View Full Version : STATS: Trinity Base, a Rebellion Era Starbase/Campaign Setting

Kayle Skolaris
20 September 2001, 06:07 AM
Capsule: Trinity Base began life as a trio of starships deemed too badly damaged to bother repairing. Built from parts of the MC-80 Starcruiser Tide Lord, the assault frigate Cambar's Honor, and the bulk cruiser Sentinel of Dawn, Trinity base resembles a floating junk heap in space. A very, very large junkheap in space.

Trinity Base serves as a regional base for the entire Outer Rim Territories, and as such is commanded by one of the few formally trained high-ranking officers in the Alliance, the elderly Kel Dor strategist Commodore Truul Tannik. Truul Tannik, like General Kenobi and General Dodonna, served in the Clone Wars, and would be retired if not for the current civil war. Commodore Tannik is a brilliant strategist who's battle plans often involve humiliation and psychological warfare directed at the enemy. Directly under Commodore Tannik's command are Line Captain Jhessic Traest, a Wroonian freebooter with a flair for command and tactics, and Group Captain Lanse Jherrovik.

Trinity Base physically resembles a gutted MC-80 Star Cruiser with the Assault Frigate and Bulk Cruiser mated together belly-to-belly and affixed vertically through the center of the MC-80's hull. The result looks like a three-ship pile-up on the high starlanes. Additional modular hangars dot the outside of the station, each capable of servicing a single squadron of fighters, six light freighters, or two medium freighters of not more than one hundred meters in length. All manner of weapon can be found dotting the hull of the station, from turbolaser batteries to quad laser cannons. Astoundingly enough, the main ion drive of the MC-80 is still somewhat functional allowing the station extremely limited mobility. This, combined with the still-active hyperdrive unit allows the station to relocate should it be discovered.

Despite being the base of operations for the entire Outer Rim Territories, Alliance Fleet Command has opted not to allocate capital ship support to Trinity Base. This decision is based on the need to keep the Alliance fleet together as much as possible and the hard fact that should Trinity Base fall, it is imperative that as little vital war material as possible fall with it. A capital ship escort fleet would necessitate at least a token defense and risk the destruction of one of the fleet's precious cruisers. Line Captain Traest, who would normally command a line of capital ships, is instead in official command of the 54th Regional Command Supply Wing, composed of three squadrons of transports ranging from light freighters to bulk transports. She also has the authority to assume overall command of any privateer vessels in the vicinity should the station come under attack. Furthermore, she retains command of her old Discril-Class Attack Cruiser from her days as an independent operator. While the specter of having command of their vessels usurped by another rankles on some privateer captains, it is understood as necessary for organizational, as well as command and control, purposes.

Despite being denied official capital ship support, Trinity Base is designated as a port of call for Alliance Privateers. One of the few places where privateers are never given short-shrift on resupply and maintenance services, Trinity Base is a popular stop-over for those privateer vessels that can find it. This is a calculated move by the Alliance High Command to bolster the defenses of the base without risking "official Alliance resources" as well as a propaganda tool to be pointed at when privateers get the cold shoulder at other Alliance bases. It is worth noting that Commodore Tannik, Line Captain Traest, and Group Captain Jherrovik are all on record as fully supporting Alliance Privateer efforts, something that many other Alliance upper echelon personnel find distasteful at best. Line Captain Traest, who has authority to assume command of any privateers present during an emergency, is an ex-privateer herself with a background in shady dealings and fast living. Her reputation alone is enough to inspire most privateer captains to willingly follow her lead in emergency situations.

Trinity Base
Craft: Custom Built Semi-Mobile Deep Space Station
Type: Regional Command Station
Scale: Capital
Length: 1,450 meters
Skill: Battlestation Piloting
Crew: 2,770, Gunners: 421, Skeleton: 840/+15
Passengers: 8,461
Troops: 1,500
Cargo Capacity: 10,000 metric tons
Consumables: 2 years
Cost: Not Available For Sale
Hyperdrive Multiplier: x4
Hyperdrive Back-Up: x12
Maneuverability: 0D
Space: 1
Hull: 8D
Shields: 6D, 6D of back-up shields
Passive: 40/1D
Scan: 80/2D
Search: 125/3D
Focus: 5/4D
48 Turbolaser Batteries
Fire Arc: 12 Front, 12 Left, 12 Right, 12 Back
Crew: 2 each
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150km
Damage: 4D

