Archiv der Kategorie: Gruppierungen

Geld Systeme

MONETARY SYSTEM
Throughout the galaxy, each civilization has its own currency. Each inhabitant of a modern society has a credit-chip or credit-stick. Merchants and traders also have an inter-chip. On the backwater planets, hard currency is still used.
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Prices given in official GURPS books are the normal prices for a certain region with its appropriate currency. Outside the region, the value of a particular type of currency may vary (e.g., the Republic Dataries were less worth in the Outer Rim than inside the sphere of influence from the Galactic Republic.
Banking Systems
Galactic Banking Network
This is a collection of banks throughout the galaxy that have linked their assets together to allow free movement of funds. Up until the Rise of the Empire, this was solely run by the InterGalactic Banking Clan.
Credit-chip
This small memory device was developed to track a being’s monetary value. Each chip was built with specialized memory algorithms to prevent tampering, and could be used to add or subtract credits from a being’s account.
Credit-stick
This device replaced the traditional credit-chip as the preferred method for maintaining a being's monetary value. The credit stick was a pen-shaped device that performed the same functions as a credit-chip, with the same forms of memory algorithms and security checks, but in a smaller device.
Inter-chip
This small device processes the transfer from one party to another. When a being purchases something from a merchant, the merchant enters the cost into the inter-chip. The being then inserts their own credit-chip and the inter-chip debits their account in the correct number of credits before depositing them into the merchant’s account. Payment between two individuals can also be accomplished the same way.
Currency
Alliance Credit
The Alliance credit as the official monetary unit used by the Alliance, it was exchanged on par with Imperial credits on most Alliance worlds. Other worlds would exchange 25 Alliance credits for a single Imperial credit.
Republic Credit
The Republic Credit, also called datary, was the standard monetary unit of the Galactic Republic. It was valid in all but the most remote systems.
Imperial Credit
The Imperial credit was the basis for all monetary transactions in the galaxy, during the height of the New Order. It defined a standard denomination around which all races and planets could easily interact in business and pleasure. During the Imperial reign, other monetary units were outlawed, except for those working as Imperial spies or mercenaries.
The Emperor issued a credit coin, the decicred, to celebrate his 10th anniversary as Emperor. The obverse of the coin displayed the visage of the Emperor, while the reverse displayed the Imperial emblem. This coin however, has more collectible value than real-life value.
Wupiupi, Peggat and Trugut
The wupiupi was a Huttese unit of money, and was in prominent use in the Outer Rim Territories during the Old Republic. There were sixty-four wupiupi in one peggat, which was worth four truguts (druggats) or about forty Republic dataries.

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Verbrecher Syndikate

Crime Syndicates
Black Sun
The Black Sun is the most prominent criminal syndicate in the Galactic Republic.
The Black Sun is the major source of illegal traffic related to guns, technology and drugs. Their web extends all across the republic and also deep in Imperial territory. The Black Suns are lead by prince Xizor. During the training of Darth Maul, many Black Suns have been killed by him in order of Darth Sidious.
Black Widow
The infamous Black Widow Company is a low-life mercenary band that borders on piracy. They have a reputation of unnecessary bloodshed, wanton mayhem and failure to complete contracts, sometimes even turning on their employers. The fact that they are a damn efficient fighting force and are seldom stopped during their mission is possibly the only reason why anyone would want to hire them. Their current HQ and staging world remains a closely guarded secret and is unknown.
Galactic Exchange
A prominent syndicate until the planet on which its HQ was based, was bombarded by Darth Malak’s flagship.
Hutt Space
Nestled between Imperial and Republican space sits the region known as Hutt Space. A lawless bed of scum and villainy, Hutt Space is a haven for smugglers, criminals and anyone who’s on the “most wanted” lists. Shortly after the downfall of the Empire, and before the Republic could consolidate too much power, many gang leaders flocked to Nar-Shaddaa and from there they instituted an autonomous region known as Hutt Space. It is a region devoid of “official” involvement (as it has always been) and where neither Republic nor Imperial forces are welcomed. Individual worlds are responsible for providing some of the police force, mostly to prevent major outbreak of violence.
At the head of those gang leaders sits always a Hutt. After Jabba the Hutt has been killed, many smugglers went their own way and 5 years later they teamed together, under leadership of Talon Karrde, to help the New Republic unofficially.
Shadow Wing
The Shadow Wing is a pirate syndicate which operates throughout the galaxy. This is only one of the pirate organizations, but one whose power is felt everywhere, even in the deep core systems. Their current HQ is located on a rogue asteroid which has been altered with a propulsion system and hyperdrive engine.

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Großkonzerne

Corporations
Some corporations have established themselves as political influential companies even to the point of being governments themselves.

BlasTech Corporation

BlasTech Corporation is one of the main corporations in producing handheld weapons. The Rebel Alliance was supplied illegally by BlasTech Corp. The most well know weapon was the BlasTech DLT 20A and the A280 Blaster Rifles.

Corellian Corporate Treaty

The CCT is a treaty between the major Corellian Corporations. Members are the Corellia Engineering Corporation, Corellia Mining Corporation, Corellia StarDrive, Corellian Chemical Corporation, Corellian MasterNav Incorporation and the Corellian Merchant’s Guilds.

Damage Incorporated

The largest mercenary company in known space, Damage Inc. has a reputation for quick decisive actions and highly professional soldiering. They have access to a large, unknown, source for funding that allows them to constantly upgrade and maintain a large weapon, vehicle and ship inventory. Signing a contract with Damage Inc. costs a lot of credits, but is worth it. Only the most famous mega-corporations or planetary governments can usually afford their combat rates.

Duros Corporate Alliance

The Duros Corporate Alliance is an entanglement of many small sub-corporations held together by a Corporate Government. They are well known for their droids with humanoid-looks. One of such sub-corporation manufactures protocol droids of the C-series. The Duros Corporate Alliance was also the first to have a large order of JOG-0 by master Jè-Di for the newly founded Jedi Order.

Goliath Gmbh

Goliath Gmbh is the largest manufacturer of civilian and paramilitary weapons, armor and vehicles. It rules its multi-star system empire from its megalopolis HQ of David, on Balmorra.
Goliath is well known throughout the galaxy for the manufacture of the Artemis Mk IV Hand Blaster pistol, the most sold personal weapon of all time, with over 350 billion pieces on the market to date. Goliath is also the sole supplier of the Galactic Republic’s Rangers armament and gear.

