Book 4 - The 2nd Common Muster Wants YOU!!!

3 PF - 2 PF

A mysterious alien race has entered the Frontier, and they do not bring good tidings! All attempts at hailing them via subspace radio have ended in either radio silence or laser blasts. Who is this vicious new threat to to the developing Frontier? What do they want? When will they be satisfied? Where do they come from? Why can't peaceful negotiation begin? How can they be stopped? 

This historic setting takes place just prior to the formation of the UPF, when the Second Common Muster rises up to defend the Frontier against a lethal unknown enemy. While most historic accounts merely summarize the war in space, you don't know your history!

Truane's Star: Be there on Pale when the mysterious fleet first appears and ransacks the entire system. Join the exodus to Dixon's Star, fight the aliens on the ground, in the air, on world or offworld. Ferry refugees out of the system to safety. Break the invader's blockade of the planet to transport much needed supplies.

Cassidine: Be there on Triad as the newly united citizens elect Admiral Morgaine to lead them into battle against this lethal foe. Join the 2nd Common Muster fleet as they prepare to strike the Frontier's first offensive measure against this new threat. Command a warship or a supply ship, join the war effort as these xenomorphs continue to spread like locusts across the Frontier.

Dixon's Star: Be there when the aliens return to wreak more havoc against the former citizens of Pale. Rescue refugees and transport them to Prenglar or Cassidine. Fend the nasties off as civilians on the ground make it to their escape shuttles.

Prenglar: Be there on Gran Quivera for the grand finale of the mighty war in space that will soon become known as the Sathar War (and later on as the First Sathar War).

The rest of the Frontier: Be there to transport troops and equipment from other worlds to where they are needed. Ward off inbound alien scout ships performing recon missions, attack small detachments of warships as they test the mettle of other worlds beyond the main battle, discover their agents working covertly on the ground relaying vital information to the enemy.

War: it's not just a job, it's an adventure!


Frontier Map (as of 3 PF)


System/PlanetColonizersPopulationGravityMoonsDayStar
Araks, HentzYMI0.7025yellow
Athor, YastYMA1.0215orange
Cassidine, Rupert's HoleHMIA0.9020orange-yellow
Triad           *HI1.1130 
Dixon's Star, LacoHO1.4160green-yellow
Dramune, Inner ReachDMAI0.8120orange-yellow
Outer Reach    DLIR1.0535 
Fromeltar, GrothDLA1.2045yellow
               Terledrom       DMI1.0360 
Gruna Garu, HargutYMR1.1120yellow
K'aken-Kar, Ken'zah-KitVLA0.9025red-orange
Kizk'-Kar, 
Zik-Kit
VMIR1.0065yellow
K'tsa-Kar, Kawdl-KitVME0.7030yellow-orange
Madderly's Star, KdikitHLIA1.0530yellow-green
Prenglar, 
Gran Quivera
*HI1.0015yellow
Scree Fron, HakosoarYO(A)0.9550red
Theseus, MinotaurHHI1.2015yellow-orange
Timeon, LossendHO(RI)0.7070green-yellow
Truane's Star, Pale*(H)MIR0.9355orange-yellow
                    New PaleHLA1.4020 
White Light,                H                   MR                  1.0             0              50       red-orange
Clarion


Things

Stuff

TBA

Ships: Alien Invaders

Sathar Attack Vessels (SAV) dispatched for the Frontier invasion include the following:


Heavy Cruisers (x4)
HS:16  HP:80  Powerplant: 4 ion C
ADF:1  MR:1  DCR:120  Crew: 120-160
Armament: LC, LB(x2), RB(x6), T(x4)
Defenses: RH, MS(x2), ICM(x6)

Light Cruisers (x6)
HS:14  HP:70  Powerplant: 6 atomic B
ADF:3  MR:2  DCR:100  Crew: 70-100
Armament: LC, LB(x2), RB(x4), T(x4)
Defenses: RH, MS(x2), ICM(x6)

Equipment Transports (x12)*
HS:12  HP:60  Powerplant: 4 ion B
ADF:1  MR:3  DCR:56  Crew: 30-40
Armament: LB(x2)
Defenses: RH, MS(x1)
Cargo Capacity:12, 6 1u drop-shuttles

