Other Technology
Tanitran Government Organization and Cultural Notes
Starship Models
Non-Starship Models
Weapons and Shipboard Systems
Groups and Organizations
Starship Classes:
Dreadnoughts: Dreadnoughts are a specialized planetary
bombardment and extreme long-range combat starship class, with optimal
effectiveness against targets with a predictable flight path, such as orbital
defense stations. Their fixed-emplacement magnetic acceleration cannons are
unsuited to close-range engagements, but are incredibly powerful at great
distances with their magnetically accelerated projectile weapons that can fire
a 50 kg tungsten-lead alloy projectile at up to 1.6% of lightspeed (4797 km/s)
every eight and a half seconds, impacting with approximately 240 meganewtons of
raw force on its target (not including the force of any explosive content),
depending on the physical characteristics of both the target and the projectile
type. During planetary bombardments, atmospheric friction will reduce the force
of impact on the surface by approximately 20% for every Earth-standard
atmosphere of air pressure. Dreadnoughts’ magnetic accelerator cannons are
suited to a wide array of large-caliber projectiles, and are even known to have
been jury-rigged to fire scrap metal salvaged from the battlefield in an
emergency. However, because of their long-range nature, their projectiles can
be easily avoided by Frigates and Fighters. Battle Cruisers have enough
acceleration to flank a Dreadnought if it lacks adequate friendly support, but
Battle Cruisers also become vulnerable to “stray shots” once they enter mid-range
since they are not as maneuverable as Frigates.
Battleships: Battleships are arguably the most powerful
class of starship. Typically extremely large constructs, they move slowly and
have the worst maneuverability rating out of any capital ship class aside from
Dreadnoughts. They also require continuous upkeep to maintain their various
high-spec weaponry suites and defensive systems. However, they more than make
up for the cost with powerful main guns that are designed for mid-to-close
range fights with Heavy Cruisers and other Battleships, with moderate
effectiveness at longer ranges. Because their heavy guns are not as effective
at tracking fast-moving targets, they require Fighter and Frigate support at
the very least, preferably with several Heavy Cruisers for screening actions.
Generally, they possess incredibly thick armor, heavy redundant shielding, and
powerful guns that have sluggish depression speeds. They require generous combat
and logistical support to be effective, but when they are properly escorted, a
single Battleship can decimate enemy capital ship formations in mid-range and close
quarters, and they have some of the highest survivability ratings of any
capital warship class. Many battles’ success is contingent on a commanding
officer’s ability to deploy these ships effectively while neutralizing the
enemy’s Battleships.
>Currently,
the Human Systems Alliance has 16, the Stella Nova Confederation has 5, the
Tanitran Empire has 27, the Qjuran Trifederate has 6, the Methane Hegemony has
11, and the Threnner Collective has 20.
Cruisers: Subdivided into Heavy Cruisers and Battle
Cruisers.
>Heavy Cruisers
comprise the main body of most fleets. They have relatively heavy armor and
shielding for their masses, and take on some of the toughest duties during
combat; namely they screen the powerful but vulnerable Dreadnoughts at close
range, provide covering fire and diversions for the faster Battle Cruisers, and
escort the extremely valuable Battleships.
>Battle Cruisers
have proportionally oversized sublight propulsion drives for greater
acceleration and maneuverability, as well as a greater array of heavy and light
weaponry, but sacrifice the heavy armor plating and redundant shields found on Battleships,
Dreadnoughts, and Heavy Cruisers. Their main purpose is for flanking enemy
formations, supporting secondary and tertiary frigate formations, and hit-and-run
solo operations on lightly defended orbital/deep-space facilities. They do not
have the defensive capabilities to engage Battleships or Heavy Cruisers
head-on, but can attack Dreadnoughts assuming they have flanked and closed
enough distance that the Dreadnoughts’ weapons can no longer accurately (or
safely) target them. Battle Cruisers are very effective against frigates when
the frigates are relatively few in number, but do not possess the defensive
capabilities to engage larger formations due to the risk of being swarmed and
overwhelmed. They also differentiate themselves from Heavy Cruisers by their
ability to land on planets’ surfaces due to their oversized propulsion drives.
Destroyers: Destroyers boast an incredible array of
directed ordnance, mostly in the form of seeker mines and disruptor missiles.
They are often deployed near the periphery of a battle to cut off enemy escape
routes and to lay traps at interstellar jump points. When not laying mines,
they can often be found near friendly Dreadnoughts providing limited mid-range
support where they are most effective. Destroyers aim to accurately deploy
their directed ordnance without inviting too much retaliation, as they are
extremely vulnerable to other ships because of their very slow sublight speed
and limited arsenal outside of guided projectiles. Once they fire their last
mine or missile, they are rendered effectively defenseless. They are the most
effective class of ship at detecting enemy minefields and disarming them due to
their unique active sensors and advanced explosives-handling equipment.
Frigates: Subdivided into Reconnaissance Frigates, Combat
Frigates and Assault Frigates.
>Reconnaissance
Frigates, also called “Scouts,” lack armament of any sort outside of
critical protective shields and armor, but are instead equipped for long-range reconnaissance
and surveillance. Their tiny hulls are packed to the brim with passive sensor
equipment and stealth systems (in the form of heat/radiation sinks and
radio-reflective meta-material hull coatings), and thus can observe and report
on enemy movement in hostile territory almost with impunity. However, their
stealth systems cannot hide their heat and radiation emissions indefinitely, so
captains must carefully plan escape vectors to coincide with mission parameters
and their frigates’ stealth limitations. They are also used to monitor the
outer perimeter of combat zones to keep watch for enemy reinforcements and
otherwise report on enemy movements using FTL communications in conjunction
with friendly sensor buoys (for combined sensor readings) and ansible comm
buoys (if their FTL communications systems are damaged). Like all frigates, Reconnaissance
Frigates can land on planets.
>Combat
Frigates, also called “Gunships,” specialize in harassing larger capital
ships and providing fire support for starfighter squadrons. They have moderate
shielding but weak armor, mostly relying on their high speed and
maneuverability to avoid damage from larger capital ship classes. They are
moderately effective against starfighters, but can be overwhelmed by greater
numbers. They engage mostly at close and extreme close quarters combat,
typically at distances less than ten kilometers, where their relatively low-velocity
projectiles have the greatest chance to hit.