Incom Corporation

Incom Corporation is known across the galaxy for its main two products, the T-65B Aerospace Superiority Fighter and the Z-95 Planetary Dominance Fighter. Commonly referred to as the X-wing, the T-65B is the proud result of years of R&D by Incom.
Because of the superior engineering and design of the T-65B, Incom Corp has been selected as the sole supplier of fighters for the new Republic Armed Forces navy procurement division. Incom currently works on the next generation aerospace fighter (research code named Z-wing) technology, which will start replacing current X-, A- and Y-wings within the next 5 years.

Industrial Automation Corporation

IAC is known throughout the galaxy for its top-of-the-line astromech droids, among which the well known R2 series. From its HQ on Teltir (Inner Rim Territory, 3rd quadrant), IAC rules the largest droid manufacturing factories and research laboratories. Teltir itself is a corporate world, with over 60% of its population base involved in some way with IAC.
Beside the R1 through R7 series Astromech droids, IAC is reputed for its 1GD through 9GD Guard droid series.

InterGalactic Banking Clan

The monetary system is controlled by the Banking Clan based on the planet Muunilinst. They are the only ones who have banks and they are all linked together. Planets on which the Banking Clan has no influence still deal with hard currency. The Banking Clan itself only allows members of its own race, the Muun. Because of their long existence and mono-racial society, it is stated as an independent affiliation.
After their joining with count Dooku and the Separatists and, the defeat against the Grand Army of the Republic, they were put of commission; with the result of a wide spread inflation of the Republic credit. Only when the New Republic had been founded, the monetary system and the InterGalactic Banking clan were reinstalled.

Interstellar Transit Authority

The Interstellar Transit Authority is a permanent non-profit organization whose role is to regulate and maintain the conventions for use of stellar coordinates and mapping conventions regarding the use of hyperspace.

Kuat Drive Yards

KDY is the largest manufacturer of spaceships and military technology in the known universe. At the time of the Empire, KDY manufactured the Victory-class, Imperial-class and Emperor-class Star Destroyers. During the New Republic, it sits in Republic space. KDY has re-tooled its production base to manufacture Mon Calamari MC80 Star Cruisers.
During peace time, KDY drops its production base from a war-driven economy to a peace-economy. Only 18% of its production facilities are in peace time geared for military production, the rest responding to civilian needs and other national interests. KDY shipyards and corporate HQ are located on Kuat.

Kyril & Darch

The most advanced AI and computers always bear the mark of K&D. Treated by some like species of art rather than tools, K&D’s AI and computers are so advanced that they balance on the threshold between TL 12 en TL 13.
All of K&D production is done on their homeworld Vergesso.

Sienar Fleet Systems

This small Para-governmental outfit is the current manufacturer of the Imperial TIE ships and also supplies Strom trooper armors and rifles. The Imperial Household own 60% of Sienar’s stocks with the other 40% distributed among some 20 influential Imperial families. Sienar’s HQ and manufacturing facilities are located on Sluiss Van

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Religiöse Orden

Religious Orders
Jedi Order
(25,000 – 19 BBY and 11 ABY – now)
Protectors of peace, these Force users are a military and political neutral law-enforcement, diplomats and judges. The Jedi Order, during the Rise of the Empire, was betrayed by one of their most gifted pupils, Anakin Skywalker and the order was completely destroyed. Only Obi-Wan Kenobi and Yoda survived the onslaught. Luke Skywalker managed to set up a new Jedi Academy during the forming of the New Republic.
Sith Order
(6,900 BBY – now)
The Sith was a race from the planet Korriban, behind the Sith nebula. Their Sith magic is the oldest art of using the Force but only after a twin, two merchants who jumped into hyperspace with good luck, landed on Korriban, the Sith became known to the rest of the galaxy. Even though the Sith have been slain, their believes and power still remains and once in a time, Force users are seduced by the Dark Side of the Force.
The Sith Order under Darth Bane was created as a result of the devastating Seventh Battle of Ruusan, which saw the annihilation of the previous Sith Order. Bane's Sith Order, known formally as the Order of the Sith Lords, was founded upon the principles of the Rule of Two, utilizing stealth and secrecy to achieve their means. It would be this Sith Order, and its principles, that would finally triumph over the Jedi and the Galactic Republic nearly 1,000 years later.
The Fallanassi
(? – now)
The Fallanassi are an ancient sect of Force adepts who refer to the Force as the White Current. Secretive in the extreme, they are believed to have wandered the galaxy for centuries little noticed by others, including the Jedi. They meditate on the workings of their bodies, minds and spirits; how those disparate elements form an individual; and how disparate individuals form eddies and whorls in the Current. They have little or no interest in manipulating the physical universe and apparently cannot use the Current to physically affect their surroundings.
This may seem like a weakness, but the Fallanassi have other strengths. They can use the Current to hide themselves and others from any known means of detection, and they are masters of creating illusions, which they can maintain for long periods of time. Such skills, made more powerful by being used in cooperation, have served the order well, allowing its members to evade detection and remain detached from the societies within which they dwell.
Witches of Dathomir
Perhaps the best known of the non-Jedi who walk on the "Light" side of the Force, the Dathomir Witches are a clan-based matriarchy whose women are the sole Force users. Those Dathomir who turn to the Dark Side are referred to as: "Nightsister".
The Witches use the Force in a manner similar to several types of fantasy magicians. Their use of the Force is mystical in practice, and they call their abilities "spells". However, they do not have a large number of these spells, but their intensity when used often varies.
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Most Witches can be found after the events of “Return of the Jedi”, although a few were known prior to the Clone Wars.
Sorcerers of Tund
An older order, some say as old as the Jedi, the Sorcerers of Tund also used the Force in a mystical manner. These Sorcerers often straddled the line between the Light and Dark sides, embracing the "Living" Force. The last known member of the order was killed during the eighteen year gap between “Revenge of the Sith” and “A New Hope”. It is possible that most of them had served with the Jedi during the Clone Wars and were subsequently eliminated alongside them when Order 66 was issued.
Like the Witches above, the Sorcerers used the Force to cast "spells". However, their spells were of the more traditional type.
H’kig
H’kig was a religious leader on the Core World of Galand martyred several centuries before the Battle of Yavin. About sixty years before that battle, some 50,000 of his followers, called the H’kig in veneration, left Galand and founded a religious colony on far-off Rishi. The colony quickly dissolved in religious schism, with the minority pulling up stakes once more settling on J’t’p’tan (Doornik-628E). The H’kig preach an ascetic code, valuing physical labor and rejecting all advanced machinery and demand strict standards about public dress, hair length and hair styles. Despite this they are tolerant of others, provided those others don’t interfere with H’kig practices.
Disciples of the Dark Side
This order of monks is descended from a Dark Lord of the Sith who broke off from that dark order over a difference of opinion. While remaining hidden, they sought to explore the power of the Force by looking inward instead of through conquest. Some claimed to "serve the balance of the Force", and that often meant opposing the light side which dominated the galaxy for so long.
The Disciples may learn many of the same Force abilities as the Jedi and Sith; however, their primary focus appears to be the powers of the mind.
The Brothers of Chaos
Out of their world of their fortified lair on Sarke, the fanatic faithful of Morgk, God of Chaos, terrorizes their Republican neighbors. The Brothers of Chaos (followers of Morgk) are a fanatical religious order that believes that the current bad situation of the Sventorii Autonomous Region is due to the “evil” and “decadent” New Republic. They believe that only the Jihad can deliver the peoples of Sventor from an eternity of hardship and poverty.
Large sums of money are spent each year by Republican worlds near the Sarke region for anti-terrorists activities and protection. Republic Rangers based nearby, all get extra training in anti-terrorism.
The Order of Aurora
History is fraught with stories of good Jedi turned to the Dark Side that revolted against those they were once sworn to protect. Thus, some ordinary peoples banded together and created the Order of Aurora, to protect the people’s interests against possible Jedi abuse. The Knights of Aurora are a secret organization that exists across the galaxy. It has existed for thousands of years and plans to exist for a thousand more. Members are accepted in the order based on their bloodlines and ties to existing members. No outsiders have been admitted in the past 500 years.
The Knight’s homeworld is unknown, as are their numbers.
The Group
The purpose of The Group remains mysterious to this date. They have been present in galactic affairs and history since the dawn of the Galactic Republic. From time to time, they have emerged with information that changed the course of history, while at other times their silence meant defeat rather than victory. No one can fathom The Group’s true purpose.
Of the little information available from The Group, only the following have been verified true time: All of their operatives appear to be females, they seem to have some Force Powers, they are extremely well informed about many subjects even some top secret operations and they seem to have access to a rather important source of revenues.
The leader and the homeworld of The Group remain a closely guarded secret.

