Okay, with the UPF Battleship completed, I’ve now recreated all the original military miniatures. I still need to make the Pirate Frigate model and also the freighter and privateers but those are going to wait a bit. Before I tackle them, I want to finish all the ships in the UPF and sathar order of battle. These remaining ships are ones for which no miniature was made by TSR. There weren’t models for the fighters or destroyers either, but I’ve already made those. That leaves us with these missing ships: the UPF Minelayer (if you don’t use the sathar Cutter model), Assault Carriers for both sides, and the UPF Heavy Cruiser. The latter is the topic of today’s post. The image to the right shows the completed model. This post will talk about how we got there.
There aren’t a lot of sources for the Heavy Cruiser. For “definitive” images, we only have the silhouettes on page 6 of the Knight Hawks Campaign Book (KHCB) and the game counter. You might be able to argue that some of the other ships depicted in the books are heavy cruisers, but nothing else is labeled as such. Since I’m saving the profiles from page 6 & 7 of the KHCB for a second set of miniatures I’ll produce later, we’re going to go with the image on the counter for our basic profile.
This is the image we have to work with. It has a relatively small head, wide fuselage segments and a fairly narrow “waist” region. We also notice that like the destroyer, this has a prominent cannon hanging under the bow of the ship.
Based on the data in the KHCB, the heavy cruiser should be between HS 16-18 and have 6 engines. Since the Battleship was HS 20, and the Light Cruiser is HS 12-14, this ship should fall somewhere right between those two ships in size. That’s what we have to work with, so let’s get started.
The Basic Hull
Building the basic hull was straightforward as I just had to measure the relative sizes of the various parts of the ship and scale them appropriately. There were two main deviations. The first was the engine region. The images on the counters show small engine structures. Since the light cruiser and the battleship both use the same engine design, I intend to reuse that engine here on the heavy cruiser as well. That necessitated making the engine region just a tad bigger than what is shown on the counter, and the engines will stick out further from the body of the ship.
The second variation was in the bow or “head” of the ship. The rules say that heavy cruisers are all old ships. That, combined with the fact that the bow of the ship looks kind of small compared to the body of the ship, led me to make the decision to use the same bow portion on this model as I used for the light cruiser, similar to how I used the same head on the destroyer that I did on the frigate. This gives us the following basic profile.
Next I decided to reuse some of the major elements from both the light cruiser and the battleship. On the aft portion of the fuselage, I used the domed structure from the back of the battleship but only placed three of them compared to the battleship’s four.
Then on the forward fuselage, I used the cannons from the light cruiser placing four of those compared to the light cruiser’s three emplacements. I also add the external cannon onto the bow of the ship. Along the way I also added in the crenelated trim at the edges of the cylinder sections. That gave me this profile.
That was the relatively easy part as I was reusing major structures that I had created for the other models. After that it was time to work my way up the fuselage adding in random bits of machinery, piping, and other structures to give it a bit of surface character to match the other ships in the series.
For some of these bits, I reused some of the structures from the light cruiser and battleship models while for others, I just added things in that fit my fancy. In the end, the final model looked like this:
In the end, the model was 112.5 mm (4.4″) tall which put it right in the middle of the 94 mm and 120.75 mm heights of the light cruiser and battleship, respectively.
The next step was actually printing it. It’s all well and good to have a cool looking model, but if it doesn’t print, that doesn’t do us any good.
For this printing, I switched back to the grey resin that I had used for the light cruiser. It’s an opaque resin and takes about 50% longer to print but it photographs much better. The total print time with this resin was about 14 hours so I started the print before I went to bed and let it run overnight. When I got up in the morning the print was almost done. After it finished and I gave it some time to cure, I snapped a picture of the heavy cruiser model along with the light cruiser and battleship.
This shows the relative sizes along with a ruler for absolute scale. I think it turned out just fine and looks like a ship made from the same design templates.
Getting the Model and Miniature
I’ve added the Heavy Cruiser to the Miniature Price Table if you want to order a physical miniature. The cost for this miniature will be $5.50, the same as the sathar heavy cruiser. Anyone who joins my Patreon this month (Nov 2019) at the Crafter level will get a printed battleship and heavy cruiser miniature in December.
I thought I’d be done with this model and ready to post this last week, but the model ended up taking me about 50% longer than I had originally planned. And since I had guessed 10-12 hours, that was a significant time overrun. In the end, the model took about 17 hours to complete.
