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Vespus is a miniature campaign originally developed for the Wing Commander CIC's 15th birthday on August 10, 2013. The full print version of the campaign contains a stand-alone, "light" version of the WCRPG rules. This page presents the "back half" of the game's guidebook, the part that specifically contains the campaign data.

Campaign Preparation

The following section contains the materials necessary to conduct the Vespus campaign. Unless you are the GM, you should stop reading at this point; reading further will only spoil it for you and may force your GM to do something sneaky like switch up the order or strength of the individual encounters or to completely re-write individual missions.

The GM will need a copy of the rules (which shouldn’t be a problem unless something odd happens) and take the time to review them thoroughly. Plain text acts as a guide for the GM; it lets them know what is intended to happen with each of the various encounters and missions. Text that appears in italics is player information, which the GM can read aloud, paraphrase or have players read themselves if appropriate (for example if it is something a player character is saying). Underlined text contains information for the GM that should not be read aloud. The GM should thoroughly familiarize themselves with the statistics of the various craft in preparation for the campaign, especially since several non-canonical craft are utilized in the Vespus campaign. The main difference between the default stats for capital ships and the ones used in Vespus are limited to fighter complements; specifically, the following things are different:

  • TCS Bhopal, the player group's carrier, carries 8 A-18 Crossbow Medium Bombers and 8 F-71 Stiletto Light Fighters in addition to her normal compliment; players may fly these craft on their missions. She is also carrying a single SAR-13 Phoenix Shuttle, which is a non-player craft featured in Mission 4B. Bhopal will also acquire ten additional F-42 Hellcat-V Space Superiority Interceptors during the course of the campaign from her escorts Coimbra and Brak (provided that they survive Mission 1).
  • There a Dubav-class escort carrier with the Kilrathi group. In addition to her normal fighter complement, he will be carrying a Zartoth Heavy EW Fighter (which will be featured in Mission 2) and 24 extra Strakha Medium Stealth Fighters, Uprated that have been transferred over from a Bhantkara-class carrier just prior to the start of Mission 1.

Prior to the start of the campaign, the GM will need to sit down with each player and have them either select one of the campaign pilots to play or have them create one of their own. If one of the players decides to take on the role of Lieutenant Colonel "Whistler" Risko (the ship's CAG), the players will need to decide which fighters they would like to fly prior to each mission: Arrows, Hellcats, Thunderbolts, Crossbows or Stilettos. If no one chooses to play as Whistler, the GM may make a selection of their own or simply have the group fly the specific fighter type indicated in brackets for the mission. Also, each mission briefing is given by Whistler; if one of the players has taken on that role, the GM should have them read the briefing text out loud to the rest of the player group at the beginning of each mission; otherwise, the GM must assume the role themselves. Should Whistler die during the course of the campaign, the briefings will instead be delivered by Captain Codoc, Bhopal's CO.

One of the key elements of the Vespus campaign is that both the Confederation and Kilrathi groups are playing with a very limited set of resources in terms of time and materiel. If a fighter is destroyed, there will be no replacement; if a fighter's use is indicated but the corresponding force doesn't have enough of that fighter available, the GM must ignore that instance. This may mean that the balance of encounters may be greatly different than what's indicated. The GM will need to keep careful track of how many fighters both carriers have left. Bhopal is also flying with a limited amount of ordnance for her fighters and bombers; the GM will also have to keep track of this information as well. Specifically, she is carrying one hundred pieces of standard light ordnance in each category (DF, HS, IFF and ImRec) and fifty torpedoes for aviation use at the start of the campaign. Players will have to be careful about how and when they use ordnance throughout the campaign. Finally, some of the events of the later missions are dependent upon how much time has elapsed since the beginning of the campaign. The GM will need to keep careful track of this information and plan events accordingly.

Finally, aside from specific events, the progress of the player group will depend on the accumulation of mission points, which they will accumulate by destroying Kilrathi craft and by keeping Confederation craft alive. The potential number of points will be listed in the "Mission End" section of each given mission along with any victory conditions and instructions on where to go next. The GM will have to keep track of the collective score of the group as the campaign progresses; it will be the group's score after Mission 4A/4B that determines if they'll play Mission 5A (winning the campaign) or Mission 5B (losing it). In all missions, Bhopal is a mission-critical craft; its loss signals the immediate end of the campaign.

Campaign Background

This is Colonel Christopher Blair. Report to Admiral Tolwyn: the wreckage of the Concordia has been located on Vespus off the Mistral Coast. Evaluation...Total loss.

Vespus is a "might've been" campaign that attempts to chronicle the events surrounding the loss of TCS Concordia in the Vespus system in early-2669, an event that occurs sometime after the novel Fleet Action and prior to the beginning of Wing Commander III: Heart of the Tiger. Almost nothing is known about how Concordia was lost over Vespus nor how she wound up half-submerged on the planet's surface save that it happened during a rearguard action. The player's ship in Wing Commander II and a craft that is heavily featured in the Baen novels End Run and Fleet Action, Concordia's final resting place is only explained through a short paragraph in the Baen novel Heart of the Tiger. This campaign attempts to fill in some of the details of this event. Given the lack of data, however, it should be considered conjectural; player groups are welcome to put their own spin on things if they so choose.

The dateline is 2669.187, roughly two weeks before the start of Wing Commander III. The players are part of VF-119, Fireball Squadron, a group of pilots assigned to the Tallahassee-class cruiser TCS Bhopal, which is part of Confederation Task Group 68.18 based on the Yorktown-class light carrier TCS Oriskany. The campaign begins in the Cardell system, (Grills Quadrant, Enigma Sector) with TG 68.18 assigned to the mainguard fighting the Kilrathi for control over the system. During the fighting, a Kilrathi raider group attempts to slip past the Confederation defenders, which is where the action begins. Bhopal's seen heavy fighting already and things are about to get a little more desperate - it'll ultimately be the job of the players to ensure the survival of the civilian population of Vespus. Whether or not history is changed and Concordia doesn't wind up as an artificial reef will be up to them...

Vespus System

Vespus is a star system located along the central coreward edge of the Grills Quadrant of Enigma Sector. It's Confederation territory and home to one major port of call: Vespus (also known as Vespus Prime or Vespus II), a pleasure world. Vespus Prime is a larger Confederation colony; it's home to approximately five million Confederation citizens and is renowned as one of the Confederation's major resort worlds, much like Xanadu in Vega Sector and Jolson in Gemini. One of the more well-known areas of the planet is the Mistral Coast, located just within the bounds of the planetary tropical zone; its sandy beaches and pristine shoreline draw in close to ten million tourists every year and its sheer length ensures a degree of privacy to those who seek it. The planet's primary exports are (like most Pleasure Worlds throughout the Confederation) games, movies and pornchips; in particular it is well known as home of the famous "Things Gone Wild"™ series. The system is a major Confederation crossroads three jumps from Sol with direct links to such strategic systems as Cardell, Speradon, Heaven's Gate and Ella, the last of which is (of course) home to Ella Superbase.

The system's configuration is fairly unremarkable. It contains a single asteroid belt located at an average distance of 0.092 AU from the primary; this corresponds to the star's Roche Limit and was probably formed by the disintegration of a small carbonaceous planetoid. There are five planets in the system and one dwarf planet. Of the planets, two of them are gas giants in the system's outer reaches; these worlds are the only planets in the system to have any significant moons. The system contains seven jump points in total, connecting to the Hillerman, Heaven's Gate, Speradon, Pembroke, Cardell, Canarus and Ella systems.

For purposes of the campaign as it is written, there are two critical distances the GM must be concerned about: the distance from the Cardell Jump Point to Vespus Prime and the distance from Vespus Prime to the Ella Jump Point. At the time of the campaign, the Cardell Jump Point will be located 121,650,000 kilometers from Vespus Prime. The Ella Jump Point, which is located at Vespus Prime's L2 point, is a mere 1,500,000 kilometers away; Vespus Prime will be blocking the direct path between the two jump points.

The remaining information on the system provided below is intended for purposes of flavor; GMs may share this information with the players if they so choose. The data may also be used in the event that a GM wishes to mix things up a little bit. Most pieces of specific planetary data have not been provided due to the nature of the campaign as written; GMs are welcome to "fill in the gaps" on their own if such data becomes relevant.

Jump Point Reference on 2669.187.

  • Hillerman: L3, Daedalion (Third Quadrant, ~8.667 AU†)
  • Heaven's Gate: L5, Lucifer (First Quadrant, 0.147 AU)
  • Speradon: L4, Ceyx (Third Quadrant, 4.333 AU)
  • Pembroke: L3, Ceyx (Fourth Quadrant, ~4.333 AU†)
  • Cardell: L4, Lucifer (Third Quadrant, 0.147 AU)
  • Canarus: L4, Astraeus (Second Quadrant, 1.629 AU)
  • Ella: L2, Vespus Prime (Third Quadrant, 0.968 AU)

Jump Points located at planetary L2/L3 of Daedalion and Ceyx are listed as approximations due to lack of planetary radii data.

System Profile on 2669.187.

  • System Primary
    • G6V, Mass 0.98 solar, Luminosity 0.84 solar, Temperature 0.91 solar, Roche Limit 0.092 AU, Tidal Lock Radius 0.596 AU, Inner Ecosphere Radius 0.752 AU, Outer Ecosphere Radius 1.100 AU, Frost Line Radius 1.558 AU, Outer Planetary Limit 39.200 AU, Surface Gravity 27.07 G, Surface Temperature 5,257.98 K, Absolute Luminosity 3.309*1026 W, Absolute Mass 1.949*1030 kg.
  • Planetary Configuration
    • Asteroid Belt, Inner Edge 0.092 AU, Outer Edge 0.094 AU.
    • Lucifer (Vespus 1), Molten Planet, 0.147 AU Distant / Second Quadrant, Tidally Locked, Retrograde Rotation.
      • Jump point at L4 - Cardell, Grills Quadrant, Enigma Sector.
      • Jump point at L5 - Heaven's Gate, Grills Quadrant, Enigma Sector.
    • Vespus Prime (Vespus 2), PSC 19 Liquid Planet, 0.958 AU Distant / Third Quadrant, Density 0.8 Earth, Volume 1.49*1021 m3, Radius 7,085.42 km, Mass 6.57*1024 kg (1.10 Earths), Surface Gravity 0.89 G, Orbital Period 0.947 Earth years, Sidereal Rotation Period 26 hr / Standard Rotation, Axial Tilt 16°, Atmosphere (Moderate): Nitrogen/Oxygen, Hydrosphere (71%): Water, Lithosphere (1%): Borax/Zinc/Silver, Biodensity 100%, Categorical Temperature: Arctic to Searing, Light Vulcanism/No Seismicity/Moderate Global Weather, Value ¤-5,000.
      • Surface Communities: 1 Metropolis, 2 Large Cities + smaller communities (Average Planetary Population 4,987,635 Terrans).
      • Jump point at L2 - Ella, Vearrier Quadrant, Sol Sector.
    • Astraeus (Vespus 3): Frozen Planet, 1.629 AU / First Quadrant.
      • Jump point at L4 - Canarus, Vearrier Quadrant, Sol Sector.
    • Ceyx (Vespus 4): Frozen Dwarf Planet, 4.333 AU /Second Quadrant.
      • Jump point at L3 - Pembroke, Grills Quadrant, Enigma Sector.
      • Jump point at L4 - Speradon, Grills Quadrant, Enigma Sector.
    • Daedalion (Vespus 5), Gas Giant, 8.667 AU / First Quadrant.
      • Jump point at L3 - Hillerman, Grills Quadrant, Enigma Sector.
      • +2 less significant moonlets.
    • Chione (Vespus 5.1), Rock Moon, Tidally Locked.
    • Erytheia (Vespus 6), Gas Giant, 14.733 AU / Second Quadrant.
      • +22 less significant moonlets.
    • Aegle (Vespus 6.1), Frozen Moon, Tidally Locked.
    • Arethusa (Vespus 6.2), Rock Moon, Tidally Locked.
    • Erytheis (Vespus 6.3), Rock Moon, Tidally Locked.
    • Hesperia (Vespus 6.4), Frozen Moon, Retrograde Rotation.

Mission 1: The Great Cardell Turkey Shoot

Each mission "begins" with a brief conversation between Bhopal's chief tech, Walter "Wingnut" Diring, and Lieutenant Colonel "Whistler" Risko. This text can either be used or ignored by the GM as they choose; should Whistler die during the course of the campaign, it should be ignored. It is meant as a means of adding a bit of flavor to the campaign and to convey parts of its story.

Interlude

GM: TCS Bhopal, Main Hangar Bay, Dateline: 2669.187, 1243 Hours.

Whistler: Chief, wuddya' know?

Wingnut: Having Another Fine Navy Day. Your boys keep bringin' me back dinged up birds and my whole section of d.c. dinks have been assholes and elbows for three days straight now trying to keep 'em up and runnin'.

Whistler: You know, you really shouldn't swear in front of an officer...

Wingnut: Dilligaf, Colonel? I swear I keep it clean for the Skipper and our beloved XO. If I make an exception in your case, it's because you're not a total FOD who flails every time you go to take a combat dump. I'd appreciate it if you didn't mention those last two statements to the XO, of course...

Whistler (chuckling): Wouldn't dream of it.

Wingnut: So, what's the latest scuttlebutt on the Cats?

Whistler: Things are still pretty thick up by the Orsini jump point. Oriskany's bombers are slowly but surely thinning out the Cats. At least, that was the case up until about five minutes ago.

Wingnut: Lemme guess - you need your birds ready for yet another boondoggle.

Whistler: Yep. Think you can have 'em ready to go in twenty for once?

Wingnut: Just lemme know which ones and I'll see if I can get this bunch of no loads to bag 'em and tag 'em.

Whistler: Thanks, Chief.

Wingnut: No prob. Just make sure you flyboys bring 'em back intact for once...

Briefing

The GM will begin the mission by reading the following text: GM: We begin in Fireball Squadron's ready room aboard TCS Bhopal, the remaining members of VF-119 filing into the room. Fighting has been intense in the last few days; the weariness of the group is palpable, but so is their resolve. Lieutenant Colonel Risko, the ship's wing commander, strides up to the briefing podium. He begins speaking before he reaches it.

LCOL Risko: At ease, folks; we haven't got much time to spare for formalities on this one.

GM: The group as a whole settles into their seats.

LCOL Risko: Approximately twenty minutes ago, we received a report from a patrol off of our escort TCS Brak that a full Kilrathi battle group had been spotted in close proximity to the jump point to the Vespus star system. How they got past our defensive line is unclear, though we suspect they may have snuck in from Morpheus while our attention was on the main Kilrathi group near the Orsini jump point. That doesn't really matter at the moment; what does matter is that these ships are here and that they appear to be headed for Vespus. Our unit is in the area and Commodore Gillbard wants us to at least slow them down a bit. So here's the plan:

Mission1 map

Mission 1 Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

LCOL Risko: We're here, approximately 100,000 kilometers from the Vespus jump point. We're stopped at the moment because we have a unique opportunity to try out a relatively new technology, a Confederation cruise missile. As you are all aware, the Kilrathi used a similar technology during the Battles of Sirius and Earth to devastating effect and they have reportedly adapted the technology for use against capital ships. The techies are still working out some of the kinks with our missiles but at the moment they represent our best chance of stopping the Kilrathi task group, located about five thousand klicks from the jump point at last report. In approximately five minutes, our Task Unit will launch the missiles we have available towards the Kilrathi group, with the objective of neutralizing as many enemy capital ships as possible. Even if the missiles had reliable tracking systems - which they don't - it's unknown how many would get shot down while trying to get through. That's where we come in. Rho Wing will consist of...

At this point the Colonel will list off the callsigns of the pilots assigned to the mission (the player characters). If the Colonel himself is amongst the players, he'll simply refer to "myself".

LCOL Blakely: Rho will be taking [Thunderbolts] out for this hop.

If Crossbows are selected, read the following text aloud:  You will be escorted by Sigma Wing flying Thunderbolts.

Otherwise, read this text out loud: You will escort Sigma Wing in our contingent of Crossbows.

In all cases, continue reading here: I am vastly aware of the fact that the new Kilrathi fighter designs all easily outclass the 'bows, but at the moment they're all that we have as far as a reusable strike platform is concerned and we're fortunate to have them. The Crossbows will act as a main sensor platform for our missiles. Our missiles will launch and then link up with a pre-designated control ship; they will not accelerate to attack velocity until a final target has been selected. Rho and Sigma will fly together to the Kilrathi group, defend the missiles from any opposing forces and allow them to neutralize as many targets as possible. After the missiles have detonated, the Crossbows will make additional secondary strikes as necessary.

If Rho is flying Thunderbolts, read this text: Rho will be armed with torpedoes; feel free to join in the mop-up if the opportunity arises.

In all cases, continue reading here: There is a Confederation Task Unit already in the Vespus system, so we are not interested in a clean sweep. Once the missiles have detonated and all available torpedoes have been expended, disengage and get back to base as quickly as possible. Escort ships, keep the Cats off the 'bows at all costs. Stay sharp out there; let's everybody come home from this one. Pilots, man your planes; dismissed.

GM: Colonel Risko immediately steps down from the podium, the assigned pilots following immediately behind. Within minutes, Rho and Sigma Wings are given the go for launch.

Mission Start

Disposition of Forces:

  • Rho Wing (VF-119/Q)
  • Sigma Wing (VF-119/R)
  • Task Unit 68.18.3
    • CA-495 TCS Bhopal (Tallahassee-class Cruiser)
    • CL-398 TCS Zwedru (Savannah-class Light Cruiser)
    • DD-1569 TCS Coimbra (Southampton-class Destroyer)
    • DD-2384 TCS Brak (Southampton-class Destroyer)
    • FF-2255 TCS Elysia (Caernaven-class Frigate)
    • FF-2269 TCS Highland (Caernaven-class Frigate)

As the mission begins, the GM should read the following text aloud: Mot: Rho and Sigma Wings, this is your Mot speakin'. Be advised that we're launchin' our missiles now. Good luck out there; be sure to kick those bloody Cat wankers square in the bollocks for me, willya?

It will take approximately one minute for all the missiles to link up with their designated control craft. The number of missiles deployed will depend on the size of the Crossbow group, as follows:

  • 2 Crossbows: 24 Missiles; each Crossbow controls 12 Missiles.
  • 3 Crossbows: 24 Missiles; each Crossbow controls 8 Missiles.
  • 4 Crossbows: 24 Missiles; each Crossbow controls 6 Missiles.
  • 5 Crossbows: 25 Missiles; each Crossbow controls 5 Missiles.
  • 6 Crossbows: 24 Missiles; each Crossbow controls 4 Missiles.
  • 7 Crossbows: 28 Missiles; each Crossbow controls 4 Missiles.
  • 8 Crossbows: 24 Missiles; each Crossbow controls 3 Missiles.

The missiles will travel at the same rate of speed as the Crossbows and will follow behind them at a range of 2,000 kilometers.

Rho and Sigma Wings will come across an inbound Kilrathi strike group at 35,000 kilometers from Bhopal. Three fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 1 min, 36 sec.
  • Hellcats: Time of transit - 2 min, 32 sec.
  • Thunderbolts: Time of transit - 2 min, 47 sec.
  • Crossbows: Time of transit - 2 min, 55 sec.
  • Stilettos: Time of transit - 1 min, 40 sec.

Intercept (Hidden Nav)

Looks like the Cats had the same idea...

Disposition of Forces:

  • Rho Wing (VF-119/Q)
  • Sigma Wing (VF-119/R)
  • Kilrathi Attack Group†
Encounter at Hidden Nav Point‡
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 1 Paktahn 1 Paktahn, 2 Darkets 2 Paktahns, 1 Darket 2 Paktahns, 3 Darkets 2 Paktahns, 5 Darkets 2 Paktahns, 7 Darkets 3 Paktahns, 5 Darkets
Hellcats 1 Paktahn, 1 Darket 1 Paktahn, 3 Darkets 2 Paktahns, 2 Darkets 1 Paktahn, 8 Darkets 3 Paktahns, 3 Darkets 3 Paktahns, 5 Darkets 4 Paktahns, 4 Darkets
Thunderbolts 1 Paktahn, 2 Darkets 2 Paktahns, 1 Darket 2 Paktahns, 4 Darkets 3 Paktahns, 3 Darkets 3 Paktahns, 6 Darkets 4 Paktahns, 5 Darkets 4 Paktahns, 8 Darkets

†In addition to all craft indicated, there are half-a-dozen capship missiles with the Kilrathi group.
‡The disposition of the Kilrathi group will depend on the composition of the escort wing, regardless of the number of Crossbows present.

The GM should read the following text out loud: You're about 35,000 clicks from Bhopal when your radar lights up. Paktahns!! And it looks like the Cats have launched a capship missile strike of their own!!

Neither group is interested in a furball at this point, but both will quickly realize each other's intentions. The Darkets will go after the Confederation missiles for the first ten rounds of combat, after which their attention will switch to the Crossbows. If at any point a Paktahn comes under attack, the Darkets will switch over to pursue the attacker and will switch back to their previous target once it has been eliminated. The Paktahns will maneuver only to defend themselves, otherwise they'll continue on course. The same goes for the Kilrathi missiles. Note that the Kilrathi are not using Skippers at this point; they won't be revealed until later in the campaign.

It is assumed that any Paktahn or missile that leaves the encounter eventually makes it to the Confederation Task Group. At the end of the encounter, the GM should make a concealed 1d5 roll; the result is the number of missiles that are shot down in Bhopal's vicinity. Any remaining missiles will automatically destroy at least one craft in the group. A second roll may be done for the surviving Paktahns; a second concealed 1d5 roll should be made for each surviving Paktahn to determine the number of torpedoes that hit targets. To determine which ships are hit, the GM may make another concealed 1d5 roll and use the chart below.

  • 1: Coimbra
  • 2: Brak
  • 3: Zwedru
  • 4: Elysia
  • 5: Highland
    • Bhopal will replace all destroyed targets; its destruction will automatically end the campaign.

Nav 1 is 65,000 kilometers from the interception point. Five fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 58 sec.
  • Hellcats: Time of transit - 4 min, 43 sec.
  • Thunderbolts: Time of transit - 5 min, 10 sec.
  • Crossbows: Time of transit - 5 min, 25 sec.
  • Stilettos: Time of transit - 3 min, 6 sec.

Nav 1

Smoke 'em if you see 'em...

Disposition of Forces:

  • Rho Wing (VF-119/Q)
  • Sigma Wing (VF-119/R)
  • Beta Wing - (VF-69/B)
    • 2 F-42 Hellcat Space Superiority Interceptors (piloted by Testes and Snakehead)†
  • Kilrathi Task Group
    • 1 Bhantkara-class Super Carrier
    • 2 Fralthi-II-class Cruisers
    • 2 Fralath-class Escort Cruisers
    • 2 Ralaxath-class Heavy Destroyers
    • 4 Ralarrad-class Light Destroyers
    • 6 Kamrani-class Corvettes
    • 4 Sha'kar-class Transports
  • Kilrathi Combat Air Patrol
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 2 Dralthi 2 Vaktoths 1 Vaktoth, 3 Dralthi 1 Vaktoth, 4 Dralthi 1 Vaktoth, 5 Dralthi 3 Vaktoths, 3 Dralthi 3 Vaktoths, 4 Dralthi
Hellcats 1 Vaktoth, 1 Dralthi 4 Dralthi 5 Dralthi 2 Vaktoths, 3 Dralthi 1 Vaktoth, 6 Dralthi 3 Vaktoths, 4 Dralthi 5 Vaktoths, 2 Dralthi
Thunderbolts 3 Dralthi 1 Vaktoth, 3 Dralthi 2 Vaktoths, 3 Dralthi 1 Vaktoth, 6 Dralthi 2 Vaktoths, 6 Dralthi 3 Vaktoths, 6 Dralthi 7 Vaktoths, 1 Dralthi

†The Hellcats begin the encounter with 50% of their maximum AHP in all arcs.

The GM should read the following text aloud: As the Kilrathi Battle Group comes into sight and blips of red start showing up on the radar, you receive a hail.

Testes: Strike Group, this is Bravo Wing. Be advised that the Cats started jumping hulls about six minutes ago; I've counted a Dubav and two heavy destroyers through so far with more lining up to go. Me and my wingman are getting slammed hard; we need to bug out. If you can spare some folks to cover us while we disengage, we'd sure appreciate it.

