experienced, or theymay retire (or die) and give way to their descendants.

For example, one hero might be a crewman onboard the StarLeaper One, involved in first contact withthe Vilani. By the start of the First Interstellar War, heis a seasoned veteran. By the start of the Second, hemay have retired from active adventuring, but perhapshis son or daughter has entered the service. Players canswap family lines over time, cross them, and introduceentirely new lines of descent – perhaps introducing aVilani or other non-Terran Human into the cast ofcharacters.

Past TenseThis campaign frame permits experienced Traveller

players to bring their existing characters into theInterstellar Wars era. After a jump accident, anencounter with a spatial anomaly, or tinkering withsome Ancient device, a group of travelers from the ThirdImperium find themselves in the time of the InterstellarWars!

Can the visitors from the future change history asthey know it? Should they? This could be a short cam-paign in which the stranded travelers look for a way backhome, while avoiding changing the past and dodgingeveryone who might wants to grab their technology or

their knowledge of the future. A longer campaign canstrand the adventurers in the past permanently, startingan Interstellar Wars campaign that doesn’t have to stickwith the “official” history . . . because the presence of thetime travelers has already created an alternate universe!

Masterminds of TerraAs described on p. 135, psionics are virtually

unknown during the Interstellar Wars period . . . or soThey would have you believe. In fact, the Terran explo-ration of space, the Interstellar Wars, and the eventualvictory over the Ziru Sirka are all machinations of asecret cabal of Terran psis!

After all, how else could a backwater world on theedge of the vast Imperium win such a conflict? Punditsclaim the Vilani underestimated the Terrans, and weretoo caught up in provincial and traditional thinking –but who forged those chains of thought? Who plantedthe idea that the Terrans were no real threat? Who fore-saw the right opportunities, and made sure theConfederation seized them?

The Terran heroes in this campaign may uncover adark conspiracy at the heart of their homeworld. Theymight be unwitting pawns, or even latent psis targetedfor recruitment . . . or termination, if they refuse.

The Infinite WarsThe Centrum (see p. B523 or GURPS Infinite

Worlds) has undertaken its most ambitious plan yet: toinfluence the outcome of the Interstellar Wars in favor ofthe Vilani Imperium! In many ways, Vilani culture issimilar to Centrum’s, and there is much to be gained byinfluencing so vast an empire. Infinity, naturally, favorsthe scrappy Terrans and opposes Centrum on principle.Both sides try to influence the outcome of the InterstellarWars, without tipping their hand and revealing theSecret to the technologically advanced civilizations ofthis alternate. The heroes might be members of an I-SWAT team, or locals who discover the cross-temporalmeddlers and their plans.

Alternate Interstellar Wars

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The following adventure seeds aretypical of the ones most likely to beuseful in the Interstellar Wars setting.

Cash on DeliveryThe Terrans are assigned to sell a

large cargo of electronic equipment ona Vilani world some distance behindthe military frontier. Unfortunately,the Imperium has placed import con-trols on such goods, and the noblesgoverning the world in question areparticularly hostile to Terrans. On theother hand, the local populationwould be very receptive to the goods,if properly approached. Can the mer-chants persuade or get aroundImperial authorities, and get the cargoto its intended audience?

Heart of DarknessLate in the Interstellar Wars era, a

Terran renegade has gone to groundon a world inside Imperial space. Hewas once a very senior military officer,and he presently commands a mixedbag of Vilani renegades and Terranmercenaries. His troops have deposedthe Vilani governor and taken over theplanet, which they now run as a pri-vate fief. This is not the only worldthat has fallen under Terran control ina similar way, but in this case therenegade refuses to submit toConfederation authority. He’s also acertifiable lunatic: paranoid, megalo-maniac, and utterly ruthless towardthe Vilani population of “his” world.

The Imperial authorities in theregion are effectively helpless due totheir own internal power struggles,and possibly because of the Terranadvance. It is therefore up to a Terranteam to go in and deal with the rene-gade, before his activities cause a sub-sector full of Vilani to conclude thatthe Terrans must be resisted to thedeath. Of course, the Imperium maysend an observer along, a rareinstance of cooperation between thetwo great powers.

