The Escalation Wars - Empire Rising
The Escalation Wars - Empire Rising
The Escalation Wars - Empire Rising
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A History of the Chouka War
TABLE OF CONTENTS
1. Introduction
Introduction ........................................ page 2
Empire Rising
7. Civilians
Background .............................................. 98 Starships .................................................. 98 Bases and Defenses.............................. 102 Fighters and Shuttles ............................. 102
8. Other Races
Introduction ............................................. 104
9. Scenarios
Scenarios ........................................ 106-121
10. Afterword
Where Did All of This Come From? ....... 122 Creating the Past, Present, and Future of the Escalations Wars Universe .......... 122 A Place to Start ................................... 122 Whats Next? ...................................... 123 Credits .................................................... 123 Playtesting and other Contributions .... 123 Contact the Author .............................. 123
Version 2.0
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Introduction
Introduction
Captain Ralon Tazeel gripped the arms of his command chair, his knuckles turning white as his grip continued to tighten. His body bucked, his grav harness the only thing keeping him in his command chair. The tactical video screen on the forward wall of the bridge was filled with a frantic swarm of lights and symbols. Tazeel watched as swarms of blue and red blips moved across the display, individual lights growing brighter for an instant before fading and disappearing. One symbol, then another, and then another disappeared before his eyes. Some belonged to the enemy, but many of themtoo many of themwere Circasian. A solid blow rocked Tazeels ship, the Solukar. Ralon Tazeel gritted his teeth. His Kolanis Cruiser had come under fire from one of the Choukas heavy cruisers and all of the Solukars escort and fighter support had already been scattered and dispersed by the enemy fleets counterstrike. The attempt to beat back the enemy flanking fleet had failed, and now the Solukar and her crew were to pay the price for this failure. Damage to all decks, reported Lt. Nalun Lasucir, Tazeels tactical officer. Damage repair crews report that the port structure has taken substantial damage from the last shot. Chouka plasma weapons have melted through the cargo bays and that entire section of the ship has been depressurized. Give me a firing solution on the Chouka heavy cruiser, commanded Tazeel. Firing solution acquired, Captain. Fire, Lieutenant. The Solukars four forward plasma cannons came alive, firing volley after volley of super-heated plasma at the Chouka cruiser as it continued to close on the Solukars position. Several shots went wide of their target, but most managed to hit the oncoming behemoth, causing visible explosions upon impact. Despite the damage the ship showed no signs of breaking off its attack run and continued to lumber slowly towards the Solukar.
Minor damage to targets forward hull, Lt. Lasucir reported. The Solukar was rocked again by weapons fire, this time coming from a wing of enemy fighters that had joined in the attack on the wracked Solukar. The sound of metal upon metal and the echo of explosions filled the bridge. Tazeel thought that he could hear the screams of his crew as each new girder gave way, scraping metal upon metal before finally crumpling like foil under the intense bombardment. The tactical officer turned his head and looked Tazeel in the eyes. Tazeel could see the look of anguish upon her face and demanded, Report! Captain, one of our particle cannons has gone offline. Remaining weapons still have a lock on the enemy cruiser. I dont know how much longer we can hold out, sir. Tazeel nodded gravely and replied, Continue with the attack. Swiveling his chair, Tazeel turned to the communications station and asked, Communications, try to signal other nearby ships and fighters and request immediate assistance. Aye, aye, sir, replied the communications officer. Tazeel returned his attention to the primary tactical display, manipulating the display through his chairs control pad so as to zoom in and take a closer look at the immediate threat. Although the Solukar continued to fire a hail of weapons fire at the Chouka cruiser it seemed as though nothing could slow down the enemy ship. Tazeel growled and his hands dug deeper into the arms of his chair. Tazeel didnt notice the pain that now shot through his fingers. His total attention was devoted fully to the battle that unfolded all around him. The life of his crew, as well has his, own hinged on how the next few moments would play out. The Solukar fired another wave of chemical-reaction rockets towards the target while the ships remaining particle cannons and plasma cannons continued to pummel the enemys hull. The weapons fire lashed out across the dark void seeking their prey in the dark shadow of the enemy homeworld.
Empire Rising
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Introduction
Plasma and rocket volleys found their target, exploding violently upon impact with the hull while particle cannons raked slowly and surely across the enemys hull. Explosions and fire dotted the cruisers hull, followed by an even larger explosion that shattered the cruisers side, huge sheets of metal being pushed outward from the breach by escaping gases. Tazeel turned his head and demanded, What happened to the cruiser? Lt. Lasucir answered, One of our rockets punctured the primary plasma intake valve on their reactor. Sensors indicate that their reactors power levels are fluctuating wildly sir, their reactor is going to go critical any moment! As the words escaped the officers mouth the view of the enemy Apostle Holy Cruiser disappeared in a blinding flash of light. As Tazeels eyes readjusted he tried to look to see what remained of the enemy cruiser. All that was left of the cruiser was a burned out black hulk flailing out of control into the darkness and a field of debris that lay scattered across the view screen. They had done it. They had destroyed an Apostle Tazeel nodded. Good work, people! Now fall back to support the fleet Tazeel was interrupted as Lasucir announced, Captain! Three Revelation War Barges are moving in on attack vector. They are entering missile range. Her voice trailed off as the data appeared on her screen. After a pause she continued, Sir, we have eighteen missiles incoming. Tazeel sighed and resigned himself to his fate. Begin evacuation procedures, get everyone off the ship!
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A History of the Chouka War
Empire Rising
Welcome to Empire Rising: A History of the Chouka War, the first of the supplements set in the Escalation Wars universe. What are the Escalation Wars and the universe that surrounds them? Quite simply put, they are the fateful wars of supremacy fought between the Circasian Empire and the Courata Imperium between the years 2004 and 2025. This series of wars would engulf the whole of Known Space and bring it to the brink of destruction. The Escalation Wars universe is an epic setting covering thousands of years of history and dozens of alien races, each a thread in the amazing tapestry that is the Escalation Wars saga. The Chouka War details the Circasians first major interstellar conflict. In their war with the fanatical Chouka, the Circasians took the first step towards dominance in their region of space. This pivotal moment in history would lead to the rise to power of the Circasian Empire, a rise that would ultimately cost hundreds of millions of sentients their lives.
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and space travel to the developing civilizations they encountered along their borders. The Ukal are largely responsible for the formation of the modern jump gate network. In addition to their own exploratory programs, the Ukal spread jump technology to the other younger races that they encountered, providing these races new technologies in exchange for raw materials and/or basing rights in their system. While the elder races were exploring and expanding, the northern frontier of known space was changing. Long controlled by the Lossoleguul and their star empire, the homeworlds of the Lossoleguul had come under attack by wave after wave of barbarian
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routes with the Circasians, as they had nothing to gain in return. What few concessions the civilian government could acquire with the Chouka were one-sided and nearly pointless. A border treaty and nonaggression pact were negotiated and ratified in 1961, but the Chouka were not interested in discussing provisions that would cover future territorial claim issues. As additional intelligence information became available, the War Council began actively entertaining the idea of war with the Chouka. It was true that the Chouka military was more advanced than that of the Circasians, but what the Circasians lacked in quality they made up for in quantity. The Circasian Empire had been harassed by pirates and foreign raiding vessels for years and the result of these raider wars was a larger than average fleet, although not yet powerful enough to counter the Chouka fleet. However, the rewards of pursuing a war with the Chouka were evident. Not only did several Chouka systems have access to major and lucrative trade routes, they also had access to new territories into which the Circasian Empire could expand. After carefully weighing their options, the War Council members decided to go ahead with their mandate to prepare for a war with the Chouka. Beginning in the Earth year 1963, the Circasian War Council began slowly planting operatives in Chouka space. Whether posing as diplomats, traders, converts, or true-
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1971
The first battle of the Chouka War came on November 8, 1971 when a Circasian strike force was dispatched to Mishtuki to attempt to gain a foothold in the system. Mishtuki was a strategically important system that connected the Chouka Theocracy to several other alien governments, including their major trading partners, the Thaline. The Circasian strike force was a small one,
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1972
Despite the setbacks and repercussions of the strike into Mishtuki, the Circasians remained dedicated to the path they had chosen. After a period of internal review the War Council devised a new plan that they believed could be successful. They also implemented new security policies and procedures to help keep massive information leaks like the one that had affected them before from happening again. The new Circasian plan called for a second strike into Mishtuki, but this time the Circasians would not rely on the fixed jump gates in the system for entry. Their previous encounter had taught them the importance of flexible, strategic jump capabilities, something that their young fleet had still not integrated. Although research and development resources were immediately allocated to solve this problem, the War Council knew that the fruits of these labors would not be at their disposal during this war. Instead, the plan called for the use of one of the Circasians Kiralina Jump Ship, a large class of explorer ship, to accompany the task force into Chouka space and use its jump engine to deposit the fleet into Mishtuki. Once there, the Kiralina Jump Ship would serve as a supply base.
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1973
With Mishtuki and Shaal conquered by the Circasians, the Circle of Elders began to awaken to the realization that Chouka could very well be the next Circasian conquest. The Circle had long held the belief that the Faith would defend them forever and their technological advantage would deter any real attack. Now the Circle was being forced to decide on a course of action that would keep them safe from invasion. In a situation where cool, calculated decisiveness would have aided them most the Circle instead fell into a fanatical fervor. They refused to entertain the idea of negotiating with the Circasians but they knew that the Theocratic Guard could not provide the necessary fleet strength to protect the homeworld and all of her colonies in the Chouka system, too. The Chouka ordered their colonies abandoned, their populations relocated to homeworld. By order of the Circle, the Theocratic Guard seized all craft capable of operating in space. These vessels were pressed into military service, being converted into auxiliary warships. Even small pleasure yachts were confiscated, with small fighter guns being jury rigged onto the hull. The Theocracy was desperate for every single ship, fighter, or shuttle they could muster. The Circle believed their only hope was to make
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Choukas defenses impregnable, lest it be overrun like Mishtuki. Meanwhile, the Circasian War Council was left to debate on how to proceed with their war. The Mishtuki Plan had guided them to this juncture, but it did not provide anything more than a cursory outline of how to proceed in the war should the Mishtuki offensive succeed. The Circasian people had become tired after a year of war and the civilian authorities were starting to buckle under the pressure put on them by their constituents. From their perspective, the defense network at Mishtuki had been partially rebuilt and the Empire more or less protected from the threat of Chouka retaliation. The War Council looked at the bigger picture, however, and they knew that if the Chouka were not eliminated as a future threat they would be forced to fight a stronger, even more determined enemy at a later date. As the War Council tried to point out to government leaders on several occasions, Chouka was the last system keeping the Circasians from gaining access to several lucrative markets and trade hubs, not to mention new territories for expansion. These leaders wanted the commercial wealth and territory that such actions would allow, but were unwilling to pay the cost in ships and manpower to do so. But ultimately, it was no
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First Hand Marzuula Tein, the once proud warrior of the Theocratic Guard Forces, was killed in the final battle when a small Circasian Moshesta Frigate inadvertently rammed the Apostle Holy Cruiser under his command. The Circasian frigate had taken a blast to its engines and was out of control when it slammed into the forward section of the Apostle, gutting the ships bridge. Also killed during the battle was First Hand Shcuizkho Yular. Unlike Marzuula, Shcuizkho was killed while trying to reach his ship at one of the shipyard complexes orbiting Chouka. The battle had as devastating an effect on the Circasians as it did on the Chouka. Many of their ships survived, but that was only by virtue of the sheer number of ships that the War Council had mobilized for the final assault on Chouka. As it had been during the rest of the war, the Circasians had used numbers to overwhelm the Chouka. However, like many of the battles of the war, the Circasian numbers could do nothing to keep them from taking heavy losses. With the battle in orbit won, the Circasians delivered an ultimatum to the Chouka Theocracy: immediate and unconditional surrender. The Circle scoffed at the Circasian demands and swore to resist the Circasians until the last man, woman, and child on Chouka lay dead. The Theocracy began transmitting religious dogma and
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The Circasians, however, never would dispatch a force to invade Breth and finalize the defeat of the Chouka military. The battle to take Chouka had destroyed too many of their ships and the Circasian naval forces were already overextended. As such the Circasians did not pursue the Chouka forces any deeper into their old territory. If history would have gone in the Choukas favor they may have been able to fight an extended guerilla war to liberate Chouka from Circasian domination, but unfortunately it was not to be. The Sshelath Alliance had been watching the events of the Chouka War with great interest. The Sshelath had attempted to capture Breth on several other occasions, each time being repulsed by the Chouka forces in the system. Now, with the Chouka in disarray and their fleets fractured, the Sshelath had the opportunity to finally capture the system. The Sshelath had long planned to eventually make a power play for Breth, and in fact had been preparing to do just that before the Circasian/Chouka conflict had begun! With the means and opportunity available, the Sshelath dispatched a war force to Breth with orders to capture the system at any cost. The Sshelath squadron arrived in the system and encountered no immediate opposition. The Sshelath fleet commander was rightly unnerved by this turn of events and proceeded with caution as they moved into position to begin the invasion of the Chouka colony worlds in system. The Sshelath knew that the Circasians had not pressed their advantage into Breth, but did not know the particulars of why they had not done so. This
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Post-War
With the Chouka War over, the process of rebuilding was underway. The War Council reluctantly turned over control of the government back to the democratically elected government and began the process of rebuilding the Circasian armed forces. The Circasians first real war amongst the stars had taught them a great deal about space warfare and they took these lessons to heart. A new generation of highly trained officers would come out of the Circasian military academies over the next decade helping to create one of the most elite fighting forces in known space. The Chouka slowly settled into their new role as a conquered population. For most their day-to-day life remained unchanged and, as time went on, they began questioning whether anything had really changed for good or bad at the end of the war. The Circle of Elders still handed down their edicts and judgments on Chouka morality and the transit shuttles ran on time in the great cities of Chouka. To the common person life under the Circasian yoke was little different than life under the Circle. The Sshelath, meanwhile, had started down the path to their future place as an important minor power in the region. Trade flourished with the opening of Breth as a free port. Trade from the outward and downspin sectors flowed into Breth, profiting the Sshelath Alliance both financially and politically. The relative peace that followed the Chouka War would not last, however. Peace rarely lasts for long, its duration determined only by the loss and pain with which it was born from the wars that proceeded it. The rise of the Circasian Empire would lead it into greater conflicts in the future. But, for a time,
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eventually expand their control across their respective regions, defeating and ultimately absorbing the remaining bands of nomads and hunter/gatherers into their own societies. As empires waxed and waned, the cultures on Circasia began to slowly unify. In the beginning, the unification of Circasia was the result of military aggression as warlords and dictators seized and incorporated the territories of their defeated enemies into their own empire. This in turn led to the formation of nations unified by common political or social ties. Later, alliances of nation states led to the amalgamation of multiple powers into a single force with which to combat enemies who threatened their sovereignty. Finally, in the Earth year 1748, the five major powers of Circasia clashed in a bloody and costly war. Barely industrialized, and with their infrastructure still feeling the growing pains of their changing world, each power was interested only in improving their position of power through the influx of funds and slaves that could be made possible through conquest. The six-year conflict ended with none of the major powers any longer in existence. Instead, a coalition of weaker powers rose to seize total power over all of Circasia. These nations, devastated by the
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Taking to Space
The first permanent orbital facilities were erected in orbit of Circasia in 1805, marking the beginning of the Circasian interplanetary period. Early steps into space were cautious, Circasian scientists carefully collecting data and developing and testing new space technologies before launching more substantial space-based initiatives. The construction of the first shipyard in 1821 led to an explosion of expansion and exploration in the Circasian home system. In the years to come the Circasian would grow from a fledgling oneplanet power to boasting more than twenty individual settlements spread throughout their solar system. The Circasians thrived during the early years of space expansion, but it would not last. The interplanetary expansion and outward growth of the previous two decades had filled investors and corporations with a euphoria that was not justified by the bottom line. An economic downturn on Circasia in 1842 caused the bottom to fall out of the space-based business sector. The subsequent depression wracked the still young space economy and stalled development of new space technologies. Cut backs in ship construction and technology sectors, coupled with the collapse of key high profile corporations, caused many investors to get out of the market. This in turn led to more economic problems, including the abandonment of several solar colonies. The Circasian Empire had taken several steps back and erased much of the progress they had made in the previous years.