The Kilrathi aren't actually going to jump their whole force through - they're sending a heavy raiding group to attack Vespus. Most of the capships are there to guard the jump point and discourage pursuit. The next ship to attempt to jump will be one of the Fralaths, followed by two of the Ralarrads and ending with three of the Kamranis; no other ships will jump once these ships are through. The Fralath is at the jump point already and each subsequent ship to jump will begin moving towards its position at the beginning of the encounter. The Fralath will jump through after three rounds and each subsequent ship will jump through at a rate of one ship every five rounds.

Every five rounds, the Bhantkara will launch two more fighters into the combat action. These will be Darkets, Dralthi or Vaktoths only. If the Bhantkara is destroyed, the Fralthi-II will take over this job, launching one fighter per minute (ten rounds). Both ships may only launch a number of fighters up to their standard compliment (minus what was present at the onset of the encounter and the ships that were encountered at the Interception point). The Bhantkara is not carrying Strakhas during this action and will not launch any Paktahns it may be carrying.

The enemy fighters already located at the jump point will go after Beta Wing for the first three rounds of combat before switching their focus onto the incoming missiles. Likewise, the capital ships will focus on eliminating the missiles over all other priorities. Bombers will be targeted next and escorts last.

To lock a missile onto a target, a Crossbow will need to target a Kilrathi ship and wait five rounds, during which time they may not target any other craft (though they may fire Guns if they are readied or if used as part of an Opportunity Attack). The ordnance will automatically lock on after five rounds are over; no check will be required. Missiles can be shot down before they are locked onto a target.

The players may retreat from this combat action at any point either by eliminating all enemy forces or by moving far enough away from the Kilrathi group. Though the point is to cause as much destruction as possible, the Kilrathi will not pursue the players past twenty range increments from the jump point. The GM should keep track of the total SI of the Kilrathi group as well as the number of torpedoes expended.

Bhopal is 100,000 kilometers from Nav 1. Seven fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 4 min, 34 sec.
  • Hellcats: Time of transit - 7 min, 15 sec.
  • Thunderbolts: Time of transit - 7 min, 56 sec.
  • Crossbows: Time of transit - 8 min, 20 sec.
  • Stilettos: Time of transit - 4 min, 46 sec.

Mission End

Whether the Cats are dead or not, it's time to head back to the boat.

Disposition of Forces:

  • Rho Wing (VF-119/Q)
  • Sigma Wing (VF-119/R)
  • Task Unit 68.18.3†
    • The Task Unit will include all ships not destroyed after the Intercept point encounter.

The GM should read the following text aloud: As the ships of the Task Unit come back into sight, Bhopal hails you.

Mot: Well, I hope you boyos bagged the whole bloody shiteload of Cats. Those plonkers on Oriskany have evolved a royal leapex for our boat: we're going after the Cats that have already jumped with the ones you didn't bag still sittin' on the jump point!! Get aboard and have a kip; if our holes aren't all nip in the void an hour from now, you'll be out again today for sure.

Landing simply requires a successful Vehicle Piloting Check; pilots will bolter and have to make another attempt on a failed Check. On a critical failure of the Check, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Bhopal, but there's not much point in doing that other than for flavor and for prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

Campaign Points are awarded for completing the following goals:

  • 20 points: Kill Bhantkara.
  • 10 points: Kill Fralthi-IIs/Fralaths.
  • 8 Points: Zwedru survives.
  • 5 Points: Kill Ralaxaths or RalarradsCoimbra and Brak survive.
  • 2 Points: Kill Kamranis, Shakars or Paktahns; Elysia and Highland survive; each Crossbow that survives.
  • 1 Point: Kill Darkets, Dralthi or Vaktoths; all other friendly fighters that survive.

Mission 2: A Dance with the Devil

Interlude

Whistler: Chief, what's the damage?

If all fighters/bombers came out without permanent damage in Mission 1, read this: Wingnut: Not a single bird dinged; chalk that one up to some PFM on the part of you flyboys. I should complain more often.

If at least one fighter/bomber had armor damage in Mission 1, read this: Wingnut: Pretty sure I mentioned something about making sure your boys didn't ding up any more of my birds. Might have to cann a couple to keep the rest running before everything's all said and done.

If at least one fighter/bomber suffered core damage in Mission 1, read this: Wingnut: Might have us a few new hangar queens to cann; only way I can think of to polish that particular turd.

In all cases, read here next: Wingnut: We'll have your birds tagged and bagged by the time you need 'em again. Hell of a ride we just went through; how's the group?

The GM should count up the total SI of the remaining Kilrathi capital ships from Mission 1. One ship in the Task Group is lost if the final SI is between 200,000-300,000 points, two ships are lost between 300,000-400,000 points and three ships are lost if the final SI is over 400,000 points. To determine what ships are destroyed, the GM may make a concealed 1d5 roll and use the chart below.

  1. Coimbra
  2. Brak
  3. Zwedru
  4. Elysia
  5. Highland

If a ship is indicated to be destroyed that has already been destroyed, roll again. Read the following text: Whistler: Wound up losing [list the ships destroyed]. Could've been worse I suppose; they could've sent Paktahns after us while we were rigged for jump. Then we'd all been cooked as likely as not.

If no ships were destroyed, read this instead: Whistler: Got through a little cooked but everybody made it. Could've been a lot worse; they could've sent Paktahns after us while we were rigged for jump. Then we'd all been fragged as likely as not.

In either case, continue here: Wingnut: Could've sent Strakhas; then it would've been tarfu time. You see any of them?

Whistler: Now that you mention it, no.

Wingnut: Oh, that really gives me a warm and fuzzy...

Whistler: Yeah. I'd like to think we're just catching a break for once - no Strakhas, early detection of the enemy fleet after the jump - but that would be contrary to what I know about the Cats.

Wingnut: Yeah, that sounds like the beginnings of a nascent Charlie Foxtrot. Speaking of, Mot's been shooting off her mouth classifying our current evolution as a leapex.

Whistler: I wish, Chief... you know what'll happen if the Cats hit Vespus Prime, right?

Wingnut: Shit yeah... five million crosses in the ground, that's what...

Briefing

If Coimbra has survived to this point, Goddess and Longlegs become available as selectable pilots at this point. If Brak has survived to this point, Testes and Snakehead become available as selectable pilots at this point.

The GM will begin the mission by reading the following text: GM: It's been ninety minutes since the last plane landed on the deck. Colonel Risko takes the podium, a sullen look on his face.

If one or more ships were destroyed in Mission 1, or if ships were lost between Mission 1 and Mission 2, begin with this text: Whistler: Well, this last hour could have been a hell of a lot better. No doubt by now you all have heard about the losses we've sustained. I've got a feeling that by this time is over we're going to need all the resources we can get our hands on - I don't want to lose any more capships. Our support is going to be limited for these next few hops, so I'll be expecting the very best out of every last one of you from here on out. Here's our sitrep.

Otherwise begin with this text: Alright people. First thing's first: because we might need them on a moment's notice, the flight wings from our escorts Coimbra and Brak have been transferred over temporarily. Now, I know this will mean a tighter than normal landing area on the deck. Deal with it. Next: It has come to my attention that certain members of the Comms division have labeled our current operation a 'leapex'. Let me assure you that what we're doing is neither stupid nor useless; quite the contrary. It is true that we will have limited support for the next few hops; that just means that I'll expect the very best out of every last one of you. So with that out of the way, here's the sitrep.

Mission2 map

Mission 2 Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

In either case, continue here: Whistler: We've made the jump to the Vespus system. Our current position is currently at this point, a little less than 0.15 AU from the system's primary in close proximity to the planet Lucifer. Our scanners have picked up the Kilrathi group at this point, approximately two hundred thousand klicks from our present location. Commodore Gillbard has ordered the Skipper to assume that the Kilrathi group in this system will attempt some kind of raid on Vespus Prime, located about four-fifths of an AU from here. We know they jumped a pair of heavy destroyers; these ships are known to carry sixteen cruise missiles apiece, so their goal is likely to be to inflict heavy casualties on the planet's populace. Given the recent changes in Kilrathi strategy - namely their recent use of strontium-90 warheads - it is possible that they mean to render the planet completely uninhabitable. (beat) Our earlier intelligence was correct and there is a Confederation task unit in the area, but it turns out it's a small group of mostly older ships: the fleet carrier Concordia, a pair of old Gilgamesh-class destroyers and a transport. Concordia's currently serving as a training and patrol ship; most of her fighter squadrons have been reassigned to other active combat units. It's our understanding that they have at most an operational squadron of F-98s aboard. They might be useful for point defense of the planet, but naturally we don't want the Kilrathi to get anywhere close to Vespus if it can at all be helped. That's why we're here. Zeta Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is amongst the players, he'll simply refer to "myself".

Whistler: You'll be flying [Hellcats] for this hop.

If Crossbows are selected and Testes and Snakehead are available, read this text: Whistler: Eta Wing, a pair of Hellcats from Brak, will be playing escort for your wing.

If any other fighter type is selected and Testes and Snakehead are available, read this text: Whistler: Zeta will be joined by two Hellcats based off of Brak.

If Crossbows are not selected in all cases, continue reading here: Whistler: You will be escorting Eta Wing, a trio of our Crossbows piloted by... The Colonel will list off the pilots flying the 'Bows; if he's among them, he'll simply refer to "myself".

In all cases, continue here: Whistler: Our mission is simple: we pinpoint the location of the raiders and eliminate them. Fortunately, the Cats seem to be making it easy on us for a change; we've picked up strong Kilrathi inter-ship communication signals roughly 200,000 klicks ahead of our position. We should assume there will be fighter cover; escorts, stick close to the bombers. Don't get drawn into a furball if you can help it. The lives of five million Confederation citizens may ride on whether or not we can intercept the Kilrathi before they reach striking distance. Let's do our job so we can get back to the main fight. Stay sharp out there. Squadron dismissed.

GM: The pilots stand to attention as the Colonel leaves the podium. Within minutes, Zeta and Eta Wings launch from Bhopal's flight deck.

Mission Start

Disposition of Forces:

  • Zeta Wing (VF-119/F)
  • Task Unit 68.18.3

The GM should read the following text aloud: Lieutenant Sharvan comes on the comm almost as soon as you clear the tube.

Mot: Zeta Wing, your bogeys bear oh-three-five, demons twenty, range two hundred thousand klicks. Science Division says they're pickin' up some odd readin's from that general direction. Can't tell if there's any shenanigans goin' on or not, but you be watchin' out anyway.

Nav 1 is 200,000 kilometers from the Task Unit. Fourteen fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 9 min, 8 sec.
  • Hellcats: Time of transit - 14 min, 30 sec.
  • Thunderbolts: Time of transit - 15 min, 52 sec.
  • Crossbows: Time of transit - 16 min, 40 sec.
  • Stilettos: Time of transit - 9 min, 31 sec.

Nav 1

This is where the players get the first indication that something's not quite on the level.

Disposition of Forces:

  • Zeta Wing (VF-119/F)
  • Kilrathi Ambush Group†
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 3 Strakhas 4 Strakhas 6 Strakhas 7 Strakhas 8 Strakhas 10 Strakhas 11 Strakhas
Hellcats 3 Strakhas 5 Strakhas 6 Strakhas 8 Strakhas 10 Strakhas 11 Strakhas 13 Strakhas
Thunderbolts 4 Strakhas 6 Strakhas 8 Strakhas 10 Strakhas 12 Strakhas 14 Strakhas 16 Strakhas
Crossbows 1 Strakha 1 Strakha 1 Strakha 2 Strakhas 2 Strakhas 3 Strakhas 3 Strakhas

†The Kilrathi only appear if the Confederation group decides to return to Bhopal.

The GM should read the following text aloud: As your nav computer clicks off, you begin scanning for the Kilrathi fleet but your scopes remain clear.

The characters may conduct a Technology Check at this point or contact Bhopal to get updated information on the interception point with the Kilrathi group. In either case, they'll receive information that the Kilrathi group is located another fifty thousand kilometers downrange and their navigational computers will be updated based on this information. In both cases, the characters and Bhopal are in fact picking up the transmissions of a Zartoth electronic warfare fighter whose purpose is to draw the Task Unit away from the real Kilrathi raiding group; the Kilrathi group is in fact nowhere nearby.

Any character may bring up the notion of there being a Zartoth out there playing tricks; the character of Testes will definitely do this if no one else does it first. At that point the flight leader may decide either to check to see if this can be discerned or not, or just proceed to the next nav point. If they elect to check, each pilot in the group will conduct a Distress Check with unfavorable circumstances to run an electronic counter-countermeasure (ECCM) routine. Successful Checks by two pilots in the flight will be sufficient to expose the ruse. Once exposed, Bhopal will order all fighters back to base.

Should the characters decide to return to base or are ordered to do so, the Kilrathi will launch one final delaying tactic: to ambush the characters with Strakha fighters. All characters will need to make Technology Checks; those who fail are subject to a surprise round against them. The Kilrathi will try to waste all the ships in the wing, focusing first on any Crossbows and then lighter fighters in the group. The enemy forces will be 10,000 kilometers behind the lead ship in the player group. The only way the characters can fail the mission at this point is if they all die.

Nav 2 is 50,000 kilometers from Nav 1. Four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 17 sec.
  • Hellcats: Time of transit - 3 min, 37 sec.
  • Thunderbolts: Time of transit - 3 min, 58 sec.
  • Crossbows: Time of transit - 4 min, 10 sec.
  • Stilettos: Time of transit - 2 min, 23 sec.

Bhopal is 200,000 kilometers away; a return at this point expends fourteen fuel points regardless of the fighter type:

  • Arrows: Time of transit - 9 min, 8 sec.
  • Hellcats: Time of transit - 14 min, 30 sec.
  • Thunderbolts: Time of transit - 15 min, 52 sec.
  • Crossbows: Time of transit - 16 min, 40 sec.
  • Stilettos: Time of transit - 9 min, 31 sec.

Nav 2

The Cats have moved the goal posts once again...

Disposition of Forces:

  • Zeta Wing (VF-119/F)
  • Kilrathi Ambush Group†
Encounter at Nav 2
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 4 Strakhas 7 Strakhas 9 Strakhas 11 Strakhas 13 Strakhas 16 Strakhas 18 Strakhas
Hellcats 5 Strakhas 8 Strakhas 10 Strakhas 13 Strakhas 15 Strakhas 18 Strakhas 20 Strakhas
Thunderbolts 6 Strakhas 9 Strakhas 12 Strakhas 16 Strakhas 19 Strakhas 22 Strakhas 24 Strakhas
Crossbows 1 Strakha 2 Strakhas 2 Strakhas 3 Strakhas 4 Strakhas 4 Strakhas 5 Strakhas

†The Kilrathi only appear if the Confederation group moves to return to Bhopal.

The GM should read the following text aloud: Your nav computer clicks off for nav two. Your scopes are once again clear.

The characters may conduct a Technology Check at this point or contact Bhopal to get updated information on the interception point with the Kilrathi group. In either case, they'll receive information that the Kilrathi group is located yet another fifty thousand kilometers downrange.

As with the first nav point, any character may bring up the notion of there being a Zartoth out there playing tricks; the character of Testes will definitely do this if no one else does it first (and will be more vehement about it than he was at Nav 1). At that point the flight leader may decide either to check to see if this can be discerned or not, or just proceed to the next nav point. If they elect to check, each pilot in the group will conduct a Distress Check with unfavorable circumstances to run an electronic counter-countermeasure (ECCM) routine. Successful Checks by two pilots in the flight will be sufficient to expose the ruse. Once the ruse is exposed, Bhopal will order all fighters back to base.

Should the characters decide to return to base or are ordered to do so, the Kilrathi will launch one final delaying tactic: to ambush the characters with Strakha fighters. All characters will need to make Technology Checks; those who fail are subject to a surprise round against them. The Kilrathi will try to waste all the fighters in the wing, focusing first on any Crossbows and then lighter fighters. The enemy forces will be 8,000 kilometers behind the lead ship in the player group. The only way the characters can fail the mission at this point is if they all die.

Nav 3 is 50,000 kilometers from Nav 2. Four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 17 sec.
  • Hellcats: Time of transit - 3 min, 37 sec.
  • Thunderbolts: Time of transit - 3 min, 58 sec.
  • Crossbows: Time of transit - 4 min, 10 sec.
  • Stilettos: Time of transit - 2 min, 23 sec.

Bhopal is 250,000 kilometers away; a return at this point expends seventeen fuel points regardless of the fighter type:

  • Arrows: Time of transit - 11 min, 25 sec.
  • Hellcats: Time of transit - 18 min, 7 sec.
  • Thunderbolts: Time of transit - 19 min, 50 sec.
  • Crossbows: Time of transit - 20 min, 50 sec.
  • Stilettos: Time of transit - 11 min, 54 sec.

Nav 3

A bit more of the same. Folks really oughta be getting suspicious at this point.

Disposition of Forces:

  • Zeta Wing (VF-119/F)
  • Kilrathi Ambush Group†
Encounter at Nav 3
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 6 Strakhas 8 Strakhas 11 Strakhas 14 Strakhas 17 Strakhas 20 Strakhas 22 Strakhas
Hellcats 6 Strakhas 10 Strakhas 13 Strakhas 16 Strakhas 19 Strakhas 22 Strakhas 24 Strakhas
Thunderbolts 8 Strakhas 12 Strakhas 16 Strakhas 19 Strakhas 23 Strakhas 24 Strakhas 24 Strakhas
Crossbows 1 Strakha 2 Strakhas 3 Strakhas 4 Strakhas 4 Strakhas 5 Strakhas 6 Strakhas

†The Kilrathi only appear if the Confederation group moves to return to Bhopal.

The GM should read the following text aloud: The void remains free of Kilrathi craft once again as your auto-pilot clicks off for Nav Three.

The characters may conduct a Technology Check at this point or contact Bhopal to get updated information on the interception point with the Kilrathi group. In either case, they'll receive information that the Kilrathi group is located yet another fifty thousand kilometers downrange. This is the last time the Zartoth will bother to try and fool the characters; should they proceed to the next nav point, it's guaranteed the Confederation group will not be able to catch up with the Kilrathi before they can launch a strike on Vespus Prime, which is their primary goal in the system.

As with the first two nav points, any character may bring up the notion of there being a Zartoth out there playing tricks; the character of Testes will definitely do this if no one else does it first (and will be practically insistent upon it at this point). At that point the flight leader may decide either to check to see if this can be discerned or not or just proceed to the next nav point. If they elect to check, each pilot in the group will conduct a Distress Check with unfavorable circumstances to run an electronic counter-countermeasure (ECCM) routine. Successful Checks by two pilots in the flight will be sufficient to expose the ruse. Once the ruse is exposed, Bhopal will order all fighters back to base.

Should the characters decide to return to base or are ordered to do so, the Kilrathi will launch one final delaying tactic: to ambush the characters with Strakha fighters. All characters will need to make Technology Checks; those who fail are subject to a surprise round against them. The Kilrathi will try to waste all the craft in the group, focusing first on any Crossbows and then lighter fighters. The enemy forces will be 5,000 kilometers behind the lead ship in the player group. The only way the characters can fail the mission at this point is if they all die.

The group will be ambushed 50,000 kilometers after Nav 3. Four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 17 sec.
  • Hellcats: Time of transit - 3 min, 37 sec.
  • Thunderbolts: Time of transit - 3 min, 58 sec.
  • Crossbows: Time of transit - 4 min, 10 sec.
  • Stilettos: Time of transit - 2 min, 23 sec.

Bhopal is 300,000 kilometers away; a return at this point expends twenty fuel points regardless of the fighter type:

  • Arrows: Time of transit - 13 min, 42 sec.
  • Hellcats: Time of transit - 21 min, 44 sec.
  • Thunderbolts: Time of transit - 23 min, 49 sec.
  • Crossbows: Time of transit - 25 min, 0 sec.
  • Stilettos: Time of transit - 14 min, 17 sec.

Ambush (Nav 4)

This is where the characters find out that they've been on a wild goose chase. Hopefully they will survive and be able to return to base...

Disposition of Forces:

  • Zeta Wing (VF-119/F)
  • Kilrathi Ambush Group
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 1 Zartoth, 7 Strakhas 1 Zartoth, 10 Strakhas 1 Zartoth, 14 Strakhas 1 Zartoth, 17 Strakhas 1 Zartoth, 21 Strakhas 1 Zartoth, 24 Strakhas 1 Zartoth, 24 Strakhas
Hellcats 1 Zartoth, 8 Strakhas 1 Zartoth, 12 Strakhas 1 Zartoth, 16 Strakhas 1 Zartoth, 20 Strakhas 1 Zartoth, 24 Strakhas 1 Zartoth, 24 Strakhas 1 Zartoth, 24 Strakhas
Thunderbolts 1 Zartoth, 10 Strakhas 1 Zartoth, 15 Strakhas 1 Zartoth, 19 Strakhas 1 Zartoth, 24 Strakhas 1 Zartoth, 24 Strakhas 1 Zartoth, 24 Strakhas 1 Zartoth, 24 Strakhas
Crossbows 1 Zartoth, 2 Strakhas 1 Zartoth, 3 Strakhas 1 Zartoth, 4 Strakhas 1 Zartoth, 5 Strakhas 1 Zartoth, 5 Strakhas 1 Zartoth, 6 Strakhas 1 Zartoth, 7 Strakhas

The GM should read the following text aloud: As your nav computer clicks off, your radar picks up one red dot immediately ahead of you. Moments later, the dot is joined by several others already on your tail!!!.

The GM will then require all players to make a Technology Check. Any player who fails the Check will be subject to a surprise round against them. The enemy forces will be 3,000 kilometers behind the lead ship in the player group.

This is a simple ambush - the Kilrathi are going to try to waste everybody in the flight; they won't discriminate targets and they won't withdraw. As long as the Zartoth remains intact, all Kilrathi ships receive a conditional -10 EHD Bonus while all Confederation ships are subject to a +10 EHD penalty. As with the other nav points, the players can only fail the mission at this point if everybody dies.

Bhopal is 350,000 kilometers from the ambush point. 24 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 15 min, 59 sec.
  • Hellcats: Time of transit - 25 min, 22 sec.
  • Thunderbolts: Time of transit - 27 min, 47 sec.
  • Crossbows: Time of transit - 29 min, 10 sec.
  • Stilettos: Time of transit - 16 min, 40 sec.

Mission End

Time to head home. Hopefully the characters still have enough time to catch up to the Kilrathi...

Disposition of Forces:

  • Zeta Wing (VF-119/F)
  • Task Unit 68.18.3

The GM should read the following text aloud: As the ships of the Task Unit come back into sight, Bhopal hails you.

Mot: Well, the bowsies dodderin' around on the sensors really did it all arseways this time, Zeta. While we've all been foosterin' about, the Cats have been headin' straight for Vespus Prime; finally picked up the impulse signature of their real group about five minutes ago. We're goin' to have to get to leggin' it if we want a shot at stoppin' the Cats before they do anythin' nasty. You're cleared; buster your arses down to the deck.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check. On a critical failure of the Check, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Bhopal, but there's not much point in doing that other than for flavor and prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

If the characters total amount of time spent on the mission (including launch, navigating, fighting and landing) is less than 48 minutes and 16 seconds, the players will move on to Mission 3A; otherwise they will move to Mission 3B.:

Campaign Points are awarded for completing the following goals during this mission:

  • 10 Points: For killing the Zartoth.
  • 5 Points: For every Strakha killed.
  • 2 Points: For every Crossbow that returns to Bhopal.
  • 1 Point: For every other friendly fighter that returns to Bhopal.

Mission 3A: Twisting the Tiger's Tail

Interlude

Whistler: So what's the damage, Chief?

If no craft in Mission 2 suffered permanent damage, read here: Wingnut: Everything's ding-free and generally un-fucked. Just say the word and we can have any bird bagged, tagged and ready to skin Cat.

Whistler: Good to hear.

If at least one craft in Mission 2 suffered armor damage, read here: Wingnut: A couple of the birds got brought back skosh on accumulated dings. Luckily we had a couple of extra armor plates lying around and we were able to un-fuck them.

Whistler: Good to hear.

Wingnut: I do seem to remember something about telling your boys not to ding up the birds so damn much.

Whistler: I'll relay the message again, not that the Cats give a good damn.

If at least one craft in Mission 2 suffered core damage, read here: Wingnut: I had to down-gripe several of the birds your boys brought back from their last joyride, on account of them being skosh on struts and reactor shielding.

Whistler: Bet that raised your suck meter.

Wingnut: Yeah. I seem to remember something about telling those rocks you've got in the wing not to ding up the birds so damn much.

Whistler: I'll relay the message again, not that the Cats give a good damn.

In all cases, continue here: Whistler: Where are we sitting on ordnance?

