QUICK  NOTES  22

Singlebeams rewrite: The decision by the insectoid Thranx to develop forcebeam-like singlebeams and their subsequent use on smaller warships(especially the older DD platforms) resulted in an excellent anti-fighter platform. The rapid-swivel mounts devastated Rish fighter groups and also seriously damaged lead ships of the Rishatha screen. Two hull spaces each, TL7, 35MCr, 5,000 to develop. Two points of forcebeam damage and can target fighters at +2. Only a limited number can be mounted on a warship)3x’s turn mode).

WHAT  WAS  I  THINKING?

*PDS to TL15.

*LOCAAS: x3 damage to armor, 1 point to shields and screens.

*LACs are detected and identified at ½ GB range vs all sensors. Also, LACs are 3bbp in size, requires 2 hs of a ship to build, and takes up three times the space of a fighter on a SP. LACs can be targeted by IDEW and DSB-L.

*Reflex multiwarhead name change to just “Reflex Warhead”

*The Orion drive takes NO damage from missiles in it’s blind spot, after all it’s armored to take nukes there.

*Never fear, Mobile bases(WP capable) will never be allowed in my campaign!

*ramf is 5 MCr, not 20!

*Bombers ARE slowed by XO racks, small craft are NOT!

*What was I thinking?! fZ+ to TL10!!!!

*Battle Screens: the P system CAN shoot out of it. A ship with these up CANNOT launch or recover fighters, bombers, or other small craft. Point defense also CANNOT fire out.

*Nanotech idea: no increase in CONSTRUCTION rates(1st Gen?) But increase in REPAIR rates?

*Morgue renamed Armory(known by the crew onboard as the “Morgue” though).

*New Vli stats: fighter losses DECREASE by 5% for each TL above TL9.

*Si does NOT work if shields are up.

*ArT price change to 20MCr each.


NEW TECHNOLOGY

Anti-Fighter Submuition(AFSW): The AFSW is a set of modified “Dc” counter missiles, each designed to engage fighters. When fired, each submunition in a missile attacks fighters in a single tactical hex like a Dc at range one. Only one submunition can engage each fighter/gunboat. HAWK, HARM, and AMP1/2 can be mounted but no other system can be. Missiles can carry a certain number of submunitions:

BM      2

SM      2

PM      3

CM      4

SBM    4

HBM   5

Missile cost x3, 10,000 to develop. TL9. John Souza’s tech

Anti-Fighter Missile - 2nd Generation(AFSW2): The AFSW2 is a general improvement upon the AFSW, as it mounts improved countermissiles, more missiles, and improved targeting systems. AFSW2 countermissiles engage fighters like a Dc at range zero and can “double-up” on fighters. The AFSW2 carries the following numbers of submunitions on each missile:

BM                  3

SM/SM2          3

PM                  4

CM                  5

SBM                5

HBM               6

Missile cost x6, Dev cost: 15,000.  TL11

Basic Screen(Si): An active shield that is an ACTIVE defense(activates as D). Any hit eligible to being stopped by shields can be blocked by the Si on a roll to hit of 5 or less. Each grade above or below average gets a + or - depending on experience(experience percentages: Poor 30%, Green 40%, Average 50%, Crack 60%, Elite 70%.). This system only works for three turns(not necessarily consecutive), then burns out. Designed as a low-tech defense, only one may be mounted per ship(the fields react violently with one another: both generators instantly burn out. Lasers and primaries still can shoot through it. This system must be placed before the first engine room. Ind2. Two hull spaces in size. 50MCr, 3,000 to develop.

Fighter AABs(fAAB): First invented by the Draka Dominion during their decades-long war with the Rishatha Imperium, Fighter AABs move with the fighter and must be targeted independently by defenders. These are basically mobile fL systems and each fighter may handle three(command fighter can handle six but can’t datalink the squadron). Due to pilot restrictions, this system cannot target fighters, bombers, or other small craft; only large targets. Fighter ABBs are stored in fBAY and are launched with fighters and take one turn after launch to ‘organize’ themselves. For fighters only. At TL10, the fAAB only fires once, like IDEW and self-destruct if their command fighter is destroyed. Cost is 25 MCr each, TL10, dev cost: 15,000. At TL12, the fAAB gains additional abilities. If the controlling fighter is destroyed, they seek out the nearest fighter. If none are available they will attempt to ram the nearest enemy ship, doing damage as fR. When attempting to ram, they may be intercepted by D(2 turns and they end attack, move at speed seven  without control). At TL12, they can target small craft! This is Kencyr’s idea

Fighter AAB Bay(fBAY): Developed by the Draka prior to their first assault into Home Hive II. Built to hold Fighter AABs, this system is one hull space in size and can hold 24 Fighter AABs. Cost is 10MCr(due to the firing mechanisms) and dev cost is 4,000 MCr. TL10.

