Welcome to CRAM Starlines.
The CRAM Sector is Full of Great Places To Vist.
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Alp___________Mountain wilderness
Arcona ________Home of the Arcona, mining astroid feild
Barine_________Colony and War Zone
Cobalt ________Sector Capital, barren wastes
Crantooine _____Gateway planet and trade hub
Kenobill _______Industrial Planet and Church Stronghold
Navire ________Shipbuilding, Navy Headquarters, Naval Academy
Rydonni Prime___Manufacturing, Imperial Stronghold, and Army Academy
Sparta _____Military training planet
Type: Terrestrial
Atmosphere: Type I, Type II (Breath Mask required) at higher elevations
Hydrosphere: Moderate
Gravity: .9 standard (decreases by elevation)
Terrain: ocean, mountains, valleys, cliffs, rocky mountains
Length of Day: 10 hours
Length of Year: 800 local days
Sapient Species: Arcona, Humans
Starports: 1 limited services (mining outpost) 4 landing fields
Population: 10,000 Arcona, 500 humans
Planet Function: mining colony, extreme training, wilderness exposition vacation area
Government: Anarchy
Tech Level: Space
Major Exports: raw materials
Major Imports: miners, food stuffs, high and medium technology, tourists
Capsule: Alp is a mountain planet riddled with rocky peaks some of them the highest in the galaxy (some are 20,000+m tall) most of the time these peaks are covered in snow. There are natural resources in the rocky mountains and valleys which encompass most of the planet. The CRAM mining cooperation has dispatched a team of Arcona miners to slowly mine the resources available. Because of the often occurring earth quakes only Arcona feel safe in the mine shafts. The CRAM military also operates some extreme commando training teams on this planet. They are ether dropped off by ships or parachute down into the mountains of ice and snow.
The company Wilderness Exploits has a base camp here where they lead wilderness expeditions into the wilderness. Most of these expeditions are for the very rich even some military officers use these as vacations for some adventure. The expositions are sometimes hunting and camping trips. Many of the people that take these trips also want to climb peaks that no one has ever climbed before. Most of the mountains are very challenging to most climbers. Only the most experienced and well equipped climbers can hope to ascend the ragged peaks. Wilderness Exploits contain many elite adventurists as guilds eager to try anything. Very few of the millions of mountains, caverns, canyons, rivers, cliffs, peaks and rock piles have ever been explored. The mining operation is in the lowlands with a small star port while Wilderness Exploits has its office in one of the shorter moutain ranges on the planet most of the campers and climbers leave from here and climb the easier peaks. Wilderness Exploits also has a few ships that can take elite teams up to a harder starting point. The commando teams start from where ever.
Standard Repulsorlift vehicles are rarely used outside of the confines of the base camps because the high elevations and ragged terrain make it impossible for even air speeders to travel the mountain ranges. Travel is limited to feet and ropes.
(abbreviated name the Arcona version is inaudible)
Type: Large asteroid field, with on planet
Atmosphere: Vacuum (asteroids) , Type III (planet)
Hydrosphere: NA
Gravity: .5 standard to 0
Terrain: barren rock
Length of Day: NA
Length of Year: NA
Sapient Species: Arcona
Starports: 1 stellar class
Population: 2 billion Arcona
Planet Function: Mining
Government: Arcona Council
Tech Level: Space
Major Exports: Raw materials, miners
Major Imports: ships, mining equipment
Capsule:
Type: Terrestrial
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: 1 standard
Terrain: ocean, rain forest, jungle, plains
Length of Day: 25 hours
Length of Year: 350 local days
Sapient Species: Humans
Starports: 1 standard class
Population: 1 million
Planet Function: colony, scientific research (now war zone)
Government: anarchy
Tech Level: Space
Major Exports: nothing
Major Imports: troops, war material food stuffs
Capsule: Barine was only recently settle about 5 years ago by scientists and colonist who wanted to escape the city life. The CRAM military placed one small base in the equator region and every thing was peaceful. Then the NR took the planet over with a small force liberating the colonists (even though they were already free) and creating a base. CRAM quickly landed forces on planet to defend its base (No on knows what it is for). No the planet is a war zone the NR controls the mainlands and jungles, while the CRAM forces control the oceans with their repulsorlift vehicles. What is strange about Barine is that it is near the black hole The Laberath and because of the radiation standard sensors and commutations are limited to one kilometer. This radiation has hampered fighting because of the lack of commutation and intelligence. Some of the forest has been burned down by CRAM so that they can get their repulsorlifts in close to the Rebels.
Type: Terrestrial
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: 1.1 standard
Terrain: rock, Urban,
Length of Day: 12 hours
Length of Year: 750 local days
Sapient Species: Humans
Starports: 1 Imperial class, many landing fields
Population: 2 billion
Planet Function: Mining, government, training
Government: Moff Comark
Tech Level: Space
Major Exports: Raw materials, trained troopers, bureaucracy
Major Imports: ships, mining equipment, foodstuffs, recruits
Capsule: Cobalt while being the sector capital has really no other use other then mining. It is not know why Moff Comark decided to make Cobalt his headquarters and capital. Some believe it is for security, the only people who are allowed to live here are government officials and security forces. No one travels to Cobalt except on business. Cobalt is drab with very few buildings that are pleasing to look at. Cobalt houses the Headquarters for the Army, CSA, PD, and BOB as well as the government. PD offers and CSA security officers patrol the streets diligently looking for sabatours.
