Overview
The Bughunters 2155 setting is a modification of the existing Bughunters setting published originally by TSR Inc. The setting has been updated and the time line pushed forward two decades. In those two decades much has happened, world wars on Earth, first contact with several sentient alien species, the loss of several colonies, the forming of interspecies treaties, Synner rebellions and more. This setting takes the human military centric nature of the original setting and pushes it gently in the direction of space opera with additional races, interplanetary politics, and the constant concern of a common enemy. The setting leaves much of the military and social elements as core factors however - and in some ways even expands on them. The Bughunters 2155 setting has been tweaked to use the HARP Sci-Fi rules instead of the original Amazing Engine rules, with some new custom features to support the setting.
Player characters in the BUGHUNTERS 2155 game are assumed to be "Special Actions" Team Members working for the Terran Alliance of United Terra, the Quarm Kas'ssa nation, the Tazzim Sector 4 coalition of tribes, and the Wraither's Clans of Hope. The TA Special Actions teams work as members of the United Terra Reconnaissance and Peacekeeping Force (UTRPF), these teams are often all that stands between the human race and extinction at the hands of a cold and hostile universe.
Human Paragons are recruited into the TASAT (Terran Alliance Special Actions Teams) and act as the leadership for most operations, but represent a minority of the actual team members. Quarm are heavy world reptile analog bipeds from primitive cultures but with a rich history and exceptional biological and outdoor skills. Tazzim are small biped feline analogs with advanced technology from a nomadic spacer culture. Wraithers are pacifistic intellectual aliens who look disturbingly human but have mysterious powers of the mind. All of these races combined make up the minority races commonly found on TASA Teams. Most of the members of these teams are "Synths" or "Synners". Synths (vat grown synthetic humans) are tougher than normal humans in many ways. Physically, they have been enhanced to react more quickly, to keep moving longer, and to endure more punishment during battle. Mentally, they are able to withstand the psychological stresses of hyperspace travel, a situation that can disorient normal humans to the point of madness. They have been trained to bear up under the stresses of combat, whether it be against human terrorists or hideous, unknown aliens, and they are supplied with the best equipment that human technological ingenuity has to offer. As members of UTRPF ("utter-puff" in Synner slang), Synners are both the unsung heroes of the human race and one of it's greatest fears. They act as a buffer from its enemies in the dark reaches of space, but are a cold reminder that "humanity" can be replaced in the universe.
A Brief Time Line: AD 2019-AD 2155
(Enhancing the time line in the original setting.)
2115: A "New Age" of religion becomes extremely influential throughout Terra. Several new and existing churches blending science fact with faith based speculation form and morph as proof of extraterrestrial life spreads new memes throughout human society. These new religions are termed "New Age Erudition" by many proponents claiming they reflect a new age and higher understanding of the universe.
2130: A splinter group of New Age Erudition decides that there is a flaw in the doctrine of the majority of "NAE" beliefs - The "Gnostic Erudition" form.
2131: UTRPF forces begin missions defending UT colonies against a variety of biological and technological horrors.
2133: The Free African League forms on Terra. They feel African nations are under represented in the UT and spark a technological revolution on the African continent. UTRPF units encounter Wraithers in an Ancient alien facility.
2135: The Free African League launches it own competing space force to UTRPF and announces its succession from the UT. UTRPF forces encounter both Tazzim and Quarm races. Nonviolent negotiations between these races begin.
2137: An accidental discharge of a contingency weapon aimed at Stargate sparks an actual war between the Free African League and the UT. Wraithers send formal negotiators to the UTRPF.
2138: War spreads across the entire solar system and on several distant colonies.
2139: Marshal Petr Zahrmeni leads a final drive against the Free African League. The Free African League uses its last remaining space forces to evacuate its leadership and as many colonists as it can. The Free African League is crushed and reintegrated with the UT, but the escaping members form the Free African League in Exile (FALE) and colonize a distant system.
2140: After the FAL wars, Terran UTRPF forces are decimated by their long struggle in the ever expanding colonies. Negotiations with the Wraithers, Tazzim and Quarm reveal the full danger of the Ancients (Shapers and Artificers races). Marshal Zahrmeni announces to the world his intent to "donate" a clone to the UTRPF. This sparks a huge influx of new troops revitalizing the slumping organization.
2141: Voidcat Industries a 50/50 joint venture between the Tazzim coalition and UT economic counsel begins building technology for both races. After years of legal wrangling between New Age Erudition and Gnostic Erudition the Gnostic Erudition launches its new Ark to avoid religious persecution and discover the truths of the universe. A Gnostic Erudition colony is started.
2142: A new wave of UT colonization begins, but encounters with the Ancient's horrors jumps drastically.
2143: 8 new outposts and 4 new colonies are nearly devastated by various attacks. UTRPF begins assembling the Cleansing Fire fleet to crush these attacks in a surge of force. The Gnostic Erudition colony is nearly wiped out by hostile conditions and lifeforms.
2144: The Gnostic Erudition send their first raider ship to reroute a UTRPF colony ship to their world. The colonists are enslaved and UT cloning technology is commandeered to help repopulate the colony.
2145: Sword Colonel Petr Zahrmeni is assigned to Task Force Cleansing Fire (unofficially titled Task Force Xenocide) which begins its long campaign to secure UT colonies
2146: Initial successes of Task Force Cleansing Fire encourage the Tazzim Coalition, Quarm tribals, and Wraither Hopefuls to form the Terran Alliance. The TA states it's goal to peacefully mediate issues between the races and act as a treaty of common defense against the Ancients if needed.
2147: Task Force Cleansing Fire saves dozens of outposts and colonies from all manner of attacks. Support for the UTRPF surges and colonization rates double.
2148: Task Force Cleansing Fire rescues ETA Cassiopeia but not before 80% of its colonists die. The Human Protocol officers suddenly fall sick with an unknown hyperspace sickness. Weary of the constant struggle Sword Colonel Petr Zahrmeni orders Task Force Xenocide to stop its mission and recover on Cassiopeia supporting the colonists. Afraid that the popular commander was going to start a rebellion UTRPF strips the Sword Colonel of his command and orders the immediate return of the task force. The Sword Colonel refuses to abandon the colonists to their fate and defies his orders. Task Force Cleansing Fire is declared rogue and ordered to return. None do.
2149: The absence of Cleansing Fire and proliferation of outposts and colonies spreads UTRPF forces thin, and fearful humans in the UT refuse to expand the UTRPF forces. The Gnostic Erudition send out a second raider force and commandeer several heavy cargo ships.
2150: Plans to build a battle group to take care of the rogue Task Force Xenocide (as it is typically called now) are halted due to lack of resources. The Free African League in Exile (FALE) begins raiding nearby colonies as pirates.