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reported by crews passing through especially rough and treacherous areas of hyperspace. As the Circasians continued with their policy of outward expansion, it became necessary to rotate explorer ships from exploratory duty to courier missions in intervals so that workers and supplies could be moved to newly discovered systems. The Circasians simply did not have enough jump capable craft available for use as dedicated jump couriers. Upon arrival at new colonies, workers would typically develop an initial permanent settlement at the intended colony site and begin assembly of a prefabricated fixed jump gate. The deployment of fixed jump gates in new systems allowed for faster, permanent hyperspace routes to be established between the new system and other existing systems. This increased the accessibility of newly explored territories, facilitating the migration of colonists and corporate interests into these systems. Corporate and government investments in extra solar colonial properties surged noticeably in the late 1920s and early 1930s with thirty separate expeditions chartered by private and/or federal institutions.
The largest concentration of extra solar colonization was in the Senshuka System as mining companies, claim miners, and other entrepreneurs purchased passage on liners and cargo ships headed into the system in search of their fortune. Senshuka, specifically the massive colony on the mineral rich world of Senshuka II, would become the largest of Circasias colony worlds and the most heavily populated system other than Circasia. The Talynn system also received a large influx of colonists, but enjoyed nowhere near the volume of Senshuka. While miners flocked to Senshuka, scientists found Talynn to be a paradise for pure research. A swampy, overcast world, Talynn Prime was quickly colonized by those wishing to explore the wonders of a new world. The atmosphere was toxic to Circasian physiology, yet many found the balmy world comfortable and a string of domes and facilities began emerging among the cycad-like growth of Talynn Primes young forests. Many pharmaceutical companies established a presence on the world in order to study the local flora in hopes of discovering new drugs. In addition to these two major systems, the Circasians also established colonies or
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First Contact
The Circasians had learned long ago that they were not alone in the universe, the alien derelict discovered in the Circasia system was proof of that. Through all of their exploratory and colonization missions they had yet to meet any other intelligent life. Some began to believe that the giants among the stars had destroyed one another in a great cataclysm, leaving the younger races in the region to pick up the pieces. Speculation was not needed following the fateful events of March 19, 1934. The Mishila, on long range patrol upspin of Circasia, jumped into a system that they had located a days journey off of the established beacon path. A cursory examination of the system, designation Quadrant 1, had already begun with several of the ships shuttles being dispatched to begin mapping nearby system bodies.
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believe them to be anywhere near as large a threat as others made them out to be. The Admirals fleet intercepted the Blood Sword raider fleet as expected and proceeded to make a grave miscalculation. He ordered two of his small police frigates to move into close range and order the raider ships to stand down. When the frigates entered the Blood Swords weapon range they were instantly blown out of the sky. Admiral Xan was furious. He ordered his fleet to move into range and attack. As his fleet closed it became obvious that, though this was indeed a Blood Sword fleet and it was a Lady of Dark Souls type command ship, it was not in fact the Lady. Xans fleet had already entered engagement range before he put two and two together, and by then it was too late. The true Lady of Dark Souls jumped in behind the Circasian fleet, encircling them. Caught in the crossfire the entire Circasian 6th Fleet was destroyed to the last ship by the raiders. This inexcusable lack of command ability rattled the War Council and caused a major review of its personnel. It quickly became evident that many of those in command positions were not actually qualified
to lead their fleets into battle. More importantly, though, this attack proved that the Circasian fleet, even with its new construction units, was still not able to meaningfully combat the raider threat. In answer to this problem a new frigate design using a new and powerful weapon was constructed and put into service. This ship, the Xandar Lancer Frigate, would revolutionize Circasian ship construction and represent a new way of looking at military engineering. The Circasian Empire kept the Xandar frigates a closely guarded secret and reserved them for homeworld defense, lest the raiders learn about their new secret weapon. The War Council had a plan that would, if successful, eradicate the raider threat completely. Using intelligence data gathered by covert operatives working from within ranks of each of the three largest raider bands, the War Councils plan called for a series of strikes that would hit all three raider groups simultaneously, giving them no time to respond. Using their inside operatives, each band would receive false information about a major Quantium 40 shipment moving through their respective sectors. Using this as bait, the Circasians would be waiting for them with a fleet of
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Particle Lance
Class: Particle Mode: Raking
During the period of time covered by the raider wars, Circasian scientists and engineers began work to develop a heavier version of the light particle cannon. The light particle cannon had proved ineffective against some of the more heavily armed raider vessels that had moved into the Circasian Empire and a new weapon was needed. The particle lance is a large mount composed of two separate light particle cannon systems integrated into a single housing. By combining two light particle cannons in this fashion, the Circasians were able to create a weapon that could fire at longer ranges for great damage output. Unfortunately the size of the particle lance and its maintenance intensive nature curtailed widespread use of the weapon. Instead, the particle lance found a home in a series of specially designed warships as part of the Lancer Project. By the time of the Chouka War use of the particle lance had waned due to internal political and economic issues. Several new lancer hulls were on the drawing board, but few came to fruition. The development of the
Circasian Technology
The Circasians have developed their military infrastructure and technology very rapidly in the past forty years since entering the galactic scene. Initially relying on weak ballistic weapons for military applications, the Circasians quickly branched into other fields, including laser, particle, and plasma weaponry. Many of these technologies were still in their infancy during the Chouka War, but information was gathered during and after that conflict allowed the Circasians to develop more advanced technologies, particularly in the field of plasma weaponry.
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Particle Gun
Class: Particle Mode: Standard
The particle gun served as the Circasians first ship-mounted particle weapon of any real note. Poorer than modern particle beam weapons in every way possible, the particle gun was quickly replaced by the light particle beam once that weapon was developed. Few Circasian military vessels continued to use the weapon. Eventually the weapon ended up in the hands of Circasian civilian organizations, which used the weapon for arming their merchant craft to defend against raiders or other threats.
Siege Cannon
Class: Particle Mode: Raking
An enormous particle beam related to the heavy particle cannon, but far less sophisticated, the particle siege cannon (most often referred to as simply the siege cannon) was developed during the Chouka War.
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Rockets
The Circasians have never used mainstream ballistic weapons on their ships, instead relying on their own homegrown ballistic weapon system. Circasian rockets are most similar to the torpedoes of other races, relying on the firing ships electronics suite for guidance data. The fire control computers of rocket launchers tend to be low and are outclassed by those of more advanced races. For purposes of game play, rockets are treated as torpedo weapons and benefit from the effects of offensive EW. Early Circasian ships used rockets as their primary offensive weapons. Later, as new alien technologies became available, the Circasians abandoned rockets in favor of more versatile particle and plasma weapons.
Rocket Launcher
Class: Ballistic Mode: Standard
A very basic ballistic delivery system, the rocket launcher fires chemically propelled rockets towards the target. Although traditional missile weapons are more effective, the Circasians favored the rocket launcher because of the smaller ammunition size that allowed each rocket launchers magazine to hold hundreds of rockets, reducing the logistical strain associated with ballistic weaponry. The fact that the ammunition was less volatile and could easily be spaced to prevent the ship from suffering devastating
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Circasian Military
The Circasian Empire is a representative democracy governed by an elected civilian government commonly referred to as the Circasian Planetary Assembly, or simply the Assembly. The formation of the Assembly has its roots in the political alliances formed in the aftermath of the Circasians final world war. The allied powers of the time used the Planetary Assembly as a means by which to settle disputes and pass planetary resolutions. The Circasian Planetary Assembly is granted rights to most governmental powers, though most of these are delegated to subordinate departments of
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Feilah Gunboat
Base Hull (Unlimited Deployment)
This small patrol boat is deployed at most key installations and colonies in the Circasian Empire. Cheaper than other frigates, the Feilah Gunboat proved effective for short-range defense actions. Because of this Feilah Gunboats were usually used as planetary garrison forces to help defend colonies from attack.
Starships
Aschar T roop T ransport Troop Transport
Nalessin Variant (Common)
As the Luscan Assault Frigate began to show its age, the Circasian War Council was left with an urgent need for a new troop transport. Proposals for new assault cruiser designs were rejected as being too expensive; instead, the War Council opted to begin converting surplus Nalessin Military Freighters for the role. Aschar Troop Transports were typically used to transport ground personnel between Circasian military installations and bases. The Aschar is larger than the Luscan and was capable of carrying a larger number of troops and their equipment. This meant that a single Aschar could replace multiple Luscan frigates on personnel transfer runs. The Chouka War saw the Aschar Troop Transports first active deployment into hostile territories. Aschar Troop Transports rarely accompanied the forward battle fleets. Rather, Aschars waited until a colony was mostly subdued before arriving at the scene to deploy peacekeeping and occupation troops.
Cairn Carrier
Base Hull (Unlimited Deployment)
This older Circasian carrier was used heavily during the early days of the Circasian space fleet. Small for a carrier, the Cairn Carrier can operate four flights of fighters, including a single flight of heavy fighters. Cairn
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Olcata Frigate
Base Hull (Unlimited Deployment)
One of the Circasians secondgeneration warship hulls, the Olcata Frigate was meant to replace older ships such as the Yollana that had proved ineffective at combating the raider threat. The Olcata Frigate was designed to be smaller and more cost-conscious than older frigates. These savings were then used to allow the ship to mount more advanced weaponry in larger, more expensive turret mounts. These mounts provided the Olcata with larger arcs of fire, making it more effective in combat. While Olcata Frigates never performed to expectations they were a common sight within the Circasian territories and were most often used in an escort role. The Olcata was eventually replaced by newer frigate designs, including the Moshesta Frigate.
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Toltara Destroyer
Base Hull (Unlimited Deployment)
The Toltara Destroyer is a smaller cousin of the more powerful Ilustris Heavy Destroyer. Equipped with a pair of dual rocket launchers, the Toltara offers extra long-range firepower to Circasian patrol fleets. Toltara Destroyers were never popular postings in the fleet and the destroyers ultimately proved to be a logistical burden to the still developing Circasian Empire. Newer warships eventually replaced the Toltara and they moved into other support roles in the fleet.
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Tratha Scoutship
Tratha Variant (Rare)
As the Circasian Empire continued to grow it became obvious that the small fleet of
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Taryn Starbase
Base Hull (Unlimited Deployment)
The Taryn Starbase is the primary military station operated by the Circasians. Taryn Starbases are not meant as defense bastions but instead serve as command and logistics centers for the Circasian fleet. These starbases are well armed for their own defense, but rely heavily on their cadre of supporting OSATs for protection. As of the Chouka War five Taryn Starbases had been constructed with three located in Circasian, one in Senshuka, and the last in Resden.
Circasian Mines
Circasians have seldom used mines or engaged in mine warfare during their time in space. Circasians rarely mine high traffic corridors or areas within the vicinity of fixed orbital facilities. Circasians do, however, lay minefields around important defense and listening posts to better protect them from surprise attack. Such bases are usually constructed in isolated locations that see very little military traffic and no civilian or commercial traffic.
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Vakar Starfighter
Base Hull (Unlimited Deployment)
The Vakar Starfighter represents a major leap in fighter construction for the Circasian Empire. The first fighter design to mount two ultralight particle beams, the Vakar also boasts a pair of improved engines that increase overall thrust. New fire control computers and tactical display system were also installed in the Vakar. These improvements made the Vakar Starfighter a significant improvement over older fighter designs. The Vakar Starfighter remained the primary fighter in the Star Forces until the development of the Istale Light Fighter. The Vakar participated in combat actions throughout the Circasian raider wars and were well regarded by Circasian pilots who valued their sturdiness and dependability.
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Intermediary Period
The Chouka were unified by their religious institutions spiritual unification in the Earth year 1483. Before this time internecine wars directed by the heads of planetary religious institutions plagued Chouka. The constant chaos strangled the emerging industrial revolution, an event that had been threatening to begin for over seventy years. Following the unification, the Chouka people joined together in a never before heard of solidarity that allowed them to continue towards future technological and social development. In the early days of this new, unified planetary order, a coalition of religious institutions formed the foundation from which order and tranquility sprang. A doctrine of noninterference between the orders was accepted which allowed each sect to pursue its own individual goals.
