recursal/Fanatic-Fandom huggingface dataset:
TEF Mk1

## History

Designed as a light escort fighter, the TEF Mk1, or Trader Escort Fighter Mk1, was one of Albedo Shipyards Inc.'s first ventures into the construction of smaller, mass-produced ships. It was slow and somewhat sluggish in handling, but was still faster than the massive mining transport ships used by most LABS citizens, most of which had top speeds of under 200 m/s. The TEF Mk1 was quite reliable, and was widely used in the LABS' territories. While it was not ordered by any major navies, the TEF Mk1 reached a total of 73,000 units sold in its first 50 years on the civilian market, a very respectable figure given the limited manufacturing capabilities of Albedo Shipyards Inc.

## Overview

The TEF Mk1 is a slow escort fighter with stock stealth capability. It is notorious for its very weak defensive capabilities, as well as its atrocious acceleration and deceleration. Its handling feels sluggish, and it is one of the slowest fighters available. However, it has good range for its size, as well as good AI support and cargo capacity. It also has reasonably good offense when upgraded. Its stealth capability can help it out of difficult situations with high damage enemies; despite its low speed, its stealth capability often helps it to evade pursuit.

### Weapons Emplacements

2 medium MPs fwd.

2 light pylons

1 light MP aft

1 ship-specific medium MP fwd.

Stock DPS Rating: 1,400

 Afterburner 2
 Afterburner 3

Date of Release: 3865

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 4

Combat Scanner

Comm Relay

Stealth Package

Armored Fuel Tanks, Damage Resistance +50

### Equipped Weapons

1x EMP emitter fwd.

2x Brock Industries Medium Laser Cannon fwd.

2x Brock Industries Lightning missiles

1x Brock Industries Light Laser Cannon aft
Tula (manufacturer)

Tula was a magnadrive manufacturer allegiant to the Galactic Empire. It was founded in 2786, and controlled a large share of the Imperial magnadrive market, with many magnadrive models. Later it expanded its lineup of products to include shield emitters, maneuvering thrusters, and main impulse thrusters. Tula became a corporation in the year 2840. After the fall of the Empire, the Tula Corporation declared its allegiance to the Bandorian Protectorate.

### Magnadrive models

Tula S620 16-chamber

Tula G230 36-chamber

Tula S570 64-chamber

Tula G440 16-chamber

Tula G890 64-chamber

Tula D760 32-chamber

Tula R120 12-chamber

Tula R157 10-chamber

Tula R1170 12-chamber

Tula R136 10-chamber

Tula R135 8-chamber

Tula R140 12-chamber

Tula R125 12-chamber
Seldar Industries SHARD Missile

This neutronium-sheathed interception missile also has a pluton sheath, which enables it to pass completely through standard shields and hit the target ship's armor or hull plating directly; thanks to its neutronium sheath, which is layered underneath the pluton sheath, it can penetrate even neutronium armor.
TEF Mk4

## History

The TEF Mk4 was designed with a focus on improved combat capabilities compared to its predecessors. It had better speed, more weapons, better handling, and a much smaller hull profile, although it also had a slightly larger cargo hold compared to the TEF Mk3. It was mainly designed as an escort fighter, with some capability as a multi-role ship. The TEF Mk4 was known for its reliability, with no recalls and generally no major mechanical failures for the first 20 years after its manufacture date. It also had a large suite of auxiliary equipments, increasing its appeal for pilots with a little more money to spend. Despite all of this, the TEF Mk4 was not as popular as its immediate predecessor, with 192,000 units sold in its first 50 years on the civilian market, still a very impressive amount.

## Overview

The TEF Mk4 is a fairly versatile, reliable escort fighter with acceptable speed and handling, although it really needs afterburners to be able to intercept pirate squadrons before they can hit your flagship or other transports. It has fairly good anti-fighter capabilities, with a reasonable DPS (easily high enough to kill most pirate fighters) and many light missiles. It also has good range and cargo capacity for its size. It is certainly one of the many alternatives to the Dominator with similar performance, and it has a slightly lower price tag as well.

### Weapons Emplacements

2 ultra MPs fwd, 1 ultra MP aft, 5 light pylons, 1 heavy MP fwd

Stock DPS Rating: 7,000

 Afterburner 2
 Afterburner 3

Date of Release: 3965

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 9

Combat Scanner

Comm Relay

Bounty Informer

Threat Assessor

Tactical Combat AI Computer

ECM 1

Repair System 1

TBA UCP Collector

Heat Shielding

Atmospheric Drive

TIN Comm Link

Stealth Package

Armored Fuel Tanks, Damage Resistance +400

Armored Cockpit, Damage Resistance +800

### Equipped Weapons

3x Brock Industries Ultra Disruptor Cannon (2 fwd, 1 aft)

5x Seldar Industries SHM missile

1x Seldar Industries Medium Flechette Missile Launcher fwd
Skipray

## History

The Skipray was designed as part of Kordon Shipyards' old "luxury" lineup of starships with massive cockpits and pilot quarters. It was powered by two large but low-thrust engines. Despite the ship's fairly large size, it had very little armor and low-grade handling, as well as a tiny cargo bay compared to the overall size of the ship. Kordon Shipyards also set its price very high, as it was supposed to be considered a "luxury" ship. Despite its very luxurious interior quarters, it had very little combat capability or even useful equipment in general, only being equipped with one forward-facing weapon and having far less equipments than many ships sold in the same time period for far less money. Buyers generally avoided the Skipray, with only 1,900 units sold in its first 50 years on the civilian market. It was also not ordered by any major military forces. Many of the executives in charge of the design of the Skipray were fired, and the company slowly began to reform afterwards (although it had taken major losses, as it manufactured 10,000 Skiprays and only sold 2,700 before it was discontinued in 4056).