2151: Facing mounting losses, attrition brings the UTRPF to its virtual knees before UT authorizes limited cloning to resume in order to maintain current numbers.
2152: Several long range probes fail to return, as do the subsequent follow up probes. As a precaution UTRPF funding is increased significantly but Synner manpower is left capped.
2153: Gnostic Eruditionists capture two additional colony ships and enslave their occupants. Their cloning technology increases greatly and their population is booming. New Age Erudition infiltrators bring back news of their raiding and blow the story world wide. UTRPF is unable to mount a response force due to manpower restrictions.
2154: Task Force Xenocide sends negotiators to many nearby colonies in request for trading. The UT tries to enforce an embargo but many colonies remember who saved them last. FALE raiding increases twofold and begins targeting mega corporation colonies. With no UTRPF troops to spare, the mega corporations begin sending out droves of mercenaries including some Quarm and Tazzim ones. A mega corporation conglomerate is suspected of raiding UTRPF cloning facilities in order to steal the techniques used to make Synners. The number of permitted Synners allowed in the UTRPF is increased slightly in order to reduce these issues. UTRPF talks to the Terran Alliance to see if they can receive supplemental nonclone forces. The Quarm and Tazzim agree to send representatives to help UTRPF with its mission. More probes fail to return from long range missions.
2155: UTRPF officially launches its elite TASA Teams to take care of the problems occurring throughout Terran space. These teams are equipped with some of the best technology available and ships faster than previously possible. Initial response shows them to be very effective. Wraither deep space researchers encounter a Shaper "Spacebrain" probe, and Tazzim deep space minors find an Artificer reconnaissance relay. No one is sure how long they have been there and how much they have sent back to their masters, but TA fears are mounting about imminent encounters with the Ancients.
Organizations of 2155
Many of the organizations from the Tintamaar setting in the HARP Sci-Fi book are used in the Bughunters 2155 setting. These are as written in the book, but with some modification.
Advanced Atomics
Headquartered on Venus, Advanced Atomics is the premier
fabricator of microfusion and electrical generation equipment
in the Terran Alliance. Its products are extremely reliable, if
no longer at the leading edge of technological development.
Advanced Atomics is widely believed to be concentrating its
research efforts into vacuum energy (also known as zero point
energy).
Chikaru
Chikaru is rumored to possibly be behind the espionage of UTRPF
Synner production techniques - although most of the techniques
used by it were developed by Chikaru itself.
O'Neill Space Industries
OSI built much of Gateway Station for the United Terra; they
still hold the maintenance contracts for almost all of Gateway
station.
Starclan Traders
Starclan Traders is a Tazzim trade organization. StarClan
Traders has an extensive love / hate relationship with Voidcat
Industries.
The Church of the Omnisentience
The Church of the Omnisentience is a prominent member of the
New Age Erudition boom but has kept separate from the new
unified NAE council. Church members believe that hyperspace is
a highly spiritual experience and that the Isler drive marks a
turning point in the spiritual enlightenment of the human
species.
Galaxy News
Drones and occasionally courier vessels carry the news to the
nearest Isler radio for eventual transfer to GN headquarters on
Earth, where the reports are edited and then transmitted by
Isler radio and courier drone across the Terran Alliance as
syndicated holovid and sensable documentaries. Galaxy News is
the largest non UTRPF user of mobile Isler radios.
The Order of the Transcendence
The discovery of Wraithers and their mysterious psychic
abilities has also captured the Order's attention. The
Wraither's have become extremely influential in the Order and
have begun trying to teach "extended empathy" to its members.
Rumor has it those who reach extended empathy exhibit many of
the Wraither's psychic abilities.
The Syndicate
The Syndicate is another organization likely to have
orchestrated the theft of UTRPF Synner technology and
methods.
New Age Erudition and the Gnostic Erudition
After the development of fusion technology and Isler drives
made the exploration of Solar space and beyond practical, new
interest in religions largely considered cults until that time
surged. Several new and existing churches blending science fact
with faith based speculation formed and morphed as proof of
extraterrestrial life spread new memes throughout human
society. These new religions were termed "New Age Erudition" by
proponents who claimed they reflected a new age and higher
understanding of the universe. Most of the more successful
churches had very similar ideas and borrowed heavily from each
other as they grew and competed for the hearts and minds of the
world. Eventually litigation, and socioeconomic realities
caused many of these groups to reintegrate into a few major
competing branches. Seeing their competition as counter
productive they eventually formed a council of the largest
branches and recodified many of their tenants. This resulting
Churches are often referred to as the New Erudition Churches,
or just New Age Erudition (NAE for short). Two large, rich and
politically powerful splinter group of the NAE did not join the
council: The Church of the Omnisentience (see entry above) and
the Gnostic Erudition (GE). The Gnostic Erudition felt that the
teachings of the other NAE churches were twisted by humanity's
flawed nature. They felt that many of the roles in the other
churches' dogma were reversed. The GE weathered the storm of
litigation and public relations and became very popular in some
regions of Earth but felt persecuted by the larger NAE
churches. Eventually the GE launched a colony mission to the
Cincinnati system. That colony nearly failed but recovered by
stealing UTRPF colony and supply ships routed to other
locations nearby. Included in this material was large amounts
of the UTRPF Synner production details intended to create an
advanced body part cloning center for remote UTRPF troops. This
technology was put to use to clone both the GE faithful and its
newfound colonist slave workforce. New Age Erudition
infiltrators sent to gather information on the colony
eventually broke the story to Galaxy News. UTRPF has been
struggling to formulate a solution to this issue ever
since.
Free African League in Exile (FALE)
The FALE was created as the Free African League (FAL) to combat
the perceived imbalance in UT policy for dealings with nation
in the African continent. Early success of this league brought
both peace and prosperity to the African continent for many
years. But when the FAL began to compete with the UT over space
based issues tensions rapidly rose. The FAL built a smaller
competing space station in geostationary orbit around Earth and
armed it to the teeth in case of UTRPF intervention. FAL
rhetoric rallied the people of Africa into a firestorm of
militant separatists. The UT was quickly loosing the ability to
deal with the situation when an accidental discharge of weapons
aimed at Gateway Station provoked a massive war. The FAL fought
a hard but losing war and saw their inevitable loss. Rather
than accept this loss and return to what they perceived as a
second class status in the UT, they retasked a huge portion of
their space efforts to relocating their best, brightest, and
most politically committed members to a distant colony. In a
major space, air, and ground battle the forces of the UT pushed
against the FAL until they launched most of their leadership
and colonial forces in a mass exodus. The FAL movement quickly
collapsed on Earth afterwards and the UT reintegrated the
African nations. The portion of the FAL that left Terran space
eventually settled a distant colony and has flourished. They
have even been showing disturbing signs of extremely high tech
innovations - leading many to wonder what they found out on the
edge of space. The FALE has never admitted defeat in their war
and are still waging it in the fringes of Terran Alliance
space. They have begun seizing passing shipments and mega
corporation installations. Nearby colonies have been fearful of
a large scale attack and are demanding UTRPF protection.