Let’s not bury the lede, here is the finished model, pictured to the right. With the engines, it stands 120.75mm (4.8″) tall (or long depending on how you look at it) and is a little less than an inch (23.7mm to be exact) in diameter at the widest point on the engines.
The extra time was spent in trying to get all the details just right. There are a lot of them on the battleship and it just took longer than I was expecting. However, I’m really happy with how it turned out. Let’s look a bit at the process.
This is a miniature that was part of the Federation Ships boxed produced by TSR. On the box, it said that there was “some assembly required” for the battleship miniature. This model comes in 10 different pieces. The eight engines are each separate and the main fuselage comes in two parts. Now, I picked up my miniature box(es, I have four now, only 2 of which didn’t have lead rot when I bought them) used on E-bay in the last few years. As such the previous owners had already glued the fuselage together in three of the boxes but hadn’t attached the engines. So this is what I had to start with.
Now, as I discovered while working on the Light Cruiser, those are the exact same engines on both miniatures, so I had already done the work to create them. I just had to make 8 copies for the battleship.
There were also a number of repeated elements on this ship, namely the three main levels of gun turrets, the structure around the waist of the ship, and the “grill” around the neck.
That’s what I tackled first. For the gun turrets, I created a model of each of the structures and then just placed four of each of them, ninety degrees apart, around the fuselage. For the structure around the waist, it was repeated six times, and the grill around the neck has thirteen bumps. That piece ended up being just a stretched and squished sphere rotated around the neck. Getting those pieces in place was the “easy” part and only took about five hours to do giving me a model that looked like this.
The gun turrets are the same as used in the Light Cruiser, but they are sitting on different base platforms. So while I could reuse the turret, I had to build the bases new for this miniature.
Adding the Trim
At that point I just started at the back of the ship and worked my way forward adding in all the little detail bits. When I got to the area between the gun emplacements, I would work one section at a time filling in the space between the turrets, rotating 90 degrees and repeating.
While there are some repeated elements across the ship and mostly on the bow or head of the vessel, almost all of the the little decorations on the surface are unique. So each one had to be measured with my calipers and reconstructed. In the end, that just wasn’t as fast (and there were a lot of details) as I had expected. When I hit the 12 hour mark, my original upper estimate, I was only up to the area between the upper guns and the model looked something like this. (I didn’t save an exact picture at the time.)
The details on the upper fuselage (right side in image) are only on the little bit you can see. Everything around the back side is still blank and the details between the gun turrets in the middle and bottom on this image are missing as well.
The one nice thing about filling in the details on the bow of the ship was that, unlike the light cruiser, which had irregular hexagons for the shape of the head, the battleship has a regular hexagon shape. That meant that the angles you had to tilt all the pieces were exactly the same on all the faces. That made lining things up much easier. Plus there are a number of repeated elements on the bow.
With that done, I added the cannon on the top and the model was finished. Here it is again in the same orientation as the previous two images.
As I learned from the light cruiser, these ships really need to be printed standing up. So that’s what I did. My biggest worry were the middle gun turrets. With the barrels facing down, each barrel was going to need it’s own support that would then need to be trimmed off. It turns out that those supports had to be added by hand as my printing software didn’t add them automatically.
I had black resin in the printer at the time so that’s what I used to print this model. Unfortunately, the back resin doesn’t photograph as well as the green or grey. The image at the right shows the finished battleship model next to the Sathar Heavy Cruiser. Both still have their printing supports on. This was taken just after the battleship finished printing but I hadn’t cured it yet. The total print time was nearly 12 hours.
I also discovered after the fact that the vertical structures on back of the upper turrets that stick straight out need supports as well, which I didn’t add. They printed at an angle on the actual print. It looks fine, but isn’t what I had planned on.
I’m still amazed at the detail this printer can achieve. All of the details on the model show up in the print. Here the final printed miniature with all the supports removed.
And here it is next to the original metal miniature (minus the engines).
You can probably spot a few differences and there are a few more visible if you’re holding them, but I’m really pleased with the way this turned out.
Getting the Model Files
I’ve already added the UPF Battleship to my Miniatures Price Table page here on the site if you’d like me to print you one or more of them.
Additionally, as I’ve been posting these models, people have asked me about getting the model files. To that end, over the last few week I’ve been publishing all the STL files for printing the models on DriveThruRPG. You can find them in the 3D Models section of my New Frontier Games storefront.