Like a DesolatingPestilence

Terran merchants are given acargo of vaccines and anti-viral medi-cines to be carried to a team of Terranphysicians posted on a remoteImperial planet. When the shiparrives, they find that the Terranphysicians are nowhere to be found,apparently abducted by personsunknown. Without them, the crewcan’t be paid for delivery, nor can thecargo be used to save millions of livesfrom the Terran-derived viral diseasesalready appearing there. The localpopulation is already somewhat anti-Terran, aside from a few friendly dis-sidents, and the local government isnot at all helpful. Can the physiciansbe found in time to prevent a disaster?

Locked-Room MysteryWhile visiting an Imperial world,

the Terran adventurers are invited toan audience with an important localfigure – perhaps a shangarim aristocrator a local dissident leader. They attendthe audience, taking part in the social-izing and entertainment that comebefore a private meeting. Then, whilethey are meeting privately with theImperial leader, he suddenly collapsesand dies.

The cause of death is not obviouseven to a Terran physician, much lessan Imperial one. Nevertheless, theTerrans are accused of murder! Canthey determine what actually happened, and clear their names?

CAMPAIGNS 237

ADVENTURE SEEDS

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Most Dangerous GameTerran merchants carry an unusu-

al group of passengers – a party ofVilani aristocrats on their way to anearby world to hunt a particularlydangerous game-beast that can befound there. The nobles enjoy theirtrip on the “barbarian” ship, and endby inviting some of the crew to accom-pany them on the expedition. Moreeyes (and more guns) are always wel-come, and the animal’s carcasses con-tain certain glands and organs that arequite valuable.

The natural preserve in which thegame animals are found is quiterugged. Local regulations place strictlimits on the amount of high-technol-ogy equipment that can be taken intothe preserve, or how many animalscan be taken. Naturally, the game ani-mals are very dangerous, willing andable to attack Humans.

Soon, however, the party sees signsthat they are not alone in the wilder-ness. Then one of the Vilani noblemenvanishes from their camp with signs ofa struggle. Has a family rival struck inthe darkness? Or is someone else lurk-ing in the rough country, watching andwaiting to strike again?

Return of the NativeWhile deep inside Imperial space,

the adventurers are contacted byanother Terran, the representative ofan extremely wealthy family backhome. The representative is far out ofhis depth, and is effectively strandedin the Imperium with no idea how toproceed. He needs the adventurersand their experience with Imperiallaws and customs.

Apparently the representative’semployers have a serious problem.The head of the family is feeling hisage, and wishes to hand over the fam-ily holdings to his only son.Unfortunately, the young man disap-peared about two years ago while trav-eling in Imperial space on business.The representative has been sent totrack the heir down and return him toTerra. He can pay the adventurershandsomely (on the order of $2-3 mil-lion) to guide him through theImperium, help him find the heir, andhelp them return together to Terranspace.

Finding the heir doesn’t take verylong; he is living on a world only threeto four jumps away, and he isn’t hid-ing from anyone. Unfortunately, hehas “gone native” with a vengeance.He has accepted Vilani customs, takena Vilani name, married into a Vilaniaristocratic family, and accepted aposition in the shangarim hierarchy.In short, he doesn’t want to go hometo Terra.

What follows is up to the GM.Perhaps the heir can be persuaded tocome home, although he will probablywant to bring his wife and a few asso-ciates with him. Or perhaps he willhave to be kidnapped – after which hisadopted family will doubtless send itsown agents out to retrieve him.

The Man Who Would Be Saarpuhii

When the adventurers visit aremote Vilani world, one of them issought out by a local dissident faction.The dissident leaders seem to know agreat deal about him: his name, hispersonal history, past events that no

one should know about, the namesand histories of his companions, andso on. The dissidents invite him tovisit their homes, where they will“reveal his destiny.”

