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VBAM Empire Rising

This document provides an introduction and overview of the various factions in the "Escalation Wars" universe, including their history, government, military, and technology. It covers the Circasian Empire, Chouka Theocracy, Sshel'ath Alliance, raiders and pirates, and civilians. Each section provides background on the faction and details about their starships, bases, weapons, and other military assets.

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Andrew Fenton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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100% found this document useful (1 vote)
813 views184 pages

VBAM Empire Rising

This document provides an introduction and overview of the various factions in the "Escalation Wars" universe, including their history, government, military, and technology. It covers the Circasian Empire, Chouka Theocracy, Sshel'ath Alliance, raiders and pirates, and civilians. Each section provides background on the faction and details about their starships, bases, weapons, and other military assets.

Uploaded by

Andrew Fenton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 184

Introduction

Table of Contents
The Last Flight of the Solukar ................... 4
1.0 Introduction ..................................... 5
1.1 Campaign Rules .................................... 5
1.2 General Rule Modifications .................... 5

Empire Rising
1.3 Hyperspace Travel ................................. 8
1.3.1 Jump Lane Types ............................. 8
1.3.2 The Jump Gate Network .................. 9
1.3.2.1 Building Jump Gates ................... 9
1.3.2.2 Upgrading Jump Lanes ............. 10
1.3.2.3 Destroying or Deactivating 1.3.6.2 Hyperspace Intercept Scenarios . 15
Jump Gates ..................................... 10 1.3.6.3 Hyperspace Pursuit Scenarios ... 15
1.3.2.3.1 Political Ramifications of 1.4 Raiders in the
Destroying Jump Gates .................. 11 Escalation Wars Universe .................... 15
1.3.2.4 Disengaging from Scenarios 1.4.1 Raider Affiliation & Disposition ....... 16
Using Jump Gates .......................... 12 1.4.2 Change to Raider Encounters ........ 16
1.3.2.5 Optional Rule: Simplified 1.4.3 Effects of Raider Success .............. 16
Jump Gate and Jump Lane Rules .. 12 1.5 New Campaign Rules .......................... 16
1.3.3 Jump Engines................................. 12 1.5.1 Stealth and Concealed Movement . 16
1.3.3.1 Disengaging from Scenarios 1.5.2 Retreating from Combat ................. 18
Using Jump Engines ....................... 13 1.5.2.1 Performing a Retreat ................ 18
1.3.4 Hyperspace and Exploration .......... 13 1.5.2.2 Multi-Unit Retreats .................... 18
1.3.4.1 Exploration in the 1.5.2.3 Catastrophic Drive Failure ........ 18
Historical Campaign Scenario ......... 13 1.5.2.4 Location of Retreated Units
1.3.4.2 Exploration in the at the End of the Turn ..................... 19
Freeform Campaign Scenario ......... 13 1.5.3 Unit Availability ............................... 19
1.3.5 Terrentium ...................................... 14 1.6 CSCR Unit Abilities .............................. 20
1.3.5.1 Special Resources: Terrentium
Deposits (Optional Rule) ................. 14 2.0 History of the Chouka War ........... 25
1.3.6 Hyperspace Combat and State of the Galaxy, Pre-War ..................... 25
Deep Space Encounters .................... 14 The War Begins (1971) ............................. 29
1.3.6.1 Hyperspace Deep The Mishtuki Plan (1972) ........................... 30
Space Scenarios ............................. 15 The Fight to Chouka (1973)....................... 36

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 1
Introduction
1 The Fall of Breth ........................................ 38 Gravitic Technologies .............................. 77
Post-War .................................................... 39 Chouka Military .......................................... 78
Starships .................................................... 78
3.0 The Circasian Empire ................... 40 Bases, Satellites, & Mines ......................... 85
Introduction ................................................ 40 Fighters & Shuttles .................................... 88
Background ............................................... 40
Taking to Space ....................................... 41 5.0 The Sshel’ath Alliance .................. 90
The Mystery of the Kiralina ...................... 43 Background ............................................... 90
First Contact ............................................ 44 The Cold War .......................................... 90
The Raider Wars ..................................... 46 The Birth of the Alliance .......................... 91
Circasian Government ............................... 48 The First Novon War ............................... 93
Circasian Military ........................................ 48 The Aftermath of War .............................. 93
Events after the Chouka War .................... 49 The Second Novon War .......................... 94
Circasian Technology ................................. 50 A New Opportunity .................................. 95
Directed Energy Weapons (DEWs) ........ 50 Sshel’ath Technology ................................. 96
Kinetic Weapons ..................................... 52 Directed Energy Weapons (DEWs) ........ 96
Ballistic Weapons .................................... 52 Kinetic Weapons ..................................... 98
History of the Lancer Design Project ....... 53 Ballistic Weapons .................................... 99
Circasian Variants.................................... 56 Sshel’ath Military ........................................ 99
Starships .................................................... 56 Sshel’ath Marines .................................... 100
Bases, Satellites, & Mines ......................... 67 Starships .................................................. 100
Fighters & Shuttles .................................... 68 Bases, Satellites, & Mines ....................... 108
Fighters & Shuttles .................................. 110
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4.0 The Chouka Theocracy ................. 70


Background ............................................... 70 6.0 Raiders & Pirates ......................... 111
Intermediate Period ................................. 70 Background ............................................. 111
Middle Period........................................... 70 Chouka Pirates ........................................ 112
The Modern Period .................................. 72 Starships ................................................ 112
The Aliens Appear ................................... 72 Fighters & Shuttles ................................ 114
Ther Interstellar Period ............................ 73 The Unsheathed Claw ............................. 115
War With the Circasians Starships ................................................ 116
and the Aftermath .............................. 74 Bases, Defenses & Mines ..................... 119
Chouka Technology ................................... 75 Fighters & Shuttles ................................ 120
Directed Energy Weapons (DEWs) ........ 75 The Blood Swords ................................... 121
Ballistic Weapons .................................... 76 Blood Sword Crews ............................... 123
Starships ................................................ 123
Fighters & Shuttles ................................ 125
Other Raiders .......................................... 126
Starships ................................................ 126
Fighters & Shuttles .................................. 127

7.0 Civilians ....................................... 128


Background ............................................. 129
The Solassi Corridor ................................ 129
Starships .................................................. 131
Bases, Defenses & Mines........................ 134
Fighters & Shuttles .................................. 135

8.0 Other Races ................................. 136


Borillians ................................................ 136
Ingalli Democratic Republic ................... 136

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Introduction
Kástan Imperial Monarchy ..................... 136 9.3.3 Blood Sword Elite Officers............ 146
1
Kholran Republic ................................... 136 Brahaen Ghaira ................................... 146
Neliste Empire ....................................... 136 Jenehn Tayare .................................... 146
Novon Trade Lords ................................ 136 9.4 Miscellaneous Campaign Rules ........ 146
Ragalthan Gerontocracy ....................... 136 9.4.1 Raiders ......................................... 146
Solassi Republic .................................... 137 9.4.2 Playing the Sshel’ath
Th’sook Dominion .................................. 137 in a Campaign ................................. 147
Thaline Union ........................................ 137 9.4.3 Uninvolved Powers ....................... 147
Thrikin Planetary Assembly ................... 137 9.5 Systems of the Chouka War .............. 147
Ukal Combine ........................................ 137
10.0 The Nature of Hyperspace ........ 161
9.0 Campaign Setup .......................... 138 The Environment of Hyperspace ............. 162
9.1 Historical Campaign Scenario Setup . 138 Dimensions of Hyperspace ...................... 162
9.1.1 Affiliation Selection ....................... 138 High-Level Hyperspace ......................... 163
9.1.2 Player Starting Locations.............. 138 Psi Level.............................................. 163
9.1.3 Starting Assets .............................. 138 Iota Level ............................................. 163
9.1.4 Purchasing Starting Forces .......... 139 Theta Level ......................................... 163
9.1.5 Placing Starting Forces ................ 139 Mid-Level Hyperspace ........................... 163
9.1.6 Jump Gate Placement .................. 139 Beta Level ........................................... 163
9.1.7 External Trade Routes.................. 139 Alpha Level ......................................... 163
9.1.8 Victory Conditions ........................ 140 Delta Level .......................................... 163
9.2 Freeform Campaign Scenario Setup . 140 Low-Level Hyperspace .......................... 164
9.2.1 Affiliation Selection ....................... 140 Kappa Level ........................................ 164

Empire Rising
9.2.2 Player Starting Locations.............. 141 Mu Level .............................................. 164
9.2.3 Starting Assets .............................. 141 Omega Level ....................................... 164
9.2.4 Off Map Trade .............................. 141
9.2.5 Victory Conditions ........................ 142 11.0 Afterword .................................... 165
9.3 Elite Officers ...................................... 142 11.1 Authors’ Notes .................................. 165
9.3.1 Circasian Elite Officers ................. 143 11.2 Submission Guidelines .................... 166
Captain Larha Karrn ............................ 143 11.3 Contact the Author ........................... 166
Rear Admiral Tas Rallarn .................... 143 Copyright Information .............................. 166
Admiral Haelitis Xan ............................ 143
Captain Toran Xan .............................. 144
9.3.2 Chouka Elite Officers ................... 145
First Hand Marzuula Tien .................... 145
First Hand Shcuizkho Yular ................. 145

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 3
Introduction
1 Solukar’s position. Several shots went wide
of their target, but most managed to hit
The Last Flight the oncoming behemoth, causing visible
explosions upon impact. Despite the
damage the ship showed no signs of
of the Solukar breaking off its attack run and continued
to lumber slowly towards the Solukar.
“Minor damage to target’s forward
Captain Ralon Tazeel gripped the hull,” Lt. Lasucir reported.
arms of his command chair, his knuckles The Solukar was rocked again by
turning white as his grip continued to weapons fire, this time coming from a wing
tighten. His body bucked, his grav harness of enemy fighters that had joined in the
the only thing keeping him in his command attack on the wracked Solukar. The sound
chair. of metal upon metal and the echo of
The tactical video screen on the explosions filled the bridge. Tazeel thought
forward wall of the bridge was filled with a that he could hear the screams of his crew
frantic swarm of lights and symbols. Tazeel as each new girder gave way, collapsing and
watched as swarms of blue and red blips crumpling like foil under the intense
moved across the display, individual lights bombardment.
growing brighter for an instant before fading The tactical officer turned his head
and disappearing. One symbol, then another, and looked Tazeel in the eyes. Tazeel could
and then another disappeared before his see the look of anguish upon her face and
eyes. Some belonged to the enemy, but demanded, “Report!”
many of them—too many of them—were
Empire Rising

“Captain, another one of our particle


Circasian. cannons has gone offline. Remaining
A solid blow rocked Tazeel’s ship, the weapons still have a lock on the enemy
Solukar. Ralon Tazeel gritted his teeth. His cruiser. I don’t know how much longer we
Kolanis Cruiser had come under fire from can hold out, sir.”
one of the Chouka’s heavy cruisers and all Tazeel nodded gravely and replied,
of the Solukar’s escort and fighter support “Continue with the attack.” Swiveling his
had already been scattered and dispersed chair, Tazeel turned to the communications
by the enemy fleet’s counterstrike. The station and asked, “Communications, try to
attempt to beat back the enemy flanking signal other nearby ships and fighters and
fleet had failed, and now the Solukar and request immediate assistance.”
her crew were to pay the price for this “Aye, aye, sir,” replied the
failure. communications officer.
“Damage to all decks,” reported Lt. Tazeel returned his attention to the
Nalun Lasucir, Tazeel’s tactical officer. primary tactical display, manipulating the
“Damage repair crews report that the port display through his chair’s control pad so
structure has taken substantial damage as to zoom in and take a closer look at the
from the last shot. Chouka plasma weapons immediate threat. Although the Solukar
have melted through the cargo bays and continued to fire a hail of weapons fire at
that entire section of the ship has been the Chouka cruiser it seemed as though
depressurized.” nothing could slow it down. Tazeel growled
“Give me a firing solution on the and his hands dug deeper into the arms of
Chouka heavy cruiser,” commanded Tazeel. his chair. Tazeel didn’t notice the pain that
“Firing solution acquired, Captain.” now shot through his fingers. His total
“Fire, Lieutenant.” attention was devoted fully to the battle
The Solukar’s four forward plasma that unfolded all around him. The life of his
cannons came alive, firing volley after volley crew, as well as his own, hinged on how the
of super-heated plasma at the Chouka next few moments would play out.
cruiser as it continued to close on the

4 The Escalation Wars: Empire Rising


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Tyrel ohr
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Introduction
The Solukar fired another wave of
1
chemical-reaction rockets towards the 1.0 Introduction
target while the ship’s remaining particle Welcome to The Escalation Wars:
cannons and plasma cannons continued to Empire Rising, the first of the supplements set
pummel the enemy’s hull. The weapons fire in The Escalation Wars universe. What are
lashed out across the dark void seeking their the Escalation Wars and the universe that
prey in the dark shadow of the enemy surrounds them? Quite simply put, they are the
homeworld. Plasma and rocket volleys found fateful wars of supremacy fought between the
their target, exploding violently upon impact Circasian Empire and the Courata Imperium
with the hull while particle cannons raked between the years 2004 and 2025. This series
slowly and surely across the enemy’s hull. of wars would engulf the whole of known space
Explosions and fire dotted the cruiser’s hull, and bring it to the brink of destruction. The
followed by an even larger explosion that Escalation Wars universe is an epic setting
shattered the cruiser’s side. Huge sheets covering thousands of years of history and
of metal were pushed outward from the dozens of alien races, each a thread in the
breach by escaping gases. Wraith-like dazzling tapestry that is the Escalation Wars
tendrils of flame emitted from the gaping saga.
rents in the Chouka vessel’s side. The Chouka War details the Circasian’s
Tazeel turned his head and first major interstellar conflict. In their war with
demanded, “ What happened to the the fanatical Chouka, the Circasians took the
cruiser?” first step towards dominance in their region of
Lt. Lasucir answered, “One of our space. This pivotal moment in history would lead
rockets punctured the primary plasma to the rise to power of the Circasian Empire, an

Empire Rising
intake valve on their reactor. Sensors ascension that would ultimately cost hundreds
indicate that their reactor’s power levels of millions of sentients their lives.
are fluctuating wildly – sir, their reactor is
going to go critical at any moment!”
As the words escaped the officer’s 1.1 Campaign Rules
mouth, the view of the enemy Apostle Holy This section of Empire Rising includes
Cruiser disappeared in a blinding flash of all of the additional and optional rules required
light. As Tazeel’s eyes readjusted he tried to play a campaign in the Escalation Wars
to look to see what remained of the enemy universe. Some of the rules contained hereafter
cruiser. All that remained was a burned supercede rules found in the Victory by Any
out black hulk spiralling out of control into Means Campaign Guide. In most cases, rule
the darkness and a field of debris that lay numbers from the campaign guide (preceded
scattered across the view screen. They by “CG” and then the rule number) are included
had done it. They had destroyed an for easy reference.
Apostle…
Tazeel nodded. “Good work, people! 1.2 General Rule
Now fall back to support the fleet…”
Tazeel was interrupted as Lasucir Modifications
announced, “Captain! Three Revelation War
Barges are moving in on attack vector. They Wartime Economies
are entering missile range….” Her voice The CG 4.1 Wartime Economies should
trailed off as the data appeared on her be used for all Escalation Wars campaigns.
screen. After a pause she continued, “Sir,
we have eighteen missile volleys incoming.” Production Times
Tazeel sighed and resigned himself to Ship construction in the Escalation Wars
his fate. “Begin evacuation procedures, get universe takes considerable time and effort. As
everyone off the ship!” such, the CG 4.10 Extended Construction rules
are in force.

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 5
Introduction
1 fighters are the only flight types that can make
Colonization use of Heavy Basing. Shuttles, assault shuttles,
In our own history, a large percentage and breaching pods (but not super-heavy
of those who colonized far distant lands were fighters) may also make use of Standard Basing,
members of the disenfranchised, persecuted, but Heavy Basing is designed explicitly for their
or criminal segments of society. The same holds use.
true for the Escalation Wars universe. All This supplement contains several ships
colonists sent to new worlds are not drawn from that are restricted to Heavy Basing Capacity.
the “productive” local populace. Use CG 4.8 Such ships are incapable of basing fighter flights
Quick Expansion Colony Fleets rule to simulate but are fully capable and in fact designed to
this fact. operate shuttles and other auxiliary small craft
(for example, the Chouka Covenant Minelayer
Non-Atmospheric & Atmospheric-Only and its Ark Minelaying Shuttles). Future
Flights supplements will make greater use of this
Some of the flights in the Escalation differentiation, including older Lleskath
Wars universe are capable of either only non- destroyers that based large super-heavy fighters
atmospheric or atmospheric operations. Non- on a catapult-launch assembly.
atmospheric flights may not be based on planets,
but instead must rely on space-based basing. Weapons of Mass Destruction
Atmospheric-only flights are the opposite. They Although rarely employed, most ships in
are only capable of being based at planetary the Escalation Wars universe are capable of
sites and can never be based by space units being equipped with weapons of mass
nor participate in combat encounters. Because destruction. This category of weaponry includes
Empire Rising

of this, atmospheric-only flights have very limited nuclear weapons, mass drivers, and any more
usefulness in a campaign. Their primary exotic forms of weapons capable of causing
application is in ground combat, where they can widespread planetary destruction. Weapons of
either function directly as ground combat units mass destruction cost 2 economic points each.
or else provide CG 3.6.5.3 Tactical Support for Refer to the updated bombardment chart
other friendly ground units. listed in this source material’s appendices to
The only way to transfer atmospheric- determine the maximum number of weapons of
only flights between systems is by transporting mass destruction each class of ship can operate
them aboard either military supply ships or at any one time.
Transport Fleets. Atmospheric-only flights have
a cargo size equal to their DV for this purpose. Listening Post
Many governments operate Listening
Basing Posts along their borders. These posts are used
Under the standard rules, units are given to gather vital intelligence information about fleet
a single Basing Capacity statistic (often referred movements in their own system as well as to
to simply as Basing), which is equal to the coordinate offensive Intel missions into
number of flights the unit can operate. In this surrounding systems. If used properly, Listening
book, Basing is broken down into two types: Posts can increase the security along an
Standard Basing Capacity (BS-s) and Heavy empire’s borders.
Basing Capacity (BS-h). Both types of Basing Listening Posts are treated like ground-
are governed by the standard basing rules as based Supply Depots (see CG 3.6.1.2 Supply
outlined in the Campaign Guide. For that matter, Depots) for purposes of transport and
Standard Basing operates exactly like traditional purchasing. Instead of providing supply benefits,
Basing. All types of flights can be based from Listening Posts instead provide benefits to Intel
Standard Basing. operations performed from the system in which
Heavy Basing on the other hand is the Listening Post is located.
reserved for use by larger craft. Shuttles, assault There are two benefits to establishing a
shuttles, breaching pods, and super-heavy Listening Post at a planet or system. Firstly, the

6 The Escalation Wars: Empire Rising


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Tyrel ohr
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Introduction
system’s maximum Defensive Intel is increased capable of their original construction. In most
1
by 1 for each Listening Post in the system. This cases this would be an orbital or planetary
does not provide a free Intel bonus, only the shipyard, but atmospheric ships can be refitted
ability to operate more Defensive Intel at the at any system with the available output and dock
system than would normally be allowed. spaces (provided by local Productivity) to
Secondly, a Listening Post can extend the range perform the refit. One dock space must be
of a single Intel mission launched from that available at the ship’s location in order for it to
system by 1 jump lane. An Intel mission can only undergo the refit process (e.g., there must be
benefit from one Listening Post’s range available space in the yards for the ship to be
extension bonus at any one time (e.g., the bonus brought in for the refits).
is non-cumulative between multiple Listening Once the refit is complete, the existing
Posts). ship will be considered a member of the refit
class for all intents and purposes, including but
Unit Refits not limited to maintenance costs, combat
Several unit classes listed in the source statistics, and orbital bombardment.
materials underwent fairly massive refits during
their service life. Almost every ship or base Example: After developing medium plasma
receives periodic refits to integrate new cannons (Tech Year: 1974), the Circasians
technologies, but the refits listed in the source began upgrading their Moshesta fleet from
materials were particularly important and the Alpha (R1) model into the Beta (R2)
represented massive upgrades to the base hull’s model. The cost of the Moshesta Frigate
performance. Additionally, several hull types (Beta) is 4 economic points. Therefore it will
received such major modifications as a result take 1 economic point and one turn in the

Empire Rising
of extensive refits so as to be considered variant shipyards to convert a Moshesta-Alpha (R1)
hulls. Unlike traditional refits, variants are into a Moshesta-Beta (R2).
significantly altered from the configuration of
their antecedent and are considered a separate Refits are only available for those units
unit class from the base hull. that have clearly marked major refit versions
Looking at the source materials, units listed in the source materials. Any classes
with refits available have their name followed without available refit models listed cannot be
by a ‘(Rx)’ designation, where ‘x’ is the revision refitted.
number of the unit in question. ‘(R1)’ is the Units can be converted into another
original version of the ship, ‘(R2)’ is the first major variant of the same base hull type (as listed in
refit (“Revision #2”), and so on. the ship description section of the text) using
Once a refit is made available as a result the same process outlined above for traditional
of tech advancement, the player has the option refits, but the cost to do so 50% of the unit’s
of producing either model of the class as new base cost. Any variant (including the original
construction units for the rest of the campaign. class) using the same base hull can be converted
The player may also elect to bring his or her into any of the available variants of the hull
units back to base to apply the refit. The cost of (including the base).
refitting a unit is equal to 25% of the base cost
of the refit version the unit is being converted Example 1: The Kolanis Cruiser and Kolanis-
into, rounding all fractions up. If using the CG V Carrier are of the same base hull type, as
4.10 Extended Construction Time optional rule, indicated in their ship descriptions. The
refits are subject to extended construction times Kolanis-V Carrier is itself a variant of the
in the same way as new construction, with the Kolanis Cruiser, which is the base hull for the
time spent in dock being determined by the cost class. The Circasian player decides that he
of the refit instead of the base unit cost (which needs more fighter support in his fleets, so
is typically used for calculating extended decides to convert an existing Kolanis Cruiser
construction times). In order for the refits to be into a Kolanis-V Carrier. The Kolanis-V costs
performed, the unit(s) must be at a location 7 economic points to build, so the normal refit

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 7
Introduction
1 cost would be 2 economic points. However lanes independently. Rather, they must rely on
this is not a normal refit but instead a local jump gates to open portals into hyperspace
conversion of the ship from one class variant so that they may move between star systems. A
to another, therefore the cost of the refit is jump gate must exist in both the source and
doubled. This gives a “refit” (conversion) cost destination systems in order for a non-jump
of 4 economic points to change the Kolanis capable ship to travel across the jump lane. Non-
Cruiser into a Kolanis-V Carrier. With the CG jump capable military and commercial traffic rely
4.10 Extended Construction rules in effect, it on jump gates to facilitate movement from
will take 2 turns for the variant conversion to system to system.
be completed. You may use the jump gates of any other
empire regardless of your current relations with
Example 2: The war is over and the Circasian that empire. The only way to block incoming
player no longer needs his Kolanis-V jump gate traffic is to shut down the jump gate
Carriers. The choice is made to convert these itself.
carriers back into standard Kolanis Cruisers,
an applicable choice since it is the Kolanis-V 1.3.1 Jump Lane Types
Carriers’ base hull type. The cost of a Kolanis
All of the jump lane types described in
Cruiser is 7 economic points, so it will cost 4
CG 3.5.1 Ship and Flight Movement exist in the
economic points to convert each Kolanis-V
Escalation Wars universe, but some special
back into a standard Kolanis. With the CG
rules apply to how they are used in these source
4.10 Extended Construction rules in effect, it
materials. In addition, two new types of jump
will take 2 turns for the variant conversion to
lane – Unimportant and Disabled – also exists.
be completed.
For the sake of clarity, the modified rules for
Empire Rising

these jump lane types are included below.

1.3 Hyperspace Travel Major Lanes: Ships may move through two
In the universe of the Escalation Wars, (2) major jump lanes or one (1) major and
most ships achieve faster-than-light (FTL) travel one (1) minor lane in one turn, so long as all
by entering hyperspace, following a chain of systems along the movement route, including
beacons down the length of the jump lane, and the origin and destination, are controlled by
exiting hyperspace at their destination. Some the player’s empire or an allied power. Major
ships have jump engines (commonly referred lanes have a beacon capacity cost of 6.
to as jump drives) which allow them to create
temporary doorways from real space into Minor Lanes: Ships may move through one
hyperspace and back again. These ships are (1) minor lane per turn. Most lanes are of this
considered jump capable. Most ships are not type. Minor lanes have a beacon capacity
jump capable and can only enter and exit cost of 3.
hyperspace using jump gates. These massive
constructs sit in real space, opening doorways Unimportant Lanes: Ships may move
to hyperspace and supporting the beacons through one (1) unimportant lane per turn,
which mark the path and location of jump lanes. just like a minor lane. However, supply cannot
For a jump gate to support many or major jump be traced as reliably over unimportant lanes.
lanes, it must have a high beacon capacity. The CG 3.6.1.1 Basic Supply Routes can only
interweaved mesh of jump gates and jump lanes trace one (1) jump over an unimportant lane,
throughout the known universe is collectively in effect halving the normal supply route
referred to as the jump gate network. range. Unimportant lanes have a beacon
Any jump capable vessel may move itself capacity cost of 2.
and any number of others vessels in its fleet
through a jump lane to another star system Restricted Lanes: Ships may move through
without the need for a jump gate. Vessels that one (1) restricted lane per turn so long as
lack a jump engine cannot travel across jump one ship in the fleet is equipped with a jump

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Introduction
engine. This typically restricts the use of Lane Beacon Requirements Table
1
restricted lanes to military ships, as civilian
ships tend to rely on the jump gate network Beacon Capacity
for their movement. Restricted lanes have a Lane Type Requirement
beacon capacity cost of 1.
Disabled 0
Disabled Lanes: Discussed in 1.3.2.3 Restricted 1
Destroying or Deactivating Jump Gates, Unimportant 2
disabled lanes are lanes which connect to a Minor 3
system that no longer has the beacon
Major 6
capacity available to support them. Ships may
move through one (1) disabled lane per turn
so long as one ship in the fleet is equipped This beacon capacity requirement must
with a jump engine and at least one ship in be fully “paid” out of the beacon capacity of jump
the fleet has either the Scout or Explorer gates at BOTH ends of the jump lane. If one
ability. It is possible for one ship to fulfill both jump gate has a free capacity of 5 and the other
of these criteria. Disabled lanes have a a 2, then an unimportant lane is the highest
beacon capacity cost of 0 and each jump gate quality lane that can be established between the
in a system can support a number of disabled two systems.
lanes up to half their beacon capacity
(rounding down). Disabled lanes are
1.3.2.1 Building Jump Gates
destroyed if no jump gates exist with available
Jump gates are considered bases for
capacity to support them.
purposes of construction (see CG 3.7.4 Base

Empire Rising
Construction). A temporary jump gate is installed
1.3.2 The Jump Gate at no cost to the player in every newly explored
Network system, creating a new restricted jump lane that
The intermeshed system of jump gates will connect back to a jump gate in the originating
spread throughout known space and beyond is star system. Once this restricted lane is
referred to collectively as the jump gate network. established, the player can then dispatch
This network ensures that travel routes can be Transport Fleets and/or military supply vessels
maintained by way of hyperspace beacons. and their escorts to the system to begin
Each end of one of these “beacon trails” is construction of a full jump gate.
tethered to a jump gate, allowing the beacons’ When dealing with CG 3.7.4 Base
station keeping drives to maintain their relative Construction and the construction of new jump
positions in hyperspace. gates, the supply units being used to perform
Each jump gate is rated as to its ability the base construction ignore the standard rule
to maintain effective hyperspace beacons. This that base construction cannot be performed over
is called the gate’s beacon capacity. A temporary a restricted lane. The only limitation imposed
jump gate, like those laid down in newly explored on jump gate construction is that the Transport
star systems, has a maximum capacity of 1. A Fleets and/or military supply vessels in the
standard jump gate has a beacon capacity of 4. remote system where gate construction is taking
The cost in beacon capacity for each type of place be in supply. For more information on how
lane is shown below: this can be done, refer to CG 3.6.1.3 Military
Supply Ships. This section provides information
on how military supply ships can be used to
extend supply routes over a restricted jump lane.
There are three types of jump gates that
players can construct: large, standard, and
small. Jump gate costs are listed at the end of
this supplement in the source materials.

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 9
Introduction
1 Once a permanent jump gate (either over that system’s jump gate(s). Thus, the
large, standard, or small) is established in a controlling player could elect to upgrade any
system, the temporary jump gate is shutdown jump routes going to other allied or controlled
and removed from play. systems under their control.
A system may contain as many jump Once the scouts are in place and all other
gates as the player wishes. It is advisable to conditions are met, the player can then pay the
build redundancy into your jump gate economic cost listed in the table below to
infrastructure so that it can survive the perform the necessary upgrades. If two separate
destruction or deactivation of one or more of empires are coordinating the upgrade of a jump
the system’s jump gates. lane, the cost of the jump lane upgrade is split
between the two players in any manner they see
1.3.2.2 Upgrading Jump Lanes fit, as per their agreement. One player’s empire
Having free beacon capacity is not a could conceivably pay the entire upgrade cost if
sufficient requirement to upgrade a jump lane. the other power was not in a financial position
Upgrading a jump lane involves an investment to assist with the upgrade.
of time, manpower, and resources to purchase
and install additional hyperspace beacons along Lane Upgrade Cost Table
the beacon trail connecting the two systems.
This is extremely precise work, and not New Lane Type Upgrade Cost
something to be undertaken lightly. Restricted n/a
In order to upgrade a jump lane, a Unimportant 15
player(s) must first have one scout vessel at
Minor 30
each end of the jump lane (e.g., one in the
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source system and one in the destination Major 60


system). These scouts must have been in the
system since the beginning of the turn and
cannot be assigned any other orders on the turn The turn after the investment is made,
the jump lane upgrade takes place. The two given that the prerequisite scouts were in place
scouts do not have to belong to the same at the beginning of the previous turn, available
empire. Two powers can coordinate their scouts beacon capacity exists at both ends of the jump
to assist in mutually upgrading a jump lane. lane, and the economic cost of the upgrade was
Players may not upgrade a jump lane paid in full, the lane will be upgraded. If any of
whose source and destination systems are these requirements are not met, or if one or both
controlled by non-allied powers unless both of the scouts are drawn into an encounter
powers agree to the lane upgrade. For the scenario, then the upgrade order is cancelled.
purposes of upgrading a lane, there is a
separation between control of a system and 1.3.2.3 Destroying or
ownership of a system. Ownership indicates that
Deactivating Jump Gates
the power maintains control of the planet or
The destruction or deactivation of a jump
planets that produce income in the system, but
gate can have major implications on hyperspace
control refers to the player who enjoys space
travel. Whenever a jump gate is destroyed or
superiority in the system. Thus control and
deactivated, the remaining jump gates in the
ownership are essentially the same, but control
system must take over control of the beacon
is held by the player who has a fleet occupying
trails formerly controlled by the offline jump gate.
the system uncontested. For instance, a
This means that other jump lanes must be
blockading or bombarding player would hold
voluntarily downgraded (such as from Major to
control of a system, but ownership would be
Minor, Minor to Unimportant, or Unimportant to
retained by the power administering the planet(s)
Restricted) so that the orphaned lanes can still
and its output. A controlling player would have
be retained. Any economic investment involved
say over the flow of civilian or neutral traffic
in the original upgrade of these routes is lost.
through a system and would have command

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Introduction
If even after all other lanes have been to a lack of jump engines in their task force. For
1
downgraded there is not enough beacon Defensive scenarios, the jump gate will only be
capacity to support a lane, then that jump lane included if the defending forces are rallying
is temporarily disabled. Disabled lanes are around the jump gate.
considered to have a beacon capacity cost of 0 Other than destruction in combat, the
and each gate can maintain up to half their only other way for a jump gate to go offline is for
beacon capacity (rounding down) of disabled the owning player to order the gate deactivated.
jump lanes. Disabled jump lanes can be To do so, the player will place a note to this effect
traversed, but only by fleets containing one or in their turn orders, along with any orders to
more jump-capable units and one or more Scout change the disposition of the beacon trails
or Explorer units. No lines of supply can be heading into the system (in order to cover the
traced across a disabled jump lane. The lane loss of beacon capacity resulting in the gate’s
will remain in a disabled state until a new jump shutdown). Jump gates that are offline can still
gate is built that can take over the lane’s normal maintain up to half their beacon capacity
beacon capacity or the jump gate maintaining (rounding down) of disabled jump lanes. This is
the disabled jump lane is destroyed. In the event in fact how many emerging spacefaring
that a jump gate maintaining one or more civilizations gain access to the interstellar jump
disabled jump lanes is destroyed, then the gate network. By reactivating deactivated gates
disabled jump lanes are eliminated and will no left behind by older species, the emerging
longer be able to be used for the remainder of civilization can instantly gain access to the
the campaign. As a rule, players may not disabled jump lanes, which they can then use
voluntarily destroy a jump lane unless they have to explore outward.
no other recourse. CM approval is required when Deactivating or destroying jump gates

Empire Rising
a player wishes to voluntarily destroy a jump will quickly lead to the destabilization or
lane. In CM-less games, players CANNOT destruction of the entire jump gate network! For
voluntarily destroy jump lanes! They must this reason, empires have traditionally viewed
downgrade all other available jump lanes first jump gates as sacrosanct, considered neutral
before the destruction of a lane can be permitted. property no matter who originally built them.
In combat, jump gates can be included
in any encounter that takes place at the jump 1.3.2.3.1 Political
gate’s location. For example, a defending fleet
Ramifications of Destroying
could choose to demand a Defensive scenario
at a local jump gate, or generate an Interception Jump Gates
scenario at the jump gate if that is where an The destruction of jump gates and
inbound fleet is entering the system due to lack destabilization of the jump gate network have
of jump engines. The jump gate is not included some very real political ramifications. The fact
in either side’s fleet, but instead acts as a neutral that an empire has demonstrated a brazen
squadron which can have damage applied to it disregard for the sanctity of the jump gate
by either of the sides involved in the battle. Jump network will infuriate foreign governments and
gates have no combat factors (AS 0, AF 0) and give them just the excuse they need to start
have a DV equal to five times their beacon breaking treaties – and possibly even declare
capacity. Jump gates can only be included in hostilities or war.
Interception, Defensive, or Pursuit scenarios, but Each time a jump gate is destroyed, all
they do not necessarily have to be drawn into empires receive a +50% bonus to breaking any
the battle. This will only occur under a special and all treaties with the power that destroyed
set of circumstances. In the case of an the gate. Additionally, all empires receive a +25%
Interception or Pursuit scenario, a jump gate will bonus to any declarations of hostility or war
be present in the scenario only if the defending against said power. These diplomatic bonuses
player is intercepting the incoming force at the will decrease by 10% per turn until they reach 0%.
local jump gate; or pursuing an outgoing force In addition to its diplomatic effects, the
that is using the local jump gate to retreat due destruction of jump gates can become a divisive
domestic issue as well. A special Morale check

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 11
Introduction
1 is required for all of an empire’s systems players or groups might find them overly
whenever said empire destroys a jump gate. The cumbersome and not conducive to their playing
check has a variable target number equal to the style. This optional rule is included for these
system’s Census divided by 3 (round up). If the players.
Morale check fails, then the system will receive If this optional rule is in effect, the
a -1 penalty to its Morale statistic. construction of jump gates is abstracted into the
cost of upgrading a jump lane. Upon entering a
Example: The Chouka Theocracy destroys newly explored star system, the jump lane
a jump gate in Mishtuki in order to slow down connecting to the new system becomes a
the Circasian advance. This action requires restricted lane. This restricted lane can then be
that the Chouka player roll a special Morale upgraded using the normal process (see 1.3.2.2
check for each of his or her systems. Upgrading Jump Lanes), but at the increased
Chouka has a Census of 10, resulting costs shown below:
in a target number of 4 for this Morale check.
A d6 is rolled, resulting in a ‘3’. The Chouka Modified Lane Upgrade Cost Table
system has failed its check and the Morale
of the system will be decreased by 1. New Lane Type Upgrade Cost
Restricted n/a
1.3.2.4 Disengaging from Unimportant 25
Scenarios Using Jump Gates Minor 50
In any scenario that takes place near a
jump gate (e.g., a jump gate is included in the Major 90
scenario), players may elect to use the jump gate
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to retreat from a combat scenario (See 1.7


Retreating from Combat). Only one squadron The increased costs shown in the
(friendly or enemy) may use a jump gate to Modified Lane Upgrade Cost Table represent
retreat during any one combat turn. Priority in both the cost of construction of jump gates to
jump gate retreats is given to the system's owner. maintain the upgrade lanes and the upgrades
If the system is unowned or contested, have each themselves. Because jump gates are heavily
squadron attempting to retreat via the jump gate abstracted under this rule, beacon capacity is
roll a d6. The squadron with the highest result no longer an concern.
will successfully retreat from combat. In the event For purposes of CSCR combat
of a tie, all squadrons tied for the highest die roll scenarios, all explored systems are considered
will successfully retreat from combat. to have one or more jump gates within the
Once successfully disengaged, the system's boundaries. These gates may be
squadron, as well as any other squadrons that included in scenarios as normal (see 1.3.2.3
also disengaged from the scenario, cannot be Destroying or Deactivating Jump Gates). If a
the target of a CG 3.6.3.6 Pursuit scenario, but jump gate is destroyed in combat, reduce the
remains a valid target for a Hyperspace Pursuit quality of one lane connecting to the system by
Scenario (see 1.3.6.3 Hyperspace Pursuit one level (major to minor, minor to unimportant,
Scenarios). etc.). If the only lanes available to be downgraded
as a result of the destroyed jump gate are
restricted lanes, one of the lanes must be
1.3.2.5 Optional Rule:
permanently and irrevocably destroyed.
Simplified Jump Gate and
Jump Lane Rules 1.3.3 Jump Engines
The standard rules for building jump Jump engines represent a major
gates and upgrading jump lanes given in this strategic advantage in a conflict, a lesson that
supplement provide the full experience of both the Circasians and Chouka learned during
building and maintaining a jump gate network in their war. Any ship equipped with a jump engine
the Escalation Wars universe. However, some

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Introduction
is capable of moving across a jump lane without networks. This can be done by building additional
1
the use of a jump gate. jump gates, upgrading existing routes, and/or
Jump engines are extremely costly redistributing existing gate beacon capacities.
pieces of equipment that require the rare
material known as terrentium to build and 1.3.4.2 Exploration in the
maintain. To represent this cost, all Escalation
Freeform Campaign Scenario
Wars units noted as having jump engines
In the freeform campaign scenario, play
receive a +1 economic point penalty, which is
begins with the star map completely unexplored.
already factored into their listed cost.
All existing lanes should be treated like disabled
Some types of jump lanes (restricted and
lanes, except that they do not require a jump
disabled) require that fleets attempting to
gate to maintain them. Players will explore
traverse them contain at least one ship equipped
outward from their homeworld by sending out
with a jump engine.
fleets containing a ship with a jump engine and
a ship with the Scout or Explorer ability. A single
1.3.3.1 Disengaging from ship can cover both of these requirements. Upon
Scenarios Using Jump Engines entering each new system, a temporary jump
Any squadron containing even a single gate will be placed in the system during the
jump-capable ship may elect to retreat from a Construction Completion Phase. A restricted
combat scenario (See 1.7 Retreating from jump lane will then be instantly created at no
Combat). Once successfully disengaged, the cost to the scouting empire, linking the newly
squadron, as well as any other squadrons that explored system to the scout fleet’s system of
also disengaged from the scenario, cannot be origin. This restricted jump lane will only be
the target of a CG 3.6.3.6 Pursuit scenario, but created so long as there is available beacon

Empire Rising
remains a valid target for a Hyperspace Pursuit capacity in the scout fleet’s system of origin.
Scenario (see 1.3.6.3 Hyperspace Pursuit
Scenarios). Example: A Circasian Kiralina Explorer leaves
Circasia bound for Senshuka. Senshuka has
1.3.4 Hyperspace and not previously been explored. The Circasian
scout ship arrives in Senshuka during the
Exploration Movement Phase and a temporary jump gate
Exploration within hyperspace is is installed during the Construction
dangerous and it is not uncommon for Completion Phase of the same turn. Circasia
expeditions to get hopelessly lost and never has 3 free beacon capacity and the restricted
return to base. The danger of hyperspace jump lane only requires 1 beacon capacity,
exploration has hindered rampant exploration so a new restricted jump lane is created
and colonization in known space. Even the older between Circasia and Senshuka.
races have only ever encountered several dozen
unique systems over the course of centuries of As a power continues to explore, it will
periodic exploration and expansion. During the become necessary for it to begin building new
course of the Chouka War, only the Chouka jump gates in previously explored systems,
made any exploratory gains with its scout expanding the jump gate network (see 1.3.2.1
program, and even then the information was Building Jump Gates). As new jump gates
ultimately lost. become available, the players will also find
themselves upgrading their jump lanes (see
1.3.4.1 Exploration in the 1.3.2.2 Upgrading Jump Lanes) so that their
Historical Campaign Scenario forces can move more easily through their
territories, and possibly into neighboring
If playing the historical Chouka War
territories as well. Building jump gates and
campaign scenario, all jump routes are
upgrading jump lanes will be vital to an empire’s
considered to be fully mapped and will only
expansion.
change if the players reorganize their jump

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 13
Introduction
1 Full exploration rules will appear in the
Victory by Any Means Campaign Moderator’s Example: A system with a RAW of 3 is
Companion. determined to contain Terrentium Deposits
during system generation. The system is
1.3.5 Terrentium colonized and a single Productivity built by
the new owner. The system will generate its
Terrentium is the name given to the rare
normal 3 economic points (RAW 3 x
radioactive material required in jump gate
Productivity 1), but will also generate a bonus
construction and maintenance. Terrentium is
+3 economic points as a result of the
naturally occurring and seems to form during
Terrentium Deposits.
the early formation of a solar system. Most
systems contain at least marginal concentrations
of terrentium, but it is rare to find systems with
large deposits of the compound. The rarity of 1.3.6 Hyperspace Combat
terrentium is what has driven up its cost on the and Deep Space
interstellar market. Systems containing a wealth
of terrentium have long been sought after and Encounters
fought over by interstellar species looking to Unlike in a normal VBAM campaign, the
secure new, ever-richer sources of the vital chances of two fleets encountering each other
material. Lack of exploitable terrentium has also when traveling over the same jump lane are
historically led to forced isolationism for some remote. Navigation through hyperspace is
inhabitants of known space. confined to established beacon trails, but even
Attempts to artificially produce terrentium then it is difficult to detect other inbound or
under controlled lab conditions have succeeded, outbound travelers moving along the same
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but the cost of producing meaningful quantities route.


of terrentium in this manner is prohibitive to the When two fleets meet in a jump lane
point of futility. Because of this, very few species during the movement phase, total the number
even contemplate the synthesis of terrentium of squadrons in both task forces and multiply by
after a point in their technological development. 5%. This is the percentage chance that the two
Doing so is simply not as effective as prospecting sides will be presented the option of generating
for even meager reserves in the species’ existing a Hyperspace Deep Space scenario encounter.
territories. Roll a percentile die (d100) to determine if the
two fleets encounter one another. If the
1.3.5.1 Special Resources: percentile die rolls equal to or less than the target
value (total number of squadrons times 5%),
Terrentium Deposits then a hyperspace combat scenario will be
(Optional Rule) generated so long as either of the participants
For a potentially more interesting desire to do so.
campaign, players can make use of the Special During combat in hyperspace, a
Resources result on the Special Traits Table (see squadron may find itself losing a lock on the
CG System Generation 2.3.2.4) with any such hyperspace beacons. This is especially true in
result on the chart indicating exceptionally rich Hyperspace Deep Space and Pursuit scenarios.
veins of terrentium in the system. Once If a player rolls less than a ‘1’ on the Surprise
colonized, the system will then produce an Roll Table, one of their task force’s squadrons
amount of bonus income equal to the system’s is in jeopardy. Roll a d6; on a 3 or lower, the
output (RAW times Utilized Productivity). In other squadron regains a beacon lock in the aftermath
words, the existence of significant terrentium of the scenario. On a result of 4 or more, the
deposits in a system will effectively double its squadron is lost in hyperspace, never to be seen
RAW value! This bonus is factored into the or heard from again.”
system’s total income for all purposes, most
importantly for determining commerce revenue
generated by trade routes.

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Introduction
1.3.6.1 Hyperspace Deep Space
1
Scenarios 1.3.6.3 Hyperspace Pursuit
Encounters in hyperspace are extremely Scenarios
dangerous and deadly affairs. It is difficult for This scenario has a fleet or fleets fleeing
either side in a battle to gain the upper hand, into hyperspace while being pursued by another
and even easier for both sides to suffer fleet. Both sides may only use Intel from fleet
devastating losses as their forces stray too far based sources. The Pursued forces must use
from the established hyperspace beaconing any crippled units in their fleet(s) to fill non-
system. Neither side may make use of Intel flagship squadrons (squadron command ships
sources of any kind. Each turn, both players do not have to be crippled), unless these units
make a CG 3.6.3.8 Surprise roll (see the are exempted by the use of Intel points or towing
Surprise Roll Table on page 38 of the Campaign units, which may not be used in any squadron
Guide) at a –3 penalty to the roll. This penalty is while they are towing friendly units. Exempted
a result of the perilous nature of hyperspace units and their towers are considered to be
navigation. Unlike in normal encounter already disengaged and not part of the Pursued
scenarios, there is a chance that squadrons can fleet(s) for any purposes. The Pursuing fleet(s)
become lost in hyperspace during the course of is under special restrictions, in that they may
the battle (see 1.3.6 Hyperspace Combat and only field half the number of squadrons
Deep Space Encounters). (rounding up) that their task force flagship would
otherwise be entitled to (see CG 3.6.3.7 Task
1.3.6.2 Hyperspace Intercept Force Creation). This is due to the hastiness
with which these task forces are thrown into
Scenarios
pursuit. Both fleets roll a surprise roll every turn

Empire Rising
In some instances, an empire will leave
of combat at a –2 penalty. Unlike in normal
small fleets in hyperspace just beyond the local
encounter scenarios, there is a chance that
jump gate’s holding beacon to watch for
squadrons can become lost in hyperspace
incoming enemy forces. These hyperspace
during the course of the battle (see 1.3.6
pickets operate in relative safety, staying close
Hyperspace Combat and Deep Space
enough to the solid jump gate beacon so as not
Encounters). Additionally, neither side ignores
to run the risk of becoming lost while laying in
below readiness states (CG 3.6.3.8 Surprise).
wait for their future prey. Unlike hyperspace deep
The scenario length roll has a –6 modifier (see
space scenarios, hyperspace intercepts cannot
CG 3.6.3.9 Scenario Length).
be avoided and will always succeed.
If the scenario length is reduced to zero
All fleets may only rely on fleet based
or less, then the hyperspace pursuit attempt has
Intel sources. The Interception fleet(s) must split
failed. The retreating fleet was sufficiently far
their units into two pools which may contain
away at the beginning of the scenario and
elements of one or more different fleets. The
tracking them in hyperspace has become
Intercepted fleet(s) chooses which pool they will
impossible. Once the Pursuit scenario is over,
engage. Select in order of highest anti-ship
the Pursued forces are disengaged and cannot
rating. Both sides (Interceptors and Intercepted)
be forced to participate in any further scenarios
incur a –2 penalty to their surprise roll, but there
this turn.
is no chance of ships being lost in hyperspace
since they are so close to the beacons.
Additionally, neither side ignores below
readiness states (CG 3.6.3.8 Surprise). Scenario 1.4 Raiders in the
length is at a –2 penalty (see CG 3.6.3.9
Scenario Length). If all Interceptor units in the
Escalation Wars
pool engaged are destroyed or crippled, all Universe
Intercepted units are considered to have broken Raiders were very much active in and
through into the system and can generate further around Circasian, Chouka, and Sshel’ath space
scenarios as desired. during years leading up to the Chouka War. Of

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 15
Introduction
1 these, the Blood Swords, Unsheathed Claw, and 1.4.3 Effects of Raider
Delkeshore Pirates were the most feared. Each
of these major raider bands has an operational Success
range of two systems away from their racial If the raiders succeed in their raiding
capital. The Blood Swords are based out of attempt, one of the following effects should be
Kásta, the Unsheathed Claw from Stacis, and applied:
the Delkeshore Pirates from Chouka. Colony Fleet: If the target of the raiding
attack was a Colony Fleet, the fleet is crippled.
1.4.1 Raider Affiliation & Any Census being carried by the fleet is
unharmed, but the Colony Fleet will have to be
Disposition repaired before it can be used to construct a
If a raider attack is generated, there is a new colony.
50% chance that the raid is being performed by Transport Fleet: If the target of the
one of the three major raider organizations raiding attack was a Transport Fleet, the fleet is
presented in these source materials. If the raid crippled and any cargo being transported is
is launched by a major raider organization, check considered destroyed. This includes any Census
to see which major raider organization’s the Transport Fleet was carrying at the time of
operational range the system falls within. If more the raid. The Transport Fleet will need to be
than one raider organization’s operational range repaired before it will be able to transport goods
extends into the system being raided, the CM again.
should randomly determine which one of the Trade Fleet: If the target of the raiding
raider groups is responsible for launching the attack was a Trade Fleet, the fleet is crippled
raid into the system. If the raid is not being and the owning player will not receive any
Empire Rising

performed by one of the major raider groups, income from the fleet on the next turn. The Trade
then unaffiliated raiders are performing the raid. Fleet will need to be repaired before it will
In that case, the CM should build the raiding generate revenue again for the owning player.
force using general raider units that do not Colony: If the system being raided
belong to any one major faction. contains a player colony, and the raiders destroy
Once the raider faction is determined, all local defenders (e.g., the one squadron sent
the CM can then refer to the raider unit selection out to defeat them was the only squadron in the
in the source materials to determine the makeup system), then the owning player will lose that
of the raider fleet. system’s income on the next turn and the
system’s Morale will be reduced by 1.
1.4.2 Change to Raider
Encounters
One major alteration to the CG 3.6.2.2
1.5 New Campaign Rules
Raiding rules is that only one friendly squadron CM Note: Most of these rules will appear
in the raided system can generate a combat in the Campaign Moderator’s Companion. They
scenario with the raiders. At least one Colony, are included here to provide the fullest
Transport, or Trade Fleet must also be present Escalation Wars campaign experience possible
in the encounter scenario to act as a target of and ensure that all units are equally usable in
the raider attack. The fleet being included in the your campaigns.
scenario should be determined at random by
the CM, using the normal CG 3.6.2.2. Raiding 1.5.1 Stealth and
rules.
Concealed Movement
In the vastness of space it is possible
that ships from different powers will be in the
same system and be unaware of the other’s
presence. Also in some settings empires will
possess stealth technology that allows them to

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Introduction
conceal themselves from detection. Thirdly, The chance for A to detect B is 40 (base)
1
some powers use ships built on civilian hulls or – 40 (Stealth) + 10 (one enemy
stolen from another empire in an attempt to squadron) + 15 (three detecting
remain concealed. squadrons) + 10 (two scout functions) =
Whenever fleets from two or more 35%. The chance for B to detect A is 40
powers are in the same system, the CM should (base) + 30 (three enemy squadrons) +
roll each fleets chance to detect the other. The 5 (one detecting squadron) – 10 (two
following table details these chances: enemy scout functions) = 75%.

Fleet Detection Table In systems where there are fixed


defenses present (bases, DEFSATs, mines)
Base Chance of Detection (COD): 40% special rules apply. Bases and DEFSATs are
automatically detected by any fleet that enters
-30% per Cloak level rating of the the system, but detection of any other units in
opposing ships (e.g. “Cloak (1)” = -30%, the system must still be rolled for normally. This
“Cloak (2)” = -60%)* produces circumstances where the fleet entering
-20% per Stealth level rating of opposing the system will know a base is present but may
ships (e.g. “Stealth (1)” = -20%, “Stealth not detect the ships guarding it. Mines have a
(2)” = -40%)* base COD of 20% modified for the following:

+10% per squadron in opposing fleet Mine Detection Table


+5% per squadron in detecting fleet
Base Chance of Detection (COD): 20%

Empire Rising
-5% per Scout Function in intruding fleet
-15% per Cloak level rating of the
+5% per Scout Function in detecting fleet opposing mines (e.g. “Cloak (1)” = -15%,
-50% if opposing fleet is composed solely “Cloak (2)” = -30%)
of modified civilian ships -10% per Stealth level rating of opposing
-25% if opposing fleet is composed solely mines (e.g. “Stealth (1)” = -10%, “Stealth
of ships belonging to detecting empire (2)” = -20%)

-10% per Intel used by opposing fleet** +10% per maintenance group of mines

+5% per Intel used by detecting fleet** +5% per squadron in detecting fleet
+5% per Scout Function in detecting fleet
* = Stealth/Cloak Rating Level is based on the +5% per Minesweeper level in detecting
lowest level Stealth rating in the fleet. If a non- fleet (e.g., “Minesweeper (1)” = +5%,
stealth ship is in the fleet, then it does not gain “Minesweeper (2)” = +10%)
a bonus.
** Intel points spent in this manner come from
the Military Intel Pool. Each power may only Any mines that remain undetected get a
spend as many Intel points in this manner as +1 to AS and AF during the first round of combat
they have Scout Functions present in the system they are involved in.
in question. Bases and DEFSATs have a chance to
detect fleets entering the system. They use the
Example: Fleet A is composed of three same table as fleets with the following change;
squadrons of ships and has a scout ship each base counts as 1 squadron as does each
present with a Scout (2) rating. Fleet B maintenance group of DEFSATs.
is a single squadron of ships each of
which has a Stealth (2) rating. Fleet B In some instances it may occur that a
jumps into a system patrolled by fleet A. power will split their forces into several smaller

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 17
Introduction
1 fleets rather than one large fleet. This may be After successfully retreating from
done to separate stealth ships from non-stealth combat, the retreating ship will have no further
ships or to attempt to lure an opponent into an participation in the combat scenario. It is
ambush (especially in the case of bases or however still a valid target for Hyperspace
DEFSATs that are automatically detected). Each Pursuit scenarios later in the turn.
fleet will get a detection roll to detect all enemy Bases, DEFSATS, Mines, and other
fleets. A fleet that fails to detect any enemy fleets fixed platforms cannot retreat under any
will only be able to participate in Defensive circumstances.
Scenarios this turn.
If all fleets remain unaware of each other 1.5.2.2 Multi-Unit Retreats
then no scenario will be generated this turn. If In the Escalation Wars universe it is
one side remains totally unaware of the other possible for multiple units to use a single ship’s
then the detecting fleet may generate any jump engine to escape a scenario. One unit per
scenario desired. The unaware fleet cannot squadron can use its jump engine to disengage
refuse the selected scenario and suffers a –6 one or more units in its own squadron, including
on their readiness roll. In cases where some or friendly flights. It is possible for a single ship to
all of each fleet is detected by their opponent facilitate the retreat of an entire squadron in this
(including cases where automatically fixed way. All units participating in a multi-unit retreat
defenses are present) then scenario generation incur all of the penalties associated with
proceeds as normal. However, each fleet that performing a retreat, including being unable to
was undetected by an opponent gives the participate in firing phases or benefiting from
opponent a –2 penalty to their readiness roll, to formation bonuses.
a maximum penalty of –4. In some rare circumstances, a collection
Empire Rising

of ships that retreat into hyperspace will find that


1.5.2 Retreating from they do not have any legal movement options.
The most common reason this would be a lack
Combat of one or both of a jump capable and Explorer
In a pitched battle, a task force or Scout ship, with no nearby jump lanes
commander will sometimes be presented with traversable without one or more of these
a combat situation he or she cannot hope to elements. When this happens, the fleet is
win. In these cases it can be prudent to retreat considered destroyed, lost forever in
from combat. hyperspace.

1.5.2.1 Performing a Retreat 1.5.2.3 Catastrophic Drive


During the Assignments Phase, any ship
with a jump engine may elect to retreat from
Failure
combat. The retreating ship may not participate The failure of a jump engine during
in any firing phases during the turn it is retreating; vortex formation can have catastrophic
however, enemy ships can still attack the consequences for the escaping ship. If a crippled
retreating unit during the turn it retreats. unit attempts to retreat from combat and rolls
Additionally, retreating ships do not benefit from 25% or less on its retreat attempt, the retreating
formation bonuses and are considered to be in unit is destroyed.
a level zero formation bonus during its retreat. In the case of catastrophic drive failure
If the retreating ship survives the turn’s during 1.5.2.2 Multi-Unit Retreats, the ship
firing phases and is not crippled, it will whose jump engine is being used to retreat is
successfully disengage from the battle during instantly destroyed. There is however a chance
the End of Round phase. If the ship is crippled, that some of the other retreating units did
there is a 50% chance that the retreat failed due manage to escape before the drive was
to jump engine malfunction. If the retreating destroyed. There is also a chance that some of
ship’s retreat attempt fails, the unit will suffer a the retreating units were caught in the backwash
1.5.2.3 Catastrophic Drive Failure. of the jump point collapse and were themselves
destroyed.

18 The Escalation Wars: Empire Rising


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Introduction
Roll d100 for each unit or flight wing (four dreadnoughts cost more to build than cruisers
1
flights) that took part in a multi-unit retreat in and often have higher maintenance.
which the jump-capable ship facilitating the Realistically, few empires would spend their full
retreat was destroyed. On a roll of 76 or more, military construction budgets on battleships. As
the retreating unit survived and has successfully a result, applying a unit availability rating to each
disengaged from combat. On a 50 or lower, the unit type in your source materials can force
unit disengages from combat, but not without players to diversify their fleet and produce more
taking severe damage from the jump point organic order of battle.
collapse. Non-crippled units receive enough There are four different availability levels
damage to cripple them, and already crippled in Victory by Any Means: Common, Uncommon,
units are destroyed. As flights do not cripple, Rare, and Very Rare.
they are automatically destroyed on this result. Generally speaking, most large
Any other result (51 - 75) indicates that the unit battlecruisers (BC), battleships (BB), or
was unable to reach the jump point in time and dreadnoughts (DN) will fall into the Uncommon
remains in the scenario, in effect losing a turn availability category. Extremely large battleships,
of combat as a result of its abortive attempt to such as super-dreadnoughts (SD), and
retreat from combat. technology demonstration hulls are typically
Rare units. Unsurprisingly, Very Rare units are
1.5.2.4 Location of Retreated quite rare and are typically to restricted to one-
of-a-kind units, or those whose cost is so great
Units at the End of the Turn
that their construction is a major imperial
The location of retreated units at the end
undertaking.
of the campaign turn is determined by the
outcome of all the other battles (if any) fought

Empire Rising
Option 1: Availability Percentages
at their location.
Under this option, each availability level
• If the retreating unit’s forces control the
is assigned a percentage value that designates
system in which combat took place, then the
the total amount of the empire’s total military
retreating unit will rejoin them at the end of
forces (by economic point cost) that units of that
the turn.
availability level can fill. Common units have no
• If the retreating unit’s forces lost the battle
limitation and players can purchase as many of
for the system, then the retreating unit will
them as they desire. Uncommon units can only
be forced to flee the system. The retreating
comprise 33% of the empire’s total military
unit’s owner must select one adjacent
forces, Rare 10%, and Very Rare 5%.
system to begin moving their unit towards.
To determine the economic cap for each
The retreating unit will then be placed in the
availability type, multiply the availability
jump lane connecting the source and
percentage times the current total economic cost
destination systems and will arrive at the
of the empire’s military forces (including both
designated system during the Movement
ground and naval units). Round any fractions
Phase of the next campaign turn (e.g., it will
up.
be in transit to the system as if it were given
Movement Orders on the current turn).
Example: A small empire with 200 economic
• If the unit retreated from a deep space
points worth of military infrastructure could
encounter in a jump lane, the retreating unit
operate an unlimited number of Common
immediately returns to the system it began
units, 66 or less points of Uncommon units,
the turn in, arriving in the system at the end
20 or less points of Rare units, and 10 or less
of the current campaign turn.
points of Very Rare units.

1.5.3 Unit Availability CM Note: Calculating the total military


Some classes of units carry a greater strength of your players’ empires might become
economic or logistical cost to build or maintain tedious if the empires become too large. It is
within an empire’s fleet. Large battleships and recommended that you track the cost of the units

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 19
Introduction
1 along with normal maintenance tracking to aid Rare: +10% economic cost (round up),
in calculating this cost. Spreadsheets and other +1 maintenance cost penalty
electronic utilities can also be very helpful in Very Rare: +20% economic cost (round
administering unit availability ratios. up), +1 maintenance cost penalty

Option 2: Construction Quotas Example: An empire is building a new, Rare


Similar to Option 1, this option dreadnought hull which normally costs 9
implements availability on a per turn basis, as economic points to build and has a
applied to new unit construction. Each turn, total maintenance cost of 2/2. Because it is a Rare
the number of economic points being spent on unit, the cost of the unit is increased by 10%
all new unit construction (including both space (round up), increasing the cost of the unit to
and ground units). A maximum of 33% of this 10 economic points. The maintenance cost
total can be used to purchase Uncommon units, of the unit also increases by +1 to 3/2, as
10% on Rare units, and 5% on Very Rare units compared to the original 2/2 maintenance
(round up in all cases). Players can purchase cost.
as many Common units as desired.
Players are allowed to purchase one (1) CM Note: Economic penalties are easier
unit of any given availability each turn regardless to calculate and control, possibly making them
of the amount of economic points allocated to a more desirable solution. However, it does not
the availability level during based on the total in and of itself help to stop players from building
points spent on new unit construction. This fleets comprised entirely of rare units. If you have
allows an empire to continue to build minimal many mathematically inclined players that feel
numbers of rarer units even on turns that it does compelled to min/max their forces based on cost
Empire Rising

not invest heavily on new unit construction. effectiveness, this option might keep them from
purchasing rarer units as they will not necessarily
Example: A small empire plans on spending be quite as cost-effective.
38 economic points on new unit construction
on the current turn. Up to 38 points can be
spent on Common units, 13 points on
1.6 CSCR Unit Abilities
Uncommon units, 4 points on Rare units, and This section includes existing and new
2 points on Very Rare units. The empire special unit abilities that are used on units found
wishes to build a new dreadnought hull, which in the Empire Rising source materials. For full
has a cost of 9 and availability level of Rare. information on existing CSCR unit abilities, refer
The empire does not have enough Rare to the Victory by Any Means Campaign Guide.
points available in its unit construction budget
to build the dreadnought, but since at least Assault
one ship of each availability level can be built Assault ships are used to facilitate
every turn, the dreadnought can still be planetary invasions. As detailed in CG 3.6.5.2
produced, though only one can be built on Invasions, Assault ships are required to assist
the current turn. in the deployment of non-Marine ground units
from Transport Fleets. Assault ships can
Option 3: Economic Penalties transport one ground unit per division, where
A simpler option for handling varying the Assault division size is equal to the
availability levels is to apply specific economic denominator in the Assault ship class’
and maintenance penalties to ships based on maintenance fraction. For example, a light
their availability level. Use the following cruiser Assault ship with a maintenance cost of
economic penalties for each availability level: 2/4 would require four Assault ships of that class
Common: No economic penalties. to carry a single ground unit. In the case of
Uncommon: +10% economic cost Marine units, two Marine ground units can be
(round up) transported in the place of one non-Marine
ground unit.