All of the models that are recreations of the original TSR miniatures are free, pay-what-you-want products. Any of the the models that are my original creations are listed with a small cost. I’ve posted all of the models I’ve created to date on the site with the exception of the UPF and sathar fighter models, and two models I’ve made based on deck plans created by Bill Logan. Those will be going up shortly, I just haven’t had a chance to get them posted. All future models will be posted there as well.
If you are one of my Patreon supporters at the Surveyor ($2/month) level or higher, I send you all the model files as I create them. Or you can support the creation of new models by becoming a patron or making a donation through the pay-what-you-want option on the models listed on DriveThru. And if you are a Patreon supporter at the Crafter Level ($30/month), I will send you a printed version of the miniature. Anyone who joins at that level this month will get the battleship mini.
Now that the UPF Battleship is done, I’ve finished recreating all the UPF and sathar ships from the original boxed sets. I still need to do the pirate frigate, the freighter from the Federation Ships box, and the privateers to get all the original minis recreated.
I’ll tackle those, but first I want to fill in the order of battle for the two main sides in the Second Sathar War game so that people could potentially play out that game with a full compliment of miniatures. As such I still need to do the UPF Heavy Cruiser, the UPF Minelayer (if you don’t use the cutter miniature), the assault carriers for both sides. Of those the easiest will be the UPF Heavy Cruiser as it will draw heavily from the design of the light cruiser and battleship. I’ve already started working on that model. It might even be finished before the end of the month. It’s much easier to make my own designs than trying to recreate existing ones. Plus I have a lot of little details structures already designed from the other ships that I can reuse.
After the heavy cruiser, I’ll tackle the assault carriers and then the minelayer before going back to finish the recreations.
And that’s it for now. Let me know if you have any suggestions, questions, or comments in the comment section below. I hope you enjoy the miniatures as much as I enjoy making them.
I can’t believe it’s been three months since I last looked at this. I’ve really been distracted by the 3D modeling and miniature creation project. I’m not quite done with the battleship miniature so that will have to wait another week (or more, it’s taking longer than I expected). With this post we are going to cover all the remaining modules and wrap up the module based campaign.
When we last left our intrepid adventurers, they had either just returned from Alcazzar or finished up some other mission for CDC and had arrived in the White Light system, probably on Clarion station. They have shiny new level 1 spaceship skills and are hopefully itching to start using them. It’s time to recruit them into the Clarion Royal Marines!
Warriors of White Light
SFKH0: Warriors of White Light is the first of the Knight Hawks modules that incorporates both the Alpha Dawn and Knight Hawks skills and includes bits of the spaceship combat game as part of the play.
The module is designed to give the characters experience with various aspects of the Knight Hawks rules including ship combat, zero-g and space suit operations, and a chance to battle the sathar once again.
The module includes five mini adventures that are designed to be interspersed between descriptions of routine patrol and inspection duty. The first is just a routine inspections where they discover weapons to being smuggled to anti-crown forces on the surface of Clarion. The second presents a ship controlled by a mad cybot that hit hurling toward Clarion station. The third is a raid on a pirate base in the system. The fourth encounter has the PCs pitted against a sathar boarding force that is trying to capture their ship. The final encounter is a boardgame scenario where the milita battle a sathar raid.
I’d play this module as presented. As the Referee you have to add in a few more routine encounters that don’t really go anyway to help make the scenarios presented stand out but you don’t want to spend too much time on it, just enough to that the players appreciate the excitement.
By the end of the module, the PCs will have earned between 15-30 XP. I’ll be giving the sample characters 25. Unless the preform poorly, this is enough for all of them to have level 2 skills by the time they play the scenario with the sathar boarding force. By the end of the module, they should have all achieved level 2 in their spaceship skills and the gunners may even be at level 3.
The Question of What is Next
Until this morning, I would have said Dramune Run (SFKH1). It is the next module in the series and we’ve been playing them mostly in order so that makes logical sense. But as I was thinking about writing this post, I realized that that might not be the best order. So we’ll start by looking at what to do if you do want to run Dramune Run next and they I’ll discuss the alternate option that I’ll be using.