## Overview

The Skipray is a highly overpriced ship for its stock performance; however, when upgraded, the Skipray can be quite a formidable opponent. Its main disadvantages are its handling, which is sluggish in almost every respect, and its low shield recharge rate, as well as the very weak stock offense, which is the main reason why this ship has abysmal sales. Unless you have at least a million credits in reserve for upgrading the ship right away, the Skipray is practically unusable. It could be used as a super-heavy escort for a trading convoy as long as you have other more agile escorts.

### Weapons Emplacements

1 ultra MP fwd, 6 medium MPs fwd, 2 heavy MPs aft, 2 heavy MPs lateral, 4 light pylons, 2 heavy pylons

Stock DPS Rating: 600

 Afterburner 2
 Afterburner 3

Date of Release: 3997

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 10

Advanced Combat Scanner

Comm Relay

Threat Assessor

Bounty Informer

ECM 3

Repair System 3

Stealth Package

### Equipped Weapons

1x Brock Industries Ultra Laser Cannon fwd

4x Brock Industries Lightning missiles

2x Brock Industries High Power Rapidfire Plasma Pulse Cannon port

2x Brock Industries High Power Rapidfire Plasma Pulse Cannon stbd
Saron (manufacturer)

Saron was a magnadrive manufacturer originally allegiant to the Galactic Empire. It was founded in 2395, and was never incorporated. Saron controlled a small portion of the Imperial magnadrive market, with six total magnadrive models made during its time. Saron was known for its simplified naming system for its magnadrive models and their great reliability, causing it to appeal to independent engineers; estimates suggest up to 50% of independently constructed large aircraft or spacecraft with atmospheric capabilities during the time of the Empire used Saron magnadrives. After the fall of the Empire, the Saron company declared its allegiance to the Bandorian Protectorate.

### Magnadrive models

Saron 1280 128-chamber

Saron 640 64-chamber

Saron 320 32-chamber

Saron 480 48-chamber

Saron 160 16-chamber (not used in any military designs)

Saron 120 12-chamber (not used in any military designs)

Saron 80 8-chamber (not used in any military designs)

Saron 40 4-chamber (not used in any military designs)

Saron 20 2-chamber (not used in any military designs; primarily used in drones and only used in crewed light aircraft/spacecraft if multiple magnadrives are installed)
Saldirim

Saldirim is an inhabited rocky moon of Gyorati. It was known for being the location of the headquarters of the Cult of Naim, a pseudo-religious terrorist group originally located in the Okrobina Desert in Saldirim's northern hemisphere. The Cult spread throughout Saldirim's northern hemisphere by a campaign of extreme terrorist violence, killing off whole cities with antimatter-based weapons. Estimates of the civilian casualties in the conflict average to ten million. The Cult's reign of terror lasted from 3950 to 3967, when the Protectorate launched a major military offensive against them that ended in the death of Naim and over 80% of his followers. At the end of the special military operation and the destruction of the Cult, Saldirim had less than two million citizens left. While Saldirim's population recovered slowly over time, almost doubling its population from 3967 to 4025, it always had a lower population than Yildirim after the time of the Cult.
Pakon (manufacturer)

Pakon was originally a magnadrive manufacturer allegiant to the Union. It was founded in 2396, and controlled a very small share of the Union magnadrive market. It later diversified its production, and also declared its allegiance to the Imperial Alliance during the Perth War. Once its executives decided to diversify production, the company began to produce aircraft and small spacecraft, as well as various propulsion systems for use in space, and Cannae drives, for use both in space and the atmosphere. Pakon introduced a line of burst thrusters to its product lineup starting in 2930, which required massive production areas but were a big sales hit, especially by military forces, which used them in burst thruster missiles, and other companies which produced missiles. After the end of the Twenty Years' War, Pakon became a neutral manufacturer. It was never turned into a corporation.
Obrenth

Obrenth

(HD 11755)

Alliance of Independent Settlements

Distance from Sol 755 ly

System security rating 2/5

System civilian population 13,584,277

Number of assigned police squadrons: 12

Number of assigned naval squadrons: 3

System jump gate coordinates 10993147

Ascension 01 58 50 Declination +73 09 09

Stars in system (single-star system)

HD 11755, 0.9 solar masses, 27.3 solar radii, metallicity -0.74 Fe/H, spectral class G5

Non-CHZ planets

Ennegantu (Obrenth 1), 2066 Earth masses, unknown Earth radii, orbital period 434 days, semi-major axis 1.08 AU, orbital eccentricity 0.19, equilibrium temperature 956.2 K, uninhabited

Non-CHZ moons (none)

CHZ planets

Mostreahines (Obrenth 2), 1.4 Earth masses, 1.29 Earth radii, orbital period unknown, semi-major axis 15.35 AU, orbital eccentricity 0.01, equilibrium temperature 280 K, population 13,496,012

CHZ moons (none)

