Clarion Royal Marines

Document container for project design documents.

Clarion Royal Marines Source Book

Basic outline:

I - Introduction

II - History 
   A> time line

III - Clarion
  A> physical descriptions
     1 - topical make-up, climate, etc
  B> cultural aspects
     1 - social structure & titles
     2 - the nature of "Gollywog"
  C> politics & government
     1 - parliament
     2 - Liberation Party

IV - Artificial Satellites
  A> Fortress Redoubt
  B> Clarion Station
  C> (unnamed SCC)
  D> six scientific/research & observation stations

V - Militant Forces

    1 - The Royal Guard

       a) structure, uniforms, job descriptions, etc
       b) rank & pay, insignia
       c) vehicles & equipment (transports, tanks, personal weaponry, etc)

    2 - The Royal Marines
       a) rank & pay, insignia
       b) uniforms
       c) equipment

       d) fleet descriptions

          i - starships
          ii - system ships
    3 - Special Forces (Leotian High Guard or other such catchy phrase)
       a) royal bodyguards or secret service type unit?

VI - Campaign Material
    1 - the Sathar
    2 - Pirates & Smugglers
    3 - Streel
    4 - Spies & double agents
    5 - Mining Operations (surface based and asteroids)

(proposed cover art)

1 INTRODUCTION

"Welcome to the Clarion Royal Marines..."

...ya buncha lard lumpers! Thanks for enlisting, your sorry butt belongs to us for the next twelve weeks. Maybe more! Your mamas ain't here to tuck you in or read your bedtime stories, nope...you're gonna learn how to walk, talk, eat, sleep, shoot, and $#!t like a Clarion Royal Marine!!!


You now hold in your hot little hands (or pseudopods) the (un)Official Clarion Royal Marines Source Book. This resource is to be utilized as a campaign backdrop for an ongoing Star Frontiers game. You all loved "Warriors of White Light". But then something terrible happened: it ended. No module begs for expansion like SF/KH:0 Warriors of White Light. The background information that was offered in that module worked for the game, but by golly didn't you just find yourself wanting more? More as in "Gee, if only I had some extra filler to continue this game a little longer..."

Hence this mighty manual. Within these pages you shall find untold resources to expand and continue where Warriors of White Light left off. Everything you need and more to keep your players serving the Crown for quite some time.

2 HISTORY

 (work in progress)

   A> time line

1 f.y. (Federation Year) The United Planetary Federation, a mutual defense organization, is established. All worlds of the Frontier, expecting another Sathar invasion, immediately join. Under UPF authority, Spacefleet becomes a permanent defensive force.
19 f.y. Prince Leotus Valentine XIX assumes the crown from his father, Leotus XVIII. Significant funding for the recently founded Medical Services Organization is donated by the Valentine family.

25 f.y. Princess Leotia Valentine XX is born, the ruling Valentines are unable to have any further children. Being the sole heir to Clarion's throne, Leotus initiates the Royal Secret Service comprised of loyal subjects dedicated to personally protecting the Royal Family.

31 f.y. The Demilitarization Act is passed by parliament. Strict firearm bans are enacted on the planet's surface, and similar policies are enforced on Clarion Station...although with minimal success considering government boundaries and space charter. The Council of Worlds overules the King and permits small arms such as pistols and melee weapons to be carried on the station.
40 f.y. Commander Stephen Delrooca receives a pair of brand new assault scouts, the Falcon and Wasp, thus bringing their militia up to date. He recruits his daughter Rogena from UPF Space Fleet to helm the Falcon.

44-48 f.y. Streel violates the Demilitarization Act numerous times by attempting to smuggle firearms to the surface of Clarion. By f.y.48 a resulting 20 year ban is enacted against Streel, prohibiting them from the surface. Due to UPF charter, the megacorp is still permitted to maintain an office on Clarion Station.

50 f.y. Commander Delrooca retires after 50 years of service to the Crown. Duke David Arconium of Hiatia (mH), a senior advisor to Delrooca, is promoted to the rank of Commander in the Clarion Royal Marines. His first act is convincing Leotus to acquire a frigate to supplement the CRM space militia, the CMS Leo arrives near the end of the year.
51 f.y. A band of space pirates inhabits the asteroid "Planora" and begins construction of a station within. They grow in strength within the following years, and by 56fy they have a small fleet of ships at their disposal. Royal Strategists believe these pirates received funding from Streel to disrupt shipping traffic to Clarion Station.

53 f.y. Lieutenant Rogena Delrooca is given the helm of the CMS Leo, and is promoted to the rank of Captain the following year. A brief period of civil unrest erupts from this promotion, citing political reasons for such rapid advancement. Meanwhile, Jr. Lt. Vincent Shirrah is awarded the vacated helm of the Falcon.
55 f.y. Maxxer Tabbe (mH) is promoted to the rank of Lieutenant and granted the command position of the assault scout CMS Osprey. He recruits Rhanda Klast (fH), a hot shot rocket weaponry specialist discovered in the recent graduating class of CRM Basic Training.

56 f.y. The CMS Osprey, with a new batch of fresh recruits that replaced members lost during a manifest inspection gone wrong, earns something of a reputation with the Royal Marines. They manage to discover a cache of Streel furbished Clarion-bound weapons being smuggled in a small freighter, stop a cybernetically controlled ship on a collision course with Clarion Station, assist the fleet with routing the Planoran Pirates, thwart an attempted capture by the Sathar who turned out to have infiltrated the CRM ranks via agent Maxxer Tabbe, and further assist in thwarting an inbound group of Sathar destroyers...all in less than a year. Two more assault scouts are acquired from UPF Space Fleet, the Flitter and Swallow. King Leotus is outraged by the discovery of Streel backing the Planoran pirates, and he extends Streel's ban by another 20 years.
57 f.y. Answering a distress call forwarded from the Theseus system, Leotus orders Commander Arconium to dispatch the CMS Osprey to Mahg Mar in newly discovered system FS-24. Lt. Gregor Dentin, C.O. of the Osprey, helps lead a daring mission that exploits a secret Sathar supply base.
58 f.y. Rhanda Klast earns her wings and begins copiloting the Osprey. Leotus XIX is assassinated by a member of the Clarion Liberation Party. The crown is passed to his daughter, Princess Leotia Valentine XX. Citing theories and unproven evidence that links Streel to her father's assassination, her first act is making the ban against Streel on Clarion permanent.
59 f.y. the SS Dark Shadow, the freighter that was impounded when smuggled Streel weapons were found in her hold several years earlier, is recommissioned as a consular ship. 
61 f.y. Garlus Tylappar recruits a group of Clarion spacers to helm the Gullwind on a daring run to expose a criminal empire overseen by the Malthar. The resulting "Dramune Run" culminates with an all out civil war between Inner and Outer Reach, with UPF SpaceFleet vessels assisting the Inner Reach militia.

64 f.y. Rhanda Klast is promoted to the rank of Lieutenant and begins her career as a senior tactician under Commander Arconium, while at the same time being awarded captainship of the Osprey.

65 f.y. Leotus XXI is born, the first of three children from Queen Leotia in line for the crown. Leotia commissions a six unit squadron of star fighters to assist the Royal Marines in their space efforts. "Raptor Squadron" becomes an immediately respected group.

68 f.y. Lt. Kriz'l Qill is recruited into Klast's tacticians.
70 f.y. Clarion's group of assault scouts earn a degree of noteriety as Klast is unofficially recognized as their "squadron leader". The UPF takes note of their tactical operations and forms "Avenger Squadron", a group of assault scouts in Strike Force NOVA manned by elite crews. Both squadrons seemingly compete for media coverage in the Frontier News Network.
73 f.y. Lieutenant Vincent Shirrah is promoted to Captain and is assigned to helm the frigate Leo.

75 f.y.  Queen Leotia XX can no longer count on the 70-80% support her father enjoyed from parliament. The Conservative Association and the Crown Royalist parties still support her but they only account for 44%. The Socialist and various independant parties have long opposed the crown’s policies while the New Beings party often sells its votes to the highest bidder. She’s been forced to build a coalition government out of theCrown Royalists, Conservative Association, a few independants (but not all or any entire party), and oddly enough...the Liberation Party. Though theLiberation Party is against the monarchy as its core belief the head of the party, Jonnus Slike (mH) often “releases members to vote their conscience” --- which is political speak for "go along with the Queen and Prime Minister". In return the Prime Minister was forced to give the Liberation Party one of his cabinet seats.
77 f.y. A militant group occupies the deserted asteroid Planora. A generous fleet of warships is assembled, threatening to blockade the planet Clarion. Leotia gears up by having the entire fleet of the Clarion Royal Marines on full alert at all times, while pleading with the Council of Worlds for assistance. For reasons unknown, the militant group quietly departs before the C.O.W. arrives at a decision to honor Clarion's call for help.
80 f.y. The second Sathar War begins.
81 f.y. The Royal Marines thwart a small detachment of Sathar warships as they pass through the system on their way to Madderly's Star. No losses are suffered, but all craft incur mild to serious amounts of damage with the frigate Leo limping home on but a single operational drive and few other functional systems. Aside from a few stragglers, there is little worm activity in the system but Clarion Station and Fortress Redoubt serve as a ready station for SpaceFleet vessels throughout most of the war. The UPF, realizing their vulnerability in land battles, works closely with Queen Leotia in analyzing the Royal Guard as a model for a potential UPF equivilent. UPF's LandFleet is born the following year.  

83 f.y. Rhanda Klast is offered the lead position in Avenger Squadron during Strike Force NOVA's stay in White Light. Feeling her service in protecting the system (and Frontier as well) from the worms supercedes any local issues, she accepts the position. She is given the helm of the assault scout UPFS Captain Federation, named after a patriotic holo-comic super hero. In her absence, Kriz'k Qill is promoted to Captain and helms the Osprey.

85 f.y. Queen Leotia XX commissions a squadron of heavy fighters to help defend Clarion during the Sathar War, as well as pushing considerations for the addition of a minelayer. With the war effort in full swing and available supplies & services being what they are, she opts for a lower budget converted cargo conatiner that can be affixed to the Dark Shadow.