20 Ion Cannon Batteries
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Back
Crew: 6 each
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 4D

60 Quad Laser Cannons
Fire Arc: 15 Front, 15 Left, 15 Right, 15 Back
Crew: 3 Each
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7km
Damage: 4D

8 Tractor Beam Projectors
Fire Arc: 2 Front, 2 Left, 2 Right, 2 Back
Crew: 5 each
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60km
Damage: 4D

Support Craft:
22nd Regional Command Starfighter Group
4 Wings (144 fighters) broken down as follows:
Pre-Yavin to Post Hoth era-
6 X-Wing Space Superiority Squadrons
2 Y-Wing Bombardment Squadrons
3 Z-95 Short Range Defense Squadrons
1 Y-Wing Long Probe Long Range Recon Squadron

Post-Hoth to Post Endor era-
4 X-Wing Space Superiority Squadrons
2 Y-Wing Bombardment Squadrons
2 B-Wing Fire Support Squadrons
2 Z-95 Short Range Defense Squadron
1 A-Wing Long Range Interceptor Squadron
1 Y-Wing Long Probe Long Range Recon Squadron

54th Regional Command Resupply Wing
12 CEC HT-2200 Medium Freighters
12 Ghtroc 580 Light Freighters
12 Seinar Mk. I Bulk Transports

Commodore Truul Tannik
Type: Aging Flag Officer

Dexterity: 1D*
Blaster 4D*, Brawling Parry 4D*, Dodge 4D*, Melee Combat 3D*, Melee Parry 3D+1*

Knowledge: 5D
Alien Species 7D, Bureaucracy 8D+1, Cultures 8D, Intimidation 10D+2, Languages 7D+1, Military History 9D+2, Military History: Guerilla Warfare 13D+1, Planetary Systems 7D+2, Psychology 12D+1, Tactics 8D+1, Tactics: Capital Ships 10D, Tactics: Fleets 9D+1, Tactics: Guerilla 13D+1, Tactics: Psychological Warfare 13D+2, Tactics: Sieges 8D+2, Tactics: Starfighters 8D+2, Streetwise 9D+2, Survival 6D+1*, Willpower 11D+1

Mechanical: 2D
Astrogation 6D, Beast Riding 5D, Repulsorlift Operation 5D+1, Space Transports 5D+2, Starfighter Piloting 5D, Starship Gunnery 6D

Perception: 6D
Bargain 11D, Command 9D+1, Con 9D+2, Gambling 12D, Hide 7D+2, Investigation 9D+2, Persuasion 8D+1, Search 8D, Sneak 6D+1*

Strength: 1D*
Brawling 3D+1*, Stamina 4D*, Swimming 3D+2*

Technical: 2D
Computer Programming/Repair 6D, Demolition 4D+1, Droid Programming 4D, Droid Repair 3D+1, First Aid 6D, Security 9D+2, Space Transport Repair 5D

Special Notes: Kel Dor are from a world with a Type II Atmosphere and require a breath mask to breath a standard Type I atmosphere
Skills and Attributes marked with an asterisk have been lowered due to aging
Force Points: 3
Character Points: 22
Move: 7*
Equipment: Comlink, Datapad, Blaster Pistol (4D+1), 1,500 credits, 50,000 credit CSA cash voucher