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Regierungen

Governments
Rakata Infinity Empire
(49,000 – 25,200 BBY)
The Infinite Empire was the first known government in the galaxy founded by the Rakata, a scientifically advanced species that used their knowledge to conquer and enslave other species throughout the known Galaxy. The empire expanded over a period of twenty thousand years and at its height, it consisted of 500 subject worlds with a population of ten billion Rakata and one trillion slaves. It produced technological innovations such as terraforming machinery, semi-sentient star maps and computers, and the transmogrifying Star Forge (built in 30,000 BBY). Among its many crimes were those of aggressive war, slavery on a massive scale, and the casual obliteration of member worlds such as Tatooine. The Infinite Empire collapsed due to a civil war and a virulent plague that affected only the Rakata in 25,200 BBY.
Due to the limitations of the Rakatan hyperdrive technology, the Infinite Empire consisted of only 500 worlds, but they were scattered far and wide over the entire length of the known galaxy.
Galactic Republic
(25,000 – 19 BBY)
The Galactic Republic was the name of the galactic government prior to the establishment of the Galactic Empire in 19 BBY. Although it was commonly known as the Old Republic, this was not so until the establishment of the Empire; its name when it existed was the Galactic Republic, or simply the Republic.
In its latest years, it was said to be a benevolent—though ineffectual—democratic government tied up in layers of bureaucracy.
The Republic, as it was commonly known, had a highly democratic government that was able to sustain itself for over twenty-five thousand years. It is said that its complete history would "fill a thousand libraries".
The Galactic Republic was composed of a significant portion of the known Galaxy, stretching from the Core Worlds to Wild Space, though it was widely believed that the government held little power in the outlying regions, and preferred to focus its attentions on the Core Worlds.
The capital of the Galactic Republic was Coruscant, a planet considered to be the cultural and economical center of the Galaxy, despite being located outside of the Deep Core. To signify its importance in galactic affairs, Coruscant was given coordinates 0-0-0 in the standard galactic coordinate system.
Galactic Empire
(19 BBY – now)
The Galactic Empire, also known as the New Order or Palpatine's New Order, was the galactic government established by Supreme Chancellor Palpatine to replace the Galactic Republic.
The Republic, which had lasted for almost 25,000 years, ended following a period of intense political turmoil and the devastation of the Clone Wars. After General Grievous was defeated at the Battle of Utapau, and while the leaders of the Confederacy of Independent Systems were being killed on Mustafar by Darth Vader, Supreme Chancellor Palpatine declared himself Emperor of the Galaxy and reorganized the Galactic Republic into the first Galactic Empire.
The Galactic Empire's territory consisted of over one million member worlds and fifty million colonies, protectorates, and governorships throughout the Galaxy stretching from the borders of the Deep Core to Wild Space at its peak.
The original name of the Empire's capital world was Coruscant; however, it was renamed Imperial Center by the Empire. Few outside the Empire's government used this name, and upon the capture of the planet by the New Republic, the name "Coruscant" was readopted.
Rebel Alliance
(1 BBY – 4 ABY)
The Rebel Alliance was founded during the reign of Emperor Palpatine by Senator Bel Iblis but left after a power struggle between him and senator Mon Mothma. The rebel Alliance made their first victory in 0 BBY, when they destroyed the first Death Star near Yavin IV.
After the destruction of the second Death Star and the deaths of both Emperor Palpatine and Darth Vader near Endor, the Rebel Alliance transformed from a loose rebel resistance into a new Galactic government, the New Republic.
New Republic
(5 ABY – 28 ABY)
The New Galactic Republic was the name of the galactic government established by the Alliance to Restore the Republic to replace the Galactic Empire after the Battle of Endor.
Formed in 5 ABY, after the dissolution of the former Alliance of Free Planets (which was formed directly after the Battle of Endor as an intermediate government), it was to become the supreme governmental authority of the Galaxy. The "New" Republic was supposed to be a sort of continuation of the original Galactic Republic that had become known as the Old Republic at that time.
The New Republic was founded on the same premise that the old Galactic Republic was a thousand generations earlier—to have a representative parliamentary body govern the Galaxy in a fair and equal manner—and it was designed to eradicate the shortcomings that brought about the Galactic Republic's downfall. The New Republic was protected by the New Jedi Order that was established by Luke Skywalker, just as the Galactic Republic was once protected by the old Jedi Order.
New Republic's territory varied in size a great deal during the course of its history. In 8 ABY over 600,000 worlds were members, and by 9 ABY three-quarters of the known Galaxy, including all of the Core Worlds except the Corellian Sector were under the control of the New Republic. Yet, subsequent wars against Thrawn and the reborn Emperor reduced the size of the Republic drastically. By 15 ABY the New Republic only consisted of eleven thousand planets throughout the Galaxy, due to many former New Republic worlds choosing neutrality until the war with the Empire reached an end. By 19 ABY, most of the Galaxy had once against allied with the New Republic, in light of the fact that the war against the Imperial Remnant was approaching the end.
The Borderland Regions separated the territories of the New Republic and the Imperial Remnant during the latter part of the Galactic Civil War. Presumably, this was continued even after the Galactic Civil War.
Coruscant was the capital world of the New Republic, as it was for the Galactic Empire and the Galactic Republic before it. Its membership included worlds from all regions of the Galaxy, stretching from the borders of the Deep Core to Wild Space.
Galactic Alliance
(28 ABY – now) – 26 –
