Tuesday, April 16, 2013

Traveller Tuesdays - Changes to Character Generation for 19th Century Characters


So, I have been thinking about how to use Traveller in order to generate characters that could populate a fictional gaming universe set in the 19th century.  I began with looking at the ARMY career generation tables.

It appears as if all is well, there, with the exception of two skills.  COMMS and SENSORS.  So I have come up with two alternatives.

Instead of COMMS, whenever it appears on the character generation chart, replace it with the skill SIGNALS (new).  And whenever SENSORS appears, replace it with FIELDCRAFT.

Here are the two new skills (they both are cascade skills).



Signals - The character has the ability to send and receive signals using pre-radio systems.  Choose one of the following Specialties, expertise in one grants familiarity in the others:
  • Semaphore - the character is expert in sending and receiving visual signals using based on a color and position based code, such as hand flags, or much larger semaphore towers.
  • Optical - the character is expert in sending and receiving light based messages, such as with the use of reflected sunlight (using a heliograph) or with the use of signal lamps, such as on a ship.
  • Audio - the character is expert in sending and receiving signals over a pre-radio wire based electronic system where audible signals are sent from one station to another, such as with Morse code.



Fieldcraft - The character has the ability to support military operations that take place in a wilderness, away from urban support systems.  Choose one of the following Specialties, expertise in one grants familiarity in the others:
  • Tracking - the character is expert at following tracks and trails left in the wilderness.  Note this is not useful, nor transferable, to urban or indoor settings.
  • Scouting - moving undetected through a wilderness setting, and making a military assessment of forces and emplacements that can be observed. Similar to Recon but specialized for a wilderness setting.
  • Fieldworks - the character is expert in constructing wilderness based engineering projects, typically of a military value.  This may include log forts, earthworks trenches and earthen gun emplacements.
  • Camouflage - similar to the Stealth skill, but rather than applying to the character himself, the camouflage skill allows the character to be expert at hiding military emplacements, or small troop movements that can be less well detected.  Again, this is only applicable in a wilderness setting.


Update Army career, mustering out, and events tables will follow.  This is getting exciting.

Monday, April 15, 2013

19th Century Imaginations - Characters in wargames for imaginary nations

Ever since Tony Bath\"s Hyboria Campaign (see Rudi Geuden\"s great page on the topic), the idea of generating personalities for the various rulers and personalities in the fictional kingdoms an empires involved in wargaming has sort of "stuck".  One of the things pointed out in the three part article on the Hyboria Campaign over at Hill Cantons is that Tony\"s campaign never was a roleplaying campaign, and although the setting was fantastic, there were no non-earthly elements to it (no overt magic, no spell casters, no fantasty races, etc).  This makes it (as it always has been) the perfect Ur-example of a historical fiction based wargaming campaign from a fantasy setting, but without fantasy elements.  You know - Imagi-Nations.









Then along came Role Playing Games, where creating characters became a scientific art (or an artistic science, but whatever - you get the idea).  Lots of creativity, yes, but also lots and lots of rules and structure.



For a wargaming campaign setting, however, I don\"t believe you NEED to know the minutiae of all that, in order to have compelling characters.  A short run down of capabilities and motives is all that is required.  The system that Howard Whitehouse devised for his terrific game of British Imperial forces vs. the forces of the Mahdi - "Science vs. Pluck" is perfect.  It gives some background to the character, an indicator of general experience, and some specific traits.



And still . . .



Since I DO have role-playing in my blood I think it might be nice to see what specifics each character might have.  So I have been thinking about a role-playing system (it has to be simple, relatively speaking) that might foot the bill.



The first that comes to mind, especially given that I am dealing with the second half of the 19th century, is of course Space:1889, that wonderful tour de force from Frank Chadwick, back when one of the greatest gaming companies of all time was still in existence - Game Designer\"s Workshop.  The strengths of the system are (1) it is simple, (2) if individual combat (for duels, or assassinations, or whatever) is required, then it is easy to adjudicate, (3) it is made for the Victorian Milieu, and (4) It does have a nice NPC motivation generator.  In fact, I have used Space:1889 character generation in concert with that found in "Science vs. Pluck" in the past, and it works extremely well together.  The drawback - since the skill system and statistic system is so simple, there just simply are too many similarities among the characters.  Still, it might work, it might work.