90 f.y. The second Sathar War ends. Leotia XXII is born on the day the war ends, the first of five daughters to Prince Leotus XXI. No sons are born.

95 f.y. Queen Leotia XX accepts the first batch of applicants to the Royal Guard and Royal Marines from the Rim worlds.
98 f.y. Leotia XX steps down and passes the crown to Prince Leotus XXI.

100 f.y. Numerous spacers originating from Clarion join the Age of Adventure within the Rim. The Osprey is retired, demilitarized, and transported to the surface to serve as a museum attraction in Valentina.

3 CLARION

A> physical descriptions
     1 - topical make-up, climate, etc


Clarion is a large, flat, and wet world with very few features, measuring 11,679km in diameter. Most of the surface is covered by a large land mass that is broken by eight seas and a number of huge lakes. A few very low mountain ranges have risen above the surface, but most of Clarion is covered by broad plains and mudflats. A few of the largest mud flats are thousands of kilometers in diameter.
It takes 50:05 hours GST for this large world to make one rotation.


Constant rain, lasting for weeks, is the usual weather condition on Clarion. Generally, these storms are punctuated by brief periods of fair weather before clouds collect and the showers begin again. At any one time, rain will be failing over 90% of the planet.
As a result, the climate is quite humid with temperatures ranging from warm to very hot (with an average surface temperature of 30ºC).


The resources which have made Clarion a wealthy planet include uranium, which is found in all of the low mountain ranges; huge quantities of petroleum beneath the mud flats; and a few rich collections of bauxite (aluminum ore). The only industry of any size on the planet is petroleum refining. Although there is very little demand for the burnable by-products of petroleum in the Frontier, the wide variety of plastics created from the oil are in great demand.
  

No native animal life has been discovered on Clarion beyond basic insects. Much of the planet is covered with vegetation, but all of the plants would be considered primitive by most standards. Lichens, mosses, algae and ferns are the most common types.

Humans were the primary settlers on Clarion in centuries past. As they expanded from the direction of Theseus, the White Light system became a major crossroads for human exploration of the Frontier. Because it sits astride a connection of four major interstellar routes, Clarion has collected significant populations of all of the Four Races.
 

The swamp to marsh to permafrost setting of Clarion is something that early settlers found quite annoying. Future generations interacted with the other non-human races, who found equal dismay to this natural trend where high boots were a must for trekking anywhere. This eventually led to a dralasite pun "Gollywog" which, translated from their language, means "The world that did land as an afterthought". As such, residents do not take lightly to this insulting slang title that was given to their world.


     2 - major cities

Hiatia
Port Royal (RM headquarters)
Valentina (the Throne City & RG headquarters)

  B> cultural aspects
     1 - social structure & titles

The citizens of Clarion are categorized in four groups: Convict, Freeperson, Court Lord (or Lady), and Knight. Each step up in social class comes with higher status.

Convict - any citizen, noble or otherwise, reduced to this status for the purpose of serving a sentence for a crime or act of treason, often utlized in government supervised labor (chain gang type road construction, mining, etc). Convicts who demonstrate good behavior may be recruited into the Royal Guard as a condition of "parole", but this is rare and only seen during times of war.
Freeperson - the "common man" regardless of economic status.
Court Lord/Lady - lowest rank of nobility, granted to citizens who have acted in the interest of the crown, be it economically, politically, or any other act resulting in favorable results.
Knight - a title of nobility often bestowed upon (but not limited to) retired and active duty military persons, knights have proven themselves to be 100% loyal to the crown and continue to serve as such, even during retirement. It is not uncommon for knights to progress towards governing titles.


Governing Titles of Nobility - this is the ruling class, any Freeperson, Court Lord/Lady, or Knight is eligible for such title assuming favor is garnered by the crown. Members of Parliament who run for office are pooled from any of these ruling classes.

Baron/Baroness - lowest governing rank, often responsible for one to three regions or areas
Count/Countess - governs no more than four regions or areas
Marquis/Marquessa - governs five to ten regions or areas
Duke/Duchess - very limited, one per major city except for the Throne City, eligible for kingship via election assuming a king's family line ends.
King/Queen - The top ruling class

Clarion nobles serve under brief periods of active duty much like British royalty.  One to two years, officer position, in harms way only when politically necessary to bolster social opinions.  The closer to the crown, the more choice they get for their training and specialty.  In times of peace a noble may only serve from one training school to another, qualifying to get the badge then off to earn the next. It should be noted that nobles are not counted amongst the rank and file of the Clarion Royal Marines or Royal Guard, they are merely there to gain their place and learn the basics that can be used in politics, then off to prestigious universities.  They may return for yearly reserve training but it is purely voluntary.  Their commissions are often for life as well.

    
  C> politics & government
     1 - parliament
     2 - Liberation Party

4 ARTIFICIAL SATELITES

TBA

5 MILITARY FORCES

(work in progress)

1 - The Royal Guard

       a) structure, uniforms, job descriptions, etc
       b) rank & pay, insignia
       c) vehicles & equipment (transports, tanks, personal weaponry, etc)

    2 - The Royal Marines
       a) rank & pay, insignia
       b) uniforms

Camouflage Fatigues




Court/Dress Uniform


Coveralls/Casual Duty Uniform


Standard Spacesuit


Armored Spacesuit




       c) equipment

       d) fleet descriptions

          i - starships
          ii - system ships

CRM Warship Roster
CMS = Clarion Militia Ship

CMS Leo (frigate)
CMS Falcon, Osprey, & Wasp (Razor class assault scouts - UPF specs)
CMS Flitter & Swallow (assault scouts, possibly a variant?)
6 F-40C fighters "Raptor Squadron"
heavy fighters (HS:2, long range patrol & jump capable)?
Insystem Carrier for fighter transport?
Minelayer?
various system ships w/radar & energy sensor arrays for deep space tracking
troop transport for shuttling crews to scanner ships

Detached Duty Civilian Craft Roster
RCS = Royal Consular Ship

RCS Dark Shadow (HS:5 freighter, lightly militarized)
RCS Valiant  (Lightspeed Lady class yacht)




    3 - Special Forces (Leotine High Guard or other such catchy phrase)
       a) royal bodyguards or secret service type unit?

CMS Falcon, Osprey, & Wasp

Razor class Assault Scout

HS:3 HP:15 Powerplant: 2 Atomic A
ADF:5 MR:4 DCR:50 Crew: up to 12
Weapons: AR(x4), LB
Defenses: RH
Communication/Detection: Subspace Radio, VideoCom, Intercom, Radar
Misc: streamlined, camera system
 
COMPUTER
Alarm (2), Analysis (4), Assault Rocket (1), Astrogation (4), Bureaucracy (2), Communication (1), Computer LockOut (4), Computer Security (4), Damage Control (2), Drive, atomic A (4), Industry (1), Information Storage (1), Installation Security (4), Laser Battery (1), Life Support cap:12 (1), Maintenance (2), Robot Management (3)

Cargo Capacity: 0
Crew Accomdations: four double cabins, storage closet can convert to a four-bunk barracks
Passenger Accomodations: 0
Ship's Vehicles: 0

Deck Plans
(rendered in 1 meter squares)


The uppermost deck is the flying bridge with stations for the pilot (right) and rocket gunner (left). Viewports on the dorsal side (top of the map) permit views from both stations. A ladder ascends to a cieling panel that allows access to the avionics and assault rocket launcher system.

The next deck down is the main bridge. The rocket gunner and pilot stations echo those found on the flying bridge (left and right respectively), again with viewports on the dorsal side. Adjacent to the rocket gunner station is a communications and sensor station, adjacent to the pilot station is an astrogation center. Centered on the ventral side (bottom of the map) is the mainframe computer. A floor panel between the elevator and viewports can be removed, leading to a maintenance shaft (that connects to a ceiling panel in the recreation deck below). Accessing the maintenance shaft requires climbing over the pilot or rocket gunner control panels.

Below the bridge is the recreation deck. Two elevator shafts are present on this deck, the dorsal elevator permits access to the bridge while the ventral elevator leads down to the crew deck, maintenance deck, and hold. This deck is sectioned off in two halves, the port (right side of the map) has a dining area, exercise equipment, and an entertainment center. The starboard side (left side of the map) has a fresher with toilet, sink, and shower, adjacent to it is a full service galley with pantry, stove/oven, sink, cupboards, refrigerator/freezer, and an auto-cooker.



The next deck down is the crew deck. Four modular cabins occupy this level, each can be arranged to the occupants' desire ranging from single to double beds or bunks, along with a desk and chair(s) along with an optional closet and hanger rack. Each cabin has a viewport. Centered in the dorsal side is a hatch leading to the laser battery controls.



Below the crew deck is the maintenance deck. A large generator and power relay station occupies the dorsal side, with scaffolding leading up to access the entire system. To port is the engineer's station along with a lase (laser lathe) and laser drill press, Starboard of the generator is the life support unit along with a workbench and tool cabinet. The ventral side houses engine monitors and recharging docks for powerpacks and robots. A quartet of floor panels can be removed to access the water purification plant, sewage unit, and the water tanks.

The stern deck is the ship's hold. While it is not large enough for any form of profitable cargo hauling, it can accomodate siezed items as well as personal items belonging to the crew and dry goods/supplies. Centered in the main hold are retracting airtight 2m x 5m bay doors. The starboard vacc-suit locker can also be converted to a four person barracks via folding bunks. Centered in the dorsal side is the airlock leading to the outer hull hatch (below).

