Exposition (Conceptual Outlines)

Starship Classes
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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Other Technology:

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:

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:

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


Weapons and Shipboard Systems:

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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