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Introduction
Flight units noted as having Assault Command
1
capabilities are also capable of transporting Command units are designed specifically
ground units and assisting in ground battles. to lead fleets into battle. Command units have
These flights can carry one Marine unit (but no expanded fleet command and control abilities,
other ground unit type) per division. including dedicated flag bridges from which an
admiral can direct the battle. Command units
Ballistic increase their base Command Rating (CR) by
Units with the Ballistic ability are armed 10% (minimum 1).
predominantly with ballistic weapon systems,
such as missiles or torpedoes. Ballistic units are Direct Assault
capable of being equipped with special ballistic Unlike Assault units, Direct Assault units
weapons packages, as specified in the source (breaching pods, boarding craft, etc.) deposit
materials, and do not have their AS value halved their marines directly to the enemy ship in an
as a result of being placed in the Task Force attempt to capture the ship. Treat Direct Assault
flagship squadron. ships as breaching pods (see CG 3.6.3.19
Ballistic units pay for this flexibility by Capturing Ships and Other Units) for purposes
relying more heavily on supply lines than other, of performing boarding operations.
non-Ballistic units. Ballistic units are affected Direct Assault ships are rated as to their
more by the effects of being Out of Supply (see boarding capabilities. Unless otherwise noted,
CG 3.6.1.4 Effects of Being Out of Supply). a normal “Direct Assault” unit provides one (1)
free point of attrition damage per turn towards
Blockade Runner boarding operations. However, some ships are
Blockade Runners are units specially more capable of performing Direct Assault

Empire Rising
designed for breaking through or into planetary operations. If the “Direct Assault” notation is
blockades. Traditionally relying on speed and followed by a parenthetical value (ex: “Direct
maneuverability to ensure their safety, Blockade Assault (3)”), then the amount of free directed
Runners have a better chance of running a attrition damage generated by the ship is equal
blockade. to the value in parenthesis (in this case, 3).
Blockade Runners gain a special –4
modifier to scenario length for purposes of their Explorer
involvement in the scenario only. The modifier Explorer ships are large mobile research
does not affect any other units in the scenario. platforms designed specifically for mapping the
Once the Blockade Runners’ modified scenario uncharted frontiers. The electronics installed on
length is met, they disengage from the scenario these vessels is advanced enough to allow them
and are considered to have either successfully to move considerably farther off the established
broke out from a blockade or else ran the jump beacons than normal. This allows them to
blockade and reached the blockaded system or discover ‘lost’ beacon trails leading to new star
planet. systems.
Explorer units are similar to Scouts in that
Carrier they, too, generate scout functions, but the scout
Carriers are units that base a substantial functions generated by an Explorer apply only
number of flights. Carriers are almost completely to exploration attempts (see 1.3.4.2 Exploration
dedicated to carrier operations, utilizing large in the Freeform Campaign Scenario) or other
numbers of support crew and equipment in order exploration-related endeavors and provide no
to ensure smooth carrier operations. This benefit in combat situations.
equates to a higher than normal maintenance In addition to their exploratory functions,
expense. In general, any unit with a basing Explorer ships are capable of transporting pre-
capacity greater than half its DV is considered fabricated jump gates for deployment in
to bear the Carrier moniker. newfound systems. All Scouts and Explorers
carry an effectively infinite number of temporary
jump gates, but Explorer ships can transport a

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 21
Introduction
1 number of small jump gates equal to its Explorer As with Ballistic units, being out of supply
rating. For example, an ‘Explorer (3)’ vessel can has a greater impact on Gunship units. Gunships
store and transport up to three small jump gates. lose twice the AS of normal units per out of
Upon reaching a new star system, the Explorer supply level (see CG 3.6.1.4 Effects of Being
can spend one entire campaign turn in the star Out of Supply).
system deploying one of these stored jump
gates. The decision to have an Explorer deploy Identify Friend-or-Foe
a jump gate should be noted in the empire’s turn
Enhancement (Mines Only)
orders.
Mines equipped with the Identify Friend-
All small jump gates must be built as
or-Foe (IFF) enhancement are capable of
normal using the CG 3.7.4 Base Construction
differentiating between known friendly and
rules before they can be loaded aboard available
hostile targets. This makes mine warfare more
Explorer ships. The internal cargo capacity of
conducive to the defender, and as a result all
an Explorer ship can only be used to transport
IFF-equipped mines are considered to have a
small jump gates. It cannot be used to carry
DV twice that of normal for purposes of
troops or other equipment. No other type of unit
increasing the formation bonuses of units in their
can transport pre-constructed jump gates.
squadron.
Fast Ship
Mine Controller
Fast Ships enjoy a weighty strategic
Certain ships and bases are equipped
movement advantage over standard starship
with Mine Controllers, special units that allow
classes. Units with the Fast Ship ability gain a
the vessel to directly control mines in Defensive
bonus to their movement during the campaign
Empire Rising

scenarios. Each Mine Controller allows the ship


turn. Fast Ships can traverse one (1) extra minor
to command a number of additional mines equal
or major jump lane at the end of their normal
to half its command rating above and beyond
movement. This means a Fast Ship could
the normal one-third fixed defense limit imposed
traverse up to three lanes in a single turn! Only
by CG 3.6.3.7 Task Force Creation. The number
task forces containing only Fast Ships can
of Mine Controllers a unit has available is listed
exploit this advantage. If even a single ship
in parentheses after the Mine Controller
accompanying a Fast Ship does not have the
designation in the unit’s Special Notes.
ability, then the fleet must follow all the normal
Mobile units equipped with Mine
movement rules. Flights based on Fast Ships
Controllers are commonly referred to as
do not affect their carrier’s ability.
minelayers. Minelayers gain a special bonus in
Fast Ships make excellent couriers and
that they may transport and deploy mines
many priority transports are noted as being Fast
remotely from a fixed defense point. Each
Ships. In their line of work, getting cargo and
Minelayer can transport and deploy as many
VIPs to the destination in the shortest amount
mines as it has Mine Controller capacity to
of time possible is paramount.
control. Using this ability, Minelayers can
transport mines to the front lines and deploy
Gunship them in contested systems, providing ad hoc
Gunships are heavily armed warships fixed defenses until the system can be fully
that excel at orbital bombardment. A Gunship secured. Also, since Minelayers are by their very
adds 1 bombardment point top their normal nature equipped with Mine Controllers, they gain
bombardment point total. For ships that require the special ability of being able to bring mines
multiple contributors to earn a single into any non-Defensive scenario, a situation that
bombardment point, such as a frigate that would otherwise be impossible.
requires 3 for 1 bombardment point, simply
reduce the number of units required by 1. Example: The Chouka Covenant Minelayer,
Therefore, Gunship type frigates will only require the largest minelayer operated by the Chouka
2 vessels to contribute 1 bombardment point. Theocracy, has a Command Rating of 6 and
a Mine Controller rating of 4. Each Mine

22 The Escalation Wars: Empire Rising


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Introduction
Controller allows the Covenant to control or rating to the income of the systems along the
1
transport 3 mines and the Covenant has 4 Fleet’s trade route. This adjusted total is then
such Controllers, which means each used to determine the amount of income the
Covenant can control/transport a total of 14 trade route earned.
mines independent of any other sources.
Example: A Volnoumesta Luxury Liner is
Minesweeper assigned as an “escort” to a Trade Fleet
Minesweepers are particularly effective whose trade route passes through three
at sweeping enemy minefields. These ships use systems. These systems have a total output
specialty weaponry or electronics packages to of 58. The Volnoumesta has a Trade rating
detect, target, and destroy enemy mines. Each of 3. The luxury liner’s Trade rating is added
Minesweeper provides a number of free directed to the system’s total output (58), producing
damage points equal to its minesweeper rating an adjusted total of 61. The adjusted value is
(displayed in parenthetical form after the then multiplied by 10% to determine the
minesweeper designation) each combat turn route’s income total, which is now 6 economic
that can be used to target and destroy enemy points per turn. The addition of this Trade unit
mines. to the trade route has managed to put the
route ‘over the top,’ increasing its per turn
income!
Reconnaissance Units
Reconnaissance Units, typically called
simply Recon Units, are long-range advance Shields
scouts dispatched ahead of a fleet to check for Some units in the Escalation Wars
possible opposition and, should they run into any universe are protected by energy shielding, a

Empire Rising
opposition, determine the size and configuration defensive technology which can make a unit
of the opposing force. harder to hit or damage. These defenses can
Recon Units have an indirect effect on take many different forms and are referred to
combat scenarios. Any task force that contains generally as Shields.
even a single Recon Unit, whether it be a ship Non-crippled units equipped with Shields
or fighter, gain +1 available Scout Functions for have their DV increased by their Shield Rating,
purposes of including/excluding units from the listed in parentheses after the Shields notation.
scenario (CG 3.6.3.7.2 Scout Use in Task Force Once a shielded unit is crippled, it loses its Shield
Setup), influencing surprise rolls (CG 3.6.3.8 bonus. This temporary DV increase only effects
Surprise), or modifying scenario length (CG the unit during combat and provides no benefits
3.6.3.9 Scenario Length). Intel spent via the otherwise.
Recon Unit(s) comes from the Military Intel Pool.
Recon Unit effects are non-cumulative, so Example 1: A Kree Shielded Transport has
placing multiple Recon Units in a single task DV 4 and Shields (1). Until the ship is crippled,
force does offer any benefits beyond the effective DV of the unit is 5. This means
redundancy. it will take 5 points of damage to cripple the
unit instead of the 4 damage normally
required.
Trade
Trade units are commercial vessels
Fighters, shuttles, and other flight units
whose sole purpose among the stars is to
can be equipped with Shields, but the task of
generate revenue. Luxury liners are the most
powering shielding, weapon, and propulsion
common example of trade vessels. They do not
systems simultaneously puts a major strain on
provide any Supply benefit, as is traditional for
the small crafts’ power plants. Players may make
cargo craft, but instead have a direct effect on
the decision during the Assignments Phase
commerce income. When Trade units are
whether or not to power a flight’s Shields. When
assigned to Trade Fleets they add their Trade
activated, Shields increase the DV of the flight
by the listed Shield Rating, but also lower the

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 23
Introduction
1 combat factors of the flight by one level. Any Suicide Units, these ships and flights are typically
non-asterisked AS or AF value becomes equipped with special explosive charges that
asterisked, and any asterisked value is reduced score far more damage than a normal ship of
to the next lowest, non-asterisked integer. If the its size would be capable of dealing in a single
AS or AF value is already ‘0’, then it is instead attack.
reduced to ‘0*’, meaning it is incapable of scoring In the case of suicide fighter or shuttle
damage against that type of target. flights, the number of suicide flights that can be
Because flights do not cripple, Shields deployed from a single squadron is equal to the
(if active) will remain effective until the flight unit command rating of the squadron flagship.
is destroyed.
Supply
Example 2: A Novon Nostira Wave Fighter, a The Supply ability indicates that a unit is
light fighter, has DV 2, AS 0, AF 4*, and a Military Supply Ship (see CG 3.6.1.3 Military
Shields (1). If the players opts to power on Supply Ships) or can otherwise perform the
the Nostira’s Shields, the DV will increase by duties of a Military Supply Ship. This includes
1 (DV 1 + Shield Rating 1), AS will reduced CG 3.5.4 Moving Ground Units, maintaining CG
to 0*, and AF will reduce to 3. 3.6.1.1 Basic Supply Routes over restricted jump
lanes, and performing CG 3.7.14 Field Repair.
Stealth Most bases in the Escalation Wars
Stealth technologies include a full range universe are given a Supply Rating and can
of profile, heat, and signature masking perform the duties of a Military Supply Ship. This
technologies designed to keep a ship hidden. makes bases in this setting far more important
Stealth technology is not as advanced as full- as defensive centers.
Empire Rising

blown cloaking devices, but it still confers a Units with the Supply ability should not
significant strategic advantage even if its tactical be confused with CG 3.6.1.2 Supply Depots.
applications are not as great. Stealth units gain
a +1 DV bonus as a result of these stealth Supply Depot (Bases Only)
capabilities. This bonus is factored into the units’ In addition to normal planetary supply
base statistics. depots, some orbital bases are considered to
Stealth units are rated as to their stealth be supply depots. Any base noted as a Supply
capabilities. The Stealth level of the ship is Depot in its special notes column provides all
indicated in parenthesis. Each level of Stealth the benefits of a CG 3.6.1.2 Supply Depot.
does not add additional DV benefits, but it does
make the ship harder to detect, which will have
an impact on stealth movement and operations
(see 1.6 Stealth & Concealed Movement). Ships
with high Stealth level ratings can move through
systems without being seen, and their very
presence in the system will be enough to gather
valuable information about the presence of any
enemy installations or fleets also residing in the
system.

Suicide Unit
Some empires utilize Suicide Units,
kamikaze craft specifically designed for ramming
and destroying the enemy. These ships do not
use any ramming rules, but instead fight like
normal combat units. Once the Suicide Unit has
participated in even a single combat round, it is
destroyed. Because of the “one use” nature of

24 The Escalation Wars: Empire Rising


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History of the Chouka War
2

2.0 History The rebirth of interstellar civilization


within known space began roughly 500 years
before the outbreak of the Chouka War. It was
of the during this time that many of the races took to

Empire Rising
the stars in search of their destinies. The Ukal,
Kholran, and Vendrizzi are perhaps the most well
Chouka War known races to have arisen during this period,
founding great empires that would endure for
centuries to come.
During this early period of native
State of the Galaxy, exploration and expansion, the elder races
Pre-War experienced a renaissance of technology and
The history of the familiar region of the culture not seen before or since. With no
galaxy, called ‘known space’ by those that dwell outward threats, their people were free to live
there, is a rich one. Much is remembered about their lives in peace and work towards whatever
the region’s past through the texts, stories, ends they found appealing or worthy of their
memories, and ruins scattered across a hundred time.
worlds. Songs, poems, articles, treatises, and As Prometheus brought fire to man, so
artifacts betray the sometimes-mysterious to these elder races brought technology and
history of known space. space travel to the developing civilizations they
The earliest recorded information of the encountered along their borders. The Ukal are
inhabitation of known space dates back to the largely responsible for the formation of the
Hastan Empire in 8100 B.C.E., a great power modern jump gate network. In addition to their
that stretched forth its hand into what is now own exploratory programs, the Ukal spread jump
known space long before many of today’s technology to the other younger races that they
powers had discovered fire or agriculture. It is encountered, providing these races new
still unknown what caused the downfall of such technologies in exchange for raw materials and/
a megalithic empire as that carved out by the or basing rights in their system.
Hastan, we only know that the Hastan While the elder races were exploring and
disappeared from this region of space long ago expanding, the northern frontier of known space
leaving behind marvelous ruins and glimpses was changing. Long controlled by the
of a time before recorded history. Lossoleguul and their star empire, the

© 2000-2004, Tyrel L
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Lohr The Escalation Wars: Empire Rising
Wars: 25
History of the Chouka War
2
SYSTEMS OF THE CHOUKA WAR
UPSPIN

Ukal Novon
Ru'herur
Combine Trade Lords Chensit

Huplat

Sector NOVONOUS
84

Sshel'ath Maudi
Ula SSHEL'A Neliste Quadrant 4
Phaltwa

Solassi Kolir
Breth
TONA
Republic Taul'ra
Rogon
Kafoth
Solarran
Emishi
A'lara
Ragalthan
KHOLCHAK
CHOUKA
Gagrran

Litara

Jalun
Chouka Thaline
Sembot
Theocracy Union

COREWARD
Toth
OUTWARD

Kholran
Vreimen Akkar
Republic Sha'al
Mishtuki
Dreben

Ma'kal
Empire Rising

Rorra
Vola
X'CHUKTA THALAMAS
Yonnea Circasian Entyte Iolor
Kati'did
Quadrant 1
Empire
Senshuka
Kosta
CIRCASIA
Locsor
Stacis
Talynn BORILOS

Trata
Tro'Pac Kam Res`den
To
TH'SU KÁSTA

Th'sook Drayac
Dominion Tidun
Kosica
WOLST Scirra
Intera

Tacis
Maloria
HOMEWORLD

THRIKIN Kástan
Vatal
Major Colony Kalinos Thrikins Imperial
To LASGORRAM
Monarchy
Colony

Minor Colony DOWNSPIN

Outpost
Minor Outpost

Controlled
This map shows the general extent of the Circasian Empire’s knowledge of
Neutral
surrounding territories circa the Earth year 1970. The Circasian Empire was
Dead fairly isolated prior to the Chouka War, limiting their contact with the outside
Major Lane galaxy. In contrast, the Chouka were located near the rich Solassi Corridor
Minor Lane
and the opulent commerce meccas belonging to the Novon Trade Lords.
Unimportant Lane

Restricted Lane

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homeworlds of the Lossoleguul had come under controlling a handful of systems in a relatively
2
attack by wave after wave of barbarian races uninteresting and untouched region of known
from outside their borders. Weakened by years space. The area of space that the Circasians
of war in the previous decade against the controlled lays nested between the “dead zone”,
neighboring Gammaks, the Lossoleguul an area cleansed of life by the malevolent
homeworlds eventually fell to the new invaders. E’chekri during the Great War of the early 19th
With the destruction of their capital the Century, and the heavily populated coreward
Lossoleguul Star Empire began to collapse. The sectors. Few (if any) alien explorers had
imperial provinces bordering known space were previously journeyed into the Circasians region
thrown into chaos, a chaos that they would not of hyperspace. This left the Circasians in a good
escape for hundreds of years. position for future expansion, something that
The fall of the Lossoleguul in 1600 C.E. they took full advantage of.
occurred while the races of known space were Outward of the Circasians another race,
at their height. The Ukal Combine controlled the Th’sook, had also started to cut out an
much of known space, with its borders reaching empire for themselves in the abandoned
from Yulonn to Khalir and Vinatra to Toss. The systems of the E’chekri dead zone.
hordes that attacked the Lossoleguul would
never enter the borders of known space, but the
pressure they put on other races in the region
led to a series of brutal wars on the northern The Great War
frontier. It was the Ukal’s war with one such The Great War, fought between the
provincial power, the Takaarans, which ultimately Earth years 1817 and 1833, enveloped the
led to the Ukal abandoning many of their outward sectors and left the region in ruins.

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territories. The invasion of the genocidal E’chekri
The recession of the Ukal and the would lead to the formation of a mighty
beginning of their eventual decline as a major alliance of worlds, including the Kholran,
interstellar power marks the beginning of the ak-Tai, Lleskath, Ghotekhen, and Solassi.
Second Age of interstellar history. Younger This alliance and the remnants of the
races emerged all across known space and battered worlds left in the wake of the
began establishing their own presence across E’chekri advance fought valiantly against
the stars. The Ukal’s former protectorates, the invading E’chekri hordes, eventually
including most of the races that would later form managing to turn the tide and defeat their
the ak-Tai Hegemony, began exploiting the enemy.
outward sectors of space while races such as The E’chekri earned a vile
the Courata and Ragaltha appeared coreward. reputation that lives on today for their total
The 19th Century would prove to be a disregard for sentient life. The E’chekri did
crucible for those races fortunate to survive not take prisoners, nor did they occupy alien
them. Great wars raged across the entirety of worlds. Instead, the E’chekri went out of
known space. In the outward sectors, a their way to destroy enemy worlds from orbit
genocidal race known as the E’chekri had begun using mass drivers, fusion bombs, and
their campaign of destruction, destroying entire biological weapons. Very rarely did E’chekri
worlds and killing billions upon billions of ground troops set foot on alliance worlds.
sentients in the process. Along the Vendrizzi Following the war and the
border, raids by the mysterious Ingalli led to the extermination of the E’chekri, the allies
outbreak of the Ingalli War. It was as if a fire formed a strong defense pact that would
had swept over known space and the future lead to the formation of the ak-Tai
looked bleak indeed. Somehow these threats Hegemony. The Kholran were not a part of
were put down and order restored, but not this new compact, instead retreating back
without fundamentally changing the survivors. to their homeworld and largely withdrawing
The Circasian Empire at the beginning from the galactic milieu.
of the Chouka War was a relatively minor power

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2 The Kholran and Ukal, two major powers one is challenged by the common man. The
upspin of the Circasians, had begun contracting totality of the Theocracy’s hold over its people
their borders and pulling away from the galactic is amazing in that it has endured for hundreds
scene. The Ukal found themselves occupied of years.
defending their northern borders from the The Circasians never held any great love
marauding races of the northern wastes, while for the Chouka. Social as well as physical
the Kholran had simply become disenfranchised differences helped to drive a wedge between
with galactic affairs. Both remained major the two races early on. Still, the Circasians were
military forces in the time period, but neither was open to developing a peaceful, mutually
overly active in the affairs of the “lesser races” beneficial relationship with the Chouka. The
that surrounded them. Circasians were still relatively new to space and
Coreward of the Circasians lies a heavily wished to befriend as many alien cultures as
populated region of known space. The Kástan they could in hopes of procuring advanced alien
Imperial Monarchy controlled a region of space technologies. The Chouka on the other hand
separated from much of known space by virtue were interested less in trade than they were in
of the volatile and unpredictable nature of local converting the Circasians to their one true faith.
hyperspace in the region. The Thaline Union The Chouka knew that the Circasians were a
stood on the border of the Circasian’s worldview, more primitive people technologically than their
a gateway leading to the unknown territories and own and had no use for Circasian trinkets.
powers further coreward. Without an economic justification for relations,
Outward of the Circasian Empire sprawl the Chouka were uninterested in establishing
the former Ukal protectorates, worlds formerly relations with such a barbaric, heathen state.
defended by the Ukal before their departure from The Circasian government continued to
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the region. The war torn region is home to the make overtures to the Chouka, but the members
ak-Tai Hegemony and its member states. of the War Council could see that the Chouka
The Circasian Empire is in many ways a would not budge. They had no reason to open
contradiction in terms. The government is up relations or favorable trade routes with the
generally republican in nature, with an elected Circasians, as they had nothing to gain in return.
body overseeing the domestic affairs and policy What few concessions the civilian government
of the Circasian people. At the same time, the could acquire with the Chouka were one-sided
military-staffed oversight and control body, and nearly pointless. A border treaty and non-
known as the Circasian War Council, controls aggression pact were negotiated and ratified in
all aspects of the Circasian military machine. In 1961, but the Chouka were not interested in
times of national crisis, the War Council has full discussing provisions that would cover future
authority to take control of the government in territorial claim issues.
order to persevere. Law delineates the As additional intelligence information
situations in which these actions are warranted became available, the War Council began
and the decision to activate the War Council’s actively entertaining the idea of war with the
war powers is in the hands of the democratically Chouka. It was true that the Chouka military
elected ruling body. This has not stopped the was more advanced than that of the Circasians,
War Council from pressing the issue in situations but what the Circasians lacked in quality they
where they feel decisive action is needed, and made up for in quantity. The Circasian Empire
the Council often acts as a guiding hand even had been harassed by pirates and foreign raiding
during times of peace. vessels for years and the result of these “raider
In contrast, the Chouka Theocracy is wars” was a larger than average fleet, although
ruled by the religious elite of their world. The not yet powerful enough to counter the Chouka
Chouka Circle of Elders, the organization fleet. However, the rewards of pursuing a war
descended from the members of their order’s with the Chouka were evident. Not only did
first convocation, rule Chouka and her colonies several Chouka systems have access to major
with an iron fist. Edicts of law, as well as faith, and lucrative trade routes, they also had access
are handed out equally by the Circle and neither to new territories into which the Circasian Empire

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could expand. After carefully weighing their them and forced them to redouble their own ship
2
options, the War Council members decided to construction efforts. Because of this distrust,
go ahead with their mandate to prepare for a the Chouka made sure to place loyal citizens of
war with the Chouka. the Theocracy in positions where they could spy
Beginning in the Earth year 1963, the on Circasian interests and keep the Circle
Circasian War Council began slowly planting appraised of Circasian activities. Many of these
operatives in Chouka space. Whether posing spies took the guise of Chouka missionaries on
as diplomats, traders, converts, or true-seekers, missions to convert Circasian heathens. Few
these Circasian operatives started infiltrating Circasians were open to alien religious beliefs
Chouka space. Because of the nature of the and generally ignored the proselytizing of these
Chouka Theocracy, none of these operatives Chouka missionaries. Being ignored by the
could hope to infiltrate the Chouka government general population allowed the Chouka to
itself, but the information that they returned with position themselves where they wanted to collect
was valuable nonetheless. Reports from these valuable intelligence information.
spies included such information as Chouka fleet These Chouka spies were able to
movements and composition, planetary ascertain that the Chouka distrust of the
population sizes, and hyperspace travel Circasians was mutual. Much of the Circasian
networks. All of which would prove invaluable population disliked the Chouka and felt that the
in the long-term. The War Council was Chouka Theocracy was a threat to the Circasian
astonished when one of their operatives posing Empire, a threat that needed to be countered in
as a civilian passenger was able to collect scans one way or another. The Chouka agents also
and imaging details on a dozen different classes reported that Circasian war production efforts
of Chouka warships operating in and around the had gradually begun to rise. The intent behind

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Chouka homeworld. Although the information this production increase went without saying as
was rudimentary at best it provided the far as the Theocracy was concerned. As the
Circasians with their first real information on the Circasians prepared themselves for war the
makeup and potential capabilities of the Chouka Chouka reacted in kind, laying down new hulls
fleet. in their shipyards and constructing hidden military
By 1967, more information had come in bases in the Sha’al and Mishtuki systems to act
from Circasian operatives stationed in Chouka as secret re-supply points and listening stations
space. The most startling revelation concerned to monitor activity in the system.
the loyalty of the Chouka people to the This new military construction by the
Theocracy. Circasian agents had managed to Chouka didn’t go unnoticed either, and by the
uncover information about several religious summer of 1971 the Circasian War Council knew
inquisitions and purges that had occurred that the Chouka Theocracy was also headed to
throughout the Theocracy over the past fifty war. They did not know whether their hand had
years. In many cases these purges were carried been tipped or not, but they couldn’t wait for the
out by way of the mass execution of dissidents Chouka to further prepare themselves for the
and their families by a special, secret police force inevitable. It was time to strike, and it was time
controlled from the highest echelons of the to strike hard.
Circle. New information concerning the Chouka
space fleet also seemed to indicate that the
Chouka Theocratic Guard Forces were
The War Begins (1971)
significantly weaker than previously thought. The first battle of the Chouka War came
The Circasians, however, were not the on November 8, 1971 when a Circasian strike
only ones with secret operatives operating force was dispatched to Mishtuki to attempt to
covertly in the opposition’s territories. The gain a foothold in the system. Mishtuki was a
Chouka were distrustful of the upstart Circasians strategically important system that connected the
and feared (rightly so) that the Circasian Empire Chouka Theocracy to several other alien
could one day threaten them. The Circasian governments, including their major trading
military build up during the 1950’s had concerned partners, the Thaline. The Circasian strike force
was a small one, comprised of several Kolanis

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2 and Tormin cruisers and Moshesta frigates. The well have planted data with known Circasian
force was ill prepared for what awaited them on agents as part of a misinformation campaign.
the other side of the Mishtuki jump gate. This turn of events stalled the Circasian
Unbeknownst to the Circasian strike Empire’s planned offensive, giving the Chouka
force the Chouka had full knowledge of the Theocracy a reprieve from further attacks. The
impending military strike against them, down to Chouka however did not take advantage of this
the exact time and place they were to arrive. time. Following the battle in Mishtuki, the
The Chouka took advantage of this knowledge Chouka military leadership found basis to
and had established an ad hoc defense reaffirm their belief that the Circasians were
perimeter around the local jump gate. Waiting simply too primitive to be a threat, and passed
for the Circasian fleet were several heavy orbital this belief on to the clerics and high priests of
satellites, freshly towed into position, as well as the Circle. Despite intelligence reports to the
a strong support fleet to back them up. contrary, the Chouka military arrogantly believed
The battle was little more than a they were indomitable from such primitive enemy
massacre as the Circasians fought while trying forces. They would be proven wrong.
to recover from the shock of the ambush. The
only thing that saved the Circasians from being
destroyed early in the battle was the fact that
The Mishtuki Plan (1972)
some of the Chouka defsats had not yet been Despite the setbacks and repercussions
activated and did not join the battle until after it of the strike into Mishtuki, the Circasians
had already begun. remained dedicated to the path they had chosen.
In the end, the Circasians managed to After a period of internal review the War Council
escape with only a single ship and several devised a new plan that they believed could be
successful. They also implemented new security
Empire Rising

shuttles. The rest of the task force lay on the


battlefield in ruin. policies and procedures to help keep massive
This staggering defeat forced the information leaks like the one that had affected
Circasians to reevaluate their strategy for the them before from happening again.
upcoming war and take stock of the facts that The new Circasian plan called for a
surrounded them. There was no denying that second strike into Mishtuki, but this time the
the Chouka had somehow acquired full data on Circasians would not rely on the fixed jump gates
the mission into their territories, and this worried in the system for entry. Their previous encounter
the War Council. They had long believed that had taught them the importance of flexible,
Chouka agents were operating within Circasian strategic jump capabilities, something that their
space, and had previously attributed the Chouka young fleet had still not integrated. Although
military build up as an in-kind response to their research and development resources were
own fleet build up. This one incident, however, immediately allocated to solve this problem, the
indicated that there had been at least one breach War Council knew that the fruits of these labors
of security concerning the military campaign. would not be at their disposal during this war.
Quickly the War Council established Instead, the plan called for the use of one of the
committees to review personnel and attempt to Circasian’s Kiralina Jump Ships, a large class
determine where such a security breach could of explorer ship, to accompany the task force
have originated. Meanwhile, the Council could into Chouka space and use its jump engine to
no longer rely on the their previous strategies to deposit the fleet into Mishtuki. Once there, the
be secure, and began working on a new Kiralina Jump Ship would serve as a supply
timetable and plan of attack. The legitimacy of base. Such explorer ships were designed to
intelligence data acquired over the past several operate in the field for over a year without
years was also called into question. Many resupply and had the cargo capacity to carry all
members of the War Council voiced the opinion the supplies the task force would need to operate
that if the Chouka could infiltrate the chain of in the short-term.
command and steal top-secret military Upon arrival in Mishtuki, the Circasian
information on the upcoming offensive, they may task force took up position in orbit of the barren
world of Mishtuki IV. Mishtuki IV held little

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inherent value, but its position put the Circasian to the safety of Senshuka. The loss of so many
2
fleet between the heavily fortified Chouka colony warships cut deep into the Circasian Empire’s
world at Mishtuki VII and one of the system’s military strength and representatives of the
fixed jump gates. The Circasian fleet began elected government began questioning the War
running patrols, harrying Chouka forces and Council’s actions of instigating conflict with a
scouting the system in an attempt to gain as race as strong as the Chouka. The War Council
much data as possible before making their move even began to fracture over this second loss in
against the Mishtuki VII colony. One such patrol Mishtuki. Some of their number believed it was
group had the luck of discovering a group of a poor omen for things to come while others
minelayers attempting to lay minefields in the pointed to the destruction of the Chouka war
system. When spotted the minelayers panicked, force as a sign that the war was not yet lost. In
resulting in many of them running into their newly either case, it would take five months of
deployed mines and destroying themselves in continuous construction in the fleet yards to
their rush to flee the scene. replace the losses suffered in Mishtuki.
Additional Circasian ships arrived daily, The Chouka, however, were no longer
the jump ship retrieving them from hyperspace content to sit by while the Circasians continued
to join the growing garrison force at Mishtuki IV to attack their positions in Mishtuki. In the past,
as they prepared for an assault on Mishtuki VII. a show of force in enemy territory was all it took
Soon a fleet of nearly fifty ships stood ready and to persuade the enemy that war with the Chouka
waiting for the word to be handed down from was not in their best interests. It had worked
the War Council for the attack to begin. years earlier with the Sshel’ath and Kástan when
The Chouka response to the second they had attempted similar attacks against the
violation of their territories by Circasian forces Chouka.

Empire Rising
came two weeks later when a major Chouka The Ninth Fleet, under the direction of
fleet attacked the Circasian forces at Mishtuki First Hand Marzuula Tien, was ordered to begin
IV. Early warning systems managed to detect preparations for an attack into the Senshuka
the Chouka fleet as it passed the orbit of Mishtuki system itself. The Circle and leaders of the
V, but this still gave the Circasians little time to Theocratic Guard believed that an appropriate
prepare themselves for battle. Both sides were display of force against the major Circasian
nearly evenly matched, but the Circasians colony in Senshuka would be enough to put an
underestimated the ferocity of the Chouka end to the Circasian threat for the time being.
counterattack. Many within the Chouka military Upon arriving in Senshuka, the fleet
were outraged that the Circasians would once proceeded towards Senshuka II, the site of the
again invade their territory. Circasian’s largest extra-solar colony. They met
The Battle of Mishtuki IV was hard fought little resistance on approach to the colony world
on both sides, and neither side escaped and, as they approached the colony, Marzuula
unscathed. The fleets were so evenly matched felt confident that the Circasians had fled in the
that by battle’s end neither side could claim wake of his fleet.
victory. The Chouka had lost all of their capital So it was that the Chouka Ninth Fleet
ships, the few remnants of their fleet ultimately was caught entirely off guard when, all of a
retreating back to the defenses of Mishtuki VII. sudden, a jump point formed near their fleet’s
The Circasians fared little better, with most of position and began to disgorge wave after wave
their fleet in ruins and only one-third of their of warships. The Circasian long-range
forces intact, and most of those were no longer hyperspace probes had detected the Chouka
able to fight. The Kiralina Jump Ship Thantir fleet in transit to the Senshuka system, and the
suffered heavy damage in the battle and was military command had decided that the best way
nearly destroyed when the Chouka flagship, an to counter the Chouka fleet was through a risky
Apostle Holy Cruiser, rammed the explorer mid- surprise ambush. With a Kiralina Jump Ship in
ships. hyperspace maintaining the jump point, the
The surviving Circasian ships were once Circasian defense forces emerged from
again forced to withdraw from the system back hyperspace to combat the Chouka fleet.

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2 Marzuula’s fleet was left in state of shock fleet losses to this point had drained the Chouka
by this turn of events. Such an ambush was fleet to the point that few ships could be spared
entirely unconventional and, although his fleet’s without stripping garrison fleets of their numbers.
weapons were charged and online, it took them The Chouka Theocracy was forced to assume
precious time to reorient and adapt to the reality a defensive footing until new fleet assets could
of the combat situation. By the time the fleet become available.
had fully recovered from their surprise groups The Battle of Senshuka had a similar
of small Circasian frigates were already darting effect on the Circasian Empire. The Senshuka
amongst the large Chouka cruisers, firing wildly defense fleet had taken unacceptable losses in
in an attempt to disable the Chouka fleet. The the battle and required bracing before any new
close quarters combat was not something that offensive action could be taken. Political
Marzuula and his ship commanders were pressure at home also threatened the
accustomed to, and many volleys meant for the continuation of the campaign. As popular
Circasian frigates slammed instead into friendly opinion shifted, the War Council found itself
ships. Early return fire from the Chouka unifying behind a pro-war stance. Early
managed to do significant damage to the dissenters had realized after the Battle of
Circasian attack force, but the effect of the Senshuka that the Chouka were in fact not
Chouka’s slow initial response was their unassailable enemies and that, although the
undoing. First one, then another and another Chouka had superior technology, the Circasians
Chouka ship exploded into balls of gas, metal, had more ships, better crews, and arguably
and flame. Marzuula ordered the fleet to fall better tactics.
back and the surviving Chouka ships fought their It was during this extended stalemate
way back to the local jump gate and retreated that the Circasian War Council began drawing
Empire Rising

to Mishtuki. up their “Mishtuki Plan”, a detailed outline of how


Marzuula’s homecoming was not as he to successfully execute the war against the
had planned. What was going to be a simple Chouka based off of information to date. The
demonstration of force had turned into a rout grand strategic document would act as a
for his forces. This defeat had to be accounted roadmap for the rest of the Circasian campaign
for and Marzuula Tien was forced to answer for and is heralded by historians as one of the most
his actions, actions that the Theocratic Guard important military documents ever written.
labeled as gross incompetence. Marzuula Tien The central component to the Mishtuki
was derided and humiliated before being Plan was an all-out attack on Mishtuki requiring
reassigned to the homeworld defense forces, a large percentage of the Circasian fleet
but the Chouka had more pressing matters to elements. Fleet intelligence reported that the
attend to. In the span of two months the Mishtuki VII colony was heavily fortified with a
Theocracy had lost two fleets to the Circasians, strong defense satellite network in place, in
a race that they had regarded as nothing more addition to a small starbase and garrison fleet.
than primitive barbarians. Although they had If Mishtuki could be brought to its knees, the
increased their construction output of new War Council speculated, then it would be
warships during the years before the beginning relatively easy to sweep through Sha’al and
of open hostilities, such construction had slowed proceed to heavily fortify the Mishtuki System
following the first battle in which the Chouka had to defend against Chouka reprisals and
handily massacred the Circasian fleet. Neither counterattacks. It is interesting to note that the
the Circle nor the Theocratic Guard had believed Mishtuki Plan did not go into specifics on
that the Circasians could ever be the kind of threat contingencies should the Mishtuki offensive
that they had now proven themselves to be. succeed, but the plan contained numerous,
Construction efforts were redoubled at detailed contingency plans that could be enacted
the shipyards at Chouka to replace recent should it fail.
combat losses. The Chouka would need this Circasian military planners again realized
new construction if they hoped to launch any how limited they were by the lack of jump-
more expeditionary forces into Senshuka. The capable cruisers in their fleet. Although the

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military project charged with developing just believed that this would prompt the Chouka to
2
such a ship was ahead of schedule, the War strip ships from the Mishtuki defensive fleets to
Council could not hope to have even a prototype shore up Sha’al. These raids were a success,
of this next generation warship for several years. and several warships that would otherwise have
This left the Circasians relying on their large, been present at Mishtuki VII were instead
expensive explorer class vessels that were ill redeployed to Sha’al to prepare for an expected
suited for the job of glorified mobile jump engines Circasian attack there.
due to the cost of building such units. Because As the Chouka waited for battle in Sha’al,
of this limitation the War Council knew that any the Circasian fleet moved to the Mishtuki system
strike they made had to count, because they would and, once again using a jump ship located in
likely only get one chance to succeed or fail. hyperspace, jumped their fleet in just outside
Although the war had paused for a time, the range of the Mishtuki VII defense perimeter.
both sides continued harassing the other, The Chouka defense satellite network was slow
sending raiding parties through to disrupt supply to activate, the defender’s combat reaction times
lines and to keep their opponent off guard. having atrophied over the six months since the
Circasian raids into the Sha’al system met with system was last threatened. It took nearly five
little resistance early on, but after a string of minutes for the full defense grid to activate and
successful raids the Chouka reinforced the turn their weapons towards the invaders. A
system patrol fleets and began laying heavy single Temple Starbase, located in geo-
minefields around the principal bases. synchronous orbit above the primary Mishtuki
During the pause in the war, an up and colony complex, came alive, delivering orders
coming commander, First Hand Shcuizkho Yular, to the defense fleet, the satellite network, and
proposed a daring mission to the Circle of to military craft on long-range patrols throughout

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Elders: find an alternate route into Circasian the system.
space and strike at their flanks. The idea The first wave of Circasian ships, made
intrigued the members of the Circle. Although it up primarily of Moshesta Frigates, rushed the
was known that there was at least one route still-activating defense satellites, punching holes
into Circasian space through Kástan space, it in the planetary defense network. The Chouka
was unknown whether any other routes existed. retaliated, leaving the frigates on fire and
Given recent events, the promise of a quick bleeding atmosphere.
resolution to the war was welcomed and As the Circasian ships came around for
Shcuizkho’s mission was approved. another pass, the Chouka defensive fleet took
Unfortunately for the Chouka, position around the Temple Starbase. The fleet,
Shcuizkho’s mission was cut short when his fleet including no less than five Apostle Holy Cruisers,
encountered an especially turbulent area of stood at the ready to engage their enemy.
hyperspace while en route to Kásta. Shcuizkho’s Not long after the second and third wave
fleet had been traversing hyperspace rapids of Circasian ships had transited to real space
when a sudden gravitational incline shift pushed the entire battlefield fell into chaos. Weapons
them into proximity of a massive hyperspace fire and explosions surrounded every ship. Ships
whirlpool. Shcuizkho’s ship survived the shook and buckled underneath the destructive
encounter, but three support ships were not so force of laser, plasma, and particle weaponry.
fortunate. The fleet was forced to turn back in Others spouted flames as slender missiles
shame and no further attempts to find alternate impacted upon their hulls. Amongst this chaos
routes to Circasian territory were undertaken. waves upon waves of fighters engaged the enemy.
In the fall of the Earth year 1972, the As the battle spread in a thin line around
Circasian Mishtuki Plan went into action. With Mishtuki VII’s planetary defense network, a final
the primary strike fleet in position to depart for wave of Circasian ships emerged from the jump
Mishtuki, the Circasians began launching point, the vortex closing behind them. Two large
several attacks into Sha’al as a feint to make warships, similar in shape to the ubiquitous
the Chouka believe that a larger invasion force Kolanis cruisers, moved slowly into the
would be moving into the system soon. It was

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2 maelstrom ahead, six frigate escorts following weapons no longer served them. The Chouka
them into the fray. fleet flagship was destroyed when, in an act of
Within seconds the raw power of these sheer spite, it rammed one of the bombardment
new combatants was painfully demonstrated to vessels that had previously destroyed the
the Chouka. Both ships opened fire on the station. Slowly the Chouka fleet’s numbers
Chouka starbase from long-range, the two dwindled until the last ship, an Acolyte Patrol
enormous particle beams that each of them Frigate, falling out of control into the planet’s
mounted shooting forth. The wide, bluish flares atmosphere, exploded.
quickly traversed the distance, three of them A final wave of ships was deposited into
connecting with the station. One of these struck Mishtuki upon relay of the battle’s success.
the bottom tier of an Apostle cruiser on its way Assault ships loaded with Circasian infantry and
to the target, simply tearing through the ship armor divisions landed on the Mishtuki colony.
undeterred as it continued to beat into the side Combat between Circasian and Chouka ground
of the Chouka base. The three wide beams units was short lived, as orbital bombardment
cut in long strokes along the starbase’s hull. support proved effective at countering the larger
Metal creaked, curled, and melted under the Chouka army, and the use of general
onslaught, the pressure of erupting atmosphere bombardment of the civilian population helped
causing Chouka crew and equipment to be force a surrender of the colony within a day of
explosively ejected into space. The beams losing the battle in the sky. Within a week the
continued to cut deeper into the structure. Two colony was firmly under Circasian military
of the beams raked across the habitat section, control.
one ripping a deep gash into the hull while the The Circasians had managed to
second cut the hole even deeper, in some places successfully capture the Mishtuki colony, and
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punching entirely through the base. The other at a loss ratio that was less than what military
beam ran vertically, ripping from the upper analysts had projected. The mission to take
sensor cluster down to the reactor housing. control of the rest of the Mishtuki system and
Suddenly a great flash of light bathed the begin the construction of fortifications was the
battlefield. Seconds later, as the flare immediate goal of the occupation forces. The
diminished, a ball of fiery detritus hung lifeless Circasians had reason to believe that the
in space, the sole remnants of the Chouka Chouka were operating at least one secret
starbase. outpost— possibly more—in Mishtuki, their
The destruction of Mishtuki Station configuration and strength unknown. Before
worked the Chouka into a religious fervor. These being destroyed, Mishtuki Station had sent
unidentified warships had demonstrated coded transmissions to several unknown
capabilities that the Chouka had not fathomed locations in the system, tipping off the Circasians
the Circasians to possess, and soon a mixture to the bases’ presence. Several of these
of fear and hatred washed over the Chouka fleet. unknowns had been identified as ships that had
Suddenly the battle transformed from a been on long-range patrols in the system but
planetary defense action to a battle of had later retreated via a local fixed jump gate
desperation. Many Chouka support ships fled back to Chouka space. Other transmission
the battle to save themselves, but most destinations could not be identified as such and
remained on the battlefield determined to exact were classified as potential locations of this
holy retribution against their enemies. The hidden Chouka military base. It was ultimately
Chouka commanders would give no quarter and determined that this outpost was likely located
vowed to make the ultimate sacrifice to make on the far side of the solar system, but the exact
sure the Circasians paid the price for their location could not be established.
actions. The base was eventually located and
From this point on, the Battle of Mishtuki destroyed after an ambush by Chouka guerilla
took on a new tone, a tone of fanatical forces operating from the base unwittingly
desperation. Chouka warships fought until revealed its position. With one known base
destroyed, resorting to ramming once their neutralized, the Circasians continued to sweep

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the system in search of other hidden bases or Captain Karrn proceeded to complete
2
supply caches that the Chouka could have her proscribed orders, clearing the Sha’al
placed in the system. No others were ever system of any Chouka presence. The fleet then
found, but it did distract the Circasians long abandoned the system and jumped to Mishtuki
enough to allow the Chouka the reprieve they to hook up with the forces there to assist in
needed to organize and regroup. system defense.
While the Circasian forces in Mishtuki The taking of Mishtuki and Sha’al did not
were beginning the cleanup process following come without political repercussions. The
the attack, another force based out of Senshuka Thaline Union filed an official protest after word
was preparing for an attack on Sha’al. The of the destruction of the Taera Shrine reached
Sha’al system was the location of a series of Thaline space. The Thaline lodged allegations
Chouka space stations that acted as religious that the Circasians were carrying out crimes
retreats for pilgrims and revelers. Of the bases against sentients and demanded that Thaline
in the Sha’al system, only one—the Taera observers be allowed access to the systems to
Shrine—was of suitable size to be a threat to an ensure the fair treatment of the conquered
invasion force, and as such was the primary populations. The War Council was skeptical of
target of the planned attack into the system. The the Thaline claims of neutrality due to their trade
Circasians knew that the position was well relationship with the Chouka, but despite their
fortified, with a series of defense satellites and objections the Circasian Empire accepted the
an extensive minefield providing protection to Thaline terms. By the end of the year Thaline
the base in addition to any other ships that might observers were present in both systems
be defending the base. monitoring the situation. Their early reports
The strike into Sha’al called for the showed that, though the destruction of the Taera

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capture of the three other secondary religious Shrine was unwarranted, the treatment of
retreats before confronting the Taera Shrine. Chouka detainees was adequate and that no
The Circasian fleet easily captured the three wide scale alien rights abuses could be found.
smaller bases in the system, destroying the
Chouka patrol vessels in the area and depositing
marines to secure the bases. The Chouka
pilgrims protested the Circasian capture of the
bases, but amazingly no violence was reported
on these bases. The Lights of Taera
The Battle of Taera Shrine was a bloody A sacred astronomic event located
confrontation, despite the fact that the Circasians in the Sha’al system, the Lights of Taera
outnumbered the Chouka defenders nearly two attract a great many pilgrims every years.
to one. The Circasians had underestimated the The Lights of Taera are believed to be the
potency of the Chouka minefield and took heavy fulfillment of an ancient prophecy that
losses from hits. Once the defending fleet and proclaimed that ‘the lights of the world are
defsats were neutralized, the Circasians the doorway to god’.
proceeded to sweep the minefield and began There is little else of use in the Sha’al
depositing troops on the station to take control system and the only Chouka colonies in the
of it. Unlike the other stations, the inhabitants system are the many shrines that monitor
of Taera Shrine fought back alongside the station the Lights of Taera and allow believers to
security personnel. With their marines being seek spiritual fulfillment in their presence.
continually beaten back by the Chouka Aphrodisiacs and other herbs are often used
defenders, Circasian Captain Larha Karrn to allow the pilgrim to reach a state of
ordered the troops to fall back and evacuate the enlightenment while viewing the Lights of
station. After the last surviving marine party had Taera. Aphrodisiacs of substantial quality
returned to base, Karrn ordered the destruction are one of the very few export industries
of the station. The Taera Shrine was destroyed that exists in Sha’al.
along with its entire 5,000 inhabitants.

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2

The Fight to Chouka war. The Mishtuki Plan had guided them to this
juncture, but it did not provide anything more
(1973) than a cursory outline of how to proceed in the
With Mishtuki and Sha’al conquered by war should the Mishtuki offensive succeed.
the Circasians, the Circle of Elders began to The Circasian people had become tired
awaken to the realization that Chouka could very after a year of war and the civilian authorities
well be the next Circasian conquest. The Circle were starting to buckle under the pressure put
had long held the belief that the Faith would on them by their constituents. From their
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defend them forever and their technological perspective, the defense network at Mishtuki had
advantage would deter any real attack. Now been partially rebuilt and the Empire more or
the Circle was being forced to decide on a course less protected from the threat of Chouka
of action that would keep them safe from retaliation. The War Council looked at the bigger
invasion. picture, however, and they knew that if the
In a situation where cool, calculated Chouka were not eliminated as a future threat
decisiveness would have aided them most the they would be forced to fight a stronger, even
Circle instead fell into a fanatical fervor. They more determined enemy at a later date.
refused to entertain the idea of negotiating with As the War Council tried to point out to
the Circasians but they knew that the Theocratic government leaders on several occasions,
Guard could not provide the necessary fleet Chouka was the last system keeping the
strength to protect the homeworld and all of her Circasians from gaining access to several
colonies in the Chouka system, too. The Chouka lucrative markets and trade hubs, not to mention
ordered their colonies abandoned, their new territories for expansion. These leaders
populations relocated to homeworld. wanted the commercial wealth and territory that
By order of the Circle, the Theocratic such actions would allow, but were unwilling to
Guard seized all craft capable of operating in pay the cost in ships and manpower to obtain
space. These vessels were pressed into military them. But ultimately, it was no longer their
service, being converted into auxiliary warships. decision, and the War Council was determined
Even small pleasure yachts were confiscated, to finish the war once and for all.
with small fighter guns being jury rigged onto The decision to mount a full-scale
the hull. The Theocracy was desperate for every assault on Chouka using the majority of the
single ship, fighter, or shuttle they could muster. Circasian fleet was very controversial. The War
The Circle believed their only hope was to make Council explained that anything less would give
Chouka’s defenses impregnable, lest it be the Chouka the chance they needed to repel
overrun like Mishtuki. the Circasians from their space and possibly
Meanwhile, the Circasian War Council launch a counteroffensive to take advantage of
was left to debate on how to proceed with their the downturn in Circasian luck. The civilian

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authorities protested, citing planetary defense ship at one of the shipyard complexes orbiting
2
concerns. However, as they well knew, it was Chouka.
ultimately the War Council’s decision and they The battle had as devastating an effect
were going to take the fleet into Chouka. on the Circasians as it did on the Chouka. Many
The final assault against the Chouka of their ships survived, but that was only by virtue
homeworld was one of the bloodiest battles that of the sheer number of ships that the War
known space had seen for over a hundred years. Council had mobilized for the final assault on
More than half of the Circasian fleet and most Chouka. As it had been during the rest of the
of the surviving Chouka fleet were on hand for war, the Circasians had used numbers to
the final, cataclysmic battle between the two rival overwhelm the Chouka. However, like many of
powers. The Chouka Theocracy had expected the battles of the war, the Circasian numbers
the assault, but they had still held out hope that could do nothing to keep them from taking heavy
they would have more time to prepare and losses.
bolster their defenses before the final With the battle in orbit won, the
confrontation. Circasians delivered an ultimatum to the Chouka
Multiple rings of defense satellites, some Theocracy: immediate and unconditional
two hundred in total, surrounded the planet. surrender. The Circle scoffed at the Circasian
Dozens of starbases, including the powerful demands and swore to resist the Circasians until
Citadel Star Fortress, were nestled within the the last man, woman, and child on Chouka lay
satellites. Linchpins of the defense network, dead. The Theocracy began transmitting
each of these bases was heavily guarded by religious dogma and propaganda promising
their own defense fleets. Easily a thousand vengeance against the Circasians and calling
ships and fighters stood against the Circasians for the people of Chouka to unite to resist the

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in the final defense of their world. alien threat.
In the battle that ensued, the Chouka put The Circasians answered by beginning
up a glorious defense, their selfless (and some the systematic bombardment of the Chouka
would say suicidal) ship commanders trading homeworld, striking military and government
their lives for a down payment on their race’s complexes across the planet’s surface. Two
salvation. The Chouka fought with true religious hours later, a group of surviving clerics of the
zeal and it has been said that few of the Chouka Circle communicated the unconditional
that held the line that day felt any remorse for surrender of the Chouka Theocracy. The
their actions. They took solace in the defense Chouka War was finally over.
of their god and their world. After taking any Circasian occupation forces took only a
real, substantial damage, most Chouka ships short period of time to weed out what guerilla
would target the nearest enemy vessel and loyalists remained active on the planet. Many
attempt to ram them. More often than not they went underground and resorted to domestic
would find their target, destroying both ships in terror attacks, but most Chouka were simply tired
a fiery explosion. of the war. They resented the Circasians for
First Hand Marzuula Tein, the once proud their actions and for the destruction that they
warrior of the Theocratic Guard Forces, was had wrought upon their race, but just as many
killed in the final battle when a small Circasian found themselves filled with spiritual doubts.
Moshesta Frigate inadvertently rammed the Periodic riots and revolts forced the Circasians
Apostle Holy Cruiser under his command. The to contract Kástan mercenaries to bolster the
Circasian frigate had taken a blast to its engines Imperial military presence on the planet long
and was out of control when it slammed into the enough to locate and suppress rabble-rousers
forward section of the Apostle, gutting the ship’s and militant dissidents.
bridge. The highest-ranking members of the
Also killed during the battle was First Circle of Elders were located and detained
Hand Shcuizkho Yular. Unlike Marzuula, during the early occupation of Chouka. Many
Shcuizkho was killed while trying to reach his were tried for war crimes and either imprisoned
or executed. The Circasians installed a puppet

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2 government in place of the Circle comprised of proceeded with caution as they moved into
collaborators and disillusioned clerics that had position to begin the invasion of the Chouka
been slighted or passed over by the former Circle colony worlds in system. The Sshel’ath knew
members. This new Circle oversaw the religious that the Circasians had not pressed their
mollification of the Chouka people, becoming advantage into Breth, but did not know the
little more than a glorified mouthpiece for particulars of why they had not done so. This
Circasian-sponsored propaganda. The Chouka fact made the commander even more cautious.
people, however, had always relied upon the When arriving at the gas giant moon of
Circle as its moral authority and soon the Chouka P’entae, the Sshel’ath were greeted with open
accepted that their conquest was part of a divine arms by the Chouka colony there. The Chouka
plan for their people. were quite receptive to the Sshel’ath military
presence in the system and communicated their
wish to become a Sshel’ath protectorate. This
The Fall of Breth behavior was far from the Chouka norm as the
Although Chouka had fallen, the Chouka Sshel’ath knew it, and the Sshel’ath commander
maintained control of their colonies in the Breth became even more wary of the situation.
system. Many military ships that had been on The distrust proved to be well founded.
outer system patrols during the fall of Chouka Not long after the Sshel’ath completed
had managed to flee to Breth where they met “negotiations” with the colony at P’entae, the
up with other survivors and waited for the Sshel’ath expedition found itself surrounded by
inevitable. Chouka warships closing on attack vectors. The
The Circasians, however, never would Chouka had evidently hoped that the Sshel’ath
dispatch a force to invade Breth and finalize the would be lulled into a state of false security by
defeat of the Chouka military. The battle to take
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their political subterfuge, or perhaps they did not


Chouka had destroyed too many of their ships believe that Sshel’ath sensors would be unable
and the Circasian naval forces were already to detect their fleet before it was too late. In
overextended. As such the Circasians did not either case, it was a poor assumption for the
pursue the Chouka forces any deeper into their Chouka to have made.
old territory. Despite being surrounded, the Sshel’ath
If history would have gone in the managed to easily defeat the fifteen ships of
Chouka’s favor they may have been able to fight the Chouka fleet to the loss of only two of their
an extended guerilla war to liberate Chouka from own. The Sshel’ath commander was outraged
Circasian domination, but unfortunately it was by the Chouka deception and promptly ordered
not to be. The Sshel’ath Alliance had been the destruction of the P’entae colony as a lesson
watching the events of the Chouka War with to the other Chouka colonies remaining in the
great interest. The Sshel’ath had attempted to system.
capture Breth on several other occasions, each The Sshel’ath increased their fleet
time being repulsed by the Chouka forces in the presence in Breth after the incident and began
system. Now, with the Chouka in disarray and moving colonists into the system as fast as
their fleets fractured, the Sshel’ath had the colony ships and personnel transports could
opportunity to finally capture the system. The carry them. By the end of 1973 the Sshel’ath
Sshel’ath had long planned to eventually make population in Breth had swelled to nearly 10,000,
a power play for Breth, and in fact had been not including the 5,000 peacekeeping troops
preparing to do just that before the Circasian/ deployed at the Chouka colonies. Early attempts
Chouka conflict had begun! at revolt by the Chouka were met with zero
With the means and opportunity tolerance by their new Sshel’ath masters, and
available, the Sshel’ath dispatched a war force two Chouka colonies were destroyed by the
to Breth with orders to capture the system at Sshel’ath after especially violent uprisings. The
any cost. The Sshel’ath squadron arrived in the domed colonies were depressurized, the
system and encountered no immediate Sshel’ath leaving the rebels to die at the hands
opposition. The Sshel’ath fleet commander was of the hostile planetary elements.
rightly unnerved by this turn of events and

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The Sshel’ath half expected the time went on, they began questioning whether
2
Circasian Empire to eventually make a strike into anything had really changed for good or bad at
the Breth system, but an attack never came. the end of the war. The Circle of Elders still
Sshel’ath paranoia about an impending attack handed down their edicts and judgments on
paid off in spades, however, as the rapid Chouka morality and the transit shuttles ran on
fortification and colonization of Breth turned it time in the great cities of Chouka. To the
into a major Sshel’ath system quite capable of common person life under the Circasian yoke
defending itself from invasion. was little different than life under the Circle.
The Sshel’ath, meanwhile, had started
down the path to their future place as an
Post-War important minor power in the region. Trade
With the Chouka War over, the process flourished with the opening of Breth as a free
of rebuilding was underway. The War Council port. Trade from the outward and downspin
reluctantly turned over control of the government sectors flowed into Breth, profiting the Sshel’ath
back to the democratically elected government Alliance both financially and politically.
and began the process of rebuilding the The relative peace that followed the
Circasian armed forces. The Circasian’s first Chouka War would not last, however. Peace
real war amongst the stars had taught them a rarely lasts for long, its duration determined only
great deal about space warfare and they took by the loss and pain with which it was born from
these lessons to heart. A new generation of the wars that preceded it. The rise of the
highly trained officers would come out of the Circasian Empire would lead it into greater
Circasian military academies over the next conflicts in the future. But, for a time, the
decade helping to create one of the most elite Circasians reveled in the peace and prosperity
fighting forces in known space.

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that fleetingly offered itself to them.
The Chouka slowly settled into their new
role as a conquered population. For most their
day-to-day life remained unchanged and, as

Yollana
Escort Frigate

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The Circasian Empire
3
3.0 The
Circasian
Empire
Introduction
The Circasian Empire emerged after the
Chouka War as a major regional political,
economic, and military power. Before the war,
the Circasians were little more than a fledgling
interstellar power located on the edge of
explored space. Through hard work, blood,
sweat, and tears, the Circasians succeeded in
conquering the Chouka Theocracy, the first step
down the road towards an empire that would between early Circasian tribes was common and
span much of the outward sectors. actually acted as a catalyst for the future
development of Circasian civilization. As clans
and tribes fought for territory and dominance in
Background
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the grasslands of Circasia it became


The planet of Circasia is a relatively progressively more common for them to settle
diminutive world lacking in anything of interest down along the fertile banks of the inland sea,
to other races. The bluish-green oceans of fortifying themselves within tall-walled valleys
Circasia dominate the planet’s surface, only and cavernous cliff formations. Where these
broken up by two super continents natural defensive barriers did not exist, the early
interconnected by a series of narrow land Circasians built massive mud and clay walls
bridges. There are some limited archipelago similar in design to step pyramids. These early
formations in close proximity to these two super Circasian cultures would eventually expand their
continents, but none very large or important. control across their respective regions, defeating
Because of the geography of Circasia, a single and ultimately absorbing the remaining bands
species could easily spread to every corner of of nomads and hunter/gatherers into their own
the two continents and this was a common societies.
occurrence over the course of Circasian As empires waxed and waned, the
evolutionary history. As a result, differentiation cultures on Circasia began to slowly unify. In
within individual species is not as pronounced the beginning, the unification of Circasia was
as that of other worlds where greater geographic the result of military aggression as warlords and
separation exists. dictators seized and incorporated the territories
The lifeform that rose to dominance on of their defeated enemies into their own empire.
Circasia was the descendant of a cat-like This in turn led to the formation of nations unified
creature that roamed the savannas and hill lands by common political or social ties. Later,
in the central corridor between the two super- alliances of nation states led to the
continents in an area dominated by a vast amalgamation of multiple powers into a single
freshwater lake. The Circasians retained the force with which to combat enemies who
keen eyesight, hearing, and reflexes of their wild threatened their sovereignty.
ancestors and, as their people developed Finally, in the Earth year 1748, the five
civilization, they applied these inherited skills not major powers of Circasia clashed in a bloody
to agriculture or science, but to war. Warfare and costly war. Barely industrialized, and with

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their infrastructure still feeling the growing pains several steps back and erased much of the
3
of their changing world, each power was progress they had made in the previous years.
interested only in improving their position of It would take another quarter of a century
power through the influx of funds and slaves that before the Circasians would again move
could be made possible through conquest. appreciably back into space. The slow but
Instead, the six years of conflict destroyed them all. steady increase in activity was nothing compared
In the aftermath, a coalition of weaker powers to the space race that had preceded it. Unlike
rose to seize total control over all of Circasia. that economic disaster in the making, this re-
These nations, devastated by the war, were emergence was calculated, profitable and,
charged with the unenviable job of rebuilding perhaps most importantly, avoided the mistakes
their world. It took nearly twenty years to repair of the past.
the damage caused by the war and finally Then came an unexpected windfall. On
establish a stable planetary government. the sixth planet of their home system an
Several bush wars were fought, especially on expedition dispatched to drill for core samples
the periphery of the two continents, but ultimately discovered a mysterious wreck buried beneath
the new empire managed to assert its control the regolith and fine particles of the planetary
over the entire planet. surface. The scarred hull was thousands of
years old and, though much of the wreck was
destroyed, the engineering section of the hulk
Taking to Space was still intact. A massive archaeological
The first permanent orbital facilities were program was quickly assembled for the
established in orbit of Circasia in 1805, marking extraction and research of the artifact, the effort
the beginning of the Circasian interplanetary financed entirely by the Circasian government.
period. Early steps into space were cautious.

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Excavation of the derelict took nearly a month,
Circasian scientists carefully collected data and at which point it was towed to Jenholen Station,
developed and tested new space technologies a military controlled research station orbiting the
before launching more substantial space-based inner gas giant, Jenholen, for further study.
initiatives. The construction of the first shipyard The results of the find were nothing less
in 1821 led to an explosion of expansion and than spectacular. Not only were the Circasians
exploration in the Circasian home system. In able to make giant leaps in starship construction,
the years to come the Circasian would grow from drive and power systems, and other
a fledgling one-planet power to boasting more technologies, they had actually managed to
than twenty individual settlements spread salvaged a functional jump engine. Physicists
throughout their solar system. worked for years attempting to comprehend the
The Circasians thrived during the early inner workings and functionality of the arcane
years of space expansion, but it would not last. piece of technology, relying on linguistic
The interplanetary expansion and outward specialists to decipher the alien runes that
growth of the previous two decades had filled covered the artifact. With rudimentary
investors and corporations with a euphoria that translations of the alien language in hand, these
was not justified by the bottom line. An economic linguists then worked hand in hand with
downturn on Circasia in 1842 caused the bottom computer specialists to access vital data from
to fall out of the space-based business sector. the alien computer system in order to put
The subsequent depression wracked the still together the pieces of the mysterious puzzle.
young space economy and stalled development The alien writing continually noted that the
of new space technologies. Cutbacks in ship device was some sort of a “portal to the stars”,
construction and technology sectors, coupled or a “doorway to the gods”. Scientists interpreted
with the collapse of key high profile corporations, this to mean it was some sort of interstellar travel
caused many investors to get out of the market. device. Although unable to fathom the underlying
This in turn led to more economic problems, theory of hyperspace, the teams were ultimately
including the abandonment of several solar able to come up with schematics for a crude
colonies. The Circasian Empire had taken jump device of their own.

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The Circasian Empire
3 Construction of the first Circasian jump
ship prototype was a grueling and expensive
undertaking. The Circasian home system was
poor in terrentium, the element essential for the
construction and maintenance of jump engines.
Small quantities of the material were extractable
from the local asteroid belt, though at immense
cost, but finding suitable deposits required
intense scouring of the denser regions of the
asteroid field to find viable mining candidates.
After expending great amounts of resources
deciphering and reverse engineering the jump
drive, the Circasians were now ready to make
their first attempt at using the technology.
The initial results were nothing short of
disastrous. Having no knowledge of jump
engine mechanics and operations, let alone
hyperspace, the first several jump craft
prototypes were destroyed when their jump
engines overloaded upon activation. Only after
additional research did the alien database yield the
final clue required to make the Circasian jump engine
work. Unfortunately, the alien database would betray
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few other secrets to the researchers.


After seven years of research and
dozens of failed experimental models, the first
functional Circasian jump engine was
successfully tested in the Earth year 1881. The
formation of the brilliant red jump point was an hyperspace jump gate network, but they had an
awesome sight to see. The doorway had been idea of what to expect. Using data from the
opened. alien libraries, a fixed jump gate was built in orbit
After the first successful test of the of Jenholen. Unlike other jump gate designs,
Circasian jump engine prototype, a request for the Circasian built theirs using a five-strut array
proposals was submitted to the leading ship in order to more evenly distribute the power
construction agencies for a large, independent strain on their less advanced reactor systems.
explorer ship that could mount a jump engine Traditional jump gates, being more efficient,
and be able to make long duration exploratory were typically built using a three- to four-strut
missions into hyperspace. array.
As designs were submitted and It took roughly three years each to
construction on these designs began, construct the first four Kiralina class jump ships.
hyperspace probes launched from the Jenholen These explorer vessels, named after the
test zone, which had became the de facto site mythological goddess of light, were then
for advanced technology research, began dispatched upon routes that hyperspace probes
investigating the mysteries and oddities of had indicated were possible links to other star
hyperspace, gathering enough data to allow systems. None of the explorer ships were
Circasian vessels to safely navigate the parallel expected back for two years after their
dimension. These probes discovered a vast departure.
array of beacons in a grid like formation, some Three of the ships made it back within
intersecting at stellar locations, other seemingly their two-year window, one returning with a
endless or severed unexpectedly. The Circasian report of finding nothing at the end of their
instruments of the day could not truly grasp the beacon trail—a simple starless nexus. The

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The Mystery of the Kiralina
What did happen to the lost Circasian explorer ship? Very little is known about the
Kiralina’s fateful mission of exploration. The data that the Mishila returned with upon following
the Kiralina’s intended course have led scholars to believe that the Kiralina may have ended
up in the Rapids of Rodirra, a particularly foreboding and deadly region of hyperspace near
Kástan space known for unpredictable hyperspace conditions. Kástan records from that
period do note a long-range encounter with a vessel of unknown origin, but very few records
of this encounter exist.
If the Kiralina did end up in the Rapids of Rodirra then it may have foundered along
the edge of a hyperspace whirlpool or else been drawn off the beacon by a particularly violent
shift in hyperspace currents.
This explanation, however, does not explain the strange encounters that craft
throughout the region have had with the ghost ship identified by many as none other than the
Kiralina. It is very unlikely that these sighting are true, but there are still believers that say
that the Kiralina is still trying to find its way home through the reddish hell of hyperspace.
As with many mysteries the loss of the Kiralina and its final whereabouts remain an
enigma for the ages that will never be completely solved.

Mishila and Thantir both returned with As the Circasians continued with their
knowledge of other star systems. The Mishila policy of outward expansion, it became
had visited and catalogued the Senshuka necessary to rotate explorer ships from

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system, discovering a wealth of exploitable exploratory duty to courier missions in intervals
natural resources including large terrentium so that workers and supplies could be moved to
deposits. The Thantir returned with knowledge newly discovered systems. The Circasians
of the Res‘den system, which contained little of simply did not have enough jump capable craft
interest but did have leftover beacon trails available for use as dedicated jump couriers.
leading to other possible system locations. They Upon arrival at new colonies, workers
had followed one of these trails, managing to would typically develop an initial permanent
reach the Talynn System, when their stores had settlement at the intended colony site and begin
started running low, requiring them to double assembly of a prefabricated fixed jump gate.
back for resupply. Talynn, a trinary star system, The deployment of fixed jump gates in new
looked promising for future inhabitation and as systems allowed for faster, permanent
a site for stellar research from the preliminary hyperspace routes to be established between
data the Thantir collected. the new system and other existing systems. This
The Kiralina, however, had vanished. increased the accessibility of newly explored
The Mishila was sent on a futile quest to follow territories, facilitating the migration of colonists
the Kiralina’s intended route of travel through and corporate interests into these systems.
hyperspace but turned back when they hit Corporate and government investments
turbulent hyperspace rapids. The large ship in extra solar colonial properties surged
barely managed to escape the fiery maelstrom noticeably in the late 1920s and early 1930s with
without it being lost, too. No one has seen the thirty separate expeditions chartered by private
Kiralina since, the ship becoming the equivalent and/or federal institutions. The largest
of the Flying Dutchman to the Circasians. Many concentration of extra-solar colonization was in
believe that the Kiralina will return one day after the Senshuka system as mining companies,
it has finally completed its mission, and sightings claim miners, and other entrepreneurs
of the ship are still reported by crews passing purchased passage on liners and cargo ships
through especially rough and treacherous areas headed into the system in search of their fortune.
of hyperspace. Senshuka, specifically the mineral rich world of
Senshuka II, would become the most heavily

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3 populated system in the Circasian Empire other
First Contact
than Circasia itself, and Senshuka II would be
Circasia’s largest and most lucrative colony The Circasians had learned long ago that
world. they were not alone in the universe; the alien
The Talynn system also received a large derelict discovered in the Circasia system was
influx of colonists, but enjoyed nowhere near the proof of that. Through all of their exploratory
volume of Senshuka. While miners flocked to and colonization missions they had yet to meet
Senshuka, scientists found Talynn to be a any other intelligent life. Some began to believe
paradise for pure research. A swampy, overcast that the ‘giants among the stars’ had destroyed
world, Talynn Prime was quickly colonized by one another in a great cataclysm, leaving the
those wishing to explore the wonders of a new younger races in the region to pick up the pieces.
world. The atmosphere was toxic to Circasian Speculation was not needed following the fateful
physiology, yet many found the balmy world events of March 19, 1934. The Mishila, on long
comfortable and a string of domes and facilities range patrol upspin of Circasia, jumped into a
began emerging among the cycad-like growth system that they had located a day’s journey off
of Talynn Prime’s young forests. Many of the established beacon path. A cursory
pharmaceutical companies established a examination of the system, designation
presence on the world in order to study the local Quadrant 1, had already begun with several of
flora in hopes of discovering new drugs. the ship’s shuttles being dispatched to begin
In addition to these two major systems, mapping nearby system bodies.
the Circasians also established colonies or Out of nowhere, a small fleet of three
outposts in the Res‘den, Kosica, and Vatal alien ships appeared on an intercept course for
systems. Res‘den was found to be lacking in the Mishila. The Circasian vessel tried
desperately to initiate contact with these
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exploitable resources, but the system served as


a hub for early Circasian exploration and soon unidentified vessels, flooding the broadcast
became the site of a trading and military post channels with greetings, translation matrices,
that protected the system while providing a place and other data that it was hoped would
of commerce for travelers from the frontier communicate their peaceful intentions. The
worlds. alien craft did not reply to the message, each
The settlements in the Kosica and Vatal continuing on course to intercept the Mishila.
colonies had fewer ties to corporate interests The ship’s shuttles seemed to go unnoticed by
than other early Circasian colonies. These the alien ships and they made no indication that
colonies were instead populated by those they had been detected. Each shuttle
Circasians with a true pioneer spirit that wished immediately altered its flight path in an attempt
to carve out a new life for themselves away from to double back and rendezvous with the Mishila.
the influences of Circasia. Kosica, colonized in The patience of the alien vessels,
1929, boasts a small earth-like world that is the however, seemed to have run out. The lead
site of a small agricultural colony. The residents craft opened fire on the Mishila, the firing
of the Kosica colony tended to be more vessel’s first blow shattering a section of the
puritanical than traditional Circasians, and used Mishila’s gravity-positive habitat section. The
their agricultural colony as a place to get back crew, reacting with admirable speed, powered
to their roots. The far frontier world of Vatal, their light array of weapons and prepared the
colonized in 1943, became home to enterprising ship for an immediate retreat into hyperspace.
individuals looking to build something new. More weapons fire connected with the explorer
Many of those that colonized Vatal did so for ship and, as the damage to ship systems
the thrill of homesteading and so that they could mounted, it became obvious that if the Mishila
find something beyond the hustle and bustle of waited for the shuttles to return it may not survive
the city life they had known on Circasia. long enough to escape. With a heavy heart,
the ship’s commander ordered his ship’s retreat,
abandoning the shuttles and their crews to
inevitable death in the alien system. The hostile
alien craft did not appear to be in pursuit of the

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Mishila. Nonetheless, the Mishila’s commander several orders of magnitude larger than the
made sure to watch for sensor echoes in Circasian’s largest warhsip. The Circasians
hyperspace as it retreated back towards thought that their worst nightmares had come
Circasian space. true, and every Circasian held their breath.