Fighter Augmentation Pack(fAP): Also engineered by the Dominion, the fAP is a hard shell add-on to a fighter. It provides a Main Gun with firepower equal to L, with half the range. It also adds the following:

6 AFHAWKs(or equiv)

2 AFHAWKS and 4 fM1(or equiv)

This system basically mounts three sets of two missiles of choice and provides additional armoring to the fighter(-1 to be hit). The fAP does not slow the speed of a fighter but the fighter is -2 to dogfight with other small craft unless the fAP is ejected(it can be recovered after the fight). This system cannot be combined with fAABs(the targeting/interface hardware is used up by the fAP). The fAP places a heavy load on the fly-by-wire system of a bomber, resulting in a lower speed, by half. They self destruct when ejected. Anti-fighter missiles are normal use–no minus. The fighter is not AC with the fAP attached! Cost is 60 MCR! TL10. Dev cost: 10,000 MCr. This is Kencyr’s idea.

Fighter Presser Missile(fRp): After development of the bomber, several Fer-Ner scientists realized the possibility of a weapons bay to mount AD weaponry internally on bombers, the result was the fRp. A weapons bay can carry five of these missiles. The fRp gets -1 to intercept as per all Rp missiles. To hit is 0, 2, 6, 6, 5, 4. Cost is .2 MCr, TL6, dev cost: 2,000.


Fighter Rocket 2(fR2): Invented by the Vestrii race, this rocket has laser guidance and POWERFUL short-ranged seeking systems. Damage as fR, and -AM/-AAM versions available at the same TLs. Is not penalized in ANY way at range 0 by ECM or EWBf. Half penalty(FRU) at range 1. 1 fXO point, .25 csp, 2MCr each, 1,500 to develop.

IDEW HAWKs: The development of the first IDEW HAWK by the Horune Totality was a major blow for the Rishatha Imperium, who had engaged in a all-out war with the militant Horune which lasted decades. These weapons, fortunately, were not replicated by any other power mainly because their high level of technology prevented reverse engineering.

1st Generation L-HAWK: Tl14, they blow up like DSB-L, damage ½ of DSB-L, 70MCr cost, 15% loss when traveling thru a WP(SF rules), dev cost: 45,000

2nd Generation L-HAWK: TL16, charged by antimatter fuel cell, fires every round for three rounds, recoverable, 80MCr cost, 50,000 dev fee.

Jump Carrier Shell(JcS): An expendable shell designed to get assault ships through a warp point without an expensive, and vulnerable, jump carrier, the JcS costs ½ hull space of the ship it will carry + the cost of the Jc engines for each movement point. Any number of engines may be bought up to the maximum Jc speed for the hull to be carried. Jump carrier shells may only be used with ships of the exact size they are built to carry(ie a JcS built to hold a 60hs CA would not work on a 50hs CA). The shell requires that all engines on the ship itself be turned off but all weapons and defenses perform as if mounted on a standard Jc-equipped unit. After the fire phase of any turn, the shell may be shed(blown off) and at this point is considered destroyed. Note that the ships internal drives must be activated by standard procedures. A ship with a Jc shell transits in all ways as a Jc ship. The shell itself does not add to the size for WP transit, however it’s TM is increased by one. All damage done to a ship with a shell(inside shields) will be applied to the shell until it is destroyed. It takes 2x as many hits to destroy the shell as it has Jc systems. If it is destroyed, threat the vessel as a DF down unit. Primary beams ignore the shell, unless in precision mode, in which case it’s up to the firer. Needle beams may target the ship or shell.

Works with J/Jc engines(not “I”). TL9. Cost is ½ hull cost + Jc cost. Space(for shipping) 2x Jc spaces. Dev cost: 12,000 MCr. Michael Sauer’s idea!