The Galactic Federation of Free Alliances, better known as the Galactic Alliance, was the galactic government directly following the New Republic. Incorporating most of the known Galaxy, the Galactic Alliance was the first government to achieve this since the Galactic Republic.
The Galactic Alliance was composed of a significant portion of the known Galaxy, stretching from the Core Worlds to Wild Space. Its membership was greater than that of the New Republic, due to the fact that other governments like the Imperial Remnant and Hapes Consortium were members as well. The capital of the Galactic Alliance was Coruscant, keeping in tradition with the previous galactic governments. The Galactic Alliance was also bordered by two smaller galactic powers, the Chiss Ascendancy and Hutt Space. It is not clear if Hutt space was a nominal member of the Galactic Alliance, as it was under the Empire. The status of the other minor governments, such as the Corporate Sector, Cron Drift, Senex Sector, Juvex Sector, Centrality, and so on, is also unclear, although it is known that the Mandalore Sector didn't joined the Galactic Alliance as of 40 ABY.
Bakuran Protectorate
(15 BBY – now)
A Bakuran was a Human from the planet Bakura. Most Bakurans were descended from the Bakur Mining Corporation's colonists, who arrived on Bakura in 15 BBY. Soon afterwards, the Bakurans became independent of corporate control, setting up a Bakuran Senate and electing Prime Ministers. The descendants of Arden, the leader of the Bakur Mining Corporation's expedition, were the heads of the Bakuran government.
Bakura was independent of the Galactic Republic for decades. They were used as a base during the Clone Wars by the Confederacy of Independent Systems, but only for a short period of time. They remained neutral during this conflict, more concerned with internal disputes. By 1 ABY, these disputes left Bakura open to conquest by the Galactic Empire. Though there was a short period of resistance, the Bakurans were subjugated until 4 ABY, when they joined with forces from the Alliance to Restore the Republic to expel both the invading Ssi-Ruuk and the Imperial forces during the First Battle of Bakura. The Bakurans became supporters of the fledgling New Republic, but reasserted their independence by 18 ABY. Even then, they supported the New Republic during the Corellian Crisis, sending the Bakuran Defense Fleet to fight on the New Republic's side during the Battle of Centerpoint Station. Though they also fought a renewed Ssi-Ruuk offensive alongside the Galactic Alliance during the Second Battle of Bakura, the Bakurans continued their tradition of independence.
Due to the isolation of their homeworld, Bakurans had little contact with non-Humans other than the Kurtzen, Bakura's indigenous people. This, combined with the invasion of the Ssi-Ruuk, brought out an unfortunate xenophobic streak in many Bakurans, especially towards the most alien-looking non-Humans. Bakurans were also uneasy around droids, as a result of a droid uprising in 97 BBY.
Most Bakurans followed the teachings of the Cosmic Balance, a religion that held that every action in the universe had an equal and opposite reaction elsewhere (for example, if one person's life improved, another's life would have to become worse.) This also led them to be suspicious of the Jedi order, whose power they believed created an imbalance in the universe which required great evil to correct it.
Djemsok Federation
Also situated within the New Republic territory, and far from Imperial influences, the Djemsok Federation is a quiet and peaceful place. They keep away from galactic politics and live their normal lives in peace. But not everything is idyllic for them: their worlds lack many important resources and many speculate that they will eventually petition for admittance in the New Republic. They do field a standing army and navy, in order to patrol their borders.
Sventorii Autonomous Region
The Sventor are the worst situated of all neutral states. Stuck squarely in the middle of the New Republic and the Imperial border, they are constantly implicated in political turmoil as each side accuses them of cooperating with the enemy. The Sventor are having difficulties keeping their freedom as they are often harassed by Imperial troops raiding their natural resources. Lacking the capacity to defend themselves against the mighty Empire, they must let them pillage their worlds. The New Republic, lacking the resources to protect the Sventor against the enemy, can only watch. The non-intervention of the New Republic is quickly creating a strain in the Sventor – Republic relations and might eventually drive the Sventor to let the Empire conquer them.
Due to constant Imperial piracy of their commercial structure, research and production have come to a halt. Their navy is equipped mostly with surplus ships from the Clone Wars and cannot efficiently face-up with the Imperial fighting craft.
Shindaarni Alliance
Also sharing their border with both the Empire and the New Republic, the Shindaarni are in a better position than the Sventor, because they have high technology and can easily defend their frontiers. The Shindaarni are a very old race, older than the Humans, populating 80% of the galaxy, are. Some scholars even propose that they are the lost Precursor colony that managed to survive the Extinction and reemerged at about the same time the Humans did.
Both superpowers leave them strictly alone, fearing intervention in the continuing conflict. The Shindaarni are protectionists and have very strict control of their borders, rarely granting access of their space to anyone.
The average Shindaarni Defense Force (SDF) personnel are usually very well equipped. All are linked and operated through implants in the brain.
The Neutral Zone
(19 – 34 ABY)
After the last major engagement that gutted both the New Republic Armed Forces and the Imperial Navy, diplomats met at Bakura and hammered a treaty that is mostly responsible for today’s state of affairs. One of the provisions of the treaty was the establishment of a neutral zone separating two realms and a “non-aggression pact” for at least 15 years. The Neutral Zone varies in width from 2 parsecs to 4 parsecs and separates the two superpowers so that they do not touch directly in any places. The Neutral Zone only separates the New Republic and the Galactic Empire and thus not extend within the boundaries of other sovereign states, allowing free passage from one realm to the other through a 3rd party.

