SCSS-10581 CSS San Martin
Crew Roster
COMMAND EYES ONLY
Name
Position
Rank
Note
1 Durnhal, A
Commanding Officer
06
PC
2 Kuofuor, J
Executive Officer
05
PC
3 Kaehill, M
Second Officer
04
PC
4 Jonze, K
Third Officer
03
5 McCoy, T
Chief Medical Officer
05
6 Kaehill, M
Flight Control
04
PC
7 Wards, D
Chief Engineer
04
8 Hayner, K
Computer Officer
03
9 Kolad, J
Navigation 1
03
10 Talbot, N
Navigation 2
03
11 Orrs, F
Communications
03
12 Williams, S
Chief Gunner
04
13 Virgil, E
Flight Supervisor
03
14 Thompson
Yeoman
E3
15 Davis,
Yeoman
E3
16 Mellis,
Yeoman
E3
17 Retona,
Second Engineer
E7
18 Hagan,
Las Gunner
E5
19 Kyter,
Las Gunner
E5
20 Payne,
Missile Gunner
E5
21 Kobrecht,
Missile Gunner
E5
22 Mayerson,
Starpike Pilot
03
23 Bressler
Starpike Pilot
03
24 Kandor
Starpike Pilot
03
25 Kiloso
Starpike Pilot
03
26 Timusov
Starpike Pilot
03
27 Chen
Starpike Pilot
03
28 Marks
Starpike Pilot
03
29 Tye
Starpike Pilot
03
30 Melal
Starpike Pilot
03
31 Arven, M
Alpha Squadron Leader
04
32 Bre
Starpike Pilot
03
33 Yanto
Starpike Pilot
03
34 Sagan
Starpike Pilot
03
35 O’Connell
Starpike Pilot
03
36 Bose
Starpike Pilot
03
37 Tyleron
Starpike Pilot
03
38 Tacket
Starpike Pilot
03
39 Cheris
Starpike Pilot
03
40 Smith
Starpike Pilot
03
41 Vanders, T
Beta Squadron Leader
04
42 Magne
Starpike Pilot
03
43 Fredeaux
Starpike Pilot
03
44 Kolten
Starpike Pilot
03
45 Aregedes
Starpike Pilot
03
46 Colt
Starpike Pilot
03
47 Kingsley
Starpike Pilot
03
48 Tivore
Starpike Pilot
03
49 Warren
Starpike Pilot
03
50 Jones
Starpike Pilot
03
51 Gasar, M
Gamma Squadron Leader
04
52 Wylson, A
Flight Crew
E6
Kaehill’s Tech
53 Klor
Flight Crew
E3
54 Steener
Flight Crew
E3
55 Iotan
Flight Crew
E3
56 Lorade
Flight Crew
E3
57 Wells
Flight Crew
E3
58 Trelek
Flight Crew
E3
59 Moloc
Flight Crew
E3
60 Trevon
Flight Crew
E3
61 Ferris
Flight Crew
E4
62 Baeter
Flight Crew
E3
63 Lorit
Flight Crew
E3
64 Lorica
Flight Crew
E3
65 Weron
Flight Crew
E3
66 Doppler
Flight Crew
E3
67 Newton
Flight Crew
E3
68 Kader
Flight Crew
E3
69 Skylor
Flight Crew
E3
70 Xertes
Flight Crew
E3
71 Nibanule
Flight Crew
E4
72 Moore
Flight Crew
E3
73 Davidson
Flight Crew
E3
74 Walker
Flight Crew
E3
75 Simon
Flight Crew
E3
76 Tellur
Flight Crew
E3
77 Scott
Flight Crew
E3
78 Janer
Flight Crew
E3
79 Burrows
Flight Crew
E3
80 Timmins
Flight Crew
E3
81 Reyt
Flight Crew
E4
82 Haur
APC Pilot
E4
83 Wright
APC Pilot
E4
84 Humeson
APC Crew
E4
85 Milton
Marine
E1
86 Ereson
Marine
E1
87 Grant
Marine
E1
88 Strong
Marine
E1
89 Miller
Marine
E1
90 Edward
Marine
E1
91 Chavez
Marine
E1
92 Chiang
Tech Marine
E4
93 Werner
Support Marine
E4
94 Jackson
Marine Sargeant
E5
96 Saderwell
Marine
E1
97 Hubble
Marine
E1
98 Tinar
Marine
E1
99 Venna
Marine
E1
100 Pullo
Marine
E1
101 Korda
Marine
E1
102 Kay
Marine
E1
103 Jarite
Tech Marine
E4
104 Singh
Support Marine
E4
105 Olafsen
Marine Sargeant
E5
106 Vittorio
Rating
E3
107 Wayne
Rating
E3
108 Holun
Rating
E3
109 Trayne
Rating
E3
110 Maccer
Rating
E3
111 Pelon
Rating
E3
112 Catulla
Rating
E3
113 Nelson
Rating
E3
114 Baker
Rating
E3
115 Vince
Rating
E3
116 Huygens
Rating
E3
117 Richards
Rating
E3
118 Parker
Rating
E3
119 Tooris
Rating
E3
120 Pares
Rating
E3
121 Molenta
Rating
E3
122 Steyer
Rating
E3
123 Charelton
Rating
E3
124 Abbott
Rating
E3
125 Kingston
Rating
E3
Modified Starship Combat