The second one that comes to mind, is the D6 system, especially close to the original West End Games version of the Star Wars Role-Playing Game.  This works well, has a nice system that I like (and it is not TOO much different from the Space:1889 adjudication system, not too close either, making it a nice alternative to consider) for skills and combat, and is easy to understand characters from, even if you are not conversant in the rules.  However . . . This one would require a lot of work on my part to create character templates, I think. I\"ll have to take a closer look. One of the neat things, however, is the vast number of different settings that the D6 system has been applied to, not least of all the marvelous Pulp games that Peter Schweighofer and his publishing company, Griffon Publishing Studio.



Finally, the third one that comes to mind is a game that is based on a cultural world much like that late 19th century, albeit in a pure science fiction environment.  That is Classic Traveller (or more accurately, Classic Traveller as it has been re-envisioned and re-packaged by Mongoose).  This one has all the character types I need - Army officers, Navy officers, Spys, Nobles, Diplomats, Barbarians, Scientists, etc.  It has a great stat/skill system, and a wonderfully non-complicated system for skills and combat.  Unfortunately, inherent in the skill system, are a number of different skills that are Specifically for high-tech science fiction settings (this is appropriate, of course).  And, there is not the clear cut personality attribute generator that exists for both Space:1889 and Science vs. Pluck.  However . . . since neither of those systems has anything to do with the actual statistic or rules system - the could easily be transplanted to Traveller.







So - which one to pick?  As Sherlock Holmes would put it, this is definitely a three-pipe problem.  I\"ll get right onto smoking those pipes, and come up with a solution, and then start posting here on my decision, along with some game charts to make whichever I choose work for the Balkanian games I work on.






Friday, April 5, 2013

19th Century Imaginations - Rules for Naval Battles

Here are some simple rules for playing 19th Century (Transition era) naval actions. This is the age of the 1850s-1870s when ships still were mast rigged, but had steam power as well. Ironclads are covered as well.
Furstenberg vs. Rumpwhistle in the 23 Weeks War

  1. Ships come in two sizes, big and medium. Which, to show off our saltiness, we can call Battleship (or Ship of the Line) for Big, and Cruiser (or Frigate) for medium.

  2. All ships may move under Steam or under Sail.

  3. All ships have two types of hit points - Hull and Mast. These are divided up into three divisions each.

  4. Battleships have three mast divisions, each taking 5 points of damage. They have three hull divisions, each taking 12 points of damage.

  5. Cruisers have three mast divisions, each taking 4 points of damage. They have three hull divisions, each taking 8 points of damage.

  6. Sail movement - The ship may roll 1d6 for each (whole or partial) mast division they have left.

    1. The ship may choose to roll few dice, but must move all that they roll.

    2. The ship moves forward (without turning) the distance of one dice at a time, Captain's choice.

    3. After moving ahead, the ship may make a turn - Battleship, up to 45 degrees; Cruiser up to 90 degrees.

    4. Vagueness of sail movement is preserved, without worrying about wind gauge, sail setting, etc - boring things that landlubbers THINK we salty captains care about.

  7. Steam movement - The ship moves a standard amount, and may make a turn every 4". The number of inches varies based on how many hull divisions the ship has left.

    1. If the ship has three hull divisions left (whole or partial) then it may move a total of 16".

    2. If the ship has two hull divisions left, then it may move a total of 8".

    3. If the ship has only one hull division left, it may not move via Steam.

    4. Turns (every 4") are as per sail movement - Battleships 45 degrees; Cruisers 90 degrees.

  8. Steam engine clouds - Regardless of how far a steam fired ship moves, it leaves a thick cloud over the second half of its movement distance. This remains for two turns.

  9. Shooting - Ships may shoot at anyone within range. Battleships have 24" range; Cruisers have 18" range. A target is declared, dice are rolled, hits are recorded.

    1. Battleships roll 5 dice per hull division they have left (whole or damaged); Cruisers roll 3 dice per hull division that they have left.

    2. A target vessel is nominated before rolling, also announce if firing is Regular, High, or Low. Each division of a firing ship may choose a different target.

