KIZK'-KAR

Planet

Zik-kit

Colonists

Vrusk

Population

Moderate

Star

YellowYellow (G2)

Atmosphere

Suitable for all races

Climate Range

Suitable for all races

Gravity

1.0

Average Surface Temp

Suitable for all races

Spaceship Construction Centre Capacity

Trading Station 

Moons

None

% Water

 

Trade

Industry, Resource Mining

Year

GST

Diameter

     

Day

65 hours, -- minutes

Orbit

 

Inclination

 

System History:  146 pf. Kizk'-Kar system discovered by Vrusk.

Planetary Footnotes:  Zik-kit (Kizk'-Kar) has many rich mineral deposits. The raw ores are exported mainly to Terledrom for manufacturing.. Home of Zik-kit Ordinance Industries.

Domestic Travel:

Ex

Destination

Duration

1st Class (200 Cr/LY)

Journey Class (100 Cr/LY)

Storage Class (30 Cr/LY)

KIZK'-KAR

Fromeltar

8

1600

800

240

KIZK'-KAR

K'aken-Kar

7

1400

700

210

KIZK'-KAR

Prenglar via Fromeltar, Dramune & Cassidine

26

5200

2600

780

           

Customs:

 

Duties:

 

Taxes:

 

Planetary Militia

2 Assault Scouts

Ship name

Weapons

AR x4 LB

HP

Assault Scout

Defences

RH

15

Crew Skills

Detection

Jamming

ADF

 

Radar, cameras

none

5

Damage

DCR

Speed

MR

 

50

 

4

U.P.F. forces

U.P.F. Spacefleet Armed StationSpace Station

Incident 47-Q . Attempted piracy

The Belvedere-class yacht Gaston, out of Fromeltar, was carrying supplies bound for K.aken-Kar.  Entering the Kizk.-Kar system, the Gaston was approached by two vessels.  Bo.kan Yorb, the Yazirian captain of the Gaston, demanded that the vessels identify themselves; no word came back but the starships opened fire moments later from 50,000 km. The attackers were identified as Moonbright Stinger-class pirates.

Captain Yorb sent an S.O.S. to all UPF vessels in the area, then managed to destroy one vessel (Darkstar Warrior) and severely damage the other (which fled after taking damage).  When last seen, the surviving ship (Midnight Wasp) was headed in the direction of Madderly's Star.  A pirate base is generally believed to be in that area but has not been located as of this date.

Set up: The Gaston begins the game 5 hexes (50,000 km) away from the two other vessels.  The two pirates should appear at the 4 o'clock position with regards to the Gaston.  All ships are fully armed; the pirates fire first.  The Gaston has an initial speed of 2; the pirates start at a speed of 3.

Victory conditions:  The Gaston must avoid taking over 35 hull points damage, or else will surrender.  Each pirate will fight until it takes 25 hull points damage, at which time it will attempt to flee.  The pirates must stop firing once the Gaston surrenders; the Gaston may continue firing at all targets until it surrenders.

 

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