Wingnut: We've got about [number of torpedoes remaining] fish left for the entire boat. Keeping the 'Bows and 'Bolts loaded while leavin' enough for Tac to have somethin' to shoot is going to give me the redass before this is all said and done. Fuel too; doesn't help when the Cats send half the wing on a wild goose chase.

Whistler: Yeah...sorry about that.

Wingnut: Ain't your fault that Science division gooned it up. I heard the XO blew a shitter when they figured out you'd been chasing a Zartoth. That's one Cat I'm glad isn't still in the neighborhood. You think this tub can catch up to the Cats before they do something nasty?

Whistler: It's gonna be close, but I think so. Hope so anyway; those cruise missiles can be a right bastard to hit.

Wingnut: Could be worse, Colonel. They could be cloaked.

Whistler: Oh gee, thanks. You mentioned Strakhas before the last hop and they showed up...if I didn't know for a fact that the Cats don't have cloaked missiles, I'd be worried about seeing some show up on the next hop.

Wingnut: Well, I certainly hope you don't see any then. Because that would just make it Another Fine Navy Day, wouldn't it?

Briefing

The GM will begin the mission by reading the following text: GM: It's been two and a half hours since the end of the last hop and once again Fireball Squadron has filed into their ready room. The squadron, weary as they are, comes to attention with a sense of determination as Lt. Colonel Risko ascends to the podium.

Whistler: Alright gentlemen, go ahead and be seated; we've got about fifteen minutes before our next launch, so we've got a little bit of time to talk. As you are all no doubt aware by now, the Cats tried to pull a fast one on us in our last hop. Fortunately, we detected their ruse early enough that the Task Unit could still affect an intercept. So, here's our sitrep. Computer, display Beta...

Mission3a map

Mission 3A Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

Whistler: We're en route to this point near Nav 1, approximately one-tenth of an AU from Vespus Prime, which we estimate is the earliest point at which the Cats would be able to launch an extreme long-range missile strike on Vespus Prime. We should have no problems intercepting this force before they achieve striking distance. Beta Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is amongst the players, he'll simply refer to "myself".

Whistler: Beta will be flying [Thunderbolts] for this hop.

If Crossbows are chosen, read this text: Whistler: Your task will be to neutralize as many of the enemy capital ships as you can. Just head out there, launch your ordnance and head back to the boat. Keep in mind that the Kilrathi will probably have a forward patrol established by the time you get out there, so watch for enemy fighters.

If Thunderbolts are chosen: Whistler: Your main task will be to neutralize as much of the enemy fighter cover as possible. Your birds will be armed with torpedoes for this hop; feel free to use them. Neutralizing enemy capital ships, particularly the Dubav, will go a long way towards curtailing further enemy activity in this system.

For all other fighter types, read this text: Whistler: Your main goal will be to neutralize as much of the enemy fighter cover as possible.

In all cases, continue reading here: Whistler: We've been able to confirm that Concordia and her escort, while they don't have strike craft at the moment, are carrying a compliment of torpedoes; that group is also currently heading towards the intercept point for the purposes of neutralizing the enemy capital ships. There is a risk that the enemy force may choose to turn their missiles on Concordia's group, so be alert; intercept any missile launched from the Kilrathi group. Try not to get bogged down in a furball if you can at all possibly avoid it. Good hunting. Squadron dismissed.

GM: The squadron comes to attention and begins filing out of the room. Launches begin shortly thereafter, with the assigned wing ready to go inside of fifteen minutes.

Mission Start

Disposition of Forces:

  • Beta Wing (VF-119/B)
  • Task Unit 68.18.3

The GM should read the following text aloud: GM: Lieutenant Sharvan comes on the comm almost as soon as you clear the tube.

Mot: Beta, bogeys bearing three-two-niner, angels fifteen, range fifty kilo. Here's hopin' the Cats aren't on the doss this time. Good shootin'.

Nav 1 is 50,000 kilometers from the Task Unit. Four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 17 sec.
  • Hellcats: Time of transit - 3 min, 37 sec.
  • Thunderbolts: Time of transit - 3 min, 58 sec.
  • Crossbows: Time of transit - 4 min, 10 sec.
  • Stilettos: Time of transit - 2 min, 23 sec.

Nav 1

The players get their first chance to change history here; if they want it, they're going to have to earn it.

Disposition of Forces:

  • Beta Wing (VF-119/B)
  • Kilrathi Raiding Group
    • 1 Dubav-class Escort Carrier
    • 1 Fralath-class Escort Cruiser†
    • 2 Ralaxath-class Heavy Destroyers†
    • 2 Ralarrad-class Light Destroyers
    • 3 Kamrani-class Corvettes†

†The indicated ships may or may not be present depending on whether or not they successfully jumped in Mission One.

  • Kilrathi Combat Air Patrol‡
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 3 Darkets, 1 Dralthi 1 Darket, 4 Dralthi 6 Darkets, 2 Dralthi 1 Darket, 7 Dralthi 6 Darkets, 5 Dralthi 7 Darkets, 6 Dralthi 8 Darkets, 7 Dralthi
Hellcats 5 Darkets 2 Darkets, 4 Dralthi 7 Dralthi 7 Darkets, 4 Dralthi 8 Darkets, 5 Dralthi 8 Darkets, 7 Dralthi 8 Darkets, 8 Dralthi
Thunderbolts 2 Darkets, 3 Dralthi 5 Darkets, 3 Dralthi 8 Darkets, 3 Dralthi 4 Darkets, 8 Dralthi 7 Darkets, 8 Dralthi 8 Darkets, 8 Dralthi 8 Darket, 8 Dralthi
Crossbows 1 Darket 2 Darkets 1 Darket, 1 Dralthi 2 Dralthi 2 Darkets, 1 Dralthi 4 Darkets 2 Darkets, 2 Dralthi

‡2 Vaktoths are also present regardless of the configuration of the rest of the CAP.

The GM should read the following text aloud: As your nav computer clicks off for the target area, red blips begin showing up on your radar. You're definitely in the right place this time; Kilrathi fighters, 10,000 meters and closing!!

The Kilrathi at this point are still hoping to conduct a long range missile strike and so will be acting to protect their missile launch platforms, in this case the Fralath and the destroyers (particularly the Ralaxaths). They will break off any other engagement to intercept any inbound torpedoes first and any bombers second. The Dubav will continue to launch craft at a rate of two craft every two rounds, starting with a pair of Darkets, then a pair of Dralthi and finally a pair of Vaktoths, alternating this cycle. When it has launched all of these craft, it will launch pairs of Strakhas left from Mission 2 until it is completely out of craft. Destroying the Dubav will prevent the launch of additional ships.

After fifty rounds of combat, the Kilrathi will be "in range" and begin launching missiles towards Vespus Prime; these will be Skipper Missiles in place of standard CSMs. These may be launched in any direction of the GM's choosing and will attempt to leave the encounter area.

Lt. Colonel Risko will sound a recall once all torpedo carrying craft have expended all their available heavy ordnance or after fifteen enemy fighters have been destroyed, whichever occurs first.

Bhopal is 50,000 kilometers from Nav 1. Four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 17 sec.
  • Hellcats: Time of transit - 3 min, 37 sec.
  • Thunderbolts: Time of transit - 3 min, 58 sec.
  • Crossbows: Time of transit - 4 min, 10 sec.
  • Stilettos: Time of transit - 2 min, 23 sec.

Mission End

It's either time to celebrate the survival of Concordia or to get ready for the big show...

If at least one Kilrathi missile left the encounter, the GM should go ahead and calculate the number of campaign points earned for the mission and add it to the group's total before proceeding any further, as it will have a large bearing both on the next mission and the end mission text that is read.

Disposition of Forces:

  • Beta Wing (VF-119/B)
  • Task Unit 68.18.3

The GM should read the following text aloud: As the ships of the Task Unit come back into sight, Bhopal hails you.

If all the Kilrathi capital ships were destroyed and no Skippers left the combat zone, read this text aloud: Mot: Fair play, Beta!! Word from Concordia is that their nuggets have managed to mop up all the rest of the missiles; Captain Edwards sends her regards. The skinny's been sent to Command about their knick-knackin' cloaking capabilities; no doubt we'll all have to be watchin' out for them in the future. Come on in, Beta; high time we got back to the main show.

If all the Kilrathi capital ships were destroyed but at least one Skipper left the combat zone, read this text aloud: Mot: Hate to be the bearer of bad news Beta, but we just received word from Vespus that Concordia caught the edge of an EMP blast from one of the Cat missiles; apparently she went into the drink. Literally. The Skipper's ordered an SAR bird up to check for any survivors. I suppose the good news is that you've made bloody sure they aren't gonna be launchin' any more of the feckers today. The skinny's been sent to Command about the new knick-knackin' habit of Kilrathi missiles; no doubt we'll all have to be watchin' out for them in the future. Come on in, Beta; you've got a ResCAP job ahead of you...

Otherwise, read this text aloud: Mot: Howya, Beta. Hate to be the bearer of bad news, but we just received some scuttlebutt that a missile exploded in orbit awfully close to Concordia's last known position; we've tried to raise her and haven't had any luck so far. Meantime it looks like the Cats have secured from the idea of launching a long range attack; their survivin' ships are movin' in for a closer strike. Get back aboard; we're not done huntin' today, I'd wager.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check. On a critical failure of the Check, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Bhopal, but there's not much point in doing that other than for flavor and prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

If all the Kilrathi capital ships were destroyed, the players will proceed directly to Mission 5A regardless of their current campaign score. Otherwise, their campaign score will determine which mission they will face next; use the table below.

Number of Accumulated Campaign Points Required to Proceed to Mission 4A
Number of Players Required Number of Campaign Points
2 150
3 160
4 170
5 180
6 190
7 200
8 210

If the players do not proceed to Mission 5A or Mission 4A, they will proceed directly to Mission 4B from here.

Campaign Points are awarded for completing the following goals during this mission:

  • 50 Points: Destroy the Dubav.
  • 20 Points: Destroy the Fralath.
  • 10 Points: For each Ralaxath or Ralarrad destroyed.
  • 5 Points: For each Kamrani destroyed.
  • 2 Points: For each Strakha or Vatkoth destroyed, or for each deployed Crossbow that survives.
  • 1 Point: For each Dralthi or Darket destroyed, or for each deployed non-Crossbow friendly fighter that survives.

Mission 3B: Game of Shadows

Interlude

Whistler: So what's the damage, Chief?

If no craft in Mission 2 suffered permanent damage, read here: Wingnut: Everything's ding-free and generally un-fucked. Just say the word and we can have any bird bagged, tagged and ready to skin Cat.

Whistler: Good to hear.

If at least one craft in Mission 2 suffered armor damage, read here: Wingnut: A couple of the birds got brought back skosh on accumulated dings. Luckily we had a couple of extra armored plates lying around and we were able to un-fuck them.

Whistler: Good to hear.

Wingnut: I do seem to remember something about telling your boys not to ding up the birds so damn much.

Whistler: I'll relay the message again, not that the Cats give a good damn.

If at least one craft in Mission 2 suffered core damage, read here: Wingnut: I had to down-gripe several of the birds your boys brought back from their last joyride, on account of them being skosh on struts and reactor shielding.

Whistler: Bet that raised your suck meter.

Wingnut: Yeah. I seem to remember something about telling those rocks you've got in the wing not to ding up the birds so damn much.

Whistler: I'll relay the message again, not that the Cats give a good damn.

In all cases, continue here: Whistler: Where are we sitting on ordnance?

Wingnut: We've got about [number of torpedoes remaining] fish left for the entire boat. Keeping the 'Bows and 'Bolts loaded while leavin' enough for Tac to have somethin' to shoot is going to give me the redass before this is all said and done. Fuel too; doesn't help when the Cats send half the wing on a wild goose chase.

Whistler: Yeah...sorry about that.

Wingnut: Ain't your fault that Science division gooned it up. I heard the XO blew a shitter when they figured out you'd been chasing a Zartoth. That's one Cat I'm glad isn't still in the neighborhood. You think this tub can catch up to the Cats before they do something nasty?

Whistler: No, they were able to get too much of a lead on us. We're going to be shooting down cruise missiles before the hour is out for sure. Raises my suck meter; those can be a right bastard to hit.

Wingnut: Could be worse, Colonel. They could be cloaked.

Whistler: Oh gee, thanks. You mentioned Strakhas before the last hop and they showed up...if I didn't know for a fact that the Cats don't have cloaked missiles, I'd be worried about seeing some show up on the next hop.

Wingnut: Well, I certainly hope you don't see any then. Because that would just make it Another Fine Navy Day, wouldn't it?

Briefing

The GM will begin the mission by reading the following text: GM: It's been two and a half hours since the end of the last hop and once again Fireball Squadron has filed into their ready room. The squadron, weary as they are, comes to attention with a sense of determination as Colonel Risko ascends to the podium.

Whistler: Alright gentlemen, go ahead and be seated; we're on a tight time-frame once again. As you are all no doubt aware by now, the Cats tried to pull a fast one on us in our last hop. Unfortunately, they were successful, which has left the Task Unit scrambling to affect an intercept. Here's the current sitrep; computer, display Beta...

Mission3b map

Mission 3B Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

Whistler: We're en route to this point approximately one-tenth of an AU from Vespus Prime. We've detected the Kilrathi force in that general vicinity. While they haven't starting lobbing missiles yet, they could begin at any time. Some of you may have heard rumors that the Science Division picked up radiological signatures from the Cats. Those rumors are true; there is a high degree of likelihood that the Kilrathi have tipped their missiles with strontium-90 warheads. Obviously then, our main focus is going to be on neutralizing the launch platforms. Beta Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is amongst the players, he'll simply refer to "myself".

Whistler: Beta will be flying [Hellcats] for this hop.

If Crossbows are chosen, read this text: Whistler: Your task will be to neutralize as many of the enemy capital ships as you can. Just head out there, launch your ordnance and head back to the boat. Keep in mind that the Kilrathi will probably have a patrol established by the time you get out there, so watch for enemy fighters. If you can nail the carrier, great, but your priority targets should be the destroyers.

If Thunderbolts are chosen: Whistler: Your main task will be to neutralize as much of the enemy fighter cover as possible in order to clear the way for the main strike force. Your birds will be armed with torpedoes for this hop; feel free to use them. Neutralizing enemy capital ships, particularly the Dubav, will go a long way towards curtailing further enemy activity in this system.

For all other fighter types, read this text: Whistler: Your main goal will be to neutralize as much of the enemy fighter cover as possible in order to clear the way for the main strike force.

In all cases, continue reading here: Whistler: In addition, you will be intercepting as many missiles as you can. It's unlikely that we'll be in a position to catch them all, so Concordia will be hanging back to launch her fighters for planetary point defense duties. Try and catch as many as you can; the more we can nail here, the fewer traveling at terminal velocity those nuggets will have to worry about. We've been able to confirm that while Concordia does not have any strike craft aboard at the moment, her escorts are carrying a compliment of torpedoes; they are currently heading towards the Kilrathi group for the purposes of neutralizing the enemy capital ships. Try not to get bogged down in a furball if you can possibly avoid it. Good hunting. Squadron dismissed.

GM: The squadron comes to attention and begins filing out of the room. Launches begin shortly thereafter, with the assigned wing ready to go inside of fifteen minutes.

Mission Start

Disposition of Forces:

  • Beta Wing (VF-119/B)
  • Task Unit 68.18.3

The GM should read the following text aloud: GM: Lieutenant Sharvan comes on the comm almost as soon as you clear the tube.

Mot: Beta, bandits are bearing three-two-niner, angels fifteen, range fifty kilo. Burn some of those manky gits for me, will 'ya?

Nav 1 is 50,000 kilometers from the Task Unit. Four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 17 sec.
  • Hellcats: Time of transit - 3 min, 37 sec.
  • Thunderbolts: Time of transit - 3 min, 58 sec.
  • Crossbows: Time of transit - 4 min, 10 sec.
  • Stilettos: Time of transit - 2 min, 23 sec.

Nav 1

The players get a chance to change history here, but they're going to have to fly nearly perfectly in order to earn it.

Disposition of Forces:

  • Beta Wing (VF-119/B)
  • Kilrathi Raiding Group
    • 1 Dubav-class Escort Carrier
    • 1 Fralath-class Escort Cruiser†
    • 2 Ralaxath-class Heavy Destroyers†
    • 2 Ralarrad-class Light Destroyers
    • 3 Kamrani-class Corvettes†

†The indicated ships may or may not be present depending on whether or not they successfully jumped in Mission One.

  • Kilrathi Combat Air Patrol‡
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 3 Dralthi 3 Dralthi, 1 Vaktoth 3 Dralthi, 2 Vaktoths 6 Dralthi, 1 Vaktoth 1 Dralthi, 5 Vaktoths 1 Dralthi, 6 Vaktoths 4 Dralthi, 5 Vaktoths
Hellcats 2 Dralthi, 1 Vaktoth 2 Dralthi, 2 Vaktoths 7 Dralthi 4 Dralthi, 3 Vaktoths 4 Dralthi, 4 Vaktoths 4 Dralthi, 5 Vaktoths 1 Dralthi, 8 Vaktoths
Thunderbolts 1 Dralthi, 2 Vaktoths 3 Dralthi, 2 Vaktoths 2 Dralthi, 4 Vaktoths 4 Dralthi, 4 Vaktoths 3 Dralthi, 6 Vaktoths 5 Dralthi, 6 Vaktoths 4 Dralthi, 8 Vaktoths
Crossbows 1 Dralthi 1 Dralthi 1 Vaktoth 2 Dralthi 1 Dralthi, 1 Vaktoth 1 Dralthi, 1 Vaktoth 2 Vaktoths

‡2 Darkets are also present regardless of the configuration of the rest of the CAP.

The GM should read the following text aloud: As your nav computer clicks off for the target area, red blips begin showing up on your radar. Kilrathi fighters, 10,000 meters and closing!!

The Kilrathi will be actively protecting their missile launch platforms, in this case the Fralath and the destroyers (particularly the Ralaxaths). The patrol will break off from any other engagement to intercept inbound torpedoes first and bombers second. The Dubav will continue to launch craft into the action at a rate of two craft every two rounds, starting with a pair of Darkets, then a pair of Dralthi and finally a pair of Vaktoths, alternating this cycle. When it is out of these craft, it will launch pairs of any Strakhas left over from Mission 2 until it is completely out of craft. Destroying the Dubav will prevent the launch of additional fighters.

The Kilrathi will begin launching missiles towards Vespus Prime after five rounds of combat and will launch one missile every five rounds afterwards until they run out. These will be Skipper Missiles in place of standard CSMs. These may be launched in any direction of the GM's choosing and will attempt to leave the encounter area.

A recall will be sounded once all torpedo carrying craft have expended all their available heavy ordnance or after fifteen enemy fighters have been destroyed, whichever occurs first.

Bhopal is 50,000 kilometers from Nav 1. Four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 2 min, 17 sec.
  • Hellcats: Time of transit - 3 min, 37 sec.
  • Thunderbolts: Time of transit - 3 min, 58 sec.
  • Crossbows: Time of transit - 4 min, 10 sec.
  • Stilettos: Time of transit - 2 min, 23 sec.

Mission End

Time to head back and get ready for the big show...

Disposition of Forces:

  • Beta Wing (VF-119/B)
  • Task Unit 68.18.3

The GM should go ahead and calculate the number of campaign points earned for the mission and add it to the group's total before proceeding any further, as it will have a bearing both on the next mission and the end mission text that is read for this mission.

The GM should read the following text aloud: As the ships of the Task Unit come back into sight, Bhopal hails you.

If all the Kilrathi capital ships were destroyed, read this text aloud: Mot: Hate to be the bearer of bad news Beta, but we just received word from Vespus that Concordia caught the edge of an EMP blast from one of the Cat missiles; apparently she went into the drink. Literally. The Skipper's ordered an SAR bird up to check for any survivors. I suppose the good news is that you've made bloody sure they aren't gonna be launchin' any more of the feckers today. The skinny's been sent to Command about the new knick-knackin' habit of Kilrathi missiles; no doubt we'll all have to be watchin' out for them in the future. Come on in, Beta; you've got a ResCAP job ahead of you...

Otherwise, read this text aloud: Mot: Howya, Beta. Hate to be the bearer of bad news, but we just received some scuttlebutt that a missile exploded in orbit awfully close to Concordia's last known position; we've tried to raise her and haven't had any luck so far. Meantime it looks like the Cats have secured from the idea of launching a long range attack; their survivin' ships are movin' in for a closer strike. Get back aboard; we're not done huntin' today, I'd wager.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check. On a critical failure of the Check, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Bhopal, but there's not much point in doing that other than for flavor and prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

The next mission depends on the current campaign score; use the table below.

Number of Accumulated Campaign Points Required to Proceed to the "A" Branch Mission
Number of Players Required Number of Campaign Points
2 175
3 185
4 195
5 205
6 215
7 225
8 235

If all the Kilrathi capital ships were destroyed, the characters will proceed directly to Mission 5. If not, they will proceed to Mission 4. If the players do not proceed to the "A"-branch mission, they will proceed to the "B"-branch mission from here. (E.g. If all the Kilrathi ships were destroyed but the players have not managed to score a sufficient number of campaign points, they will proceed to Mission 5B from here.)

Campaign Points are awarded for completing the following goals during this mission:

  • 50 Points: Destroy the Dubav.
  • 20 Points: Destroy the Fralath.
  • 10 Points: For each Ralaxath or Ralarrad destroyed.
  • 5 Points: For each Kamrani destroyed.
  • 2 Points: For each Strakha or Vatkoth destroyed, or for each deployed Crossbow that survives.
  • 1 Point: For each Dralthi or Darket destroyed, or for each deployed non-Crossbow friendly fighter that survives.

Mission 4A: Paradox

Interlude

If Whistler flew in Mission 3 and returned with no permanent damage, start here: Wingnut: Well, lookie who thinks he's Sierra Hotel. Looks like you got away clean...

If Whistler flew in Mission 3 and returned with armor damage, start here: Wingnut: Gee, thanks for bringin' me back a dinged up bird, Colonel. Looks like things got hot out there...

If Whistler flew in Mission 3 and returned with core damage, start here: Wingnut: Damn. Glad to see you made it back in one piece, Colonel. And flyin' a brand new hangar queen, too...

In all other cases, start here: Whistler: Can it, Chief; I'm gonna need those same birds ready for wheels up in ten.

Wingnut: Ten? Shit...we're gonna have to haul ass just to get 'em bagged and tagged. Any of your boys who dinged their bird are going to have to go a'hasslin' with their bird still dinged...

Whistler: Just the way it Is, Chief.

Wingnut: Right. Increases the pucker factor that way. We're on it.

Briefing

The GM will begin the mission by reading the following text: GM: It's been a mere twenty minutes since the end of the last mission. Fireball Squadron has once again been called to the ready room, the fatigue now palpable in the faces of all present. Lt. Colonel Risko enters the room, an exhausted but determined expression on his face as he strides to the podium, the squadron coming to attention.

Whistler: First thing, gentlemen: Concordia is still with us. She caught the edge of an EMP, which is why we weren't able to contact her for a while. So you all can relax; she's not our primary concern at the moment anyway. We've still got Cats to fry. Computer, display Theta.

Mission4a map

Mission 4A Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

Whistler: The Cats have secured from their initial strike and have moved closer to the planet. Reports so far indicate that Concordia's fighters have kept the planet safe from incoming missiles and that most of the nuggets still have fully operational birds. Intel believes that the Kilrathi may still have a significant arsenal of cruise missiles at their disposal. However, with the losses they have sustained so far they cannot sustain operations in this system for much longer without re-supply. Latest word from the brass in Cardell is that our Task Force has kept the Cats from getting any more ships through, so it's likely they're preparing to launch their final strike on the planet. To prevent this, Concordia and her escorts, a pair of old Gilgamesh-class destroyers, are moving to intercept the Kilrathi group. Concordia's Phase-Transit Cannon may have been decommissioned shortly after the Battle of Earth, but she's still got a full load of torpedoes aboard and so do her escorts. That's what we need to take out the Cats. Theta Wing, consisting of the entire wing including myself, will have two jobs to do. We'll be flying [Thunderbolts] for this hop.

If Thunderbolts are selected for this mission, read here: Whistler: Your first job will be to support the strike. Your birds will have torpedoes, so go ahead and join in. Intercept any enemy fighter or bomber that is getting ready to make a run on the destroyers: you've got to keep them intact long enough to make their run. Second and more importantly, we're on missile intercept duty. If it looks like Concordia's forces need help intercepting a missile, you break and help them. This whole party will have been for nothing if so much as a single missile hits the planet.