    3. Regular fire - Roll dice, every 6 scores a Mast hit; every 1 scores a Hull hit.

    4. High fire - Roll dice, every 6+ scores a Mast hit. Half of the 1s rolled score Hull Hits (round up), then reroll the other 1s, this time adding +1 to each die.

    5. Low Fire - Roll dice, every 1- scores a Hull hit. Half of the 6s rolled score Mast hits (round up), then reroll the other 6s, this time subtracting -1 to each die.

  10. Damage - All damage (either hulls or masts) goes against one division completely, until that division is gone, and so forth. No splitting it up.

    1. Ships that have lost all three Hull divisions have sunk.

    2. Ships that have not sunk are towed home by the victor of the battle.

    3. Damaged ships may completely repair one division (hull or mast) per week in a port.

  11. Visibility - Ships moving under Steam (i.e. - those with Coal Smoke) lose 1d6 off the total they can roll to shoot with, per division.

    1. Cruisers cannot trace a line of fire through a Battleship.

    2. All other combinations are possible (battleship firing past anything, or cruiser firing past cruiser).

    3. No ship can see past smoke to fire.

  12. Ramming - If a ship model can move into another ship model, then the chance for a ram occurs.

    1. Roll 1d6 - on a 1,2,3 the ram actually occurs.

    2. If the ram does not occur, move the moving ship past the other ship.

    3. If a ram occurs, roll all the firing dice that the ship doing the ramming has available to it - i.e. an undamaged Battleship would have 15 dice; a Cruiser missing one hull division would have 6 dice; etc.

    4. All 1s rolled do one point of hull damage to the Ramming ship, all 5s and 6s rolled do one point of damage to the ship being rammed.

  13. The Torpedo - Cruisers carry one torpedo, Battleships carry two. They are quite unreliable.

    1. A torpedo has 12" range.

    2. A stationary ship (one that has not moved this turn), or a ship under Steam power may fire a torpedo.

    3. Nominate a target, if a Battleship fires both of her torpedoes on the same turn, they must be at different targets.

    4. Roll 1d6, on a 1 it strikes the target, on a 2-6, it is lost forever.

    5. Roll 10d6 on a successful hit, all dice scoring 5,6 will do one hull point of damage.

  14. Troops - Battleships may carry two units of troops. Cruisers may carry only one unit of troops.

    1. For these purposes an artillery unit counts as half of a unit. Cavalry units count as two units.

    2. A ship may send units ashore, or collect them again, via boats, if they are within 6" of the shoreline.

    3. A unit disembarking or embarking troops via boats may not move during the entire turn of the operation.

    4. The troops must begin their move at the shore's edge if embarking; they finish their move at the shore's edge if they have been disembarked.

  15. Shore guns - Shore batteries may fire at Ships, and be fired at.

    1. Shore guns have 24" range, and roll 4d6 per battery. They may only fire normal.

    2. Guns in batteries may be targeted by ships. Each battery takes 2 points of damage to be destroyed. Once the ship fires, each dice does a point of damage to a shore gun on a 6.

    3. If the shore battery is in stoneworks (harbor fort, etc), then reroll each 6, and only the second set of 6s will score hits.

    4. For these rules shore batteries typically are either Small (2 batteries), Medium (3 batteries), or Large (4 batteries).

  16. Ironclad vessels - The ships described so far are transition ships - still mast rigged, with with steam power included. There are also Ironclad vessels.

    1. Ironclads are neither Battleships nor Cruisers, but a different class of vessel.

    2. Ironclads do not have Mast divisions. They do have three Hull divisions, of 8 points each.

    3. Ironclads may only move via steam power. They may move 12" if they have all three hull divisions left, and only 6" if they have two divisions left. Once they are down to one division, they may not move.

    4. Ironclads have two turrets, each rolling 6d6 to fire. Each turret may target a different target. They may not fire High or Low, only regular.

    5. Once an Ironclad has only two hull divisions left, it may only fire one turret. Once it is down to one hull division, it may not fire.

    6. Mast hits scored against an Ironclad miss. Hull hits scored against an Ironclad must reroll. Reroll all hull hits scored, and only on 5s and 6s do they actually do damage.