Capsule: Truul Tannik was born to a wealthy Kel Dor family nearly a century ago, well before the Clone Wars ever hit. Despite being rich enough to live the life of the idle rich, Truul lusted for adventure in his life. Fascinated with tales of military heroics as a child, Truul joined the Republic Navy as soon as he was old enough and never looked back. His natural abilities of perception made him a natural leader and his adventurous spirit ensured that his men would follow him into hell and back. He developed a reputation during the Clone Wars as a very "hands on" leader who was never afraid to get lead by example. It was during the Clone Wars, a time when the Republic had no Special Forces units, yet desperately needed them, that Truul came into his own. He possessed a natural gift for guerilla tactics and psychological warfare that enabled him to defeat forces many times the size of his own with minimal effort. His antics brought him the quiet disapproval of his superiors, but the results he consistently generated could not be questioned. A staunch defender of the Republic, Truul resigned his commission in protest when Palpatine declared himself Emperor. Truul was one of the very first military officers, along with old friends like Jan Dodonna and Adar Tallon, to join the Rebel Alliance. With his posting to Trinity Base, Truul has been forced to curb his natural tendency for adventure for the good of his command. Even so, he has been known to slip away for a week or so at a time to deal with certain problems personally. More than once this has necessitated the assignment of a team of rebel operatives to retrieve the wayward Commodore. Truul realizes he's getting too old for such things, but he simply can't help himself sometimes. Command of Trinity Base gets so boring at times! Commodore Tannik is aware of the relationship troubles between Line Captain Traest and Group Captain Jherrovik and has taken a paternal approach towards both officers. He sees much of himself in both captains and has taken it upon himself to play relationship counselor, something his psychological training allows him to excel at.

Line Captain Jhessic Traest
Type: Retired Freelancer

Dexterity: 4D
Armor Weapons 6D+1, Armor Weapons: HR-515 9D+2, Blaster 8D+1, Blaster: Blaster Pistols 10D+1, Brawling Parry 8D, Dodge 9D+1, Grenade 5D+2, Melee Combat 6D+1, Melee Combat: Vibrorapier 13D, Melee Parry 6D+2, Melee Parry: Vibrorapier 13D+2, Missile Weapons 4D+2, Thrown Weapons 5D+1

Knowledge: 3D
Alien Species 6D, Bureaucracy 8D+2, Business 7D+1, Business Administration 5D+2, Cultures 5D, Intimidation 6D+2, Languages 7D, Law Enforcement 8D+2, Planetary Systems 5D+1, Streetwise 13D, Survival 6D+1, Survival: Urban 10D+1, Tactics 4D+2, Tactics: Capital Ships 7D, Tactics: Fleets 5D+2, Tactics: Starfighters 6D, Value 11D, Willpower 8D+2

Mechanical: 3D
Astrogation 5D, Beast Riding 4D+2, Capital Ship Piloting 5D+1, Capital Ship Piloting: Discril-class 8D, Capital Ship Gunnery 6D, Capital Ship Shields 3D+2, Communications 7D, Ground Vehicle Operation 4D, Hover Vehicle Operation 3D+2, Powersuit Operation 4D+2, Powersuit Operation: HR-515 10D, Repulsorlift Operation 8D+2, Sensors 6D, Space Transports 7D+1, Space Transports: HT-2200 8D+1, Starfighter Piloting 4D+2, Starfighter Piloting: Y-Wing 7D, Starfighter Piloting: B-Wing 5D+2, Starship Gunnery 6D, Starship Shields 5D+2, Swoop Operation 6D

Perception: 3D
Bargain 7D+2, Command 7D, Con 12D, Forgery 6D+2, Gambling 10D+1, Hide 7D+2, Investigation 5D+2, Persuasion 8D, Persuasion: Seduction 12D+1, Search 6D, Sneak 6D+2

Strength: 2D
Brawling 7D+2, Climbing/Jumping 4D, Lifting 4D+1, Stamina 7D, Stamina: Drinking 11D+2, Swimming 4D+2

Technical: 3D
Armor Repair 4D+1, Armor Repair: HR-515 8D+2, Blaster Repair 6D, Capital Ship Repair 4D+1, Capital Ship Repair: Discril-class 6D+2, Computer Programming/Repair 5D+1, Droid Programming 5D, Droid Repair 5D+1, First Aid 5D, Repulsorlift Repair 4D+2, Security 6D, Space Transport Repair 5D

Force Sensitive? Yes
Force Points: 5
Dark Side Points: 2
Character Points: 25
Move: 10
Equipment: Modified Discril-class Attack Cruiser (the Thalassian's Lament, Modified HR-515 Heavy Radiation Power Suit, Comlink, Datapad, Merr-Sonn 434 Death Hammer Blaster Pistol (5D+1), Molecularly Bonded Vibrorapier (Strength +3D, Body Strength 25D), 2,500 credits