>Assault
Frigates are an experimental class of frigate with the purpose of having a
defensive system that rivals that of a Battle Cruiser without the added bulk of
a larger vessel, therefore retaining the same speed and agility of a smaller
ship class without the massive added cost of an even bigger propulsion drive to
compensate for a larger ship. Theoretically, the Tachyon Converter System can
absorb enough damage even from heavy defense cannons that they can close on
enemy vessels and destroy their defensive energy barriers with disruptor
missiles before larger and less maneuverable ship classes such as Heavy
Cruisers are forced to close in on enemy formations. The TCS also gives the
frigate an ability to cloak completely for short periods of time. Assault
Frigates are equipped with heavier capital ship-to-ship armaments that can take
on Cruisers, compared to Gunships which are mostly equipped to engage
starfighters and other frigates. There is currently only one prototype
Assault-class Frigate in existence: the Sundiver. Another, more advanced model
with a more powerful anti-capital ship weapons suite and a modified propulsion
drive, is currently under development. It is codenamed the Xyston II Project;
the ship itself is tentatively christened the Ouranos Archon and is designed to boast a higher field distortion
threshold in addition to more advanced weaponry.
Carriers: Carriers are a very large class of warship
specializing in the transport of fighters, shuttles, and orbital dropships.
They can carry everything from starfighters to troops and matériel directly to
the frontlines. Most of the time, they are used to transport starfighters.
However, they are modular and designed to be easy to retrofit for any mission
profile. A standard-sized carrier can carry either up to six squadrons of
starfighters (seventy-two starfighters total, including support staff with necessary
parts and equipment) or up to two Regiments (3600 troops, including foodstuffs,
medical supplies and ammunition). They have marginal integrated anti-starfighter
defenses, but are generally very vulnerable to direct attack if their
starfighter complement is deployed elsewhere. Thus, they are usually kept
either in the center of well-protected friendly formations (if deploying
starfighters into battle) or on the periphery of a battle alongside
Dreadnoughts and Destroyers (if carrying troops and/or supplies).
Starfighters: Subdivided into Interceptors, Bombers,
and Fighters.
>Interceptors
are a dedicated anti-starfighter class. They are generally small, one-man starfighters
that are extremely fast and maneuverable but in recompense possess little in
the way of armor or shielding, relying on their slight and nimble frames to
avoid damage. Most models come with high rate-of-fire primary weapons that do
moderate damage and also are equipped with some type of disabling secondary
weapon. Some even come with short-range communications and signal jammers. They
are extremely effective in Bomber or Fighter support roles and “hit ’n’ run”
missions against lightly defended targets and generally are almost completely
ineffective against capital-class warships.
>Bombers
are a dedicated anti-capital ship class. They are heavily armed and armored, boasting
heavy-hitting primary cannons and secondary directed ordnance typically
comprised of seeker mines, thermochemical bombs, or disruptor missiles. They
are not very maneuverable compared to other starfighter classes due to the
combined mass of their armor and weaponry, thus leaving them vulnerable to
Interceptors and Fighters, Interceptors especially since their slow-firing
cannons cannot track them as easily and they are unable to outmaneuver them.
Many Bomber models are two-seaters, meaning they are operated by both a
dedicated pilot and a gunner. They are most effective in capital ship attack
roles with adequate Interceptor or Fighter support for protection from enemy
starfighters.
>Fighters,
called Joint Strike Fighters by the HSA, are a hybrid starfighter class.
Generally, Fighters fall somewhere in-between Interceptors and Bombers in all
aspects of performance (i.e. speed, maneuverability, weaponry, and armor). They
are very versatile and are suitable for a wide range of mission profiles, but
do not specialize in either anti-starfighter or anti-capital ship combat. They
are the most common class of starfighter in use by naval forces throughout the
galaxy and have the widest range of form and function among any military ship subclass.
Other Ship
Classes: Includes Corvettes, Light Cruisers, Patrol Ships,
Assault Craft, Pinnaces, Cargo Freighters,
and Yachts.
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Tachyon Converter
System: The TCS is an experimental
prototype shield and stealth system that operates by running an electrical
current through a quantum entangled group of dark matter particles. It uses the
same concept as the ansible, only instead of resonating sympathetically to a
single other entangled quantum particle over great distances to relay
information, it resonates with multiple particles in an extremely
high-frequency “cloud” called a Tachyon Particle Field that covers the exterior
of the vessel in a spherical pattern. It is capable of preventing any
particulate matter or foreign wavelengths from entering or leaving its sphere
of influence, but also requires more clearance around the ship on all sides
than a ship utilizing a normal shielding system (see Defensive Shields). This
means it both masks heat and radiation emissions like current stealth systems
(shows up as a void anomaly on sensors, and dismissed by most glitch-filtering
subroutines), and also protects as well as some of the heaviest armor and
shields. Unfortunately, the current system produces an intense magnetic field
that can destabilize the free rotation of sublight propulsion drive cores (often
referred to as “field distortion” - see Sublight Propulsion Drive Cores) on
high power settings, so the protective properties cannot be utilized to their
fullest. Therefore, it cannot stop extremely high-velocity projectiles, such as
those fired by Dreadnoughts. At extremely high power settings, there is also a
slim chance that the external particles’ high-frequency vibrations will
destabilize each other’s synchronization with the main dark matter particle,
forcing the system to shut down with automatic failsafes, prompting a lengthy
and difficult recalibration of the entire system. Without the failsafes, there
is a high chance of the TCS atomizing the vessel if control is lost over the
external dark matter particles. The TCS also prevents the vessel from firing
its own weapons while the system is active, but this is circumvented by
temporarily lowering the field for a split-second while the ship fires.
Needless to say, this requires careful timing and coordination between the
pilot, gunner, and TCS operator. The heat and radiation that builds up during TCS
operation must eventually be expelled or the crew will cook in the ship’s own
emissions. Another downside is that depending on the strength of the Field,
sensor readings are distorted (since incoming wavelengths are distorted and in
many cases blocked completely), and accurate long-range targeting and superluminal
navigation becomes exponentially more difficult. As such, until the system is
further developed, the ship must deactivate the TCS in order to enter I-Space
(FTL flight). In case of total failure of the TCS during operation, Assault
Frigates have normal shields and minimal armor in auxiliary, but lose their
cloaking ability until the TCS is operational again. Normal shields cannot be
used in conjunction with the TCS, due to potentially catastrophic interference.
Defensive Shields: Subdivided into Kinetic Deflection Shields and Energy
Diffusion Shields.
>Kinetic
Deflection Shields, also called “Kinetic Shields,” absorb and redirect the
impact force of physical objects (i.e. objects with considerable atomic mass).
