Jedion357's Royal Marines

Clarion Royal Marine Quest
Motto: Obviam nox Noctis (Against the Night)

Mercy Mission to K'tsa-Kar Intro

After the Free World Rebellion and the vrusk refugees were evacuated to K'tsa-Kar. A humanitarian crisis developed at K'tsa-Kar as there was not enough food or supplies. The fledgeling UPF was had been rapidly building up Space Fleet but that organization was still small and inexperienced. At this time in history, the Royal Marines still represented the elite naval force in the Frontier.

The UPF was organizing a relief mission to be sent from Cassidine to K'tsa-Kar with industrial and food supplies to relieve the refugee sitation of the disposessed vrusk. However, rising pirate activity in Dramune and Cassidine threatened this effort and a new Space Fleet friage (UPFS Dridia) was serverely damaged in an encounter with pirates just monthes after its first deployment and had been sent back to the  SSC in Cassidine for major repairs and refit. 

News outlets like FNN reported that the pirates escaped after damaging the new Space Fleet frigate but the turth is the Space Fleet vessel was ambushed and was lucky to survive. There is little doubt that the shipyard in Cassidine could put the UPFS Driadia back in service to escort the relief convoy to K'tsa-Kar but the delay could mean a loss of life for the vrusk refugees. Luckily the CMS _____________ just happened to be finished by the Cassidine shipyard as her new Royal Marine crew arrived to pick her up for her space trials. With the situation being so dire for the vrusk refugees the CMS _________ was given a muster activation and assigned the relief convey mission. 

Mercy Mission K'tsa-Kar Pre-quell vignette

Flash back vignette (predates this adventure and the Mercy mission to Madderley's star)

Players start with pre-gen Royal Marines on Clarion station. and a boarding shuttle is available to them in the central hub but their vacuum suits are not on board. 

They have drawn a execution by vacuum detail where they must escort a pirate from his cell to an airlock for execution.
The pirate runs his mouth the whole time taunting and threatening and promising that he will get even with the royal marines

Sentence is read by high ranking RM officer Pirate is placed in airlock and the restraints removed. Offered chance to say last words, resorts to a insult and I'll get even threat. 

Button is pushed and he is blown out the air lock he has 1 minute to live in total vaccum. However through the view port to the side of the air lock a large launch looms into view with its bubble canople open and a space suited individual with a net grapple gun fires on the executed pirate. The PCs are stunned to see the pirate captured and reeled into the launched and being placed in a freeze field bodybag as teh launch heads for a nearby frighter. 

PC's had the execution duty and see what happens and are forced to run for the elevators, to the station docking bay, cut short a pre-flight check (give the players the pre flight check list and ask them how much of it the want to skip in the interest of running down the criminals. For every item on the check list they skip there is an accumlative x% that an  engine  will hyper ignite which cuts the ships ADF in half. no real time to don vacuum suites which may still be tored in a locker on the space station. 

They frighter has a lead and the PCs are in pursuit (potentially at half ADF) The frighter begins detaching cargo containter to try to hit the PCs ship requiring a pilot roll each time. 

They are able to board it but the ship is empty and when they get to the bridge the view screen is active and the 
"executed" pirate is on the screen smiling at them with a towel hanging loose around his neck. He taunts, "So long suckers" then presses a buttom and the bridge blows up.  a cargo container pops open and a thruster class privateer emerges and targets the frieghter or the boarding shuttle the PCs used with assult rockets. 

All the pre-gen PCs could/should be killed. TPK but perhaps not if someone gets lucky somehow but these are throw away character and the Royal Marines all have a burn to get this pirate.

(Obviously he is going to show up during the convoy mission.)

Players may possibly have a personal grudge for this NPC at this point? Play the NPC are arrogantly and dismissive as possible, make his taunts as personal as possible and use the "Gollywog" insult. Perhaps he favors a catch phrase: like Suckers or something.

Mercy Mission to K'tsa-Kar Briefing

The CMS ___________, without a proper set of trails to test the newly built ship, must escort 3 friehters and an ag ship from Cassidine to K'tsa-Kar. 

The Space Fleet frigate, UPFS Driadia was previously lured into an ambushed in the outer system of Cassidine. She was beset by a squadron of fighters and barely survived and is now in the SCC shipyard orbiting Cassidine. (PCs should get a briefing from the Driadia's acting CO.) Driadia obtained maximum range scans of the mother ship but the data is fuzzy. What is known is that it appears to be some sort of auxillary freighter launching fighters from cargo contianers converted to hangers.

