Red-OrangeRed-Orange (F7)


60% nitrogen, 24% oxygen, 16% other gases

Climate Range

Humid throughout, temperate warm to very hot 



Average Surface Temp

30 degrees C 

Spaceship Construction Centre Capacity

10, Docking Station



% Water

8 seas  in one large landmass


Resource Mining




11, 679 



50 hours, 5 minutes





System History:

System History:  60 pf. White Light system discovered by Humans.  Humans were the primary settlers on Clarion in centuries past.  As they expanded from the direction of Theseus, the White Light system became a major crossroads for human exploration of the Frontier.  Because it sits astride a connection of four major interstellar routes, Clarion has collected significant populations of all of the Four Races. 



Domestic Travel:




1st Class (200 Cr/LY)

Journey Class (100 Cr/LY)

Storage Class (30 Cr/LY)














Madderly's Star












Prenglar via Timeon












Planetary Footnotes: Gollywog is a beautiful, pristine planet on the edge of the White Light Mebulae. Gollywog's major city, Moline, is the base of operations for Eversafe Enterprises. The UPF Space Fortress is named Redoubt.

Native Life: No native animal life has been discovered on Clarion.  Much of the planet is covered with vegetation, but all of the plants would be considered 'primitive' by most standards.  Lichens, mosses algae and ferns are the most common types.

Planet Description: (Physical and Geographical Aspects)  Clarion is a flat, wet world.  Most of the surface is covered by a large land mass that is broken by eight seas and a number of huge lakes.  A few very low mountain ranges have risen above the surface, nut most of Clarion is covered by broad plains and mud flats.  A few of the largest mud flats are thousands of kilometers in diameter.

Comstant rain, lasting weeks, is the usual weather condition on Clarion.  Generally, these storms are punctuated by brief periods of fair weather before clouds collect and the showers begin again.  At any one time, rain will be falling over 90% of the planet

The resources which have made Clarion a wealthy planet include uranium, which is found in all of the low mountain ranges; huge quantities of petroleum beneath the mud flats; and a few rich collections of buaxite (aluminium ore).  The only industry of any size on the planet is petroleum refining.  Although there is very little demand for the burnable by-products of petroleum on the Frontier, the wide variety of plastics created from the oil are in great demand.

Planet Description: (Political and Cultural Aspects):  All of Clarion is ruled by a single government.  This government is a capitalist monarchy which traditionally has enjoyed wide support from the population.  The current King, Leotus XIX, has ruled for 37 years and soon will no doubt abdicate in favor of his daughter Leotia XX.  The Leotus line has held the throne for nearly 400 years, always passing the crown from parent to child.

Clarion is sometimes referred to as "Gollywog" by visitors from other systems.  The name is regarded as an insult by most residents of the planet, however, and its use has been known to provoke violence from loyal and peaceful citizens.

The population of Clarion is centred in 12 great cities, each with a population measured in tens of millions.  The largest city on the planet is Valentia, the Throne City.  Here, the incredible palace of the Leontine rulers sprawls over dozens of square kilometers.  Here also, is the headquarters of the surface-based Royal Guards, the planetary militia.  This militia numbers only a few thousand men, yet has never been defeated in any land combat fought throughout the planet's generally peaceful history.

Wheeling majestically through space, hundreds of kilometers above the  planet's surface, are the Clarion Stations.  Fortress Redoubt, a major UPF base, is the largest.  The others include a large commerce station (Clarion Station), a Class III spaceship construction center, and a half-dozen smaller research and observation stations.

Some significant laws exist on Clarion that have contributed to the success of the monarchy.  Trade with other systems is encouraged, and is profitable enough that most merchants do not mind the high tariffs assessed to all imports.  Companies working on the planet's surface must demilitarize all operations, and this has contributed greatly to the state of perpetual peace that the planet has known.