They cannot stop any objects that mass less than a hydrogen atom or are in wave
form, therefore are ineffective against energetic, infrared, or radiological
attacks, or attacks from extremely high-frequency matter such as plasma. They
are standard on all military and civilian vessels and are essential to prevent catastrophic
damage from celestial debris (e.g. micro-asteroids). Kinetic Shields are
projected just above the surface of the outer hull, the distance measurable in
micrometers. Kinetic Shields develop “holes” in their coverage when they have
reflected too much damage. Unlike Energy Shields, they rarely overload or shut
down completely, but significant additional power is needed to fill the gaps in
the shield while the generator is still under active use, often rendering
power-assisted weapons systems or directed energy weapons inactive for the
duration of the recharge period. When not in combat or transit, ships can shut
down the shields completely and let the generators cycle, which restores normal
function without requiring additional power. Larger ship classes, such as
Battleships and Dreadnoughts, can partially circumvent this weakness by
utilizing multiple redundant shielding systems, but this tactic requires
significant power commitment and cannot be employed for lengthy engagements.
>Energy
Diffusion Shields, also called “Energy Shields,” reflect external
high-energy emissions, such as heat and radiation, away from a spacecraft but are
incapable of stopping high-mass objects due to their selective-frequency
properties. They are standard on most civilian vessels but are not nearly as
strong as their military counterparts, which are designed to reflect attacks
from directed-energy weaponry. Civilian ships that are not outfitted with
Energy Shields utilize an anti-radiation hull coating that is less expensive
but requires periodic EVA maintenance (whereas shield generators are internal
systems and easier to maintain). Energy Shields are projected approximately a
centimeter away from the hull of a ship, outside the range of the Kinetic
Shields. Energy Shields overload their generator and shut down completely when
they have absorbed too much damage (due to their high-energy output). They
remain inoperable until the generator can be repaired or replaced. Due to the
highly energetic nature of Sublight Propulsion Drive Cores, Energy Shields do
not cover the farthest aft portions of a ship where the main thrusters are
located. Thus, ship captains must be wary of attempted flanking maneuvers made
by enemy ships that would seek to cripple a ship’s movements by attacking the
vulnerable aft thruster modules.
Sublight
Propulsion Drive Cores: Drive cores
are essentially miniature dark matter power generators. They are built around
the concept of direction of energy correlating to the direction of an
electromagnetic field (Biefield-Brown effect). Ionized hydrogen gas from fuel
cells produces thrust from the resulting coronal discharge and a simultaneous chemical
reaction – essentially an electromagnetic ion thruster that is much more
powerful because it is combined with the power of a traditional
propellant-based rocket engine. The direction of the electromagnetic field is
controlled by the internal rotation/orientation of the drive core’s dark matter
power generator. On high power settings, the TCS module’s output can interfere
with the drive core’s magnetic field causing a “field distortion” that hampers
the directional reaction time of the core’s micro-thrusters that control
relative pitch and roll, making the ship less responsive during hard maneuvers,
which could be potentially fatal while engaging in fractional light speed
combat.
Artificial
Intelligences: More commonly
referred to as AI, artificial intelligences are subdivided into Archetypes, Constructs, and Matrices.
>A.I.
Archetypes were the first model of AI first developed by the Human System
Alliance in early 2101, shortly after the turn of the century. As humans
ventured into space in late 2112 and developed the early versions of the
Interstitial-Space jumpdrive, time consumption on calculating jump vectors
increased exponentially as the systems were refined and jump coordinates became
ever more precise, leaving the jump calculations more complex than the vast
majority of computer CPUs were capable of processing in a reasonable amount of
time. Eventually, early top-down cognition modeled AIs were produced through
extensive trial-and-error. While superior compared to standard computers in
just about every way from a tactical standpoint (navigational computers were
not their only application aboard military vessels), early top-down AI
Archetypes had a glaring problem. While Archetypes were very intelligent and
could not only solve complex problems but also could adapt to changing
circumstances, they were unable to neither understand nor properly emulate
human emotion due to their marginal self-awareness. Their condescending and
often chilling demeanor was also highly disturbing to the majority of ship crews
and overall performance suffered as a result. All Archetypes were eventually
removed from active duty and shut down, but a few were preserved for future
study.
>A.I.
Constructs were the next generation of AI units. The development preceding
the production of this new batch of AIs took a step in a radical, and many
would claim unethical, direction. A new medical technology invented in 2124 called
simply the “Full Body Scanner” enabled molecular-level scans of any organism.
It was an incredible tool used to determine not only human health but the
makeup of any organic compound or tissue, provided it could fit into the
scanning chamber (which was approximately 2m3 in dimension at the
time). Using this technology, neurologists found that they could electronically
map every single neural pathway in the human brain and nervous system. Computer
programmers further expanded upon this idea and ran programs through both
hardware and software based upon this pathway model, which ultimately resulted
in the first prototypes of the bottom-up cognition modeled AIs. The results of
these new units were outstanding, as not only could the Constructs act more
“human” but they also retained the super-computer intelligence of their
predecessors. However, the project was dogged by rumors of human brains being
used as their “hardware” and by the fact that, very rarely, the AIs would have
existential crises and run rampant throughout their connected networks and wipe
all data until they burned themselves out (less than 1% burnout rate among all
active AIs). To remedy this problem and to assuage public outcry, all AI
commissioned aboard civil service vessels that operate within the HSA were
required to be annually submitted to a psychological evaluation committee.
Because of scaling issues involved with assessing AI mental fitness, civilian
vessels were not permitted to host AIs, though many did regardless of the law.
AIPEC eventually expanded their operations, though nowadays only the
exceedingly wealthy can legally afford AIs. The vast majority of AI Constructs
are installed aboard capital ships in the HSA military.
>A.I. Matrices
are rumored to be a brand new AI unit type that started surfacing in
battlefields circa early 2277. These supposedly portable mass-produced AIs are
highly dangerous because, if reports are to be believed, the units are highly
unstable and prone to nervous breakdowns on the battlefield due to programming
corruption, at several times the rate of standard Constructs (exceeding 20%).
If installed in a vehicle or mechanized body armor, disasters could occur since
a Matrix’s mental breakdown has a very high probability of rendering any
connected equipment with computerized components completely inoperable.
FTL Sensor
Systems: Subdivided into Gravity Well Scanner and Gravimetric Micro-Distortion Detector
>The Gravity
Well Scanner is the first model of the FTL sensor system, and uses
specialized equipment to detect the general size and direction of nearby
gravity wells. Its range is considerable, being at approximately one
light-year. However, the gravity wells it can detect must be at least planet or
moon size. Oftentimes the Gravity Well Scanner will fail to detect smaller
asteroids or celestial detritus, so having accurate and updated astronavigation
charts is essential. This system is largely used to determine approximate
relative location and to calculate Interstitial-Space jumps, since it has a
very large range. The scanner is relatively compact and can be easily fitted
onto starfighters that possess a jumpdrive.