If Crossbows are selected for this mission, read here: Whistler: Your main job will be to hit the enemy capships. If you can get them, do so; it'll make things a lot less dicey for our destroyers. Second and more importantly, you're on missile intercept duty. If it looks like Concordia's forces need help intercepting a missile, you break and help them. This whole party will have been for nothing if so much as a single missile hits the planet.

Otherwise, read here: Whistler: Your first job will be to support the strike. Intercept any enemy fighter or bomber that is getting ready to make a run on the destroyers: you've got to keep them intact long enough for them to take out the enemy capships. Second and more importantly, we're on missile intercept duty. If it looks like Concordia's forces need help intercepting a missile, you break and help them. This whole party will have been for nothing if so much as a single missile hits the planet.

If the Dubav was destroyed in Mission 3, read here: Whistler: Since we were able to take out the enemy escort carrier, you can expect light enemy fighter cover.

Otherwise, read here: Whistler: We know the Cats still have a flattop in the area, so expect a heavy enemy fighter presence.

If the same type of fighters were selected in the previous mission, read here: Whistler: Given the short turnaround time between this hop and the previous, the techs haven't had time to repair any battle damage to your birds. Wingnut's assured me that you'll at least have a full tank of gas and as full of a loadout as he can muster.

In all cases, finish here: Whistler: Gentlemen, I want a clean slate; don't come back to the boat until the Cats are either all splashed or they've run out of nasty pointy things to shoot at the planet. Fly smart and stay sharp. Squadron dismissed.

Mission Start

Disposition of Forces:

  • Theta Wing (VF-119/H)
  • Task Unit 68.18.3

The GM should read the following text aloud: As you clear the launch tubes, your ears are treated to the dulcet tones of Lieutenant Sharvan's voice.

Mot: Theta Wing, bandits bearin' three-four-seven, demons six, range 150 kilo. The skinny from the combat zone is that the Cats have finalized their movement to attack position; your signal buster. Good luck skinnin' the Cats.

Nav 1 is 150,000 kilometers from the Task Group. Ten fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 6 min, 51 sec.
  • Hellcats: Time of transit - 10 min, 52 sec.
  • Thunderbolts: Time of transit - 11 min, 54 sec.
  • Crossbows: Time of transit - 12 min, 30 sec.
  • Stilettos: Time of transit - 7 min, 9 sec.

Nav 1

Time for the big showdown. Hope you brought a large group, or at least a change of underwear...

Disposition of Forces:

  • Theta Wing (VF-119/H)
  • Kilrathi Raider Group†
  • Kilrathi Fighter Escorts‡
  • Task Unit 31.1.1
    • CV-65 TCS Concordia (Confederation-class Dreadnought)
    • DD-1411 TCS Siduri (Gilgamesh-class Destroyer)
    • DD-622 TCS Enlil (Gilgamesh-class Destroyer)
    • AO-3487 TCS Chopin (Clarkson-class Transport)
  • Task Unit 31.1.1 CAP
    • F-98 Phantom Medium Fighters x12♣

The Kilrathi Raider Group will consist of whatever capital ships survived Mission 3A or Mission 3B, the original configuration of which was dependent upon the outcome of Mission 1. ‡The presence of the fighter escort is solely dependent upon whether or not the Dubav was destroyed in Mission 3A or 3B. If it was, there will be no Kilrathi fighters present. Otherwise, the Kilrathi CAP will consist of all the fighters left in the Dubav's arsenal that the players have not destroyed up to this point, regardless of the number of player characters in Theta Wing. Any remaining Strakhas will be in a bomber configuration, replacing their standard missile loadout with a pair of Torpedo Mk. IVs (6/4-16/2000). ♣Use the Confederation Nugget template for the Phantom pilots.

The GM should read the following text aloud: As your Nav computer clicks off for Nav 1 and your radar lights up with a smattering of red and blue blips, a call comes over the comm.

CAPT Edwards: Theta Wing, this is Concordia. We're in position to begin our strike on the Kilrathi capital ship group. Hold off their fighters while we make our run.

The attention of the Kilrathi capital ships (except for the Corvettes) will be focused on the planet; they will launch as many Skippers as they can towards Vespus Prime, firing in staggered rounds (i.e. one ship will launch, another will launch the next round, and so forth). A given ship will wait a minimum of five rounds before launching another missile. A ship will only break off from attack operations if one of the three ships in Concordia's group approaches too closely or to defend itself from a torpedo run. The Kilrathi corvettes will make the Confederation capships their priority targets. If there are any Kilrathi fighters present, they will prioritize their targets based on their class. Darkets will escort any missiles launched towards Vespus and target any craft that is attempting to neutralize them. Vaktoths will pick off Crossbows first, Thunderbolts second and any other craft as the opportunity arises. Dralthi will attack any target of opportunity but will give particular priority to destroying any incoming torpedoes. Strakhas are going to be engaged in bombing operations, with Concordia as their main target and the destroyers next; if all three Confederation capital ships are destroyed, they will turn their attention to dogfighting.

The Confederation ships will target the destroyers first, starting with any Ralaxaths (as they carry the largest quantity of capship missiles). They will then turn their attention to the Dubav and the Fralath and save the corvettes for last (even though they represent the most direct threat to the Confederation capships themselves). The accompanying squadron of Phantoms will intercept capital ship missiles, breaking off pursuit only to defend themselves.

Bhopal is 150,000 kilometers from Nav 1. Ten fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 6 min, 51 sec.
  • Hellcats: Time of transit - 10 min, 52 sec.
  • Thunderbolts: Time of transit - 11 min, 54 sec.
  • Crossbows: Time of transit - 12 min, 30 sec.
  • Stilettos: Time of transit - 7 min, 9 sec.

Mission End

With the Cats finally gone, it's time to head back to the boat and see if history has been re-written...

Disposition of Forces:

  • Theta Wing (VF-119/H)
  • Task Unit 68.18.3

The GM should read the following text aloud: As the ships of the Task Unit come back into sight, Bhopal hails you.

If all the Kilrathi ships were destroyed, read here: Mot: Howya, Theta. Always like to see folks what helped to make the Cats nice and fragged. Might finally get a chance for a break today, looks like.

If the Kilrathi ran out of missiles instead, read here: Mot: Well, looks like we managed to scatter those feckin' Cats; skinny is there's a surprise waitin' for 'em on the far side of the Cardell jump of the pyrotechnic kind. Not exactly the kind of victory you look for, but a win's a win.

If a missile hits Vespus Prime, read here: Mot: It's a bloody shame some of those feckin' missiles got through to the planet...we're already gettin' reports of massive casualties on the surface. Less what's said about that the better.

If Concordia survived, read here: Mot: Got a message from Concordia a short while ago; Captain Edwards sends her regards. The skinny's been sent to Command about the knick-knackin' cloakin' capabilities of the Cat missiles; no doubt we'll all have to be watchin' out for them in the future.

If Concordia did not survive, read here: Mot: The skipper's plannin' a memorial for those lost aboard Concordia today; goin' to be an all-hands affair from what I hear and not the kind where we all can get good and bolloxed either.

In all cases, finish here: Mot: Been a long day, Theta. Come on in.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check. On a critical failure, the player involved will have to make a second Check for a Ramming action.

The GM does have the option of requiring the players to fly to Bhopal, but there's not much point in doing that other than for flavor and prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

Campaign Points are rewarded for completing the following goals during this mission:

  • 50 Points: Concordia survives.
  • 20 Points: Destroy the Dubav, or for each Gilgamesh that survives.
  • 10 Points: Destroy the Fralath, or if Chopin survives.
  • 5 Points: For each Ralaxath or Ralarrad destroyed.
  • 2 Points: For each Kamrani destroyed, or for each deployed Crossbow that survives.
  • 1 Point: For each Kilrathi fighter destroyed, or for each deployed non-Crossbow that survives.

The final mission to which the players proceed depends on their final campaign score; use the table below.

Number of Campaign Points Required to Proceed to Mission 5A
Number of Players Required Number of Campaign Points
2 250
3 260
4 270
5 280
6 290
7 300
8 310

If the players do not have enough points to proceed to Mission 5A, they will proceed directly to Mission 5B from here.

Mission 4B: The Deaths of Kings

Interlude

If Whistler flew in Mission 3 and returned with no permanent damage, start here: Wingnut: Well, lookie who thinks he's Sierra Hotel. Looks like you got away clean...

If Whistler flew in Mission 3 and returned with armor damage, start here: Wingnut: Gee, thanks for bringin' me back a dinged up bird, Colonel. Looks like things got a little hot out there...

If Whistler flew in Mission 3 and returned with core damage, start here: Wingnut: Damn. Glad to see you made it back in one piece, Colonel. And flyin' a brand new hangar queen, too...

In all other cases, start here: Whistler: Haven't got time for chit-chat, Chief; I'm gonna need those same birds ready for wheels up in ten.

Wingnut: Ten? Shit...we're gonna have to haul ass just to get 'em bagged and tagged. Any of your boys who dinged their bird are going to have to go a'hasslin' with their bird still dinged...

Whistler: Just the way it is, Chief.

Wingnut: Right. Increases the pucker factor that way. We're on it.

Briefing

The GM will begin the mission by reading the following text: GM: It's been a mere twenty minutes since the end of the last mission. Fireball Squadron has once again been called to their ready room, the fatigue now palpable in the faces of all present. Lt. Colonel Risko enters the room, a dour expression on his face as he strides to the podium, the squadron coming to attention.

Whistler: I have some bad news, gentlemen: we've lost contact with Concordia. Vespus Prime is still receiving a radar signature from her, so our best guess is that she caught an EMP burst either from a torpedo hit or capship missile detonation in close proximity to her hull. Ground telemetry puts her orbital periapsis well within Vespus Prime's atmosphere. Whether or not she can restore power and pull up in time cannot be our primary concern right now; the Cats still in the area are. Computer, display Theta.

Mission4b map

Mission 4B Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

Whistler: The Cats have secured from their initial strike and have moved closer to the planet. Reports indicate that Concordia's fighters have kept the planet safe from incoming missiles so far but that many of the nuggets are out of action at this point. Intel believes that the Kilrathi still have a significant arsenal of cruise missiles at their disposal. However, with the losses they have sustained so far they cannot sustain operations in this system for much longer without a resupply. The latest word from the brass in Cardell is that our Task Force has kept the Cats from getting any more ships through, so it's likely the Cats are preparing to launch their final strike on the planet. To prevent this, Concordia's escorts are moving to intercept the Kilrathi fleet. They're a pair of old Gilgamesh-class destroyers, but they both happen to have a full load of torpedoes aboard and that's what we need to take out the Cats. Theta Wing, consisting of the entire wing, will have two jobs to do. We'll be flying [Thunderbolts] for this hop.

If Thunderbolts are selected for this mission, read here: Whistler: Our first job will be to support the strike. Our birds will have torpedoes, so go ahead and join the strike. Intercept any enemy fighter or bomber that is getting ready to make a run on the destroyers: we've got to keep them intact long enough for them to make their run. Second and more importantly, we're on missile intercept duty. If it looks like Concordia's remaining forces need help intercepting a missile, you break and help them. This whole party will have been for nothing so much as a single missile hits the planet.

If Crossbows are selected for this mission, read here: Whistler: Our main job will be to hit the enemy capships. If you can get them, do so; it'll make things a lot less dicey for our destroyers. Second and more importantly, we're on missile intercept duty. If it looks like Concordia's remaining forces need help intercepting a missile, you break and help them. This whole party will have been for nothing if so much as a single missile hits the planet.

Otherwise, read here: Whistler: Our first job will be to support the strike. Intercept any enemy fighter or bomber that is getting ready to make a run on the destroyers: we've got to keep them intact long enough for them to take out the enemy capships. Second and more importantly, we're on missile intercept duty. If it looks like Concordia's remaining forces need help intercepting a missile, you break and help them. This whole party will have been for nothing if so much as a single missile hits the planet.

If the Dubav was destroyed in Mission 3, read here: Whistler: Since we were able to take out the enemy escort carrier, we can expect light enemy fighter cover.

Otherwise, read here: Whistler: We know the Cats still have a flattop in the area, so we should expect a heavy enemy fighter presence.

In all cases, finish here: Whistler: Gentlemen, I want a clean slate this time; we won't come back to the boat until the Cats are either all splashed or have run out of nasty pointy things to shoot at the planet. Fly smart and stay sharp. Squadron dismissed.

GM: The squadron rises to attention as Whistler leaves. Five minutes later, the first elements of Theta Wing are shot out of the ship's launch tubes.

Mission Start

Disposition of Forces:

  • Theta Wing (VF-119/H)
  • Task Unit 68.18.3

The GM should read the following text aloud: As you clear the launch tubes, your ears are treated to the dulcet tones of Lieutenant Sharvan's voice.

Mot: Theta Wing, bandits bearin' three-four-seven, demons six, range 150 kilo. The skinny from the combat zone is that Concordia's goin' down arse first into the planet's atmo; she's got power back but it's not enough to keep her out of the drink. The skipper's going to dispatch an Angel to see if there's anybody what took a ride in the spamcans - as if you ain't doin' enough already, be ready to perform ResCAP. Good luck out there.

Nav 1 is 150,000 kilometers from the Task Group. Ten fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 6 min, 51 sec.
  • Hellcats: Time of transit - 10 min, 52 sec.
  • Thunderbolts: Time of transit - 11 min, 54 sec.
  • Crossbows: Time of transit - 12 min, 30 sec.
  • Stilettos: Time of transit - 7 min, 9 sec.

Nav 1

Where we witness a dark day for the Confederation...

Disposition of Forces:

  • Theta Wing (VF-119/H)
  • Kilrathi Raider Group†
  • Kilrathi Fighter Escort‡
  • Task Unit 31.1.1
    • DD-1411 TCS Siduri (Gilgamesh-class Destroyer)
    • DD-622 TCS Enlil (Gilgamesh-class Destroyer)
    • AO-3487 TCS Chopin (Clarkson-class Transport)
  • Task Unit 31.1.1 CAP
    • F-98 Phantom Medium Fighters x4♣
  • SAR Flight
    • SAR-13 Phoenix Shuttle♠

The Kilrathi Raider Group will consist of whatever capital ships survived Mission 3A or Mission 3B, the original configuration of which was dependent upon the outcome of Mission 1. ‡The presence of the fighter escort is solely dependent upon whether or not the Dubav was destroyed in Mission 3A or 3B. If it was, there will be no Kilrathi fighters present. Otherwise, the escort group will consist of all the fighters left in its arsenal that the players have not destroyed up to this point (except for up to six Strakhas), regardless of the number of player characters in Theta Wing. Any remaining Strakhas will be in a bomber configuration, replacing their standard missile loadout with a pair of Torpedo Mk. IVs (6/4-16/2000).♣The Phantoms begin the encounter with 0 SHP and half their standard AHP. Use the Confederation Nugget template for their pilots. ♠The shuttle will enter the encounter ten rounds after it begins.

The GM should read the following text aloud: As your Nav computer clicks off for Nav 1 and your radar lights up with a smattering of red and blue blips, a frantic call comes over the comm.

Concordia: Mayday, mayday, mayday!! This is TCS Concordia; we are going in and breaking up!! Mayday, mayday, mayday, all Confederation ships please assist!!

GM: The message cuts off not long afterwards, replaced by another.

Siduri (obviously shaken, but still determined): Theta Wing, this is TCS Siduri. We're in position to begin our strike on the Kilrathi capital ship group. Hold off their fighters while we make our run.

The attention of the Kilrathi capital ships (except for the corvettes) will be on the planet; they will launch as many Skippers as they can towards Vespus Prime, firing in staggered rounds (i.e. one ship will launch, another will launch the next round, and so forth). A given ship will wait a minimum of five rounds before launching another missile. A ship will only break off from attack operations to defend itself either from a bombing run or one of the Confederation destroyers. The Kilrathi corvettes will make the Confederation destroyers their priority targets, as will any remaining Strakhas. If there are any other Kilrathi fighters present, they will prioritize their targets based on their class. Darkets will escort any missiles launched towards Vespus and target any craft that is attempting to neutralize them. Vaktoths will pick off Crossbows first, Thunderbolts second and any other craft as opportunity arises. Dralthi will attack any target of opportunity but will give particular priority to destroying any incoming torpedoes. Once the shuttle arrives, any opposing Dralthi will move to intercept and engage it, with their anti-torpedo duties falling to the Darkets (at which point they will stop escorting missiles). The Cats will harass the shuttle until it is destroyed, at which point they'll return to their previous behaviors.

The Confederation destroyers will target the Kilrathi destroyers first, starting with any Ralaxaths (as they carry the largest quantity of capship missiles). They will then turn their attention to the Dubav and the Fralath and save the corvettes for last (even though they represent the most direct threat to the Confederation ships). The few accompanying Phantoms will intercept capital ship missiles, breaking off pursuit only to defend themselves. Once the shuttle enters the encounter, it will traverse its way from one end of the encounter to the other en route to Concordia, attempting to leave the encounter in the same general direction that the Kilrathi are shooting their missiles (for non-gridded combat, the shuttle remains in the encounter for thirty rounds). If it survives, it will pick up one Concordia survivor for every five subsequent rounds of combat after it leaves the encounter. It will return as soon as all Kilrathi forces in the area have been neutralized.

Theta Wing will be ambushed 80,000 kilometers from Nav 1 (along with the shuttle if it survives). Six fuel points will be expended in the transit regardless of the fighter type. If the shuttle survives, the transit will take six minutes and forty seconds regardless of the fighter type; it will otherwise take as long as indicated below:

  • Arrows: Time of transit - 3 min, 39 sec.
  • Hellcats: Time of transit - 5 min, 48 sec.
  • Thunderbolts: Time of transit - 6 min, 21 sec.
  • Crossbows: Time of transit - 6 min, 40 sec.
  • Stilettos: Time of transit - 3 min, 49 sec.

Ambush

History says that nobody who was aboard Concordia survived that day...and the Cats are going to try and make absolutely sure that history is fulfilled. Fabric of the universe and all that, you know...

Disposition of Forces:

  • Theta Wing (VF-119/H)
  • SAR-13 Phoenix Shuttle♠
    • Strakha Medium Stealth Fighter, Uprated x6

♠The shuttle will only be present if it survived at Nav 1.

The GM should read the following text aloud: You're about halfway back to Bhopal when your autopilot alarm sounds and your radar lights up with half a dozen red blips. Strakha fighters already on your tail!!!.

The GM will then require all players to make a Technology Check. Any player who fails the Check will be subject to a surprise round against them. The enemy forces will be 6,000 kilometers behind the shuttle or behind the lead pilot if the shuttle did not survive at Nav 1.

This is a simple ambush - the Kilrathi are going to try to waste everybody in the flight. They'll pay particular attention to the shuttle - not necessarily because they're rubbing in the fact that Concordia's been destroyed, just because it's the slowest and most vulnerable target. The players can fail the mission at this point if they all die; the shuttle need not survive, but it'll be awful depressing if it doesn't...

Bhopal is 70,000 kilometers from the point of the ambush. Five fuel points will be expended in the transit regardless of the fighter type. If the shuttle survives, the transit will take five minutes and fifty seconds; it will otherwise take as long as indicated below:

  • Arrows: Time of transit - 3 min, 12 sec.
  • Hellcats: Time of transit - 5 min, 4 sec.
  • Thunderbolts: Time of transit - 5 min, 33 sec.
  • Crossbows: Time of transit - 5 min, 50 sec.
  • Stilettos: Time of transit - 3 min, 20 sec.

Mission End

With the Cats finally gone, it's time to head back to the boat and see if history has merely unfolded as it should or if things are in fact a lot worse...

Disposition of Forces:

  • Theta Wing (VF-119/H)
  • Task Unit 68.18.3
  • SAR-13 Phoenix Shuttle♠

♠The shuttle will only be present if it survives both Nav 1 and the Ambush.

The GM should read the following text aloud: As the ships of the Unit come back into sight, Bhopal hails you.

If all the Kilrathi ships were destroyed, read here: Mot: Howya, Theta. Always like to see folks what helped to make the Cats nice and fragged. Might finally get a chance for a break today, looks like.

If the Kilrathi ran out of missiles instead, read here: Mot: Well, looks like we managed to scatter those feckin' Cats; skinny is there's a surprise waitin' for 'em on the far side of the Cardell jump point of the pyrotechnic kind. Not exactly the kind of victory you look for, but a win's a win.

If a missile hits Vespus Prime, read here: Mot: It's a bloody shame some of those feckin' missiles got through to the planet...we're already gettin' reports of massive casualties on the surface. Less what's said about that the better.

If the shuttle survived, read here: Mot: The Angel picked up some of Concordia's crew; not many, but some anyways. Aside from havin' their ship blown out from under them and havin' to spend time in the spamcans, they should be grand says sickbay.

If the shuttle did not survive, read here: Mot: I do wish we could've saved 'at least 'a few of Concordia's crew. Feckin' Cat wankers...

In all cases, finish here: Mot: The skipper's plannin' a memorial for those lost aboard Concordia today; goin' to be an all-hands affair from what I hear and not the kind where we all can get good and bolloxed either. Been a long day, Theta. Come on in.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check. On a critical failure, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Bhopal, but there's not much point in doing that other than for flavor and prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

Campaign Points are awarded for completing the following goals during this mission:

  • 20 Points: Destroy the Dubav, or for each Gilgamesh that survives.
  • 10 Points: Destroy the Fralath, or if Chopin survives.
  • 5 Points: For each Ralaxath or Ralarrad destroyed.
  • 2 Points: For each Kamrani destroyed, or for each capship missile destroyed, or for each deployed Crossbow that survives.
  • 1 Point: For each Kilrathi fighter destroyed, or for each deployed non-Crossbow that survives, or for each Concordia survivor rescued.

The final mission to which the players proceed depends on their final campaign score; use the table below.

Number of Campaign Points Required to Proceed to Mission 5A
Number of Players Required Number of Campaign Points
2 275
3 285
4 295
5 305
6 315
7 325
8 335

If the players do not have enough points to proceed to Mission 5A, they will proceed directly to Mission 5B from here.

Mission 5A: Prelude to Orsini

Interlude

Whistler: Chief, you look like you're in a relatively good mood for once.

Wingnut: Knowing all your birds are properly un-fucked and having an UnRep go without anybody dickin' the dog for once tends to lower the reading on one's suck meter. So what brings you to my hangar this Fine Navy Day?

Whistler: Nothin' much, just thought I'd spread the word that the Cats are finally buggin' out.

Wingnut: Out-fuckin'-standin'. We fixin' to give 'em a proper send-off?

Whistler: Yep.

Wingnut: Alrighty. You tell me which birds you're gonna want and we'll start baggin' 'em out.

Briefing

The GM will begin the mission by reading the following text: GM: It has now been 24 hours since the last hop. Fireball Squadron, though still palpably tired after days of fighting, has had an opportunity for a brief respite and do not look quite as fatigued as they did the day before. The squadron comes to attention as Lt. Colonel Risko comes into the room and takes the podium. Calling the squadron at ease, Whistler begins the briefing.

Whistler: Well gentlemen, I hope you all were able to partake of the opportunity the Cats gave us for a little R&R. Today it's back to work I'm afraid, but given how busy we've been these last several days, I don't think any of you will mind today's job. Here's the sitrep; Computer, display Xi.

Mission5a map

Mission 5A Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

Whistler: We've jumped back to the Cardell system to meet up with the rest of the Task Group near the jump point to the Orsini system. While you've been asleep, elements from Okinawa have been running BarCAP for us and Oriskany's forces have been heavily engaging elements of the Kilrathi fleet. Latest word is that we've inflicted heavy damage on their Task Group in the area and that they are bugging out. We're to assist in their effort by giving the Cats the proper motivation to get their collective asses out of this system. Xi Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is amongst the players, he'll simply refer to "myself".

Whistler: You'll be flying [Thunderbolts] for this hop. Your job will to be to escort Omega Wing, a full squadron of Oriskany's Longbows, whose task it is to take out as many of the retreating Kilrathi capships as possible. Standard three-nav point escort drill, people: keep the fleabags off their backs and suppress enemy defenses if necessary.

If Thunderbolts or Crossbows are selected, read here: Whistler: You'll have torpedoes, so feel free to join in the fun if the situation looks good.

In all cases, finish here: Whistler: Omega is standing by for our launch; simply hook up with them once you're clear of Bhopal. We're looking to get in as many kills as we can here so that the Cats will think twice about sending any more ships this way. While the Brass might prefer a clean sweep, I don't want any of you people taking any unnecessary risks; if the situation turns sour, disengage and RTB. Stay sharp and come home. Squadron dismissed.

GM: The squadron comes to attention as Whistler leaves the room. The first few Xi Wing launches begin minutes later.