There are a few agents of unrest, however.  Leotus rules the planet through an elected parliament of 100 seats.  Although 70 to 80 of these seats consistently support the king in all decisions, the remainder of the seats are held by the Liberation Party, which wishes to end the monarchistic government of Clarion.  The Liberation Party is rumoured to support some of the pirate bands that are known to lurk in White Light's asteroid belt.

The pirates are also reported to be recieving aid from Streel Corporation, which was banned from operations on Clarion for 20 years following the violations of the Demilitarization Act.  Only eight years remain in this sentence, but already the rumors of subversive Streel activitay are common.  There  also are reports that Streel is a heavy contributor to the coffers of the Liberation Party.  Because of the UPF charter, the sentence against Streel does not extend into space, so the Corporation has an active office on the commerce station orbiting Clarion. 

Coporate Footprint:


Chief Executive:


Moline, Gollywog, White Light

E. LeRoy Lange (Human)

Wokeekoo Scanner Manufacturing Corporation, Armorall Unlimited, Guardall Inc., Mikooc Cardlock Manufacturing Firm


EVERSAFE ENTERPRISES  "Live eversafe and eversecure!"

  The motto of Eversafe, "Live eversafe and eversecure!" gives some indication of the hardware available from this mega-corp. Eversafe produces most of the Frontier's defensive suits, power screens, vehicle plating and defensive attachments, and security systems.  From time to time Eversafe field tests new defenses through Star Law or MercCo.

Planetary Militia

3 Assault Scouts

CMS Wasp, CMS Falcon, CMS Osprey, CMS Flitter, CMS Swallow


AR x4 LB


Assault Scout




Crew Skills





Radar, cameras











1 Frigate

Ship name


LC LB Tx2 RB x4




RH Decoy ICM x4


Crew Skills





Radar, cameras, sensors











3 (5) Assault Scouts  1 Frigate (CMS Leo)

U.P.F. forces, FortressU.P.F. Spacefleet Fortress Redoubt

Ship name


 LB x3, EB, PB, RB x12


Space Fortress


RH, MS x3, ES, PS, ICM x20


Crew Skills





Radar, cameras












New Products

Light Intensity

SEU / 10 turns

Artificial Darkness
Natural Darkness
Dusk, smoke, thick gas, etc.
Average room light, cloudy day,  minor smoke, etc.
Bright room light, partly sunny day, etc.
Intense artificial light, floodlight, sunny day
High intensity concentrated light,  powerlight, close proximity flare,  etc.



Simp Screen: A simp screen is similar to an albedo screen and even has the same silvery aura about it, but it protects against rafflur fire instead of laser damage. For every 6 points (or fraction of 6 points) absorved, 1 SEU is drained from the power source. For example, absorbing 21 points of daamge drains 4 SEU. Any weapon can be fired out of a simp screen. As long as the power holds out, the wearer receives no damage from a rafflur weapon.

Light Shift Screen: A light shift screen (LSS) sets up a light-bending shell around the individual or unit using it. The effects of the shell differ for each type of screen, but energy consumption and penetration are the same for all LSSs. LSSs use SEUs at different rates in different types of lighting. The following is a guideline for the referee on SEU usage in different light intensities.  One SEU is drained each time the screen absorbs a point of damage from a laser.  Visible penetration of the shell is impossible while the LSS is on, but detection is possible in one of two ways. Infrared optics always show the proper heat image and location of an individual usuing a LSS. Ultraviolet optics show operating LSSs as areas of solid purple light.  Light shift screens are rare and expensive. Most civilized worlds forbid their use as they are prefereed devices of criminals, Sathar agents, etc.  There are three types of LSSs.

  • Type I: A Type I LSS bends all light away from the shell, thus creating a totally black area. This LSS types is usually used at night or by a character masking his identity.
  • Type II: The Type II LSS shifts the wearer's image away from his actual location to a distance of one to three meters in a fixed direction. The direction must be specified whenthe character purchases the device. Type II LSS devices that are found or taken from fllen foes can ahve their direction determined by using the Area Effect Weapon Miss Diagram. The shifted image that appears is an exact duplicate of the character using the LSS. This version of the LSS is often used by Star Lawmen and Landfleet officers to draw enemy fire away from themselves.
  • Type III: The Type III unit is a variation on the type II but instead of shifting a single image of the wearer it creates up to five images (at the wearer's option), all exactly the same. Type III LSSs always create the images in a side-by-side line, with up to three meters between each image. These LSSs are often used by Landfleet soldiers to draw fire away from themselves and to swell their ranks, thus confusing the enemy.


