Founded F.Y. 23
Corporate Headquarters: Pale,
Truane's Star System
Chief Executive: Hilo Headow (Yazirian)
Subsidiaries: The largest are
Greater Vrusk Mutual Prosperity Institution, First Dralasite Savings and Loan
chain, and the Yazirian Financial Co-op. All of these were once major
competitors that Streel acquired.
Allies: MercCo
Enemies: PGC, Galactic Task Force
Inc.
Brief History: Streel has grown remarkably in the last few decades, despite near catastrophic events in F.Y. 49 with the quake on Pale and the 6 years of conflict during the Truane's Star Food war. It is fast approaching PGC in size and financial power. Streel offices are now spread throughout the Frontier and Rim, the latter, an area the PGC has neglected. Streel backs technological research, banking systems, mining operations, savings and loan institutions, and financial backings for real estate and agricultural areas.
Corporate Division
Report:
Resource Acquisition & Development (RAD), the division within Streel that is tasked with system and or planetary resource acquisition for the exclusive exploitation by Streel.
Division Head:
The executive vice president, Perenni Epiphytes, is a human female educated at
the
Headquarters: Pale, Truane’ Star
Secondary Interest: Terra-forming
Covert Activities/ Interests: Strong ties to Merco and to R&D Division.
Branches: Farway Freight (FF) 30% of RAD budget; Negotiations & Administration (N/A) 40% of RAD budget; Prospecting, Exploration & Survey Team (PEST) 15% of RAD budget
History: Aggressive acquisition of mining rights in several developing systems that lead to accusations of extortion and even terrorism.
Reputation: Aggressive and underhanded
Allies/ Affiliates: Merco
Enemies/ Competitors: PGC
Truane’s Star is officially ruled by a republican form of government from the planet of Pale. New Pale is an agriculture colony and has the status of territory with limited representation (2 representatives). New Pale is administered by a governor that is appointed by the president. The colonists of New Pale enjoy citizenship rights as well as an exemption on income tax as an inducement to move to the colony planet.
Pale is the headquarters of the Frontier’s second megacorp, Streel. Being headquartered here gives Streel quite a bit of weight with the government but their campaign contributions have all but bought the corporation control of the government.
A division within the company, Resource Acquisition & Development
(RAD) has committed a huge chunk of its budget toward campaign contributions.
It was decided that new exploration was more costly than stealing the resources
of others. The RAD has plans in place to take over the agriculture resources of
New Pale as well as usurping the mineral rights of the Zebulon system which are
currently owned by the
The plan for New Pale is to create a crisis that requires nationalization of the farming operations followed by legislation appointing Streel to manage them. Since the population of Pale would starve without the food shipments form New Pale it’s been relatively easy to engineer a crisis.
The
Palonite military under the auspices of Pale Aerospace Command (PAC) was
responsible for exploring the Zebulon system but did little since the discovery
of the system. Once they finally sent a manned expedition, Streel was forced to
take action lest their secret mining operation on Volturnus be discovered.
Contact was lost six months ago when the expedition entered orbit around Volturnus.
Streel’s interference has not only caused the long delay in sending a rescue
expedition but has forced its way onto the expedition which is now a joint
venture with
With the percolating crisis on New Pale caused by a new terrorist group and the colonists’ resistance to the government’s first move at nationalization of the farms, the government has a low priority on exploiting its rights to Zebulon. Streel has all but taken over the rescue mission and has had to scramble for personnel to man the mission. Luckily, a new draft of new employees has arrived in Truane’s Star expecting to take low level technician and security jobs and they’re about to be “volunteered” for the mission or discharged from company service. The company will of course turn over the names of those discharged to Pale’s Selective Service Corp which is charged with raising several drafted regiments of Peace Keepers for the impending civil disturbances on New Pale.
Player Character Backgrounds:
Players
will most likely begin as the Streel new hires that are forced to transfer to
The culture of Pale’s space navy is very patriotic in nature with a strong belief in the constitution. There is near universal resentment toward Streel and politicians who appear to be sell outs to the mega corp. The Exploration & Sciences Organization (ESO), though under military control, is largely staffed with civilian contractors.
NPC contacts for the Player Characters:
NPC contacts encourage role playing as the help or information that they can provide is only obtainable through role play. They also provide the GM with a voice in the adventure but that should be limited to hints. The PCs should ask for information and the NPC would not be overly helpful without good reason. Provide the PCs and opportunity to interact with their NPC contacts and to shop for any equipment they can afford before they embark on the Serrena Dawn. The info that they may generate in this way should not give them the whole picture as to what is going on though the developments on New Pale could be used as a distraction (red herring).
Lucritia Dolores, a writer for The Star Republic, an independent and conservative periodical with largely electronic distribution. Lucritia is known for her patriotic and anti-Streel views. She is a critical analyst on politics and mega corps. Her contact with a PC could be as family (distant cousin) or through past association (knew each other in school but not necessarily close). She’ll gladly answer questions or research info concerning her areas of expertise since she often feels frustrated over Streels seeming control of the government and would welcome a sympathetic ear. She could easily find a corporate division report on RAD (Resource Acquisition & Developement) if asked.