Mission Start

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Omega Wing (VF-269/X)
    • F/A-76 Longbow Heavy Bombers x12
  • Task Group 68.18
    • Task Unit 68.18.1
      • CV-51 TCS Oriskany (Yorktown-class Light Carrier)
      • CL-310 TCS Ashgabat (Savannah-class Light Cruiser)
      • DD-2326 TCS Isparta (Southampton-class Destroyer)
      • DD-1544 TCS Hsinchu (Southampton-class Destroyer)
      • FF-2317 TCS Anheuser (Caernaven-class Frigate)
      • FF-2362 TCS Camo (Caernaven-class Frigate)
    • Task Unit 68.18.2
      • CVE-35 TCS Okinawa (Wake-class Escort Carrier)
      • CA-326 TCS Funafuti (Tallahassee-class Cruiser)
      • DD-2312 TCS Alofie (Southampton-class Destroyer)
      • DD-2310 TCS Karlstadt (Southampton-class Destroyer)
      • FF-2440 TCS Sin City (Caernaven-class Frigate)
      • FF-1727 TCS Iron Hill (Caernaven-class Frigate)
    • Task Unit 68.18.3
    • Task Unit 68.18.4
      • DD-2017 TCS Baqubah (Southampton-class Destroyer)
      • DD-2189 TCS Taxco (Southampton-class Destroyer)
      • AO-5583 TCS Lennon (Clarkson-class Transport)
      • AO-5584 TCS McCartney (Clarkson-class Transport)
      • AO-5585 TCS Harrison (Clarkson-class Transport)
      • AO-5586 TCS Starr (Clarkson-class Transport)

The GM should read the following text aloud: As usual, Mot comes on the mouse as soon as you're clear of the launch tubes.

Mot: Xi and Omega, your first set of bandits are bearin' two-four-zero, angels 12, range 35,000 kilo. The projected positions of the others have been programmed into your nav computers. Good luck; kick those Cat wankers square in the bollocks for me.

Nav 1 is 35,000 kilometers from the Task Group. The transit takes three minutes and twenty seconds and three fuel points are expended regardless of the fighter type.

Nav 1

This couldn't possibly be a warm-up, could it?

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Omega Wing (VF-269/X)
  • Kilrathi Task Unit
    • Ralarrad-class Light Destroyer x2†
    • Kamrani-class Corvette x1†
  • Kilrathi BarCAP Group
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 2 Darkets 3 Darkets 4 Darkets 5 Darkets 6 Darkets 5 Dralthi 1 Darket, 5 Dralthi
Hellcats 1 Darket, 1 Dralthi 2 Darkets, 1 Dralthi 3 Darkets, 1 Dralthi 4 Dralthi 7 Darkets 1 Darket, 5 Dralthi 5 Darkets, 3 Dralthi
Thunderbolts 2 Dralthi 3 Dralthi 4 Dralthi 7 Darkets 7 Darkets, 1 Dralthi 7 Darkets, 2 Dralthi 7 Darket, 3 Dralthi
Crossbows 1 Darket 1 Darket 1 Darket 1 Dralthi 1 Dralthi 2 Darkets 2 Darkets

†All Kilrathi capital ships in this encounter have 25% their normal maximum AHP.

The GM should read the following text aloud: As your nav computer clicks off for the first nav point, your radar lights up with red blips! You see three Kilrathi capital ships dead ahead!!!

The Longbows will automatically prioritize the destruction of the destroyers first, but will target the corvette if requested by the players. The destroyers will be in full evasive mode, targeting Confederation craft as the opportunity arises but really just attempting to leave the area. The corvette will actively target and pursue the bombers as will the enemy fighters, targeting any escorts only if they are attacked first or if the opportunity presents itself. Only the fighter escort needs to be destroyed before the players can move on to the next nav point, though it will be impossible to complete the mission if none of the bombers survive (unless the players are flying Crossbows, of course).

Nav 2 is 35,000 kilometers from Nav 1. If at least one Longbow survives, it will take three minutes and twenty seconds to reach the next nav point; otherwise it will take as long as indicated below. Three fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 1 min, 36 sec.
  • Hellcats: Time of transit - 2 min, 32 sec.
  • Thunderbolts: Time of transit - 2 min, 47 sec.
  • Crossbows: Time of transit - 2 min, 55 sec.
  • Stilettos: Time of transit - 1 min, 40 sec.

Nav 2

The Cats may be down, but they're definitely not out. Yet.

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Omega Wing (VF-269/X)‡
  • Kilrathi Task Unit
    • Fralthi-II-class Cruiser x1†
    • Ralaxath-class Heavy Destroyer x2†
    • Kamrani-class Corvette x1†
  • Kilrathi BarCAP Group
Encounter at Nav 2
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 3 Darkets 3 Vaktoths 6 Darkets 3 Darkets, 3 Vaktoths 2 Darkets, 4 Vaktoths 6 Darkets, 3 Vaktoths 5 Darkets, 4 Vaktoths
Hellcats 1 Darket, 1 Vaktoth 3 Darkets, 2 Vaktoths 7 Darkets 4 Darkets, 3 Vaktoths 1 Darket, 5 Vaktoths 5 Darkets, 4 Vaktoths 2 Darkets, 6 Vaktoths
Thunderbolts 2 Darkets, 1 Vaktoth 4 Darkets, 1 Vaktoth 6 Darkets, 1 Vaktoth 1 Darket, 4 Vaktoths 8 Darkets, 2 Vaktoths 3 Darkets, 5 Vaktoths 5 Darkets, 5 Vaktoths
Crossbows 1 Darket 1 Darket 2 Darkets 2 Darkets 1 Vaktoth 3 Darkets 1 Darket, 1 Vaktoth

†All Kilrathi capital ships in this encounter have 25% their normal maximum AHP. ‡Omega Wing is only present if at least one Longbow has survived up to this point.

The GM should read the following text aloud: Your nav computer clicks off for the next nav point. You spot more Kilrathi capships ahead as your radar lights up!!!

This one's pretty much the same as Nav 1; the destroyers are the first target for the Longbows, with the cruiser targeted third and the corvette being targeted last (unless requested otherwise). The main difference is that the cruiser does have its own fighter wing; it will launch two new craft every five rounds - a pair of Dralthi first, then a pair of Vaktoths and finally a pair of Darkets, cycling between the three - up to a maximum of eight of each type of craft launched. Taking out the cruiser will prevent further launches. Again, the heavy capital ships are attempting to evade and leave the area, while the corvette and escorting fighters will actively target and pursue the bombers and target escorts only if they are attacked first or if the opportunity presents itself. Only the fighter escort needs to be destroyed before the players can move on to the next nav point, though it will be impossible to complete the mission if none of the bombers survive (unless the players are flying Crossbows, of course).

Nav 3 is 35,000 kilometers from Nav 2. If at least one Longbow survives, it will take three minutes and twenty seconds to reach the next nav point; otherwise it will take as long as indicated below. Three fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 1 min, 36 sec.
  • Hellcats: Time of transit - 2 min, 32 sec.
  • Thunderbolts: Time of transit - 2 min, 47 sec.
  • Crossbows: Time of transit - 2 min, 55 sec.
  • Stilettos: Time of transit - 1 min, 40 sec.

Nav 3

Just in case the bombers haven't had ample opportunity to shoot off their torpedoes yet...

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Omega Wing (VF-269/X)‡
  • Kilrathi Task Unit
    • Bhantkara-class Super Carrier x1†
    • Fralath-class Escort Cruiser x1†
    • Fralthi-II-class Cruiser x1†
    • Kamrani-class Corvette x1†
  • Kilrathi BarCAP Group
Encounter at Nav 3
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 1 Dralthi, 1 Vaktoth 2 Dralthi, 1 Vaktoth 3 Dralthi, 1 Vaktoth 1 Dralthi, 3 Vaktoths 7 Dralthi 5 Dralthi, 2 Vaktoths 3 Dralthi, 4 Vaktoths
Hellcats 1 Dralthi, 1 Vaktoth 4 Dralthi 2 Dralthi, 2 Vaktoths 2 Dralthi, 3 Vaktoths 5 Vaktoths 3 Dralthi, 4 Vaktoths 1 Dralthi, 6 Vaktoths
Thunderbolts 2 Vaktoths 3 Vaktoths 5 Dralthi, 1 Vaktoth 5 Dralthi, 2 Vaktoths 5 Dralthi, 3 Vaktoths 5 Dralthi, 4 Vaktoths 5 Dralthi, 5 Vaktoth
Crossbows 1 Dralthi 1 Dralthi 1 Dralthi 1 Vaktoth 2 Dralthi 2 Dralthi 1 Dralthi, 1 Vaktoth

†All Kilrathi capital ships in this encounter have 50% their normal maximum AHP. ‡Omega Wing is only present if at least one Longbow has survived up to this point.

The GM should read the following text aloud: You spot a Kilrathi carrier ahead even before your nav computer clicks off and your radar lights up!!!

The Longbows will go for the carrier first in this encounter, followed up by the Fralthi, then the Fralath and finally the Kamrani (again, the players can override this targeting order on request). The Bhantkara has been deploying the fighters the players have been coming up against, so it will not launch any additional fighters. The Fralthi, however, will launch additional fighters in the same sequence and frequency as the cruiser at Nav 2. The Fralath will join the Kamrani and escorts in anti-bomber operations, actively targeting and pursuing the bombers. The Kamrani and fighters will target escorts only if they are attacked first or if the opportunity presents itself, while the Fralath will shoot at anything that comes into range. Only the fighter escort needs to be destroyed before the players can return to Bhopal.

Bhopal is 35,000 kilometers from Nav 3. If at least one Longbow survives, it will take three minutes and twenty seconds to reach Bhopal; otherwise it will take as long as indicated below. Three fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 1 min, 36 sec.
  • Hellcats: Time of transit - 2 min, 32 sec.
  • Thunderbolts: Time of transit - 2 min, 47 sec.
  • Crossbows: Time of transit - 2 min, 55 sec.
  • Stilettos: Time of transit - 1 min, 40 sec.

Mission End

Time to call it a campaign, win or lose.

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Omega Wing (VF-269/X)‡
  • Task Group 68.18

‡Omega Wing is only present if at least one Longbow has survived up to this point.

The GM should read the following text aloud: As the ships of the Task Group come back into sight, Bhopal hails you.

If all the Kilrathi capital ships were destroyed, read the following text aloud. Mot: Fair play, Xi and Omega!! Way to put a feckin' huge knot in their tails. Bet it'll be a while before those wankers think about headin' this way again.

If at least six capital ships were destroyed, read the following text aloud. Mot: Welcome back, Xi and Omega! It'll be a while before those wankers think about headin' this way again, I betcha.

If no more than five capital ships were destroyed, read the following text aloud. Mot: Welcome back, Xi and Omega. I guess the escorts were a wee bit stronger than we expected, huh?

In all cases, read the following text aloud. Mot: We got the skinny from the brass that our forces in the Morpheus system have got the Cats on the run. Our next party is gonna be to help our boys out, no doubt. In any case, you've done good today. Board's green: bring 'em on in.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check. On a critical failure, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Bhopal, but there's not much point in doing that other than for flavor and prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

If Concordia survives the campaign, the GM should read the following text aloud: Meanwhile...in the McAuliffe System, technicians and engineers scramble to refit Concordia for her new assignment: flagship of the Behemoth battle group. Admiral Tolwyn meets with Colonel Christopher Blair informing him of his reassignment to Concordia, effective immediately...

Otherwise, the GM should read the following text aloud: Meanwhile...at Fleet Headquarters over Jupiter, Admiral Tolwyn meets with Colonel Christopher Blair informing him of his reassignment to TCS Victory, setting the stage for the initial deployment of the Behemoth project...

Mission 5B: Rats from a Sinking Ship

Interlude

Wingnut: Colonel, what brings you down here to brighten yet Another Fine Navy Day?

Whistler: Cut it for once, Chief; we're getting ready to bug out.

Wingnut: What? And leave the whole Ella system behind? What about the base?

Whistler: They're bugging out too and the chances of everybody making it isn't looking good. Damn Cats broke through our defenses; they've already started jumpin' hulls into the system.

Wingnut: Loading 50,000 people onto not enough 'sports I'd wager. I'd say that qualifies as a tarfu...

Whistler: We go GQ in two minutes.

Wingnut: Right. I'll get the whole wing bagged and tagged right away.

GM: Whistler heads off towards the briefing room at a trot.

Wingnut (yelling at deck crew): Alright you no-load earth sacks, quit gettin' slant-eyed and get to work; I want all the birds we got tagged, bagged and ready to skin Cats now!! We got a grade triple-A Charlie Foxtrot in progress!! Move it!!

Briefing

The GM will begin the mission by reading the following text: GM: It's been two days since the previous mission. The ship has just gone to General Quarters and the mood is tense in pilot country as Lt. Colonel Risko takes the podium.

Whistler: Alright folks, we haven't got a lot of time to chit chat on this one. As you are all aware by now, the Cats jumped another full Task Group to Cardell a few hours after we finished mopping up over Vespus and annihilated the rest of our Task Group. Our Unit only survived because we were ordered to pull a U-turn and retreat to Ella before we jumped back to Cardell. I'm sorry to say that our efforts to protect the colony on Vespus were for naught; the Kilrathi invaded the planet early this morning. HQ is mustering a Task Group to intersect the Cats, but it won't arrive in the area in time to prevent the Cats from penetrating deep into the Ella system. They have therefore ordered a complete evacuation of Ella Station and we've been ordered to assist. Computer, display Xi.

Mission5b map

Mission 5B Map

The Colonel brings up the mission map; the GM may show the map to the players if they wish.

Whistler: We're here, approximately 600,000 clicks from Ella. The plan is to rendezvous with several groups of transports at Navs 1, 3 and 4 and escort them to the Talos jump point near Nav 2. The Task Unit will meantime be heading towards the Talos jump point and should be there by the time we retrieve the third transport group. Once all the transport groups are away and we've landed, the Task Unit will jump and head to rendezvous with the Confederation Task Group in Talos. Unfortunately, the Cats have already jumped into the system, reportedly with some bear. Since we may need to change our plans on a moment's notice, I'm making this a magnum launch; we're all up for this one and we'll be flying [Thunderbolts]. Wheels up in ten minutes. Squadron dismissed.

Mission Start

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Task Unit 68.18.3

The GM should read the following text aloud: GM: Mot comes over the comm lines as you clear the launch tubes.

Mot: Xi Wing, this is your Mot. We can't raise our picket at the Vespus jump point and we're pickin' up a bunch of gibberish coded in Cat. It's lookin' like a major Cat op is evolvin' and the Skipper wants to make sure our exit doesn't get banjaxed. You're to head to the jump point even if all your lambs are lost says the Skipper; pray it doesn't go that way. Good luck out there.

Nav 1 is 250,000 kilometers from the Task Unit. Seven fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 11 min, 25 sec.
  • Hellcats: Time of transit - 18 min, 7 sec.
  • Thunderbolts: Time of transit - 19 min, 50 sec.
  • Crossbows: Time of transit - 20 min, 50 sec.
  • Stilettos: Time of transit - 11 min, 54 sec.

Nav 1

Naturally, the Cats have already found the transports and are trying to waste them...

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Little Ol' Cowgirl Convoy
    • AO-3945 TCS Lynch (Clarkson-class Transport)
    • AO-3946 TCS Macy (Clarkson-class Transport)
    • AO-3947 TCS Maguire (Clarkson-class Transport)
    • AO-3948 TCS Robison (Clarkson-class Transport)
    • AO-3949 TCS Maines (Clarkson-class Transport)
  • Kilrathi Strike Wing
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 1 Paktahn, 1 Dralthi 2 Paktahns 1 Paktahn, 4 Dralthi 2 Paktahns, 3 Dralthi 3 Paktahns, 2 Dralthi 4 Paktahns, 1 Dralthi 5 Paktahns
Hellcats 1 Paktahn, 1 Dralthi 1 Paktahn, 3 Dralthi 1 Paktahn, 5 Dralthi 2 Paktahns, 4 Dralthi 2 Paktahns, 6 Dralthi 5 Paktahns 5 Paktahns, 2 Dralthi
Thunderbolts 1 Paktahn, 2 Dralthi 1 Paktahn, 4 Dralthi 2 Paktahns, 4 Dralthi 4 Paktahns, 1 Dralthi 3 Paktahns, 6 Dralthi 3 Paktahns, 8 Dralthi 7 Paktahns
Crossbows 1 Paktahn 1 Paktahn 1 Paktahn 1 Paktahn 1 Paktahn 1 Paktahn 1 Paktahn, 1 Dralthi

The GM should read the following text aloud: GM: As your nav computer clicks off for the first nav point, your radar lights up with five big blue blips...and a number of red ones!! Kilrathi bombers!!!

Fairly straightforward encounter here: the Paktahns will focus on wasting the transports while the Dralthi will protect the Paktahns. Dralthi will attempt to take out the defenses on the transports if the opportunity arises. The Cats will pull back when the bombers run out of torpedoes or after they waste all the transports. All Kilrathi craft must be destroyed before the players may progress to the next Nav Point.

Xi Wing and the remaining transports will be ambushed 350,000 kilometers from Nav 1. The transit will require 58 minutes and 20 seconds and 24 fuel points are expended in the transit regardless of the fighter type.

Ambush (Hidden Nav One)

Don't you just hate escort missions?

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Little Ol' Cowgirl Convoy‡
  • Ambush Group†
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 7 Strakhas 10 Strakhas 14 Strakhas 17 Strakhas 21 Strakhas 24 Strakhas 24 Strakhas
Hellcats 8 Strakhas 12 Strakhas 16 Strakhas 20 Strakhas 24 Strakhas 24 Strakhas 24 Strakhas
Thunderbolts 10 Strakhas 15 Strakhas 19 Strakhas 24 Strakhas 24 Strakhas 24 Strakhas 24 Strakhas
Crossbows 2 Strakhas 3 Strakhas 4 Strakhas 5 Strakhas 5 Strakhas 6 Strakhas 7 Strakhas

†All Strakhas are in a bomber configuration, replacing their standard missile loadout with a pair of Torpedo Mk. IVs (6/4-16/2000). ‡This group is present if and only at least one ship survived at Nav 1.

The GM should read the following text aloud: You're about two-thirds of the way to the jump point when red lights begin dotting your radar. Strakha fighters already on your tail!!!.

The GM will then require all players to make a Technology Check. Any player who fails the Check will be subject to a surprise round against them. The enemy forces will be 5,000 kilometers behind the lead ship in the player group.

This is a simple ambush - the Kilrathi are going to try to waste to the transports if they can, then go for the escorting fighters. The players can only fail the mission at this point if they all die; whether any of the transports survive or not is completely inconsequential to the outcome of the mission.

If all the transports are destroyed and the players want to return immediately to Bhopal, the GM should remind them that their orders are to proceed to the jump point anyway to make sure it's clear. It won't be by the time Bhopal gets there of course, but that's beside the point...

Nav 2 is another 150,000 kilometers from the ambush point. If any transports survive, the transit will take an even 25 minutes; it will otherwise take as long as indicated below. Ten fuel points are expended in the transit regardless of the fighter type.

  • Arrows: Time of transit - 6 min, 51 sec.
  • Hellcats: Time of transit - 10 min, 52 sec.
  • Thunderbolts: Time of transit - 11 min, 54 sec.
  • Crossbows: Time of transit - 12 min, 30 sec.
  • Stilettos: Time of transit - 7 min, 9 sec.

Nav 2

Here's where things get really interesting...

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Little Ol' Cowgirl Convoy†
  • Kilrathi Scouting Party
    • Kamrani-class Corvette x2
    • Escorting Kilrathi Fighters
Encounter at Nav 2
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 3 Paktahns, 2 Sorthaks 2 Paktahns, 3 Sorthaks
Hellcats 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 3 Paktahns, 2 Sorthaks 2 Paktahns, 3 Sorthaks 2 Paktahns, 4 Sorthaks
Thunderbolts 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 3 Paktahns, 2 Sorthaks 4 Paktahns, 2 Sorthaks 5 Paktahns, 2 Sorthaks 6 Paktahns, 2 Sorthaks
Crossbows 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks 2 Paktahns, 2 Sorthaks

†This group is present if and only if it survived at both Nav 1 and the Ambush point.

The GM should read the following text aloud: GM: As your nav computer clicks off for the jump point and red blips show up on your radar (naturally), you receive a signal...

Ella Superbase: This is Ella Station to all Confederation forces. Kilrathi ships are closing in on our position - the last base personnel are evacuating and we have rigged the station for scuttling. Be advised that our scanners have picked up a bogey on course for the Talos jump point. Can't tell what it is; just that it's big. This is Ella: good luck and Long Live the Confederation!!!

GM: Seconds later, you hear the sound of Mot's voice.

Mot: Xi Wing, this is your Mot. We've lost contact with the other transport groups and the Skipper's takin' Ella's warnin' seriously; we're buggin' out. If you've got any lambs, make sure they jump but quick. Abort the mission and get back here, buster.

This encounter will be much like Nav 1, except that the Cats are fielding Sorthaks instead of Dralthi. Their explicit purpose is to engage the Confederation fighter group; they will not break off to assist the Paktahns, though they may perform defense suppression on any remaining transports if the opportunity arises. The Kilrathi will not withdraw from this encounter; they must all be destroyed before the players may head back to Bhopal. This is intended to be one of the first times Sorthaks are encountered by Confederation forces, so it would be appropriate for any remaining non-player pilot to make some kind of "what the hell is that" statement.

Nav 3 is 360,000 kilometers from Nav 2. Twenty-four fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 16 min, 26 sec.
  • Hellcats: Time of transit - 26 min, 5 sec.
  • Thunderbolts: Time of transit - 28 min, 34 sec.
  • Crossbows: Time of transit - 30 min, 0 sec.
  • Stilettos: Time of transit - 17 min, 9 sec.

Nav 3

It's not quite time to call it a day yet...far from it, actually.

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Task Unit 68.18.3
  • Kilrathi Scouting Party
    • Ralarrad-class Light Destroyer x2
    • Escorting Fighters
Encounter at Nav 3
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 2 Vaktoths 3 Vaktoths 3 Vaktoths 4 Vaktoths 5 Vaktoths 6 Vaktoths 7 Vaktoths
Hellcats 2 Vaktoths 3 Vaktoths 4 Vaktoths 5 Vaktoths 6 Vaktoths 7 Vaktoths 8 Vaktoths
Thunderbolts 2 Vaktoths 4 Vaktoths 5 Vaktoths 6 Vaktoths 7 Vaktoths 8 Vaktoths 9 Vaktoths
Crossbows 2 Vaktoths 2 Vaktoths 2 Vaktoths 2 Vaktoths 2 Vaktoths 2 Vaktoths 2 Vaktoths

The GM should read the following text aloud: GM: As the ships of the Task Unit come back into sight, you can see telltale flashes of weapons fire. Your radar lights up with red blips and you see a pair of Kilrathi destroyers dead ahead!!

Mot: Xi Wing, the Cats have found us; we could use a wee bit of help here!!

The Kilrathi capships have just stumbled across the Task Unit unexpectedly, so they aren't ready to launch capship missiles. They are maneuvering out of range to do so at the beginning of the encounter and will launch when they are ready. The Vaktoths are flying escort and will maneuver to intercept any ordnance launched at the destroyers. They will likewise engage any fighter escorting the Task Unit (including the players). Should the Confederation Task Unit come under missile attack, the Kilrathi will save Bhopal for last, preferring any other available target first. The players may lose the mission at this point if Bhopal is destroyed or if they all die. Before they may move on to the next Nav Point, the players must clear the jump point of all Kilrathi craft (leaving the capships to the Task Unit if necessary).

The Task Unit will be intercepted 180,000 kilometers from Nav 3. The transit will take twenty minutes to complete and twelve fuel points are expended regardless of the fighter type.

Intercept (Hidden Nav Two)

Somebody did mention the overwhelming number of Cats that have suddenly appeared in the system, right? Numbers like that makes it a bit hard for an opponent to just run away unnoticed...

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Task Unit 68.18.3
  • Kilrathi Strike Wing
Encounter at Hidden Nav Two
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets 2 Paktahns, 3 Darkets 3 Paktahns, 2 Darkets 2 Paktahns, 8 Darkets 4 Paktahns, 3 Darkets 5 Paktahns, 2 Darkets
Hellcats 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets 2 Paktahns, 4 Darkets 2 Paktahns, 7 Darkets 4 Paktahns, 3 Darkets 5 Paktahns, 2 Darkets 5 Paktahns, 5 Darkets
Thunderbolts 2 Paktahns, 2 Darkets 2 Paktahns, 3 Darkets 3 Paktahns, 3 Darkets 4 Paktahns, 3 Darkets 5 Paktahns, 3 Darkets 6 Paktahns, 3 Darkets 6 Paktahns, 6 Darkets
Crossbows 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets 2 Paktahns, 2 Darkets

The GM should read the following text aloud: You're about halfway back to the jump point when your autopilot alarm sounds and your radar lights up. Looks like the Cats have come to hit the Task Unit!!