Synthvelope: A sythvelope suit is a synthetic one-piece envelope that absorbs the damage from proton beam weapons (rafflurs). For each point of damage absorbed, the suit receives one point of damage. When it has accumulated at least 100 points of damage, the suit becomes useless. The suit must be stepped into from the back and zipped up, completely encasing the wearer's body except for the head. It isflexible enough even for a Dralasite to use.

Maser Mesh: Maser mesh is used to protect against maser attacks. It resembles chainmail and can be purchased in different sizes.  Full maser mesh, which almost touches the ground, is heavy and a bit cumbersome. While is completely nullifies the effect of maser fire, it is also easily picked up by scanners and radar.  Partial maser mesh, similar in size to a long shirt, is lighter and harder to trace than full mesh, but only absorbs half the damage from masers.  A character wearing maser mesh is vulnerable to electrical attacks and receives an additional 50% damage from them. Maser mesh does not adapt well to unusual Dralasites shapes.

Dead Suit: A dead suit is a black one-piece synthetic garment that resembles a wet suit. It masks the heat emissions of the character wearing it, thus preventing any IR devices or heat scanners from detecting the wearer.

Gridsuit: The gridsuit is probably the most unusual, sought after, and expensive of defensive suits. Like skeinsuits, it comes in both military and civilian styles. The military style is a camouflaged uniform that has convenient patch pockets. The civilian style can be any fashion desired, though this may increase the cost.  Much more important than the style is the inner lining of the suit, a nullifying absorption field circuit that absorbs and dissipates large amounts of energy. The suit can absorb up to 30 points of energy damage per turn from lasers, rafflurs, masers, bolt weapons, and electrical attacks before it allows damage to pass through to the wearer.  If attacks cause more than 30 points of damage in a turn, the excess damage is inflicted upon the wearer. The suit absorbs damage in this fashion every turn. It is destroyed after 100 points of damage are received from projectile or gyrojet weapons. It also comes in elasticized styles for Dralasites.

Power helmetpack

Gas mask (a)
Infrared (IR) goggles or visor (a)
Magnigoggles or visor (a)
Poly-vox (a)
Radiophone (a)
Sun goggles or visor (a)
Electromagnetic goggles or visor
IR high resolution goggles or visor
Solar goggles or visor
Starlight goggles or visor
Ultraviolet (UV) goggles or visor
Sonic headphones
Minigrenade launcher
Helmet rafflurs
Computer link (see Computer section in this book for helmet additions)


Helmets come in many shapes and sizes to fit all races. Most are made with modular sections that can be removed to add microphones, goggles, etc. The items in this section can be added to helmets.

There are eight ports on a helmet; only one item can be attached to a port. The cost for a helmet attachment is slightly more than for the normal item (add 20%). Items marked "(a)" are found in the Alpha Dawn rule book, other items are described in this book.

Visors can have up to three functions, such as electromagnetic, infrared, and ultraviolet capabilities. These combination visors are more expensive than normal ones (the cost of all three types is +20% of the total cost).

Sonic Headphones: These headphones are only found in a helmet and are useless if removed. They provide a natural, non-powered sonic baffler that protects the ears and head from sonic damage. Any character wearing a helmet with sonic headphones only receives half damage from sonic attacks, unless otherwise stated. Extremely strong sonic attacks, such as boomer grenades or sonic warheads, affect the entire body and sonic headphone have no effect on those.