It turns out that the adventurer isexpected here. In fact, the dissidentsclaim that they have expected hisarrival for centuries. He is the fulfill-ment of an ancient prophecy, whichclaims that the Imperium will be over-thrown and the dissidents will estab-lish an independent state of their ownunder his benevolent rule. The dissi-dents are ready to be led to victory.What are their leader’s orders?

Naturally, the adventurer and hisfriends will be suspicious. Still, theevidence seems overwhelming: a dissi-dent leader of centuries past reallyseems to have prophesied the adven-turer’s arrival and his leadershipagainst the Imperium. If the dissi-dents are mounting a deception, it’s anuncommonly good one. Meanwhile,the local Imperial authorities areweak, so a coup might even be successful . . .

238 CAMPAIGNS

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Academician template, 146.Addiction disadvantage, 135.Administrative rank, 138.Advantages, 134.Adventure seeds, 237.Advertising, 70.Advisory Board, Terran

Confederation, 54.Agencies, Terran Confederation, 55.Agidda, 113.Agrippa-class 1,000-dton corvette,

215.Air/rafts, 168.Albadawi period, 34.Albadawi, Manuel, 35, 36, 45.al-Ghazali, Umar bin-Abdallah, 44,

68.Alpha Centauri, 114.Alternate Interstellar Wars, 236.Alternative campaigns, 232.Anachronisms, 85.Anakundu, 80; racial template, 143.Anarchy government type, 99.Ancients, 13, 85.Answerin, 81; racial template, 144.Apishlun, 108; subsector, 107, 229.Appearance advantage, 134.Archimedes Station, 21.Architecture, Terran, 52; Vilani, 75.Ariirkii, 37.Armed merchant marine, 65.Armor, 162.Army, Terran, 62; Vilani, 93.Asteroid Belt world, 96.Asteroidenbergwerke GmbH, 67.Athenian Democracy government

type, 99.Athlete template, 146.Athletics, Terran, 53; Vilani, 75.Atmospheric taints, 125.Attorney template, 147.Awareness, 135.Bannerjee-class 400-dton system

defense boat, 210.Barnard’s Star, 23.Barren (Ice) world, 96.Barren (Rock) world, 96.Basic trade system, 178.Battle of Three Suns, 40.Bawapab language, 134.Behmer Aktiengesellschaft, 67.Belter template, 148.Biographies, 41.Biotechnology, 160.Birth, Terran, 50; Vilani, 72.Black-flag Terrans, 24.Blue helmet, 21.Branch routes, 177.Breakout, 31.Bridge systems, 172.Bureau of Colonization, 66.Bureaucrat template, 148.Bwaps, 82; racial template, 144.Campaigns, 228; alternative, 232;

goals, 230; seeds, 234.Capella subsector, 118.Capitalist template, 148.Careers, Terran, 51; Vilani, 73.Cash on Delivery adventure seed,

237.Caste government type, 99.Celestial bodies (in combat), 225.

Challenges to Imperial rule, 30.Character packages, campaign,

231.Characters, 133.

Chauvinism, 72.Childhood, Terran, 50;Vilani, 72.

Chrysolite, 118.Civil affairs, 64.Civilian control, 54.Clan/Tribal government type, 99.Class system, Vilani, 73.Clerical Investment advantage,

134.Code of Honor disadvantage, 135.Collectivism, 70.Colonial administration, Terran, 56.Colonial expansion, 29.Colonist template, 149.Colonization campaign, 234.Combat rounds, 219.Commerce Raiding campaign, 232.Common ships, 201.Communications gear, 162;

systems, 172.Computer Hacking skill, 136.Computer Programming skill, 136.Computers, personal, 162; systems,

172.Conservatism, 69.Consolidation Wars, 15, 18, 29, 72.Consumables and extras, 201.Contact era, 24.Contact procedures, 184.Convergent evolution, 13.Convoy escort, 60.Corporate merchant fleets, 66.Corporate Official job, 157.Corporate State government type,