Assault Transports (x50)*
HS:10  HP:50  Powerplant: 3 ion B
ADF:1  MR:3  DCR:56  Crew: up to 50
Armament: LB(x2)
Defenses: RH, MS(x1)
Cargo Capacity: ten 100 passenger drop-shuttles
Troop Capacity: 1000 

Light Carriers (x4)
HS:8  HP:40  Powerplant: 3 atomic B
ADF:3  MR:2  DCR:80  Crew: 150-200
Armament: LB(x2), six fighters
Defenses: RH, MS(x2), ICM(x4)

Destroyers (x12)
HS:6  HP:50  Powerplant: 2 atomic B
ADF:3  MR:3  DCR:70  Crew: 40-50
Armament: LC, LB, RB(x4), T(x2)
Defenses: RH, MS(x2), ICM(x4)

Supply Ships (x12)*
HS:6  HP:30  Powerplant: 3 atomic B
ADF:3  MR:3  DCR:100  Crew: 60-80
Armament: LB(x2), 6 repair/supply stations
Defenses: RH, MS(x2), ICM(x4)
Cargo: replacement salvos & torpedoes

Frigates (x6)
HS:5  HP:40  Powerplant: 2 atomic B
ADF:3  MR:2  DCR:60  Crew: 24-30
Armament: LC, LB, RB(x4), T(x2)
Defenses: RH, MS(x2), ICM(x4)

Gunned Escorts (x5)
HS:4  HP:25  Powerplant: 2 atomic A
ADF:4  MR:3  DCR:50  Crew: 18-24
Armament: LB(x2)
Defenses: RH, MS(x1)

Light Fighters (x24, 6/carrier)
HS:1  HP:6  Powerplant: 1 atomic A w/jump governor
ADF:5  MR:5  DCR:25  Crew: 1
Armament: FFL (precursor to the pod laser, range:40K km/D:1d10 as LC)
Defenses: RH


* Note --- Equipment & Assault Transports will not engage alongside the main fleet, they linger far back from the action (typically at the edge of the system) awaiting command to deploy their troops & equipment on targeted worlds after their fleets have been defeated. Supply Ships will also linger at the edge of the system, however two will accompany the main fleet and avoid combat until warships require their assistance (at which point said warship will attempt to leave teh battle and join the supply ship). The Supply Ship's DCR can be shared with a host ship if it remains docked and undisturbed for three combat turns, at which time repair rolls can be made along with a full rearming of depleted weapon & defense systems. Only one warship can be accomodated by a warship in this manner, if there are more warships than supply ships they must wait in line according to situational severity.

Ships: Common Muster Warships

2nd Common Muster Vessels (CMV)

With the exception of the new Capital Cruiser that was commissioned just in time for the outbreak of the war (yes...a dralasite was entrusted with the name), the CMV ships are survivors from the First Common Muster that have been brought back into service from various systems as well as newer vessels that have been independently commissioned since then. The 1CM ships have since been updated with current weaponry and/or drive systems. In addition to the 2CM craft, there are various corporate and planetary government ships that will answer the call. However, only these mustered vessels are considered to be command ships, and these are listed below:

CMV  "Mustered" 
(Capital Cruiser - Gran Quivera)
HS:18  HP:108  Powerplant: 6 atomic C
ADF:2  MR:1  DCR:150  Crew: 150-180
Armament: LC, LB(x4), RB(x4), RB(x4), T(x6)
Defenses: RH, MS(x4), ICM(x10)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: light hull armor, camera system, skin sensors

CMV "Prenglar's Pride" & "Cassidine's Honor"
(battleships - Gran Quivera & Triad) 
HS:16  HP:96  Powerplant: 4 ion C
ADF:1  MR:2  DCR:120  Crew: 120-150
Armament: LC, LB(x3), RB(x6), T(x4)
Defenses: RH, MS(x3), ICM(x8)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: light hull armor, camera system, skin sensors

CMV "Araks' Rage", "Gruna Getsom", & "Dramune's Reach"
(cruisers - Hargut, Hentz, & Inner Reach)
HS:10  HP:60  Powerplant: 4 ion B
ADF:1  MR:3  DCR:100  Crew: 70-100
Armament: LB(x2), RB(x4), T(x4)
Defenses: RH, MS(x2), ICM(x6)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: light hull armor, camera system, skin sensors