This is a straightforward encounter - the Paktahns are gunning for the capships, while the Darkets are there to escort them and fend off any would-be counter-attackers. The Kilrathi will go for the other ships in the Task Unit first (i.e. the relatively easy targets) before they attempt to tackle Bhopal, but they will turn their attention to the cruiser if given opportunity or if they run out of other targets. The players can fail the mission at this point if Bhopal is destroyed or if they all die.

The jump point at Nav 4 is another 180,000 kilometers from the intercept point. The transit will take twenty minutes to complete and twelve fuel points are expended regardless of the fighter type.

Nav 4 (Mission End)

Eh. There's only one Kilrathi capship here. What could possibly be the matter?

Disposition of Forces:

  • Xi Wing (VF-119/N)
  • Task Unit 68.18.3
  • Hvar'kann-class Dreadnought x1
  • Kilrathi TarCAP
Encounter at Nav 4
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows/Stilettos 2 Paktahns, 2 Dralthi 2 Paktahns, 3 Dralthi 2 Paktahns, 6 Dralthi 4 Paktahns, 4 Dralthi 5 Paktahns, 4 Dralthi 5 Paktahns, 7 Dralthi 8 Paktahns, 2 Dralthi
Hellcats 2 Paktahns, 2 Dralthi 3 Paktahns, 2 Dralthi 3 Paktahns, 5 Dralthi 4 Paktahns, 6 Dralthi 6 Paktahns, 4 Dralthi 8 Paktahns, 2 Dralthi 7 Paktahns, 8 Dralthi
Thunderbolts 2 Paktahns, 3 Dralthi 3 Paktahns, 4 Dralthi 3 Paktahns, 8 Dralthi 6 Paktahns, 4 Dralthi 8 Paktahns, 3 Dralthi 8 Paktahns, 7 Dralthi 8 Paktahns, 8 Dralthi
Crossbows 2 Paktahns, 2 Dralthi 2 Paktahns, 2 Dralthi 2 Paktahns, 2 Dralthi 2 Paktahns, 2 Dralthi 2 Paktahns, 2 Dralthi 2 Paktahns, 2 Dralthi 2 Paktahns, 2 Dralthi

The GM should read the following text aloud: GM: Even before Mot comes on the channel your radar lights up with one huge red blip, a Kilrathi ship easily visible well before your nav computer clicks off.

Mot: Xi, we haven't a feckin' clue what this feckin' thing is and we're not feckin' stickin' around to find out. You've got two minutes, then we're jumpin'; get your arses on the deck, buster!!!

As Mot says, the players have got just two minutes - 20 rounds - before Bhopal and her escorts jump to the Talos system. This is intended as the initial encounter with a Hvar'kann-class dreadnought by Confederation forces (hence Mot's reaction to it). The Kilrathi dreadnought and the bombers will be focusing solely on the capships, targeting Bhopal in the event that all other targets are destroyed. Meanwhile, the Dralthi will be taking on the players, attempting to knock them out of commission as they line up for landing. To succeed in this encounter, the players must land on Bhopal before she jumps and Bhopal must last long enough to make the jump.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check. On a critical failure of the Check, the player involved will have to make a Check for a Ramming action. A bolter could mean death for a PC in this case; given the difficulty of this encounter in general, the GM should consider showing some leniency to the players this one time.

If the players survive and Bhopal jumps, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation, i.e. downbeat).

After the mission debriefing, the GM should read the following text out loud. GM: Meanwhile...the Kilrathi dreadnought closes in on Ella Station, her gun and missile ports open. The mighty capital ship cuts loose with a fusillade, laser fire raining down on the defenseless Terran outpost, simultaneously firing a spread of capship missiles. Moments later, the outpost detonates in an incandescent flash. Satisfied with the carnage, the dreadnought turns towards the Talos jump point, the Kilrathi continuing their advance towards the Terran homeworlds...

What's Next

Once the campaign is complete, the GM has several options with which to follow it up. Here are some suggestions:

  • Cardell is one of two systems mentioned by Admiral Tolwyn at the beginning of Wing Commander III where the Kilrathi "are on the run", the other being the Morpheus system. The pilots could be assigned to help in operations there next, as Mot suggests at the end of Mission 5A.
  • Those with a bent towards surface exploration could send their characters down to Vespus to aid in the rescue and recovery effort of Concordia's crew or perhaps to join the damage survey team. This obviously won't work if Concordia survives the campaign; a shore-leave adventure on Vespus might be appropriate if that happens.
  • With sufficient setup and preparation, there's no reason why a resourceful GM couldn't launch into a parallel campaign to Wing Commander III or perhaps Wing Commander Saga. A full run-through of either game is also possible given enough background information, though that would take a great deal of research; the CIC website is an excellent place from which to start in such an effort.
  • If the campaign was lost, the GM could chronicle the Confederation's attempt to retake the Ella and Vespus systems or perhaps perform a desperate last-ditch effort to defend Talos before the Kilrathi reach Sol.

Of course, the GM is welcome to make some alterations to the campaign and try again:

  • An obvious thing to do is switch up the fighters used with each mission or to have the players pick/create a different pilot.
  • A different matchup of capital ships is another possibility; perhaps the campaign could be played with more ships on both sides.
  • Perhaps the campaign could be played with a different set of craft, such as the standard set from WC2 or even from a later era; the Kilrathi might not fare as well against Dragons.
  • Or perhaps the campaign could be played from the Kilrathi perspective......

The possibilities for further play are limited only by the GM's imagination. More materials can be found with the full WCRPG rules, which are available at wcrpg.wikia.com.

The Pilots of VF-119

The following section contains a list of pre-built characters that may either be used to give players additional, GM-controlled wingmen during the course of the campaign or as a means of bypassing the character creation process for a "quick start" of the campaign.

Whistler

Christopher Risko was born to LCDR Joseph Risko (TCN, Ret.) and Cheryl Risko at about 1155Z at Matki Bożej Miłosierdzia (Our Lady of Mercy) Memorial Hospital in Warsaw, Masovian Voivodeship, Poland, Earth. Raised as a survivalist from an early age, Christopher was taught many tricks to taking on the wilds of the galaxy. Christopher grew up idolizing his father and his work; Joseph worked for the TCN Medical Corp for 20 years in the trauma wards of several systems. Although Christopher had a deeply entrenched respect for the nobleness of his profession, medicine didn’t feel right for him. Where Joseph was a doctor and a survivalist, Christopher had a knack to tackling puzzles and surprised the old man on many an occasion with his tracking abilities. When Chris was 14, he had his first taste of a pilot training simulator; a recruiter’s office had set up a full-scale space-simulator near his (later) home in Orlando, Florida, United States, Earth. Discovering a natural aptitude for maneuvering that shocked then-Captain Gregory "Tick" Stoval, he sent Christopher home with a Space Force Academy application in his PDA. As soon as Joseph found out about the application and the training, the PDA was smashed and Christopher was severely scolded for his interest in the Space Force; "I don’t want to see your corpse on my table," was a popular phrase in the Risko household at the time.

Despite the fact that he did not see eye-to-eye with his father over an Academy appointment, Christopher could not abate his enthusiasm. Passing the entrance exams with flying colors, he earned a scholarship and entry into an honors Academy program. Instructors had a difficult time placing him in any one learning track; his curiosity and penchant for learning seemed boundless and he took several electives. Christopher graduated Summa Cum Laude with the Class of 2660 but did not enter active service until after completing an honors program Mechanic’s School elective course. He entered active service after an extended furlough (Joseph pulled some strings to get him home for Christmas that year). After an Academy love interest caught him whistling she dubbed him "the Whistler", a name that stuck.

He was subsequently assigned to TCS Wolfhound for two years during active campaigns in the Deneb Quadrant, where he flew with distinction. He was ultimately reassigned to TCS Leyte Gulf and promoted to the rank of Major on 2663.275. Given his record, he was placed as the ship's Rapier squadron XO despite his relative youth. He saw pivotal actions during the rebellion and defense of Ghorah Khar, receiving yet another promotion and a Gold Star. When the Kilrathi invaded Sirius and Sol, Risko was on the frontline. After a quick reassignment to a Sabre, his final encounter during the Battle of Earth was a delaying action against a Kilrathi picket line. During this action, his fighter was grazed by a final Antimatter Gun shot from a Fralthra that he had just successfully torpedoed. Ejecting in time to have a ring-side seat for the torpedo's detonation, he received a heavy dose of ionizing radiation; were it not for the courage of the Medical Corps, Christopher “Whistler” Risko might have whistled his last tune that day (incidentally, his father did not see him as his patient, though Christopher did later receive a thorough grilling from his family over his "recklessness"). A little scarred from the close call and sporting a fresh crop of silver hair, he ultimately made a full recovery. Fleet Command has since reassigned him as Commander, Aerospace Wing (CAG) aboard TCS Bhopal.

Christopher Risko, Callsign: Whistler
Species: Terran (Confederation) Rank: Lieutenant Colonel, TCSF Gender: Male
Height: 2.0 m Mass: 110 kg Handedness: Right
Birth Date: 2640.310 (Age 29; Adult) Place of Birth: Warsaw, Masovian Voivodeship, Poland, Earth Initiative: +8
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: 37, Reflex: 43, Willpower: 43
HP/NHP: 68 HD/THD/FHD: 42/42/50 SI: 118
Power: 75, Three-Dimensional Maneuvers: 25 (Swimming 10), Brawling: 20 (Special Forces/Small Blades: 10), Lifting: 10.
Finesse: 85, Dexterous Maneuvers: 25 (Sleight-of-Hand 10), Dodge: 25 (Evading Ordnance 5, Shooting Ordnance 5), Hiding and Seeking: 15.
Physique: 85, Stamina: 25, Concentration: 25 (Concentration Under Fire: 20), Recuperation: 15.
Intellect: 100, Knowledge: 25 (Confederation Fighter Designs: 5, Kilrathi Fighter Designs: 5, Kilrathi Tactics: 15), Cunning 20 (Persuasion: 10), Resourcefulness: 20.
Acumen: 80, Perception: 20 (Spot Enemy: 10), Performance: 25 (Pilot 10), Survival: 15.
Charm: 75, Personality: 20 (Taunting: 10), Leadership: 20 (Wingleader: 20), Diplomacy: 5.
Command: 150, Inspire: 20 (Pilots 15), Strategy: 20 (Fighter Deployment: 15), Coordination: 20 (Fighter Wing 15), Guidance: 20, Security: 25.
Science: 72, Planetology: 20 (Gravimetric Astrogation: 12), Technology: 20 (Confederation Cockpit Electronics: 10), Typhonology: 10.
Navigation: 230, Vehicle Piloting: 25 (Confederation Light Fighters: 40, Confederation Medium Fighters: 40, Confederation Heavy Fighters: 40), Astrogation: 25, Orientation: 20, Starship Piloting: 25, Stealth: 15.
Tactical: 145, Evasive Maneuvers: 25 (Shelton Slide: 20), Combat Maneuvers: 25, Targeting: 25, Marksmanship: 25 (Surgical Strike: 15), Ballistics: 25.
Engineering: 55, Damage Control: 10, Internal Systems: 5, Defenses: 10, Mechanics: 20, Faster-Than-Light Mechanics: 10.
Communications: 40, Translate: 20, Distress: 5, Rapport: 10, Intimidate: 5.
Medicine: 10, Intensive Care: 5, Psychology: 5.
Traits: Contacts +3 (Confederation High Command), Scientific Sense +2, Navigational Sense +20, Mechanical Sense +10, Tactical Sense +15, Reputation +5, Wealth +5, Nerves +5, Reflexes +5, Discipline +5, Education +5, Comeliness –5, Creed (Never Harm the Innocent or Defenseless) –15, Honest –5.
Possessions: Tungsten-Steel Composite Knife: 300 year old heirloom with custom tungsten sheath kept in near-mint condition, carried at all times; maintains when needed in quarters. Fourth Class Laser Pistol (EC3; 8), Starfaring Wilderness Pack IV {Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic) (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), P-Ration (EC5; 32), Duct Tape (Mini Roll) (EC0; 1), Mechanical Lubricant (EC3; 8), Thermos Bottle (EC4; 16), Fire Jelly Can (EC4; 16)}, Military Dress Uniform, Military Working Uniform, Civilian Casual Dress Outfit, Athletic Swim Trunks, Rope (EC5, 32), Multi-Tool (EC2; 2), Purification Tablets (EC2, 4), Distress Beacon (EC5, 32), Medium Battery (EC1, 2), Weapon Repair/Cleaning Kit (EC2, 4), Field Multi-Spectral Goggles (EC5, 32), Compass (EC2, 4), Backpack Tent (EC9, 512), Tarp (EC5, 32), Debit Chit (EC0; 1), Deluxe-Chronometer (EC0, 1). Cash on Hand: ¤402.55.
NotesPhysical Description: In a word, brawny. Tan, with sun-worn, almost translucent skin. Suffered some cosmetic effects to his skin due to radiation poisoning (Level II) but is still physically sound. Eyes change color with mood; blue-green when amiable but grey when angry. Some visible scars on hands from cuts and laser burns. Hair color was originally ashen-blond but turned white-silver after loss from radiation; kept short.


Personality: Introverted. Deep-thinker. Thinks hand-to-hand combat training is entertainment. Light social drinker only; prefers whiskey and loves Firekka’s Finest. Non-smoker. Serious about his job. Has a way with words that makes a wingman think if they go to hell, they’ll make it back out. Does not engage in small-talk so much but will speak with purpose when the need dictates. If not in the cockpit or reading in the office, he has a tendency to wander around in order to familiarize himself with his current environment. Will remain deathly silent while contemplating tactics. Doesn’t spend a lot of money frivolously. Will not take lethal action upon anyone who is not explicitly waging war, plundering, murdering, etc. Despises lying; will do so only if there’s a bloody good reason. Measures his success by the survival of his comrades and subordinates. Rank to him is just a means to more pieces to the puzzle and less obstacles for his ideas. Laughs at jokes he thinks are funny; if he hears a joke that isn't funny to him, he’ll stare at whoever told it blankly till his mind wanders elsewhere. His laugh sounds like a neighing horse.
Personal Goals: Win the war; he wants to see what "peace" really is (since he’s only read about it). He has some hope for a family one day but that one may not be in his future given his occupation.

Taxicab

Lieutenant Kabitana's callsign is only partially based upon his last name; it's mainly from a womanizing past, an unhealthy fascination with wheeled vehicles and an early job as a shuttle pilot (from which he was booted after just three days, again due to his libido). Most of his early career was spent in Gemini patrolling the space lanes for the Confederation military. Proud to be a third generation colonial, Kabitana is a steady and reliable hand in the cockpit, though he still has a tendency to think from below the belt when there are any women around.

Pora Kabitana, Callsign: Taxicab
Species: Terran (Union of Border Worlds) Rank: First Lieutenant, TCSF Gender: Male
Height: 1.9 m Mass: 100 kg Handedness: Left
Birth Date: 2640.134 (Age 29; Adult) Place of Birth: Hedshe Honiare, Elohim System, Downing Quadrant, Vega Sector Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 35, Reflex: 48, Willpower: 37
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power : 65, Three-Dimensional Maneuvers : 25, Brawling : 25, Lifting: 15.
Finesse : 80, Dexterous Maneuvers : 25 (Sleight of Hand 10), Dodge : 25, Hiding and Seeking: 20.
Physique : 55, Stamina : 25, Concentration : 20, Recuperation: 10.
Intellect : 100, Knowledge : 20 (Kilrathi Tactics 10), Resourcefulness : 25, Cunning: 25 (Seduction 20).
Acumen : 70, Perception : 20 (Spot Enemy 10), Performance : 25, Survival: 15.
Charm : 80, Personality : 25 (Debating 10), Leadership : 25, Diplomacy: 20.
Command : 65, Security : 25, Strategy : 20, Guidance : 15, Coordination : 5.
Science : 50, Technology : 20, Planetology : 10, Geology : 5, Archaeology : 10, Typhonology: 5.
Navigation : 125, Vehicle Piloting : 25 (Stiletto 30), Orientation : 10, Astrogation : 25, Starship Piloting : 10, Stealth: 25.
Tactical : 125, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 25, Ballistics: 25.
Engineering : 55, Damage Control : 25 (Guns 5), Mechanics : 25.
Communications : 20, Translate : 20.
Medicine : 35, Intensive Care : 20, Psychology : 10, Treatment : 5.
Traits: Social Status -5, Intolerant (Confees) -2, Senses (Sound) +10, Reflexes +10, Lecherous -20.

Quiche

Quiche was born on the planet Landreich, making him a Landreicher in the strictest sense of the term. Of Indian Descent, Quiche got his callsign by egging his OCS flight instructor's bird in retaliation for the latter not paying up on a five-credit poker debt; the instructor made Quiche scrape up the eggs, cook them up into a quiche and eat it. A fair pilot in a light fighter, Quiche is Bhopal's resident card sharp. Most of the crew knows not to play him for money, especially if they can't pay up right away...

Pran Eswara, Callsign: Quiche
Species: Terran (Free Republic of the Landreich) Rank: Captain, TCSF Gender: Male
Height: 2.0 m Mass: 120 kg Handedness: Right
Birth Date: 2632.321 (Age 36; Adult) Place of Birth: Amitabish, Landreich System, Gonwyn Quadrant, Landreich Sector Initiative: +8
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: 36, Reflex: 38, Willpower: 37
HP/NHP: 66 HD/THD/FHD: 42/42/50 SI: 66
Power : 70, Three-Dimensional Maneuvers : 20, Brawling : 25 (Boxing 10), Lifting: 15.
Finesse : 85, Dexterous Maneuvers : 25 (Sleight-of-Hand 20), Dodge : 20, Hiding and Seeking: 20.
Physique : 60, Stamina : 20, Concentration : 20, Recuperation: 20.
Intellect : 115, Knowledge : 20 (Kilrathi Tactics 10, Card Games 15), Resourcefulness : 15 (Cooking 5), Cunning: 20 (Persuasion 10, Deception 20).
Acumen : 70, Perception : 20 (Sense Deception 10, Spot Enemy 10), Performance : 20, Survival: 10.
Charm : 75, Personality : 25 (Debating 10), Leadership : 20, Diplomacy: 20.
Command : 75, Security : 25, Strategy : 20, Guidance : 10, Coordination : 10, Inspire: 10,
Science : 90, Technology : 25, Planetology : 25, Geology : 20, Typhonology: 20,
Navigation : 135, Vehicle Piloting : 25 (Stiletto 35), Orientation : 25, Astrogation : 25, Stealth: 25.
Tactical : 115, Evasive Maneuvers : 20, Combat Maneuvers : 20, Targeting : 25, Marksmanship : 25, Ballistics: 25.
Engineering : 60, Damage Control : 25 (Guns 10), Mechanics : 25.
Communications : 30, Translate : 15, Intimidate : 15.
Medicine : 45, Intensive Care : 20, Psychology : 25.
Traits: Social Status -5, Intolerant (Confees) -2, Senses (Sound) +10, Reflexes +10, Greedy -10, Lecherous -5, Tightwad -5.

Polock

Lieutenant Krasinski received her callsign almost immediately upon arrival at basic training; a bigoted instructor had trouble pronouncing her surname. The fact that she is actually Polish (having been raised in Lvov) didn't help matters any; Polock truly despises the racist nature of her callsign. Polock is a master hand-to-hand fighter; she is currently ranked as G4 by the Interplanetary Krav Maga Federation. As a pilot, she's reliable (if a bit impulsive on occasion) and is an expert at targeting the weak points of enemy capital ships.

Freyderyka Krasinski, Callsign: Polock
Species: Terran (Confederation) Rank: First Lieutenant, TCSF Gender: Female
Height: 1.6 m Mass: 55 kg Handedness: Ambidextrous
Birth Date: 2638.039 (Age 31; Adult) Place of Birth: SS Szczecin en route to Sol, 119CE System, Humboldt Quadrant, Gemini Sector Initiative: +7
Attack Bonuses - Melee: +13; Ranged: +12 Saves - Fortitude: 35, Reflex: 47, Willpower: 46
HP/NHP: 65 HD/THD/FHD: 43/43/50 SI: 65
Power : 85, Three-Dimensional Maneuvers : 20, Brawling : 20 (Krav Maga 35), Lifting: 10.
Finesse : 70, Dexterous Maneuvers : 25, Dodge : 25, Hiding and Seeking: 20.
Physique : 50, Stamina : 25, Concentration : 15, Recuperation: 10.
Intellect : 95, Knowledge : 20 (Kilrathi Capital Ship Designs 15), Resourcefulness : 25, Cunning: 25 (Deception 10).
Acumen : 60, Perception : 25, Performance : 20, Survival: 15.
Charm : 65, Personality : 25 (Debating 10), Leadership : 15, Diplomacy: 15.
Command : 75, Security : 25 (Blades 20), Strategy : 15, Coordination : 15.
Science : 50, Technology : 25, Typhonology : 15, Archaeology : 0 (Anthropology 10).
Navigation : 85, Vehicle Piloting : 25 (Crossbow 25), Astrogation : 25, Stealth: 10.
Tactical : 120, Evasive Maneuvers : 15, Combat Maneuvers : 15, Targeting : 25 (Engines 10, Shields 10, Flight Deck 10), Marksmanship : 10, Ballistics: 25.
Engineering : 40, Damage Control : 20, Mechanics : 20.
Communications : 20, Intimidate : 15, Translate : 5.
Medicine : 10, Intensive Care : 10.
Traits: Ambidexterity +25, Reflexes +10, Discipline +10, Impulsive -10, Allergic (Pollen) -5, Creed (Defend Confederation) -5.

Dilly

Pao Dai-Lin joined the Confederation Fleet relatively late in his life, owing to a desire to "go out and see the universe". His lackadaisical attitude nearly got him expelled from the Space Force Academy, which he eventually attended. His service so far aboard Bhopal has been equally lackluster and though he is a reasonably good pilot, his tendencies to shirk his other duties have gotten him into hot water on more than one occasion. His callsign, a play on his given name, reflects his status as the ship's resident underachiever.

Pao Dai-Lin, Callsign: Dilly
Species: Terran (Confederation) Rank: Second Lieutenant, TCSF Gender: Male
Height: 1.9 m Mass: 90 kg Handedness: Left
Birth Date: 2644.247 (Age 25; Adult) Place of Birth: Remus Refinery, Pollux System, Humboldt Quadrant, Gemini Sector Initiative: +8
Attack Bonuses - Melee: +10; Ranged: +11 Saves - Fortitude: 35, Reflex: 38, Willpower: 27
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power : 70, Three-Dimensional Maneuvers : 25 (Climbing 10), Brawling : 15, Lifting: 20.
Finesse : 85, Dexterous Maneuvers : 25 (Sleight of Hand 10), Dodge : 25, Hiding and Seeking: 25.
Physique : 50, Stamina : 20, Concentration : 15, Recuperation: 15.
Intellect : 100, Knowledge : 25, Resourcefulness : 20 (Sketching 10), Cunning: 25 (Persuasion 10, Deception 10).
Acumen : 70, Perception : 25 (Sense Deception 10, Sense Danger 10), Performance : 10, Survival: 15.
Charm : 40, Personality : 20, Leadership : 5, Diplomacy: 15.
Command : 45, Security : 15, Strategy : 15, Coordination : 15.
Science : 80, Technology : 25, Geology : 15, Archaeology : 20 (Anthropology 20).
Navigation : 110, Vehicle Piloting : 25 (Arrow 35), Astrogation : 25, Stealth: 25.
Tactical : 95, Evasive Maneuvers : 20, Combat Maneuvers : 20, Targeting : 15, Marksmanship : 20, Ballistics: 20.
Engineering : 40, Damage Control : 20, Mechanics : 20.
Communications : 35, Negotiate : 15, Distress : 10, Translate : 10.
Medicine : 10, Intensive Care : 10.
Traits: Ambidexterity +5, Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Discipline -10, Reputation (Lazy) -5.

