New Detroit is the current flashpoint between Terran Sphere and Shohan Forces as they battle for control of the sector. Once an exemplar of the Terraformer’s art, and a training post of the Terran Sphere marines, Shohan missteps on the planet have created a revealing ecological catastrophe and an ongoing humanitarian crisis.

The Bunyip System
The Bunyip system is somewhat small, with a star that is less massive and dimmer than Sol and 5 planets revolving around it. The first 4 are rocky worlds. Black Rock, the closest to the sun, lives up to its name as a blasted rock. Further out are two venusuvian hell worlds of Mojave and Sonoran. The final rocky world, almost at the edge of the Star’s grav limit, is New Detroit.

New Detroit, a super terrestrial world with a surface gravity of 1.21Gs and a 28 hour rotation, is the primary life-bearing world in the system. Despite its distance from its star, the world hosts a diverse range of climates across its 11 continents. The largest of these is Cadillac; officially named for the soldier who built the original Fort Detroit, not the Automotive brand. Cadillac is slightly larger than Eurasia by land mass and stretches from the northern to the southern pole as one unbroken land mass. The continent also boasts the longest river in the sector, the New Mississippi, running from the southern highlands to the northern Pontiac Bay in the upper northern latitudes. The entire river system is 5 times the length of its namesake on Earth, and some aquatic species will swim the entire length in order to return to ancestral spawning grounds.

The planet does not boast any natural satellites, although during the Terraforming process a mirror array was stationed in orbit to provide the semblance of moonlight over sections of Cadillac for the sake of imported Terran species. Due to the lack of natural moonlight, a significant evolutionary divide has developed between daytime and nighttime ecologies. Many species are only active during one or the other, and choose to burrow or retreat to some kind of protective lair to hibernate in their off cycle. For the night time ecology, it bears many similarities to cave ecologies: loss of pigment and poor eyesight being the two most common adaptations. Enhanced hearing, echo location, or sensitive whiskers that can track air currents are other common adaptations. On both sides of the divide predators will frequently evolve methods to track sleeping/hibernating prey to their lairs and strike while they are vulnerable.

The final world of the system is the gas giant of St. Clair. The gas giant orbits outside of the grav limit of the star, which has made it a useful shortcut for ships arriving at the right time. When planets are positioned correctly, they can surf to the system, maneuver outside the grav limit, make the hop to St. Clair’s grav limit and then dive back into the system towards New Detroit. The planet’s largest moon, Hazen, is mostly ice encrusted, but despite the overall frigid temperatures, it has developed a sparse ecosystem and even a thin but breathable atmosphere. Prior to the war, there was some ecotourism to the moon, but the few permanent settlements there were abandoned as the Shohan came closer to the system. Port Lernoult orbited at the edge of the planetary grav limit to act as a stopover point for travelers, but was abandoned during the retreat from the system.

History and Settlement
New Detroit is one of the older colonies in the sector. The colonization process began soon after the Treaty of Mars was signed and the Terran Sphere was established. Biogenesis, then a fledgling firm with lofty ambitions, took on the terraforming contract. Their work on the interface between the native ecology and Terran imports helped make the firm’s reputation, and even today is seen as a masterpiece in grafting an entire new branch of life on to an already established world. Even today, students of the terraformer’s art come to the world to study the work done on the planet, and Biogenesis has maintained a regional office on planet.

The colony was originally conceived as a refuge for many of the displaced groups looking for homes in the Colonial War’s aftermath. Additionally, the Terran Sphere Navy also saw value in establishing itself in the system, using it as base of operations on the opening frontiers of the Terran Sphere. The frontier has moved on, along with many of the Fleet’s ships with it. However the climate diversity made it appealing to the Terran Sphere Marine Corps, as it offered a wide variety of environments in which to train for ground operations. Fort New Detroit, the colony’s principle settlement, has grown up around the training camps that operated here, and the world remained a popular place for retired TSN personnel to settle down.

The city that grew up around the fort is a orderly town, spreading along the banks of the New Mississippi. While Fort New Detroit was the largest settlement, the colony has diverged somewhat from the standard colonial model of a mega-metropolis that holds the overwhelming bulk of the planetary population. Instead, there are a number of mid-sized cities, mostly scattered up and down the New Mississippi. Among these cities are New Memphis, Hawking Falls City, and New Baotou along with a number of smaller towns and villages. The proximity of all of these to the great river system of the New Mississippi makes riverboats and barges of all sizes common along its length.

Beyond the terraformers and the military, the economy of New Detroit was diverse but fairly typical in other respects. There are a few robotics subsidiaries and a number of firms focused on R&D for the Terran Sphere Marines, but nothing that truly rose to exceptional prominence in the Sphere. The most notable exports for the colony are agricultural products such as coffee and wine that have benefitted from the planet’s unique terroir.

The New Mississippi Blues
The colony was the last world to fall in the sector as part of the Shohan Advance. Unfortunately, during the final push into the system, the Shohan were able to ambush the transport fleet sent to evacuate the system before they were able to reach the planet. This has left most of the population trapped on New Detroit.

As the last fleet elements were forced out of the system, a Shohan occupation force settled into orbit around the planet. This is where things went awry for the Shohan. In their first act, the Shohan sent a force to the Biogenesis headquarters. Reports are sketchy but by all indications, the Shohan rapidly retreated from the installation and the installation was destroyed from orbit shortly after.

If the Shohan hoped to prevent subsequent events by destroying the Biogenesis facility, it’s clear that they failed. In the months following the event, the Shohan mainly stayed in orbit around New Detroit, aside from a few raids intended to destroy weapon caches and disrupt the surviving marine contingents on the surface. In the meantime, the colonists began to notice strange plants blooming in their midst. These plants had sharp, shiny blue-black leaves and pale, iridescent stalks. At first this was only a few plants sprouting in the ruins of the Biogenesis base and the surrounding environs. The invasive organisms have spread exponentially since then. Half of Fort New Detroit has now been consumed by strange forests that echo with the cries of dangerous feral beasts that have sprung up from nowhere.

Worse still, the Blue Zones, as the colonists have come to call them, have been spreading up and down the New Mississippi river system, threatening the rest of the colony. In the months following the Shohan possession of the system, the colonists have found themselves pressed between the Shohan and the Blues, and it is cold comfort to many of them that the Shohan seem to struggle against the Blues as much as they do. From what colonists have seen, while they can subdue the Blues and even exert some control over the strange ecology, it has also been clear that doing so requires their full concentration; if it wavers, they’ll be viciously attacked.

Beasts of a Different Color
Most of the organisms found in the Blue Zones are not inherently dangerous, just seemingly voraciously invasive, but there are some genuinely dangerous organisms to encounter in the alien forests that have taken over many parts of Fort New Detroit. Fortunately, many of these are seemingly late stage creatures, only showing up once a Blue Zone is well and truly established in an area. Here is a select sample of some of these creatures.