Ch’S’R T’Seck of House Ch’S’R. House Ch’S’R is a vursk trade house, focusing on accounting and are reputed to be among the premier accounting firms in the Frontier. T’Seck's expertise are in accounting and finds the changes in budgeting at RAD interesting as well as the fact that House Ch’S’R no longer audits RAD’s books just reviews a prepared book that seems a little too prepared. House Ch’S’R is still retained for accounting all other departments and divisions at the Streel headquarters. His association with a PC could be familial; in the case of a vursk PC or through prior business association (maybe he audited the books for the PC’s family’s business and is known to the PC).
Bork the Bartender (race can be flexible for this character), Bork is a ne’r do well and spacer with a checkered past who has settled into bartending. His lack of respect for authority bounced him out of 2 separate militia organizations. He was in the 1st Common Muster and has little love for pirates but keeps his finger on the pulse of criminal activity in the capitol of Pale as his bar is in one of the seeder neighborhoods. He’s an astute judge of the character. His association with a PC would most likely derive from the PC knowing a friend of his who told them to look him up.
Saleck Chin (any race) is an aging scientist (lvl 6 environmental skill) in the ESO. He is a civilian contractor and is biding his time till retirement next year. He will in no way jeopardize his pension but is generally unhappy with interference by Streel in the Zebulon Survey Project that first started with loss of funding for the ESO and now the usurpation of the Volturnus mission by Streel. He’s well versed in environmental issues concerning Pale and New Pale and the astro sciences of Truane’s Star. His association with a PC could be as past professor for a PC with a physco-social PSA or as a friend of someone known to the PC or as past professional association if the PC’s background started him as part of the ESO.
Sgt. Grick (any race) is a true blue patriotic Pale citizen and career militia spacer. Words like crusty and salty come to mind for those asked to describe him. He works hard and parties hard with a fondness for strong drink. He recently dodged “the bullet” avoiding transfer to Training Command to be a drill sgt. for the new Peace Keeper force (an occupation force being raise to strong arm New Pale). He has family on New Pale and is disgusted with the prospect of being ordered to take action against them. His new assignment is as quartermaster sgt. and maybe able to issue some non-weapon equipment to the PCs party by virtue of some creative paperwork and or proper paperwork issued by the PCs but coached by him. His association with a PC in the military PSA would be through past professional association especially if the PCs background started him as a member of the militia or of the ESO.
Barlow Kuman, is an undercover star law agent (real name is ?). He has been investigating RAD and may decide to provide some help to the PCs on the down low as long as it doesn’t risk his cover. He’s obtained a support personnel position at RAD’s headquarters.
The Eorna and Mechanon fighter craft take the battle to the worms this time, in a free for all in space! Sathar transports are positioned around Volturnus, collecting the retreating troops and their equipment. Several dozen shuttlecraft are making their way back to their host craft in order to retreat back to their homeworlds. The heroes of Volturnus have decided to land one final blow against these invading foes to ensure they never forget their humiliating defeat at Volturnus.
Counters:
15 Sathar Destroyers
7 Sathar Light Cruisers
25 Sathar Fighters
6 UPF Fighters
6 UPF Assault Scouts
1 Planet counter
The Volturnus Squadrons must destroy at least 8 troop transports and four freighters
Sathar must evacuate at least 8 troop transports each having recovered at least six shuttles, and 4 freighters each having recovered at least three shuttles.
If fewer than 8 transports/4 freighters escape or 8/4 escape without the minimum compliment of shuttles and all Volturnus forces are destroyed in the process, it is a draw (note that characters may bail out of destroyed craft, to be picked up later by a reserve Eorna craft).
Award 2-6XP per player based on participation (2 for low participaiton, 4 for medium, 6 for highly active). Double XP rewards if the Volturnus Squadrons achieve their goals.