Thalassian's Lament: Capital Scale, Maneuverability 2D, Space 9, Hull 5D, Shields 3D, Weapons: 10 Laser Cannons (Fire Control 3D, Damage 5D), 8 Tri-Particle Beamers (Fire Control 3D, Damage 4D) 6 Tri-Laser Cannons (Starfighter Scale, Fire Control 2D, Damage 5D)

Modified Power Suit: +3D versus physical and energy attacks, -1D to all Dexterity skill and attribute rolls, Move 9 (In Gravity), Space 1, Maneuverability 2D, Sensor Pod (100 meter range, +2D to Sensors skill), Helmet-Mounted Comlink, Utility Pouches, 50 meter lifeline, Shoulder-Mounted Beam Light, Fusion Cutter (5D Starfighter Scale, .3 meter range), Magnetic Traction Boots, 8 hours of atmosphere, Blaster cannon (Fire Control 2D, Damage 6D), Vibro-Saw (Strength +4D damage, .5 meter range)

Capsule: Jhessic Traest is a breath-takingly beautiful living legend. Born a slave, she escaped to freedom at fourteen and quickly made a name for herself as a smuggler, bounty hunter, mercenary, and scourge of slavers everywhere. Having literally done it all, there are countless anecdotes about the exploits of Jhessic Traest, from the time she won the Intergalactic Lum Guzzling Championships, beating out a Gamorrean with a cybernetic liver in the process, to the time she defeated High Inquisitor Tremayne in a blade duel, her molecularly bonded vibrorapier against his lightsabre. Jhessic and her ship, the Thalassian's Lament are thought to be the second privateer licensed by the Rebel Alliance after the Nebulon-B Frigate Far Orbit. Jhessic worked for the Alliance unofficially for years before the privateer project began and formally joined the alliance not more than a year after signing on as a privateer. She still retains command of her old Discril-class attack cruiser which often escorts the various freighters under her command. Technically second-in-command at Trinity Base, this places her just ahead of Group Captain Jherrovik in the chain of command, something the tradition-minded Group Captain is less-than-pleased about. The torrid on-and-off romantic relationship between the two does not help matters. Jhessic met Lanse Jherrovik sixteen years ago when they were both much younger and much different people. Jhessic's adventurous free spirit has prevented the two from becoming more than occasional lovers, though each would lay down their life for the other.

Group Captain Lanse Jherrovik
Type: Fighter Ace

Dexterity: 3D
Blaster 5D+2, Blaster: Heavy Blaster Pistol 7D+1, Brawling Parry 11D+2, Dodge 7D, Melee Combat 7D+2, Melee Parry 7D+1, Thrown Weapons 6D

Knowledge: 2D
Alien Species 5D+2, Bureaucracy 6D, Cultures 6D, Intimidation 7D+1, Languages 4D+2, Law Enforcement 9D, Planetary Systems 6D+2, Streetwise 8D, Survival 6D+1, Survival: Urban 7D, Tactics 5D+1, Tactics: Squadrons 9D+2, Tactics: Starfighters 9D, Value 5D+2, Willpower 8D

Mechanical 4D
Astrogation 8D+2, Beast Riding 5D+1, Capital Ship Piloting 6D, Capital Ship Gunnery 4D+2, Capital Ship Shields 4D+1, Communications 7D, Repulsorlift Operation 6D+2, Sensors 7D, Space Transports 6D+2, Space Transports: Gallofree Yards Medium Transport 7D+2, Space Transports: Ghtroc Light Freighter 8D, Space Transports: HT-2200 7D+2, Space Transports: Kazellis Light Freighter 7D, Space Transports: Surronian L-19 7D+2, Space Transports: YT-1300 8D+2, Space Transports: YT-2400 8D, Starfighter Piloting 9D, Starfighter Piloting: A-Wing 9D+2, Starfighter Piloting: B-Wing 10D, Starfighter Piloting: C-73 Tracker 11D+1, Starfighter Piloting: Cloakshape Fighter 10D+2, Starfighter Piloting: Gauntlet 10D+1, Starfighter Piloting: Toscan 8-Q 10D, Starfighter Piloting: X-Wing 10D+1, Starfighter Piloting: Y-Wing 12D, Starfighter Piloting: Y-Wing Longprobe 12D+2, Starfighter Piloting: Z-95 11D+1, Starfighter Piloting: Zebra 10D+1, Starship Gunnery 9D+2, Starship Shields 8D+1