Screech Rats
A rodent like creature with dense fur, these creatures live in tree top colonies. While otherwise harmless, they possess acute senses and their sentries can detect even stealth suited soldiers, raising ear piercing alarms that can betray a unit’s position.
Size: Small
Body: 5
Tasks: Detection 24, Athletics 18, Melee 15 Tags:

[I Know You’re There 3]

Blister Weed
This otherwise unassuming waist-high stalk sprays highly corrosive acid when disturbed.
Size: Small
Body: 5
Tasks: Melee 17
Caustic Spray: Area: Small, Bleed: 5x (Major)

Jammer Flower
A parasitic vine that lives high in the forest canopy, these blocky looking flowers will occasionally blast high intensity radio waves that interfere with communications and sensors.
Size: Medium
Body: 25
Tasks: Jamming 19
Communications (Minor), Area: Large

Trample Elk
An antlered creature standing some 2.5 meters tall, the Trample Elk is covered in a mix of fur and hardened bony plates. The males also sport an antler system that can reach almost 3.5 meters across. The bone and antlers of the Trample elk are so tough that militias have sometimes used it in place of proper armor kits for their troops when materials are scarce. The beast gets its name from the trails of beaten and broken vegetation they leave behind while they forage as well as the extreme territorial response of the males who will charge and attempt to gore any perceived threat, including soldiers moving through the Blue Zones.
Size: Medium
Action Points: 2
Body: 80
Armor: 3 Battlefield
Maneuver: 2
Initiative: 3
Melee Attack: 4x (Firefight)
Tasks: Athletics (Ground Only) 18, Melee 18, Detection 17

[Rack ‘em up]

Quake Snakes
These monstrous creatures are found only in the deepest interiors of the Blue Zones. Capable of downing a Trample Elk in one swing, the Quake Snake is an enormous burrowing snake-like creature that can erupt from its subterranean lair and drag down large creatures in a few seconds. The longest confirmed creature was 14 meters long and nearly 3 meters at its widest.
Size: Large
Action Points: 2
Body: 140
Armor: 2 Battlefield
Initiative: 4
Melee Attack: 4x (Battlefield)
Tasks: Athletics 18, Melee 20, Detection 20, Stealth: 18

[Drag And Drop] Free: On a successful Hard Melee Check, may move the target to a zone it occupies. [Tremor Mortals!]

There are repeated reports of elusive humanoid shapes moving through the woods. So far no one has been able to capture any kind of reliable sensor recordings of these supposed creatures, and they are the subject of all manner of tall tales and wild claims. Some say that they can leap from the forest floor to a branch some ten meters up. Multiple sightings also claim that they were protected by some kind of innate force field. There’s one Militiaman who will swear sober and drunk that he saw one “just fade into existence, like his skin was some kinda damn stealth suit!” Whatever the truth is behind these rumors, we leave to the GM to determine.

Since the Terran Sphere was pushed back from the system, the defense of the planet has fallen to militias raised from the large number of former fleet personnel that have retired here. Thanks to the prior military background possessed by a significant fraction of the planetary population and the myriad training stations on the planet, the militia is fairly large, well organized and decently equipped. The local R&D facilities have even turned out arms and armor customized for their use. Unfortunately, many of the militia members are older, even by the standards of the Terran Sphere, and a significant percentage of the industrial G3Ps and other manufacturing capacity was lost to the Blue contaminated areas of Fort New Detroit. Overall command for the planetary defense is held by Commandant Maximillion Tanaka, formerly Commandant Emeritus for Fort New Detroit and widely regarded as one of the most experienced ground forces commanders in the Terran Sphere. Ironically, for a man hoping to enjoy a quiet retirement, he now finds himself in command of one of the largest ground force operations ever mounted in the Terran Sphere.

Currently, the militias are roughly the equivalent of 2 TSN divisions of personnel. Structurally, the bulk of this are infantry, but they’ve been able to put together an understrength wing of air support, and a larger group of river patrol vessels that are primarily tasked with monitoring and containing the spread of the Blue ecosystem. Somewhat ironically, the River Patrol actually has one of the lowest percentages of ex-Fleet personnel. A large portion of its manpower is actually drawn from the planetary forestry and firefighting services. Its members grimly attempting to burn out new growths of the Blues before they become too deeply rooted or inhabited by more advanced organisms. One of the challenges that the Commandant and his staff face is that while his officer cadre is strong up to the company or even battalion level, there’s a lack of experience running larger ground forces. The militias have compensated to some degree by utilizing more intercompany networking, but it remains a work in progress and the Commandant is looking for personnel that can fill some fairly large holes in his org chart.

The militias may be well organized and well armed, but they are facing some significant threats. In addition to the environmental hazards posed by the Blues, the Shohan still retain the orbitals and have spread a heavy ground presence on the planet. No one is sure if they’re working to spread the Blue, contain it or simply monitor it, but their forces are most concentrated in the regions where the Blue ecology has established a foothold. Whether because of their soldiers’ proximity, or some restraint regarding the contaminated regions, the Shohan have refrained from orbital strikes in the areas where the Blue has established itself. Other places have not fared so well, and the city of New Baotou has been reduced to craters by the Shohan dreadnaughts. As a result, a large portion of planetary population has holed up in areas like the edges of New Fort Detroit and the outskirts of other Blue zones. The Shohan periodically attempt to dislodge these enclaves or attack the militia teams sent to contain the spreading Blue Zones.

Despite the twin threats the Colony faces, there’s at least some good news on the horizon: they’ve held on long enough for the Terran Sphere to regroup and win some fights for a change. At long last, the cavalry's here.

Sample Militia Gear

Ranger Armor
Designed by the Wellspring Armory subsidiary on planet, this enhanced armor suit is adapted to the resources available to the militias. Because they are largely cut off from outside supply, the ability to construct modern protective materials is limited. Instead, the Ranger Armor focuses on stealth, mobility, and force fields which were just starting to be developed by the Terran Sphere when the colony lost contact. However, their force field technology is somewhat more primitive than the version that the Terran Sphere would eventually field. While the suit has a low innate armor, the designers did include an attachment system to add additional armor plating as material becomes available. The suit contains a limited life support system, mainly intended to protect the users operating in the Blue Zones.
Size: Medium
CR: 3
CC: 6

Armor Rating: 2 (Firefight), Body Track: 25, Force Field: 30 Drive - Exoskeleton Assist (Minor), Maneuver: 2


Power Supply: Coil 2 (20 Rounds), Power Slots: 3 Minor, Strain: 5


Psi Link, Weapon Link
Armor Link - Use linked armor rating by default, aimed shots can use the suit value.

Communications: Radio (Minor)
Computer: Minor 3 (18 Target, 5 Tasks)
Life Support (Minor) - Limitation: 6 Hour filters

Athletics +2, Stealth +3, Firearms +1


[Nobody’s Here 3] - Free Condemn Against Detection


Prototype Tech: force fields only recharge halfway after being depleted. If the character can make it another round without being hit, the force fields will restore to full. Character may spend an action point for full restore in a single round.

Armor Kit (Ranger)
A set of reinforced plates that can be inserted into Ranger Armor to increase its armor rating.
Size: Small
CR: 1
CC: 1

Armor Rating: 3 (Battlefield)

Plasma Thrower
Infantry level plasma weaponry was still on the drawing board when New Detroit fell. The local weapon designers have done their best, but the lack of materials and access to the knowledge base of broader research community has hindered their efforts. The end result is the Plasma thrower; a short range weapon with two modes: a continuous burning stream or a single heavy blast.
Size: Small
CR: 2
CC: 3

Plasma Blast - Attack 5x (Firefight), Bleed (Minor) 2x, Counter: Armor
Plasma Stream - Bleed (Moderate) 6x, Area (Sustained): Small, Hungry
Range Limitation: Short Range Only
Magazine: 30


[Burn!] The player may spend an action point to edit that the fire spreads to an adjacent Zone. All characters in the zone or moving through it must make a new defensive roll against the attack’s margin of success to avoid being set ablaze.


Slave - requires 2 power slots from a power supply
[Fire Has No Friends] - When consequenced, the GM chooses a new zone for the fire to spread. As with [Burn!] the characters must make a new defensive roll.