Task Force Cleansing Fire/Xenocide
Task Force Cleansing Fire or Xenocide as it was unofficially
called is simultaneously UTRPFs greatest success and greatest
failure. It was a massive task force of ships and marines sent
as a "surge" effort to overwhelm the various threats to the
colonies that were growing all too common. Almost 1/3 of all
UTRPF forces were concentrated into the task force. Cleansing
Fire went from system to system and crushed many threats
whether human, technological, or alien. The huge success of the
task force led to the acceptance of the Tazzim, Quarm, and
Wraithers into the Terran Alliance. The task force quickly
became legend in the colonies and the holovids. The fact that
it was being unofficially led by the Synner clone of the famous
general who ended the FAL also fed its fire of fame. But this
all came to an end at ETA Cassiopeia. Cleansing Fire rescued
the colony from a terrible alien threat, but not before 80% of
its colonists died and many others were crippled or maimed. The
colony was below its ability to sustain itself. When the Human
Protocol officers nominally in charge of the task force
suddenly fell sick to an unknown hyperspace sickness, Sword
Colonel Petr Zahrmeni ordered Task Force Cleansing Fire to halt
its mission and recover on Cassiopeia supporting the colonists.
Afraid that the popular commander was going to start a
rebellion UTRPF striped the Sword Colonel of his command and
ordered the immediate return of the task force. The Sword
Colonel refused to abandon the colonists to their fate and
defied his orders. Task Force Cleansing Fire was declared rogue
and ordered to return. Suddenly UTRPF had lost control of the
largest most powerful military force in human space, and the
population of Earth reacted with fear and disbelief. UTRPF
funding was cut, Synner production was virtually halted. Plans
to launch a fleet to bring back Task Force Xenocide (as it
began to be called by the PR machine) were scrubbed after it
became obvious that it would need to be staffed by Synners who
would probably feel more attachment to their targets than their
masters. UTRPF is still struggling to find any kind of solution
to the issue, a Wraither and UT negotiation team has been sent
to try to defuse the situation, but so far UT negotiators
refuse to grant any form of autonomy or freedom to the Xenocide
Synners. Standing UTRPF orders for dealing with Task Force
Xenocide are to treat them as renegade Synners and kill them on
sight. No colony is to trade with or assist them, and they are
to be embargoed and blockaded. The practicality of these orders
is greatly debated, and most nearby colonies remember them as
heroes, disregarding the order for embargo. Task Force Xenocide
is officially stated to have approximately 17,000 AWOL Synners.
However, many officers in UTRPF feel this number is
deliberately low, and judging by early reports back from the
Cleansing Fire years it may be closer to 50,000 or even
more.
Goody Conglomerate
A major conglomerate of varied retail, industrial, mining,
technology, and entertainment companies. Goody makes and sells
things, and it sells them cheap. Specializing in high volume
production and sales Goody makes or sells just about anything
the average person would want or need in their everyday lives.
Goody colonial facilities are renowned for their friendly
yellow smiley faced logo - but eccentric employees and
occupants. Conspiracy Theorists insist that the UTRPF Synner
technology was stolen by the Goody Conglomerate in order to
clone its CEO and infuse the clone with the knowledge of all
the Conglomerate's Directors.
Joyco Vibratory products
A company that started out finding ways to market small scale
communication buzzers in marital aids, but grew to become the
industry leader in industrial, commercial, and retail vibration
products. Joyco makes some of the best shakers and vibration
sensors in Terran space. After receiving a UTRPF contract for
motion sensors, Joyco began to look for doorways into the arms
market. Leveraging their vibratory cutting tool technology,
Joyco bought a small company specializing in museum grade
functional archaic weapons and built the first successful line
of vibro-weapons. These weapons have struck a chord with the
Quarm and sales have been brisk. Joyco has built a factory and
service center in orbit around the Quarm homeworld and have
considerable contact with the Quarm. Rumors say that they are
looking at getting into other forms of advanced melee weapons
next.
Isler Enterprises
Isler Enterprises is the company started by the inventor of the
Isler drive and Isler radio. Isler enterprises makes or
licenses almost every jump drive system built in the Terran
Alliance. Isler enterprises also has branched out into ship
module design and production for UTRPF and civilian spacecraft.
Isler enterprises has some of the most advanced research
facilities, and largest research budgets in Terran space. Isler
Enterprises is also a partial owner and partner with Voidcat
Industries, looking to try to learn and leverage the secrets of
Tazzim jump drives which are much faster and safer than their
own.
Shu Wei Enterprises
A China based computer mega corporation. A leader in artificial
intelligence research, and a major competitor with Virtual
Robotics. Shu Wei is renowned for its security software, and
impressive security measures. Shu Wei colonies are some of the
most mysterious locations in space.
Der Vakuumreisende GMBH
A mega corporation primarily involved with the production and
sale of space ships and space based installations. One of the
partner corporations with Voidcat industries and one of the
largest producers of new Tazzim ship hulls.
Watanabe Industries
A massive mega corp specializing in the production of retail
vehicles from bikes to jet planes. The Watanabe Industries
contract with UTRPF has created many of the best drones,
ultralights, and APCs used by UTRPF forces
Lae Koste Gewere (LKG Arms)
An African mega corporation that boomed during the FAL years
and managed to survive the transition back to UT control. LKG
Arms is a company that specializes in building guns for the
masses. They build some of the most durable, reliable, and
cheapest guns in Terran space. They have extensive marketing
campaigns, sales centers, and service centers in the larger
colonies around the sector.
Fuzyon guc cozemleri (Fusion Solutions)
An innovator in the power generation world. While Advanced
Atomics builds most of the sector's fusion reactors, Fusion
Solutions builds most of the rest... and innovates them. Fusion
Solutions works extremely hard to keep on the cutting edge of
fusion research and design. They offer some of the smallest,
highest producing reactors available from Terran markets.
Fusion Solutions has even hired dozens of Tazzim researchers to
push their technology ahead further (although by most practical
measures their products are already as good as the Tazzim
equivalents).