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Upon returning to Circasia the crew of Needless to say it was a complete and
the jump ship was debriefed by the military utter surprise when the ship signaled the nearest
command. The government and military were Circasian base in Circasian! The vessel
both shocked by the news of the confrontation identified itself as a Kholran battleship
in the system. The War Council felt that this dispatched as courier and first contact vessel.
was a sign that they had to militarize quickly or The Kholran explained that the three destroyers
risk a full invasion from this new alien threat. encountered in Quadrant 1 had interpreted the
Paranoid that their forces may have been Circasian’s first contact signals as primitive
followed back to homeworld, a state of planetary attempts to jam their communications. The
emergency was declared at Circasia and the Kholran emissary apologized for the incident and
colonies with all military installations placed surprised the Circasian Empire when he
under high alert. Production centers were informed them that the shuttle crews were not
activated to begin immediate construction of only still alive but onboard the battleship and
warships and defense stations to help defend ready for transfer back into Circasian hands.
Circasia. At that point in time the Circasian The Kholran ship stayed in Circasian
space fleet was a police force suitable for space for several weeks as the Kholran
countering little more than the occasional diplomats met with Circasian planetary
homegrown pirate vessel. The Circasians knew represents to establish normalized relations
that none of their defensive systems could between their races. First and foremost on the
possibly counter an enemy the likes of that Circasian agenda was procuring astronomical
encountered in the alien star system. data and securing an amicable border treating
They did not have to wait long for their with the Kholran. The Kholran were not an
worst fears to be realized. Within a week of the expansionistic race, their empire actually
Mishila’s return to Circasia a jump point formed contracting over the previous century, and as
in the outer regions of the Circasian home such they welcomed a border treaty with the
system, spewing forth a single behemoth. This Circasians. The Kholran were also more than
massive battleship was almost half the size of happy to transfer a map of nearby jump routes
one of the Circasian’s own jump ships and to the Circasians. This map included several

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3 jump links identified as routes leading into the come without its price. In fact, the opening of
territories or numerous alien governments. Circasian space to the rest of known space
Circasians quickly made contact with the would lead to the Circasian Empire’s first major
other alien powers in the region using the map conflict in space. As merchant vessels and
given to them by the Kholran emissaries. The traders entered Circasian space they were soon
Circasians found that several powers bordered followed by pirates, raiders, and brigands.
them, including the Kholran, Chouka, and Raider organizations from throughout the region,
Th’sook. The Chouka were the most powerful including those based out of Chouka, Sshel’ath,
of their neighbors (besides the Kholran, of ak-Tai, and Kástan space, had begun moving
course), and the Th’sook were a newly emerged operations into the lucrative and virtually
interstellar power in a situation not unlike the undefended regions of the Circasian Empire,
Circasian’s own. The Kholran maps indicated specifically the trade route hub at Res‘den and
that several large, powerful empires existed the trade lanes of the Senshuka system. Losses
upspin of the Kholran Republic, but the to raiders increased with every passing year. As
Circasians were content to slowly open relations the casualty rates of freighters heading through
with their immediate neighbors and gradually the sector increased, the pilots’ unions and
ease themselves onto the galactic scene. various guilds connected to interstellar
Of those races contacted by the commerce activities began to demand that the
Circasians early on, the Chouka wanted little do Circasian Empire do something to curb the raider
with the upstart Circasians and made this known activity.
to them during their first meeting. The Th’sook, The existing Circasian patrol ships
meanwhile, were quite the opposite. After only remained little changed since the time of contact
a few short meetings it became obvious to the with the Kholran, and the antiquated
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Circasians and Th’sook that both were more technologies these vessels boasted were no
alike than they were different. The Th’sook match for even the rundown secondhand ships
admired the warrior past of the Circasians while operated by the raider bands. The Circasians
the Circasians found the Th’sook’s mythological needed a modern navy to deal with this very
dramas breathtakingly elegant and provocative. real problem and they needed it fast.
The two nations became solid trading partners, With pressure increasing, the Circasians
the Circasians trading Th’sook starship began construction on a new generation of
technologies in return for raw materials and other frigates to help in the battle against the raider
domestic goods. threat. However, as the Circasians waited for
As trade relations were opened with their new warships to be completed in shipyards at
neighbors the Circasians came into contact with Circasia, the raiders were becoming bolder in
several other alien races that they had previously their actions, and more deadly. A raider strike
known only through secondhand information by a Ghotekhen raider band called the
brought into Circasian space by other visiting Unsheathed Claw on the Res‘den transfer point
races. The races of the ak-Tai Hegemony had left the station nearly destroyed and hundreds
little interest in the affairs of the downspin races of innocent civilians murdered. The Unsheathed
(the Circasian Empire included) and were Claw boarded the station and began pillaging,
remote enough that the Circasians did not stealing everything that they could carry.
attempt to form a lasting relationship until years Eventually a small flotilla of Rotarra Police
later. Several other small nations were Cutters arrived and managed to drive the raiders
discovered coreward of Circasia, including the off but not before the damage to the transfer
Thrikin, Kástan, and Thaline. All of these races point had been done. Such attacks were still
proved to be friendly to one degree or another uncommon, but were becoming less so with
and trade treaties were secured with all of them. each passing day.
In 1944, the first in a series of new
construction warships left the Circasian
The Raider Wars shipyards. Reformed into ten patrol fleets, these
The newfound wealth that came from ships were charged with the defense of the
foreign trade and commercial enterprises did not

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space lanes. They were able to cut down on weapon range they were instantly blown out of
3
raider activity, forcing many of the smaller the sky.
operators out of the area. The vessels were Admiral Xan was furious. He ordered
still no match for the command ships of the major his fleet to move into range and attack. As his
raider powers, several of which had taken up fleet closed it became obvious that, though this
residence on the edge of Circasian space. Of was indeed a Blood Sword fleet and it was a
these the Unsheathed Claw near Th’sook space Lady of Dark Souls type command ship, it was
proved a major threat to both civilian and military not in fact the Lady. Xan’s fleet had already
traffic in that region. Coreward of Circasia, the entered engagement range before he put two
Kástan Blood Sword raiders had begun and two together, and by then it was too late.
harassing miners and ore haulers in the The true Lady of Dark Souls jumped in behind
Senshuka System. The attacks on Senshuka the Circasian fleet, encircling them. Caught in
earned the Blood Swords a grave reputation the crossfire the entire Circasian 6th Fleet was
among the asteroid miners, a grave reputation destroyed to the last ship by the raiders.
for ferocity and merciless slaughter of civilians. This inexcusable lack of command ability
The Blood Swords were exceptionally rattled the War Council and caused a major
good at what they did. Their raiding activities in review of its personnel. It quickly became
the region had earned them hefty profits, the evident that many of those in command positions
kind of money that could purchase the best in were not actually qualified to lead their fleets
black market ships and equipment. The Blood into battle. More importantly, though, this attack
Sword command vessel, a modified Flameblade proved that the Circasian fleet, even with its new
cruiser named the Lady of Dark Souls, roamed construction units, was still not able to
hyperspace waiting to jump out and attack meaningfully combat the raider threat.

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unsuspecting cargo ships. Blood Sword pilots In answer to this problem a new frigate
had become accustomed to the treacherous design using a new and powerful weapon was
hyperspace formations native to Kástan space constructed and put into service. This ship, the
and could easily escape capture by going where Xandar Lancer Frigate, would revolutionize
other ships wouldn’t dare. Circasian ship construction and represent a new
Circasian intelligence agents managed way of looking at military engineering. The
to secure information on the whereabouts of the Circasian Empire kept the Xandar frigates a
Lady of Dark Souls in 1950 and the Circasian closely guarded secret and reserved them for
War Council authorized a strike against the homeworld defense, lest the raiders learn about
raider command vessel and its escorts. The their new secret weapon. The War Council had
Circasians dispatched the 6th Fleet, under the a plan that would, if successful, eradicate the
command of Admiral Haelitis Xan, to intercept raider threat completely. Using intelligence data
the Lady of Dark Souls and destroy her. gathered by covert operatives working from
What followed was a military disaster. within ranks of each of the three largest raider
Admiral Xan was haughty and arrogant, bands, the War Council’s plan called for a series
something that was well known by everyone that of strikes that would hit all three raider groups
knew him. Xan looked upon the mission as simultaneously, giving them no time to respond.
nothing more than a standard raider suppression Using their inside operatives, each band would
mission and, despite reviewing intelligence files receive false information about a major
on the Blood Swords, did not believe them to be terrentium shipment moving through their
anywhere near as large a threat as others made respective sectors. Using this as bait, the
them out to be. Circasians would be waiting for them with a fleet
The Admiral’s fleet intercepted the Blood of Xandar Lancer Frigates. Production of
Sword raider fleet as expected and proceeded Xandars was redoubled in order to get enough
to make a grave miscalculation. He ordered two craft produced by the deadline.
of his small police frigates to move into close These surgical strikes by the Xandar
range and order the raider ships to stand down. Lancer Frigates in 1955 largely ended the raider
When the frigates entered the Blood Swords’ threat. Even the venerable Blood Swords found

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3 themselves in shambles after the attack. The Planetary Assembly as the Circasian ruling body.
Raider Wars ended with the destruction or The War Council is made up of twelve
dispersion of the three major raider bands hit in representatives, two from each military
the attacks. Some disparate bands of raiders command: Star Forces, Ground Forces, Military
still remained active in the region, but none had Intelligence, Diplomatic Corps, Research and
the organization or resources to effect the same Development, and Logistics Command. A sub-
level of terror as those groups dispersed by the department of the War Council acts as an
1955 attack. interchange between the six commands to
The Circasian Empire was tested both coordinate information and operations. The
diplomatically and militarily early on after staffs assigned to each councilor also play an
entering the galactic scene. The Raider Wars important role in coordinating military affairs. Of
tempered the Circasian military machine and the the six commands, the Diplomatic Corps is the
Circasian military learned much about tactics only one to be staffed and run primarily by civilian
and space combat during this period. They personnel. The organization is still operated
would later put this information to good use under the auspices of the War Council and is
during their conflicts with other nearby powers, an entirely separate entity from the diplomatic
most notably the Chouka during the Circasian/ staffs associated with the Planetary Assembly.
Chouka War of 1971-1973. More commonly The Articles of the Circasian Empire
known as the Chouka War, this war established were amended after the War Council’s formation
the Circasians as a true military power in the to give the body several emergency powers that
region. were viewed as being necessary should a time
of crisis befall Circasia. First and foremost
among these are the War Council’s war powers.
Circasian
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In times of planetary emergency or military crisis,


the Planetary Assembly may activate the War
Government Council’s war powers giving them direct control
The Circasian Empire is a representative over the government for the duration of the crisis.
democracy governed by an elected civilian The War Council is to use these powers to
government commonly referred to as the successfully resolve the crisis at hand. Although
Circasian Planetary Assembly, or simply the this leaves much room for abuse, there have
Assembly. The formation of the Assembly has been very few instances of such abuse over the
its roots in the political alliances formed in the course of the War Council’s existence. One of
aftermath of the Circasian’s final world war. The the powers that the War Council shares with the
allied powers of the time used the Planetary Assembly during such times of crisis is the power
Assembly as a means by which to settle disputes to negotiate with foreign powers. All treaties
and pass planetary resolutions. The Circasian must be ratified by the Assembly, however.
Planetary Assembly is granted rights to most In times of peace the War Council works
governmental powers, though most of these are hand in hand with the Planetary Assembly and
delegated to subordinate departments of the ensures the protection and safety of Circasian
government by law and are outside of the direct territories.
exertion of the Assembly members. The Circasian Imperial Star Forces have
changed much over the last hundred years,
maturing from little more than a glorified coast
Circasian Military guard to a full-fledged navy. The Star Forces
are well regarded for the high level of training
The military, led by the Circasian War
their crews receive and for the large number of
Council, operates as a separate, semi-
battle hardened veterans in their ranks.
autonomous unit of the Circasian Empire. The
War Council, which also has its roots in the post-
war Circasian past, was originally formed to
facilitate the integration of the allied military
forces following the establishment of the

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Stars. Reconstruction began at worlds
Events after the captured during the War of the Seven Stars
while Circasian war fleets moved to secure
Chouka War strategically important worlds along the
After the end of the Chouka War, the Empire’s borders. Borilos and its native
Circasian Empire enjoyed a decade of peace inhabitants, the Borilians, was one of many
and prosperity. The Circasian economy was systems conquered by the Circasian in these
buoyed by the forceful integration of Chouka, campaigns.
her colonies, and her trade routes into the The first fatal sign of hubris for the
Empire. The increased access to profitable Circasians came in the 1990s when the
trade hubs and a cheap labor source, in the Circasian Empire attempted an invasion of
form of the enslaved Chouka, ensured the protectorate states on the border of the Ukal
Circasian people a respite from the heavy Combine. The Ukal, one of the oldest powers
war debts incurred during the war. in known space, effortlessly repelled the
During this period of good feelings, Circasian fleet, giving the Star Forces a black
the Circasians launched aggressive eye in the process.
campaigns of exploration and expansion. All these years of history culminated
Tens of thousands of Circasian colonists in the Escalation Wars. Believing the
poured into the borderworlds, building Circasians were a threat to their own growing
communities where there had been none. power in the coreward sectors, the Courata
The Circasian Empire expanded into the Imperium manufactured a political situation
E’chekri dead zone, colonizing worlds in where the only solution was war. The Courata

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systems left untouched since the 1830s. attempted several abortive campaigns into
Imperial expansion was not limited to Circasian space before the outbreak of total
colonization of the frontier. The Thrikin war, but the Circasian leadership had grown
Planetary Assembly was peacefully annexed complacent and believed that diplomacy could
as an imperial protectorate during the 1970s, still avert a conflict with the Courata. So it was
providing the Circasians with a strategic base that the Circasians were caught off-guard by
near the Kástan Imperial Monarchy. the severity and scope of the Courata invasion
The Circasians next major conflict of their territories. The Circasians persevered
was the War of the Seven Stars, fought as best they could, but every year that went
largely between the years 1983 and 1989. by brought them closer to the breaking point.
The Circasians found themselves unwillingly After nearly twenty years of continual
drawn into a conflict with the Defensive warfare, the Escalation Wars ended with both
Alliance of Worlds (historically labeled the ak- the Circasian and Courata empires broken,
Tai Hegemony), a coalition of aliens whose their fleets shattered, and their worlds in
worlds were devastated during the Great War flames. Economic disaster smothered the fire
by the genocidal E’chekri. The conflict quickly that had stoked Circasian military supremacy
escalated into full-scale war, involving the for half a century. Never again would the
entirety of the Hegemonic members (ak-Tai, Circasian Empire wield any real power in the
Lleskath, Solassi, and Ghotekhens) and the galaxy. In the Circasians shadow, new power
Th’sook, who joined the conflict as a arose, continuing the cycle of death and
Circasian ally. The War of Seven Stars ended rebirth on the interstellar stage.
in Circasian victory, due in no small part to
the revelation that ak-Tai treachery was
responsible for sparking the conflict.
The Circasian Empire was
strengthened by the technologies and
territory earned during the War of the Seven

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3 Circasian as miniaturized however, forcing them to mount
them in “lanced” mounts.
The medium laser cannon suffered from
Technology numerous problems that kept it from entering
The Circasians have developed their mainstream military service. First and foremost
military infrastructure and technology very were its erratic energy requirements. The
rapidly in the past forty years since entering the medium laser cannons were prone to spikes in
galactic scene. Initially relying on weak ballistic energy consumption that caused a heavier load
and kinetic weapons for military applications, the to be put on the local power grid, causing
Circasians quickly branched into other fields, brownouts and power shortages in other ship
including laser, particle, and plasma weaponry. sections. If one of these power surges occurred
Many of these technologies were still in their at the time of firing the medium laser’s capacitors
infancy during the Chouka War, but information would harmlessly discharge, causing the
was gathered during and after that conflict weapon to misfire.
allowed the Circasians to develop more The affects of these surges were not
advanced technologies, particularly in the field limited to only the medium laser itself, either.
of plasma weaponry. All other ship-based weapons were similarly
affected by the seemingly random power drains
caused by these medium laser cannons.
Directed Energy Attempts to isolate the medium laser from the
power grid itself, establishing it on its own circuit,
Weapons (DEWs) were unsuccessful. One such attempt led to
The Circasian Empire arsenal is replete the weapon’s capacitors overloading, destroying
with a multitude of directed energy weapon
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the entire forward weapons mount on an Ilosta


systems. Particle and plasma weapon Lancer Destroyer in the process.
technologies have always been favorites of the The Circasians, dismayed with the
Circasians, though laser cannons have also medium laser cannon, chose not to pursue
been used heavily in the past. further development of the medium laser.
Instead they focused all their energies on particle
Light Laser Cannon (and later plasma) weaponry, foregoing laser
Leurosh Laser Cannon weapons completely.
The precursor to almost every laser
weapon known today, the Circasians used the Light Particle Cannon
light laser cannon earlier in their history, Kastya Particle Cannon
operating the weapon as an anti-shipping Developed during the period between
weapon on their hulls. Light laser cannons would their expansion into space and the Raider Wars,
later be replaced by the light particle cannon, a the light particle cannon was adopted as the
weapon that the Circasians viewed as being primary offensive weapon on Circasian ships.
markedly superior to the light laser cannon This mid-sized particle weapon was the “heavy
because of its enhanced damage and fire control weapon” of the Circasian fleet during this period
abilities. and was a common sight on new construction
hulls.
Medium Laser Cannon
Lhosta P-2 Heavy Attack Laser Particle Lance
During the late 1940’s the Circasians Lhikarrn LD-7 Particle Lance
developed a heavy weapon mount which they During the period of time covered by the
classified as a “heavy attack laser” as part of Raider Wars, Circasian scientists and engineers
the Lancer Design Project. Functionally this began work to develop a heavier version of the
heavy laser weapon was the equivalent of the light particle cannon. The light particle cannon
medium lasers found in the service of foreign had proved ineffective against some of the more
fleets. The Circasian version was nowhere near

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heavily armed raider vessels that had moved Light Particle Beam
3
into the Circasian Empire and a new weapon
T-97 Thessaul Neutral Particle Beam
was needed.
The particle lance is a large mount A basic particle weapon, the light particle
composed of two separate light particle cannon beam was the first modern particle weapon
systems integrated into a single housing. By successfully tested and implemented by the
combining two light particle cannons in this Circasians. Used primarily for anti-fighter and
fashion, the Circasians were able to create a interception duties, the light particle beam is a
weapon that could fire at longer ranges for great ubiquitous element of Circasian weapons load
damage output. Unfortunately the size of the out.
particle lance and its maintenance intensive
nature curtailed widespread use of the weapon. Particle Siege Cannon
Instead, the particle lance found a home in a Teices LD-12 Particle Siege Cannon
series of specially designed warships as part of An enormous particle beam related to
the Lancer Project. the heavy particle cannon, but far less
By the time of the Chouka War use of sophisticated, the particle siege cannon (most
the particle lance had waned due to internal often referred to as simply the “siege cannon”)
political and economic issues. Several new was developed during the Chouka War.
lancer hulls were on the drawing board, but few Circasian scientists had spent years attempting
came to fruition. The development of an to develop a larger, more powerful version of
improved particle cannon some years later the light particle cannon, but with little success.
would signal the end of the particle lance era. The team behind the siege cannon chose not to
work towards developing an advanced particle

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Light Particle Gun cannon similar to the standard particle cannon
T-24 Tegra Neutral Particle Beam but rather went a step further, attempting to
A neutral-particle beam weapon, the light create a weapon capable of incredible
particle gun and particle gun were developed destructive power. The result was the slow firing
simultaneously by the Circasians. Poorer than siege cannon. Capable of delivering massive
a light particle beam in every way, light particle amounts of damage to the target, the siege
guns were nevertheless pinnacles of Circasian cannon suffers from uncorrectable focusing and
technological achievement for many decades. overheating problems. It was not uncommon
Light particle guns are typically found on for system problems to cause the weapon’s
older Circasian warships or civilian merchant particle acceleration and focusing systems to
ships. shutdown unexpectedly during firing.
The siege cannon ultimately was used
as a long-range assault weapon for use in base
Particle Gun assaults. The weapon also found utility against
T-72 Yasaur Heavy Neutral Particle Beam ground based targets for planetary
The particle gun served as the bombardment missions. Despite these
Circasian’s first ship-mounted particle weapon applications the weapon was eventually phased
of any real note. Poorer than modern particle out of service and the concept shelved after it
beam weapons in every way possible, the was found that massed missile/bomb fire and/
particle gun was quickly replaced by the light or mass drivers could do the same job more
particle beam once that weapon was developed. efficiently.
Few Circasian military vessels continued to use
the weapon. Eventually the weapon ended up Light Plasma Cannon
in the hands of Circasian civilian organizations,
Talsar Plasma Cannon
which used the weapon for arming their
merchant craft to defend against raiders or other The light plasma cannon is the second-
threats. generation plasma weapon used by the
Circasian military. The successor to the point
plasma gun, the light plasma cannon quickly

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3 gained popularity among military commanders Circasian War Council instead opted to direct
and was eventually integrated into the Circasian their resources into more lucrative research
fleet doctrine. The ability to sear through even programs.
the most resilient of armors made it perfect for
debilitating enemy ships, if not destroying them Light Kinetic Mortar
outright.
Hafhir SK20 Kinetic Cannon
During the height of the light plasma
cannons popularity in the early 1960’s, light Deployed at the same time as the larger
plasma cannons were fielded extensively on new kinetic mortar, the light kinetic mortar was an
construction hulls. These light plasma cannons attempt to develop a railgun for point defense
were almost also mounted forward in turrets applications. The light kinetic mortar was only
capable of extended arcs of fire. partially successful in its intended role. It was
ultimately replaced by neutral particle beam
weaponry, such as the light particle gun and,
Medium Plasma Cannon later, the light particle beam.
Joukaro Plasma Cannon
The medium plasma cannon was Kinetic Mortar
developed following the subjugation of the
Shenrir SK45 Kinetic Assault Cannon
Chouka. The Circasian medium plasma weapon
is based off of captured Chouka heavy plasma The kinetic mortar was one of the first
weapons reverse engineered with the aid of Circasian weapon systems to be mounted on
captured Chouka scientists. The medium early Circasian warships, being predated only
plasma cannon was a revolutionary leap forward by antiquated nuclear missile systems. The
for the Circasians in the field of plasma weapon kinetic mortar is a simple railgun weapon which
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technologies. accelerates industrial dross to high speeds,


The effect of the medium plasma cannon relying on kinetic energy to damage the target.
on the Circasian fleet was extraordinary. Most The weapon was unable to accelerate its
Circasian designs received upgrades to the payloads to speeds comparable to traditional
medium plasma cannon as soon as they railgun speeds, so has a very low damage yield.
became available. The Circasians favored the This series of weapons’ name comes
heavy hitting abilities of the medium plasma from the nature of the railgun’s fire. The
cannon over the older light particle cannon. weapon’s greater armor penetration was offset
by its short effective range, and Circasians crews
likened it to the effectiveness of mortar
Point Plasma Gun emplacements used planetside.
Vashneth Close-Fire Point Plasma Gun
The Circasian point plasma gun is
functionally equivalent to the Chouka plasma
Ballistic Weapons
weapon of the same name. The point plasma The Circasians have never used
gun saw limited use in the Circasian military, mainstream ballistic weapons on their ships,
being mounted only on early Circasian ship hulls instead relying on their own homegrown ballistic
before the development of the light particle weapon system. Circasian rockets are most
beam. similar to the torpedoes of other races, relying
on the firing ship’s electronics suite for guidance
data. The fire control computers of rocket
Kinetic Weapons launchers tend to be antiquated and are
The Circasians only operated kinetic outclassed by those of more advanced races.
weapons during their early years in space. These Early Circasian ships used rockets as
basic kinetic accelerator weapons were fairly their primary offensive weapons. Later, as new
primitive and could not compete with emerging alien technologies became available, the
particle, laser, and ballistic alternatives. Rather Circasians abandoned rockets in favor of more
than invest development funds into the creation versatile particle and plasma weapons.
of more advanced kinetic weapons, the

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Light Rocket Launcher Heavy Rocket Launcher
3
Remin Mk-II Missile Launcher Kieran Advanced Missile Launcher
The light rocket launcher is the original The heavy rocket launcher is the largest
Circasian ballistic weapon. Firing weak, rocket launcher ever developed by the
chemically propelled rockets, the light rocket Circasians. This large rocket delivery system
launcher is a short ranged weapon that has little was quite formidable for its time, but
use in modern warfare. Few ships remain in unfortunately the technology proved to be
the Circasian fleet that use the light rocket antiquated and not well suited for modern
launcher and those few hulls that continue to warfare.
use them are usually older, pre-Contact warships
that were never upgraded due to their age.
History of the Lancer
Rocket Launcher Design Project
Remin Mk-V Standard Missile Launcher One of the first new design concepts to
A very basic ballistic delivery system, the come out of the restructuring of the Circasian
rocket launcher fires chemically propelled Star Forces in the 1940’s was the Lancer Design
rockets towards the target. Although traditional Project. Conceived by a cadre of top military
missile weapons are more effective, the brass, including Admiral Haelitis Xan, the Lancer
Circasians favored the rocket launcher because Design Project was intended as a stopgap
of the smaller ammunition size that allowed each measure to develop a heavy-hitting weapon that
rocket launcher’s magazine to hold hundreds could compete with the medium and heavy
of rockets, reducing the logistical strain weapons fielded by other neighboring powers.

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associated with ballistic weaponry. The fact that The existing weapons in the Circasian arsenal
the ammunition was less volatile and could easily were weak and inadequate compared to the
be spaced to prevent the ship from suffering heavy plasma cannons and imperial lasers
devastating magazine explosions also made operated by the Chouka and Kástan
rocket launchers a more popular alternative. respectively. Most of the raider craft the
Following the Chouka War rocket Circasian patrol fleets encountered often had
launchers began to be supplanted by plasma more advanced weapons than the Circasians
weaponry. New construction did away with could themselves deploy.
rocket launchers entirely except in the instance In order to become more competitive, the
of a handful of revival hulls. Rockets were found Circasians knew they would have to design and
to be poor for planetary bombardments as well construct weapons of similar capabilities. This
and were replaced by bomb racks and basic meant building larger, bulkier pieces of
missile racks as the need for bombardment equipment for installation on their starships. It
ships arose. was conceived that these weapons would be
housed in very large fixed-arc weapon mounts,
termed “lances“ by the Circasian military minds
Dual Rocket Launcher of the day. The space requirements of lances
Elnash Rapid-Fire Missile Launcher would necessarily preclude the use of large
The dual rocket launcher was an attempt numbers of tertiary guns on ships so equipped,
by the Circasians to build a more effective rocket but the Circasian War Council deemed this as a
launch platform after first contact was made with necessary evil in exchange for matching the raw
the Kholran. This fast firing rocket launcher is firepower of potential aggressors.
capable of firing twice as fast as a standard Under the guidance of Rear Admiral Tas
rocket launcher, allowing it to saturate the target Rallarn the Lancer Design Project began the
with ballistic fire. process of pursuing more advanced heavy
weapons technologies. A cadre of the brightest
Circasian scientists available were attached to
the Project to begin the process of reviewing

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3 existing Circasian weapons and moving forward explosion died a slow death as a result of
from there. Admiral Rallarn’s contacts within the asphyxiation. As with the medium laser cannon,
Intelligence division were also notified that any attempts to refine the heavy particle gun failed
information that could be obtained on alien and the weapon was shelved, but not before
weapon systems would be greatly appreciated costing the Circasians more lives.
by the Project. With the two highest profile weapon
One of the first Circasian developments developments now shelved, Rear Admiral
to come out of the Lancer Design Project was a Rallarn was forced to go before the War Council
prototype for a heavier model laser cannon and argue the validity of the Lancer Design
comparable to the medium laser cannons Project. Many on the Council saw little reason
employed by some foreign powers. However the to continue funding the Project. No useful
Circasian medium laser cannon prototype was technologies had come out of it in over ten years
roughly twice as large as a standard medium of active research. Rallarn was a mighty orator,
laser and suffered from uncorrectable laser however, and still had many strong allies within
focusing issues. Great effort was put into trying the military hierarchy. The Lancer Design
to overcome these obstacles or miniaturize the Project was saved, barely, and Rallarn returned
weapon but none came to fruition. In 1953 the to his staff to pursue other avenues of weapons
Lancer Design Project shelved all existing laser development.
weapon research in favor of particle weaponry. It was soon after the eleventh hour
Particle weapon development had rescue of the Lancer Design Project that
yielded more appreciable results for the Circasian scientists made their first real
Circasian designers and engineers attached to breakthroughs into creating heavy ship mounted
the Project. While laser weaponry had proven particle cannons. The first such weapon, the
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a dead end development track, several new particle lance, proved to be a success and saw
particle weapons had crossed the drawing deployment on several specialty hulls, including
board, a good number of them seeing prototype the Xandar Lancer Frigate and Shenna Strike
testing. Many of these weapons proved to have Carrier. The particle lance was a true lance
potential for eventual use in the fleet. weapon mount requiring near spinal mounting
One of the more disappointing early on any ships hoping to incorporate one into the
particle weapons to come out of the Lancer design. In the case of the Xandar the particle
Design Project was the heavy particle gun. lance assembly was not integrated into the hull
Based on the antiquated particle gun weapons but rather attached to its bottom, creating a
operated by the Circasian pre-Contact, the uniquely Circasian hull design. The Shenna
heavy particle gun was one of the first particle meanwhile integrated two particle lances into its
weapons to advance to the prototyping stage. hull, building the ship around the lances with
The heavy particle gun was little more than a the large internal hangar bay sandwiched
scaled up version of the particle gun capable of between them.
firing a more powerful beam. It remained short Many historians credit the Lancer Design
ranged and retained the poor fire control Project and the success of the particle lance with
computers that plagued existing particle guns. the Circasian victory during the Raider Wars.
The weapon would have been suitable as a Without the heavy firepower provided by the
Circasian medium plasma cannon equivalent, Xandar and its kin the Circasians would not have
if not for one very glaring problem: it had a been able to pull off the lightning-fast raids
tendency to blow up. necessary to neutralize the raider threats.
The heavy particle gun made it to the Others counter that it was not the particle lance
final testing stages and even saw mounting on itself but rather the larger construction budgets
a few testbed hulls before the volatile nature of allocated after the beginning of the Raider Wars
the weapon was demonstrated quite graphically. that allowed for the construction of an ever larger
One weapon misfiring in particular effectively Circasian star fleet. In either case the particle
crippled a Circasian frigate and killed half of her lance was an important element in this early
crew. Those that were not killed in the initial Circasian victory.

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The success of the Xandar Lancer to a command elsewhere. The new project
3
Frigate redeemed Rear Admiral Rallarn, earning director, hand picked by the War Council, was
him a promotion to full Admiral and greater funds quick to realign the Lancer Design Project to
with which to pursue further weapons research. match the desires of the Council. Development
The Lancer Design Project continued to pursue of the siege cannon continued at a quickened
the construction of ever-larger particle lance pace and a single design was settled on for the
weapons and designing new craft on which to new lancer cruiser. A hybrid of several designs
mount them. Few of the new particle weapon that had been submitted over the past six years
prototypes lived up to their claims and even slowly emerged. This early version of the
fewer ship designs ever came close to the Kalichar Lancer Cruiser was to mount three
prototyping stage. Eventually the momentum particle lances, or two particle lances and one
from the development of the particle lance of the new particle siege cannons.
waned and the Lancer Design Project once The new director quickly learned the
again found itself maligned. The War Council reason for the general hostility between the
cared little for promises. They wanted results. Lancer Design Project and the War Council upon
With this stern warning from the War the onset of the Chouka War. The War Council
Council came a list of deliverables and a began to make increasingly forceful demands
timetable for their completion. The Lancer for the Project to get their new particle siege
Design Project would need to meet the cannons operational and quickly deploy them
requirements or face dissolution. in the fleet. Only a few hulls had been
The first item on the War Council’s list constructed that could accept the new siege
was a new lancer cruiser. The Xandar Lancer cannon and the engineers had always
Frigates had proved the effectiveness of the considered that new hulls would be built around

Empire Rising
particle lance but what the War Council wanted the siege cannon, not have them tacked on after
was a new capital ship hull integrating as many the fact. The War Council was adamant
particle lances as possible into its design. The however: the designs had to be deployed.
War Council also wanted a newer, stronger With this ultimatum in hand, the Lancer
version of the particle lance. Design Project began preparations to move the
With the guillotine hanging only inches Kalichar Lancer Cruiser into the prototyping
over their throats, project leaders were forced phase. Just as the first shipyard contracts were
to redouble their personnel’s efforts into the being negotiated, the War Council came back
avenues laid out by the War Council. Rallarn and once more changed their design criteria.
was forced to cut funding for several promising The Kalichar would need to have a jump engine
lance systems in order to focus research and installed. This setback further damaged the
development energies on the particle siege Project’s attempts to get a lancer cruiser into
cannon, the weapon his advisors earmarked as production and required a fundamental redesign
the best development option available. of the hull, removing the infrastructure intended
Meanwhile concept designs for a new lancer for the spinal lance mount in favor of a jump
cruiser were developed in haste. Numerous engine.
options were developed and submitted to the This forced the Project to instead look
War Council only to be returned with additional to existing hulls for mounting the new siege
notes, criticisms, and revisions to the design cannon. The Kolanis Cruiser was the most ideal
specifications. At first the Council had specified candidate for the conversion and several Kolanis
a compact, fast lancer cruiser to complement Siege Cruisers were laid down to meet the
their fleet. They then requested designs for a immediate need for siege cannon equipped
larger ship, but rejected the larger version due starships. A group of Xandar Lancer Frigates
to its lack of speed. was also modified, replacing their existing
The enmity that filled the air continued particle lance with a siege cannon. These
until Admiral Rallarn, sick of years of fighting conversions would meet the Circasians
with the War Council, requested reassignment. immediate needs, but they did nothing to meet
The reassignment was granted, Rallarn moving the long-term needs of the empire.

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3 Following the end of the war and with previous hull. For the purposes of clarity these
the realization that the siege cannon was not versions are designated using letters from the
the be-all and end-all weapon that the Council Greek alphabet. The Circasians have a similar
had wanted, funding for the Lancer Design historically relevant alphabet of their own which
Project was drastically cut. Another change in they use to track variants, but their Greek
leadership left the Project without a clear sense equivalents are used for the sake of clarity.
of direction. The Kalichar Lancer Cruiser was In practice very few ship hulls have seen
eventually realized but its effects on the fleet progressive model replacements over the years.
would prove to be minimal. The Chouka War Most variant concept designs are shelved after
had given Circasians access to medium plasma only a limited production run, the War Council
technology, a weapon that was proving more opting not to upgrade the remainder of the class
readily accessible and deployable than lance to the new standard. One of the most notable
weapons could ever hope to be. occurrences of widespread upgrades to a single
The Kalichar would be the last of the hull is the Moshesta Frigate which saw four
ships to come out of the Lancer Design Project. separate models during its history of service.
The War Council finally halted funding for the
project in 1977, turning to the medium plasma
cannon and other new technologies for their
ships. The age of the lance mount in the Starships
Circasian fleet was over.
Aschar Troop Transport
Circasian Variants Nalessin Variant (Common)
The Circasian Star Forces use a different As the Luscan Assault Frigate began to
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variant name scheme as compared to the show its age, the Circasian War Council was
militaries of other powers. Most Circasian left with an urgent need for a new troop transport.
variants retain the name of the original hull with Proposals for new assault cruiser designs were
only their mission classification modified for rejected as being too expensive; instead, the
clarity. Only those variants that make substantial War Council opted to begin converting surplus
modifications or changes to the base hull are Nalessin Military Freighters for the role.
given new class names. Aschar Troop Transports were typically
In the case of special prototype hulls, the used to transport ground personnel between
Circasians assign an alphabetic identifier to the Circasian military installations and bases. The
end of the name. This allows for quick Aschar is larger than the Luscan and was
determination of the types of technologies being capable of carrying a larger number of troops
tested on the hull. Below is a list of some of the and their equipment. This meant that a single
more common designations:

L: Laser
P: Plasma
T: Particle
X: Experimental
E: Electronics
V: Carrier
B: Ballistics

Those variants that prove to be


acceptable designs can then enter more
widespread production. True successors to the
original design are maintained as part of the
original design lineage, being assigned a
designation marking it as a successor to the

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Aschar could replace multiple Luscan frigates remembers the ship as a technology prototype
3
on personnel transfer runs. used principally to demonstrate new Circasian
The Chouka War saw the Aschar Troop technologies. Both terms are interchangeable
Transport’s first active deployment into hostile when discussing the Dolinar cruiser.
territories. Aschar Troop Transports rarely The Dolinar Lancer Cruiser design plans
accompanied the forward battle fleets. Rather, were drawn up shortly after the successful
Aschars waited until a colony was mostly combat testing of the Xandar Lancer Frigate and
subdued before arriving at the scene to deploy attempted to overcome some of the Xandar’s
peacekeeping and occupation troops. shortcomings. The ship directly integrated its
particle lance weapons into the hull, giving them
Cairn Carrier greater durability. The ship’s hull was also
reinforced, making it better able to absorb the
Base Hull (Common)
heavy weapons fire from its opponents.
This older Circasian carrier was used Only six Dolinar Lancer Cruisers were
heavily during the early days of the Circasian constructed. It was only after the keel of the
space fleet. Small for a carrier, the Cairn Carrier last three hulls were laid down that several
can operate four flights of fighters, including a important problems with the design began to
single flight of heavy fighters. Cairn Carriers surface. The ship was sluggish and
were commonly used as convoy escorts or as unpredictable. The Dolinar’s engine had a
support elements in Circasian patrol fleets. The propensity for malfunctioning when the ship’s
Cairn’s fighters were effective deterrents against main guns were activated, negating the benefits
enemy fighters and the fighter support these of its more powerful engine systems.
fleet elements provided was invaluable. The War Council halted construction of

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new Dolinars and shifted control of the existing
Dolinar Technology Cruiser six hulls over to the Research and Development
Base Hull (Very Rare) division. Once there the Dolinars were used as
A handful of lance-equipped cruisers saw technology platforms for the testing of new ship
prototyping and construction before the systems. Several of the Dolinars were also used
Circasian Empire finally adopted the Kalichar for the testing of newly acquired alien
Lancer Cruiser. One of these hulls was the technologies, to varying degrees of success.
Dolinar Technology Cruiser. Officially and more Several of the Dolinar Technology
commonly referred to as the Dolinar Lancer Cruisers were pressed into active duty during
Cruiser during its tenure in service, history the last months of the Chouka campaign in order
to bolster existing fleet strengths. The
Circasians needed every ship capable of fighting
in order to push onwards to Chouka and
defeat the Chouka Theocracy’s
forces at their homeworld.
Of the three Dolinars active
during the war two survived
the conflict with minor
damage. The third was
lost in a running battle
with enemy forces
within the Chouka home
system.
Dolinar
Technology Cruiser

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3 Dolinar-P Plasma Cruiser they carried supplies between Circasia and the
colonies as well as the numerous military
Dolinar Variant (Unique)
commands within Circasian space.
After the fall of Chouka, the Circasians The Gallah Transport was eventually
were able to procure several samples of Chouka replaced by the Nalessin Military Freighter. The
plasma technologies. With the help of detained Gallah hulls were sold to civilian interests rather
Chouka scientists and technicians the than put into mothballs and soon found a new
Circasians were able to quickly adapt the life hauling cargoes under the direction of civilian
weapons for use on Circasian ships. agencies.
A Dolinar cruiser was one of the first
ships to be equipped with these experimental
plasma cannons. One of the damaged cruisers Ilosta Lancer Destroyer
that had participated in the last stages of the Ilustris Variant (Very Rare)
war was selected for the procedures and saw The Lancer Design Project appropriated
extensive system refits in order to test the new three Ilustris Heavy Destroyers for weapon trials.
technology. The Dolinar-P Plasma Cruiser The Project felt that the Ilustris Heavy Destroyer
proved easy to upgrade with medium plasma was the best candidate out of the existing
cannon weaponry, though attempts to fit the ship Circasian ship classes for the mounting of the
with heavy plasma cannons failed miserably. large, experimental weapon systems being
designed by Project engineers.
Feilah Gunboat Two of these Ilustris Heavy Destroyers
Base Hull (Common) were used in the testing of the Circasian medium
laser cannon. A very large heavy weapon mount,
This small patrol boat is deployed at most
the medium laser required a substantial amount
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key installations and colonies in the Circasian


of internal volume for mounting. The forward
Empire. Cheaper than other frigates, the Feilah
prongs of the Ilustris proved to be well suited
Gunboat proved effective for short-range
for the addition of this new equipment, allowing
defense actions. Because of this Feilah
the Project crews to retrofit medium lasers onto
Gunboats were usually used as planetary
the hull without too many problems. The new
garrison forces to help defend colonies from
destroyers were reclassified as Ilosta Lancer
attack.
Destroyers and cursory plans were made for the
construction of more members of the class
Gallah Auxiliary Carrier following successful completion of weapons
Gallah Variant (Common) testing.
When the need for carriers became During live testing, the first real problems
pressing for the Circasians during the war were encountered. The medium lasers were
several aging freighter hulls were conscripted power hungry and consistently caused a
to serve as auxiliary carriers. The Gallah cascading collapse in the Ilostas’ power grid.
Transport was just one such ship converted for This often forced the reactor precariously close
this purpose. The Gallah Auxiliary Carrier can to a full core meltdown. The Lancer Design
operate three flights of light fighters, allowing it Project spent two full years attempting to
to project adequate fighter coverage for a fleet reconcile the power problems on the pair of Ilosta
when operated in groups of two to three ships. Lancer Destroyers. No matter what the Project
crews did the weapons continued to operate
erratically, one incident forcing the evacuation
Gallah Transport of the Ilosta Shelwaehn when the reactor began
venting excess plasma into the habitat section
Base Hull (Common)
of the ship.
The Circasians operated Gallah The plans for moving ahead with new
Transports as their primary military transport construction Ilosta Lancer Destroyers was
type for nearly three decades. These ships were formally shelved in 1953 and not long after the
regular sights along the major trade routes as Lancer Design Project halted research into

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advanced laser weapons, writing them off as a actions in combat and were much loved by their
3
bad idea. The Ilosta Lancer Destroyers were commanders.
stripped of their laser weapons and were later
used in testing of newer particle weapon Kalichar Lance Cruiser
technologies. Because of this the Ilosta Lancer
Base Hull (Uncommon)
Destroyer class ceased to exist except on paper
in September of 1953. The Kalichar Lance Cruiser represents
the pinnacle of Circasian particle lance
development. The Lancer Design Project, which
Ilustris Heavy Destroyer had given birth to such ships as the Xandar and
Base Hull (Common) Shenna during the previous two decades, had
The Ilustris Heavy Destroyer was one of been working for years on a capital ship
the largest warships of its day. Classed a heavy equipped with the particle lance weapon. The
destroyer by the War Council, the Ilustris could design team was later presented with a series
have been better called the heavy cruiser of its of requirements very similar to those given to
day. Ilustris Heavy Destroyers formed the core the designers of the Thrace Jump Cruiser and
of Circasian patrol fleets, one Ilustris usually forced to adhere to them in the designing of the
operating as the command ship for the fleet. new Kalichar. Although the Thrace would prove
Although technologically advanced, the to be the more popular of the two designs, the
Ilustris was still inferior to the ships operated by Lancer Design Project had earned a great deal
other powers in the region, including many raider of respect and maintained strong support at that
warships. Nonetheless, the Ilustris was a time from prominent military leaders.
capable warship and proved to be one of the The Kalichar Lance Cruiser is built
most effective of the Circasian’s early starship around a pair of particle lances and an

Empire Rising
hulls. assortment of tertiary heavy and light weapons.
A formidable warship, the Kalichar was easily
the most powerful Circasian cruiser of its day.
Ilustris Command The Lancer Design Project fell out of
Destroyer favor after the Chouka War, a fact that would
Ilustris Variant (Rare) keep the Kalichar from being widely produced
As the Raider Wars continued, the or adopted by the Circasian Empire. The
Circasian War Council identified a need for an Kalichar Lance Cruiser, despite its success in
improved command and control presence in tactical simulations, became a victim of shifting
larger patrol fleets. Most fleet commanders political alliances.
placed their flags on destroyer craft or carriers
in the fleet, but these ships did not have the Kandara Siege Frigate
dedicated C2I (Command, Control, and Xandar Variant (Uncommon 1972-1975/Rare)
Intelligence) equipment necessary to effectively After the first few defeats at the hands
direct large fleet actions. of Chouka Empire, the Circasians were
An uprated version of the Ilustris Heavy desperately seeking to both narrow the
Destroyer was ordered to fill this need. This technological gap and supplement their fleets
improved command model included dedicated with additional ships. The Siege Cannon was
fleet command facilities, a bleeding edge developed mid-war as a means to destroy
electronics package, and a reinforced space Chouka defenses quickly and efficiently, and
frame that allowed it to mount larger, more was first mounted on modified Kolanis Cruisers.
powerful weapons. Unfortunately the cost of Circasian military officials were unsatisfied with
one command destroyer was nearly twice that modifying existing cruisers to mount the weapon.
of a standard model. Instead they began looking at other ways to field
Despite the expense the War Council the weapon without compromising current fleet
authorized the construction of several Ilustris strengths. The Xandar Lancer Frigate was the
Command Destroyers. The improved C2I original ship to mount the particle lance, the
facilities proved invaluable in coordinating fleet

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3 siege cannon’s predecessor, but much of the the cost of commissioning a newer frigate to take
Xandar fleet had been decommissioned prior its place and subsequently the Xadra was
to the Chouka War. Circasian officials decided scheduled for decommissioning. The Xadra was
to save a few Xandars from the scrap yard and given a reprieve from its fate and instead
attempt to convert them to carry the newer siege redirected to an orbital facility to become the
cannon. first of the new Kandara class of siege frigates.
The massive size of the siege cannon Based on a design by Paul Brown and
combined with the age and disuse of the Xandar Geoffrey Stano.
Frigates proved to be problematic for the new
design. The weapon was much larger than the Katihra Destroyer
original armament and required an array of
Base Hull (Common)
secondary equipment. Much of the armament
had to be removed to provide for both the power The Katihra class of destroyers is one
and space of the siege cannon. The power of the oldest military warships fielded by the
required for both the weapon and its secondary Circasians. This craft was used primarily for
systems was so great that power needed to be security, protecting commercial interests in and
rerouted from the engines just to fire the weapon. around Circasia. Katihras lacked the dense
The resulting ship was dreadfully slow composite armors of later ship classes, instead
without the deactivation of the main armament, relying on primitive ablative armors. This put the
which was necessary in order for the ship to keep ship at a disadvantage against newer laser and
pace with the rest of the fleet. It was little more particle beam weaponry.
than a mobile siege cannon. The lack of thrust At the end of the Katihra’s useful life,
limited its ability to support the fleet on the most were sold off to the civilian sector where
they became employed as cargo couriers and
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battlefield. With the weapon powered the ship


took too long to orient itself towards its target, executive liners. Many of these ships could still
especially while using the relatively new and be seen flitting between starports during the
inaccurate tactical jumps from hyperspace. If the Chouka War era.
Kandara came in with power diverted to engines
it could easily line up the target but would then Kiralina Jump Ship
have to wait precious minutes while the main Base Hull (Rare)
gun powered up. And with limited secondary The first large explorer vessels built by
defenses the Kandara would be easy pickings the Circasians, the Kiralina Jump Ships were a
for any enemy ships. massive undertaking for the Circasian Empire
A few Kandaras were produced but had during their early years of interstellar exploration.
very limited success on the battlefield. Like the It was the Kiralina Jump Ships that mapped out
Kolanis siege cannon variant they were quickly the early hyperspace routes connecting Circasia
decommissioned after the war, though several to other nearby systems and ultimately opened
were retained to complement planetary the Empire to the galaxy.
defenses in the Circasia system. The Kiralinas continued to explore on the
One of the Xandar Lancer Frigates frontier throughout the Circasians early conflicts,
saved from the striking block and used as part expanding the influence of the Circasian Empire
of the Kandara fleet was the Xadra. The Xadra to new systems even after nearly eighty years
was one of the first Xandar frigates to have left of service. The Kiralinas were finally
Circasian shipyards after the introduction of the decommissioned in 1978 after mounting safety
highly experimental Xandar Lancer Frigate. The concerns following a catastrophic reactor system
Xadra had spent the previous ten years patrolling overload destroyed the Mishila.
the shipping lanes near Senshuka. An
encounter with a raider galleon had left the
frigate heavily damaged, completely destroying
Kolanis Cruiser
the lower lance mount. The cost to repair the Base Hull (Common)
damage was unacceptable when compared to The first cruiser hull produced in any
quantity, the Kolanis Cruiser is a poor attempt

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3
Kolanis
Cruiser

to project firepower on a capital ship hull. The an easy hull to modify and in many ways had
Kolanis Cruiser was built for long range probing already been replaced by the more popular
missions, a necessity during the early days of Thrace Jump Cruiser.

Empire Rising
the Circasian Empire before extensive jump The ak-Tai War was the final nail in the
networks were formed. The Kolanis was able Kolanis Cruiser’s coffin. The Kolanis simply
to carry enough supplies and spare parts to couldn’t take the damage that other cruisers its
supply three frigates on attack sorties into other size could, and it was hopelessly outgunned
systems. Kolanis Cruisers were often pressed compared to modern combat units. The Kolanis
into other roles and converted as needed. was no match for the ak-Tai Thor’usal Heavy
Commonly Kolanis Cruisers not destined for long Cruisers, let alone the array of lighter ships the
range patrol missions would convert their cargo ak-Tai and their allies fielded. Casualties were
space into two six-fighter hangar bays, allowing high and more valuable skilled personnel paid
the ship to field a squadron of fighters. The the ultimate price for the Empire with each
Kolanis also made an acceptable ad hoc assault cruiser that exploded in flames.
ship, converting its cargo hold into troop quarters Following the war, all Kolanis Cruisers
for half a division of troops. remaining in service (about ten of them) were
During the Chouka War, the Kolanis mothballed at the Circasian lunar facility of
Cruisers served well as combat units and front- Hathdam. They would later be reborn as the
line logistics vessels, but the ratio of combat Koric Mine Cruiser.
ability to cost was staggeringly high, too high
for the still small Circasian Empire. Following Kolanis Siege Cruiser
the war, military support for more cruisers cooled
Kolanis Variant (Rare)
with attrition becoming the name of the game.
As Moshesta production increased, production The Kolanis Siege Cruiser is a late-war
on Kolanis hulls almost ceased. The remaining conversion of the Kolanis Cruiser designed
Kolanis hulls were considered for a weapons explicitly for long-range heavy bombardment
upgrade two years after medium plasma cannon support, something that became a necessity
technology was first successfully demonstrated during the Chouka War. Circasian tacticians
on the Moshesta frigate, however the War knew that cracking the orbital defense bases of
Council ultimately decided that it would be too the Chouka would be a daunting task and
costly with too little return. The Kolanis was not something that the existing Circasian ship

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3 classes may not have been able to handle mothballed Luscans, but the war only acted to
without higher than acceptable losses. stave off the ships’ inevitable journey to the scrap
In previous years, Circasian research yards. The last Luscan Assault Frigate was
and development teams had been working off officially decommissioned in the spring of 1996.
and on attempting to develop a successor to
the particle lance but had little success in Moshesta Frigate (Alpha)
developing an acceptable prototype model.
Base Hull (Common)
Some showed distinct promise but there were
always problems associated with them that kept One of the longest serving classes in the
them from entering mainstream service. The Circasian Star Forces, the Moshesta Frigate was
war with the Chouka, however, accelerated the pinnacle of Circasian military development
research in this direction and eventually led the during the 1960’s. The Moshesta was
project to fruition. envisioned as a cheap answer to the military’s
The Kolanis Siege Cruiser replaces its need for increased numbers of warships
cargo bays and many other tertiary ship systems following the end of the Raider Wars. This mid-
with two enormous siege particle cannons. sized frigate could perform near-colony defense
These weapon mounts are capable of dealing against pirates as well as general system patrols.
immense amounts of damage to the target. The After battle reports continually showed that the
cohesiveness of the beam fired from the cannon Moshesta Frigate was an able combatant.
also proved to be highly effective in long-range Dozens of Moshesta Frigates were produced to
bombardment. meet the needs of the Circasian fleet and soon
The first two Kolanis Siege Cruisers it was one of the most common vessels in
made their presence known at the Battle of Circasian service.
The Moshesta Alpha model saw its first
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Mishtuki. In that battle, it was the Kolanis Siege


Cruisers that were responsible for destroying non-police combat action during the Chouka
Mishtuki Station, a move that saved countless War. The speed and mobility of the Moshesta
Circasian lives in the assault. allowed for stunning victories over the more
Several Kolanis Siege Cruisers were ponderous Chouka warships. Each Moshesta
built after the war was over, but most of them carried enough firepower to be a threat on the
were either destroyed or scuttled due to long- battlefield, and the flotillas of these ships fielded
term systems problems with the siege cannons. by the Circasians increased their deadliness. Of
all of the designs employed by the Circasia
Empire at that time, the Moshesta was regarded
Luscan Assault Frigate as the most important and influential in most
Base Hull (Common) battles and was quickly heralded as the pinnacle
The Luscan Assault Frigate formed the of naval engineering.
backbone of every troop deployment by the early
Circasian Empire navy. Luscan Assault Frigates
are small atmospheric transports intended for
landing Circasian marines directly on enemy soil.
Before the Chouka War the only action
Luscan Assault Frigates saw was transporting
troops back and forth between Circasian bases
and colonies. It was during the activation of the
Mishtuki Plan that the first Luscan Assault
Frigates headed into the battle zone filled with
their deadly cargo.
The Luscan Assault Frigates were
eventually pushed out of service, beginning in
1975, to be replaced by another, larger troop Moshesta
transport model. The War of the Seven Stars Frigate
necessitated the reactivation of many

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Moshesta Frigate (Beta) larger arcs of fire, making it more effective in
3
combat.
Moshesta Variant (Common)
While Olcata Frigates never performed
Because of its fame, the Moshesta was to expectations they were a common sight within
one of the first hulls considered for widespread the Circasian territories and were most often
upgrades in the fleet. Following the war with used in an escort role. The Olcata was
the Chouka, new technologies were quickly eventually replaced by newer frigate designs,
recovered from scientific records taken from the including the Moshesta Frigate.
Chouka homeworld and from combat scans.
The new Moshesta Beta model was the first
Circasian warship to be outfitted with the Reglata Bombardment
advanced medium plasma cannon. Several Cruiser
unique Moshesta hulls were also used to testbed Base Hull (Rare)
other new weapons and technologies developed
The Reglata Bombardment Cruiser is a
after the war, though none of those were as
larger version of the Toltara Destroyer designed
successful as the widely produced and
and produced by the same ship manufacturer
upgraded-to Beta model.
as the Toltara. The Reglata was meant to serve
In the wake of the Chouka War, most
as a heavy capital ship in the Circasian fleet and
new Moshesta Frigates took on the names of
to this end was armed with four dual rocket
famous Moshesta commanders from that war.
launchers, allowing the ship to fire a continuous
It became a point of honor for the ships, and
stream of rockets at the enemy.
those few Alpha models that were retained in
The expectations for the Reglata were
service due to inability for an easy upgrade were
perhaps too high, and the incredible cost of
rechristened with the names of their current

Empire Rising
maintaining and resupplying the ship proved to
commanders who would command them until
be detrimental to its success. The original order
decommissioning.
of fourteen Reglatas was slashed down to only
five after construction began. A few additional
Nalessin Military Freighter Reglata hulls were laid down, but not many.
Base Hull (Common) The Reglatas were originally meant to
The Nalessin Military Freighter replaced serve as a heavy cruiser in the fleet but instead
Gallah Transports as the Circasian military’s found themselves operating as long-range
primary logistical supply vessel upon its bombardment support units for larger Circasian
introduction to the fleet. Larger and better patrol fleets.
equipped than the Gallah, the Nalessin Military
Freighter proved capable of moving larger cargo Rollan Heavy Cruiser
loads while being able to fend off minor raider Base Hull (Common)
attacks.
The Rollan Heavy Cruiser was the
standard Circasian cruiser during the period
Olcata Frigate immediately prior to the discovery of
Base Hull (Common) hyperspace. These ships are small, little more
One of the Circasians second- than destroyer-sized when compared to later
generation warship hulls, the Olcata Frigate was Circasian units. However during their heyday the
meant to replace older ships such as the Yollana primitive Rollan Heavy Cruisers were the most
that had proved ineffective at combating the powerful ships in the Circasian fleet.
raider threat. The Olcata Frigate was designed After making contact with alien cultures,
to be smaller and more cost-conscious than the War Council realized just how antiquated
older frigates. These savings were then used their own fleet was. The first in a series of military
to allow the ship to mount more advanced overhauls left the Rollan Heavy Cruiser behind,
weaponry in larger, more expensive turret a relic of the Circasian’s naval history. Rather
mounts. These mounts provided the Olcata with than being struck, as the ships were simply too
valuable to be sent to the scrap yards, the Star

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3 Forces converted the decommissioned Rollan Thrace Jump Cruiser
Heavy Cruisers into a civilian cargo fleet. These
Base Hull (Common)
ships operated under nominal military control for
several years before being finally sold off to The Thrace Jump Cruiser stands as one
civilian interests. of the most important starship developments in
Circasian history. Before the development of
the Thrace very few Circasian ships were
Rotarra Police Cutter equipped with jump engines, owing mainly to
Base Hull (Common) the low concentrations of the rare material
The Rotarra Police Cutter is an older terrentium in the Circasian home system. The
starship used during the period following first war with the Chouka, however, illustrated just
contact. Designed to serve as a light frigate how important the strategic movement
within the Star Forces, the Rotarra was instead advantage jump engines provided could be.
relegated to the role of a small patrol boat Although development on the Thrace
charged with keeping the peace along the newly Jump Cruiser began during the Chouka War,
formed Circasian borders. the first operational prototype hull was not
Rotarra Police Cutters were ill prepared completed until 1975. These ships were fitted
for their mission. Most alien ships were far more with the newest weapons and technologies
advanced, with better weapons, armor, and available to the Circasian Empire. Although the
equipment. Thrace had originally been intended as a
strategic fleet support element, the needs for a
Shenna Strike Carrier next generation cruiser hull prompted the
Circasian War Council to increase the number
Base Hull (Uncommon)
of ships ordered for production. Terrentium
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Developed alongside the Xandar Lancer deposits in Senshuka allowed the Circasians the
Frigate, the Shenna Strike Carrier is the second resources to make the mass production of a
vessel to mount the particle lance. The Circasian jump-capable cruiser a reality.
War Council had determined that a new carrier The Thrace Jump Cruiser soon became
design was needed to replace older Circasian a ubiquitous element of the Circasian order of
carriers currently in service. Additionally, it was battle and took its place as the primary cruiser
decided that any new carrier would need to be in Imperial fleets. Despite the Thrace’s
able to hold its own in battle. advancements in ship construction and weapons
The Shenna is equipped with two particle technologies it proved unready for combat
lances. Unlike the particle lance used by the against the likes of ak-Tai and Lleskath forces.
Xandar, the entire particle lance assembly is Thrace Jump Cruisers were relegated to
integrated into the Shenna’s hull. Fielding three secondary positions during the mid-1990’s,
flights of fighters, the Shenna can provide moved from the frontlines back to patrol and
suitable fighter cover for small Circasian fleets. policing missions within the Empire.
Unfortunately for the Circasians, the
corporation whose shipyards were contracted
to produce the Shenna Strike Carrier faced Toltara Destroyer
financial decline following the completion of the Base Hull (Common)
last batch of Xandar Lancer Frigates ordered The Toltara Destroyer is a smaller cousin
by the Circasian Empire. They had underbid on of the more powerful Ilustris Heavy Destroyer.
the project and, although the Shenna contract Equipped with a pair of dual rocket launchers,
proved lucrative (albeit short lived), they could the Toltara offers extra long-range firepower to
not make up for the losses incurred in the Circasian patrol fleets.
production of the Xandars. They would later Toltara Destroyers were never popular
recover but few more Shennas would be postings in the fleet and the destroyers ultimately
produced, keeping the class rare in Circasian proved to be a logistical burden to the still
service. developing Circasian Empire. Newer warships

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eventually replaced the Toltara and they moved cannons in a vain attempt to offset these
3
into other support roles in the fleet. disadvantages, but their early shakedown
cruises ended in disaster and all were scrapped
Tormin Light Cruiser following the war.
The few Tormin Light Cruisers that
Base Hull (Common)
survived the war were not scrapped or
An advanced hull coming into service mothballed but instead sold to the Th’sook.
only a year before the Chouka campaign, the
Tormin Light Cruiser was a showcase for the
new engineering and technological Tratha Light Cruiser
breakthroughs made by the Circasians in the Base Hull (Common)
previous two decades. The Tratha Light Cruiser was developed
A mid-sized, compact heavy combat by the Circasians to provide a warship that had
vessel, this ‘light cruiser’ (it was later sometimes more firepower and durability than a frigate, but
referred to as a ‘heavy destroyer’) filled a very less than that of a medium or heavy cruiser. The
important role in the Circasian order of battle. Tratha Light Cruiser is more of an escort vessel
The Tormin was designed to perform the mission than a stand-alone warship, however, as it is
objective of a light warship, providing combat equipped primarily with short-range particle and
support to other fleet elements. plasma weapons. Most Tratha Light Cruisers
The Chouka War saw the Tormin’s first were operated in just this manner, being used
active service, though very few hulls had been to screen friendly warships against incoming
completed at the beginning of the conflict. enemy fighters.
Production increased and was maintained at a The Tratha Light Cruisers couldn’t be
fevered pitch throughout the war, but an upgraded to the new technologies developed

Empire Rising
appreciable amount of new Tormin Light following the Chouka War. These ships
Cruisers did not enter service until after the remained in service as escorts until better craft
subjugation of the Chouka people. could be procured, but the Trathas soon found
Following the war, the military smiled themselves escorting freighter convoys instead
upon the efforts of the lesser Moshesta frigate, of heavy cruisers.
not the Tormin Light Cruiser. As far as they were
considered, the Tormin Light Cruiser was still Tratha-E Scoutship
an untried hull and they did not have the hard,
Tratha Variant (Rare)
definitive combat analysis to support its abilities,
while they had such information on the Moshesta As the Circasian Empire continued to
Frigate’s combat performance. The Tormin grow it became obvious that the small fleet of
silently served, patrolling new territories and dedicated explorers could not adequately
exerting control over sectors newly discovered maintain the needed pace of exploration. The
by Circasian explorers. The Tormin cruisers Tratha hull proved acceptable as a starting point
received major structural upgrades starting in for developing a mid-sized jump ship.
1976, with the last Tormin being upgraded by The Tratha-E Scoutships were used to
1980. This round of upgrades hardened the follow up on previously explored system located
armor on the outer structure blocks while by the larger Kiralina Jump Ships. Because of
retrofitting advanced weapon systems to the hull. this the Tratha-E Scoutships are optimized for
The Tormin Light Cruiser saw its last performing planetary survey missions and
major conflict during the Circasian/ak-Tai war. scientific research, not combat situations.
The fleet elements of the ak-Tai Hegemonic
members and their fleet tactics left the Tormin Yollana Escort Frigate
as little more than cannon fodder in most battles, Base Hull (Common)
and the light cruiser could not do appreciable The Yollana Escort Frigate is the original
damage to enemy ships before being torn apart modern Circasian police ship. This ship was
by fighters and medium ships. A limited amount designed to escort the larger, slower freighters
of Tormins were refitted with repeating plasma traveling through Circasian space. The Yollana

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3 was armed heavily for a ship of its time in order the main engines, thrusters, and reactors for the
to better counter raider forces that had begun frigate. Command facilities (four of them, each
to filter into Circasian space and prey on acting as distributed nerve centers) are mounted
shipping. towards the front of this section. The last
The fixed arc particle beams were found section, the hangar and auxiliary weapons
to be inadequate for a ship of its type and the segment, is connected to the engineering
Yollana was eventually phased out of service. section through a series of walkways and
Those that remained in service during the connecting struts. Here the ship’s two shuttles
Chouka War protected the backwater territories and rocket weaponry are stored, with retro
of the Empire, including those outposts that were thrusters mounted underneath.
on the edge of known space and distant from During the ongoing Raider War, the
other inhabited worlds. By the War of the Seven Xandars were seen as affordable, successful
Stars, all of the Yollanas had been scrapped. units for hunting down raider fighters and armed
freighters. The state of the art technologies built
Xandar Lancer Frigate into the Xandar Lancer Frigates were more than
a match for the raider forces. Where the
Base Hull (Common)
Xandar’s sibling, the Yollana Escort Frigate, was
One of the first military vessels unable to put up enough of a fight to be effective,
constructed in numbers by the Circasians, the the Xandar was capable of fighting running
Xandar Lancer Frigate was an interesting ship battles while maintaining combat effectiveness.
concept that came to fruition. Designed to Before the Chouka War started the
include a large under slung gunnery implement, Xandar Lancer Frigates began to be
the Xandar is an odd looking ship, but one who decommissioned slowly, replaced by newer
gains additional firepower at the cost of a non-
Empire Rising

ships—primarily the Moshesta Frigate. The


integrated hull design. The ship is actually made Lancer Design Project, however, lived on,
up of three definite sections; the first, the actual though the proposed designs never were
gun or “lance” is a massive construct that thought as progressive as in the days of the
allowed for the pairing of two light particle Xandar. The Kalichar Lance Cruiser would be
cannons (then bleeding edge technology) into the next and final iteration in the lancer design
a single housing. This setup had some lineage.
limitations but was seen to be far superior in the
short run to attempting to integrate the light
particle cannons in any other fashion. The
second and largest section is the engineering
and control section, the rear of which houses

Xandar
Lancer Frigate

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frequently seen and widely used base in the
3
Bases, Satellites, Circasian Empire for over half a century.
In battle, Mukanta Small Bases are
& Mines forced to rely on their escorts and garrison fleets
for defense. Despite being well armed with
expensive dual rocket launchers, the Mukanta
Jenholen Space Station cannot take on an enemy warship and hope to
Base Hull (Common) survive.
Jenholen-type Space Stations were fairly As military use of Mukanta Small Bases
common sights within Circasian space. Named declined starting in the 1960s, most bases of
after the first space station of the class, placed this class were slowly decommissioned. New
in orbit of the gas giant Jenholen in the Circasia Mukanta Small Bases continued to be built by
system, Jenholen Space Stations are designed civilian interests that desired an orbital presence
as multipurpose ports of call. Principally at which to carry out research or commerce
operated and maintained by the Star Forces, related activities.
Jenholen Space Stations are often open to
civilian traffic and are used as trading posts, Taryn Starbase
meeting places, industrial complexes, scientific
Base Hull (Uncommon)
research centers, and more.
The Taryn Starbase is the primary
military station operated by the Circasians. Taryn
Morket Defense Satellite Starbases are not meant as defense bastions
Base Hull (Common) but instead serve as command and logistics
The Morket Defense Satellite was centers for the Circasian fleet. These starbases

Empire Rising
developed after the Circasians made first contact are well armed for their own defense, but rely
with other alien races. It was determined that a heavily on their cadre of supporting defsats for
strong defensive position had to be taken to protection.
protect Circasia and her colonies from possible As of the Chouka War five Taryn
alien aggression. This need was made even Starbases had been constructed with three
more real when bands of pirates, raiders, and located in Circasian, one in Senshuka, and the
brigands began migrating into Circasian space last in Res‘den.
to prey on unprepared merchants and
installations. Circasian Mines
The Morket is an odd satellite design in
Circasians have seldom used mines or
that it is asymmetrical. It is a three-armed
engaged in mine warfare during their time in
structure, each arm containing one of the
space. Circasians rarely mine high traffic
satellite’s three rocket launchers and their
corridors or areas within the vicinity of fixed
internal magazines. A single light laser is
orbital facilities. Circasians do, however, lay
mounted in a rotary turret as a separate section
minefields around important defense and
of the satellite.
listening posts to better protect them from
The short range of the Morket’s rocket
surprise attack. Such bases are usually
launchers eventually forced them to be
constructed in isolated locations that see very
withdrawn from service and replaced with newer,
little military traffic and no civilian or commercial
more advanced satellite designs.
traffic.
Due to the Circasian deployment policy
Mukanta Small Base on mines, the Circasian Star Forces had only
Base Hull (Common) developed a handful of basic mines by the time
The Mukanta Small Bases were often of the Chouka War. In any case, no Circasian
used by the Circasians as listening posts and mine would ever be encountered in a location
fuel depots throughout Circasian space. that could possibly see non-military traffic.
Mukanta Small Bases were by far the most

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3 Fighters & policing and defense duties as well as forward
observation and scouting where their ability to
travel ahead of the fleet allowed them to gauge
Shuttles enemy forces and/or resistance and relay
information back to their carrier.
Kolam Long Range Fighters were
Istale Light Fighter expensive to produce and proved unpopular due
Base Hull (Common) to the logistics of long duration fighter
The successor to the Vakar Starfighter, operations. In addition to these problems, pilots
the Istale Light Fighter was a response to the also found that Kolam fighters were simply not
growing raider activity within Circasian borders. equipped for mainline combat duties.
The Istale Light Fighter was designed to better
combat comparable raider fighter designs and Rehka Heavy Fighter
as such functioned as an interceptor within the
Base Hull (Uncommon)
Circasian fleet. The Istale’s speed and durability
proved a major advantage in combat and the The Rehka Heavy Fighter was the first
fighter soon became the standard Circasian heavy fighter deployed by the Circasian military.
fighter. Used solely by the Star Forces, the Rehka Heavy
The Istale Light Fighter served as the Fighter is an incredibly durable fighter and the
primary fighter craft of the Circasian Empire until first to mount the light particle beam. The Rehka
the development of the hardier Jaga Medium was meant to serve as a dual role fighter equally
Fighter in 1978. The last Istale Light Fighter was capable of providing heavy escort for freighters
officially taken out of service after the end of the and task forces, screening against enemy
fighters, as well as being able to disable or
Empire Rising

ak-Tai War.
destroy enemy warships. To this end the Rehka
was optimized for space combat at the expense
Katin Breaching Pod of atmospheric combat abilities.
Base Hull (Common) The Rehka was a stronger fighter than
The Katin Breaching Pod used by the the Vakar or the later Istale, but it proved
Circasians is a typical, unarmed breaching pod. awkward and slow and unable to combat the
The early Circasian forces had little use for faster light fighters operated by other powers,
breaching pods but the Raider Wars brought on including the raiders. The issue of basing
a desperate need for boarding craft. It was one became an issue for the Circasians as well. The
thing to hunt down and disable suspected pirate Rehka Heavy Fighters simply took up too much
craft, but getting personnel to the ships using valuable hangar space and could not be easily
hull boring and direct ship-to-ship connections based on existing carriers. New build carriers
was a hassle. designed to operate the new heavy fighters were
The Katin Breaching Pod is a fast design, expensive and production was slow. All of these
though its engines are highly volatile and do not elements limited the Circasian deployment of
take well to damage. Despite this, the Circasians the Rehka and later heavy fighter designs.
fully embraced the Katin Breaching Pod and
continue to use it as their primary boarding craft. Ruglin Aerospace Fighter
Base Hull (Common)
Kolam Long Range Fighter The Ruglin was the first Circasian space
Base Hull (Uncommon) fighter and it shows. Still trying to get a grasp
The Kolam Long Range Fighter is on ship and fighter design, the Ruglin is a very
optimized for long-range flight operations. This poor fighter platform incapable of posing a threat
two-seat fighter is equipped with additional fuel to even the worst enemy fighter. Slow with no
capacity that allows the fighter to operate farther armor and a single gun, the Ruglins were quickly
from its carrier. Kolam Long Range Fighters taken out of service and replaced by more
were used for system patrol to aid in local competent craft.

