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Tales of the Jedi: Knights of Selani Sector


Factions: The Galactic Republic


Sector Capital at the Selani system in Selanis City.
A Republic Fleet installation is outside of Selanis City and serves as Sector Fleet HQ.
Construction of Republic Fleet star-base under consideration (site chosen, funding pending a vote in the Republic Senate and Sector Assembly approval).

Selani Sector’s status in Republic

Selani Sector is a largely backwater sector towards the edge of the Expansion Region and the Galactic Frontier.

Representation:

Sector Assembly chosen from worlds of the sector with populations over 250,000 with an additional representative for each additional 50,000 citizens or fraction thereof. The Sector Assembly meets continually on Selani, though the highest attendance is at controversial votes and the opening and closing ceremonies of each year. Every 10 years, the Sector Assembly gathers to elect a Senator to the Galactic Republic.

Senator: Jaylon Highsun; human from Selani, elected by Sector Assembly RY22,850 and reelected twice. Jaylon was born and raised in Selani Sector, and is heir to a long tradition of Republic service. His grandmother was an officer in the Republic Starfleet while his grandfather was a leading Selanis City politician. His father was an official in the Republic Interior Ministry with jurisdiction in Selani Sector.

Jaylon Highsun (c.RY22,870)

Type: Republic Senator 
DEX 2D+2	Dodge 4D+1, Brawling Parry 4D, Pulse-wave blaster 4D+2
KNO 4D		Bureaucracy 6D, (S) Republic 7D+1, Planetary Systems 5D, (S) Selani 6D+1
MEC 2D		Repulsorlift Operation 4D+2, Space Transports 3D+2
PER 3D+2	Bargain 6D, Con 5D+1, Forgery 4D+1,Gambling 4D+2, Sneak 4D+1
STR 3D		Brawling 5D, Swimming 4D+2
TEC 2D+2	First-Aid 4D, Security 4D
Force Points: 1
Character Points: 8
Dark Side Points: 1
Move: 10

Equipment: Expensive business robes, Senatorial Roles, Selani Sector Signet Ring, datapad (6D Encryption), PTPE-multi-link (5D encryption), Senatorial hyper-translocation implant, land-speeder; 300 Selani/Local Cr cash; 5,000 Republic Cr cash; 15,000 Republic Cr stick, 50,000 Selani/Local Cr stick




Selani Sector Fleet

Selani's Sector Fleet is now old and is inadequete to deal with the circumstances that current events have brought. Stretched thin attempting to curtail the rampant Fringe elements that have been brought by the Betorok situation, they are ill equipped to deal with that situation itself. The conduct of the Betorok blockade has been left for the Mining Guild and it's Enforcement Division with the approval of Senator Highsun.

To help with the situation, the Senator requested emergency assistance from the Ministry of Defense of the Galactic Republic and has been answered by the deployment of the 3018th Republic Expeditionary Battlegroup, led by the Heavy Cruiser, the Fang of Karna.


3018th Republic Expeditionary Battlegroup


Fang of Karna

Like it's larger sibling, the Heroic-class Fleet Carrier, the Glaben-class Strike Carrier is conceived of the idea to couple traditional Republic Fleet heavy firepower with a large starfighter compliment. The Strike Carrier has neither been widely procured nor desired, and only a few individual ships have been completed. Their place in Republic Fleet doctrine unsure, they are currently serving either as independent capital ships "showing the flag" in troubled areas or sometimes commanding a "battle group" of smaller escort vessels on missions to the Republic periphery.

The Glaben.s own role was in concept to be a Line level command ship, which itself is unprecedented, either in addition to or replacing the Line command ship (in both cases breaking the tradition of the identical ship Line). Both options proved unpopular with the Fleet General Staff and has resulted in the slow procurement of the Glaben, despite the Senate's appropriation for that purpose. A compromise, which would have the Glaben redesignated as a Heavy Cruiser and placed in all-Glaben Lines of that role, is currently under consideration.

Armed with two of the enhanced Model 3081 heavy turbolaser cannons, the Glaben is only slightly outgunned by a Courageous-class Heavy Cruiser, with it.s starfighters having the potential to more than balance the odds, in favor of the pro-starfighter faction of the Fleet General Staff lobbying for the Glaben. The larger crew, more rigorous maintenance costs, and high cost per vessel (especially when considering carried starfighters) strengthens the foes of the design.

The Glaben, like all of the larger Republic Fleet capital ships is only easily described as vast. Its surface contains a mixture of shapes, contours, and lines. The front 2/3 is roughly thin and rectangular, with a cylindrical engineering section at the stern. Starfighters usually obtain egress from a single launch chute on the port side of the hangar platform, with a recovery airlock on the starboard side, though both chutes allow for launch and recovery. The heavy "main" turbolasers are on either flank just in front of the starfighter chutes and behind the primary sensors array. The main ion engines are part of an "integrated" design cluster that fills the cylindrical stern, with a half dozen secondary engine clusters providing additional power, though primarily fulfilling a maneuverability role.