CMV "Zik't"
(freighter/carrier conversion - Zik-Kit)
HS:9  HP:50  Powerplant: 3 ion B
ADF:1  MR:2  DCR:120  Crew: 225-275
Armament: LB(x2); up to 9 fighters
Defenses: RH, MS(x2), ICM(x4)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: camera system, skin sensors

CMV "Longsword" & "Battle Axe"
(destroyers - Gran Quivera & Triad)
HS:6  HP:50  Powerplant: 2 atomic B
ADF:3  MR:2  DCR:70  Crew: 40-50
Armament: LC, LB, RB(x4), T(x2)
Defenses: RH, MS(x2), ICM(x4)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: heavy hull armor, camera system, skin sensors

CMV Glide, Crossbow, Longbow, Rage, & Trifecta
(frigates - Araks, Gran Quivera(x2), Hargut, & Triad respectively) 
HS:5  HP:40  Powerplant: 2 atomic B
ADF:3  MR:3  DCR:60  Crew: 25-30
Armament: LC, LB, T(x2)
Defenses: RH, MS(x2), ICM(x4)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: heavy hull armor, camera system, skin sensors

F-40 Vulcan series Fighters
One six unit squadron in Gran Quivera & Triad plus 9 on the carrier Zik't
HS:1  HP:8  Powerplant: 1 atomic A w/jump governor
ADF:5  MR:5  DCR:120  Crew: 1
Armament: AR(x3)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar
Misc Equipment: heavy hull armor, streamlined

Ships: Govt/Militia & Armed Civilian Craft

Gunned Civilian Craft (Corporate, Planetary Govt, etc)


PGCS Pan Galactic
(corporate flagship, Gran Quivera)
HS:12  HP:60  Powerplant: 4 atomic B
ADF:3  MR:3  DCR:80  Crew: up to 50
Armament: LC, LB(x2), RB(x4)
Defenses: RH, MS(x2), ICM(x4)
Comm/Detection: SubSpace Radio, Intercom, Radar, Energy Sensor
Misc Equipment: light hull armor, camera system, skin sensors
Cargo Capacity: 6
Passenger Accomodations: 60 double occupancy suites

Subsidized Freighter, large*
Gran Quivera, Minotaur, Pale, Triad
HS:12  HP:72  Powerplant: 4 atomic B or 4 ion B
ADF:3/1  MR:3  DCR:68  Crew: up to 24
Armament: LB(x3)
Defenses: RH, MS
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: camera system, skin sensors
Cargo Capacity: 12

SCS Surreal
(Streele, Inc. flagship, Pale)
HS:10  HP:70  Powerplant: 4 ion B
ADF:1  MR:3  DCR:70  Crew: up to 40
Armament: LB(x2), RB(x4)
Defenses: RH, MS(x2), ICM(x4)
Comm/Detection: SubSpace Radio, Intercom, Radar, Energy Sensor
Misc Equipment: medium hull armor, camera system, skin sensors
Cargo Capacity: 5
Passenger Accomodations: 50 double occupnacy suites

Militia Cruiser
Minotaur, Pale
HS:10  HP:60  Powerplant: 4 chemical B
ADF:1  MR:3  DCR:80  Crew: up to 50
Armament: LC, LB(x2), RB(x4), T(x4)
Defenses: RH, MS(x2), ICM(x4)
Comm/Detection: SubSpace Radio, Intercom, Radar, Energy Sensor
Misc Equipment: light hull armor, camera system, skin sensors
Cargo Capacity: 5

SS Serena Dawn (liner)
HS:10  HP:60  Powerplant: 4 ion B
ADF:1  MR:3  DCR:50  Crew: up to 50
Armament: none
Defenses: none
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: skin sensors
Passenger Accommodations: 250, can accomodate 500 refugees

Subsidized Freighter, medium*
Araks, Clarion, Inner Reach, Minotaur, Pale
HS:9  HP:48  Powerplant: 3 atomic B or 3 ion B
ADF:3/1  MR:3  DCR:56  Crew: up to 18
Armament: LB(x2)
Defenses: RH, MS
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: light hull armor, camera system, skin sensors
Cargo Capacity: 9

Corporate Cruiser
HS:8  HP:48  Powerplant: 4 ion C
ADF:1  MR:3  DCR:60  Crew: up to 40
Armament: LC, LB
Defenses: RH, MS(x2)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: light hull armor, camera system, skin sensors
Cargo Capacity: 4
Passenger Accomodations: 40 double occupancy suites