Sathar Assault Transport
HS:9 HP:45 Powerplant: 3 Ion B
ADF:1 MR:3 DCR:60 Crew: 32 + 800 troops
Armament: LB, RB(x4)
Defenses: RH
Comm/Detection: SSRadio, Radar
Misc: armory/repair lab
Cargo Accomodation: 0
Crew Accomodations: 16 double dreamsleep berths
Passenger Accomodations: 200 quad dreamsleep cabins plus armory
Ship's Vehicles: 8 shuttles
_______________________________
Sathar Freighter
HS:12 HP:60 Powerplant: 4 Ion B
ADF:1 MR:2 DCR:56 Crew: 12-24
Armament: LB
Defenses: RH, MS(x2)
Comm/Detection: SSRadio, Radar
Misc: 2 cargo arms
Cargo Accomodation: 12
Crew Accomodations: 12 double dreamsleep berths
Passenger Accomodations: 15 quad dreamsleep cabins
Ship's Vehicles: 4 shuttles
_______________________________
Sathar Drop Shuttle
HS:2 HP:10 Powerplant: 2 chemical A
ADF:1 MR:4 DCR:25 Crew: 1-2
Armament: none
Defenses: RH
Comm/Detection: SSRadio, Radar
Misc: streamlined
Cargo Accomodation: 1 (freighter) or 0 (assault transport)
Crew Accomodations: 2 seat cockpit
Passenger Accomodations: 4 acceleration couches* (freighter) or 50 acceleration couches* (assault transport)
Ship's Vehicles: n/a
* acceleration couches seat two each
E-1A Eorna Heavy Fighter
HS: 2 HP: 14 Powerplant: 2 sub-atomic A (jump governor installed)
ADF: 5 MR: 4 DCR: 40 Crew: 3-4
Armament: FFR(x4), LT
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom
Misc Equipment: Streamlined, Medium Armor
COMPUTER
Alarm(2) Analysis(2) Astrogation(2) Computer LockOut(3) Computer Security(3) Damage Control(2) Drive, Atomic A(4) Forward Firing Rocket(2) Industry(1) Information Storage(1) Installation Security(3) Laser Battery(1) Life Support(1) Maintenance(2)
Cargo Capacity: 0
Crew Accomodations: 0
Passenger Accomodations: 3 command chairs (optional fourth chair for a rocket gunnery assistant on the bridge)
Ship's Vehicles: none
Deck 1: Bridge - The helm is inverted 90º, a secondary command chair can be added to the starboard side (opposite of the hatch) for a rocket gunner to assist with the forward firing rockets
Deck 2: Gunnery - controls for the fighter's laser turret are here, along with a small galley for crew dining as well as afresher on the starboard side.
Deck 3: Maintenance - an engineer may coordinate repairs from this station, as well as monitoring the drives. The hatch leads to an airlock below, where the outer hull hatch is located. Space suits can be stowed near the shielded port drive bulkhead when not in use.
________________________________________________________
NME-16 Neo-Mechanon Enhanced Fighter
HS: 1 HP: 6 Powerplant: 1 sub-atomic A (jump governor installed)
ADF: 6 MR: 6 DCR: 30 Crew: 0 (automated)
Armament: PL
Defenses:RH
Comm/Detection: SubSpace Transmitter, Radar, Camera System
Misc Equipment: Streamlined, Light Armor
COMPUTER
Alarm (1)
Analysis (4)
Astrogation (2)
Computer Security (4)
Damage Control (1)
Drive, Atomic A (4)
Guidance/Analysis (3) = LVL:1 pilot
Information Storage (1)
Installation Security (2)
Laser Cannon (1)
Maintenance (1)
Cargo Capacity: 0
Crew Accomodations: 0
Passenger Accomodations:0
Ship's Vehicles: none
The Sathar artifact on Volturnus sent out a subspace transmission the moment it detected approaching spacecraft. By the time anyone had discovered it, things were already set into motion. The Sathar battle fleet arrived in Zebulon, bent on destroying any life on Volturnus' surface. Nonetheless, a call was sent out to Truane's Star, who responded with confirmation of dispatching warships of their own. Sadly the worms were already en route long before the Truane's Star government could muster up an offensive, hence the large scale ground battle between the natives of Volturnus and the worms.
But the Truane's Star government did make it to Zebulon while the Sathar were present, despite the immense ground warfare going on. This is the tale of that epic deep space battle, where allied forces comprised of Palean militia vessels, Streel Corporation ships, and detached duty UPF warships acted together in an attempt to cleanse the newly discovered system of the Sathar threat once and for all.
Counters:
1 Sathar Heavy Cruiser
The Sathar Supply Ship will not engage in the battle, rather it will hover near the right edge of the map. At least one gunned scout ship will remain behind to escort the supply ship. Any Sathar craft that dock with the supply ship (matching speed and direction in the same hex) can rearm itself. In addition, any sathar ship docked to the supply ship during the repair round may utilize up to half of the supply ship's DCR in addition to the docked vessel's own DCR for repair attempts. Naturally the Sathar should place a priority on defending this vital craft if any enemy craft venture toward its proximity.
Same as Game #1
The Allied Forces must destroy at least half of the Sathar capital ships (cruiser, carrier, destroyers, and frigate), including the heavy cruiser. In addition, the supply ship must be destroyed as well. Once this requirement is met, remaining Sathar craft will attempt to retreat from the battle and escape (possibly taking out any pursuing craft with them, up to and including ramming). Fighters without a carrier to return to will continue fighting to cover the retreat, once this is effected they will attempt to ram any allied craft.
The Sathar Fleet must destroy at minimum all of the Pale militia craft, the Streel corporate frigate, UPF light cruiser, and the destroyer. Once this requirement is met, remaining Allied Craft must retreat and escape.
Any other outcome is a draw.