Jump Gate Station: Level 15, distance from jump gate 1.0 AU

System Details

Obrenth is a center of gas mining for the AIS, as well as the location of a dreaded AIS penal colony on Mostreahines. This penal colony is dreaded because of the brutality of the guards, who use various drugs, physical and mental torture, and disease-causing injections to control the prisoners. There are also large areas of the prison which are not totally secured, but vicious predators wander into the prison from outside. The guards keep these predators away from the main areas of the prison, but they are allowed to wander freely around the unsecured areas of the prison complex. Most prisoners who try to escape are killed by these predators. This system is not very safe, and it does not offer favorable prices for most major trade goods; for some commodities, such as torture drugs and stun weapons, this system's commodity markets do offer good prices. This system is not as unsafe as many AIS systems despite its low security rating, but it is still not as safe as comparable Bandorian systems. You should have at least a Conqueror or Komorov if you come to this system; some hauler pilots may prefer to have a more heavily armed transport ship such as an Arkhangelsk Mk3, Skipray Mk2, or CK-730 when coming to this system for maximum safety.
Tau Imperatoris

Tau Imperatoris

(HD 5319)

Bandorian Protectorate

Distance from Sol 372 ly

System security rating 4/5

System civilian population 9,952,738

Number of assigned police squadrons: 40

Number of assigned naval squadrons: 10

System jump gate coordinates 13724258

Ascension 00 55 01 Declination +00 47 22

Stars in system (single-star system)

HD 5319, 1.51 solar masses, 3.26 solar radii, metallicity +0.15 Fe/H, spectral class G5 IV

Non-CHZ planets (none)

Non-CHZ moons (none)

CHZ planets

Alnuimia (Tau Imperatoris 1), 559 Earth masses, unknown Earth radii, orbital period 641 days, semi-major axis 1.67 AU, orbital eccentricity 0.02, equilibrium temperature 304 K, uninhabited

Sustreyama (Tau Imperatoris 2), 366 Earth masses, unknown Earth radii, orbital period 886 days, semi-major axis 2.07 AU, orbital eccentricity 0.15, equilibrium temperature 279.6 K, uninhabited

CHZ moons

Zubboko (Tau Imperatoris 1 b), 1.56 Earth masses, 1.44 Earth radii, equilibrium temperature 303 K, population 890,636

Theinryke (Tau Imperatoris 2 b), 1.32 Earth masses, 1.22 Earth radii, equilibrium temperature 280 K, population 4,496,359

Vautera (Tau Imperatoris 2 c), 1.18 Earth masses, 1.09 Earth radii, equilibrium temperature 279 K, population 4,500,265

Jump Gate Station: Level 13, distance from jump gate 0.75 AU

System Details

Tau Imperatoris was one of the 24 core systems of the Galactic Empire before its fall. It was taken over by the Asgardian Alliance at the end of the Empire-Union War, but the Protectorate liberated the system in the Twenty Years' War. It is remarkable for having two planets in its habitable zone, a rare occurrence. Tau Imperatoris has major factories of Imperial Shipyards, Bandoria Stardrive, Brock Industries, and Spirit Shipyards. Like many Bandorian systems, it is an industrial powerhouse, with many factories both in space and on the surface of its inhabited moons. Tau Imperatoris is also a center of activity for the Duskhan League, which is actively helping relations between the Protectorate and the Kroll Alliance. As a result of the heavy official activity in this system, pirates rarely come here, since they know they will almost certainly be destroyed with almost no possibility of getting any profit. A Soloviev class interdictor is stationed in this system to keep any unauthorized ships in the system while the rest of the system defense force destroys them. This system is also remarkable for its giant star, and many researchers come to the system to study its star. Zubboko, an inhabited moon in Tau Imperatoris, is renowned for its colorful clouds.
Sabre Mk4

## History

The Sabre Mk4 was designed as a fighter for the military market, as the design team working on the Sabre series hoped to make one version for military use. Its hull was designed to be extremely resilient against kinetic weapons, which also had the effect of making it much heavier. The Sabre Mk4 was also designed with power relays and couplings made from a specialized new alloy that was much heavier, but transmitted much more quickly, than commonly used materials. It had improved weapons systems compared to its predecessors, and significantly boosted top speed and other combat capabilities. Despite its secondary use as an escort fighter, it saw relatively few sales on the civilian market. Some sales experts have said this was caused by the 26-year gap (short for a starship in a series) between it and its predecessor. Still, the Sabre Mk4 was popular with navies; the largest consumer was the Protectorate Navy, which ordered 20,000 units in 3956 and an additional 8,000 units in 3998. Other buyers included the AISN, which purchased 5,000 units in 3958, the Asgardian Defense Forces, which purchased 200 units for testing in 3960, the UHW Navy, ordering 4,000 units, and the LABS Navy, ordering 2,000 units. On the civilian market, the Sabre Mk4 sold 28,000 units in its first 50 years, relatively low for a ship of its size and price.

## Overview

The Sabre Mk4 is a very mysterious ship, because it is in a much higher weight class than any of the other Sabre ships but is not significantly larger than the rest. The answer to this is the ship's unusually dense hull, which is far tougher than you would expect given its fairly low damage resistance rating; some pilots of this ship have said that the hull is almost as tough as a Korolev Class Interceptor's hull. The Sabre Mk4 also has weapons power relays and couplings which are made of a very heavy material that works far more efficiently than the lighter material that is normally used in power relays and couplings.