Terran Alliance
An alliance formed between United Terra, the Kas'ssa Nation of
the Quarm, the Wraither Clans of Hope, and the Tazzim Sector 4
Coalition of Tribes. Being an alliance each member retains its
own authority, but the members have all agreed to collaborate
in the name of peace, security, and prosperity. The Terran
Alliance has limited resources and primarily concentrates on
political and economic issues, but has created a small
executive peacekeeping force to help augment each member
state's own capabilities. The Alliance is led by the Terran
Alliance Leadership Council who handle the everyday management
of the alliance efforts and staff, negotiate the issues before
the alliance, and more importantly advise the member state
leaders. This council consists of 3 Kas'ssa Quarm ambassadors,
3 Tazzim Coalition Ambassadors, 3 Wraither Clan Ambassadors, 3
UTRPF Admirals, and 3 UT Economic Affairs Council Directors.
Some concern has been stated about the heavy human influence of
the Terran Alliance, but this power closely matches the reality
of the current political / economic / military situation.
United Terra
After the United Nations began to lose effectiveness in its
original mission, international corporations quickly began to
gain power, wealth, and influence rivaling many full fledged
nations on Earth. As some of these corporations grew they
eventually sought a more uniform international forum for
voicing concerns and setting policy guidelines for economic
issues. This led to the eventual integration of a United
Nations Economic Affairs Council made up of member corporations
rather than nations. To reflect this change the name of the
United Nations was changed to United Terra. The UT has led and
regulated humanity's expansion into space and has become
somewhat of a de facto government of the entire human race
(with member states and corporations all retaining most of
their independent control within their borders). The FAL wars
have proven this to not be a perfect system, however the UT
response and reintegration of the FAL has further solidified
its control of Terran interests. United Terra represents
approximately 10 billion humans throughout Terran space - but
only a few million have left the Sol system, with most of those
going to Acey-two. Many colonies only have a 10 or 12 thousand
colonists on the entire world, and outposts usually have much
less than that.
UTRPF
The exploration and military branch of United Terra. The United
Terra Reconnaissance and Protection Force was formed to protect
Terran interests in space. However after the success of the Pan
African coalition in suppressing the FAL much debate has
occurred over granting UTRPF jurisdiction on Earth as well.
UTRPF coordinates, plans, supports, and protects most of
humanity's colonies throughout the sector. UTRPF employs
approximately 20,000 civilians, 50,000 human officers and
enlisted, and a force limited by law to 100,000 Synners. Most
of these are based at either Gateway Station or Acey-two with
only about 10% of the non Synner force being distributed to the
other outposts and colonies. Other UTRPF hub bases keep
probably 2/3 of the remaining forces to send wherever the need
calls for them.
Kas'ssa Nation (aka the Quarm Nation)
The Kas'ssa Nation is a collection of similar tribes. One of
the most numerous nations on Wolf 424A-2 it has quickly become
the most powerful and influential due to its alliance with the
Terrans. The influx of knowledge, tools, and medicine has
caused jealously, concern, and interest from all the Quarm
tribes in contact with them. The fact that they claim to be
working with the savants of prophecy has also fanned a
religious fire as well. The Kas'ssa council has wisely sought
to inject many of its young leaders into the Terran Alliance
military forces to learn and more importantly prove the value
of their race as more than just brute laborers. They do not
want to be relegated as second class citizens, having exchanged
one set of masters for another. The Kas'ssa are thus struggling
to prove their value and keep themselves relevant to as many
issues as possible. Early Terran missionaries have taught the
Quarm what has historically happened to aboriginal people after
encountering more advanced cultures, and the Kas'ssa are
looking to prevent themselves from being next. The Kas'ssa have
also started a program to teach many of their brightest shaman
and healers the secrets of biology, chemistry and medicine -
the council of elders believes the shaman's knowledge of the
exotic plants and animals used by the Changers may result in
another role in the Terran Alliance beyond simple heavy
lifting. The Kas'ssa Nation consists of 5 major tribes and
numerous minor tribes. The power and significance of these
tribes vary with their populations as well as the popularity
and influence of their leaders. The nation is led by a council
of elders consisting of various tribe and religious leaders. In
times of crisis the council will determine a Warchief to lead
the combined forces of the nation. The total Kas'ssa Nation
population is estimated to be around 300,000. Increased medical
capabilities, tribe integration, and conquest is expected to
cause this number to rapidly increase in the future.
Sector 4 Coalition of Tribes (aka the Tazzim
Coalition)
The nomadic Tazzim tribes in their fleets of ships travel the
stars from place to place gathering resources to live and keep
their ancient ships running. Periodically they meet together in
great conventions in the depths of space to trade, negotiate
deals, share information, and interbreed to prevent inbreeding.
In the last convention of tribes in Sector 4 of Tazzim
influence the Coalition decided to join the Terran Alliance to
gain access to the considerable material, and industrial
resources the terrans offered. 1/2 of all Tazzim jump drives
built by Voidcat go to the Coalition to refit their degraded
fleet engines, and the new hulls they have bought are being
outfitted with the best surplus, remanufactured, or newly
fabricated parts so they can to expand the living space
available to the member tribes by 30%. It is expected that when
the next grand convention of sector representatives meets with
neighboring sectors that the Sector 4's growing prestige and
wealth will entice other Tazzim tribes to join the alliance as
well. The Tazzim Coalition consists of 12 tribes, each with 3
to 8 clans. A Tazzim clan typically encompasses 3 to 10
extended families and travel in a single large ship with a few
smaller craft supporting them. The total Tazzim Coalition
population is estimated to be about 120,000. Continued
expansion of their fleet will allow rapid population growth in
the next decades. Each ship is led by a Clan or Family head who
is called a Captain (in English). The Sector Coalition Captains
meet in a council to decide matters relating to the coalition
and to determine who will represent them in the next Grand
Convention.
The Clans of Hope (aka the Wraither Clans)
Spread over all manner of systems, the Wraither Clans of Hope
have hidden and through careful reproductive management kept
their numbers down and avoided inbreeding. And during all their
hiding they waited for an opportunity to reunite their peoples.
The terrans offered just that opportunity, and the clans of
hope have joined together to take advantage of it. They are
creating a new arcology to allow the long separated clans a
chance to live together again, lift some of their reproductive
limitations, and allow their race to flourish once more. The
Clans of Hope are ruled by the enigmatic "council minds" who
seem to link their minds together to make the best decisions
they can for all of their members. There are an estimated 8
clans of hope but that number is hard to nail down due to some
of the undecided clans who waiver between 'hope' and
'isolation' philosophies. Only about 5,000 Wraithers make up
the Clans of Hope, but the creation of Sanctuary and the
negotiations with UT over cloning technology may allow their
population to boom in the next decade. Current estimates guess
that at least 20,000 Wraithers remain isolationists at this
time, something the clans of hope seek to change by proving
their actions to be sound.
Prominent People of 2155
Snth. Petr Zahrmeni.