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Link Corp. – Ausbildungsstandards

Raumjäger Piloten

  • Die Raumjäger Piloten der Link werden Nicht umsonst zu den besten in der Region gezählt. Ihre ausbildung ist extrem hart und dauert bis zu 2 Jahre.
  • Fertigkeiten: Standard Pilot
    • Raumjäger: 4w+2
    • Rj.Artillerie: 4w+1
    • Rj.Deflektoren: 4w+1
    • Sensoren: 5w
    • Kommunikation: 4w
    • Astrogation: 4w
    • Fernsteuern: 4w
  • Fertigkeiten: Elite Pilot
    • Raumjäger: 6w+2
    • Rj.Artillerie: 6w+1
    • Rj.Deflektoren: 6w+1
    • Sensoren: 6w
    • Kommunikation: 5w
    • Astrogation: 5w
    • Fernsteuern: 6w+1
  • Fertigkeiten: Veteran
    • Raumjäger: 8w+2
    • Rj.Artillerie: 8w+1
    • Rj.Deflektoren: 8w+1
    • Sensoren: 8w
    • Kommunikation: 7w
    • Astrogation: 7w
    • Fernsteuern: 8w+1
    • Kommandieren: 8w

Raumtransporter Piloten

  • Die Militärische Ausbildung bei den Raumtransporter Piloten ist auf ihre weise genauso hart und Aufreibend wie bei den Raumjägern. Dauert aber nicht ganz so lange wie bei ihnen. Man sagt auch wer bei den Piloten durchfällt erhält eine zweite Chance bei den Raumtransportern.
  • Fertigkeiten: Standard Pilot
    • Raumtransporter: 4w
    • Rj.Artillerie: 5w+2
    • Rj.Deflektoren: 5w
    • Sensoren: 4w
    • Kommunikation: 4w+2
    • Astrogation: 5w
    • Fernsteuern: 3w+2
    • Kommandieren: 3w
  • Fertigkeiten: Elite Pilot
    • Raumtransporter: 5w
    • Rj.Artillerie: 6w+1
    • Rj.Deflektoren: 6w
    • Sensoren: 5w
    • Kommunikation: 5w+2
    • Astrogation: 5w+2
    • Fernsteuern: 5w
    • Kommandieren: 4w
  • Fertigkeiten: Veteran
    • Raumtransporter: 6w+2
    • Rj.Artillerie: 7w+2
    • Rj.Deflektoren: 7w
    • Sensoren: 6w
    • Kommunikation: 6w+2
    • Astrogation: 6w+1
    • Fernsteuern: 6w+2
    • Kommandieren: 5w

Sternenschiff Piloten

  • Die Sternenschiff Piloten werden gedrillt und nochmals gedrillt bis sie eine vernünftige Basis haben. Allerdings kommen auch viele aus der Zivilen Schiffahrt und bringen schon grosse Erfahrung mit.
  • Fertigkeiten: Standard Pilot
    • Sternenschiff: 4w+2
    • Sternenschiff Artillerie: 5w
    • Sternenschiff Deflektoren: 5w+1
    • Sensoren: 6w+1
    • Kommunikation: 4w+2
    • Astrogation: 5w
    • Fernsteuern: 3w+2
    • Kommandieren: 4w+2
  • Fertigkeiten: Elite Pilot
    • Sternenschiff: 5w+2
    • Sternenschiff Artillerie: 6w
    • Sternenschiff Deflektoren: 6w+1
    • Sensoren: 6w+2
    • Kommunikation: 5w+2
    • Astrogation: 5w+2
    • Fernsteuern: 4w+2
    • Kommandieren:5w+2
  • Fertigkeiten: Veteran
    • Sternenschiff: 7w+2
    • Sternenschiff Artillerie: 8w
    • Sternenschiff Deflektoren: 8w+1
    • Sensoren: 9w+1
    • Kommunikation: 7w+2
    • Astrogation: 8w
    • Fernsteuern: 6w+2
    • Kommandieren: 7w+2

Fahrzeug Piloten

  • Fertigkeiten: Standard
    • Fahrzeugblaster: 4w+2
    • Kommunikation: 4w+2
    • Bodenfahrzeug: 4w+2
    • Sensoren: 4w+1
    • Kommunikation: 3w+2
    • Fernsteuern: 3w+2
    • Kommandieren: 1w+2
  • Fertigkeiten: Elite
    • Fahrzeugblaster: 5w+2
    • Kommunikation: 5w+2
    • Bodenfahrzeug: 5w+2
    • Sensoren: 5w+1
    • Kommunikation: 4w+2
    • Fernsteuern: 4w+2
    • Kommandieren: 3w+2
  • Fertigkeiten: Veteran
    • Fahrzeugblaster: 7w+2
    • Kommunikation: 7w+2
    • Bodenfahrzeug: 7w+2
    • Sensoren: 7w+1
    • Kommunikation: 6w+2
    • Fernsteuern: 6w+2
    • Kommandieren: 5w+2
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Link Corp. – Die Spezialeinheiten

Status

Persönlicher Status

  • Status Berechnung erfolgt zum einen durch die Gesamtzahl der Charakterpunke der Charaktere durch 10.
  • Für Sonderaktionen gibt es 1 bis 2 Statuspunkte. Z.b.Abschuß eines anderen Piloten in einem Übungskampf, wenn der Pilot 10 Statuspunkte über einem liegt.
  • Für jeden goldenen Orden Gibt es einen Permanenten Bonus von 1 Status Punkt.
  • Für jeden diamantenen Orden gibt es einen Permanenten Bonus von 3 Status Punkt.
  • Jeder Pilot in einer Staffel, bekommt 1/100 der Status Punkte der Staffel zu seinem eigenen Status hinzu. Man behält den höheren Status bei den man von einer Staffel erhalten hat.

Gruppenstatus

  • Das maximale Budget ist der Gesamtstatus der Staffel x1000 pro Monat.
  • Die Summe des Status durch Charakterpunkte ist gleich dem Status der Staffel.
  • Für jedes Primäres Ziel gibt es 3-10 Statuspunkte. Für die Staffel.
  • Für jedes Sekundäres Ziel gibt 2-6 Statuspunkte. Für die Staffel.
  • Für jedes Tertiäres Ziel gibt 1-3 Statuspunkte. Für die Staffel.