### Weapons Emplacements

4 ultra MPs fwd, 2 ultra MPs aft, 4 light pylons

Stock DPS Rating: 8,000

 Afterburner 2
 Afterburner 3

Date of Release: 3956

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 9

Combat Scanner

Comm Relay

Bounty Informer

Threat Assessor

ECM 3

Repair System 2

Stealth Package

Heat Shielding

Atmospheric Drive

Fuel Scoops

Plasma Collector/Recycler

### Equipped Weapons

6x Brock Industries Ultra Disruptor Cannon (4 fwd, 2 aft)

4x Brock Industries Lightning missile
Triskelion

Triskelion

(HD 196050 A)

Bandorian Protectorate

Distance from Sol 153 ly

System security rating 4/5

System civilian population 35,638,721

Number of assigned police squadrons: 48

Number of assigned naval squadrons: 12

System jump gate coordinates 01536255

Ascension 20 37 51 Declination -60 38 04

Stars in system (trinary system)

HD 196050 A, 1.17 solar masses, 1.29 solar radii, metallicity +0.23 Fe/H, spectral class G3 V

HD 196050 B, 0.29 solar masses, unknown solar radii, metallicity unknown, spectral class M3

HD 196050 C, 0.19 solar masses, unknown solar radii, metallicity unknown, spectral class M3.5

Non-CHZ planets (none)

Non-CHZ moons (none)

CHZ planets

Zeonov (Triskelion 1), 900 Earth masses, unknown Earth radii, orbital period 1316 days, semi-major axis 2.47 AU, orbital eccentricity 0.21, equilibrium temperature 186.7 K, uninhabited

CHZ moons

Bariphus (Triskelion 1 b), 1.42 Earth masses, 1.32 Earth radii, equilibrium temperature 250 K, population 35,492,100

Jump Gate Station: Level 15, distance from jump gate 0.86 AU

System Details

Triskelion is a major manufacturing system, and it is the headquarters location of Triskelion Stardrive, a ship manufacturer allegiant to the Protectorate. Most of the ship traffic in the system comes from massive official transports of the Duskhan League, which come into the system and leave it from the trading base operated by the Duskhan League near the star. This means that there is also a considerable amount of Kroll traffic in the system. Because of the large amount of Kroll traffic in the system, the system's security rating has been lowered. While this meets with protests from some of the citizens, even the Kroll have said that this measure is not offensive to them; they realize that it was merely taken because their ships are so powerful that if the pilots suddenly attacked regular ships they could cause massive damage very quickly. This system, like most Bandorian systems, is very safe, and there are very few pirates.
Smolensk

Smolensk

(7 Canis Majoris)

Bandorian Protectorate

Distance from Sol 64.4 ly

System security rating 5/5

System civilian population 3,856,702,991

Number of assigned police squadrons: 72

Number of assigned naval squadrons: 18

System jump gate coordinates 00644720

Ascension 06 36 41 Declination -19 15 21

Stars in system (single-star system)

7 Canis Majoris, 1.5 solar masses, 2.3 solar radii, metallicity +0.21 Fe/H, spectral class K1 III

Non-CHZ planets (none)

Non-CHZ moons (none)

CHZ planets

Lahohiri (Smolensk 1), 782 Earth masses, unknown Earth radii, orbital period 796 days, semi-major axis 1.93 AU, orbital eccentricity 0.22, equilibrium temperature 230.7 K, uninhabited

CHZ moons

Fugis (Smolensk 1 b), 1.28 Earth masses, 1.19 Earth radii, equilibrium temperature 252 K, population 995,617,283

Thadatan (Smolensk 1 c), 1.25 Earth masses, 1.15 Earth radii, equilibrium temperature 250 K, population 972,364,580

Kavaofis (Smolensk 1 d), 1.2 Earth masses, 1.09 Earth radii, equilibrium temperature 251 K, population 984,635,494

Zestriyama (Smolensk 1 e), 1.12 Earth masses, 1.04 Earth radii, equilibrium temperature 250 K, population 890,136,570

Jump Gate Station: Level 14, distance from jump gate 0.5 AU

System Details

Smolensk is known for fine shipbuilding, and it is the headquarters of Riredius Shipbuilding Co., although this manufacturer is more known for building customized ships, with the Bird-of-Prey being its only mass-produced design to date. Many other smaller manufacturers with facilities only in this system are also known for their powerful customized ships, such as Haor Chall, Xal Jade, and Daim and Bok. Piracy is a very slight concern in this system, with only occasional incursions from less lawful systems. Local and official security forces tend to destroy pirate squadrons or force them to surrender as soon as they come in at the jump gate. Trading in this system can be very profitable if you bring in metals and ship system modules, but salvaged hulls can also bring in many credits when the manufacturers are looking for new building materials. Mystic Drive Yards, New Severodvinsk Shipyards, Brock Industries, and Kordon Shipyards also have major factories in this system. Smolensk has a small asteroid belt orbiting between 4.0 and 6.0 AU from the star, and several LABS mining colonies are located on the larger asteroids in this ‘belt. The Santonian Order has a small naval base in this system, and it is heavily guarded by squadrons of Glazovs.
Sabre Mk5