    7. Ironclads that are ramming wooden ships do not take damage. Ironclads rammed by wooden ships, or by other Ironclads do take damage.

    8. Ironclads have one torpedo.

    9. Torpedos fired against the Ironclad actually hit on a 1 or 2 (because of the poor handling of the target, not because of magnetic homing).

  17. Fighting Battles - Set up the playing surface. Shorelines, shore batteries, and shoals should be clearly marked.

    1. Battleships may not move over shoals. If they do, they take 1d6 worth of hull points.

    2. At the start of each turn, each Admiral rolls 1d6. A legendary admiral adds +1, the side with more ships trailing smoke (i.e. moving under steam) subtracts -1. The high score has initiative.

    3. The Admiral with initiative decides to move first or second. When a player moves, they move all their units.

    4. Once both sides have moved, Shooting is simultaneous. The side with initiative resolves their shooting first (i.e. declare targets, roll for damage, etc - but all damage takes effect simultaneously).

    5. If a ship is of Poor quality (as per scenario or campaign) then the first time it takes damage, immediately roll 1d6. On a 1 or 2 it strikes its colors, and does not take a further role in the battle. Otherwise it is okay.

    6. Once one side or the other has lost Half of their vessels (a vessel is considered "lost" if it is down to only one Hull division, regardless of its fighting ability), that side must begin rolling Morale at the end of each turn.

    7. Roll 1d6 for morale. On a 1 or 2, the side surrenders, and the other side is the victor. If the side rolling for morale has a Legendary Admiral, subtract one from the roll. If the other side has a Legendary Admiral, then add one to the roll.

    8. To handle smoke,  use two different colored pom pom balls, Gray and Black.  After all the ships on your side move, remove all Gray pom pom balls that belong to you (i.e. were placed by your ships).  Then replace all Black pom pom balls with Gray ones.  Then place new Black pom pom balls behind the second half of movement of your Steam powered vessels.

Sunday, March 31, 2013

19th Century Imaginations - Furstenberg Seebataillone

It is difficult for a military adviser from outside Balkania to imagine how a landlocked nation like the Margravate of Furstenberg requires naval infantry, and even more difficult to picture them participating in the 23 Weeks War, which was waged largely in the Karzstan Mountains, and the hill country north into the Confederated Cantons of Rumpwhistle - but both of things are true, and deserve some treatment in the ongoing series of descriptions of troops in this important conflict.

The eastern border of Furstenberg is the mighty Krenz River, and it divides Furstenberg from other Balkanian Principalities.  Because of this, and especially because the Krenz also borders Rumpwhistle (although north of it's Furstenberg shorelines), the Margravate maintains a riverine navy.

Over the years, this small segment of the Furstenberg military establishment has gained quite a history for its ships and associated men, and has participated in a number of interesting conflicts against other Balkanian powers.  Protecting both the ships and naval facilities are a number of companies of naval infantry.  These serve as on-shore garrisons for the different naval ports, as well as serving on the capital ships of the navy as marine detachments.  They fulfill the typical role - assisting gun crews in combat, providing security for officers, and serving as boarding and shore parties in operations.

Together these various units of naval infantry are the Furstenberg Seebataillone (officially listed as just one battalion, albeit closer to division strength, although never gathered together in one place).  It consists of a number of different "companies", but each company can be as large as 600 men.  It is the tradition that the troops assigned to either a shore facility or to a single ship are all termed a Company (as in Ship's Company, or the Port Company).  The name should not be confused with a typical infantry company (which in the mid 19th century in Furtenberg is about 150 men).

Furstenberg Seebataillon - 1871
Around the time of the 23 Weeks War, the Furstenberg Navy was very much still a Navy in Transition, to use the terminology of the day.  It consisted of some 6 ironclad ships, and approximately 24 wooden ships.  Most of the wooden ships had been outfitted with auxilliary steam power, which is quite important when navigating the rivers of Furstenberg.  At the outbreak of the war, none of the ironclads, and only four of the wooden vessels (the aging ship of the line "Duchess Helga", the more modern battle cruiser "Queen of the May", and the two masted cruisers "Absinthia" and "Eiderduck") were present on the Dukon River, and all of these were in the river port city of Thorn.  These were rapidly called up to Graatz Province, and their naval infantry companies and some of their guns were made available to the expeditionary forces preparing for war against the Rumpwhistle forces.  The Duchess Helga was not seaworthy at the time, but her Seebataillone company was sent along.

