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A Brief Galactic Situational Report

By Human account, it is the year 3030. For our Milky Way, it is a time of great troubles. War plagues the safety of civilized systems, and pirates prey on those weakened by such wars.

The Kataan and Tassk fleets have been eroding one another for the last 20 years and have finally begun to exhaust their vast resources. Though large scale battles are now infrequent, skirmishes near industrial centers and civilian installations are common as each side tries to cripple the other’s capacity to recover.

The Faciree Royal Navy, though small and underdeveloped by normal standards of the day, is now the largest known standing fleet in the galaxy. They could greatly influence the tide of the battle, but they are involved with their own problems of Rend infestation and fending off smaller pirate fleets.

The Noble Yullarians desperately try to use this lull in the battles to give diplomacy another try, while their Rover brethren have begun smaller mercenary operations. The demand for Crag services has never been higher. And as expected, some interests are profiting greatly from the war.

The Vespulans have seen the least impact on their day to day activities. The planets they inhabit are completely undesirable to other races, and their ships are little more than c-drives with hauling rigs. Their naturally isolationist politics are weathering this storm well. The greatest impact to the Vespulans so far has been piracy in the Orca Flagella where their dust mining operations are most profitable.

Xanthophi colonization projects have ceased growing, but worlds they have colonized are seeing a big increase in activity as work orders and refugees pour into their new economies.

Humans, the newest race to step onto the galactic scene, have much to offer. Their geographic isolation protects many of their interests, and they are filling many needed roles abandoned by the destruction of industrial power houses. With the addition of humans to galactic trade a new age of information systems has been born. No other race besides humans has developed the computer to the extent that Humans have. It is common for navigators on alien ships to use slide rules and numerous conversion charts as they plot their courses through C-Space. Innumerable other applications of computers give humans a competitive edge that a newcomer to galactic trade and politics can exploit to great advantage in these times. Humans have also harnessed the power of the atom, and have defended themselves with nuclear weapons. This development has made humans the least desirable targets for piracy and invasion. Compared to humans, other races are pretty far behind on a technological scale. If not for the utter lack of dust on their homeworld, they would have achieved super C speeds and interstellar travel a millennia earlier. The Ordina vessel that crash landed on Terra was the spark would elevate humans onto the interstellar plateau.

The An’Laran observe all this from enlightened, but decadent eyes. Possessing technology on a scale that seems magical to even humans, they are dependent upon no one. Self absorbed and scarce in number, the An’Laran are somewhat isolationist by disposition, but not necessarily by policy. No one has really figured them out…sometimes they get involved, and sometimes not. Their motivations are a complete enigma.

It seems that the Galaxy itself holds its breath, waiting…

Technology Level

Spaceships and how people get around:

People typically ride shuttles from the surface of a planet to a space station. From there you can begin your interstellar travels by taking a shuttle or C-Space capable ship to a Minimum Safe Jump Point which has beacons to indicate distance and location. No ships are known to be able to enter C-Space travel while in the presence of a G slope greater than a certain amount, so jumping engaging the DC Drive on a ship generally fails if you are too close to a planet, star, moon, large ship etc. See the C-Space Travel document for more technical details.

Any elevated world has at least one space station with a C-Comm repeater for FTL communications. Unelevated worlds may still have space stations on a case by case basis, and they are annotated on the map with an alphanumeric name based on its characteristics instead of the name given to it by its inhabitants. When a planet stops responding to C-Comm, it’s given name is removed and it is updated with an alpha-numberic name. This is the case with the Qima systems, formerly inhabited by the Faciree.

Intra-planetary travel is done by mostly mundane means, depending on the planet itself. Some examples: A technologically advanced planet may have a well established public transportation system. Planets without atmospheres won’t have aircraft.

Alien ships are huge! Alien DC-Drives are huge in proportion and maintenance. Supporting the DC drive usually takes half the crew of any non-human space craft. Alien ships are usually large and inefficient, mostly due to their lack of computers, which hinders the mathematical capabilities of alien engineers. A common engineering practice is to over-engineer for a given requirement, when that requirement is difficult to quantify. Thus structural elements are bigger and heavier than they may need to be. The lack of computers also means that many more personnel are required to man a spacecraft, and therefore the habitat requirements of alien spacecraft increase dramatically.