Perception 3D
Command 8D, Con 6D+2, Gambling 5D+2, Hide 5D+1, Investigation 8D+2, Persuasion 4D+1, Search 7D+1, Sneak 6D

Strength: 4D
Brawling 10D+1, Climb/Jumping 7D, Lifting 8D, Stamina 9D, Swimming 5D+2

Technical: 2D
Computer Programming/Repair 6D+1, Droid Programming 4D, Droid Repair 4D+2, First Aid 5D, Repulsorlift Repair 4D+2, Security 3D+2, Space Transport Repair 7D, Starfighter Repair 7D+2

Force Points: 4
Character Points: 28
Move: 11
Equipment: Armored Flight Suit (Helmet-Mounted Comlink, Holo-HUD gives +1D to all piloting and gunnery skills, 8 hours internal atmosphere, +4D versus physical damage, +2D versus energy damage, -2D to all Dexterity skill and attribute rolls), Datapad, Comlink, Blastech T-6 Thunderer (6D+2 damage), Snap Baton (Strength +2D damage), 1,100 credits

Capsule: Lanse Jherrovik may well be the best starfighter pilot that no one has ever heard of. If he has it his way, no one ever will hear of his exploits behind the controls of a fighter. Lanse prefers to keep out of the spotlight and has repeatedly threatened to resign his commission should his combat record by used for recruitment or propaganda purposes. Even so, within Alliance Starfighter Command, Lanse is a legend. Lanse is the only man in the galaxy to hold the status of Combat Ace in over ten different fighters. He has more combat kills than any three men in the Alliance put together and has repeatedly turned down offers to join Rogue Squadron. While Lanse is proud of Rogue Squadron's accomplishments and has no ill will towards them or their famous commander, he feels that his own talents are best utilized right where he is. Lanse began his career as a pilot in the Sector Rangers. There have been Jherroviks in the Sector Rangers for the past five hundred generations, and Lanse was eager to join as soon as he was old enough. Raised in a strictly disciplined environment, it is doubtful that Lanse would have turned to the rebellion if not for the destruction of Alderaan, his homeworld. Lanse believes strongly in order and propriety, a belief that occasionally comes into conflict with his natural temperament. Big, muscular, and given to extreme physical exertion, Lanse is a deadly hand-to-hand combatant and carries the immense Blastech T-6 as a sidearm. Lanse is one of the few humans both strong enough and skilled enough to fire the T-6 one-handed. Lanse is a consummate professional both in and out of a cockpit. The one area of Lanse's life that seems full of chaos is his relationship with Line Captain Jhessic Traest. Lanse met Jhessic sixteen years ago while working undercover for the Sector Rangers. He instantly fell in love with the beautiful Wroonian firebrand, but their wildly conflicting personalities have kept them from fully exploring their feelings for one another. Being subordinate to Jhessic in the chain of command at Trinity Base does not help matters one bit. Still, Lanse's love of duty and discipline have ensured that his erratic relationship with Jhessic has never caused any serious problems.

20 September 2001, 06:38 AM
As usual you did a great job!

Is the 54th Regional Command Resupply Squadron enough ships to keep an operation of this size supplied?

Kayle Skolaris
20 September 2001, 06:43 AM
A Corellian HT-2200 has four cargo pods each with a 200 metric ton capacity. That's 800 metric tons per ship or 9,600 metric tons of cargo capacity for the entire squadron. Should I add a squadron or two or keep it as-is? Or maybe assign a different model of freighter?

20 September 2001, 06:49 AM
I would add a squadron or two. Maybe a smaller class, like the modified Corellian YT-1300 Transports in the The Rebel Alliance Sourcebook. To give the 54th Regional Command Resupply Squadron more options.

Kayle Skolaris
20 September 2001, 07:01 AM
Okay, I've changed it to the 54th Regional Command Resupply Wing. 36 ships total, as per a standard Alliance wing. These include...