WEIRD  WORLDS/STRANGE  UNIVERSE

GAS GIANT SYSTEMS: A fairly rare interstellar occurrence, Gas Giant Systems are star system with only gas giants in orbit. The main reason for this is that some GG have uneven orbits, which throw the smaller rocky inner planets out of the system but granitic interference. These systems normally have the follow GG setups:

Inner GG(1-10LM), this is usually a Searing Gas Giant

Middle GG(20-30LM), this is usually a Typical Gas Giant

Outer GG(60-80LM), this is usually a Cool Gas Giant

   Searing Gas Giants are a gas giant in extremely close orbit to it’s parent star, with some gas giants completing a full orbit in a blistering 4 days! These types of gas giants do retain much of their atmosphere even thought they are phenomenally close to it’s star and this is a result of the gas giant’s powerful magnetic fields, which deflect away much of the star’s solar radiation directed at it. Probes have indicated upper cloud layers of this type of GG can achieve temperatures as high as 1,500 degrees Fahrenheit. Searing gas giants tend to be rather large(.4 to 4 Jupiters) and it is unknown at this time whether these gas giants formed in the traditional outer solar system and then “migrated inward” or were born there. If these strange gas giants did form this close to it’s parent star, then many theories of solar system evolution will have to be discarded.

   Typical Gas Giants are just that, typical. Formed in the outer solar system, representatives of this class include Sol’s Jupiter and Saturn, Tau Ceti’s Kraken, and Dubhe’s Goliath. Typically .5 to 15 Jupiters in size, these titanic worlds are vacuum cleaners for the average solar system; it’s massive gravity well attracts most rogue comets and asteroids, saving the inner rocky planets from a brutal pounding by orbiting debris. Most gas giant’s orbits are almost perfectly circular as any other configuration throws all the rocky planets out of a solar system.

   Cool Gas Giants are typically 1-40 Jupiters in size and can be detected from neighboring solar systems by their interaction with their parent star(doppler shift). These icy gas giants are able to be mined and they tend to have a large halo of moons, some almost planet size.

RISHATHA WARSHIP  DESIGNS

   Over the centuries, the Rishatha have refined ship design to a high art, including destroyer-sized vessels. Even though the introduction of antimatter onto the field of battle severely limits DD’s survivability they are still useful in many roles, including anti-fighter, carrier escort, fighter hardware support, and light planetary assault. The Striker-class destroyer has spearheaded many planetary assaults since orbiting capital ships tend to quickly come under fire from planetary defenses. Equipped with moderately heavy bomb bays and fairly heavy anti-missile defenses(for suppressing PDMs and PDC-launched missiles), a Striker-class is capable of substantially bombarding a planet with stand-off rockets. Striker’s also have phased array radar for enhanced defense capability, a high turning ability, moderate armoring, and advanced anti-boarding. The only drawbacks to this design are a lack of anti-fighter defenses and it’s very high cost.

   The Yardarm-class destroyer’s ability to shoot down large numbers of fighters, bombers, and small craft cannot be understated and since it’s introduction in the Sixth Interregional Conflict, this class of destroyer has literally shot down more fighter and bombers that any other class in Rishatha history. The Yardarm-clas not only has a phenomenally large suite of anti-fighter defense but also a stealthy capability and recon drone facilities. It’s moderate cost usually keeps it attached to Battlefleet, and out of Rish Frontier Fleets.

   An important design critical to Rishatha fleet operations, the Escort-class warship enables Rish carriers to maximize internal space for fighters by carrying secondary ordinance for their fighter components, specifically fighter AABs. These destroyers also carry a significant anti-fighter suite, moderate armoring, and enhanced electronic warfare capability. It is also very fast for it’s class, able to “sprint” into attack range of hostile fighters and bombers, bringing it’s lethal array of anti-fighter systems into play before the enemy reaches the vulnerable carriers.