Without wars of territory or ideology to distract them, the Chouka civilization experienced a cultural and social rebirth. Small city-states gave way to larger republics, leagues, and eventually empires. All of these new political entities operated under mutual goals while asserting a great degree of sovereignty. Disputes between nations were handled by the religious coalition, which had by this time come to be known as the Circle of Elders. The Circle of Elders acted as a neutral party in such cases, dispensing justice and counsel to feuding parties. The Circles claims of neutrality usually could not be further from the truth but the decisions of the coalition were more often than not respected by those involved. The Chouka people saw the Circle as the moral authority of their species, while the Chouka national rulers respected their position of dominance over church and state. With industrial, technological, and social progress developing at such a fast rate, the Chouka experienced a renaissance of culture, art, and philosophy that had not been enjoyed since the heyday of the first citystates. This time in Chouka history was quite progressive and would be long remembered as one of the few golden ages in recorded Chouka history.
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Class: Plasma
Mode: Standard
The heavy point plasma gun is an improved version of the original point plasma gun. The heavy point plasma gun benefits from both an enhanced rate of fire and higher overall damage, making it more effective in combating fighters and other small craft. However, due to the nature of the point plasma weapons, the range of the gun is still limited compared to that of other plasma weapons.
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Missiles
The Chouka were fairly prominent users of early missile technology and had developed many different missile types by the onset of the Chouka War. The Chouka used light missiles exclusively until the introduction of the basic missile in 1930. By the time of the war, the Chouka had access to light, basic, heavy, chaff, and anti-fighter missiles. Chouka fighters made very heavy use of fighter missiles and, although the Chouka only had access to the basic fighter missile, their missile-laden fighters proved to be an exceptional deterrent to enemy cruisers and their escorts. A single squadron of Chouka missile fighters could devastate enemy fleets, a proven fact that the Chouka took to heart in their later fighter designs.
Missile Racks
Class: Ballistic Mode: Varies
The Chouka relied heavily on missiles in their fleet, most notably on their planetary defense platforms where the stability of the launch platform allowed them greater launch ranges. Despite their reliance on such ballistic launch devices, the Chouka were slow to develop newer, more advanced missile racks and tended to field ships with antiquated missile racks. Most Chouka ballistic craft use the original missile rack, the Class-O Rack. The O-Rack proved to be cheap to build and maintain and the Chouka saw little reason to mount anything better on their hulls. Some higher profile ships used ClassSO Missile Racks, but these ships are relatively rare. The Class-SO Rack was space intensive and not fully miniaturized at
Missile Availability
Type Class In Service
D B C A H
Chouka Military
The Theocratic Guard Force is the name of the military force in charge of Chouka naval operations. The Theocratic Guard Force was first organized in the beginning of the 20th Century in order to develop a space navy capable of safeguarding the Chouka
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Starships
Acolyte Patrol Frigate
Base Hull (Unlimited Availability)
The Acolyte Patrol Frigate served as the primary patrol ship in the Chouka fleet. Except in situations of necessity born of the Chouka War, Acolytes very rarely operated in fleet actions. The Acolytes were meant for long range, solitary system patrol work. In this role the ships served beautifully. Armed with an impressive amount of weapons for a ship its size plus a full flight of fighters, vessels of this class were able to effectively combat raiders and other light combatants while performing their routine patrols. During the war, the Acolyte frigates redirected to fight on the front lines typically accompanied larger Apostle Holy Cruisers into the fray, escorting the larger vessels and supplementing their firepower. Acolyte Patrol Frigates found it difficult to deal with the numbers of Moshesta frigates sent against them by the Circasians and most were easily dispatched.
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Bishop Warship
Base Hull (Unlimited Availability)
Designated a warship by the Theocratic Defense Guard, the Bishop Warship is in fact a priority courier ship. The Bishop was built as much to ferry religious leaders as it was to act as the testbed for the new twin laser cannon. Individually, Bishop Warships are not equipped to take on enemy cruisers of similar size. However, when operating in wolf packs, Bishop Warships can be very deadly opponents. Almost all Bishop Warships produced by the Chouka were assigned to a single cleric or high priest of the Theocracy. These clerics used their assigned Bishops as personal yachts. Many clerics even took up residence on their private warships. Often times the ships would be used to take the clerics and their guests to religious retreats in the Mishtuki or Shaal systems or simply to remote and exotic locations in the Chouka home system so that the cleric could meditate. When the war began with the Circasians the Bishops were slowly recalled to strict military service.
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Covenant Minelayer
Base Hull (Restricted Deployment 10%)
These dedicated minelayers were extremely rare vessels in the Theocratic Defense Forces. Covenant Minelayers are large craft, one of the largest operated by the Chouka. Designed solely with minelaying operations in mind, this craft and its complement of ten shuttles can deploy entire minefields in only two or three days of twentyfour hour minelaying activity. Covenant Minelayers are strictly business and completely lack the creature comforts that most Chouka captains are used to. When not in active duty, Covenant Minelayers were stored in mothballs in orbit of Chouka. Their maintenance cost and that of their minelaying shuttles was high, too high to warrant their operations during peacetime.
Crusader Dreadnought
Base Hull (Unique Ship)
The Crusader Dreadnought was a response to the military threat of the Circasian Empire. For years before the Chouka War started the elders knew that the Circasians were building up their fleet and collecting intelligence data on Chouka holdings. This unwanted interest drew the ire of the Circle and events were set in motion to provide a counterpoint to any possible Circasian threat. Unfortunately for the Chouka the war was upon them before the Crusader had even left the drawing board. With the reality of the crisis at hand the project was put on the back burner, although many vocal supporters claimed that it was the only possible way to teach the Circasians a lesson they would remember for decades to come. By the time of the fall of Mishtuki the first Crusader had begun construction and the skeletal hull completed. The Choukas increasingly dire position prompted them to
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Radiance Explorer
Base Hull (Restricted Deployment 10%)
The Radiance Explorer is a massively refitted Retribution Battlecruiser. Using the latters engine pod and several other modular components, the Radiance is considered an entirely different ship type due to the number of changes made to the basic design during its development and construction. The most notable addition to the Radiance is a counter-rotational section that provides limited micro-gravity, allowing the ship and its crew to perform extended duration exploratory missions. The ships weapons and high power sensor package make it adequately defended should it run into hostile forces while abroad. During the Chouka War, Radiance Explorers were typically not drawn into combat, as most were still deployed on the Rim of known space at the time of the conflict. One was destroyed at the end of the war when it attempted to seek refuge in Breth, being destroyed by the Sshelath force that seized that system. Of the other two that survived the war, one was presumably lost in hyperspace and the other continued to explore uncharted space lanes. The ship and crew had left Chouka only months before the Circasians final assault on their homeworld and it was the crews decision to strike out and find a new beginning for their species and civilization amongst the stars. They eventually reached a fertile world in a system they called Regalo, establishing a colony from which to begin anew. The colonys location and very existence would remain unknown, even after the last of the Escalation Wars.
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Revelation Minelayer
Revelation Variant (Uncommon)
Castoff Revelation Freighters were often converted into minelayers by the Theocratic Guard Forces when the need for minelayers became great. The larger Covenant Minelayers were better equipped to lay extensive minefields, but they were expensive and rare. Revelation Minelayers were used to supplement the Covenants, laying mines in locations either too remote or too dangerous for a Covenant to dare travel. Revelation Minelayers saw a resurgence during the Chouka War. Many of these ships were constructed to bolster defensive lines along the Chouka border, particularly in the Shaal system. It was during their service on the frontlines that the biggest flaw of the Revelation Minelayers became evident. The minelaying equipment retrofitted onto the Revelation hull left little room for defensive weaponry and Revelation Minelayers found themselves unable to deal with even the smallest enemy threat. This resulted in droves of minelayers being destroyed by enemy frigates and fighters during the course of the war.
Revelation Freighter
Base Hull (Unlimited Availability)
The original incarnation of the Revelation, this interplanetary freighter is a boxy design originally intended solely for transporting cargo and equipment. Only
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Vengeance Carrier
Vengeance Variant (Uncommon)
The Vengeance Carrier was designed to meet the Chouka demand for a dedicated carrier unit. Other hulls had previously been tested for conversion into carriers but only the Vengeance was large enough to allow for the expansion of the existing internal hangar to carry more fighters. In the end the Vengeance Carrier carries only one flight more than its
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Taera Shrine
Base Hull (Unique Base)
The outpost of Taera Shrine in the Shaal system began its life as a simple Solitude Religious Retreat erected near the Lights of Taera. However, as the number of pilgrims traveling to see the Lights continued to increase, the station was forced to expand in order to accommodate them. These additions to the station were sometimes haphazard, yet others were extensively planned. The final result was a piecemeal station whose beauty was entirely in the eye of the beholder. Taera Shrine became a staging post for Chouka fleets in the Shaal system during the Chouka War. An extensive field of mines as well as additional OSATs was deployed at the base to provide for its protection. In the end these defenses proved unable to hold back Circasian attacks on the system and the shrine was left unguarded and defenseless. Attempts by the Circasians to capture Taera Shrine proved disastrous due to the fanatic defense of the Chouka pilgrims and security personnel onboard the station. In the end the Circasian commander in charge of the mission evacuated their marines and destroyed Taera Shrine along with its entire population of some five thousand Chouka.
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Temple Starbase
Base Hull (Unlimited Availability)
These small bases were often constructed at important locations throughout the Chouka Theocracy. Temple Starbases are meant not so much for defense but instead as waystations for travelers traveling to and from religious convocations and retreats. Several could be found in orbit of Chouka, and another at Mishtuki VII.
Chouka Mines
The Chouka were strong believers in the power of mines and established many extensive minefields in their territory. The
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to direct one of its client states to attack the others client who would then return in kind. Like a game, the power brokers on either side willfully sacrificed their pawns for the greater good. Hundreds of thousands of Sshelath were killed in the first ten years of the 20th Century as a result of these proxy wars. Shortly after satellite technology had become available, both powers began attempting to develop orbital defense platforms for insertion into planetary orbit. Both possessed nuclear capabilities and hoped that their network of satellites would be able to successfully intercept any incoming enemy ICBMs and provide orbital launch capabilities for their own nuclear weapons. Construction of new satellites came at a frenzied pace, the Ahelis matching Mstas production and vice versa. Whenever one nation would launch a new satellite the other would quickly follow in kind. By 1918, the orbit of Sshela was riddled with an intricately woven web of defense and communications satellites. A handful of orbital fortresses were also established; these large military stations allowed small crews of twenty to thirty officers to serve in space for extended periods. The fortresses acted as command nodes, keeping tabs on the operational status of other nearby satellites. Such installations were seen as a necessity for maintaining control of orbital assets should a total nuclear war destroy ground based command and control facilities.
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their undoing. With that Tlacal and his fleet exited the system and returned to Huplat. The Sshelath pulled their remaining naval units back to Sshela and proceeded to bide their time and rebuild their shattered forces and colonies.
A New Opportunity
When the Circasians attacked the Chouka in 1971, the Sshelath were quite pleased. They had dreamed of expanding into new systems, but the Chouka and Novon had always blocked available avenues of expansion in the past. Both neighbors possessed a technological advantage over the comparatively primitive Sshelath, and the Sshelath couldnt afford to maintain an expensive exploratory program, eliminating that alternative. The Sshelath realized that the Choukas defeat was imminent by the end of 1972. The Sshelath military received a dramatic increase in defense funding to help them take advantage of the Choukas increasingly bleak situation. The construction of several new warship hulls was ordered in anticipation of an invasion of Chouka space.
Resources were also invested into several languishing design projects in an attempt to get them readied for possible use against the Chouka. The conquest of the Chouka colonies in Breth gave the Sshelath their first chance to practice empire building. The Sshelath now had another system under their control and a number of potentially rebellious colonies to administer. The Alliance leaders feared that certain Novon trade lords would attempt to take advantage of the situation, but luckily the Novon were suffering from the effects of heightened internal strife. There was some increase in the amount of raiding activity in Breth, but that was easily put down by the Sshelath presence there. With new trade routes secured and new territories to exploit, the Sshelath Alliance was on its way to asserting itself as an important power in the region.
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Sshelath Technology
The Sshelath use many different types of weapons technologies. Before contact with the Ukal, the Sshelath arsenal was made up of primitive ballistic, laser, and matter weapons. After contact, however, the Sshelath adopted and developed advanced particle, laser, matter, and electromagnetic technologies. The Sshelath have developed a special affinity for electromagnetic and laser weapons, developing both fields of research further than most other races in the region.
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Gatling Laser
Class: Laser Mode: Pulse
A logical progression of laser technology, the gatling laser is a wholly Sshelath weapon system. The gatling laser is closely related to the light laser cannon and borrows heavily from its basic design. Where the light laser cannon fires a single, continuous laser, the gatling laser fires several short, discreet volleys instead. The number of individual laser pulses fired by the gatling laser can theoretically allow a single gatling laser to score more damage than a light laser cannon. The volume of fire also allows the gatling laser to have a better chance to hit enemy fighters. The gatling laser pays for these benefits through its increased size. The gatling lasers five laser barrels are housed in a large rotating fire housing which takes up more space than a light laser cannon. The gatling laser also requires more power than the light laser cannon, which can be a problem for smaller ships whose reactors are already being pushed to the limit. Most modern Sshelath vessels have abandoned light particle beam technology in favor of the gatling laser for their anti-fighter and interception requirements. The gatling laser has also proven extremely effective against enemy starships where the volume
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Antiquated Railgun
Class: Matter Mode: Standard
Sshelath advancements in electromagnetic theory gave way to the introduction of their first weapons-grade railgun in 1930. This early matter weapon, termed the antiquated railgun, is a direct antecedent of the modern railgun. The two weapons are nearly identical except for the antiquated railguns lower damage potential. The Sshelath embraced railgun technology as an advancement over existing missile weapons and the antiquated railgun was used on many ships during 1930 and 1945. Most Sshelath designs equipped with antiquated railguns used them as shipcrackers for taking down enemy warships. The antiquated railgun was quickly replaced by the modern railgun upon its development in 1944. Few ships remained after that time that used the older antiquated railgun. Some raiders continue to use this weapon, though the ammunition requirements make this very rare.