99.Corporations, major, 67.Corrosive atmosphere, 97.Cosmopolitanism, 9.Cost of living, 143.Courtesy rank, 143.Covert operations, 176.Crockett-class 100-dton picket ship,

203.Cultural Familiarity advantage,

134.Culture, Vilani, 74.Curious disadvantage, 136.Cybernetics, 160.Damage control phase (in combat),

225.Darmine, 39, 40.Deck plans, Crockett-class 100-dton

picket ship, 204; Gashidda-class 400-dton Imperial patrolcruiser, 212; Hero-class 200-dton private merchant, 207;Lightning-class 400-dtonfrontier merchant, 209.

Decline of the nation-state, 8.Deep space jumps, 171.Degen, Josep, 35.Describing Worlds, 95.Desert (Ice) world, 96.Desert (Rock) world, 96.Detection and communication

phase (in combat), 221.Dictatorship government type, 99.

Dilettante template, 149.Dingir, 35, 110; subsector, 109, 229.Diplomat template, 150.Direct fire phase (in combat), 223.Disadvantages, 135.Disciplines of Faith disadvantage,

136.Dishaan, 83; racial template, 144.Doctor template, 150.Draft, The, 51.Droyne, 85.Dumushir regime, 33.Dumushir, Kidarneri, 34.Duty disadvantage, 136.Duusirka subsector, 105, 229.Education, Terran, 50; Vilani, 72.Efficiency, 71.Eighth Interstellar War, 35.Electronics, Imperial, 161.Ember, 115.Empty Peace, 7, 29; playing in, 30.Endgame, playing out, 38.Entertainer template, 150.Entertainment, Terran, 52.Environment, Terran, 48.Envoys, 24.Erasharshi, Kadur, 27, 31, 44.ESP, 135.Espionage, 234.Estigarribia, Hiroshi, 47.Evolution, convergent, 13.Expeditionary forces, 61.Exploration, 233.Facing (in combat), 220.FarStar Association, 67.Feudal government type, 99.Feudalism, corporate, 13.Fifth Interstellar War, 32.Financing, 174.First colonies, 21.First contact, 22.First Imperium, 4.First Interstellar War, 7, 25.Fourth Interstellar War, 30, 32.Free Traders Foundation, 26;

movement, 26.Free Traders, 66.Gadgeteer advantage, 134.Galaxy Map, 100.Garden world, 96.Gargarin, Yuri, 21.Gashidda, 36.Gashidda-class 400-dton Imperial

patrol cruiser, 211.G-carriers, 168.Gear, personal, 162.Gemini subsector, 120.Gender roles, 133.General Assembly, Terran

Confederation, 54.Generating worlds, 121.Generation ships, 22.Geonee, 39, 40, 84; language, 134;

racial template, 144.Glacier world, 96.Goals, campaign, 230.Government Official job, 157.Governors, 78.Grand Tour campaign seed, 235.Grav modules, 22.Great Ministers of the Four

Quarters, 78.

Great Schism, 38, 40.Green badge, 119.Greenhouse world, 96.Ground forces, Terran, 62.Ground warfare, 232.Gunner skill, 136.Gunnery modifiers (in combat),

227.Hardrada-class 800-dton commerce

raider, 213.Harmonious Repose-class 200-dton

yacht, 208.Hasegawa Limited, 67.Hasegawa, Yukio, 43, 66, 67.Hellenic Industries Limited, 67.Hero-class 200-dton private

merchant, 206.Hierarchy, Vilani, 78.High Frontier Development

Consortium, 68.High TL advantage, 134.High Vilani, 15; language, 134.Hill and Masterson, 68.Home rule, 131.Honesty disadvantage, 136.Human origins, 13.Igsiirdi, 77.Iiken-class 100-dton scout/courier,

205.Iilike, 34, 35.Iinu, 104.Imperial 10-dton missile fighter,

201.Imperial-kimashargur allegiance,

98.Imperial Terra, 37.Imperial-Vegan allegiance, 98.Imperium, 69; administration, 78;

allegiance, 98; Client Stateallegiance, 98; Code of

Honor, 135; collapse,39; hierarchy, 78;military rank, 140;society, 15; status,

137; surrender, 40;technology, 160; wealth, 142.