Acoustic Bomb
Acoustic deterrents have long been used to scare away nocturnal pests on New Detroit. Militias initially found success with the technology against the various beasts of the Blue Zones, but have unexpectedly discovered that the sound waves used in the technology can place additional stress on a force field operating in an atmosphere.
Size: Small
CR: 1
CC: 1

Area (Sudden): Medium
Counter: Force Fields


[Can’t Hear Myself Think 3] - Free: Condemned against the target’s next action.
[Reverberation 3] - Free Edit: if a target has successfully been affected by the acoustic bomb, the next attack against them gains the Counter: Force Field attribute


One Time Use
Usage Restriction - Requires Atmosphere

Battlefield: Diving Deep (GM Information)
The second battle in the Bunyip system was indecisive. Called the Battle of St. Clair by optimists in the Fleet, the Terran Sphere forces under the command of Admiral Zehun were able to regain control of the planetary system of St. Clair, its moons, and its port station. Additionally, they’ve been able to establish sporadic contact with the Colony, enough to get a sense of the picture on the ground. However, they were unable to dislodge the Shohan from their position over New Detroit and the colony is beginning to face serious shortages at all levels. Fortunately, the admiral and their staff have a plan to finish the job.

Resupply Run By - By the Numbers
GMs should treat this as two strafing runs (Corebook, p192) by the Dragons and Bridgeheads involved; one to bring them into short range with the planet and the Shohan forces, and one to take the Dragons out to far range. On their turn, the pilots/squadrons may spend an action point or battlestrain in order to roll to establish a defensive margin, but until then they are vulnerable as per the strafing rules. During the second turn GM will consequence the [Coming in Hot! 3] tag against the Bridgeheads, requiring a Hard piloting check, on a success they make a clean landing, on a failure the GM may impose penalties in the form of destroyed gear, target lock by the Shohan, or have one or more of the players accept a wound tag in return for an action point.

Should the players inquire: mission planners did originally consider Phantoms for the resupply mission, but even if they successfully slipped through the Shohan in orbit en masse they would wind up grounded on the planet. Fleet Command doesn’t have enough of these vessels in the numbers that it would take to absorb the operational losses of having that many grounded. Still, diplomatic players might be able to convince commanders in Fourth fleet to commit a squadron of Phantoms to help cover the retreat of the resupply force.

In a few months time the orbits of New Detroit and St. Clair will bring them into a close alignment. Before then, Fleet engineers are rushing to repair and upgrade the massive transit lasers once used by the station to push light luggers inward. Meanwhile, the Terran Sphere is planning a relief drop to the colony to deliver critical supplies, troops, and a small cadre of scientists to help study the Blue Zones. As envisioned by Fleet planners, the heavier fleet elements will dive from St. Clair to Bunyip’s grav limit, launch a raiding force of Dragons and Bridgehead shuttles, before retreating to St. Clair and repositioning themselves along the grav shore on the opposite side of the planet to pick up the raiding force and dive back to St. Clair once more. The Dragons will be charged with covering the Bridgeheads as they make the radical deceleration maneuver needed to land on the planet, then scatter before the Dreadnaughts can fire on their landing zones. Once the Bridgeheads have made their landing, the Dragons will have to make their way out to the rendezvous point at the grav limit.

The resupply operation carries some significant risks. On approach, the ships are likely to face volleys of fire from the Shohan Dreadnaughts with limited ability to maneuver. They’ll have to trust their speed and their force fields to carry them through the barrage. Even on the planet, the LZs for the the ground force are all in Blue territory, hoping to capitalize on the Shohan reluctance to bombard these areas. The Terran Sphere marines and their auxiliary crews will have to make a quick march through the hazards of these zones to link up with the planetary militias. Up above, the Dragons will still need to extract themselves from the the engagement. For them, the most dangerous possibility is that the Shohan may use their jump drives to leapfrog ahead of departing forces, give themselves enough time to clear whatever disables the Shohan post jump and re-engage the fleeing craft; turning the quick raid into a gauntlet. Mission planners hope that the presence of heavier fleet elements waiting at the grav limit will deter this to a degree.

And of course, the is only the prelude the main event begins a few months later...


Beyond providing support to the beleaguered population of New Detroit, the primary objective of the resupply mission is to keep the Shohan focused on the planet and away from the work being done at Port Lernoult. When the system fell, the station was abandoned. The Shohan did a cursory job punching holes in it to disable its systems, including the transit lasers that were used to push light luggers in system and brake those coming out to the station. Now fleet technicians are working round the clock shifts to repair these behemoth laser rigs and upgrade them for Admiral Zehun’s plan. It is imperative that they finish on time for the close opposition (when one planet comes between another and its primary) of New Detroit and St. Clair, for there is only a short window for the attack to commence. A Shohan raid that managed to inflict additional damage to the transit laser complexes has the potential to be devastating, and it’s the duty first of the groundside fighters and observers to keep their attention, and then of the fleet elements guarding the station to prevent that from happening.

Admiral Zehun and their staff hope that with support from the Transit Laser Array their fleet can finally drive off the Shohan forces. If the Shohan commander is worth their salt, they’ll take steps to mitigate the Laser Array’s effectiveness. This could be a counter attack on the station that defending forces have to drive off. It might mean detailing a dreadnaught to jump out between the Port, and the raging battle and hold open a hyperspace portal that can absorb incoming fire. A final possibility is that the Shohan attempt to either maneuver through the Terran Forces, or even jump if necessary to the far side of New Detroit, imposing the colony between themselves and the Station’s fire. The player and GMs should feel free to consider these and additional options.

The Battle of New Detroit - By the Numbers
Once the port’s transit lasers engage, pilots working for the Terran Sphere will have the option of replacing the Turn and Burn maneuver (Corebook, p193) with an attack from the Transit Laser Array, as they lure ships into the sweep of incoming fire. In the initial round, the difficulty will be Standard as the Shohan are caught unawares, but returns to Hard on subsequent rounds. The laser array has a Weapon Multiplier of 12x and possesses the Counter: Armor attribute. Because the shots are essentially coming in blind due to light lag, the Shohan Force may attempt to edit off of tags, such as a [Turn About Is Fair Play] tag generated by a Piloting to check to generate friendly fire on the Terran Sphere ships, but this is considered a Major Edit, costing 3 action points, a Rank 3 tag, or the equivalent in Battle Strain. Port Lernoult’s array can only supply fire support for 5 rounds of combat, after which it will be offline for weeks if not months of repair work to fix the damage that overloading it in this manner caused.

Leading enemy forces into the fire from light house stations as a tactic originated in the First Kriak Crusade. Ansibles have made the tactic more effective with better coordination between the station and the mobile forces. Even now it requires careful prep work from both the mobile elements and the station trying to pull it off. The focusing elements in the lasers need to be retuned, capacitors installed, and firing charts are not just distributed to the fleet but also trained against, until the pilots know instinctively where the shots are going to be and can use them to their advantage.

That’s Why They Call it the Blues (GM Information)
Even before the final battle, any science teams that make it to the ground during the resupply run are going to be working on determining what is going on with the Blue ecology that is creeping across the planet. Whatever happened at the Biogenesis facility, the site and all its data are gone. The remaining management at the firm’s headquarters claim they don’t know anything about what might be going on, and all indications are that they are telling the truth. Survivors on world might know some details or might be able to direct players to off site backups that, while deep in the Blue Zones, would likely still be intact. Initial examinations of Blue organisms show some similarities with the Shohan, but also distinct differences. Like the Shohan, the organisms from the blue Ecology apparently encrypt their genetic information, and there are indications of an unknown nanotechnology operating in the Blue ecology. However, that nanotechnology is significantly less organized than what the Shohan possess and shows no ability to sustain itself outside of living tissue.