Laser Cutter
Class: Laser Mode: Raking (6)
The laser cutter, with a longer range than the standard light laser cannon, was considered the premiere long-range laser weapon of its day. With twice the range of a light laser, the laser cutter can strike at targets far outside normal engagement range. The constrained nature of the beam means that the target will suffer less overall damage, but the ability to deal damage without closing with the enemy proved popular within the Sshelath military. Although fitted to many Sshelath vessels during the Chouka War period it remained an uncommon weapon. The lack of widespread use can be owed to the size of the laser cutter, which the Sshelath traditionally classed as a heavy weapon.
Light Railgun
Class: Matter Mode: Standard
The light railgun was developed at the same time as the railgun to serve as a lighter model for mounting on smaller ships. The Sshelath operated the light railgun as a multipurpose weapon mount on their warships. The light railgun could target ships as well as fighters, giving the ship a greater degree of flexibility in battle.
Railgun
Class: Matter Mode: Standard
The ubiquitous railgun found its way into the Sshelath navies in 1944. Those ships operated the older antiquated railgun were upgraded to take advantage of the improved damage and fire control of the full-fledged railgun. However, few new construction
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Electron Polarizer
Class: Electromagnetic Mode: Flash
An important development into electromagnetic weaponry, the electron polarizer was a reaction to the decades of conflict with the Novon. In battles with the Novon it was proved time and time again that Novon gravitic shielding was an obstacle that the Sshelath found difficulty overcoming. The electron polarizer fires a massive burst of highly charged particles at enemy vessels. These particles cause an explosive effect upon impact with targets hulls. The energy from this reaction can be impressive, often damaging other nearby units. Electronics systems are especially vulnerable to the effects of electron polarizers, causing system failures in those systems that are not destroyed in the initial blast.
Electromagnetic Torpedo
Class: Ballistic & Electromagnetic Mode: Flash
The electromagnetic torpedo, more commonly referred to as the EM torpedo, was the Sshelaths response to the First Novon War and the gravitic shielding used on Novon starships. During that war, Sshelath forces found it difficult to break through the Novon shields with their weapons, especially those shields found on the larger cruisers and battleships of more affluent trade lords. The electromagnetic torpedo launches a small nuclear charge encased within a time delayed magnetic wrapper. Seconds before impact this wrapper disengages and the charge explodes violently. The charges fired by the electromagnetic torpedo are optimized to create maximum electromagnetic interference upon detonation, generating a massive electromagnetic pulse that can short out enemy weapons or, perhaps more importantly, enemy shielding. Electromagnetic Torpedoes began entering service shortly before the outbreak of the Second Novon War. The Second Novon War proved the utility of the EM torpedo,
Missile Racks
Class: Ballistic Mode: Varies
The Sshelath made widespread use of missile racks and missile technologies during the period pre-contact. After contact with the Ukal use of missile racks began to decline until they were ultimately superceded by the electromagnetic torpedo and other, similar long range weapons.
Missiles
The Sshelath never developed a wide range of missiles, relying for the most part on
Missile Availability
Type Class In Service
D B H
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Sshelath Military
The Sshelath do not field a single, unified space navy. Instead, each planetary power on Sshela that has space-based interests operates its own navy. These naval forces are used primarily to defend important installations or resource sites, such as any shipyards, space stations, or colonies controlled by the nation. The navies of most Sshelath nations are very weak and can barely be viewed as anything other than a token investment compared to that of the Ahelis or Mstas. Although the Sshelath Alliance does not operate a navy per se, the fleet elements of the Ahelis and Mstas national forces more often than not coordinate their efforts and act as the Alliances main power projection element. In most wars and border conflicts it has been this allied force that has taken part in the fighting. Most notably during the First and Second Novon Wars, the Ahelis and Mstas forces made up nearly 90% of the expeditionary forces operating in Novon space. Coordination of the national fleets to act in accordance with Alliance resolutions is achieved through the Allied Defense Command, a special cooperative military organization attached to the Alliance council. Staffed by selected military leaders from each Alliance member country, the Allied Defense Commands duty is to ensure cooperation between allies during times of national crisis. During peacetime the Allied Defense Command sits mostly idle, relegated to making sure that system patrol duties are adequately met by Alliance members. When the Alliance goes to war, however, the Allied Defense Command is the hub of activity responsible for coordinating Alliance fleets and
Sshelath Marines
Terror is the primary weapon employed by Sshelath marines, and it is this aspect that gives Sshelath marines an important edge in combat. Sshelath physiology allows them a great degree of flexibility in rearranging their physical structure, allowing them to fit through narrow openings or squeeze through places other aliens could not hope to reach. Whether it be silently scaling walls or moving down ductwork, Sshelath marines are deadly adversaries that are hard to combat if they manage to achieve access to an enemy vessel. Sshelath marines gain a marine combat bonus of 1 if the attackers are Sshelath and +1 if the defenders are Sshelath on marine mission success rolls.
Starships
Alveka Scout
Base Hull (Limited Availability 33%)
The Alveka Scout is the Sshelaths first production model jump-capable starship. Alveka Scouts were the first ships to explore the area of space surrounding Sshela and
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Danesti Battlecruiser
Base Hull (Restricted Deployment 10%)
The Danesti Battlecruiser was developed during a time of increasing Sshelath political and military power. Having acquired the Breth system, the Sshelath found need for a warship with more firepower than a Vipindra Heavy Cruiser but that maintained that ships maneuverability. The design of the Danesti Battlecruiser reflects these design requirements. Faster than many other Sshelath cruiser designs, the Danesti has weapons to match. Sometimes referred to as a fast battleship, Danesti Battlecruisers
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Skonna Corvette
Base Hull (Unlimited Deployment)
Skonna Corvettes were used by the Sshelath to escort convoys through their territories. Lightly armed and cheaply built, Skonna Corvettes can take little damage before they are destroyed. Skonnas were built in large quantities during the late 1930s and are very common warships.
Stoaka Destroyer
Base Hull (Unlimited Deployment) Ahelis Only
The Ahelis Stoaka Destroyer was the main space warship fielded by their navy during the Ahelis/Mstas War. Stoaka
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Tasholn Destroyer
Base Hull (Unlimited Deployment)
The Tasholn Destroyer is an incredibly effective destroyer design. This class is equipped with four particle weapon batteries of two guns each with wide arcs of fire making the Tasholn an excellent anti-fighter escort. Ships of this class were prized for the amount of raw firepower they could add to a fleet.
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Trovalta Frigate
Base Hull (Unlimited Deployment) Mstas Only
A contemporary of the Stoaka Destroyer, the Mstas Trovalta Frigate is its equal in battle. The Trovalta Frigate is armed with a wide-array of weapons, including both ballistic and laser weaponry. The Trovaltas major advantage in battle is its speed and mobility, which allow the ship to outmaneuver the slower Ahelis ships of the day.
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Sshelath Mines
The Sshelath were known to use mines, especially in their war against the Novon. Despite their use of mines, the Sshelath never felt the need to develop a large selection of mines. The Sshelath typically deployed mines ahead of allied fleets in an attempt to create valuable terrain they could later exploit should a campaign go badly. Desperate Sshelath commanders often would try to lead their pursuers back into these minefields in hopes that the waiting mines would wrack them. Ilvhassa-A Proximity Mine: Cost 8, Damage 12, Signature 4. Ilvhassa-B Proximity Mine: Cost 9, Damage 10, Signature 5. Tarkahn Captor Mine: Cost 13, Range 5, Accuracy +4, Damage 16, Signature 3. Ruslika Captor Mine: Cost 22, Range 4, Accuracy +6, Damage 20, Signature 2. Srata DEW Mine: Cost 20, Range 6, Accuracy +6, Signature 4 (0), Armor 1, Structure 9. Fires a laser cutter. The Sshelath regularly operated Srata DEW mines during the First and Second Novon Wars. Srata mines typically were only able to fire once after activation before being destroyed by the Novon, but they did prove effective at mauling or disabling small Novon warships. However, the mines proved to be very expensive to produce. In campaigns, apply an economic cost modifier of +33% to the base cost of Srata mines. Torrok DEW Mine: Cost 24, Range 5, Accuracy +4, Signature 3 (1), Armor 2, Structure 10. Fires a gatling laser. Developed as an advanced mine to deter enemy fighters and ships alike. Minefields of Torrok mines are often laid around important defense structures on the Novon border to protect against attack.
Vadikar Micro-Satellite
Base Hull (Unlimited Deployment)
Even before the Sshelath made contact with alien races, the skies above Sshela were littered with thousands of defense satellites. Such satellites were originally built not to defend from threats from above but threats from below. Such nuclear launch platforms were used as an equalizer to keep opposing powers in check and act as a deterrent against possible attacks. Following first contact and the formation of the Sshelath Alliance, satellites like the Vadikar Micro-Satellite became the Sshelaths first line of defense against alien threats. The intense cold war atmosphere that embroiled Sshela for so many decades had the serendipitous effect of leaving Sshela extremely well defended from foreign invaders. Though primitive, early satellites such as the Vadikar were more than capable of dealing fatal blows to enemy warships. The Vadikar was the most common satellite used during the early period of Sshelath interstellar activity. Other smaller satellites did exist, but were much weaker in
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For a time this new frontier remained lawless, raiders and pirates feasting on unsuspecting convoys that traveled in the region while Circasian patrol ships tried futilely to counter the ever-increasing raider threat. If not for the Circasian coordinated strike against the major raider organizations operating in their space the raiders would likely have come to control most of the region by virtue of their technological superiority. However, the raiders lust for power and money led them directly into the Circasian trap after which they were left in shambles. Following the attacks, the remaining raiders operating in and around Circasian space mostly fled, though many remained hoping to capitalize on Circasian overconfidence. What these raiders perceived as overconfidence on the part of the Circasians was really a growing professionalism and maturing acuity towards space warfare. The raiders that remained were consistently beaten and slowly disappeared or followed their brethren back to their original territories. Most of the raiders that fled Circasian space found it hard to transition back into their old haunts, each power vacuum having been filled long before by other enterprising raiders. The end of the Circasian raider wars signaled the end of a golden age of piracy in known space. Raiders and their like would not enjoy another such resurgence until the years following the Escalation Wars.
Chouka Pirates
It did not take long after contact was made with aliens for several Chouka to take to the stars in search of adventure. Many of these treasure hunters and thrill seekers dabbled in black market goods as well as outand-out piracy to maintain their ships and the way of life that they were quickly becoming accustomed to. Unlike many foreign governments that frowned on pirate groups, the Chouka Theocracy sponsored many raider factions that operated in and around their borders. Offering these bands money, ships, and
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Starships
Gambler Blockade Runner
Base Hull (Unlimited Availability)
The Gambler Blockade Runner is a small, atmospheric-capable ship used for breaking through enemy blockades to get cargo in or out of such blockades. Most Chouka blockade runners were used to ferry black market or otherwise illegal cargo in and out of the Theocracy. Gamblers rely on their speed and mobility to evade and outwit pursuers as they are lacking weapons and their hull is unable to survive more than a few shots.
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Highwayman-B Sloop
Highwayman Variant (Uncommon)
Though most Chouka ships utilize common plasma weapons as their primary armament, many raiders have been able to procure more exotic weapons during especially fruitful raids on enemy shipping. Raiders on the Thaline and Circasian fronts often modified Highwayman Sloops to use captured particle cannons and beams. Replacement parts for these weapons could be procured from disabled freighters, especially military logistics freighters. Because of the lack of dedicated lines of supply to keep such particle maintained, the Highwayman-B Sloop remained an uncommon variant of the Highwayman.
Highwayman-A Sloop
Base Hull (Unlimited Availability)
The Highwayman Sloop is the most common Chouka raider craft. A rebuild of the old Believer Frigate, the Highwayman is the epitome of ingenuity. Jury rigged best describes the state of most Highwayman
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Wrath Warship
Base Hull (Unlimited Availability)
The Wrath Warship, based on the Devotion Free Trader, is one of the more potent warships operated by Chouka raider bands. These fearsome ships are armed with two forward medium plasma cannons that allow it to deliver massive blows to the enemy. The Devotions cargo carrying capacity is exchanged for an enlarged reactor and engine, allowing it to power its new weapons and achieve greater speeds than the original civilian craft. Wrath Warships are typically used as heavy escorts in case of attack by neighboring patrol ships, or for softening up heavily armored units, such as military transports. In these cases the heavy firepower of the Wrath can easily disable the target in a single volley.
Revelation Freighter
Base Hull (Unlimited Availability)
Most Chouka raiders operated stock Revelation Freighters for moving their cargo (usually contraband) between their hidden bases and friendly ports where they would sell the merchandise. Revelation Freighters were also used as plants, joining up with outgoing convoys in order to relay intelligence data to nearby raider command and control craft. The raider Revelation is of the same type as that operated by the Chouka Theocracy. Use that ship control sheet for this ship.
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Starships
Dushar Hyperspace Probe
Base Hull (Restricted Deployment 10%)
The tenuous hyperspace routes leading out of Ghotekhen space and into the Echekri dead zone required the Unsheathed Claw to coopt several small scout craft for exploring ahead of the main fleet. These small hyperspace probes escorted the Claw fleet through hyperspace, guiding it along the beacon paths leading to their eventually home in the Stacis system. After the migration was complete, the remaining Dushar Hyperspace Probes were assigned to escort convoys traveling back and
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Felrauk Warship
Base Hull (Unlimited Availability)
The Unsheathed Claw operated several Felrauk Warships, mainly because of their relative inexpensiveness as well as their atmopsheric capability. The ability to land ships for repairs was very important for the Claw as most of their manufacturing and shipyards were located planetside on Gheakhathen. The Felrauk Warships are armed with off-the-shelf plasma weapons that could be easily purchased from the Claws contacts in the Ghotekhen Empire. Felrauks proved to be inadequate warships on their own, but when operated in groups they were able to overwhelm larger cruisers.