PGCS Omicron (liner)
HS:8  HP:40  Powerplant: 4 atomic C
ADF:3  MR:3  DCR:44  Crew: up to 40
Armament: LB
Defenses: RH
Comm/Detection: SubSpace Radio, Intercom, Radar, 
Misc Equipment: camera system, skin sensors
Cargo Capacity: 1
Passenger Accomodations: 50 double occupancy cabins, 30 double occupancy suites, 20 frozen class berths

Corporate Frigate
HS:6  HP:36  Powerplant: 3 ion C
ADF:1  MR:3  DCR:60  Crew: up to 30
Armament: LB(x2)
Defenses: RH, MS(x2)
Comm/Detection: SubSpace Radio, WNB, Intercom, Radar, Energy Sensor
Misc Equipment: light hull armor, camera system, skin sensorsCargo Capacity: 2.5

Militia Destroyer
Minotaur, Pale
HS:6  HP:50  Powerplant: 3 ion B
ADF:1  MR:3  DCR:60  Crew: up to 30
Armament: LC, LB(x2), T(x2)
Defenses: RH, MS
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: heavy hull armor, camera system, skin sensors
Cargo Capacity: 3

Subsidized Freighter, small*
Araks, Clarion, Kawdl-Kit, Ken'Zah Kit, Minotaur(x2), New Pale, Outer Reach, Pale(x2), Terledrom, Triad, Yast, Zik-kit
HS:6  HP:36  Powerplant: 2 atomic B or 2 ion B
ADF:3/1  MR:3  DCR:44  Crew: up to 12
Armament: LB
Defenses: RH, MS
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: light hull armor, camera system, skin sensors
Cargo Capacity: 6

Militia Frigate
Inner Reach, Minotaur, Outer Reach, Pale
HS:5  HP:40  Powerplant: 2 ion B
ADF:1  MR:3  DCR:50  Crew: up to 30
Armament: LC, LB, T(x2)
Defenses: RH, MS
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: heavy hull armor, camera system, skin sensors
Cargo Capacity: 2.5

 

Militia Corvettes 
Clarion, Hentz, Inner Reach, Minotaur(x2), Outer Reach, Pale, Terledrom
HS:4  HP:24  Powerplant: 4 atomic A
ADF:4  MR:3  DCR:50  Crew: 5-20
Armament: LB(x2)
Defenses: RH, MS(x1)
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: camera system, skin sensors
Cargo Capacity: 1

SS Aquilian Starling 
privateer contracted w/Pale

HS:4  HP:24  Powerplant: 2 Chemical A, 1 Ion A
ADF:1(2)  MR:4  DCR:32  Crew: 3-8
Armament: LB(x2)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom, WNB
Misc Equipment: Streamlined, Light Armor, Back-up LS unit, Mk-3 fuel tankage

Cargo Capacity: 2 
Passenger Accomodations: 0
Ship's Vehicles: AWD Ground Car, Ground Cycle
Fuel: 96u S-Ox ( +2 x 12u ExTanks), 10000u L-Hyd
Max Safe Velocity: 24 (+12), unlimited w/ion drive


Gunned Scout
Clarion(x3), Hargut(x3), Hentz(x3), Inner Reach(x2), K'tsa-Kar(x2), Kdikit(x2), Ken'zah Kit(x2), Minotaur(x4), Outer Reach(x2), Pale(x2), Terledrom(x3), Zik-Kit(x2), Yast(x2)
HS:3  HP:15  Powerplant: 2 atomic A
ADF:4  MR:4  DCR:50  Crew: 3-8
Armament: LB
Defenses: RH
Comm/Detection: SubSpace Radio, Intercom, Radar
Misc Equipment: streamlined
Cargo Capacity: 0.5

Heavy Fighters
6 each @ Clarion, Gran Quivera, Hargut, Hentz, Minotaur, Terledrom, & Triad
HS:2 HP:14 Powerplant: 2 atomic B 
ADF:4 MR:4 DCR:40 Crew: 2 
Armament: AR(x4) 
Defenses: RH 
Communication/Detection: Subspace Radio, Radar, ½ camera system
Misc: streamlined hull, medium armor