The former Sword Colonel who led Taskforce Xenocide into
rebellion. The clone of famous Pan African Force Marshal Petr
Zahrmeni.
Star Captain Sera Connars.
A Synner Star Captain in UTRPF assigned with the task of
coordinating Terran Alliance Special Action Teams with UTRPF
protection efforts. Now in her biological 40s she is one of the
oldest surviving Synners in the service - and she famously got
to her position the hard way by crunching bugs all over the
sector. She was nearly killed in the FAL attack on Gateway
Station.
Sword Colonel Huy Kim Sul.
A Synner Sword Colonel in UTRPF assigned with the task of
coordinating the Terran Alliance Special Action Teams with
UTRPF protection efforts. While Star Captain Connars plans
shipping and prioritizes threats, Sword Colonel Sul
concentrates on training and running a sort of Synner Resources
department. Most training, social, or medical issues for the
TASAT run through his office.
Sword Major Jiao Hu Li.
The Garrison Commander of the UTRPF Company stationed at
Ridding in Wolf 359. Rumor has it she was stationed there
because of a tryst with an officer on Gateway Station, but was
too competent to waste on a more conventional punishment
duty.
Captain Taweret of Clan Far Wanderer.
Captain of the Far Wanderer and its Clan. One of the most
powerful and influential Tazzim in the Coalition. Sometimes
called the 1st Captain because of his heavy influence. The Far
Wanderer Clan is one of the larger Clans in the Coalition and
actually has several support ships.
Captain Suhad of Clan Burning Star.
Captain of the Burning Star and its Clan. Perhaps the most
skilled military leader amongst the Tazzim. He is known to have
joined the Terran Alliance only reluctantly.
Captain Sarrin of Clan Spinning Gears.
Captain of the Spinning Gear Clan and of the former Spinning
Gears ship. The Spinning Gears was one of the largest factory
ships in the Tazzim fleet but had chronic drive issues. It was
retasked as the centerpiece of the Voidcat Industries
production center, and Sarrin is the chief administrator of the
Tazzim aspects of the joint venture.
Warchief Ssanak-ka.
The on and off again Quarm Warchief of the Kass'ssa Nation. Due
to the frequent attacks from neighboring jealous tribes and
nations the Kass'ssa Council of Elders have repeatedly assigned
Ssanak-ka the role of leading the nation in its defenses and
battles. He has spent so much time in this role he has become
the de facto steward for most day to day issues for the
administering of the nation. A member of the Council of
Elders.
High Priest Tesnum-ma.
The Quarm high priest of New Home and thus most of the Quarm
tribes. He is known to be a skilled negotiator and has helped
resolve many inter-tribal and international conflicts without
violence. A powerful member of the Council of Elders.
Chief Tsuk-sa.
The Quarm leader of the "opposition" politics of Ssanak-ka. His
factions have a small minority of the Council of Elders, but he
is still extremely influential in the Kass'ssa Nation. A member
of the Council of Elders.
Shaman Nakkan-ma.
A brilliant Quarm religious leader. Known for her talent at
using natural medicine and for her talent for the old religious
writings She has stepped up and set the example of being
willing to learn from Terran missionaries and has worked
tirelessly to encourage the development of others as well as
teach what she has learned to her people. She may be the most
brilliant xenobiologist expert in Changer plants in the Terran
Alliance. Cambridge and Berkley have both assigned a team of
xenobiologists to teach, learn, and research with
Nakkan-ma.
Hannak of Clan Peace.
A councilmind of the Wraithers and one of their chief
negotiators. She is a gifted speaker, and is known to have
taken a real liking to sweetened Terran chocolate.
Benneth of Clan Ingenuity.
A councilmind of the Wraithers and one of their most talented
engineers. She has worked with Captain Sarrin to ease the
integration of the Tazzim and Terran factors of Voidcat
Industries (both technical and political).
Frarri of Clan Truth.
A councilmind of the Wraithers and one of the most prolific
researchers in the Terran Alliance. Frarri has spent years
reviewing and analyzing the various sciences of the Terran
alliance. His papers have drawn heated discussion as he has
torn down or corrected misconceived theories from all the
races. He would be one of the most hated figures in TA science
- except that so far his hypotheses have always stood to full
review and seem to be right.
Calanadi of Clan Serenity.
A Wraither ambassador to Terra, Calanadi has spent an extensive
amount of time working with various religious groups and with
Terran psychologists and physicists researching the powers of
the mind. She and several members of her clan have toured much
of Earth and are some of the best known Wraithers to
humanity.
Secretary-General Ahmed Al-Mohamed Farsi.
The leader of the United Terra. Kept busy trying to twirl
political hot topics burning at both ends, Ahmed defers most
administration details to under secretaries.
Secretary-Martial Ivenov Chechni.
Petr Zharmeni's chief aid through most of the FAL wars and now
the head of UTRPF forces throughout Terran space. What little
military skill Ivenov lacked of Zharmeni, his organizational
and political skills more than make up for. Secretary-martial
Chechni has weathered some of the hardest times UTRPF has seen
but seems to be keeping things together all the same.
Admiral Brie Sommers.
The human officer in charge of UTRPF space efforts. Sometime
called "Fire and Forget" Sommers, due to her having ordered the
launch of orbital kinetic impactors on FAL cities full of
civilians - a fact that many seem to have conveniently
"forgotten".
Admiral Scott Reavings.
The human UTRPF officer in charge of defending the Sol system
from hostiles. A major proponent of cutting back Synner numbers
and using more human forces conditioned to withstand short
hyperspace trips.
Commodore Dillon Greeves.
The human UTRPF officer in charge of the Ridding colony and
Garrison on Wolf 359. Commodore Greeves has a reputation for
concentrating on colonization efforts and ignoring the Synner
garrison as much as possible.
Sherrif Samantha Habbard.
The chief civilian police and rescue administrator for the
Ridding Colony of Wolf 359.
Places of Interest in 2155
Gateway Station (Sol)
The largest space station built in Terran space. Gateway
Station is more of a floating city in Earth orbit. Complete
with business sectors, entertainment, factories, research
centers, and the primary training center for UTRPF Synners.
Most Synners are decanted, evaluated, trained, and stationed on
Gateway Station until their next mission takes them out of
system. The only place with anywhere near as many Synners is
Acey-two.
Edison Station (Sol)
The largest and most famous of the Terran pure research
stations.
Alpha Centari - Two, AC-Two, aka Acey-two (Alpha Centari
A/B)
The largest human colony outside Sol. A practical human
paradise planet with an established ecosystem compatible with
human biology. The larger northern continent is the primary
location of most of humanity's extra-solar settlements.