{mospagebreak} 

Sondereinheitenzusammensetzung

Bezeichnung Mitglieder Anzahl
Einzelkämpfer   1
Team   2
Trupp   3
Gruppe 3x Einzelkämpfer 3
  3x Teams 6
  2x Trupps 6
Squat Zug 4 Gruppen 12-24
Kompanie 4 Zügen 48-96
Battalion 4 Kompanien 192-384
Regiment 4 Batallion 768-1536

 

{mospagebreak}

Sold und Dienstränge

Mannschaften

  • Kadett: 1.500
  • Soldat / Private: 1.550
  • Gefreiter: 1.600
  • Obergefreiter: 1.650
  • Hauptgefreiter: 1.700

Unteroffiziere

  • Sergeant: 1.800
  • Staff Sergeant: 1.850
  • Weapons Sergeant: 1.900
  • Technical Sergeant: 2.000
  • Master Sergeant: 2.100

Offiziere

  • Fähnrich / Kadett: 1.800
  • 3rd Leutnant: 2.000
  • 2nd Leutnant: 2.100
  • 1st Leutnant: 2.500
  • Leutnant of the Flight: 2.700
  • Captain: 3.000
  • Captain of the Flight: 3.000
  • Captain of the Wing: 3.100
  • Major: 3.300
  • Major of the Flight: 3.300
  • Major of the Wing: 3.400
  • LT Commander: 3.500
  • LT Commander of the Flight: 3.500
  • LT Commander of the Wing: 3.700
  • Commander: 4.000
  • Commander of the Flight: 4.000
  • Commander of the Wing: 4.200
  • Commander of the Sqadron: 4.300
  • Colonel: 4.500
  • Colonel of the Flight: 4.600
  • Colonel of the Wing: 4.700
  • Colonel of the Sqadron: 4.800

Befehlsränge

  • Admiral: 7.000
  • Admiral of the Flight: 9.000
  • Admiral of the Wings: 11.000
  • Admiral of the Squadron: 12.000
  • Counter Admiral: 15.000
  • Great Admiral: 20.000

Verschiedenes

  • Es gelten die gleichen Ränge bei den Bodentruppen nur dass dort of the Flight, of the Wing, of the Sqadron, nicht Vorkommt.
  •  Der LT of the Flight muss erst zum 1st LT befördert worden sein bevor er diesen Rang erreichen kann.

 

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Link Corp. – Die Pilotengruppen

Staffelzusammensetzung

Schiffe Befehlshabender Offz. Name
Bis 7 Stück Mindestens 2nd Leutnant Flight
12 Bis 14 Stück Mindestens Captain Wing
Bis zu 72 Schiffe Mindestens Commander Squadron

 

{mospagebreak}

 

Status

Persönlicher Status

  • Status Berechnung erfolgt zum einen durch die Gesamtzahl der Charakterpunke der Charaktere durch 10.
  • Für Sonderaktionen gibt es 1 bis 2 Statuspunkte. Z.b.Abschuß eines anderen Piloten in einem Übungskampf, wenn der Pilot 10 Statuspunkte über einem liegt.
  • Für jeden goldenen Orden Gibt es einen Permanenten Bonus von 1 Status Punkt.
  • Für jeden diamantenen Orden gibt es einen Permanenten Bonus von 3 Status Punkt.
  • Jeder Pilot in einer Staffel, bekommt 1/100 der Status Punkte der Staffel zu seinem eigenen Status hinzu. Man behält den höheren Status bei den man von einer Staffel erhalten hat.

Staffelstatus

  • Das maximale Budget ist der Gesamtstatus der Staffel x1000 pro Monat.
  • Die Summe des Status durch Charakterpunkte ist gleich dem Status der Staffel.
  • Für jedes Primäres Ziel gibt es 3-10 Statuspunkte. Für die Staffel.
  • Für jedes Sekundäres Ziel gibt 2-6 Statuspunkte. Für die Staffel.
  • Für jedes Tertiäres Ziel gibt 1-3 Statuspunkte. Für die Staffel.

 

{mospagebreak}

Ausbildungsabzeichen

Raumjäger Abzeichen

  • Dralthi Grundjäger
  • Dralthi Kampfjäger
  • Dralthi Atmosphärenjäger
  • Dralthi Erkunder
  • Dralthi Abfangjäger
  • Dralthi Bomber
  • Dralthi Jagdbomber
  • Dralthi Strike Bomber
  • Dralthi Jugger
  • Dralthi Spezial Jäger
  • Senkrecht Jäger
  • Senkrecht Bomber
  • Zeus – Kampfjäger
    • Erhält jeder Pilot Automatisch mit dem Jäger den er gerade fliegt.

Raumtransporter Abzeichen

  • UD-1
  • UD-2
  • UD-3
  • UD-4
  • UD-5
  • UD-6
  • UD-7
  • Frachter Drayman
    • Erhält jeder Pilot Automatisch mit dem Schiff das er gerade fliegt.

Sternenschiff Abzeichen

  • Modulkreuzer Surprise
  • Dreadnought Fregatte
  • SULACO -I- Fregatte
  • SULACO -II- Fregatte
  • SULACO -III- Fregatte
  • SULACO -IV- Fregatte
    • Erhält jeder Pilot Automatisch mit dem Schiff das er gerade kommandiert.

Simulator Abzeichen

  • Flugausbildung im Simulator
  • Dralthi
  • UD´s
  • Frachter
  • Sternenschiffe
    • Erhält ein Pilot wenn er mit einem Schiff beliebigen Typs Trainiert hat.

Bodenfahrzeuge

  • M577 Schwerer Panzer
  • M110 Trike
  • M190 Quad
  • M212 Laser Artillerie Panzer
  • M650 Raketenpanzer
    • Erhält jemand wenn er gelernt hat damit umzugehen. Fertigkeit: Bodenfahrzeuge +1 Pip. Spezialisierung: Fahrzeugtyp

Theoretische Abzeichen

  • Ground Control Stufe I – Raumjäger Positionszuweisung
  • Ground Control Stufe II – Zielerkennung
  • Ground Control Stufe III – Zielzuweisung
  • Ground Control Stufe IV – Freund/Feind Erkennung
    • Jede Ausbildung Dauert 2 Wochen. Für Jede Stufe gibt es +1 Pip auf Taktik und einmalig die Spez. Ground Control. Grenze bis 6w auf Taktik.
  • Flight Control Stufe I – Raumjäger Positionszuweisung
  • Flight Control Stufe II – Zielerkennung
  • Flight Control Stufe III – Zielzuweisung
  • Flight Control Stufe IV – Freund/Feind Erkennung
    • Jede Ausbildung Dauert 2 Wochen. Für Jede Stufe gibt es +1 Pip auf Taktik und einmalig die Spez. Flight Control. Grenze bis 6w auf Taktik.
  • Raumtaktik I – Raumjäger
  • Raumtaktik II – Raumjäger – Raumjäger Abwehr
  • Raumtaktik III – Raumjäger – Bodenangriffe
  • Raumtaktik IV – Raumjäger – Großkampfschiff Angriffe
  • Raumtaktik V – Raumjäger – Rettungsmissionen
    • Jede Ausbildung Dauert 2 Wochen. Für Jede Stufe gibt es +1 Pip auf Taktik und einmalig die Spez. Raumjäger. Grenze bis 6w auf Taktik.
  • Raumtaktik VI – Sternenschiffe
  • Raumtaktik VII – Sternenschiffe – Raumjäger Abwehr
  • Raumtaktik VIII – Sternenschiffe – Bodenangriffe
  • Raumtaktik IX – Sternenschiffe – Großkampfschiff Angriffe
  • Raumtaktik X – Sternenschiffe – Rettungsmissionen
    • Jede Ausbildung Dauert 2 Wochen. Für Jede Stufe gibt es +1 Pip auf Taktik und einmalig die Spez. Sternenschiff. Grenze bis 6w auf Taktik.