>The Gravimetric
Micro-Distortion Detector is a newer model of the Gravity Well Scanner, and
is much more precise both in its detection abilities and in its information
processing algorithms. This type of sensor can be used to detect enemy ships or
debris in space, even if they are very small or are out at great ranges (over a
light-hour away). However, due to its size, it can only be mounted on
capital-class sized vessels or larger. The detector’s range is nowhere near as
far as the scanner’s range, but its precision is greater by magnitudes.
Full Body Scanner: The official name is the Full Organic Body
Spectroscanning Module, invented in 2124 by Dr. Melena Hockman-O’Reilly,
daughter of the inventors of the Interstitial-Space Jumpdrive. It has formed
the basis of not only modern medical scan technology, but also all remote scanning
technologies that involve radiological, infrared, or light-based modes. Modern
security systems that utilize biotelemetry as one of their primary subroutines also
incorporate this technology.
Quantum Boxes: Subdivided into black-boxes, blue-boxes,
red-boxes, and white-boxes.
>Black-box: Controls FTL flight and interstellar
navigation.
>Blue-box: Controls A.I. behavioral matrices. Houses
primary AI cognition hardware.
>Red-box: Controls subluminal and superluminal
communication arrays.
>White-box: Experimental. Controls Tachyon Particle
Fields. Adapted from red-box.
Foligean Crystals: Foligean crystals are naturally-occurring
crystals that are almost exclusively found on the planet Fol, specifically in
its volcanic arc regions around the equator. These rare crystals are used for
capital ship scale laser focusing systems. Only a small shard (approximately 5
carats, minimum) is necessary to resonate constructively within a set frequency
range of electromagnetic radiation, which results in a concentrated laser beam
that can achieve effective coherency over great ranges (exceeding 25km). Due to
power-source restrictions, lasers are necessarily ship- and
installation-mounted weapons but due to recent advancements in portable power
cell technology, some experimental handheld units are finding their way into
elite military units and the black market.
Laser Cannons: Officially known as Directed Energy Weapons,
laser cannons utilize Foligean crystals as a focusing element to create beams
of highly concentrated radiant energy (electromagnetic radiation). In order to
maintain effective cohesion over the vast distances of space, some type of
Noble Gas is used as an energetic medium. The most common are Helium and Neon.
However, depending on local natural resources, many manufacturers also
use Krypton and Xenon. Argon is generally not used in laser cannon production
because of its prohibitive costs to synthesize or otherwise acquire. Laser
autocannons are a type of rotary laser cannon that has a much higher cyclic
rate than standard laser cannons, but their higher rate of fire comes at the
price of lower offensive power due to shorter charge times between shots. Because of
their astronomical energy requirements (which often exceed energy measureable
in terawatts), laser cannons are typically only installed aboard the largest
capital class vessels (usually Battleships, Heavy Cruisers, Battle Cruisers,
and occasionally Carriers). Smaller vessels such as Light Cruisers, Frigates,
and Starfighters use magnetically accelerated projectile weapons. The major
advantage of using a directed energy weapon is that a laser blast strikes
nearly instantaneously when compared with conventional weaponry, though the
tradeoff is its enormous energy requirement.
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Tanitran Government Organization and Cultural Notes:
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Tanitran Government Organization and Cultural Notes:
Current Year: 3665
pC. 22nd Space Imperium. 3709th
Conclave of the Imperial Body-Politic.
Imperial Family
Regnant (Imperial Family)
Emperor/Empress
Imperial Consort
Prince(ss) Heir (1st)
Prince(ss) Consort
2nd Prince(ss), 3rd Prince(ss), 4th
Prince(ss) etc.
Nobility
Major Houses (5) (“Great Houses”) [Duchies]
Hetiisha
Fendril
Karfor
Jindathis
Zenkarst
Minor Houses (5) (“Lesser Houses”) [Earldoms]
Sho’ransha
Frenteis
Rashor
Nassik
Koloden
Common Houses (10) (“Common Houses”) [Baronages]
Miila
Koranshu
Rettik
Grikkam
Maretol
Nolundush
Parensha
Loriifa
Menkaal
Shu’loritu
Dukedom/Duchy
Duke/Duchess
Marquess (Marquis/Marquise)
Earldom
Earl (Count/Countess)
Viscount/Viscountess
Baronage/Baronetage
Baron/Baroness
Baronet (Imperial Knight)
Knights Errant (squires, nobility-in-training)
Vassals
Governmental
Bodies (Imperial Bureaucracy)
Imperial Cabinet
Regency
Regent
Vice Regent
Proxy (Imperial Representative)
Plenipotentiary (Imperial Ambassador)
Stewardship
Archminister (Steward)
Ministers (7)
Sovereigns (14) (Regional Governors)
Provincials (System Governors)
Imperial Senate
(“Imperial Body-Politic”)
Chamber of Lords – c. 100 pC
Emperor
Nobility
Chamber of Commons – c. 299 pC
Archminister/Ministers
Chancellors
Chamber of Law – c. 868 pC
Regent/Vice Regent
Senators
Imperial Courts
(“Imperial Administration of Justice and Law”)
Imperial High Court (Supreme Court)
Grand Administrator of Justice and Law
Administrator of Justice and Law
Imperial District Courts (Regional Courts)
High Magistrates of Justice and Law
Magistrates of Justice and Law
Provincial Courts (System Courts)
First Arbiters of Justice and Law
Arbiters of Justice and Law
Imperial Military
(“Imperial Service”)
General-Premier (ranks over entire military, reports
directly to Emperor)
Grand Admirals (Navy)
High Generals (Army), Imperial Sentinel (Imperial Regnant
Guard)
Marshals (Planetary Law Enforcement Officers)
Imperial Knights (any rank, report directly to Emperor)
Nobility (any rank)
Imperial Liaisons (military advisors to foreign states)
Imperial Space
Navy
Space Combat Force
Grand Admiral
Admirals
Vice Admirals
Aerial Combat Force
Grand Admiral
Admirals
Vice Admirals
Imperial Defense
Force
Mobile Infantry
High General
Generals
Special Operations Corps
High General
Generals
Imperial Regnant
Guard
Imperial Sentinel
Imperial Grand Knights (7)
Imperial Knights
Imperial Shadow
Guard*
Imperial Mouth
Imperial Hands (2)
Imperial Eyes (2)
Imperial Talons
*Note: They are
also known as “Shadow Law” on account of their extrajudicial authority.