So what is the Blue and how are the Shohan related to it? Here are some possibilities:

  • Everything is going according to plan for the Shohan. The Blue Zones are Shohan Creches and the Ferals are either young Shohan or young Cerberi. The entire process is intended to winnow them until only the best survive to be brought into the Shohan Assembly.
  • Those concerned that the Shohan are only a mask, servants of nanosync ecology, are correct. New Detroit is a colonization effort, only something in the work Biogenesis did is interfering with the process and the nanosync here has gone feral. Possibly, The Shohan Ecology realized this at Minerva and recognized it as a threat. In that case, New Detroit is a test study as they work out countermeasures.
  • Alternately, New Detroit has long been regarded as a model for terraforming and helped make Biogenesis’ reputation in the industry. What if they used something they’d discovered, either on planet, or elsewhere to achieve such remarkable results? Perhaps the Shohan recognized this helping hand and consider it to be a threat, not just to themselves but the entire Fourth Population. Their foray into the Biogenesis labs might have awakened something they truly have no idea how to handle. They are doing their best, for now, to contain the situation before it blows up even further.
  • The Shohan intended to make the world their new capital in the sector. Destroying the Biogenesis facility was only a means to stamp their claim upon the world. For some reason, however, the nanosync has stopped responding to their commands. An Altered is spreading the Blue Zones. Once one of the terraforming scientists at Biogenesis, he’s been driven mad during his alteration. In his madness, he sees this as a glorious rebirth for the world and humanity. The “Ferals” are other Altered on the planet. For some reason, the Blue Zones call to them and many have joined his cult.

Regardless of its origins, even if the Terran Sphere is able to liberate New Detroit, the clean up effort to contain the Blues will take years, possibly even decades.

System Forces
As the current fulcrum of the war in the sector, New Detroit has a large contingent of forces from both sides. The Terran Sphere maintains a backbone of 4 squadrons of Redemption Frigates and an additional 2 quadrons of Retribution class frigates in the system. Lighter forces can vary more, but there are at least 3 squadrons of Defiances assigned to protect the Port Station with a mix of older cruiser hulls moving in and out of the system while moving through their patrol routes and other missions. As the resupply mission grows, squadrons of LASCOs, ferrying in Dragons and Bridgehead squadrons will be increasingly common sights around Port Lernoult. Player characters operating in the system should be able to have some impact on the forces present for the resupply mission through their actions, but at a minimum, The Terran Sphere can be expected to commit 5 squadrons of Dragons and Bridgeheads.

Admiral Zehun, the commander in charge of the Terran Sphere forces, spent many of the decades prior to the war as an instructor at the Ceres Military Institute. Many of the officers serving with the Admiral now have gone through their tactics classes, and the Admiral still commands the same instructor’s respect. While the admiral is considered to be one of the more brilliant tacticians the Terran Sphere has produced, even they will concede their brilliance is more technical than inspirational. It is rumored they have some history with Commandant Tanaka and fought for this assignment.

Meanwhile, on the Shohan side the occupation forces field 5 dreadnaughts, supported by 9 destroyer squadrons. This represents the base level, with the odd dreadnaught or destroyer squadron cycling in or out as the Shohan make their own force adjustments to the demands of the war. If using the Drone Destroyer from the Companion, the new destroyer class is slowly being cycled in to the occupation forces with the drones these vessels carry being used in a close air support role for surface ops. The increasing numbers of these ships could potentially force Admiral Zehun’s hand on the resupply mission as the drone screen provided by these vessels is a threat to their Dragons and Bridgeheads.

The Shohan forces are commanded by Star Overseer Deryn. The Overseer is hot tempered by Shohan standards, but quick to react and will move quickly and decisively against perceived threats.

Admiral Zehun - By The Numbers
Initiative: 5
Action Points: 6
Target Numbers:

Tactics 24, Leadership 18, Organize 19, Gunnery 20, Pilot 20


[Field Trip 2], [There’s No Plan B, That Implies I only have 26 Plans 3],
[I Wrote the Book], [Pop Quiz]

Commandant Tanaka - By The Numbers
Initiative: 4
Action Points: 7
Target Numbers:

Tactics 22, Leadership 23, Organize 23, Heavy Weapons 18


[Father To His Men 3], [Know Every Inch of This Rock 2],
[I’m Too Old For This]

Overseer Deryn - By The Numbers
Initiative: 7
Action Points: 5
Target Numbers:

Tactics 19, Leadership 21, Organize 21, Gunnery 20, Pilot 20


[Decisive Action! 3], [Strike Swift, Strike True 3],
[He Who Hesitates Is Lost]

Dragon Squadron
Battlestrain: 40
Skill List: Piloting 20, Gunnery 20, Tactics 20, Computers 18

[By The Rockets Red Glare 2], [Get In, Get Out], [Of Course I’m Coming Back]

Equipment: Dragon Class Escorts

Bridgehead Squadron
Battlestrain: 40
Skill List: Piloting 20, Gunnery 20, Tactics 20, Computers 18

[Covering Fire 2], [Precious Cargo],
[In The Pipeline 2]

Equipment: Bridgehead Class Dropships

Defiant Squadron
Battlestrain: 40
Skill List: Piloting 20, Gunnery 20, Tactics 20, Computers 18

[Up Close and Personal 2], [The Bulldog Ballet], [Always Keep An Eye On the Fuel Gage]

Equipment: Defiant Class Cruisers

Redemption Squadron
Battlestrain: 40
Skill List: Piloting 19, Gunnery 21, Tactics 21, Computers 19

[Full Speed Ahead, and Damn the Destroyers],
[Takes a Lickin And Keeps on Ticking 2],
[In Death Ground, Fight 2]

Equipment: Redemption Class Frigates

Retribution Squadron
Battlestrain: 40
Skill List: Piloting 19, Gunnery 21, Tactics 21, Computers 19

[Covering Fire 3], [Dodge This 2]
[Run And Gun]

Equipment: Redemption Class Frigates

Dreadnaught Squadron (1)
Battlestrain: 65
Skills: As per the Dreadnaught Skill list
Tags: As per the Dreadnaught Tag list
Equipment: Shohan Dreadnaught

Destroyer Squadron (4 Destroyer, 2 Destroyer-Drone)
Battlestrain: 50
Skills: As per the Shohan Destroyer or Drone Destroyer Skill list
Tags: As per the Shohan Destroyer or Drone Destroyer Tag list
Equipment: Shohan Destroyer or Drone Destroyer

System Tags

[Can’t Let the Old Man Down]
[Black and Blue and Red All Over]
[We’re On the Clock Here, People]
Category: Alistair Sector

Once considered the crown jewel of the sector, Prospero was a world of peace and serenity where refuge and wisdom were sought in equal measure. Now, under the Shohan, it has become a training camp for their infiltration teams, and a grim parody of life in the Terran Sphere, with brutal undercurrents. The occupation is fueling a vein of righteous anger that threatens to explode as a new, unpredictable tempest.

The Bard System
Bard is a binary system and shows signs of some trauma in its distant past, although no concrete theories have been proposed that take all of the facts into consideration. The primary star, Bard A, is a yellow G-type star, larger than the sun. It possesses 9 planets, equally divided by two asteroid belts into sets of three worlds. By convention, each set is known as a Folio.

The first folio contains: Puck, a tiny little world whose orbit is an incredible 70 degrees off the orbital plane of the system. Its highly elliptical orbit swings it from being the closest planet to Bard A to second place at its furthest point. Portia, normally the second world from the star is far more conventional; a dry terrestrial world with a nitrogen-methane atmosphere. The world is routinely considered for a Gaian terraforming project, but every negotiation on the matter has broken down. Finally, Prospero, the only life bearing world in the system. Prospero supports two tiny moons: Miranda, the closer of the two, and Ferdinand the larger moon, which appears smaller from the surface due to its distance from Prospero. Ferdinand is a captured body in a retrograde orbit. On some nights the two moons seem to approach one another from opposite ends of the sky in an event known as the lover’s kiss. The planet’s surface is dotted with five continents, with most of the settlements on the continent of Ariel, which stretches across the equator to the mid northern and southern latitudes

Past Prospero lies the asteroid belt that demarcates the first and second folios from each other. This asteroid belt, informally known as the First Binding, was the sight of most of the system’s heavier mining industry. Its relative closeness to Prospero enabled freighters to make transits between the belt’s refineries and the beanstalks of the colony.