RCS Dark Shadow

recommissioned freighter

 

HS: 5   HP: 25   Powerplant: 2 Streel "Big Bang" atomic class B
ADF: 4  MR: 2  DCR: 35   Crew: 4
Armament: LB (concealed, takes one combat turn to deploy)
Defenses: RH
Communication/Detection: SubSpace Radio, VideoCom, Radar,  Intercom
Misc Equipment: Camera System, Skin Sensors


Computer (Lv-4, 134fp, 100SP)

Alarm(2), Analysis(4), Astrogation(4), Commerce(1), Computer Security(4), Damage Control(2), Drive(5), Industry(1), Laser Battery(1), Life Support(1, capacity:10), Maintenance(2)


Cargo Capacity: 4
Crew Accomodations: 2 convertible single/double cabins, one quad cabin
Passenger Accomodations: n/a
Ship's Vehicles: small launch

Prior to confiscation the original owners upgraded their drives to  "Big Bang" models (Streel's answer to PanGalactic's "Eureka" drives mentioned in Dramune Run that allow for additional acceleration) as the addition of a laser battery took a hit on performance. As such the ship is not as maneuverable as a standard class:5 freighter, but the extra acceleration certainly makes up for it. In a perfect world they would have added fore & stern Pod Lasers to retain stock maneuverability and cargo space, but that technology was not available when the Shadow was designed. 

The "Observation Dome" (deck 1) houses the controls for the concealed laser battery (which takes one combat turn to deploy). The mainframe computer is located on the Bridge deck (2) with terminal panels located at each of the four duty stations (left to right: helm for pilot & co-pilot, engineer, and astrogator) as well as one more in the work shop of the Crew Deck (3) adjacent to the outer hull elevator (leading to the cargo module). The ship's power relay station (adjacent to the elevator on deck 3) has recharging equipment for powerpacks and parabatteries. Buns for two are in the officer quarters (3A & 3B) with a galley (3C) and a common quarters for four additonal crew (4D).

The ship has been recommissioned under the Crown (Royal Crown Ship) for ambassador duties including the annual Council or Worlds meetings, government transport of emmisaries and/or equipment, and other traditional non-combat duties for the local government (although CMS escorts are often utilized). On occassion the Royal Marines may even utilize her as a corsair to ferret out pirates and other usurpers that may be operating insystem. 

6 CAMPAIGN MATERIAL

TBA

Dark Shadow's Revenge!


ALPHA SUBSECTION 1: THE ASSIGNMENT

The SS Dark Shadow was utilized to undermine Clarion's government, her crew had been smuggling weapons that have undoubtedly fallen into the hands of the Clarion Liberation Party and the Planaron pirates, not to mention others seeking to usurp the Crown. During the capture it was discovered that her crew had been operating under a Streel contract. The vessel is now safely in the hands of the Clarion Royal Marines and her crew is slated for what should be a short yet swift trial. However, the Crown has intentionally withheld information about the capture to the public and for good reason: it is time to deal a crippling blow once and for all so that Streel may finally understand just how sincere Clarion's government is concerning their Demilitarization Act that the mega-corp has so blatantly ignored.

To this end several undercover agents have been operating with holoscreens and voice modulators, having visited the Streel office on Clarion Station in order to prolong this coup d'etat. These agents have learned the source of the Dark Shadow's supplier in Streel's office aboard Triad Station in Cassidine. The players' mission will be to take the Dark Shadow back to Triad and put an end to this operation. Since this is an "off the books" mission, the implication here is assassination although capture is certainly preferred. If the party is captured the Crown will not admit to having any involvement in this act and will go so far as to claim the party went AWOL and broke the Shadow out of quarantine for their own motives.

The captured crew of the Dark Shadow was originally comprised of the following:

Captain Lucius Strewt (mH), pilot
1st Mate Maggar Broub (mY), engineer
Cereeze K'zoot (fV), astrogator
No'zan Z'keem (mV), gunner
Four male humans were also registered among the crew as "enforcers".

Ideally the CRM roster should echo this as closely as possible, at least with the four officers. Each of the four officer impersonators will be issued a holoscreen programmed for each corresponding officer and a power beltpack to help with their mission. The enforcers can always be replaced by what ever remaining members that make up the party. If there are no members matching the descriptions of the officers they can always be appointed from the CRM roster (such as the vruskan officers of the CMS Wasp for example). The Dark Shadow can accommodate up to ten beings with its life support. However the final roster is, the player impersonating Strewt will have to report the new crew to the Streel office (requiring the 80% chance for success with the holoscreen since it is a new user along with an LDR check, however if the initial agent is utilized for such reporting prior to launch he will gain an automatic success. If a PC fails the agent can renegotiate a meeting in two weeks that will be successful). The person protraying Strewt will also need to make arrangements for another meet with the supplier for a new cargo at this time, which sets the stage for this adventure.

ALPHA SUBSECTION 2: THE VOYAGE

The Dark Shadow will have to make two jumps, one from White Light to Timeon and the second from Timeon to Cassidine. The drives will require an overhaul once they are in Cassidine. Neither system has a planetary militia, although Cassidine is home port to one of the Spacefleet Task Forces so caution must be exercised there. After all, for all intents and purposes this is an illegal mission that the Crown is not publicly backing, the last thing the party wants is to be caught in possession of a craft that is not theirs under the guise of the former crew! 

The specifications of the Dark Shadow follow (although they are not necessarily needed as the ship is not expected to fall into any combat map encounters unless the crew so opts):

HS: 5   HP: 25   Powerplant: 2 Streel "Big Bang" atomic class B
ADF: 4  MR: 2  DCR: 35   Crew: 4
Armament: LB (concealed, takes one combat turn to deploy)
Defenses: RH
Communication/Detection: SubSpace Radio, VideoCom, Radar,  Intercom
Misc Equipment: Camera System, Skin Sensors


Computer (Lv-4, 134fp, 100SP)

Alarm(2), Analysis(4), Astrogation(4), Commerce(1), Computer Security(4), Damage Control(2), Drive(5), Industry(1), Laser Battery(1), Life Support(1, capacity:10), Maintenance(2)


Cargo Capacity: 4
Crew Accommodations: 2 convertible single/double cabins, one quad cabin
Passenger Accommodations: n/a
Ship's Vehicles: small launch

Use the small freighter deck plans from the WoWL module inside cover to represent the Shadow. The original owners upgraded the drives to"Big Bang" models (which is Streel's answer to PanGalactic's "Eureka" drives mentioned in Dramune Run that allow for additional acceleration) as the addition of a laser battery took a hit on performance. As such the ship is not as maneuverable as a standard class:5 freighter, but the extra acceleration certainly makes up for it. In a perfect world they would have added fore & stern Pod Lasers to retain stock maneuverability and cargo space, but that technology was not available when the Shadow was designed. The party would be wise to activate their holoscreens for any and all encounters, and the ship's power relay station (adjacent to the elevator on deck 3) has recharging equipment for powerpacks and parabatteries.

ALPHA SUBSECTION 3: ENCOUNTER #1

While in Timeon the Dark Shadow's radar lights up as the crew is preparing for the next jump. The ship is in deep space and a size:10 craft is approaching. The inbound craft is hailing the Dark Shadow, wishing to speak with Captain Strewt. They have identified themselves as the MalCo Ship "Nightshade" and wish to board for a friendly meet & greet, the Nightshade's captain Dablak states he has heard of the Dark Shadow crew's accomplishments and would like to discuss a business proposal.

If the party wishes to fight, the Nightshade's specifications are as follows:

HS: 10   HP: 50   Powerplant: 4 atomic class B
ADF: 3  MR: 2  DCR: 50   Crew: 10
Armament: LB(x2)
Defenses: RH, MS(x2)

It will be easy to outrun the Nightshade, however do not allow the craft to be captured or destroyed as it is needed in future module SF/KH:1 Dramune Run. If the Dark Shadow crew accepts the boarding, the following beings will enter with weapons slung and hands/pseudopods in plain sight:

Dablak the Enforcer (mD)
RW:70, M:60, PS:3, IM:3 RS:30, STA:70
Laser Rifle w/Power BackPack, Electric Sword, Skeinsuit w/Albedo Screen; black sable cloak

Four Yazirians (all male)
RW:60, M:60, PS:3, IM:5, RS:45, STA:45
two w/laser rifles & 4 powerclips, Skeinsuit & Albedo Screens
two w/gyrojet rifles & 4 jetclips, Albedo Suits w/Inertia Screens

If received Dablak will sit down with "Strewt" in the ship's recreation area (deck 3) and offer employment with MalCo Enterprises, stating that the Shadow's crew has gained a reputation for smuggling and that is just the niche that MalCo is looking to fill these days. Dablak will offer a boarding pass and one complimentary week of docking with no expiration date at Darkworld Station (Outer R,each Dramune) should the crew wish to proceed. If a fight breaks out, allow Dablak to escape as the four yazirians cover as he is also needed for the future module (Dramune Run). While unknown to the party, none of the MalCo representatives have ever met the Dark Shadow crew so if they are not utilizing their holoscreens it will not matter...but most likely the party will wish to activate them anyways.

Note that this encounter is not necessary for any Clarion adventures as MalCo is not conducting any illicit trade with Clarion, but it does serve to establish the platform for the module that follows...should the players participate in the future module they will certainly recognize Dablak and the Nightshade when they are encountered during that adventure.

ALPHA SUBSECTION 4: ENCOUNTER #2

Once the Dark Shadow arrives in Cassidine it is to rendezvous with the SCS (Streel Corporation Ship) Provisioner, a size:12 freight hauler currently under the command of Quintzee Thrum. Thrum is the Streel agent that has been supplying the Dark Shadow with contraband destined for Clarion. The Provisioner has been slated for one more meeting in what should be the final encounter, if all goes well...

Whether the party opts to perform the overhauls before or after the meeting with the Provisioner does not impact game play, however it should be noted that they arrive early and will have sufficient time to do so prior to the rendevous.

Thrum has agreed to meet the Dark Shadow in deep space where they are least likely to be interrupted while they transfer the next cargo: a generous supply of armored hover transports. The transports themselves are destined for Clarion's Liberation Party, and while not being illegal themselves there is also a cache of automatic rifles that have been concealed under each transport's array of hoverfans. As such these weapons should be difficult to discover by an inspection team since the craft will be grounded (unless in zero grav, they are too heavy to lift to view the undercarriages and without parabatteries they can not be activated into hover mode). Four cargo units worth of transports are ready for transfer to the Dark Shadow's hold.