If you want to run Dramune Run as the next module, you’ll need to add in a few more adventures between the end of the Warriors of White Light (WoWL) module and Dramune Run. In that module, the PCs will be flying a hull size 6 ship, which requires at least a level 3 Pilot skill and our pilot PC is only level 2. They probably need about 15-30 more XP to get there (My sample PC, Dolnab, needs 20 more after WoWL).
There are plenty of options here. You could run more adventures like those presented in the WoWL module. The main thing here would be to come up with some new scenarios and not just reuse the same ideas. White Light and Clarion have been favorite topics of the authors in the Frontier Explorer fanzine and we’ve even been running a “Warriors of White Light 2.0” series in the magazine (starting in issue 22). You could mine these for ideas of adventures on Clarion station (issue 23), in the White Light system (issue 23), and even one that involves the freighter from the first encounter that takes them across the Frontier to Cassidine and back (issue 24). We took a bit of hiatus from the series in issues 25 & 26 but there are still some articles in the queue so you can expect more to come. These adventures and ideas should get the PCs up to a level 3 pilot skill and then they are ready to tackle the Dramune Run.
However, as I was thinking about this, I felt that there was a better way to run the modules. In addition to requiring a few more adventures to get the PCs ready for the Dramune Run module, the module ends with them owning a ship. At that point, it’s pretty hard to get the PCs to not just want to go off adventuring in their ship and the remaining modules are not really conductive to that. Instead, let’s save the Dramune Run for the climax of the campaign and start by going a different direction.
Beyond the Frontier
The last three Star Frontiers modules published by TSR comprise the Beyond the Frontier series. The modules are:
SFKH2: Mutiny on the Eleanor Moraes
SFKH3: Face of the Enemy
SFKH4: The War Machine
Much like the Volturnus series of Alpha Dawn adventures, these modules take the characters to new worlds to meet new races and confront the sathar, just on a larger scale.
The advantage of going with these modules before Dramune Run is that they make a nice progression from a power level perspective and the PCs can actually be assigned to the mission as part of their commission in the Clarion Royal Marines. It can just be their next assignment.
From a power perspective, the PCs only need a level 2 piloting skill to be the backup pilot on the UPFS Eleanor Moraes, a HS 3 exploration vessel. If anything, the PCs are going to be better skilled than the pre-gens provided with the module. They can start right away without any intermediate adventures needed. And participation in these adventures will give them more than enough experience to be at the correct level for the Dramune Run.
The PCs will be part of the Frontier Expeditionary Force (I should make a patch for that organization) which is composed of civilians and Spacefleet members. It’s completely reasonable that the government of Clarion, which has a high standing in the Council of Worlds, would volunteer some of its decorated Royal Marines to be part of the endeavor. Pushing the boundaries of the Frontier helps to ensure the security of their world. The PCs are a natural choice given their recent experiences in the WoWL module’s scenarios.
Again, these modules can be run as presented. I’m going just discuss them briefly to summarize what happens and the XP gained.
SFKH2: Mutiny on the Eleanor Moraes
This module starts of the series with the PCs out exploring the world of Mahg Mar in the Waller Nexus system when the First Officer, Bill Terry, mutinies, takes control of the ship, and destroys their exploration airship. It is up to the PCs to traverse the wilderness between them and recapture the Eleanor Moraes before Terry destroys it and kills the remaining crew.
This adventure requires a wide mix of skills and will give the PCs a chance to use some of the environmentalist skills developed back on Volturnus (and hopefully improved upon on some of the intervening adventures). It also requires use of their technological skill and weapons skills and, due to the rough trip back to the ship, gives the medic a chance to shine as well.
Hopefully the PCs recapture the ship intact but regardless, when the call goes out about the events on the planet, they learn that their old ship, the CMS Osprey, is being dispatched to assist and will arrive in a few weeks with supplies and repair materials. They just have to hold out until then.
This modules gives out 6-18 XP depending on how the PCs perform in their trek back to the ship and in the capture of the ship itself. I’ll be awarding our sample characters 15 XP.
SFKH3: The Face of the Enemy
This module also takes place on Mahg Mar, after the Osprey arrives but before the repairs to the Eleanor Moraes are complete. In this adventure the PCs once again make contact with a native intelligent race on the planet, something they have had a lot of practice with throughout the campaign (Volturnus, Starmist, and Alcazzar). Along the way they discover evidence of sathar presence on the planet and capture a small, hull size 2 sathar scout ship. The climax of the adventure is a Void jump to a new system (FS30) and a raid on a modified sathar assault carrier and the chance to capture sathar prisoners and the assault carrier itself.