   The Hardrock-class Dropship is built on battleship hulls that were retired after the Fifth Interregional Conflict and are a new addition to the Imperial Fleet. Even though they have been built on a old warship hulls, they have been completely renovated. A exceptionally heavy coating of armorplast covers the outer hull and Imperial hard screens have been added as well, making this warship one of the most heavily defended in the Imperium. The Hardrock-class has an excellent ECM suite, including anti-fighter ECM and a new lifepod section as well. A brand new cloaking device has been installed and provides a stealthy capability to this expensive warship. It also has heavy anti-fighter defenses, anti-ramming technology, and excellent speed. Built around a core of two large Drop Bays which take up 24% of the ship’s interior, the Hardrock-class also has a small Flight Deck to launch battlerafts and other small craft(usually assault, drop, and armored shuttles). It also has a moderate Gunboat strikegroup onboard. Although the Drop Bay can only land small groups of troops on a planet, these troops form up into squads or soldiers–linked by superb communications equipment–and roam the battlefield. When one squad finds a particularly juicy target, it summons the others, and the units swarm.

   Built to attack en masse through heavily contested warp points, the Aide-class microcarrier(CEX) is a radical design departure for the Rish navy. Built on a Explorer hull, this vessel is designed to launch one squadron of fighters upon exiting a WP. By hurling hundreds of these microcarriers through a WP, the CEX virtually guarantees that some of the flight groups will be survive to be launched. Utilizing a small Flight Deck and mini-magazine, this small warship was used(and destroyed) by the hundreds during the Eighth Interregional Conflict. Their low cost and short construction time as well as minuscule manpower requirements made these microcarriers especially valued in the genocidal conflict with the Horune Totality.

   An outdated design still found in some Frontier Fleets, the Sabre-class Heavy Carrier was extensively used during the Seventh Interregional Conflict, when the Arachnid Omnivoracity attacked and overran three Rishatha Sectors, eating all the inhabitants in a gruesome feeding frenzy. Faced with an virtually unstoppable foe that washed over three heavily defended sectors, the Rish Navy was unable to stop the Arachnid orgy of destruction. In reprisal, the Imperial navy built this large carrier to attack the formidable Home Hive systems with concentrated fighter firepower. Having not only a huge strike group of fighters but also several large squadrons of self-defense fighters capable of handling almost any Arachnid ramming attack(which was one of their favorite tactics against these megacarriers) the Sabre-class carrier was also capable of good speed. It also had heavy defenses of armor, screens, and ECM. A lethal band of anti-small craft weapons ringed the carrier and an advanced computer core allowed improved targeting abilities to these defenses. Hundreds of Sabre-class carriers were scrapped after the war as the Rish fleet upgraded to the more massive(and survivable) CVX supercarrier. 


THE MYSTERY OF THE NELSON

   After the chaos and destruction of the Federation Civil War, the Rim Federation stood in a precarious position. Cut off from the Terran Federation, it sat astride warp lines that connected to the previously hostile Orion Khanate and the newly formed Terran Republic, with which it had just fought a major conflict that had lasted six long, grueling years. The defense of the Rim was important to the Terran Federation but it was unable to support the Rim in the early days of it’s development as a separate state. With a small production base, the Rim was unable to continually build and field large numbers of warships so it concentrated on large classes deployed to vital warp points to keep the peace. One of these warships, the famed TRN Horatio Nelson was a supermonitor which was severely damaged during the Battle of Zapata. Crippled during the stupendous battle, the Nelson stayed in Zapata for two months after the peace negotiations between the Federation and the Republic concluded due to the massive repairs needed to get her safely back home. The ship and her crew received a heroes welcome upon orbiting Zephrain and work crews began their evaluation of the ship. With only one of her weapons functioning and most of her engines destroyed, the Nelson was still badly shattered and the Rim Admiralty chose to put her in storage for spare parts for the fleet’s other active supermonitors. She was laid up in drydock at Zephrain SS until early April of 2445 when funding was finally made available and repairs began in earnest. After laboring mightily, Zephrain workers completed the work on time and under budget, adding several new systems as well. The commercial engine rooms of the Nelson had been gutted and the Admiralty chose to install better defenses instead of rebuilding the engines. Several brand new weapons systems were also built into the Nelson, including a new electronic warfare bay, micronized military sensors, and an antimatter generator. A armory was built into the ship to repel boarding parties, which was a definite possibility given the warships sluggish speed and several squadrons of Gunboats were allocated to the newly built Gunboat Racks that were installed at the insistence of Admiral Jenkins. Newly developed earth-penetrating warheads were also placed into the Nelson’s magazines, giving her the ability to destroy deeply buried planetary targets. She underwent a second, vital, refit in August of the same year, adding new ‘burst’ shield generators into her massive hull. With the powerful belt of armor and shields, the Nelson was nearly 200% harder to kill than her counterparts. Famed Captain Sun Cen piloted her out of drydock and onto her first mission, where her story ends......or does it? In 2465, after several months on routine patrol, the Nelson and all her escorts disappeared in the Cirocco System without a trace. Her Captain, Sun Cen, was well-known for his outspoken opposition to the Rim joining the newly forming Pan-Sentient Union and the possibility of his taking the Nelson over to the other side(ie the Terran Republic) has not been ruled out by investigators. Shocked at her loss, the Rim dispatched Vice-Admiral Rebecca Kennedy with a full Task Force to look for the Nelson and her escorts, but to no avail. The supermonitor’s extremely high maintenance demands limit the ship’s ability to travel far according to senior analysts and rumors of the Nelson fighting the Arachnids in the Letye Combat Region under the Reformation flag has not been substantiated.            