12 Ghtroc 580 Light Freighters, 200 metric tons of cargo capacity each, 2,400 metric tons total

12 CEC HT-2200 Medium Freighters, 800 metric tons of cargo capacity each, 9,600 metric tons total

12 Seinar Mk. I Bulk Transports, 60,000 metric tons of cargo capacity each, 720,000 metric tons total

20 September 2001, 09:50 AM
Overall, I think you've done a great job. I do have some points and questions for ya.

1) The hyperdrive speed is a little higher than I would have thought, I would go for x3 or x4.

2) The hull and shield ratings seem far too high considering this thing is essentially a hunk of junk, especially as the Alliance deemed them to be too expensive to repair. I'd either make it 5D all over or use starships' original hull rating for each part of the station. As far as the shields go, they seem way too powerful. Personally, I'd go for 3D and 3D backup if you want back up shields. The way things are at the moment, I'd begin to question why the Alliance never made the repairs to the ships. The station is also easily able to deal with a star destroyer all on its own, which again doesn't seem quite right.

3) As far as I'm aware, Alliance privateers are independants and only work for the Alliance, they're not part of the Alliance. So it seems strange that Line Captain Traest can assume command of any privateering vessel. Certainly I understand how her reputation would get her aboard and act as a advisor, but I don't think an independant captain would just hand over the seat of their ship.

Otherwise looks cool. BTW, I like the way you've down graded the Commodore due to aging. Maybe you should do a 'When I was young version' for all those pre empire players out there.....

Nice one


Kayle Skolaris
20 September 2001, 03:09 PM
I agreed about the hyperdrive and have changed it. As for your other points...

The hull is high because, as you said, it's a pile of junk in space. As such, one can add hull plating until the Heat Death of the Universe and it won't affect maneuverability, speed, or acceleration one bit. Trinity Base started out as three seperate ships, now, however, she's three ships welded together with about three more ships worth of extra armor plating welded onto that. There's no reason NOT to stick every spare piece of armor plate on it since the extra armor won't be adversely affecting the combat performance of the station.

The same notion applies to the shields. With a normal ship multiple shield generators are a dangerous drain on resources, but this thing is semi-mobile at best and has the power to spare.

On the subject of Privateers, emergency defense of ports of call is just the sort of thing that would be written into a privateer contract. Really, it's only common sense that if you're a privateer put into a friendly port and enemy ships drop in-system, you're going to be called upon to defend the port. I can't stress enough that Line Captain Traest can ONLY invoke these powers during a legitimate emergency. During the normal day-to-day operation of Trinity Base she only has authority over the 54th Resupply Wing.

20 September 2001, 04:50 PM
I must say impressive idea, I like the idea that the command base for the Outer Rim Territories is mobile. I assume that some the 54th Resupply Wing have been modified for use as refueling craft.

I do have a question about the starfighter complement though. It says 6 squardons are X-Wings, which despite the fact that these are the reserves for the entire Outer Rim seems like a rather large committment of resources. The X-Wing is the permier starfighter of the Alliance and limited by the few production factualities that they have hidden. Wouldn't High Command view them almost as important as captial ships and would rather have more Y-Wings or Z-95s or other types of starfighter assigned to Trinity Base to prevent the lost of their best 'fighters.

Kayle Skolaris
20 September 2001, 04:58 PM
In a war conservation of forces can only go so far. Eventually you have to fight or surrender. The 22nd Regional Command Group covers not just a single sector, but an entire region. Look at it this way, Grand Moff Tarkin controlled the Outer Rim Territories, right? Well his direct counterpart in the rebellion is Commodore Tannik, charged with responsibility for all rebel activities in the Outer Rim Territories.

21 September 2001, 10:15 AM
I'd say keeping your fleet in repair would be a good reason not to stick spare extra armour plates on it. I agree that they would stick extra armour plating on it, mostly to cover whatever damage they had originally taken to put them out of service. It doesn't seem right however to add an extra 2Ds worth of armour to the MC80.

I can see what you're saying about the shields but again it doesn't seem right that the alliance would use a vast amount of shield generators on this thing. Partically if the stations hull is as heavily armoured as you say.