The Fang of Karna, named for the famous felinoid colony world, was one of the first Glaben-class ships completed and has seen action from the Colonies to the Expanded Rim (also known as the Expansion Region) bringing the might of the Republic to worlds and sectors lacking a formal Fleet presence. Under the able command of it's captain, Jol Nakesh, "the Fang" has arrived just in time to defeat the Betorok Pirate fleet led by the pirate Rypol Prasc and his "Drake's Star" cruiser.

Craft: Hoersh-Kessel Drive, Inc.s Glaben-class Strike Carrier
Type: Strike Carrier/Heavy Cruiser
Scale: Capital (Republic Fleet Category 4)      Length: 639m
Skill: Capital Ship Piloting: Glaben-class
Crew: 686, Gunners: 42, Flight: 40, Skeleton: 302/+10; 202/+12; 151/+15
Crew Skill: Astrogation 5D+1, Capital Ship Gunnery 5D+2, Capital Ship Piloting 5D (Glaben 6D)
            Capital Ship Shields 5D+2, Sensors 5D+1
Passengers: 150 (troops), 9 VIP  Airlocks: 8
Cargo: 5,000 tons       Consumables: 4 Months
Hyperdrive: x 11        Hyperdrive Backup: x 25
Nav Computer: 2D+2      Range: 2D-1 Sectors
Maneuverability: 1D     Space: 5
Hull: 4D                Shields: 3D+2, 3D+2
Sensors: Passive 35/2D+2; Scan 80/3D+1
Communications: 3 x Comms, 6 x Subspace Transceivers, 2 x Hyper-transceivers
Weapons:
          2 x Heavy Turbolasers         7 x Turbolaser Batteries    	3 x Tractor Beams
          Fire Arc: 1 f/p*, 1 f/s*	Fire Arc: 2f, 2p, 2s, 1a    	Fire Arc: 2f/p/s*, 1a
          Crew: 3                       Crew: 10                     	Crew: 2
          Skill: Capital Ship Gunnery   Skill: Capital Ship Gunnery     Skill: Capital Ship Gunnery
          Fire Control: 1D+2            Fire Control: 2D        	Fire Control: 3D
          Space Range: 1-8/15/30        Space Range: 1-10/20/40   	Space Range: 1-4/14/21 
          Atm. Range: 300/1.2/2.5km     Atm. Range: 100-200/1.1/2.3km 	Atm. Range: 2-8/18/45km 
          Damage: 8D+2e                 Damage: 7De             	Damage: 5Dt
*Set to 1 arc and takes 1 action and 1D full rounds in time to orient to an adjacent fire arc, during 
which the weapon cannot fire.  Time can be cut in half (round up) on a Very Difficult+ Capital Ship Gunnery roll.

Subcraft: 3 x shuttles, 10 x lifeboats, x 24 starfighters
Starfighter Complement:
4 x Stinger Short-Range Recon
4 x Charger Fire-Control
8 x Charger Interceptor
4 x Polaris Long-Range Recon
4 x Polaris Electronic-Warfare


Pride of Formolia-III

An old, but proven, design of close escort capital ship, the Halo-class Frigate (now in the Mark VI model) is one of the only examples of Republic Fleet warships that isn't produced by Corellia StarDrive. Having just contracted for a large number of Mk VI Halo's, the situation doesn't look to change and is a bright spot to those demagogues in the Senate who rail against the domination of Corellia StarDrive procurement in the Republic Fleet (which itself is cause for rancorous debate in the Senate, particularly when several non human shipyards are passed over).

Flexing both starfighter and heavy capital ship weaponry, the Halo's serve close escort duty in the Squadrons of the Republic battle line, but the age of the design is telling. Critics have pointed out that the procurement of the Mark VI model is too heavily based in politics, though most Admirals don.t seem displeased to have the warship at their disposal. Critics are bolstered by the fact that the hyperdrive backup does not meet the Republic Fleet x25 standard, which could cause a serious problems in a crisis situation.

The Halo is visually a stubby looking ship of an older style. A longish rectangle with three of its four turbolasers extending forward from the blunt nose. The fourth is underslung between the main hull and the sensors array midway along the bottom of the ship. Contrary to current Republic Fleet design doctrine, the bridge is extended from the top of the vessel, exposed midway along the ship.s length, with the main communications array extending from it. Heat radiators are coupled with the shield projection system on the port and starboard flanks in the front. Behind the similar dorsal and ventral flanked systems in the rear of the vessel, is the quad of small old style Core Galaxy Systems. ion engines enclosed in an armored cylindrical housing.