HORUNE TORPEDO SPHERES


   At the beginning of the Eighth Interregional Conflict, the Horune Totality was a small pocket empire, with less than thirty inhabited systems under it’s control. Although it was small for an interstellar state, the Totality was extremely powerful due to it’s very high tech level and it’s easily defended warp lines helped it’s defenders immensely. When the disastrous First Contact with the Rishatha took place, the Horune had a technology approaching god-like levels, with Black Hole Point Defense systems and protomatter warheads being the norm for most Totality warships. The Horune also dedicated an entire star system(H-7) to experimental research, and it was in this system that the Totality built it’s first Torpedo Sphere. A huge megawarship that dwarfed anything the Rishatha Imperium ever built, the first operational Torpedo Sphere (HTS Ozerozlu) was assigned to take part in the defense of H-3 but suffered a major engine casualty which damaged it’s Plasma Energy Core. The gruesome death of the Totality at the hands of the Rishatha continued unabated as the H-7 System hid behind it’s closed WP, furiously struggling to finish the other three Torpedo Spheres. The Ozerozlu’s crew labored to repair the plasma core, without which the Sphere’s experimental engines would not operate but something happened to the H-7 System before work on the Sphere’s could be finished. Some researchers speculate that a Horune bioweapon of some sort was accidently released, killing all the inhabitants of the H-7 System. Whatever happened, the H-7 System, with it’s nearly completed Torpedo Sphere’s, lays waiting for some adventurous race to find it.

Editor’s Note: The torpedoes used by Horune Torpedo Spheres is not like the torpedoes used by other races. It is similar to the Energy Torpedo of the Thranx Unity League, but much more powerful. A Horune 2nd Generation Energy Torpedo Launcher generates the same damage as a Converging Antimatter Beam, but with twice the range, all in system just 2 hull spaces in size! All this packed into a warship larger than a Battlemoon! A single Horune Torpedo Sphere can(and has many times) hang over a inhabited planet and pound it’s surface into radioactive magma using this system.