The module awards 5-17 XP depending on how the PCs do. I’ll be awarding our team 14 points for this adventure. They’ve now earned enough XP to increase their Knight Hawks skills even more as well as possibly increase some of their other skills. With the sathar ship captured, they are ready to take on the final part of the series.
SFKH4: The War Machine
In the War Machine, the PCs are going to make contact with the technological race native to the FS30 system and hopefully drive the sathar from the system, capturing or destroying the sathar starship construction center based in the system.
This module involves both character and ship action as well as diplomacy and problem solving. After fighting off a small squadron of sathar fighters, the PCs are contacted by the native race in the system to arrange a meeting. While the team has had several first contact scenarios, this one is unique in that the species being contacted has active interplanetary spaceflight capabilities. After making contact they proceed to the planet’s surface and attack a sathar processing plant. After that they mount an attack on the sathar ships and shipyard. If successful, the Mhemne (the native race) are liberated and the sathar facilities are destroyed along with several sathar ships, reducing their combat capacity in the upcoming (or possibly on-going) Second Sathar War. The system is renamed the Liberty system (the module doesn’t say what the Mhemne’s name for it was) and the PCs are hailed as liberators and heros.
This module awards from 9 to 26 XP based on performance but if the PC’s are performing down near the 9 XP level, they may not succeed as they are making a lot of mistakes and losing valuable resources. We’ll give then 22 XP for this module.
Back to the Frontier
That end the Beyond the Frontier series of adventures. By the time it’s all over, the PCs have been gone for several months. Upon their return to Clarion, they can collect their back pay which should be a considerable amount of cash. It’s now time for the final adventure in the module campaign,
The Dramune Run
At this point the PCs have level 3 spaceship skills and reputations as heroes and outstanding members of the Clarion Royal Marines in addition to their other exploits across the Frontier. Just the type of people Garlus Tylappar needs to help him.
The initial encounter of this adventure can occur at any point after the PCs are back on Clarion station. They’ll probably be given a few days to a few weeks of leave after returning from the Liberty system. Garlus should approach them during this down time to make his pitch. He should lean on their reputations and show a knowledge of their exploits in making his case (but nothing that would not be known through public media).
This module also just plays out as written. The PCs will help get the Gullwind repaired and into space. They will fight off pirates on the way to Dramune and then be captured and escape from Darkworld station rescuing the Chukkahs and exposing the Malthar’s plans.
The XP awards for this module range from 20 to 43 with a possible 5 XP for the astrogator and up to 120 XP divided by the number of PCs for rescuing Chukkahs. I’ll be awarding our team a total of 48 XP each.
And that wraps up the module campaign. The PCs now have a ship, and after the Beyond the Frontier series, a reasonably large chunk of cash to get them started. If they want to continuing adventuring or take up the life of merchants you can extend the campaign for as long as you want.
The Final Characters
These are the final skill levels of the characters at the end of Dramune Run.
Born on Gran Quivera, Prenglar. T’vor used to hang aout at the University of Prenglar as a kid and chat up the tech professors. He loves to hack computers and robots and can usually get anything working, eventually. He also has a deep interest in astronomy.
I don’t really have much to add. What are your thoughts and ideas on the way the campaign was laid out? Feel free to comment below.
Here’s the next installment of the timeline. This month sees the Sathar consolidating some of their forces, the Discovery Squadron bypassing the sathar starship construction center to press on to their target system, and the Saurians continue their exodus from their home system. We also see the incidents that will kick off the events of a couple of the game modules (SFAD5 – Bugs in the System and SFKH0 – Warriors of White Light).
An order is placed for a second assault scout for the K’aken Kar system at the Fromeltar starship construction center.
Crown Princess Leotia Valentine of Clarion (White
Light) celebrates her 33rd birthday.
Discovery Squadron arrives at Stenmar
Station where most of the crew takes a week of shore leave.
The sathar starship construction center in the
Liberty system completes a destroyer and 6 fighters.
Errors in the astrogation calculations
cause the HSS History’s Hope to misjump and not return to the OFS224
system. Luckily, they end up in the
Araks system. While not disastrous,
the misjump emphasizes for the crew the risk involved in their endeavor.