Journan Corvette
Base Hull (Unlimited Availability)
This conversion of an old Ghotekhen police corvette is a common warship operated by the Claw. The Journan Corvette is heavily armed for a ship of its size, though this firepower is exceptionally short ranged. Journan Corvettes were used predominantly for system patrols within the Stacis system, though many Journan Corvettes were pulled from this duty to participate in raiding actions on nearby space lanes.
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Starships
Dark Soul Battlecruiser
Base Hull (Restricted Deployment 10%)
These rare raiding cruisers were the pinnacle of Blood Sword technology and the ultimate expression of Blood Sword power. Dark Soul Battlecruisers are equipped almost solely for combat, forgoing extensive cargo facilities in favor of more weapons and, perhaps more importantly, a jump engine. These warships are more than capable of taking on military patrol cruisers on an equal footingand winning. Only two Dark Soul Battlecruisers were ever fielded by the Blood Swords and, except on a few rare occasions, they did not operate together.
Firebrand Frigate
Base Hull (Limited Availability 33%)
Based on the aging Kstan Steelsabre Frigate, Firebrand Frigates found widespread use in the fleets of noble families serving as escorts, couriers, and warships in their service. Many also found themselves used in foreign territories as mercenaries or raiders, and it is in this capacity that they became best known. Brahaen Ghairas first ship, the Raining Thunder, was of the Firebrand class and was the first ship used by the Blood Swords early in their raiding career. Firebrand Frigates are sturdy craft and heavily armed for their size. The class is well regarded for their ability to stand up to enemy cruisers and accept more punishment than would be reasonable for a frigate of their size.
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Scythe Raider
Base Hull (Unlimited Availability)
The standard Blood Sword raider ship, the Scythe Raider is a conversion of an old Kstan freighter used in the previous century. Most Scythe Raiders are little changed from these old barges with the one major modification being the addition of additional weapons to the hulls. Scythe Raiders also convert one of the freighters cargo bays into a cramped six-fighter hangar adding invaluable fighter support to Blood Sword raiding parties.
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Razor Brigand
Base Hull (Unlimited Availability)
Razor Brigands were the cheapest and most plentiful craft operated by the Blood Swords. These small warships were used for escorting larger raider ships or harrying enemy military patrols long enough for the fleet to retreat with its loot. Razor Brigands cannot take much damage in due to their paper-thin armor, a fact not lost on the Blood Swords. However, the low crew requirements of
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Tokandra Frigate
Base Hull (Unlimited Availability)
Tokandra Frigates were commonly fielded by Sshelath pirates during the raider wars. These raiding frigates trade their existing railgun weapons for medium plasma cannons procured from Chouka pirate contacts. In practice the Tokandras heavy hitting plasma cannons proved to be poor weapons for disabling freighters, but they were invaluable in taking down convoy escorts.
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Other Raiders
In addition to the major raider bands, numerous minor independent raiders and privateers operated near Circasian space. These freelancers did not have the financial or political resources of the larger raider organizations and were forced to eek out a living in small pockets of territory not prowled by other, more powerful raiders.
Starships
Drifter Galleon
Base Hull (Unlimited Availability)
Of the ships modified for raider actions, the Drifter Galleon is one of the more universal. The Drifters began life as old cargo freighters but have since been retrofitted to serve as raiding carriers. The galleons internal cargo bay was all but gutted to make room for an expanded hangar deck capable of basing 18 light fighters, typically of the Reclum-type. Drifter Galleons provided raiders with a well-rounded ship for use in raiding civilian freighters. Not only could the Drifter deploy a large number of fighters but also its cargo facilities allowed it to quickly onload stolen bounty before security patrols arrived on the scene.
Minnow Gunboat
Base Hull (Unlimited Availability)
The origin of this small raider craft is unknown. Ships of this class first began harassing the space lanes in the late 19th Century. Often times Minnow Gunboats appear to have been born from a piecemeal construction and some have made visible use of castoff scrap from alien shipwrecks. As a combatant Minnow Gunboats are lacking. These gunboats are small and poorly armed and will flee in the face of any real military threat.
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Chapter 7: Civilians
Background
The area of space including the Circasian and Chouka empires was still young when the Chouka War broke out and strong economic ties had not yet been forged with the neighboring sectors. Trade slowly flowed into Sshelath and Chouka space from the Novon Trade Lords and the Solassi Corridor that led to the major colony at Ula. Thaline space offered access to other lucrative markets coreward, but this commercial traffic had yet to substantially spill over into the developing empires. Nonetheless trade was very much alive in the region. A constant flow of merchants came and went with over a dozen worlds and colonies represented among their numbers. Thaline, Chouka, and Circasian commercial interests accounted for the bulk of trade, but the ak-Tai, Ghotekhen, and Solassi had also started to enter the market via the Solassi Corridor. Civilian traffic in Circasian and Chouka space receded temporarily during the period known by the Circasian as the raider wars as more and more pirates began operating along the new trade lanes. This elevated raider activity stymied economic growth and stalled economic expansion into the region for some time. After the resolution of the raider wars civilian traffic once again began to increase. The Chouka War caused another recession of civilian commercial traffic heading into the area. Soon after the Circasian conquest of Chouka, these civilian vessels returned to their normal trade routes. The Circasians encouraged civilian activities in the former Chouka territories whereas the Chouka had done their best to exert greater control over the flow of trade through their space. Under Circasian control the Chouka territories flourished with the influx of people, corporate interests, and independent merchants reinvigorating the local economy.
Starships
Benakar Commercial Transport
Base Hull (Unlimited Deployment)
The Benakar is a stock commercial freighter that has been operated by the Solassi for nearly one hundred years. Boxier and more utilitarian than most Solassi ships, the Benakar Commercial Transport is all business and no beauty. Many pilots refer to Benakars as flying wedges, a term which is a fairly accurate description.
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Ironcrest Ore Barges largely replaced the older Bronzebearer Ore Barges that served before them. Like the Bronzebearers, however, raiders often attacked Iron Crests, some of the barges eventually falling into raider hands.
Revelation Freighter
Base Hull (Unlimited Deployment)
Chouka traders commonly use Revelation Freighters as merchant craft and are quite common in the territories in and around Chouka. Revelations are well suited for bulk cargo runs and are often used in this manner. The civilian Revelation is of the same type as that operated by the Chouka Theocracy. Use that ship control sheet for this ship.
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Vahsta Hauler
Base Hull (Unlimited Deployment)
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A common Sshelath freighter type, the Vahsta Hauler carries two cargo containers slung underneath the vessels boxy main body. The Vahsta Hauler is a primitive ship even by civilian standards, but their low maintenance and high volume of surplus hulls has made them extremely popular with independent operators. place, but trade had not reached a high enough saturation point in Circasian nor Chouka space to warrant the cost of building such facilities.
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Other Fighters
In addition to the Steltra and Timur, several other fighters were widely available on the open market for civilian purchase. Most of these fighters were older model military fighters that were being phased out of service by their respective governments. Civilians may use any of the following fighters: Circasian: Ruglin, Skesha, and Vakar Chouka: Wraithblade Kstan: Dart Other: Reclum-C
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The Thaline did however champion humanitarian efforts in the conquered Chouka territories during and after the war.
Thsook Dominion
The Thsook are a reptiloid species whose territories are located outward of the Circasian Empire. Located in the heart of the dead zone, an area of space devastated during the Echekri war, the Ths were spared by virtue of the fact that the hyperspace beacon trail leading to Thsu had not yet been discovered by the Echekri. The Thsook have been in space for a similar amount of time as the Circasians and the two young nations have come to be solid allies and trading partners. At the time of the Chouka War, the Thsook and Circasians had begun discussing pursuing mutual research and technological development. The Thsook did not participate in the Chouka War due to their distance from the front lines. The Thsook did offer humanitarian aid and protection to the Circasian fringe worlds in the event of a worst case scenario, but this did not come to pass so such help was not needed.
Thaline Republic
Best described as a stick-insect merged with an anteater, the Thaline are a non-humanoid race situated between Chouka, Kstan, and Ingalli space. The Thaline maintained close trade ties with the Chouka throughout their spacefaring career. The Thaline Republic has traditionally sought a relationship of non-intercourse with other races in hopes of not entangling themselves in the affairs of foreign powers. This staunch neutrality did not waver during the Chouka War, and the Thaline did not offer any military aid to the Chouka during the war.
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became a protectorate of the Circasian Empire. most of known space, including almost all of the ak-Tai Hegemony and much of what is now Antician space. The Ukal are highly advanced and field warships more capable than entire fleets of those operated by younger races. The Ukal had long stopped being interested in the affairs of other races by the time of the Chouka War and, although they continued to explore in the region, they took no interest in the war or its participants.
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Borillians
An industrialized race of large eellike creatures, the Borillians had been contacted only a few times by aliens but remained extremely xenophobic and fearful of aliens. As the Borillians did not have interplanetary travel abilities, let alone access to jump technologies, they were not involved in the war.
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Neliste Empire
A race of aquatic aliens from the Tona system, the Neliste have tried over their history to distance themselves from other races in order to avoid political entanglements. Mildly xenophobic, the Neliste relish their isolationism and have little contact with the rest of known space.
Kholran Republic
The second oldest space faring race near the Circasians, the Kholran have been in space even longer than the Novon. The Kholran were hard hit by the Great War against the Echekri and never fully recovered from that conflict. Reticent and slow to act, the Kholran have already ceased outward exploration and have begun pulling back from their border worlds, slowly abandoning their territories as the populations there decline. The Kholran were not involved in the Chouka War, as they were not interested in the conflict or its outcome.
Ukal Combine
The Ukal are the oldest starfaring race in the region. The Ukal Combine at its height two hundred years earlier spanned
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Chapter 9: Scenarios
A Race Through Dark Places
(1936) Early Circasian freighters often found themselves targeted by raiders whose ships and technology were far superior to their own. The raiders knew an easy mark when they saw one and had no qualms about preying on a weak and (at the time) insignificant race. One such Circasian ship, the Yalounha (Circasian for Hasty Delivery), found itself set upon by a pair of Chouka raiders while traveling through the Senshuka system at the end of the Earth year 1936. Hopelessly outgunned and outnumbered, the Yalounha sought refuge in an unusually dense asteroid formation. The Yalounhas commander hoped that they would be able to elude the raiders in the belt long enough to beat a retreat to safety.
confrontation, though, its brethren having been destroyed by an unfortunate encounter with an asteroid.
Set Up
Terrain: Standard. Neutral: 1 Fixed Jump Gate in hex 4002, facing E. Unsheathed Claw: 1 Kiltrac Raiding Cruiser, 2 Felrauk Warships, 2 Journon Corvettes in hex 4002, facing E. Circasians Garrison Forces: 1 Mukanta Small Base in hex 1420. 2 Rotarra Police Cutters, 2 Yollana Frigates, 1 Cairn Carrier within 10 hexes of 1420 at a speed no greater than 4. Circasian Reserve Forces: 8 Rotarra Police Cutters. Fighters: The Unsheathed Claw have 6 Zeron Heavy Fighters and 12 Delrain Attack Fighters. All Claw fighters begin the scenario launched. 6 Vakar Starfighters are based on the Mukanta Small Base, and another 18 Vakar Starfighters are based on the Cairn Carrier. Activated fighters begin the scenario within 5 hexes of their carrier. Breaching Pods: All Claw breaching pods begin the scenario onboard their respective carriers. The Kiltrac Raiding Cruiser is basing two Ventisahr Breaching Pods and each Felrauk Warship has one breaching pod onboard.
Set Up
Terrain: The scenario takes place in an asteroid belt. Randomly place 80 asteroids on the map. Civilian: 1 Felenia Transport in hex row 35xx, speed 6. Raider: 2 Highwayman-A Raiders in hex row 42xx, speed 8.
Victory Conditions
The Felenia Transport must escape the asteroid belt and exit the map through hex row 01xx. Failure to do so is considered a loss for the Civilian forces and a win for the Raiders.
Historical Outcome
Despite their best efforts, the crew of the Yalhouna was unable to best the Raiders in speed and maneuverability. Their small Felenia was successful in drawing them into the asteroid belt, but were unable to escape before being disabled and boarded by the raiders. Only one Highwayman survived the
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presence in Resden protected the transfer point from further raids and the Claw never threatened it again.
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Special Rules
The Unsheathed Claw have just exited through the local jump gate. The jump gate must finish recharging before it can be used again. The Circasian Garrison Forces are at Patrol Stations. The Circasian Reserve Forces will arrive during the scenario to aid the existing Circasian forces. Before the start of each turn, the Circasian player should roll a d6; if the number rolled is a 6, the Circasian reserve forces will have arrived. Once the fleet has arrived, the Circsian player may place the ships anywhere in 01xx hex row. All reserve ships enter the scenario at a speed of 8.
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Bad Business
(1942) Circasia-based Toltaya Technologies had been a major player in the precontact military hardware market, specializing in electronics packages. The arrival of the Kholran and the wave of alien merchandise that flowed into Circasian space following first contact had hurt Toltaya Technologies balance sheet and sent stock prices plummeting. Toltayas only hope (or so they reasoned) was to establish a hardware distribution contract with an alien supplier before any of their competitors could do the same. It took many years of failed attempts but, finally, Toltaya Technologies was able to convince representatives from Solassi-based Enziny Corp and Thaline-based Uhsmastar Industries to meet with company representatives and consider possible distribution contracts. The meeting took place in secret in the Resden system under an extreme veil of secrecy. Toltaya did not want any of their competitors catching wind of what they were attempting to do, afraid that they would try to somehow sabotage the conference. Unfortunately for Toltaya Technologies, their attempts to prevent outside knowledge of the meeting could have been better used for internal security. A mail clerk in the Toltaya Technologies home offices discovered a memo to the corporate executives detailing the conference and its location and sold the knowledge to certain black market dealers. These dealers in information then resold this information to a third party: a small band of raiders looking for an easy mission. The first in a series of meetings between the Circasian, Solassi, and Thaline corporate representatives had entered into its third hour when raider ships appeared on their screens taking Toltaya and its potential busines partners completely off guard.