Captain Akorn-Tabbac, of the Eiderduck
Once in the Graatz naval weapons station at Korndock, the troops were organized.  The 600 men from the Duchess Helga were made into Company One.  The troops off of Absinthia, Queen of the May, and Eiderduck were combined to make up Company Two.  And finally, detachments from Thorn and Korndock were combined into Company Three.  Together with a battery of light guns from the Eiderduck, that were hastily mounted on field carriages, these were deemed a Light Brigade, and sent north to help out in the war.

As far as actual naval actions in the war, there was some gunplay between the Eiderduck and Urbik river pirates, on the Dukon River, however this is typical in the region and did not seem to have much to do with the conflict against Rumpwhistle.

The three Companies did see action, in a number of different battles, and men of the Duchess Helga company (Seebataillone Co. 1)distinguished themselves at the Battle of Krump's Farm.  The whole brigade was brought together after that action, and during the Maduro Valley campaign, fought together as a unit, under command of Port Admiral Kriegwasser, from Thorn  He had his whole staff with him, which was a mixed blessing.  They were a command that was accustomed to working together, however much of the work they did was to organize ship repairs, supervise operations against river pirates, and handle recruiting and naval logistics.
Admiral Kriegwasser and his staff.

In 1871, the uniform of the Seebataillon forces consisted of the typical dark blue tunic, similar to that of the infantry (although with Light Blue collar tabs, and according to the Furstenberg military roles, a "fair amount of gold or red stitching, as befit naval infantry").  They wore sky blue trousers, tending towards a bloused style (although not as much as the zouave trousers of the Drover Highlanders).  Rifle and kit were very much the same as the Infantry.  Unit distinctions tended to be the name of the ship or port that the company was detached from, stitched around the back of the kepi.  A dress shako, with a naval infantry gold plate as a frontspiece, was rarely worn in the field.

Tuesday, March 26, 2013

Reaper Bones Kickstarter - Shipping soon!!

So - Last year, I decided to back the Reaper Miniatures "Bones" Kickstarter.  And I am glad I did.  I went in for the $100 level (called the "Vampire" package).  And for that I get a metric ton of miniatures, in the new resin material that they are casting in.

Here is an awesome website detailing the over 200 figures that are in the Vampire package (currently, they would be valued at  $1153.52, and that doesn't include 24 new miniatures that don't have a current price).  Hover over the figures in the image on that page, to see a detailed shot of each miniature, and it's current cost to purchase (outside the kickstarter).

This is a win for the fans (like me) who get a ton of gorgeous miniatures for cheap, and also for Reaper, because it allows them to MASSIVELY expand this line of new material based miniatures.  Previously their Bones line was 22 figures.  The Kickstarter money gave them the capital to begin really expanding that line.  Basically, once setup fees and mold design, etc, are done - making resin figures costs less than nothing per piece.  Handling, packaging, shipping, advertising - those are the costs once setup is done.  But unlike metal molds, I understand that plastics and resins have VERY expensive processes involved.  So - the Kickstarter.

Anyway, here is a video of the unboxing - what is in the set (in a big-picture sense) -


For a better look at the actual miniatures included - check this out -


And here is a static image of what was included in the Vampire package.  Basically, as the Kickstarter campaign progressed, more and more got added to the basic package.  Until *Voila* Loads of cool miniatures, for $100.

They are (I understand) on time to ship in March.  I expect my nifty box of goodies to come very soon now. (I upgraded my order by adding in some paint sets, and some Cthulhu Mythos miniatures - it makes me all gooey just thinking about it).

Monday, March 25, 2013

19th century Imaginations - Furstenberg Alpine Troops

In the northern-most regions of both the Kraznikrenz Province and the Protectorate of Graatz, the alpine conditions of the Karzstan Mountains makes life difficult for the locals.  The population is a mixture of Urbs, Bosni-Balkanians and the Karzstan hill people (a rough tribal culture, but not as rough as the Drover Highlanders).  From this mix comes a tradition of mountain hunting that is the perfect basis for forming select units of Alpine Infantry.