Even thought the CMS _________ is a smaller vessel than the UPFS Driadia its not believed that the pirates will be able to replace their fightercraft loses in time to bother the convy providing it leaves now. 

The PCs could also poke around Boneyard station asking questions and learn that just recently 4 mothballed Corsair fighters were purchased. 

2 small frieghters (1 is armed)
1 large freighter (Armed)
1 Ag ship (unarmed)
1 digger shuttle which is piggy backed on the large freighter and intended to mine comets for water supplies once at K'tsa-Kar.

Use large and small deckplans from the KHs box set for the freighters all ships have ion drives except the digger shuttle which has atomic drive so that it can land the mined water. 

Other potential assets:
The Driadia will complete repairs and make all speed for K'tas-Kar ASAP

The former NAAR conglomerate privateer vessel K'zz is ferrying the limited supplies it can carry from White Light to K'tsa-Kar has some armament and can be called on for help.

Since part of the trip goes through White Light, the Royal Marines will be availble to call on for support. 
Threat Intel:

The pirate Aux Carrier is not likely to pose a threat as several of her fighters were destroyed by the Driadia.

A frigate class pirate vessel and a couple of privateer vessels have been operating in the Cassidine & Dramune systems over the past 10 months. No hard data available on these vessels other than one of the privateers appears to be a Thruster Class vessel.

The most radical of the Freedom Committees on Kdikit is rumored to have obtained boarding shuttles. The rhetoric from this group's leaders implies a willingness to attack for NAAR vessels and potentially frieghters delivering relief to K'tsa-Kar. 

PCs should have or host a briefing with the civilian captains before departing and outline plans for what to do if X happens. If they do not then the civilian captains will likely do random things that may not actually help during a crisis. 

Mercy Mission to K'tsa-Kar Hardware Problems

Without the shakedown cruise/space trials 

the CMS ___________ will have maintenance issues. Roll once per star system to see what issues come up while in that system.

If the PCs make any effort to go over their ship in the few hours they have while the convoy finishes assembling roll for a breakdown/maintenance issue. let them discover what will be the issue in the next system and take steps to mitigate it. 
If its a software issue they can obtain the software fix before leaving or if a hardware issue they can try to obtain parts to fix it. this might require obtaining a [insert techno-babble] control module that is not available at the shipyard but can be found at Boneyard station.

Roll on table:

1. Software glitch in drive program- minus 1 ADF not detectible until ships attempts to use full ADF
2. Strange burning smell from the air ducts- hardware and programing issue with the life support plant (will also need to be fixed on the Back up life support too. Computer tech/astrogator can rewrite the code and a technician can fabricate a new part  in an hour (must be undisturbed ie no combat)
3.Laser Battery tracking: improperly machined tracking collar is sticking and could jam causing a -5% penalty to LB shots any failed LB shots that fail by 20% or more causes the penalty to jump by -5 and any critical failure over 95%  causes it to jam.  DCR roll will unjam it but or reduce penalty by 5%. however to solve the problem an engineer will need to suit up and pull access plates on the hull and attempt to fix the issue with a laser power torch- failed roll means problem cannot be fixed without putting into a space station. 
5. Depressurization alarm on deck with airlock. Airlock seals are leaking. Tech repair roll and 1-3 hours work.
6. nothing
7. ?
8. Nothing
9. ?
10.  Engineer catches and solves one of the other problems before it crops up inconviently

Once a break down result is rolled replace it with Nothing for future rolls.
Except for number 1. keep that result except the next time its the same effect but instead of being a software glitch its a hardware issue. [insert Techno babble] plasma injection nozzel misalignment. make it seem like its the exact same issue as the software issue. If the players really inspect the engines while fixing the software glitch and the engineer makes a really good roll or the players specifically specify the kind of scrutiney that would reveal this issue allow them to problem solve this issue at the same time as the software glitch. 

