QUICK NOTES 23

NEW TECHNOLOGY

Advanced Gun/Missile Launchers, 2nd Generation(Wa2): Development of the Wa2 was a fortunate happinstance for the Horune race, who found themsleves at war with the vast Rishatha Imperium. Although the genocidal Horune refused to negotiate with the Rish, this missile system proved a powerful tool in dealing with the Rish. The Wa2 system fires three standard missiles per round and were used by the Horune only thoughtout the war. Their advanced antimatter warheads made the Wa2 system very destructive and it’s exorbitant cost(220MCr) limited the system to lower production rates. Few Horune warshps were equipped witht his system and Horune destroyers were made up entirely of this class. This system is three hull spaces in size and cost 30,000 MCr to develop. TL14. Courtesy of Todd Kes

Advanced Gun/Missile Launcher, 3rd Generation(Wa3): A critical system crash developed after the discovery of the Rishatha Imperium, the Wa3 system was refitted into only 20% of Horune destroyers before the Totality was overrun. The Wa3 system fires four standard missiles per turn and the use of protomatter warheads enabled the Horune to destroy hundereds of Rish capital ships in the last days of the war, and destroy every habitat in the Hainurrabi System. TL15, 3hs, 330MCr, 40,000 to develop. Courtesy of Todd Kes

Buffered Bouys: The sneaky nature of the Draka race showed in the development of many radical technologies, including the Buffered Bouys. These devices, intended to look like small asteroids, hid a portion of the Dominion’s communication relays. This procedure helped tremendously when the Dominion found itself at war with the Jambitchow, a race already actively at war with the enigmatic Chonoguan Empire. Using this stealthed communications system, the Draka were able to coordinate with the Chonoguans and crush their mutual enemy. Detection range is halved, x2 cost in building the bouy. A ship with four extra H can transport the rock and release it on the other side of a WP. DSB-ncd. Courtesy of Kencyr

Clamps - Ship(CL): A multiple-tech system, the advanced Mondoshawan warships needed a docking and latching system for all three parts of the Multi-Vector Attack ships, and they developed Clamps as a result. ½ hs, 5MCr each, TL9, dev cost: 1,000

Clamshell Fighter Bay(VCx):  Continual warfare shaped the Draka psyche, which in turn forced development of more advanced weapons systems, including the huge fighter hanger system. This system (the Clamshell Bay) is a huge, and is based on the Ship Bay and Mechanical Linkage systems. The VCx takes two turns to open, but once it does, all fighters in the Bay can be launched. If fAABs are available, they are launched with the fighters(max available), with no fBAY needed. This large system allows three fighters to be launched per hull space, but it takes twice as long to rearm and the ship is not initially recognized as a fighter carrier due to it’s unique design. The Clamshell Bay can be any size, up to 75% of a warships hull space. This system MUST be mounted immediately after Z. 5MCr per hull space, dev cost: 7,000. TL10. Courtesy of Kencyr

Laminate Armor(An): To armor all parts of their Multi-Vector Attack Ships, the Mondoshawan developed the hideously expensive Laminate Armor. It works just like Ac at double the cost(10MCr) and is a thin “sandwich” type of armor. This system was needed to cover the undersides of the MVAs when they separated into their constituent attack components. It also has the ability to function as Al. Racial restricted technology. TL9, dev cost: 15,000.

Light Assault Craft, 2nd Generation(LAC2): Many races failed to develop the gunboat but most engineers came up with a similar system: the short-ranged LAC. The development of the LAC2 was a crash priority for the Inheritors of the Last Command during their stupendous battles with the alien Goog race. The initial battle in the AH008 system was almost completely one-sided as 30 Goog monitors pushed their way into the system by brute force, and only the planet-based LAC2 were capable of sustained strikes against the ponderous Goog warships. 80MCr, 8 fXO, Speed 10, 3 bbp, TL7. Dev: 6,000. –2 to be hit.