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Heavily armored, this large fighter is equipped
3
Skesha Defense Fighter with three light particle beams, allowing it to
deliver potentially devastating barrages to
Skessa Variant (Common)
enemy ships.
Based on the popular Skessa fighter The Tyra Heavy Fighter saw very little
chassis, the Skesha Defense Fighter is an activity during the Chouka War by virtue of the
advanced model Skessa redesigned for dual fact that heavy anti-shipping fighters had not yet
environment use. Entirely redesigned and been widely adopted by the Circasian military
reengineered, the Skesha Defense Fighter and few carriers were available from which to
quickly replaced the Skessa as the standard base such large fighters. Tyras were used
planetary air defense fighter. With better thrust, sparingly during the war, with a substantial
armor, and the ability to fight in space, the number of these fighters not seeing service until
Skesha was an influential early Circasian star the closing months of the conflict. Tyra Heavy
fighter design. Fighters saw heavy use in the final Battle of
Within a decade of their deployment few Chouka where they proved themselves to be a
Skessas remained in service, most being retired worthy counterpoint to the Chouka Bloodlust
as replacement Skeshas became available. The Assault Fighters.
Ruglin, too, fell out of favor and was replaced After the war, the Circasians
by the more powerful Skesha design. Planetary experimented with fielding a greater number of
fighter garrisons continued to rely on squadrons Tyra Heavy Fighters, but the early momentum
of Skesha Defense Fighters for defense into behind the movement waned and by the time of
the mid-20th Century. Such fighters were also the War of the Seven Stars the emphasis had
widely used by civilian defense companies with returned to designing and maintaining a fleet of
most Circasian civilian fighters operated after

Empire Rising
advanced interceptor fighters, not anti-shipping
1930 being of the Skesha type. fighters. It would not be until the Escalation Wars
that the Circasians would find need for a new
Skessa Atmospheric heavy fighter design to finally replace the Tyra
Fighter Heavy Fighter.
Base Hull (Common)
This atmosphere-only fighter design was Vakar Starfighter
popular on Circasia in the 19th Century. Better Base Hull (Common)
in many ways than the dual environment Ruglin, The Vakar Starfighter represents a major
the Skessa Atmospheric Fighter had better leap in fighter construction for the Circasian
armor and a small profile. Most national defense Empire. The first fighter design to mount two
agencies operated Skessa Atmospheric Fighters ultralight particle beams, the Vakar also boasts
for local defense operations because of their a pair of improved engines that increase overall
better atmospheric combat abilities and lower thrust. New fire control computers and tactical
maintenance costs. display system were also installed in the Vakar.
Note that the Skessa can only be These improvements made the Vakar Starfighter
operated in a scenario that allows for a significant improvement over older fighter
atmospheric fighter entry and combat. Even if designs.
a Skessa managed to survive the transition from The Vakar Starfighter remained the
atmosphere to vacuum, the cockpit would primary fighter in the Star Forces until the
quickly depressurize, instantly killing the pilot. development of the Istale Light Fighter. The
Vakar participated in combat actions throughout
Tyra Heavy Fighter the Circasian Raider Wars and were well
regarded by Circasian pilots who valued their
Base Hull (Uncommon)
sturdiness and dependability.
The Circasian’s second heavy fighter
design, the Tyra Heavy Fighter was introduced
in 1967 as a dedicated anti-shipping fighter.

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The Chouka Theocracy
4
4.0 The
Chouka
Theocracy
Background
The Chouka are a race of methane
breathing creatures that can best be described
as a bizarre bipedal amphibian-like creature.
The Chouka are quite tall, though their bodies
lack mass and appear frail and weak, which is
for the most part true. Their wrinkled skin ranges
from dark red to light pink in coloration. The
most notable physical feature of the Chouka is
the odd gill-like structures set atop their heads. city-states gave way to larger republics, leagues,
Most races find the rhythmic convulsions of this and eventually empires. All of these new political
undulating structure both offensive and entities operated under mutual goals while
distracting, but the Chouka have never cared asserting a great degree of sovereignty.
Empire Rising

what others, let alone aliens, think of their Disputes between nations were handled by the
appearance. Chouka eyes are also quite large religious coalition, which had by this time come
compared to that of other species. Chouka have to be known as the Circle of Elders. The Circle
excellent night vision, a side effect of coming of Elders acted as a neutral party in such cases,
from a very dark, overcast world. dispensing justice and counsel to feuding parties.
The Circle’s claims of neutrality usually could not
be further from the truth but the decisions of the
Intermediate Period coalition were more often than not respected by
The Chouka were unified by their those involved. The Chouka people saw the
religious institutions’ spiritual unification in the Circle as the moral authority of their species,
Earth year 1483. Before this time internecine while the Chouka national rulers respected their
wars directed by the heads of planetary religious position of dominance over church and state.
institutions plagued Chouka. The constant With rapid industrial, technological, and
chaos strangled the emerging industrial social progress, the Chouka experienced a
revolution, an event that had been threatening renaissance of culture, art, and philosophy that
to begin for over seventy years. Following the had not been enjoyed since the heyday of the
unification, the Chouka people joined together first city-states. This time in Chouka history was
in a never before heard of solidarity that allowed quite progressive and would be long
them to continue towards future technological remembered as one of the few golden ages in
and social development. recorded Chouka history.
In the early days of this new, unified
planetary order, a coalition of religious institutions
formed the foundation from which order and
Middle Period
tranquility sprang. A doctrine of non-interference As the power of the Circle grew its
between the orders was accepted which allowed members became more corrupt and lusted for
each sect to pursue its own individual goals. even greater power. Many clerics in the upper
Without wars of territory or ideology to echelons of the individual religious orders
distract them, the Chouka civilization desired greater dominion over the affairs within
experienced a cultural and social rebirth. Small their respective domains. This desire for power

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eventually led to many Circle members The first to pay the price of the Circle’s
4
attempting to dominate or undermine first local ascension to total power were those few
city governments and then, later, entire nations. dissenters among their ranks who had taken their
Many of the Circle’s members abhorred the acts message to the people over the previous
of their fellows and denounced their actions, but decades and had up to that point escaped
their warnings and opinions fell on deaf ears. persecution. Most were discredited, some simply
Most nations did not view the wise elders of the killed, to rid the Theocracy of potential political
Circle as subversive or power-hungry and thus enemies. A great purge swept Chouka, with the
ignored such warnings to the contrary. Those followers of the dissenters’ now alienated
that did take heed of the warning often saw religions paying the price for their leaders’
themselves overrun and conquered by their political views.
neighbors, who themselves were acting as Years, decades, and centuries passed.
proxies of the corrupt Circle members. The height of civilization experienced during the
By 1620, the last of the independent Intermediary Period was now mostly forgotten.
nations on Chouka had been absorbed, each Much of the technological innovations of the era
being taken into the control of the Circle either had also been lost, some due to the widespread
peacefully through annexation or brutally through destruction of the wars of the time, but just as
wars of religious succession. Commonly such many were destroyed by decree of the Circle of
conflicts began with edicts against those Elders. Most of the devices and inventions
dissenting members of the Circle of Elders that destroyed by such orders were those the Circle
held power in the independent territories. These leaders viewed as a possible threat to their
religious leaders were subsequently branded as control over the population.
heretics and enemies of the faith, the Circle New technologies continued to be

Empire Rising
claiming that they had turned against their god discovered (or, in the case of outlawed
as well as their own followers. Deadly technologies, “rediscovered”), though always in
inquisitions followed, almost always with the the name of ‘spiritual and moral’ enlightenment
support of the proletariat population. This period rather than technological development for its own
of history is known as the Middle Period and sake. Such religious propaganda was even
would play a central role in the development of associated with the development of weapons of
modern Chouka state. mass destruction. For a time nuclear weapons
Following these purges and the were even prayed to as the fruition of god’s fury.
usurpation of national powers by the Circle, the The Circle would later condemn this as an act of
First Circle of Elders was disbanded and a heresy when it became obvious that the people
Second Circle established. The first official were beginning to put more trust in technology
meeting of this new Circle of Elders would occur than the Theocracy itself – something that the
at the religious shrine of El’ham’za’mell in the elders had tried to avoid at all costs.
Earth year 1649. The ancient shrine dated back Each new generation of clerics used their
some two thousand years to a religion and power to further their own lofty ambitions,
civilization lost to the annals of time. It had wasting huge amounts of government money
become common practice since that time to and resources on their own pet projects and
make a pilgrimage to the site at least once in a vices. None of the general population knew what
lifetime as part of one’s personal service of happened behind the closed doors of the citadels
worship. The clerics attending and organizing of the Theocracy. The air of mystery that
the council hoped to use the aura of majesty pervaded the government did not bother them,
surrounding El’ham’za’mell to lend credibility to however, as they were assured that the institution
their new world order. It was amidst the holy had their best intentions at heart. This blind faith
ruins of El’ham’za’mell that the Circle of Elders in their religious leaders for guidance, in many
formed the Chouka Theocracy and set plans in ways harking back to the people’s belief in the
motion that would change the future of Chouka neutrality of the old Circle, allowed the Theocracy
forever while ensuring the clerics’ own personal to maintain a submissive population.
power.

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The Chouka Theocracy
4 The Modern Period meetings among the elders discussing just such
an event, but none had ever expected it to
The Chouka Theocracy established their
happen in their lifetimes. Cautiously the Chouka
presence in space in the 19th Century. The first
replied to the Novon communications and
major orbital facilities came online in 1833 and
attempted to establish contact.
many other space projects were started at
After several weeks of trial and error, a
roughly the same time. The Theocracy’s move
dialogue was finally established between the
into space was prompted as much by the desire
Chouka and the Novon scout. The Chouka
to tap several rich mineral deposits within their
learned that, not only were they not alone in the
home system as it was to search for spiritual
galaxy, they were literally surrounded by a half-
truths.
dozen other intelligent alien species. This
In 1837, the first true Chouka starships
dismayed the Circle, as the Chouka had long
left Chouka orbital shipyards to complete
believed themselves to be far superior both
extensive surveys of their home system. Robotic
intellectually and genetically, and the thought that
probes had been used for over a hundred years
other more advanced species existed in the
to explore the Chouka System, but none of these
unknown darkness of space was unsettling.
could return the kind of interactive data that
The leader of the Novon scout mission,
manned exploration missions could provide.
Nokar val-Harhee, represented his master,
Not long after these first explorers
Novon Trade Lord Harhee, in the negotiations.
ventured forth into their solar system the first
Nokar explained to the Chouka that Harhee was
colony was established on the neighboring world
in a position of great power within the hierarchy
of Ixmai. Thousands of potential colonists lined
of the Novon Trade Lords and that an alliance
up at Chouka starports waiting for their chance
would strengthen both of their positions. The
to depart to this or other fledgling colonies. It
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Circle was skeptical of Nokar’s claims and


soon became obvious to the Circle of Elders that
questioned his insistence in the matter. The
establishing scores of far-flung off world colonies
concept of conversing with aliens about galactic
would be ultimately self-defeating. The
politics was disconcerting to the Chouka and they
Theocracy ruled by application of force and
had a natural distrust of these outsiders.
intimidation and if too many Chouka should
The leader of the Theocracy at that time,
migrate to other colony worlds it would become
High Cleric Tieste refused Nokar’s offer of
impossible to monitor the entire populace and
alliance but instead presented a counter offer to
weed out troublemakers in order to prevent
the Novon captain. The Circle of Elders was
future dissension. Because of this stance, initial
unwilling to commit to a course of action based
colonization was limited to only a handful of small
on the unknown military or political situation
outposts in the home system, constructed at
presented by the Novon. However, the Chouka
locations of significant material value to the
were willing to provide Nokar’s master with raw
Theocracy.
materials and manpower in exchange for
advanced technologies to further the Chouka
The Aliens Appear cause. The Novon delegation agreed to consider
In 1878, the Chouka Circle was forced the compromise and excused themselves to
to admit the existence of other intelligent beings return to confer with Lord Harhee.
when a Novon scout ship transited into the The Circle, including Tieste, had believed
Chouka home system. Discord rippled through that the Novon would not be back, that their
the Theocracy. Many Chouka, including those reason for departure was an excuse to extricate
at high levels of the religious institutions, felt that themselves from the negotiations. It was a
this was a sign from the gods that they were surprise then when a small fleet of Novon
returning to pass judgment on the Chouka for transports arrived in the Chouka system ten days
their crimes. later. Nokar val-Harhee was among those
It did not take long for the Circle to realize captaining the Novon fleet and relayed the
that they were facing was a ‘first contact’ acceptance of Tieste’s compromise to the
situation. There had been many closed-door Theocracy. The logistics of the transfer were

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4

Empire Rising
quickly settled and the necessary goods Theocracy. As far as the Circle was concerned
transferred into Novon hands. In exchange for the Novon had provided them with knowledge
several million tons of both raw and processed that would have taken hundreds of years to
ores and the conscription of ten thousand develop and they were grudgingly thankful to
Chouka troops, the Chouka were presented with them.
a computer data terminal that included raw
technical information for such things as The Interstellar Period
advanced power generation systems, anti-
The next several decades saw the
gravity plating, and, most importantly, jump
Chouka spreading outward from their home
engines.
system and establishing diplomatic contact with
This influx of new technologies
their neighbors. Formal relations were
revolutionized Chouka science and within only
established with many of the races on their
two years a permanent jump gate had been
borders, including the Novon, Ukal, Kholran,
established linking the Chouka and Breth
Kástan, and Thaline. Relations were especially
systems. The first jump capable exploration craft
amicable with the Novon, despite the defeat of
came soon thereafter. Hyperspace and the jump
Lord Harhee’s forces in 1894. Strong trade
gate network had opened the whole universe to
relations with the remaining trade lords were
the Chouka, and the Chouka population was
established and maintained, the Chouka
struggling with the implications. The more
exchanging raw materials and valuable
puritanical Chouka saw the aliens as a threat to
terrentium to the Novon trade lords in exchange
their values and were openly hostile towards
for advanced technologies (primarily holographic
them. Many of these Chouka went so far as to
imaging devices), drugs, and military protection
advocate violence to maintain the purity and
from lesser trade lords. The trade was fairly
sanctity of the Chouka homeworld. Others saw
lucrative for both sides. Trade with the Thaline
the Novon and other aliens as saviors sent by
was also very strong, being the most active and
the gods to bestow great gifts upon the Chouka
mutually beneficial trade relationship the Chouka

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The Chouka Theocracy
4 would establish with an alien race. The Thaline Circasians or other opportunists. Their
and Chouka had an affinity for one another and homeworld suffered massive casualties under
both profited from the flow of trade across their orbital bombardment before the Circle finally
borders. surrendered in 1973.
For their part the Chouka remained Following the war, the Chouka were
diplomatically aloof, maintaining an ambivalent slowly integrated into the Circasian Empire. The
attitude towards their neighbors. Although the Circasians made no pretenses at fairness or
Chouka maintained embassies on most of the equality for the conquered Chouka. The
alien worlds in the sector, very rarely was an Circasians considered the Chouka to be second-
ambassador or his/her staff ever present. class citizens that existed to provide for the
Isolationism became the Theocracy’s Circasian Empire’s needs.
way of dealing with outsiders. That policy was For its part Chouka was a model
only strengthened when certain segments of the conquered population. The few guerilla forces
population began attributing the problems of on the planet had been quickly located and
Chouka to alien manipulation and influences. terminated shortly after the Circasian occupation
The Circle fanned this distrust of aliens as they force’s deployment and all organized resistance
saw it as another excellent tool on maintaining was eliminated within two years. The Chouka
control over the population. The Circle was rebuilt what they could with what funds they were
careful however to draw distinctions between allowed. The Chouka religious infrastructure had
those aliens that were friendly towards the been dealt a heavy blow by the bombardment
Theocracy and those that they believed to be a and subsequent occupation, but the systems
possible threat. were not wholly dismantled. The Circasians
Chouka exploration opened up many instead used them to manipulate public opinion
Empire Rising

new systems to them, but the expansion policies to calm and control the Chouka population. A
of the Theocracy limited the growth of new colony puppet Circle of Elders was installed to serve
worlds. The expense of maintaining their the will of the Circasians and further their long-
exploratory program was high and was term goals. Those leaders that had previously
constantly threatened by budget cuts. The Circle held positions of power within the Circle were
did not believe that expansion was necessary hunted down and imprisoned before being
for survival. The Chouka had built up an brought before military tribunals and tried for war
adequate defensive fleet to protect their crimes.
territories and none of their neighbors were For the Chouka people the memory of
perceived to be a realistic threat. Several had the years directly following the Circasian invasion
aggressive tendencies, such as the upstart of their homeworld slowly faded as their lives
Sshel’ath or the erratic Kástan, but because of returned to normal. Life underneath the
geography or simple numbers they were not Circasian Empire was really no different than that
considered to be threats to Chouka planetary under the Theocracy. They were forced to work
security. just as hard and the Circle remained a visible
facet of their lives, constantly espousing religious
War With the Circasians beliefs and handing down moral judgments. The
fact that the Circasians did not attempt to curtail
and the Aftermath Chouka religious freedom is probably one of the
Then came contact with the Circasians, most important reasons that the Chouka people
an event that would ultimately lead to the did not react with greater hostility towards the
Circasian/Chouka War (or simply the Chouka occupation.
War, as the Circasians often refer to it) and the The Chouka would be one of the races
ultimate fall of the Chouka Theocracy. The most devastated by the Escalation Wars, their
conflagration lasted more than two years, and homeworld changing hands several times over
ended with the Chouka fleet destroyed and their the course of the war. Many important battles of
people broken. Their empire had collapsed, all the Escalation Wars were fought over Chouka
of their territories being captured by the and it was considered a strategically important

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system throughout the war. After the war Chouka by 1990 or earlier, if not for the Chouka War.
4
was not only economically but also ecologically
devastated, being subjected to horrible Point Plasma Gun
bombardments by nuclear and biological
Manu Point Defense Cannon
weaponry. The Chouka Theocracy would be
reborn from these ashes, and the Chouka that The point plasma gun is the first plasma
lived through the wars vowed to never again weapon developed by the Chouka for use in their
allow their world to be taken by any invader, no space navy. The point plasma gun scores
matter the cost. damage to its target by way of a directed spray
of superheated plasma. It is this dispersed, wide-
area firing effect that gives the point plasma guns
Chouka their superior ballistic intercept ability.

Technology Heavy Point Plasma Gun


The Chouka have developed many Sasktam Heavy Point Defense Cannon
different types of weapons and technologies The heavy point plasma gun is an
during their time in space. Quite advanced for a improved version of the original point plasma
race that has only been in space for roughly 150 gun. The heavy point plasma gun benefits from
years, the Chouka owe much of their both an enhanced rate of fire and higher overall
advancement to having developed a high damage, making it more effective in combating
technology culture prior to reaching for the stars. fighters and other small craft. However, due to
Military applications for new technologies the nature of the point plasma weapons, the
were always the driving force behind the range of the gun is still limited compared to that

Empire Rising
Theocracy’s research programs, and as such of other plasma weapons.
such the Chouka developed a variety of different
types and classes of weapons. The Chouka Heavy Plasma Gun
eventually became the undisputed experts on Rig Heavy Plasma Accelerator
several fields of technology, most notably plasma The heavy plasma gun was the Chouka’s
technologies, besting even some of the older plasma weapon designed specifically for anti-
races in the region. shipping use. Developed only a few years before
By the time of their conquest the Chouka contact with the Novon, the heavy plasma gun
had started research into gravitic technologies, is inadequate at best when compared to the
as indicated by the gravitic tracting rod, but all Chouka’s more advanced plasma cannon
of this research was lost during the war. weapons. The Chouka used the heavy plasma
gun extensively until the development of the light
Directed Energy plasma cannon, at which point the heavy plasma
gun fell into disuse.
Weapons (DEWs)
Chouka military systems research
concentrated on the development of directed
Light Plasma Cannon
energy weapons as the offensive and defensive Sama Advanced Plasma Accelerator
mainstays of their fleet. The Chouka The light plasma cannon was commonly
demonstrated an early predilection towards fielded as a light secondary gun on most Chouka
plasma and laser based weapon systems. As ships. Often light plasma cannons were installed
the Chouka became more advanced, most of in turrets, granting them wider firing arcs and
their research energies were directed away from greater versatility in dealing with enemy threats.
plasma cannon research and into more The Chouka military favored the light plasma
advanced fields of research. Military historians cannon’s high rate of fire over the power of the
and weapons researchers agree that the medium or heavy plasma cannons. This better
Chouka Theocratic Guard Forces would have rate of fire could be very important in battle.
fielded advanced gravity assisted laser cannons

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4 Twin Laser Cannon
Medium Plasma Cannon Raja Suryatha Twin Laser Cannon
Yajur Plasma Cannon The twin laser cannon was the pinnacle
The tried and true medium plasma of Chouka laser technology. This weapon
cannon is used on several older Chouka warship combined two light laser cannons in a single
designs. The medium plasma cannon was the weapon housing. Chouka scientists were able
first of the plasma cannons to be widely used as to extend the weapon’s range by utilizing a more
the primary armament of a Chouka warship. The efficient power system to create a stronger, more
medium plasma cannon’s ability to pierce thick focused beam. The extended range of the twin
armors and do large amounts of damage to a laser cannon proved to be a marked advantage
target at close engagement ranges was very over previous plasma weapons, allowing for
appealing to the Theocratic Guard Forces. reliable target acquisitions beyond even the
The medium plasma cannon was range of the lauded heavy plasma cannon. What
eventually replaced with the more advanced is astonishing about the twin laser cannon is that
heavy plasma cannon. No longer the heavy the Chouka originally were attempting to create
weapon of the Chouka fleet, use of the medium a brutal short-range assault weapon when they
plasma cannon dropped off substantially, only developed it!
being used as a secondary weapon or on those The Chouka military quickly adopted the
hulls where a heavy plasma cannon could not twin laser cannon and ships were promptly
be installed. refitted to make use of the new technology. By
1960, nearly all of the ships in the fleet had
Heavy Plasma Cannon swapped their older heavy plasma cannons for
the new twin laser cannon. Some new
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Atharva Heavy Plasma Cannon


construction designs continued to use heavy
The standard Chouka plasma weapon, plasma cannons, but all of them also included
the heavy plasma cannon was preferred over twin lasers for additional tactical flexibility.
comparable weapons technologies because it
allowed a cruiser to potentially cripple an
opponent with a single, well-placed blow. Ballistic Weapons
The Chouka military had begun to phase The Chouka relied heavily on missiles in
out the heavy plasma cannon by the time of the their fleet, most notably on their planetary
Chouka War, replacing it instead with the newer defense platforms where the stability of the
twin laser cannon. Many new construction ships launch platform allowed them greater launch
and defense satellites continue to make use of ranges. Despite their reliance on such ballistic
both systems in hopes of a synergistic result. launch devices, the Chouka were slow to develop
newer, more advanced missile racks and tended
Light Laser Cannon to field ships with antiquated missile racks.
Surya Laser Cannon Most Chouka ballistic craft use the
original missile rack, the Type-I Internal Missile
At one time the most common weapon
Launcher (IML-I). The IML-I proved to be cheap
in the Chouka fleet, the light laser cannon is
to build and maintain and the Chouka saw little
prized for its small hardpoint size and reasonable
reason to mount anything better on their hulls.
damage potential. The light laser cannon
Some higher profile ships used Type-II
possessed better range than the contemporary
Internal Missile Launcher (IML-II), but these ships
point plasma gun and, although it did less
are relatively rare. The primary benefits of the
potential damage than the light plasma cannon,
IML-II were expanded internal magazine volume
proved to be a more reliable weapon.
and slightly better remote-guidance capabilities.
The light laser cannon served as one of
However the IML-II was space intensive and the
the Chouka’s main anti-shipping weapons until
Chouka had not managed extensive
the development of the medium plasma cannon.
miniaturization of the unit during the period. As
a result, a typical IML-II mount required the space

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normally occupied by two IML-I racks. All Chouka information related to gravitic
4
Despite the use of older technology technology was destroyed during the war. Much
within the mobile fleet, Chouka bases and of this knowledge was lost when military
satellites used the more advanced Type-III installations and manufacturing plants on
Internal Missile Launcher (IML-III) in order to take Chouka were destroyed by orbital bombardment.
advantage of its larger magazine and upgraded The rest was lost with the scientists themselves.
remote missile guidance capabilities. The The last action of the Circle was to dispatch elite
Chouka never got the chance to miniaturize the guardsmen to eliminate all of those involved in
IML-III sufficiently so that it could be mounted the development and production of such
on a starship. The technology behind the rack systems, including their families. They were
was destroyed during the war. successful with their final mission, depriving the
Chouka fighters made very heavy use Circasians of any information about these
of fighter missiles and, although the Chouka only advanced technologies.
had access to a small cadre of basic fighter
missiles, their missile-laden fighters proved to Gravitic Tracting Rod
be an exceptional deterrent to enemy cruisers
Ahayitvaa Gravitic Tracting Rod
and their escorts. A single wing of Chouka
missile fighters could devastate enemy fleets, a The gravitic tracting rod is an interesting
proven fact that the Chouka took to heart in their system developed by the Chouka as a realization
later fighter designs. of what some races would call an insane
premise. The Circle of Elders wanted a device
that could be used to either draw enemy vessels
Missile Packages towards or away from the firing ship, depending
The Chouka were fairly prominent users on the specific circumstances.

Empire Rising
of early missile technology and had developed Before the development of the tracting
many different missile types by the onset of the rod the only way to draw a ship closer to your
Chouka War. The Chouka used an older, less own vessel was by physically tethering lines to
powerful type of missile exclusively until the the ship, and a ship with any degree of
introduction of the modern basic missile in 1930. maneuverability could easily tear such tethers
By the time of the war, the Chouka had access to ribbons. The entire reason the Circle wanted
to several ballistic weapon packages for use in the capability of ‘reeling in’ enemy ships was to
their internal missile launchers. make boarding operations easier. Small ships
were adequate early on for such boarding
Type ISD Maint Bonus/Penalty actions, but they desired the ability to do the
Light 1817 n/a -1 AS same thing with much larger ships capable of
Standard 1930 n/a None delivering greater numbers of marine
Chaff 1939 +1 +1 DV contingents.
Anti-Fighter 1941 +1 +1 AF The gravitic tracting rod allowed them to
Heavy 1948 +1 +1 AS do exactly this. The system was capable of
creating a gravitic attraction or repulsion effect
at will against enemy vessels, albeit at short
ranges. This allowed large ships to draw in
Gravitic Technologies enemy ships and, once at close range, grapple
Gravitic weapons and technologies were onto their hull and send over wave after wave of
in their infancy when war erupted between the boarding parties. The gravitic tracting rod could
Chouka and Circasians. The only meaningful also function as a tractor beam, giving it
gravitic technologies resulting from Chouka additional flexibility.
research were limited artificial gravity equipment This system was first widely used on the
and the gravitic tracting rod. These early Apostle Holy Cruiser where it met with great
developments showed great promise for the success in its intended mission. Many freighter
future, but development of such technologies captains cowered in fear as the leviathans
was cut tragically short due to the war. ordered them to stand down and be boarded as

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The Chouka Theocracy
4 the large Chouka cruisers began tractoring them redirected to fight on the front lines typically
into grappling range. accompanied larger Apostle Holy Cruisers into
the fray, escorting the larger vessels and
supplementing their firepower. Acolyte Patrol
Chouka Military Frigates found it difficult to deal with the numbers
The Theocratic Guard Force is the name of Moshesta frigates sent against them by the
of the military force in charge of Chouka naval Circasians and most were easily dispatched.
operations. The Theocratic Guard Force was
first organized in the beginning of the 20th Apostle Holy Cruiser
Century in order to develop a space navy capable Base Hull (Uncommon)
of safeguarding the Chouka homeworld from The ultimate warship in the Chouka fleet,
outside threats. From these early beginnings the Apostle Holy Cruiser was not only a
the Theocratic Defense Guard grew to become showcase for advanced technologies but also
one of the most disciplined and fanatical military the principal executive transport of the
organizations operating in known space at the Theocracy. Armed to the teeth with plasma and
time. laser weaponry, the Apostle could hold its own
Chouka ships tend to be multipurpose against any foreign warship. However, the
vessels meant to perform multiple and Apostle’s mission as flagship for traveling clerics
sometimes disparate tasks. This was done more was just as high a priority to the Defense Guard.
out of necessity than for any other reason. The One quirk of the Apostle is the addition
Chouka economy simply could not support a of a boarding prow slung beneath the ship’s
large enough fleet to allow for large degrees of nose. Equipped with the bleeding edge gravitic
specialization. Instead, most Chouka ships are tracting rod and two breaching ports, the Apostle
Empire Rising

designed for multiple mission roles, one of which was designed to be able to draw in derelict ships
is almost always courier duty. Even the Chouka’s and board them, allowing the Chouka to capture
largest cruisers are outfitted for transporting bulk enemy ships, perform checks for contraband,
cargoes, personnel, and VIPs around Chouka or simply exact personal retribution upon the
space. It is common for a single cleric or other survivors. More ceremonial than practical, this
religious leader in the higher echelons of the feature of the ship was used on several
Theocracy to have a ship personally assigned occasions against enemy ships that could no
to his/her command. longer fight.
During the war, the Apostle was the most
Starships feared Chouka ship. A single salvo from an
Apostle could shatter Circasian cruisers with
firepower to spare. In addition, the Apostle
Acolyte Patrol Frigate cruisers were built with durability in mind and
Base Hull (Common) were able to soak up enormous amounts of
The Acolyte Patrol Frigate served as the damage before being destroyed.
primary patrol ship in the Chouka fleet. Except Due to the expense of construction and
in situations of necessity born of the Chouka War, maintenance, Apostle Holy Cruisers made up a
Acolytes very rarely operated in fleet actions. disproportionately small amount of the Chouka
The Acolytes were meant for long range, solitary military force.
system patrol work. In this role the ships served
beautifully. Armed with an impressive amount Apostle War Cruiser
of weapons for a ship its size plus a full flight of Apostle Variant (Rare)
fighters, vessels of this class were able to The desperation of the Chouka War led
effectively combat raiders and other light the Circle of Elders to order the construction of
combatants while performing their routine several heavily modified Apostle Holy Cruisers
patrols. specifically refitted for combat. The Apostle War
During the war, the Acolyte frigates Cruiser exchanges the base hull’s amenities,

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The Chouka Theocracy
4
Bishop
Warship

including all extraneous cargo and personnel


facilities, for an expanded arsenal of weapons.
Additional plasma cannons and point plasma
guns were added to the hull in place of outer Believer Police Frigate
cargo bays. In addition, a pair of missile racks
Base Hull (Common)
and their associated munitions storage were
added to the ship, giving the Apostle War Cruiser An early Chouka frigate design, the
two 360° missile launchers. Believer Police Frigates were constructed shortly
The Apostle War Cruiser proved to be after contact with the Novon was established.
far better in combat than the Apostle in almost The Circle recognized the need for a modernized
every way. Unfortunately, the appearance of the defensive craft to defend Chouka from attack.
Apostle War Cruiser came too late to make a These ships represented the best that the
major impact on the course of the war. Circasian Chouka could build at the time.
and Chouka scholars alike have theorized that, The Chouka soon found that the ships
were ineffective at combating the craft fielded

Empire Rising
if the Chouka had been allowed another six
months of production time, enough Apostle War by neighboring militaries and, in fact, they were
Cruisers could have been produced by the barely suitable for keeping raiders and pirates
Theocracy to stalemate the war. in check. As soon as new technologies were
available the Believer Police Frigates were
retired from service. Many of these ships were
Arbiter Customs Cutter sold to Chouka government sponsored privateers
Base Hull (Common) and pirates for use in raiding alien convoys.
The Arbiter Customs Cutter was one of
the Chouka’s primary anti-raider vessels. Fast Bishop Warship
and relatively maneuverable, the Arbiter was
Base Hull (Common)
capable of pursuing suspected pirate craft and
grappling onto them with its forward mounted Designated a warship by the Theocratic
grappling claws. Once attached, the Arbiter Defense Guard, the Bishop Warship is in fact a
could then deposit customs crews and marines priority courier ship. The Bishop was built as
to the target to check for contraband. much to ferry religious leaders as it was to act
The Arbiter is normally equipped with as the testbed for the new twin laser cannon.
nine marine contingents at any given time. This Individually, Bishop Warships are not equipped
is more than enough to capture and secure to take on enemy cruisers of similar size.
civilian and raider vessels to deliver them to However, when operating in wolf packs, Bishop
justice. Warships can be very deadly opponents.
When confronted by raider fighters or Almost all Bishop Warships produced by
ships an Arbiter can only barely hold its ground the Chouka were assigned to a single cleric or
and usually will be forced to flee the area. In high priest of the Theocracy. These clerics used
areas particularly hard hit by raider activity, the their assigned Bishops as personal yachts. Many
Theocratic Guard would often assign small fleets clerics even took up residence on their private
of Arbiters to work in concert on their system warships. Often times the ships would be used
patrols to provide suitable firepower to intimidate to take the clerics and their guests to religious
raiders and would-be bandits. retreats in the Mishtuki or Sha’al systems or

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The Chouka Theocracy
4 simply to remote and exotic locations in the interest drew the ire of the Circle, and they
Chouka home system so that the cleric could planned the Crusader Dreadnought to be a
meditate. When the war began with the deterrent to Circasian aggression.
Circasians the Bishops were slowly recalled to Unfortunately for the Chouka the war was
strict military service. In some cases the clerics upon them before the Crusader had even left
were even ordered by the elders to take their the drawing board. With the reality of the crisis
ships into battle to defend Chouka from the at hand the project was put on the back burner,
heathens! The clerics had no choice but to although many vocal supporters claimed that it
comply with the orders, lest they face the wrath was the only possible way to teach the Circasians
of the Circle. a lesson they would remember for decades to
come.
Covenant Minelayer By the time of the fall of Mishtuki the first
Crusader had begun construction and the
Base Hull (Rare)
skeletal hull completed. The Chouka’s
These dedicated minelayers were increasingly dire position prompted them to work
extremely rare vessels in the Theocratic Defense more fervently than ever before to complete the
Forces. Covenant Minelayers are large craft, Crusader Dreadnought prototype before it was
one of the largest operated by the Chouka. too late. Unfortunately, timing was again not on
Designed solely with minelaying operations in the Chouka’s side. When the Circasians
mind, this craft and its complement of ten shuttles launched their assault on the Chouka homeworld
can deploy entire minefields in only two or three the Crusader was less than half-finished and
days of twenty-four hour minelaying activity. barely able to maneuver under its own power.
Covenant Minelayers are strictly business and Weapons systems were hastily installed onboard
completely lack the creature comforts that most
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and the ship readied for the final fight.


Chouka captains are used to. The first (and only) Crusader
When not in active duty, Covenant Dreadnought was destroyed by the Circasians
Minelayers were stored in mothballs in orbit of in that final battle when its reactor experienced
Chouka. Their maintenance cost and that of their an unexpected power feedback loop and
minelaying shuttles was high, too high to warrant exploded.
their operations during peacetime.

Crusader Dreadnought Holyland Assault Cruiser


Scripture Variant (Uncommon)
Base Hull (Rare)
The Chouka rarely had need for an
The Crusader Dreadnought was a assault ship given their reclusive and isolationist
response to the military threat of the Circasian nature. In the rare instances that did require the
Empire. For years before the Chouka War deployment of Chouka ground forces, Holyland
started the elders knew that the Circasians were Assault Cruisers were called in to deliver the
building up their fleet and collecting intelligence troops to the target. A modification of the
data on Chouka holdings. This unwanted Scripture Intelligence Cruiser, that ship’s silent

Crusader
Dreadnought

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running abilities came in handy and allowed By the time of the Chouka War, most
4
Holyland Assault Cruisers to get very near their Priest Plasma Destroyers had been shifted from
target before setting off early warning detectors. their original cruiser mission duties to that of
Each Holyland Assault Cruiser can escort and support craft. Many others had been
transport one battalion of troops and deposit converted into any number of variants, including
them simultaneously to the target by virtue of luxury liners and personal transports for high-
the ship’s extensive assault shuttle facilities. ranking clerics. In battle the Priest Plasma
Crew comfort is low and quarters cramped Destroyers proved to be equal to many Circasian
onboard such assault ships when loaded to full designs and proved its effectiveness on several
capacity, but it is a necessary evil endemic of occasions.
most assault craft.
Priest Escort Destroyer
Inquisitor Light Cruiser Priest Variant (Uncommon)
Base Hull (Common) Only a few years after the introduction
Introduced shortly after the Priest Plasma of the Priest Plasma Destroyer into service, a
Destroyer, the Inquisitor Light Cruiser acted as request was put in for a variant of the hull that
both a system patrol cruiser and heavy warship would be better suited for convoy and fleet escort
within the Theocratic Guard Forces. The duties. Although the Priest Plasma Destroyer
Inquisitor was sturdy and heavily armed for a was a capable warship there remained a need
ship of its size; however, the Inquisitor Light for a heavy escort to provide anti-fighter
Cruiser did prove to be less maneuverable than protection for the fleet.
desired. The Priest Escort Destroyer was the
The Inquisitor Light Cruisers were Chouka answer to this problem. The upper hull

Empire Rising
overshadowed several years later with the of the Priest is heavily modified from that of the
introduction of the Retribution Battlecruiser. The original ship, expanding and reinforcing the
larger and faster Retribution proved more upper gun turrets. The light plasma cannons
popular among military commanders and the formerly installed in these turrets were replaced
Inquisitors were eventually phased out of service. with point plasma guns, providing the Priest
Historically, from 1921 to 1945 the Escort Destroyer with excellent 360° weapons
Inquisitor Light Cruiser is considered to be coverage.
Common hull. After 1945, the Inquisitor should
be considered an Uncommon hull until its final
phase out date of 1960. No Inquisitors remained
in active service after 1960.

Priest Plasma Destroyer


Base Hull (Common)
The Priest Plasma Destroyer was one
of the first Chouka military craft to enter
widespread construction. Built at the orbital
Canfara Anglasun shipyards orbiting Chouka,
the Priest Plasma Destroyers were built in large
numbers in the decades after the acceptance of
the design by the Circle. Armed with two medium
plasma cannons and a trio of light plasma
cannons, the Priest was a capable opponent in
battle. Although the Priest was not superior to
the alien analogs of its day, it remained an
Priest
important step forward in Chouka ship Plasma Destroyer
construction technologies.

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4 Radiance Explorer The Retribution represented the best technology
the Theocracy could muster during the 1930’s
Base Hull (Rare)
and was an impressive ship for its time.
The Radiance Explorer is a massively Retributions served with distinction in the Guard
refitted Retribution Battlecruiser. Using the Forces, but after three decades it became
latter’s engine pod and several other modular obvious that time had not been kind to the class.
components, the Radiance is considered an The Retributions had become somewhat long
entirely different ship type due to the number of in the tooth compared to other newer classes
changes made to the basic design during its and simply could not compete with newer
development and construction. cruisers operated by the Chouka or their
The most notable addition to the neighbors.
Radiance is a counter-rotational section that By the time of the war with the Circasians
provides limited micro-gravity, allowing the ship the Retribution Battlecruiser had been relegated
and its crew to perform extended duration to reserve unit status. Retribution Battlecruisers
exploratory missions. The ship’s weapons and were usually only activated when they were
high power sensor package make it adequately needed for fast strike missions that would rely
defended should it run into hostile forces while on the Retribution’s speed to complete the
abroad. mission objectives.
During the Chouka War, Radiance
Explorers were typically not drawn into combat,
as most were still deployed on the rim of known Revelation Auxiliary
space at the time of the conflict. The Sshel’ath Carrier
destroyed one Explorer that sought refuge from Revelation Variant (Uncommon)
the Circasians in Breth after the war. Of the
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Several Revelation War Barges were


other two that survived the war, one was
converted into auxiliary carriers both before and
presumably lost in hyperspace and the other
during the Chouka War. These ships exchanged
continued to explore uncharted space lanes. The
the missile racks in the aft section and their
ship and crew had left Chouka only months
magazines for a series of combat fighter bays
before the Circasian’s final assault on their
capable of housing two flights of heavy fighters.
homeworld and it was the crew’s decision to
The Theocracy commissioned very few
strike out and find a new beginning for their
of these before the war, but during the war they
species and civilization amongst the stars. They
became a necessary piece of equipment as they
eventually reached a fertile world in a system
represented one of the few ways to bring
they called Regalo, establishing a colony from
appreciable fighter support into a fight.
which to begin anew. The colony’s location and
very existence would remain unknown, even
after the last of the Escalation Wars. Revelation Freighter
Base Hull (Common)
Retribution Battlecruiser The original incarnation of the
Base Hull (Common) Revelation, this interplanetary freighter is a boxy
design originally intended solely for transporting
The Retribution Battlecruiser is one of
cargo and equipment. Only marginally armed
the few dedicated warships in the Chouka fleet.
and not meant for combat, the Revelation

Revelation War Barge

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The Chouka Theocracy
Freighters would later be converted into war fleet action scale environment where they could
4
barges as a cheap combat unit. periodically fire salvoes of missiles at Circasian
warships while they were distracted by heavier
Revelation Minelayer warships, such as the Apostle Holy Cruisers.
Revelation Variant (Uncommon)
Castoff Revelation Freighters were often Reverence System
converted into minelayers by the Theocratic Monitor
Guard Forces when the need for minelayers Base Hull (Uncommon)
became great. The larger Covenant Minelayers
The Reverence System Monitor is the
were better equipped to lay extensive minefields,
first large capital ship design built by the Chouka.
but they were expensive and rare. Revelation
A large heavily armed, heavily armored warship,
Minelayers were used to supplement the
the Reverence was little more than a mobile base
Covenants, laying mines in locations either too
designed for projecting the power of the
remote or too dangerous for a Covenant to dare
Theocracy within its territories. Reverence
travel.
System Monitors, although slow, were more than
Revelation Minelayers saw a resurgence
a match for most enemy warships.
during the Chouka War. Many of these ships
The Reverence proved to be difficult to
were constructed to bolster defensive lines along
upgrade and the design was unable to accept
the Chouka border, particularly in the Sha’al
upgrades to more advanced plasma and laser
system. It was during their service on the
weapons as they became available. This failing
frontlines that the biggest flaw of the Revelation
caused the Reverence System Monitors to be
Minelayers became evident. The minelaying
pulled from active service. They were not
equipment retrofitted onto the Revelation hull left

Empire Rising
replaced with a newer system monitor design,
little room for defensive weaponry and
however, as the Chouka saw little need for a
Revelation Minelayers found themselves unable
new monitor when their cruisers and patrol
to deal with even the smallest enemy threat. This
frigates could handle the job of system defense
resulted in droves of minelayers being destroyed
more than adequately.
by enemy frigates and fighters during the course
For a time, the recalled Reverences were
of the war.
put into orbit above Chouka and served as actual
defense platforms to reinforce important
Revelation War Barge positions. However, as time went on, it became
Revelation Variant (Common) obvious that the Reverence would not be
A converted freighter, the Revelation War effective in such a role and the remaining
Barge is an auxiliary support ship. The Reverence System Monitors were mothballed.
Revelation War Barges were initially designed They were reactivated to help defend the Chouka
as logistics vessels for the movement of homeworld during the Chouka War, with little
munitions from Chouka to fleets and outposts in effect.
Mishtuki or Breth. Eventually the Chouka
Theocracy decided that they were a cheap Scripture Intelligence
alternative to fielding “real” warships and the
pace of production was picked up. Slow, Cruiser
ponderous, and equipped with antiquated missile Base Hull (Uncommon)
systems, the Revelation is the perfect example The Chouka operated very few scout
of a government cutting corners to save money. vessels, the most common being the Scripture
The Revelation War Barges saw Intelligence Cruiser. The Scripture Intelligence
extensive service during the Chouka War and Cruiser, unlike the scouts operated by other
were one of the most common units seen in powers, is not meant to function in combat
combat. Almost every Chouka fleet of any size situations. Rather, the ship is designed to keep
included several Revelation War Barges. watch over Chouka territories and watch for any
Revelations were found to be most effective in a possible alien fleet movements. These ships

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The Chouka Theocracy
4 were very common in newly explored territories together the armored hull sections. This was
where they kept watch for possible alien intruders seen as unacceptable by the Theocratic Guard
that may have had existing knowledge or claim that did not wish to undermine the base strength
to the system in question. of the hull.
The Chouka War forced some Scripture Trueseeker Explorers were responsible
Intelligence Cruisers to join the war effort, and for the early expansion of the Chouka Theocracy
some served well in the major fleet actions of into neighboring systems. By the 1930’s the cost
the war. Unfortunately, they were not designed of operating such large explorer ships was more
for the role and were easily gunned down by than could be justified and the ships were
Circasian cruisers and frigates. decommissioned, replaced by the smaller
Scripture Intelligence Cruisers are Radiance Explorers. The last Trueseeker was
capable of stealthy movements, the ship’s design scrapped in 1944.
optimized to reduce radiation emissions. This
allowed Scriptures to operate silently in Vengeance Carrier
potentially hostile territory, concealing their
Vengeance Variant (Rare)
location from possible observers.
The Vengeance Carrier was designed to
meet the Chouka demand for a dedicated carrier
Trueseeker Explorer unit. Other hulls had previously been tested for
Base Hull (Uncommon) conversion into carriers but only the Vengeance
The earliest Chouka long-range was large enough to allow for the expansion of
exploration craft were the Trueseeker Explorers. the existing internal hangar to carry more
These enormous starships would explore the fighters. In the end the Vengeance Carrier
uncharted depths of hyperspace seeking out carries only one flight more than its predecessor
Empire Rising

new star systems to explore. Each Trueseeker at the expense of several weapons and a section
was capable of transporting three temporary of the ship’s reactor.
jump gates with it, erecting them in the new Carriers of this class were meant to serve
systems they discovered. as part of larger fleets where their extra fighter
The size of the Trueseekers came at the support is needed. The Vengeance Carrier also
cost of durability. The Trueseekers had been proved to be an exceptional escort craft when
built without the reinforced armor used in smaller using its plethora of point plasma guns to shoot
Chouka ships. This made Trueseekers prone down enemy fighters.
to damage from even the weakest enemy
weapons. In the minds of the Theocracy it was Vengeance Heavy Cruiser
an ample trade off. If they had went to the
Base Hull (Uncommon)
trouble and expense to fully armor the
Trueseeker Explorers it would have necessitated The Vengeance Heavy Cruiser was the
the introduction of connection struts to piece Chouka’s first heavy cruiser design. Heavily

Trueseeker
Explorer

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The Chouka Theocracy
influenced by the designs of the neighboring existing fleet of War Prayer Gunships to the new
4
Thaline, the Vengeance Heavy Cruiser technology.
incorporated the best technologies the Chouka This determination prompted many of the
were capable of producing. The Chouka Chouka military leadership to begin putting forth
stressed the importance of making the options for alternate refits or uses for the War
Vengeance a multi-roled cruiser design capable Prayer hull. The leading contender (and the first
of handling itself in all situations. This doctrinal to make it to the prototyping stage) was the War
decision led to a design that boasts a substantial Prayer Minesweeper.
number of anti-fighter batteries. The War Prayer Minesweeper
The Vengeance acted as the primary exchanges its plasma cannons for point plasma
Chouka heavy warship until the development of guns, weapons that are better for sweeping
more advanced warships in the early 1940’s. enemy minefields because of their high rate of
The Retribution Battlecruiser ultimately replaced fire. The War Prayer’s sensors were also
the Vengeance in its role, relegating it to a increased and special mine detection packages
support position in the fleet. added to aid in the detection of enemy mines.
The Theocratic Guard Forces had hoped The War Prayer Minesweepers were
to upgrade the Vengeance Heavy Cruiser as time rarely called on, though there were some
went on, but the proliferation of other, newer hulls instances during the heightened tensions with
that could do the job just as well forced them to the Circasians before the outbreak of the war
abandon such plans. Without major incremental that such minesweepers were used to check for
refits the class was eventually retired with the Circasian mines in their territories.
last hull being struck only three years before the
start of the war.
Bases, Satellites,

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War Prayer Gunship
Base Hull (Common)
& Mines
The War Prayer Gunship is a dedicated
warship designed specifically for taking down Brimstone Heavy Defsat
enemy cruisers of greater size. Armed to the Base Hull (Common)
teeth for a ship of its size, the War Prayer The largest and deadliest of the Chouka
Gunship is a capable combatant with better orbital defense satellites operated during the war,
speed and maneuverability than any other the satellites of the Brimstone type were
Chouka ship. commonly deployed as linchpin defense units
Though the War Prayer’s design would at key strategic points. Their heavy firepower
seem to lend itself to a wolf pack mentality, the and durability made them the equals of enemy
Chouka never used them in this fashion. Instead, frigates. When supported by lesser satellites
the Theocracy sent War Prayers on solitary as part of a comprehensive defense structure,
sorties, patrolling nearby regions of space or walls of these satellites could easily defeat wave
testing enemy defenses and resolve through after wave of enemy cruisers.
lightning strike raids into enemy territory.

Citadel Star Fortress


War Prayer Minesweeper Base Hull (Very Rare)
War Prayer Variant (Uncommon)
The most powerful starbase ever
The invention of the twin laser cannon constructed by the Chouka, the Citadel Star
by the Chouka prompted the Theocratic Guard Fortress was a massive starbase that served as
Forces to reevaluate their existing fleet and the center of operations for the Chouka
identify those ships currently use the heavy Theocratic Guard Forces before and during the
plasma cannon that would take part in the fleet- Chouka War. Megalithic in size and stature, the
wide upgrade initiative. Initial reports indicated meticulously designed space station was the
that it would not be cost effective to upgrade the epitome of the grandeur of the Chouka military

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The Chouka Theocracy
4 and seen as a testimony to their faith. This large
base was completed in 1961, and later destroyed
in 1973 during the final assault on Chouka by
Circasian forces.

Hellfire Defense Satellite


Base Hull (Common)
The Hellfire Defsat was the most
common Chouka defensive satellite in service.
Developed as one of the first weapons in the
Defense Guard’s defensive arsenal, the Hellfire
Defense Satellite was a common sight over
Chouka and Mishtuki for over half a century.

Penance Military Base


Base Hull (Uncommon)
Citadel
Penance Military Bases were constructed
Star Fortress
throughout Chouka space to act as listening
posts and supply stations for Chouka forces.
Deployment of Penance bases was accelerated
prior to the Chouka War when the Chouka
leadership became more and more concerned from the normal routes of system patrols.
Empire Rising

about possible hostilities with the Circasian Solitude Religious Retreats became
Empire. known as places of reverence, contemplation,
The Penance Military Bases erected in and religious fervor. Psychotropic drugs were
the Mishtuki and Chouka systems were used to heighten pilgrim’s experiences and
important bastions for ships cut off by the convocations could often get out of hand.
Circasian military advance. Such bases were When the Circasians invaded Chouka
able to maintain supply for these isolated ships, space they recognized the civilian nature of these
allowing them to perform important raids on bases and did not target them for destruction.
Circasian fleets, most importantly supply Instead they used marine assault squads to
convoys. capture the base and then assigned a small
Several Penance bases survived the fall detachment of personnel to oversee operations.
of the Chouka homeworld, but all were eventually The Chouka pilgrims at the retreat were held
hunted down by the Circasian occupation forces prisoner and not allowed to leave, a fact that
in the years following the collapse of the infuriated them to no end and spurred some
Theocracy. violent encounters, but in the end it was a
blessing in disguise. The pilgrims at Solitude
bases were saved from the carnage experienced
Solitude Religious Retreat by the major Chouka population centers as a
Base Hull (Common) result of orbital bombardment and ground
There were many areas in their space combat. If many of them had been back at home
that the Chouka found to be unusually serene rather than at the retreats they would have most
or beautiful. These locations were sought out likely been killed.
by those true believers and pilgrims who believed After the war was over those Chouka
that these places could take them closer to their held on Solitude bases were repatriated to their
god. As the number of worshipers increased places of origin. The retreats were maintained
the Theocracy would pay for the construction of by the Circasians from that point on and
small stations to make their stays more remained centers for religious worship.
comfortable. Such stations were never heavily
armed and most were off the beaten path far

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Taera Shrine waystations for travelers traveling to and from
4
religious convocations and retreats. Several
Base Hull (Unique)
could be found in orbit of Chouka, and another
The outpost of Taera Shrine in the Sha’al at Mishtuki VII.
system began its life as a simple Solitude
Religious Retreat erected near the Lights of
Taera. However, as the number of pilgrims Chouka Mines
traveling to see the Lights continued to increase, The Chouka were strong believers in the
the station expanded to accommodate them. power of mines and established many extensive
These additions to the station were sometimes minefields in their territory. The Chouka often
haphazard, yet others were extensively planned. used vast minefields to help protect bases or
The final result was a piecemeal station whose reinforce static defense points. It was just as
beauty was entirely in the eye of the beholder. common, however, for the Chouka to lay tracts
Taera Shrine became a staging post for of mines along important, non-commercial transit
Chouka fleets in the Sha’al system during the routes to help to dissuade unauthorized
Chouka War. An extensive field of mines as well movement in their systems. Because of their
as additional defsats were deployed at the base heavy use of mines, the Chouka developed an
to provide for its protection. In the end these inordinately large number of mine types when
defenses proved unable to hold back Circasian compared to other powers.
attacks on the system and the shrine was left
unguarded and defenseless. Conviction Multi-Function
Attempts by the Circasians to capture
Taera Shrine proved disastrous due to the fanatic Proximity Mine
defense of the Chouka pilgrims and security This standard mine type was heavily

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personnel onboard the station. In the end the used by the Chouka. Although easily swept by
Circasian commander in charge of the mission enemy minesweepers and ships alike, the
evacuated their marines and destroyed Taera Conviction class of multi-role mine could equally
Shrine along with its entire population of some combat enemy ships and fighters that strayed
five thousand Chouka. within the mine’s area of effect.

Temple Starbase Vedas-A Anti-Ship Mine


Base Hull (Common) The Vedas-A Anti-Ship Mine was the first
These small bases were often dedicated anti-ship mine deployed by the
constructed at important locations throughout the Theocratic Guard Forces. The Vedas-A’s
Chouka Theocracy. Temple Starbases are meant specialization was demanded by the Guard as
not so much for defense but instead as they greatly desired a cheaper alternative to the
multi-function Conviction-type mines. The
Vedas-A series of mines saw only limited use
and were fairly unpopular with Chouka defense
personnel.

Vedas-B Anti-Ship Mine


The successor to the Vedas-A, the
Vedas-B Anti-Ship Mine saw an increase in both
its range and destructive capabilities. Because
their improved performance came at no
Temple additional cost, the Vedas-B mine completely
Starbase replaced the Vedas-A.

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The Chouka Theocracy
4 Vedas-C Anti-Ship Mine equipped smaller versions of the ballistic mine
launching device ships like the Covenant used
The Vedas-C was the final Vedas-series
to deploy mines.
mine developed by the Chouka before their
Arks were seldom utilized during com-
conquest. Originally intended for use against
bat, but when pressed into service they were
larger Novon motherships, the Vedas-C Anti-
used to lay impromptu minefields across tracts
Ship Mine is much harder to detect and destroy
of space in order to prevent the enemy from
than previous Vedas-series mines.
exploiting weaknesses in the Chouka battle
lines.
Watcher-A DEW Mine
This large mine is heavily armored and Bloodfire Suicide Fighter
reinforced to withstand enemy fire. Armed with
Bloodlust Variant (Rare)
a single light plasma cannon, these mines are
meant for anti-shipping duties. Watcher-A DEW In the closing months of the war the
Mines traditionally encircled space stations in Chouka found themselves at a crossroads.
one or more concentric rings about the base and Defeat seemed imminent. Their last lines of
functioned as a poor man’s DEFSAT. defense beyond homeworld had been crushed
As a feature of this mine, the Watcher-A and the Circasians continued to close the noose
includes a built in Identify Friend or Foe (IFF) as they got closer and closer to Chouka itself.
controller. This prevented Watcher-A Mines from It was in this desperation that the
accidentally firing on friendly craft near the fixed Theocratic Guard called for the truest of true
defense points. believers of the Faith to step forward to spend
their lives in defense of their homes. Those that
volunteered would become the first and last
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Watcher-B DEW Mine pilots of converted Bloodfire Suicide Fighters.


This laser cannon-equipped variant of These heavily modified Bloodlust Heavy Fighters
the Watcher-A mine frame was developed as a were stripped of their ordnance hardpoints and
cheaper directed-energy weapon mine that replaced with suicide charges that would turn
could be deployed more widely than the the fighters into little more than piloted missiles.
Watcher-A. The Watcher-B’s were commonly The Bloodfire Suicide Fighters fought
used to mine trade routes or the opening of jump alongside their Bloodlust brothers in the Battle
gates during wartime. As with the Watcher-A, of Chouka. Many of them were shotdown by
the Watcher-B includes an IFF controller at no enemy fighters before they could complete their
additional charge. desperate mission. Those that were successful
helped to weaken the Circasian battle line, but
Fighters & there were no other fleet units left to exploit it.
The pilots had died in vain…

Shuttles Bloodlust Assault Fighter


Base Hull (Common)
Ark Minelaying Shuttle The Chouka have always preferred
Base Hull (Common) heavily armed heavy fighters as part of their
These small consorts of the larger Cov- military doctrine. The Bloodlust Assault Fighter
enant Minelayer were designed to assist in the is a perfect example of this military design
laying and control of minefields. Ark Minelaying ideology. The Bloodlust is armed with two laser
Shuttles were developed from pre-existing beam weapons and six missile hardpoints.
Chouka cargo shuttles, but bear little resem- The Bloodlust’s high forward armor made
blance to their forebears. The Arks were it a formidable opponent against Circasian units
equipped with spacious mine storage facilities during the war, but the maneuverability and speed
which allowed them to berth a large number of of the Circasian Istale more than made up for the
mines on each minelaying run. They were also heavier firepower of the Bloodlust Assault Fighter.

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The Chouka Theocracy
Wraithblade Heavy Fighter
4
Faithbringer Heavy Fighter Base Hull (Common)
Base Hull (Common) The Wraithblade is the Chouka’s first
An improvement over the Wraithblade modern heavy fighter unit. Slow and only lightly
Heavy Fighter, the Faithbringer Heavy Fighter armored, the Wraithblade was designed as a
was designed to replace the Wraithblade as the testbed for early Chouka fighter technologies.
Chouka’s premier heavy fighter. The Early prototype versions of laser, plasma, and
Faithbringer was better armed and armored, and ballistic weapons were tested on the hull before
sported many new fighter technologies. being further developed into shipboard mounts.
The Faithbringer heavy fighter had a As a combat unit, Wraithblade Heavy
short production life, being quickly replaced by Fighters are mediocre at best. They don’t have
the Bloodlust Assault Fighter. Faithbringers the speed to keep up with comparable enemy
continued to serve faithfully after the Bloodlust’s fighters and their paper-thin armor makes them
entry into service, though most were transferred easily dispatched by the enemy. Because of their
to patrol craft or second tier defense facilities. numerous failings the design saw a very short
deployment life. Many ended up being sold off
Infidel Breaching Pod to third parties, often to the black market where
they would fetch a decent price from interested
Base Hull (Common)
buyers. Because of this, Wraithblades could
The standard Chouka breaching pod, often be seen flying in the service of raiders or
Infidel Breaching Pods were common equipment civilians.
onboard Chouka patrol ships. The Chouka
preferred a direct ship-to-ship connection for

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conducting boarding operations, but this was not
always possible. Some ships that were called
on to stop and be boarded did not heed the
warning. Infidel Breaching Pods were used to
hunt down such fugitives and board them,
capturing their ships and detaining their crews
for questioning.
The Infidel’s design stresses speed over
survivability. This unarmed breaching pod is
lacking in armor and structure, but the engine
system is well developed, offering above average
thrust output.

Teuton Assault Shuttle


Base Hull (Common)
This small assault shuttle was used by
the Chouka for launching planetary assaults on
alien worlds. Teuton Assault Shuttles are armed
for their defense, often using their single light
laser beam to shoot down intercepting fighters
on their way to the target.
The internal volume of each Teuton
Assault Shuttle is low and each shuttle can only
carry three marine contingents at a time. This
was not a problem for the Chouka as Teutons
were mainly used for small covert operations that
relied on small combat teams.

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The Sshel’ath Alliance
5
5.0 The
Sshel’ath
Alliance
Background
A race of insect-like aliens, the Sshel’ath
are amazing in that they are able to reshape
their bodies at will. The secret behind this ability
is the fact that a Sshel’ath’s body is made up of
an intertwined mass of rope-like elastic fibers
which allow for limited rearrangement of the
body’s form. Some of these fiber segments would then return in kind. Like a game, the
contain the equivalent of major body organs that power brokers on either side willfully sacrificed
serve normal life functions. These sections are their ‘pawns’ for the greater good. Hundreds of
larger, thicker, and more durable than the thousands of Sshel’ath were killed in the first
secondary fibril structures that comprise most ten years of the 20th Century as a result of these
of the Sshel’ath body. Each fiber section has a proxy wars.
Empire Rising

thick exoskeleton that protects the soft, fleshy Shortly after satellite technology had
cartilage within. The only section of the become available, both powers began to
Sshel’ath not rearrangeable is the face. Akin to develop orbital defense platforms. Both
a large fibroid cyst, the Sshel’ath face contains possessed nuclear capabilities and hoped that
visual sensory and highly sensitive motion their network of satellites would be able to
detection organs. All other senses are successfully intercept any incoming enemy
distributed throughout the body. Sshel’ath have ICBMs and provide orbital launch capabilities for
a fast metabolism and can easily regenerate their own nuclear weapons.
entire sections of their body given time. They Construction of new satellites came at a
are also highly resistant to radiation. frenzied pace, the A’hel’is matching Mst’as
production and vice versa. Whenever one nation
The Cold War would launch a new satellite the other would
quickly follow in kind. By 1918, the orbit of
The Sshel’ath race for space began in
Sshel’a was riddled with an intricately woven web
the late 19th Century in the midst of a cold war
of defense and communications satellites. A
involving the two most powerful planetary
handful of “orbital fortresses” were also
coalitions on Sshel’a. These two powers, the
established; these large military stations allowed
A’hel’is and the Mst’as, had both reached
small crews of twenty to thirty officers to serve
superpower status during their wars of
in space for extended periods. The fortresses
expansion fought during the previous century.
acted as command nodes, keeping tabs on the
The A’hel’is and Mst’as were the largest and
operational status of other nearby satellites.
most powerful planetary powers on Sshel’a, yet
Such installations were seen as a necessity for
neither power ever came into direct conflict with
maintaining control of orbital assets should a
the other. Instead, each controlled its own cadre
total nuclear war destroy ground based
of satellite states that acted as proxies. As the
command and control facilities.
cold war escalated and tensions increased it was
In 1922, a Mst’as geologic probe sent to
not uncommon for one power to direct one of its
investigate a large proto-planetary object in the
client states to attack the other’s client who
dense outer asteroid belt relayed news of an

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5

amazing find. The protoplanetoid, as well as War did see several space battles, but most were

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the rest of the asteroid belt, had an unusually wholly unspectacular. The Sshel’ath space navy
high concentration of heavy elements and other technology was extremely primitive and their
important or rare ore deposits that were both weapons crude. Most battles amounted to two
very pure and easily extractable. Unfortunately ships firing nuclear missiles at one other until
for the Mst’as, the A’hel’is intercepted the one struck its target, crippling or destroying it,
transmission. or both ran out of ammunition, forcing a retreat.
Both nations accelerated their space The space race between the rival powers
programs in a race to be the first to reach and largely fizzled and led to a decline in hostilities
exploit the asteroid belt. Both nations believed as both powers fortified and bolstered their newly
that the influx of raw materials would allow their established colonies. There was no need to
respective economies (and militaries) to surpass compete for real estate in the large asteroid belt and
that of their rival in the event of a final both the A’hel’is and Mst’as found their colonies
confrontation. Thus started the A’hel’is/Mst’as were isolated enough within the belt to make
War, known to most alien historians as the offensive actions against the other unwise.
misnamed Sshel’ath Civil War.
The A’hel’is/Mst’as War was one in name
only. The fighting on Sshel’a continued at the
The Birth of the
same pace it had for over two generations. Alliance
Rather, the war was one of national prides. Both Finally, in 1928, the leaders of the A’hel’is
wished to claim control of the asteroid belt and and Mst’as governments signed an armistice.
its lucrative resources while at the same time Both sides had achieved their goals of reaching
denying them to their rivals. Both nations made into space, but in so doing they had discovered
massive outlays of capital and resources in an that both of their nations could profit equally from
attempt to be the first power to establish the endeavor. The A’hel’is and Mst’as leaders
productive colonies in the asteroid belt and both realized that more was at stake than the
secure a monopoly on interplanetary commerce. control of a single planet or a collection of
Espionage, sabotage, and intrigue were the asteroids, they had an entire solar system to
primary weapons of the war. The A’hel’is/Mst’as bring under their control!