Deciding not to risk trouble with the Family of One
authorities on Hentz (Araks). the HSS History’s Hope decides to not stop at
the station and head straight back to Histran (Scree Fron)
Businesses on both Inner and Outer
Reach (Dramune) lodge formal complaints against the new inspection of cargo
arriving at Inner Reach from Outer Reach claiming it is hurting trade and
damaging business. The government refuses to make any changes to the process.
Strike Force Nova arrives at Hentz (Araks). It will spend just 4 days here before
heading on to the Athor system.
A new assault carrier is completed in
the sathar starship construction center near Fromeltar.
After 20 days backtracking though their original
path, the Spire Dragons reach their coastal camp. All told it took just over half a year (202
days) to make the full trek and cost the lives of fifteen of the team’s
– Newest saurian Ark ship completes its checkout and passengers begin shuttling to the ship.
– In order to avoid OFS019 and the sathar forces there, the Discovery Squadron decides to try skirting the edge of the nebula near Kazak and jump to the double star system OFS017.
Strike Force Nova departs Hentz (Araks) for the
After four weeks of the increased
inspections of ships arriving at Inner Reach (Dramune) from Outer Reach
(Dramune), authorities have seized millions of credits worth of the drug
Ixiol and reported cases of the drugs use on the planet has dropped
As news of Inner Reach’s (Dramune) success on
limited the import of Ixiol spreads around the Frontier, other systems
consider similar sanctions. However, many of the systems lack the militia
enforcement necessary to make it successful.
– A heavy cruiser is completed in the sathar starship construction center near Zebulon (OFS19).
– The frigate, light cruiser, assault carrier, and fighters arrive in OFS19 from OFS111. The forces in the system are now on par with, if not exceeding, the strength of any of the UPF Task Forces.
– Mistakes in the astrogation calculations, possibly due to the presence of the nebula, send the Discovery Squadron off course and they end up in a single star system instead of the binary system they were shooting for.
The HSS History’s Hope arrives safely at Histran
Station (Scree Fron) where it will resupply before reattempting to complete
charting the jump route between OFS224 and OFS221.
Construction on the second K’aken-Kar
militia assault scout begins.
– After three days of observations, the astrogators of Discovery Squadron determine that they are in OFS025 instead of OFS017, having jumped further than intended. No sathar signals have been detected.
– After much discussion, the decision is made for Discovery Squadron to press on. They prepare to jump to OFS026 which would have been the next system after OFS017.
The HSS History’s Hope departs Histran
Station (Scree Fron) headed to OFS224 to resume its attempt to chart a course
to the suspected Yazirian home system.
shipyards around Gran Quivera attacked by militants claiming to be Streel
supporters, using access derived from the Nesmith Enterprises breach earlier
in the year. Production capacity
reduced by 38%. Several hulls destroyed but the Spacefleet battleship escaped
Strike Force Nova arrives in the Athor
system. Originally scheduled to spend
seven days in the system, the news from the Discovery Squadron cut that short
to only 2 days.
Strike Force Nova detects extremely faint signals
from OFS200 in the Athor system. The
detection confirms that the signals have been being broadcast for years
Strike Force Nova departs the Athor
system to return to Prenglar.
Construction of two TransTravel assault scouts
completed at the CDC starship construction center orbiting Triad (Cassidine)
and begin traveling to Terldrom (Fromeltar).
PGC and Star Law release a joint
statement that autopsies of several of the saboteurs killed at the PGC
shipyard contained the same sathar parasite as the sathar agents that
attacked the armed station orbiting Triad (Cassidine).
Loading complete, the third saurian Ark ships
departs the Sauria system for destinations unknown.
– The Discovery Squadron successfully arrives in the binary star system OFS026. No sathar signals have been detected while decelerating into the system.
– The Discovery Squadron begins plotting a jump to the OFS30 system, another binary star system 9 light years away. This will be the longest uncharted jump of their journey.
– Sathar SCC#3 completes a heavy cruiser
– HSS History’s Hope arrives in OFS224 and immediately begins trip to OFS221
Unbeknownst to the crew, the Matrix
virus infects the Jetsom’s electronic systems in the Belenafaer system.
Boarding party of the CMS Osprey killed by
smugglers during a routine cargo inspection.
The freighter is destroyed as it tries to flee toward a Void
jump. The Clarion Royal Marines post a
job opening for new staff. (SFKH0)
Calculations complete and verified, the
Discovery Squadron begins accelerating toward OFS030.