## History

The Sabre Mk5 was designed as an escort fighter for the civilian and military markets. Propelled by four high-power impulse thrusters, it was the first Sabre series fighter to have some interception capability, as well as a much better acceleration profile than most of its predecessors. It was also significantly more maneuverable and durable compared to its predecessors. The Sabre Mk5 was significantly lighter than the Sabre Mk4, contributing greatly to its improved maneuverability, top speed and acceleration. It was designed mainly for combat, but also had considerable cargo capacity, making it capable of being used in trading fleets as a superlight transport. Unlike some of the previous Sabres, the Sabre Mk5 was designed for use in both atmospheres and space, making it more versatile, and Sabre Mk5 squadrons were often assigned as escorts for transport squadrons intended to transport troops and supplies through atmospheres to locations on the surfaces of planets or moons. It was also designed with a very low hull profile, making it more difficult for enemy pilots to destroy it using fixed weapons. It had some ECM capability to defend from missiles as well. The Sabre Mk5 was the most popular of the Sabre series on the civilian market, with 172,000 units sold in its first 50 years there. It was also somewhat popular with military forces; the Protectorate Navy ordered 40,000 units in 3990, which remained in service until 4315 as its standard fleet light escort fighters. The UHW Navy ordered 4,000 units in 3994.

## Overview

The flagship of the Sabre lineup, the Sabre Mk5 is a fairly standard medium fighter with some interception, stealth, and assault capabilities. The Sabre Mk5 has defense that is mediocre at best, but its hard-to-hit hull profile and superb handling help to reduce the effects of this deficiency. The Sabre Mk5 has atmospheric capability, meaning that it can be brought in with invasion forces to protect troop dropships from enemy atmospheric fighters. The Sabre Mk5 is commonly seen in police and system defense forces; it is also the standard fleet light escort fighter for the Protectorate Navy.

### Weapons Emplacements

6 ultra MPs fwd, 2 ultra MPs aft, 6 light pylons

Stock DPS Rating: 12,000

 Afterburner 2
 Afterburner 3

Date of Release: 3990

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 10

Advanced Sensor Array

Comm Relay

Bounty Informer

ECM 3

Repair System 3

Stealth Package

Tactical Combat AI Computer

Heat Shielding

Atmospheric Drive

Fuel Scoops

Plasma Collector/Recycler

### Equipped Weapons

8x Brock Industries Ultra Disruptor Cannon (6 fwd, 2 aft)

6x Brock Industries Lightning missile
Romulus

Romulus

(HD 141937)

Bandorian Protectorate

Distance from Sol 109.1 ly

System security rating 4/5

System civilian population 99,949,867

Number of assigned police squadrons: 56

Number of assigned naval squadrons: 14

System jump gate coordinates 01091432

Ascension 15 52 17 Declination -18 26 09

Stars in system (single-star system)

HD 141937, 1.1 solar masses, 1.06 solar radii, metallicity +0.11 Fe/H, spectral class G2 V

Non-CHZ planets (none)

Non-CHZ moons (none)

CHZ planets

Zebinov (Romulus 1), 3084 Earth masses, unknown Earth radii, orbital period 653 days, semi-major axis 1.52 AU, orbital eccentricity 0.41, equilibrium temperature 216 K, uninhabited

CHZ moons

Sizuvis (Romulus 1 b), 1.25 Earth masses, 1.16 Earth radii, equilibrium temperature 250 K, population 32,415,672

Morazurn (Romulus 1 c), 1.22 Earth masses, 1.13 Earth radii, equilibrium temperature 250 K, population 30,275,833

Habovury (Romulus 1 d), 1.1 Earth masses, 1.05 Earth radii, equilibrium temperature 250 K, population 33,640,928

Jump Gate Station: Level 15, distance from jump gate 0.75 AU

System Details

Romulus is a major political center of the Protectorate. The political organization of the Protectorate is hard to fit into any of the traditional ideas of the forms of government; a Supreme Leader is elected for life by the military and scientific leaders of the Protectorate, who are themselves given the right to vote by their experience, rank, or actions. Each system controlled by the Protectorate has a governor, elected by the populace every four years. When a new Supreme Leader comes to power, they may choose to replace existing governors by holding a new election in the system, or allow them to keep their positions depending on how they view the system's situation changed for better or worse under their governorship. The Supreme Leader is also allowed to remove governors if they are not doing a good job in governing their system. Romulus is a very safe system; as the trading in this system, apart from vital materials, is not done with very valuable commodities. This does not attract the attention of pirates, who are already somewhat more likely to stay away from the system because it is a Bandorian system, and no pirate wants to face the hordes of Bandorian bounty hunters who constantly patrol the spacelanes in Bandorian systems. Romulus is known for its extensive political buildings, where leaders of the Protectorate gather to discuss their plans for the future of the Protectorate and how to improve existing conditions.
Sutlirtod

Sutlirtod

(Kepler-1455)

Alliance of Independent Settlements

Distance from Sol 1278.5 ly

System security rating 1/5

System civilian population 3,995,284

Number of assigned police squadrons: 12

Number of assigned naval squadrons: 3

System jump gate coordinates 57130935

Ascension 19 36 20 Declination +50 30 10

Stars in system (single-star system)

Kepler-1455, 0.62 solar masses, 0.6 solar radii, metallicity -0.02 Fe/H, spectral class K7

Non-CHZ planets (none)

Non-CHZ moons (none)

CHZ planets

Garater (Sutlirtod 1), 5.4 Earth masses, 2.16 Earth radii, orbital period 49.28 days, semi-major axis unknown, orbital eccentricity unknown, equilibrium temperature 294 K, population 3,976,413