I have altered Starship Combat from its original form to make it faster, easier, and three dimensional. The Attached Document is self explanitory as to the changes to movement and weapon ranges. The hit location table I am using is a guarded Campaign Secret of High Order. Movement is now in real time and simultaneous on both sides, with The Referee moderating. Since neither side knows where a given ship is going to go, combat is wildly unpredictable and deadly.Crew will be heard to say things like :"Target is moving at Speed 4, Course 11. Altitude +2."This means that the target ship is moving at 4g acceleration, in a "northwest" course, and at 2 levels higher than the "main level" of combat. All ranges are expressed in map hexes (1 Megameter)Agility of a Starship determines its turn radius on its movement. A ship with an agility of 2 can turn a total two hex faces when it moves. Agility in this combat is a plastic element, able to applied to ship Functions. It can be applied to velocity, for example, as in the following:A 6g, 6 Agility fighter is making an attack run on a target. For each point of Agility applied to speed, add +1 hex distance to the final move. This same fighter could move 12 hexes in a straight line on its move if it wanted to. Or ten and make two hex face turns, etc. Any Questions?
1 Nu BaseSolomani Naval Depot Number S-121
NAME: Naav I Nu
HEX LOCATION: 0103
UWP: Y40023B-A
PBG: 114
ALLEGIANCE: Solomani Confederation
STELLAR DETAILS: Primary Star: K3 V
STAR SYSTEM ORBITAL ZONES
1. Orbital Zones: Primary Star: 12 (Bodies Orbit around Primary Star)
SIZE RELATED DETAILS
1. Basic World Type: Planet2a. Planet Diameter: 4,200 miles (6,720 km)2b. Planet Density: Molten Core, 1.08 terra5. World Mass: 0.135 terra6. World Gravity: 0.54 terra7. Planet Orbit Period:7a. Stellar Mass: 0.67 sol7b. Orbital Distance: 307.6 AU7c. Orbital Period: 2,407,311.663 standard days9. Rotation Period: 25.002 standard hours10. Axial Tilt: 31 degrees11. Orbital Eccentricity: 0.00512. Seismic Stress Factor: 1.002
ATMOSPHERIC RELATED DETAILS
1. Atmospheric Composition: None2. Surface Atmospheric Pressure: 0.0 atm3. Surface Temperature:3a. Stellar Luminosity: 0.643b. Orbit Factor: 21.3263c. Energy Absorption: 0.93d. Greenhouse Effect: 1.03e. Base Temperature: -260.716 degrees C4. Native Life: Does not exist13. Atmospheric Terraforming: Has not occurred14. Greenhouse Effect Terraforming: Has not occurred15. Albedo Terraforming: Has not occurred
HYDROSPHERE RELATED DETAILS
1. Hydrographic Percentage: 0%3. Tectonic Plates: 14. Hydrographic Terraforming: Has not occurred5. Terrain Terraforming: Has not occurred7. Volcanoes: 18. Resources and Goods: Natural Resources: Ores, Crystals, Compounds Manufactured Resources: Parts Information Resources: Documents9. Weather Control: Is not practiced
POPULATION RELATED DETAILS
1. Total World Population: 1002. Cities If Population <>4. Primary Cities: 15. Starports and Spaceports: 6. Orbital Cities: None7. Social Outlook: 7a. Progressiveness: Conservative, Advancing7b. Aggressiveness: Unaggressive, Peaceable7c. Extensiveness: Discordant, Friendly8a. Number of Customs: 48b-g. Local Customs/Practicing Group: Non-marriage prohibited/All population. One class eats other's leftovers/All population. Bride's family pay dowery/Certain age groups. Vegetarians/All population.