Light Assault Craft, 3rd Generation(LAC3): Fighting between the Goog Abhorrence and the Inheritors and their allies continued for years, until the Final Battle of Home III, when the Inheritors of the Last Command finally achieved a breakthrough into the Home III System, massacring the Goog on all four inhabited planets. Use of LAC carriers and sustained strikes against the orbital facilities by LAC3s ensured the Goog population’s destruction. 100MCr, 10 fXO, Speed 11, 4 bbp, TL9.  Can mount Xr(small) as AWACs. Dev: 7,000.  –3 to be hit

Light Assault Craft, 4th Generation(LAC4):  A major diplomatic breakdown between the Inheritors and the Hert Confederacy after the Goog War ended resulted in the deployment of the LAC4 by the Hert, who fought the Inheritors for the strategic AH008 system. Using upgraded(and stealthy) LAC carriers, the senior Hert Admiral, Sizs Naboommaroo, initiated a surprise attack on the Inheiritor fleet in planetary orbit, destroying every major warship using the new, fast LAC4s. 120MCr, 12 fXO, 12 Speed, 4 bbp, TL11. (-4 to be hit due to speed, built-in ECM, and low-emission DF). Dev cost: 8,000.

Major differences between LACs and Bombers are:

1)LACs are warp capable,

2)LACs are NOT slowed by external ordinance,

3)LACs can be fired on by IDEW and DSB-L.

Low Emission Engines(Ie): A mixture of Stealth Tuners and Impulse Engines, these unique engines propel warships at a much faster rate than standard engines and have in-built stealth systems, enabling a ship equipped with these engines to only be detected at short ranges(1 system hex). +1 to standard speeds. 1 hull space in size, 20MCr per engine. Compatible with Fusion Rooms. Dev cost: 8,000. TL9

Micro-Mine Spreader(MMS):  The MMS system is a small engineering system developed to drop active minefields to the rear of a warship, usually as it is fleeing. Unable to detect these micronized mines, most ships stumble through the antimatter mines, which do one point of damage because of their small size. These mines can also fire on fighters, bombers, and small craft that pass through the pattern. Each MMS holds 24 patterns of micronized mines and fires(as one action) into each of a ship’s 3 rear hexes, taking three ‘shots’ of ammo. (Note: Micronized mines are fully described in QN15 and only last 5 tac turns when fired in this mode). Built for Multi-Vector Attack ships, MMS are 1 hull space in size, cost 45MCr each, and are TL9. Dev cost: 12,000.

Mini-Missile Launcher(MML): Built for MVAs, the MML is 3 hull spaces in size and costs 45MCr each. This system holds ten mini-missiles(one point of damage for –AM, two points for –AAM) and reloaded like a Missile Box Launcher(Wb). Mini-missiles are especially hard to shoot down(1-3 only) and each MML can fire 5 missiles per turn. These missiles can also mount anti-small craft warheads(must be stated 10 turns before combat) and additional missile strap-ons. TL9, .1 MCr each, .08 csp in size, dev cost: 15,000.

Multipurpose Drone, 2nd Generation(MD2): Similar to the Theban boarding sled design, the CDD is a large, multipurpose deepspace autonomous vehicle, able to deploy satellites, commo bouys, or courier drones. These large drones are able to travel at high speeds for long periods of time and are powered by a micronized fusion core, which is able to generate three times as much power as standard fuel cells. The CDD is WP capable, can detect other ships and launch CDs, and can be used to remotely deploy DSB chains. The Second Generation CDD are able to carry LRMU. The payload section, which can hold up to 3 sats, 25 DSB, or 40 CDs, is located in the front half of the vehicle. CDD is unaffected by high levels of radiation and is well-suited to collect information in inhospitable areas of space. CDD can also remotely deploy satellites to initiate surveys of a worlds. TL9, cost 100MCr, 100csp, dev cost: 8,000.