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The Sshel’ath Alliance
5 In addition to the armistice treaty, both member’s combined annual appropriations
nations agreed to form the Sshel’ath Alliance, a budgets!
joint-council made up of representatives from The Sshel’ath Alliance agreed to the
both factions given the authority and terms despite the price tag attached. Terms of
responsibility of monitoring and administering payment were arranged and, following a
interplanetary efforts. substantial down payment in the form of refined
The A’hel’is and Mst’as quickly realized ores from the Sshel’ath asteroid belts, the Ukal
that this dualistic space agency was an excellent delivered to the Sshel’ath leadership an
tool for power. Both sides used the Alliance to immense storage bank containing a treasure
maintain their separate space monopolies, trove of alien knowledge. By deciphering the
denying space travel to other neutral nations and Ukal texts and reverse engineering key
regulating space travel and commerce in such technologies, the Sshel’ath were able to develop
a way as to only benefit the Alliance’s controllers. more advanced construction techniques, better
Tensions quickly dissipated between the two drive systems, and, perhaps most importantly,
former archrivals. Petty bickering over the limited jump gate technology. Doing so, however, had
resources of Sshel’a seemed almost forced the Alliance to the brink of financial ruin.
inconsequential in comparison to the riches to The Sshel’ath administration was forced to look
be made through interplanetary trade. to independent contractors willing to work on a
It was not long after the formation of the product-for-technology basis in order to see
Alliance that the Sshel’ath made first contact with these new technologies implemented.
intelligent alien life. In 1938, a small Ukal scout Construction conglomerates within both the
ship entered the Sshel’ath home system and A’hel’is and Mst’as nations were awarded the
made contact with the Sshel’ath, the scout key construction contracts for a pair of in-system
Empire Rising

communicating a message of peace and jump gates while other nations and corporations
friendship to the Sshel’ath people. The Sshel’ath benefited from the dissemination of the new alien
responded naively to the alien communications, technologies into the Sshel’ath economic and
but this was only posturing on the part of the industrial infrastructure. Products of every
Alliance leaders. Cordial relations were shape, size, and imagined purpose were
something that the Sshel’ath did desire (they constructed at newly retooled factories all over
weren’t stupid enough to believe themselves the the planet and quickly made their way into
technological equals of the Ukal after all), but Sshel’ath homes and offices.
they were far more interested in trying to figure Within five years of having built their first
out how this turn of events could profit them. jump gate the Sshel’ath had expanded their
It did not take long during those early commercial interests to several nearby star
negotiations before the issue of securing systems. Instead of focusing on establishing
advanced alien technologies was brought up. new colonies and building up territorial holdings
The Sshel’ath were interested in any and all in surrounding systems as many young races
technologies the Ukal were willing to offer, most historically tended to do, the Sshel’ath were able
notably the faster-than-light travel drive that the to apply their newfound trade wealth into
Ukal had demonstrated upon entering their star reinvigorating their planetary economy. This
system. The Sshel’ath desperatley wished to calculated maneuver paid off, though the
join the galactic community and gain access to saturation of cheap Sshel’ath merchandise and
foreign markets. shipping angered many foreign merchants.
The Ukal were at first very wary of the Some Sshel’ath free traders also turned to more
Sshel’ath’s insistence on discussing technology lucrative enterprises such as black market cargo
exchanges but eventually gave in. The price runs and even piracy during this period,
the Ukal quoted for these technologies, however, spreading throughout known space and preying
was extremely high. In fact, the price the Ukal on alien shipping.
demanded for the exchange of what little The A’hel’is and Mst’as soon found
technology they were willing to divulge was themselves recovering from the debt owed to
easily equal to several times the Alliance the Ukal Combine and began investing more

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The Sshel’ath Alliance
heavily in their respective military forces. The as only a handful of weaker Novon trade lords
5
Sshel’ath had never felt a great urgency to acted as co-belligerents in the war. Best
militarize before this time by virtue of the still described as a border war, the conflict saw
nearly impregnable defense satellite network in battles fought in both the Sshel’a and Huplat
orbit of Sshel’a. This vestige of the cold war system including several heated battles between
was still an effective deterrent to alien attack Sshel’ath and Novon patrol groups.
despite its lack of sophistication. Unfortunately for the Sshel’ath, even this
The Sshel’ath Alliance’s military small coalition of lesser trade lords still
construction program was originally intended to represented a stronger foe than they could safely
address the modernization of the homeworld deal with. Many within the Sshel’ath Alliance
defensive infrastructure. As development and advocated an immediate end to the war, fearing
funding matured within Alliance committees the the eventual intervention of other, stronger trade
focus of military funding became more lords into the fight. The doves did not hold
concerned with developing a space navy for enough sway over the Alliance to secure the
projecting power outward from Sshel’a. The adoption of their appeasement policy. The
need for escorts to protect freighters and ore Sshel’ath would follow the war to its conclusion.
haulers in Sshel’ath and other nearby territories The Sshel’ath issued many letters of
required a more aggressive defensive approach marque to friendly raider groups during the war,
than had previously been taken. The initial ship offering them hefty rewards for their assistance
designs put into production consisted in the conflict. The truth was that the Novon
predominantly of cheap, expendable cruisers trade lords were wearing down the Sshel’ath’s
and frigates designed for mid-range patrols, forces quicker than had been anticipated and
especially convoy patrols. any and all assistance was needed to maintain

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the slow but steady gains against Kuparca’s
forces.
The First Novon War The war ended in the Sshel’ath’s favor,
Relations between the Sshel’ath and the with the war’s final Battle of Fodrehnolm seeing
Novon had been tense since the moment that the death of the trade lord Kuparca. His alliance
Sshel’ath traders began appearing in and around quickly disintegrated with each of the remaining
the territories claimed by the Novon Trade Lords. trade lords attempting to secure Kuparca’s now
The trade lords saw the Sshel’ath as a threat to leaderless territories. The cost of the war
their mercantile supremacy in the region and compared against the negligible gains infuriated
harbored a special hatred for their race. The many doves and moderates alike in the Alliance.
Sshel’ath couldn’t understand the Novon’s It also made an enemy of many of Kuparca’s
reaction to their efforts and resented their hostile surviving followers. Many of these former allies
attitude. swore blood oaths against the Sshel’ath.
Relations were stressed to the breaking
point after a series of Novon raids upon Sshel’ath
merchant craft in which the ships’ crews were The Aftermath of War
detained, tortured, and some even killed by the Many minor planetary powers on Sshel’a
Novon. The trade lords behind the seizures, came away from the First Novon War outraged
primarily lead by Lord Kuparca, ignored the at what had transpired. Prior to the war, these
Sshel’ath protests and claimed that the Novon nations had been the worst hit by the economic
were simply performing standard police actions downturn stemming from the Alliance’s debt to
and punishing criminals in their space according the Ukal. These costs were passed on to them
to Novon law. When Sshel’ath ambassadors in the form of higher prices for goods imported
requested documents enumerating the crimes into their respective countries from the A’hel’is
of which the crews had been charged they were and Mst’as. During the war prices skyrocketed
expelled from the trade lord’s domain. as, again, the Sshel’ath Alliance passed on the
These events eventually culminated in cost of its operations to the other planetary
the First Novon War of 1960. The First Novon markets in the form of increased tariffs and
War was not a full-scale conflict by any means duties.

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The Sshel’ath Alliance
5 An attempted popular uprising in 1964 The Sshel’ath made substantial initial
ended in failure, being easily put down by an gains into the Huplat system. A small force of
extraordinarily adept and cleverly crafted Karaut Stealth Destroyers was dispatched ahead
propaganda campaign. The leaders of the of the main attack group with the mission of
Alliance noted the underlying problem, however, shadowing Novon ships to Quadrant 4 to
and took steps to rectify it. In order to appease determine the size and composition of hostile
the more powerful independent nations forces in that system. The first month of the
remaining on Sshel’a, the Sshel’ath Alliance war showed a record of consistent Sshel’ath
extended membership in the Alliance to these victories over the Novon. Many of those trade
powers. In order to facilitate this move the lords targeted by the Sshel’ath were those that
Alliance also changed its policy regarding had been dispersed by the death of Lord
member representation, basing the number of Kuparca several years earlier and held little
representatives proportionally to the nation’s significant power. Buoyed by their gains, the
presence in space. This helped to placate those Sshel’ath believed that Huplat would fall within
minor nations that had started to develop and two months if the war continued at its present
invest in space interests while leaving the power speed.
firmly in the hands of those that had held it the The defeat of several weaker trade lords
entire time. These neutral nations had little in Huplat had not gone unnoticed. Lord Tlacal,
choice but to accept the proposal as it was one of Lord Kuparca’s closest allies during the
offered. All feared that this would be their one First Novon War, had absorbed much of
chance to be allowed a voice in the Alliance and, Kuparca’s territories, forces, and power following
should they decline it now, it might not be offered the latter’s death and had seen his star rising
to them again. within the hierarchy of the Novon Trade Lords.
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Lord Tlacal had spent the opening campaigns


of the Second Novon War watching while other,
The Second Novon War lesser trade lords fell in battle to the Sshel’ath.
A short border skirmish with the Chouka As one trade lord after another was killed by the
helped to mold future Sshel’ath military Sshel’ath, Tlacal continued to analyze and
evolution, but the turning point for the Sshel’ath dissect the capabilities of the Sshel’ath’s new
military was the disastrous Second Novon War. warships and the performance of the crews flying
The Sshel’ath in 1966 felt optimistic them.
about the state of their standing naval forces. The Sshel’ath’s morale was shattered on
The First Novon War had taught the Sshel’ath August 14, 1966, when a Novon fleet under the
several important lessons about the realities of command of Lord Tlacal ambushed the
war. The Sshel’ath had quickly applied these Sshel’ath fleet blockading the Novon world of
lessons, developing new tactics and Tovas-an-elman. The Sshel’aths forces,
technologies to combat the Novon. Much of the composed of a majority of the expeditionary
new construction coming out of the Sshel’ath fleet, were massacred in the attack. Only a
fleet yards were seen as revolutionary advances handful of Sshel’ath ships managed to retreat
in starship combat technologies and were from the battle, their fellows left derelict on the
heralded as such by the naval admiralty, most battlefield. Novon marines captured these
of whom had served in the First Novon War and disabled ships and their crews were never seen
remembered the brutal conditions under which or heard from again.
they had served. After a momentary pause to regroup, the
Under the orders of the Alliance, the Novon fleet was again put into motion, this time
Sshel’ath dispatched a large task force to Huplat entering hyperspace on course for Sshel’a. The
and began attacking the fleets and convoys of enemy fleet set off the long-range hyperspace
several key minor trade lords in the system. alarms six hours out of the system. Sshel’ath
These systematic attacks were meant to test defense fleets were activated and readied for
the resolve of the trade lords and ascertain battle, yet no one knew where the Novon fleet
whether a larger invasion force could be would exit hyperspace. This forced the Sshel’ath
launched against them in the near future.

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navy to spread itself thinly across the populated
A New Opportunity
5
regions of the Sshel’a system.
The Novon attack on Sshel’a came as When the Circasians attacked the
expected, and with deadly consequences. The Chouka in 1971, the Sshel’ath were quite
fleet jumped out near the Sshel’ath asteroid belt pleased. They had dreamed of expanding into
and began moving to attack any and all nearby new systems, but the Chouka and Novon had
settlements in the region. What few defense always blocked available avenues of expansion
ships were present tried to slow the Novon in the past. Both neighbors possessed a
advance, but all failed. technological advantage over the comparatively
After destroying five asteroid colonies primitive Sshel’ath, and the Sshel’ath couldn’t
and murdering over fifty thousand civilians, Lord afford to maintain an expensive exploratory
Tlalac communicated a warning to the Sshel’ath program, eliminating that alternative.
people: do not attempt to do battle with the The Sshel’ath realized that the Chouka’s
Novon trade lords again, or it would be their defeat was imminent by the end of 1972. The
undoing. With that Tlacal and his fleet exited Sshel’ath military received a dramatic increase
the system and returned to Huplat. The in defense funding to help them take advantage
Sshel’ath pulled their remaining naval units back of the Chouka’s increasingly bleak situation. The
to Sshel’a and proceeded to bide their time and construction of several new warship hulls was
rebuild their shattered forces and colonies. ordered in anticipation of an invasion of Chouka
space. Resources were also invested into
several languishing design projects in an attempt
to get them readied for possible use against the
Chouka.
The conquest of the Chouka colonies in

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Breth gave the Sshel’ath their first chance to
practice empire building. The Sshel’ath now had
another system under their control and a number

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The Sshel’ath Alliance
5 of potentially rebellious colonies to administer. series of external satellite and laser focusing
The Alliance leaders feared that certain Novon arrays that independently triangulate the location
trade lords would attempt to take advantage of of incoming missiles and small craft and then
the situation, but luckily the Novon were suffering target them for destruction. The laser batteries
from the effects of heightened internal strife. that are central to the point defense laser’s
There was some increase in the amount of design are very weak and are not well suited for
raiding activity in Breth, but that was easily put anti-fighter duties. The weapon was oftentimes
down by the Sshel’ath presence there. conscripted into this duty, however, until the light
With new trade routes secured and new particle beam was more widely available.
territories to exploit, the Sshel’ath Alliance was Because of the external nature of the
on its way to asserting itself as an important point defense laser, it cannot be armored in any
power in the region. way. This leaves point defense laser units
extremely vulnerable to damage and is another
reason why the Sshel’ath abandoned the
Sshel’ath weapon in favor of other more advanced types.
Unlike other laser weapons, the point
Technology defense laser is capable of intercepting both
The Sshel’ath use many different types ballistic and non-ballistic weapons fire. The
of weapons technologies. Before contact with concentrated nature of the point defense laser’s
the Ukal, the Sshel’ath arsenal was made up of interception fire helps to diffuse or dissipate
primitive ballistic, laser, and kinetic weapons. incoming fire before it can strike the target. It is
After contact, however, the Sshel’ath adopted not very effective against non-ballistic weapons
and developed advanced particle, laser, kinetic, fire and the Sshel’ath rarely used it in this
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and electromagnetic technologies. The fashion, preferring to hold their defensive fire in
Sshel’ath have developed a special affinity for case of a surprise missile strike.
electromagnetic and laser weapons, developing
both fields of research further than most other Light Laser Cannon
species in the region. Ulsheern Laser Cannon
The light laser cannon is the basic
Directed Energy weapon used by most ships in the Sshel’ath
fleet. Where other species have adopted
Weapons (DEWs) alternates to the light laser in their own navies,
Contact with aliens accelerated Sshel’ath the Sshel’ath have stood behind their light laser
development into the directed energy weapon cannons and swear by their dependability in
field. Prior to Contact, the Sshel’ath made use battle.
of several primitive forms of laser point defense, The light laser cannon remained the
but none of the Sshel’ath nations fielded most common laser weapon used by the
substantial DEWs. Sshel’ath during the time of the Chouka War.
After meeting the Ukal and procuring New technologies and laser cannon
their first neutral particle beam prototypes, the replacements were on the horizon, but none had
Sshel’ath quickly began a crash-development yet made it past the early design stages.
into advanced laser and particle weapons.
Gatling Laser
Point Defense Laser Nelgharo Rapid-Fire Gatling Laser
Tatshika Point Defense Laser A logical progression of laser technology,
The point defense laser is an older model the gatling laser is a wholly Sshel’ath weapon
weapons system that was used extensively system. The gatling laser is closely related to
during the pre-Contact period as the Sshel’ath’s the light laser cannon and borrows heavily from
primary anti-ballistic interception device. The its basic design. Where the light laser cannon
point defense laser system is made up of a fires a single, continuous laser, the gatling laser

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fires several short, discrete volleys instead. The the beam means that the target will suffer less
5
number of individual laser pulses fired by the overall damage, but the ability to deal damage
gatling laser can theoretically allow a single without closing with the enemy proved popular
gatling laser to score more damage than a light within the Sshel’ath military.
laser cannon. The volume of fire also allows Although fitted to many Sshel’ath vessels
the gatling laser to have a better chance to hit during the Chouka War period it remained an
enemy fighters. uncommon weapon. The lack of widespread
The gatling laser pays for these benefits use can be owed to the size of the laser cutter,
through its increased size. The gatling laser’s which the Sshel’ath traditionally classed as a
five laser barrels are housed in a large rotating heavy weapon.
fire housing which takes up more space than a
light laser cannon. The gatling laser also Heavy Laser Cutter
requires more power than the light laser cannon,
Ulstahka Heavy Laser Cannon
which can be a problem for smaller ships whose
reactors are already being pushed to the limit. The heavy laser cutter was an attempt
Most modern Sshel’ath vessels have to develop a heavy capital ship laser cannon
abandoned light particle beam technology in capable of doing substantial damage to enemy
favor of the gatling laser for their anti-fighter and cruisers, particularly well-shielded vessels like
interception requirements. The gatling laser has those fielded by the Novon Trade Lords. Based
also proven extremely effective against enemy off of the laser cutter, the heavy laser cutter fires
starships where the volume and non- a similarly constrained laser beam at the target.
interceptability of fire are major assets. A successful impact by a laser volley can cause
widespread damage to the target as the beam
tracks across the hull.

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Light Laser Cutter The inability of the heavy laser cutter to
Yh’lskarra-I Narrow Focus Laser Cannon do tremendous “killing damage” to the target was
The light laser cutter is one of the earliest seen as its major disadvantage. It was seen as
Sshel’ath laser weapons. Firing a highly such a disadvantage that the Sshel’ath Alliance
constrained beam, the light laser cutter can track ultimately abandoned the technology, calling it
across large areas of enemy hulls in rapid “an unmitigated failure.”
fashion, doing small pinpricks of damage to
multiple systems as it travels. The Sshel’ath Light Particle Beam
mostly abandoned the light laser cutter after the
Narth-Ukal Neutral Particle Beam
development of the light laser cannon, being
used primarily in industrial applications such as The Sshel’ath first demonstracted the
asteroid mining. light particle beam in 1940 after acquiring it from
Those Sshel’ath military vessels that the Ukal Combine. The light particle beam,
mount the light laser cutter use it primarily to ubiquitous in the navies of younger nations,
disable enemy craft or strip them of their would serve as the Sshel’ath’s primary anti-
weapons, or to combat enemy fighters. In the fighter weapon until the invention of the more
case of fighters, a single blast from a light laser powerful gatling laser.
cutter will likely destroy the target.
Electron Polarizer
Laser Cutter Lhre’sh-VII Electron Polarization Cannon
Yh’lskarra-II Narrow Focus Laser Cannon An important development into
The laser cutter, with a longer range than electromagnetic weaponry, the electron polarizer
the standard light laser cannon, was considered was a reaction to the decades of conflict with
the premiere long-range laser weapon of its day. the Novon. In battles with the Novon it was
With twice the range of a light laser, the laser proved time and time again that Novon gravitic
cutter can strike at targets far outside normal shielding was an obstacle that the Sshel’ath
engagement range. The constrained nature of found difficulty overcoming.

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5 The electron polarizer fires a massive multipurpose weapon mount on their warships.
burst of highly charged particles at enemy The light railgun could target ships as well as
vessels. These particles cause an explosive fighters, giving the ship a greater degree of
effect upon impact with target’s hulls. The flexibility in battle.
energy from this reaction can be impressive,
often damaging other nearby units. Electronics Railgun
systems are especially vulnerable to the effects
Siktel-V Railgun
of electron polarizers, causing system failures
in those systems that are not destroyed in the The ubiquitous railgun found its way into
initial blast. the Sshel’ath navies in 1944. Those ships
operated the older antiquated railgun were
upgraded to take advantage of the improved
Kinetic Weapons damage and fire control of the full-fledged
Since the dawn of their space age, the railgun. However, few new construction vessels
Sshel’ath relied on kinetic railguns as their would ever field the railgun. Research into other
primary weaponry. The weapons were fields was offering up better weapon options,
maintenance intensive but ammunition was and the railgun was eventually phased entirely
plentiful and required little in the way of industrial out of service. Some minor Sshel’ath navies
machining to prepare for use. continued to rely on railguns, but these powers
were far and few between.
Antiquated Railgun
Siktel-II Railgun Light Gauss Cannon
Sshel’ath advancements in Mharthi Gauss Cannon
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electromagnetic theory gave way to the The light gauss cannon was the result
introduction of their first weapons-grade railgun of an experimental project meant to upgrade
in 1930. This early kinetic weapon, classified existing Sshel’ath railgun weapons technologies
as the antiquated railgun, is a direct antecedent using knowledge gained from the Ukal. The light
of the modern railgun. The two weapons are gauss cannon delivers on its promise of being
nearly identical except for the antiquated superior to existing light railgun weapons. The
railgun’s lower damage potential. light gauss cannon possesses a faster rate of
The Sshel’ath embraced railgun fire than the light railgun and is optimized for
technology as an advancement over existing combating ships rather than enemy fighters.
missile weapons and the antiquated railgun was
used on many ships during 1930 and 1945. Most Gauss Cannon
Sshel’ath designs equipped with antiquated Mhlesthi Gauss Cannon
railguns used them as ‘ship-crackers’ for taking
The gauss cannon is the most powerful
down enemy warships.
kinetic weapon to come out of Sshel’ath
The antiquated railgun was quickly
research and development upon the outbreak
replaced by the modern railgun upon its
of war between the Circasians and Chouka. The
development in 1944. Few ships remained after
gauss cannon proved to be a finicky weapon.
that time that used the older antiquated railgun.
Despite several workarounds developed by
Some raiders continue to use this weapon,
Mst’as technicians, the gauss cannon was
though the ammunition production requirements
ultimately deemed as too resource-intensive for
make this very rare.
the Sshel’ath fleets. Most nations began slowly
phasing the gauss cannon out of service, but
Light Railgun many of the less affluent navies continued to
Our’axa’hl Small Railgun use the weapon. For these less powerful nations,
The light railgun was developed at the the gauss cannon was preferable to their other
same time as the antiquated railgun to serve as alternatives.
a lighter model for mounting on smaller ships.
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Ballistic Weapons Electromagnetic Torpedoes began
5
entering service shortly before the outbreak of
The Sshel’ath made widespread use of the Second Novon War. The Second Novon
missile racks and missile technologies during War proved the utility of the EM torpedo, allowing
the pre-Contact period. After contact with the Sshel’ath ships so equipped to deactivate or
Ukal use of missile racks began to decline until destroy Novon shielding systems regularly in
they were ultimately superceded by the battle.
electromagnetic torpedo and other, similar long
range weapons.
Sshel’ath Military
Missile Packages The Sshel’ath do not field a single,
The Sshel’ath never developed a wide unified space navy. Instead, each planetary
range of missiles, relying for the most part on power on Sshel’a that has space-based interests
more standard missile types. The Sshel’ath used operates its own navy. These naval forces are
an antiquated form of missile ordnance until used primarily to defend important installations
shortly after contact with the Ukal when modern or resource sites, such as any shipyards, space
missile technology was developed based on stations, or colonies controlled by the nation.
Ukal data. The only other missile type developed The navies of most Sshel’ath nations are very
by the Sshel’ath was the Instraka Heavy Capital weak and can barely be viewed as anything
Ship Missile, which made its debut during the other than a token investment compared to that
First Novon War in 1960. of the A’hel’is or Mst’as.
Although the Sshel’ath Alliance does not
Type ISD Maint Modifier operate a navy per se, the fleet elements of the

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Light 1875 n/a -1 AS A’hel’is and Mst’as national forces more often
Standard 1941 n/a None than not coordinate their efforts and act as the
Heavy 1960 +1 +1 AS Alliance’s main power projection element. In
most wars and border conflicts it has been this
allied force that has taken part in the fighting.
Most notably during the First and Second Novon
Electromagnetic Torpedo Wars, the A’hel’is and Mst’as forces made up
Torlana Electromagnetic Torpedo Launcher nearly 90% of the expeditionary forces operating
The electromagnetic torpedo, more in Novon space.
commonly referred to as the EM torpedo, was Coordination of the national fleets to act
the Sshel’ath’s response to the First Novon War in accordance with Alliance resolutions is
and the gravitic shielding used on Novon achieved through the Allied Defense Command,
starships. During that war, Sshel’ath forces a special cooperative military organization
found it difficult to break through the Novon attached to the Alliance council. Staffed by
shield’s with their weapons, especially those selected military leaders from each Alliance
shields found on the larger cruisers and member country, the Allied Defense Command’s
battleships of more affluent trade lords. duty is to ensure cooperation between allies
The electromagnetic torpedo launches during times of national crisis. During peacetime
a small nuclear charge encased within a time the Allied Defense Command sits mostly idle,
delayed magnetic ‘wrapper’. Seconds before relegated to making sure that system patrol
impact this wrapper disengages and the charge duties are adequately met by Alliance members.
explodes violently. The charges fired by the When the Alliance goes to war, however, the
electromagnetic torpedo are optimized to create Allied Defense Command is the hub of activity
maximum electromagnetic interference upon responsible for coordinating Alliance fleets and
detonation, generating a massive making sure that national fleets integrate and
electromagnetic pulse that can short out enemy work together in times of crisis.
weapons or, perhaps more importantly, enemy There have been some instances in the
shielding. past where nations have withdrawn military

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5 support and removed their military zone, the Alveka is better off fleeing rather than
representatives from the Allied Defense fighting. The First Novon War demanded that
Command in protest of Alliance council some Alveka Scouts join the war effort to provide
resolutions. The largest defection came in the electronic intelligence support to Sshel’ath fleets.
middle of the Second Novon War when the Unsuitable for such missions, Alveka Scout
Yhabn’l Consortium and five supporting nations suffered high casualty rates as the Novon began
withdrew their support following a political furor systematically destroying any Alvekas at the
in which the Yhabn’l claimed that A’hel’is and beginning of engagements.
Mst’as field commanders were using their forces Production of new Alveka Scouts ceased
as sacrificial lambs, dispatching a after the end of the Second Novon War. Those
disproportionate number of minor power ships that remained in service were assigned almost
on what they viewed as obvious suicide entirely to exploration missions.
missions. The Yhabn’l and their supporters
would sit out the remainder of the war, only
rejoining the Allied Defense Command in 1970.

Sshel’ath Marines
Terror is the primary weapon
employed by Sshel’ath marines; this gives
Sshel’ath marines an important edge in
combat. Sshel’ath physiology allows them a
great degree of flexibility in rearranging their
Empire Rising

physical structure, allowing them to fit through


narrow openings or squeeze through places
other aliens could not hope to reach. Whether
it be silently scaling walls or moving down
ductwork, Sshel’ath marines are deadly Araunax Attack Frigate
adversaries that are hard to combat if they Base Hull (Common)
manage to achieve access to an enemy vessel. The Araunax Attack Frigate is a sturdy
Sshel’ath marines are at an advantage medium ship developed by the Sshel’ath in the
againts other alien forces when performing mid-1960’s to replace older frigate designs. The
boarding actions. As a result, Sshel’ath Araunax was one of the fastest Sshel’ath ships
breaching pods and other Direct Assault capable of its day and proved effective at countering
units receive a +1 bonus to their boarding smaller Novon warships. Optimized for attacking
abilities, represented in the unit’s listed statistics. enemy starships, the Araunax lacks anti-fighter
defenses, requiring that other ships or fighters
accompany it into battle for its own defense.
Starships
Danesti Battlecruiser
Alveka Scout Base Hull (Rare)
Base Hull (Common) The Danesti Battlecruiser was developed
The Alveka Scout is the Sshel’ath’s first during a time of increasing Sshel’ath political
production model jump-capable starship. Alveka and military power after the end of the Chouka
Scouts were the first ships to explore the area War. Having acquired the Breth system, the
of space surrounding Sshel’a and many brought Sshel’ath found need for a warship with more
back important information about surrounding firepower than a Vipindra Heavy Cruiser but that
systems, both inhabited and uninhabited. maintained that ship’s maneuverability. The
The Alveka Scout is armed only for its design of the Danesti Battlecruiser reflects these
own protection and, if forced to enter a combat design requirements. Faster than many other
Sshel’ath cruiser designs, the Danesti has

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weapons to match. Sometimes referred to as a Karaun Advanced Stealth
5
‘fast battleship’, Danesti Battlecruisers were
never built in large numbers, restricting their Destroyer
deployment in the Sshel’ath fleet. Karaut Variant (Rare)
Officially classified as the Karaut Mark-
Kalask Light Cruiser II Advanced Stealth/Reconnaissance Destroyer,
Base Hull (Uncommon) the Karaun Advanced Stealth Destroyer
integrated the improved stealth technology
The Kalask Light Cruiser was designed
research of the previous decade to create a true
in conjunction with the Nirte Medium Cruiser.
stealth warship. Karaun Stealth Destroyers were
The Kalask was intended to serve as a cheap
all but invisible as long as the ship did not engage
supplement to the Nirte, providing heavy weapon
its engines. The only flaw with the Karaun’s
and fighter support to Nirte squadrons. The
stealth was that the simplest maneuver would
Kalask Light Cruiser acted as an engineering
betray its presence to the enemy.
model for the Nirte Medium Cruiser during its
Beginning in 1971, the Sshel’ath’s fleet
final stages of development. This explains the
of Karaut Stealth Destroyers were upgraded to
similarity between the two classes. The first
the new Mark-II standard. The new stealth
Kalask began its shakedown cruise only a few
systems were incredibly expensive to operate
years before the first Nirte was built. During the
and maintain, even more so than the more
interim, the Kalask Light Cruiser saw only limited
primitive stealth systems used prior to the
construction.
development of limited stealth. The Sshel’ath
The Sshel’ath Alliance was dissatisfied
upgrade to their Karaut fleet was seen as a
with the Kalask, particularly in its lack of heavy
priority well worth paying for however, as it
hitting weapons. The light cruiser relied solely

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represented one of the few technological edges
on its missiles and single laser cutter to do
the Sshel’ath had over their neighbors.
appreciable damage to the target. This lack of
combat ability compared to their cost – nearly
two-thirds that of a Nirte cruiser – caused the
Kalask to fall out of favor with the Alliance.
The Kalask Light Cruiser would go
through two major refits during its service life.
The first, in 1964, replaced the light laser cutters
with full light laser cannons. This upgrade gave
the Kalask greater firepower at the cost of
flexibility. The second and final upgrade was the
most massive. The Kalask’s missile racks, once
the core of its offensive arsenal, were gutted
from the hull. The hull was subsequently
reinforced and two new electromagnetic lasers
installed. A larger reactor was also added to the
hull to produce the power required by the EM
lasers.
Only a limited number of Kalask Light
Cruisers were ever built. Most of these were lost
during the First Novon War. Those ships lucky
enough to survive that war were subsequently
lost in the disastrous Second Novon War. Kalask
Light Cruisers continued to be built after that
conflict but were even rarer than before. Karaut
Stealth Destroyer

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5 Karaut Stealth Destroyer Nasarra Attack Cruiser
Base Hull (Uncommon) Base Hull (Common)
Shortly after the Sshel’ath entered A reaction to the First Novon War, the
space, new research projects were started to Nasarra Attack Ship is the first Sshel’ath warship
experiment with the feasibility of stealth to mount the Electromagnetic Torpedo — a
technologies. Although great strides were made weapon designed to counter Novon gravitic
in these projects, the Sshel’ath were never able shielding technologies. The Nasarra is light for
to build a completely stealth warship hull. a capital ship but, when used in groups or as
The Karaut is one of the first warships part of a larger fleet structure, it can be a deadly
to be built from the ground up to incorporate opponent.
stealth construction techniques, including
advanced emissions masking systems and Naslik Escort Carrier
composite hull material. The Karaut Destroyers
Nirte Variant (Common)
were built in small numbers and used primarily
for covert missions into Novon space. Though The need for a dedicated carrier didn’t
not hidden in actual combat, Karaut Destroyers become a reality for the Sshel’ath until their
could move unseen through enemy systems if forces began encountering the larger cruisers
they avoided enemy patrol groups. Such and battleships of the powerful Novon trade
missions were invaluable to the Sshel’ath lords. Such ships could operate as many as 72
intelligence efforts and the design was heavy fighters each, a number that overwhelmed
considered a resounding success. the Sshel’ath’s own carrier capacity.
Despite the advantages of the Karaut Naslik Escort Carriers exchange the
Stealth Destroyer, the Karaut’s stealth systems were Nirte’s missile racks for an expansion of the
Empire Rising

expensive and required extensive maintenance. The existing hangar capacities. New hangar
Sshel’ath were not able to maintain a large modules were developed for mounting between
number of them because of these issues, the ship’s outer wing structures allowing for an
although they would have loved nothing more additional flight of fighters to be based out of
than to field entire fleets of the stealth warship. each. External fighter rails were also added to
the upper and lower portion of the ship’s wings
to allow for quick deployment of even more
Kasolra Bombardment fighters. Internal hangar capacity was also
Cruiser expanded to allow the Naslik to carry the
Base Hull (Uncommon) absolute maximum number of fighters the hull
could allow.
One of the few missile cruisers employed
Naslik Carriers saw extensive use before
by the Sshel’ath Alliance, the Kasolra
and after the Second Novon War and continue
Bombardment Cruiser is designed specifically
to be used into the modern period. Their ability
as a fleet support element. In a fleet
to base 30 fighters was a major advantage to
environment, the amount of ballistic firepower a
Sshel’ath fleets and the support they offered was
single Kasolra adds to the fray can be significant.
much appreciated by Sshel’ath commanders.
A Kasolra Bombardment Cruiser can fire enough
missiles at an enemy to effectively neutralize
enemy warships at range, weakening enemy Nirte Command Cruiser
fleet formations before the fleets enter optimal Nirte Variant (Rare)
firing ranges. Deployment of Kasolra cruisers A limited number of Nirte Cruisers
has been limited by the logistical strain of their received extensive upgrades to increase their
ammunition dependent weaponry. However firepower and survivability in order to make them
they have remained important fleet elements and better suited for the role of fleet command ships.
are often seen in major fleet actions fighting These command cruisers traded their fighter
alongside other Sshel’ath vessels. capabilities for a heavier armament, including
four bleeding edge laser cutters that are far more

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effective against shielded targets than the ship’s been built on the premise that they would be
5
existing weaponry. used to fight the lighter warships of the lesser
trade lords. The introduction of Lord Tlalac’s
Nirte Medium Cruiser massive Kuestoxl Battleship proved that the
Ouxal’en, like the rest of the Sshel’ath fleet, was
Base Hull (Common)
ill-equipped to take on the best that the Novon
The Nirte Medium Cruiser represents the Trade Lords had to offer.
first cruiser to be constructed by the Sshel’ath Neither of the active Ouxal’en Battleships
Alliance. The Nirte’s primary goal was to project survived the Second Novon War, both being
power into nearby areas of space and provide a destroyed in the Huplat system during the
solid medium cruiser hull that could go toe-to- fighting. Three other hulls under construction
toe with the light cruisers of other races. at the end of the war were completed and several
The Nirte Medium Cruiser served as the more were built in subsequent years. The
Sshel’ath’s mainline warship during the First vessels no longer commanded the same amount
Novon War. It became evident after only a few of respect from Alliance members. The ships
battles against the Novon that the Nirte Medium had been beaten in combat, breaking the
Cruisers were no match for Novon warships and Sshel’ath’s belief in the hull. Eventually ships
the Sshel’ath began slowly transitioning Nirte such as the Vipindra and Danesti took the place
cruisers into a secondary role in the fleet. The of the Ouxal’en Battleship.
ship remained an important part of the Sshel’ath
order of battle, however, as they had been built
in such large quantities that they could be used Skavna Torpedo Frigate
to pad fleet sizes and increase the number of Base Hull (Common)
hulls in a squadron. A small fast attack platform, the Skavna

Empire Rising
Torpedo Frigate is armed with two
Ouxal’en Battleship electromagnetic torpedoes for use in harrying
enemy units at range. Designed for wolf pack
Base Hull (Rare)
tactics, Skavna attack groups can effectively
The Ouxal’en Battleships were the cripple enemy warships at range before closing
largest warships constructed by the Sshel’ath for the kill with their gatling lasers.
Alliance’s powerful A’hel’is and Mst’as factions Skavna Torpedo Frigates typically found
during the early period of Sshel’ath expansion. themselves being assigned to escort cruiser
Little more than mobile bases, Ouxal’ens out squadrons where they could both snipe at
massed even the venerable Valransa System enemy targets at range while providing much
Monitors. The Ouxal’en Battleship was a needed close in anti-fighter support to the rest
response to the First Novon War, incorporating of the fleet.
many of the lessons learned during that conflict.
The Ouxal’en was built to endure the high
concentration of weapons fire produced by Skonna Corvette
Novon warships. Base Hull (Common)
Only a few Ouxal’en Battleships were Skonna Corvettes were used by the
produced due to their great cost. For their part Sshel’ath to escort convoys through their
the A’hel’is and Mst’as used their Ouxal’ens as territories. Lightly armed and cheaply built,
show pieces of the rising Sshel’ath military Skonna Corvettes can take little damage before
power. Both nations always made their they are destroyed. Skonnas were built in large
battleships available to the Alliance, as much to quantities during the late 1930’s and are very
demonstrate their unassailable military power common warships.
to the other Alliance members as to serve in
defense of Sshel’a. Skraltana Cruiser
The Second Novon War was the
Skraltna Variant (Common – Non A’hel’is/
Ouxal’ens first conflict, and it proved to be
Mst’as Forces Only)
nothing short of a disaster. The Ouxal’ens had

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5 At the end of the First Novon War many to deliver enough assault shuttles to achieve a
Sshel’ath nations found their space navies in beachhead on the enemy worlds.
disarray. Despite the Sshel’ath victory they had After the disastrous end of the Second
taken heavy losses at the hands of the Novon Novon War the Sshel’ath had little use for assault
Trade Lords and were desperate to reinforce craft and most Skraltna Assault Cruisers were
their fleets in order to continue to secure their modified to serve other purposes. A number of
military assets. Skraltnas were always kept available for Alliance
The Skraltana Cruiser was developed as use in the event of emergencies.
a cheap replacement for the cruisers lost during
the war. Many Skraltna Assault Cruisers had Skreltora Ballistics Cruiser
managed to survive within their fleets, but
Skraltna Variant (Rare)
without the fleet strength to project power into
Novon space they were now worthless. The After the successful demonstration of the
minor Sshel’ath powers refitted the majority of EM Torpedo on the Nasarra Attack Cruiser the
their Skraltna fleets into Skraltana Cruisers. The Sshel’ath Alliance began looking for ways to
Skraltana Cruisers were weaker than the Nirte expand the deployment of the weapon within
Medium Cruisers they were replacing, but the their fleets. One of the candidates for refit was
need for ships was great and every combat the aging Skraltna Assault Cruiser. With plans
capable hull was needed to defend their interests of military expansion on the back burner and
in the Sshel’a system. the hulls showing signs of age, the existing
Skraltna Cruisers became very popular Skraltna Assault Cruisers were located mostly
among those unable to afford newer, more in reserve fleets or in mothballs.
advanced warships. Some Sshel’ath powers Several nations began modifying small
numbers of their Skraltnas into Skreltora
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even went so far as to go out of their way to


purchase the Skraltna Assault Cruisers of other Ballistics Cruisers. This new variant exchanged
minor powers in order to convert them into the existing weapons, cargo facilities, and
Skraltana Cruisers for their own use. assault shuttle bays in order to make room for
Skraltana Cruisers are only available to the new equipment. The decision to eliminate
non-A’hel’is or Mst’as Sshel’ath navies. Neither the outboard Point Defense Lasers, replacing
the A’hel’is or Mst’as were ever desperate them with Light Particle Beams, forced Sshel’ath
enough to convert their assault fleets into engineers to find even more internal capacity
auxiliary cruisers in this manner, instead for the new weapons. The removal of the ships’
maintaining them in their original configuration. cargo bays cut the operational range of the
Skreltna in half, forcing it to remain in close
proximity to supply sources.
Skraltna Assault Cruiser The Skreltna Ballistics Cruisers were
Base Hull (Common) quickly overshadowed by new construction
Skraltna Assault Cruisers served as the cruisers such as the Vipindra which incorporated
Sshel’ath’s primary assault ship for several EM Torpedoes into their basic armament. The
decades after Contact. Originally Skraltna Skreltna was also not very durable compared
Assault Cruisers were built to ferry troops to newer ships and military officials doubted that
between the homeworld and outer outposts in the Skreltna could provide the sustained fleet
the home system. Skraltnas were later used as support firepower that they needed. These
mercenary craft, transporting Sshel’ath troops concerns ultimately limited the number of
to distant combat zones. commissioned Skreltoras Ballistics Cruisers.
Skraltna Assault Cruisers saw their In numbers the Skreltoras could have
greatest service during the wars with the Novon. been a potent support craft, but they were neither
Although few Sshel’ath ground actions proved produced nor fielded in
successful the Sshel’ath continued to try. Wave sufficient numbers to affect any battle. The last
after wave of Skraltna Assault Cruisers would Skreltoras were destroyed during the Escala-
be sent against enemy positions in an attempt tion Wars while fighting in defense of Sshel’a.

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Solna Light Cruiser
5
Base Hull (Common) Sulkor Scout Destroyer
During the construction gear up prior to Karaut Variant (Rare)
the outbreak of the First Novon War, the major When the need for combat scouts
shipyards operated by leading Alliance members increased, the Sshel’ath had to find alternatives
(particularly the A’hel’is and Mst’as) chose to to the existing Alveka Scout. It was decided to
focus their resources on the production of Nirte build a new scout ship based on the basic Karaut
Medium Cruisers. space frame. The Sulkor Scout Destroyer
While these shipyards output Nirte shares the same basic design as the Karaut but
Medium Cruisers, other shipyards instead chose lacks the special composite hull materials,
to produce Solna Light Cruisers. The Solna buffered drive system, and emissions masking
Light Cruiser started its life as a competitor for systems of the Karaut. In its place the Sulkor
the position of the Alliance’s mainline cruiser. mounts an expanded weapons arsenal and a
Looked over in favor of the Nirte, a Mst’as larger ELINT-capable sensor array. A jump
design, the Solna wouldn’t have seen the light engine was also added to the design to give it
of day if not for the stolid determination of the strategic movement capabilities.
design’s contractors. The Solna design firm The Sulkor Scout Destroyer found
managed to sell plans for the vessel to several popularity during the Second Novon War where
nations, including many less affluent countries they proved their worth as long-range fleet
that dreamed of fielding a sizeable navy. The support units. Construction of new Sulkors
Solna was a cheaper ship to construct than the continued after the war but the number of new
Nirte, and this cost savings allowed nations with build hulls remained low, limiting their
less construction capital to get more hulls for deployment within the fleet.

Empire Rising
the same cost.
A majority of the Solna Light Cruisers Takhira Laser Destroyer
produced by 1960 fought in the First Novon War, Tasholn Variant (Rare)
and most of those that participated in active
The Takhira Laser Destroyer was an
fighting were destroyed. The Solna Light Cruiser
attempt to modernize the Tasholn hull and
was not a poor design by any measure, but they
incorporate new laser technologies, namely the
simply were not capable of rivaling the Novon’s
gatling laser. The Tahkira is meant to operate
own cruisers.
as an attack ship rather than an escort and in
After the war production on new Solna
this role it serves adequately.
Light Cruisers slowed, but a trickle of new hulls
Placing the firepower of a light cruiser
continued to be produced. Few would ever serve
on a destroyer hull did not come without its share
in allied fleet actions again, most being used by
of disadvantages. The extra power required by
minor countries to defend important strategic
the ship’s light laser cannons puts a heavy stress
locations. Because of this, and the fact that the
on the reactor and it is unable to provide the
A’hel’is and Mst’as never fully embraced the
amount of power the ship requires to power all
Solna, the Solna Light Cruiser should be
of its weapons simultaneously. Because of this,
considered an Uncommon hull if being flown as
a Sshel’ath commander must be careful to
part of an A’hel’is or Mst’as fleet.
anticipate his/her enemy in order to determine
which systems can be shut down to cover the
Stoaka Destroyer Tasholn’s power deficit.
Base Hull (Common - A’hel’is Only)
The A’hel’is Stoaka Destroyer was the Tasholn Destroyer
main space warship fielded by their navy during Base Hull (Common)
the A’hel’is/Mst’as War. Stoaka Destroyers are
The Tasholn Destroyer is an incredibly
armed with three missile racks, giving them the
effective destroyer design. This class is
ability to launch massive missile strikes on their
equipped with four particle weapon batteries of
smaller Mst’as adversaries.
two guns each with wide arcs of fire making the

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The Sshel’ath Alliance
5 Toglaka Patrol Cutter
Tasholn Base Hull (Common)
Destroyer A smaller Sshel’ath ship, the Toglaka
Patrol Cutters were used to patrol the Sshel’ath
home system during the early years after their
emergence to the galactic scene. Toglakas
utilize a mix of old and new technologies, using
new Ukal particle beams in conjunction with tried
and true Sshel’ath railgun technologies.
The Toglaka Patrol Cutter was meant as
a showcase of Sshel’ath ingenuity and
technological development, but the final design
didn’t live up to these expectations. Although
the ship successfully integrated domestic and
Tasholn an excellent anti-fighter escort. Ships foreign technologies it was barely effective
of this class were prized for the amount of raw against pirates and raiders, let alone the likes
firepower they could add to a fleet. of a foreign navy.
During the First and Second Novon
Wars, Toglaka Patrol Cutters were often freed
Tavlevkar Jump Cruiser from their normal system patrol duties to join
Alveka Variant (Uncommon) Sshel’ath fleets going into battle. The addition
The Tavlevkar Jump Cruisers were the of Toglakas was ostensibly to provide extra anti-
result of heavy modifications made to the basic fighter support to Sshel’ath fleets to combat
Empire Rising

Alveka Scout hull. The Mst’as and A’hel’is began wave upon wave of Novon Hest’a Medium
casting off the older Alveka during the 1960’s, Fighters, but in truth the Sshel’ath simply needed
retiring them from service in favor of newer additional targets to ensure the survival of the
scouts such as the Sulkor Scout Cruiser. Rather fleet.
than striking the hulls the two powers instead Toglaka Patrol Cutters were moved into
sold them off to other lesser Sshel’ath nations. the Breth system in large numbers following its
These nations then brought the old Alveka Scout subjugation at the end of the Chouka War and
hulls into their shipyards and began a systematic used to keep the peace while searching for any
reconstruction of the hulls to adapt them for use hidden enclaves of Chouka resistance.
as jump cruisers.
The modifications to the base Alveka Trovalta Frigate
Scout hull necessitated an almost complete
Base Hull (Common - Mst’as Only)
overhaul of all of the Alveka’s ship systems.
Structural modifications were also made in order A contemporary of the Stoaka Destroyer,
to add larger port/starboard wing structures to the Mst’as’ Trovalta Frigate is its equal in battle.
the hull. These structural expansions allowed The Trovalta Frigate is armed with a wide-array
the new Tavlevkar Jump Cruisers to provide of weapons, including both ballistic and laser
valuable fighter and heavy weapon support to weaponry. The Trovalta’s major advantage in
the fleet. battle is its speed and mobility, which allows the
The Tavlevkars served as valuable jump ship to outmaneuver the slower A’hel’is ships of
cruisers and squadron leaders within these the day.
navies until the Vipindra Heavy Cruisers started
filtering down into their ranks, itself later replaced Ushula Direct Assault
by a new generation of jump cruisers. Frigate
Base Hull (Common)
The Ushula Direct Assault Frigate is an
odd ship within the context of the Sshel’ath fleet.

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The Ushula looks little like other Sshel’ath ships, ore haulers or other bulk transport craft are
5
resembling a turtle shell more than anything common sights in Sshel’ath territories, and some
else. Where other Sshel’ath ships are built to less affluent Sshel’ath nations continue to
fight back against their opponents, the Ushula operate such ships in their fleets.
is built with boarding actions in mind. Small and
relatively mobile, the Ushula uses its two forward Valransa System Monitor
grappling claws to attach itself bodily to the
Base Hull (Uncommon)
enemy craft so that it can disgorge its crack
troops. Silent and deadly, Sshel’ath marines are The Valransa System Monitor is one of
formidable opponents and very deadly. Due to the largest warships every constructed by the
the very nature of Sshel’ath physiology, Sshel’ath. Valransa System Monitors serve as
Sshel’ath marines can easily crawl through mobile bases, continuously patrolling the edges
cramped air ducts and other confined spaces. of Sshel’ath space. Due to their slow speed and
The element of terror that these troops instill on lack of strategic mobility, Valransa System
a ship’s defenders is great, and this Monitors cannot safely travel through
psychological edge is often times all the hyperspace without assistance from tugs or
Sshel’ath need to bring them victory. other such support craft.
In order to make sure the Ushula will In combat, Valransas function very much
reach its target, the ship is heavily armored (for like a slightly mobile base. Their wide weapon
a Sshel’ath vessel) and built to resist enemy fire, arcs and thick structure blocks make up for their
especially from enemy fighters. lethargic maneuverability and speed. Each
Valransa also operates two wings of fighters,
allowing it to suitably counter those fielded by
Vahskal Patrol Carrier enemy forces.

Empire Rising
Base Hull (Common)
The Vahskal Patrol Carrier is a pre- Vilindras Heavy Cruiser
Contact system patrol carrier design used by
Vipindra Variant (Uncommon)
the Sshel’ath Alliance to patrol space around
Sshel’a and the asteroid colonies. The Vahskal A variant of the popular Vipindra Heavy
can transport and deploy twelve fighters via the Cruiser, the Vilindras Heavy Cruiser is equipped
vessel’s bottom mounted fighter rails. with laser cutters to extend the hull’s normal
The Vahskal’s outmoded technologies engagement range. The extended range of the
proved uneconomical to upgrade and the ships laser cutters provides the Vilindras with the
were slowly sold off to civilian or foreign interests. standoff range necessary to provide firing
Vahskal carriers that have been converted into support for other shorter ranged Sshel’ath fleet

Vipindra
Heavy Cruiser

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The Sshel’ath Alliance
5 elements. Vilindras Heavy Cruisers have also communications equipment to seamlessly
been used to provide heavy escort support to assume control of nearby defsats in order to
other long-range fleet support elements, such continue delivering nuclear payloads to the
as ELINT ships and bombardment cruisers. planet’s surface should ground based control
centers be neutralized by the opposition.
Vipindra Heavy Cruiser After first contact with the Ukal the
position of the Kaumlar Command Fortress in
Base Hull (Common)
the Sshel’ath military was diminished. The
The Vipindra Heavy Cruiser is the first possibility of an external threat to Sshel’a
of a new generation of Sshel’ath warships suddenly became much more real than any other
conceived after the disastrous conclusion of the terrestrial threat. Most Kaumlars were eventually
Second Novon War. The Vipindra Heavy Cruiser sacked and replaced with newer defsats and
is a sizeable ship built by the Sshel’ath to serve bases.
as a new multi-role cruiser capable of taking on
the heavy cruisers of other regional powers.
Although slower than some enemy heavy Ritesh Orbital Satellite
cruisers, the Vipindra carried a solid weapons Base Hull (Common)
array that made up for this failing. The Ritesh defsat is a heavier model of
The Vipindra proved itself during the brief pre-Contact orbital satellites. Although not
fleet actions at the end of the Chouka War when operated as widely as the smaller Vadikar Micro-
Sshel’ath forces invaded Breth. Later Satellites, Ritesh defsats were still a very
confrontations with Novon fleets proved that the common sight in the skies above Sshel’a. The
design was sound. Production of the Vipindra Ritesh’s two missile racks allowed it to fire larger,
remained high for several decades making the longer-ranged missiles than those the Vadikar
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Vipindra one of the most common ships in the could fire.


Sshel’ath fleet. Starting in 1918, Ritesh defsats
underwent an upgrade to Type-II Internal Missile
Launcher technology. Before this time the
Ritesh used the older original Sshel’ath internal
Bases, Satellites, missile rack, the Type-I. The improvement in
effectiveness was substantial and allowed the
& Mines Ritesh to continue to serve for decades to come
as the primary Sshel’ath defsat.

Kaumlar Command
Ukav Orbital Satellite
Fortresses Base Hull (Common)
Base Hull (Uncommon) Ukav Orbital Satellites were developed
When considering a total nuclear war by the Sshel’ath as an eventual replacement for
scenario, there is always a desire to make sure the Ritesh satellites. Larger and more heavily
that a nation can remain in control of their armed, Ukav defsats are better equipped to
arsenal long enough to exact final revenge handle modern threats. Ukav defsats are built
against their enemies. The Sshel’ath leaders around a central laser cutter and are intended
realized this and were quick to install small bases for taking out enemy cruisers through massed
in orbit to control orbital weapons launch laser fire from defsat clusters.
platforms in the case that ground-based control
targets were destroyed in a first strike.
Considered large bases at the time of
Usarra War Station
their construction, these command fortresses Base Hull (Common)
are little more than large defsats. Crewed by The Usarra War Station was the largest
twenty to thirty Sshel’ath at any given time, type of military defense base operated by the
Kaumlar Command Fortresses had the Sshel’ath during the Chouka War period. A
large, formidable base, the Usarra is armed

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The Sshel’ath Alliance
primarily with long range laser and missile Ilvhassa Pr109109oximity
5
weapons that allow it to engage enemies at
extended distances, weakening them before Mine
they can enter firing range. As of 1974, two This older class of bomb-pumped
Usarra War Stations had been built in orbit of proximity-detonation mine was used heavily
Sshel’a. Both of these bases served as during the pre-Contact period. The mine is little
important military command and logistics points more than a large, high-yield nuclear warhead
providing support to Sshel’ath fleets. covered in lasing rods. When an applicable
target enters the target’s range the mine
Vadikar Micro-Satellite detonates, damaging or destroying all the units
within its area of effect.
Base Hull (Common)
Even before the Sshel’ath made contact
with alien races, the skies above Sshel’a were Tarkahn Mobile Mine
littered with thousands of defense satellites. The Tarkahn-type Sshel’ath mine is
Such satellites were originally built not to defend equipped with additional propulsion systems
from threats from above but threats from below. above and beyond the standard station-keeping
Such nuclear launch platforms were used as an drives employed on most mines. This limited
equalizer to keep opposing powers in check and guidance is coupled with a basic artificial
act as a deterrent against possible attacks. intelligence system to make Tarkahn mines
Following first contact and the formation semi-autonomous fighting units capable of
of the Sshel’ath Alliance, satellites like the selectively targeting inbound threats.
Vadikar Micro-Satellite became the Sshel’ath’s
first line of defense against alien threats. The Ruslika Mobile Mine

Empire Rising
intense cold war atmosphere that embroiled An updated model of Tarkahn mine, the
Sshel’a for so many decades had the Ruslika incorporates a more advanced
serendipitous effect of leaving Sshel’a extremely electronics and software package which
well defended from foreign invaders. Though enhances the mine’s performance against
primitive, early satellites such as the Vadikar enemy fighters and shuttles.
were more than capable of dealing fatal blows
to enemy warships.
The Vadikar was the most common
Srata DEW Mine
satellite used during the early period of Sshel’ath The Sshel’ath regularly operated Srata
interstellar activity. Other smaller satellites did DEW mines during the First and Second Novon
exist, but were much weaker in comparison and Wars. These large mines were equipped with a
less suited for use against space-based threats. single laser cutter, giving them impressive range
and firepower. Srata mines typically were only
able to fire once after activation before being
Sshel’ath Mines destroyed by the Novon, but they did prove
The Sshel’ath were known to use mines, effective at mauling or disabling small Novon
especially in their war against the Novon. warships. However, the mines proved to be very
Despite their use of mines, the Sshel’ath never expensive to produce, limiting their overall utility.
felt the need to develop a large selection of
mines. The Sshel’ath typically deployed mines Torrok DEW Mine
behind allied fleets in an attempt to create
The Torrok was developed as an
valuable terrain they could later exploit should a
advanced mine to deter enemy fighters and
campaign go badly. Desperate Sshel’ath
ships alike. The new gatling laser weapon was
commanders often would try to lead their
installed on a modified Strata frame to form the
pursuers back into these minefields in hopes
new Torrok type mine. Minefields of Torrok mines
that the waiting mines would wrack them.
were often laid around important defense
structures on the Novon border to protect against
attack.

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5 stealth technologies, but efforts to produce a
new stealth fighter met with resistance from a
Fighters & large minority of Alliance member states.
Begrudgingly the debate on whether or not to
Shuttles build a Alliance-sponsored stealth fighter design
was shelved. Officially, that is. The A’hel’is and
Mst’as both developed their own stealth fighter
Kavasa Breaching Pod in secret, hoping to use it as a counter to the
Base Hull (Common) Yhabn’l Nalva.
Few Sshel’ath units can create as true a The Nalva Stealth Fighter historically saw
sense of terror as that generated by the sight of only limited deployment due to their high cost of
a Kavasa Breaching Pod on the field of battle. manufacture and maintenance. In a campaign,
Painted black as night and adorned by six claw- only non-A’hel’is and/or Mst’as factions can
like extensions, these breaching pods are a develop and build Nalva Stealth Fighters.
psychological as well as physical tool of terror.
The Kavasa Breaching Pod is one of the Skratar Light Bomber
few armed breaching pods operated in known
Skrehga Variant (Uncommon)
space. Armed with a single low-grade particle
beam, these pods use the weapon for protection Skratar Light Bombers were developed
as they make their way towards the target. during the First Novon War to provide additional
offensive firepower to combat the more
advanced Novon ships. Skratar bombers were
Nalva Stealth Fighter used extensively during that war but soon fell
Base Hull (Rare - Non-A’hel’is/Mst’as Only) out of favor because of the heavy logistical
Empire Rising

The Nalva Stealth Fighter was the burden that accompanied them.
product of a secret development project
spearheaded by the primary opponents of the Skrehga Light Fighter
Alliance. These disenfranchised members
Base Hull (Common)
believed that Mst’as and A’hel’is were hoarding
new technologies, reserving them for use in their An early Sshel’ath fighter, the Skrehga
own fleet. Led by the Yhabn’l, this closely tied Light Fighter is a very effective interceptor
alliance set to work to adapt existing stealth platform. The Skrehga was built to function as
technology first pioneered on the Kaurat hull a dedicated interceptor in part to make up for
onto a smaller, fighter-sized space frame. the relative lack of anti-fighter weaponry on most
The Nalva Stealth Fighter emerged as Sshel’ath ships. Because of this, the Skrehga
the first stealth fighter to be fielded by an is typically used to escort its carrier and engage
Sshel’ath power. Small and not particularly well enemy fighters that come into range.
armed, the Nalva relies on its small signature Most Sshel’ath ships built after 1958
and stealth capabilities to keep it alive in battle. were designed to carry at least a flight of
The existence of the Nalva remained Skrehga fighters to help defend them from
unconfirmed for fifteen years after its enemy fighters.
introduction. The appearance of the vessel
during a battle in Neliste space proved the Svralla Assault Shuttle
existence of the stealth fighters. The A’hel’is and Base Hull (Common)
Mst’as demanded that the research behind the The Svralla Assault Shuttle was the
fighter’s stealth system be released to all primary assault shuttle of the Sshel’ath Alliance.
Alliance members in the same way that the This unarmed assault shuttle is built for speed
Karaut stealth data had been mutually shared. and durability instead of combat and relies on
The Yhabn’l and their allies refused. The A’hel’is its powerful engines to keep it out of harm’s way.
and Mst’as were outraged at the Yhabn’l
defiance, but there was little that they could do.
Both powers eventually reverse engineered the

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Raiders and Pirates
6
6.0 Raiders
& Pirates
Background
At some point in the history of almost
every spacefaring alien race there have been
pirates and black market enterprises to sustain
If not for the
them. These individuals are usually shunned
Circasian coordinated strike
by society and, in most cases, actively hunted
against the major raider
by the military forces whose duty it is to protect
organizations operating in their
vulnerable civilian and military shipping from
space, the raiders would likely
their attacks.
have come to control most of the region by virtue
As the Circasians emerged into space,
of their technological superiority. However, the
piracy in known space was experiencing
raiders lust for power and money led them
something of a renaissance. Numerous well-
directly into the Circasian trap which left them
organized raider, pirate, and privateer bands had
shambles. Following the attacks, the remaining
formed over the previous century, each
raiders operating in and around Circasian space
positioning themselves to fill their own niche.
mostly fled, though many remained hoping to
Through successful raids or government

Empire Rising
capitalize on Circasian overconfidence. What
support, these raiders had managed to expand
these raiders perceived as overconfidence on
their presence and become true military threats
the part of the Circasians was really a growing
to races unable to counter their forces.
professionalism and maturing acuity towards
The opening of the Circasian and
space warfare. The raiders that remained were
Th’sook frontier in the early 20th Century gave
consistently beaten and slowly disappeared or
these raiders just the opportunity they were
followed their brethren back to their original
looking for. Although both the Circasians and
territories.
Th’sook had small pre-Contact navies that could
Most of the raiders that fled Circasian
be used to defend their territories, the technology
space found it hard to transition back into their
demonstrated on these vessels was woefully
old haunts, each power vacuum having been
inadequate to counter even the hand-me-down
filled long before by other enterprising raiders.
technology found on the raider craft of the day.
The conclusion of the Circasian raider wars
The raiders found these virgin territories
signaled the end of a golden age of piracy in
ripe for the picking. Slowly but surely more and
known space. Raiders and their like would not
more raiders made their way into the area from
enjoy another such resurgence until the years
as far off as the ak-Tai Republic and other
following the Escalation Wars.
Hegemonic member states in the outward
sectors and Quadrant 4 in the coreward
territories. All saw the new trade routes and
space lanes in the region as areas that could
easily be raided with little threat to their raiding
fleets.
For a time this new frontier remained
lawless, raiders and pirates feasting on
unsuspecting convoys that traveled in the region
while Circasian patrol ships tried futilely to
counter the ever-increasing raider threat.

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Raiders and Pirates
6 independent operators were forced to move into
Chouka Pirates other markets to keep their heads above water
and only the largest cartels survived, and then
It did not take long after contact was
only because of their close financial ties to the
made with aliens for several Chouka to take to
Theocracy.
the stars in search of adventure. Many of these
The Chouka War put an end to organized
treasure hunters and thrill seekers dabbled in
Chouka raider organizations. As the Circasian
black market goods as well as out-and-out piracy
fleet slowly swept through Chouka territories,
to maintain their ships and the way of life that
they confronted Chouka military craft and pirates
they were quickly becoming accustomed to.
alike in battle. The Chouka raiders were hired
Unlike many foreign governments that
as mercenaries to take part in the defense of
frowned on pirate groups, the Chouka
the Theocracy with promises of high
Theocracy sponsored many raider factions that
commissions, but it did not take long for many
operated in and around their borders. Offering
of these privateers to realize that their only
these bands money, ships, and materiel, the
commission would be death. Those raiders that
Chouka Theocracy hoped that funding piracy
did not fight and die alongside their fellow
on their borders would distract neighboring races
Chouka were dispersed, moving into other
while providing a slow influx of stolen goods and
neighboring territories in order to flee inevitable
technologies captured by the raiders.
Circasian persecution or attack. Many of these
As the Theocracy grew stronger its
raiders took refuge in Thaline space while others
support of pirates and privateers waned, but the
moved into Novon and Solassi territories.
preceding fifty years of support had left many
Following the war very few Chouka
Chouka raiders in a position of strength. Many
raiders remained. Those that had been
Chouka raiders sported large raiding fleets and
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dispersed by the conflict were forced to integrate


were quite bold in their attacks. Of these Chouka
themselves into new territories, and most did
bands, several operated covert raider bases
not survive the transition. The Chouka
along the outskirts of Chouka space. Using
Theocracy had been very forgiving of piracy in
these hidden ports as a base of operations and
their territories, but other alien governments
stop off point, the Chouka pirates were able to
were much more strict, not to mention much
build a profitable enterprise around smuggling
better at conducting anti-raider actions.
and convoy raiding.
Chouka raiders saw the emerging
Circasian Empire as an easy target for their
raiding efforts and heavily raided Circasian
Starships
space during the Circasian raider wars. Only
independent pirates or the smaller raider bands Gambler Blockade Runner
were involved in the raiding of Circasian space. Base Hull (Common)
The larger, more organized raider bands were The Gambler Blockade Runner is a
located on the opposite side of Chouka space small, atmospheric-capable ship used for
along the Novon and Thaline borders and the breaking through enemy blockades to get cargo
distance prevented them from securing a piece in or out of such blockades. Most Chouka
of the action. blockade runners were used to ferry black
The Chouka raiders along the Circasian market or otherwise illegal cargo in and out of
border were dissipated and many destroyed the Theocracy. Gamblers rely on their speed
during the Circasian counteroffensive of 1955. and mobility to evade and outwit pursuers as
The attack had the desired effect of dissuading they are lacking weapons and their hull is unable
other Chouka raiders from hitting Circasian trade to survive more than a few shots.
routes lest they, too, be forced to confront the
modern Circasian navy.
Following the raider wars and the drop-
off of government funding, Chouka raiders were
forced to fend for themselves. Smaller,

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Raiders and Pirates
Hand of God Raiding Highwayman-A Sloop
6
Cruiser Base Hull (Common)
Base Hull (Rare) The Highwayman Sloop is the most
common Chouka raider craft. A rebuild of the
The Hand of God Raiding Cruiser is the
old Believer Frigate, the Highwayman is the
largest design operated by Chouka raiding
epitome of ingenuity. “Jury rigged” best
parties. Converted from surplus Vengeance
describes the state of most Highwayman Sloops,
Heavy Cruiser hulls, the handfuls of Hand of God
with raiders installing whatever weapon they
Raiding Cruisers in existence were operated by
could get their hands on in any way possible.
only the largest Chouka pirate groups. The
These ships little resemble the original Believer
Delkeshore pirates in particular were known to
Frigates and resemble them even less so as
operate two such ships at their peak.
more modifications are made to each ship over
Each cruiser is heavily armed, its trio of
its lifetime.
medium plasma cannons providing sufficient
Although weakly armed compared to
deterrent against lone military patrols. Tertiary
other ships, the Highwayman Sloop is effective
guns are used to stave off attack from lighter
in crippling enemy transports. Highwaymen are
units, such as enemy fighters and light combat
no match for enemy military craft and, if
vessels.
confronted, will be forced to flee.
In practice, Hand of God Raiding
Most Highwayman Sloops are equipped
Cruisers typically operated in the company of
with a pair of external cargo pods specifically
one or two other ships on raiding missions
for storing captured cargoes. These long,
across foreign borders. The Hand of God would
cylindrical assemblies can be easily jettisoned
then ambush its intended target, stashing their
in the instance that the ship is being pursued.

Empire Rising
captured cargo in an aft cargo bay before
It is possible to convert the Highwayman
retreating back to the safety of Chouka space.
Sloop into a makeshift carrier by modifying the
A rare variant of the Hand of God exists
external cargo pods to hold fighters. A
that exchanges the aft cargo bay for a jump
Highwayman can base two fighters in each of
engine. These jump-capable cruisers were the
its external cargo pods. Note that this
only jump-capable units ever purchased or
configuration makes it impossible for the
converted by the Chouka pirates before they
Highwayman to carry cargo of any type in the
were dispersed by the Circasians after the war.
cargo pods.

Heresy Wolf Raider Highwayman-B Sloop


Revelation Variant (Uncommon)
Highwayman Variant (Uncommon)
This variant of the Revelation Freighter
Though most Chouka ships utilize
was a favorite of Chouka pirates.
common plasma weapons as their primary
Indistinguishable from a standard Revelation
armament, many raiders have been able to
Freighter outside of a detailed short-range
procure more exotic weapons during especially
sensor scan, Heresy Wolf Raiders often joined
fruitful raids on enemy shipping. Raiders on the
up as members of unsuspecting convoys only
Thaline and Circasian fronts often modified
to loot and raid them once underway.
Highwayman Sloops to use captured particle
Heresy Wolf Raiders rarely operated
cannons and beams. Replacement parts for
alone. Ships of the class usually acted as inside
these weapons could be procured from disabled
informants, gathering information on the
freighters, especially military logistics freighters.
convoy’s routes and flight plan and then
Because of the lack of dedicated lines
funneling it to the raiders. Mid-flight, the
of supply to keep such particle weapons
Heresy’s brethren would set upon the convoy at
maintained, the Highwayman-B Sloop remained
which point the Heresy’s true nature would be
an uncommon variant of the Highwayman.
revealed.