Opening the second folio is the double planet system of Romeo and Juliet. The two planets are both smaller than Mars. It is estimated that in another few hundred million years or so the two planets will finally collide with one another. The presence of the Star-crossed Lovers, as they’re collectively called, and their eventual fate inspired the naming theme for the system. The last planet in this folio is Viola, the smallest of the gas giants in the system, akin to Uranus or Neptune in mass and size. The planet has a spectacular ring system, likely the result of a collision between a stray asteroid and a now defunct moon. Before the occupation, Port Illyria in orbit around Viola was one of the major transit stations in the system, its lighthouse array pushing light luggers in system or catching outbound ones.

The asteroid belt officially known as the Second Binding, and by cautious spacefarers as Iago’s Belt, for the hazards it poses. It is a far more ragged structure than the First Binding. Perturbed by the gravity of two giants to either side, there are gaps where asteroids have been swept away, clusters where they swarm and a thousand or more rocks in retrograde orbits. Ships transiting through the belt are well advised to keep a close eye on scanners. Compounding the problem is Macbe - The Scottish Planet. (The old theater superstition has carried over to the planetary namesake.) The largest of the gas giants in orbit around Bard A, the planet sits firmly on the grav limit for the system. The Jovian glitch caused by its gravity well has been the bane of many a captain forced to burn extra fuel after being caught up in it. Port Birnam, the station responsible for servicing the area, was known to have the highest refueling costs in the sector. Finally, the two remaining gas giants are Lear and Othello. Both of which have highly eccentric orbits. Most astronomers speculated that they were disrupted by the capture of Bard B before settling into their current orbits.

Bard B, the companion star, is a larger red dwarf. Although it is orbited by only one planet, Hamlet, that world is a monstrous Super Jovian. Its planetary system is extremely complex with over 60 major moons, many in unusual orbits and many extremely large, even given the great size of Hamlet. The prevailing theory is that the giant swept up a number of planets during its formation around Bard B, and then again, swept up a number of outer system bodies when its star was captured by Bard A. The complex orbital dynamics made it a popular site for starship rallies. Today the stations all lie abandoned.

Settlement And History
Prospero was the first inhabited world in the sector. Technically, the world was settled before the start of the Colonial War, as the first settlers arrived the year before the outbreak of the war. They decided to evacuate shortly after the Chinese incursion at Alpha Centauri and the colony remained abandoned for its entirety. It was not long after the Treaty of Mars was signed that many of those same settlers returned to restart their colony.

There are many reasons why Prospero was such an attractive candidate for colonization: proximity to the nucleus of the newly formed Terran Sphere, agreeable climate, and high biocompatibility with terrestrial life are among them. The truth of the matter is that Prospero is special. Most would consider it to be among the most beautiful worlds in the Terran Sphere, with lush green vegetation, bright azure skies, and a brilliant yellow sun. The world seems saturated in color. But this is not the true reason for the world’s appeal. Instead the world is home to what is known as the Prospero Effect. A sense of tranquility seems to pervade the air here. Those on planet report higher levels of contentedness and peace of mind than elsewhere in the Terran Sphere. The effect isn’t only psychological. Other studies have confirmed that Psionics recover faster from using their arts, and injuries heal faster at a small but statistically significant rate. Despite many studies documenting its effects, no one is quite sure of the cause.

The Prospero Effect
While on the surface of Prospero, characters may freely invoke the system tag [This Rough Magic] on meditation rolls or medicine rolls that treat the injured. Additionally, during a refresh, characters may turn the tag and use resulting the action point towards recovering from damage (Corebook, p189), although they may not use the tag again until the next session.

Thanks to the Prospero Effect, the colony has gained a reputation as a retreat for the wounded, or simply those seeking something higher in their lives. Several branches of Ascendantism consider the world to be sacred including the Tóngxīnfǎ (Corebook, p101), which became a sizable minority on the planet prior to the War. Alongside the retreats, shrines, and temples that beckon to pilgrims, the Altaira Academy was considered an elite school for the Psionic arts. There were also a number of cutting edge medical complexes, including a TSN facility, that leveraged the unique circumstances of the planet for the benefit of their patients.

There are some enclaves scattered throughout the countryside to support the pilgrims and other seekers that make their way to the planet. Most of the population had settled in and around Cape Nielsen, with the city of the same name serving as the capital of the colony. The sprawling town hugs the coastline of the cape; meandering down to the beanstalk footing at its southern tip. Nearest to the Beanstalk footing is the area known as South Port. The district is the industrial section of the city, home to heavier fabrication shops and transient housing for business and other temporary visitors. Above South Port, on the eastern inner edge of the Cape is the neighborhood of Bayside. Considered one of the cultural centers of the city; it hosts various marinas, boardwalks and public beaches. The outer edge of the cape has been set aside for Ocean Dunes Park, a natural preserve overlooked by various residential high rises. Continuing north is the city’s Chinatown. Although exclusive ethnic enclaves are rarer on Colonial worlds, Cape Nielsen’s community was founded by refugees from areas of China devastated by the Bombardment who wanted to preserve their cultural identity. Many of the first Tóngxīnfǎ shrines were raised here, and the community was important to this branch of Ascendantism. Finally, in the hills overlooking the Cape is Carpentier Heights. Often called simply “The Heights”, various hospital complexes, treatment centers, and laboratories that make up the heart of the medical community on the planet are interspersed in the suburban neighborhoods that dot the hills.

The city was a beacon of the visual arts, whether it was Ascendant iconography, avant garde galleries, or the murals and graffiti that dot the cityscape. Many prominent artists of the Terran Sphere have lived or worked here since its founding. The celebrated artist Marcos Li remarked: “I could have watched the waves breaking on a dozen different worlds, but when looking out across the ocean here, I was compelled to stay and tell the story of those waves. I’ve never looked back since that moment.” Although the visual arts were always at the head of the table in Cape Nielsen, other artists always flowed through the city like the waters of the bay, seeking their own insights; poets and playwrights, musicians and mystics, all looking for a whiff of inspiration in Prospero’s air. It’s understandable then that while the planet was largely evacuated prior to falling into the hands of the Shohan, its loss was second only to the defeat at Artemis III as a blow the Terran Sphere’s morale. Indeed, the final battle there strained its defenders past the breaking point.

Sword of the Xan
As it became clear that the Terran Sphere would have to yield yet another world to the Shohan, the Bard defense force and part of the TSN fleet refused the order to retreat. On open comms, Commodore Gerard Clairvaux, highest ranked surviving officer of the defense force, berated the retreating squadrons in stark religious tones for its constant cowardice, then rallied forces into a headlong charge against the Shohan forces. It was the last sight that retreating ships had of their erstwhile brethren. Almost all believed that Clairvaux charge, glorious though it might have been, could only have led to their deaths.

Despite appearances, the breakaway force did not die that day. Clairvaux adroitly lead his ships on a fast run through the Shohan forces, to the Grav Limit, and deeper into Shohan controlled territory. However, Commodore Clairvaux feinted yet again and ordered his ships to crash their waves in deep space before reaching the nearest star and backtracked, bringing them to Bard B and Hamlet’s moon Claudius.