Multi-Vector Attack Ships(MVAs): The Mondoshawan race developed these warships when contacted by the Draka Dominion, who seemed intent on assimilating all races into their sphere. These fantastically expensive, and capable, warships delivered blow after blow to the Draka fleets, including their phenomenally destructive Gunships, which were based around a unique spinal mount. Multi-Vector Attack ships have automatic datalink with all three parts, and only lose this ability when the last Q or Qs onboard is destroyed. The MVA breaks up into three separate parts, the Command Section, the Assault Section, and the Upper Pod Section. The Command and Assault Section are phenomenally deadly, and the unmanned Upper Pod Section has a devastating ramming ability. All three components can separate nearly instantaneously and during the first turn of a WP assault as well using a modified Vli system. The MVAs needed the following systems to be fully functional:

*Clamps,

*Laminate Armor,

*Neural Interfaces,

*Automatic Datalink,

*Hydraulic detachment-Vli(emergency and WP assault),

*Low Emission Engines,

   The multi-vector attack components also needed micronized weaponry to be fully effective, and the following systems were developed just for the MVAs:

*Mini-Missile Launcher,

*Micro-Mine Spreader,

*Ramming Upper Pod,

   The MVAs are only available to the Mondoshawan, and their allies. Unless otherwise stated, all the systems listed in this section are restricted.

Neural Interfaces(C4I):  Developed by the Draka Dominion, the C4I system provides the following advantages:

1)      They offer a +1 init. (not cumulative with CIC), but are cumulative with CiC1,

2)      They give +2 activation bonus for ships,

3)      They halve the crew requirements for a warship,

4)      They double the effect of training or engagements for improvement purposes,

5)      Because of all the above, the cost is 15% of the ship/base cost.

   This system is TL9, dev cost: 15,000. Developed by Kencyr!

Planetary Point Defense(PPD): A state of the art missile detection/tracking system the PPD is a new generation of point defense, utilizing the passive and active sensors of a entire planet, and is a major increase in defensive capability for inhabited worlds. These remarkable defensive systems can not only shoot down normal missiles, they can target fighters and fighter rockets with deadly accuracy, AND zap offending weapons by targeting their targeting laser systems. The first generation of this system, developed by the Argus Republic, was called “Backlash” and served to defend their capital against the massive Goog onslaught. Each PPD can fire 100 shots at 7 to hit, capable of doubling-up on targets(the only system capable of doing so!) and no ammo required. Each PPD is actually a series of point defense missiles, lasers, and targeting systems, usually controlled by a CIC(which is based in a PDC). These systems are separate from the PDC and can be targeted individually. The original PPD was initially a prototype system that demonstrated that a firing source could be pinpointed in several milliseconds and fired upon. The current PPD system uses a combination of infrared detectors and sophisticated computer algorithms to ensure rapid determination of a firing weapon. The PPD system can zap offending weapons targeting systems like the fAA as well. The Second Generation PPD(the “Lifeguard” system) and the 3rd Generation PPD(the “Deadeye”) will be discussed in a later forum. Compatible with command datalink and can only be mounted in a PDC!!! 35 hull spaces, 300MCr, standard PDC arcs, dev cost: 15,000. TL10

Power Capacitors(Cp):  Fighting between the Draka Dominion and the Rishatha Imperium degraded into vicious system-by-system fighting, with hundreds of  capital ships being destroyed by the fast-firing Plasma Guns of the Dominion Navy. This was only made possible by the inventiveness of the Draka, who developed the Power Capacitor early in their conflicts with the Arachinds. A engineering system that allows continual use of the Pg, the Cp is 5hs in size, costs 75MCr, and can help the Pg’s of a warship fire in the following manner(T1 fire, T2 fire, T3 recharge, T4 fire). Also known as the ‘Battery”, this system must be placed in front of the first engine room and explodes when damaged, doing 15 points of damage. TL7, dev cost: 9,000. Courtesy of Kencyr

Protomatter Warheads(-o): The development of this ultra-destructive missile warhead was first done by the Horune, who used them extensively in their conflict with the Rishatha, who despised their use especially when used against populated planets. Wrapped around a core of highly unstable ‘pre-matter’(which was only normally found at the birth of a universe) the protomatter warhead has more destructive power than any other missile warhead ever built(x12 damage!). Specialized material plants, which are phenominally expensive, must be built to manufacture this warhead type. Missile cost is x20 to use protomatter warheads. 80,000 to develop. TL17