Player Character Baseline knowledge

I’ve advanced the timeline to the point that most printed modules are now history for the player characters. As I’ve never completed a revised timeline that I happy with I cannot give exact dates and plan to just refer to those events as past.* In general it’s been about 60-80 years since the sathar incursion into Zebulon and 50-40 since the crew of the CMS Osprey distinguished themselves in battle with Streel back pirates at the Battle of Planaron. The kick off of the Dramune War, detailed in Dramune Run probably took place after the sathar incursion in White Light (last encounter in Warriors of White Light 1). It’s been a short period of time since the Beyond the Frontier campaign took place (Eleanor Moraes, Face of the Enemy, & War Machine), maybe 10-15 years.

We, the players and GM, did not play any of those modules together so they are a shared history for us yet in some ways the Volturnus modules are the shared experience if not history for all Star Frontiers fans. That said I’m going to assume all the modules mention played out with reasonably heroic and successful outcomes as those modules were originally written. This sort of forms a baseline of knowledge that we all share and can draw from (and saves me from spending tons of time fiddling with the timeline). It also allows you to write in references to history when your PC is talking in character.

What PCs would know concerning Zebulon, Volturnus and the eorna:

In the aftermath of the battle the eorna signed a variety of agreements with the UPF, several planetary governments, and many mega corps. All of these agreements traded “rights” as in mineral rights, asteroid mining rights, broadcast band with rights, etc for help rebuilding their world and society. Originally, Volturnus was and allied planet with the UPF (not a formal member) and the planet saw radical changes as mega corps invested money to develop their interest in the planet and system.

The planet Ankor was colonized as way to ignore the eorna by the mega corps. Corporate lawyers hit on the idea of colonizing and claiming independent status for Ankor to avoid making concessions to the eorna. Since the eorna had no real military and were face with a cultural and societal revolution they could do nothing about it. Soon different authorities on Ankor began granting mining rights for asteroids and planetary bodies that conflicted with agreements already signed by the eorna. The eorna though forced to bring in mercenaries never really tried to subjugate Ankor to their will. The situation in Zebulon quickly devolved to a wild free for all where the victor was the one with the most or biggest guns.

The eorna have not prospered even with the discovery of the egg ship. Not all the eggs were viable and those that were had to be crèche raised. Further, their leaders instituted draconian breeding programs that treated all eorna as cogs in an egg laying machine. It was for the good of the species they reasoned but led to rebellion by the more numerous youth.

Their “children” races, the ul-mor, the kurabanga, and edestakai became so resentful of eorna manipulation and control that the situation became dangerous. The eorna had to staff their Native Protective Agency with mercenaries. The dying old guard of eorna society was losing control of their star system, planet and society.

The nail in their coffin came when the mechanons revolted against the pressure the they were putting on them to help rebuild the planets. As the eorna saw it the mechanons owed them. The Mechanon Revolt was the spark that forced the UPF to step in and take over. Volturnus is now a territory of the UPF administered by a governor and the mechanons have been relocated to a new planet of their own. The Native Protective Agency still operates but under the UPF governor.

The Eorna today only number in the 60,000 with 98% of them being the progeny the crèche raised eggs. By and large these new eorna have no sense of their prior history and culture and have fragmented in their individual pursuits of beauty and meaning.

A side note: a recent holo-vid of the Volturnus Expedition chopped and twisted the story of the team that saved the planet so badly that it merged the two yazerian members of the team into one character as dramatic license. This actually led to declaration of producer and director as Blood Enemy by an aging yazerian from his wheel chair.

What PCs would know concerning the Pirates of Planaron:

The discovery that Streel had been funding the pirate band based at Planaron so out raged Leotus XIX and he banned Streel from doing business on Clarion “for life.” His assassination by members of the Liberation Front is often linked to Streel by conspiracy theorist though it was never proven. The king’s daughter, Leotia XX, made the ban against Streel permanent. She’s ruled the past 40 years.

The Liberation Party was a political party opposed to the monarchy and held quite a bit of clout in Leotus’ time but after the assassination of the popular monarch the populace turned on them. Today they go by the name the Liberal Party and only hold 5% of the seats in parliament. There are still ties to their old action arm the Liberation Front but the LF has become even more radical in its rhetoric and policies.

Leotia XX can no longer count on the 70-80% support her father enjoyed from parliament. The Conservative Association and the Crown Royalist still support her but they only account for 44%. The Socialist and Independent parties have long opposed the crown’s policies while the New Beings party often sells its votes to the highest bidder. She’s been forced to build a coalition government out of the Crown Royalist, Conservative Association, a few independents (not the party) and the Liberals.
Though the Liberal party is against the monarchy as its core belief the head of the party, Jonnus Slike often “releases members to vote their conscience”; which is political speak for go along with the Queen and Prime Minister. In return the Prime Minister was forced to give the Liberals one of his cabinet seats.