Diving Deep
Every body of sufficient size has a grav limit. For many rocky worlds, whether moon or planet, this limit is actually below the surface of the body. In the case of Claudius, however, the turbulence it underwent on its way to its current orbit created deep gashes across its surface. Some, deeper than the Marianas Trench on Earth, actually dipped below the grav limit of the moon. Commodore Clairvaux, through a combination of clairvoyance, impressive piloting and foolhardiness, was able to lead his ships into one such fissure after escaping the Shohan at Bard A.

By The Numbers
Mechanically, a deep dive like this begins as an Impossible Pilot check. The pilot will need to find some (every!) edge he can in order to step down the challenge rating of the roll. The Sword of Xan makes every use of Clairvoyance generated tags for this, along with the local knowledge of crew like the Commodore, but pilots may invoke other tags as appropriate to attempt the same feat. Failure should be considered lethal to the ship, if not the crew themselves.

As the ships settled into orbit around the moon, Clairvaux revealed that he had received what he believed was a message from the Xan, showing him how to track the Shohan using a Prophetic Net: a method utilizing multiple prophetic attunements inside a concordance where the gaps in the vision reveal the Shohan’s location. In the year since their separation from the Terran Sphere fleet, this technique has allowed them to stay one step ahead of the Shohan. Its success has helped solidify Clairvaux’s vision of Tóngxīnfǎ Ascendantism among the ship crews and raised his standing to nigh living saint status. Long Concordances, sometimes lasting entire shifts and involving an entire ship’s crew, are now commonplace and their fervor only grows day by day.

Functionally, the Long Concordance is a rank 3 telepathic attunement. During a Long Concordance, prophetic visions are able to reverberate and be shared through the members, allowing them to be seen from multiple perspectives. While they can't directly see the Shohan's actions behind their force fields, they're better able to see the shape of the reactions. As a result, the resulting Clairvoyance tag can be condemned and consequenced against Shohan targets. This ability only lasts as long as the Concordance is maintained and costs 1 point of strain from the Concordance per Clairvoyance roll, multiplied by the resulting Tag’s rank. There are side effects, however. Chief among them Telepathy Induced Dissociative Disorder. TTID is a rare diagnosis in most of the Terran Sphere, usually linked to those without psionic training - or not enough training - who spend a great deal of time in high-level psionic attunements. It is believed that these individuals become used to the presence of other thoughts alongside their own, and become incredibly anxious, uncomfortable, and even panic-stricken when not in such an attunement. Affected individuals will retreat from their own identities, sometimes refusing to answer to their name, or attempt in a to mimic the Concordance through behaviors such as conversing with themselves. After the first several documented cases, the Xan Academy started researching ways to combat and prevent the phenomenon. Common treatments recommend extremely individualistic endeavors, such as art, to reinforce the notion of the self. The disorder may be taken as a Wound Tag by non-Psionic individuals who spend long periods of time in Concordances, especially during combat.

The Vigil
While Prospero makes the journey possible by providing a navigational marker for the Spirit Walkers, it would still be impossible without the team of acolytes that remain behind at Claudius. While the Long Concordance can shift away the strain costs the Spirit Walkers bear. Once the Spirit Walkers arrive they still operate on the planet under considerable limitations:

  • Any Energy Manipulation or Telekinetic effect that would require a power supply takes a day before it actually occurs as light delay slows the effects down.
  • Strain can not be recovered via Meditation checks, only as new individuals cycle into the Concordance.
  • Strain is treated as physical damage in the sense that a character can die when it reaches zero due to how far out from their body they are.

The Sword Of Xan may be ever unified in their faith, but their ships are a motley. The battle line’s backbone is a small squadron (4 ships) of Intrepid class frigates. This is supplemented by a variety of cruisers and lighter craft that they’ve been able to salvage from other systems. Many are System Defense Craft: the Pocket Cruisers that were the TSN’s bane. These ships lack gravitic drives, therefore the Sword has outfitted a recovered freighter to act as a Carrier, although it is by far their most vulnerable warship. The core of their support staff are a few big Locust Industrial ships that were discovered trying to escape from the Shohan occupied systems before the Shohan caught up to them. Most of the original crews are still on them. For many the relief they felt when the Sword’s ships first offered to escort them to sanctuary has soured as they have been forced to remain at Claudius with their ships commandeered by the Sword for their own ends.

The Sword does not have access to the Plasma weaponry designs that the Terran Sphere has developed. Instead, their engineers have kitbashed together scavenged drive systems to mount on their ships. The modified ships can use the Turn and Burn maneuver at Standard rather than Hard challenge rating but Step up the difficulty of the ship’s Evasion Roll next turn and uses 2 units of Fuel for each turn that they do so. Most of the modified ships are the System Defense Craft, their most expendable units while the heavier combat craft hammer away at any ship whose force fields have been breached.

By far the most important project the Sword has undertaken is Project Vigil. The name is a reference to the Vigil of St. Gereon, when he was lost in the Void and the Xan appeared to him. Some of the most skilled psionics of the Sword set out astrally into the void, making the journey from Claudius to their homeworld of Prospero. For most Psionics, travel across the vast void of space between worlds would be unthinkable. With no frame of reference to ground themselves, they quickly lose their way. Go too far and the line back to their bodies can weaken, leaving a Psionic lost, all alone in darkness and starlight. One Psionic who was fortunate to escape such circumstances likened it to being trapped in an avalanche and not knowing which way was up or how to escape. The psionics of the Sword who undertake the Vigil, christened Spirit Walkers, have an advantage. They can hear the faint call of Prospero, even out as far as Claudius, and can drift towards its call. Even so, it is a long, lonely, and dangerous journey.

The Man and His Vision
Gerard Clairvaux is a giant of a man, standing nearly 7 feet tall. His face is strong featured with piercing dark, nearly black, eyes and close cropped hair. His movements are swift and certain, although he walks with a slight limp and frequently wears an exoskeleton assembly on his right leg to deal with this old injury from his time in the Marines. Burning with a mixture of faith and outrage, he continues to lead his brethren in their struggle. Quietly, however, he worries that he is becoming an avatar of his people’s ambitions more than a man.

Roleplaying Notes
Gerald is a man of convictions. He speaks firmly and passionately in a way that people instinctively respond to. He believes fervently in the Holy War that he has been called to wage. He is not needlessly cruel, but he is unstoppable in what he believes is required of him in this conflict. Since he took his ragtag fleet on this crusade, His constant concern is for the burdens that have been placed on his people by his crusade, and whether he is able to lead them well through this time of turmoil. If there is any key to reasoning with the man, it lies here.

By The Numbers
Race: Terran
Initiative: 7
Action Points: 5
Strain: 30
Body: 30
Target Numbers:

Clairvoyance 24, Telepathy 24, Pilot 21, Gunnery 20, Firearms 19, Leadership 22, Persuade 24, Diplomacy 18,
Tactics 19, Organize 18 Telekinesis 18, Discern 21, Detect 18


[My Way Is Clear To Me 3], [Follow. Or Flee. 3], [Psionic 3]
[My People Cry Out For A Leader 3]
[Seeing Is Believing]
[The Path to Victory Is Slow But Certain 2]


Standard Powered Armor, Heavy Gauss Pistol, Psi Link


Gerald may edit off of his [My People Cry Out For A Leader 3] tag to take or pass the strain cost of a psionic effect as long as the other person is a member of his crusade.

Occupation: The Inside Out Room
The breaking of the Terran Forces at Prospero fell was made more shocking by how smoothly the evacuation had gone. When it became evident that the Shohan were going to advance towards Bard, the population of Prospero was able to evacuate in good order. Most hoped they would be able to return to their beloved home. As such, the colony’s infrastructure was shut down safely. Even the beanstalks were left in maintenance mode, in the slim hope that the Shohan would leave their beloved home unmolested once they saw the colony was abandoned. Instead, the Shohan saw an opportunity.