Introduction
At long last, the expansion of the Confederation is at hand. With the loss of Earth to decadent Imperial forces 96 years ago, the great need for room and new sources of materials has come to the forefront. We forge our new Destiny. These are the beginning days. Today it is the Hinterworlds that we explore for future occupation. Tomorrow, the rest of the Galaxy! To meet this end, we send out small arms of our best Warriors, bastions of the Solomani Cause and upholders of the Good. In Carriers and Cruisers we send them forth to bring the lost planets from our home back into the protection and security of the Party. Let History show that the brave warriors of Terra came to restore order, and left having tamed a Sector!Inner Party Media Officer ResnickNaav System, Naav Subsector, Spica SectorDecember 26th, 5615
INTEL REP #44 Power Groups in the Hinterworlds
Party Sociologists have compared the Hinterworlds to Ancient America or the Gold Rush Days. Intelligence assures that few other sectors have the polymodal levels of intrigue on hand as the Hinterworlds has. We shall briefly present the most prominent.
Ral Ranta
Among one of the many offshoots and distant Solomani colonists that settled in the area 1500 years ago, Ral Ranta has weakened from its once mighty size to a mere handful of worlds. All thanks to Imperial sabotage and anti-production. Intelligence reports that they are most receptive to outside assistance to thwarting Imperial goals. Command also wants them eventually to be reabsorbed into the Confederation, and status as a potential Client Ally Government would be a good prelude to that. Handle it.
The Shipyard at Dold produces sophisticated vessels. Ral Ranta has mediocre fightercraft, and undertrained pilots. Intelligence also reports several problems with supply and maintennance.
The Anubian Trade Coalition
Another Lost Colony, the ATC takes the absurd "Authenticst" movement to a new height. The entire Anubian culture is based on Ancient Holo-Vid recordings of what Ancient Terra was like. But be wary! Beneath the superflous flummery and theatrics is a powerful State. King Theodorus Anubis the Ninth keeps his Navy well stocked and Powerful. He is rumored to have vast armies of mechanized war machines adding to his ground force. They have excellent Fightercraft Supported by the massive Sphinx class Carriers, and excellent well trained and veteran pilots.
Command wants them reabsorbed eventually, but two things must happen:
1.The Open Psionic Use must be crushed. The ATC uses it in trade to gain advantage. If they are to return to the Confederation, this freakishness must be stopped.
2. A vast Re-education program needs to be imposed on ATC society. This may be intractable or too costly.
The Cytrialian Unity
This horrifying government is indicative of the laxes in decency that you will encounter in these wild areas... This is a race of Humans that is disgustingly sybiotically joined with a spider like alien in disgusting co-dependency! Intelligence thinks the Alien controls the Human's mind, as both "species" embrace "The Cytrial" a banned book of naive ideas. Your orders are to Observe and Report, and maybe capture one of the joined horrors for study by your CMO. Command wants them conquered and the territory absorbed eventually.
The Council of Leh Parash
This ramshackle government is comprised of several different Alien Species that chair a council of Government. This is a Hiver Puppet State, so you are remanded to tolerate (within reason) them for now. If opportunity presents, Intelligence would like a sample of Jenda Cybernetics and Genetic engineering for study, irregardless of the source.
The Ring Pact Control Authority
This is a Hiver-funded subsector police force, operating in the rimward subsectors, on into Spica. They are counted on by many of the non aligned planets to mitigate in matters of interstellar law, and in the right circumstances can be both ally and opponent. They are efficient, thourough, but have something odd about them that makes them hard to tolerate in close quarters, and undeterminable "perfectness". Be aware that these humans are Federation Humans, and are prone to many lapses in ideological thought. Intelligence would like passive information about the extent of Hiver Manipulation that has gone into these humans. Assess them for reeducation.
The Hex Marshals
This is another mobile Hiver Law Enforcement Arm that uses unusually skilled agents, some alien, to mete out what passes for "justice" in the subsectors of the Hinterworlds. Some of these Marshals have a near cult status among the denizens. consider them an Ally, but watch them carefully.
The Gnivii
These monstrosities stand on average 15 feet high, and have multiple tentacles and eyes. It is said they relish human blood. These slow moving and long-lived monsters have been found to have connections to illegal starship production and links to intersubsector piracy as silent partners. They are high on the Neutralization List.
The Hive Federation
Intel Suspects that the Federation has a major Manipulation in play, with the end result of Sector Control going to them. You are to find out as much detail as you can without alerting the Federation that we were ever there. This search for data can lead you to many places, so be ready to adapt to the situation. DO NOT TRUST HIVERS.
The Two Thousand Worlds
The Centaurs seek to ply thier unnatural ideology to full effect also with the end goal of dominating trade and of course exterminating all those that eat meat. If the situation is favorable and you can discreetly achieve it, destroy these insane monstrosities or at least sabotage any plan they may have.