Andon

Lieutenant Nicolayic is Bhopal's resident troubadour pilot, a very talented musician with a great deal of technical skill with most instruments and an amazing singing voice. Like most musicians, she found herself with the need to pay the bills early in her adult life and joined the military to become a fighter pilot and earn a little extra scratch in the process. Her callsign, a play on her given name, was given to her by her drill instructor after the rest of her training squad dared her to sing "the Banana Boat Song" and make up new verses for as long as she could; much to everyone's chagrin, she sang the song for three hours straight (i.e. it went and on and on and on...). She'll play or sing any piece of music requested of her with the exception of Rockero music, which she detests (ironic, given her place of birth). As a pilot, she's known for her quick reflexes and reliability.

Onenn Nicolayic, Callsign: Andon
Species: Terran (Confederation) Rank: First Lieutenant, TCSF Gender: Female
Height: 1.6 m Mass: 50 kg Handedness: Right
Birth Date: 2638.114 (Age 31; Adult) Place of Birth: Nuevo Brest, Celeste, Terra Quadrant, Sol Sector Initiative: +7
Attack Bonuses - Melee: +7; Ranged: +10 Saves - Fortitude: 36, Reflex: 47, Willpower: 42
HP/NHP: 66 HD/THD/FHD: 43/43/50 SI: 66
Power : 45, Three-Dimensional Maneuvers : 25, Brawling : 10, Lifting: 10.
Finesse : 75, Dexterous Maneuvers : 25 (Balance 10), Dodge : 20, Hiding and Seeking: 20.
Physique : 60, Stamina : 20, Concentration : 25, Recuperation: 15.
Intellect : 105, Knowledge : 20 (Kilrathi Tactics 10, Songs 20), Resourcefulness : 25, Cunning: 20 (Persuasion 5, Seduction 5).
Acumen : 120, Perception : 25 (Sense Danger 20, Spot Enemy 15), Performance : 25 (Musician 20), Survival: 15.
Charm : 60, Personality : 25, Leadership : 15, Diplomacy: 20.
Command : 65, Security : 15, Strategy : 10, Coordination : 25, Inspire: 15.
Science : 100, Technology : 20 (Musical Instruments 15), Geology : 10, Archaeology : 10 (Anthropology 30), Typhonology: 15.
Navigation : 100, Vehicle Piloting : 25 (Arrow 25), Astrogation : 25, Stealth: 25.
Tactical : 150, Evasive Maneuvers : 25 (Fish Hook 15), Combat Maneuvers : 25 (Shelton Slide 10), Targeting : 25, Marksmanship : 25, Ballistics: 25.
Engineering : 60, Damage Control : 25 (Guns 10) Mechanics : 25.
Communications : 50, Rapport : 20, Negotiate : 20, Translate : 10.
Medicine : 25, Intensive Care : 10, Psychology : 15.
Traits: Senses (Sound) +5, Math Expert +5, Reflexes +10, Lecherous -10, Honest -10.

Coldfire

Major Adjeng is the second most senior member of Fireball Squadron and is Bhopal's top gun, an Ace of Aces with over 200 kills on her record over her service career. She earned her callsign for her flying style: ice cold and deadly accurate with her weaponry regardless of what craft she's flying. Her success in the cockpit has given her somewhat of a haughty attitude, one which has begun to stymie the advancement of her career. She is the only member of Bhopal's wing who resents the fact that Lt. Colonel Risko, an outsider to the wing, was assigned as ship's CAG after the Battle of Earth. To her credit, she does not feel as though she should've been the one who was promoted to the position - she feels that Major Neuville should've been promoted into the position instead.

Erna Adjeng, Callsign: Coldfire
Species: Terran (Confederation) Rank: Major, TCSF Gender: Female
Height: 1.5 m Mass: 60 kg Handedness: Right
Birth Date: 2634.088 (Age 35; Adult) Place of Birth: Baru Riau, Chemla, Gegarin Quadrant, Hawking Sector Initiative: +10
Attack Bonuses - Melee: +11; Ranged: +15 Saves - Fortitude: 36, Reflex: 40, Willpower: 37
HP/NHP: 66 HD/THD/FHD: 40/40/50 SI: 66
Power : 60, Three-Dimensional Maneuvers : 20, Brawling : 25, Lifting: 15.
Finesse : 105, Dexterous Maneuvers : 25 (Balance 20, Sleight-of-Hand 15), Dodge : 20, Hiding and Seeking: 25.
Physique : 65, Stamina : 20, Concentration : 20 (Concentrate Under Fire 10), Recuperation: 15, .
Intellect : 140, Knowledge : 25 (Kilrathi Tactics 20, Kilrathi Fighter Designs 20, Kilrathi Capital Ship Designs 20), Resourcefulness : 25, Cunning: 20 (Persuasion 10, Deception 5, Treachery 5).
Acumen : 75, Perception : 25, Performance : 25 (Pilot 5), Survival: 20.
Charm : 55, Personality : 25 (Taunting 10), Leadership : 10, Diplomacy: 10.
Command : 85, Security : 25 (Hand Laser 15), Strategy : 25, Coordination : 25.
Science : 60, Technology : 25, Geology : 10, Typhonology: 25.
Navigation : 150, Vehicle Piloting : 25 (Confederation Light Fighters 20, Confederation Medium Fighters 20, Confederation Heavy Fighters 20), Astrogation : 25 (Akwende Drive 25), Stealth: 15.
Tactical : 170, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25 (Engines 5), Marksmanship : 25 (Lasers 10, Mass Drivers 10), Ballistics: 25 (DFs 10, Torpedoes 10).
Engineering : 70, Damage Control : 25 (Guns 15), Mechanics : 20 (Fightercraft 10).
Communications : 40, Intimidate : 20, Translate : 15, Rapport : 5.
Medicine : 50, Intensive Care : 25, Psychology : 25.
Traits: Tactical Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -10, Intolerant (Subordinates) -5.

Pomade

Captain Jelenovicz earned his callsign due to the amount of attention he pays to his hair on a daily basis; he uses so much gel that most people can smell it at fifty paces. He typically exudes an air of smug confidence and has little patience for subordinates (though he doesn't necessarily show any open disdain towards them either). An average flier, his main strength lies in his expertise as a torpedo bombardier.

Karel Jelenovicz, Callsign: Pomade
Species: Terran (Confederation) Rank: Captain, TCSF Gender: Male
Height: 1.8 m Mass: 120 kg Handedness: Right
Birth Date: 2637.007 (Age 32; Adult) Place of Birth: Aetos Dios, Aquila IV, Petrov Quadrant, Sol Sector Initiative: +8
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: 36, Reflex: 38, Willpower: 33
HP/NHP: 66 HD/THD/FHD: 42/42/50 SI: 66
Power : 70, Three-Dimensional Maneuvers : 20 (Swimming 10), Brawling : 15, Lifting: 25.
Finesse : 80, Dexterous Maneuvers : 25 (Horseback Riding 10), Dodge : 25, Hiding and Seeking: 20.
Physique : 65, Stamina : 15, Concentration : 25, Recuperation: 25.
Intellect : 105, Knowledge : 20 (Kilrathi Capital Ships 10, Kilrathi Tactics 10, Hair Care 10), Resourcefulness : 25, Cunning: 20 (Persuasion 10).
Acumen : 85, Perception : 25 (Spot Enemy 10, Sense Deception 10), Performance : 25 (Pilot 10), Survival: 5.
Charm : 70, Personality : 25 (Taunting 10), Leadership : 15, Diplomacy: 20.
Command : 75, Security : 25, Strategy : 25, Coordination : 25.
Science : 70, Technology : 25, Geology : 25, Archaeology : 10, Typhonology: 10.
Navigation : 100, Vehicle Piloting : 25 (Crossbow 35), Astrogation : 25, Stealth: 15.
Tactical : 165, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 15, Ballistics: 25 (Torpedoes 50).
Engineering : 80, Damage Control : 25 (Guns 10), Mechanics : 25, Faster-than-Light Mechanics : 20.
Communications : 30, Translate : 20, Distress : 10.
Medicine : 30, Intensive Care : 20, Psychology : 10.
Traits: Tactical Sense +10, Overconfident -5, Discipline -5.

Waltz

Major Neuville is Fireball Squadron's XO. When she was thirteen years old, Waltz's parents moved to Adelaide in South Australia and she lived there long enough into her early adult life to pick up a strong accent; the callsign she later received from her flight instructors was therefore a natural choice. She takes her job seriously and is a dedicated pilot, though she can be a hardass and can be quite temperamental (asking her to dance or making remarks about billabongs or swagmen in front of her has gotten more than one smart-assed servicemember punched in the face).

Matilda Neuville, Callsign: Waltz
Species: Terran (Confederation) Rank: Major, TCSF Gender: Female
Height: 1.5 m Mass: 55 kg Handedness: Right
Birth Date: 2631.305 (Age 37; Adult) Place of Birth: Otherwhen, Kalvan, Asimov Quadrant, Enigma Sector Initiative: +7
Attack Bonuses - Melee: +12; Ranged: +11 Saves - Fortitude: 36, Reflex: 37, Willpower: 37
HP/NHP: 66 HD/THD/FHD: 43/43/50 SI: 66
Power :  80, Three-Dimensional Maneuvers : 20, Brawling : 25 (Shorinji Kempo 20), Lifting: 15.
Finesse : 75, Dexterous Maneuvers : 20 (Balance 15), Dodge : 20, Hiding and Seeking: 20.
Physique : 60, Stamina : 20, Concentration : 20, Recuperation: 20.
Intellect : 105, Knowledge : 25 (Kilrathi Tactics 15), Resourcefulness : 25 (Sculpting 10), Cunning: 20 (Persuasion 10).
Acumen : 70, Perception : 20, Performance : 25, Survival: 25.
Charm : 85, Personality : 25 (Debating 10), Leadership : 20 (Fighter Squadron 10), Diplomacy: 20.
Command : 105, Security : 20, Strategy : 20, Guidance : 25, Coordination : 20, Inspire: 20.
Science : 90, Technology : 20 (Computers 10), Planetology : 25, Geology : 5, Archaeology : 5, Typhonology: 25.
Navigation : 115, Vehicle Piloting : 25 (Groundcars 10, Hellcat 25), Orientation : 15, Astrogation : 25, Stealth: 15.
Tactical : 115, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 20, Ballistics: 20.
Engineering : 60, Damage Control : 25 (Guns 10), Mechanics : 25.
Communications : 30, Translate : 15, Intimidate : 15.
Medicine : 45, Intensive Care : 20, Psychology : 15, Specialized Medicine : 10.
Traits: Navigational Sense +10, Temper -10.

Gurney

Lieutenant Gernot is currently the youngest pilot serving aboard Bhopal, coming straight from a training cruise aboard TCS Wellington a mere two weeks prior to the start of the action in the Cardell system. During his training cruise, he got ahold of some bad synthetic pizza and had to spend two weeks in Wellington's sickbay as a result; he received his callsign while convalescing. He is young and eager like most rookie pilots, though he has already proven to be a good marksman.

Mircea Gernot, Callsign: Gurney
Species: Terran (Confederation) Rank: Second Lieutenant, TCSF Gender: Male
Height: 2.0 m Mass: 130 kg Handedness: Left
Birth Date: 2646.266 (Age 22; Adult) Place of Birth: Nove Brodel, Erewhon, Potter Quadrant, Gemini Sector Initiative: +5
Attack Bonuses - Melee: +9; Ranged: +9 Saves - Fortitude: 34, Reflex: 35, Willpower: 32
HP/NHP: 64 HD/THD/FHD: 45/45/50 SI: 64
Power : 50, Three-Dimensional Maneuvers : 15 (Climbing 10), Brawling : 15, Lifting: 10.
Finesse : 55, Dexterous Maneuvers : 25, Dodge : 15, Hiding and Seeking: 15.
Physique : 45, Stamina : 15, Concentration : 15, Recuperation: 15.
Intellect : 80, Knowledge : 25 (Kilrathi Tactics 10), Resourcefulness : 15, Cunning: 20 (Persuasion 5, Seduction 5).
Acumen : 70, Perception : 25 (Spot Enemy 10), Performance : 25, Survival: 10.
Charm : 55, Personality : 20, Leadership : 15, Diplomacy: 20.
Command : 35, Security : 20, Coordination : 15.
Science : 40, Technology : 25, Archaeology : 0 (Anthropology 15).
Navigation : 60, Vehicle Piloting : 25 (Thunderbolt 20), Astrogation : 15.
Tactical : 70, Evasive Maneuvers : 10, Combat Maneuvers : 10, Targeting : 10, Marksmanship : 25, Ballistics : 15.
Engineering : 30, Damage Control : 15, Mechanics : 15.
Communications : 20, Negotiate : 10, Translate : 10.
Medicine : 25, Intensive Care : 10, Psychology : 15.
Traits: Tactical Sense +10, Overconfident -5, Discipline -5.

Meatball

Meatball often tells people he got his callsign because his ancestors were Norwegian and his flight instructor didn't know anything about Norway aside from the fact that it is next to Sweden, where they make meatballs; it's more likely that it stemmed from his general acne-scarred appearance and questionable table manners. Whatever the truth may be regarding the source of his callsign, Meatball is a relatively young and inexperienced pilot. He does know how to make a Thunderbolt dance, though...

Thomas Lien, Callsign: Meatball
Species: Terran (Confederation) Rank: Second Lieutenant, TCSF Gender: Male
Height: 1.9 m Mass: 120 kg Handedness: Right
Birth Date: 2645.356 (Age 23; Adult) Place of Birth: Brandywine Mining Base, Lafayette System, Day Quadrant, Vega Sector Initiative: +6
Attack Bonuses - Melee: +8; Ranged: +10 Saves - Fortitude: 36, Reflex: 46, Willpower: 39
HP/NHP: 66 HD/THD/FHD: 44/44/50 SI: 66
Power : 40, Three-Dimensional Maneuvers : 15, Brawling : 15, Lifting: 10.
Finesse : 60, Dexterous Maneuvers : 20, Dodge : 20, Hiding and Seeking: 20.
Physique : 65, Stamina : 10, Concentration : 25 (Concentrate Under Fire 20), Recuperation: 10.
Intellect : 100, Knowledge : 25 (Kilrathi Tactics 5), Resourcefulness : 25, Cunning: 25 (Persuasion 10, Deception 10).
Acumen : 90, Perception : 20 (Sense Danger 20), Performance : 25, Survival: 15 (Wilderness 10).
Charm : 45, Personality : 15, Leadership : 15, Diplomacy: 15.
Command : 35, Security : 20, Coordination : 15.
Science : 50, Technology : 25, Geology : 15, Typhonology : 10.
Navigation : 95, Vehicle Piloting : 25 (Walkers 10, Thunderbolt 25), Orientation : 10, Astrogation : 25.
Tactical : 70, Evasive Maneuvers : 15, Combat Maneuvers : 15, Targeting : 10, Marksmanship : 15, Ballistics : 15.
Engineering : 30, Damage Control : 15, Mechanics : 15.
Communications : 20, Rapport : 10, Translate : 10.
Medicine : 25, Intensive Care : 10, Psychology : 15.
Traits: Senses (Sound) +10, Reflexes +10, Comeliness -5, Impulsive -10, Glutton -5.

Rug

Captain Brokenhand got his callsign from the same bigoted flight instructor that gave Polock her callsign; it comes from his Navajo descent. Despite repeated appeals to his wingmates, his complete abhorrence of his callsign has assured that it has stuck hard. Rug started his military career after a messy divorce, with most of his combat pay going towards alimony payments. Due to the late start of his career, he is currently the oldest pilot serving aboard Bhopal. He is known for being quiet and introspective in Bhopal's rec room, often boring anyone who will listen with one piece of old lore or another. In the cockpit, he's the kind of wingleader other pilots are happy to draw.

Beshiltheeni Brokenhand, Callsign: Rug
Species: Terran (Confederation) Rank: Captain, TCSF Gender: Male
Height: 1.9 m Mass: 110 kg Handedness: Right
Birth Date: 2630.135 (Age 39; Adult) Place of Birth: So Mali Liitsohi, Gilmore II, Gegarin Quadrant, Hawking Sector Initiative: +8
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: 36, Reflex: 38, Willpower: 32
HP/NHP: 66 HD/THD/FHD: 42/42/50 SI: 66
Power : 75, Three-Dimensional Maneuvers : 20 (Climbing 10), Brawling : 25, Lifting: 20.
Finesse : 80, Dexterous Maneuvers : 25 (Sleight of Hand 10), Dodge : 20, Hiding and Seeking: 25.
Physique : 65, Stamina : 20, Concentration : 20, Recuperation: 25.
Intellect : 120, Knowledge : 25 (Navajo Lore 15, Kilrathi Tactics 20), Resourcefulness : 25, Cunning: 20 (Persuasion 15).
Acumen : 75, Perception : 20 (Spot Enemy 10), Performance : 25, Survival: 20.
Charm : 85, Personality : 25, Leadership : 20 (Flight Wing 20), Diplomacy: 20.
Command : 85, Security : 25, Strategy : 25, Guidance : 15, Coordination : 10, Inspire: 10.
Science : 95, Technology : 25, Planetology : 25, Geology : 20, Archaeology : 15, Typhonology: 10.
Navigation : 145, Vehicle Piloting : 25 (Hellcat 35), Orientation : 15, Astrogation : 20, Starship Piloting : 25, Stealth: 25.
Tactical : 145, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 25 (Laser 10, Ion Cannon 10), Ballistics: 25.
Engineering : 70, Damage Control : 25 (Guns 10), Mechanics : 25 (Fightercraft 10).
Communications : 40, Rapport : 10, Translate : 20 (Kilrathi 10).
Medicine : 55, Intensive Care : 25, Psychology : 15, Treatment : 15.
Traits: Navigational Sense +10, Overconfident -5, Discipline -5.

Kilrathi Pilots

Fire Chaser

The following table is for a 0-hero point generic Kilrathi Pilot.

Butlav nar Sutaghi, Callsign: Fire Chaser
Species: Kilrathi Rank: Fourth Fang Gender: Male
Height: 2.15 m Mass: 94.5 kg Handedness: Ambidextrous
Birth Date: 2643.305 (Age 25; Adult) Place of Birth: R'Qan Community, Kher-za, Kur'u Caxki Quadrant, Kilrah Sector  Initiative: +6
Attack Bonuses - Melee: +10; Ranged: +10 Saves - Fortitude: 35, Reflex: 56, Willpower: 31
HP/NHP: 75 HD/THD/FHD: 47/44/53 SI: 127
Power : 60, Three-Dimensional Maneuvers : 25, Brawling : 20, Lifting: 15.
Finesse : 65, Dexterous Maneuvers : 20, Dodge : 20, Hiding and Seeking: 15 (Stalking Prey 10).
Physique : 50, Stamina : 25, Concentration : 15, Recuperation: 10.
Intellect : 75, Knowledge : 20 (Clan Lore 10), Resourcefulness : 25, Cunning: 20.
Acumen : 60, Perception : 25, Performance : 20, Survival: 15, .
Charm : 65, Personality : 20 (Taunting 10), Leadership : 20, Diplomacy: 15.
Command : 40, Security : 20, Strategy : 15, Guidance : 5.
Science : 45, Technology : 20, Planetology : 15, Geology : 10.
Navigation : 55, Vehicle Piloting : 25 (Ekapshi 5), Orientation : 10, Astrogation : 15.
Tactical : 50, Evasive Maneuvers : 15, Combat Maneuvers : 15, Targeting : 10, Marksmanship : 5, Ballistics : 5.
Engineering : 35, Damage Control : 20, Mechanics : 15.
Communications : 20, Rapport : 15, Translate : 5.
Medicine : 25, Intensive Care : 15, Psychology : 10.
Traits: Enhanced Visual SenseAmbidexterity +25, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Reflexes +20, Creed -25, Intolerant (Non-Kilrathi) -10, Impulsive -10, Discipline -5, Lecherous -5.

Slasher

The following table is for a 100-hero point generic Kilrathi Pilot.

Mirrach lak M'shren, Callsign: Slasher
Species: Kilrathi Rank: Fourth Fang Gender: Male
Height: 2.69 m Mass: 105 kg Handedness: Right
Birth Date: 2640.013 (Age 29; Adult) Place of Birth: Fa'orc'al Hrai Caxki, M'shren, Kur'u Caxki Quadrant, Kilrah Sector Initiative: +8
Attack Bonuses - Melee: +10; Ranged: +12 Saves - Fortitude: 35, Reflex: 38, Willpower: 31
HP/NHP: 75 HD/THD/FHD: 45/42/53 SI: 127
Power : 60, Three-Dimensional Maneuvers : 25, Brawling : 20, Lifting: 15.
Finesse : 80, Dexterous Maneuvers : 25, Dodge : 25, Hiding and Seeking: 20 (Stalking Prey 10).
Physique : 50, Stamina : 25, Concentration : 15, Recuperation: 10.
Intellect : 85, Knowledge : 20 (Kilrathi Cinema 15), Resourcefulness : 20, Cunning: 20 (Persuasion 10).
Acumen : 60, Perception : 25, Performance : 20, Survival: 15.
Charm : 65, Personality : 20 (Taunting 10), Leadership : 20, Diplomacy: 15.
Command : 40, Security : 20, Strategy : 20.
Science : 55, Technology : 25, Planetology : 15, Geology : 10, Archaeology : 5.
Navigation : 105, Vehicle Piloting : 25 (Darket 20), Astrogation : 25, Starship Piloting : 10, Stealth: 25.
Tactical : 75, Evasive Maneuvers : 15, Combat Maneuvers : 15, Targeting : 15, Marksmanship : 15, Ballistics: 15.
Engineering : 35, Damage Control : 20, Mechanics : 15.
Communications : 20, Translate : 20.
Medicine : 25, Intensive Care : 15, Psychology : 10.
Traits:  Enhanced Visual SenseNavigational Sense +10, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10, Overconfident -5, Discipline -5.

Cleaver

The following table is for a 200-hero point generic Kilrathi Pilot.

Druvakh lak H'hrass, Callsign: Cleaver
Species: Kilrathi Rank: Third Fang Gender: Male
Height: 3.23m Mass: 110.25 kg Handedness: Right
Birth Date: 2635.253 (Age 33; Adult) Place of Birth: Garga'qu Community, H'hrass, Kur'u Caxki Quadrant, Kilrah Sector Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +12 Saves - Fortitude: 35, Reflex: 38, Willpower: 36
HP/NHP: 75 HD/THD/FHD: 45/42/53 SI: 127
Power : 70, Three-Dimensional Maneuvers : 20, Brawling : 25 (Blades 20), Lifting: 5.
Finesse : 85, Dexterous Maneuvers : 20, Dodge : 20, Hiding and Seeking: 20 (Stalking Prey 10, Nagga Hunting 15).
Physique : 55, Stamina : 25, Concentration : 20, Recuperation: 10.
Intellect : 90, Knowledge : 25 (Nagga Anatomy 10), Resourcefulness : 20, Cunning: 25 (Persuasion 10).
Acumen : 60, Perception : 25, Performance : 20, Survival: 15.
Charm : 65, Personality : 25, Leadership : 20, Diplomacy: 20.
Command : 60, Security : 20 (Blades 25), Strategy : 10, Coordination : 5.
Science : 75, Technology : 25, Planetology : 20, Geology : 15, Archaeology : 10, Typhonology: 5,
Navigation : 110, Vehicle Piloting : 25 (Dralthi-IV 25), Orientation : 10, Astrogation : 25, Stealth: 25.
Tactical : 90, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 10, Marksmanship : 15, Ballistics: 15.
Engineering : 45, Damage Control : 25, Mechanics : 20.
Communications : 20, Translate : 20.
Medicine : 25, Intensive Care : 15, Psychology : 10.
Traits: Enhanced Visual SenseNavigational Sense +5, Senses (Sight) +10, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10, Overconfident -5, Impulsive -5.

Black Reaper

The following table is for a 300-hero point generic Kilrathi Pilot.