Once the airlocks have been joined the two crews may mingle freely. The capture/killing of Thrum can occur at any point the party chooses, although it behooves them to allow the Provisioner crew to assist with loading the transports first as their ship has a cargo arm (equipment that the Dark Shadow lacks). It should be noted that Thrum has encountered the four officers from the Dark Shadow on numerous occasions so the party will have to pass their holoscreen checks as they meet him. Once they pass this check they can interact freely with Thrum. However, if Thrum finds anything odd about any of the four officers things can turn for the worse quickly.

Use the larger freighter deck plan from the WoWL module inner cover to represent the Provisioner. If for whatever reason a board game encounter breaks out (surviving crew members attempt to pursue the Shadow after Thrum is captured/killed, or if they simply have to retreat due to bad luck/planning, etc), the Provisioner's specifications are as follows:

HS: 12   HP: 60   Powerplant: 4 atomic class B
ADF: 3  MR: 3  DCR: 56   Crew: up to 12
Armament: LB(x2)
Defenses: RH

The Provisioner crew is as follows:

Quintzee Thrum (mY)
STR/STA 50/60
DEX/RS  60/60
INT/LOG 50/50
PER/LDR 40/50
Battle Rage:20%, projectile lv-5 melee lv-4 computer lv-3 technician lv-2
RW:80 M:70 IM:6 RS:60 STA:60
Dual barrel Automatic Pistol* w/2 bulletclips, four spare bulletclips, Sonic Sword w/powerclip, Skeinsuit w/Albedo Screen. Thrum keeps a machine gun and two belts of ammunition stowed in his cabin (A, shared with the two pilots below).

*3kg, double damage, double ammo capacity, double encumbrance...all other stats as per AD rules

Cassy Harper (fH), pilot (lv-4)
RW:60 M:60 IM:5 RS:50 STA:50
Electrostunner w/powerclip, Albedosuit w/Inertia Screen. Cassy stows a sonic disruptor and power beltpack in her cabin (A).

Oogli (mD), co-pilot (lv-3)
RW:50 M:70 IM:5 RS:50 STA:70
Gyrojet pistol w/jetclip, stunstick w/powerclip, skeinsuit w/inertia screen

K'armas (mV), astrogator (lv-3)
RW:55 M:58 IM:5 RS:50 STA:55
Laser Pistol w/powerclip, nightstick. K'armas has a lv-1 portable computer stowed in Cabin B (shared with the engineer and security officer F'sir below), it has the following programs loaded: Analysis(lv-3), Information Storage(lv-1), and Robot Management(lv-2). She can use it to independently coordinate the ship's combat robot outside of its normal programming.

Z'armas (mV), engineer (lv-4)
RW:55 M:58 IM:5 RS:50 STA:55
Laser Pistol w/powerclip, nightstick. Z'amas keeps a RobComKit and TechKit stowed in his cabin.

Mr. Mayer (mH), security director, engineer (lv-3)
Beam lv-5, gyrojet lv-4, melee lv-3, demolition lv-2, thrown lv-1
DEX:80(laser)/70(gyro), M:68 IM:6 RS:60 STA:75
Laser Rifle w/5 powerclips, gyrojet pistol w/2 jetclips, sonic sword, two tangler grenades. Mr. Mayer keeps a heavy laser & power backpack in his cabin (C, shared with the two gunners below).

Gleep Wurp "Eyebiter" (mY), gunner (lv-3) 
Battle Rage:25%
RW:90 M:90 IM:6 RS:60 STA:50
Laser Rifle w/PowerBeltPack, Skeinsuit w/Albedo Screen & separate beltpack, electric sword w/powerclip

Gloop Wurp "Earbiter" (mY), gunner (lv-3) 
Battle Rage:25%
RW:90 M:90 IM:6 RS:60 STA:50
Laser Rifle w/PowerBeltPack, Skeinsuit w/Albedo Screen & separate beltpack, electric sword w/powerclip; each of the Wurp clan brothers keeps a silver plated laser pistol w/black suede holster in their cabin as part of their clan heritage, each pistol/holster combo is worth 1000Cr.

Cotis (mD), security
RW:60 M:60 IM:5 RS:50 STA:60
Gyrojet Rifle w/3 Jetclips, Skeinsuit & Albedo Screen, stunstick. COtis keeps a Grenade Rifle and two each of doze, tangler, & frag bullets in his cabin (D, shared with the human & yazirian security officers below).

Vincent Royce (mH), security
RW:50 M:50 IM:5 RS:5 STA:50
Laser Rifle w/3 powerclips, Albedosuit & Inertia Screen, stunstick. 

F'sir (mV), security
RW:60 M:60 IM:6 RS:60 STA:50
2 Automatic Pistols w/3 bulletclips each, Skeinsuit & Albedo Screen, stunstick

Manik (mY), security
RW:60 M:60 IM:5 RS:50 STA:50
Gyrojet Rifle w/3 bulletclips, Skeinsuit & Albedo Screen, stunstick

LCD-2 "Elsie Dee" (lv-2 Combat Robot), stowed in Lower Bridge Deck storage area when not in use.
Anthropomorphic-vruskan body w/two additional arms, passive electromagnetic feet for zero-G work, two laser rifles each powered by a separate powerbackpack set at 5SEU; type 2 Parabattery.
Programs: Attack/Defense, Search & Destroy, Computer Link
Mission: Seek out and destroy non-Streel corporate beings
Functions: Use Search & Destroy and Attack/Defense programs to neutralize anyone not bearing the Streel logo on their uniform.
MV:150m/turn, STA:100, IM/RS:5/50, ATT:50 DMG: two 5d10 shots/rifle

The pilot, co-pilot, astrogator, engineer, and dralasite security officer all begin the encounter on the Upper Bridge deck (2). The two yazirian gunners, security director, and the yazirian security officer are on the Lower Bridge Deck (3) and any of them may dart into the storage area to activate the combat robot. Thrum meets the group at the airlock of the Crew Deck(4) along with the human and vrusk security officers, the human will stay near the elevator while the vrusk accompanies him and the party in the rec room for the business meeting.

All crew members have a separate power beltpack to enable their defensive screens in addition to any ammunition listed. Naturally each crew member has the Streel logo emblazoned front & back on their uniforms and night shirts. If combat breaks out, crew members with items stowed in their cabins (save for the clan weapons of the yazirian gunners) will attempt to retrieve those items for use against the usurpers. Thrum will attempt to escape either in the launch or one of the two workpods while the security officers will do their best to cover this escape. It should be noted if the party obtains the astrogator's portable computer before she does, it can be used to activate, deactivate, override, and otherwise commandeer the combat robot as the sip's computer lacks a robot management program!

If Thrum escapes the party can easily recover the launch or workpod assuming the Provisioner has been disabled/destroyed. However, if the ship is destroyed they will have to force any information from Thrum once he is recovered, otherwise additional info about Streel can be obtained from the ship's computer. The Dark Shadow crew will have a 100% chance of locating Thrum's escape vehicle (moving at 1 hex/turn in a random direction from the rendevous point, you may roll a d6 to determine which direction it travels) minus 5% for each combat turn after two turns that transpires prior to searching for him...so if five turns are spent fighting the Provisioner than the chance drops to 85%.

The Provisioner's computer (lv-5, 240fp, 300SP) has the following programs: Alarm(4), Analysis(4), Astrogation(4), Cargo Arm(2), Commerce(1), Computer Lock-Out(4), Computer Security(6), Damage Control(4), Drive(5), Industry(1), Installation Security (3), Laser Battery(1) x2, Life Support(1, capacity:12), Maintenance(4)

Note that the cargo arm program applies only if the cargo arm is operated at the terminal in the hold, it can be overridden by the Industry program and/or remotely operated at either bridge deck. The mainframe is located on the Upper Bridge deck (2), additional terminal panels are located at each of the three duty stations on the Lower Bridge deck (3) as well as one more on in the work shop of the Maintenance deck (5). If Thrum manages to escape and the party can overtake the Provisioner, then they can still discover the nature of the operation via the ship's computer.

The Dark Shadow crew will not be skilled enough to commandeer the Provisioner, they can leave it adrift or hulk it but they can certainly help themselves to anything of value within. Whether they obtain it by interrogation or via the ship's computer, it will be discerned that Thrum has been operating outside of Streel's interests when it comes to supplying weaponry to Clarion's enemies. Thrum's contact in Streel's Clarion Station office is also part of the operation. Capturing and/or eliminating him will put an end to all that have been involved in this usurpation. If pressed, higher operatives of Streel will deny knowledge of the operation and even claim they have been searching for the mole that caused their ban on Clarion. If this can be proven to be true, stopping this operation could have a positive effect on Clarion/Streel relations.

ALPHA SUBSECTION 5: THE JOURNEY HOME

If it hasn't been performed yet, the Dark Shadow crew will have to overhaul her drives before returning home with the intel and contraband cargo (both of which the vehicles and weaponry can easily be appropriated for Clarion's ground forces). This operation will go off without a hitch. However, once the ship arrives in Timeon it will encounter a pair of pirate vessels that have happened upon the lone vessel. The ships are operating under the Star Devil's charter and will attack mercilessly, offering no quarter. Fortunately the ships aren't overly challenging to the Dark Shadow, specifications are as follows:

Armed Freighter
HS: 8   HP: 40   Powerplant: 3 atomic class B
ADF: 3  MR: 3  DCR: 44   Crew: up to 16
Armament: LB(x2)
Defenses: RH

Gunned Scout Ship
HS: 3   HP: 15   Powerplant: 2 atomic class A
ADF: 4  MR: 4  DCR: 29   Crew: up to 12
Armament: PL*, LB
Defenses: RH

* Pod Laser - as detailed in Polyhedron #19

While the pirate freighter can be easily evaded, the scout ship will have to be dispatched before the Shadow can escape. As long as they can avoid the punch from the scout's weaponry this should be relatively simple. Once free of the pirate menace, the rest of the journey home will be eventless.