As the Sword watched from their outpost on Claudius, they saw Shohan escorting transport after transport, all of Terran make, to the planet. The determination to discover the Shohan’s plans for their beloved homeworld helped inspire Project Vigil. When the first Spirit Walkers finally made their pilgrimage across the void to Propero, they found the empty streets of Cape Nielsen filled once more. On the surface, Cape Nielsen seems to be any colonial town in the Terran Sphere. People work, go to cafes, take the train back to their apartments. In other words, they go about their lives. Of course, this is far from the truth.

When the Shohan saw the empty city spread out before them, they saw an opportunity to change strategy. Throughout their conquest, they had swept up small outposts, fleeing starships, and other odds and ends of humanity along with the various colonial worlds. Originally, most of these individuals were sent to the nearest occupied system to share in the fates of those colonists, assuming they didn’t disappear for other purposes in transit. With the capture of Prospero, the Shohan begin to route these miscellaneous prisoners to this world, settling them in the empty city.

As the population swells, the Shohan, under a midrank overseer by the name of Eira, have turned it into a parody of the Terran Sphere. While on the surface everything is normal, in reality, every single aspect of life in Cape Nielsen is monitored by the Shohan. Dissidence is dealt with swiftly and without remorse. The Spirit Walkers have deduced that the occupation runs on some sort of points system. Those who cooperate with the Shohan’s instructions earn points, which can lead to relaxed restrictions, extra rations, even some light privileges. Those who cause headaches for the Shohan, even minor ones, lose points. Loss of all of one’s points earns a one way trip to the Heights. Those who are taken there are not seen again, though what exactly the Shohan are doing with the prisoners is the subject of much speculation.

It’s this points system that enterprising prisoners try to game in order to orchestrate an escape. Unlike some other occupied worlds, there is not much of an organized resistance, as any such large gatherings tend to be noticed and rapidly dispersed, often with several trips to the Heights. Those who manage to escape often attempt to take refuge in various places away from the eyes of the Shohan. Difficult due to the constant orbital surveillance, but not impossible. Those inclined to escape the boot of the Shohan have found options: the dense forest/jungle cover, natural cave systems, or some of the more remote monasteries. Much care is needed in attempting to escape. The natural inclination is to gather points to gain privilege, which can then be turned into supplies that can be used to attempt escape, and/or survive off the land once out. However, with too many points comes increased responsibility and attention from the Shohan. Too few points, and risk getting harassed on a regular basis.

Private Clinic
The various medical establishments along the Heights proved to be a treasure trove of information for the Shohan. Unlike Shohan interests deeper in their occupied space, the work done at Prospero does not directly involve the Altered. Instead, most of it is basic medical research into understanding human biology. In essence, Prospero serves as the control group for their research projects elsewhere. A side benefit of this research has been the creation of Shohan infiltrators that can pass for human. The transients captives that are swept up in their advance provide any number of cover identities for an infiltrator to utilize.

But perhaps the most cruel part of the occupation is the goal the Shohan had in re-establishing a human community, even if it is a mockery of the colony that once thrived here. Ultimately, this prison-stage provides a place for SOAP teams (Deployment Companion, p15) to hone their ability to blend in and pass as humans. It is unknown how many infiltrators-in-training have slipped into the human population, but what is known is that those who notice and speak of it soon find themselves taken away to the Heights.

For the Spirit Walkers holding vigil on the planet, there is little they can do directly when they are so far from the source of their powers. Instead, they attempt to subtly nudge things in the right direction when action is called for. Most have begun to use their telepathy and clairvoyance to make contact with the local populace to offer guidance and comfort, gaining new adherents for the Swords’ Vision in the process. The Shohan have not yet caught wind of this religious awakening among their captives. No one is sure what their reaction would be, but few within the Sword would expect it to be anything but the harshest of countermeasures. They are surprisingly wrong. Overseer Eira - should she ever discover the underground religious movement - would see it as the greatest test of her infiltrators’ abilities yet, hoping that one among their number might be able to find the whereabouts of the Sword and remove a thorn from the side of the Shohan forces in the sector. Despite her knowledge of the Terran Sphere, Eira would likely underestimate the importance that Psionics play in the Sword, leaving her infiltrators far on the fringes of the movement as they dare not risk entering the Concordances that form the backbone of Ascendant worship. From this position it would take all of their skills in subversion to gain any truly useful intelligence, but Overseer Eira is willing to be patient given the potential prize.

The Humanities Major
Overseer Eira is one of the few Shohan that Fleet Intelligence has a file on. Before the war, Eira was one of the Shohan assigned to Ambassador Davi’s liaison team. There she was a minor functionary whose ambitions had been thwarted by an assignment far away from the center of power in the Shohan Assembly. Despite what she saw as an exile, her meticulous nature led her to spend her years in the Terran Sphere studying everything she could regarding the Fourth Population and the Terran Sphere specifically. Her whereabouts in the years since the war are a mystery, but she seems to have resurfaced on Prospero, leading the SOAP program built there.

Roleplaying Notes
Overseer Eira has always been one for thinking her way around a problem wherever possible, rather than direct confrontation. Patience and diligence have always been her strengths, and when pressed, words are her first weapon of choice. She will always attempt to engage in a war of words before actual weapons. She studies her opponents, learning what she can and playing on insecurities. On the flipside, this line of communication gives social players a chance to turn the tables on her.

By The Numbers
Race: Shohan (Overseer)
Initiative: 6
Action Points: 5
Strain: N/A
Body: 20
Target Numbers:

Tactics 21, Command 20, Leadership 21, Persuade 20, Diplomacy 18,
Athletics 16, Heavy Weapons 16, Science: Biology 20,
Science: Psychology 21, Medicine 20, Organize 20, Melee 15


[Know Thy Enemy 3], [Never the Same Mistake Twice 2],
[Assembly’s Spymaster 3], [Cleaning the Lessers with SOAP 2],
[Information is Ammunition 2]


Shohan Battle Armour, Tse Blade

Battlefield: The Tempest (GM Information)
Bringing a battle fleet into Bard is difficult. Even when the Scottish planet is in a favorable position, ships must carefully transit the outer binding. Barring a rare planetary conjunction, they must then make a naked dash across the second folio and transit the inner binding to reach Prospero.

For raiders and spies, the system is quite favorable. The bindings which hinder a fleet formation offer individual ships excellent cover, either to evade pursuit or to sneak in system. Patient captains may arrange starfall to occur on the opposite side of the sun from Prospero, move into the inner binding, and then ride an asteroid for several months until they are quite close to the planet. Raiders can use the asteroids, particularly the outer binding, to stage ambushes. The mix of standard and retrograde rocks in Iago’s belt even allow for an ambush from both sides, provided the enemy can be lured into the correct position. For Terran Sphere planners, mostly unaware of the planet’s value to the Shohan, a raid against Prospero is a perfect opportunity to weaken Shohan forces in the system and divert resources from more important targets, such as Fort New Detroit and Diyu. It is unlikely that the Fleet will gather significant forces for the raid, preferring a fast strike in and out. Just enough to rattle the Shohan. The flip side to this is the potential for the PCs in a game to hold senior positions in the force, and to have a chance to truly step onto center stage.

MacBeth’s glitch in the grav limit dictates arrivals to some degree. Ships arriving near it revert early, and thus burn more fuel to pass by. Conversely, Macbeth is an obstacle for any ship retreating past it. The Shohan have revived their long disused grav wave calculations to understand why, and so do not expect to receive Terran probes from certain stars while Macbeth is in the way.