Victory Conditions
The Circasians will win only if they drive off the Unsheathed Claw without losing the Mukanta Small Base. Any other result is considered a Claw victory. The Unsheathed Claw will score a victory if they manage to land troops on the Mukanta Small Base and successfully complete at least one Rescuing a Captive marine mission, where the captive being rescued is Circasian equipment and other goods. Because of the above victory conditions, it is possible for both players to win under the right circumstances!
Historical Outcome
The Unsheathed Claw were successful in destroying the Circasian garrison and disabled Resden Station. Claw troops then boarded the base and stole every piece of equipment and all the supplies that werent bolted down. Unsheated Claw boarding parties were already preparing to return to their ships by the time that the Circasian police cutters arrived and, after collecting their crews and bounty, the Claw retreated back to Stacis. The defeat of the Circasian forces at Resden prompted the Circasian War Council to increase the number of ships patrolling the system. The elevated military
Set Up
Terrain: Standard.
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Toltaya Technologies: 1 Hantanra Transport within 2 hexes of 3016, speed 0. Enziny Corp: 1 Benakar Commercial Transport within 2 hexes of 3016, speed 0. Uhsmastar Industries: 1 Numark Large Freighter within 2 hexes of 3016, speed 0. Raiders: 1 Drifter Galleon in hex 4201, facing D, speed 5. Fighters: The Benakar Commercial Transport is carrying one flight of Steltra Light Fighters that begins the scenario in the Benakars hangar. The Drifter Galleon is carrying 18 Reclum-A Light Fighters. The Reclum-A fighters begin the scenario within 2 hexes of the Galleon. were able to flee from the raiders with a minimal loss of life, but the long-term effects of the incident were staggering. Enziny Corp and Uhsmastar Industries accused each other and Toltaya for sponsoring the raider attack on the conference and refused to return to the negotiating table. Toltaya denied these allegations and themselves blamed rival Circasian corporations of being behind the attack. Unable to secure the foreign support and distribution contracts they needed, Toltaya Technologies was forced to scale back their operations and layoff thousands of employees. The effects of this business meeting gone awry would continue to plague Toltaya Technologies for the next twenty years, resulting in the eventual buyout of Toltaya by an industry rival.
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Special Rules
One shuttle each from the Enziny and Uhsmastar ships start the scenario onboard the Toltaya Hantanra Transport. These shuttles will launch at the end of the first turn and are to be recovered by their respective owners. All non-Raiders ships begin the scenario in a state of Tactical Surprise. The Called Shot optional rule is in effect.
Victory Conditions
The Toltaya Technologies player wins if he/she manages to successfully disengage the Hantanra Transport. Enziny Corp and Uhsmastar players will score a minor win if they manage to disengage their respective ships from the scenario. They will score a major victory if they manage to disengage from the scenario with their shuttle that started the scenario onboard the Toltaya ship in their hangar. The Raider player will score a minor victory if they capture or disable one corporate ship. The player scores a major victory if they capture or disable two corporate ships. For a total victory, the Raider player must capture or disable all three corporate vessels.
Historical Outcome
The raider disruption quickly put an end to the talks that Toltaya hoped would save their company. All of the corporate vessels present
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Circasian, Chouka, and Kstan territories. It was this in this area of space that the Blood Swords, an especially powerful raider organization, hunted their prey, seeking unsuspecting ships. The Blood Swords were especially brutal, their calling card being the grotesque scenes they left for the crews of rescue ships to find on the vessels they attacked. Haelitis Xan had fought raiders before, both on the bridge of a command destroyer as well as in the cockpit of a fighter. He had nothing but hatred for them, but he felt that no raider group, no matter how organized, could hope to stand up to a Circasian patrol fleet. So was his attitude when he was commanded to attempt to intercept and destroy the Lady of Dark Souls, the flagship of the Blood Sword leader. The Lady of Dark Souls had been spotted in the region by several observation outposts and tracked with some certainty. This was the chance the Circasians had been waiting for: a chance to cut the head off of a very dangerous serpent.
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Special Rules
At the beginning of each turn, during the Jump Point Formation Segment of the Turn Sequence, the Blood Sword player has the option of opening a jump point and bringing the Lady of Dark Souls into play. Use the Jump Engagement and Jumping into Combat rules to (RC, pg. 168, 142) for determining placement and direction of the jump point.
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Victory Conditions
Minor Circasian Victory: Initial Dark Soul Strike Cruiser destroyed. Circasian Victory: Lady of Dark Souls destroyed. Total Circasian Victory: Both Dark Soul Strike Cruisers destroyed. Minor Blood Sword Victory: Lady of Dark Souls survives the battle. Blood Sword Victory: Circasian fleet destroyed.
Historical Outcome
Admiral Xans arrogance was his downfall when the Blood Swords played him for a fool by ambushing his fleet. The ship that the Circasians had previously identified as the Lady of Dark Souls was in fact a decoy dispatched to draw out the 6th Fleet so that it could be easily destroyed by their forces. Every ship in the fleet was destroyed with all hands lost. Following this massive defeat the Blood Swords enjoyed virtual carte blanche in the region, raiding at will. Back at home the political fallout from the defeat was staggering. Xans supporters were derided for their ties to the dead admiral and the Xan family lost most of their former political standing in the Empire. It was the death of Admiral Haelitis Xan that lead to the development of the plan to eradicate the raider threat. Without his death and that of the crews of the 6th Fleet it is unlikely the Circasians would have decisively retaliated against the raider threat.
Set Up
Terrain: Standard Circasians: 1 Ilustris Command Destroyer, 1 Ilustris Destroyer, 2 Cairn Carriers, 3 Olcata Frigates within 3 hexes of 3622, facing A, F, or E, speed 6. Blood Sword Fleet One: 1 Dark Soul Battlecruiser, 2 Scythe Raiders, 1 Razor Brigand within 2 hexes of 0407. Blood Sword Fleet Two: 1 Lady of Dark Souls Command Cruiser in hyperspace. Fighters:
Options
Give three of the Circasian ships Green Crew status to represent the inexperience of the Circasian military personnel. Another option to liven up this scenario is to switch the unnamed Dark Soul Battlecruiser that begins active in the scenario with the real Lady of Dark Souls.
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Victory Conditions
Victory points for this scenario are awarded as follows: 2 points per enemy heavy combat vessel destroyed 1 point per enemy medium ship destroyed 1 point per enemy fighter flight destroyed 2 points per surviving friendly heavy combat vessel 1 point per surviving friendly medium ship 5 points if all enemy ships are destroyed The player with the most victory points at the end of the scenario is the winner.
Set Up
Terrain: This battle takes place in the Rapids of Rodirra. A strength 6 hyperspace rapids formation covers the entire map (for information on hyperspace rapids see pg. 181, RC). The rapids current is moving in direction F. Any ship with an Expert Helmsman will ignore one point of the rapids strength (strength 5 rather than strength 6). Blood Sword: 2 Scythe Raiders, 3 Razor Brigands within 5 hexes of 3623, facing B, C, or D, speed 8. Circasian: 1 Ilustris Heavy Destroyer, 1 Toltara Destroyer, 2 Olcata Frigates within 3 hexes of 0611, facing C, speed 8. Fighters: Both Scythe Raiders carry a flight of Trident Light Fighters. All fighters begin the scenario in their hangars.
Authors Notes
This is a particularly vicious scenario for all players. The Blood Swords have the advantage in arms compared to the Circasians, but the fact that they have to turn into the rapids to make an attack run means that they run the risk of over accelerating and being swept off the board. Both players should be careful to keep control of their ships in the rapids and, if things get hairy, head for an exit grid to make good an escape.
Historical Outcome
This confrontation proved that combat in hyperspace is a losing proposition for all parties involved. The Blood Swords were able to batter the Circasian force with their first pass but quickly found themselves out of control and at the mercy of the Rapids of Rodirra. One Scythe Raider, her forward retros knocked out by Circasian fire, flew out of control into the hellish landscape and was
Special Rules
Only two areas of the map are acceptable locations for players to disengage from the scenario. These two regions represent the safe routes back to the established hyperspace beacons. Ships can safely exit through either hexes 0107, 0108,
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never seen again. At battles end, only two Circasian and three Blood Sword ships survived the encounter and even then they were barely able to navigate home under their own power. 2020. Use the Jumping into Combat rules to determine final placement. Only half of the Unsheathed Claw fighters may be launched before exiting the through the jump point. Fighters: The Circasian Shenna Strike Carrier is carrying one flight of Rehka Heavy Fighters and two flights of Istale Light Fighters. All Circasian fighters begin the scenario within 5 hexes of their carrier. The Unsheathed Claw raiding cruisers are filled with three flights of Zeron Heavy Fighters and three flights of Delrain Attack Fighters between the two cruisers.
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Special Rules
Use the Jumping into Combat rules for determining the placement and direction of the Unsheathed Claws jump point. The Circasian Tratha Scoutship has 20 turns remaining until its jump engine is recharged. The Unsheathed Claw force is taken off guard by the Circasian attack and as such suffers from initiative penalties as they attempt to adapt to the situation. On the first turn after emerging from the jump point, all Unsheathed Claw ships (but NOT fighters) will suffer a 4 initiative penalty. This penalty will decrease by one per subsequent turn until no penalty remains.
Victory Conditions
Minor Circasian Victory: Destroy both Kiltrac Raiding Cruisers. Total Circasian Victory: Destroy the entire Unsheathed Claw fleet. Minor Unsheathed Claw Victory: Escape with the Kiltrac Raiding Cruisers intact. Total Unsheathed Claw Victory: Escape with the Kiltrac Raiding Cruisers intact and destroy all of the Circasian Xandar Lancer Frigates.
Set Up
Terrain: Standard Circasians: 2 Ilustris Heavy Destroyers, 5 Xandar Lancer Frigates, 1 Shenna Strike Carrier, 1 Tratha Scoutship. The Circasian fleet must be deployed within 10 hexes of each other. All fighters are launched. Unsheathed Claw: 2 Kiltrac Raiding Cruisers, 1 Dushar Hyperspace Probe, 1 Feltann Heavy Destroyer, 2 Felrauk Warships, 2 Journan Corvettes, 1 Gabrak Long Range Transport. The Unsheathed Claw enter through a jump point formed with arrival hex of
Historical Outcome
The Circasian ruse caught the Unsheathed Claw by surprise and the Circasians exploited the situation to its fullest. Before the Unsheathed Claw could fully react to the ambush over half their number had already been cut down. A running battle
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between the two sides ensued leaving both bloodied, but the Circasians were able to destroy the Unsheathed Claw force down to the last fighter. The destruction of such a large segment of the Unsheathed Claws total fleet effectively ended Claw raids into Circasian space. one per subsequent turn until no penalty remains.
Empire Rising
Victory Conditions
Major Circasian Victory: Destroy the Lady of Dark Souls Command Cruiser and the Dark Soul Battlecruiser. Circasian Victory: Destroy the Lady of Dark Souls Command Cruiser or the Dark Soul Battlecruiser. Blood Sword Victory: Escape with the Lady of Dark Souls Command Cruiser intact. Major Blood Sword Victory: Escape with the Lady of Dark Souls Command Cruiser intact and destroy the entire Circasian strike fleet.
Historical Result
The Blood Swords were dispersed, though the Lady of Dark Souls and her captain escaped the battle in one piece. The Circasian strike devastated Blood Sword morale and the raider band that was once feared by everyone that crossed the starlanes faded into history.
Set Up
Terrain: Standard Circasians: 8 Xandar Lancer Frigates, 4 Olcata Frigates. Circasian ships may begin anywhere on the map with the players choice of facing and a speed of 3. Blood Swords: 1 Lady of Dark Souls Command Cruiser, 1 Dark Soul Battlecruiser, 3 Scythe Raiders, 2 Firebrand Frigates, 3 Razor Brigands. The Blood Swords enter through a jump point formed with arrival hex of 2020. Use the Jumping into Combat rules to determine final placement. The jump point was formed by the Dark Soul Battlecruiser. Fighters: The Blood Sword ships are fully loaded with Trident Light Fighters. Half of the Blood Swords fighters begin the scenario launched.
Set Up
Terrain: Standard. Neutral: A jump gate is present in hex 1209, facing C. Circasian: 1 Kolanis Cruiser, 2 Tormin Light Cruisers, 5 Moshesta Frigate in hex 0909, facing C, speed 5. Chouka: 2 Apostle Holy Cruisers, 3 Revelation War Barges, 6 Brimstone Heavy OSATs. Chouka ships can be placed anywhere within 8 hexes of hex 0909 at speed 1 and a facing of the players choice. OSATs
Special Rules
Use the Jumping into Combat rules for determining the placement and direction of the Blood Swords jump point. The Blood Sword force is taken off guard by the Circasian attack and as such suffers from initiative penalties as they attempt to adapt to the situation. On the first turn after emerging from the jump point, all Unsheathed Claw ships (but NOT fighters) will suffer a 4 initiative penalty. This penalty will decrease by
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are placed one each in hexes 1506, 1809, 1813, 1616, 1217, and 0915. entirely to his military career. A rising star in the Imperial Star Forces, Toran Xan rose to the rank of Captain by 1965, taking command of the Kolanis Cruiser Chofeskal. When the Chouka War began, Toran Xan at last found the means by which to prove himself and his family. Toran Xan pressed the military command to move the Chofeskal to the front lines and into battle against the Chouka. Luckily for Toran Xan he was moved to the Chouka front to participate in the second wave of offensives. Captain Xan was charged with leading a small scouting force into the outer Mishtuki system to gauge enemy resistance in preparation for a major naval deployment into the system. Xan accepted the mission enthusiastically. The Chofeskal and its escorts were to jump into the Mishtuki system and gather as much data as possible until challenged by Chouka system patrols, at which point the fleet was to jump out and fall back to Senshuka to deliver the intelligence data.
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A History of the Chouka War
Special Rules
The Circasians have just exited from the local jump gate and must meet its recharge delay before it can be used again. The Chouka did not have time to fully activate their OSATs before the Circasians arrival. Roll a d6 for each satellite; on a roll of 4 or greater the satellite is operational. Those satellites that fail their activation roll will make another activation roll on the following turn. All weapons are fully armed on the satellites whether they are activated or not. The Circasians may ram, but the Chouka may not.