Stand-By Missiles(-w): The Draka Dominion’s capabilities in warfare have become unmatched in the galaxy, as seen in the development of Stand-By Missiles. This missile system is a radical departure away from conventional missile warfare. These missiles are launched with a set delay(up to five turns), the net effect is that a ship can salvo just like a artillery unit doing a TOT(time on target). +25% missile cost, PD/D series are +1 to engage each salvo. The missiles keep pace with the warship up to five turns before they reach their launch or lose point. Vulnerable to proximity soft kills, 25% of losing the entire salvo before launch if the launching ship is hit with incoming missile fire. These missiles cannot make a WP transit!  TL5. Restricted tech! No additional penaids or missile mods available.

*Rl has a rapid fire capability in this mode, dumping twice as many missiles into space as it’s conventional counterparts(but not Wa). Courtesy of Kencyr

Transport Shells(TS): First developed by the Draka, Transport Shells were a cheap and economical way to ship pre-fabbed bases to remote parts of their Empire without tying up vital shipping. The pre-fabbed base is configured into a box configuration, a CD nav system is tack-welded on, as are four(4) Ic engines(at least until BS5 or larger comes along, then it’s 8 Ic), and a powerplant. The net effect is it moves Speed 2, period. A CD nav system is programmed with the destination(must be within CD range) and goes there on its moronic own. If it needs a crew, assume the BS life support and is just active enough to cover a caretaker crew of 5 or so. If it is caught, it is dead(don’t even roll) but attackers option is to capture – free tech toys. It will move itself to a final point(WPx in System y) and sit there. It is strictly one way, one time trip, after that it must be moved by a tug. Cost 45MCr in addition to the unit cost(the Base). TL4, dev cost: 2,000. Courtesy of Kencyr

MULTIPURPOSE DRONES(MD1)

AUTOMATED WEAPON CONTROL SYSTEM(ACSx)

HTL: according to table below, HS: according to table, Cost: ditto

Effect: Controls a number of IDEW, MF patterns, BattleSats, SBMHAWKs

according to the table below.

Disadvantage: Controlling drones using this method reduces their

to-hit number by 2.  So if normally you'd need a 5 or les to hit, now

you need a 3.  Also, any targeting enhancements(Mix, etc) only give

1/2 effectiveness when used.  ?2 reduces effectiveness by another

point if either the drone or its controller is within range.

ACSx              HS      Control            MCr                HTL

1                      5          5                      20                    1

2                      5          10                    35                    3

3                      4          12                    70                    5

4                      4          20                    100                  7

5                      3          20                    150                  9

6                      3          25                    230                  11

7                      3          30                    300                  13

8                      2          30                    450                  15

DRONE BODIES

   These bodies are designed immediately, and cannot be changed without

totally redesigning the drone.  So no pulling out L pods when you

discover the enemy has no armor, and respective for E and shields.

   Spaces indicate how much room is available on the drone for items

csp is space taken up in a cargo bay.

   They are launched either out of a Bbx, V, or off of XO racks (csp/8

XO racks).

   Also, with no armor and shields, one hit from anything will destroy

them. But they are targeted as drones, and can employ EM.  (Happy,

happy, joy, joy)

Spaces            csp       HTL                Cost

4                      40        1                      10

8                      40        4                      15

10                    30        7                      30

15                    20        10                    30

20                    10        13                    50

25                    8          16                    60

DRONE ENGINES

   This uses the hint that I have heard from SDS about generational

engines in 4 th edition.  These are not the actual engines, merely

the power plants to make the drone go faster.

        Cost is per engine.

HTL    Engine             Max    Speed              Spaces/ Cost

1          I1                     6          1                      4

3          I2                     8          1                      6

6          I3                     10        1                      8

9          I4                     12        1                      10

12        I5                     14        1                      12

15        I6                     16        1                      14

LONG-RANGE SCANNERS

   These are miniaturized versions of Xr.  To find range of the

scanner, divide the number by 8, and multiply that by the starship Xr

range.

