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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