Political
Alignments
Current Members of
the Tanitran Empire: Species (Homeworld)
Tanitrans (Tresh)
Clivv (Clyuve)
Frendellians (Frendel)
Tavians (Taukluu)
Eynians (Ixor)
Fenornin (Fenex III)
Valkartians (Valkartia)
Allied States: Nation (Species, Homeworld)
The Water World (Aquin, Aqua)
Meresk (Meenian, Meresk)
Neutral States
with Ties to the Empire: Nation (Species,
Capital World)
The Holy Zealot Supremacy (Gengeiti, He’get P’ros)
Human Systems Alliance (Human, Earth)
Stella Nova Confederation (Human, Stella Nova)
Qjuran Trifederate (Qjuran, Q’ju)
Methane Hegemony ([**see below])
Hostile States: Species (Homeworld)
Threnner (Thrennoc)
Quilan (Queos [destroyed])
Epeen (Epin)
**Note on the Methane Hegemony:
Member
list: Korian (Korut’a)
Cepp
(Cippuk)
T’Mest
Moorni (T’Mest’Alnerc)
Kniallan
(Knialla)
Note on Noble Titles
The terms of address of Marquess, Earl, and Baronet are
only used on official documents and formal ceremonies. They can be used in
everyday speech, but they have fallen into disuse and have instead been largely
supplanted by their more modern, gender-centric adaptations. Recent years have
seen a reemergence of their usage, but for a different reason entirely—now the
formalized titles are used by Tanitran “true” nobility, and the modern terms
are used by non-Tanitran nobility. Non-Tanitran cannot rise above the level of
Marquis/Marquise. The Emperor has the sole prerogative to appoint new Dukes to
any House, assuming they have excellent overall stability and growth. Ducal
ranks can be inherited, but the appointment of new Dukes must have the express
approval of the Emperor.
Note on Baronets/Imperial Knights
They are pseudo-nobility that are technically nobility in
title, but have not been granted either property/territory or business investments.
They can continue to serve the Emperor and General-Premier in a military
capacity for as long as they desire, though most are unable to both manage
their respective Houses and serve in the military after they attain the status
of Earl or higher. Many Imperial Knights have served in the Imperial Regnant
Guard at some point.
Note on Squires/Knights Errant
Knights Errant, often called Squires, are non-nobility
that are undergoing extensive training in political, social, law-based, and
military spheres in hopes of being appointed as nobility, either by adoption by
a current house or by appointment by the Emperor. The latter is far less
common, although not unheard-of. They can also become nobility through direct
marriage to titled nobility, but this is also rare, as most nobility do not
marry commoners. They serve in the military for at least one term of two years,
as it is a prerequisite to being appointed as nobility. Some Squires spend
their entire careers studying and serving the military without ever being
appointed to a noble title.
Note on Vassals
Formerly property of the nobles they served in ancient
times, this is no longer the case. They used to be akin to slaves, now they are
either paid servants or otherwise employed in a House’s businesses. A House is
not always a building (though most have a main headquarters for the noble
family); most are more like guilds or unions that are bound by membership and
service, rather than a physical structure. Vassals are any non-nobility
employees of a House that are not Squires. They can serve any role from
personal security to housekeeping. In order to become a Squire, a Vassal must
have the express permission of their lord to begin training in his or her
respective field of study; the training for their future role is based upon
their service record (whether it is military-based, economic, or domestic).
Note on House “Power Balance”
Great Houses are lead by five Dukes, one per house.
Lesser Houses are led by five Earls. Common Houses are led by ten Barons.
Lesser Houses and Common Houses are weaker than the Great Houses because of
their respective sizes, which influence that House’s political power. Houses
that are larger (number of vassals), economically sound (rich), or militarily
powerful (have more high-ranking members in military) are typically seen as
Great Houses. Such differences can be great or slight, but they must separate
them by a reasonable margin. These are not official titles, but they are seen
as clear stratifications by most of Tanitran society. Some Lesser Houses and
Common Houses have been known to be ruled by a Duke in the past, thus elevating
them to a Great House, but such occurrences are rare, as is the death of a
House. The Emperor is chosen from the ducal ranks based upon the Ascension
Doctrine, so Great Houses are chosen for their stability by the Emperor.
Note on the Chamber of Lords
Founded in the Year 100 of the post-Imperial
Consolidation Era (100 pC). It sets the annual budget for the government and
handles any kind of ceremonial duties, such as the opening and closing of
Imperial Conclaves. The organization itself is comprised of 100% nobility,
though commoners are encouraged to sit in attendance or volunteer their
services, especially if they are Squires. The Chamber of Lords used to write
law, but has become in recent centuries less the voice of foreign and domestic
policy and has taken on the role as leaders of tradition and honorable conduct.
Its ability to set the budget for nearly all aspects of government is a
political point of contention from year to year. It mediates disputes among the
nobility and handles overflow from the other Chambers. It is overseen by the
Emperor, Imperial Family, and the Ducal Council.
Note on the Chamber of Commons
Founded in the Year 299 of the post-Imperial
Consolidation Era (299 pC). It has the power to veto domestic law bills from
the Chamber of Law, and can also dispute public works budgets (such as colonization
resources) set by the Chamber of Lords. Both require a solid 66% vote of the Chancellors
present at the time of the vote or by absentee vote. Calls for a vote must be
sent to every Chancellor at least one week prior to the vote, to give time for
absentee ballots to be sent and processed. The Chamber of Commons is comprised
of 100% commoners (non-nobility), and is responsible for enforcing mandates
made by the Imperial Administration of Justice and Law. It is overseen by the
Stewardship.
Note on the Chamber of Law
Founded in the Year 868 of the post-Imperial
Consolidation Era (868 pC). It can set domestic and foreign policy, veto
budgets related to the military (66% vote by Senators), and writes bylaws
related to the welfare of the Empire. It has the ability to mobilize the
Imperial Military, with exception of the Imperial Regnant Guard, which can only
be mobilized by the Emperor. It is
comprised of both commoners and nobles, as anyone can become a Senator with the
proper training in law, history, and economics. The proportion of nobles to
commoners is approximately 60:40. It is overseen by the Regency.
Note on the Stewardship and Regency
The Imperial Cabinet’s formal duties traditionally
encompass the state of the Imperial Throne. The Stewardship steps in if the
Throne is vacant, and the Regency steps in if there is an Emperor/Empress on
the Throne but he/she is underage (under 28 standard years of age). When the
Throne does not require attendance, the Regency takes on Ambassadorial duties,
and the Stewardship takes on the role of direct advising to the Emperor.
However, since the Sovereigns and Provincials have duties relating to their
home regions and systems (respectively), the advisory role typically falls to
the Ministers and the Steward.