Business, industry, education, research, and even entertainment
are all readily available here. With a population of several
million humans Acey-two is a corporate boomtown as well.
Acey-two is also the home of the second largest population of
Synners in Terran space. Synners have been assigned here to
protect the colony, and it is used as a convenient out of
system training center as well. The southern continent has only
been lightly colonized and has a much higher concentration of
Synner garrison forces. This is due to the Hell's Hornets
infestation there. UTRPF has concentrated efforts to contain
and control the population of these dangerous predators. Most
Synners given "reserve" status are sent here with orders to
wipe out any Hell's Hornets encountered. Green Synner marine
teams are sometimes sent to the southern continent to go on bug
hunts to help keep their numbers in check and to give the
marines a taste for what is to come while backup and rescue
forces are still available for the inevitable casualties.
Ridding (Wolf 359)
A little red planet circling Wolf 359. New arrivals are often
greeted with "Welcome to the little red ridding hood". Ridding
is a close orbiting, tidally locked, iron rich planet. Wolf 359
has frequent radiation bursts which can be very dangerous to
those caught in the open during them. Fortunately Ridding is
also covered in a fairly common Changer ecology of radiation
tolerant plant life. These plants form interlocking giant broad
leafs that not only tolerate the radiation storms but thrive
and grow from them. Under this canopy live a whole host of
plants and animals. Most are fairly small and nonhostile. But
Ridding has encountered Nestling swarms on occasion - and the
deep explorers swear that worse and bigger things live in the
wilds. Ridding doesn't have much going for it other than being
a habitable planet in a system in the middle of a cluster other
habitable systems (some of which are pretty nice places to
live). So UTRPF uses Ridding as a forward base to send out
teams to handle emergencies throughout the cluster. The Terran
Alliance has decided to use Ridding as a TASAT operational
center for the same reason.
Redemption (ETA Cassiopeia)
A nice growing colony world in a human friendly system. Until
the Hell Hounds wiped everyone out. Fortunately for the
colonists Taskforce Xenocide was able to save what was left.
After Taskforce Xenocide deserted their duties they built a new
home here. Redemption is the name of their new home, but it is
both a dream and a curse for Synners throughout Terran space.
Redemption is under embargo by UTRPF but that hasn't stopped
many nearby colonies from trading with them.
Xenudia (Cincinnati system)
The home of the Gnostic Erudition. This system encountered a
major disaster but recovered from it using UTRPF personnel and
equipment assigned to other colonies. Reports are that this is
an unfriendly world too close to its sun, but the occupants are
all convinced it is the seat of power in the galaxy and hides
the secrets of the universe. Nobody would pay too much
attention to it except for their continued piracy and the
reports that they are cloning themselves and their slaves;
becoming a booming if isolated colony.
New Congo (Procyon A/B)
The new home of the FALE. The militant and dedicated and
desperate remnants of their failed political movement have
settled here. Little is known about New Congo, all indications
state that a fairly pleasant planet could exist where New Congo
sits. Unfortunately the FALE are not exactly interested in
sharing any details of their home, and seem more interested in
stealing or destroying any ship they can find belonging to the
UT or its allies.
New Mordor (Barnards)
An UTRPF and TASAT operations center to support nearby systems.
Shares the system with the corporate colony of El Dorado, 3
asteroid belts and several quality mining worlds.
Hercules (Ross 248)
An UTRPF and TASAT operations center to support nearby
systems.
Scotch (Ross 154)
An UTRPF and TASAT operations center to support nearby
systems.
Big Rock (UV Ceti)
An UTRPF and TASAT operations center to support nearby
systems.
Pasteur (Sol - Saturn)
A scientific space station in orbit around Saturn dedicated to
medical research and xeno-biology. Heavily controlled by
various mega-corporations Caduceus in particular.
Newton (Alpha Centari - Acey-two)
A scientific space station in geostationary orbit around
Acey-two. One of the largest extra-solar research stations in
Terran space.
El Dorado (Barnards - Asteroid belt)
A large mining colony in the asteroid belt of the Barnards
system. A major refining and shipping center and home of many
mining operations. Interstellar Metals makes this their
secondary headquarters.
Sanctuary(Sirius A/B)
An arcology being built by Wraithers as a new city to reunite
their lost clans. It has a small UTRPF/TA surface facility, but
most of the population is actually hidden below ground in a
deeply shielded structure. The location of this arcology is
considered a state secret and only those cleared for this
information know its actual whereabouts.
Tsa'tuk/Lizard City(Wolf 424 A/B)
The primary spaceport of Wolf 424A-2 and the main point of
contact between the Terran Alliance and the allied Quarm tribes
and nations. The city has religious significance to the Quarm
and is the place where their ancestors first crashed at the end
of the Quarm/Tazzim war. The name means "new home" in the Quarm
language.
Eris Research and Industrial center (Sol)
A major facility for Voidcat Industries and a popular gathering
spot for mercantile Tazzim. It is known for its extensive short
term living areas (space based hotels) many of which specialize
in Tazzim sized accommodations. These facilities often seem
downright spacious to the normally ship bound Tazzim
occupants.
The Horrors of Space
A number of hostile creatures and constructs have been encountered by UTRPF forces as they have expanded into nearby space. Below includes a short list of the ones that are currently known about.
The Ancients
Two races of very old sentient xenoforms. The Ancients began
fighting a war against each other long before any of the Terran
Alliance species sailed the stars. No one knows how large their
dominions are, or even how many of them may be in this sector
of space. The Ancients have a history of co-opting younger
races into their war, and the Quarm, Tazzim, and Wraithers have
all suffered for their contact with them. No direct contact
with either species has been reported in generations and many
people wonder if any are still left in this region of
space.
The Shapers aka The Changers
A race of amphibious mollusk like creatures with a hard outer
shell and clumsy tentacles, the Shapers are one of the two
races of Ancients who have fought for the worlds in this
section of space for time unknown. They are known to be masters
of genetic manipulation, and have taken biowarfare to limits
never dreamed of by human kind. No Shapers have been
encountered since the end of the Quarm/Tazzim war and many
people hope that they have been eradicated by their war, even
if their weapons linger on in countless worlds and even the
depths of space.
The Artificers
A carnivorous race of giant caterpillar like creatures with
multiple sets of arms. The Artificers are the second race of
Ancients who have fought across this section of the galaxy. The
Artificers created a level of technology unmatched by any of
the known races. Even the Tazzim and Wraithers barely
understand a fraction of the technology used by the Artificers.
No living Artificers have been seen since the Tazzim rebelled
against them at the end of the Quarm/Tazzim war. However rumors
persist that UTRPF forces did find an Artificer ship containing
dead Artificers, but the ship self destructed shortly after
being boarded.