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6 Oathbreaker Raiding Barge result the ship remained uncommon in their
service.
Revelation Variant (Common)
The Oathbreaker Raiding Barge was one
of the standard raiding cruisers operated by Wrath Warship
Chouka pirates. Oathbreaker Raiding Barges Base Hull (Common)
typically acted as command and control craft for The Wrath Warship, based on the
small raider attack groups, directing fighters and Devotion Free Trader, is one of the more potent
light combatants into battle in order to coordinate warships operated by Chouka raider bands.
strikes on unsuspecting freighters. These fearsome ships are armed with two
Oathbreakers were very popular units by virtue forward medium plasma cannons that allow it
of their strong armament and fighter rails that to deliver massive blows to the enemy. The
allowed it to bring twelve fighters into combat. Devotion’s cargo carrying capacity is exchanged
The Oathbreaker is based on the for an enlarged reactor and engine, allowing it
Chouka Revelation Freighter design but the to power its new weapons and achieve greater
Oathbreaker cannot be mistaken for a speeds than the original civilian craft.
Revelation due to the extensive external Wrath Warships are typically used as
modifications necessary for the fighter rails. This heavy escorts in case of attack by neighboring
means that it is not possible for an Oathbreaker patrol ships, or for softening up heavily armored
to pass itself off as a Revelation Freighter in units, such as military transports. In these cases
order to avoid capture or to set up an ambush. the heavy firepower of the Wrath can easily
disable the target in a single volley.
Revelation Freighter
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Base Hull (Common)


The raider Revelation is of the same type
Fighters &
as that operated by the Chouka Theocracy. Most
Chouka raiders operated stock Revelation
Shuttles
Freighters for moving their cargo (usually
contraband) between their hidden bases and Wraithblade Heavy Fighter
friendly ports where they would sell the Base Hull (Common)
merchandise. Revelation Freighters were also
Chouka raiders used many different
used as plants, joining up with outgoing convoys
types of fighters, but in most cases they tended
in order to relay intelligence data to nearby raider
to use the older Wraithblade class of heavy
command and control craft.
fighter. The Wraithblade, despite its age, is still
a capable fighter. Armed with two plasma
Thief Grappling Cruiser blasters, the fighter is capable of stripping
Base Hull (Uncommon) freighters of weapons and thrusters, allowing for
A rare design, the Thief Grappling the ship (and its cargo) to be captured.
Cruiser is a converted Thaline freighter designed The ship control sheet for the Raider
specifically for grappling onto freighters in order Wraithblade Heavy Fighter is the same as that
to board them and seize their cargo. A Thief of the Chouka’s own Wraithblades.
Grappling Cruiser’s four grappling claws allow
it to deploy a large number of mercenary troops Other Fighters
to the target, easily overwhelming the freighter’s The Chouka pirates relied heavily on light
own crew. fighters of foreign manufacture and favored the
The Thief Grappling Cruiser is only lightly Reclum-D Light Fighter, using it as their standard
armed, relying on its speed to keep it safe from light fighter design.
enemy escorts or police craft. Very few Chouka
raiders could afford the price of purchasing and
converting a Thief Grappling Cruiser and as a

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6
The
Unsheathed
Claw
This independent raiding organization is
different from other such organizations. Rather
than being a wandering band of pirates and
renegades, the Unsheathed Claw is a group of
Ghotekhen refugees that fled the Ghotekhen
territories following the end of the Great War
against the E’chekri. The Unsheathed Claw was
founded by several surviving military ship
commanders following the end of that war.
Having survived in exile fighting a guerilla war
for nearly five years, these Ghotekhen officers
could not bear to return to their devastated
homeworld. The world that they had fought so
long for was no longer the world they
remembered and they felt it was time to move
on. The Claw’s founders returned to Ghotekh

Empire Rising
just long enough to resupply their ships and The population of Ghea’khathen swelled from
retrieve their family members before heading only a few thousand in 1840 to nearly 15,000 by
into the unknown territories of the dead zone. 1930. Enough infrastructure was developed to
This refugee fleet eventually ended up allow the Unsheathed Claw to lead a subsistence
in the burned out husks of former Kholran and existence on the world. This, however, was not
X’chukta space and opted to settle among the enough to maintain the Unsheathed Claw’s
ruins of the fallen Kholran Stacis colony. There fleets, let alone provide for their people’s long-
they built new homes and began building a new term infrastructure expansion and retention
society. Relations were maintained with their needs.
homeworld, although contact was infrequent at Realizing this, the Unsheathed Claw
best and most Ghotekhens had little idea where began refitting their fleet for piracy. Their fleet
the refugee colony was really located. was comprised mainly of old warships that the
This group of Ghotekhens took the name founders of the Claw had brought with them to
“Unsheathed Claw”, a reference to the clan’s Ghea’khathen a century earlier. These ships
originators. In Ghotekhen tradition, the warriors were in a state of disrepair and only still
of a power that has been devastated in an unjust operational by virtue of simple Ghotekhen
war are known as Unsheathed Claws because ingenuity. All of their vessels had long ago
it is said that their claws remain forever at the ceased to look like their original hulls, and many
ready to exact vengeance against those that new variations and unique designs were born
wronged them in the past, even long after the from the necessity of scavenging one hull to
conflict is over. The soldiers that founded the repair and maintain another.
refugee colony were considered Unsheathed With their fleet refitted, the Unsheathed
Claws, and they accepted the moniker with Claw began seeking out nearby trade routes and
honor. preying on non-Ghotekhen shipping. The
The Unsheathed Claw continued to Unsheathed Claw never attacked any ship of
expand their holdings on the Stacis colony, which Ghotekhen registry, placing a greater price on
they called Ghea’khathen (“World of Hope”), loyalty to their own people than to profit. Non-
over the course of the following hundred years.

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6 Ghotekhen ships moving through the burned out the quality of Claw warships was lacking. With
worlds of the dead zone had to stay alert lest an their fleet in shambles and no longer able to
Unsheathed Claw raiding cruiser appear on the perform raids upon enemy powers, the
edge of their scanner range. The Unsheathed Unsheathed Claw pulled its forces back to
Claw were humane as far as raiders go, though defend Ghea’khathen from any further attacks.
they had a particular zeal often demonstrated The Unsheathed Claw eventually
in combat. It was not uncommon for the recovered from the defeat, but by the time they
Unsheathed Claw to board enemy ships and had again assembled a fleet of any
steal what they could take with them before consequence their moment of opportunity had
retreating back to their ships. Sometimes this already passed. The Circasian’s raider wars had
even included hostages and prisoners to work propelled them into the position of a minor
as slave labor in the factories and mines of military power, and the Th’sook had also
Ghea’khathen. They did not do this often, and developed a space fleet capable of providing
usually only did so if the Claw commandos felt policing action within their own territories.
that the crew was particularly distasteful. Relations with the homeworld had also become
The Unsheathed Claw eventually came strained in the interim, continued connections
to operate as a privateer force aligned with the with the Unsheathed Claw having caused
Ghotekhen government, receiving funding and political problems for the Ghotekhen government
supplies from the Ghotekhens to patrol the far in the Hegemony. It became apparent to the
edge of the frontier. The reasons for the Claw by the summer of 1968 that they would
Ghotekhen funding of the Claw are many, and have to forge an alliance with some power in
rumors and speculations abound as to the true order to maintain their way of life.
reason behind it. Most historians believe that The Unsheathed Claw eventually chose
Empire Rising

the Ghotekhen government wished to keep an to align themselves with the Th’sook Dominion,
armed force on the frontiers to keep watch for accepting protectorate status in exchange for
any possible E’chekri presence on the far side military protection and much needed supplies.
of the dead zone. The Unsheathed Claw fleet remained in service
The Unsheathed Claw began raiding as a local defense force protecting
Circasian space as soon as a route to their Ghea’khathen from any possible attack.
territories became widely known in the late Ghea’khathen flourished with the influx of goods
1930’s. The Claw found the Circasians to be and traders and became a major regional trade
technologically inferior compared to even their hub, bringing wealth to both the Unsheathed
aging technologies and considered them to be Claw as well as the Th’sook.
an easy mark. Likewise the Th’sook seemed The Unsheathed Claw protested against
equally ill equipped to combat Claw raids into Th’sook involvement in the ak-Tai War. Although
their space. Such attacks continued slowly but the Claw threatened to break their many
steadily, each raid more daring than the last. protection treaties with the Th’sook they never
The acts of piracy that had originally started as did, though they refused to take part in the
a way to maintain their people had grown into a conflict. They were enraged by the Circasian
tool of fear that the Claw’s leaders hoped would assault on the motherlands, but did not have
propel Ghea’khathen into a position of power in the resources to take part in the conflict.
the region. There were many who believed that
it could one day be possible to turn
Ghea’khathen into a southern capital world of Starships
the Ghotekhen Empire, perhaps even one day
eclipsing Ghotekh itself.
The forces of the Unsheathed Claw were
Dushar Hyperspace Probe
largely destroyed by the Circasian surprise Base Hull (Rare)
attack in 1955. The Circasian fleet assembled The tenuous hyperspace routes leading
to combat the Claw threat proved formidable out of Ghotekhen space and into the E’chekri
and, despite having a similar number of hulls, dead zone required the Unsheathed Claw to
coopt several small scout craft for exploring

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ahead of the main fleet. These small strength of two ships and the firepower to
6
hyperspace probes escorted the Claw fleet counter the light cruisers of other neighboring
through hyperspace, guiding it along the beacon races.
paths leading to their eventual home in the Stacis Only limited numbers of Feltann Heavy
system. Destroyers were converted by the Unsheathed
After the migration was complete, the Claw because of the scarcity of hulls at their
remaining Dushar Hyperspace Probes were disposal. Those Felrauk Warships selected for
assigned to escort convoys traveling back and conversion were usually those that had
forth between Claw and Ghotekhen territories. sustained massive damage in combat or had
Without the support of their Dushar Hyperspace been experiencing system difficulties that would
Probes the Unsheathed Claw would have been necessitate widespread system overhauls. The
forever separated from their brethren at Feltanns that saw combat, however, proved the
Ghotekh. Such a situation would have left the effectiveness of the class.
Claw without a source of supplies or support
and would have been the doom of their fledgling Gabrak Long Range
colony.
Transport
Felrauk Warship Base Hull (Common)
Base Hull (Common) Gabrak Long Range Transports are
converted troop transports designed for long
The Unsheathed Claw operated several
distance cargo transport. It was onboard Gabrak
Felrauk Warships, mainly because of their
Long Range Transports that the first colonists
relative inexpensiveness as well as their
made their way to the Stacis system to found
atmopsheric capability. The ability to land ships

Empire Rising
the Ghea’khathen colony. After founding the
for repairs was very important for the Claw as
colony, the Claw assigned their fleet of Gabrak
most of their manufacturing and shipyards were
Transports on a trade route between
located planetside on Ghea’khathen.
Ghea’khathen and Ghotekh. This pipeline
The Felrauk Warships are armed with
ensured that the colony was kept resupplied and
off-the-shelf plasma weapons that could be
helped maintain contact with the motherworld.
easily purchased from the Claw’s contacts in the
Later, after the Unsheathed Claw began
Ghotekhen Empire. Felrauks proved to be
raiding merchant vessels, the Gabrak Long
inadequate warships on their own, but when
Range Transports were used to transport
operated in groups they were able to overwhelm
captured goods that were of no use to the Claw
larger cruisers.
back to Ghotekh for sale in local markets. This
trade gave the Claw a constant influx of funds
Feltann Heavy Destroyer for use in maintaining their colony and raider
Base Hull (Uncommon) operations.
The Feltann Heavy Destroyer is a class
unique to the Unsheathed Claw created by Journan Corvette
bolting together two Felrauk Warship hulls. This Base Hull (Common)
concept was born from the Claw’s need for a
This conversion of an old Ghotekhen
strong line of defense around Ghea’khathen and
police corvette is a common warship operated
their lack of suitable warship hulls. The effort
by the Claw. The Journan Corvette is heavily
required extensive prototyping by Claw scientists
armed for a ship of its size, though this firepower
before a suitable process for combining the hulls
is exceptionally short ranged. Journan Corvettes
could be found, but the resultant design was
were used predominantly for system patrols
everything that the Claw could have hoped for.
within the Stacis system, though many Journan
After their development, a small number
Corvettes were pulled from this duty to
of Feltann Heavy Destroyers were constructed
participate in raiding actions on nearby space
to provide Ghea’khathen with an elite destroyer
lanes.
force. These destroyers have the structural

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6 When operating as part of a larger fleet, engines) were stripped from the hull and
Journans would provide antifighter support to replaced with cheaper, more reliable equivalents
other fleet elements, using its plasma cutters to that could be fabricated—albeit slowly—by local
shoot fighters down before they could strike at industry.
the vitally important cruisers and carriers. The Claw used the extra space freed on
the cruiser hulls for installing extra hangar
Kiltrac Raiding Cruiser facilities, allowing each command carrier to
operate thirty heavy fighters. The Claw leaders
Vatraliak Variant (Common)
hoped that a large command carrier hull would
When the need for raiding vessels arose be able to project power near Ghea’khathen in
the Unsheathed Claw turned to their Vatraliak such a way as to discourage attack.
Defense Cruisers as the answer. The Claw The Komdustur Command Carriers
proceeded to convert nearly their entire fleet of rarely left orbit of Ghea’khathen, being used in
Vatraliaks into Kiltrac Raiding Cruisers. a purely defensive role. The Unsheathed Claw
This shift in focus came with a heavy guarded their command carriers fiercly,
price tag. One of the most important changes sacrificing other ships and fighters in their
to the Vatraliak hulls was the addition of a jump defense. Both Komdusturs survived the end of
engine to allow the Unsheathed Claw the Circasian raider wars and remained in Claw
unprecedented strategic mobility. The cost of service for several more decades before finally
the terrentium and technicians necessary to being dismantled.
build and install these jump engines was sizable.
The Claw was forced to take out loans and
secure under-the-table financing from contacts Murstal Grappling Frigate
in the Ghotekhen Empire in order to realize the Murston Variant (Uncommon)
Empire Rising

conversion of their Vatraliak fleet to the new Once the Circasian and Th’sook
design. governments deployed suitable patrol forces at
The Kiltrac Raiding Cruiser soon became their long-range colonies and outposts, the
one of the most effective raider craft in the sector. Unsheathed Claw was forced to find alternative
The Kiltrac Raiding Cruisers usually operated uses for their Murston Assault Transports. In
in tandem with other small Claw ships, but some the past the ships had been used to raid the
of these cruisers also found themselves colonies, exacting tribute from their inhabitants
operating solo on extended sorties deep into in infrequent settlement raids.
Circasian or Th’sook space. Early on, one of the leading prospects
was to convert Murston Assault Frigates into
Komdustur Command makeshift direct assault craft. Two grappling
claws were installed on the front of the new
Carrier Murstal Grappling Frigates. These claws
Base Hull (Very Rare - Only 2 Exist) allowed the Murstals to grapple onto enemy craft
The Unsheathed Claw operated two and directly deposit their marine crews. The
heavy cruisers at the time that their founders offensive armament of the Murston was replaced
set out in search of a new home. These heavy with weapons more conducive to their new role.
cruisers operated for more than two decades The light plasma cannons were notably removed
after the founding of the Ghea’khathen colony from the hull and replaced with plasma cutters.
but, eventually, they began to suffer system These plasma cutters proved to be excellent
problems related to a lack of supply and routine weapons for stripping defensive systems from
maintenance. the enemy hull, allowing the Murstal to close to
Because of these supply issues, the grappling range intact.
leaders of the Claw decided to perform massive As with their colony raids the direct
modifications to the cruisers and turn them into assaults carried out by the Murstals in the Claw’s
command vessels for their small war fleet. employ proved successful, but eventually the
Heavy weapons and other hard-to-maintain Circasian and Th’sook militaries addressed the
systems (including the vessels’ large jump

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problem by increasing the size and strength of Vatraliak Defense Cruiser
6
their border patrol fleets.
Base Hull (Uncommon)
Of the larger cruisers the Unsheathed
Murston Assault Frigate Claw has in its possession, most are of the
Base Hull (Common) Vatraliak class. Vatraliak Defense Cruisers are
The Murston Assault Frigate is a heavily modified versions of the Ghotekhen
transport designed to deliver small groups of Ghairada Attack Cruiser. Over the years, the
specially trained special operations troops to Claw has upgraded the hulls to meet their needs
planetary sites, usually for the purpose of in defending Ghea’khathen from attack. Early
retrieving important goods or information. The upgrades saw the addition of port and starboard
Murston is heavily armored for a Ghotekhen missile pods, as well as the addition of additional
vessel, but the extra mass makes the ship slower structural reinforcements.
and less maneuverable. Vatraliak Defense Cruisers were used for
The Unsheathed Claw commonly used defending Ghea’khathen from attack and
Murston Assault Frigates to raid small colonies seldom left the colony’s orbit. The cruisers were
and settlements on their borders. Claw troops simply too valuable to risk losing them, as there
often met armed resistance from settlers after was no way for the Claw to secure replacement
the first few raids, but Claw reprisals upon hulls. This outlook eventually changed when
colonists eventually cowed the population, the Unsheathed Claw retooled their fleet for
allowing them to take what they wanted from raider operations, but it was still very rare to see
these unprotected settlements. a true Vatraliak Defense Cruiser prowling the
Murston Assault Frigates were space lanes.
eventually abandoned as raiding and terror

Empire Rising
weapons after the Th’sook and Circasians
developed a significant garrison force at their Bases, Defenses
colony worlds. The Murston transports were
simply too slow to outrun any planetary & Mines
defenders, and many raids ended in disaster
when assault transports could not escape before
enemy ships arrived on the scene. Drakheara Base
Ships of this class later became used Base Hull (Very Rare - Only 1 Exists)
as military training ships and remained in service Two decades after the Unsheathed
as such until 1986 when the last Murston broke Claw’s main colony in Stacis was founded their
down and was scrapped. leaders began an ambitious project to fabricate
a starbase with which to defend the colony from
Tolaniask Patrol Carrier potential attack. In the past, the Unsheathed
Claw had relied entirely on its fleet to defend
Gabrak Variant (Rare)
the colony. The lack of an orbital base
Tolaniask Patrol Carriers were deployed detrimentally affected the readiness and supply
by the Claw following the decision to begin of the fleet, however, and the slow process of
raiding surrounding territories. With many of launching payloads into orbit was cost prohibitive
their cruisers away on raiding missions the Claw for long-term maintenance of the fleet.
needed to maintain a fierce defense at Stacis to Drakheara Base took many years to
repel any opportunistic attacks by other powers build and has a varied background. The only
or raiders. Unsheathed Claw unit to sport heavy plasma
These carriers can operate twenty-four cannons, those weapons were obtained through
Delrain Attack Fighters on long range patrol a wealthy patron from Ghotekh in return for an
missions of the system. Often operating alone, exclusive maintenance contract. The base’s
Tolaniask Patrol Carriers routinely patrolled the weapons pylons were manufactured on Solassi
Stacis system in search of potential intruders. and imported, and other sections were fabricated
elsewhere in the Hegemony and imported for

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6 final construction. For the most part, though, version of an older Ghotekhen breaching pod
Drakheara Base was constructed using local dating from the time of the Great War. The
materials, industry, and manpower. It stands Ventisahr is unarmed and slow, but
as the crowning achievement of what the compensates for this with an extra strong hull
Unsheathed Claw were able to build out of and heavier armor.
nothingness, a testimony to their ingenuity and Ventisahr Breaching Pods were heavily
belief in their new world. used during the Claw’s raiding career, attaching
themselves to disabled freighters to secure the
ships prior to transferring the vessel’s cargo.
Fighters & The engines on a Ventisahr are improved over
that of other breaching pods and can sustain
Shuttles heavy damage before being disabled.

Delrain Attack Fighter Zeron Heavy Fighter


Base Hull (Common) Base Hull (Special Availability)
The Delrain Attack Fighter is a fighter The Zeron is an old Ghotekhen heavy
unique to the Unsheathed Claw. Produced at fighter design dating from the Great War. The
factories on Ghea’khathen, the Delrain Attack Unsheathed Claw used Zeron Heavy Fighters
Fighter was developed by the Unsheathed Claw almost exclusively after the exodus to Stacis,
to provide them with a superior space superiority not changing over to other fighters until the
fighter to protect their colony from attack. Dual development of the Delrain Attack Fighter. The
environment fighters, several squadrons of Zeron was still a competent and effective fighter,
but most of the Claw’s remaining Zerons
Empire Rising

Delrain Attack Fighters were always stationed


on Ghea’khathen to counter any possible attack. suffered from debilitating maintenance-related
The development of the Delrain Attack failure.
Fighter was a closely held secret within the Special Rules: Zeron Heavy Fighters
Unsheathed Claw. Very few knew about it, and operated by the Claw after 1840 are subject to
very few outsiders believed that the Unsheathed various penalties, as described in the class’ refit
Claw maintained enough research and list. The gradual depletion of replacement parts
development infrastructure to develop a new caused the Unsheathed Claw to begin scuttling
class of fighter. Zeron Heavy Fighters, cannibalizing one fighter
The presence of Delrain Attack Fighters to fix another. In scenarios set in or before 1890,
in Claw raiding forces made them an especially Zerons are considered Common availability
potent force. The Delrain outperformed most fighters. After 1890, they are considered
fighters operated by neighboring militaries, and Uncommon. Finally, after 1955, they are
civilian escort fighters were unprepared for considered Very Rare.
combating such an excellent fighter. All Zeron Heavy Fighters in the Claw’s
The Unsheathed Claw has remained employ automatically receive a “free” refit to the
protective of the Delrain Attack Fighter and its newest refit version, as they become available.
design, allowing few other organizations to These refits are in fact downgrades and
purchase fighters of this class. The Th’sook represent the degradation of ability within the
have managed to procure several examples of Zeron fleet due to age and wear.
the Delrain with the intent to develop a hybrid In the historical scenario (or in games
Th’sook/Claw strike fighter. where historical accuracy is desired), the
Unsheathed Claw player may not build any new
Ventisahr Breaching Pod Zeron Heavy Fighters during the course of the
campaign. The only Zerons available to the player
Base Hull (Common)
are those purchased out of the starting point pool.
The Ventisahr Breaching Pod is the
primary breaching pod used by the Unsheathed
Claw. The pod’s design is a slightly modified

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After conversations with several
6
The Blood members of his crew that had served aboard
raider vessels elsewhere, Brahaen decided that
Swords profit and excitement lay in swashbuckling.
Instead of escorting freighters as they had
The Kástan raiders known as the Blood previously done the Raining Thunder would raid
Swords were one of the most fearsome raider them!
bands to rear their heads in known space in Using those family resources at his
recent memory. The Blood Swords were formed disposal Brahaen purchased several more
and financed by Brahaen Ghaira, a member of rundown warships and outfitted them for raiding
the Kástan nobility whose family’s ties to the lines operations. A freighter and two small frigates
of succession had been cut a century before soon joined the Blood Sword fleet alongside the
due to scandal. Brahaen Ghaira was the second Raining Thunder.
child of his house and a playboy in his youth, The first seven months of operations as
winning great favor among the women of the raiders proved less successful than Brahaen had
Imperial Court. hoped. Battles against slow moving freighters
As a young man, Brahaen Ghaira took didn’t excite him in the least, and the few run ins
great interest in space warfare. Unwilling to with military vessels often left his small raider
enter the Kástan imperial navy and give up his fleet badly beaten and in retreat. Their
autonomy, Brahaen instead purchased his own successful raids had netted them enough money
ship and gathered a group of cutthroats, to continue operations, but the Blood Swords
convicts, and social outcasts to serve as the were definitely not making money, nor was
ship’s crew. This first ship, called Raining Bahaen enjoying the rogue’s life he had

Empire Rising
Thunder, gave Brahaen an outlet for his dubious imagined.
desire to earn himself a name as a great military All of that was about to change. In the
commander – on his own terms. spring of 1942, Brahaen’s contacts funneled him
The Raining Thunder started its service information on a substantial Thaline terrentium
as a mercenary vessel, escorting freighters in shipment being routed through Chouka space
and out of the Rapids of Rodirra and guarding bound for the Novon trading junction at Kolir.
them from attack. These routine escort missions As soon as Brahaen received the information
did not satisfy Brahaen, however, and he began his fleet was rerouted to intercept and capture
to look for other opportunities for adventure. the terrentium. The raid on the Thaline convoy
was a success and the Blood Swords got away

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6 with most of their cargo. What they left behind, could be targeted by a surprise Blood Sword
however, would help to cement the name of their attack.
raiding clan. The crews of the Thaline freighters The Lady also made Brahaen much
were cruelly tortured and then slaughtered by bolder in his attacks and the types of targets he
the Blood Swords. The Chouka crews that was willing to do battle with. Before he had stuck
answered the ships’ distress calls found body to fairly standard raids on lone freighters or
parts and fluids strewn throughout the ship. small, undefended convoys. With the Lady
Brahaen Ghaira reveled in his catch and under his control he began choosing to strike at
quickly returned to Kásta to sell his ill-gotten any convoy of his choosing knowing full well that
terrentium. More than a few buyers were willing the fleet’s escorts were no match for the Lady
to look the other way to purchase some in combat. Brahaen and the Lady had many
terrentium on the cheap (compared to the prices close calls where the ship was obviously in over
they normally paid for the rare element). its head fighting a superior opponent, but
Brahaen netted enough credits to fully refit his somehow Brahaen’s luck never failed him and
fleet with the latest in hardware and still have his ship always survived such engagements.
credits leftover. As the years marched on the strength of
Ghaira didn’t sell all of the terrentium he the Blood Swords grew. Their identity and that
netted from the raid on the Thaline freighter, of their (in)famous leader was common
however. Instead he hoarded it and waited until, knowledge to most that stayed abreast of such
after several more years of successful raiding things. The Blood Swords foolishly flaunted their
of alien shipping, he had saved up enough strength and their ability to strike quickly and
money to purchase a larger, more powerful hull without notice. The Kástan authorities did
to act as his flagship. He then used this secret nothing to interfere with Ghaira’s forces for the
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stash of terrentium in the construction and same reason that he himself was not arrested
installation of a small jump engine aboard the or detained; his family had status, albeit waning,
new cruiser, which he fondly named The Lady and a move by the military or government could
of Dark Souls. result in unnecessary (not to mention unwanted)
It was around this time that his family political ramifications. The safety of Kástan
and other members of the Kástan elite took space and the Rapids of Rodirra provided the
notice of Brahaen’s good fortune and began to Blood Swords with a fallback point in which they
question where—and how—he had acquired his could always hide from authorities. Few non-
newfound wealth. His family began to distance Kástan were familiar enough with the Rapids to
themselves from him, but Brahaen didn’t care safely navigate them, something that the Blood
about what others thought about him or his Swords fully exploited to protect themselves and
occupation. In the taverns and brothels he their stolen cargoes.
boasted of his accomplishments, knowing that Perhaps one of the most famous
no security force could ever touch him due to encounters with the Blood Swords was in 1950
his family name. He had everything that he ever when their forces ambushed and massacred a
wanted: he was in command of his own starship, Circasian patrol fleet. Circasian authorities had
leading his forces into battle, and enjoying the been harrying Blood Sword vessels operating
riches that the spoils brought him. in the Senshuka system for some time, but
Brahaen moved his flag to the Lady of recent Circasian policing actions had been
Dark Souls upon its completion, leaving his successful, costing the Blood Swords three out
second in command to assume the captaincy of the last five raids. Brahaen Ghaira knew that
of the Raining Thunder. No expense was spared something had to be done to silence the
on the construction of the Lady of Dark Souls Circasian threat or, at the very least, to relieve
and it did not take long for it to earn a reputation the pressure on his raiding forces.
of its own far surpassing that of the Raining Brahaen formulated a plan wherein he
Thunder. The Lady’s jump engine eliminated would use his recently acquired second Dark
any predictability from the attack and no ship Soul Battlecruiser to lure the local Circasian
could rest safely knowing that at any time they patrol fleet into a trap. Brahaen knew from the

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scuttlebutt in port that the Circasian military was three more years of intermittent raiding, Brahaen
6
desperately trying to counter raider operations retired from the raiding business and took up
in their territory in order to make it safe for permanent residence on Kásta where he
merchant vessels passing through the region. involved himself in other projects and returned
The desperation of the Circasian authorities to the life that he had lived before his career as
made Brahaen reasonably sure that they would a raider had begun. He took with him into
take the bait. retirement the Lady of Dark Souls which
The Circasians didn’t disappoint. After remained his personal transport for decades to
two weeks of making its presence known in come.
Senshuka, the Dark Soul Battlecruiser waited With Ghaira out of the picture, the Blood
patiently for the Circasian fleet to find and Swords slowly broke apart. Without a strong
intercept it. The fleet could have easily retreated and charismatic leader to hold them together
at any time to prevent capture, but Brahaen the clan could not find the proper direction to
hoped that the Circasians would overlook this sustain itself. Eventually the Blood Swords
obvious tell in their haste to capture or destroy simply ceased to exist as a viable raider
the raider vessels. The Circasians obviously did organization.
not consider this, as their fleet walked right into
the trap that had been set for them.
Bringing the Lady of Dark Souls out of
Blood Sword Crews
hyperspace and using it to encircle the Circasian Blood Sword ships were crewed primarily
forces, the Blood Swords were successful in by Kástan nationals and as such benefited from
destroying the Circasian patrol fleet to the last the Kástan’s almost natural navigational abilities.
ship. In the short-term the attack had the desired All Blood Sword fleets gain a +1 to their surprise
rolls. This is in addition to any other surprise roll

Empire Rising
effect of giving the Blood Swords the freedom
to continue their reign of terror in the area. bonuses the fleet may be benefiting from.
However, in the long-term, Brahaen’s trap would In addition to their surprise roll bonus,
lead to the ultimate destruction and dispersal of the crews of Blood Sword craft were often very
the Blood Swords. experienced and excelled in the art of raiding.
That destruction came in 1955 when, Many of the Blood Sword ships historically had
after gathering their forces in preparation for a an Elite Officer or Elite Crew aboard. 9.3.3 Blood
raid on a major terrentium convoy, the Blood Sword Elite Officers contains information on the
Swords were themselves ambushed by a fleet Elite Officers available to the Blood Swords in a
of Circasian Xandar Lancer Frigates. The Blood campaign environment. Units with an Elite Crew
Sword fleet present at the staging area was receive a +1 bonus to their DV, AS, and AF
taken offguard by the surprise attack and most values. Units noted as having Elite Crews in their
of their ships were destroyed before they could descriptions have this bonus already calculated
retreat. Once again, Brahaen Ghaira and the into their base statistics.
Lady of Dark Souls managed to escape disaster
and flee back to Kástan, but the Circasian attack
left the Blood Swords in shambles. Fully one-
Starships
third of their raiding fleet, including the only other
Dark Soul Battlecruiser, was destroyed in the Dark Soul Battlecruiser
attack. Base Hull (Rare)
The Blood Swords could have These rare raiding cruisers were the
rebounded from this loss but, unfortunately for pinnacle of Blood Sword technology and the
Brahaen, this was not destined to happen. Many ultimate expression of Blood Sword power. Dark
members of the Blood Swords saw the writing Soul Battlecruisers are equipped almost solely
on the wall and fled the area, taking their ships for combat, foregoing extensive cargo facilities
with them. The loyal followers that stuck by in favor of more weapons and, perhaps more
Brahaen were too few to allow the Blood Swords importantly, a jump engine. These warships are
the striking power they had once enjoyed. After

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6 more than capable of taking on military patrol Raining Thunder Frigate
cruisers on an equal footing—and winning.
Firebrand Variant (Very Rare - Unique)
Only two Dark Soul Battlecruisers were
ever fielded by the Blood Swords and, except The Raining Thunder had a slightly
on a few rare occasions, they did not operate different configuration than that of a standard
together. Firebrand Frigate. Because of Ghaira’s financial
resources and connections he was able to outfit
the Raining Thunder with better weapons as well
Firebrand Frigate as several other amenities not seen on other
Base Hull (Uncommon) ships of the class.
Based on the aging Kástan Steelsabre
Frigate, Firebrand Frigates found widespread Razor Brigand
use in the fleets of noble families serving as
Base Hull (Common)
escorts, couriers, and warships in their service.
Many also found themselves used in foreign Razor Brigands were the cheapest and
territories as mercenaries or raiders, and it is in most plentiful craft operated by the Blood
this capacity that they became best known. Swords. These small warships were used for
Brahaen Ghaira’s first ship, the Raining Thunder, escorting larger raider ships or harrying enemy
was originally of the Firebrand class and was military patrols long enough for the fleet to retreat
the first ship used by the Blood Swords early in with its loot. Razor Brigands cannot take much
their raiding career. damage in due to their paper-thin armor, a fact
Firebrand Frigates are sturdy craft and not lost on the Blood Swords. However, the low
heavily armed for their size. The class is well crew requirements of Razors coupled with their
regarded for their ability to stand up to enemy low cost made them perfect attrition units.
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cruisers and accept more punishment than


would be reasonable for a frigate of their size. Scythe Raider
Base Hull (Common)
Lady of Dark Souls The standard Blood Sword raider ship,
the Scythe Raider is a conversion of an old
Command Cruiser Kástan freighter used in the previous century.
Dark Soul Variant (Very Rare - Unique) Most Scythe Raiders are little changed from
This unique variant of the Dark Soul these old barges with the two major
Battlecruiser represents Ghaira’s command modifications, the first being the addition of
ship, including the cost and abilities of its Elite additional weapons to the hulls, and the second
Officers and Crew. The Lady of Dark Souls was the conversion of one of the freighter’s cargo
Lord Brahaen Ghaira’s command ship and the bays into a cramped six-fighter hangar. The
dearest to his heart. As such it was always addition of a fighter-capable hangar added
armed with the best weapons and systems invaluable fighter support to Blood Sword raiding
money could buy and staffed by the finest crews parties.
available. The bane of the starways, the Lady
of Dark Souls instantly struck fear into the hearts
of any convoy or lone transport that had the ill
Sickle Raider
luck of encountering it. Scythe Variant (Very Rare - Unique)
The Lady’s distinguishing mark was an One of the oddest captains in the Blood
illustration of a Kástan woman draped in white Swords was Jenehn Tayare. The daughter of a
cloth immersed in a sickly whitish-green glow wealthy aristocrat, Jenehn Tayare had long
painted on the ship’s nose. The rest of the ship involved herself in dubious pleasures that were
was painted a dark crimson, making the Lady frowned upon by her family. From petty criminal
of Dark Souls appear nearly black in color. infractions in her youth Jenehn grew to involve
herself in everything from illegal weapons sales
to drug production. Jenehn’s activities eventually
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her supply to the family’s wealth and other To all things there comes an end, and
6
assets. so did death finally come for Jenehn Tayare and
It was at this point that Jenehn her motley Blood Sword crew. A failed raiding
approached Brahaen Ghaira and indicated her mission into Thaline space found the Sickle
interest in joining his organization. After some knocked out of commission by a Thaline patrol
coaxing Brahaen eventually gave into the cruiser. Their jump engine damaged and unable
woman. He was more than a little surprised to to jump, Jenehn and her crew of the Sickle were
find out that Jenehn had come to the bargaining killed in the attack.
table prepared. She had already purchased an
old Bronzebearer freighter and begun work
converting it into a Scythe Raider, with a few Fighters &
important differences. This new raider, the
Sickle, was being armed with some of Tayare’s Shuttles
illegal weapons she had tucked away in
anticipation of a rainy day. This included a single
imperial laser, a weapon that was incredibly hard Chariot Boarding Sled
to come by. Base Hull (Common)
A woman after Brahaen’s heart, Jenehn The Blood Swords regularly used
Tayare quickly became one of Brahaen’s trusted breaching pods in their raiding operations,
lieutenants. Jenehn was assigned oversight of mostly for performing hideous mass
the Blood Sword operations in the upspin areas extermination missions on the enemy crews.
along the Thaline border. There she made a Chariot Boarding Sleds are poor breaching pods
name for herself as a wily, if not more than cobbled together from cast off shuttles and other

Empire Rising
slightly insane, ship commander. Her success components. They are, however, adequate for
rate was exceedingly high and she soon found delivering marines to slow-moving or disabled
herself rolling in currency. Like Brahaen she freighters that cannot escape their pursuit.
began to gather around her the best crew that
money could buy. The gravy train looked like it Trident Light Fighter
would never end. Base Hull (Common)
Then the ambush came. The Sickle was
Trident Light Fighters were the principle
not there when Circasian lancer forces
fighter craft employed by the Blood Swords.
ambushed Brahaen Ghaira and the Lady of Dark
Tridents had been abandoned by the Kástan
Souls. The Sickle was instead headed back to
military in favor of newer fighters such as the
Kásta after a successful raid in Mishtuki. The
Katana and the number of Tridents one could
resultant chaos after the Blood Sword defeat
procure was limited only by available liquid
threw the organization into chaos. For her part
assets.
Tayare managed to hold her crew together and
The Blood Swords used Trident Light
keep morale up, but Ghaira’s decision to enter
Fighters much as any other raider group uses
into early retirement caused much resentment
their fighters, relying on the craft as attrition units
among the ranks. Jenehn’s followers ended up
that could be easily replaced if lost and that could
splintering from the remainder of the group and,
easily disable civilian craft.
under her command, continued their normal
In practice the Trident fighters proved to
raiding operations.
be a match for early Circasian fighters but were
Eventually the Blood Sword faction
woefully underarmed when compared to the
under Tayare’s control managed to rebound from
military fighters of the Chouka or Thaline.
the horrible losses suffered in the 1955 ambush.
Enough money was made through raids to
eventually outfit the Sickle with a small jump
engine, giving the Sickle the strategic
maneuverability enjoyed by few raider designs.

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6 links in and out of the Ragalthan Megtonn star
Other Raiders system. The Fokra corvettes were poor in
combat, but gave a much needed boost to some
In addition to the major raider bands,
raider fleets.
numerous minor independent raiders and
privateers operated near Circasian space.
These freelancers did not have the financial or Minnow Gunboat
political resources of the larger raider Base Hull (Common)
organizations and were forced to eke out a living The origin of this small raider craft is
in small pockets of territory not prowled by other, unknown. Ships of this class first began
more powerful raiders. harassing the space lanes in the late 19 th
Century. Often times Minnow Gunboats appear
to have been born from a piecemeal construction
Starships and some have made visible use of castoff scrap
from alien shipwrecks.
As a combatant Minnow Gunboats are
Drifter Galleon lacking. These gunboats are small and poorly
Base Hull (Common) armed and will flee in the face of any real military
Of the ships modified for raider actions, threat.
the Drifter Galleon is one of the most common.
The Drifters began life as old cargo freighters
but have since been retrofitted to serve as
Tokandra Frigate
raiding carriers. The galleon’s internal cargo bay Base Hull (Common)
was all but gutted to make room for an expanded Tokandra Frigates were commonly
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hangar deck capable of basing 18 light fighters, fielded by Sshel’ath pirates during the raider
typically of the Reclum-type. wars. These raiding frigates trade their existing
Drifter Galleons provided raiders with a railgun weapons for medium plasma cannons
well-rounded ship for use in raiding civilian procured from Chouka pirate contacts. In
freighters. Not only could the Drifter deploy a practice the Tokandra’s heavy hitting plasma
large number of fighters but also its cargo cannons proved to be poor weapons for
facilities allowed it to quickly onload stolen disabling freighters, but they were invaluable in
bounty before security patrols arrived on the taking down convoy escorts.
scene.
Vemra Battlewagon
Fokra Raiding Corvette Base Hull (Uncommon)
Base Hull (Common) The Vemra Battlewagons were the
This variant of the Circasian Yollana was largest raiding cruisers operated by the early
a rare sight indeed in Circasian territories. The Sshel’ath raiders. These converted Uroua Ore
Yollana was one of many older warship hulls sold Barges were massive in size, but were still very
off for scrap as the next generation of Circasian fragile. Cargo holds were stripped on the Vemras
warships began to roll off the assembly lines in to make room for additional equipment,
the 1940s. Most Yollana were indeed scrapped expanding the ship’s capabilities.
as per contract, but others were instead sold to Unlike most raider craft, the Vemras
alien interests as part of under-the-table deals were outfitted with jump engines. The strategic
to secure advanced alien technologies. These and tactical advantages conferred by the jump
alien interests were little more than fronts engine allowed raiders to perform precision
operated by raider organizations as a legal strikes against enemy shipping, the battlewagon
means to doing business to support their jumping out of hyperspace and depositing its
operations. fighters. After the quarry was secured, the Vemra
The majority of Fokra Raiding Corvettes would then open another vortex through which
could be found operating along the major jump the raiders would safely escape before local
patrol forces could arrive on the scene.

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Despite their utility, very few Vemra The Reclum-B model of fighters comes
6
Battlewagons were ever converted. Only the from Ghotekhen space, Octirna in particular, and
wealthiest of raiders could afford to purchase as such represents a more Ghotekhen design
and operate such a battlewagon. In most cases, mindset. The Reclum-B features a scaled back
the outlay of capital required to field a Vemra engine, reducing free thrust; this change is in
Battlewagon could be better spent on more some ways a blessing as the replacement drive
conventional craft. If purchased in a campaign, is much more reliable and less maintenance
add a 50% economic penalty to the construction intensive than the Solassi drives installed on the
or conversion of any Vemra Battlewagons. Reclum-A. The space freed by use of the small
engine is used to mount two larger plasma guns
onto the fighter chassis, increasing fighter
Fighters & firepower. In addition, the armoring of the
existing drive is improved to increase fighter
Shuttles survivability.
The Reclum-C fighter model is a Thaline
variant of the Reclum modified for civilian use.
Nakota Surplus Fighter Although many civilian interests were known to
Base Hull (Common) use Reclum-C’s a large number of these fighters
This variant of an ancient ak-Tai wound up in raider hands. The Reclum-C
starfighter design was commonly found in the exchanges some performance related features
possession of raiders operating within the for improved fighter armor and a more advanced
Solassi Corridor. The Nakota Surplus Fighters electronics package.
suffered from numerous performance-related The Reclum-D was the last Reclum

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issues due to their age. Chief among the model to be produced. Designed by the aquatic
common maladies afflicting the Nakotas were Neliste, the Reclum-D is optimized for those
ablated armor, engine malfunctions, and barely races that require alternate atmosphere or
functional computer systems. Despite these environmental conditions. The Neliste need for
problems, many raiders found the Nakota an aquatic environment for their pilots
Surplus Fighters worth the money paid to necessitated this development. The increased
procure them. versatility of the cockpit made it slightly more
attractive to other races such as the Chouka or
Reclum Light Fighter Thaline, though only slightly so. The
Base Hull (Common) enhancements to the pilot canopy made by
Neliste engineers actually increased the safety
These cheap, ubiquitous fighters are the
of the pilot inside and increased the chances of
primary fighters operated by raiders in this area
successful ejection from the fighter. Combat-
of known space. Produced by numerous
wise, the Reclum-D was stripped down and
independent construction firms and sold on the
rearmed with a single gun, the leftover space
black market, the Reclum series of light fighters
replaced by two missile hardpoints. Other minor
are the best that most raiders can afford.
improvements were also made, but they had little
Unlike other fighters the Reclum comes
effect on the design. Because the changes on
in many different varieties depending on the
he Reclum-D proved to be so minor it is rarely
production source. Four major production
seen outside of Neliste or Chouka service.
sources exist in known space and each relies
on locally produced weapons and materials in
the construction of Reclum fighters.
The Reclum-A, the first model widely
available on the open market, was designed and
built by the Solassi. These fighters were lightly
constructed but benefitted from a better than
average drive system. Reclum-A’s are fast and
effective raider fighters.

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Civilians
7 Koruteth gave a whistle of
7.0 Civilians agreement and raised his glass to the
Solassi. “Here, here, my good friend! But
“I’m telling you, I just passed through I have to say that there isn’t a raider alive
the Solassi Corridor and the commercial that would want to scuffle with the
traffic was thicker than sarkatts,” Koruteth Tragolektha on a bad day.”
exclaimed between healthy swigs from the “Obviously you haven’t heard about
drink in his hand. Around him a throng of some of the cutthroats that we have down
likeminded traders and businessmen sat this way,” the Solassi replied, his face grave.
minding their own drinks listening to the “Some of the raiders around here are not
grizzled old Ghotekhen’s tale. “Tatra Lar to be trifled with…”
Station was busier than I have ever seen it! Koruteth held up his hand and
I was delayed more than eighteen hours interrupted, “Bah, these raiders are nothing
because they let an ambassadorial more than pretenders to the name. I have
transport use my jump window.” tested my mettle with the best of them, I
Koruteth was everything that his assure you. I haven’t lived this long without
well-worn exterior presented. Boisterous having a run-in or two. The Tragolektha and
and haughty, he was Ghotekhen through and I can get through anything together. There
through. His large frame was hung with a is a reason I don’t fly around in some prissy
thick layer of green, leathery hide and his commercial freighter that has been
eyes glistened red in the dim light of the stocked, stamped, and approved by one of
tavern. the corporate conglomerates: they can’t
“So what brings you all the way down fight their way out of a vacuum! I will put
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here to Senshuka, Koruteth?” asked a young my trust in my plasma cannon and my co-
Circasian man sitting on the edge of the pilot any day over one of those moving
crowd. targets!”
Koruteth gave a hearty chortle and The Solassi calmly replied, “That is
replied, “What brought me to Senshuka, your opinion, my good sir. But I can assure
dossong? Money. Plain and simple, it was you there are some transport companies
the smell of money on the winds that that look out for their own. I happen to be
brought me here.” Koruteth took another running a corporate craft at the moment
deep draft of his drink and snorted. “I don’t myself, operating under contract with
know what stories you get of the outward Enziny Corp.”
sectors down this way, but I can tell you Koruteth whistled, and several other
that things are changing. Not a change members of the group showed similar
like in the big war, but still a change reactions of surprise. “Enziny Corp, eh?
nonetheless. The trade seems to be drying That’s a pretty high profile assignment. Tell
up, and all of these new government me, what does Enziny hope to gain down
regulations… too much hassle if you ask here? They already have cornered the most
me.” lucrative markets back home, why expand
“I would have to agree with his down here?”
analysis of the situation,” interjected a “I am not at leisure to say,” the
short, diminutive Solassi sitting nearby. Solassi replied, “but I can tell you that it is
“The Solassi Corridor might be the biggest a matter of little consequence. I am flying
trade nexus in the region, but it has been a simple bulk cargo runner on a standard
running into some problems lately. mission to transfer cargo with some
Dockworker strikes, transport accidents, corporate contacts here in the Circasian
tariffs – the only thing that I can say is that Sector. After this run I will likely be running
they are keeping the damned raiders at bay cargo between Ula and Solassi again.”
up there. That isn’t the case here.” “Still, this is a long way out of
Enziny’s way I would think…”

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The Solassi smiled softly. “As my done their best to exert greater control over the
7
employer is all too fond of reminding me, flow of trade through their space. Under
‘Enziny Corp is everywhere’.” The Solassi Circasian control the Chouka territories
checked his chronometer. “It is getting late, flourished with the influx of people, corporate
I really should be going. I might see you interests, and independent merchants
around again, and I will be sure to keep an reinvigorating the local economy.
eye out for your ship on the transfer logs.”
Koruteth again raised his drink to the
Solassi and answered, “May your journeys
The Solassi Corridor
through this dark and perilous land be safe One of the most important trade avenues
ones, Solassi friend!” within known space is the passageway
“Certainly,” the Solassi replied, “I connecting the outward sectors to the rest of
would have it no other way!” the galactic community. This narrow stretch of
space is known as the Solassi Corridor due to
the large amount of influence and control the
Solassi assert over this passage. Most
Background navigators and stellar cartographers consider
The area of space including the the Solassi Corridor proper as the hyperspace
Circasian and Chouka empires was still young path traced through the Kolir, Ula, Solassi, and
when the Chouka War broke out and strong Qocata systems. From these systems traders
economic ties had not yet been forged with the can access the lucrative outward markets. The
neighboring sectors. Trade slowly flowed into developed, mature economies of the ak-Tai
Sshel’ath and Chouka space from the Novon Hegemony were always demanding the exotic
Trade Lords and the Solassi Corridor that led to goods that would be brought in from foreign

Empire Rising
the major colony at Ula. Thaline space offered territories. This desire for foreign merchandise
access to other lucrative markets coreward, but was backed up by hard currency, a big draw for
this commercial traffic had yet to substantially your typical privateer.
spill over into the developing empires. The importance of the Solassi Corridor
Nonetheless trade was very much alive to galactic trade is largely due to the
in the region. A constant flow of merchants came standoffishness of the aging Kholran and Ukal
and went with over a dozen worlds and colonies empires that border Solassi and Novon space.
represented among their numbers. Thaline, The Kholran Republic maintained trade relations
Chouka, and Circasian commercial interests with their neighbors after the end of the Great
accounted for the bulk of trade, but the ak-Tai, War, but each passing year saw less and less
Ghotekhen, and Solassi had also started to enter trade flowing through their territories. After a
the market via the Solassi Corridor. time economic protectionism on the part of the
Civilian traffic in Circasian and Chouka Kholran acted to stymie foreign travel and trade
space receded temporarily during the period through their systems. The Ukal did not resort
known by the Circasian as the raider wars as to tariffs and taxes to limit travel through their
more and more pirates began operating along space. The Ukal instead began stepping up
the new trade lanes. This elevated raider activity patrols along their borders, turning back any
stymied economic growth and stalled economic civilian craft that attempted to pass through
expansion into the region for some time. After restricted systems. Those ships that ignored
the resolution of the raider wars civilian traffic the Ukal warnings were simply destroyed, a
once again began to increase. warning to others that would try to patience of
The Chouka War caused another the Ukal. Trade through Ukal space could only
recession of civilian commercial traffic heading be conducted along established trade routes.
into the area. Soon after the Circasian conquest The Ukal protectorates were allowed greater
of Chouka, these civilian vessels returned to their freedom of movement through the Combine and
normal trade routes. The Circasians provided the entire civilian transportation
encouraged civilian activities in the former infrastructure required by the Ukal.
Chouka territories whereas the Chouka had

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7 This tense trade situation
along the borders led to the Solassi
Corridor being the only real trade
route in and out of the outward
sectors and the powers of the
Hegemony. The Solassi for their
part took full advantage of this
geographic advantage from very
early in their history. Even before
the Ukal withdrawal from the
outward sectors the Solassi had
begun establishing trading posts
throughout the region. This early
infrastructure encouraged
interstellar trade in the region, all of
it profiting the burgeoning Solassi
Republic. It was this economic
growth in the region that would lead
to eventual conflict with the jealous
Ghotekhens, a war that ended in a
stalemate in large part because the
Solassi could afford a long-term conflict due to most of the important coreward markets,
the trade wealth they had generated in previous including the Anticians, Ragalthans, Vendrizzi,
Empire Rising

years. Courata, and Thaline. In the years of the Trade


The Novon Civil War of the 1930’s Lords’ conflict these markets had turned to other
disrupted trade through the Solassi Corridor. sources to meet their needs and the Novon
Both the coreward and outward sectors had found it difficult to regain their market share.
come to rely on this flow of trade and the The slowdown in trade also had a
disruption caused economic panic on both sides delayed effect in the outward sectors. During
of the Corridor. With open warfare between the the 1940’s and 50’s the Hegemony suffered a
Trade Lords imperiling commercial traffic that severe economic recession. On almost every
would normally pass through Kolir and other world numerous industries were forced to
Novon-held territories many of the independent downsize, millions of workers finding themselves
merchants and smaller corporate firms began on the street without pay. This downturn in the
looking elsewhere for employment. Some economy caused consumer spending to drop.
transitioned into the local markets, finding work The exotic goods that the outward markets had
in temporary, low-pay employment. Others craved for so many years were now no longer
moved to the Kilhansu markets, taking up as important or in such high demand. Rather
residence in Megtonn or Shamaleon. than spending their credits on Novon holography
It would be decades for trade returned units or Antician talicyian pottery the region’s
to pre-war levels within the Corridor. The end inhabitants instead scrounged to find the money
of the Novon conflict had drained the Novons in to feed and clothe their families.
every way and the Trade Lords were slow in Trade had almost started to rebound in
rebuilding their forces. Prior to the conflict it the Solassi Corridor until the Chouka War.
was the Trade Lords that had facilitated much Initially traders were not too worried about the
of the constant flow of trade that flowed through outbreak of hostilities along the Chouka/
the Corridor. Novon traders from as far off as Circasian border. The Circasians after all were
the northern neutral trade world of Bezenor or a minor race far outclassed by the more
the Quadrant 4 colony had been the lifeblood of sophisticated Chouka. Early Circasian military
the Corridor in years passed. Those key trading losses further solidified this opinion among
nodes gave the Novon Trade Lords access to merchants operating in the region. However the

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fall of Mishtuki to the Circasians forced traders Carkoreth Escort Cruiser
7
along the Kolir-to-Thaline trade route to stand
Base Hull (Uncommon)
up and take notice of the situation. Unsure of
how events would play themselves out many Few civilian agencies have ever
merchants opted to pull out of the region. They constructed dedicated warships for escorting
had lost enough revenue during the previous their fleets. In most cases alien governments
Novon conflict and were not looking to get expressly prohibit such actions in order to
caught up in another. Many of those that decided preserve the supremacy of their own navies.
to leave the area were afraid that the Circasians However, some governments have been known
would attempt to commandeer their shipping to allow the construction of just such craft by
should the war turn against them, impressing groups within their empire.
their crews into military service. This never The Ghotekhen built Carkoreth Escort
happened, but as with many stories told in the Cruiser was developed as a mercenary cruiser
smoke-filled halls of ports along the Corridor it whose sole purpose is to provide escort to
was regarded as a mostly true account of things important convoys or commercial ships.
to come. Carkoreth Escort Cruisers are well equipped to
The fall of Chouka and the integration handle the typical raider threat. One Carkoreth
of the fallen Theocratic territories into the is not enough to take on an entire raider strike
Circasian Empire actually helped to stimulate fleet, but that is not really its mission; the
trade along the Solassi Corridor. The Circasian Carkoreth and its fighters are meant to tie-up
government proved to be very pro-trade and the raider forces just long enough for the
openly encouraged merchant activities within its escorted fleet to move outside of range and
borders. The Sshel’ath conquest of Breth also escape the battle.
Carkoreth Escort Cruisers proved to be

Empire Rising
helped to open the Sshel’ath territories up to
merchants heading in and out of the Corridor, only marginally profitable and many investors
providing an alternate—if not less direct—route that funded initial construction of the cruisers
to the Ragalthan trading center at Megtonn. backed out after three years of losses. The
Despite the extra time required to travel to Carkoreth Escort Cruisers eventually found their
foreign ports through Circasian or Sshel’ath place and achieved profitability but never yielded
territories as compared to the tried and true the predicted return on investment.
Novon routes, there were many that preferred
these routes in order to bypass the Novon Devotion Free Trader
entirely. Base Hull (Common)
The Devotion Free Trader was a
common Chouka trading craft before the fall of
Starships the Theocracy. Many Chouka captains operated
such ships along the trade routes, trading with
neighboring powers and proselytizing as they
Benakar Commercial traveled from star to star. Many of the more
affluent Chouka citizens purchased Devotions
Transport and used them as luxurious personal yachts.
Base Hull (Common) In the final battle at Chouka, a large fleet
The Benakar is a stock commercial of Devotion Free Traders was conscripted by
freighter that has been operated by the Solassi the Theocracy to fight the Circasian fleet. These
for nearly one hundred years. Boxier and more ships were slaughtered in the battle, but their
utilitarian than most Solassi ships, the Benakar zealous crews were more than willing to die for
Commercial Transport is all business and no their world.
beauty. Many pilots refer to Benakars as “flying In the aftermath of the Chouka War,
wedges,” a term which is a fairly accurate some Chouka merchants remained at large in
description. areas outside of the former Chouka and
Circasian spheres of influence. Many continued

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7 their previous trade operations, but others grew
tired of the nomadic life and sold their Devotion Hatanra Transport
Free Traders to outside interests, especially
Base Hull (Common)
pirates and raiders who were more than willing
to pay good credits for surplus hardware. A close cousin of the Felenia Transport,
the Hatanra Transport is a larger Circasian
design capable of carrying more passengers or
Felenia Transport cargo than the Felenia. Hatanra Transports,
Base Hull (Common) along with carrying more goods, proved to be a
A common multipurpose Circasian much more mechanically reliable design. Most
freighter design. Often found ferrying merchants that could afford it traded in their
passengers or cargo between Circasian and Felenia Transports for Hatanras.
alien ports, Felenia Transports are small and
poorly armed. Most stuck to the space lanes Ironcrest Ore Barge
and relied on military patrols to ensure their
Base Hull (Common)
safety.
This Kástan ore hauler was operated
widely between 1920 to 1960 between Kástan
Gallah Transport and Thaline ports. Ironcrest Ore Barges
Base Hull (Common) transported rare and valuable ores from Kástan
The Gallah Transport is the standard past the Rapids of Rodirra to important
freighter deployed by the Circasians in the early processing centers at Thaline. The ships would
part of the 20th Century. Lightly armed, this class then return with processed goods, making a tidy
of ships carries two primary cargo containers profit on both exchanges.
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slung underneath the main body of the craft. Ironcrest Ore Barges largely replaced
These cargo pods are modular units that allow the older Bronzebearer Ore Barges that served
the ship to attach mission specific cargo pods before them. Like the Bronzebearers, however,
to carry specific types of cargo. Gallahs raiders often attacked Ironcrests, some of the
commonly are employed as tankers, ore barges eventually falling into raider hands.
transports, and passenger liners.
Kree Shielded Transport
Hastal Jump Transport Base Hull (Common)
Hatanra Variant (Rare) Novon trade vessels such as the Kree
This rare class of civilian jump cruisers Shielded Transport were not often encountered
was built from heavily modified Hatanra more than two or jumps from Novon space.
Transports. The aft section containing the Those systems that were within range of the
Hatanra’s four aft cargo pods was removed in Novon and held valuable resources did see a
exchange for a new section housing the ship’s great number of these transports, however, as
jump engine and improved reactor system. they moved into to secure the commodities for
Because of the heavy modification involved it is their trade lord. A sole individual usually operated
not possible for an existing Hatanra Transport Kree Shielded Transports with the assistance
to be modified into a Hastal. of a small, loyal crew of two or three other Novon.
Hastal Jump Transports found limited Kree Shielded Transports are named as
use by the major Circasian corporations, acting such as they are protected by a powerful gravitic
as a priority transport for making crucial cargo shield system. This shield protects the Kree from
deliveries or for transporting VIPs to important most fighter fire, and even some lighter ship-
trade negotiations. The cost of terrentium in mounted weapons.
the Circasian sectors forced even the largest It is true that no Novon ships are civilian
corporations to limit their purchase of Hastal in nature, and the ship is identified as a Novon
Jump Transports, which in turn kept Circasian ship and not as Civilian on its ship control sheet.
shipyards from increasing construction However the Kree is the closest analog the
quantities due to lack of demand. Novon have to a ‘civilian’ craft.

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Selenar Bulk Freighter
7
Numark Large Freighter Base Hull (Common)
Base Hull (Uncommon) Selenar Bulk Freighters are one of the
Numark Large Freighters are one of the more common merchant vessels used by the
largest civilian freighters operated by the Solassi and were common sites along the Ula
Thaline. Uhsmastar Industries, a leading Thaline to Thaline trade route. Often times Selenars
ship construction and technologies firm, carried heavy ores or precious commodities—
operated most of the Numark’s in service. These including terrentium—making them priority
large transports are capable of transporting all targets for raiders and brigands along their trade
types of cargo and are often called on to routes. Luckily for the shipping company’s
transport equipment that is too large to be operating Selenars, the ships were fairly well
carried onboard smaller freighters. armed by civilian standards and could fend off
the weaker raider threats that attempted to steal
Revelation Freighter its cargoes.
Base Hull (Common)
Chouka traders commonly use Sournar Priority Liner
Revelation Freighters as merchant craft and are Katihra Variant (Common)
quite common in the territories in and around Another castoff Circasian hull, the
Chouka. Revelations are well suited for bulk Sournar Priority Liner serves in a far different
cargo runs and are often used in this manner. capacity than it was originally constructed to as
a military destroyer. The Sournar Priority Liner
Rollan Transport Cruiser is devoted solely to speed and the mission of

Empire Rising
getting the chartering VIP to their destination
Rollan Variant (Common)
as fast as possible. Exchanging interior space
One of many pre-Contact Circasian for larger, more power engines, the Sournar
hulls, the Rollan class of cruisers were mighty provides luxurious accommodations and short
warships of their day and some of the largest travel times to its customers.
ships the Circasians fielded in their fleets. In practice Sournar Priority Liners proved
However, new technologies made the Rollan and to be a hot target for raiders. The detection of a
its peers obsolete. Surplus hulls eventually Sournar Priority Liner meant nothing more than
found their way into civilian hands and found another chance for kidnapping and extortion,
new life as liners, transports, and ferries. taking the VIP hostage and ransoming them for
The Rollan Transport Cruiser represents large amounts of cold, hard credits. Luckily the
the most common civilian refit of the Rollan speed of the Sournar usually prevented raiders
Heavy Cruiser. The ship converts the interior from capturing the prize that they sought, but
volume previously consumed by the vessel’s this was not always the case.
weapon systems into spacious,
compartmentalized cargo holds capable of
holding all types of cargo. Passengers can be Tithe Pleasure Yacht
crammed into these holds, but it is usually an Base Hull (Common)
unsafe procedure. Instead, the central corridor Many in the higher echelons of the
of the ship that housed weapons lockers, Chouka Theocracy owned and operated opulent
munitions storage, and other now unneeded pleasure yachts like the Tithe Pleasure Yacht
equipment were converted into crew and for their own personal enjoyment. Supplied with
passenger quarters. Although most Rollan the best in food, beverages, and meditative aids,
Transport Cruisers are operated with very little Tithe Pleasure Yachts were typically viewed as
emphasis on amenities there are indeed some a means by which one could commune with the
Rollan Transport Cruisers in service that are universe by breaking themselves away from the
replete with all the finery a Circasian (or alien) hustle and bustle of one’s everyday life. The
noble could need on their journey. truth, however, is that the Tithe Pleasure Yacht

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7 was more often than not used to indulge the Volnoumesta Luxury Liner
owner’s more earthly pleasures.
Base Hull (Common)
Luckily for the Chouka these pleasure
yachts rarely strayed far from Chouka patrolled The greatest luxury liners of the Chouka
space for, if they had, they would have been War period were those from the rich ak-Tai
lucky to make it out of a battle alive. Republic, the largest of which were the
Volnoumesta Luxury Liners. These large
passenger liners could carry almost a thousand
Ti’Liun Commercial passengers on month-long voyages across the
Freighter stars, traveling from port to port in elegance and
Base Hull (Common) style.
To travel on a Volnoumesta was a
Thaline independent traders operating in
cosmopolitan experience and guaranteed that
Chouka space commonly used this small trading
the passenger would rub shoulders with
vessel of Thaline origin. Equipped with four
Ghotekhen, Thaline, and Circasian alike. Most
internal cargo holds, the Ti’Liun Commercial
of these great liners traveled routes within the
Freighter is best suited for moving light cargoes
ak-Tai Hegemony, traveling from Khatil and
between worlds. Often times Ti’Liun freighters
Lleskath upspin to the coreward homeworlds of
found themselves ferrying important biological
the Solassi and Ghotekhen. Several
or chemical agents for interested parties. Cargo
Volnoumesta Luxury Liners traveled outside the
transfer times for Ti’Liuns are remarkably fast
Hegemony’s borders, traveling as far out as
and made them perfect for moving such volatile
Thaline.
or perishable commodities.
Once the Circasian/Chouka War began,
One oddity of the Ti’Liun Commercial
the owners of the Volnoumesta cruiser liners
Empire Rising

Freighter is that it’s forward cargo bays (located


made a conscious decision to cease service to
in the ship’s two forward ‘prongs’) are designed
the region. A Volnoumesta Luxury Liner would
to be fully extended out of the ship’s hull. This
not return to the region until 1975.
allows for easy loading and unloading of cargo
once landed on a planetary surface and vastly
speeds up the bays’ cargo transfer time. Bases, Defenses
Uroua Ore Barge & Mines
Base Hull (Common)
Due to the developing nature of the
The Uroua is a large Sshel’ath ore barge region of space, the bases and defenses
built pre-Contact but that was still operated by operated by civilian interests near Circasian
the Sshel’ath and other civilian groups territories during the Chouka War were limited
throughout nearby space during the Chouka in scope. A series of generic civilian bases are
War. Cheap to build and very reliable (despite included in the source materials to simulate the
its appearance), the Uroua became a favorite small trading bases that dotted the area.
of asteroid miners. Other areas of the galaxy, including the
trade-rich Solassi territories, had more extensive
Vahsta Hauler trading posts and civilian bases in place, but
Base Hull (Common) trade had not reached a high enough saturation
A common Sshel’ath freighter type, the point in Circasian nor Chouka space to warrant
Vahsta Hauler carries two cargo containers slung the cost of building such facilities.
underneath the vessel’s boxy main body. The
Vahsta Hauler is a primitive ship even by civilian
standards, but their low maintenance and high
volume of surplus hulls has made them
extremely popular with independent operators.

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with Timur Light Fighters, if they carried any at
7
Fighters & all.
The major functional difference between
Shuttles the Timur and Timan is the exchange of the
Timan’s meson weapons for traditional, off-the-
shelf particle beams. The use of particle beams
Offering Armed Shuttle lowered maintenance overhead by negating the
Base Hull (Common) need for an extended maintenance contract with
Most Chouka that traveled the stars of the ak-Tai government.
their own free will could not afford large
starships. Instead they operated larger than Other Fighters
normal shuttles equipped with enough supplies
In addition to the Steltra and Timur,
and quarters to house a dozen Chouka on their
several other fighters were widely available on
voyages to and fro. Many missionary groups
the open market for civilian purchase. Most of
used Offering Armed Shuttles to ferry their
these fighters were older model military fighters
members to alien worlds to spread the one true
that were being phased out of service by their
faith.
respective governments. Civilians may use any
For protection the Offering Armed
of the following fighters:
Shuttle is armed with a single plasma blaster.
Circasian: Ruglin, Skesha, and Vakar
This single weapon is not much of a deterrent
Chouka: Wraithblade
from attack, however, and most Offering Armed
Kástan: Dart
Shuttles surrendered without firing a shot when
Other: Reclum-C
accosted by raiders or pirates.

Empire Rising
Steltra Light Fighter
Base Hull (Common)
Manufactured by Enziny Corp, based on
Ula, this Solassi manufactured space fighter is
a cheap export design operated by many civilian
institutions. The Steltra Light Fighter is weaker
than the fighters operated by alien militaries but
is still sufficient for combating raider fighters of
similar strength and ability.
Enziny Corp was very careful of who it
sold these fighters to and no Steltras are known
to have been found in raider use. Unconfirmed
reports were submitted placing Steltras in raider
hands but these reports could not be
conclusively confirmed (nor denied) by either
Enziny Corp or other government authorities.

Timur Light Fighter


Base Hull (Common)
The Timur Light Fighter is an export
model of the ak-Tai Timan Light Fighter. Small
and maneuverable, the Timur were quite
common in civilian use in the outward sectors
dominated by the ak-Tai Hegemony. Freighters
traveling out of that region were usually stocked

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Other Races
8 troops during the early stages of the Chouka
8.0 occupation.

Other Races Kholran Republic


The second oldest spacefaring species
In addition to the races mentioned in the vicinity of Circasia, the Kholran have been
previously, many other races were active in in space longer than any other species except
known space during the Chouka War. Each of the Ukal. The Kholran were hard hit by the Great
these races will be detailed in another War against the E’chekri and never fully
supplement at a later time. recovered from that conflict. Reticent and slow
to act, the Kholran have already ceased outward
exploration and have begun pulling back from
Borillians their border worlds, slowly abandoning their
An industrialized race of large eel-like territories as the populations there decline. In
creatures, the Borillians had been contacted only the case of one of these systems, Kolir, the
a few times by aliens but remained extremely Kholran opted to sell it to the Novon outright,
xenophobic and fearful of aliens. As the making a quick mass exodus from the system.
Borillians did not have interplanetary travel The Kholran were not involved in the
abilities, let alone access to jump technologies, Chouka War, as they were not interested in the
they were not involved in the war. conflict or its outcome.