CHZ moons

Drisulia (Sutlirtod 1 b), 0.5 Earth masses, 0.79 Earth radii, equilibrium temperature 335 K, uninhabited

Jump Gate Station: Level 14, distance from jump gate 0.125 AU

System Details

Sutlirtod is a fairly significant colony in the Kepler Sector. It is known for being one of the few systems in which there are practically no prohibited items, with the exception being Biogenic Weapons. Sutlirtod is a minor naval shipbuilding center for the AISN in the Kepler Sector. Trading in Sutlirtod is very difficult due to the large amount of pirate squadrons, which attack any ship carrying valuable commodities. Ship system modules and industrial products will always sell well in this system, as will metals and gemstones. The AISN has a minor shipyard here, and 2 naval squadrons of Marauder class heavy fighters are assigned to protect it. Sutlirtod is known as one of the most dangerous systems in the Kepler Sector since it is still relatively close to Sol compared to many of the other Kepler Sector systems, yet is not patrolled effectively by the system defense force. Bandorian bounty hunters occasionally come to this system since there are almost always easy bounties to be had here. The system is sometimes visited by capital ships from other factions on their way out to explore other systems further out. These ships will allow you to dock with them and join the exploration fleet if your ship is Heavy or smaller in weight class. Mining in Sutlirtod is not profitable since there is no asteroid belt, but you can make good money delivering mining equipment to the mining bases on Drisulia. You can often get contracts to escort ships from the jump gate station to the planet or back in Sutlirtod, as no spacelane is safe from the pirates here; despite the fairly adequate number of police squadrons, they are deployed improperly to make best use of their ships’ capabilities, and all the police squadrons in Sutlirtod are only equipped with Sabre Mk3 fighters, which are not powerful enough to engage some pirate squadrons. You should have at least a Conqueror for trading in Sutlirtod because of the pirates.
Salamander (starship)

## History

The Salamander was designed as an escort fighter for the export market; since it was designated for export, this meant that the manufacturer, in this case Mystic Drive Yards, could only sell a maximum of 10% of the total number of units produced to buyers in Bandorian territory. The Salamander was designed for somewhat mediocre performance, but with a relatively cheap overall price. It had a decent range and cargo capacity, but was hampered by what seemed like an underpowered forward battery to many pilots. Still, it was very popular in Asgardian territory, with over 75,000 units sold there in its first 50 years on the market. In all territories it sold a total of 123,000 units in its first 50 years on the civilian market. The UN Space Command ordered 50 units for testing in 3986 and a further 200 units in 3994, but apart from this, no major military forces ordered the Salamander.

## Overview

The Salamander is a cheap escort fighter, designed to be sold and produced in vast numbers and exported to other factions. Because it is intended mainly as an export, the Salamander is not designed as a superiority fighter, partially to not give a powerful ship to other factions and partially to keep manufacturing costs as low as possible. The Salamander is known for its extreme reliability and relative ease of repair. However, it is very mediocre in terms of performance. It compared favorably to other ships in the same price range, and has seen immense popularity on the Asgardian market.

### Weapons Emplacements

1 ultra MP fwd, 4 heavy MPs fwd, 1 ultra MP aft, 4 light pylons

Stock DPS Rating: 20,000

 Afterburner 2
 Afterburner 3

Date of Release: 3986

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 8

Combat Scanner

Comm Relay

Threat Assessor

Bounty Informer

ECM 2

Repair System 2

Stealth Package

Fuel Scoops

Plasma Collector/Recycler

Heat Shielding

Atmospheric Drive

Squadron Telemetry Datalink

Additional Cargo Bay Armor, Damage Resistance +100

### Equipped Weapons

2x Brock Industries Ultra Disruptor Cannon (1 fwd, 1 aft)

4x Brock Industries High Power Rapidfire Plasma Pulse Cannon fwd

4x Seldar Industries Foxhound missile
Scimitar

## History

The Scimitar was an interceptor designed as a replacement for the Dart, Eclipse Shipyards' previous interceptor design. While it was superior to the Dart, it did not become more popular than the Dart until 4026, when more Scimitars were sold than Darts for the first time. The Scimitar was not designed very well in terms of handling and overall flight experience, and had a very underpowered powerplant, severely limiting its offensive combat capabilities. Eclipse Shipyards countered this problem by equipping it with thermolasers, specialized lasers that could deal tremendous damage; however, the thermolasers took up 80% of the ship's total power generation capacity when firing, leaving very little energy for other systems. The Scimitar luckily had a fairly small hull profile, allowing it to dodge many hits from energy and projectile weapons. While it was more successful than the Dart, selling 25,000 units in its first 50 years on the civilian market, it was not exactly the great sales success Eclipse Shipyards was hoping for.

## Overview

The Scimitar is a risky high damage interceptor with somewhat mediocre handling and poor defense. Its stock offense is extremely powerful, to the point of being more deadly in some respects than most DPS tanked interceptors in its class. Its handling characteristics are strange; they are both difficult to master and difficult for enemy pilots to counter when used properly. The Scimitar has a fairly weak powerplant, limiting its potential for upgrading. It comes with quite a few useful equipments in stock form, such as fuel scoops, a bounty informer, and a stealth package.