ALPHA SUBSECTION 6: 
AWARDING EXPERIENCE POINTS

All characters that have successfully completed this mission are eligible for a base 2-4 experience points each depending on participation. This base will be doubled if the party captured Thrum alive. Award one bonus XP for each player if they gleaned info about MalCo Enterprises as this is an operation that the Crown can keep an eye out for, and one more XP per player if they discover that Thrum and the Clarion Station contact are the sole masterminds of the operation. Award one bonus point if the Strewt impersonator was a party member that went to the Streel office on Clarion Station to arrange the meeting with Thrum. If Thrum escapes then experience points are halved at 1-2 per player depending on participation (plus any applicable bonuses).

Jedion357's Royal Marines

REF: http://starfrontiers.info/forum/viewforum.php?f=61&sid=9060a1c0d25369b9245ed7d59455984f
Clarion Royal Marine Quest
Motto: Obviam nox Noctis (Against the Night)




Mercy Mission to K'tsa-Kar Intro

After the Free World Rebellion and the vrusk refugees were evacuated to K'tsa-Kar. A humanitarian crisis developed at K'tsa-Kar as there was not enough food or supplies. The fledgeling UPF was had been rapidly building up Space Fleet but that organization was still small and inexperienced. At this time in history, the Royal Marines still represented the elite naval force in the Frontier.

The UPF was organizing a relief mission to be sent from Cassidine to K'tsa-Kar with industrial and food supplies to relieve the refugee sitation of the disposessed vrusk. However, rising pirate activity in Dramune and Cassidine threatened this effort and a new Space Fleet friage (UPFS Dridia) was serverely damaged in an encounter with pirates just monthes after its first deployment and had been sent back to the  SSC in Cassidine for major repairs and refit. 

News outlets like FNN reported that the pirates escaped after damaging the new Space Fleet frigate but the turth is the Space Fleet vessel was ambushed and was lucky to survive. There is little doubt that the shipyard in Cassidine could put the UPFS Driadia back in service to escort the relief convoy to K'tsa-Kar but the delay could mean a loss of life for the vrusk refugees. Luckily the CMS _____________ just happened to be finished by the Cassidine shipyard as her new Royal Marine crew arrived to pick her up for her space trials. With the situation being so dire for the vrusk refugees the CMS _________ was given a muster activation and assigned the relief convey mission. 

Mercy Mission K'tsa-Kar Pre-quell vignette

Flash back vignette (predates this adventure and the Mercy mission to Madderley's star)

Players start with pre-gen Royal Marines on Clarion station. and a boarding shuttle is available to them in the central hub but their vacuum suits are not on board. 

They have drawn an execution by vacuum detail where they must escort a pirate from his cell to an airlock for execution.
The pirate runs his mouth the whole time taunting and threatening and promising that he will get even with the royal marines

Sentence is read by high ranking RM officer Pirate is placed in airlock and the restraints removed. Offered chance to say last words, resorts to an insult and I'll get even threat. 

The button is pushed and he is blown out of the airlock he has 1 minute to live in total vacuum. However, through the viewport to the side of the air lock, a large launch looms into view with its bubble canopy open, a space suited individual with a net grapple gun fires on the executed pirate. The PCs are stunned to see the pirate captured and reeled into the launched and being placed in a freeze field bodybag as teh launch heads for a nearby frighter. 

PC's had the execution duty and see what happens and are forced to run for the elevators, to the station docking bay, cut short a pre-flight check (give the players the pre-flight checklist and ask them how much of it the want to skip in the interest of running down the criminals. For every item on the checklist they skip, there is an accumulative x% that an engine will hyper ignite which cuts the ship's ADF in half. no real time to don vacuum suits which may still be stored in a locker on the space station. 

The freighter has a lead and the PCs are in pursuit (potentially at half ADF) The freighter begins detaching cargo container to try to hit the PCs ship requiring a pilot roll each time. 

They can board it but the ship is empty, when they get to the bridge the view screen is active and the 
"executed" pirate is on the screen smiling at them with a towel hanging loose around his neck. He taunts, "So long suckers" then presses a button and the bridge blows up.  a cargo container pops open and a thruster class privateer emerges and targets the freighter or the boarding shuttle the PCs used with assault rockets. 

All the pre-gen PCs could/should be killed. TPK but perhaps not if someone gets lucky somehow but these are throw-away characters and this event gives the Royal Marines a huge motive to get this pirate.

(Obviously, he is going to show up during the convoy mission.)

Players may possibly have a personal grudge for this NPC at this point? Play the NPC are arrogantly and dismissive as possible, make his taunts as personal as possible, and use the "Gollywog" insult. Perhaps he favors a catchphrase: like Suckers or something.

Mercy Mission to K'tsa-Kar Briefing

The CMS ___________, without a proper set of trials to test the newly built ship, must escort 3 freighters and an ag ship from Cassidine to K'tsa-Kar. 

The Space Fleet frigate, UPFS Driadia was previously lured into an ambushed in the outer system of Cassidine. She was beset by a squadron of fighters and barely survived and is now in the SCC shipyard orbiting Cassidine. (PCs should get a briefing from the Driadia's acting CO.) Driadia obtained maximum range scans of the mother ship but the data is fuzzy. What is known is that it appears to be some sort of auxiliary freighter launching fighters from cargo containers converted to hangers.

Even though the CMS _________ is a smaller vessel than the UPFS Driadia it's not believed that the pirates will be able to replace their fighter craft losses in time to bother the convy providing it leaves now. 

The PCs could also poke around Boneyard station asking questions and learn that just recently 4 mothballed Corsair fighters were purchased. 

Convoy:
2 small freighters (1 is armed)
1 large freighter (Armed)
1 Ag ship (unarmed)
1 digger shuttle which is piggy backed on the large freighter and intended to mine comets for water supplies once at K'tsa-Kar.

Use large and small deckplans from the KHs box set for the freighters all ships have ion drives except the digger shuttle which has an atomic drive so that it can land the mined water. 

Other potential assets:
The Driadia will complete repairs and make all speed for K'tas-Kar ASAP

The former NAAR conglomerate privateer vessel K'zz is ferrying the limited supplies it can carry from White Light to K'tsa-Kar has some armament and can be called on for help.

Since part of the trip goes through White Light, the Royal Marines will be available to call on for support. 
Threat Intel:

The pirate Aux Carrier is not likely to pose a threat as several of her fighters were destroyed by the Driadia.

A frigate class pirate vessel and a couple of privateer vessels have been operating in the Cassidine & Dramune systems over the past 10 months. No hard data is available on these vessels other than one of the privateers appears to be a Thruster Class vessel.

The most radical of the Freedom Committees on Kdikit is rumored to have obtained boarding shuttles. The rhetoric from this group's leaders implies a willingness to attack NAAR vessels and potentially freighters delivering relief to K'tsa-Kar. 

PCs should have or host a briefing with the civilian captains before departing and outline plans for what to do if X happens. If they do not then the civilian captains will likely do random things that may not actually help during a crisis. 

Mercy Mission to K'tsa-Kar Hardware Problems

Without the shakedown cruise/space trials 

the CMS ___________ will have maintenance issues. Roll once per star system to see what issues come up while in that system.

If the PCs make any effort to go over their ship in the few hours they have while the convoy finishes assembling roll for a breakdown/maintenance issue. let them discover what will be the issue in the next system and take steps to mitigate it. 
If its a software issue they can obtain the software fix before leaving or if a hardware issue they can try to obtain parts to fix it. this might require obtaining a [insert techno-babble] control module that is not available at the shipyard but can be found at Boneyard station.

Roll on table:

1. Software glitch in drive program- minus 1 ADF not detectible until ships attempts to use full ADF
2. Strange burning smell from the air ducts- hardware and programing issue with the life support plant (will also need to be fixed on the Back up life support too. Computer tech/astrogator can rewrite the code and a technician can fabricate a new part  in an hour (must be undisturbed ie no combat)
3.Laser Battery tracking: improperly machined tracking collar is sticking and could jam causing a -5% penalty to LB shots any failed LB shots that fail by 20% or more causes the penalty to jump by -5 and any critical failure over 95%  causes it to jam.  DCR roll will unjam it but or reduce penalty by 5%. however to solve the problem an engineer will need to suit up and pull access plates on the hull and attempt to fix the issue with a laser power torch- failed roll means problem cannot be fixed without putting into a space station. 
4.Nothing
5. Depressurization alarm on deck with airlock. Airlock seals are leaking. Tech repair roll and 1-3 hours work.
6. nothing
7. ?
8. Nothing
9. ?
10.  Engineer catches and solves one of the other problems before it crops up inconviently

Once a break down result is rolled replace it with Nothing for future rolls.
Except for number 1. keep that result except the next time its the same effect but instead of being a software glitch its a hardware issue. [insert Techno babble] plasma injection nozzel misalignment. make it seem like its the exact same issue as the software issue. If the players really inspect the engines while fixing the software glitch and the engineer makes a really good roll or the players specifically specify the kind of scrutiney that would reveal this issue allow them to problem solve this issue at the same time as the software glitch. 


Player Character Baseline knowledge

I’ve advanced the timeline to the point that most printed modules are now history for the player characters. As I’ve never completed a revised timeline that I am happy with I cannot give exact dates and plan to just refer to those events as past.* In general it’s been about 60-80 years since the sathar incursion into Zebulon and 50-40 since the crew of the CMS Osprey distinguished themselves in battle with the Streel-backed pirates at the Battle of Planaron. The kick-off of the Dramune War, detailed in Dramune Run probably took place after the sathar incursion in White Light (last encounter in Warriors of White Light 1). It’s been a short period of time since the Beyond the Frontier campaign took place (Eleanor Moraes, Face of the Enemy, & War Machine), maybe 10-15 years.

We, the players and GM, did not play any of those modules together so they are a shared history for us yet in some ways the Volturnus modules are the shared experience if not history for all Star Frontiers fans. That said I’m going to assume all the modules mentioned played out with reasonably heroic and successful outcomes as those modules were originally written. This sort of forms a baseline of knowledge that we all share and can draw from (and saves me from spending tons of time fiddling with the timeline). It also allows you to write references to history when your PC is talking in character.