What PCs would know concerning the Dramune War

The average citizen of Clarion paid little attention to the events in the Dramue War. Almost no one had heard of Gullwind and its adventures till a holo-vid was made!
Inner Reach won the war but lost the battle: in the end a new crime lord managed to move in and take over operations on Outer Reach and the old crime lord is reputed to still be skulking somewhere.

What PCs would know concerning the Beyond the Frontier Campaign:

Much about that campaign is still classified but the broad outline of the story has gotten out. Its generally known that the Royal Marines played a crucial role in liberating another star faring race from sathar oppression.

* This statement no longer holds true as I now have an ongoing timeline project.

Ranks and Awards

Ranks in the Royal Marines

Officer rank progression (according to WOWL 1):
Midshipmen; Junior Lieutenant or Lt. JG (junior grade); Lieutenant; Captain, Commander
personally I find it odd that Commander was give the Rear Admiral spot so I'll depart from canon material by dropping it down below Captain and adding Rear Admiral.

Enlisted rank Progression:
Spacer; Spacer First Class (SFC); Petty Officer (junior and senior grade); Chief; Senior Chief
senior most NCO aboard ship or Clarion station is referred to as "Bosun"

Orders and Decorations of the Kingdom of Clarion

Order of the Lion awarded at the discretion of the Monarch for exceptional service by military, civil service, diplomats (ranks: Companion of the Lion-CL; Knight of the Lion-KL; Grand Knight of the Lion-GKL)
Order of the Eagle awarded to Royal Marines and Royal Guards for conspicuous service (Ranks: Kight Companion-KPE; Grand Kight-GKE)
Order of Service and Merit: awarded service or accomplishments in areas of military, science, art, literature, culture (Rank: OSM)
Order of Sword awarded to military personnel during times of war (Ranks: Companion of the Sword- CS; Knight Companion of the Sword-KCS; Grand Knight of the Sword-GKS)
Order of the Royal Companions of Honor: awarded at the discretion of the Queen for service to the Kingdom (Rank: Companion of Honor- CH)

Leonine Star (highest award) LS
The Queens Gallantry Medal- QGM
Conspicuous Gallantry Star- CGS
Distinguished Service Star (usually involves long service to the crown)- DSS

The Following awards are worn on the sleeve cuff of the Dress uniform:
The Crimson Stripe (awarded to military and police for action under fire)
The Indigo Stripe (awarded to military and police wounded in the line of duty)

The Major Mega Corp Players

Eversafe Enterprises & Subsidaries
“Living ever safe and ever secure.”

Eversafe, headquartered at Moline city, is the mega corp specializing in defenses and security. The Eversafe Showroom is its retail chain outlet found everywhere in the Frontier. They have the contract to produce off the rack Royal Marine and Royal Guard uniform defensive suits. Individuals looking to buy approved extra uniforms can always find the standard BDU skien suit and dress uniform skien suit at their base exchange but Eversafe marks these items down 10% to draw in the military customers and try to up sell them other defensive gear. They also produce approved grid and albedo suit versions of the BDU with the appropriate rank and insignia regalia. Almost every show room has a test room (more like a firing range) to do public demonstrations of their product.

Almost always found in conjunction with the Eversafe Showroom or as a part of it will be retail sources for Eversafe’s subsidiaries; Wokeekoo Scanner Manufacturing and Mikooc Cardlock Manufacturing Firm. All of there products can be found in the Eversafe Catalog, produced in electronic and plasti-paper versions.