Item   Size    Cost                HTL

Xr1     2          20        4

Xr2     2          30        7

Xr3     2          40        10

Xr4     2          50        13

Xr5     2          60        16

SCIENCE SCANNERS

   These units are smaller versions of X, and require X on the mounting

ship in order to have any benefit.  Take the number, divide that by

8, and that is the value of its information.  So 10 drones with X1

have been surveying for one month (assuming rotating shifts), and

provide 5 points of information for survey purposes.  They cannot be

used for planetary surveys (crash & burn, literally).

Code               Size    Cost                HTL

X1      1          20        2

X2      1          30        5

X3      1          40        8

X4      1          50        11

X5      1          60        14

DRONE BEAM WEAPONS

   These are miniaturized weapons designed to be mounted on drones.

To find out max range, you need to do this with the weapon used

before playing the battle.  Starting at range 0, mutliply each range

value by 3, and look up that damage on the beam chart for the

selected beam.  Divide the damage listed by 3(FRU), and use that to

make the chart.

Code    Size    Cost                HTL

F          4          20        5

L          4          15        1

E          4          20        8

General rule for beams is as follows:

(Code)  (HS)    (2*Cost)        (HTL+1)

DRONE MISSILE WEAPONS

   These weapons are not so much launchers as one-shot weapons.

Code               Size    Cost                HTL

R(o-s)              1          10        1

G(o-s)              1          10        1

W(o-s)             1          10        1

   They fire full-size versions of the missiles, but range is as from

XO racks.

   Generic rule for missiles is as for beams.

   Research cost must be paid again for each item converted.  I.e. you

research the full-size version, and the drone version as well.

DRONE BAY

   A specialized bay used to hold Drones, this system is fundamental to the entire Drone Systems. One hull space in size, the Drone Bay is 25MCr, costs 2,000 to develop, and holds 350csp of drones.

ALL OF THE ABOVE IS RESTRICTED TECH!!!!

Courtesy of Todd Kes

HORUNE  WARSHIP  HULLS

   The basic Horune warship was a fantastic design, light-years ahead of any other regional power, including the vast Rishatha Imperium, whose resources were almost unmatched within the Known Galaxy. At the end of the Eighth Interregional War, the typical Horune warship(for it’s class) had a average speed advantage of 20% over other races and this was only possible by radical innovations peculiar to the Horune shipbuilders and their Nuat’yll allies. After analyzing much scanner data, senior Rish Warmothers were able to pinpoint several major differences between Rish and Horune ship types, including the radical deformation of a Horune drive field, the use of advanced ‘supermetals’, and protomatter power plants. These substantial tech advantages played a major role in the Rish/Horune conflict, and enabled the small pocket empire to withstand the Rish onslaught for years before finally crumbling. These Horune warships’ speeds continue to baffle Rish technicians to this day, and hundreds of light Horune warships are still active in the now-dead Horune Totality utilizing a substandard artificial intelligence system known as “Cybercomp”.  Several ship types have been definitively identified by the Rish, including the fantastically rapid-fire Demigod-class Horune destroyer, whose missile launchers each fire four standard missiles. The far more numerous Fang-class Horune destroyers fire slightly fewer missiles per launcher--three, but their use of protomatter warheads has decimated fleet after fleet of intruding warships. The heavy heatlaser firing Empire-class destroyers are also highly capable of quickly burning through most warships armor, gutting a ship in short order. Most Horune heavy cruisers, dreadnoughts, and superdreadnoughts were destroyed in the invasion of the Totality but occasionally one of these mammoth ships is spotted deep within the Empire, continuing it’s mindless patrols, without the guidance of sentient hands.