Ingalli Democratic Republic Neliste Empire


The mysterious Ingalli are a race of
Empire Rising

A race of aquatic aliens from the Tona


largely isolationist humanoids. Controlling a system, the Neliste have tried over their history
reasonably sized empire, the Ingalli have come to distance themselves from other races in order
into conflict with their neighbors in the past, to avoid political entanglements. Mildly
fighting several major wars over the last two xenophobic, the Neliste relish their isolationism
hundred years. and have little contact with the rest of known
The Ingalli were not directly involved in space.
the Chouka War due to the distances involved,
but Ingalli spies and intelligence personnel were
very active during the war gathering information
Novon Trade Lords
for sale to the highest bidder. An older race of aliens, the Novon have
been in space for almost four hundred years.
In that time they have come to dominate many
Kástan Imperial Monarchy important systems, establishing hubs of trade
A race of pale-skinned, red haired linking the major areas of known space.
humanoids covered in a dapple of subtle red The Trade Lords were still recovering
and yellow pigmentation, the Kástan are a from their intense civil wars of the previous
people separated by geography. The region of decades at the time of the Chouka War, and in
hyperspace surrounding Kásta is turbulent and any case very few Trade Lords would have been
treacherous, making travel in the area interested in moving in on Chouka territories due
dangerous. This geographical impasse has to their low strategic value.
worked to protect Kásta from outside attack, but
it has also hindered Kástan attempts to expand
their empire.
Ragalthan Gerontocracy
The Kástan are noted mercenaries and This species of small, squat, and furry
warriors known for their professionalism and alien lifeforms are rules by a hierarchy of aged
excellence in combat. The Circasians hired administrators. Members of the Kilhansu
Kástan mercenaries to help support their own League, whose membership also included the
Vendrizzi and Courata, the Circasians had no
direct knowledge of the Ragalthans until the

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1990s. The Chouka had some dealings with the Thaline Union
8
Ragalthans but used Thaline brokers as
Best described as a stick-insect merged
intermediaries, so the Theocracy had no direct
with an anteater, the Thaline are a non-
and official contact with the Gerontocracy.
humanoid race situated between Chouka,
The Ragalthans would one day become
Kástan, and Ingalli space. The Thaline
enthusiastic enemies of the Circasian Empire,
maintained close trade ties with the Chouka
aiding the Courata in their bid for conquest of
throughout their spacefaring career.
Circasian territories during the Escalation Wars.
The Thaline Union has traditionally
sought a relationship of non-intercourse with
Solassi Republic other races in hopes of not entangling
The Solassi Republic is a hub for travel themselves in the affairs of foreign powers. This
flowing between the outward and coreward staunch neutrality did not waver during the
sectors of known space. The Solassi Corridor Chouka War, and the Thaline did not offer any
brings massive numbers of ships and goods to military aid to the Chouka during the war. The
Solassi colony worlds, a boon for the Republic’s Thaline did however champion humanitarian
economy. efforts in the conquered Chouka territories
The Solassi viewed the Chouka War as during and after the war.
only a minor inconvenience. The number of
merchants with routes disrupted by the conflict Thrikin Planetary Assembly
were a drop in the pail compared to the overall
This canid race was barely interplanetary
traffic travelling through the Corridor. As a result,
at the time of the Chouka War. A neutral world,
the Solassi largely ignored the conflict, only
Thrikin had only enough military infrastructure
taking note of an aggressive new species

Empire Rising
to defend itself against raider attacks, and even
exerting influence on the very edge of their
then their own defenses proved barely adequate
sphere of influence.
in defending against these threats. After the
war the Thrikin became a protectorate of the
Th’sook Dominion Circasian Empire.
The Th’sook are a reptiloid species
whose territories are located outward of the Ukal Combine
Circasian Empire. Located in the heart of the
The Ukal are the oldest starfaring race
dead zone, an area of space devastated during
in the region. The Ukal Combine at its height
the E’chekri war, the Th’s were spared by virtue
two hundred years earlier spanned most of
of the fact that the hyperspace beacon trail
known space, including almost all of the ak-Tai
leading to Th’su had not yet been discovered
Hegemony and much of what is now Antician
by the E’chekri.
space. The Ukal are highly advanced and field
The Th’sook have been in space for a
warships more capable than entire fleets of those
similar amount of time as the Circasians and
operated by younger races.
the two young nations have come to be solid
The Ukal had long stopped being
allies and trading partners. At the time of the
interested in the affairs of other races by the
Chouka War, the Th’sook and Circasians had
time of the Chouka War and, although they
begun discussing pursuing mutual research and
continued to explore in the region, they took no
technological development.
interest in the war or its participants.
The Th’sook did not participate in the
Chouka War due to their distance from the front
lines. The Th’sook did offer humanitarian aid
and protection to the Circasian fringe worlds in
the event of a worst case scenario, but such
assistance was not needed.

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Campaign Scenarios
9 9.1.3 Starting Assets
9.0
Starting Turn: 1972.1
Campaign Circasian Empire

Setup The Circasians are ready for war. Their


military gear up is complete, meaning the
Circasians begin the campaign at a Wartime
Economy. This will give the Circasian player an
9.1 Historical early edge in his or her war against the Chouka.

Starting Income:
Campaign 78 (system income) + 8 (trade income)
= 86 economic points
Scenario
The historical Chouka War campaign Starting Military Forces:
begins in January of 1972, nearly two months 300 economic points. At least 50
after the Circasians failed first strike into the economic points must be spent on units with an
Mishtuki system. The Chouka and Circasians in-service date prior to 1940, and at least 100
have both been staring over the border at one economic points must be spent on units with an
another, waiting for a full war to commence. in-service date of 1960 or later.
Empire Rising

Starting Shipyards:
Setup 2 Shipyards at Circasia

Starting Fleets:
9.1.1 Affiliation 2 Transport Fleets
Selection 2 Trade Fleets
At this step in the campaign setup,
players should choose which of the three Chouka Theocracy
factions to play in the campaign. There are three The Chouka have known about the
playable factions in the historical campaign Circasian military buildup for some time and
scenario: the Circasian Empire, the Chouka have answered in kind. The Chouka economy
Theocracy, and the Sshel’ath Alliance. The is Gearing Up at the start of the campaign. Four
Circasian raider wars were long ago resolved, turns of the Gear Up have already been
so all raider and/or civilian ships will only be completed as of 1972.1. The Chouka economy
included when CG 3.6.2.2 Raiding occurs. will hit full Wartime Economy status in 1972.3.

Starting Income:
9.1.2 Player Starting 67 (system income) + 25 (trade income)
Locations = 92 economic points
Refer to the system information included
in the source materials for a list of each empire’s Starting Military Forces:
territories as they exist at the start of the 400 economic points. At least 100
campaign. Refer to the Chouka War era map economic points must be spent on units with an
for the location of these systems. 9.5 Systems in-service date prior to 1940.
of the Chouka War includes additional
background and information on these systems. Starting Shipyards:
2 Shipyards at Chouka

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Starting Fleets: help prevent players from starting with their full
9
2 Transport Fleets military force on the borders in preparation of a
2 Trade Fleets first-turn blitzkrieg, something that would have
been historically impossible.
Sshel’ath Alliance Players may choose to start with any
The Sshel’ath begin the campaign in a amount of their starting forces in mothballs at
Peacetime Economy, waiting and watching as any planet possessing one or more shipyards.
the Chouka War begins to unfold. They may This can be especially useful for the Chouka
begin their Economic Gear Up at any time, player who may not be able to support the
though all the normal penalties apply should they maintenance expense of their full military forces
not declare hostilities/war against an opponent until after economic gear up has been
within the allotted time. completed.

Starting Income: 9.1.6 Jump Gate


54 (system income) + 5 (trade income)
= 59 economic points Placement
In the historical scenario, refer to the 9.5
Starting Military Forces: Systems of the Chouka War for information on
200 economic points. At least 100 the number and type of jump gates in each of
economic points must be spent on units with an the systems on the map.
in-service date prior to 1965.

Starting Shipyards:
9.1.7 External Trade

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2 Shipyards at Sshel’a Routes
The Chouka maintained several lucrative
Starting Fleets: trade routes moving through their space.
1 Transport Fleet Similarly, the Circasians benefited from some
1 Trade Fleet valuable trade routes of their own, though none
as rich as those passing through Chouka space.
9.1.4 Purchasing Both the Circasians and Chouka begin play with
these trade routes and associated Trade Fleets
Starting Forces in place. Each of the routes connects to a single
Each player begins the campaign with a Chouka- or Circasian-controlled system, which
certain number of economic points to spend on acts as a trade node for that route. The Trade
starting military forces. These points can be used Fleets operating these routes are not controlled
to purchase military units, not for purchasing by either power and do not count account their
Productivity increases or civilian fleet units (e.g., starting Trade Fleet allotments. Rather, they are
Colony, Transport, and Trade Fleets). The points neutral, off-map assets which perform
are intended to be spent on such things as space commerce operations as long as the trade route
units, ground troops, and Intel that will be used is not suspended.
in the coming war. If during the course of the campaign an
enemy force captures or blockades a trade
node, the external trade route connecting to that
9.1.5 Placing Starting node will be temporarily suspended and the
Forces owning player will cease to receive the route’s
Before the historical campaign begins, normal commerce income. If the system remains
players must place their starting forces in in one player’s control for six consecutive turns,
systems under their empire’s control. With the then the external trade route will be reactivated
exception of one-system powers, no power may and the player controlling the trade node will
place more than 50% of their forces (by receive the income from the route.
economic cost) in any one system. This is to

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9 Example 2: At the end of the campaign, the
Thaline Trade Fleet Circasian fleet has been reduced to just 7
(Mishtuki Æ Thalamas Æ Rorra) destroyers, each with an original construction
Income: 82 x 10% = 8 economic points cost of 4 economic points. This gives the
Circasians a military economic cost of 28
Novon Trade Fleet points. This number is divided by 10 (rounding
(Chouka Æ Kolir Æ Novonous) up), giving the Circasians a scant 3 VP for
Income: 179 x 10% = 17 economic points their military forces.

Thrikin Trade Fleet Example 3: During the course of the


(Senshuka Æ Tidun Æ Thrikin) campaign, the Chouka managed to make
Income: 36 x 10% = 3 economic points three Tech Advances, increasing their Tech
Year from 1972 to 1975. This tech
Th’sook Trade Fleet advancement garners the Chouka 30 VP.
(Kosica Æ Tro’Pac Æ Th’su)
Income: 59 x 10% = 5 economic points

9.1.8 Victory Conditions 9.2 Freeform


The campaign will end once a state of
peace has existed between all remaining
Campaign
empires for six consecutive turns. Once this
milestone is met, the historical campaign is over
Scenario
and the Chouka War scenario is considered The Choukar War was not a very large-
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complete. scale military campaign and it would have been


Victory in the scenario is determined by considered little more than a brush war if not for
which power earned the most victory points (VP) its ramifications within a greater historical
over the course of the scenario. Victory points context. As a result, players may be more
are calculated as follows: interested in playing a freeform campaign set
during the Chouka War time period.
• 5 VP per Homeworld In this freeform campaign scenario, all
• 1 VP per System of the systems are considered neutral and
• 2 VP per Census players begin the game from a single system,
• 1 VP per Economic Point of System their homeworld, from which they explore and
Output expand in search of dominance.
• 1 VP per 10 Economic Points of Military
Units, Intel (round up) Setup
• 10 VP per Tech Advancement

The empire with the most victory points 9.2.1 Affiliation


at the end of the campaign wins. In the event of Selection
a tie, the player with the largest military (by
Each player first selects his or her
economic cost) wins.
empire’s affiliation. The playable factions
included in these source materials include: the
Example 1: A homeworld has 10 Census, 5
Circasian Empire, Chouka Theocracy, Sshel’ath
RAW, and 7 Productivity at the end of the
Alliance, Unsheathed Claw, Blood Swords,
campaign. The player earns 5 VP from
Chouka Pirates, Other Raiders, and Civilians.
holding the homeworld system, 20 VP from
Of these factions, the first three possess the
Census, and 35 VP from System Output for
largest and most balanced force lists. However,
a total of 60 VP.
the raider/civilian factions can still best them,
given the right combination of skill and luck.

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In the future, other factions whose Typically these points will be used to purchase
9
territories are located on the Chouka War map new space or ground units, fleets, or Intel.
may became valid selections for race selection. Along with these starting points, each
When this happens, CMs can allow the Kholran empire receives the following at no additional cost:
Republic, Thaline Union, Novon Trade Lords,
Thrikin Planetary Assembly, Neliste Empire, and • 3 Colony Fleets
Kástan Imperial Monarchy as valid powers to • 1 Trade Fleet
be controlled in the freeform scenario. • 1 Transport Fleet
• 1 Shipyard
• 1 Large Jump Gate
9.2.2 Player Starting
Locations All starting assets are placed in the
Once affiliations are determined, each homeworld star system and will be available for
player rolls a d10; the player with the highest use on the first turn of the campaign.
result on the die gets to choose his or her
homeworld first. In the event of a tie, have each 9.2.4 Off Map Trade
player roll another d10 as a tiebreaker with the Some systems on the Chouka War map
highest result on the tiebreaker roll choosing connect to other systems not shown on the map.
first. These “off map lanes” connect to foreign or
After the first player finishes choosing a neutral systems that were of little to no
homeworld, the player with the next highest d10 consequence to any of the war’s combatants,
result will select their homeworld and so on until but could be of interest to players in a freeform
all players have selected a starting location. campaign. In the historical campaign scenario,

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When choosing a homeworld, a player off map trade is already figured into the 9.1.7
should review the map and identify the location External Trade Routes described under that
of all of the remaining homeworlds on the map. campaign scenario. In a freeform campaign,
The homeworlds on the map are depicted as however, things become much more interesting.
systems with a red “starburst” pattern Off map systems, despite not being
surrounding them (see the map legend for visual displayed on the Chouka War map, are valid
reference). The selecting player can choose any destinations for trade fleets when playing the
homeworld for their power that has not already freeform campaign scenario. Trade Fleets can
been selected by another player’s power. Once choose to add an off map system to their trade
selected, the player gains control of the system routes. Off map systems are considered to have
with the system statistics set to those listed in an output of 20 economic points for purposes
the source materials. of any trade routes in which they are included.
Some homeworld systems are richer Trade saturation, as outlined in CG 3.1.3
than others and the first player to choose a Calculating Commerce Income, affects off map
homeworld will have to balance the economic systems in the same manner as any other
worth of the system against the strategic value system. This means that each off map system
of its location. can only be profitably added to a single trade
route. Each jump lane that goes off map is
9.2.3 Starting Assets considered to be connecting to a different
Once homeworld selection is complete, system for purposes of these rules. Some off
each empire will purchase their starting assets. map lanes may actually connect to the same
To determine the player’s starting points, system outside the map’s boundaries, but this
subtract two times their homeworld’s output point is ignored for the sake of rules consistency.
(RAW times Utilized Productivity) from 240. This Unlike other jump lanes on the map, off
is the number of economic points the power will map jump lanes can be upgraded at any time,
have available to purchase its starting assets. at no cost to the player, so long as the on map
system has enough free beacon capacity to
upgrade the route. There are two exceptions to

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9 this rule on the Chouka War map: the Kásta and Officers (ships), Flight Officers (flights), and
Sector 84 systems. None of the off map lanes Administrators (systems). Of the three, Fleet and
emanating from either of these two systems can Flight Officers provide unit bonuses in combat
be upgraded beyond restricted lane status, scenarios while Adminisrators provide
which makes it impossible for a Trade Fleet to administrative advantages when assigned to a
traverse them. star system.
Off map trade has the benefit of making Fleet Officers are officers whose
border systems containing off map jump lanes command abilities apply to shipboard
extremely important to prospective trade barons operations, whereas Flight Officers’ abilities
in a campaign. Control of the major trade nodes apply to only the fighters in their flight wing (a
at Novonous and Quadrant 4 could prove very wing being a group of up to four flights of fighters
profitable for a player looking to dominate the launched from a carrier or carriers in the same
campaign via enormous trade wealth. ship squadron). Both officer types are explicitly
placed in command of a given ship or wing, as
appropriate, and the ship or wing will receive all
9.2.5 Victory of the benefits described in the Elite Officer’s
Conditions description.
Victory conditions in the freeform Finally, Administrators are also
campaign are up to the players and/or CM. In specifically assigned, but in their case it is to a
most cases, the campaign will continue until one specific star system. The system at which the
empire attains absolute dominion over the map, officer is assigned then receives the officer’s
whether it be through military, political, or listed bureaucratic bonuses.
economic means. If desired, players can use
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the victory conditions for the historical scenario Example 1: A Level 1 Fleet Officer provides
(9.1.8 Victory Conditions) to determine the victor a +1 AS bonus to his or her assigned ship. If
the campaign once the freeform campaign has this ship is a cruiser with a normal AS value
reached its conclusion. of 6, the ship will have a modified value of
CM Note: Your should feel free to set AS 7 for all purposes during the campaign.
unique goals for each of the competing factions
to make the campaign more interesting. For Example 2: A Level 1 Flight Officer provides
instance, each power could have one system a +1 AS bonus to his or her assigned flight
that must be defended and in their position lest wing. There are four flights (the maximum)
it count against them at the end of the campaign. in the officer’s wing and are all of the same
Other possibilities include operating a certain type of fighter unit, with a standard AS value
number of trade fleets, having fewer colonies in of 1*. Each flight in the officer’s wing will
open rebellion, or maintaining control over their receive the officer’s +1 AS bonus, increasing
starting homeworld. Being creative can give your their effective AS to 2*. Note that, since the
players extra incentive to get into character and flights’ AS began with an asterisk modifier
have fun with their position in the campaign. (meaning that they cannot gain a bonus from
dedicated anti-ship flight missions), the
modified value retains the asterisk modifier.

9.3 Elite Officers Example 3: A Level 1 Administrator provides


a +1 RAW bonus to his or her assigned
Several individuals are mentioned in this
system. The system has a starting RAW
source book that made an impact on the course
value of 2, giving the system a modified
of history. Collectively labeled “Elite Officers,”
effective RAW of 3 as a result of the
these characters had a major impact on the
bureaucrats assignment to the system.
world around them, even if we can say so only
through the virtue of historical hindsight.
Officer assignments are made during the
There are three classifications of officers
Turn Orders phase and take effect at the end of
and abilities contained in this section: Fleet

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the same phase. In essence, this means that all in this capacity in situations were tact was not
9
officer reassignments are automatic. Officers an issue.
can only be reassigned to other units or colonies Larha Karrn was investigated by the
at their same location. If a player wishes to Imperial Ethics Committee during the War of the
transfer an officer to a unit or location in another Seven Stars for the atrocities committed by Karrn
system, they must assign the officer to a unit at and her staff upon internees, including enemy
their current location and move them to the POW’s, in Circasian-run internment camps. She
destination so that reassignment can take place was eventually indicted after the war and
in a future campaign turn. sentenced to twenty years in prison.
CM’s Note: These Elite Officers can be Upon her release, Larha Karrn passed
granted to players at the start of the campaign out of the public and military’s eye and moved
or else be used as a ‘Special or CM Result’ on into the darker covert intelligence community,
the CG 4.13 Random Events chart. Alternatively, bartering her skills and knowledge for money.
an enterprising CM can make different, unique Taking up residence in the Tidun system, Larha
Elite Officers available throughout the course became a minor powerbroker until her death in
of the campaign. It is entirely up to the CM as 2018.
how to implement Elite Officers in their
campaigns. Rear Admiral Tas Rallarn
Full rules for Elite Officers will appear in Level 2 Fleet Officer
the Campaign Moderator’s Companion. Level 1 Flight Officer
Level 1 Administrator
9.3.1 Circasian Elite Effects: +2 AS (ship bonus), +1 AS (flight
Officers bonus), +4 tech investment per 12 turns

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(administrative bonus)
Captain Larha Karrn History:
Level 1 Fleet Officer Rear Admiral Tas Rallarn was a “old
guard” of the Star Forces responsible for the
Effects: +2 bombardment points available to her
modernization of the Circasian space navy
assigned fleet; -1 to all enemy Morale checks in
following contact with alien lifeforms. Rallarn’s
systems which Captain Karrn’s fleet is either
contribution came under his stewardship of the
blockading or holds space superiority.
Lancer Design Project, a program which
History: generated some historically important advances
A brutal but efficient fleet officer, Captain in starship weaponry. Rear Admiral Rallarn had
Larha Karrn is remembered by the Chouka as an impressive ability to get results from his
the Butcher of Taera for her slaughter of over teams, but that did not keep his superiors from
5,000 innocents when she destroyed Taera constantly interfering in the project. Bad blood
Shrine in the Sha’al system. Karrn’s initiative in between Rallarn and the War Council eventually
quelling the unrest in Sha’al earned her many forced him to request reassignment, a request
enemies within the Circasian military which the War Council granted.
establishment. For the waning years of her career, Rear
Karrn’s career languished after the war. Admiral Rallarn commanded the Circasian
In 1976, Captain Karrn transferred out of the orbital defense forces.
Star Forces and into Military Intelligence as an
inter-department liaison. In her new position Admiral Haelitis Xan
Larha Karrn found that her superiors were much Level 2 Fleet Officer
more forgiving and almost supportive of her Level 2 Flight Officer
general anti-alien sentiments. Her ruthlessness
and single-mindedness made her an excellent Effects: +1 AS, +1 AF (ship bonus), +2 AF (flight
interrogator, and she was often called on to serve bonus)

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9 History: of Dark Souls was in fact a decoy dispatched to
Admiral Haelitis Xan was one of the most draw out the 6th Fleet so that it could be easily
prominent military commanders in the entire destroyed by the Blood Sword’s forces. Every
Circasian Empire during the 1940’s. ship in the fleet was destroyed with all hands
Spearheading the reconstruction and lost.
modernization of the Circasian fleet, Haelitis Xan Following this massive defeat the Blood
was a hands-on commander that took pride in Swords enjoyed virtual carte blanche in the
working alongside his subordinates to get things region, raiding at will. Back at home the political
done. History credits Xan with redefining fallout of the defeat was staggering. Xan’s
Circasian naval structure, leading to the supporters were derided for their ties to the dead
development of the modern Circasian navy. admiral and the Xan family lost most of their
Unfortunately, for all of his strengths, no former political standing in the Empire. It was
accomplishment could change the fact that the death of Admiral Haelitis Xan that lead to
Haelitis Xan the man was arrogant to a fault and the development of the plan to eradicate the
sure that his way was always the right way. raider threat. Without his death and that of the
Haughtiness combined with this arrogance crews of the 6th Fleet it is unlikely the Circasians
made for a dangerous combination, and during would have decisively retaliated against the
his career Xan made as many stolid friends with raider threat.
his personality as he did brutal enemies.
None of this fazed Admiral Xan. He had Captain Toran Xan
a family of which he was proud, and it was his Level 2 Fleet Officer (LV 1, 1965; LV 2, 1973)
family that he swore to protect every day that Level 1 Flight Officer
he served. In 1950, Xan found himself in
Effects: 1971 and earlier: +1 AS (ship bonus),
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command of the 6th Fleet, charged with the patrol


of the neutral territories lying between Circasian, +1 DV (flight bonus)
Chouka, and Kástan territories. It was this area 1972 and later: +1 AS, +1 AF (ship
of space that the Blood Swords, an especially bonus), +1 DV (flight bonus)
powerful raider organization, hunted their prey, Special Trait: Hero’s Legacy – Toran Xan was
seeking unsuspecting ships. The Blood Swords nothing if not a tortured soul. His devotion to his
were especially brutal, their calling card being career and regaining his family’s honor were a
the grotesque scenes they left for the crews of driving force behind everything he ever did in
rescue ships to find on the vessels they attacked. his life. As a result, once and only once per
Haelitis Xan had fought raiders before, CSCR combat scenario, Toran can double the
both on the bridge of a command destroyer as combat factors of his command ship or flight
well as in the cockpit of a fighter. He had nothing wing.
but hatred for them, but he felt that no raider
group, no matter how organized, could hope to History:
stand up to a Circasian patrol fleet. Son of Admiral Haelitis Xan, Toran Xan
So was his attitude when he was was only a lieutenant recently graduated from
commanded to attempt to intercept and destroy the Imperial Military Academy when his father
the Lady of Dark Souls, the Blood Sword was cut down in battle against the Blood Swords.
flagship. The Lady of Dark Souls had been The Xan family name was blemished by the
spotted in the region by several observation apparent miscalculations of Admiral Xan in his
posts and tracked with some certainty. This was last battle. Through it all Toran remained faithful
the chance the Circasians had been waiting for: in the belief that his father was a hero, a hero
a chance to cut the head off of a very dangerous that Circasia now shunned. This emotional
serpent. baggage forced him to work harder in an attempt
Admiral Xan’s arrogance was his to fill his father’s shoes and restore his family’s
downfall when the Blood Swords played him for honor. He redoubled his efforts and devoted
a fool by ambushing his fleet. The ship that the himself entirely to his military career, becoming
Circasians had previously identified as the Lady a noted fighter pilot before gaining acceptance
into an auspicious command training program.

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Toran Xan achieved the rank of Captain by 1965, belonged. Toran Xan spent the first year of the
9
with his first command being the Kolanis Cruiser war overseeing development and production on
Chofeskal. the homefront before putting in a transfer
When the Chouka War began, Toran request to lead the Eighteenth Fleet on the
Xan at last found the means by which to prove upspin front. The request was hesitantly
himself and restore his family’s prestige. Xan accepted by the Star Force command and Toran
pressed the military command to move the Xan took command of the second Fierias
Chofeskal to the front lines and into battle Dreadnought, the Yorios. Toran Xan led the
against the Chouka. Luckily for him, the Circasians in several important battles, but was
Chofeskal was selected to take part in the killed in an ambush when then Yorios was
second wave of offensives against Chouka-held destroyed by concentrated enemy fire.
territories. He served onboard the ship during
the Chouka War, participating in several key 9.3.2 Chouka Elite Officers
battles before the ship was crippled and forced
to retreat from Mishtuki. Combat injuries forced
Toran Xan to endure six months of rehabilitation First Hand Marzuula Tien
at a military hospital on Senshuka II before he Level 2 Fleet Officer
could return to the conflict. He regretted being Effects: +1 DV, +1 AS (ship bonus)
sidelined by the injury and continued to vow to
redeem himself and his father during the war. History:
After being forced out of commission by Marzuula Tien was a respected captain
his injuries, Toran was eager to return to the in the Chouka Theocratic Guard until the
fray. His former command, the Chofeskal, had disastrous ambush of the Ninth Fleet in the
Senshuka system in 1972. Marzuula was a

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been destroyed in the interim and with it the crew
he had come to know and respect. Xan now skilled commander, but even he could not have
added vengeance for the deaths of his former predicted the desperate tactics the Circasians
crew to the list of factors pressing him forward. employed against the Ninth Fleet. In the end,
He was determined now more than ever to Marzuula was a political casualty, a perfect
achieve victory for himself and his nation at any scapegoat for the Circle.
price necessary. As the Chouka’s luck faded and the
Captain Xan found himself commanding battle pressed onward, Marzuula Tien found
the Xolophanes, another Kolanis Cruiser, into himself as the last bastion of defense against
the final battles leading up to the Battle of the encroaching Circasian fleet. His defensive
Chouka. In these battles Xan was able to gain a position was the only thing that stood between
rapport with his new crew. Captain Xan felt that the Circasian fleet and the final lines of defense
the Xolophanes was the right place to be for the orbiting Chouka.
final battle and entered it with confidence. First Hand Marzuula Tien was killed
Xan remained in command of the along with the rest of the Chouka defense forces.
Xolophanes for another four years after the war The Circasians were able to rip apart the Chouka
before being transferred back to Circasia to fleet and open the door for a final thrust to the
over-see development at the shipyards at heart of the Chouka defenses.
Circasia. Two years after his reassignment,
Toran Xan earned a promotion to the rank of First Hand Shcuizkho Yular
Rear Admiral. However, with the promotion and Level 1 Fleet Officer
the changing in the Circasian military structure, Effects: +1 AS (ship bonus)
Toran knew that the chances of returning to the
front lines were slim. History:
ak-Tai aggression, culminating in the With the Circle’s blessing, First Hand
War of the Seven Stars, gave Read Admiral Xan Shcuizkho Yular attempted to find an alternative
the opportunity that he had dreamt of: to return route into Circasian space via Kástan space
to the heat of battle where he thought he during the course of the war, an attempt that
ended in disaster. Despite this failure, Yular

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9 remained highly regarded by his superiors. They minor Kástan nobility, Ghaira fashioned himself
admired his ability to find innovative ways to a debonair rogue. He spent most of his life living
tackle problems, at least that is how the official up to this reputation. Commanding from the
response from the Theocratic Guard recorded bridge of the Lady of Dark Souls, Ghaira
events. In reality, First Hand Yular had many terrorized shipping along the Kástan borders
powerful allies within the Circle, allies who made with near impunity.
sure that Yular was spared the same fate as Neither luck nor karma ever caught up
First Hand Marzuula Tien and other to Brahaen Ghaira, and he was one of the few
unfortunately opportune victims of the Circle’s Blood Swords to escape the virtual destruction
political games. of his association of cutthroats.
After returning to Theocracy space, Yular
was reassigned to command a cruiser squadron Jenehn Tayare
operating on the frontlines. He served in this Level 2 Fleet Officer
position for several months before being recalled
home to take on the prestigious honor of Effects: +1 AS, +1 AF, +1 bonus to Surprise
overseeing the construction of the Chouka’s rolls (ship bonus)
massive space dreadnought, the Crusader. The
History:
First Hand was the Circle’s first choice to
The strange commander of the Sickle,
coordinate the project as well as their first choice
Jenehn Tayare was an enthusiastic member of
to command the prototype dreadnought upon
the Blood Swords band. In her mind, she was
its completion.
second only to Ghaira himself in ability. She was
First Hand Shcuizkho Yular was killed
probably right. Tayare tried to keep the Blood
during the final Battle of Chouka while attempting
Swords going after her mentor’s retirement, but
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to reach his ship in the shipyard. The Crusader


her effects were only temporary and the Blood
launched without him, but his death was a poor
Swords ceased to be a going concern after her
harbinger for the battle to come.
death.

9.3.3 Blood Sword Elite


Officers 9.4
Brahaen Ghaira
Level 3 Fleet Officer
Miscellaneous
Effects: +1 DV, +2 AS (ship bonus) Campaign Rules
Special Ability: Lucky Captain – Brahaen
Ghaira exhibited the almost unnatural ability to 9.4.1 Raiders
know when to escape from battle. In the In both the historical and freeform
Assignments Phase of any combat scenario, campaign scenarios, CMs should feel free to
Ghaira’s ship can voluntarily and immediately make use of any and all raider units listed in the
disengage from the scenario. Once disengaged, source materials. This will add some spice to
Ghaira’s ship cannot be the target of a CG raider attacks and, in the case of some of the
3.6.3.6 Pursuit Scenarios. more potent raiders like the Blood Swords or
Special Rule: Blood Sword player empires Unsheathed Claw, force the players to maintain
always begin with Brahaen Ghaira and the Lady strong lines of defense at all of their colony
of Dark Souls in their fleet at no extra cost. worlds.
History:
Perhaps the most famous (or infamous)
weapons in the Blood Sword arsenal was
Brahaen Ghaira himself. A disaffected son of

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9.4.2 Playing the 9.4.3 Uninvolved
9
Sshel’ath in a Campaign Powers
The Sshel’ath are one of many alien Portions of several other alien territories
species who are not ruled by a single, all- are included on the Chouka War era map, but
encompassing government. The Sshel’ath their forces are not provided in a playable format
Alliance includes in its membership most of the within this source book. This includes, but is not
major planetary powers on Sshel’a, but it is far limited to, the Kholran, Novon, Thaline, Th’sook,
from being universally inclusive. Several major and Kástan. These major alien governments had
power blocs, even some of those with only a passing interest in the Circasian/Chouka
membership in the Alliance, are openly hostile conflict and for one reason or another chose not
to the other members. This hostility does not to involve themselves in that conflict. Full
usually extend to outright military confrontations, information on each of these alien powers will
though it has happened on occasion, but instead be included in future Escalation Wars
to the political arena. supplements. Until these supplements are
When playing Sshel’ath in a VBAM released, players playing the historical scenario
campaign, the Sshel’ath player has the option found later in this book should consider these
of playing either as the quasi-unified Sshel’ath worlds largely neutral, with exceptions noted
Alliance (the standard option) or as one of the under that scenario’s rules.
major Sshel’ath factions: A’hel’is, Mst’as, In a freeform scenario, these uninvolved
Yhabn’l, Neutral. The latter of the two options is powers’ territories should be considered “free
best if either a CM or additional players are and clear” for purposes of colonization and/or
available to play the remaining Sshel’ath invasion. However, all systems not controlled by

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factions. the players at the beginning of the campaign
If playing as the Sshel’ath Alliance, the have their Census, Morale, or Productivity
player is restricted as to the units he/she can statistics reduced to 0.
purchase. All A’hel’is/Mst’as units are available
to the player, but fielding units belonging to non-
A’hel’is/Mst’as factions is restricted. The player
can still purchase said units, but they must 9.5 Systems of
always be placed into Reserve status at the site
they are constructed. It is considered that these the Chouka War
minor powers are unwilling to send their military The Circasian/Chouka conflict only
assets to provide support for the Alliance itself. affected a very small region of known space due
In cases where individual Sshel’ath their location at the edge of the explored
factions are being played, split the income of territories. The following is an in-depth review
Sshel’a by the number of Sshel’ath factions, of the principal star systems involved in the
rounding down. This is the amount of income Chouka War, controlled by its participants, or
each will receive from their homeworld. The otherwise in a position to have been possibly
income of each starting colony world is then affected by the war.
divided by three, with the A’hel’is and Mst’as This information will give players and
players each receiving one-third of the system’s CMs a more personal knowledge of the systems
income and the remaining third being given to a that are being contested during the campaign.
Yhabn’l or Neutral faction (determined at
random). All maintenance and other expenses
are calculated separately for each faction. This
System: A’lara
can lead to excessive waste and inefficiency for Affiliation: Neutral
the Sshel’ath factions, but this is a historically Importance: Minor Colony
accurate representation of how Sshel’ath Jump Gate(s): 2 Standard
government worked. Notable Settlements: Ulham’a D’e’nzall
(destroyed)

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9 History: The A’lara system was once a colony xenophobia of the Borillians kept the system
of the Chouka Theocracy. Established in 1912, from falling into any one empire’s hands.
the A’lara colony, christened Ulham’a D’e’nzall
by its inhabitants, soon grew into a flourishing, System: Breth
and by all outside impressions model, colony Affiliation: Chouka Theocracy
world. Unfortunately for the colony, a strong Importance: Outpost
secessionary movement began to gain support Jump Gate(s): 2 Standard, 1 Small
on A’lara circa 1920. A group of dissidents within Notable Settlements: P’entae, Saltoreste
the colonial leadership began actively trying to History: A former Novon-held system, Breth was
divorce the colony from the Theocracy, claiming ultimately abandoned by the Trade Lords and
that the Theocracy had twisted scripture to suit absorbed into the Chouka Theocracy. The
their own devices. The Circle responded violently Chouka established over a dozen colonies in
and destroyed the colony from orbit. The Circle the Breth system after its acquisition, the first
forbade any further colonization outward from major reversal in the Circle’s tight emigration
Chouka, going so far as to abandon the Litara restrictions in over thirty years. Many of the
colony as well. The Theocracy never re- system’s colonies were placed on the moons of
colonized the system, opting instead to leave it the third planet, a gas giant known as Sair’ven.
fallow. The system would remain largely vacant Sair’ven’s innermost moon, Saltoreste, had
until a second wave of Chouka colonists began previously been home to a major trade lord base.
arriving in 2029 during one of many mass The moon’s atmosphere was barely breathable
exoduses that took place at the end of the by the Chouka, but still better than most other
Escalation Wars. worlds they had found in other systems.
Saltoreste also boasted basic plant life, all of
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System: Akkar which were Novon flora which had been


Affiliation: Thaline Union genetically engineered to live on the moon.
Importance: Minor Colony
Jump Gate(s): 1 Temporary System: Chensit
Notable Settlements: Memtramo Colony Affiliation: Novon Trade Lords
(destroyed) Importance: Minor Colony
History: Akkar was at one time a burgeoning Jump Gate(s): 2 Standard
Thaline colony world. The planet of Memtramo Notable Settlements: None
in the Akkar system contained a world perfect History: Chensit is a minor Novon system.
for Thaline colonization. Unfortunately for its Chensit is of little strategic importance to the
inhabitants, the Ingalli knew of the system’s Novon Trade Lords, though some use the
location and attacked and destroyed the colony system to conduct under the table negotiations
following the destruction of the First Rorra or black market dealings. The out of the way
Colony in 1834. location of Chensit helps to ensure that such
matters have a better chance to remain secret.
System: Borilos
Affiliation: Neutral (Borillian Governments) System: Chouka
Importance: Homeworld Affiliation: Chouka Theocracy
Jump Gate(s): 3 Temporary Importance: Homeworld
Notable Settlements: Borilos Jump Gate(s): 2 Large Jump Gates, 2 Standard
History: The Borilos system contains the titular Jump Gates
planet of Borilos, homeworld of the Borillian Notable Settlements: Chouka, Mastouka,
species. At the time of the Chouka War, the Partika, Frotella
Borillians were a high-industrial civilization with History:
only modest space travel capabilities. The The Chouka home system was more
system had been contacted and charted by than the center of the Chouka’s universe, to
several neighboring species, but the extreme them it was the center of the universe itself. They
believed fervently that the motherland was the

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Chouka
the third from the sun. The system is heavily
9
utilized and is home to scores of Circasian
settlements.
As the heart of the Circasian Empire, the
Circasia system was the source of most military
construction during the Chouka War. A
continuous stream of warships and auxiliary
vessels streamed out of Circasia and into
Senshuka throughout the conflict.

System: Drayac
Affiliation: Neutral
Importance: Colony
Jump Gate(s): 1 Standard, 1 Small
Notable Settlements: None
History: As with Maloria, the Circasians had not
yet colonized Drayac before hostilities erupted
source of all life, a “well of souls” from which all with the Chouka. Unlike Maloria, Drayac
other life had sprung. And those born of the contained a verdant world almost perfectly
waters of Chouka were by definition purer habitable for Circasian life. This world rivaled
people, more in-tune with the universe and its even Senshuka II in its natural affinity for
mysterious inner workings. supporting the Circasian species. By 1972
Despite their draconian laws, the Chouka several small research and test colonies had

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Circle of Elders allowed and even encouraged been established in the northern hemisphere of
colonization of their home star system. This the planet, Dalain, but no substantial inhabitation
continued even after the A’lara rebellion led to a had yet taken place.
crackdown on extra-solar colonization. Major
colonies in the system, besides the homeworld
System: Dreben
itself, included a retreat on the Chouka sister
Affiliation: Kholran Republic
world, Mastouka; an outer system mining colony
Importance: Minor Colony
at Partika; and a small research outpost on the
Jump Gate(s): 3 Standard, 1 Small
icy gas giant moon of Frotella. Of these colonies,
Notable Settlements: None
all remained in place during the Circasian
History: Dreben was once a heavily populated
administration of the system from 1973-2013.
world which connected Kholchak to the outer
After the system’s conquest by the Courata
colony worlds. As the Great War engulfed the
Imperium, the Frotella colony was laid waste to
and the Mastouka colony became an internment
camp. The Chouka system remained under the
Courata yoke until the end of the Escalation
Wars in 2025, at which point Chouka once more
emerged as an independent, sovereign nation.

System: Circasia
Affiliation: Circasian Empire
Importance: Homeworld
Jump Gates: 2 Large, 2 Standard
Notable Settlements: Circasia, Jenholen
Station
History: The orange star of Circasia (known
as Lhonshfar in Circasia) is circled by ten
planets, of which the planet of Circasia itself is Circasia

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9 region, the outer colonies were destroyed and system however, and some historians have
Dreben was left as the last bastion of defense claimed that the Entyte colonists were complicit
against the E’chekri. After the war, Dreben’s in their operations.
population decreased as its inhabitants joined
the stream of Kholran refugees returning to the System: Gagrran
relative security of Kholchak. Dreben does Affiliation: Neutral
however remain the downspin defense bastion Importance: Minor Outpost
of the Republic. Jump Gate(s): 1 Small, 1 Temporary
Notable Settlements: None
System: Emishi History: This far-flung Ragalthan territorial
Affiliation: Neutral possession contains little of interest within its
Importance: Outpost borders. A white dwarf star, Gagrran does not
Jump Gate(s): 1 Temporary contain any valuable colony worlds to speak of.
Notable Settlements: None Ragalthan system patrols rarely reach Gagrran,
History: Emishi is one of the last systems to be as much because of its distance as because of
explored by the Chouka before the Chouka War. its lack of material worth.
Emishi was located in an unexplored region of
hyperspace beyond Litara and one of the few System: Huplat
avenues for expansion the Chouka had left. Affiliation: Novon Trade Lords
Exploration into the system was erratic at best, Importance: Minor Colony
but was still frequently visited by Chouka scouts Jump Gate(s): 2 Large, 1 Standard
up until the Theocracy’s declaration of war Notable Settlements: None
against the Circasian Empire. History: The Huplat system connects the major
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The Chouka’s lost scout and colony fleet, trade nodes of Novonous and Quadrant 4.
both of which fled during the end of the Chouka Despite this strategic location, Huplat has lacked
War, made it as far as Emishi before detecting political stability ever since the Novon civil war
another beacon off of the normal route. Their in the 1930s. A strong trade lord would eventually
colony is located in a nearby system, though secure the system following the Second Novon/
they were never rediscovered by future explorers Sshel’ath War, but the constant squabbling of
despite the massive development and the trade lords over possession of the system’s
exploration that took place following the A’lara resources continues to destabilize the system.
Conference in 2114.
System: Iolor
System: Entyte Affiliation: Thaline Union
Affiliation: Thaline Union Importance: Outpost
Importance: Minor Outpost Jump Gate(s): 3 Standard
Jump Gate(s): 1 Standard, 1 Small History: Iolor is a minor colony system
Notable Settlements: None controlled by the Thaline Union. Mining
History: Entyte is home to an ethnic Thaline operations on the second and fifth planets in
colony with a population of barely seven the system are the primary efforts being
thousand. The Entyte colonization was undertaken in the system.
undertaken by a historically persecuted Thaline
ethnic minority. This group of social and political
System: Intera
refugees invested their collective life savings to
Affiliation: Kástan Imperial Monarchy
fund the expedition to Entyte and establish a
Importance: Outpost
controlled colony where their culture could be
Jump Gate(s): 3 Standard
preserved in the face of continued erosion by
Notable Settlements: None
cosmopolitan Thaline culture.
History: Intera is little more than a waystation
The Thaline colony on Entyte largely
allowing travel between the Kástan Kásta,
restricts contact, so it is of little interest as a
Rtallin, and Scirra systems. Intera is a yellow
trading port. Raiders and brigands frequent the

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dwarf orbited by a meager three planets and a after the first has ever returned. The report
9
single asteroid belt. Of these planets, one returned by that first expedition indicated a
supports an inhospitable Venusian climate, one habitable planet located in the inner star system.
is a gas giant, and the other is a frozen rock It was not known whether the planet would in
circling far from the primary. fact meet Circasian habitability needs, but that
Kástan use of the system is limited and original Kiralina expedition was hopeful that it
defense of the system is limited to anti-raider would be the case. Nonetheless, Tratha scouts
patrols. The system and its infrastructure is and other private vessels dispatched to the
considered expendable by the Monarchy. system have not returned and the Circasian
government officially declared the system
System: Jalun quarantined in 1974.
Affiliation: Kholran Republic A Circasian expedition would
Importance: Outpost successfully reach Kalinos and make landfall on
Jump Gate(s): 2 Small the planet, but not without substantial loss of
History: The blue star of Jalun is orbited by little life. However, the secret of Kalinos was revealed
of interest. Two gas giants and half a dozen to those that survived, a secret which would have
burned-out rocks travel around the star, but none major ramifications for the future. That is another
hold anything of value. The Kholran colony in story entirely.
the system is small and principally centered CM Note: Historically, any ship entering
around mining operations on the system’s inner Kalinos star system should be considered
planets. Not much has changed in Jalun over destroyed, having fallen victim to the automated
the last 250 years. The heyday of the Republic defenses scattered throughout the system. In
just prior to the Great War did not even manage freeform campaigns this special rule can be

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to bring prosperity to Jalun. ignored.

System: Kafoth System: Kásta


Affiliation: Kholran Republic Affiliation: Kástan Imperial Monarchy
Importance: Minor Colony Importance: Homeworld
Jump Gate(s): 2 Large Jump Gate(s): 4 Standard, 4 Small
Notable Settlements: Kyfathi Starport Notable Settlements: Kásta
History: Kafoth is one of the few remaining trade History: Kásta is the secluded home system of
systems to be found in the Kholran Republic. the Kástan people. The eleven planet star
The system acts as the primary trade juncture system is well developed and provides the bulk
connecting the Kholran Republic to the Solassi of the Imperial Monarchy’s economic output.
Republic and other outward systems. Few Kástan leave the confines of the Kásta
system, preferring to live out their lives either
on the homeworld or one of the other in-system
System: Kalinos
colonies.
Affiliation: Neutral
Special Rule: Kásta is located in the
Importance: Minor Outpost
middle of the Rapids of Rodirra, a treacherous
Jump Gate(s): 3 Temporary
area of hyperspace. As a result, hyperspace-
Notable Settlements: None
related activities are inherently more dangerous
History: Kalinos: the Circasian star of destiny.
and all negative hyperspace effects are
The myth of Kalinos has been strong among
amplified.
the Circasians for thousands of years. This “star
The cost of upgrading jump lanes that
of the dawn” is rumored to usher in a reversal of
connect to Kásta are doubled as a result of the
fortunes and the hope of victory for the almost
Rapids of Rodirra. This means that an upgrade
defeated. It is ironic then that as the Circasians
to an unimportant lane costs 30 economic points,
pressed out into space they would early on find
minor lane 60 economic points, and major lane
themselves in orbit of the mythical star.
120 economic points. The cost associated with
The mystery of Kalinos persists,
finding new, more stable routes through the
however, as no Circasian expedition to the star

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9 Rapids has greatly limited access to the Kásta voluntary buffer between the Kholran and Ukal.
system, which is a mixed blessing for its Under their direction Kolir turned into one of the
inhabitants. preeminent trade systems in all of charted
If a squadron is “placed in jeopardy” as space. As such, Kolir forms the backbone of the
part of a 1.3.6.1 Hyperspace Deep Space Solassi Corridor.
Scenario generated in the Kásta system or in
any of the jump lanes connecting to that system, System: Kosica
the chance of the fleet becoming hopelessly lost Affiliation: Circasian Empire
and effectively destroyed is increased to 100%. Importance: Minor Colony
All such “lost squadrons” will always disappear Jump Gate(s): 3 Standard, 3 Small
in the fiery hyperspace landscape. Notable Settlements: Kosica III (New Vasach)
History: The red giant of Kosica was
System: Kati’did encountered shortly after the exploration of
Affiliation: Neutral Res’den. The system proved largely unimportant
Importance: Minor Colony as far as the Circasian Empire was concerned,
Jump Gate(s): 2 Small despite the discovery of a semi-inhabitable
Notable Settlements: None planet in the system. Kosica III was a potential
History: A X’chukta colony world before the candidate for colonization, though its climate
Great War, the E’chekri reduced the sole differed enough from acceptable norms to make
habitable world in the Kati’did system to a burned domed colonies mandatory. However the rest
out cinder. The system was subsequently of the system was unremarkable. The system
abandoned. contained negligible terrentium deposits and did
not appear to be in a strategic position. With all
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System: Kholchak of these facts taken into consideration, Kosica


Affiliation: Kholran Republic remained fallow for many more years.
Importance: Homeworld The Kosica system was finally colonized
Jump Gate(s): 4 Large, 2 Standard in 1929 by a group of Circasian colonists seeking
Notable Settlements: Kholchak refuge from the social changes sweeping
History: The Kholran home system is home to Circasia. To these Circasians, the world was
the bulk of their population. A heavily developed becoming a darker place and the only way they
system, Kholchak was once the center of trade could hope to live in peace was to take to the
and exploration within this region of known stars. Their agrarian colony of New Vasach
space. Unfortunately, the Great War broke their abandoned all unnecessary technology as its
trust in aliens and they began falling into isolation inhabitants rededicated themselves to their faith.
to shield themselves from the scarred As fate would have it, Kosica eventually
landscapes beyond their immediate borders. became an important trade hub linking the
During the Chouka War, Kholchak remained an Circasian Empire to the Th’sook Dominion. This
influential economic hub, but nowhere near as newfound economic importance led to an influx
important as the systems along the Solassi of new blood to the system. The original colonists
Corridor. resented the influx of offworlders, but there was
little that they could do about it. Kosica was
becoming a major hub of travel in the region.
System: Kolir
The influx of trade flowing through the
Affiliation: Novon Trade Lords
system led to heightened raider activity. In
Importance: Major Colony
particular, the Unsheathed Claw delighted in
Jump Gate(s): 5 Large, 1 Small
preying on the inhabitants of Kosica. Kosicans
Notable Settlements: None
demanded and received greater protection from
History: Kolir was once a major Kholran colony
the raider threat, two full patrol squadrons being
world, but the system was depopulated and
relocated from Circasia to protect the system.
ultimately sold to the Novon after the end of the
The end of the raider wars left Kosica a
Great War. The Novon were more than happy
military linchpin on the frontier and an important
to take control of the system, becoming a

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trade hub. Only a small number of forces were Hazalla, the name in the Chouka tongue for the
9
stripped from the Kosica defense forces to serve “pit of souls”, a place that heretics are tortured
in the Chouka theater as most of the task forces until they recant and accept Truth.
operating in Kosica were viewed by the War The colony was forcibly disbanded by the
Council as strategic reaction reserves. This Theocracy after the separatist movement on
meant that their purpose was to deploy to hot A’lara forced the Circle to re-evaluate their
zones on the frontier, should some other crisis colonization policies.
emerge on the far side of the Empire. Luckily
for citizens of Kosica, this never came to pass. System: Locsor
Affiliation: Thaline Union
System: Kosta Importance: Outpost
Affiliation: Thaline Union Jump Gate(s): 2 Standard
Importance: Minor Colony Notable Settlements: None
Jump Gate(s): 3 Standard History: Locsor contains a Thaline military
Notable Settlements: None refueling station and testing facility located on
History: Kosta gets its name from a Thaline the outermost planet in system. Both Thaline
perversion of the name Kásta. The Kosta system and Kástan military units make use of the facility.
was the location where first contact was made
with the Kástan. The Kástan had explored the System: Ma’kal
Kosta system in the past, but they had not Affiliation: Kholran Republic
revisited the system since nearly a decade Importance: Outpost
before the Thaline’s own exploration expedition. Jump Gate(s): 2 Standard
The Thaline had originally named the system Notable Settlements: None

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Denmaa, but popular merchant slang ultimately History: Few Kholran remained at Ma’kal by the
made sure that the system would be referred to 1970s. After the Great War, the system’s
as Kosta thereafter. population began migrating to other core
The Thaline originally colonized Kosta systems of the Republic. The system once
to serve as a trade base to service merchants contained nearly 700,000 inhabitants. In 1972
heading into Kástan space. The system only 10,000 remained.
remained largely untouched during the Ingalli
War, a godsend for the Thaline and Kástan who
System: Maloria
were using the system to facilitate fleet
Affiliation: Neutral
movements and materiel exchanges.
Importance: Minor Colony
Tavast incursions into Kosta eventually
Jump Gate(s): 1 Standard
led to the heavy militarization of the system
Notable Settlements: None
beginning in 1910, and culminating in the Tavast
History: The Maloria system was explored but
War of 1937-1938. Kosta temporarily fell out of
not exploited at the time of the Chouka War.
Thaline hands during the conflict, but was
The system contained promising signs of
liberated in mid-1938 and remained under
substantial terrentium deposits on the moons of
Thaline control during the Chouka War period.
its outermost gas giant, Tandra, which sat only
7 AU out from the local star. Substantial
System: Litara corporate investments would make the Tandra
Affiliation: Neutral colonies and its orbital refinery works of major
Importance: Minor Colony importance to the Circasian war machine during
Jump Gate(s): 1 Small the War of the Seven Stars.
Notable Settlements: Hazalla (abandoned)
History: The Litara system was home to small
religious outpost during the 1910s. The colony’s
inhabitants lived within pressurized domes
erected on the harrowingly cold surface of Litara
IV. The Chouka inhabitants dubbed the world

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9 System: Maudi System: Novonous
Affiliation: Neutral Affiliation: Novon Trade Lords
Importance: Outpost Importance: Homeworld
Jump Gate(s): 2 Small Jump Gate(s): 4 Large, 3 Standard
Notable Settlements: None Notable Settlements: Novonous
History: Maudi lies in the borderland separating History: The Novon home system is controlled
the Neliste Empire from the Sshel’ath Alliance. by dozens of the most powerful trade lords. The
Originally scouted by Ragalthan adventurers, the most powerful of them all holds a throne on
system was ultimately deemed undesirable due Novonous itself. Sheathed in endless expanses
to its location. Relations between the Neliste and of metal and rising edifices, Novonous is
Ragalthans were icy at best, and the Neliste did considered a neutral site by all of the trade lords.
not relish the thoughts of a Ragalthan presence The power of the reigning trade lord is ultimate,
in all surrounding systems. Increased Neliste mainly due to the immense power of industry
system patrols dissuaded further Ragalthan they can bring to bear on their enemies. As such,
exploration or expansion in the area. trade through Novonous is kept flowing steadily
Without the Ragalthans to develop the and the most powerful of the trade lords reap
system, and the Neliste uninterested in doing the rewards of this stability – while planning their
so themselves, the Maudi system remained rivals downfall.
neutral and unclaimed until the Sshel’ath
captured the system during the Neliste War. System: Quadrant 1
Affiliation: Circasian Empire
System: Mishtuki Importance: Minor Colony
Affiliation: Chouka Theocracy Jump Gate(s): 1 Large, 2 Standard
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Importance: Minor Colony Notable Settlements: None


Jump Gate(s): 2 Large, 2 Standard History: Quadrant 1 was once the site of a major
Notable Settlements: Mishtuki VII Kholran colony, but the E’chekri devastated the
History: Mishtuki VII was colonized in 1907 and world during the Great War. Never re-colonized,
quickly became a major Chouka religious the Kholran left only a token defense force in
retreat. The planet is encircled by three icy rings, the system to maintain watch for a possible
a formation that the Chouka find sacred. The resurgence of the E’chekri threat.
colony on Mishtuki VII was originally limited to a It was this defense force that the
simple sanctuary and shrine, but the beauty of Circasians encountered in 1934. After first
the planet’s rings drew a large number of contact was established, the Kholran decided
worshipers to the site. The population of the that their downspin borders were secure and
colony bloomed as the infrastructure expanded finally abandoned Quadrant 1. The Circasian
to accommodate the increased number of Empire quickly moved into the power vacuum,
pilgrims, reaching a population of 50,000 by claiming the system as their own.
1950. Many of the worshipers that came to visit There is little of interest in Quadrant 1,
Mishtuki stayed, working at the colony between and during the Chouka War the system was
religious gatherings. frequented only by traders heading to Tro’Pac
Two other small mining outposts were via Stacis. It was a favored route, as it took
established in the Mishtuki system in the early convoys to Ghea’khathen, the Unsheathed
1900’s, but these were later abandoned. Several Claw’s colony world, but just as many traders
remote military outposts were established in this opted to travel through Kosica instead. Patrol
system to watch over major trade routes. The forces were pulled from Quadrant 1 as needed
Circasians eventually discovered and to fortify Senshuka during the war.
neutralized all of these hidden bases after they
took the system.

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System: Quadrant 4 System: Rorra
9
Affiliation: Novon Trade Lords Affiliation: Thaline Union
Importance: Major Colony Importance: Minor Colony
Jump Gate(s): 2 Large, 5 Standard Jump Gate(s): 1 Large, 3 Standard, 1 Small
Notable Settlements: Klendrak Colony Notable Settlements: Rorra III
History: Secured by the Novon following the History: The Rorra system is home to several
Kholran abandonment of the system, Quadrant major Thaline settlements, with Rorra III being
4 stands as the gateway between the upspin the most important. Rorra III was first colonized
and coreward commercial markets. A great deal in 1825, but this first colony was destroyed by a
of trade flows into the system and it is one of sneak attack by unknown alien forces in 1834.
the few systems you can find Novon, Antician, The Thaline would eventually learn that the
Thaline, and Ragalthan merchants all haggling Ingalli were responsible for the destruction of
over goods in the same conference room. their colony, leading to their entrance into the
Ingalli War in that same year.
System: Phaltwa Rorra was resettled in 1950, several
Affiliation: Novon Trade Lords years after the end of the Ingalli War. Since that
Importance: Outpost time Rorra has experienced good fortune and
Jump Gate(s): 3 Small relative peace. The system does not receive the
Notable Settlements: None same level of trade traffic as other Thaline
History: Phaltwa is of little interest to outsiders systems, but the inhabitants of Rorra tend to
and is largely undeveloped. Several minor trade enjoy their more “laid back” lifestyle.
lords maintain facilities in the system, but none
of them are of any real consequence. System: Ru’herur

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Affiliation: Novon Trade Lords
System: Res’den Importance: Minor Colony
Affiliation: Circasian Empire Jump Gate(s): 3 Standard
Importance: Outpost History: A white giant star, Ru’herur is a rich
Jump Gate(s): 1 Large, 3 Standard source of terrentium, the material required in
Notable Settlements: Res’den Transfer Point jump gate construction. The Novon are
History: Res’den is a minor Circasian system constantly squabbling over control of terrentium
whose only importance comes from the ancient deposits in the system. The trade lords view the
jump gate and derelict beaconing systems the loss of entire cruiser squadrons a mere pittance
early Circasian explorers discovered in the star when compared to the raw power and wealth
system. Res’den became a fairly important that control of the terrentium deposits will confer.
Circasian transfer point and trade juncture, but
unfortunately the system held nothing worth System: Scirra
exploiting. The single terrestrial world in the Affiliation: Kástan Imperial Monarchy
system is a barren, lifeless rock and is poor in Importance: Minor Colony
valuable minerals. Jump Gate(s): 2 Standard
Notable Settlements: Centránta
System: Rogon History: The Scirra system is the outermost
Affiliation: Novon Trade Lords outpost maintained by the Kástan. Scirra
Importance: Minor Outpost contains a marginal world, Centránta, which is
Jump Gate(s): 1 Small heavily colonized. Brutal winds and an
History: A small number of Novon colonies dot unbreathable atmosphere make living on the
this uninteresting system. The system is poor in surface of Centránta an impossibility. The
natural resources and contains no inhabitable planet’s quarter of a million inhabitants instead
worlds. live in a mix of pressurized geodesic domes and
subterranean dwellings.

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9 System: Sector 84 the fourth and fifth planets. High concentrations
Affiliation: Neutral of terrentium in Senshuka led to a massive
Importance: Minor Outpost colonization effort soon after the system’s
Jump Gate(s): 5 Temporary discovery. Corporations and private investors
Notable Settlements: None flocked to the system to get in on the profits.
History: A pulsar star, Sector 84 is located at This early colonization was multiplied by the
the epicenter of a major hyperspace disturbance. discovery that the second planet in the system
Travel through the region is troubled at best and was suitable for Circasian life. The atmosphere
has long went unclaimed, even during the mix was not much different than that of Circasia,
heyday of the Ukal and Kholran empires. though atmospheric pressure was a bit lower.
The amiability of Senshuka II’s climate
contributed to its rapid economic development.
System: Sembot
Senshuka II supported a basic ecology
Affiliation: Thaline Union
upon the arrival of the Circasians. Scrub forests
Importance: Outpost
and other flora spread across the planet’s
Jump Gate(s): 2 Small
surface. Circasian colonization of Senshuka was
Notable Settlements: None
far less low-impact than that of Talynn Prime,
History: The Sembot system contains a small
and the inhabitants of Senshuka II have slowly
Thaline listening post, a relic from the Ingalli War
been modifying native Circasian plant and
in the 1830s and 1840s. The military outpost
animal life to survive on the planet, the invading
remains the only Thaline presence in the system.
species slowly displacing the native lifeforms.
Besides the large colony on Senshuka
System: Senshuka II, the Senshuka asteroid belt became well-
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Affiliation: Circasian Empire developed.


Importance: Minor Colony
Jump Gate(s): 1 Large, 3 Standard, 1 Small System: Sha’al
Notable Settlements: Senshuka II
Affiliation: Chouka Theocracy
History: The largest of the Circasian extra-solar
Importance: Outpost
colonies is located on the second planet of the
Jump Gate(s): 3 Standard
Senshuka system. Circasian explorers
Notable Settlements: None
discovered the Senshuka system in 1923. The
History: The Sha’al system was once controlled
system is comprised of seven planets orbiting a
by the Kholran, but was abandoned by their
small yellow star, with an asteroid belt separating
forces in 1819. The system is home to the Lights
of Taera, a naturally occurring phenomenon
which captivates the minds and imaginations of
many intelligent spacefaring species (sadly, the
Kholran are not one of them).
The Chouka stumbled upon the system
during their early space explorations and
became enthralled with the Lights. To them, the
phenomenon was more than just spectacular; it
was divine. The Chouka outpost in Sha’al was
only lightly inhabited but received thousands of
visitors each year.
After conquering the system, Circasian
forces retained only a modest presence in the
system. The Chouka pilgrims continued to visit
the site, though at a diminished rate imposed
on them by Circasian travel restrictions.

Senshuka

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System: Solarran post-War period that a group of Ghotekhen
9
Affiliation: Ragalthan Gerontocracy refugees by the name of the Unsheathed Claw
Importance: Minor Outpost took up residence in Stacis. They colonized the
Jump Gate(s): 2 Standard, 1 Small planet they called Ghea’khathen and began life
Notable Settlements: None anew in the E’chekri dead zone.
History: This outward-most Ragalthan system, After turning to raiding for a time, the
Solarran is uninhabited. The system was Claw and their colony in Stacis were voluntarily
originally used as the site of a military supply absorbed into the Th’sook Dominion of Worlds,
depot during the Ingalli war to provide logistics or Th’sook Dominion for short. The Unsheathed
support to Thaline and Ragalthan units fighting Claw preferred autonomy under Th’sook rule to
the Ingalli in that sector. The supply depot and Circasian domination, which was their only other
all Ragalthan presence in the system were option. As part of the Dominion, Stacis became
removed after the end of that conflict. an important regional trade node.
The largest contributing factor to the
Ragalthan retreat from Solarran was the System: Tacis
inhospitable attitude of the neighboring Neliste Affiliation: Neutral
Empire. The cost of securing colonies in the Importance: Minor Outpost
system against possible Neliste attack was Jump Gate(s): 3 Temporary
simply too high for the Gerontocracy to afford. Notable Settlements: None
History: As far as star systems go, Tacis is an
System: Sshel’a utter disappointment. A single gas giant orbits
Affiliation: Sshel’ath Alliance close to the first of four stars, a red supergiant
Importance: Homeworld primary. The few moons which circle this world

Empire Rising
Jump Gate(s): 4 Standard are little more than comets and hold no value
Notable Settlements: Sshel’a whatsoever. The uselessness of this system,
History: The Sshel’ath home system is combined with the close proximity of the
controlled by an alliance of Sshel’a’s former mysterious Lasgathi, largely halted Circasian
planetary governments, the most prominent of exploration in the region.
which are the Mst’as and A’hel’is. The Sshel’a
was a minor system until the Chouka War System: Talynn
allowed the Alliance to expand into neighboring Affiliation: Circasian Empire
systems. Wars with the Novon allowed Sshel’a Importance: Outpost
industrial infrastructure to mature fast enough Jump Gate(s): 1 Standard
to make campaigns against the Chouka and Notable Settlements: Talynn Prime
Neliste possible. The true fruits of their labors History: The Talynn system, first explored by
would not be realized until the early 21st Century the Circasians in 1924, is a trinary star system
when the economic force of the Sshel’a system consisting of a blue-white primary star (Talynn
allowed it to survive under a Courata blockade A) and two white dwarf companions (Talynn B
long enough for Antician and Novon liberators and C). The system contains five planetary
to arrive. bodies, of which all but two are gas giants.
Talynn Prime, the innermost world, is located
System: Stacis on the outer edge of Talynn A’s habitable zone.
Affiliation: Th’sook Dominion Talynn Prime is a swampy world with a balmy
Importance: Minor Colony climate. It also has the distinction of being the
Jump Gate(s): 2 Standard, 1 Small first alien world the Circasians found that
Notable Settlements: Ghea’khathen supported a fully developed biosphere (the life
History: Originally a major Kholran colony on Senshuka II being primitive in comparison).
system, the Stacis was devastated and The higher concentrations of methane, carbon
depopulated during the Great War against the dioxide, and ammonia in the planet’s
E’chekri in the early 1800s. After the war, the atmosphere make it toxic to Circasian life, but
Kholran abandoned the system. It was in this

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9 this did not stop Circasian scientists from System: Thrikin
flocking to the system in the late 1920s and 30s. Affiliation: Thrikin Planetary Assembly
Since the earliest colonization of Talynn, Importance: Homeworld
the system has remained a largely demilitarized Jump Gate(s): 1 Standard
research outpost of the Circasian Empire. The Notable Settlements: Thrikin
only lifeline back to the Empire is through the History: A minor system, Thrikin is the home of
Res’den system. During the Chouka War, Talynn the species and planet of the same name.
was far enough from the conflict for its citizens Thrikin had enjoyed the protection and support
to be largely unconcerned with the day-to-day of the Circasian Empire for some time before
progress of the war. Instead, they continued to the outbreak of the Chouka War. This support
toil over their intellectual pursuits. was necessary, as the Thrikin native space
forces were inadequate for even basic system
System: Taul’ra defense. Following the Chouka War, the Thrikins
Affiliation: Neutral eventually accepted a partnership treaty with the
Importance: Minor Colony Circasians, becoming a protectorate of that
Jump Gate(s): 3 Standard empire.
Notable Settlements: None
History: The Taul’ra star system was the first System: Tidun
solar system discovered by Sshel’ath Affiliation: Neutral
hyperspace explorers. The system contains a Importance: Outpost
single inhabitable world, but the world had not Jump Gate(s): 3 Standard, 1 Small
yet been exploited by the Sshel’ath by the time Notable Settlements: None
of the Chouka War. The Sshel’ath Alliance had History: The Tidun system contains several
Empire Rising

in fact been hesitant to make a formal claim on small trading outposts belonging to Kástan,
the system, fearing that its proximity to the A’lara Thrikin, and Circasian interests. Tidun has
system would induce hostilities with the Chouka. operated as a semi-important trade node
Following the Chouka defeat in Breth, the connecting Circasia to the coreward sectors
Sshel’ath likewise moved into Taul’ra and began since the 1950s. The system is considered
developing it. The system would be of key neutral by all parties, though the Kástan Imperial
strategic value during the Neliste War and the Monarchy has attempted to secure the system
Escalation Wars. at least once in the past.

System: Thalamas System: Tona


Affiliation: Thaline Union Affiliation: Neliste Empire
Importance: Homeworld Importance: Homeworld
Jump Gate(s): 3 Large, 1 Standard, 1 Small Jump Gate(s): 2 Standard
Notable Settlements: Thalamas Notable Settlements: Tonal
History: The marshy world of Thalamas is the History: The planet of Tonal (pronounced ‘to –
homeworld of the Thaline species. Thalamas nal’) is an oceanic world. The Neliste cities are
served as a semi-important trade node which clustered along the shallow shores of the world’s
connected outward markets to the coreward oceans. Many are actually housed beneath the
sectors. planet’s rolling waves. Minor concentration of
Thaline neutrality maintained the secu- terrentium attracted Ragalthan prospectors to
rity of Thalamas for much of their history as an the system, but after twenty years of co-
interstellar power. Specifically, it spared them the habitation (and exploitation, from the Neliste
brutal destruction wrought upon surrounding historical perspective) the Neliste expelled the
worlds during the Escalation Wars. Ragalthan colonists from their system. They
subsisted by selling small quantities of their
rapidly depleting terrentium reserves to the
Novon and others, though the Neliste wished
mainly to simply be left alone.