Guardall Inc, by virtue of home turf, is the major security firm on Clarion. At times when the Crown has deployed military units to other star systems the government has contracted to Guardall for replacement personnel. They maintain small offices in every city on Clarion for the purpose of recruitment and sales. Personnel and equipment are deployed from central depots. Because of the laws enacted 100 years ago requiring all mega corps to demilitarize Guardall is perpetually under scrutiny. For this reason they have a long practice of hiring Royal Marines, Royal Guards, and other domestic police personnel. They emphasis a non-confrontational but firm approach to security and their agents are quick to involve the local police and will not turn a blind eye to illegal activities. Despite the company’s reputation for whistle blowing they are still the most popular security firm as no corporation wishes to follow Streel’s example and be barred from doing business on the planet. The unwritten rule on Clarion is any corporation trying to penetrate the planet’s market must hire Guardall as a signal that they intend to play by the rules.
Clarion has never seen a corporate war and the Crown will never tolerate such behavior. For that reason many corporate executives view the monarchy on Clarion as oppressive and some mega corps funneled money into the coffers of the Liberation Front. If it wasn’t for this financial backing that terrorist organization would have died out long ago.

AIPS, though maintaining a headquarters on Clarion, does most of its business here through the subsidiary, Nova Nuclear Incorporated. Nova Nuclear is the dominate player in the rich uranium market on Clarion. They’ve become a major synthesizer of atomic star ship fuel with significant contracts with Space Fleet and many militias.

Star Play
The Star Play Lounge and the Stars at Play entertainment complex chains are well represented all over Clarion. Certain independent operations have greater popularity, like the Raptor’s Roost in Port Royal but the name recognition of the Star Play Lounge is so strong that Star Play has little to worry about despite moves by the Raptor’s Roost to expand to Clarion Station.

A popular statement by PGC executives is, “A planet without a PGC presence just isn’t civilized.” It’s actually meant as a dig against Streel but carries a certain element of truth. Pan Galactic Corporation is literally everywhere (except New Streel of course).

Conspicuous by its absence, Streel is now banned permanently from doing business on Clarion. The ban has been a priceless opportunity for local businesses to thrive in its place. After the Battle of Planaron and the assassination of King Leotus, Streel's connection to terrorist and pirates was out in the open. Conspiracy theories abound concerning their connection to the assassination. The company is fairly open about their support of the Liberation Front but covers its involvement just enough to prevent Star Law from getting involved (not that Star Law doesn’t have open files on this matter).

Royal Mounted Constabulary

The Royal Clarion Mounted Constables are an organization with planet wide police powers. The RCMC maintain an office that is tasked with nothing but investigating the LF, Streel, and the assassination of King Leotus. This office was responsible for the investigation that led to a 12 year legal battle, forcing Streel to pay compensation to the Crown (for ships lost) and to the crews and or their surviving families after the battle of Planaron. This victory is a sore spot with Streel and the vursk trade house that was Streel's legal team was sacked.

RMC Crest
Motto:Fidelitas, Veneratis, Birtus (Loyalty, Honor, Valor)

The Royal Mounted Constabulary dates back to the founding of the monarchy on Clarion. Its role has been as the planet wide "federal" police force. In the early days they kept the peace over wide tracts of sparsely populated districts using live mounts.

As the planet has grown to be a heavily populated world the methods of the RMC have grown and evolved to meet changing needs including the introduction of the first robotic steeds in the Frontier. Today some of the areas os Clarion are still patrolled by "Mounties" on live and robotic mounts yet the RMC is a modern police force every bit the equal to even the Star Law Rangers.

Planaron Ore Processing Station (POPS)

Planaron is an unusually large asteroid in the White Light system. Secretly mined by a crazy wild cat miner for years it was ripe to become the base of operations for the Planaron Pirates who were secretly funded by Streel. During the Battle of Planaron the pirate fleet was wiped out and the base's defenses reduced to scrap. It still took the Royal Marines putting boots on the asteroid to fully clear it and that's when evidence of Streel's involvement was discovered.

Later Space Mines Inc purchased the rights to the gutted asteroid with a 100 year charter to operate an ore processing station there. In time Planaron grew to be a thriving, though small community of miners, spacers and a few small business operators.
Being outside the legal jurisdiction of Clarion's legal code and through the mismanagement of Space Mines (lovingly referred to by many as "Spaced Minds"), Planaron tended to attract a criminal element.

For a time the Royal Marines maintained a detachment on the station but Kota Mikoshi, the Liberal Party politician on the Prime Minister’s cabinet lead the fight to have them removed. The reasoning being, “the Crown should not pay for security of a private corporate installation.” The irony of a Liberal, who espouses the ending of the monarchy, being concerned over an expense to the Crown was not lost on many. None the less she succeeded and the Royal Marines were forced to remove their detachment. Planaron became a criminal’s haven.