Ratha nar M'shren, Callsign: Black Reaper
Species: Kilrathi Rank: Second Fang Gender: Male
Height: 2.96 m Mass: 115.5 kg Handedness: Left
Birth Date: 2633.211 (Age 35; Adult) Place of Birth: Skabak Ragnith, M'shren, Kur'u Caxki Quadrant, Kilrah Sector Initiative: +9
Attack Bonuses - Melee: +12; Ranged: +14 Saves - Fortitude: 36, Reflex: 39, Willpower: 36
HP/NHP: 76 HD/THD/FHD: 44/41/53 SI: 128
Power : 75, Three-Dimensional Maneuvers : 20 (Swimming 10), Brawling : 25, Lifting: 20.
Finesse : 90, Dexterous Maneuvers : 20, Dodge : 15, Hiding and Seeking: 25 (Stalking Prey 30).
Physique : 60, Stamina : 25, Concentration : 20, Recuperation: 15.
Intellect : 95, Knowledge : 25 (Torture Methods 15), Resourcefulness : 20, Cunning: 25 (Persuasion 10).
Acumen : 60, Perception : 25, Performance : 20, Survival: 15.
Charm : 70, Personality : 20 (Taunting 10), Leadership : 25, Diplomacy: 15.
Command : 70, Security : 25, Strategy : 20, Guidance : 15, Coordination : 10.
Science : 85, Technology : 20, Planetology : 25, Geology : 15, Archaeology : 10, Typhonology: 15.
Navigation : 125, Vehicle Piloting : 25 (Vaktoth 30), Orientation : 10, Astrogation : 25, Starship Piloting : 10, Stealth: 25.
Tactical : 110, Evasive Maneuvers : 25 (Fishhook 10), Combat Maneuvers : 25, Targeting : 20, Marksmanship : 15, Ballistics: 15.
Engineering : 50, Damage Control : 25, Mechanics : 25.
Communications : 20, Translate : 20.
Medicine : 35, Intensive Care : 25, Psychology : 10.
TraitsEnhanced Visual SenseNavigational Sense +5, Senses (Sight) +5 , Senses (Smell) +5, Senses (Hearing) +10, Creed -25, Intolerant (Non-Kilrathi) -10, Overconfident -15.

Ape Poacher

The following table is for a 400-hero point generic Kilrathi Pilot.

Kavark nar Sihkag, Callsign: Ape Poacher
Species: Kilrathi Rank: First Fang Gender: Male
Height: 3.23 m Mass: 115.5 kg Handedness: Right
Birth Date: 2629.027 (Age 40; Middle Age) Place of Birth: Garga nar Sihkag, Trk'Harna, Issac Quadrant, Enigma Sector Initiative: +9
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 36, Reflex: 39, Willpower: 36
HP/NHP: 76 HD/THD/FHD: 44/41/53 SI: 128
Power : 75, Three-Dimensional Maneuvers : 25, Brawling : 25 (Knife Fighting 10), Lifting: 15.
Finesse : 90, Dexterous Maneuvers : 25 (Balance 15), Dodge : 15, Hiding and Seeking: 20 (Stalking Prey 15).
Physique : 60, Stamina : 25, Concentration : 20, Recuperation: 20.
Intellect : 105, Knowledge : 20 (Clan Lore 15), Resourcefulness : 25, Cunning: 25 (Persuasion 10, Deception 10).
Acumen : 65, Perception : 25, Performance : 25, Survival: 15.
Charm : 80, Personality : 25 (Taunting 10), Leadership : 25, Diplomacy: 20.
Command : 80, Security : 20 (Blades 10), Strategy : 20, Guidance : 15, Coordination : 15.
Science : 95, Technology : 20, Planetology : 25, Geology : 20, Archaeology : 15, Typhonology: 15.
Navigation : 135, Vehicle Piloting : 25 (Strakha 30), Astrogation : 25, Stealth: 25 (Cloaking Device 30).
Tactical : 125, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 25, Ballistics : 25.

Engineering : 65, Damage Control : 25, Mechanics : 25 (Fightercraft 15).
Communications : 30, Translate : 10 (English 20).
Medicine : 45, Intensive Care : 20, Psychology : 25.

TraitsEnhanced Visual SenseTactical Sense +5, Senses (Sight) +10, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10, Overconfident -5, Impulsive -5.

Deathmist

The following table is for a 500-hero point generic Kilrathi Pilot.

Drakj'hath nar Kur'u'tak, Callsign: Deathmist
Species: Kilrathi Rank: Shintahr Gender: Male
Height: 2.15 m Mass: 110.25 kg Handedness: Left
Birth Date: 2629.064 (Age 40; Middle Age) Place of Birth: SS Garg'bhuk en route to Kilrah, Vukar Tag, K'vt Tag Quadrant, Vukar Tag Sector  Initiative: +9
Attack Bonuses - Melee: +13; Ranged: +14 Saves - Fortitude: 36, Reflex: 39, Willpower: 32
HP/NHP: 76 HD/THD/FHD: 44/41/53 SI: 128
Power : 80, Three-Dimensional Maneuvers : 25 (Climbing 10), Brawling : 25, Lifting: 20.
Finesse : 95, Dexterous Maneuvers : 25 (Balance 15), Dodge : 35, Hiding and Seeking: 20 (Stalk Prey 10).
Physique : 65, Stamina : 20, Concentration : 25, Recuperation: 20.
Intellect : 110, Knowledge : 25 (Clan Lore 10, Court Politics 10), Resourcefulness : 25, Cunning: 20 (Treachery 10, Persuasion 10).
Acumen : 70, Perception : 25 (Spot Enemy 10), Performance : 20, Survival: 15.
Charm : 80, Personality : 20 (Taunting 15), Leadership : 25, Diplomacy: 20.
Command : 90, Security : 25, Strategy : 25, Guidance : 20, Coordination : 10, Inspire: 10.
Science : 100, Technology : 25, Planetology : 25, Geology : 20, Archaeology : 15, Typhonology: 15.
Navigation : 145, Vehicle Piloting : 25 (Strakha 15), Astrogation : 25 (Akwende Drive 15), Starship Piloting : 25, Stealth: 25 (Cloaking Device 25).
Tactical : 140, Evasive Maneuvers : 20, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 25 (Laser 10, Meson Gun 10), Ballistics: 25.
Engineering : 75, Damage Control : 25, Mechanics : 25, Faster-Than-Light Mechanics: 25.
Communications : 40, Translate : 15 (English 25).
Medicine : 55, Intensive Care : 25, Psychology : 25, Specialized Medicine : 5.
TraitsEnhanced Visual SenseNavigational Sense +10, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10, Overconfident -5, Discipline -5.

Auxiliary Personnel

Wingnut

Walter Diring is the chief tech in charge of keeping Fireball Squadron's birds up and running. His family can trace their lineage all the way back to the tiny Micronesian nation of Nauru on Earth. An exceedingly bright and mechanically gifted individual, Wingnut is known for giving out advice to Bhopal's pilots and for his rapid, sometimes improvised repair work. He also runs the ship's still and on occasion pulls some fairly spectacular practical jokes. His language tends to be somewhat colorful when he's ordering his deck crews around; he'll also occasionally use it in front of people with whom he's particularly sociable.

Walter "Wingnut" Diring
Species: Terran Rank: Chief Petty Officer, TCN
(Chief Tech, TCS Bhopal)
Gender: Male
Height: 2.0 m Mass: 130 kg Handedness: Right
Birth Date: 2635.131 (Age 34; Adult) Place of Birth: Naval Station Weslyn, Weslyn System, Terra Quadrant, Sol Sector Initiative: +5
Attack Bonuses - Melee: +7; Ranged: +5 Saves - Fortitude: 38, Reflex: 35, Willpower: 38
HP/NHP: 68 HD/THD/FHD: 45/45/50 SI: 68
Power: 70, Lifting: 25, Brawling: 25, Three-Dimensional Maneuvers: 20.
Finesse: 55, Dexterous Maneuvers: 25, Hiding and Seeking: 20, Dodge: 10.
Physique: 80, Concentration: 20 (Concentrate Under Fire 10), Stamina: 25, Recuperation: 25.
Intellect: 100, Cunning: 15, Resourcefulness: 25 (Jury-Rigging 30), Knowledge: 15 (Confederation Fighter Specs 15).
Acumen: 80, Performance: 20 (Mechanic 15), Perception: 25, Survival: 20.
Charm: 65, Personality: 20, Diplomacy: 20, Leadership: 25.
Command: 50, Coordination: 25, Guidance: 25.
Science: 70, Technology: 20, Archaeology: 15, Geology: 10, Typhonology: 25.
Navigation: 80, Vehicle Piloting: 20 (Confederation Fighters 5), Orientation: 20, Stealth: 15, Astrogation: 20.
Tactical: 55, Marksmanship: 25, Evasive Maneuvers: 15, Ballistics: 15.
Engineering: 150, Damage Control: 25 (Guns 25), Internal Systems: 20, Mechanics: 25 (Confederation Fighters 20), Defenses: 20, Faster-Than-Light Mechanics: 15.
Communications: 50, Rapport: 25, Intimidate: 25.
Medicine: 25, Specialized Medicine: 10, Intensive Care: 10, Psychology: 5.
Traits: Mechanical Sense +5, Ambidexterity +5, Social Status -5, Wealth -5, Crude -10.

Mot

Lieutenant Raghnailt Sharvan is a native of Gonwyn's Glory, an exchange officer from the Free Republic of the Landreich Navy and damned proud not to be a "bloody Confee gobshite". She is known for her utter fearlessness when it comes to telling it like it is. She's known for her heavy Irish accent and her frequent use of slang; Bhopal's pilots are usually able to decipher the more unusually colorful slang words based on her emotional state at the time. She is steady under pressure, even if she occasionally lets her temper get away from her.

Raghnailt "Mot" Sharvan
Species: Terran
(Landreich)
Rank: First Lieutenant, TCN
(CCO, TCS Bhopal)
Gender: Female
Height: 1.5 m Mass: 50 kg Handedness: Left
Birth Date: 2634.285 (Age 34; Adult) Place of Birth: New Craigavon Centre, Gonwyn's Glory, Gonwyn Quadrant, Landreich Sector Initiative: +5
Attack Bonuses - Melee: +7; Ranged: +5 Saves - Fortitude: 36, Reflex: 35, Willpower: 40
HP/NHP: 66 HD/THD/FHD: 45/45/50 SI: 66
Power: 75, Three-Dimensional Maneuvers: 20 (Swimming 10), Brawling: 20, Lifting: 25.
Finesse: 50, Dexterous Maneuvers: 25, Dodge: 10, Hiding and Seeking: 15.
Physique: 60, Stamina: 15, Concentration: 25, Recuperation: 20.
Intellect: 90, Knowledge: 25 (Irish Lore 10, Kilrathi Culture 20), Resourcefulness: 10, Cunning: 15 (Persuasion 10).
Acumen: 105, Perception: 25 (Sense Deception 10), Performance: 25 (Radioman 15), Survival: 20 (Wilderness 10).
Charm: 70, Personality: 25 (Debating 20), Leadership: 15, Diplomacy: 10.
Command: 35, Coordination: 20, Guidance: 10, Inspire: 5.
Science: 90, Archaeology: 10, Technology: 25 (Telecommunications Equipment 45), Typhonology: 10.
Navigation: 100, Vehicle Piloting: 25 (Groundcar 25), Stealth: 25, Orientation: 25.
Tactical: 30, Targeting: 10, Marksmanship: 10, Ballistics: 10.
Engineering: 55, Damage Control: 20, Internal Systems: 25 (Communications 10).
Communications: 160, Translate: 25 (Kilrathi 35), Rapport: 20 (Pilots 20), Distress: 25, Intimidate: 25, Negotiate: 10.
Medicine: 20, Psychology: 15, Specialized Medicine: 5.
Traits: Ambidexterity +5, Social Status -5, Intolerant (Confees) -2, Linguistic Sense +5, Scientific Sense +5, Bleeder -5, Temper -5.

Goddess

Goddess is the current acting CO of TCS Coimbra's half-squadron of Hellcats, a job that she inherited during the initial stages of the fighting in the Cardell system. An attractive woman of Kenyan descent, Goddess was already well on her way towards earning her Captain's bars, proving herself to be a natural, capable leader and an able pilot in multiple engagements.

 
Species: Terran
(Confederation)
Rank: First Lieutenant, TCSF Gender: Female
Height: 1.9 m Mass: 75 kg Handedness: Right
Birth Date: 2638.186 (Age 31; Adult) Place of Birth: Holstein, Planck's Star, Douglas Quadrant, Vega Sector Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 35, Reflex: 38, Willpower: 37
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power : 65, Three-Dimensional Maneuvers : 20, Brawling : 20, Lifting: 25.
Finesse : 80, Dexterous Maneuvers : 25 (Balance 10), Dodge : 25, Hiding and Seeking: 20.
Physique : 55, Stamina : 25, Concentration : 20, Recuperation: 10.
Intellect : 100, Knowledge : 20 (Kilrathi Tactics 20), Resourcefulness : 25, Cunning: 25 (Persuasion 10).
Acumen : 70, Perception : 20 (Spot Enemy 10), Performance : 20, Survival: 20.
Charm : 80, Personality : 25 (Taunting 10), Leadership : 25, Diplomacy: 20.
Command : 110, Security : 25 (Hand Laser 15), Strategy : 25, Coordination : 25 (Fighter Wing 20).
Science : 35, Technology : 20, Typhonology: 15.
Navigation : 90, Vehicle Piloting : 25 (Hellcat 15), Astrogation : 25, Stealth: 25.
Tactical : 140, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 25 (Laser 10, Ion Cannon 10), Ballistics: 25.
Engineering : 50, Damage Control : 25, Mechanics : 25.
Communications : 20, Translate : 20.
Medicine : 35, Intensive Care : 25, Psychology : 10.
Traits: Navigational Sense +5, Comeliness +5, Overconfident -5, Impulsive -5.

Longlegs

Helena Weber doesn't make a big deal of her lineage; most of her fellow servicemembers can't tell that she is a native of the planet Orleans, a member world of the Free Republic of the Landreich. Her callsign is a triple entendre: in addition to being a play on her last name, Longlegs is exceptionally tall and slender for a Terran female and she is also known for being somewhat of an amateur arachnologist. She keeps a few pet spiders in her locker aboard Coimbra; so far she's managed to keep them all alive (and from causing her shipmates any permanent harm), but she does fear the coming of the day when someone attempts to procure her prized Iliosian tarantula for some stupid prank...

Helena Weber, Callsign: Longlegs
Species: Terran
(Landreich)
Rank: First Lieutenant, TCSF Gender: Female
Height: 1.9 m Mass: 75 kg Handedness: Right
Birth Date: 2638.362 (Age 30; Adult) Place of Birth: Nieuw Zederik, Orleans, Gonwyn Quadrant, Landreich Sector Initiative: +7
Attack Bonuses - Melee: +11; Ranged: +12 Saves - Fortitude: 35, Reflex: 37, Willpower: 38
HP/NHP: 65 HD/THD/FHD: 43/43/50 SI: 65
Power : 60, Three-Dimensional Maneuvers : 25, Brawling : 20, Lifting: 15.
Finesse : 75, Dexterous Maneuvers : 25, Dodge : 25, Hiding and Seeking: 25.
Physique : 50, Stamina : 20, Concentration : 15, Recuperation: 15.
Intellect : 100, Knowledge : 25 (Kilrathi Tactics 10, Arachnids 10), Resourcefulness : 20, Cunning: 15 (Persuasion 10, Seduction 10).
Acumen : 85, Perception : 20 (Spot Enemy 10), Performance : 25, Survival: 5 (Wilderness 25).
Charm : 60, Personality : 25, Leadership : 20, Diplomacy: 15.
Command : 55, Security : 25, Strategy : 15, Coordination : 15.
Science : 70, Technology : 25, Planetology : 25, Geology : 20.
Navigation : 85, Vehicle Piloting : 25 (Hellcat 20), Astrogation : 25, Stealth: 15.
Tactical : 110, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 20, Marksmanship : 20, Ballistics: 20.
Engineering : 40, Damage Control : 20 (Guns 5), Mechanics : 15.
Communications : 20, Translate : 20.
Medicine : 25, Intensive Care : 15, Psychology : 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5.

Testes

Testes is a bit of an odd character, having attempted careers in both telecommunications and the culinary arts before finally settling on becoming a combat pilot. Originally flying under the callsign "Mother Gagger", Testes earned his current callsign when he purchased several jars of pickled Kilrathi testicles from a Marine, sautéed them in a white wine sauce and served them to TCS Brak's XO on a dare. He keeps one jar in his locker for good luck. Despite his quirky nature, he's a steady pilot and his knowledge of ECM/ECCM techniques has come in handy on several occasions.

Gajah-Mada Susanti, Callsign: Testes
Species: Terran
(Confederation)
Rank: Captain, TCSF Gender: Male
Height: 1.6 m Mass: 80 kg Handedness: Right
Birth Date: 2625.243 (Age 43; Middle Age) Place of Birth: SS Ambon en route to Sol, Salayna System, Asimov Quadrant, Enigma Sector Initiative: +9
Attack Bonuses - Melee: +12; Ranged: +14 Saves - Fortitude: 36 Reflex: 59, Willpower: 32
HP/NHP: 66 HD/THD/FHD: 41/41/50 SI: 66
Power : 75, Three-Dimensional Maneuvers : 20, Brawling : 25 (Knife Fighting 10), Lifting: 20.
Finesse : 90, Dexterous Maneuvers : 25 (Balance 10), Dodge : 20, Hiding and Seeking: 25 (Hunting 10).
Physique : 65, Stamina : 20 (Gag Reflex 10), Concentration : 20, Recuperation: 15.
Intellect : 110, Knowledge : 25 (Kilrathi Culture 10), Resourcefulness : 25 (Cooking 20), Cunning: 20 (Persuasion 10).
Acumen : 75, Perception : 20 (Spot Enemy 10), Performance : 25, Survival: 20.
Charm : 85, Personality : 25 (Debating 10), Leadership : 20 (Squadron 10), Diplomacy: 20.
Command : 85, Security : 25, Strategy : 20, Guidance : 20, Coordination : 20.
Science : 105, Technology : 25 (Communications Equipment 10), Archaeology : 25 (Kilrathi Culture 35), Typhonology: 10.
Navigation : 145, Vehicle Piloting : 25 (Hellcat 20), Orientation : 25, Astrogation : 25, Starship Piloting : 25, Stealth: 25.
Tactical : 125, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 25, Marksmanship : 25, Ballistics: 25.
Engineering : 70, Damage Control : 25 (Guns 10), Mechanics : 20 (Hellcats 15).
Communications : 70, Translate : 25, Distress : 25 (ECCM 20).
Medicine : 25, Intensive Care : 25.
Traits: Reflexes +20, Impulsive -10, Discipline -5, Lecherous -5.

Snakehead

Snakehead was the first child to be born on planet Oxford; at the time it had not yet been bought by the prestigious Terran university and was still known by its catalog number. Snakehead is a 36th-generation Sikh and adheres strongly to the tenets of his faith whenever possible; it's not uncommon to see him wearing his turban in Brak's recreation room. A fair pilot, he is deadly in the cockpit of a Hellcat and like his usual wingman, Testes, he has some knowledge of electronic countermeasure techniques.

Lakshman Avtar Raj, Callsign: Snakehead
Species: Terran
(Confederation)
Rank: First Lieutenant, TCSF Gender: Male
Height: 1.6 m Mass: 80 kg Handedness: Left
Birth Date: 2636.046 (Age 33; Adult) Place of Birth: New Raipur, N-1901, Galactic Quadrant Α4B, Galactic Sector Α3A-Α4B
(Re-designated: Oxford, Potter Quadrant, Gemini Sector in 2642)
Initiative: +7
Attack Bonuses - Melee: +11; Ranged: +12 Saves - Fortitude: 36, Reflex: 37, Willpower: 37
HP/NHP: 66 HD/THD/FHD: 43/43/50 SI: 66
Power : 65, Three-Dimensional Maneuvers : 25, Brawling : 25, Lifting: 15.
Finesse : 70, Dexterous Maneuvers : 25, Dodge : 25, Hiding and Seeking: 20.
Physique : 65, Stamina : 20, Concentration : 25, Recuperation: 20.
Intellect : 110, Knowledge : 20 (Sikhism 10, Kilrathi Tactics 10, ECCM 10), Resourcefulness : 25, Cunning: 25 (Persuasion 10).
Acumen : 70, Perception : 25, Performance : 20, Survival: 25.
Charm : 70, Personality : 20, Leadership : 25, Diplomacy: 25.
Command : 65, Security : 25, Strategy : 20, Guidance : 15, Coordination : 5.
Science : 80, Technology : 25, Archaeology : 15 (Anthropology 20), Typhonology: 20.
Navigation : 90, Vehicle Piloting : 20 (Hellcat 20), Astrogation : 25, Stealth: 25.
Tactical : 140, Evasive Maneuvers : 25, Combat Maneuvers : 25, Targeting : 20, Marksmanship : 25 (Ion Cannons 10), Ballistics: 25 (ImRec 10).
Engineering : 50, Damage Control : 20 (Guns 10), Mechanics : 20.
Communications : 20, Translate : 20.
Medicine : 35, Intensive Care : 10, Psychology : 15, Specialized Medicine: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -15.

Confederation Nugget

The following template may be used for the Confederation trainees intercepting capship missiles from Concordia's deck in Mission 4A/4B.

Confederation Nugget (Foxtrot November Golf)
Species: Terran
(Confederation)
Rank: Second Lieutenant, TCSF (Brevet) Gender: Male
Height: 1.8 m Mass: 100 kg Handedness: Right
Birth Date: 2647.185 (Age 22; Adult) Place of Birth: Redwood City, California, United States, Earth Initiative: +5
Attack Bonuses - Melee: +9; Ranged: +9 Saves - Fortitude: 34, Reflex: 35, Willpower: 37
HP/NHP: 64 HD/THD/FHD: 45/45/50 SI: 64
Power : 50, Three-Dimensional Maneuvers : 25, Brawling : 15, Lifting: 10.
Finesse : 55, Dexterous Maneuvers : 25, Dodge : 20, Hiding and Seeking: 10.
Physique : 45, Stamina : 20, Concentration : 15, Recuperation: 10.
Intellect : 80, Knowledge : 35, Resourcefulness : 25, Cunning: 20.
Acumen : 70, Perception : 30, Performance : 25, Survival: 15.
Charm : 75, Personality : 30, Leadership : 25, Diplomacy: 20.
Command : 35, Security : 20, Strategy : 10, Guidance : 5.
Science : 40, Technology : 20, Planetology : 15, Geology : 5.
Navigation : 60, Vehicle Piloting : 25, Orientation : 15, Astrogation : 10, Starship Piloting : 5, Stealth : 5.
Tactical : 45, Evasive Maneuvers : 20, Combat Maneuvers : 15, Targeting : 10.
Engineering : 30, Damage Control : 15, Mechanics : 10, Defenses : 5.
Communications : 20, Rapport : 15, Translate : 5.
Medicine : 25, Intensive Care : 15, Psychology : 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5.

Generic Confederation Capship Crew

The following set of Disciplines may be used for a generic, 200-point Confederation capital ship crew.

  • Command: 105, Inspire: 25, Coordination: 25, Strategy: 20, Security: 15, Guidance: 20.
  • Science: 105, Planetology: 25 (Habitable Worlds 10), Technology: 25, Archaeology: 20, Geology: 15, Typhonology: 10.
  • Navigation: 105, Starship Piloting: 25 (Destroyers 10), Astrogation: 25, Orientation: 20, Vehicle Piloting: 15, Stealth: 10.
  • Tactical: 105, Ballistics: 25 (Torpedoes 10), Marksmanship: 25, Targeting: 20 , Combat Maneuvers: 15, Evasive Maneuvers: 10.
  • Engineering: 105, Internal Systems: 20 (Hull 15), Damage Control: 25, Faster-Than-Light Mechanics: 20, Mechanics: 15, Defenses: 10.
  • Communications: 105, Translate: 20 (English 15), Rapport: 25, Distress: 20, Intimidate: 15, Negotiate: 10.
  • Medicine: 105, Intensive Care: 20 (Slashing Wounds 15), Specialized Medicine: 25, Xenobiology: 20, Treatment: 15, Psychology: 10.

Generic Kilrathi Capship Crew

The following set of Disciplines may be used for a generic, 200-point Kilrathi capital ship crew.

  • Command: 105, Inspire: 25, Coordination: 25, Strategy: 25, Security: 20, Guidance: 10.
  • Science: 105, Planetology: 25, Technology: 25 (Alien Craft 10), Archaeology: 20, Geology: 15, Typhonology: 10.
  • Navigation: 105, Starship Piloting: 25 (Destroyers 10), Astrogation: 25, Orientation: 20, Vehicle Piloting: 15, Stealth: 10.
  • Tactical: 105, Ballistics: 25 (Torpedoes 10), Marksmanship: 25, Targeting: 20, Combat Maneuvers: 15, Evasive Maneuvers: 10.
  • Engineering: 105, Internal Systems: 20 (Engines 15), Damage Control: 25, Faster-Than-Light Mechanics: 20, Mechanics: 15, Defenses: 10.
  • Communications: 105, Translate: 20 (Kilrathi 15), Rapport: 25, Distress: 20, Intimidate: 15, Negotiate: 10.
  • Medicine: 105, Intensive Care: 20 (Laser Wounds 15), Specialized Medicine: 25, Xenobiology: 20, Treatment: 15, Psychology: 10.