Based on the all the privateer info I've seen, such a thing is not written into their contracts. I agree that they would come to help because its their port as such, but I don't think that the Alliance has that kind of power over privateers. At the end of the day privateers are independants.

Like I said before I like the idea but a few points just don't fit quite right. Of course it your stats and your universe ;)


Kayle Skolaris
21 September 2001, 11:29 AM
If Trinity Base were nothing more than a supply depot, you'd be right. If Trinity Base were little more than a secret bolthole for Rebel missions gone wrong, you'd be right. If Trinity Base were anything other than what it is, you'd be right.


Trinity Base is seat of Rebel power for an entire region. It is the home of the Rebel equivalent to Grand Moff Tarkin. It is the nerve center for any and all operations in the Outer Rim Territories. Armoring up a single starbase isn't going to put a significant dent in fleet resources. Likewise, allocating two or three ships worth of shield generators to a base this important would be deemed worth the trouble. Trinity Base is the type thing that Lord Vader's Death Squadron was formed to find and destroy. You skimp on defensive measures and you won't get a second chance to say "gee, that was dumb."

About the Privateer thing, in the early days of the Rebel Privateer program, Alliance observers aboard Alliance Privateers had command privilege. That is, they were allowed under the articles of the contract, to assume command of the vessel should they see the need to do so. Obviously this led to all sorts of complaints. Also, it is said that in the very early days of Rebel Privateering, some individual Sector Commands initiated their own privateer programs independent of Rebel High Command.

Commodore Tannik and Trinity Base are among the Sector Command posts that took the initiative in developing their own Privateer program. It was started roughly six months after the Far Orbit was issued letters of marque and reprisal. Commodore Tannik's first privateer captain was Captain Jhessic Traest who later formally joined the Alliance. It was on her direct suggestions that the letters of marque and reprisal issued by Trinity Base be modified to allow for the assumption of command of any privateer vessels currently in port during the onset of an emergency. This rule is SPECIFIC to letters of marque and reprisal issued by Trinity Base. Since it was also on her suggestion that Alliance Observers aboard privateer vessels have their command privileges revoked, most privateers in the Outer Rim Territories feel it is a reasonable trade-off.

The specific rules work like this... Suppose there are two dozen privateers active in the region and of those two dozen, eight are currently in port at Trinity Base. Suddenly, out of the black, an Impstar Deuce, two VicStar Deuces, and an Interdictor drop out of hyperspace on an attack vector. Commodore Tannik orders all hands to battlestations. Group Captain Jherrovik orders all fighters currently in spacedock to launch and recalls any fighters out on patrol. Line Captain Traest contacts all eight privateer vessels on a special command channel saying "We have an emergency alert situation. According to article 33, subsection 27 of your letters of marque and reprisal I am assuming overall fleet command of all privateer vessels currently in port for the duration of the emergency."

21 September 2001, 02:21 PM
Looks good to me! Wish I was a player in your campaign.

Ferris Valyn
21 September 2001, 09:52 PM
I have to say though that I agree somewhat with Lokar - 6 squadrons, I have to wonder if they would be able to field 6 squads in the reserves. Thats not to say that the overal numbers are wrong, but rather, they need redistribution - I'd suggest a change to 6 Z-95 and 3 X-wings - My main concern being not so much as to where they would commit their resources, but would they have that resoure to commit.

I guess it partrly depends on how Pre-Yavin it is

Also, one suggestion to change the story, which might make more sense for the hull - Shes an old Mon Cal linear that was deemed unable to be converted into a MC80.

25 September 2001, 12:52 AM
<p align=justify>A decent creation, Kayle! The base wonderfully refelcts the Rebellions versatility regarding starships. It fits perfectly into a rebel campaign. Also the characters, the crew of the ship, are fine. All around good job! :)</p>

Kayle Skolaris
21 May 2006, 07:52 PM

I was always proud of this particular creation, and since my B-70 seems to be garnering a bit of interest, maybe this will too.

22 May 2006, 09:06 AM

This is very impressive..very impressive indeed. I don't suppse you'd mind me borrowing Trinity Base for the campaign I'm currently brainstorming? It'd work perfectly..

Kayle Skolaris
22 May 2006, 12:14 PM
My friend, everything I post is for use by everyone. That's the entire reason to post things like this!