Minigrenade Launcher: This device can hold six sonic marble grenades and has a range of 25 meters (no range combat modifiers apply). Up to three grenades can be launched per turn. This grenade launcher is activated by a jaw-tension mechanism and is an action that can be performed in addition to ther actions that round. (Referees should note that if the player is firing a hand-held weapon that round the grenades must be launched in the same direction as the player is looking.)

A minigrenade launcher cannot be affixed to a helmet that is already equipped with helmet rafflurs. The minigrenade launcher can launch a total of 60 grenades per microdisc.

Helmet Rafflurs: These double projections (one on each side) on the helmet are actually two rafflur M-1s that are activated by a jaw-tension mechanism. The range is 12 meters maximum (no range combat modifiers apply) and a single attack roll is made for both rafflurs.

Each rafflur has its own microdisc power source. Helmet rafflurs cannot be affized to a helmet that already has a minigrenade launcher attached.


Electromagnetic Optics: EM optics are used to spot the tell-tale pale blue or purple sheen surrounding all force screens and fields, whether caused by a device or a Mentalist discipline. Pressor beams, used for lifting and moving cargo, can also be seen by EM optics.

Floodlight: This extremely powerful light comes in many shapes and sizes, but is usually cylindrical, 60 cm long with a 60 cm diamter. It is most often mounted on vehicles, larger robots, and installations.  A floodlight must be powered by either powerpacks or parabatteries. One SEU is required every ten minutes of operation. A floodlight can cast a beam of light up to 600 meters. If it is directed at a character's eyes (requiring a Resolution Table roll on the Level 1 column each turn), the character cannot see clearly and suffers a -2 Column Shift combat modifier to all attacks made that turn.

Holo-Projector: The holoprojector operates in similar fashion to a holo-screen (see Defenses in Alpha Dawn), but can send the image on a high intensity laser beam up to a distance of 20 meters. The projector is the size of a 30-cm cube.

Infralight: This form of powerlight emits an infrared beam that can only be seen by those using IR optics. All other statistics are the same as a powerlight. It is generally used as an invisible signal or search light.

Infrared High-Resolution Optics: IRHR optics allow a character all the advantages of normal IR optics plus the ability to see maser fire. Unfortunately, it also adds the penalty for microwave blindness. A character wearing an IRHR optical device is blinded for 1d10 minutes if struck from the front by a maser blast. If the result is a 10, roll 1d10 again. If the second roll is also a 10, the character is permanently blinded (though he may have bionic optics replace his eyes).

Omnoculars: This optical device resembles a large binoculars and combines the abilities of magnigoggles with an automatic range and vector readout that gives the exact location of any object in view. The maximum omnocular range is three kilometers.  Various features can be added to omnoculars: IR, IRHR, UV, EM, and starlight capabilities can all be added as lens attachments (at the feature's normal cost plus a 20% installation fee).  A spotter using omnoculars adds a +1 Column Shift to the attack of a long-range weapon, such as a grenade mortar. This is a delicate piece of equipment with a built-in computer and should be treated carefully. Omnoculars are microdisc powered for 100 hours of use.

Powerlight: The powerlight is a cylinder 60 cm long by 20 cm in diameter. Its beam has a range of up to 300 meters and it operates for 400 hours on two microdiscs.

Solar Optics: Solar optics look like giggles, but have a thin layer of polarized material between the glass that instantly darkens when brilliant light appears. Though the reaction is too slow to prevent the wearer from suffering the effects of a flash grnade, solar optics do help a character looking into floodlights and powerlights. This type of optics is used extensively by starship personnel.

Starlight Optics: Starlight optics are a product of pre-Frontier technology. When using starlight optics, night scenes are viewed as clearly as if it were daytime. This is because starlight optics greatly amplify even very low levels of lighting to almost daytime intensities. Therefore the character suffers no penalties for darkness. The only time starlight optics do not work is when the sky is heavily overcast and no artificial light is present.

Ultraviolet Optics: UV optics are useful in detecting anything printed or written in UV ink, paint, or dye (commonly used by Star Law to mark valuable objects), a LSS in use, or any object that emits UV waves.

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