What PCs would know concerning Zebulon, Volturnus, and the Eorna:

In the aftermath of the battle, the Eorna signed a variety of agreements with the UPF, several planetary governments, and many mega corps. All of these agreements traded “rights” as in mineral rights, asteroid mining rights, broadcast band with rights, etc to help rebuilding their world and society. Originally, Volturnus was an allied planet with the UPF (not a formal member) and the planet saw radical changes as megacorps invested money to develop their interest in the planet and system.

The planet Ankor was colonized as way to ignore the Eorna by the megacorps. Corporate lawyers hit on the idea of colonizing and claiming independent status for Ankor to avoid making concessions to the eorna. Since the Eorna had no real military and were faced with a cultural and societal revolution they could do nothing about it. Soon different authorities on Ankor began granting mining rights for asteroids and planetary bodies that conflicted with agreements already signed by the Eorna. The Eorna though forced to bring in mercenaries never really tried to subjugate Ankor to their will. The situation in Zebulon quickly devolved to a wild free-for-all where the victor was the one with the most or biggest guns.

The Eorna have not prospered even with the discovery of the egg ship. Not all the eggs were viable and those that were had to be crèche raised. Further, their leaders instituted draconian breeding programs that treated all Eorna as cogs in an egg-laying machine. It was for the good of the species they reasoned but led to rebellion by the more numerous youth.

Their “children” races, the ul-mor, the Kurabanga, and Edestakai became so resentful of Eorna manipulation and control that the situation became dangerous. The Eorna had to staff their Native Protective Agency with mercenaries. The dying old guard of Eorna society was losing control of their star system, planet, and society.

The nail in their coffin came when the Mechanons revolted against the pressure they were putting on them to help rebuild the planets. As the Eorna saw it the mechanons owed them. The Mechanon Revolt was the spark that forced the UPF to step in and take over. Volturnus is now a territory of the UPF administered by a governor and the Mechanons have been relocated to a new planet of their own. The Native Protective Agency still operates under the UPF governor.

The Eorna today only number in the 60,000 with 98% of them being the progeny of the crèche raised eggs. By and large, these new Eorna have no sense of their prior history and culture and have fragmented in their pursuits of beauty and meaning.

A side note: a recent holo-vid of the Volturnus Expedition chopped and twisted the story of the team that saved the planet so badly that it merged the two Yazerian members of the team into one character as a dramatic license. This actually led to declaration of producer and director as Blood Enemy by an aging Yazerian from his wheelchair.

What PCs would know concerning the Pirates of Planaron:

The discovery that Streel had been funding the pirate band based at Planaron so outraged Leotus XIX and he banned Streel from doing business on Clarion “for life.” His assassination by members of the Liberation Front is often linked to Streel by conspiracy theorists though it was never proven. The king’s daughter, Leotia XX, made the ban against Streel permanent. She’s ruled for the past 40 years.

The Liberation Front was a political party opposed to the monarchy and held quite a bit of clout in Leotus’ time but after the assassination of the popular monarch, the populace turned on them. Today they go by the name the Liberal Party and only hold 5% of the seats in parliament. There are still ties to their old action arm the Liberation Front but the LF has become even more radical in its rhetoric and policies.

Leotia XX can no longer count on the 70-80% support her father enjoyed from parliament. The Conservative Association and the Crown Royalists still support her but they only account for 44%. The Socialist and Independent parties have long opposed the crown’s policies while the New Beings party often sells its votes to the highest bidder. She’s been forced to build a coalition government out of the Crown Royalist, the Conservative Association, a few independents (not the party), and the Liberals.
Though the Liberal party is against the monarchy as its core belief the head of the party, Jonnus Slike often “releases members to vote their conscience”; which is political speak for going along with the Queen and Prime Minister. In return, the Prime Minister was forced to give the Liberals one of his cabinet seats.

What PCs would know concerning the Dramune War

The average citizen of Clarion paid little attention to the events in the Dramue War. Almost no one had heard of Gullwind and its adventures till a holo-vid was made!
Inner Reach won the war but lost the battle: in the end, a new crime lord managed to move in and take over operations on Outer Reach, and the old crime lord is reputed to still be skulking somewhere.

What PCs would know concerning the Beyond the Frontier Campaign:

Much about that campaign is still classified but the broad outline of the story has gotten out. It's generally known that the Royal Marines played a crucial role in liberating another star-faring race from Sathar oppression.

* This statement no longer holds true as I now have an ongoing timeline project.

Ranks and Awards

Ranks in the Royal Marines

Officer rank progression (according to WOWL 1):
Midshipmen; Junior Lieutenant or Lt. JG (junior grade); Lieutenant; Captain, Commander
personally,  I find it odd that the Commander was given the Rear Admiral spot, so I'll depart from canon material by dropping it down below the Captain and adding Rear Admiral. Someone else suggested using Lord Commander instead of Commander and this has the benefit of more or less keeping the original title.

Enlisted rank Progression:
Spacer; Spacer First Class (SFC); Petty Officer (junior and senior grade); Chief; Senior Chief
senior-most NCO aboard ship or Clarion station is referred to as "Bosun"

Orders and Decorations of the Kingdom of Clarion

Order of the Lion awarded at the discretion of the Monarch for exceptional service by military, civil service, and diplomats (ranks: Companion of the Lion-CL; Knight of the Lion-KL; Grand Knight of the Lion-GKL)
Order of the Eagle awarded to Royal Marines and Royal Guards for conspicuous service (Ranks: Kight Companion-KPE; Grand Kight-GKE)
Order of Service and Merit: awarded for service or accomplishments in areas of military, science, art, literature, and culture (Rank: OSM)
Order of Sword awarded to military personnel during times of war (Ranks: Companion of the Sword- CS; Knight Companion of the Sword-KCS; Grand Knight of the Sword-GKS)
Order of the Royal Companions of Honor: awarded at the discretion of the Prince or Princess Consort (spouse of the Monarch) for service to the Kingdom (Rank: Companion of Honor- CH)

Rights and Responsibilities 
All awards associated with the above orders come with a monetary award (something like 500 Cr, 1000 Cr, 3,000 Cr, 5000 Cr). Members of the Orders of the Lion, the Eagle, and the Sword are allowed to open-carry proscribed weapons publically on Clarion if they are publically wearing their award. After an incident where the Liberation Front led mob beat to death a member of the Order of the Eagle, the rule was changed to allow concealed carry and the award could be worn on a ribbon under a shirt or hidden under a coat. 

Members of the orders who are allowed to carry proscribed weapons have a responsibility to support armed agents of the Crown in an emergency and to "act in the interest of the Crown" if they witness a high crime or treason. 

Note: Most police forces prefer that such individuals would not "cowboy up" and interfere in police operations for everyone's safety. There have been disasters where such knighted members of these orders have played the role of auxiliary police mostly as crowd control. A famous incident involved Baron Haitia who brandished a walking cane as if it were a sword, halted and dispersed a lynch mob bent on killing a suspected Liberation Front bomber in police custody. 

Medals
Leonine Star (highest award) LS
The Queens Gallantry Medal- QGM
Conspicuous Gallantry Star- CGS
Distinguished Service Star (usually involves long service to the crown)- DSS

The Following awards are worn on the sleeve cuff of the Dress uniform:
The Crimson Stripe (awarded to military and police for action under fire)
The Indigo Stripe (awarded to military and police wounded in the line of duty)

The Major Mega Corp Players

Eversafe Enterprises & Subsidaries
“Living ever safe and ever secure.”

Eversafe, headquartered at Moline city, is the mega corp specializing in defenses and security. The Eversafe Showroom is its retail chain outlet found everywhere in the Frontier. They have the contract to produce off the rack Royal Marine and Royal Guard uniform defensive suits. Individuals looking to buy approved extra uniforms can always find the standard BDU skien suit and dress uniform skien suit at their base exchange but Eversafe marks these items down 10% to draw in the military customers and try to up sell them other defensive gear. They also produce approved grid and albedo suit versions of the BDU with the appropriate rank and insignia regalia. Almost every show room has a test room (more like a firing range) to do public demonstrations of their product.

Almost always found in conjunction with the Eversafe Showroom or as a part of it will be retail sources for Eversafe’s subsidiaries; Wokeekoo Scanner Manufacturing and Mikooc Cardlock Manufacturing Firm. All of there products can be found in the Eversafe Catalog, produced in electronic and plasti-paper versions.

Guardall Inc, by virtue of home turf, is the major security firm on Clarion. At times when the Crown has deployed military units to other star systems the government has contracted to Guardall for replacement personnel. They maintain small offices in every city on Clarion for the purpose of recruitment and sales. Personnel and equipment are deployed from central depots. Because of the laws enacted 100 years ago requiring all mega corps to demilitarize Guardall is perpetually under scrutiny. For this reason they have a long practice of hiring Royal Marines, Royal Guards, and other domestic police personnel. They emphasis a non-confrontational but firm approach to security and their agents are quick to involve the local police and will not turn a blind eye to illegal activities. Despite the company’s reputation for whistle blowing they are still the most popular security firm as no corporation wishes to follow Streel’s example and be barred from doing business on the planet. The unwritten rule on Clarion is any corporation trying to penetrate the planet’s market must hire Guardall as a signal that they intend to play by the rules.
Clarion has never seen a corporate war and the Crown will never tolerate such behavior. For that reason many corporate executives view the monarchy on Clarion as oppressive and some mega corps funneled money into the coffers of the Liberation Front. If it wasn’t for this financial backing that terrorist organization would have died out long ago.

AIPS, though maintaining a headquarters on Clarion, does most of its business here through the subsidiary, Nova Nuclear Incorporated. Nova Nuclear is the dominate player in the rich uranium market on Clarion. They’ve become a major synthesizer of atomic star ship fuel with significant contracts with Space Fleet and many militias.