Körperliche Ausbildung

  • Hoch G – Manöver
  • Bodenkampf I – Grundausbildung
  • Bodenkampf II – Einzelkämpfer
  • Bodenkampf IIa – Nahkampf
  • Bodenkampf IIb – Fernkampf
  • Bodenkampf III – Elite Einzelkämpfer
  • Bodenkampf IV – Ausbilder

 {mospagebreak}

 

Orden für die Piloten

  Bronze Silber Gold Diamant
Der Leidenschaft 10 unbest. Rj. 20 unbest. Rj. 50 Unbest. Rj. 500 Unbest. Rj.
Der Effektivität 10 Assist Rj. 20 Assist Rj. 50 Assist Rj. 500 Assist Rj.
Des Helden 10 best. Rj. 20 best. Rj. 50 best. Rj. 500 Best. Rj.
Des Sternes 2 best. Sts. 5 best. Sts. 10 best. Sts. 50 Best. Sts.
Des Banners 10 Assist Sts. 20 Assist Sts. 50 Assist Sts. 500 Assist Sts.
Des Herzes 2 Unbest. Sts. 5 Unbest. Sts. 10 Unbest. Sts. 50 Unbest. Sts.
Der Humanität

2 All Rettungen

5 All Rettungen 20 All Rettungen 200 All Rettungen
Der Hilfe 2 Planeten Rettung 5 Planeten Rettung 10 Planeten Rettung 150 Planeten Rettungen
Des Sternenschweifes Besondere Leistung Außergewöhnliche Leistung Ungewöhnliche Leistung Unmögliche Leistung
Des Schildes 2 Erfolgreiche Verteidigungs Führungen 5 Erfolgreiche Verteidigungs Führungen 20 Erfolgreiche Verteidigungs Führungen 50 Erfolgreiche Verteidigungs Führungen
Des Sternenbanner 5 Schiffs Bergungen 10 Schiffs Bergungen 20 Schiffs Bergungen 50 Schiffs Bergungen
Der Schwerter 2 Erfolgreiche Angriffs Führungen 5 Erfolgreiche Angriffs Führungen 20 Erfolgreiche Angriffs Führungen 50 Erfolgreiche Angriffsführungen
Der Lanze 10 Planetare Einrichtungen Sts. 20 Planetare Einr. Sts. 50 Planetare Einr. Sts. 100 Planetare Einr. Sts.
Des Speers 10 Planetare Einr. Rj. 20 Planetare Einr. Rj. 50 Planetare Einr. Rj. 100 Planetare Einr. Rj.

 Der Befreiung

       
Des Totenschweifes 5 Zerlegte Raumjäger 10 Zerlegte Raumjäger 20 Zerlegte Raumjäger 50 Zerlegte Raumjäger
Des Weges 20 Minen 50 Minen 100 Minen

500 Minen
 

{mospagebreak}

Sold und Dienstränge

Mannschaften

  • Kadett: 1.500
  • Soldat / Private: 1.550
  • Gefreiter: 1.600
  • Obergefreiter: 1.650
  • Hauptgefreiter: 1.700

Unteroffiziere

  • Sergeant: 1.800
  • Staff Sergeant: 1.850
  • Weapons Sergeant: 1.900
  • Technical Sergeant: 2.000
  • Master Sergeant: 2.100

Offiziere

  • Fähnrich / Kadett: 1.800
  • 3rd Leutnant: 2.000
  • 2nd Leutnant: 2.100
  • 1st Leutnant: 2.500
  • Leutnant of the Flight: 2.700
  • Captain: 3.000
  • Captain of the Flight: 3.000
  • Captain of the Wing: 3.100
  • Major: 3.300
  • Major of the Flight: 3.300
  • Major of the Wing: 3.400
  • LT Commander: 3.500
  • LT Commander of the Flight: 3.500
  • LT Commander of the Wing: 3.700
  • Commander: 4.000
  • Commander of the Flight: 4.000
  • Commander of the Wing: 4.200
  • Commander of the Sqadron: 4.300
  • Colonel: 4.500
  • Colonel of the Flight: 4.600
  • Colonel of the Wing: 4.700
  • Colonel of the Sqadron: 4.800

Befehlsränge

  • Admiral: 7.000
  • Admiral of the Flight: 9.000
  • Admiral of the Wings: 11.000
  • Admiral of the Squadron: 12.000
  • Counter Admiral: 15.000
  • Great Admiral: 20.000
    • Es gelten die gleichen Ränge bei den Bodentruppen nur dass dort of the Flight, of the Wing, of the Sqadron, nicht Vorkommt.
    • Der LT of the Flight muss erst zum 1st LT befördert worden sein bevor er diesen Rang erreichen kann.

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Link Corporation

Die Link Corporation 

Die Link Corporation begann ursprünglich als Handelskonzern der zwischen den Planeten des Imperium und der anderen Sektoren Handel trieb (-70). Sie entwickelt sich aber schnell auch zu einem leistungsfähigen Produzenten von Schiffen (siehe Sulaco Fregatten und UD Serie) und dann zu einem marktbeherrschenden Element in den 10 Systemen. Damit diese nicht hemmungslos ausgebeutet wurden schlossen sich die Regierungen zusammen und bildeten eine Föderation. Die Link Corp. bildete dazu ein Gegengewicht. Doch 10 Jahre Später drohte dieses Gleichgewicht zu kippen und man schloss einen neuen Vertrag der das Zusammenleben regeln sollte. Der Föderationsrat ging dabei als Aufsichtsrat in die Link Corp. auf. Die Vertreter des Aufsichtrates werden alle 3 Jahre neu gewählt, wobei jedes System 5 Stimmen hat. Der Aufsichtsrat ist das "Moralische" Organ der Corp. und vertritt die Bürger. Es gibt noch 3 Gremien die die Aussenpolitik, Innenpolitik und die Legislatur kontrollieren. Diese Systeme haben aber immer noch den Föderativen Charakter, nur übergeordnete Interessen oder Koordinationen zwischen den Systemen kontrolliert die Corp. bei allen anderen geschicken handeln die Systeme und zumeist auch die einzelnen Planeten unabhängig.