Furstenberg Alpine Uniform
These Karzstan Mountaineers live in rough and rugged country, and make their livelihood by tending tough mountain cattle, and by hunting in the mountains.  They also have to regularly drive off Bosni-Balkanian raiders, and fight in local territorial disputes with the Urb hill tribes that they share their valleys and slopes with.  Because of this, they naturally develop and cultivate the skills that make them expert Alpine infantry.

There are six Regiments, each of four battalions, of Alpine Infantry in the Furstenberg Army at the time of the 23 Weeks War.  These are named for the Karzstan valleys that they are recruited from.  Each of the Regiments is numbered, in the Furstenberg Regimental system, but each also retains their traditional names and traditions as well.

The first Alpine Regiment, "34th Alpen" are also known as the Karzstan Ritter zu Fuss, are an old regiment, going back to the late 16th century.  These were the remnants of a religious order (Ordo Milites du Gourd en Karzstan), ordained several centuries earlier by the Holy See of Balkania.

During the late 16th and into the early 17th century, they were responsible for driving out the Urb tribesmen in and around the Aleman river valley, in the southwest reaches of the Karzstan Mountains.  This allowed for the establishment of (what would later become) the frontier city of Alemansberg.  Initially it was a travelers hospital and refuge in the mountains, operated by the Ordo Milites.

Grandmaster Horst Gourdkapp, of the Ordo Milites
Painted on the ceiling of the Alemansberg Cathedral of the Vine


As time went on, the Order was attracting more and more secular knights, and became known simply as the Karzstan Ritter zu Fuss.  During the Great Northern Furstenberg War, around the turn of the 18th century, units of the Ritter zu Fuss were sent to fight for the Grand Duchy of Poppenheim.  The Ritters were especially noteworthy for their role in the battle of Neugourd, where they held off the massed Bombastia guard regiments, who were advancing on the church Tithe barn that the Ritters were defending.

After the wars of Furstenberg Unification, the Ritter Zu Fuss were officially recognized as the first Alpine Regiment, and still retain somewhat of an elite status.  Because of this, the Margravate has almost always allowed the 34th Alpini to muster 6 battalions, rather than the typical 4.  These often see duty with several of the Furstenberg Corps.

Col. Friedel Henken, killed February 1872, battle of Vineykopp

Here is a table of the Alpine Regiments, along with unit distinctions, and the Regimental Commander (typically of the first battalion) of each at the start of the 23 Weeks War.


Furstenberg Alpine Regiments, Autumn 1871
RegimentTraditional NameCollarDistinctionCommanding
Officer
34th Alpen "Konigtal" Karzstan Ritter zu Fuss Forest Green Yellow Col. Friedel Henken
42nd Alpen "Hochtal" Hochberg Schnaikorp Forest Green Red Col. Xavier Groesser
66th Alpen "Waldental" Tannenbaumkorp Forest Green Brown Col. Wolfe Zant
68th Alpen "Sorrtal" Sorrberg Ritterkorp Forest Green Black Col. Stanek Nadler
71st Alpen "Mariktal" Alpenjunkers Forest Green Light Blue Col. Johan Meus
80th Alpen "Urstromtal" Norden Hoffnungkorp Forest Green Dark Blue Col. Richard Klauss

The uniform consisted of a dark blue tunic, light blue trousers, a jaeger style hat, gaiters and boots.  The gaiters were frequently the first casualties of any campaign.  Regimental distinctions manifest as embroidered stitching surrounding the green tabs on the collar.  Battalion numbers appear on buttons and equipment.  While not on regular campaign, the jaeger hat was discarded in favor of a large floppy beret.  Alpen troops were frequently used as police troops and rescue personnel in mountain operations, when they were not attached to divisions for military operations.