Empire Rising
Victory Conditions
Circasians: The Circasians win if they manage to escape back through the jump gate in order to return to Senshuka with the information they have gathered. The Circasians will win a total victory if they manage to escape while also destroying the Chouka forces. Chouka: The Chouka win if they destroy the entire Circasian probing force.
Set Up
Terrain: Standard Circasian: 1 Kolanis Cruiser, 2 Moshesta Frigates, 1 Ilustris Destroyer, 1 Tratha Scoutship within 5 hexes of 3307, facing E, speed 5. Chouka: 2 Acolyte Patrol Frigates, 1 War Prayer Gunship within 3 hexes of 0426, facing B, speed 8. Fighters: Both Acolytes have a full complement of Bloodlust Assault Fighters (no missiles). All fighters are deployed within 2 hexes of their carrier (same facing and speed).
Historical Outcome
A single Moshesta Frigate and a shuttle managed to get through the jump gate after a running battle with Chouka forces. All other units were destroyed.
Family Honor
(1972) Toran Xan, son of the late Admiral Haelitis Xan, was barely a young man just entering the Imperial Academy when his father was cut down in battle against the Blood Swords. The Xan family name was blemished by the apparent miscalculations of Admiral Xan in his last battle. Through it all Toran Xan remained faithful in the belief that his father was a hero, a hero that Circasia had shunned. Toran Xan felt that it was his duty to reclaim his familys honor and position. He redoubled his efforts and devoted himself
Special Rules
The Tratha Scoutships jump engine has fulfilled its jump delay and the ship may open a jump point at any time.
Victory Conditions
The Circasians mission is to return with the intelligence information it has gathered to Senshuka. In order for the Circasian player to score a victory, either the Tratha or the
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A History of the Chouka War
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Kolanis must successfully escape the scenario through a jump point. The Chouka score a victory if they destroy the Tratha Scoutship. Without the Tratha the Circasians will not be able to escape the system, leaving the fleet to be easily intercepted and destroyed by other Chouka fleet elements in the system. or less, excepct for the Kiralina Jump Ship, which begins at a speed of 0. Chouka: 3 Apostle Holy Cruisers, 2 Acolyte Patrol Frigates, 2 Bishop Warships, 1 Priest Plasma Destroyer, 2 War Prayer Gunships, 3 Revelation War Barges starting anywhere in hex row xx01 of 0426, facing C, D, or E, at speed 6. Fighters: The Circasian hangars are filled with Istale Light Fighters. The Chouka are loaded with Bloodlust Assault Fighters with full fighter-missile complements. All fighters begin the scenario launched.
Empire Rising
Historical Result
The Circasian fleet was forced to flee rather than fight, much to Xans chagrin. The Kolanis, Tratha, and one Moshesta managed to escape into hyperspace and back to the safety of Senshuka. The other Circasian ships were not so lucky, giving their lives to ensure the safe escape of the rest of the fleet. The Chouka fleet was damaged, but no ships destroyed. Of the ships that survived, all were heavily damaged. Toran Xan himself was badly injured in the attack and forced to sit out over six months of combat as he recovered from his wounds. Toran Xan regretted being sidelined by the injury and continued to vow to redeem himself and his father during the war.
Special Rules
The Chouka may ram if half or more of their ships are destroyed.
Victory Conditions
Major Circasian Victory: The Chouka fleet is defeated or forced to retreat. Minor Circasian Victory: The Kiralina Jump Ship escapes into hyperspace. Major Chouka Victory: The Circasian fleet is defeated or forced to retreat. Minor Chouka Victory: The Kiralina Jump Ship is destroyed.
Convictions of Fire
(1972) The continued violation of Chouka space by the Circasians angered the Circle of Elders. The Circasian fleet at Mishtuki IV especially angered the Elders who now knew that the Circasians were not going to be easily deterred through indirect displays of force. The Theocratic Guard Forces were dispatched to take care of the Circasian problem in the Mishtuki system once and for all.
Historical Result
The Battle of Mishtuki IV left both sides bloodied, but it was successful in forcing a Circasian retreat from the system. The Circasian jump ship was heavily damaged after the battle, in large part due to the successful ramming attempt by the Chouka flagship. The loss of such an expensive piece of military hardware would have been disastrous for the Circasians but luckily it could be repaired.
Set Up
Terrain: Hex row xx30 represents the planetary surface of Mishtuki IV. Circasian: 1 Kiralina Jump Ship (Upgraded), 4 Kolanis Cruisers (Carrier Variant), 2 Tormin Light Cruisers, 1 Cairn Carrier, 2 Xandar Lancer Frigates, and 5 Moshesta Frigates within 6 hexes of 3020, facing A, B, or F. All units start at a speed of 5
Quiet Time
(1972) Following their pyrrhic victory at Mishtuki IV, the Chouka decided that it was time to deliver the Circasians a blow that they would not soon forget. The Theocracy was quickly growing tired with the Circasians attempts to take Mishtuki and viewed a
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retaliatory strike into the Circasian Empire as one of the easiest ways to end the conflict. to subdue the Chouka defenders failed they would be forced to adopt a long-term defensive stance to protect the Senshuka and Circasia systems from Chouka reprisals.
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A History of the Chouka War
Set Up
Terrain: Standard. Chouka: 2 Apostle Holy Cruisers, 1 Retribution Battlecruisr, 1 Acolyte Patrol Frigate, 4 Revelation War Barges with 3 hexes of 2515, facing F, speed 6. Circasians: 8 Feilah Gunboats, 3 Moshesta Frigates, 2 Olcata Frigates. Fighters: The Chouka hangar bays are filled with Bloodlust Assault Fighters and full loads of fighter missiles.
Empire Rising
Set Up
Terrain: Hex row 42xx represents the planetary surface of Mishtuki VII. An strength-1 atmosphere occupies hex row of 41xx. The main Chouka colony on the planet is located in hex 4225. If scoring damage to the site, the hex has a to-hit value of 20 and 1000 structure (no armor). Chouka Fixed Defenses: 1 Temple Starbase, 6 Brimstone Heavy OSATs, 12 Hellfire OSATs. The Temple Starbase is in 3722, facing F. The Chouka satellites can be placed anywhere within hex rows 36xx, 37xx, 38xx, or 39xx. Chouka Fleet: 5 Apostle Holy Cruisers, 2 Acolyte Patrol Frigates, 1 War Prayer Gunship, 6 Bishop Warships, 1 Retribution Battlcruiser, 2 Priest Plasma Destroyers, 1 Priest Escort Destroyer, 10 Revelation War Barges Circasian Fleet 1: 1 Kolanis Cruiser, 1 Tormin Light Cruiser, 1 Xandar Lancer Frigate, 6 Moshesta Frigates. Circasian Fleet 2: 2 Kolanis Cruisers, 1 Reglata Bombardment Cruiser, 2 Tormin Light Cruisers, 1 Ilustris Heavy Destroyers, 1 Toltara Destroyer, 2 Moshesta Frigates, 1 Gallah Auxiliary Carrier. Circasian Fleet 3: 2 Kolanis Cruisers, 1 Cairn Carrier, 2 Gallah Auxiliary Carriers, 3 Moshesta Frigates, 2 Xandar Lancer Frigates. Circasian Fleet 4: 2 Kolanis Siege Cruisers, 6 Moshesta Frigates. Fighters: All Chouka hangars are filled with Bloodlust Heavy Fighters with full complements of fighter missiles. Chouka fighters begin the scenario unlaunched. The Circasian Fleet 1 has 6 Istale Light Fighters; Fleet 2 has 30 Istale Light Fighters; and Fleet 3 has 6 Tyra Heavy Fighters, 6 Kolam Long Range Fighters, and 42 Istale Light Fighters. All Circasian fighters begin the scenario launched.
Special Rules
The Circasian ships arrive on the beginning of the first turn through a jump point formed by a jump ship remaining in hyperspace. Use the Jumping into Combat rules for determining the exact starting location and disposition of the Circasian forces. The jump point is considered to have been formed on the previous turn (before the scenario began) and the Circasian ships are entering the battle on the beginning of the first turn. The Chouka units suffer from Tactical Surprise.
Victory Conditions
Chouka: The Chouka win if they defeat the Circasian attackers. Circasians: The Circasians will win if they manage to destroy or disable at least five of the Chouka warships.
Historical Result
The Circasians ambushed the Chouka fleet and were successful in disrupting the disoriented fleet. The Chouka were forced to flee the system due to the heavy combat losses they incurred at the hands of their smaller opponents.
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single buckle in their defensive network to create an exploitable weakness in the Chouka defenses. Circasian tacticians correctly postulated that a crack in the Chouka defense net would rapidly splinter the Chouka defenders, making it easier to strike directly at the planets satellite defense systems.
Special Rules
The Circasian forces are emerging from a jump point formed in 0303, facing C, by a Kiralina Jump Ship sitting in hyperspace. At the end of every turn another Circasian fleet will emerge from the jump point at a speed of 5 until no more Circasian fleets remain.
Empire Rising
Historical Result
The Circasians managed to defeat the Chouka defenders, but at a significant cost in ships and lives. The capture of Mishtuki VII was a milestone in the war that would give the Circasians the momentum they needed to continue pursuing the war.
Victory Condtions
The Circasians must defeat the Chouka force. Anything less is a Circasian loss. Likewise, the Chouka must defeat the Circasian fleet in order to pull off a win.
Historical Result
The Circasians were able to open up enough of a rent in the Chouka batteline to allow additional forces to move in and begin destabilizing the Chouka battle fleet. The Chouka were forced to fall back and regroup, the Circasians using the opportunity to deal additional damage to their fleets.
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Mishtuki system, Toran Xan was anxious to return to the fray. His former command, the Chofeskal, had been destroyed in the interim and with it the crew that he had come to know and respect. Xan now added vengeance for the deaths of his former crew to the list of factors pressing him forward. He was determined now more than ever to achieve victory for himself and his nation at any price necessary. Captain Xan found himself commanding the Xolophanes, another Kolanis Cruiser, into the final battles leading up to the Battle of Chouka. In these battles Xan was able to gain a rapport with his new crew. Captain Xan felt that the Xolophanes was the right place to be for the final battle and entered it with confidence. The Xolophanes was assigned to the Fifth Flanking Squadron and assigned the mission of knocking out an especially reinforced segment of the Chouka homeworld defense fleet. It was important to the Circasian battle plans for this segment of the Chouka battle line to be dispersed or, at the very least, disrupted so that a strong thrust by the main fleet could finish them off.
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A History of the Chouka War
Special Rules
The Circasian player must secretly select one Kolanis Cruiser to be the Xolophanes. This should be recorded on a piece of paper and saved until the appropriate time. Once and only once during the scenario, the captain of the Xolophanes, Captain Toran Xan, may lead the charge into the enemy fleet. Once declared, all Circasian units in the battle will receive a +2 to their initiative rolls. In order to perform this action the Xolophanes cannot have been destroyed, nor can its C&C be destroyed.
Empire Rising
Victory Conditions
In order to score a Circasian victory, the Circasian player must destroy all three Apostle Holy Cruisers. With these ships destroyed the Chouka squadron will be sufficiently weakened for future Circasian strikes to break through the segment of the battle line. The Chouka player wins if he can prevent the Circasian fleet from destroying the three Apostle Holy Cruisers. The Chouka need these three Chouka cruisers intact in order to hold the line against the Circasian invasion force.
Set Up
Terrain: Standard Circasian: 4 Kolanis Cruisers (carrier variants), 2 Tratha Light Cruisers, 1 Tormin Light Cruiser, 4 Moshesta Frigates, 1 Xandar Lancer Frigate, 2 Gallah Auxiliary Carriers, within 3 hexes of 4022, facing F or E, speed 6. Chouka: 1 Apsotle War Cruiser, 2 Apostle Holy Cruisers, 1 Acolyte Patrol Frigate, 1 Priest Plasma Destroyer, 1 Priest Escort Destroyer, 4 Revelation War Barges within 6 hexes of 0406, speed 5. Fighters: Two Kolanis Cruisers carry a flight of Tyra Heavy Fighters and a flight of Istale Light Fighters each. Two Kolanis Cruisers carry a full load of Istale Light Fighters. The Tormin Light Cruiser carries a full load of Istale Light Fighters. All Chouka ships carry full loads of Bloodlust Assault Fighters with six missiles each. All fighters begin the scenario deployed within 2 hexes of their carrier at the same speed and heading.
Historical Outcome
The Circasians Fifth Flanking Squadron was successful in dispersing the Chouka fleet segment, causing them to move out of formation and opening up a gap in the battle line for the rest of the Circasian fleet to move in and exploit. The Fifth Flanking Squadrons command ship was destroyed in the attack. Toran Xan took command of the squadron and commanded it throughout the rest of the battle. After the third wave of attacks on the Chouka positions, the Fifth Flanking Squadron withdrew from battle. Toran Xan felt robbed of the chance to participate in the final strike against the heart of the Chouka fixed defenses, but despite this he felt that he had earned the victory he needed to redeem his family name.
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A History of the Chouka War
Empire Rising
Set Up
Terrain: Standard. Chouka: 1 Apostle Holy Cruiser, 1 Retribution Battlecruiser, 2 Reverence System Monitors, 3 War Prayer Gunships, 1 Covenant Minelayer, 3 Revelation War Barges, 5 Brimstone Heavy OSATs, 12 Hellfire OSATs. Circasian: 3 Kolanis Cruisers (carrier variants), 1 Kolanis Siege Cruiser, 1 Tormin Light Cruiser, 1 Ilustris Destroyer, 2 Xandar Lancer Frigates, 4 Moshesta Frigates in hex row xx01. Fighters: All Circasian hangars are filled with Istale Light Fighters. Chouka hangars are filled with 50% Bloodlust Assault Fighters and 50% Faithbringer Heavy Fighters. Both come with complete missile loadouts. All fighters begin within 3 hexes of their respective carriers.