Royal Marine personnel are forbidden to go there off duty. When it’s necessary for the marines to go there they stay in parties of three or larger and are armed for bear.
As long as Space Mines ore processing operation isn’t interrupted then they make no attempt to police the community on the station.

The Station

Main Operations- Nerve center of the station with control rooms, main computer, sensors, offices, and station defenses: LB x1 & RB x1.

Administration & VIP Quarters- Administration center of the station with corporate headquarters and VIP corporate quarters.

Flight Ops & Station Defenses- Includes back up radar, orbital body tracking, flight control stations, and station defenses: LB x1.

Main Hanger- Can land up to HS 4 ships but usually handles ore shuttles.

Engineering Support- has three dedicated levels but doesn’t need this much. Engineering support includes life support, environmental controls and processing but the second level under the main hanger is just back up and has been given over to ware housing.

Stores and Fuel Depot- is directly concerned with supporting the hangers; rocket fuel, atomic fuel, and ion fuel. Supply depots and workshops here only deal with fixing shuttles and small craft. Some independent maintenance companies have space here serving the mining and prospecting ships. The whole level is referred to as, “the Depot.”

Robotics and Workshops- is concerned with maintaining everything else in the station that is not related to small craft or the reactor; has store rooms, workshops, fabrication shops and etc.

Power Capacitors and Reactor Support- has high energy storage capacitors to maintain power for the ore processing lab if the reactor goes down (the rest of the station can subsist on emergency power but ore processing continues at full pace). Supply rooms and workshops that support the reactor operations.

Station Habitation- Quarters, gymnasiums, and etc for the station’s work force.

The Core- the large cylindrical hollow core of Planaron. It is the heart of the station and the center of commercial activity. It holds a myriad of restaurants, stores, the infirmary, Star Law offices, and etc.

Storage and Ware Housing- vast percentage of this level is given over to storing refined ore.

Station Defenses- also include aux. hangers and docking. LB x 2, RB x 1.

Below: Model Reconstruction of Planaron taken from scans obatianed by the frigate Leo just before the Battle of Planaron.

Why The Royal Marines Don't Field Fighter Craft

In the original module there were no fighters in the Royal Marine order of battle. The reason that was had nothing to do with any sort of military decision but that the writers needed a small tough scout ship craft that was ideal for a small group or team and so we got the assault scout which is a much beloved ship, I believe.

I wanted to play the Warriors of White Light module but since we’ve all played or read it I felt that it might not be very interesting. Instead I proposed to attempt to capture the flavor of the original while being original moving the setting 100 years into the future and use the published modules as history. Without even considering the issue of fighter craft I just updated the Royal Marine order of battle. Using the ships that were on order in the original module I designated them as replacements for older hulls plus invented a few new names but basically left the order of battle identical to the original module. However a prospective player had an interesting character concept that involved having a family member that had been a fighter pilot and I started asking myself why the Royal Marines don’t have fighters.

The answer is they did; the Raptor Squadron. It was extremely popular but not as versatile as assault scouts. Initially the Royal Marines relegated Raptor Squadron to anti-piracy and outer system patrol due to their inability to board and inspect merchant ships. They were extremely effective in anti piracy but long patrols in the outer system lead to crew fatigue. It was judged that the fighters weren’t fully suitable to the mission of the Royal Marines and yet they persisted in the order of battle as they were new and still being paid for. Eventually there was a push to use them in support of Space Fleet missions (and thus get the UPF to pay for them) but deploying them out system was a logistics nightmare without a carrier. The Royal Marines improvise by attaching heavy shuttles and latter a confiscated freighter christened the Pelican. However the final demise of Clarion’s fighter program came in a moment reminiscent of desperate last stands from the annals of history from places like the Alamo and Talos IV.

The Raptor Squadron saw action first in White Light System against pirates and one major sathar incursion. They were credited with the destruction of a sathar destroyer.

Deployed with Space Fleet to the Dramune System they were instrumental to the police action at Outer Reach. The Royal Marine’s experience with this deployment led to a brief discussion of acquiring a carrier for the squadron but the compromise measure commissioning a confiscated freighter as a tender was the result.