Imperium boardgame, 4.Indomitable-class 30,000-dton

battleship, 217.Inferno, 120.Interface operations, 170.International affairs, Terran, 49.Interplanetary travel, 173.Interstellar exploration, 182; trade,

177; travel, 174.Intolerance disadvantage, 136.Jobs, 157.Journalist template, 151.Jump drive, 22, 169; mishaps, 171;

operations, 171.Junction, 114.Kaareshur, 103.Kargash-class 2,000-dton Imperial

light cruiser, 216.Karl Marx-class 1,000-dton heavy

free trader, 214.Kaufmann Sternenschiffbau AG,

68.Khugi, Sharrukin, 42.Known universe, 95.Kovacs, Arpad, 39, 46.Kushuggi, 18; sector, 13.

INDEX 239

INDEX

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Languages advantage, 134.Launch and docking phase (in

combat), 224.Legacy of War campaign seed, 236.Legal Immunity advantage, 134.Legion of the Frontier, 94.Leisure, Terran, 52.Life support systems, 173.Lightning-class 400-dton frontier

merchant, 208.Likushan, Shana, 24, 42.Liriinan, 102.Longevity, Vilani, 75.Long-range exploration, 62.Low TL disadvantage, 136.Low Vilani, 15, 73; language, 134.Main Fleets campaign, 232.Major nation-states, Terran, 56.Major routes, 177.Maneuver drives, 169.Maneuver phase (in combat), 221.Mapping a subsector, 121.Marine Corps, Terran, 59.Marine template, 151.Marines, Vilani, 91.Markhashi, 35.Masterminds of Terra campaign

seed, 236.Medical Equipment, 165.Merchant organization, 66.Merchant rank, 141.Merchant types, 65.Mesa, 119.Meshan, 110.Meson cannon, 36.Military occupation, 65.Military police, 64.Military rank, 139.Miniphant, 52.Minor routes, 177.Mirabilis, 29.“Miracle drugs,” 166.Misexit, 171.Misjump, 172.Movement phase (in combat), 222.Muan Gwi, 105.Muan Issler, 106.Muan Kwoyen, 37.Mutual assimilation, 12.Nanotechnology, 161.National governments, Terran, 55.National sovereignty, 8.Nation-state, decline of, 8.Naval bases, 59, 129.Naval rank, Terran, 140; Vilani, 90,

141.Naval strategy, Vilani, 92.Navigation skill, 136.Navy, Terran, 57, Vilani, 89.Neodog, 52.New millennium, 19.New York, Treaty of, 20.Ninth Interstellar War, 36, 37.Non-aligned allegiance, 98.Novotny Factoring, 68.Nugiiri, 85; racial template, 145.Nusku, 12, 29, 30, 33, 35, 112.Occupation campaign, 233.Occupational templates, 146.Occupied worlds, Terran, 57.Official history, 19.Opening moves, 24.Operations, Terran army, 65, Terran

navy, 59.Organic toxins, 125.Organization, Terran army, 63,

Terran navy, 58.Outback region, 32, 120.Overconfidence disadvantage, 136.Oynprith language, 134.Parsec, 95.