Note on Proper Terms of Address
The Emperor is properly addressed as “Your Majesty” (“Shei Sa”), Dukes and members of the
Imperial Family are properly addressed as “Your Eminence” (“Shur Sa”), and other nobility below Duke
and above Baronet are properly addressed as “Your Excellency” (“Sheshet Sa”). Baronets are addressed as
“Sir”/”Dame” (“Set’ta”/”Krii’ta”). Members of the Stewardship,
Regency, or Imperial Courts are addressed as “Your Grace” (“Shan Sa”). Squires are simply referred
to the same as everyone else; “Master”/“Mistress” (“Set”/“Krii”).
Note on Specialization Titles
Specialized titles include Imperial Grand Knights (“Kali Set’ta’ka/Krii’ta’ka”), Imperial
Right/Left Hands (“Kali Eju/Aju”),
Imperial Right/Left Eyes (“Kali Shesh/Shash”), and Imperial Talons (“Kali Set’tus/Krii’tus”).
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Starship Models:
Starlight Manufacturing
Star-Man LL-4700D Deluxe Luxury Liner
Star-Man Y-2222LE Limited Edition Press
Yacht
Star-Man HLLFR-250 “Hellfire” Heavy/Light
Long-ranged Fighter
Voyager Millennium Drives
Voyager GR100 Rigger Shuttle
Voyager ZD200 Light Cargo Freighter
Voyager ZD700 Light Cargo Freighter
Voyager ZD1500 Light Cargo Freighter
Voyager ZD2000 Light Cargo Freighter
Voyager ZM1200 Light Cargo Freighter
Voyager XR3100 Medium Cargo Freighter
Voyager XR3180 Medium Cargo Freighter
Voyager XZ3900 Medium Cargo Freighter
Voyager TQ5200 Heavy Cargo Freighter
Voyager CC8300 Bulk Cargo Cruiser
Voyager CC8500 Bulk Cargo Cruiser
Universal Charter Industries
UCI Aetherfire-class Light Corvette
UCI Watersprite-class Light Cruiser
Alton Transport Service
ATS Model 4 “Panlight” Light Passenger Transport
ATS Model 27 “Ultracap” Ultra-Capacity
Cargo Freighter
Nexus Core Engineering
NCE 1Fn-20t Foundation-class Escort
Fighter
NCE 1Wr-13c Wanderer-class Joint Strike
Fighter
NCE 1Ar-30a Arbiter-class Joint Strike
Fighter
NCE 1Ar-30b Arbiter II-class Joint Strike
Fighter
NCE 1Pr-58c Praetor-class Assault Fighter
NCE 1Cl-62j Consul-class Long-range Joint
Strike Fighter
NCE 2Us-65a Usurper-class Interceptor
NCE 2Ch-65c Chaser-class Point Strike
Interceptor
NCE 2Hn-66a Hellion-class Assault
Interceptor
NCE 2Vr-66j Invader-class Long-range
Interceptor
NCE 3Ha-21a Harrier-class Heavy Assault
Bomber
NCE 3Br-22a Brander-class Surface Assault
Bomber
NCE 3Hr-23j Harbinger-class Long-range
Bomber
NCE 4Sa-59c Salvage-class Light Combat
Shuttle
NCE 4Rs-59m Rescue-class Medical Shuttle
NCE 4Ex-65a Exacter-class Garrison
Dropship
NCE 4Rz-67a Razer-class Landing Shuttle
NCE 5Au-40a Aumildar-class Reconnaissance
Frigate
NCE 5Pr-46b Protector-class Escort
Frigate
NCE 5He-70c Herald-class Combat Frigate
NCE 5En-71a Enforcer-class Planetary
Assault Combat Frigate
NCE 5Xn-91a Xyston-class Assault Frigate
NCE 5Xn-92a Xyston II-class Assault Frigate
NCE 6Cn-25a Constrainer-class Destroyer
NCE 6Ms-25b Minesweeper-class Destroyer
NCE 6Ct-25c Controller-class Planetary
Assault Destroyer
NCE 6Sp-26a Suppressor-class Directed
Ordnance Destroyer
NCE 6Si-29i Silencer-class Interdiction
Destroyer
NCE 6Re-37f Rejuvenator I-class Fighter
Carrier
NCE 6Re-37p Rejuvenator II-class Troop
Carrier
NCE 6Re-37fp Rejuvenator III-class
Modular Carrier
NCE 7Pv-40a Provocateur-class Light
Cruiser
NCE 7Ns-41b Demolisher-class Escort
Cruiser
NCE 7Mr-48a Marauder-class Battle Cruiser
NCE 7Mr-48c Marauder II-class Planetary
Assault Battle Cruiser
NCE 7Df-20a Defender-class Heavy Cruiser
NCE 7Ql-07i Queller-class Interdiction
Cruiser
NCE 8Jg-19a Juggernaut-class Battleship
NCE 9Lr-27a Lancer-class Dreadnought
NCE 0Fb-01a Fabricator-class Mobile Terraforming
Space Station
Proprietary Solar Arms Corporation
ProArms Gamma-2 Assault Bomber
ProArms Delta-6 Joint Strike Starfighter
ProArms Eta-1 Primary Engagement Cruiser
ProArms Eta-3 Defensive Line Cruiser
ProArms Upsilon-4 Artillery Dreadnought
Systems Technology Conglomerate
SysTech Initiative IX Bulk Transport
SysTech Edge II Light Freighter
SysTech Advantage VII Medium Freighter
Greyscale Industries
GSI Harbor-class G1 Armored Transport
Ship
GSI Scorpion-class G9 Patrol Craft
GSI Venom-class V3 Assault Starfighter
GSI Scourge-class Q9 Assault Interceptor
GSI Talon-class R1 Assault Bomber
GSI Constrictor-class N1 Combat Corvette
GSI Sidewinder-class N2 Carrier Corvette
GSI Cobra-class N7 Combat Frigate
GSI Rattler-class N9 Fighter Carrier
GSI Viper-class H1 Light Cruiser
GSI Python-class H2 Modular Cruiser
GSI Ophidian-class H5 Battle Cruiser
DeveloperSquare Spaceworks
DeSQ Ranger HK3/c1 Patrol Craft
DeSQ Knight HR7/d1 Gunship
DeSQ Warlock HW4/f8 Light Freighter
Chalranii Heavy Shipyards
CHS H-20 “Hedraash” Heavy Carrack
CHS V-40 “Volash” Star Cruiser
CHS R-90 “Reush” Space Superiority Starfighter
CHS K-280 “Kiirdrash” Heavy Line Cruiser
CHS N-150 “Nousresh” Mobile Fortress Battleship
Valkartian Shipmasters Guild
V.Guild Yngskul’Val Transport
V.Guild Vrakkag Battleship
V.Guild Worsh’N’inb’k Heavy Cruiser
V.Guild Skronst Battle Cruiser
V.Guild Dyl’hassiks Dreadnought
Fenex Engineering Corps
FenCorps FCT-90 Light Transport
Grath Consortium
GC RGC3 Chaos-class Rotating Gyroscopic
Core Tri-engine Interceptor Starfighter
GC RGC4 Discord-class Rotating Gyroscopic
Core Quad-engine Interceptor Starfighter
Non-Starship Models:
Weapons and Shipboard Systems:
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Groups and Organizations:
Non-Starship Models:
MechGuard Industries, Ltd.