Craft: Core Galaxy Systems. Halo-class Frigate, mk VI
Type: Escort Warship
Scale: Capital (Republic Fleet Category 2)      Length: 260m
Skill: Capital Ship Piloting: Halo-class
Crew: 98, Gunners: 32; Skeleton: 34/+10; 23/+12; 17/+15
Crew Skill: Astrogation 4D+1, Capital Ship Gunnery 4D+2, Capital Ship Piloting 4D (Halo 5D)
            Capital Ship Shields 4D, Sensors 4D
Passengers: 50 (troops) Airlocks: 4
Cargo: 2,500 tons       Consumables: 3 Months
Hyperdrive: x 11        Hyperdrive Backup: x 28
Maneuverability: 1D+2   Space: 4
Hull: 4D                Shields: 2D, 2D
Sensors: Passive 30/1D+2; Scan 60/2D+2
Communications: 2 x Comms, 3 x Subspace Transceivers, 1 x Hypertransceiver
Weapons:
          4 x Turbolasers (1 Battery)   	8 x Laser Cannons (SF-Scale)   	1 x Tractor Beam
          Fire Arc: 4f (1f)			Fire Arc: 2f, 2p, 2s, 2a    	Fire Arc: 1f
          Crew: 3 (+2 Battery = 14 total)	Crew: 1                     	Crew: 2
          Skill: Capital Ship Gunnery   	Skill:  Starship Gunnery	Skill: Capital Ship Gunnery
          Fire Control: 1D(2D)	            	Fire Control: 2D        	Fire Control: 3D
          Space Range: 1-10/20/40        	Space Range: 1-3/10/20   	Space Range: 1-3/12/20 
          Atm. Range: 300/1.2/2.5km     	Atm. Range: 50-100/200/300m 	Atm. Range: 2-6/15/40km 
          Damage: 5De(7De)                 	Damage: 4De             	Damage: 4D+2t

Subcraft: 2 x shuttles, 2 x lifeboats

3 x Corvettes

The smaller of the Republic Fleet.s standard escort vessels, the Perellian-class corvette is a modestly powerful starship, quick enough to provide flexibility, yet with enough firepower to make it.s presence felt. It.s capable of dispersing starfighter sized craft with its laser cannons and of damaging the escorts of any enemy capital ships with its turbolasers. Perellians are often deployed independently outside of Republic Fleet tactical formations, visiting or patrolling the isolated and remote worlds and jump beacons in the interior of the Republic.

The Perellian-class Corvette is immediately distinguished by its twin forward-fixed turbolasers, running nearly a fourth of the length of its hull. It.s comparable in appearance to the smaller Nymph-class, but has a noticeably larger drive section (a double-stack of 3 ion engines each) needed to push its larger bulk, though even as it is its unable to match the Nymph.s speed.

Craft: Corellia StarDrive.s Perellian-class Corvette
Type: Mid-sized Escort Vessel
Scale: Capital (Republic Fleet Category 1)      Length: 133m
Skill: Capital Ship Piloting: Perellian-class Corvette
Crew: 53, Gunners: 15, Skeleton: 18/+10; 12/+12; 9/+15
Crew Skill: Astrogation 4D, Capital Ship Gunnery 4D, Capital Ship Piloting 4D (Perellian 5D)
            Capital Ship Shields 4D, Sensors 4D+1, Starship Gunnery 4D
Passengers: 25 (troops) Airlocks: 2
Cargo: 1,000 tons       Consumables: 3 Months
Hyperdrive: x 11        Hyperdrive Backup: x 25
Maneuverability: 2D     Space: 5
Hull: 2D+2              Shields: 1D+2, 1D+2
Sensors: Passive 25/2D; Scan 60/2D+1
Communications: 2 x Comms, 2 x Subspace Transceivers, 1 x Hypertransceiver
Weapons:
          2 x Turbolasers    		6 x Laser Cannons (SF-Scale)		2 x Tractor Beam (SF-Scale)
          Fire Arc: 1 f/p*, 1 f/s*	Fire Arc: 2f/p, 2f/s, 1a/p, 1a/s    	Fire Arc: 1f, 1a
          Crew: 3                       Crew: 1                     		Crew: 2
          Skill: Capital Ship Gunnery   Skill: Capital Ship Gunnery     	Skill: Starship Gunnery
          Fire Control: 2D	        Fire Control: 2D        		Fire Control: 3D
          Space Range: 1-10/20/40       Space Range: 1-3/10/20  	 	Space Range: 1-3/10/20 
          Atm Range: 100-200/1.1/2.3km	Atm Range: 50-100/200/300m	 	Atm. Range: 2-8/18/45km 
          Damage: 5De			Damage: 4De             		Damage: 4D+2t
*Set to 1 arc and takes 1 action and 1D full rounds in time to orient to an adjacent fire arc, during 
which the weapon cannot fire.  Time can be cut in half (round up) on a Very Difficult+ Capital Ship Gunnery roll.

Subcraft: 1 x shuttle, 1 x lifeboat