THE GRAND TRIPLE ALLIANCE


   The Grand Triple Alliance, that galaxy-spanning group of races, was born out of the ashes of the Goog Campaign, which laid waste to dozens of worlds in the Ilelish Sector. The Triple Alliance’s foundation began with the discovery of the abhorrent Goog race by the Corillian Confederation who ignorantly left them alone after First Contact(by hiding behind a closed warp point, the cowards...). The Goog began a massive military build-up and began mindlessly scurrying down the warp lines in Ilelish Sector, searching for prey. The war really began when both the Goog and the Oon(a wasp-like race allied with the Inheritors) discovered a system with four T-worlds at exactly the same time(later this system was named Goog Home IV). The Oon unwittingly began colonizing the system(which they called New Oon) but the arrival of over 30 LAC-carriers, 400+ CT, and thirty-nine monitors rudely halted the Oon efforts. Realizing the severe danger that lay just one WP away from their homeworld, the Oon petitioned the Inheritors of the Last Command for an emergency population lift to more secure areas of their Empire. At this point a great consternation shook the Inheritor High Command as they came to recognize that their most important ally was doomed and a unstoppable juggernaut was barreling down on them! The Inheritors wisely agreed to the Oon request and also put their entire economy on a war footing by activating all their other military alliances and crashing research into new weapons systems. At this time the Lightseekers of Virh, the Inheritors first ally, had secretly concluded a military treaty with the Hert Confederacy, an advanced warlike race who’s large battleship fleets came crashing down into the Goog rear. A titanic struggle ensued between the Goog Abhorrence and the Inheritors(and their allies) but the a turning point came in the war, however, when the Goog stumbled onto the militant Shern, which were at war with the vast Argus Republic. Facing literally thousands of fighters on hundreds of carriers, the Republic’s defenses had come crashing down around them, crumbling under the weight of the massive Shern fighter onslaught. The Shern offensive was cut short by the introduction of the Goog into the conflict, who proceeded to carry through and annihilated the Shern homeworld. Also at war with the Arachnid Omnivoracity, the Argus Republic wisely abandoned it’s Thennanin allies to the Bugs and retreated behind a closed WP. At this time, the Goog also stumbled back onto the Corillians, who had recovered from their shock and had built up a large warfleet. All three powers met after jointly crushing the Goog Chain and signed an alliance, the Grand Triple Alliance. Unfortunately by then, the Arachnids had crushed the valiant Thennanin and had discovered Home Hive IV(a massive system with eight T-worlds), which nearly doubled the Omnivoracity’s gross systems production. Faced with a unbeatable foe, the Triple Alliance races wisely withheld attacking the Omnivoracity until they were better prepared. It was at this stage that the Alliance found the outer systems of the Rishatha Imperium and the Arachnid War was put on hold indefinitely.

PLANETARY DIARY

GIBEON

   The Omega War started with the inconspicuous meeting between officials on the planet Gibeon and the Holy Order of Mahquthika, a vast(but terrible!) empire based in the Black Forest Sector of space. Upon meeting and communicating with the aliens from the superhuge planet Gibeon, the Mahquthika thought they had achieved a major diplomatic coup. Realizing that the Gibeonites had fantastically superior technology, the Mahq pressed for a treaty with the strange, but serene, aliens. The Gibeonites agrees but insisted on a full trade and military alliance, to which the Mahq diplomats wholeheartedly agreed, to their eternal regret. A massive planet nearly four times larger than most regular planets and a GPV larger than most empires, the planet Gibeon instantly came under brutal attack, which shocked the Holy Order. Hoping to substantially benefit from this new alliance, the Order found that the planet Gibeon had become a millstone around their necks! The first sign of trouble was the arrival of three alien destroyers moving at impossible speeds. After waiting 24 hours near the planet, these small vessels opened fire on Gibeon’s orbital fortresses, destroying all of the alert forts in mere minutes. The Mahq’s were shocked to see these aliens use protomatter warheads, a massively lethal but highly unstable substance. Although the alien destroyers were finally overcome by the planet’s exotic weapons, the Gibeonites pleaded to the Holy Order(who were already setting up several small colonies in the Gibeon System) for help and in accordance with their treaty, the Mahq’s agreed. Although the Gibeonites feigned no knowledge of the new aliens, the Holy Order was not about to give up this treasure trove of high technology and a huge warfleet was diverted to the system at top speed. The Mahq’s later found out that the alien Gibeonites had been conquered by the bizarre Hiver race, who owned the Antimatter Refinery in the Gibeon System. The struggle for the Antimatter Refinery in close solar orbit unfortunately led to it’s destruction. This loss was a serious blow to the joint effort as the refinery allowed the construction of all antimatter warheads at insignificant prices. The refinery was the result of the Hivers having a long history of controlling, containing, and manufacturing antimatter in it’s many forms. The final blow to the conflict was when an Hiver battleship showed up and battled it’s way across the system, destroying hundreds of Gibeonite and Mahquthikan warships. As it closed on the planet, it fired on Gibeon’s massive moon(Chephirah) with a Black Hole Projector, which instantly swallowed the entire moon! Proud Gibeon surrendered and the Holy Order fought desperate(and futile) actions against the near-omnipotent Hiver warships which pursued them back into their Empire. After losing three chains of warp lines and 12 populated T-worlds, the Holy Order was able to hide behind a closed warp point. After heartlessly genociding race after race, the Mahq’s learned the lesson “You reap what you sow!”