   The Rish Imperium Navy wastes no energies, or hardware, on these insignificant vessels but they have proven themselves to be rather deadly to less advanced powers.  When the first of these powers, the Trigaltar Empire, stumbled into the dead Horune space, it was a rude shock for them. Both they and the Holy Order of Mahquthika, had running battles with the automated  hardware of the Horune for decades! Firing multi-missile waves with advanced protomatter warheads, both Empires’ warships were badly outclassed but they continued the fight, uncertain whether the Horune warships would follow them back into their Core Systems and decimate them. One such occurrence did happen, and the results were catastrophic for the Mahq Order, whose high population world of Gadara was annihilated by a fast-moving Horune destroyer several months after first contacting the automated Empire. By raining down nearly a hundred protomatter missiles, over 40 billion Mahq civilians were killed by the Horune destroyer, which had found a way into the relatively ‘safe’ sectors of the Holy Order’s borders. This disaster lead to an all-out war to cleanse the former Totality of all operable warships and the entire Mahq Empire focused on this new religious goal. It was extremely difficult to run down the lighter elements of the Horune fleet and only the most fleet Mahq fighters were able to pace and overtaken them, destroying hundreds of destroyers before running into the Rishatha Imperium. By this time, the Order had been able to replicate the Horune ships’ drive field technology, giving them a substantial advantage over the ponderous Rish capital ships.

   In the end, the Holy Order and the Trigaltar Empire reclaimed much of the Totality and fortified it massively once they encountered the lethal Imperium. This war zone became a killing ground for all three races, until the introduction of a deadly machine race turned the tide against the Order, assimilating their technologies with ease and wiping the Mahq from the face of the galaxy, to the consternation of their Trigaltar allies.

PLANETARY DIARY

Nemo

   Building the first underwater habitat was hard for the Rish, who had dozens of under-populated waterworlds within their Imperium. Nemo, a large waterworld in the Tolat Sector, was their initial testing ground and as engineering crews began their work, they realized the fundamental differences between standard construction techniques amd underwater construction. Domes proved impossible to build because for every ten meters their was a one atmosphere change(in one G), which would crush any dome and pressure locks were needed between floors. Heliox(helium-oxygen) was needed to breathe, steam cooking(a Rish favorite) became impossible, and humidity was always a problem for the Rish workers. The need to dress warmly was a necessity at all times and electronic ‘gizmos’ were needed to understand each other due to the “Donald Duck” effect. This was especially true of the Rish, whose language crossed a lot of frequencies, many of which were shifted into above ‘normal’ hearing range. Even if they grew up hearing helium-shifted speech it was still very difficult to understand. CO2 production was initially a problem as well but the Rish innovated, dissolving the CO2 in the surrounding water and running it through algae tanks to regenerate oxygen. Water purification plants were built and aqua-culture techniques perfected. Kelp and algae, along with fish, crabs, and sea slugs, became Rish staples, with land-grown food being the greatest luxury.

   Large tunnels connecting underwater cities tot he mainland was unfeasable due to the necessity of so many airlocks. Keping the habitats at surface pressure was also impossible as any leak would instantly kill anyone in the affected area. Bans on weapons that could breach the structure were enacted on Nemo and industrial processes were moved out to work shacks to prevent damage as well. After a few gruesome failures, and a couple of initial successes, the waterworlds of the Imperium began to be colonized using these techniques started on Nemo.

Bendery

   A high-population Rish system located deep in the Anias Sector, Bendery’s history was one of tragedy and the loss of life during it’s fall hasn’t been seen since the war with the Daa’Vit. A critical world before the coming of the Bugs, Bendery was attacked by a robo-organic alien force while the Rish were assembling a fleet in the Bendery System to assault the bug-like Thranx. The first sign of trouble was the immediate collapse of the Orbital Beanstalk elevators and the activation of the Orbital Weapons Platforms, to the shock of their controllers. Desperately trying to shut down the OWPs, the military personnel could only watch in horror as the battlesats and OWPs rained down deadly fire onto the planets’ surface, starting a chain reaction of death that didn’t end until all life was scoured from the planets’ surface. By pumping most of their missiles into the planets’ atmosphere, the OWPs and battlesats saved their energy weapons for the ships and bases that began to wildly fire on the perverted orbital defenses. Omega worm commands failed to shut down the defenses as they continued their rain of destruction, destroying every major warship in orbit of Bendery and killing Warmother R’oine, famed hero of the Battle of VGX-344. Arrival of alien ships into the system completed Bendery’s fall and senior Rish analysts believe that the aliens learned a great deal about the Imperium’s defenses from Bendery’s own defense computers. Senior Rish military commanders were alerted but before they could arrive, the robo-aliens disappeared, leaving a orgy of death and destruction in their wake. The Warmothers have vowed revenge but to date the aliens have never been discovered.