Human spaceships are much smaller, faster, use dust more efficiently, etc. due to their incorporation of computers in every ship-board function.

Hurting People and Blowing things up:

Default Alien tech consists of projectiles and missiles. Sustained laser beams don’t actually work so well in space and even if they did, they are less efficient (at the moment) than rocket motors and gas propelled projectiles. There is an equivalent to a “blaster” in the form of Charged Particle Projection Gun, which fires bursts of deadly ions but they are about as effective as human made projectile weaponry in terms of armor penetration, lethality and collateral damage. Blasters are not permitted on human ships due to the collateral damage to computers caused by large magnetic fields, current arcs and ground problems that occur when blasters are discharged.

Naval Ships feature an array of weaponry. The Kataan favor their large reliable low maintenance projectiles, while Tassk hit and run tactics favor blaster turrets. All races use missiles featuring simple HE or application specific warheads. This is not to say a Kronin vessel will not have blaster turrets, but is just an indication of the norm. An alien ship’s main defense is its thick armor, redundant systems and sheer size. Human vessels tend to rely more on speed, agility and electronic countermeasures for defense. State of the art human ships now feature extremely high velocity projectiles. Their Magnetic Induction Gaussian Cannons, or MInG Cannon make use of human dust magnets to generate huge stores of electricity and propel a projectile with a magnetic field. The Kataan experimented with this, but their war fighting philosophy has pushed them back towards gas propelled projectiles. Standard munitions are more effective against a diversity of alien ships. For example, putting holes in a Vespulan ship is hardly useful unless you are damaging critical mobility or offensive systems, where as putting a hole in a human ship typically means you are hitting something important. Humans still have a bit to learn about fighting alien spacecraft.

There are no “force fields” on space ships that are capable of deflecting projectiles. There are E-field generators which can help to decrease the damage of blasters, but these are typically only found on ships fighting the Tassk due to the expense. Communication and Coordination is also more difficult when a ship turns on its E-field projector as communication that relies on the electromagnetic spectrum (radio waves, microwaves, light etc) no longer functions.

Note that An’Laran ships follow none of these rules. Their weapon systems leave few survivors so information pertaining them is extremely limited. Hitting them would also be quite difficult due to their superior agility and miniscule cross section. After you hit them, you have to get through their considerably powerful force fields which also deflect projectiles. Shots that manage to connect and get through the force field are somehow rapidly repaired by the crew.

Personal Armor

Personal armor can range from a simple ablative vest to sleek top secret human-made bionic exoskeletons capable of absorbing tremendous damage.

Ranged Weapons

These weapons typically fall into one of two categories: Slug Throwers or Blasters. Other weapons systems are available, but they are rare and usually application specific. Scramblers or EM Scramblers, previously obsolete due to their limited damage and range are now gaining popularity among pirates who wish to attack human vessels because of their devastating effects on human electrical systems.

Melee Weapons

Common melee weapons will never go out of style. A club to the head or a dagger in the back are just as effective against soft targets as their advanced counterparts. To take on hard targets (targets with advanced armor), powered weapons are preferred. Mono-wire blades weapons can practically bypass conventional armors; vibro weapons have a similar effect, but require more power. Intelligent weapons are finding their way into frequent use as well: examples of this are more common with bludgeoning weapons. You’d be wise to take the Crag with the impact hammer seriously. A Kataan Uglauti master with a mono-wire or vibro-setti will leave a trail of dismembered bodies in his wake. All mundane melee weapons will have the reduced penetration limitation applied to them to simulate the ineffectiveness against advanced armors common in the campaign.

Healing:

The Xanthophi have a high degree of skill in pharmaceuticals, and they are the chief manufacturers of “medipacks.” These kits have a wide variety of stimulants and other medical implements that can stop bleeding, quickly splint limbs and awaken an injured comrade. Humans have the technology to manufacture such items, but they lack the centuries of xeno-biological research possessed by the Xanthophi and other alien races.

On the extreme end of medical technology, the An’Laran have the ability to somehow capture a persona and identity and put that into another body. Resurrection, switching bodies and having multiple clones are all part of this campaign, but you have to know the right people. An’Laran technology can also stop people from aging, but oddly enough, once anti-aging tech is administered, these individuals are never seen again.

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