Arachenoids - Spiderbots
A popular weapon of the Artificers according to the Tazzim and
Wraither records. Arachenoids are small 1 ft in diameter spider
like robots that tend to attack in small swarms. Several
colonies have encountered them causing high casualties. They
are small, fast and hard to hit, not to mention extremely
poisonous. The best that can be said about them is that they do
not seem to have ranged weapons, and seem to have limited
intelligence. Rumor has it that several mega-corporations have
offered significant bounties on these to study - functioning or
not.
Goo - oozes and blobs
Giant blobs of digestive protoplasm. These seem to be a weapon
of the Shapers. Encountered occasionally these terrors have
caused problems for several outposts. They are slow, but
somewhat hard to see, and very resilient. Most blobs seem to be
reported in the 2-3 meter diameter size, but rumors persist
that larger ones have been encountered. The best news for these
is that they don't seem to have a brain or any significant
intelligence.
Hell Hound
The terror of several colonies. It is rumored that at least 3
colony settlements have been totally eradicated by Hell Hounds,
and ETA Cassiopeia was only saved from that fate by the
intervention of Taskforce Xenocide. The Hell Hounds are about
1.5m long and resemble a cross between a porcupine and a
panther. Their spines seem to be coated with a sticky irritant
that makes melee particularly dangerous. They are fast, and
have been known to hunt is packs working together. Some deep
territory prospectors and explorers claim to have encountered
varieties 3 times bigger than documented ones - these reports
are generally dismissed as tall tales, but caution is
encouraged in dealing with these.
Hell's Hornet
The plague of AC2 (Alpha Centari 2). Hell Hornets only appeared
after explorers began surveying the southern continent of AC2 -
a world until then that appeared to be a virtual garden of eden
ready for humanity to move in with no real natural hazards to
speak of. Hell's Hornets are some of the best studied hostile
xenoforms known. They appear like a 1 meter long cross between
a monkey and a wasp, and have a life cycle closely resembling
carnivorous wasps. They eat small animals, generally preferring
those in the squirrel size range, but when they mate they
target larger animals in the 1-3 meter size range. They poison
these large targets and deposit their eggs in the unlucky
recipient. The eggs hatch and eat the host growing into
adulthood in a matter of 3 weeks. Recent reports indicate that
Tazzim may be targets of choice for Hell's Hornets, and the
Tazzim seem to be particularly susceptible to these creatures'
paralytic poison. Many older Synners have been given "garrison
duty" on AC2 with orders to hunt these beasts down and prevent
their spread. Some reports indicate that these have been found
on other worlds as well implying that they may be weapons
created by the Ancients.
Nestlings - Killer Tribbils
Furry soccer balls with teeth and legs. Nestlings are voracious
eaters, and form large swarms eating everything in their swath.
They have an aversion to light and nest underground during the
day, coming out at night to chew their way across the surface.
Many settlements have been lost to packs of Nestlings, but
fortunately they lack direction and intellect.
Hyperghosts
Synners spend a lot of time popping into and out of hyperspace.
Months at a time, they sit bored watching stuttered jumps past
the veil of reality. Myths and legends of strange incorporeal
entities hitching rides back into our reality have inevitably
come of these long trips. Some say they catch glimpses of
things in the corner of their eye, and others report mysterious
noises, or objects moving. Others say these Hyperghosts are the
unfortunate victims of hyperspace accidents or crews who have
become lost in hyperspace when exceeding safe Isler speeds -
and they are desperately trying to find a way back into our
reality. Still others claim that they are actually demons from
beyond our reality, trying to push their way in and bring hell
to this side. No matter the nature of the stories the official
line is that no such thing exists - but every Synner knows
somebody who knows somebody who has seen them. And more
disturbingly, the Tazzim, Quarm, and especially the Wraithers
all seem very worried about these tales.
Astereaters
Ship munchers that look much like a stony asteroid until they
suddenly ram and attack spacecraft.
Nanite Dissimulators - grey goos
Globs of countless microscopic machines who's whole job is to
tear molecules apart, and maybe build more of themselves. These
appear like a slowly spreading grey ooze leaving behind nothing
but a skim of grey mud like gunk. Reports state that whole
villages have disappeared into a grey goo within a single
night. The good news is that they are slow and don't have any
guidance of their own. The bad news is that the Tazzim and
Wraithers both seem to think an external one may be
possible.
Hunter Killer Anti-ship Drone
Not every threat is surface side. Artificers and the Tazzim
have been known to leave stealthy anti-ship drones in asteroid
belts and ort clouds of systems. When they detect a large
creature or ship it does not recognize, it attacks from
surprise. Dozens of probes, unmanned freighters, and UTRPF
ships have all gone missing never to be found again. No one is
sure how many have fallen to this kind of ship, but Taskforce
Xenocide encountered many of these.
Hypermine
Like the Anti-ship drone, these seem to just sit and wait for a
hyperspace disturbance. Then they sync their hyperjumps and
close with them. Eventually they collide or explode destroying
their target. Both biological and technological versions of
these were encountered by Taskforce Xenocide.
Hyperbarnicles
Similar to the Hypermine these are a biological creature that
will attach to a ship jumping into hyperspace. They use the
ships hull as food and grow, weakening the hull. Worse yet they
seem to disrupt Isler drives and cause instability in the
jumps. Oblivious crews may find their ship slowing down over
long journeys then suddenly rupturing into space from multiple
breaches across the hull.
Frost worms
Natives to the colder ice balls found just outside most
comfortable habitable zones, frost worms are 3 or 4 meter long
snake like creatures with considerable curiosity and a taste
for animals smaller than themselves. Smaller examples have been
known to pack together to hunt, larger ones have been known to
attack APCs.
Awards and commendations
A variety of awards are offered to TA and UTRPF personnel. These awards come with prestige, respect, and sometimes cash or pension rewards. The respect & prestige of the awards is represented by a metagame value of merit points. Merit points will be used in situations where the situation may be swayed by the respect & prestige these awards bestow.
Distinctions between awards within a certain level can be very esoteric due to the myriad of source national awards they are derived from and the Terran Alliance or UTRPF efforts to try to standardize them. So it is entirely possible for one recipient to receive one award while another receives a completely different award for the same actions within the same incident.
A few awards do stand out however. In general the Gold and Silver lifesaving awards are reserved for non-combat actions resulting in the saving of life. Additionally the Purple Heart and Iron Star of Courageous Sacrifice are reserved for injuries in the line of duty; the Purple Heart is much more common, while the Iron Star is generally reserved for particularly nasty or maiming injuries.