Col. Friedel Henken was celebrated as a beloved hero, due to his role in mustering mountain troops against the Urbik Horde, during the wars of unification.  At the start of the 23 Weeks War, he was not only at the head of the 34th Regiment, but was also nicknamed by the papers as the "General of the Mountain Men".  He was present at the battle of Vineykopp, against the Rumpwhistle forces, in February of 1872.  He was given command of the Alpen Brigade, which consisted of battalions from the 34th, 42nd and 71st.  Also attached were companies of the Simian Jaegers, and a mountain battery from the Alemansberg Freikorps.  Although the crossing of the Vineywasser was defended, the second battalion of the 42nd was decimated, and in an effort to relieve them, Col. Henken (at the head of the first battalion of the 34th) was shot by a Rumpwhistle sharpshooter.

Tuesday, March 12, 2013

Traveller Tuesdays - System Details, Etzina (Ark/0401)


Using the system presented earlier to generate the content of a system, we'll present the contents of the world system of Etzina. 

Note: A later blog post here has details of the World Map for Etzina.

Etzina is a world in the Ark subsector, hex 0401. This is a fairly high population world, with a first class starbase, and a Naval Base, in Sphere Fenix.  It is, without a doubt, an important world in the Sphere.

         Etzina        0401 A454979-E  N            110 Sx


Looking at those stats, we can see that the following is known about the mainworld.

UWP:A454979-ELocation:Crucis Margin/0401System:Etzina
Starport:AExcellent Starport (Shipyard: Starships; Repair: Overhaul; Fuel: Refined)
Planetary Size:4Small (e.g. Mars) (5,600-7,199km)
Atmosphere:5Thin
Hydrosphere:4Wet World (35 - 44% water)
Population:91,000,000,000
Government:7Balkanization. (No central ruling authority exists. rival governments compete for control.)
Law Level:9High Law (No weapons outside home)
Tech Level:EAbove Average Interstellar Community
Base(s):N Naval Base (Imperial)
Zone:Green: Unrestricted
# of Planetoid Belts:1# of Gas Giants:0

Interesting world, especially to have such a high population (1 billion), given that it has a thin atmosphere.

Okay, following the procedure from the system generator article, we have the following.

There are a total of 7 interesting orbits.

The first 3 of those are in the Jump Shadow of the star (the star has the name "6935 Mao Xiu" from the original earth colonists).

The first 2 orbits are in the inner zone, and the last two orbits are in the outer zone, leaving 3 interesting orbits in the Habitable Zone.

System: Etzina (0401 A454979-E)
Star: 6935 Mao Xiu (Jump shadow extends past first three orbits)
  1. (Inner Zone) Schofield (Small Ice World) Size 2
  2. (Inner Zone) Isenberg (Small Terrestrial World) Size 3, 2 moons
  3. (Habitable Zone) Kannaday (Terrestrial World) Size 7
  4. (Habitable Zone) Etzina (Terrestrial World) Size 4, 1 moon
  5. (Habitable Zone) Toranz (Large Terrestrial World ) Size 5, 2 moons
  6. Asteroid Belt
  7. (Outer Zone) Erco (Large Terrestrial World) Size 6, 1 moon
  8. (Outer Zone) Bermey (Large Ice World) Size 9
  9.  (Outer Zone) Shaloob (Planetoid) Size 2

  • Education Facility (30 inhabitants - Trade: Terraforming Practices) in orbit around Schofield
  • Complex of Education Facilities (3 sites, populations 700, 50, 30 - Science: Astrophysics) in the Asteroid Belt
  • Communications Facility (20 inhabitants, In System), in orbit around Shaloob
  • Science Lab (20 inhabitants - Artificial Materials, Theory, Private), in orbit around Etzina's moon
  • Wind Farm (20 inhabitants) on the surface of Isenberg's first moon
  • Solar Energy Orbital Facility (4,000 inhabitants) in orbit around Etzina
  • Solar Energy Orbital Facility (700 inhabitants) in orbit around Kannaday - rival to the Etzina facility
  • Hospital Facility (8,000 inhabitants) dispersed platforms (3) in orbit around Etzina
  •  Corporate Facility (4,000 inhabitants) underground on Kannaday
  • Major Cargo Port (8,000,000 workers and family members) on surface of Isenberg
  • Naval Weapons Station (600,000 staff) in orbit around Toranz
  • Fuel Extraction Site (1,000,000 workers and family members) on surface of Erco
The planet of Etzina itself has 6 major political units (Nations), and an additional 10 significant political units.