Type: Terrestrial
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, Ocean, Space Station
Length of Day: 28 standard hours
Length of Year: 350 local days
Sapient Species: Humans, and other Aliens (not legally citizens)
Starports: 1 Imperial class, 5 Stellar Class, 11+? standard class, 1 capital ship docking station (in orbit)
Population: 3 billion (legally, but over 10 billion live here)
Planet Function: Trade, Cooperate Headquarters, CRAM gateway planet, Manufacturing
Government: Imperial: CRAM
Tech Level: Space
Major Exports: High technology, trade goods
Major Imports: Foodstuffs, luxury goods, ships, vehicles, trade goods
Capsule: Crantooine is the main gateway and trade planet in the CRAM Sector. This is the only planet that you don't have to be a CRAM Sector resident to visit. On this planet many of the Sector's Products come here, and are sold to companies, strictly controlled by the CRAM Sector costumes office. Many transports come here and dock at the orbital capital ship docking station in orbit. From there the products are shuttled on planet where they are processed. The CRAM Sector doesn't mind that it products are being sold to NR planets, the NR doesn't like it though. The CRAM Sector offensive fleet is based in this system where they train and defend this system. Many corporations have offices here even though the NR forbids it, to them making money is the most important thing.
Type: Terrestrial
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: .97 standard
Terrain: Forest, ocean, jungle, urban
Length of Day: 24 standard hours
Length of Year: 370 local days
Sapient Species: Humans
Starports: 1 Imperial class, 5 standard class
Population: 10 billion humans
Planet Function: Manufacturing
Government: CRAM and Church
Tech Level: Space
Major Exports: High technology, weapons, ship components
Major Imports: Foodstuffs, luxury goods, raw materials
Capsule: Kenobill is the main Industrial planet in the CRAM sector. The Industry or responsible for many of the weapons and ship parts in this sector. The Church is very influential on this planet. Most of the shipbuilding companies have factories here. They make most of the parts and then ship them to Navire for construction. Senior Fleet Systems however, construct the TIE fighters here completely. Imperial Shipping and CRAM Shipping both have many factories here where they construct parts for their immense ships. Imperial Shipping has over 100 factories on Kenobill.
The Church is an important force on Kenobill, because this is where Lord Chesus started the Church. Every one on Kenobill goes to Church at least twice a week. A note that 1/3 of the Churches revenue comes from this Planet, also 1/4 of the recruits for the CRAM military, PD, CSA, BOB come from here.
Type: Terrestrial, space-stations
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: 1.1 standard
Terrain: ocean, Urban, space-station
Length of Day: 50 hours
Length of Year: 150 local days
Sapient Species: Humans
Starports: 1 Imperial class, many spaceport docking areas
Population: 1 billion (Planet) 10 billion (space-stations)
Planet Function: Shipbuilding, Naval Training, Navy HQ
Government: Sector Admiral Reinbaker
Tech Level: Space
Major Exports: Ships, Naval crews
Major Imports: ship parts, foodstuffs, recruits
Capsule: Navire appears to be hundreds of space-stations surrounding an ocean planet. The Star Dock Facilities, controlled by Imperial Shipping, are immense with 6 Imperial Star Destroyers capable docks, and 30 docks that can hold a strike cruiser but can be connected to produce carriers, and repair Victory class ships. Imperial Shipping also controls the mammoth Super Star Dock, which right now is constructing a Super Star Destroyer (about 85% finished). The defenses for this complex are immense, the Ship Yards them selves have 144 TIEs and 36 Blasboats assigned to them, while the Naval Headquarters have 72 TIEs and 36 Blastboats. Also Reinbaker always has at least one Force Assigned here, normally about 2 Forces are stationed here restocking and repairing. Naval HQ has a space-station for its self. While the Naval Academy and training areas have about 25 stations and 3 planet bound facilities. Navy Command also has a small deep-dock complex but the whereabouts commonly changes. The New Republic has decided to leave Navire allowing. There are many small shipping companies each operating out of their own space station. These companies refit and construct freighters and yauts. The largest is CRAM shipping which manufactures Blastboats, and assault shuttles. CRAM shipping also has offices on Kenobil.
Type: Terrestrial
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, forest, plains
Length of Day: 22 standard hours
Length of Year: 370 local days
Sapient Species: Humans
Starports: 1 Imperial class, 2 standard class
Population: 7 billion
Planet Function: Manufacturing, CRAM Army Academy
Government: Corporate monarchy, Imperial: Cram
Tech Level: Space
Major Exports: High technology
Major Imports: Foodstuffs, luxury goods
Capsule: Rydonni Prime is the only inhabitable planet orbiting the Rydo sun in the Namaryne System. It has always been an Imperial strong hold, with parades and little unrest. Rydonni is well like because of all the manufacturing Rythani Products® contributes for the war effort, like repulsorlift vehicles and walkers in which Rythani Products® is the main contributor for the CRAM Sector military. CRAM maintains it Army Academy on this planet so the plains surrounding the cities are littered with walkers. The Army also maintains a training facility that turns out one Battalion (normally, tank, repulsor, or walker) per month. There is a sizable defense force that guards Rydonni, a Systems force is shared by Rydonni and the sector capital. Many ground batteries and a full planetary shield protect Rydonni. The navy also keeps a good number of TIEs and Blastboats in the area. The people of Rydonni Prime are pro-Imperial/CRAM and very resistant to change the only thing they care about the NR is that they don't want it to take over and steal all their wealth.
Type: Terrestrial
Atmosphere: Type I
Hydrosphere: Varies dramatically by terrain
Gravity: 1.25 standard
Terrain: Forrest, ocean, desert, plains, jungle, ice
Length of Day: 30 standard hours
Length of Year: 350 local days
Sapient Species: Humans
Starports: 1 standard class
Population: 10,000
Planet Function: Military training, and supply station
Government: Colonial of the
Tech Level: Space
Major Exports: Troops
Major Imports: weapons, military equipment, food stuffs
Capsule:
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