Personal Awards:
- Terra Cross, Terran Medal of Honor, Grand Cross Special
Class, Gold Star
50 merit points, 10000 to 50000 credit award, pay raise, pension raise for human recipients. - Space/Marine Distinguished Service Cross, Grand Cross 1st
Class
40 merit points, 10000 credit award, pay raise, pension raise for human recipients. Highest honor ever given to a Synner - Theater/Branch Distinguished Service Medal, Grand Cross
2nd Class, Medal of the Order 1st Class with Swords
30 merit points, pay raise, pension raise for human recipients - Silver Star, Conspicuous Gallantry Cross, Grand Cross,
Medal of the Order 2nd Class with Swords
25 merit points, 5000 credit award optional, pay raise, pension raise for human recipients - Legion of Merit, Military Cross, Knight Commander's
Cross
20 merit points, 4000 credit award optional, pay/pension raise for human recipients - Marine/Space Medal of Heroism, Commander's Cross
18 merit points, 3000 credit award optional, pay/pension raise for human recipients - Bronze Star, Officer's Cross, Medal for Service of
Distinction 1st Class
15 merit points, 2000 credit award optional, additional pay raise, additional pension for human recipients - Purple Heart, Iron Star of Courageous Sacrifice (Fubar
Star)
10 merit points, 1000 credit award optional but rare - Meritorious Service Medal, Knight's Cross
9 merit points, 500 credit award optional - Gold Lifesaving Medal
8 merit points - Silver Lifesaving Medal
6 merit points - UTRPF Commendation Medal, Star/Sword Cross, Medal for
Service of Distinction 2nd Class
5 merit points, 300 credit award optional - UTRPF Achievement Medal, Star/Sword Medal
3 merit points, 100 credit award optional - Commandant's Letter of Commendation
2 merit points - UTRPF Combat Action Ribbon
1 merit point, additional pay/pension for human recipients
Subsequent awards of the same medal or award are typically given in clusters (of stars not oak leaves) or bars. Bronze denotes 1 repeat of the award, Silver 5, and gold 10. Pay increases and pension increases are generally only for the first award, but subsequent awards are more likely to grant any optional credit award.
Unit Awards:
- Terran Alliance Joint Operations Unit Citation
Award
8 merit points - United Terran Unit Citation Award
7 merit points - Terran Alliance Joint Operations Meritorious Unit
Award
6 merit points - United Terran Meritorious Unit Award
5 merit points - Terran Alliance Joint Operations Superior Unit
Award
4 merit points - United Terran Superior Unit Award
3 merit points - UTRPF Efficiency Ribbon
1 merit point
The Isler Drive and the Isler Radio:
The Isler drive uses a pulsed hyperspace jump algorithm to push closely associated mass through hyperspace. Each jump covers a vast distance determined by several factors including the amount of nearby mass, gravitational interference, and the effective hyperspace power generated by the drive. The jump frequency is optimized to match the current conditions of the jump vehicle. Watching an Isler drive starship travel looks somewhat like watching it skip from location to location in a "dotted" line in realspace. Isler radios operate on a very similar principal but since the quantum particles have such negligible mass they can safely jump much greater distances in a single pulse.
The current Isler drive units used by most of the UT ships operate on 2nd generation Isler drive technology. These jump drives are standardized and optimized to move 1 Kton of mass at a rate of 1C. Since these drives operate with a fairly linear performance curve effective interstellar speeds are easy to calculate for conditions less than 0.1G gravity wells. The largest disadvantage of these drives is their instability at higher jump speeds. After a speed of 20C is reached these drives begin exhibiting unexplained failures, and hyperspace accidents begin to become common. These incidents may destroy the Isler drives at unpredictable times, cause unpredictable jump distances, cause strange radiation surges, and in some cases have caused ships to arrive without its crew or to never return at all. The sharply increased failure rate at 20C has caused the UT to set a "speed limit" of 20C on all its vessels not in or reacting to an emergency.
Isler Industries has done considerable research into the 20C barrier over the last few decades and has developed a 3rd generation of Isler drive. 3rd Gen Isler drives are still fairly uncommon for non-emergency craft, but are becoming the standard feature on emergency couriers and rescue landers. The advantage of these drives is that they have driven the safe operating speed out to around 30C, but have an even sharper increase in incidents beyond those speeds.
Rumors state that Isler Industries has been developing a 4th Generation of Isler drive bootstrapped by what they have learned about Tazzim Jump drives from Voidcat industries. It is expected that these drives will have a safe operating speed of about 50C and a much more gradual failure curve at speeds beyond that point. It is also expected that these units will provide about 2C(Kton)s/unit.
The current state of the art for Jump drives in the Terran Alliance is the Voidcat J5 Tazzim jump drive. These drives are in exceptionally high demand and due to the joint venture agreement between the Tazzim Coalition and United Terra only a fraction of the units being built are going to Terran shipyards. The VC-J5 drive has the same form factor and mass as a Terran Isler jump drive but due to its increased efficiency can push a 1Kton mass through hyperspace at 5C. On top of that, these units seem to have a maximum safe operating speed of about 100C and a much more gradual increase in failures for speeds beyond that. Most of the VC-J5 units in the UT navy are being used by high priority or emergency craft - including some assigned to the TASAT forces.
The increase in Isler drive efficiency has also enabled the miniaturization of Isler radios. It is now possible to mount an Isler radio on a typical long range hyperspace capable craft piggybacking onto it's existing Jump drives. These systems are also in extreme demand and are hideously expensive - but are being rolled out into fast response ships as well as command and control ships throughout the UTRPF space force.
By their very nature Isler radios are half-duplex (one-way at a time) communicators. They are also somewhat "instantaneous", so the message data must be spread across the frequency band for simultaneous broadcast rather than serial broadcast. This limits the size of any particular message and makes the signal hard to detect without a lot of specialized communication equipment. The message size limit means long messages may require multiple transmissions over the course of minutes per transmission. Another limitation for the portable units is the "aiming" of the destination point for the signal. An Isler radio can send a band of electromagnetic waves out to any point within its broadcast range (about 20 light years for 1st generation sets, 30 for second gen sets, and about 10 light years for portable sets) near instantly, but once they are there they still propagate at the speed of light. So for effective long range communications the transmitting radio needs to know where to aim. This is no major issue for permanent installations who's galactic position and vector are well known, but for portable units this can be a problem. Standard practice is to either have predetermined contact points, or for the portable unit to initiate communications and include its current position in their message. Each radio is assigned a broadcast moment within a 1 minute broadcast frame to prevent data collisions interfering with each other at busier Isler radios. This limits the number of total radios that may be in operation, but so far that limit has not been reached. These limitations have caused FTL communications to be extremely expensive and with a bandwidth similar to early computer modems. A typical Isler radio can send 500MB of data a day, while it can receive up to 10 GB per day.