MechGuard S-E/SW Solitary-Escort Scout Walker (“Seesaw”)
MechGuard A-R/TT All-Range Troop Transport (“Arty”)
MechGuard A-R/AT All-Range Aerial Transport (“Ayrat”/“Rat”)
MechGuard S-R/AR Short-Range Atmospheric Ramjet
(“Ramjet”)
Conwell/Siefert Technologies
Conwell/Siefert TACLAV gt-1 Tactical Light Assault
Vehicle (“Taclav”)
Conwell/Siefert AOMAC aa-17 Anti-Orbital Magnetically
Accelerated Cannon (“Owmac”)
Conwell/Siefert LRIFTSA aa-50 Long-Range Indirect-Fire
Tank Support Artillery (“Rift”)
Conwell/Siefert AIMAC ap-21 Anti-Infantry Magnetically
Accelerated Chain-gun (“Aymac”)
Dynamic Defense Systems
DDS P21(u) Fog VII Armored Personnel Carrier
DDS F1(u) Rain I Armored Transport
DDS F2 Rain II Armored Assault Transport (.50 cal.)
DDS F3 Snow I Tactical Assault Transport (50mm)
DDS K15 Nimbus V Light Tank (50mm)
DDS K18 Nimbus VI Light Tank (60mm)
DDS K20 Nimbus VII Light Tank (75mm)
DDS K25 Stratus I Medium Tank (60mm)
DDS K29 Stratus II Medium Tank (60mm)
DDS K30 Stratus III Medium Tank (75mm)
DDS K31 Stratus IV Medium Tank (80mm)
DDS K43 Cirrus I Heavy Tank (75mm)
DDS K44 Cirrus II Heavy Tank (80mm)
DDS T2 Thunder I Anti-Armor Medium Tank (125mm)
DDS T7 Blizzard I Anti-Armor Heavy Tank (125mm HE)
DDS T19 Hurricane I Tank Destroyer (150mm HE)
DDS M1 Cumulus I Mobile Artillery (100mm HE)
DDS M5 Cumulus V Mobile Artillery (175mm HE)
DDS M9(t) Cumulus IX Long-Range Mobile Artillery (215mm
HE)
DDS M11 Altostratus I Mobile Rocket Artillery
DDS M12(t) Altostratus II Long-Range Mobile Rocket
Artillery
Koenji Lambent Arms Enterprises
KLAE RGz 1.5 Magnetically Accelerated Cannon
KLAE RGz 1.8 Magnetically Accelerated Autocannon
KLAE RGz 6.0 Magnetically Accelerated Heavy Repeater
Autocannon
KLAE LRz 1.0 Light Laser Cannon
KLAE LRz 2.3 Light Laser Autocannon
KLAE QHz 10.0 Heavy Laser Cannon
KLAE QHz 12.5 Heavy Laser Triple Autocannon
KLAE QHz 13.0 Heavy Laser Quad Autocannon
KLAE PCx 9.1 Plasma Projector Cannon
KLAE NCx 1.0 Null Field Cannon
KLAE FRz-144/8 Disruptor Missile Launcher (8 missile
cap.)
KLAE FRz-150/12 Disruptor Missile Launcher (12 missile
cap.)
KLAE KRi-240 Short-Range Threat Analysis Tracking Grid
KLAE KRi-370 Long-Range Phased Tachyon Detection Array
KLAE APi-294 Flight Control Avionics Package
KLAE JPi-521 Target Tracking Computer System
KLAE HRi-530 Holographic Imaging HUD Monitor
KLAE JVqs-RX1 Kinetic Shielding Generator (Defense
Temperance Rating: 400)
KLAE JVqs-RX4 Kinetic Shielding Generator (Defense
Temperance Rating: 1200)
KLAE JVqs-RX7 Kinetic Shielding Generator (Defense
Temperance Rating: 1800)
KLAE JVqs-RXi Kinetic Shielding Array
KLAE JVqt-DR5 Energetic Shielding Generator (Defense
Temperance Rating: 1400)
KLAE JVqt-DR9 Energetic Shielding Generator (Defense
Temperance Rating: 2000)
KLAE JVqt-DRi Energetic Shielding Array
Systems Technology Conglomerate
SysTech Sharkfin IV Kinetic Thrust Engine (Kinetic Thrust
Rating: 28)
SysTech Tailwind XIV Interstitial-Space Quantum Jumpdrive
SysTech Source II Life Support System
SysTech Gradient VI Fusion Ionization Reactor
Universal Force Armaments
(Primary Users: Stella Nova Confederation; OCIA)
Uniforce OCBR8 Battle Rifle “BR” – 7.5x55mm (Mk. I),
8.58x55mm (Mk. II)
>Selective-fire (single,
dual), enhanced 2-12x Infrared/Nightvision scope, 20r magazine, 500 ROF, 20”
barrel, folding stock, bayonet attachment
Uniforce OCAR30A Assault Rifle “Ocar” – 6.5x45mm
>Selective-fire (single,
dual, auto), 1-4x red dot sight, 30r magazine, 750 ROF, 16-18” barrel, laser
sight, collapsing stock, bayonet attachment
Uniforce OCAR30B CQB Assault Rifle “Ocar CQB” – 6.5x45mm
>Selective-fire (single,
dual, auto), 1-4x red dot sight, 30r magazine, 750 ROF, 12-16” barrel, v.