Set Up
Terrain: Row xx30 represents the surface of the planet Chouka. Circasian: 2 Kolanis Siege Cruisers, 6 Kolanis Cruisers (carrier variants), 1 Reglata Bombardment Cruiser, 2 Tormin Light Cruisers, 3 Xandar Lancer Frigates, 2 Tratha Light Cruisers, 1 Tratha Scoutship, 1 Toltara Destroyer, 2 Ilustris Heavy Destroyers, 2 Gallah Auxiliary Carriers, 12 Moshesta Frigates, 4 Olcata Frigates in hex row xx01, any facing, speed 8. Chouka Fleet: 1 Crusader Dreadnought, 1 Apostle War Cruisers, 3 Apostle Holy Cruisers, 2 Retribution Battlecruisers, 3 Acolyte Patrol Frigates, 4 Bishop Warships, 10 Revelation War Barges, 2 Revelation Auxiliary Carriers, 2 War Prayer Gunships, 2 Priest Plasma Destroyers, 1 Priest Escort Destroyer, 1 Scripture Intelligence Cruiser. Chouka Fixed Defenses: 1 Citadel Star Fortress in hex 2327; 2 large shipyard complexes, one each in hexes 2026 and 2627; 10 Brimstone Heavy OSATs and 20 Hellfire Defense Satellites (either version) within 4
Special Rules
Chouka units may ram.
Victory Conditions
The Chouka must destroy or disable the entire Circasian force. Any other result is a Circasian victory.
Historical Result
First Hand Marzuula Tien was killed along with the rest of the Chouka defense forces. The Circasians were able to rip apart the Chouka fleet and open the door to a final thrust to the heart of the Chouka defenses.
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hexes of the planets surface. The two shipyard complexes have no ship control sheet, but can take 500 points of damage before being destroyed. Fighters: All Chouka ships and bases have full complements of Bloodlust Assault Fighters with fully missile loadouts. The Circasians are operating a number of Istale Light Fighters equal to 75% of normal. All fighters begin within 5 hexes of their carrier.
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A History of the Chouka War
Victory Conditions
Minor Circasian Victory: Destroy both shipyards. Circasian Victory: Destroy the Citadel Star Fortress and half the enemy OSATs. Major Circasian Victory: Destroy all Chouka bases and OSATs. Minor Chouka Victory: Prevent the destruction of the Citadel Star Fortress. Chouka Victory: Prevent the destruction of the Citadel Star Fortress and both shipyards. Major Chouka Victory: Prevent the destruction of all Chouka bases and OSATs.
Empire Rising
Options
For a what if scenario, start the Crusader Dreadnought launched at the beginning of the scenario. The Crusader Dreadnought has an Expert Religious Leader onboard, located in the ships C&C. This leader is First Hand Shcuizkho Yular, famed Chouka commander. Another possible change to the scenario is to include the Xolophanes, Toran Xans Kolanis Cruiser, as one of the ships in the scenario. If this is done, the Circasian player should secretly designate one of the Kolanis Cruisers as the Xolophanes and give it an Expert War Leader.
Historical Outcome
First Hand Shcuizkho Yular, commander of the prototype Crusader Dreadnought, was killed while attempting to reach his ship in the shipyard. The Crusader launched without him, but it was a poor harbinger for the battle to come. The Chouka ships and bases put up a good fight, but ultimately the Circasian numbers managed to overwhelm them, just as they had throughout the course of the war. The Citadel Star Fortress stubbornly resisted Circasian attempts to destroy it while frigates and cruisers mauled one another all about the battlefield. Kolanis Cruisers exploded under the stress of walls of missiles and heavy plasma volleys. Apostle Holy Cruisers burned in space, candles in the dark whose flames represented the growing despair and desperation of the Chouka people. As the Chouka became more and more desperate, Chouka vessels began ramming Circasian ships in an attempt to slow down their advance. Many Chouka and Circasian ships alike died from such suicidal collisions, but in the end it served little purpose. The Citadel Star Fortress, long the symbol of Chouka impregnability, was destroyed by the Circasians and with it the majority of the Chouka bases and satellites that accompanied it. The Circasian squadrons were forced to retreat after suffering horrendous casualties, but with the Choukas strongest planetary defense position
Special Rules
The Crusader Dreadnought has PreExisting Damage as it is only partially completed at the time of the battle. The Chouka were unable to finish the first prototype before the attack. Specify one of the two shipyard complexes as the current location of the Crusader. This information should be publicly declared so that all players know the ships location at the beginning of the scenario. At the beginning of each turn, roll d6; on a roll of 6 or more the Crusader Dreadnought will be able to launch at the beginning of the next turn. Add 1 to the roll for each turn that passes in which the Crusader fails its launch roll. Note that, since the Crusader will be starting at a speed of 0 from the dock it will incur a 10 initiative penalty on the turn it is launched. All Chouka units may ram, with all ramming attempts receiving a +2 ramming bonus.
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A History of the Chouka War
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destroyed the followup strike by the Circasian forces easily overwhelmed the remaining Chouka defenders, signaling the end of the war.
Historical Outcome
The War Prayer sacrificed itself to save the rest of the fleet, distracting the Circasian force long enough for the Acolyte and both Revelations to escape into hyperspace. The Circasian was however able to intercept several other disserters also attempting to flee through the jump gate.
Empire Rising
Fight or Flight
As the climactic Battle of Chouka was nearing decision, many Chouka commanders could see the writing on the wall that their defense of Chouka had failed. These commanders saw little point in fighting a futile battle and signaled to their fleets to retreat to Breth. Most ships in these peripheral Chouka squadrons balked and remained to fight to the death, but some fled the battle in hopes of regrouping in Breth to lick their wounds and decide on a new course of action. The Circasians were not about to let any Chouka elements escape the battle, and many Circasian vessels supporting the rear of the fleet were dispatched to intercept the Chouka disserters and cut them off from the local jump gate.
Set Up
Terrain: Standard. Chouka: 1 Acolyte Patrol Frigate, 2 Revelation War Barges, 1 War Prayer Gunship within 3 hexes of all other Chouka units, placed at least 30 hexes from the local jump gate, speed 8. Circasian: 1 Kolanis Cruiser, 1 Xandar Lancer Frigate, 2 Moshesta Frigates at least 10 hexes behind the Chouka fleet Neutral: A standard jump gate should be placed on the far side of the map from the Chouka starting position. Fighters: No ships in the fleet have fighters, the fighters still fighting over the skies of Chouka.
Set Up
Raiders: 1 Thief Grappling Cruiser, 1 Oathbreaker Raiding Barge, 3 Highwayman-A Sloops, 1 Highwayman-B Sloop. Circasians: 1 Kolanis Cruiser, 3 Moshesta Frigates, 1 Cairn Carrier. Fighters: The raiders are loaded with Reclum-A Light Fighters. The Circasian Cairn Carrier is filled with 18 Istale Light Fighters. All fighters begin the scenario in their hangars.
Victory Conditions
The Chouka player scores a victory if at least two of his/her ships successfully escapes through the jump gate. The Circasian player scores a victory if at most one Chouka ship successfully escapes through the jump gate.
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A History of the Chouka War
Special Rules
The Delkeshore vessels have all suffered damage to their systems, either from combat with enemy craft or through lack of maintenance to ship systems. Roll 1d6 damage (ignoring armor) twice against each ship side.
Empire Rising
Victory Conditions
Minor Raider Victory: Half of the Circasian force is destroyed. Raider Victory: The entire Circasian force is destroyed. Total Raider Victory: The entire Circasian force is destroyed and at least one Raider unit remains active. Circasian Victory: The entire raider force is destroyed. Total Circasian Vicotry: The entire raider force is destroyed without the loss of any Circasian ships.
Historical Outcome
The Delkeshore pirates were outmatched by even the small Circasian fleet that intercepted them. All of the Chouka raider craft were destroyed to the loss of only a single Circasian Moshesta Frigate, many before they were ever able to fire a shot.
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A History of the Chouka War
Afterword
Afterword
Where Did All of This Come From?
The concept of the Escalation Wars was born from a series of conceptual story ideas that I developed for a strategic/ roleplaying campaign in 2001. What began as just another game setup bloomed as soon as as put two words to my electronic canvas: Escalation Wars. Things have changed a lot since then, but it is from those humble beginnings that the body of what would one day become the Escalation Wars universe took shape.
Creating the Past, Present, and Future of the Escalation Wars Universe
The Escalation Wars is something of an amalgam of many different fictional backgrounds that I have been developing over the years. The Escalation Wars and the concept behind them was born two or three years ago as part of an aborted campaign. The idea and the major players in the conflict intrigued me, so I continued development of their universe in earnest. The Circasians have existed in multiple forms for many years, dating even before the creation of the Escalation Wars concept. Traditionally a hybrid of the Dilgar and Narn, looking like Dilgar and (originally) flying very Narnish ships, the Circasians had always been one of my favorite creations. Their inclusion in this new, different universe spurred me to action more than anything else. The current incarnation of the Circasians is far different than their initial incarnations in which they were a far more spiritual people, and even slightly more aggressive than they are now. The Courata were a new race when the Escalation Wars material was first being drawn up. I had only used them once before, and then only as a minor power. As the background came together a picture of the
large, cat-like aliens so devoted to their family and their emperor soon too form. Despite their similarity to the Kilrathi from the Wing Commander universe, I felt that the Courata as developed would work as an excellent counterpoint to the Circasians. Now, as many will undoubtedly note, this does pose a slight oddity in that both the Circasians and Courata have felinid overtones, but it is something that happened out of coincidence and there was no preplanning or conscious thought involved in that decision. At one point I considered modifying the Courata to remedy this situation, but ultimately decided that it was unnecessary. Many of the other races that youll find in the Escalation Wars universe come from other universes or campaign settings. The Vendrizzi, Anticians, and VokNar are just some of these races that have made appearances elsewhere before being woven into the history of the Escalation Wars.
Empire Rising
A Place to Start
The first challenge in deciding on where to go with the concept of the Escalation Wars was to pick a race and a time period to begin working on. I thought about starting off with detailing the Escalation Wars themselves, but quickly realized that, without a foundation from which to build on, the history would most likely be too disjointed. So I decided to go back and explore the history of one of the races and see where it took me. Now, when I first started on this project I was assuming that I would sit down and in a week have all of the backstory and information for the race I had chosen to start with (in this case, the Circasians) all done and taken care of. I was wrong. Just as in my campaign universes, the Circasians proved to have an interesting tale to tell that couldnt be limited to only a few pages. Over the course of that first week the picture of who the Circasians were started to fall together. And, as the image of the Circasian people and their empire grew sharper in my mind, there emerged several other races that I had not heard of or considered in the past. The Chouka and
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Afterword
Sshelath appeared for the first time and took shape, as did the Thsook. As I mapped out the future of the Circasian down my rough timeline of events even more things began to appear. The war against the ak-Tai. The border wars against the Ukal. The race called Yppsi, whose sole description was (and is) that they resemble a flamingo mated to a pair of fuzzy dice. There was a larger story that could be told than just that of one war or one race. Empire Rising represents the fruition of nearly three years of effort. Things have changed several times between then and now, but I am confident that the Escalation Wars universe has now taken its final form, or at least something very close to it.
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A History of the Chouka War
Credits
Written By .................................... Tyrel Lohr Editing ..........................................Tyrel Lohr, Roy Lohr, Charles Haught, Paul Brown, Auri ja Heikki Poso Layout ........................................... Tyrel Lohr Cover Design ............................... Tyrel Lohr Fiction ........................................... Tyrel Lohr Historical Consultant .................... Toran Xan
Empire Rising
Whats Next?
There are several obvious choices, including some that I have given considerable thought to and even started preliminary work on. Some of the potential projects include: the War of the Seven Stars, covering the Circasian/ak-Tai War; the Courata rise to power, covering their early history including the Ingalli and Rekshu Wars; the Great War, detailing the great war against the Echekri in the outward sectors; and, finally, the Escalation Wars themselves. What will determine what portion of the Escalation Wars universe I explore next? You. Thats right, the feedback of my audience has in the past spurred me to action to get work done on this project and I dont think that is going to be changing anytime soon. If there is a race or time period that you are especially interested in tell me about it. You just might get me to work on it and bring it one step closer to completion.
Revision History
Version 1.0: The original release of Empire Rising was released under the title The Chouka War and contained a fraction of the information available in the current version.
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Afterword
Some of the information contained in that release has been superceded and the document should be considered apocryphal in regards to current Escalation Wars canon. Version 2.0: The re-release of The Chouka War includes additional ships and information for the core races as well as adding information on raider and civilian entities. Version 2.1: Includes edits submitted by several readers. Errors in the fluff have been corrected and several SCS errors fixed.
Copyright Information
THE ESCALATION WARS and THE ESCALATION WARS UNIVERSE is copyright 2002-2003 Tyrel Lohr. BABYLON 5, BABYLON 5 WARS, the B5W Core Rules, and all related material are copyright 2002 by Warner Bros. The contents of this unofficial supplement are for personal, non-commercial use only. Any use of the BABYLON 5, BABYLON 5 WARS, or B5W Core Rules product identity, copyrighted material or trademarks anywhere in this document and its associated files should not be viewed as a challenge to those copyrights or trademarks.
Empire Rising
Submission Guidelines
Have ideas for new races, designs, scenarios, or technologies that you think would make a good addition to the Escalation Wars universe? Firstly, any and all materials submitted cannot be copyrighted by yourself or others. All materials submitted and accepted into the Escalation Wars universe will become a part of it and can be used in any future Escalation Wars related supplements and fiction. If this bothers you then please protect your own intellectual property and dont submit it. Why is this important? There is the potential for a novel or other products to one day be created based on the Escalation Wars property. That said, I am more than happy to take a look at what you have cooked up and see if it can be worked into the Escalation Wars mythos. Concepts that undermine the existing storyline or important historical details will not be included. When readying your submission be sure to review all of the information available. The Escalation Wars univers is a busy place and, with much of its history already mapped out, there are some places where new races simply cannot be included without making unacceptable changes and compromises to the storyline. But dont despair! The northern wastes are still largely unfinished at this time and can accept most races or race concepts. The right sid the map, too, can be altered as the races located there are not yet set entirely in stone (nothing has been developing for the races upspin of the Ioka.
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