Garden System

   Known for their expert terraforming capability, the genocidal Horune were remarkable planetary engineers and were able to do what no race has been able to do, terraform deadly Hellhole planets(Venus type) into lush garden worlds. In beginning their first terraforming project, the Horune started with a single star system with three Venus-type planets. Over an extensive two-year process, the innovative Horune were able to completely transform the three lifeless worlds into lush garden planets, thus the name: The Garden System.

   This process was begun by moving billions of tons of ice asteroids from all over the system into orbit of the target world, and bombarding it with the ice(which turned into rain). Next, CO2 converters were moved in and mineral processors to eliminate the large concentrations of lead that is found on these planets’ were built. Then nanofresh water plants were deployed across the globe to solve one of the largest problems--an ample supply of fresh water. A top Horune physicist teamed up with a brilliant inventor to use carbon pipes only a few nanometers across as a fast and energy-efficient means of water purification. The key to this work was the discovery of a way to fabricate the tubes as an extremely well-aligned nano “forest”. Because of the nanotubes high electrical conductitivy and large surface areas relative to their volume, they were fantastically efficient in ridding water of pollutants. Finally, genetically-engineered plants were introduced into the ecosphere and change became rapid. Unfortunately this process was lost during the Rishatha invasion(and destruction) of the Horune Totality and the Garden System iteself was the site of several strategic warp point invasions, which decimated the system.

DEVELOPMENTS  TO  WATCH

*The Genocidal Holy Order

The Holy Order of Mahq’s frequent genocidal techniques will come home to roost one day. The malicious destruction of the pre-industrial Yannik Society at the hands of the cruel Mahq will haunt the Holy Order for eternity

*Luxon Federation Threatened with Invasion

The Luxon Foreign Minister has been trying to play down reports that the Argosian military has plans to invade the Luxon Federation should they be invited to join the Basmoli Commonwealth’s defense alliance, but several races within the Federation themselves continue to take the threat seriously

*Loyalists blamed for Civil War

Hawvin Brigadier General Onk Mattune blamed the civilian government for the vicious fighting that took place recently thoughtout the Hawvin realm. He denied any military role in the fighting. The civilian government has expressed it’s strong displeasure at the Hawvin military’s move towards independent actions, which sparked the fighting.

*Dilgar Trying to Rebuild Relationship

After opening fire on the Corillian First Contact team, killing all thirty members, the Dilgar have been reconcilitory to efforts by the Corrillian allies to re-establish relations. The Im’kek and the Bushi both have Contact Teams on Dilgar and are trying to find a way to talk to the aggressive Dilgar race.

*Pro-Draka Party on Melf

Presidential candidate and former Prime Minister Zarn has begun a formal platform of acceptance of Melfan’s status as a “limited-sovereignty state” within the Draka Dominion. Positive ongoing relations with the Draka have been sited as the impetus for Melfan governmental co-operation.

*Draka to Develop Stand-By Missiles

According to Draka officials, the Dominion intends to field the newly invented Stand-By Missiles, which has more range and saturation ability than most other missile systems. The Draka made this move as a result of developments in the far reaches of their empire, which is classified. There will be a full discussion of the missile issue at the Draka Annual Security Council Meeting in Novemeber.

FOUR MAIN CAUSES OF WAR

Long Standing Greivance                      41%

Internal Disorder                                   39%

Sense of Military Superiority                 16%

Fear of Being Attacked             4%