 

{mospagebreak} 

 

Die Pilotenstaffeln der Link Corporation

1.Spezial Squad

  • Die 1. Spezial Squad Ist wohl eine Mobilsten Staffeln der Link Corp. Ihr Stützpunkt ist eine Umgebaute Frachtfregatte. Die Ultimate.
  • Lackierung Dunkel Grau und Schwarz mit dem gelben Militärabzeichen der Link Corp.
    • Snorge; 1. Ltd.; Piccolo
    • Charis; Cpt.; Detektor
    • Duncan McClintok; Cpt. Of the Wing; Follow
    • Gary; 1. Ltd.; Rocket
    • Thyron; 3rd Ltd;
    • Toran Wetowesch; 1st Ltd; Virpine
    • Nick t. Rialk; 2nd Ltd.; Big N.
    • Marusha; 1st Ltd.; MP
    • Terra; Major
    • Kro-El-Nok; 3rd Ltd.
    • Karl Marx; Commander
    • Josh Strader; 3rd Ltd.
    • Raynar; 3rd Ltd.

4.12 Attack Wing

  • Die Attack Wing ist eine Schwere Angriffsstaffel die normalerweise auf Planeten oder Raumstationen eingesetzt wird.
  • Lackierung ist Blau, Schwarz mit dem gelben Militärabzeichen der Link Corp.
    • Coxon; 3rd Ltd.; Think-R
    • Duran; 3rd Ltd.; Shouter
    • Goarin; 3rd Ltd.; Mouth
    • Nick T. Rialk; 2nd Ltd.; Big N; Er wurde erst vor kurzem in diese Staffel versetzt.
    • Ariana; 3rd Ltd.; Silence
    • Pallas Kr'thakk; 2nd Ltd.; Speedy [Sullustaner]

Death Walking

  • Death Walking wurde Ausschließlich für Spezialeinsätze gegründet.
  • Lackierung ist Grün, Rot mit dem gelben Militärabzeichen der Link Corp.
    • You; 3rd Ltd.; Swift
    • Casey; 3rd Ltd; Stealth
    • Ahaja; 3rd Ltd; Honor
    • Logan; 3rd Ltd.; Kamikaze
    • San Holo; 3rd Ltd.; Qube
    • Deasy Earthwalker; 3rd Ltd.; Hot Shot
    • Den Pfeiler; 3rd Ltd.; Lucky Man
    • Toran; 3rd Ltd.; Paranoid
    • Karl Marx; Cmd.; Maniac
    • Terbira Seitev; Cpt.; Smörebröd

 

{mospagebreak}

 

 

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Die Graphis

Die Graphis 

Die Graphis sind eine Jedi Gruppierung die sich in den Sithkriegen vor 4000 Jahren von den Sith abgespalten hat. Als sie sich abspalteten verfolgten die Sith sie gnadenlos und wenn es nicht eine fremde Rasse gegeben hätte die aufgenommen und in einen anderen Teil der Galaxie transportiert hätte würde es sie heite wohl nicht mehr geben.

So landeten die Graphis in der Maquaris Region. Sie siedelten sich in einer sehr schwierig zu erreichenden gegend dieser Region an. Mit hilfe der Ureinwohner bauten sie dort eine eigenständige Kultur auf. Auch ihre Machtfertigkeiten und ihre Technologie entwickelte sich weiter. Sie schlugen aber eher den weg der Gelehrten und Wissenschaft ein. Auf diese Art blieb von sith nicht mehr allzuviel übrig.

Heute stehen sie zwischen dem Licht und dem Dunkel. Die Grauen Lords sine in der Region eine mächtige Gruppierung greifen aber eher selten zu den Waffen und greifen auf den Planeten nicht in die Politik ein sondern sind eher Schlichter oder Richter, obwohl man nur schwer vorraussehen kann wie sie entscheiden. Ihre Urteile sind eher moralisch bewertend und nicht politisch oder dem Gesetz verpflichtet. Sie verpflichten sich nur zu einem, dem Gleichgewicht in der Macht.

In dieser Region fallen durch die schweren Ionenstürme und Spannungsfelder oft die technischen Gerätschaften aus. Deshalb hat sich dort auch eine eher Primitiv anmutende oder machtbasierte Technologie durchgesetzt. Ihre Kristalltechnologie ist komplett immum gegen Ionenstrahlung und deslhalb in der Region gefragt. Leider lassen sich teilweise diese Art der Kristalle nur von Machanwendern herstellen und sind deshalb relativ selten. Ihre defensiv Technologien sind hoch entwickelt, ihre offensiv Technologie dagegen eher armselig.

 {mospagebreak}

Ihre Technologien

Im Laufe der letzen 4000 Jahre entwickelte sich eine Technik die auf Kenntnis der Macht und die Nutzung von Kristallen basiert. In den meisten Geräten, Schiffen und Städten werden Kristallspeicher verwendet die eine gigantische Speicherkapazität haben. Ein Kristall von der grösse 1m höhe und 60cm durchmesser kann die gigantische Menge vom 10 Billionen MW Speichern fast ohne Verlust. Das ist soviel wie ein Sternzerstörer in 1 Monat an Energie erzeugt. Solche Kristalle sind aber selten und schwierig herzustellen.

Desweiteren gibt es Kristalle die Laserenergie oder Ionenenergie Speichern und direkt in Energie umwandeln. Darauf basiert ihr Energieabsorptionsschild. Es ist in der Lage die freiwerdende Energie eines Lasertreffers oder Ionentreffers zu absorbieren und in Energie umzuwandeln den ein Speicherkristall dann auffängt.

Ihre Tarntechnologie ist wohl ebenso einzigartig. Der Schirm lenkt Lichtwellen, Strahlungen oder auch Sensor Strahlen um das Schiff herum und narrt so selbst die Sensoren von Grosskampfschiffen. Der Nachteil dieser Sensoren ist allerdings das er nur auf einen bestimmten Frequenzbereich eingestellt werden kann. So kann er z.B. Lichtwellen umlenken aber gegen sensoren wäre er absolut Wirkungslos. Oder er blockiert die Sensorfrequenzbereiche (Sensoren arbeiten normalerweise in bestimmten Frequenzbereichen) währe dann aber sichtbar.

Die Frequenzabtaster die sie benutzen sind ebenfalls schwer erhältlich. Sie erlauben es festzustellen auf welchen Frequenzen aktive Sensoren arbeiten und so kann man den Schirm immer wieder neu anpassen.

 

{mospagebreak}

Ausbildungsstandart der Graphis 

Fertigkeiten: Elite bis Veteran

  • Sternenschiff: 5w+1
  • Sternenschiff Artillerie: 5w
  • Sternenschiff Deflektoren: 6w
  • Sensoren: 6w
  • Kommunikation: 4w+2
  • Astrogation: 7w+1
  • Fernsteuern: 5w
  • Kommandieren: 4w+1

 

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