Light Fighters
One 6 unit squadron in each Light & Heavy populated world (including the heavy fighters on the heaivly populated worlds), two squadrons on each Medium world...optionally swap one squadron of fighters from the warships roster in multi-squadron worlds.
HS:1  HP:6  Powerplant: 1 atomic A w/jump governor
ADF:5  MR:6  DCR:30  Crew: 1
Armament: AR(x3)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar
Misc Equipment: streamlined

* Note - any time after the Exodus from Truane's Star a subsidized freighter may add a forward firing laser cannon and one extra laser battery at the cost of 1/2 the cargo capacity and a -1 penalty to either the ADF or MR. This process is sanctioned by the government that has contracted the vessel and the process takes 30 days during which time the ship will be considered off the roster, however once completed it will be ready for any scenario that presents itself after completion. In the case of Truane's Star freighters, these can be converted either in Gran Quivera or Triad having fled their home systems, but only at those two worlds. Any other craft can be converted by any world hosting a subsidized craft.

The Great Sathar War

1> Exodus!

A mysterious alien fleet has ravaged the Truane's Star system! While the battle is taking place in deep space, the defending forces are severely outnumbered. There might be enough time to evacuate the public from Pale Station using the various civilian craft berthed within. Reports indicate the same is transpiring at New Pale, everyone is fleeing to neighboring Dixon's Star to escape this lethal alien menace.

2> The Battle of Triad

Vincent Morgaine has been elected as honorary Admiral to lead the 2nd Common Muster. Having heard of the Exodus to Laco, he has ordered the fleet into Cassidine, taking a gamble that the mysterious alien fleet may be utilizing unconventional travel routes. 

3> Massacre at Dixon's Star

Having retreated from their defeat at Cassidine, the Sathar fleet has discovered the outpost world of Laco where the refugees from Truane's Star ended up, and they launch a harsh offensive on teh undefended world. With no defending fleet stalling for time, the odds of escape are slim.

4> The Battle of Two Fleets

Having ravaged the unprotected refugees at Laco, the Sathar Fleet followed the few ships that managed an escape to Prenglar. However, much like the aftermath of Pale & New Pale, Morgaine's Fleet is waiting for the Sathar menace. It's do or die at Gran Quivera!

5> Aftermath

Whether the Sathar win or lose at Prenglar, surviving warships may continue pressing on into the Frontier. Detachments of the Sathar fleet may escape to Athor, Gruna Garu, Madderly's Star, or Timeon and test their mettle with the local planetary militias and civilian ships at each point. The Satahr can always utilize unestablished jump routes, for example from Madderly's Star they can bypass Cassidine (where they met their first serious opposition) and head directly for Dramune...or they can opt for K'tsa Kar thus bypassing White Light. As long as they have an unobstructe route they may make their jumps to other systems.

6> Civilian Operations

Civilian craft may find numerous roles to fill during war time. They can be a part of the Pale & New Pale exodus, ferry medical supplies to Laco, be present at one of the local militia stations when the Sathar arrive insystem, or even run a Sathar blockade of any occupied systems to transport supplies.


Scenario #1: Exodus from Pale
A contingent of Sathar warships have surrounded Pale along with the arrival of numerous troop transports that are landing on Pale's surface. A civilian ship can attempt to flee Pale Station (or if it is atmospheric capable or has landing craft, attempt the same from Pale's surface) with refugees and/or vital equipment. The same ship can arrive insystem to attempt breaking through the blockade and dock with pale Station (or land on pale's surface) to do the same.

Allow certain creativity to enable the export of refugees, such as acquiring air tight ground & hover transports that can accomodate 20 beings and allow five or six transports per cargo unit for freight ships lacking cabin space (thus allowing 100-120 refugees per cargo unit).

Scenario #2: Rendevous with the War
The players' craft has arrived at Triad or Gran Quivera just as the Sathar begin their advance on said world. While dishing it out with the Muster, players must evade enemy ships and transport their valuable cargo to its destination.

The same situation can be applie din reverse, a cargo origninating at Triad or Gran Quivera destined elsewhere is acquired and while leaving, the players wander into the war and must evade enemy craft.

Scenario #3: Trapped in Dixon's Star!
Players find themselves caught near Laco as the Sathar retun from Cassidine, hell bent on some revenge over their defeat. Any and all space craft will become fair game, and the players must fight for their lives to get out of Dodge! Players can also wander insystem (such as ferrying much needed supplies to survivors on Pale & New Pale) and evade Sathar ships that have been dispatched to intercept them.