Unfortunately for the Terran Sphere, that is likely the only advantage they receive. While the colony appears only lightly defended to scouts, this is a bluff. Overseer Eira is well aware of reports of ships operating behind enemy lines and has moved most of the forces designated to protect her system into deep space, awaiting the moment that an unwary force makes its way towards Prospero. Her plan has never been sprung, in part because the Sword’s forces have been in position long enough to spot the outlying forces. Reconnaissance from the Terran Sphere does not have this luxury of time. Additionally, thanks to her oversight of the infiltrator teams, Overseer Eira is extremely well versed in the capabilities of Terran Sphere technology and its naval doctrine, which provides her with an unexpected edge in countering the invading force’s moves. For player characters that encounter her, they should feel almost like she’s using clairvoyance to guess their moves as the Shohan forces react to the fleet.

There’s still one more player that needs to make their grand entrance: the Sword.

Having raided and spied upon Bard for years, the Sword’s routines are broken by a clairvoyant vision; the TSN will soon raid Prospero in force and it will most likely be a disaster for them. Commodore Clairvaux intends to add his forces to the raid, hopefully turning the attack into a rout for the Shohan. The Sword fleet, in order to arrive with the maximum surprise, will make a sustained realspace burn from Bard B. Crossing the outer system with cold ships on a ballistic trajectory, they will slingshot around Macbeth to hopefully arrive just as the TSN engages. Executing their trademark burn maneuver in a high speed strafe will be difficult, but with the Shohan distracted by the TSN, Clairvaux believes it will be decisive. If the TSN does not show, their escape plan is to burn harder in system rather than brake for battle, slingshotting around the sun in order to reach the grav shore as soon as possible.

The TSN reaction to the arrival of the Sword’s force is mixed. On one hand, reinforcements are always welcome, especially in an operation that has rapidly gone downhill. On the other, the Sword barely acknowledges the TSN, going for close burn maneuvers that foul naval targeting solutions. From here there are several directions the battle could take. The Sword may fight to see the Shohan fleet decisively defeated before taking up orbit around Prospero, or, they may leave the Shohan fleet to the TSN while moving directly for the planet. The Sword moving to attack Prospero, with or without the Shohan defeated first, places the TSN in another quandary. The navy came here on a raid, and is not prepared to land troops on world. The Sword, on the contrary, is eager to retake the ground. When Commodore Clairvaux starts landing shuttles, does the TSN try to send down what marines they have? If Clairvaux compensates for his limited ground teams with selective or even indiscriminate orbital bombardment, does the navy intervene? Does the Commodore, fearful of the infiltrators hiding among the populace, order the entire colony purged to prevent them from spreading? In all of this, how do the fleet officers, at the limits of their orders and training, react? Are they willing to start a three way fight against their erstwhile fellows, or will they stand back to let the former Bard Defense Force reclaim their home by any means necessary?

After the battle, the Sword of the Xan’s legal status is a thorny issue, assuming they even stick around within the system. The former Bard Defense Force personnel disobeyed direct battlefield orders during the evacuation, and as such ought to be arrested pending court martial. They have also press ganged civilians into service, conducted illegal salvage, and occasionally stolen from TSN supply lines. Did Clairvaux’s heroic liberation of his homeworld earn him a reprieve, or has the brutality he ordered in the reconquest added to the charges against him? Either way, Clairvaux is unlikely to submit to the Terran Sphere authorities for a trial, nor would his people stand for it. It’s entirely likely that if pushed too far, the Sword will attempt to follow in the footsteps of Admiral Riley and the original Havenites, cutting a path out of the system through tightly stretched Terran Sphere forces back into occupied space. In this case they would be even more determined to wage their crusade against the fallen Shohan and infidel TSN alike.

For the Shohan infiltrators who have been training on the colony, its fall presents them with an ironic opportunity to slip into the Terran Sphere. Should the Terran Sphere regain possession of the colony from the Shohan and the Sword, it will have to develop some method to detect the infiltrators unless it wants to keep the entire colony on lock down. Such a situation is sure to displease both the newly liberated inmates and the dispossessed former inhabitants. Even with a lockdown, the Sword of the Xan or private smugglers may see a number of Prospero’s former residents at large in the Terran Sphere. All of this assumes that the Terran Sphere and the Sword carry the day, of course. With the raiding force’s unpreparedness and the lack of coordination between the two forces, it is entirely possible for the Shohan to drive them both from the system. In that case the ambitious Overseer Eira, once confined to a single system, may have won the standing she needs to ply her hand across the sector. Such would be a dangerous state of affairs for Terran Sphere, given the time and energy she’s devoted to learning everything she can about her human foes.

System Forces

Sword of the Xan Frigate Squadron (1)
Battlestrain: 40
Strain 30
Skill List: Piloting 19, Gunnery 21, Tactics 21, Computers 19, Clairvoyance 22

[Call The Shot 2], [Ahead of The Curve 2],
[I see a Way through], [Faith Endures]
[Psionic 3]

Equipment: Intrepid Frigate

Sword of the Xan Escorts (3)
Battlestrain: 40
Skill List: Piloting 20, Gunnery 21, Tactics 18

[Light A Fire In Your Heart 3], [I see a Way Through]

Equipment: Modified Pocket Cruisers

May Use the The Turn And Burn maneuver at Standard, not Hard Difficulty

Sword of the Xan Crusaders (5)
Battlestrain: 50
Strain 20
Skill List:

Athletics 18, Firearms 17, Tactics 16, Clairvoyance 18, Telepathy 20,
Telekinesis 17


[Answered the Call 3], [I see a Way Through]. [We Will Cleanse This World 2]
[Psionics 2]

Gear: Standard Power Armor, Security Gauss Rifles, Incendiary Grenades

Dreadnaught Squadron (1)
Battlestrain: 55
Skills: As per the Dreadnaught Skill list

As per the Dreadnaught Tag list +
[I Had A Feeling You’d Do That 2]

Equipment: Shohan Dreadnaught

Destroyer Squadron (5 Squadrons: 2 In System, 3 Reinforcements)
Battlestrain: 45
Skills: As per the Shohan Destroyer or Drone Destroyer Skill list

As per the Shohan Destroyer or Drone Destroyer Tag list +
[I Had A Feeling You’d Do That 2]

Equipment: Shohan Destroyer or Drone Destroyer

Dreadnaught Squadron - Reinforcements (1)
Battlestrain: 60
Skills: As per the Dreadnaught Skill list

As per the Dreadnaught Tag list +
[I Had A Feeling You’d Do That 2]
[Mind if I Cut In]

Equipment: Shohan Dreadnaught

Shohan Garrison (3)
Battlestrain: 40
Skills: Melee 22, Heavy Weapons 22, Athletics 20, Tactics 20, Stealth 23 [Special]

[Fight to the Finish 2], [Looks Can Be Deceiving 3]


Shohan Armor, Tse Blades, Flare Pistols, Various Grenades [Special],
Sniper Rifle [Special]


The Shohan Garrison can call upon the infiltrators already mixed in with the populace to launch sudden attacks. Following an edit off of [Looks Can Be Deceiving 3], the unit may place an infiltrator either at close or far range of an opposing force. Infiltrators at close range may use Athletics to make an attack with a grenade of the unit’s choosing, while infiltrators at far range may make attacks using a sniper rifle (Corebook, p232). On placing the infiltrator, make a stealth roll. The infiltrator may continue to make attacks until successfully Detected by an opposing force.

System Tags

[Our Revels Now Are Ended]
[This Rough Magic]
[Good Wombs Have Borne Bad Sons]
Category: Alistair Sector