### Weapons Emplacements

2 ultra MPs fwd, 2 light pylons

Stock DPS Rating: 300,000

 Afterburner 2
 Afterburner 3

Date of Release: 4000

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 5

Combat Scanner

Comm Relay

Threat Assessor

Stealth Package

Plasma Collector/Recycler

Fuel Scoops

Bounty Informer

ECM 2

Repair System 2

1x Solace-class Escape Pod

### Equipped Weapons

2x Brock Industries Hound missiles

2x Decius Rapidfire AP Thermolaser Cannon fwd.
Shockwing (starship)

## History

The Shockwing was designed for a 3985 UHW Navy design order for a multi-purpose assault starship. It could be used as either a bomber or a heavy fighter. Powered by a single high-power thruster, the ship had a crescent-shaped hull, with a fairly low hull profile. It had combat capabilities that were far better than many ships of similar weight, and was a very dangerous opponent for both capital and subcapital ships. It was also fast enough to outrun most other fighters, although interceptors could still catch it. The civilian version was criticized for offering less powerful weapons, although this was done as a measure to reduce the chance of UEO front buyers purchasing Shockwings and giving them to the UEO. The Shockwing had a decent range and appealed to many different types of buyers. The UHW Navy purchased 8,000 units of the Shockwing, one of its largest purchases ever; it was also purchased by the Protectorate Navy (16,000 units) and the AISN (5,000 units). On the civilian market, the Shockwing sold 98,000 units in its first 50 years, an impressive number for a UHW manufacturer; since the UHW had relatively little territory, its manufacturers often did not manufacture starships in great numbers.

## Overview

The Shockwing is a powerful assault fighter with excellent speed and very good handling. It has reasonably good offense and defense, and a fairly high shield recharge rate. It comes with a fair amount of equipment for the price, but not enough to make it a really good bargain based on equipment alone; its real value comes from its offensive and stealth capabilities. The Shockwing can also be used in trading squadrons as a very hard-hitting escort fighter. It is not quite fast enough to count as an interceptor. It has better handling than most other fighters in its general class.

### Weapons Emplacements

6 ultra MPs fwd, 2 ultra MPs aft, 4 heavy pylons

Stock DPS Rating: 132,000

 Afterburner 2
 Afterburner 3

Date of Release: 3988

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 9

Advanced Combat Scanner

Comm Relay

Threat Assessor

Bounty Informer

ECM 3

Repair System 3

Heat Shielding

Atmospheric Drive

Fuel Scoops

Plasma Collector/Recycler

Stealth Package

TBA Escape Pod Collector

Squadron Telemetry Datalink

### Equipped Weapons

8x Brock Industries Ultra Disruptor Cannon (6 fwd, 2 aft)

2x Seldar Industries Talon Special Missile Launcher fwd

2x Brock Industries Standard HV Missile Launcher fwd
Second War of Sol

## Factions

United Nations

vs

Bandorian Protectorate

## Timeframe

3 June 2149- 5 November 2150

Result: UN tactical victory, Bandorian defeat

## Overview

The Second War of Sol was a brief conflict between the Bandorian Protectorate and the United Nations, which took place exclusively in the Sol system between 3 June 2149 to 5 November 2150. It started when the UN decided to initiate a crackdown on crime in the Sol system, which was full of pirates; however, instead of targeting the pirates, their forces largely focused their efforts on Covenant City and other Bandorian colonies on Mars. Bandorian citizens in some areas of Covenant City armed themselves and defended their neighborhoods against the UN troops. This in turn prompted an escalation by the UN, which deployed more troops to Mars and other Bandorian colonies in the Sol system and began to attack any Bandorian ships in Sol. In the next few months the Protectorate Navy managed to win several major battles in space, forcing UN fleet squadrons to retreat, but never gaining the advantage they needed to mount an offensive to completely recapture Mars. Small troop transports managed to slip through the UN blockade, but were unable to gain a strategic advantage over the UN ground forces on Mars, although most of the other Bandorian colonies were soon retaken. Eventually the Protectorate leadership decided to evacuate all Bandorian citizens from Sol rather than to keep them in danger of attacks by UN forces; a ceasefire was negotiated with the UN admirals, and the war was ended soon afterward. This war is generally considered a tactical victory for the UN, as they inflicted massive casualties on the Bandorian military and civilian population of the Sol system (estimated at over 150,000 civilians and 40,000 military personnel killed).
Superdart (starship)

## History

The Superdart was intended as a redesign of the Dart to give Eclipse Shipyards customers a new powerful option to upgrade to. Unfortunately, Eclipse Shipyards made the decision to price the Superdart at twice it's predecessor's price, which resulted in most buyers declining to purchase it. It was not competitive with other more powerful ships at the same or even slightly lower price, and was not ordered by any major military forces. On the civilian market, 3,600 Superdarts were sold in its first 50 years there.

## Overview

The Superdart is an example of a redesign that was meant to be an upgrade to the original design but failed because of its high price tag for a ship that, while better than the original design, was still a much worse ship than its main competitors. The Superdart has very strange handling characteristics; the designers were trying to simulate a more powerful version of the Dart, but unfortunately the handling characteristics are still very bad. It also has short range and very weak stock defense and offense. Its usefulness as a multi-role is very limited as well.