The Imperium
The Imperials have several small client states here, such as Tempri, but the Adar subsector hosts two full-charter Imperial worlds. All Imperial Officials located or posted to the Hinterworlds epitomize the level of degeneracy that pervades the Imperium. Intelligence reports Archduke of Hinterworlds as drunken puppet Noble, a placeholder for perhaps a more capable Entity.
Currently, several scout vessels and Catrographic cruisers have been found plying the trade routes, with an apparently fine detailed mission.
The Outcasts of The Whispering Sky
These bizarre monsters have an ill formed government with the one central holding being the only known Ancient "Ringworld" Construction known to exist. The "Stalkers" (due to the creature's ludicrously long necks) are hostile to all who enter thier space, but Intelligence wants as much data on the Ringworld as can be had. If it is of Ancient manufacture then it belongs to the Solomani. A separate packet of information will follow at some point by spycourier.
Uniforms of the Solomani Confederation Fleet
A Synthleather Officer's Uniform. The Hat is often replaced with the open Vacc service helmet on Operations. The Piping is also removeable for clandestine operations.Each Officer Carries a Hevlaser with Holster, 3 Power Cells, A Short Service Blade, and Model 4 Ring Computer. The Uniform is equal to Cloth+2
The standard synthplas crew jumpsuit, with duralite gloves and anti-skid mag deck boots. The utility belt holds tools or other job-specific gear. Each crewman also has a Model 1 Wrist Computer, Deck Tool, and Holster for a Hevlaser.The Service Jumpsuit is equal to Cloth Armor
The Marines aboard the San Martin are issued TL 13 Combat Armor. They are all enviro-sealed and have an integral chamelon layer. Each has a hardened Life Support Module with 48-hour capacity. Each also has a Grav-Pack, capable of speeds of up to 300 mph. Communications and Sensors of the suit are treated as a Model 2 Computer.Marines are organized into 10-man squads, including a Sargeant, a Technical Corporal (with Map Box and Field Comm) , A Support Corporal (with a Tac Missile Launcher.), and seven Trooper Privates. All Marines are armed with Hevlasers, a Short Service Blade, and up to 6 Grenades of any type. The Support Marine carries 18 Grenades and 3 TDX breaching charges.
The Standard shipboard Vacc Suit. The suit has a micrometeoroid shield over-tabard, and reinforced magnetic knees, gloves, and boots. The suit has a 24 hour capacity, and has an emergency self seal option and spot repair kit. And inflatable life vest addition and Model 1 Computer Package (Comms, sensors, CPU) rounds out the package. The San Martin carries 20 Grav Maneuvering Units, with a maximum speed of 60 mph.The San Martin has 200 suits total, with components for 50 more. The Vacc Suit is equal to Cloth Armor + 2
The High Energy Variable Laser
HEV Laser Setting Chart
Setting /Charges/Use/ Range/ Damage
Low Alpha/ 3 /10 /4d Stun
Radio /1/1500r/ *
Micro /5/25/ 3d
Infra Cut/3 per hour/ .25/ 2d
Visible/1/2500/4d
Ultra/5/25/3d
X /10/250/6d
Gamma/20/125/8d
* setting scrambles radio in range radius on throw of 6+
Ranges are in 1.5 meter squares.
The Hevlaser is the San Martin's standard weapon used by all personnel.
The hevlaser is a model of Confederation efficiency, incorporating many functions into one well powered package.
The Hevlaser sacrifices range for portability and utility. The 100 power-unit Thorium power cell can be used to power the functions of the many settings:
Low Alpha: This setting makes a high power low frequency static radio field at the target, incapacitating by a strong neural shock to the brain.
Radio: This setting produces a powerful Electromagnetic Disruption Pulse, disrupting communications for the area of its radius. The effect is no absolute, and ways can be found to cut through the interference.
Micro: This setting has short range, but cause heat damage from intense focused microwaves. Sustained fire can melt targets.
Infra-Cut: An intense infrared beam used for shipboard welding and cutting of materials. This setting is ineffective as a weapon, as the tip will not beam on live organic material.
Visible: A tuneable visible spectrum Laser Beam, with time able to be set to bypass anti-laser systems. Average of three shots to find the right wavelength.
Ultra: An invisible ultraviolet beam that causes damage to the target by controlled radiation exposure.
X: A powerful X-ray Laser setting, invisible to most means. Can be defeated by Lead Shielding of sufficient mass.
Gamma. The Weapon's most Powerful setting. Disadvantages are the units high-pitched whine and use of power. Only 5 Gamma shots can be taken from one power pack.
The San Martin carries 250 hevlasers, with parts to construct repair 125 more.
Art on the Crew Lounge Wall