Peacekeeping, 8.Peraspera, 115.Per-capita income, 132.Personal gear, 162.Petty emperors, 78.Pharmaceuticals, 160.Phidippides-class 200-dton fast

courier, 205.Philosophy skill, 137.Phoenix expeditions, 57.Piloting skill, 137.Placing populations, 127.Placing worlds, 121.Plagues, 30.Planetary defense, 65.Planetary invasion, 65.Planetary-defense army, 64.Point defense and missile fire

phase (in combat), 224.Point totals, 133.Policeman template, 152.Political organization, Terran, 53,

Vilani, 76.Political parties, Terran, 55.Politician template, 152.Pollutants, 125.Population categories, 127.Populations, placing, 127.Power projection, 59.Precedent, 76.Pre-Garden world, 96.Procyon, 32, 35, 114.Progress, technological, 9.Prometheus, 10, 29, 114.Prosthetics, 160.Protective gear, 162.Provincial governors, 78.Psionics, 135.Psychokinesis, 135.Psychology, Vilani, 69.Public service, Terran, 51.Racial templates, 143.Ramming modifiers (in combat),

227.Redwing Express, Incorporated,

68.Religious rank, 141.Representative Democracy

government type, 99.Retirement, Terran, 51.Richtofen-class 400-dton missile

corvette, 210.Rim Province, 13.Rogue template, 153.Saris-Yenisei bridge, 120.Savoir-Faire skill, 137.Scientist job, 158.Scientist template, 154.Scrounger job, 158.Second Interstellar War, 27.Secretariat, Terran Confederation,

54.Secretary-General, Terran

Confederation, 53.Sensor modifiers (in combat), 227.Sensors, personal, 167; systems,

172.Sequence of action, 220.Settlement patterns, Vilani, 79.Seventh Interstellar War, 34.Shadow Emperor, 36, 76, 78.Shamshir-class 1,000-dton Imperial

destroyer escort, 215.Sharrukin clan, 41.Sharrukin, Arashir, 34-37, 42.Sharrukin, Eneri, 33, 41.Sharrukin, Khugi, 34, 37, 38.Sharrukin, Ushan, 41.Sharurshid standard 10,000-dton

line freighter, 217.

Sharurshid standard 2,000-dtonbranch freighter, 216.

Sharurshid standard 2,000-dtonpassenger liner, 216.

Shiphandling skill, 137.Shulgiasu, 107.Shulimik, 34, 35.Shululsish, 102; subsector, 101.Shuruppak, 33. 35.Siege mentality, 53.Siege of Terra, 27.Sionnach, 116.Sirius, 111.Sixth Interstellar War, 33.Skills, 136.Smutny Associates, 68.Social Regard advantage, 134.Social Stigma disadvantage, 136.Social unrest, Terran, 49.Sol, 114; subsector, 112.Soldier job, 158.Soldier template, 154.Special rules (in combat), 225.Speculative trade, 178; system, 180.Speeders, 168.Spy template, 155.Standard 100-dton interplanetary

shuttle, 203.Standard 10-dton lifeboat, 202.Standard 20-dton assault craft,

202.Standard 30-dton ship’s boat, 202.Standard atmosphere, 97.Standards of living, Terran, 49.StarLeaper One, 23.StarLeaper-class 1,000-dton

exploration vessel, 214.Starship Bridge Officer template,

155.Starship Commander template,

156.Starship Crewman job, 158.Starship Deckhand template, 156.Starship Engineer template, 157.Starships, 169; combat, 219; costs,

174; design, 187; operations,173.

Status, 137.Strider, Lorette, 43.Subgiant world, 96.Subject races, 80.Sublight interstellar travel, 174.Suerrat, 39, 40, 86; language, 134;

racial template, 145.Suffocating atmosphere, 97.Supreme governors, 78.Survey operations, 182.Survival gear, 167.Susceptible disadvantage, 136.Suspended animation, 166.System defense, 60.System survey, 62.Tactical combat system, 219.Tainted atmosphere, 97.Talent advantage, 135.Technological progress, 9.Technology, 159.Telepathy, 135.Teleportation, 135.Terra, 48; administrative rank,

138; allegiance, 98; andcolonists, 40; architecture, 52;athletics, 53; birth andchildhood, 50; careers, 51;Client State allegiance, 98;colonial administration, 56;colonies, 10; conquest, 10;counteroffensive, 28;discontents, 233; education, 50;entertainment, 52; environment, 48; free traders

campaign, 229; ground forces,62; ground tactics, 65;international affairs, 49; leisure,52; major nation-states, 56;Marine corps, 59; merchantmarine, 65; military rank, 139;national governments, 55; navaltactics, 61; navy, 57;neighborhood, 101; occupied

worlds, 57; politicalorganization, 53;

political parties, 55;public service, 51;religious rank, 141;

retirement, 51; socialunrest, 49; standards of

living, 49; Starport Authority,68; status, 137; strategy, 60;technology, 159; wealth, 142.