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space collapsed, making travel to and from the
9
System: Toth locations difficult, if not impossible.
Affiliation: Kholran Republic Th’sook colonists established their own
Importance: Colony cities on the burned out ruins of the E’chekri
Jump Gate(s): 1 Large, 1 Standard settlements. The system was mineral rich and
Notable Settlements: None was a boon to the Th’sook economy. After
History: The Toth system is one of the last contact with the Circasians was established, a
remaining major Kholran colony worlds. Most Tro’Pac to Res’den trade route (via Kosica) was
of the others, including Dreben and Kolir, have established, turning Tro’Pac into a major Th’sook
long since been depopulated. Many of the trade system.
Kholran fleeing the border systems sought
refuge in the protective isolation of Toth. System: Ula
Affiliation: Solassi Republic
System: Trata Kam Importance: Major Colony
Affiliation: Circasian Empire Jump Gate(s): 3 Large, 1 Small
Importance: Minor Outpost Notable Settlements: Ulans Colony
Jump Gate(s): 2 Small Jump Gates History: The Ula system is home to the largest
Notable Settlements: None extra-solar Solassi colony, Ulans, and is the most
History: Trata Kam is a large blue giant star important system along the Solassi Corridor.
located between two of the primary hyperspace More trade ships pass through Ula than
transit points in the outward Circasian Empire. anywhere else in the region, though Quadrant
Trata Kam contains seven planets, four of which 4’s traffic levels are close. The Solassi operate
are dead, barren rocky worlds. The remaining Ulans’ orbital facilities as open port facilities, and

Empire Rising
worlds are gas giants of varying sizes. trade income from Ula is significant as a result.
Circasian explorers first located the Trata
Kam system when exploring outward from System: Vatal
Quadrant 1. Later, a separate Circasian Affiliation: Circasian Empire
exploration mission discovered an alternative Importance: Minor Colony
route to the system via Kosica. Unfortunately Jump Gate(s): 1 Standard
for both parties, the Trata Kam system is Notable Settlements: None
completely without merit and proved a poor History: Vatal was one of the outermost systems
candidate for exploitation by the Circasian explored by the Circasians at the time of the
corporations. Chouka War. The Vatal system was colonized
Despite this, several thousand minor in 1943 by energetic and ambitious Circasians
mining interests moved into the system and looking to build themselves a new life on the
began prospecting for valuable materials. The frontier. These colonists left their lives behind,
odds of striking it rich in Trata Kam however is investing their life savings in colony missions to
exceptionally poor. the system. No inhabitable planets are located
in the Vatal system, which meant that the cost
System: Tro’Pac of commissioning an exploration mission was
Affiliation: Th’sook Dominion much more expensive than if the colonists would
Importance: Minor Colony have opted to go instead to Senshuka or Talynn.
Jump Gate(s): 1 Large, 3 Standard But the colonists eyeing Vatal were an
Notable Settlements: Tarsharth independent lot whose very reason for living on
History: Before being discovered by Th’sook the frontier was to get away from the frenetic
explorers, the Tro’Pac system was once lifestyles they had been forced to endure on
controlled by the E’chekri Empire during their Circasia.
war against all sentient life. The system was
eventually cleansed of the E’chekri menace and
left fallow. Eventually the jump gate network
connecting Tro’Pac to the remainder of E’chekri

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9 As a result, the colonization of Vatal was System: Wolst
a hodgepodge affair. Very few colonies of the Affiliation: Th’sook Dominion
period had populations over a thousand. To their Importance: Homeworld
credit, the distributed network of colonies in Vatal Jump Gate(s): 1 Standard
achieved self-sufficiency early on. Self- Notable Settlements: Wulost
sufficiency meant they were not dependent on History: The Th’sook adopted the Wulosti,
Circasia for supplies. With little reason to travel taking control of the system from the Kholran
to Vatal, merchants mostly avoided the system. soon after the Th’sook began expanding outward
Raiders sometimes operated out of the system, from their home system. The Wulosti had been
often offering locals a cut of the profits in brutalized by the E’chekri before the beginning
exchange for shelter. of the Great War, and only by virtue of that war
did the Wulosti avoid complete extinction.
System: Vola Following the end of the war, the Kholran
Affiliation: Kholran Republic accepted guardianship of the system, to protect
Importance: Outpost the few survivors from any future attacks. The
Jump Gate(s): 2 Standard, 1 Small Kholran however did not establish a permanent
Notable Settlements: Gosheh Colony presence in Wolst.
History: Vola was once the gateway to Quadrant When the Th’sook took over stewardship of
4, connecting the Kholran home sector to the Wulost, the Dominion established an outpost on
distant trade hub. During those days, Vola was the planet. The newly arrived Th’sook colonists
a major system, and the habitable world of assisted the skittish Wulosti as much as they
Gosheh was consumed with the hustle and would allow and slowly built a working
bustle of busy aliens of all creeds and species relationship with the recovering native
Empire Rising

carrying out commerce all hours of the night and population.


day. Wulost remains an extremely minor
Over the centuries, Vola has diminished system within the Dominion.
to a pale shadow of its former self. The sprawling
metropolises of Gosheh were largely abandoned System: Yonnea
by the year 1970. Squatters had moved into the Affiliation: Circasian Empire
abandoned complexes, causing problems for Importance: Minor Outpost
local law enforcement forces. As part of their Jump Gate(s): 1 Temporary
program of territorial recession, the Kholran Notable Settlements: None
abandoned Vola completely in 2032. History: It took nearly thirty years of exploration
in the region before Yonnea was discovered due
System: Vreimen to its distance from Circasia. A single, massive
Affiliation: Thaline Union red super-giant rules the Yonnea star system.
Importance: Minor Outpost Little remains of the planetary system (if any)
Jump Gate(s): 2 Small that once encircled the star during its younger
History: Vreimen contains a single Thaline days. Only a single icy planetoid remains on the
colony established on the moon of the second edge of the solar system, and this world is of
of two planets in the system. The planet that little interest to the Circasian government.
the moon orbits, Bonmar to the Thaline, has A temporary jump gate was established
been of some interest to xenoarchaeologists in in the system as part of standard Circasian
the past due to the scattered ruins of some exploratory policy but is otherwise devoid of
ancient alien civilization that once inhabited the Circasian presence.
planets. Hidden alcoves scrawled with alien
writing can be found on very continent. The
source or meaning of these relics are an
enduring mystery.

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The most common of these influences
10
10.0 The are the gravity wells surrounding stars. The
gravity well of every star creates a ‘dimple’ in
hyperspace, drawing objects in hyperspace
Nature of towards the epicenter of the disturbance as they
get close to the anomaly. The strength of this

Hyperspace anomaly differs from star to star, but more


massive stars usually exert greater influence on
local hyperspace.
Within the gravity well of the star,
Although some species have developed hyperspace travel is wholly predictable. Where
alternative methods of faster-than-light (FTL) two points elsewhere in hyperspace could
propulsion, few are either as prevalent or as possibly lead to two entirely different real space
complicated as hyperspace technology. locations, the points of reference within the
Hyperspace is a dimension parallel to our own. affected region around a star correlate exactly.
The dimensional barrier separating real space This makes pinpoint jumps into a solar system
from hyperspace is thin, allowing portals to be possible, though the threat of a random
opened between the two with relatively little hyperspace jump still exists for ships opening
trouble or cost in energy.1 The energy used to portals on the edge of the anomaly.
power these portals is fed directly into Just as the star’s gravity well affects
hyperspace. Alien scientists long ago hyperspace so also does it affect the relative
determined that the unknown mass of the difficulty of opening portals into and out of
universe is actually locked away in hyperspace. hyperspace. The closer a ship is to a gravitic
Navigation in hyperspace is extremely

Empire Rising
disturbance, the more energy it takes to open a
difficult. Although each point in hyperspace maps portal. It is because of this that primitive or low
to another single point in real space the power jump drives can only enter or leave
relationship is tenuous at best. Two hyperspace at the edge of a star’s gravity well.2
geographically close locations in hyperspace This makes for longer travel times in the early
could actually deposit a ship in entirely different stages of hyperspace travel. Because of the
regions of the galaxy, sometimes up to 1,000 power requirements, most in-system jumps
light years distant! This makes random jumps necessitate the use of enormous jump point
in and out of hyperspace extremely risky. The generators to form portals into hyperspace.
only reason that hyperspace navigation is These large ‘vortex generators’, more commonly
possible at all is the effect that massive gravitic referred to as jump gates, are little more than a
forces existing in real space exert an influence fixed jump drive hooked to a high-power reactor
on the fabric of hyperspace. system. Most larger starships are equipped with
powerful jump engines capable of forming jump
points within the area of effect of the local star.
1
Hyperspace was not always so easily accessible to All of this would be well and good if not
interstellar civilizations. During the Age of the for hyperspace’s biggest benefit. All distances
Ancients, hyperspace could only be accessed through in hyperspace are greatly compressed
the harnessing of incredible energy sources,
sometimes even stars themselves. After billions of
years of use, the barrier between hyperspace and 2
During the early development of jump drives and
real space has become ever thinner. Some ancient other hyperspace technologies, most alien species
scientists speculated that the use of conventional are only capable of producing primitive jump drives
hyperspace drives would at some indeterminate point that must retreat away from the star before the
in the future cause hyperspace and real space to creation of a hyperspace vortex is possible. All
merge. The transition would happen slowly at first species eventually overcome this debilitating
with regions of real space granting unfettered access problem, building larger, more powerful jump drives.
to hyperspace. Eventually both realities would be Smaller ships are still oftentimes incapable of
superimposed on one another, destroying both breaching the barrier separating hyperspace from real
realities and creating a new one in its place. space while in close proximity to a star.

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10 compared to the true distances in real space. A beacons are known to fail, a beacon route will
journey that would take hundreds of years continue to function even long after its builders
traveling the speed of light in real space can be are turned to ash.
completed in days at hyperspace, at a significant Once a beacon route is completed, both
fraction of the speed! ends are anchored to a fixed jump gate that
maintains a constant connection between the
two locations. The beacon route will survive the
The Environment destruction of either of its anchors, but the jump
route itself will remain intact for only a short
of Hyperspace time—a decade or so. Unless re-anchored, the
Hyperspace is a reddish hell, a beacons will slowly begin to wander, their
maelstrom of constantly shifting forms. Some inability to fix onto their target giving them no
civilizations have likened it to a relentless storm, point of reference with which to calibrate their
others to an all consuming flame like that of the station-keeping drives. So it is that many aliens
deepest fires that burn in the stars. Streaks of have found ancient beacons leading to
light shoot across the unmoving horizon, nothingness, the beacon path having long ago
highlighting the shifting black murk that mixes been severed and left adrift. Other beacon paths
with the red landscape. Constantly shifting suffer from atrocious levels of decay and
currents flow through hyperspace, daring to drag disrepair as beacon after beacon breaks down
unsuspecting vessels off course forever. over the millennia.
In geography, hyperspace has little in
common with real space. It is true that the
gravitic forces exerted by stars leave their mark
Dimensions of
Empire Rising

on the fabric of hyperspace, but these stars do


not correlate to anything resembling the star Hyperspace
charts of real space. There are few natural Hyperspace is not a single dimension but
landmarks in hyperspace to navigate, and those actually a subset of mutually parallel dimensions.
that do exist are rarely navigable. Several Each subset of hyperspace exists in parallel with
particularly violent regions of hyperspace exist, real space and each other. Travel between
notably the Rapids of Rodirra surrounding the different sub-levels of hyperspace is tricky, and
star of Kásta. The hyperspace rapids, whirlpools, most alien species only have the capabilities to
undertows, and other hazards abound in the travel to specific levels and cannot yet
Rapids but can also be found elsewhere understand the others in scientific terms.3
throughout hyperspace. The communication signals of
In this environment travelers must be hyperspace beacons deployed in one sub-level
sure to stay close to what few known landmarks of hyperspace are detectable in all others.
exist. As natural landmarks are lacking, aliens Physical interaction is however still limited to
have taken to constructing their own landmarks craft in the beacon’s same sub-level. This “bleed
in hyperspace. These come in the form of through” from beacon routes shows up as ghost-
hyperspace beacons. These beacons, laid by
hyperspace explorers, act as a lifeline, tethering 3
The group of species known as the Ancients are
the scout to a known point of origin. Such the only ones known to have had access to all pos-
beacons are small communication devices sible hyperspace dimensions. Those that came after
equipped with station-keeping drives strong them and built upon their technology could grasp only
enough to hold position against the standing a fraction of what the Ancients knew about hyper-
hyperspace current. Each of the beacons space. In fact, the only way that some of the old
remains in constant contact with its neighbors empires could fathom specific sub-levels of hyper-
and form a continuous chain between two known space was through observation of Ancient technolo-
stellar positions. Enough beacons are placed to gies. Of these the most often studied was the Con-
provide incredible redundancy in case of system cordance, the Ancient trans-dimensional communi-
cation network that bound alien civilizations for unre-
failure for environmental disruptions. Although
corded ages.

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like echoes piercing through the fabric of multitude of beacons across hyperspace are
10
hyperspace’s many levels. The signals are often mixed with a constant background noise that
too faint to track unless you know their location. makes navigation in Iota nearly impossible. No
Still, if the route’s position is known in one sub- known race has ever used Iota-level for transit,
level, a craft can track it through other sub-levels. though the Ancients did study the properties of
The vast majority of the younger species the sub-dimension.
make use of Alpha-level hyperspace. Most other
hyperspace levels are either inaccessible without Theta Level
much greater knowledge of hyperspace or are
Theta-level hyperspace is a
too difficult to traverse. That being said, Alpha-
subdued level of hyperspace.
level hyperspace is the easiest level of
Gravitic imprints from stars are
hyperspace to access via real space.
extremely weak here. This can cause ships to
lose track of the signals generated by beacons
High-Level Hyperspace in other sub-levels of hyperspace. Younger races
The high-level sub-dimensions of consider Theta-level hyperspace a death trap
hyperspace are extremely volatile and little used and only risk transit through Theta when speed
by the younger races. Most of the younger races is of the utmost urgency.
have never found their way into high-level
hyperspace. Those that have visit there only as Mid-Level Hyperspace
a last resort. The amount of power required to
Unlike high level hyperspace, mid-level
form a cohesive portal through into high-level
hyperspace is much more accessible to
hyperspace is the major limiting factor
developing races. The environments in mid-level
preventing young races from reaching these

Empire Rising
hyperspace tend to be more moderated, allowing
sub-dimensions of hyperspace.
for easier mapping.

Psi Level Beta Level

B
This highest level of
Slightly faster than Alpha,
hyperspace has often been referred
Beta-level hyperspace is virtually the
to as “darkspace” by those that have
same. Despite this few civilizations
gained access to it. Rather than the normal red
make use of Beta because of discrepancies
fury of hyperspace’s other sub-levels, Psi is a
between Alpha and Beta star correlation.
dark navy blue in color where most features are
obscured and all other hyperspace features are
exaggerated. Stellar gravitic effects are greater, Alpha Level

A
with stars “shining” bright white through the This level of hyperspace is
fabric of hyperspace. Bright lights appear and used by nearly all of the younger races
disappear at random. Telepaths or those with as their favored hyperspace sub-
other extra-sensory abilities are rendered dimension. The Ancients overlooked Alpha-level
comatose. It is however the fastest dimension during their exploration of hyperspace, which
of hyperspace to travel in. means that it is one of the least affected by the
Darkspace is used almost solely by the rigors of hyperspace travel.
Builders, the mysterious ancient power that built
both the Tzentalahr and the Unity ages ago. The Delta Level
relative transparency of Psi would seem to Delta is slower than Alpha or
indicate that it was heavily used by some power Beta, and suffers from pockets of
in the distant past. accelerated or decelerated time. This
incursion into the perception of the fourth
Iota Level dimension has made most species shy away
Where Theta is subdued, Iota from using it. It does take less energy to enter
is chaotic. Amplified signals from a than Alpha or Beta, meaning that some low-level

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The Nature of Hyperspace
10 species or civilian craft are forced to make hyperspace. Mu exerts similar influences,
excursions into this dimension for short, non- including being out of step with real-time.
time sensitive missions. However, like a planet’s magnetic poles, portions
of Mu-level hyperspace seem prone to routinely
changing their orientation relative to both other
Low-Level Hyperspace hyperspace sub-dimensions and normal space.5
The lesser dimensions of hyperspace
provide much longer travel times than their
higher equivalents. Very few species make use Omega Level
of these levels, relegating them to those few Omega hyperspace is one of
midborn and ancient powers that still dwell in the slowest of the hyperspace
the dark, timeless void. dimensions as far as travel times are
concerned. Very few species use Omega-level
hyperspace, preferring other mid-level
Kappa Level dimensions. The Ussen and other hydrogen

K
Kappa-level hyperspace is a civilizations use Omega-level hyperspace
chaotic landscape filled with exclusively as they have little care for the extra
anomalous activity. Temporal time it takes to traverse the stars and it isolates
distortions and reverse-gravitational eddies fill them from the galaxy at large.
Kappa-level, making it all but intraversible for
any but the most ancient of species.4

Mu Level

M
Very few species have ever
Empire Rising

utilized Mu-level hyperspace. The


physics of hyperspace and its many
sub-dimensions have always been hard for less-
experienced species to understand, but even
older spacefaring species have found it difficult
to keep their bearings in Mu.
On the surface, Mu-level hyperspace
seems little different than Omega-level

4
Kappa-level hyperspace was not always a quag- 5
Scholars belonging to the ancient Angu-eusui
mire of treacherous hyperspace anomalies. Kappa- civilization spent seven hundred years studying the
level was in fact quite stable and one of the most patterns of Mu-level hyperspace in search of some
frequented of hyperspace levels for a period of some sort of pattern to the dimension’s continual orientation
five million years. The hyperspace sub-dimension changes. They ultimately concluded that Mu suffers
was irreparably damaged following a dire galactic war from a form of “inter-dimensional tectonics”. Stresses
roughly eleven million years before the modern era. in the other sub-dimensions of hyperspace exert
Two great alliances of carbon-based lifeforms en- themselves upon Mu-level hyperspace. These
gaged in a battle across the stars. In the twilight mil- stresses can then cause individual regions within Mu-
lennia of the war, the losing side demonstrating a level hyperspace, but not of the sub-dimension in its
terrifying “hyperspace weapon” designed to focus the entirety, to experience a warping effect. The warping
essence and power of hyperspace. In theory, this effect causes the fabric of space in the region to be
weapon would be capable of destroying entire solar constricted towards a center point. The region of
systems with ease. Given that the weapon’s devel- hyperspace then elastically rebounds and shifts itself
opers had the most knowledge and understanding 90° perpendicular to its previous location. This shifting
of Kappa-level hyperspace, they decided to tap that of Mu’s “hyperspace plates” is nearly instantaneous.
dimension with their doomsday weapon. The use of The Angu-eusui hypothesized that Mu may only have
the weapon ultimately devastated the hyperspace become unstable following the de facto destruction
network, but more tragically, also effectively torn of Kappa-level hyperspace, but this fact was never
Kappa hyperspace asunder. fully substantiated.

164 The Escalation Wars: Empire Rising


Wars: © 2000-2004, Tyrel L
Tyrel ohr
Lohr
Afterword
11
11.0
Afterword
The Victory by Any Means family of
games is constantly growing, both in printed form
and through online support. Please visit our site
at http://www.vbamgames.com for VBAM
discussion, updates, battle reports, game ideas,
and new source material. Feel free to drop us a Design Credits
line and join in the community discussion with
game questions or comments. Written By .................... Tyrel Lohr

11.1 Authors’ Notes Edited By .................. Paul Brown,


The Escalation Wars universe began as
Charles Haught, Roy Lohr, Tom
a fairly pedestrian exercise to create a new
McCarthy, Auri ja Heikki Poso, Jay
science fiction setting for a hybrid RPG-
Waschak
enhanced strategic campaign. It was certainly
not the first setting that I had created in the past, Encounters-1
but it would end up being the most expansive Contributors ............. Paul Brown,
universe I have ever created. Charles Haught, Geoffrey Stano

Empire Rising
Once I put the name “Escalation Wars”
to paper, all sorts of ideas and concepts began Layout & Design .......... Tyrel Lohr
to float through my mind. Slowly this creative
mist began to condense until certain elements Cover Artwork .............. Tyrel Lohr
began to take form. The Escalation Wars would
be a dramatic series of conflicts fought across Interior Artwork ............ Tyrel Lohr
decades, pitting two great empires against each
other with mutual ruination being the result. I Fiction .......................... Tyrel Lohr
had a rough idea of how the Escalation Wars
would progress and who the combatants were, Historical Consultant . Toran Xan
but needed to get a better footing before I could
proceed.
Things finally started to come together
in 2001 when, on a camping trip, I began
development of the early history of one of the
two pivotal species: the Circasians. I knew that
the Circasians would need a catalyst to make
them the powerful antagonist the Escalation
Wars required. So I began looking for some older
“stock” species I had created for previous pet
projects. The Chouka popped out as a perfect
choice. The “religious zealot” archetype is
extremely cliched and overused, especially in the
current political climate, but for what I was doing
they would work just fine. The Chouka War would
be a minor engagement, but it would be the
conflict that began the Circasian’s march toward
supremacy.

© 2000-2004, Tyrel L
Tyrel ohr
Lohr The Escalation Wars: Empire Rising
Wars: 165
Afterword
11 Since starting real work on Empire Rising facilitate future discussions on terms of inclusion.
and detailing the Chouka War a lot of things have This is to protect against being accused of
changed in the Escalation Wars universe. I often “stealing” your material.
go back to my original notes to gain additional Any submission that infringes on an
inspiration and to make sure that the spirit of existing copyright will be rejected. This includes
my early drafts are being maintained in the all existing science fiction settings. Such
finished works. Since I committed those notes “crossover” material cannot be published for
to the page names have changed, events have legal reasons, and we cannot officially sponsor
been reworked, and even the aesthetics of some any derivative products that break these
of the fleets have changed. It is really very copyrights.
interesting to see how far things have New submissions will be evaluated to
progressed and how much more detailed the gauge their usefulness and modified as
universe is than it was during the early days two necessary to suitably meet the needs of the
or three years ago when so much of the back Escalation Wars universe. Material which
history was left to be written. violates Escalation Wars ‘canon’ will not be used.
Now, Empire Rising was not always Accepted submissions will be worked into the
meant to be a VBAM campaign source book. Escalation Wars mythos and will become a part
That is probably painfully obvious to those of the universe, appearing in future
players that have looked at the historical supplements, fiction, and other works set in the
scenario and sworn never, ever to play it out. Escalation Wars universe.
The Chouka War was not terribly exciting, but it
was the start of Circasian imperialism and, I
thought, a very good introduction to the universe.
11.3 Contact the Author
For more information on the Escalation
Empire Rising

But VBAM is the perfect system for fighting out


the grand campaigns of the Escalation Wars Wars universe or to find related downloads and
universe, and part of the reason that I decided materials, please visit www.escalationwars.com,
to adapt Empire Rising for this particular game or e-mail Tyrel Lohr at tyrel@vbamgames.com.
system. I always look forward to battle reports, user
I look forward to hearing your feedback questions and comments, or inquiries on
on this book and fielding your questions as they Escalation Wars background.
relate to the Escalation Wars universe. And,
perhaps most importantly, thank you for Copyright Information
purchasing this book! It is greatly appreciated!
THE ESCALATION WARS, characters,
names and all related indicia in this supplement
11.2 Submission are copyright © 2000-2004 by Tyrel Lohr. All
Guidelines rights reserved.
Have ideas for new races, designs, THE ESCALATION WARS: EMPIRE
scenarios, or technologies that you think would RISING is produced under license with Tyrel
make a good addition to the Escalation Wars Lohr by VBAM Games, Inc.
universe? Submissions are welcome for those VICTORY BY ANY MEANS, the
that believe that they have something new and VICTORY BY ANY MEANS CAMPAIGN GUIDE
interesting to add to the Escalation Wars
and all related indicia are copyright © 2004
universe.
VBAM Games, Inc. All rights reserved.
Any unsolicited submissions become the
Reproduction of this work by any means
property of Tyrel Lohr upon arrival. This includes
without the advance written permission of the
all possible submission mediums, including e-
author is expressly forbidden.
mail, fax, and postal mail. Previously copyrighted
material will be automatically rejected. You may
however submit a conceptual summary or
outline of your work (but not the work itself) to

166 The Escalation Wars: Empire Rising


Wars: © 2000-2004, Tyrel L
Tyrel ohr
Lohr
SYSTEMS OF THE CHOUKA WAR
UPSPIN

Ukal Novon
Ru'herur
Combine Trade Lords Chensit

Huplat

Sector NOVONOUS
84

Sshel'ath Maudi
Ula SSHEL'A Neliste Quadrant 4
Phaltwa

Solassi Kolir
Breth
TONA
Republic Taul'ra
Rogon
Kafoth
Solarran
Emishi
A'lara
Ragalthan
KHOLCHAK
CHOUKA
Gagrran

Litara

Jalun
Chouka Thaline
Sembot
Theocracy Union

COREWARD
Toth
OUTWARD

Kholran
Vreimen Akkar
Republic Sha'al
Mishtuki
Dreben

Ma'kal
Rorra
Vola
X'CHUKTA THALAMAS
Yonnea Circasian Entyte Iolor
Kati'did
Quadrant 1
Empire
Senshuka
Kosta
CIRCASIA
Locsor
Stacis
Talynn BORILOS

Trata
Tro'Pac Kam Res`den
To
TH'SU KÁSTA

Th'sook Drayac
Dominion Tidun
Kosica
WOLST
Intera
Scirra

HOMEWORLD Tacis
Maloria

Major Colony THRIKIN Kástan


Vatal
Kalinos Thrikins Imperial
Colony
To LASGORRAM
Monarchy
Minor Colony
DOWNSPIN
Outpost
Minor Outpost
Major Lane
Controlled
Minor Lane
Neutral Unimportant Lane
Dead Restricted Lane
Systems of Empire Rising
System Name Affiliation Type Census Morale RAW Productivity Capacity Output Special Notes

Circasia Circasian Empire Homeworld 10 9 5 10 12 50 Shipyards (2)


Senshuka Circasian Empire Minor Colony 4 3 4 4 7 16
Talynn Circasian Empire Outpost 2 2 2 1 4 2
Vatal Circasian Empire Minor Colony 1 1 3 1 5 3
Res'den Circasian Empire Outpost 2 2 1 2 4 2
Quadrant 1 Circasian Empire Minor Colony 1 1 3 1 3 3
Kosica Circasian Empire Minor Colony 2 2 2 1 6 2

Chouka Chouka Theocracy Homeworld 10 8 6 10 12 60 Shipyards (2)


Breth Chouka Theocracy Outpost 2 2 1 2 4 2
Sha'al Chouka Theocracy Minor Outpost 1 1 1 1 2 1
Mishtuki Chouka Theocracy Minor Colony 3 3 2 2 6 4

Sshel'a Sshel'ath Alliance Homeworld 9 7 6 9 12 54 Shipyards (2)

Th'su Th'sook Dominion Homeworld 9 8 6 8 12 48 Shipyards (2)


Tro'Pac Th'sook Dominion Colony 4 2 3 3 8 9
Wulost Th'sook Dominion Homeworld 2 2 3 2 4 6 Population: 1 Th'sook, 1 Wulosti
Lotanna Th'sook Dominion Homeworld 1 1 2 1 3 2
Stacis Th'sook Dominion Minor Colony 4 3 4 4 6 16 Shipyards (1)

Kolir Novon Trade Lords Major Colony 9 8 3 9 11 27 Shipyards (1)


Novonous Novon Trade Lords Homeworld 12 10 6 12 12 72 Shipyards (3)
Huplat Novon Trade Lords Minor Colony 5 3 2 5 8 10 Shipyards (1)
Phaltwa Novon Trade Lords Outpost 3 2 1 2 4 2
Rogon Novon Trade Lords Minor Outpost 1 1 1 1 2 1
Quadrant 4 Novon Trade Lords Major Colony 10 7 3 10 10 30 Shipyards (1)
Chensit Novon Trade Lords Minor Colony 2 2 2 2 6 4
Ru'herur Novon Trade Lords Minor Colony 5 3 6 4 6 24

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
System Name Affiliation Type Census Morale RAW Productivity Capacity Output Special Notes

Kholchak Kholran Republic Homeworld 14 11 6 14 14 84 Shipyards (2)


Vola Kholran Republic Minor Colony 3 2 2 3 6 6
Dreben Kholran Republic Minor Colony 4 4 4 4 6 16 Shipyards (1)
Ma'kal Kholran Republic Outpost 1 1 2 1 3 2
Toth Kholran Republic Colony 8 6 2 8 10 16
Kafoth Kholran Republic Minor Colony 7 5 3 7 7 21

Thalamas Thaline Union Homeworld 11 10 6 10 13 60 Shipyards (2)


Kosta Thaline Union Minor Colony 4 3 4 4 6 16
Iolor Thaline Union Outpost 2 2 2 2 4 4
Rorra Thaline Union Colony 7 5 3 6 8 18
Sembot Thaline Union Outpost 1 1 1 1 4 1 Listening Post (1)
Loscor Thaline Union Outpost 2 1 1 1 4 1
Entyte Thaline Union Minor Outpost 1 1 1 1 2 1
Vreimen Thaline Union Minor Outpost 2 2 2 2 2 4

Kásta Kástan Monarchy Homeworld 11 8 6 10 12 60 Shipyards (2)


Scirra Kástan Monarchy Minor Colony 3 2 3 3 7 9
Intera Kástan Monarchy Minor Outpost 1 1 2 1 2 2

Tidun Neutral Outpost --- --- 2 --- 5 ---


Wolst Neutral Outpost --- --- 1 --- 4 ---
Solarran Neutral Minor Outpost --- --- 1 --- 2 ---
A'lara Neutral Minor Colony --- --- 2 --- 6 ---
Litara Neutral Outpost --- --- 2 1 5 ---
Taul'ra Neutral Minor Colony --- --- 2 --- 7 ---
Emishi Neutral Outpost --- --- 2 --- 4 ---
Maudi Neutral Outpost --- --- 2 --- 4 ---
Gagrran Neutral Minor Outpost --- --- 1 --- 2 ---
Maloria Neutral Minor Colony --- --- 4 --- 6 ---
Drayac Neutral Colony --- --- 2 --- 10 ---
Tacis Neutral Minor Outpost --- --- 1 --- 1 ---
Kati'did Neutral Minor Colony --- --- 2 --- 2 ---

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
System Name Affiliation Type Census Morale RAW Productivity Capacity Output Special Notes

Thrikin Thrikin Assembly Homeworld 7 5 5 4 10 20

Borilos Borillians Homeworld 5 3 5 1 11 5

Tona Neliste Empire Homeworld 9 7 4 7 11 28 Shipyards (1)

Ula Solassi Republic Major Colony 8 6 4 6 10 24

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Empire Rising Fleet and Ground Units
The following is a list of fleet and ground units for the factions detailed in the Empire Rising source book. The units listed under the "General Units" section are available
available to all factions and includes such units and items as shipyards, supply depots, jump gates, fleets, and flight ballistic packages.

General Units
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
SHIPYARDS & SUPPLY DEPOTS
Shipyard N/A Base 25 3/1 20 0 0 N/A N/A 0 0 Common N/A N/A
Planetary Shipyard N/A Base 15 2/2 N/A N/A N/A N/A N/A N/A N/A Common N/A N/A Ground Unit
Orbital Supply Depot N/A Base 20 2/2 10 0 0 N/A N/A 0 0 Common N/A N/A Supply (2)

JUMP GATES
Temporary Jump Gate N/A Base N/A N/A 2 0 0 N/A N/A N/A N/A Common Y N/A Beacon Capacity (1)
Small Jump Gate N/A Base 10 N/A 5 0 0 N/A N/A N/A N/A Common Y N/A Beacon Capacity (2)
Standard Jump Gate N/A Base 20 N/A 12 0 0 N/A N/A N/A N/A Common Y N/A Beacon Capacity (4)
Large Jump Gate N/A Base 30 N/A 20 0 0 N/A N/A N/A N/A Common Y N/A Beacon Capacity (6)

FLEETS
Colony Fleet N/A Fleet 60 N/A 15 0 0 0 1 N/A N/A Common N Y
Transport Fleet N/A Fleet 20 N/A 10 0 0 0 1 N/A N/A Common N Y
Military Transport Fleet N/A Fleet 25 N/A 12 0 5 0 1 N/A N/A Common N Y
Trade Fleet N/A Fleet 15 N/A 8 0 0 0 1 N/A N/A Common N Y

INTEL
Intel Point N/A Intel 1 1/10

FIGHTERS & SHUTTLES


Cargo Shuttle N/A ST 1/2 1/10 4 0 0 N/A N/A N/A N/A Common N/A N/A Supply (1/10)
Shuttle N/A ST 1/5 1/25 2 0 0 N/A N/A N/A N/A Common N/A N/A

FLIGHT BALLISTIC PACKAGES


Heavy 1817 N/A N/A +1 --- +1 ---
Long-Range 1930 N/A N/A +1 +1 --- ---
Anti-Fighter 1939 N/A N/A +1 --- --- +1

Ground Units ISD Cost Maint ATT DEF D FTR ATR Notes
MOBILE GROUND UNITS
Militia N/A N/A N/A 1 1 0 1 Planetary Militia
Mercenaries* 1800 1 1/2 1 1 d2 2
Mercenaries* 1900 1 1/2 1 2 d3 2
Heavy Mercenaries* 1800 2 2/2 2 2 d2 2 Marines
Heavy Mercenaries* 1900 2 2/2 2 2 d3 3 Marines
Supply Depot N/A 30 2/1 0 0 0 15

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Ground Units (cont.) ISD Cost Maint ATT DEF D FTR ATR Notes
IMMOBILE GROUND UNITS
Planetary Shipyard N/A 15 2/2 0 0 0 8
Listening Post N/A 8 1/2 0 0 0 4

* = The listed Mercenary units are available to all factions, but are included for the primary
benefit of Raiders and Civilian factions who do not have their own racial ground forces

Circasian Empire
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
CRUISERS
Thrace Jump Cruiser 1975 CA 8 2/3 7 6 3 7 3 1 0 Common Y N
Kalichar Lance Cruiser 1974 CA 8 2/3 6 7 2 6 3 0 0 Uncommon Y N
Dolinar-P Plasma Cruiser 1973 CA 8 3/3 6 5 2 6 3 0 0 Very Rare N N
Kolanis-H Siege Cruiser 1972 CA 9 3/3 6 12 0 6 3 0 1 Rare N N Gunship
Kolanis Cruiser 1963 CA 7 2/3 6 5 2 6 3 0 1 Common N N Supply (1)
Kolanis-V Cruiser 1963 CA 7 3/3 6 5 2 6 3 2 1 Common N N Assault
Dolinar Technology Cruiser 1958 CA 8 3/3 6 6 2 6 3 0 0 Rare N N
Reglata Bombardment Cruiser 1950 CA 8 2/3 6 6 3 6 3 0 0 Rare N N Ballistic
Rollan Heavy Cruiser 1892 CA 5 2/3 4 4 3 5 2 0 0 Common N N
Tormin Light Cruiser (Beta) 1976 CL 6 2/4 5 6 2 5 2 1 0 Common N N
Tormin Light Cruiser (Alpha) 1971 CL 5 2/4 5 4 2 5 2 1 0 Common N N
Tratha-I Scoutship 1966 CL 7 2/4 4 2 2 5 2 0 0 Rare Y N Scout (1)
Tratha Light Cruiser 1960 CL 5 2/4 4 3 3 5 2 0 0 Common N N

CARRIERS
Shenna Strike Carrier 1953 CVL 6 2/4 4 5 1 5 2 3 0 Uncommon N N Carrier
Cairn Carrier 1933 CV 5 3/6 4 2 0 4 2 4 0 Common N N Ballistic, Carrier

FRIGATES & DESTROYERS


Moshesta Frigate (Beta - R2) 1974 FF 4 1/6 2 5 2 3 1 0 0 Common N N
Kandara Siege Frigate 1972 DD 6 3/6 3 6 1 4 2 0 0 Uncommon N N Gunship
Moshesta Frigate (Alpha - R1) 1965 FF 4 1/6 2 4 3 3 1 0 0 Common N N
Xandar Lancer Frigate 1952 DD 5 2/6 3 4 2 4 2 0 0 Common N N
Ilosta Lancer Destroyer 1951 DX 6 2/6 4 5 1 5 2 0 0 Very Rare N N
Ilustris Command Destroyer 1948 DD 7 2/6 4 5 2 6 2 0 0 Rare N N Command
Ilustris Heavy Destroyer 1946 DD 5 2/6 4 3 2 5 2 0 0 Common N N
Feilah Gunboat 1944 CT 1 1/8 1 2 1 2 1 0 0 Common N Y
Olcata Frigate 1942 FF 3 1/6 2 1 3 2 1 0 0 Common N Y
Toltara Destroyer 1942 DD 5 2/6 3 4 2 4 2 0 0 Common N N Ballistic
Luscan Assault Frigate (R2) 1935 FF 3 2/6 2 1 1 3 1 0 0 Common N Y Assault
Rotarra Police Cutter 1935 CT 1 1/8 1 1 2 2 1 0 0 Common N Y
Yollana Escort Frigate 1926 FF 2 1/6 2 1 2 2 1 0 0 Common N N
Luscan Assault Frigate (R1) 1878 FF 3 2/6 2 0 1 3 1 0 0 Common N Y Assault
Katihra Destroyer 1866 DD 3 2/6 2 1 1 3 1 0 0 Uncommon N N

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Unit Name (cont.) ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
EXPLORERS & AUXILIARIES
Aschar Troop Transport 1970 FT 6 3/4 5 3 3 5 3 0 2 Common N N Assault
Kiralina Jump Ship (R2) 1962 EX 13 4/2 14 6 5 8 5 2 1 Rare Y N Scout (1)
Nalessin Military Freighter 1958 FT 6 2/4 5 2 2 5 3 0 1 Common N N Supply (2)
Gallah Auxiliary Carrier 1942 CVE 3 2/6 3 0 1 3 2 3 1 Common N N
Gallah Military Transport 1942 FT 3 2/6 3 0 1 3 2 0 1 Common N N Supply (1)
Kiralina Jump Ship (R1) 1918 EX 13 4/2 14 5 3 8 5 2 1 Rare Y N Scout (1)

BASES & DEFENSES


Jenholen Space Station 1948 Base 18 2/3 18 13 6 N/A N/A 2 1 Common N/A N/A Ballistic, Supply (3)
Taryn Starbase 1935 Base 20 2/1 16 16 8 N/A N/A 6 1 Common N/A N/A Ballistic, Supply (2)
Mukanta Small Base 1927 Base 9 1/2 7 6 4 N/A N/A 1 1 Common N/A N/A Ballistic, Supply (2)
Morket Defense Satellite 1952 DEFSAT 1 1/12 1 1 2 N/A N/A N/A N/A Common N/A N/A

FIGHTERS & SHUTTLES


Tyra Heavy Fighter 1964 HF 1/2 1/8 3 3* 2* N/A N/A N/A N/A Uncommon N Y
Kolam Long-Range Fighter 1958 MF 1/3 1/9 3 1 2 N/A N/A N/A N/A Rare N Y Recon Unit
Komodos Assault Shuttle 1953 AST 1/3 1/6 3 0 1 N/A N/A N/A N/A Common N Y Assault
Istale Light Fighter 1952 LF 1/4 1/16 2 1 2 N/A N/A N/A N/A Common N Y
Rehka Heavy Fighter 1950 HF 1/2 1/8 3 2* 1 N/A N/A N/A N/A Uncommon N N
Katin Breaching Pod 1947 BP 1/2 1/6 4 0* 0* N/A N/A N/A N/A Common N Y Direct Assault (1)
Vakar Starfighter 1913 LF 1/4 1/16 1 1* 2* N/A N/A N/A N/A Common N Y
Skesha Defense Fighter 1890 LF 1/4 1/16 1 1* 1 N/A N/A N/A N/A Common N Y
Skessa Atmospheric Fighter 1869 LF 1/5 1/25 1 0 1 N/A N/A N/A N/A Common N Y Atmospheric Only
Ruglin Aerospace Fighter 1862 LF 1/5 1/20 1 0 1 N/A N/A N/A N/A Common N Y

Ground Units ISD Cost Maint ATT DEF D FTR ATR Notes
Militia N/A N/A N/A 1 1 0 1 Planetary Militia
Regulars 1850 1 1/3 1 1 d2 2
Regulars 1940 1 1/3 1 2 d3 2
Regulars 1975 1 1/3 2 2 d3 2
Marines 1850 2 1/2 3 2 d2 3 Marines
Marines 1950 2 1/2 3 3 d3 3 Marines

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Chouka Theocracy
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
BATTLESHIPS & DREADNOUGHTS
Crusader Dreadnought 1972 DN 14 2/2 15 10 2 10 4 0 1 Very Rare Y N

CRUISERS
Apostle War Cruiser 1972 CA 13 3/3 11 10 5 8 3 2 1 Very Rare N N Gunship
Retribution Battlecruiser (R2) 1962 BC 6 3/3 6 6 1 6 3 0 1 Common N N
Apostle Holy Cruiser 1958 CA 12 2/3 11 8 2 8 3 2 1 Uncommon N N Direct Assault (2), Supply (2)
Holyland Assault Cruiser 1944 CL 6 3/4 5 4 0 5 2 0 1 Uncommon Y N Assault
Retribution Battlecruiser (R1) 1936 BC 6 3/3 6 5 1 6 3 0 1 Common N N
Vengeance Carrier 1930 CV 6 2/3 5 4 5 6 3 3 0 Rare N N Carrier
Reverence System Monitor 1924 CA 9 2/2 9 10 7 7 4 4 1 Uncommon N N Gunship
Inquisitor Light Cruiser 1921 CL 5 2/4 5 3 1 5 2 1 0 Uncommon N N
Vengeance Heavy Cruiser 1919 CA 6 2/3 5 5 4 6 3 2 0 Uncommon N N

FRIGATES & DESTROYERS


Bishop Warship 1964 DD 5 2/6 5 3 1 4 2 0 0 Common N N
Acolyte Patrol Frigate (R2) 1960 FF 5 1/6 3 5 2 4 2 1 0 Common N N
War Prayer Minesweeper 1960 FF 3 1/6 2 2 4 3 1 0 0 Uncommon N N Minesweeper (2)
War Prayer Gunship 1952 FF 3 1/6 2 4 1 3 1 0 0 Common N N Gunship
Acolyte Patrol Frigate (R1) 1947 FF 5 1/6 3 4 2 4 2 1 0 Common N N
Arbiter Customs Cutter 1933 FF 3 1/6 2 1 3 3 1 0 0 Common N Y Direct Assault (2)
Priest Escort Destroyer 1923 DD 5 2/6 4 2 4 4 2 0 0 Common N N
Priest Plasma Destroyer 1918 DD 5 2/6 4 3 2 4 2 0 0 Common N N
Believer Frigate 1880 FF 2 1/6 1 2 3 2 1 0 0 Common N Y

EXPLORERS & AUXILIARIES


Revelation Auxiliary Carrier 1968 FT 4 2/6 4 2 2 4 2 2 1 Uncommon N N Ballistic
Revelation War Barge 1963 FT 4 2/6 4 3 2 4 2 0 1 Common N N Ballistic
Covenant Minelayer 1957 CA 9 3/3 9 3 2 6 3 0 2 Rare N N Mine Controller (4)
Revelation Minelayer 1953 FT 3 2/6 4 0 2 4 2 0 1 Uncommon N N Mine Controller (2)
Scripture Intelligence Cruiser 1940 ECL 7 3/4 5 4 0 5 2 0 0 Uncommon Y N Scout (1), Stealth (1)
Radiance Explorer 1936 EX 10 3/2 7 3 2 6 3 1 1 Rare Y N Scout (2)
Revelation Military Freighter 1916 FT 3 2/6 4 0 2 4 2 0 1 Common N N Supply (1)
Trueseeker Explorer 1892 EX 12 4/2 18 3 1 7 4 0 1 Uncommon Y N Scout (1), Supply (3)

BASES & DEFENSES


Penance Military Base 1966 Base 7 2/2 9 9 3 N/A N/A 2 1 Common N/A N/A Supply (2)
Citadel Star Fortress 1961 Base 58 6/1 40 45 15 N/A N/A 6 1 Common N/A N/A Ballistic, Supply (3)
Taera Shrine 1954 Base 6 1/1 8 2 5 N/A N/A 0 4 Very Rare N/A N/A Supply (2), +1 to Morale Checks at location (non-
cumulative)
Temple Starbase 1932 Base 8 2/2 11 13 2 N/A N/A 2 1 Common N/A N/A
Solitude Religious Retreat 1894 Base 3 1/3 5 0 3 N/A N/A 0 1 Common N/A N/A Supply (1)
Brimstone Heavy Satellite 1968 DEFSAT 5 1/6 3 10 4 N/A N/A 0 0 Common N/A N/A Ballistic
Hellfire-B Orbital Satellite 1962 DEFSAT 1 1/12 1 2 0 N/A N/A 0 0 Common N/A N/A
Hellfire-A Orbital Satellite 1933 DEFSAT 1 1/12 1 1 1 N/A N/A 0 0 Common N/A N/A
Conviction Multi-Function Mine 1910 Mine 1/5 1/25 1 1 1 N/A N/A N/A N/A Common N/A N/A

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Unit Name (cont.) ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
Vedas-A Anti-Ship Mine 1880 Mine 1/4 1/20 1 1 0 N/A N/A N/A N/A Common N/A N/A
Vedas-B Anti-Ship Mine 1924 Mine 1/4 1/20 1 2 0 N/A N/A N/A N/A Common N/A N/A
Vedas-C Anti-Ship Mine 1965 Mine 1/3 1/20 2 2 0 N/A N/A N/A N/A Common N/A N/A
Watcher-A Plasma Mine 1912 Mine 1/2 1/15 3 1 0 N/A N/A N/A N/A Common N/A N/A IFF Enhancement
Watcher-B Laser Mine 1937 Mine 1/3 1/15 2 1 1 N/A N/A N/A N/A Common N/A N/A IFF Enhancement

FIGHTERS & SHUTTLES


Bloodfire Suicide Fighter 1973 HF 1/2 1/8 4 8 2* N/A N/A N/A N/A Rare N Y Suicide Unit
Ark Minelaying Shuttle 1957 ST 1/2 1/10 2 0* 0* N/A N/A N/A N/A Common N Y Mine Controller (1/2)
Bloodlust Heavy Fighter 1943 HF 1/2 1/8 4 2 2* N/A N/A N/A N/A Common N Y Ballistic
Infidel Breaching Pod 1935 BP 1/2 1/6 3 0* 0* N/A N/A N/A N/A Common N Y Direct Assault (1)
Faithbringer Heavy Fighter 1927 HF 1/2 1/8 3 2* 2* N/A N/A N/A N/A Common N Y
Teuton Assault Shuttle 1920 AST 1/3 1/6 2 0 1 N/A N/A N/A N/A Common N Y Assault
Wraithblade Heavy Fighter 1903 HF 1/2 1/8 3 1 2* N/A N/A N/A N/A Common N Y
Bloodsword Medium Fighter 1880 MF 1/3 1/12 2 1* 2* N/A N/A N/A N/A Common N Y
Divine Dagger Medium Fighter 1848 MF 1/3 1/12 2 1* 1 N/A N/A N/A N/A Common N Y
Sprite Ultralight Fighter 1809 ULF 1/5 1/20 1 0* 1 N/A N/A N/A N/A Common N Y

BALLISTIC PACKAGES
Light 1817 N/A N/A N/A --- -1 ---
Standard 1930 N/A N/A N/A --- --- ---
Chaff 1939 N/A N/A +1 +1 --- ---
Anti-Fighter 1941 N/A N/A +1 --- --- -1
Heavy 1948 N/A N/A +1 --- +1 ---

Ground Units ISD Cost Maint ATT DEF D FTR ATR Notes
Militia N/A N/A N/A 1 1 0 1 Planetary Militia
Light Infantry 1880 1/2 1/5 1 1 1 1
Heavy Infantry 1880 1 1/3 1 2 d2 2
Heavy Infantry 1970 1 1/3 1 2 d3 2
Secret Police 1880 1 1/3 1 1 d2 1 Counts as two troops for purposes of controlling a planetary population
Marines 1880 2 1/2 3 2 d2 3 Marines

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Sshel'ath Alliance
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
BATTLESHIPS & DREADNOUGHTS
Ouxal'en Battleship 1962 BB 14 3/2 13 12 7 12 5 4 0 Very Rare Y N

CRUISERS
Kalask Light Cruiser (R3) 1980 CL 6 2/4 5 4 1 5 2 2 0 Uncommon N N
Danesti Battlacruiser 1978 BC 12 3/3 9 9 4 8 4 1 0 Rare Y N
Vilindras Heavy Cruiser 1972 CA 9 2/3 9 7 2 7 3 3 0 Uncommon Y N
Vipindra Heavy Cruiser 1970 CA 9 2/3 9 6 3 7 3 3 0 Common Y N
Tavlevkar Jump Cruiser 1970 CA 8 2/3 7 8 2 6 3 0 1 Uncommon Y N
Skreltora Ballistics Cruiser 1968 CA 7 2/3 5 4 2 5 2 1 0 Common N N Ballistic
Nasarra Attack Cruiser 1967 CA 7 2/3 6 4 1 6 3 1 0 Common N N
Naslik Escort Carrier 1964 CL 7 2/4 5 2 3 5 2 3 0 Uncommon N N
Kalask Light Cruiser (R2) 1964 CL 5 2/4 4 4 1 5 2 2 0 Uncommon N N
Skraltana Cruiser 1960 CA 6 2/3 5 6 3 5 2 2 0 Common N N Non-A'hel'is/Mst'as Only
Kasolra Bombardment Cruiser 1959 CA 7 2/3 4 5 3 5 2 0 1 Uncommon N N Ballistic, Gunship
Nirte Command Cruiser 1959 CL 8 2/4 5 6 3 6 2 0 0 Rare Y N
Solna Light Cruiser 1957 CL 4 2/4 4 2 1 4 2 0 0 Uncommon N N Common in Non-A'hel'is/Mst'as service
Nirte Medium Cruiser 1955 CL 6 2/4 5 4 3 5 2 1 0 Uncommon N N
Kalask Light Cruiser (R1) 1951 CL 4 2/4 4 3 1 5 2 2 0 Uncommon N N
Valransa System Monitor 1944 CA 8 2/3 8 7 3 8 4 4 0 Uncommon Y N
Skraltna Assault Cruiser (R2) 1944 CA 6 3/3 5 4 2 5 2 0 2 Common N N Assault
Skraltna Assault Cruiser (R1) 1944 CA 5 3/3 5 3 2 5 2 0 2 Common N N Assault

FRIGATES & DESTROYERS


Skonna Corvette (R2) 1934 CT 2 1/8 2 2 2 2 1 0 0 Common N Y
Skonna Corvette (R1) 1934 CT 2 1/8 2 1 2 2 1 0 0 Common N Y
Takhira Laser Destroyer 1971 DD 5 2/6 4 5 2 4 2 0 0 Rare N N
Tasholn Destroyer 1964 DD 5 2/6 4 4 4 4 2 0 0 Common N N
Karaun Stealth Destroyer 1962 DD 8 4/6 6 4 2 5 2 0 0 Uncommon N N Stealth (2)
Karaut Stealth Destroyer 1962 DD 7 4/6 6 4 2 5 2 0 0 Uncommon N N Stealth (1)
Stoaka Destroyer (R2) 1918 DD 3 2/6 2 2 1 3 1 0 0 Uncommon N N A'hel'is Only
Stoaka Destroyer (R1) 1914 DD 2 2/6 2 1 1 3 1 0 0 Uncommon N N A'hel'is Only
Vahskal Patrol Carrier 1932 CVE 2 2/6 2 1 0 2 1 2 0 Common N Y Carrier
Skavna Torpedo Frigate 1978 FF 4 1/6 3 3 1 3 1 0 0 Common N Y Ballistic
Ushula Direct Assault Frigate 1962 FF 3 1/6 2 1 1 2 1 0 0 Common N Y Direct Assault (1), Assault
Araunax Attack Frigate 1956 FF 3 1/6 3 3 1 3 1 0 0 Common N N
Toglaka Patrol Cutter 1945 FF 3 1/6 2 1 2 2 1 0 0 Common N Y
Trovalta Frigate (R2) 1918 FF 2 1/6 2 1 2 2 1 0 0 Common N Y Mst'as Only
Trovalta Frigate (R1) 1916 FF 2 1/6 2 1 1 2 1 0 0 Common N Y Mst'as Only

EXPLORERS & AUXILIARIES


Alveka Scout 1942 ECL 7 3/4 5 2 2 5 2 0 1 Uncommon Y Y Scout (1)
Sulkor Scout Destroyer 1965 EDD 8 3/6 5 4 2 5 2 0 0 Rare Y N Scout (2)

Unit Name (cont.) ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
BASES & DEFENSES
Usarra War Station 1969 Base 42 4/1 22 32 16 N/A N/A 6 1 Common N/A N/A Ballistic, Supply (2)
Ukav Orbital Satellite 1955 DEFSAT 2 1/12 2 3 1 N/A N/A 0 0 Common N/A N/A
Ritesh Orbital Satellite (R2) 1918 DEFSAT 1 1/12 2 2 1 N/A N/A 0 0 Common N/A N/A Ballistic
Kaumlar Command Fortresses 1908 DEFSAT 4 2/12 3 4 4 N/A N/A 0 0 Uncommon N/A N/A Ballistic
Ritesh Orbital Satellite (R1) 1900 DEFSAT 1 1/12 2 1 1 N/A N/A 0 0 Common N/A N/A Ballistic
Vadikar Micro Satellite 1897 DEFSAT 1/2 1/18 1 1 0 N/A N/A 0 0 Common N/A N/A Ballistic
Ilvhassa Proximity Mine 1924 Mine 1/5 1/20 1 1 1 N/A N/A N/A N/A Common N/A N/A
Tarkahn Mobile Mine 1940 Mine 1/4 1/16 1 2 1 N/A N/A N/A N/A Common N/A N/A
Ruslika Mobile Mine 1961 Mine 1/4 1/16 1 2 2 N/A N/A N/A N/A Common N/A N/A
Srata DEW Mine 1952 Mine 1/2 1/10 2 3 0 N/A N/A N/A N/A Common N/A N/A
Torrok DEW Mine 1972 Mine 1/3 1/12 2 1 2 N/A N/A N/A N/A Common N/A N/A

FIGHTERS & SHUTTLES


Nalva Stealth Fighter 1969 LF 2/4 1/16 2 1* 3 N/A N/A N/A N/A Rare N/A N/A Stealth (1)
Skratar Bomber Fighter 1960 LF 1/4 1/16 2 1 0 N/A N/A N/A N/A Uncommon N/A N/A Ballistic
Kavasa Breaching Pod 1951 BP 1/2 1/6 5 1* 0 N/A N/A N/A N/A Common N/A N/A Direct Assault (1)
Skrehga Light Fighter 1950 LF 1/4 1/16 2 1* 2 N/A N/A N/A N/A Common N/A N/A
Svrala Assault Shuttle 1940 AST 1/3 1/6 2 0* 0* N/A N/A N/A N/A Common N/A N/A Assault
Scomak Light Fighter (A'hel'is) 1923 LF 1/4 1/16 1 0 2* N/A N/A N/A N/A Common N/A N/A
Rikuta Light Fighter (M'sta) 1920 LF 1/4 1/16 2 1 1 N/A N/A N/A N/A Common N/A N/A

BALLISTIC PACKAGES
Light 1875 N/A N/A N/A --- -1 ---
Standard 1941 N/A N/A N/A --- --- ---
Heavy 1960 N/A N/A +1 --- +1 ---

Ground Units ISD Cost Maint ATT DEF D FTR ATR Notes
Militia N/A N/A N/A 2 1 0 1 Planetary Militia
Regulars 1900 1 1/3 1 2 d2 1
Regulars 1940 1 1/3 1 2 d2 2
Regulars 1985 1 1/3 2 2 d3 2
Marines 1925 2 1/2 2 2 d3 2 Marines
Marines 1950 2 1/2 3 2 d3 3 Marines
Elite Marines 1960 3 2/2 4 2 d3 4 Marines

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Chouka Pirates
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
SHIPS & BASES
Wrath Warship 1949 FF 2 1/6 2 1 0 3 1 0 0 Common N Y
Thief Grappling Cruiser 1945 CL 5 2/4 4 1 0 5 2 0 0 Rare N N Supply (1), Direct Assault (2)
Hand of God Raiding Cruiser (R1) 1943 CA 6 2/3 5 4 3 6 3 2 0 Rare N N Supply (1)
Hand of God Raiding Cruiser (R2) 1943 CA 7 2/3 5 4 3 6 3 2 0 Rare Y N Supply (1)
Heresy Wolf Raider 1943 FT 4 2/6 4 2 2 4 2 1 0 Common N N Supply (1/3)
Highwayman-B Sloop 1940 FF 4 1/6 1 3 3 2 1 0 1 Common N Y
Oathbreaker Raiding Barge 1938 FT 3 2/6 4 1 2 4 2 2 1 Common N N Supply (1/4)
Highwayman-A Sloop 1921 FF 3 1/6 1 2 3 2 1 0 1 Common N Y
Revelation Commercial Freighter 1916 FT 3 2/6 4 0 1 4 2 0 1 Common N N Supply (1)
Gambler Blockade Runner 1903 FF 2 1/6 2 1 2 2 1 0 0 Common N Y Blockade Runner, Fast Ship

FIGHTERS & SHUTTLES


Wraithblade Heavy Fighter 1903 HF 1/2 1/8 3 1 2* N/A N/A N/A N/A Common N Y
Reclum-A Light Fighter 1890 LF 1/4 1/16 1 1* 2 N/A N/A N/A N/A Common N Y
Reclum-B Light Fighter 1904 LF 1/4 1/16 1 1 2* N/A N/A N/A N/A Common N Y
Reclum-C Light Fighter 1930 LF 1/4 1/16 1 1 2 N/A N/A N/A N/A Common N Y
Reclum-D Light Fighter 1957 LF 1/3 1/16 1 1* 2 N/A N/A N/A N/A Common N Y Ballistic

Unsheathed Claw
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
SHIPS & BASES
Drakheara Base 1865 Base 12 1/1 16 17 6 N/A N/A 3 1 Very Rare N/A N/A Supply (2)
Dushar Hyperspace Probe 1833 EFF 4 3/6 2 2 0 3 1 0 0 Rare Y Y Scout (1)
Felrauk Warship 1870 DD 4 2/6 3 3 1 4 2 0 0 Common N Y
Feltann Heavy Destroyer 1916 DD 6 3/6 5 5 2 5 3 0 0 Common N Y
Gabrak Long Range Transport 1834 FT 3 3/6 3 1 1 3 2 0 1 Common N N Supply (1)
Journan Corvette 1892 CT 4 1/8 2 2 4 2 1 0 0 Common N Y
Komdustur Command Carrier 1852 CVA 11 3/2 8 6 3 8 3 5 0 Very Rare N N Command, Carrier
Murston Assault Frigate 1922 FF 5 2/6 3 2 2 2 1 0 0 Common N Y Assault
Murstal Grappling Frigate 1939 FF 5 2/6 3 1 2 2 1 0 0 Common N Y Direct Assault (1)
Tolaniask Patrol Carrier 1927 CVL 4 3/6 3 1 1 4 2 4 0 Rare N N Carrier
Vatraliak Defense Cruiser 1878 CA 8 2/3 6 6 5 6 3 2 0 Uncommon N N Ballistic
Kiltrac Raiding Cruiser 1926 CA 8 2/3 6 4 3 6 3 2 1 Uncommon Y N Supply (1/2)

FIGHTERS & SHUTTLES


Zeron Heavy Fighter (R1) 1820 HF 1/2 1/8 5 4 1 N/A N/A N/A N/A Common N Y
Zeron Heavy Fighter (R2) 1840 HF 1/1 1/6 4 4 1 N/A N/A N/A N/A Uncommon N Y
Zeron Heavy Fighter (R3) 1890 HF 1/1 1/4 4 4 1 N/A N/A N/A N/A Rare N Y
Delrain Attack Fighter 1890 MF 1/2 1/12 3 2 2 N/A N/A N/A N/A Common N Y
Ventisahr Breaching Pod 1923 BP 1/2 1/6 6 0* 0* N/A N/A N/A N/A Common N Y Direct Assault (1)

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Blood Sword
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
SHIPS & BASES
Dark Soul Battlecruiser 1943 BC 9 2/3 8 5 2 7 3 2 1 Rare Y N
Lady of Dark Soul BC 1943 BC 11 2/3 9 6 3 7 3 2 1 Very Rare Y N Supply (1)
Firebrand Frigate 1911 DD 6 2/6 5 3 3 5 2 1 0 Uncommon N N
Raining Thunder 1934 DD 8 2/6 6 4 4 5 2 1 0 Very Rare N N
Razor Brigand 1940 FF 3 1/6 2 1 3 2 1 0 0 Common N Y
Scythe Raider 1940 DD 5 2/6 4 2 2 4 2 1 0 Common N N Supply (1/2)
Sickle Raider (R1) 1951 DD 6 2/6 4 3 2 4 2 1 0 Very Rare N N Supply (1/2)
Sickle Raider (R2) 1954 DD 7 2/6 5 4 3 4 2 1 0 Very Rare N N Supply (1/2)
Sickle Raider (R3) 1960 DD 8 2/6 5 4 3 4 2 1 0 Very Rare Y N

FIGHTERS & SHUTTLES


Chariot Breaching Pod 1905 BP 1/2 1/6 5 0 0 N/A N/A N/A N/A Common N Y Direct Assault (1)
Trident Light Fighter 1935 LF 1/4 1/16 1 1* 2 N/A N/A N/A N/A Common N Y

Other Raiders
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
STARSHIPS
Fokra Raiding Corvette 1945 FF 2 1/6 2 1 2 2 1 0 0 Common N N
Vemra Battlewagon 1959 CL 6 2/4 5 2 3 5 3 2 1 Uncommon Y N Supply (1/2)
Minnow Gunboat 1885 GB 1 1/12 1 1 1 1 1/2 0 0 Common N Y
Toglaka Patrol Cutter 1952 FF 4 1/6 2 2 2 2 1 0 0 Common N Y
Drifter Galleon 1898 CL 5 2/4 5 2 1 4 2 3 0 Common N N Supply (1/2)

BASES & DEFENSES


Small Raider Base N/A Base 12 1/2 5 4 4 N/A N/A 3 1 Common N/A N/A Supply (1)
Large Raider Base N/A Base 24 3/2 12 7 6 N/A N/A 8 3 Common N/A N/A Supply (2)

FIGHTERS & SHUTTLES


Reclum-A Light Fighter 1890 LF 1/4 1/16 1 1* 2 N/A N/A N/A N/A Common N Y
Reclum-B Light Fighter 1904 LF 1/4 1/16 1 1 2* N/A N/A N/A N/A Common N Y
Reclum-C Light Fighter 1930 LF 1/4 1/16 1 1 2 N/A N/A N/A N/A Common N Y
Reclum-D Light Fighter 1957 LF 1/3 1/16 1 1* 2 N/A N/A N/A N/A Common N Y Ballistic
Nakota Surplus Fighter 1892 LF 1/6 1/16 1 1* 1 N/A N/A N/A N/A Common N Y

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Civilians
Unit Name ISD Design Cost Maint DV AS AF CR CC BS-S BS-H Avail Jump Atmo Notes
STARSHIPS
Benakar Commercial Freighter 1845 FT 3 2/6 4 0 1 4 2 0 1 Common N Y Supply (2)
Carkoreth Escort Cruiser 1924 CL 5 2/4 5 4 2 5 2 1 0 Uncommon N N
Devotion Free Trader 1940 FT 2 1/6 2 1 0 2 1 0 1 Common N Y Supply (1/2)
Gallah Civilian Transport 1942 FT 3 2/6 3 0 1 3 2 0 1 Common N N Supply (1)
Hatanra Transport 1926 FT 3 2/6 3 1 1 4 2 0 1 Common N N Supply (2)
Hastal Jump Transport 1960 FT 4 2/6 3 0 1 4 2 0 1 Rare N N Supply (1)
Ironcrest Ore Barge 1916 FT 5 2/3 5 1 2 5 3 0 1 Common N N Supply (3)
Kree Shielded Transport 1871 FT 5 2/6 4 2 2 3 2 0 0 Common N Y Shields (1)
Numark Large Freighter 1927 FT 7 3/3 7 1 3 5 4 0 2 Uncommon N N Supply (4)
Revelation Commercial Freighter 1916 FT 3 2/6 4 0 2 4 2 0 1 Common N N Supply (1)
Rollan Transport Cruiser 1931 FT 4 2/4 4 0 2 4 2 0 0 Common N N Supply (1)
Selenar Bulk Freighter 1875 FT 5 2/4 4 1 2 4 2 0 1 Common N N Supply (2)
Sournar Priority Liner 1938 FT 2 1/8 2 0 1 2 1 0 1 Common N N Fast Ship
Ti'Luin Commercial Freighter 1912 FT 2 1/6 2 0 1 2 1 0 0 Common N Y Supply (1)
Tithe Pleasure Yacht 1839 FT 1 1/6 1 0 1 0 1 0 0 Common N Y
Uroua Ore Barge 1922 FT 4 2/4 5 0 2 4 3 0 1 Common N N Supply (3)
Vahsta Hauler 1941 FT 2 1/8 2 1 0 2 1 0 0 Common N Y Supply (1/2)
Volnoumesta Luxury Liner 1880 FT 4 2/3 5 1 3 4 3 0 0 Common N N Trade (3)

BASES & DEFENSES


Small Civilian Base N/A Base 8 1/3 5 2 4 N/A N/A 1 1 Common N/A N/A Supply (1)
Large Civilian Base N/A Base 18 2/2 12 3 6 N/A N/A 6 3 Common N/A N/A Supply (2)

FIGHTERS & SHUTTLES


Offering Armed Shuttle 1910 SH 1/5 1/15 2 0 1* N/A N/A N/A N/A Common N Y
Timur Light Fighter 1926 LF 1/3 1/12 2 1 2 N/A N/A N/A N/A Common N Y
Steltra Light Fighter 1862 LF 1/4 1/16 1 0 2 N/A N/A N/A N/A Common N Y
Nakota Surplus Fighter 1892 LF 1/6 1/16 1 1* 1 N/A N/A N/A N/A Common N Y

The Escalation Wars: Empire Rising (c) 2004, Tyrel Lohr. Permission to copy for personal use.
Unit Designation & Updated Bombardment Chart
for The Escalation Wars: Empire Rising
Unit Type Abbreviation Bombardment Points WMDs
Juggernaught JG 8 5
Monitor MT 6 4
Super-Dreadnought SD 4 3
Battleship BB 4 2
Dreadnought DN 3 2
Battlecruiser BC 2 1
Command Cruiser CC 2 1
Heavy Cruiser CA 2 1
Hybrid Cruiser CH 2 1
Light Cruiser CL 1 1
Destroyer DD 1 per 2 ships n/a
Frigate FF 1 per 3 ships n/a
Police Ship PT 1 per 4 ships n/a
Corvette CT 1 per 4 ships n/a
Patrol Frigate PF 1 per 4 ships n/a
Attack Boat AB 1 per 4 ships n/a
Gunboat GB 1 per 4 ships n/a

Fleet Carrier CVA 3 n/a


Heavy Carrier CV 2 n/a
Light Carrier CVL 1 n/a
Escort Carrier CVE 1 per 2 ships n/a

Super Heavy Fighter SHF 1 per 3 flights n/a


Heavy Fighter HF 1 per 3 flights n/a
Medium Fighter MF 1 per 4 flights n/a
Light Fighter LF 1 per 6 flights n/a
Ultralight Fighter ULF 1 per 8 flights n/a
Assault Shuttle AST 1 per 4 flights n/a
Combat Shuttles CS 1 per 10 flights n/a
Shuttle ST n/a n/a
Breaching Pod BP n/a n/a
Tender ACV n/a n/a
Fast Combat Support Ship AOE n/a n/a
Freighter FT n/a n/a

Starbase Base n/a n/a


Defense/Orbital Satellite DEFSAT 1 per 4 satellites n/a
Mines Mine n/a n/a

Additional Terms & Definitions

Ship Statistics
ISD: In-Service Date
Design: Ship classification
Cost: Unit cost
Maint: Maintenance cost
DV: Defense Value
AS: Anti-Ship
AF: Anti-Fighter
CR: Command Rating
CC: Command Cost
BS-S: Number of ultralight, light, medium, or heavy fighter flights that the unit can base.
BS-H: Number of super-heavy fighter, shuttle, assault shuttle, or breaching pod flights that the
unit can base.
Avail: The units availability level (Common, Uncommon, Rare, or Very Rare).
Jump: ‘Y’ means that the ship has a jump drive, while ‘N’ means that it does not.
Atmo: ‘Y’ means that the ship is atmospheric, while ‘N’ means that it is not.
Notes: Provides information on any special unit abilities or rules pertaining the unit.

Troop Statistics
ATT: Attack
DEF: Defense
D FTR: D Factor
ATR: Attrition
PRELUDE TO FIRE AND SORROW...
Thirty years before the outbreak of the Escalation W ars, the
Wars,
Circasian Empire was a small, largely insignificant power located
on the edge of known space. However
However,, the Circasians were not
weak. Decades of brutal anti-raider warfare forced the Circasian
Star F orces to learn and adapt to the hostile universe which
Forces
surrounded them.

The lessons learned in the R aider W


Raider ars would be put to the test
Wars
when, after years of thinly veiled hostility over the negotiating
table, the actions of the Chouk
Chouka a Theocracy finally forced the
Circasian Empire to mak
makee a fateful decision. By order of the W ar
War
Council, a fleet was dispatched to begin a pre-emptive invasion
of Chouk
Choukaa space. The Chouk
Choukaa W ar had begun.
War

The Escalation W ars: Empire Rising details both the histor


Wars: y of
history
the Chouk
Choukaa W ar and the powers involved in the conflict. All of
War
the materials and special rules needed to play out the war are
provided within the pages of this supplement. Unit lists are
provided for the Circasian Empire, Chouk a Theocracy
Chouka Theocracy,, Sshel’ath
Alliance, various raiders, and civilians.

THIS IS NOT A STAND ALONE PRODUCT


STAND
AND REQUIRES THE VICTORY B Y ANY
BY
MEANS C AMP
CAMP AIGN GUIDE TO FULL
AMPAIGN Y USE.
FULLY

VBM 301

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