### Weapons Emplacements

2 ultra MPs fwd, 2 light pylons, 2 ultra MPs aft

Stock DPS Rating: 4,000

 Afterburner 2
 Afterburner 3

Date of Release: 4022

## Equipment Defaults

ISFTL Drive

Shields

STL Drive System

Reactor 7

Advanced Sensor Array

Encrypted Comm Relay

Bounty Informer

ECM 3

Repair System 3

Advanced MTAC

Stealth Package

Heat Shielding

Atmospheric Drive

TBA Escape Pod Collector

Fuel Scoops

Plasma Collector/Recycler

Comm Jammer

Electronics Shielding

Squadron Telemetry Datalink

Tactical Combat AI Computer

1x Solace-class Escape Pod

ADVSNA HUD option

### Equipped Weapons

4x Brock Industries Ultra Disruptor Cannon (2 fwd, 2 aft)

2x Seldar Industries SHM missile
Sergei Kilodonov

Sergei Kilodonov was an Imperial political activist best known for being the first leader of the Alliance to Restore the Empire movement. He was born on Phi Imperatoris 1 c on 24 November 3469. He was educated in a private school on this moon, and was devoted to the Galactic Empire and the Imperial ideal from an early age. When he graduated he immediately joined the Imperial political society, and was appointed to a low-level position in the Phi Imperatoris system in 3493. He lived in the period of the end of the Empire, long past the days of its true power, and was one of many hoping against hope for a restoration. This hope was strengthened when, on 29 October 3498, the Union declared war against the Empire, and Emperor Han of the Empire, Supreme Leader Mi Xinchiang of the Bandorian Protectorate, and Union Leader Karen Foss of the Union of Human Workers signed a mutual defense treaty. As the war dragged on, however, it became clear that the Union forces were intent on one thing: attacking Mystic and capturing or killing the Emperor. Eventually in the final battle in 3506 the Emperor and almost all his family were killed, with only one survivor, his daughter Tai. In a broadcast over an Imperial military communications network in the Mystic system, Tai commanded all surviving Imperial forces to join the Protectorate before killing herself to avoid falling into captivity. However, some former Imperial systems were simply abandoned by their governments or captured by the Union forces, mainly Asgardians. Phi Imperatoris was one of the systems occupied by Asgardian military forces at this time, and on 1 May 3510 Kilodonov founded the movement. He retained a considerable amount of influence with his fellow citizens despite their captivity, and the movement rapidly gained a following among the former Imperial citizens in Phi Imperatoris. Despite the best efforts of the Asgardian military occupiers to suppress the movement, word spread to other former Imperial systems, and it soon gained over 3 million supporters, from both systems now under Bandorian control and systems now under Asgardian control. Despite the movement's influence, it was crippled from the start by the lack of an Imperial heir or any starships, as well as the fact that Mi Xinchiang had condemned it two days after Kilodonov announced it. On 1 October 3510, Kilodonov was found and executed by Asgardian military forces. His movement lived on after his death, and still boasted a respectable 500,000 members in 4010.
Saladarth

Saladarth

(Kepler-967)

Alliance of Independent Settlements

Distance from Sol 1627.5 ly

System security rating 2/5

System civilian population 2,019,423

Number of assigned police squadrons: 16

Number of assigned naval squadrons: 4

System jump gate coordinates 23197856

Ascension 19 06 14 Declination +38 24 19

Stars in system (single-star system)

Kepler-967, 0.84 solar masses, 0.8 solar radii, metallicity -0.03 Fe/H, spectral class K0

Non-CHZ planets

Alvillon (Saladarth 1), unknown Earth masses, 2.3 Earth radii, orbital period 13.23 days, semi-major axis unknown, orbital eccentricity unknown, equilibrium temperature 635.6 K, uninhabited

Non-CHZ moons

Liviea (Saladarth 1 b), 0.67 Earth masses, 0.8 Earth radii, equilibrium temperature 630 K, uninhabited

CHZ planets

Sanveustea (Saladarth 2), unknown Earth masses, 3.58 Earth radii, orbital period 198.71 days, semi-major axis unknown, orbital eccentricity unknown, equilibrium temperature 257.6 K, uninhabited

CHZ moons

Unzotov (Saladarth 2 b), 1.4 Earth masses, 1.28 Earth radii, equilibrium temperature 260 K, population 1,998,716

Jump Gate Station: Level 15, distance from jump gate 0.3 AU

System Details

Saladarth is an important business center for the AIS in the Kepler Sector. UAP Shipyards and Ursa Systems both have minor factories here, so you can get ships built by these two manufacturers at a discount in this system. This system makes a lot of money by gas mining carried out on Sanveustea. However, it imports most of the materials for shipbuilding from other systems, so if you come here you should bring in metals and ship system modules. This system is not safe at all, so in order to trade successfully you should have a powerful ship like an Ironhull Trader or Astral Wing, preferably with at least eight powerful escort ships such as the Eliminator, Glazov, Kozint, or Arkhangelsk Mk3. Most pirates in this system would leave you alone if you jumped in with a fleet of that firepower and size, although sometimes pirate squadrons will join together, allowing them to ambush fleets far superior in firepower to each individual squadron. If possible, you should join a convoy before entering this system; the vast majority of pirate squadrons, even teamed up with other squadrons, will not attack convoys with three flagships or more (the flagship is the main transport ship of your squadron, the escorts make up the rest of your squadron, so a three flagship convoy would mean you joined with two other people to form the convoy, along with your escort ships and their escorts). This system has a small asteroid belt between 2.5 and 3.0 AU from the star; mining this ‘belt is not advisable unless you have more than twenty escorts and a powerful flagship such as an Astral Wing, Ironhull Trader, or Kirov. Very few asteroids in this system are claimed by the IMG, making it easier to mine the ‘belt.