In the Liberty System, also known as FS 30, (see module SFKH 4) they were stationed to both support the fledgling system defense militia of the Mhemne and to be a training cadre. Their efforts met with mixed results there as the Raptor Squadron was a bit sensitive to the issue of whether fighters were a suitable militia weapons platform and the Mhemne were unsuited, physiologically, to fighter operations (see the details of the module) as they pass out during high G maneuvers. The pilots of the Raptor Squadron were understandably proud of their craft, the squadron and their accomplishments but the Mhemne leadership pushed for their reassignment requesting larger ships for training their fledgling navy. Before the squadron could be reassigned they took on two sathar carriers in a desperate suicidal last stand. They stopped a worm incursion but the squadron was largely decimated.

It was decided to not replace its losses and funds were diverted toward the purchase of War Hawk and eventually Nightingale. A handful surviving of Raptor fighters were stripped of weapons and fuel and stored away in stasis against a future need. One is on display next to the Osprey Museum.

Places of Interest on Clarion

Clarion has 12 great cities with populations in the tens of millions

Valentina is the throne city. The Royal Palace sprawls over square kilometers and the Royal Guard is headquartered here.

Landing- major petroleum refining center and site of Landing Park, the location of the first landing by colonist on Clarion. AIPS's Clarion headquarters is located here as the mega corp dominates the petroleum industry. Several home grown corporations via for market share as well.

Port Royal is The Royal Marine base on the surface of Clarion, the site of the Osprey museum, the RM Historical Center, as well as the Royal Marine Academy. Port Royal is a major star port in its own right with high volumes of commerce passing through.
The Marine base has officer and enlisted clubs but the truly popular off duty locations are the Raptor's Roost (bar and dance club) and Gimpy's (run by a retired RM NCO, Gimpy's maintains a quiet neighborhood style bar & grill atmosphere catering to RM NCO's).

Moline is the largest city and headquarters of Eversafe Enterprises.

Lapin is an anachronism being a resort community dedicated to the ancient art of snow skiing even in this day and age of grav skiing. Princess Vallencia is major patron of the sport and a frequent visitor in Lapin.

Roskov Mountains are the low range of mountains with rich quantities of uranium that made Clarion rich. Large portions have been set aside as Crown Reserve but much is controlled by AIPS mega corp via a subsidiary corporation: Roskov Development Corporation. RDC has been turning out huge profits producing fuel for atomic drives.

Gun Control in the White Light System

The original banning of Streel from doing business on Clarion came about from the government's order to all mega corps to demilitarize their operations. Streel’s violation of this resulted in the original 20 year ban.

Clarion has further instituted gun licensing and bans on certain weapons that are considered military in nature. All defensive suits and screens are allowed but weapons with a rate of fire of 3 or higher, heavy weapons, high damage, or explosive ordinance are considered military. Military, police and paramilitary personnel can purchase much of this with their ID card though most organizations allow their personnel to requisition what they want or need within limits.

The availability of weapons varies greatly depending on where you are in the system.
On Clarion “tame” weapons like semi automatics, needlers, and stun weapons are readily available as well as tangler and smoke grenades. Lasers can be purchased that will only discharge 1 or 2 SEU per shot though it’s a simple procedure for technicians and beam weapons specialist to remove the power governor and allow it to shoot at the full power setting. Explosives are very tightly controlled and tracked. There is of course a black market but that can be difficult to access and markups of 50-100% are not unusual.

On Clarion Station in orbit the situation is a bit looser with many ships coming and going. The same laws apply but the Royal Marines don’t confiscate banned weapons if they’re declared and locked in a weapons locker. Permits for carrying “ship safe weapons” are fairly easy to obtain providing no criminal record (record check is only Clarion’s data base). Ammunition that could endanger the safety of the station cost more and is harder to buy but most legal weapons are freely available. The black market is a little more open as deals can go down on ship and transfers of goods can happen in a number of ways. The black market here runs generally at 25-45% mark up.

On Planaron Ore Processing Stations (POPS) things are quite different as none of the licensing laws apply. The station was built on the gutted Planaron asteroid after Space Mines Inc purchased it from the Crown. Over time it has developed into a rough community of wildcat prospectors, low-life and less savory spacers. It is often referred to as a wretched hive of scum and villainy. Here the black market is the open market.
Most traders will keep certain wares out of site if Royal Marines have entered the station preferring to avoid drawing too much attention to them. It is often possible to buy weapons here that are vastly marked down but these either have seen heavy use and abuse or they may be flagged in a police data base somewhere.