FROGSTAR

   The famed Frogstar System is located deep within the Rishatha Imperium and due to it’s unique WP geometry, has been the location of fifteen major fleet battles. The Frogstar System itself is nothing but vast rings of asteroids due to some pre-Imperial disaster and only a rogue moon, which is the last colony of the “Frogs”, wanders about the system, being pummeled by constant asteroid strikes. The location of the Warp Point Junction, with it’s four close-proximity warp points, is a closely guarded secret but the Rishatha fortresses can cover all four comfortably for their central location. The Frogstar System is the only known location of a Warp Point Junction within Rishatha Space.

HIWASSEE GAS GIANTS

   Gas Giant Mining Centers can fundamentally change the economic structure of a Empire, as shown by the Hiwassee Super Gas Giants. Orbiting the Rishatha supergiant star Alpha Majorix, the Hiwassee SGG’s (with their 200 GGMC) produce nearly 2,000MCr per month for the Imperium, making a SGG system a target for industrial development, and enemy attacks. 

MIBRANNU GAS GIANT

   Home to the enigmatic Mibrannu race, this gas giant is one of many which has spawned sentient life. These large gas bag lifeforms are intelligent, with tendril manipulators, and are masters of hydrogen engineering! It was the Mibrannu who first developed the “Biotek” ships and use their deep atmosphere sites to “grow” the “seed” that becomes a warship. The Mibrannu, in their powerful ships, have been known to arbitrarily destroy Gas Giant Mining Centers because they cause environmental damage to these vast hydrogen planets and kill innocent hydrogen sentients.

NEW PARRIS ISLAND

   Located in the Leyte Combat Region adjacent to New Arachnid Space, the New Parris Island Drop Marine Base is a large nickel-iron asteroid some 100km long. Over 80,000 Drop Marines are stationed in the New Parris System, most on training cycles but also serving as a forward repair and logistics base for the Federation’s new war on the Arachnids. Nearly the entire asteroid has been mined out and filled with troops quarters, repair shops, munitions bays, and other support holds. Three huge small craft bays are located evenly throughout the core of the asteroid, proving the Marines with excellent small craft training. Dozens of fighter training bays have also been built into New Parris, but they are the new Flight Deck system, capable of launching and retrieving fighters and small craft more easily. Extensive holosimulators have been built as well, enhancing Marine pilots abilities and freeing up flight time for senior NCOs to fly the newest  Spacehawk fighter. With the largest Drop Bay in Federation space, Marines at NPI get excellent Drop training and “Hollywood” Marines from New Pendleton Marine Base are sent here for Drop training. The base also has several support craft, including the Ypres-class Dropship TFN Ameins and El Alamein.  New Parris is patrolled by extensive automated defenses, fighters, and newly developed light attack craft.

   Three of the Federation’s top Marine’s commanded at New Parris, including the current Skymarshal, Brigadier General Douglas Krulak and famed Fourth ISW hero BG James Anderson, grandson of Howard Anderson. New Parris Island was also built to protect the high-population Akwaterra System and the Terran Federation has invested a massive amount of funds into the asteroid base, which is two warp points from the Hard Rock System.


   Eventually cut-off by the Insurrection, New Parris became a Reformation outpost, lending it’s powerful forces to stabilize the region under the Reformation banner. New Parris has recently received a substantial upgrade with the installation of new drop fighter mechanical bays, these systems double the number of fighters normally held and in an incident last month, a Reformation troop transport accidently rammed the central docking bay, killing over 300 Marines and civilians. The ship, RNS Testimony, had to be scrapped and investigators later cited two faulty attitude thrusters as the cause of the accident. 

RISHATHA  NAVAL  ACADEMIES

Name                                                  World                                      Sector

Ka’grea Sector Academy                     Bolbod System             1(Boldob Sector)

Kay’mil Naval Academy                       Dillian System                           2(Tolat Sector)

Kderr’is Naval Command                     Chinko Homeworld                  3(Chinko Sector)

Krannik Naval Complex                       Marasun Cluster                       4(Marasun Sector)

Ky’ecale Naval Academy                     Kess’Rith Homeworld              5(Kess’Rith Sector)

K’urveyy Naval Academy                    Tinsk                                        6(Urias Sector)

K’nowl’l Strategic Studies Center         Hees Homeworld                     7(Hees Sector)

R’andish Naval Complex                      Rishatha Homeworld                8(Home Sector)