Star Play
The Star Play Lounge and the Stars at Play entertainment complex chains are well represented all over Clarion. Certain independent operations have greater popularity, like the Raptor’s Roost in Port Royal but the name recognition of the Star Play Lounge is so strong that Star Play has little to worry about despite moves by the Raptor’s Roost to expand to Clarion Station.

PGC
A popular statement by PGC executives is, “A planet without a PGC presence just isn’t civilized.” It’s actually meant as a dig against Streel but carries a certain element of truth. Pan Galactic Corporation is literally everywhere (except New Streel of course).

Streel
Conspicuous by its absence, Streel is now banned permanently from doing business on Clarion. The ban has been a priceless opportunity for local businesses to thrive in its place. After the Battle of Planaron and the assassination of King Leotus, Streel's connection to terrorist and pirates was out in the open. Conspiracy theories abound concerning their connection to the assassination. The company is fairly open about their support of the Liberation Front but covers its involvement just enough to prevent Star Law from getting involved (not that Star Law doesn’t have open files on this matter).

Royal Mounted Constabulary

The Royal Clarion Mounted Constables are an organization with planet-wide police powers. The RCMC maintain an office that is tasked with nothing but investigating the LF, Streel, and the assassination of King Leotus. This office was responsible for the investigation that led to a 12-year legal battle, forcing Streel to pay compensation to the Crown (for ships lost) and to the crews and or their surviving families after the battle of Planaron. This victory is a sore spot with Streel and the Vrusk trade house that was Streel's legal team which was sacked after Streels permanent ban was upheld by the courts.

RMC Crest
Motto: Fidelitas, Veneratis, Birtus (Loyalty, Honor, Valor)


The Royal Mounted Constabulary dates back to the founding of the monarchy on Clarion. Its role has been as the planet-wide "federal" police force. In the early days, they kept the peace over wide tracts of sparsely populated districts using live mounts.

The planet has grown to be a heavily populated world and the methods of the RCMC have grown and evolved to meet changing needs including the introduction of the first robotic steeds in the Frontier. Today some of the areas of Clarion are still patrolled by "Mounties" on live and robotic mounts yet the RCMC is a modern police force every bit equal to the Star Law Rangers.

Planaron Ore Processing Station (POPS)

Planaron is an unusually large asteroid in the White Light system. Secretly mined by a crazy wild cat miner for years it was ripe to become the base of operations for the Planaron Pirates who were secretly funded by Streel. During the Battle of Planaron the pirate fleet was wiped out and the base's defenses reduced to scrap. It still took the Royal Marines putting boots on the asteroid to fully clear it and that's when evidence of Streel's involvement was discovered.

Later Space Mines Inc purchased the rights to the gutted asteroid with a 100 year charter to operate an ore processing station there. In time Planaron grew to be a thriving, though small community of miners, spacers and a few small business operators.
Being outside the legal jurisdiction of Clarion's legal code and through the mismanagement of Space Mines (lovingly referred to by many as "Spaced Minds"), Planaron tended to attract a criminal element.

For a time the Royal Marines maintained a detachment on the station but Kota Mikoshi, the Liberal Party politician on the Prime Minister’s cabinet lead the fight to have them removed. The reasoning being, “the Crown should not pay for security of a private corporate installation.” The irony of a Liberal, who espouses the ending of the monarchy, being concerned over an expense to the Crown was not lost on many. None the less she succeeded and the Royal Marines were forced to remove their detachment. Planaron became a criminal’s haven.

Royal Marine personnel are forbidden to go there off duty. When it’s necessary for the marines to go there they stay in parties of three or larger and are armed for bear.
As long as Space Mines ore processing operation isn’t interrupted then they make no attempt to police the community on the station.

The Station

Main Operations- Nerve center of the station with control rooms, main computer, sensors, offices, and station defenses: LB x1 & RB x1.

Administration & VIP Quarters- Administration center of the station with corporate headquarters and VIP corporate quarters.

Flight Ops & Station Defenses- Includes back up radar, orbital body tracking, flight control stations, and station defenses: LB x1.

Main Hanger- Can land up to HS 4 ships but usually handles ore shuttles.

Engineering Support- has three dedicated levels but doesn’t need this much. Engineering support includes life support, environmental controls and processing but the second level under the main hanger is just back up and has been given over to ware housing.

Stores and Fuel Depot- is directly concerned with supporting the hangers; rocket fuel, atomic fuel, and ion fuel. Supply depots and workshops here only deal with fixing shuttles and small craft. Some independent maintenance companies have space here serving the mining and prospecting ships. The whole level is referred to as, “the Depot.”

Robotics and Workshops- is concerned with maintaining everything else in the station that is not related to small craft or the reactor; has store rooms, workshops, fabrication shops and etc.

Power Capacitors and Reactor Support- has high energy storage capacitors to maintain power for the ore processing lab if the reactor goes down (the rest of the station can subsist on emergency power but ore processing continues at full pace). Supply rooms and workshops that support the reactor operations.

Station Habitation- Quarters, gymnasiums, and etc for the station’s work force.

The Core- the large cylindrical hollow core of Planaron. It is the heart of the station and the center of commercial activity. It holds a myriad of restaurants, stores, the infirmary, Star Law offices, and etc.

Storage and Ware Housing- vast percentage of this level is given over to storing refined ore.

Station Defenses- also include aux. hangers and docking. LB x 2, RB x 1.


Below: Model Reconstruction of Planaron taken from scans obatianed by the frigate Leo just before the Battle of Planaron.

Why The Royal Marines Don't Field Fighter Craft

In the original module there were no fighters in the Royal Marine order of battle. The reason that was had nothing to do with any sort of military decision but that the writers needed a small tough scout ship craft that was ideal for a small group or team and so we got the assault scout which is a much beloved ship, I believe.

I wanted to play the Warriors of White Light module but since we’ve all played or read it I felt that it might not be very interesting. Instead I proposed to attempt to capture the flavor of the original while being original moving the setting 100 years into the future and use the published modules as history. Without even considering the issue of fighter craft I just updated the Royal Marine order of battle. Using the ships that were on order in the original module I designated them as replacements for older hulls plus invented a few new names but basically left the order of battle identical to the original module. However a prospective player had an interesting character concept that involved having a family member that had been a fighter pilot and I started asking myself why the Royal Marines don’t have fighters.

The answer is they did; the Raptor Squadron. It was extremely popular but not as versatile as assault scouts. Initially the Royal Marines relegated Raptor Squadron to anti-piracy and outer system patrol due to their inability to board and inspect merchant ships. They were extremely effective in anti piracy but long patrols in the outer system lead to crew fatigue. It was judged that the fighters weren’t fully suitable to the mission of the Royal Marines and yet they persisted in the order of battle as they were new and still being paid for. Eventually there was a push to use them in support of Space Fleet missions (and thus get the UPF to pay for them) but deploying them out system was a logistics nightmare without a carrier. The Royal Marines improvise by attaching heavy shuttles and latter a confiscated freighter christened the Pelican. However the final demise of Clarion’s fighter program came in a moment reminiscent of desperate last stands from the annals of history from places like the Alamo and Talos IV.

The Raptor Squadron saw action first in White Light System against pirates and one major sathar incursion. They were credited with the destruction of a sathar destroyer.

Deployed with Space Fleet to the Dramune System they were instrumental to the police action at Outer Reach. The Royal Marine’s experience with this deployment led to a brief discussion of acquiring a carrier for the squadron but the compromise measure commissioning a confiscated freighter as a tender was the result.

In the Liberty System, also known as FS 30, (see module SFKH 4) they were stationed to both support the fledgling system defense militia of the Mhemne and to be a training cadre. Their efforts met with mixed results there as the Raptor Squadron was a bit sensitive to the issue of whether fighters were a suitable militia weapons platform and the Mhemne were unsuited, physiologically, to fighter operations (see the details of the module) as they pass out during high G maneuvers. The pilots of the Raptor Squadron were understandably proud of their craft, the squadron and their accomplishments but the Mhemne leadership pushed for their reassignment requesting larger ships for training their fledgling navy. Before the squadron could be reassigned they took on two sathar carriers in a desperate suicidal last stand. They stopped a worm incursion but the squadron was largely decimated.

It was decided to not replace its losses and funds were diverted toward the purchase of War Hawk and eventually Nightingale. A handful surviving of Raptor fighters were stripped of weapons and fuel and stored away in stasis against a future need. One is on display next to the Osprey Museum.

Places of Interest on Clarion

Clarion has 12 great cities with populations in the tens of millions

Valentina is the throne city. The Royal Palace sprawls over square kilometers and the Royal Guard is headquartered here.

Landing- major petroleum refining center and site of Landing Park, the location of the first landing by colonist on Clarion. AIPS's Clarion headquarters is located here as the mega corp dominates the petroleum industry. Several home grown corporations via for market share as well.

Port Royal is The Royal Marine base on the surface of Clarion, the site of the Osprey museum, the RM Historical Center, as well as the Royal Marine Academy. Port Royal is a major star port in its own right with high volumes of commerce passing through.
The Marine base has officer and enlisted clubs but the truly popular off duty locations are the Raptor's Roost (bar and dance club) and Gimpy's (run by a retired RM NCO, Gimpy's maintains a quiet neighborhood style bar & grill atmosphere catering to RM NCO's).

Moline is the largest city and headquarters of Eversafe Enterprises.

Lapin is an anachronism being a resort community dedicated to the ancient art of snow skiing even in this day and age of grav skiing. Princess Vallencia is major patron of the sport and a frequent visitor in Lapin.

Roskov Mountains are the low range of mountains with rich quantities of uranium that made Clarion rich. Large portions have been set aside as Crown Reserve but much is controlled by AIPS mega corp via a subsidiary corporation: Roskov Development Corporation. RDC has been turning out huge profits producing fuel for atomic drives.

Gun Control in the White Light System

The original banning of Streel from doing business on Clarion came about from the government's order to all mega corps to demilitarize their operations. Streel’s violation of this resulted in the original 20 year ban.