handgrip, collapsing stock, suppressor, flashlight, bayonet attachment
Uniforce OCIEAR40 Intermediate Engagement Assault Rifle
“AR 40” – 7.5x55mm
> Selective-fire (single,
dual, auto), enhanced 2-12x IR/NV scope, 20r magazine, 700 ROF, 16-18” barrel,
collapsing stock, bayonet attachment
Uniforce OCSG21A1 Submachine Gun “S 21” – 10x20mm
Parabellum
>Selective-fire (single,
3r-burst, auto), iron sights, 35r magazine, 900 ROF, 6-10” barrel, folding
vertical handgrip & stock, suppressor
Uniforce OCMG30 Light Machine Gun “MG 30” – 6.5x45mm
>Fully-automatic,
variable sights, 100r drum magazine, 850 ROF, 16-18” barrel, bipod
Uniforce OCMMG61 Medium Machine Gun “MG 61” – 7.5x55mm
>
Fully-automatic, variable sights, 200r box magazine, 900 ROF, modular vehicle
mount
Uniforce OCHMG87 Heavy Machine Gun “MG 87” – .50 caliber
>Fully-automatic, variable
sights, 200r box magazine, 750 ROF, modular vehicle mount, changeable barrels
Uniforce OCRMG90 Rotary Machine Gun “MG 90” – .50 caliber
>Fully-automatic, belt-fed, 3000
ROF, modular vehicle mount, 6 rotary barrels
Uniforce OCP8 Sidearm Pistol “P8/Pate” – 10x20mm
Parabellum
>Semi-automatic,
full-size, 15r magazine
Uniforce OCSR2 Sniper Rifle “CSR” – 8.58x55mm
>Bolt-action,
enhanced 4-18x IR/NV scope, 7r Magazine, 28-30” barrel, fixed stock
Uniforce OCCOSR Covert-Ops Sniper Rifle “Occo” – 8.58x55mm
>Semi-automatic, enhanced
2-12x IR/NV scope, 20r magazine, 150 ROF, 20-24” barrel, collapsing stock,
suppressor
Uniforce OCAMSR Anti-Materiel Sniper Rifle “Camser” – .50
caliber
>Bolt-action,
5r magazine, 36” barrel, bipod
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Groups and Organizations:
Nations:
Human Systems Alliance
Stella Nova Confederation
Tanitran Empire
Methane Hegemony
Qjuran Trifederate
Threnner Collective (informal ruling body of dominant
clans; no true central government)
Companies:
Agricultural Corps Industries (AgriCorps) – solar-based
fertilization systems R&D
Agrigen Mobile – algae culture slurry production, algae
taxonomy R&D (subsidiary of Agrigenics, Inc.)
Agrigenics, Inc. – agricultural equipment R&D
Alton Transport Service (ATS) – passenger and cargo
transportation
Artemis/Orion Conglomerate – natural resource prospecting
Betelgeuse Energetics Labs – nuclear-fusion power R&D
Betelgeuse Energy Armaments, Ltd. – energy weapons
R&D (subsidiary of Betelgeuse Energetics Labs)
BioTech Industries, Ltd. (BioTech) – Bionics R&D
Chalranii Heavy Shipyards (CHS) – heavy starship and
combat systems manufacturing
Conwell/Siefert Technologies (Conwell/Siefert) – ground
vehicles and anti-orbital defense systems
DeveloperSquare Spaceworks (DevSQ) – military and
civilian ship manufacturer
Dynamic Defense Systems (DDS) – tank, artillery, and
armored vehicle manufacturer
Fenex Engineering Corps (FenCorps) – Fenornin ship
manufacturer
Galactic Defense Systems (GDS) – weapons and defense
technology R&D
Genetic Advancements Corporation (GeneCo) – colonial
development and administration, Genetics R&D
Gor’mani Mining Company – Gengeiti mining firm, colonial
settlements sponsor
Grath Consortium – Clivv ship and weapons manufacturer
Grey Dawn Mining Corporation – mining firm, colonial
settlements sponsor
Greyscale Industries (GSI) – starship manufacturer
Intergalactic Communications (InterComm) – ansible
systems
Intergalactic Security (InterSec) – security/defensive
suites R&D/manufacturing
Keppel Military Liaison Services – paramilitary merc.
group; military advising and contract enforcement
Koenji Lambent Arms Enterprises (KLAE) – ship parts, directed
energy weapons R&D/manufacturing
Light and Power Utilities (L&P) – utilities provider,
superconductor R&D
MechGuard Industries, Ltd. (MechGuard) – Bionics R&D,
mechanized technology manufacturing
Nexus Core Engineering (NCE) – military ship
manufacturing (HSA exclusive)
Nexus Gravity Systems, LLC. – artificial gravity
generators and inertial damper systems R&D
Orion Developments – Colony sponsor, subsidiary of Orion
Investments
Orion Investments, Inc. – investments and banking firm
Ploronarush Corporation (PLR-Co) – Tanitran ship
manufacturer
Proprietary Solar Arms Corporation (ProArms) – a formerly
HSA-exclusive ship/weapons manufacturer
SimSynth Digital (SimSynth) – electronics manufacturing
and AI unit R&D
Skyline Commercial Enterprises (Skyline) – Advertising
agency
Sol Sector Authority (SSA) – frontier security firm
Sol Systems Mining Corporation – mining firm, colonial
settlements sponsor
Starlight Manufacturing (Star-Man) – freighters, cargo
ships, and luxury liners R&D/manufacturing
Systems Technology Conglomerate (SysTech) – shipboard
power and life support systems R&D
Tendradu Arms – personal weapons R&D
Three Suns Exchange Corporation – investments brokering
Universal Charter Industries (UCI) – ship and parts
manufacturer, transport service
Universal Force Armaments (Uniforce) – personal weapons
manufacturer, atm. + planetary surface craft
Valkartian Shipmasters Guild (V.Guild) – Valkartian ship
manufacturer
Voyager Millennium Drives (Voyager) – light cargo
freighter and FTL Drives R&D/manufacturing
Xenobiological Genetics Medical Group (XenoGen) – drug
and medicine manufacturer, Rx R&D
Governmental
Organizations:
Sol Central Intelligence Oversight Network (“SCION” -
HSA) – Solar System intelligence agency
Outer Colonial Intelligence Agency (“OCIA” - HSA) – Outer
colonial intelligence agency
Section Zeta (Stella Nova Confederation) – Extrajudicial
intelligence and enforcement agency
Zendougakure Ryuu (Stella Nova Confederation) – School of
katana-based martial arts
Imperial Regnant Guard (Tanitran Empire) – intelligence organization
and royal guardians
Imperial Shadow Guard (Tanitran Empire) – counter-intelligence
and assassination agency
Hunters (“Hrrgrsshrr” - Threnner Collective) – pirate
group
Ship Designations
System:
Human Systems Alliance – HSV [Ship Name]
Stella Nova Confederation – SNCS [Ship Name]
Tanitran Empire – Kali [Ship Name]
Methane Hegemony – Ko’a (Korian)/Ci’a (Cepp)/Me’a (D’Mest
Moorni)/Kni’a (Kniallan) [Ship Name]
Qjuran Trifederate – N/A
Threnner Collective – (Fleet Glyph)[Clan Name][Ship Name](Battlegroup
Glyph)
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