Terran 10-dton light fighter, 202.Terran Confederation, 7, 8, 38, 40,

53; agencies, 55.Terran-Vilani allegiance, 98.Thalassa, 117; subsector, 116.Theocracy government type, 99.Third Imperium, 4.Third Interstellar War, 27, 28.Topornin/Rostovtzeff, 68.Toxic atmosphere, 97; organic, 125.Trade routes, 177.Travel times, 173.Treaty of Ensulur, 36.Treaty of New York, 20.Tunguska, 119.Underkings, 78.Unexplored planets, 116, 119.United Nations Space

Coordination Agency, 21.United Nations, 7, 19, 53.United Worlds Organization, 26.UNSCA, 21.Unskilled Laborer job, 158.Uplift, 52.Urima subsector, 103, 229.Ushiin, 104.Vegans, 35, 36, 88; allegiance, 98;

language, 134; Polity, 18, 36;racial template, 145.

Vehicles, 168.Vilani, 69; administrative rank, 138;

and glory, 89; architecture, 75;aristocracy, 23; army, 93; armyrank, 93; athletics, 75; birth, 72;campaign, 234; careers, 73;childhood, 72; class system, 73;culture, 74; dissidents, 76;education, 72; exploration, 17;hero, 71; Imperialadministration, 78; Imperial

hierarchy, 78; Imperium,12, 76; longevity, 75;

marines, 91; military,89; naval rank, 90;naval strategy, 92;navy, 89; politicalorganization, 76;psychology, 69;

racial template, 146;religious rank, 142;

secret societies, 76;settlement patterns, 79; way oflife, 72; way of war, 89.

Vostok I, 21.Wealth, 142.Weapons (personal), 167.Workaholic disadvantage, 136.World types, 96.Worlds, placing, 121.Yangila, Sharik, 30-33, 45.Zheng He-class 800-dton survey

vessel, 211.

240 INDEX

Page 243: ONE WORLD AGAINST HOUSANDS - The Trove - GURPS Traveller... · 2018-06-15 · T raveller INTERSTELLAR WARS 01-2401 STEVE JACKSON GAMES ISBN 1-55634-746-4 $39.95 SJG 01-2401 Printed

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STEVEJACKSON

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ISBN 1-55634-746-4

$39.95 SJG 01-2401Printed in the USA

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1ST EDITION, 1ST PRINTINGPUBLISHED FEBRUARY 2006

ONE WORLD AGAINST THOUSANDSThe struggle between the First

Imperium and the TerranConfederation has alwaysbeen a pivotal era inMarc Miller’s Travelleruniverse. Now, for thefirst time, Traveller playerscan explore this rich setting.

Interstellar Wars covers 200 years of war, peace, andoverwhelming change as the ancientVilani Imperium falls to the upstartTerrans. Forge new trade routeswithin the Imperium. Defend thehomeworld from invaders during the Siege of Terra. Make firstcontact with alien races. Helpguide the Confederation in itsexpansion from a single planetto a star-spanning empire.

GURPS Traveller: InterstellarWars is an official GURPS FourthEdition sourcebook for the Travelleruniverse. It includes a detailed timeline, along with rules for starshipdesign, interstellar trade, exploration,ship-to-ship combat, and tailoring charactersto the last days of the First Imperium.

By Paul Drye, Loren Wiseman, and Jon F. Zeigler Edited by Wil Upchurch and Steve JacksonCover Art by Jesse DeGraff and Bob Stevlic

Illustrated by Andy Akins, Jesse DeGraff, Chris Quilliams, and Bob Stevlic