Clarion has further instituted gun licensing and bans on certain weapons that are considered military in nature. All defensive suits and screens are allowed but weapons with a rate of fire of 3 or higher, heavy weapons, high damage, or explosive ordinance are considered military. Military, police and paramilitary personnel can purchase much of this with their ID card though most organizations allow their personnel to requisition what they want or need within limits.

The availability of weapons varies greatly depending on where you are in the system.
On Clarion “tame” weapons like semi automatics, needlers, and stun weapons are readily available as well as tangler and smoke grenades. Lasers can be purchased that will only discharge 1 or 2 SEU per shot though it’s a simple procedure for technicians and beam weapons specialist to remove the power governor and allow it to shoot at the full power setting. Explosives are very tightly controlled and tracked. There is of course a black market but that can be difficult to access and markups of 50-100% are not unusual.

On Clarion Station in orbit the situation is a bit looser with many ships coming and going. The same laws apply but the Royal Marines don’t confiscate banned weapons if they’re declared and locked in a weapons locker. Permits for carrying “ship safe weapons” are fairly easy to obtain providing no criminal record (record check is only Clarion’s data base). Ammunition that could endanger the safety of the station cost more and is harder to buy but most legal weapons are freely available. The black market is a little more open as deals can go down on ship and transfers of goods can happen in a number of ways. The black market here runs generally at 25-45% mark up.

On Planaron Ore Processing Stations (POPS) things are quite different as none of the licensing laws apply. The station was built on the gutted Planaron asteroid after Space Mines Inc purchased it from the Crown. Over time it has developed into a rough community of wildcat prospectors, low-life and less savory spacers. It is often referred to as a wretched hive of scum and villainy. Here the black market is the open market.
Most traders will keep certain wares out of site if Royal Marines have entered the station preferring to avoid drawing too much attention to them. It is often possible to buy weapons here that are vastly marked down but these either have seen heavy use and abuse or they may be flagged in a police data base somewhere.

Mercy Mission to Madderly's Star


Author's Note

The following material may not conform to what is considered canon Star Frontiers material. This is intentional as ideas for the adventure arose out of fan material developed for the Star Frontiersman fan zine. Game referees desiring to confrom to the canon material should have little trouble making changes to the background to suit their purposes.

The adventure portrays an early mission of the Clarion Royal Marines set at a time prior to the standard Star Frontiers game setting. The available equipment has been limited or changed to reflect time period.

The adventure is written from the perspective that the player characters will be Royal Marines. It is also possible that, with work on the referee's part, that they could easily be vrusk employees of the Naar Conglomerate or concerned humans citizens of Kdikit opposing the attrocities.


Seeing as how the Assault scout is later in time the following is a list of potential ships for the militia to use as small patrol vessels.

https://starfrontiers.us/node/10100

https://starfrontiers.us/node/3454

https://starfrontiers.us/node/5794

Also the Thruster Class from the Dragon article HS 2 with assault rockets. perhaps this vessel upgunned with 2x pod lasers in FF configuration.

I'm partial to a militarized version of the PGC-291M  cargo courier with an assault rocket or two shoe-horned in. maybe the LB swapped out for a pod laser turret.

Background

Like many tragic events, the Free World Rebellion on Kdikit at Madderly's Star had its origin in simple twists of fate. The human colonist were unavoidably delayed from reaching their new home till they had been upstaged by the vrusk.

The Frontier Agricultural Resource Mission (FARM) had met with huge success in its mission to establish a agricultural colony on Lossend to supply the growing populations on Clarion and Minotaur. The next mission was planned for Kdikit and its colonist volunteers were sought from both Clarion and Minotaur. Saddly the mission was delayed repeatedly after first contact with the vrusk and dralasites. It was further delayed when the new joint colony of the three races was organized on Triad in the Cassidine system. The FARM board of directors organized an altogether new mission for Rupert's Hole in the Cassidine system to supply food to the new colony on Triad which further delayed the Kdikit mission. When the colonist for Kdikit did reach their new planet they discovered that a new vrusk conglomerate, Naar, had upstaged them by five months.

Eight months prior, the Naar organization had only been a small aerospace trade house. Its director, Hatzk, had bid aggressively for the contract to supply vrusk interest on Triad but lost out to a larger trade house with better connections in the Terledrom government. Fearing that his trade house was about to be frozen out of lucrative opportunities, Hatzk liquidated assets and converted the trade house into a new style of company called a conglomerate. His intent was to colonize and develop a whole planet or star system. Believing that Kdikit was free for the taking he moved his operation there. Within a few months Naar had built an active star port, several corporate style farms and the necessary infrastructure to support the aggricultural exploitation of the planet.

When the FARM mission finally arrived on Kdikit the Naar Conglomerate welcomed them hoping that the human farmers would add to the overall Gross Planetary Product and help drive prosperity and the success of Naar. The human colonist, for the most part, quickly became embittered against the vrusk. Resenting them as interlopers on what should have been their planet.

Differences in philosophy also led to friction between the humans and the vrusk. Due to ecological disasters in humanity's past the directors of FARM required that the colonist involved in its missions had to practice a self sustainable approach with a soft impact on the environment. The vrusk approach was diametrically different being an industrial approach with a harder impact on the environment. Hatzk's commitment to growing his conglomerate as fast as possible and the rapid expansion of the industrial farming system quickly marginallized the human farmers.

The governments of Clarion and Minotaur, despite their differences had agreed to underwrite FARM missions as long as the new colonies were not beholden to either planet but would be self determining. So while the colonist for the FARM missions were drawn from both Clarion and Minotaur neither planet had direct control of the new colony. Feeling abandoned, the human colonist of Kdikit organized Freedom Committees. Some even declared themselves the true government of Kdikit.

The spark that ignited open hostility came when the Naar Conglomerate cleared land for a new industrial farm within kilometers of the farm of a Freedom Committee leader. Members of the Freedom Committees stormed and vandalized the industrial farms. Hatzk tried to demand reparations but then the rebels attacked the star port, rounding up all the vrusk they could. A majority of the human colonist supported the eviction of the vrusk but reactionaries began killing them. The killings were quiet at first but not completely a secret. Hatzk witness the first masacre from orbit before dispatching ships to Clarion and Minotaur to demand intervention.

Realizing that the situation had the potential to create an interstellar incident, and unsure how the government of Terledrom might react, the Crown of Clarion ordered the Royal Marines to move in a restore order quickly. Saddly, in the time it took for the Royal Marines to Reach Zdikit the killings had spread.

Mercy Mission Madderley's star Prequel vignette

Alright The Mercy Mission to K'tsa-Kar document has a prequell vignette for the players to play out with pre-gen characters. to set the stage for that mission which also happens to be sequel to this mission. 

this thread hints at a prequell vignette:
 https://starfrontiers.us/node/7623#comment-51393
 and i think that it should happen. 
The proposed name is The Killing Fields of Kdikit

Options were:

Journalist 

Clarion Diplomat (potentially a royal)

Royal Guard Engineers doing an engineering project.

Journalist is covering the royal who is a diplomat and they are watching a small team of Royal Guard engineers doing some engineering project meant to help the poor human farmers on Kdikit. 

The Free World rebellion kicks off and these character witness an atrocity. They must get the word out. race to subspace broad cast station.

irregulars attempting to round up off worlders- they will threaten to kill the off worlders for seeing the massacre of vrusk civilians, latter they will claim they were vursk security forces and that the vrusk committed the atrocity first.

Play out this encounter. Royal Guard are only lightly armed. but may be able to improvise stuff and or explosives. 


https://starfrontiers.us/node/7623#comment-51393

A Hot Landing Zone

page holder for a hot LZ mission

My thinking here is that the Assault scout is not be developed yet as Free World Rebellion, as I've set it up, is prior to SW1 and the founding of the UPF. 
(note to self: remove all references to UPF and Space Fleet from Mercy Mission to K'tsa-Kar)

Need a vessel to stand in for the Pre assault scout, would like the tail first landing ability and a cargo hatch in bottum deck allowing for a pilot to engage the engines and slow the ship so that is "hangs" in the air and the PCs and company can jump from the ship and paraglide down to the hot LZ. 

just because that sounds cool. 

This is a secure objectives at the star port thing. Fuel dump, control tower, maintenance shops and etc plus take out irregular forces and technicals- vehicles modified to sport heavy weapons on tripods welded to the vehicle. 

ROE require they use subdual weapons until met with leathal force. tangler grenades, stunners and needlers with anesthetic needles. which is stupid since statellite imagery clearly shows heavy weapons mounted on the technicals. 


Mercy Mission Madderley's star Missions


In no particular order:

1. investigate the capture of the diplomat with royal connections- jetcopter or air lorry to site of the vignette- location of the engineering project is deserted and the project was never finished. There is a mass grave of daed vrusk nearby and some limited irregulars guarding the sub space broadcast station. capturing the irregulars can generate information on where abouts the royal and the Royal Guard Engineers. (anyone who died in the vignette episode will be buried near the radio station. Body to be recovered by royal marines. 

2. BlackHawk down- some air asset shot down outside the starport- either a shuttle, jetcopter or air lorry. PCs try to effect rescue of downed crew and prevent the crafts weapons from falling into the rebells hands. 

3. rescue- party of vursk fleeing from rebels must be rescued. Rebells will not stop because the RM shows up as they fear what the vrusk know and want them dead at all costs. 

Note between intel gained from capture of irregulars at the radio station and rescue of the vrusk in #3 there is a body of intel that is being built up that will point to the diplomat's location. being elsewhere than the former corporate headquarters which is being called the Peoples Palace. and headquarters of the rebells. 
Players must assemble 4 points of intell to locate the Royal and any Royal Guard that survived the vignette then they can move on that location. 

4. "Here they come" convoy of corporate vrusk vehicles in running firefight with rebels trying to reach the starport. PCs must help some how. Insert and take out technicals at an intersection then hold it till the vrusk pass. then reguard back to star port. 
these vrusk can have a point of intell

5. Rescue the Diplomat. each PC controls a squad and has a separate objective. Location is an isolated farm. Substantial forces must be neutralized. Royal Rescued. stand off could happen and a negotiated settlement will have to be effected.